quake2-rerelease-dll/rerelease/p_view.cpp
2023-08-07 14:48:30 -05:00

1527 lines
No EOL
38 KiB
C++

// Copyright (c) ZeniMax Media Inc.
// Licensed under the GNU General Public License 2.0.
#include "g_local.h"
#include "m_player.h"
#include "bots/bot_includes.h"
static edict_t *current_player;
static gclient_t *current_client;
static vec3_t forward, right, up;
float xyspeed;
float bobmove;
int bobcycle, bobcycle_run; // odd cycles are right foot going forward
float bobfracsin; // sinf(bobfrac*M_PI)
/*
===============
SkipViewModifiers
===============
*/
inline bool SkipViewModifiers() {
if ( g_skipViewModifiers->integer && sv_cheats->integer ) {
return true;
}
// don't do bobbing, etc on grapple
if (current_client->ctf_grapple &&
current_client->ctf_grapplestate > CTF_GRAPPLE_STATE_FLY) {
return true;
}
// spectator mode
if (current_client->resp.spectator || (G_TeamplayEnabled() && current_client->resp.ctf_team == CTF_NOTEAM)) {
return true;
}
return false;
}
/*
===============
SV_CalcRoll
===============
*/
float SV_CalcRoll(const vec3_t &angles, const vec3_t &velocity)
{
if ( SkipViewModifiers() ) {
return 0.0f;
}
float sign;
float side;
float value;
side = velocity.dot(right);
sign = side < 0 ? -1.f : 1.f;
side = fabsf(side);
value = sv_rollangle->value;
if (side < sv_rollspeed->value)
side = side * value / sv_rollspeed->value;
else
side = value;
return side * sign;
}
/*
===============
P_DamageFeedback
Handles color blends and view kicks
===============
*/
void P_DamageFeedback(edict_t *player)
{
gclient_t *client;
float side;
float realcount, count, kick;
vec3_t v;
int l;
constexpr vec3_t armor_color = { 1.0, 1.0, 1.0 };
constexpr vec3_t power_color = { 0.0, 1.0, 0.0 };
constexpr vec3_t bcolor = { 1.0, 0.0, 0.0 };
client = player->client;
// flash the backgrounds behind the status numbers
int16_t want_flashes = 0;
if (client->damage_blood)
want_flashes |= 1;
if (client->damage_armor && !(player->flags & FL_GODMODE) && (client->invincible_time <= level.time))
want_flashes |= 2;
if (want_flashes)
{
client->flash_time = level.time + 100_ms;
client->ps.stats[STAT_FLASHES] = want_flashes;
}
else if (client->flash_time < level.time)
client->ps.stats[STAT_FLASHES] = 0;
// total points of damage shot at the player this frame
count = (float) (client->damage_blood + client->damage_armor + client->damage_parmor);
if (count == 0)
return; // didn't take any damage
// start a pain animation if still in the player model
if (client->anim_priority < ANIM_PAIN && player->s.modelindex == MODELINDEX_PLAYER)
{
static int i;
client->anim_priority = ANIM_PAIN;
if (client->ps.pmove.pm_flags & PMF_DUCKED)
{
player->s.frame = FRAME_crpain1 - 1;
client->anim_end = FRAME_crpain4;
}
else
{
i = (i + 1) % 3;
switch (i)
{
case 0:
player->s.frame = FRAME_pain101 - 1;
client->anim_end = FRAME_pain104;
break;
case 1:
player->s.frame = FRAME_pain201 - 1;
client->anim_end = FRAME_pain204;
break;
case 2:
player->s.frame = FRAME_pain301 - 1;
client->anim_end = FRAME_pain304;
break;
}
}
client->anim_time = 0_ms;
}
realcount = count;
