Implemented keyboard input.

Copied some functions from pldnet and d3d_render (now the player image shows
in the mirror).
This commit is contained in:
Steven Fuller 2001-08-09 22:34:20 +00:00 committed by Patryk Obara
parent 9d32d89705
commit d19a2069c6
6 changed files with 1177 additions and 40 deletions

View file

@ -10,7 +10,7 @@ LDLIBS += -L/usr/X11R6/lib -lX11 -lXext -lGL `sdl-config --libs`
AFLAGS = -g -Iinclude/ -w+macro-params -w+orphan-labels -w+number-overflow
ROOT = main.c math.asm mathline.c opengl.c stubs.c stubs2.cpp winapi.c afont.c frustum.c kshape.c map.c maths.c md5.c mem3dc.c mem3dcpp.cpp module.c morph.c object.c shpanim.c sphere.c tables.c vdb.c version.c
ROOT = main.c mathline.c math.asm net.c render.c opengl.c winapi.c stubs.c stubs2.cpp afont.c frustum.c kshape.c map.c maths.c md5.c mem3dc.c mem3dcpp.cpp module.c morph.c object.c shpanim.c sphere.c tables.c vdb.c version.c
AVP = ai_sight.c avpview.c bh_agun.c bh_ais.c bh_alien.c bh_binsw.c bh_cable.c bh_corpse.c bh_deathvol.c bh_debri.c bh_dummy.c bh_fan.c bh_far.c bh_fhug.c bh_gener.c bh_ldoor.c bh_lift.c bh_light.c bh_lnksw.c bh_ltfx.c bh_marin.c bh_mission.c bh_near.c bh_pargen.c bh_plachier.c bh_plift.c bh_pred.c bh_queen.c bh_rubberduck.c bh_selfdest.c bh_snds.c bh_spcl.c bh_swdor.c bh_track.c bh_types.c bh_videoscreen.c bh_waypt.c bh_weap.c bh_xeno.c bonusabilities.c cconvars.cpp cdtrackselection.cpp cheatmodes.c comp_map.c comp_shp.c consolelog.cpp davehook.cpp deaths.c decal.c detaillevels.c dynamics.c dynblock.c equipmnt.c equiputl.cpp extents.c game.c game_statistics.c gamecmds.cpp gameflow.c gamevars.cpp hmodel.c hud.c inventry.c language.c lighting.c load_shp.c los.c maps.c mempool.c messagehistory.c missions.cpp movement.c paintball.c particle.c pfarlocs.c pheromon.c player.c pmove.c psnd.c psndproj.c pvisible.c savegame.c scream.cpp secstats.c sfx.c stratdef.c targeting.c track.c triggers.c weapons.c
SHAPES = cube.c
SUPPORT = consbind.cpp consbtch.cpp coordstr.cpp daemon.cpp r2base.cpp r2pos666.cpp reflist.cpp refobj.cpp scstring.cpp strtab.cpp strutil.c trig666.cpp wrapstr.cpp

View file

@ -75,9 +75,81 @@ static int KeySymToKey(int keysym)
switch(keysym) {
case SDLK_ESCAPE:
return KEY_ESCAPE;
case SDLK_RETURN:
return KEY_CR;
case SDLK_0:
return KEY_0;
case SDLK_1:
return KEY_1;
case SDLK_2:
return KEY_2;
case SDLK_3:
return KEY_3;
case SDLK_4:
return KEY_4;
case SDLK_5:
return KEY_5;
case SDLK_6:
return KEY_6;
case SDLK_7:
return KEY_7;
case SDLK_8:
return KEY_8;
case SDLK_9:
return KEY_9;
case SDLK_a:
return KEY_A;
case SDLK_b:
return KEY_B;
case SDLK_c:
return KEY_C;
case SDLK_d:
return KEY_D;
case SDLK_e:
return KEY_E;
case SDLK_f:
return KEY_F;
case SDLK_g:
return KEY_G;
case SDLK_h:
return KEY_H;
case SDLK_i:
return KEY_I;
case SDLK_j:
return KEY_J;
case SDLK_k:
return KEY_K;
case SDLK_l:
return KEY_L;
case SDLK_m:
return KEY_M;
case SDLK_n:
return KEY_N;
case SDLK_o:
return KEY_O;
case SDLK_p:
return KEY_P;
case SDLK_q:
return KEY_Q;
case SDLK_r:
return KEY_R;
case SDLK_s:
return KEY_S;
case SDLK_t:
return KEY_T;
case SDLK_u:
return KEY_U;
case SDLK_v:
return KEY_V;
case SDLK_w:
return KEY_W;
case SDLK_x:
return KEY_X;
case SDLK_y:
return KEY_Y;
case SDLK_z:
return KEY_Z;
case SDLK_LEFT:
return KEY_LEFT;
case SDLK_RIGHT:
@ -85,7 +157,138 @@ static int KeySymToKey(int keysym)
case SDLK_UP:
return KEY_UP;
case SDLK_DOWN:
return KEY_DOWN;
return KEY_DOWN;
case SDLK_RETURN:
return KEY_CR;
case SDLK_TAB:
return KEY_TAB;
case SDLK_INSERT:
return KEY_INS;
case SDLK_DELETE:
return KEY_DEL;
case SDLK_END:
return KEY_END;
case SDLK_HOME:
return KEY_HOME;
case SDLK_PAGEUP:
return KEY_PAGEUP;
case SDLK_PAGEDOWN:
return KEY_PAGEDOWN;
case SDLK_BACKSPACE:
return KEY_BACKSPACE;
case SDLK_COMMA:
return KEY_COMMA;
case SDLK_PERIOD:
return KEY_FSTOP; /* fstop? */
case SDLK_SPACE:
return KEY_SPACE;
case SDLK_LSHIFT:
return KEY_LEFTSHIFT;
case SDLK_RSHIFT:
return KEY_RIGHTSHIFT;
case SDLK_LALT:
return KEY_LEFTALT;
case SDLK_RALT:
return KEY_RIGHTALT;
case SDLK_LCTRL:
return KEY_LEFTCTRL;
case SDLK_RCTRL:
return KEY_RIGHTCTRL;
case SDLK_CAPSLOCK:
return KEY_CAPS;
case SDLK_NUMLOCK:
return KEY_NUMLOCK;
case SDLK_SCROLLOCK:
return KEY_SCROLLOK;
case SDLK_KP0:
return KEY_NUMPAD0;
case SDLK_KP1:
return KEY_NUMPAD1;
case SDLK_KP2:
return KEY_NUMPAD2;
case SDLK_KP3:
return KEY_NUMPAD3;
case SDLK_KP4:
return KEY_NUMPAD4;
case SDLK_KP5:
return KEY_NUMPAD5;
case SDLK_KP6:
return KEY_NUMPAD6;
case SDLK_KP7:
return KEY_NUMPAD7;
case SDLK_KP8:
return KEY_NUMPAD8;
case SDLK_KP9:
return KEY_NUMPAD9;
case SDLK_KP_MINUS:
return KEY_NUMPADSUB;
case SDLK_KP_PLUS:
return KEY_NUMPADADD;
case SDLK_KP_PERIOD:
return KEY_NUMPADDEL;
case SDLK_KP_ENTER:
return KEY_NUMPADENTER;
case SDLK_KP_DIVIDE:
return KEY_NUMPADDIVIDE;
case SDLK_KP_MULTIPLY:
return KEY_NUMPADMULTIPLY;
case SDLK_LEFTBRACKET:
return KEY_LBRACKET;
case SDLK_RIGHTBRACKET:
return KEY_RBRACKET;
case SDLK_SEMICOLON:
return KEY_SEMICOLON;
case SDLK_QUOTE:
return KEY_APOSTROPHE;
case SDLK_BACKQUOTE:
return KEY_GRAVE;
case SDLK_BACKSLASH:
return KEY_BACKSLASH;
case SDLK_SLASH:
return KEY_SLASH;
/* case SDLK_
return KEY_CAPITAL; */
case SDLK_MINUS:
return KEY_MINUS;
case SDLK_EQUALS:
return KEY_EQUALS;
case SDLK_LSUPER:
return KEY_LWIN;
case SDLK_RSUPER:
return KEY_RWIN;
/* case SDLK_
return KEY_APPS; */
case SDLK_F1:
return KEY_F1;
case SDLK_F2:
return KEY_F2;
case SDLK_F3:
return KEY_F3;
case SDLK_F4:
return KEY_F4;
case SDLK_F5:
return KEY_F5;
case SDLK_F6:
return KEY_F6;
case SDLK_F7:
return KEY_F7;
case SDLK_F8:
return KEY_F8;
case SDLK_F9:
return KEY_F9;
case SDLK_F10:
return KEY_F10;
case SDLK_F11:
return KEY_F11;
case SDLK_F12:
return KEY_F12;
/* finish foreign keys */
default:
return -1;
@ -196,8 +399,17 @@ int main(int argc, char *argv[])
/* InitOptionsMenu(); NOT YET */
// LoadDefaultPrimaryConfigs(); /* load the configs! yes! */
MarineInputPrimaryConfig = DefaultMarineInputPrimaryConfig;
PredatorInputPrimaryConfig = DefaultPredatorInputPrimaryConfig;
AlienInputPrimaryConfig = DefaultAlienInputPrimaryConfig;
MarineInputSecondaryConfig = DefaultMarineInputSecondaryConfig;
PredatorInputSecondaryConfig = DefaultPredatorInputSecondaryConfig;
AlienInputSecondaryConfig = DefaultAlienInputSecondaryConfig;
LoadKeyConfiguration();
SoundSys_Start();
CDDA_Start();
@ -210,7 +422,8 @@ int main(int argc, char *argv[])
LoadSounds("PLAYER");
AvP.CurrentEnv = AvP.StartingEnv = 0; /* are these even used? */
SetLevelToLoad(AVP_ENVIRONMENT_INVASION); /* because the menus aren't implemented */
// SetLevelToLoad(AVP_ENVIRONMENT_INVASION); /* because the menus aren't implemented */
SetLevelToLoad(AVP_ENVIRONMENT_DERELICT); /* starting marine level */
// while(AvP_MainMenus()) {

888
src/net.c Normal file
View file

@ -0,0 +1,888 @@
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <SDL.h>
#include <GL/gl.h>
#include <GL/glext.h>
#include "fixer.h"
#include "3dc.h"
#include "platform.h"
#include "inline.h"
#include "gamedef.h"
#include "module.h"
#include "stratdef.h"
#include "projfont.h"
#include "krender.h"
#include "kshape.h"
#include "prototyp.h"
#include "d3d_hud.h"
#include "bh_types.h"
#include "equipmnt.h"
#include "bh_marin.h"
#include "bh_alien.h"
#include "pldghost.h"
#define UseLocalAssert Yes
#include "ourasert.h"
DISPLAYBLOCK PlayersMirrorImage;
STRATEGYBLOCK PlayersMirrorImageSB;
NETGHOSTDATABLOCK PlayersMirrorGhost;
DYNAMICSBLOCK PlayersMirrorDynBlock;