// if we took health damage, do a minimum clamp
if (client->damage_blood)
{
if (count < 10)
count = 10; // always make a visible effect
}
else
{
if (count > 2)
count = 2; // don't go too deep
}
// play an appropriate pain sound
if ((level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) && (client->invincible_time <= level.time))
{
player->pain_debounce_time = level.time + 700_ms;
constexpr const char *pain_sounds[] = {
"*pain25_1.wav",
"*pain25_2.wav",
"*pain50_1.wav",
"*pain50_2.wav",
"*pain75_1.wav",
"*pain75_2.wav",
"*pain100_1.wav",
"*pain100_2.wav",
};
if (player->health < 25)
l = 0;
else if (player->health < 50)
l = 2;
else if (player->health < 75)
l = 4;
else
l = 6;
if (brandom())
l |= 1;
gi.sound(player, CHAN_VOICE, gi.soundindex(pain_sounds[l]), 1, ATTN_NORM, 0);
// Paril: pain noises alert monsters
PlayerNoise(player, player->s.origin, PNOISE_SELF);
}
// the total alpha of the blend is always proportional to count
if (client->damage_alpha < 0)
client->damage_alpha = 0;
// [Paril-KEX] tweak the values to rely less on this
// and more on damage indicators
if (client->damage_blood || (client->damage_alpha + count * 0.06f) < 0.15f)
{
client->damage_alpha += count * 0.06f;
if (client->damage_alpha < 0.06f)
client->damage_alpha = 0.06f;
if (client->damage_alpha > 0.4f)
client->damage_alpha = 0.4f; // don't go too saturated
}
// mix in colors
v = {};
if (client->damage_parmor)
v += power_color * (client->damage_parmor / realcount);
if (client->damage_blood)
v += bcolor * max(15.0f, (client->damage_blood / realcount));
if (client->damage_armor)
v += armor_color * (client->damage_armor / realcount);
client->damage_blend = v.normalized();
//
// calculate view angle kicks
//
kick = (float) abs(client->damage_knockback);
if (kick && player->health > 0) // kick of 0 means no view adjust at all
{
kick = kick * 100 / player->health;
if (kick < count * 0.5f)
kick = count * 0.5f;
if (kick > 50)
kick = 50;
v = client->damage_from - player->s.origin;
v.normalize();
side = v.dot(right);
client->v_dmg_roll = kick * side * 0.3f;
side = -v.dot(forward);
client->v_dmg_pitch = kick * side * 0.3f;
client->v_dmg_time = level.time + DAMAGE_TIME();
}
// [Paril-KEX] send view indicators
if (client->num_damage_indicators)
{
gi.WriteByte(svc_damage);
gi.WriteByte(client->num_damage_indicators);
for (uint8_t i = 0; i < client->num_damage_indicators; i++)
{
auto &indicator = client->damage_indicators[i];
// encode total damage into 5 bits
uint8_t encoded = std::clamp((indicator.health + indicator.power + indicator.armor) / 3, 1, 0x1F);
// encode types in the latter 3 bits
if (indicator.health)
encoded |= 0x20;
if (indicator.armor)
encoded |= 0x40;
if (indicator.power)
encoded |= 0x80;
gi.WriteByte(encoded);
gi.WriteDir((player->s.origin - indicator.from).normalized());
}
gi.unicast(player, false);
}
//
// clear totals
//
client->damage_blood = 0;
client->damage_armor = 0;
client->damage_parmor = 0;
client->damage_knockback = 0;
client->num_damage_indicators = 0;
}
/*
===============
SV_CalcViewOffset
Auto pitching on slopes?