extern int LastHand;
/* support function for addnetmsg_playerstate() */
static int MyPlayerHasAMuzzleFlash(STRATEGYBLOCK *sbPtr)
{
PLAYER_WEAPON_DATA *weaponPtr;
TEMPLATE_WEAPON_DATA *twPtr;
PLAYER_STATUS *playerStatusPtr = (PLAYER_STATUS *)(Player->ObStrategyBlock->SBdataptr);
LOCALASSERT(playerStatusPtr);
weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]);
twPtr = &TemplateWeapon[weaponPtr->WeaponIDNumber];
/* first check if we are displaying a muzle flash ourselves */
if(twPtr->MuzzleFlashShapeName == NULL) return 0;
if(twPtr->PrimaryIsMeleeWeapon) return 0;
if (weaponPtr->WeaponIDNumber==WEAPON_TWO_PISTOLS) {
if (weaponPtr->CurrentState == WEAPONSTATE_FIRING_PRIMARY) {
if (LastHand) {
return 2;
} else {
return 1;
}
} else if (weaponPtr->CurrentState == WEAPONSTATE_FIRING_SECONDARY) {
if (LastHand) {
return 2;
} else {
return 1;
}
return 0;
}
}
if (weaponPtr->WeaponIDNumber==WEAPON_MARINE_PISTOL) {
if ((weaponPtr->CurrentState==WEAPONSTATE_FIRING_PRIMARY)
||(weaponPtr->CurrentState==WEAPONSTATE_FIRING_SECONDARY)) {
//ReleasePrintDebuggingText("Pistol Muzzle Flash 1\n");
return 1;
} else {
//ReleasePrintDebuggingText("Pistol Muzzle Flash 0\n");
return 0;
}
}
if (weaponPtr->CurrentState != WEAPONSTATE_FIRING_PRIMARY) {
return 0;
}
/* even if we are displaying our own muzzle flash, we don't neccessarily want it to
be visible to other players (because it looks stupid) */
if((weaponPtr->WeaponIDNumber==WEAPON_PULSERIFLE)||
(weaponPtr->WeaponIDNumber==WEAPON_MARINE_PISTOL)||
(weaponPtr->WeaponIDNumber==WEAPON_AUTOSHOTGUN)||
(weaponPtr->WeaponIDNumber==WEAPON_SMARTGUN)||
(weaponPtr->WeaponIDNumber==WEAPON_MINIGUN)||
(weaponPtr->WeaponIDNumber==WEAPON_FRISBEE_LAUNCHER)||
(weaponPtr->WeaponIDNumber==WEAPON_PRED_PISTOL)||
(weaponPtr->WeaponIDNumber==WEAPON_PRED_RIFLE))
{
/* if we get this far, we want to display a muzzle flash */
return 1;
}
return 0;
}
/* Patrick 11/7/97 ----------------------------------------------
Functions for determining our sequence for player update messages
-----------------------------------------------------------------*/
static MARINE_SEQUENCE GetMyMarineSequence(void)
{
int playerIsMoving = 0;
int playerIsFiring = 0;
int playerIsCrouching = 0;
int playerIsAlive = 0;
int playerIsJumping = 0;
int usingCloseAttackWeapon;
extern int StaffAttack;
/* sort out what state we're in */
if(PlayerStatusPtr->IsAlive) playerIsAlive = 1;
else playerIsAlive = 0;
if (PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_Backward) {
playerIsMoving=-1;
} else if((PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_Forward)||
(PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_SideStepLeft)||
(PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_SideStepRight)) {
playerIsMoving = 1;
} else {
playerIsMoving = 0;
}
if ( (Player->ObStrategyBlock->DynPtr->Position.vx==Player->ObStrategyBlock->DynPtr->PrevPosition.vx)
&& (Player->ObStrategyBlock->DynPtr->Position.vy==Player->ObStrategyBlock->DynPtr->PrevPosition.vy)
&& (Player->ObStrategyBlock->DynPtr->Position.vz==Player->ObStrategyBlock->DynPtr->PrevPosition.vz) ) {
/* Actually not moving - overruled! */
playerIsMoving=0;
}
if(PlayerStatusPtr->ShapeState!=PMph_Standing)
{
playerIsCrouching = 1;
}
else
{
playerIsCrouching = 0;
}
if((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_FIRING_PRIMARY)||
(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_RECOIL_PRIMARY)) {
playerIsFiring = 1;
} else {
if(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_MARINE_PISTOL) {
if((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_FIRING_SECONDARY)||
(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_RECOIL_SECONDARY)) {
playerIsFiring = 1;
} else {
playerIsFiring = 0;
}
} else {
playerIsFiring = 0;
}
}
if(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_CUDGEL)
usingCloseAttackWeapon = 1;
else usingCloseAttackWeapon = 0;
/* Fix cudgel. */
if (usingCloseAttackWeapon) {
if((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_FIRING_SECONDARY)||
(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_RECOIL_SECONDARY)) {
playerIsFiring = 1;
}
}
/* KJL 14:27:14 10/29/97 - deal with jumping & falling */
{
DYNAMICSBLOCK *dynPtr = Player->ObStrategyBlock->DynPtr;
if (!dynPtr->IsInContactWithFloor && (dynPtr->TimeNotInContactWithFloor==0))
playerIsJumping=1;
}
/* and deduce the sequence */
if(playerIsAlive==0)
{
if(playerIsCrouching) {
return MSQ_CrouchDie;
} else {
return MSQ_StandDieFront;
}
}
if(playerIsJumping) {
return MSQ_Jump;
}
/* Put this in here... no running cudgel attacks yet. */
if(playerIsFiring&&usingCloseAttackWeapon) {
/* Deal with cudgel case! */
if (StaffAttack>=0) {
return(MSQ_BaseOfCudgelAttacks+StaffAttack);
}
}
if(playerIsCrouching)
{
if(playerIsMoving>0) {
return MSQ_Crawl;
} else if (playerIsMoving<0) {
return MSQ_Crawl_Backwards;
} else {
return MSQ_Crouch;
}
}
if(playerIsMoving>0)
{
if(playerIsFiring) {
if((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_TWO_PISTOLS)
&&(LastHand)) {
return MSQ_RunningFireSecondary;
} else {
return MSQ_RunningFire;
}
} else {
return MSQ_Walk;
}
} else if (playerIsMoving<0) {
if(playerIsFiring) {
if((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_TWO_PISTOLS)
&&(LastHand)) {
return MSQ_RunningFireSecondary_Backwards;
} else {
return MSQ_RunningFire_Backwards;
}
} else {
return MSQ_Walk_Backwards;
}
}
if(playerIsFiring) {
if((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_TWO_PISTOLS)
&&(LastHand)) {
return MSQ_StandingFireSecondary;
} else {
return MSQ_StandingFire;
}
} else {
if (PlayerStatusPtr->tauntTimer!=0) {
return MSQ_Taunt;
} else {
return MSQ_Stand;
}
}
}
static ALIEN_SEQUENCE GetMyAlienSequence(void)
{
extern STRATEGYBLOCK *Biting;
extern int Bit;
int playerIsMoving = 0;
int playerIsFiring = 0;
int playerIsCrouching = 0;
int playerIsAlive = 0;
int playerIsJumping = 0;
/* sort out what state we're in */
if(PlayerStatusPtr->IsAlive) playerIsAlive = 1;
else playerIsAlive = 0;
if (PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_Backward) {
playerIsMoving =-1;
} else if ((PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_Forward)||
(PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_SideStepLeft)||
(PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_SideStepRight)) {
playerIsMoving = 1;
} else {
playerIsMoving = 0;
}
if ( (Player->ObStrategyBlock->DynPtr->Position.vx==Player->ObStrategyBlock->DynPtr->PrevPosition.vx)
&& (Player->ObStrategyBlock->DynPtr->Position.vy==Player->ObStrategyBlock->DynPtr->PrevPosition.vy)
&& (Player->ObStrategyBlock->DynPtr->Position.vz==Player->ObStrategyBlock->DynPtr->PrevPosition.vz) ) {
/* Actually not moving - overruled! */
playerIsMoving=0;
}
if(PlayerStatusPtr->ShapeState!=PMph_Standing) playerIsCrouching = 1;
else playerIsCrouching = 0;
/* ChrisF 20/4/98: playerIsFiring now specifies alien weapon behaviour. */
//if((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_FIRING_PRIMARY)||
// (PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_RECOIL_PRIMARY))
// playerIsFiring = 1;
//else playerIsFiring = 0;
//
//if(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber!=WEAPON_ALIEN_SPIT) {
// usingCloseAttackWeapon = 1;
//} else {
// usingCloseAttackWeapon = 0;
//}
switch(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState) {
case (WEAPONSTATE_FIRING_PRIMARY):
if(Biting) {
playerIsFiring=4; //Eat.
} else {
playerIsFiring=1; //Claw.