fall from 128: 400 = 160000
fall from 256: 580 = 336400
fall from 384: 720 = 518400
fall from 512: 800 = 640000
fall from 640: 960 =
damage = deltavelocity*deltavelocity * 0.0001
===============
*/
void SV_CalcViewOffset(edict_t *ent)
{
float bob;
float ratio;
float delta;
vec3_t v;
//===================================
// base angles
vec3_t &angles = ent->client->ps.kick_angles;
// if dead, fix the angle and don't add any kick
if (ent->deadflag && !ent->client->resp.spectator)
{
angles = {};
if (ent->flags & FL_SAM_RAIMI)
{
ent->client->ps.viewangles[ROLL] = 0;
ent->client->ps.viewangles[PITCH] = 0;
}
else
{
ent->client->ps.viewangles[ROLL] = 40;
ent->client->ps.viewangles[PITCH] = -15;
}
ent->client->ps.viewangles[YAW] = ent->client->killer_yaw;
}
else
{
// add angles based on weapon kick
angles = P_CurrentKickAngles(ent);
// add angles based on damage kick
if (ent->client->v_dmg_time > level.time)
{
// [Paril-KEX] 100ms of slack is added to account for
// visual difference in higher tickrates
gtime_t diff = ent->client->v_dmg_time - level.time;
// slack time remaining
if (DAMAGE_TIME_SLACK())
{
if (diff > DAMAGE_TIME() - DAMAGE_TIME_SLACK())
ratio = (DAMAGE_TIME() - diff).seconds() / DAMAGE_TIME_SLACK().seconds();
else
ratio = diff.seconds() / (DAMAGE_TIME() - DAMAGE_TIME_SLACK()).seconds();
}
else
ratio = diff.seconds() / (DAMAGE_TIME() - DAMAGE_TIME_SLACK()).seconds();
angles[PITCH] += ratio * ent->client->v_dmg_pitch;
angles[ROLL] += ratio * ent->client->v_dmg_roll;
}
// add pitch based on fall kick
if (ent->client->fall_time > level.time)
{
// [Paril-KEX] 100ms of slack is added to account for
// visual difference in higher tickrates
gtime_t diff = ent->client->fall_time - level.time;
// slack time remaining
if (DAMAGE_TIME_SLACK())
{
if (diff > FALL_TIME() - DAMAGE_TIME_SLACK())
ratio = (FALL_TIME() - diff).seconds() / DAMAGE_TIME_SLACK().seconds();
else
ratio = diff.seconds() / (FALL_TIME() - DAMAGE_TIME_SLACK()).seconds();
}
else
ratio = diff.seconds() / (FALL_TIME() - DAMAGE_TIME_SLACK()).seconds();
angles[PITCH] += ratio * ent->client->fall_value;
}
// add angles based on velocity
if (!ent->client->pers.bob_skip && !SkipViewModifiers())
{
delta = ent->velocity.dot(forward);
angles[PITCH] += delta * run_pitch->value;
delta = ent->velocity.dot(right);
angles[ROLL] += delta * run_roll->value;
// add angles based on bob
delta = bobfracsin * bob_pitch->value * xyspeed;
if ((ent->client->ps.pmove.pm_flags & PMF_DUCKED) && ent->groundentity)
delta *= 6; // crouching
delta = min(delta, 1.2f);
angles[PITCH] += delta;
delta = bobfracsin * bob_roll->value * xyspeed;
if ((ent->client->ps.pmove.pm_flags & PMF_DUCKED) && ent->groundentity)
delta *= 6; // crouching
delta = min(delta, 1.2f);
if (bobcycle & 1)
delta = -delta;
angles[ROLL] += delta;
}
// add earthquake angles
if (ent->client->quake_time > level.time)
{
float factor = min(1.0f, (ent->client->quake_time.seconds() / level.time.seconds()) * 0.25f);
angles.x += crandom_open() * factor;
angles.z += crandom_open() * factor;
angles.y += crandom_open() * factor;
}
}
// [Paril-KEX] clamp angles
for (int i = 0; i < 3; i++)
angles[i] = clamp(angles[i], -31.f, 31.f);
//===================================
// base origin
v = {};
// add fall height
if (ent->client->fall_time > level.time)
{
// [Paril-KEX] 100ms of slack is added to account for
// visual difference in higher tickrates
gtime_t diff = ent->client->fall_time - level.time;
// slack time remaining
if (DAMAGE_TIME_SLACK())
{
if (diff > FALL_TIME() - DAMAGE_TIME_SLACK())
ratio = (FALL_TIME() - diff).seconds() / DAMAGE_TIME_SLACK().seconds();
else
ratio = diff.seconds() / (FALL_TIME() - DAMAGE_TIME_SLACK()).seconds();
}
else