}
break;
case (WEAPONSTATE_FIRING_SECONDARY):
playerIsFiring=2; //Tail Poise.
break;
case (WEAPONSTATE_RECOIL_SECONDARY):
playerIsFiring=3; //Tail Strike.
break;
default:
playerIsFiring=0; //Nothing.
break;
}
/* KJL 14:27:14 10/29/97 - deal with jumping & falling */
{
DYNAMICSBLOCK *dynPtr = Player->ObStrategyBlock->DynPtr;
if (!dynPtr->IsInContactWithFloor && (dynPtr->TimeNotInContactWithFloor==0))
playerIsJumping=1;
}
/* and deduce the sequence */
if(playerIsAlive==0)
{
return ASQ_Stand; /* kind of irrelevant really */
}
if(playerIsJumping) /* TODO: consider jump & crouch */
{
switch(playerIsFiring) {
case 1:
return ASQ_Pounce;
break;
case 2:
return ASQ_JumpingTailPoise;
break;
case 3:
return ASQ_JumpingTailStrike;
break;
case 4:
/* What the hell? */
return ASQ_Eat;
break;
default:
return ASQ_Jump;
break;
}
}
if(playerIsCrouching)
{
if(playerIsMoving>0)
{
switch(playerIsFiring) {
case 1:
return ASQ_CrawlingAttack_Claw;
break;
case 2:
return ASQ_CrawlingTailPoise;
break;
case 3:
return ASQ_CrawlingTailStrike;
break;
case 4:
/* What the hell? */
return ASQ_CrouchEat;
break;
default:
if(Player->ObStrategyBlock->DynPtr->OrientMat.mat22>50000)
return ASQ_Scamper;
else
return ASQ_Crawl;
break;
}
} else if(playerIsMoving<0) {
switch(playerIsFiring) {
case 1:
return ASQ_CrawlingAttack_Claw_Backwards;
break;
case 2:
return ASQ_CrawlingTailPoise_Backwards;
break;
case 3:
return ASQ_CrawlingTailStrike_Backwards;
break;
case 4:
/* What the hell? */
return ASQ_CrouchEat;
break;
default:
if(Player->ObStrategyBlock->DynPtr->OrientMat.mat22>50000)
return ASQ_Scamper_Backwards;
else
return ASQ_Crawl_Backwards;
break;
}
}
switch(playerIsFiring) {
case 1:
return ASQ_CrouchedAttack_Claw;
break;
case 2:
return ASQ_CrouchedTailPoise;
break;
case 3:
return ASQ_CrouchedTailStrike;
break;
case 4:
return ASQ_Eat;
break;
default:
return ASQ_Crouch;
break;
}
}
if(playerIsMoving>0)
{
switch(playerIsFiring) {
case 1:
return ASQ_RunningAttack_Claw;
break;
case 2:
return ASQ_RunningTailPoise;
break;
case 3:
return ASQ_RunningTailStrike;
break;
case 4:
/* What the hell? */
return ASQ_Eat;
break;
default:
return ASQ_Run;
break;
}
} else if(playerIsMoving<0) {
switch(playerIsFiring) {
case 1:
return ASQ_RunningAttack_Claw_Backwards;
break;
case 2:
return ASQ_RunningTailPoise_Backwards;
break;
case 3:
return ASQ_RunningTailStrike_Backwards;
break;
case 4:
/* What the hell? */
return ASQ_Eat;
break;
default:
return ASQ_Run_Backwards;
break;
}
}
switch(playerIsFiring) {
case 1:
return ASQ_StandingAttack_Claw;
break;
case 2:
return ASQ_StandingTailPoise;
break;
case 3:
return ASQ_StandingTailStrike;
break;
case 4:
return ASQ_Eat;
break;
default:
if (PlayerStatusPtr->tauntTimer!=0) {
/* Second lowest priority ever. */
return ASQ_Taunt;
} else {
return ASQ_Stand;
}
break;
}
}
static PREDATOR_SEQUENCE GetMyPredatorSequence(void)
{
int playerIsMoving = 0;
int playerIsFiring = 0;
int playerIsCrouching = 0;
int playerIsAlive = 0;
int playerIsJumping = 0;
int usingCloseAttackWeapon;
extern int StaffAttack;
/* sort out what state we're in */
if(PlayerStatusPtr->IsAlive) playerIsAlive = 1;
else playerIsAlive = 0;
if (PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_Backward) {
playerIsMoving=-1;
} else if((PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_Forward)||
(PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_SideStepLeft)||
(PlayerStatusPtr->Mvt_InputRequests.Flags.Rqst_SideStepRight)) {
playerIsMoving = 1;
} else {
playerIsMoving = 0;
}
if ( (Player->ObStrategyBlock->DynPtr->Position.vx==Player->ObStrategyBlock->DynPtr->PrevPosition.vx)
&& (Player->ObStrategyBlock->DynPtr->Position.vy==Player->ObStrategyBlock->DynPtr->PrevPosition.vy)
&& (Player->ObStrategyBlock->DynPtr->Position.vz==Player->ObStrategyBlock->DynPtr->PrevPosition.vz) ) {
/* Actually not moving - overruled! */
playerIsMoving=0;
}
if(PlayerStatusPtr->ShapeState!=PMph_Standing) playerIsCrouching = 1;
else playerIsCrouching = 0;
playerIsFiring = 0;
if(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_PRED_SHOULDERCANNON)
{
//the shoulder cannon is fired during recoil (I think)
if(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_RECOIL_PRIMARY)
{
playerIsFiring = 1;
}
}
else if(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_PRED_WRISTBLADE)
{
if((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_FIRING_PRIMARY)||
(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_RECOIL_PRIMARY) ||
(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_RECOIL_SECONDARY))
{
if(StaffAttack!=-1)
{
playerIsFiring = 1;
}
}
}
else
{
if((PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_FIRING_PRIMARY)||
(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].CurrentState==WEAPONSTATE_RECOIL_PRIMARY))
{
playerIsFiring = 1;
}
}
if(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_PRED_WRISTBLADE)
usingCloseAttackWeapon = 3;
else if(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_PRED_DISC)
usingCloseAttackWeapon = 1;
else if(PlayerStatusPtr->WeaponSlot[PlayerStatusPtr->SelectedWeaponSlot].WeaponIDNumber==WEAPON_PRED_STAFF)
usingCloseAttackWeapon = 2;
else usingCloseAttackWeapon = 0;
/* KJL 14:27:14 10/29/97 - deal with jumping & falling */
{
DYNAMICSBLOCK *dynPtr = Player->ObStrategyBlock->DynPtr;
if (!dynPtr->IsInContactWithFloor && (dynPtr->TimeNotInContactWithFloor==0))
playerIsJumping=1;
}
/* and deduce the sequence */
if(playerIsAlive==0)
{
if(playerIsCrouching) {
return PredSQ_CrouchDie;
} else {
return PredSQ_StandDie;
}
}
if(playerIsJumping) {
return(PredSQ_Jump);
}
if(playerIsCrouching)
{
if(playerIsMoving>0)
{
if(playerIsFiring&&usingCloseAttackWeapon) {
/* Deal with staff case! */
if (usingCloseAttackWeapon==2) {
if (StaffAttack>=0) {
return(PredSQ_BaseOfStaffAttacks+StaffAttack);
}
} else if (usingCloseAttackWeapon==3) {
if (StaffAttack>=0) {
return(PredSQ_BaseOfWristbladeAttacks+StaffAttack);
}
}
return PredSQ_CrawlingSwipe;
} else {
return PredSQ_Crawl;
}
} else if (playerIsMoving<0) {
if(playerIsFiring&&usingCloseAttackWeapon) {
/* Deal with staff case! */
if (usingCloseAttackWeapon==2) {
if (StaffAttack>=0) {
return(PredSQ_BaseOfStaffAttacks+StaffAttack);
}
} else if (usingCloseAttackWeapon==3) {
if (StaffAttack>=0) {
return(PredSQ_BaseOfWristbladeAttacks+StaffAttack);
}
}
return PredSQ_CrawlingSwipe_Backwards;
} else {
return PredSQ_Crawl_Backwards;
}
}
if(playerIsFiring&&usingCloseAttackWeapon) {
/* Deal with staff case! */
if (usingCloseAttackWeapon==2) {
if (StaffAttack>=0) {
return(PredSQ_BaseOfStaffAttacks+StaffAttack);
}
} else if (usingCloseAttackWeapon==3) {
if (StaffAttack>=0) {
return(PredSQ_BaseOfWristbladeAttacks+StaffAttack);
}
}
return PredSQ_CrouchedSwipe;
} else {
return PredSQ_Crouch;
}
}
if(playerIsMoving>0)
{
if(playerIsFiring&&usingCloseAttackWeapon) {
/* Deal with staff case! */
if (usingCloseAttackWeapon==2) {
if (StaffAttack>=0) {
return(PredSQ_BaseOfStaffAttacks+StaffAttack);
}
} else if (usingCloseAttackWeapon==3) {
if (StaffAttack>=0) {
return(PredSQ_BaseOfWristbladeAttacks+StaffAttack);
}
}
return PredSQ_RunningSwipe;
} else {
return PredSQ_Run;
}
} else if (playerIsMoving<0) {
if(playerIsFiring&&usingCloseAttackWeapon) {
/* Deal with staff case! */
if (usingCloseAttackWeapon==2) {
if (StaffAttack>=0) {
return(PredSQ_BaseOfStaffAttacks+StaffAttack);
}
} else if (usingCloseAttackWeapon==3) {
if (StaffAttack>=0) {
return(PredSQ_BaseOfWristbladeAttacks+StaffAttack);
}
}
return PredSQ_RunningSwipe_Backwards;
} else {
return PredSQ_Run_Backwards;
}
}
if(playerIsFiring&&usingCloseAttackWeapon) {
/* Deal with staff case! */
if (usingCloseAttackWeapon==2) {
if (StaffAttack>=0) {
return(PredSQ_BaseOfStaffAttacks+StaffAttack);
}
} else if (usingCloseAttackWeapon==3) {
if (StaffAttack>=0) {
return(PredSQ_BaseOfWristbladeAttacks+StaffAttack);
}
}
return PredSQ_StandingSwipe;
} else {
if (PlayerStatusPtr->tauntTimer!=0) {
return PredSQ_Taunt;
} else {
return PredSQ_Stand;
}
}
}
BOOL Current_Level_Requires_Mirror_Image()
{
extern char LevelName[];
if ( (!stricmp(LevelName,"e3demo")) || (!stricmp(LevelName,"e3demosp")) || (!stricmp(LevelName,"derelict")) )
{
return TRUE;
}
return FALSE;
}
void CreatePlayersImageInMirror(void)
{
AVP_BEHAVIOUR_TYPE type;
STRATEGYBLOCK *sbPtr = &PlayersMirrorImageSB;
NETGHOSTDATABLOCK *ghostData = &PlayersMirrorGhost;
PlayersMirrorImage.ObStrategyBlock = sbPtr;
sbPtr->SBdptr = &PlayersMirrorImage;
sbPtr->SBdataptr = (void *)ghostData;
sbPtr->DynPtr = &PlayersMirrorDynBlock;
switch(AvP.PlayerType)
{
case(I_Marine):
{
type = I_BehaviourMarinePlayer;
break;
}
case(I_Predator):
{
type = I_BehaviourPredatorPlayer;
break;
}
case(I_Alien):
{
type = I_BehaviourAlienPlayer;
break;
}
}
ghostData->type = type;
ghostData->IOType=IOT_Non;
ghostData->subtype=0;
ghostData->myGunFlash = NULL;
ghostData->SoundHandle = SOUND_NOACTIVEINDEX;
ghostData->currentAnimSequence = 0;
ghostData->CloakingEffectiveness = 0;
ghostData->IgnitionHandshaking = 0;
ghostData->soundStartFlag = 0;
if(AvP.Network == I_No_Network)
{
ghostData->playerId=0;
}
else
{
// ghostData->playerId=AVPDPNetID;
fprintf(stderr, "CreatePlayersImageInMirror: ghostData->playerId=AVPDPNetID\n");
}
/* set the shape */
switch(type)
{
case I_BehaviourMarinePlayer:
{
CreateMarineHModel(ghostData,WEAPON_PULSERIFLE);
break;
}
case I_BehaviourAlienPlayer:
{
CreateAlienHModel(ghostData);
break;
}
case I_BehaviourPredatorPlayer:
{
CreatePredatorHModel(ghostData,WEAPON_PRED_WRISTBLADE);
break;
}
default:
break;
}
sbPtr->SBdptr->HModelControlBlock=&ghostData->HModelController;
ProveHModel(sbPtr->SBdptr->HModelControlBlock,sbPtr->SBdptr);
}
void DeallocatePlayersMirrorImage()
{
#if MIRRORING_ON
if(Current_Level_Requires_Mirror_Image())
{
Dispel_HModel(&PlayersMirrorGhost.HModelController);
}
#endif
}
void RenderPlayersImageInMirror(void)
{
STRATEGYBLOCK *sbPtr = &PlayersMirrorImageSB;
NETGHOSTDATABLOCK *ghostData = &PlayersMirrorGhost;
int sequence;
int weapon;
int firingPrimary;
int firingSecondary;
switch(AvP.PlayerType)
{
case I_Marine:
{
sequence = (unsigned char)GetMyMarineSequence();
//check for change of charcter type
if(ghostData->type!=I_BehaviourMarinePlayer)
{
ghostData->type=I_BehaviourMarinePlayer;
//settings currentweapon to -1 will forec the hmodel to be updated
ghostData->CurrentWeapon=-1;
}
break;
}
case I_Predator:
{
sequence = (unsigned char)GetMyPredatorSequence();
//check for change of charcter type
if(ghostData->type!=I_BehaviourPredatorPlayer)
{
ghostData->type=I_BehaviourPredatorPlayer;
//settings currentweapon to -1 will forec the hmodel to be updated
ghostData->CurrentWeapon=-1;
}
break;
}
case I_Alien:
{
sequence = (unsigned char)GetMyAlienSequence();
//check for change of charcter type
if(ghostData->type!=I_BehaviourAlienPlayer)
{
ghostData->type=I_BehaviourAlienPlayer;
//setting currentweapon to -1 will force the hmodel to be updated
ghostData->CurrentWeapon=-1;
}
break;
}
default:
{
LOCALASSERT(1==0);
break;
}
}
/* my current weapon id, and whether I am firing it... */
{
PLAYER_WEAPON_DATA *weaponPtr;
PLAYER_STATUS *playerStatusPtr = (PLAYER_STATUS *)(Player->ObStrategyBlock->SBdataptr);
LOCALASSERT(playerStatusPtr);
weaponPtr = &(playerStatusPtr->WeaponSlot[playerStatusPtr->SelectedWeaponSlot]);
weapon = (signed char)(weaponPtr->WeaponIDNumber);
if((weaponPtr->CurrentState==WEAPONSTATE_FIRING_PRIMARY)&&(playerStatusPtr->IsAlive))
firingPrimary = 1;
else firingPrimary = 0;
if((weaponPtr->CurrentState==WEAPONSTATE_FIRING_SECONDARY)&&(playerStatusPtr->IsAlive))
firingSecondary = 1;
else firingSecondary = 0;
}
// if(!(((!(messagePtr->IAmAlive)))&&(netGameData.playerData[playerIndex].characterType==NGCT_Alien)))
{
{
PLAYER_STATUS *playerStatusPtr= (PLAYER_STATUS *) (Player->ObStrategyBlock->SBdataptr);
HandleWeaponElevation(sbPtr,playerStatusPtr->ViewPanX,weapon);
UpdateGhost(sbPtr,&(Player->ObStrategyBlock->DynPtr->Position),&(Player->ObStrategyBlock->DynPtr->OrientEuler),sequence,AreTwoPistolsInTertiaryFire());
MaintainGhostCloakingStatus(sbPtr,(int)playerStatusPtr->cloakOn);
}
}
{
extern VIEWDESCRIPTORBLOCK *Global_VDB_Ptr;
DISPLAYBLOCK *dPtr = &PlayersMirrorImage;
dPtr->ObWorld = PlayersMirrorDynBlock.Position;
dPtr->ObMat = PlayersMirrorDynBlock.OrientMat;
ReflectObject(dPtr);
PlayersMirrorImage.ObStrategyBlock = 0;
AddShape(dPtr,Global_VDB_Ptr);
PlayersMirrorImage.ObStrategyBlock = &PlayersMirrorImageSB;
}
HandleGhostGunFlashEffect(sbPtr,MyPlayerHasAMuzzleFlash(sbPtr));
}

View file

@ -13,7 +13,6 @@
#include "module.h"
#include "stratdef.h"
#include "projfont.h"
#include "savegame.h"
#include "krender.h"
#include "kshape.h"
#include "prototyp.h"
@ -101,3 +100,7 @@ switch(RenderPolygon.TranslucencyMode)
CurrTextureHandle = TextureHandle;
#endif
}
void D3D_Particle_Output(PARTICLE *particlePtr, RENDERVERTEX *renderVerticesPtr)
{
}

67
src/render.c Normal file
View file

@ -0,0 +1,67 @@
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <SDL.h>
#include <GL/gl.h>
#include <GL/glext.h>
#include "fixer.h"
#include "3dc.h"
#include "platform.h"
#include "inline.h"
#include "gamedef.h"
#include "module.h"
#include "stratdef.h"
#include "projfont.h"
#include "krender.h"
#include "kshape.h"
#include "prototyp.h"
#include "d3d_hud.h"
#include "bh_types.h"
#include "equipmnt.h"
#include "pldghost.h"
#define UseLocalAssert Yes
#include "ourasert.h"
extern DISPLAYBLOCK *ActiveBlockList[];
extern int NumActiveBlocks;
extern int GlobalAmbience;
int LightIntensityAtPoint(VECTORCH *pointPtr)
{
int intensity = 0;
int i, j;
DISPLAYBLOCK **activeBlockListPtr = ActiveBlockList;
for(i = NumActiveBlocks; i != 0; i--) {
DISPLAYBLOCK *dispPtr = *activeBlockListPtr++;
if (dispPtr->ObNumLights) {
for(j = 0; j < dispPtr->ObNumLights; j++) {
LIGHTBLOCK *lptr = dispPtr->ObLights[j];
VECTORCH disp = lptr->LightWorld;
int dist;
disp.vx -= pointPtr->vx;
disp.vy -= pointPtr->vy;
disp.vz -= pointPtr->vz;
dist = Approximate3dMagnitude(&disp);
if (dist<lptr->LightRange) {
intensity += WideMulNarrowDiv(lptr->LightBright,lptr->LightRange-dist,lptr->LightRange);
}
}
}
}
if (intensity>ONE_FIXED) intensity=ONE_FIXED;
else if (intensity<GlobalAmbience) intensity=GlobalAmbience;
/* KJL 20:31:39 12/1/97 - limit how dark things can be so blood doesn't go green */
if (intensity<10*256) intensity = 10*256;
return intensity;
}

View file

@ -423,13 +423,6 @@ void DrawScanlinesOverlay(float level)
fprintf(stderr, "DrawScanlinesOverlay(%f)\n", level);
}
int LightIntensityAtPoint(VECTORCH *pointPtr)
{
fprintf(stderr, "LightIntensityAtPoint(%p)\n", pointPtr);
return 0;
}
void RenderString(char *stringPtr, int x, int y, int colour)
{
fprintf(stderr, "RenderString(%s, %d, %d, %d)\n", stringPtr, x, y, colour);
@ -556,11 +549,6 @@ void D3D_PlayerDamagedOverlay(int intensity)
fprintf(stderr, "D3D_PlayerDamagedOverlay(%d)\n", intensity);
}
void D3D_Particle_Output(PARTICLE *particlePtr,RENDERVERTEX *renderVerticesPtr)
{
fprintf(stderr, "D3D_Particle_Output(%p, %p)\n", particlePtr, renderVerticesPtr);
}
void D3D_HUD_Setup()
{
fprintf(stderr, "D3D_HUD_Setup()\n");
@ -869,28 +857,6 @@ void DoMultiplayerSpecificHud()
fprintf(stderr, "DoMultiplayerSpecificHud()\n");
}
BOOL Current_Level_Requires_Mirror_Image()
{
fprintf(stderr, "Current_Level_Requires_Mirror_Image()\n");
return FALSE;
}
void CreatePlayersImageInMirror()
{
fprintf(stderr, "CreatePlayersImageInMirror()\n");
}
void RenderPlayersImageInMirror()
{
fprintf(stderr, "RenderPlayersImageInMirror()\n");
}
void DeallocatePlayersMirrorImage()
{
fprintf(stderr, "DeallocatePlayersMirrorImage()\n");
}
void AddNetMsg_AlienAIKilled(STRATEGYBLOCK *sbPtr,int death_code,int death_time, int GibbFactor,DAMAGE_PROFILE* damage)
{
fprintf(stderr, "AddNetMsg_AlienAIKilled(%p, %d, %d, %d, %p)\n", sbPtr, death_code, death_time, GibbFactor, damage);