ratio = diff.seconds() / (FALL_TIME() - DAMAGE_TIME_SLACK()).seconds();
v[2] -= ratio * ent->client->fall_value * 0.4f;
}
// add bob height
if (!ent->client->pers.bob_skip && !SkipViewModifiers())
{
bob = bobfracsin * xyspeed * bob_up->value;
if (bob > 6)
bob = 6;
// gi.DebugGraph (bob *2, 255);
v[2] += bob;
}
// add kick offset
v += P_CurrentKickOrigin(ent);
// absolutely bound offsets
// so the view can never be outside the player box
if (v[0] < -14)
v[0] = -14;
else if (v[0] > 14)
v[0] = 14;
if (v[1] < -14)
v[1] = -14;
else if (v[1] > 14)
v[1] = 14;
if (v[2] < -22)
v[2] = -22;
else if (v[2] > 30)
v[2] = 30;
ent->client->ps.viewoffset = v;
}
/*
==============
SV_CalcGunOffset
==============
*/
void SV_CalcGunOffset(edict_t *ent)
{
int i;
// ROGUE
// ROGUE - heatbeam shouldn't bob so the beam looks right
if (ent->client->pers.weapon &&
!((ent->client->pers.weapon->id == IT_WEAPON_PLASMABEAM || ent->client->pers.weapon->id == IT_WEAPON_GRAPPLE) && ent->client->weaponstate == WEAPON_FIRING)
&& !SkipViewModifiers())
{
// ROGUE
// gun angles from bobbing
ent->client->ps.gunangles[ROLL] = xyspeed * bobfracsin * 0.005f;
ent->client->ps.gunangles[YAW] = xyspeed * bobfracsin * 0.01f;
if (bobcycle & 1)
{
ent->client->ps.gunangles[ROLL] = -ent->client->ps.gunangles[ROLL];
ent->client->ps.gunangles[YAW] = -ent->client->ps.gunangles[YAW];
}
ent->client->ps.gunangles[PITCH] = xyspeed * bobfracsin * 0.005f;
vec3_t viewangles_delta = ent->client->oldviewangles - ent->client->ps.viewangles;
for (i = 0; i < 3; i++)
ent->client->slow_view_angles[i] += viewangles_delta[i];
// gun angles from delta movement
for (i = 0; i < 3; i++)
{
float &d = ent->client->slow_view_angles[i];
if (!d)
continue;
if (d > 180)
d -= 360;
if (d < -180)
d += 360;
if (d > 45)
d = 45;
if (d < -45)
d = -45;
// [Sam-KEX] Apply only half-delta. Makes the weapons look less detatched from the player.
if (i == ROLL)
ent->client->ps.gunangles[i] += (0.1f * d) * 0.5f;
else
ent->client->ps.gunangles[i] += (0.2f * d) * 0.5f;
float reduction_factor = viewangles_delta[i] ? 0.05f : 0.15f;
if (d > 0)
d = max(0.f, d - gi.frame_time_ms * reduction_factor);
else if (d < 0)
d = min(0.f, d + gi.frame_time_ms * reduction_factor);
}
}
// ROGUE
else
{
for (i = 0; i < 3; i++)
ent->client->ps.gunangles[i] = 0;
}
// ROGUE
// gun height
ent->client->ps.gunoffset = {};
// gun_x / gun_y / gun_z are development tools
for (i = 0; i < 3; i++)
{
ent->client->ps.gunoffset[i] += forward[i] * (gun_y->value);
ent->client->ps.gunoffset[i] += right[i] * gun_x->value;
ent->client->ps.gunoffset[i] += up[i] * (-gun_z->value);
}
}
/*
=============
SV_CalcBlend
=============
*/
void SV_CalcBlend(edict_t *ent)
{
gtime_t remaining;
ent->client->ps.damage_blend = ent->client->ps.screen_blend = {};
// add for powerups
if (ent->client->quad_time > level.time)
{
remaining = ent->client->quad_time - level.time;
if (remaining.milliseconds() == 3000) // beginning to fade
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage2.wav"), 1, ATTN_NORM, 0);
if (G_PowerUpExpiringRelative(remaining))
G_AddBlend(0, 0, 1, 0.08f, ent->client->ps.screen_blend);
}
// RAFAEL
else if (ent->client->quadfire_time > level.time)
{
remaining = ent->client->quadfire_time - level.time;
if (remaining.milliseconds() == 3000) // beginning to fade
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/quadfire2.wav"), 1, ATTN_NORM, 0);
if (G_PowerUpExpiringRelative(remaining))
G_AddBlend(1, 0.2f, 0.5f, 0.08f, ent->client->ps.screen_blend);
}
// RAFAEL
// PMM - double damage
else if (ent->client->double_time > level.time)
{
remaining = ent->client->double_time - level.time;
if (remaining.milliseconds() == 3000) // beginning to fade
gi.sound(ent, CHAN_ITEM, gi.soundindex("misc/ddamage2.wav"), 1, ATTN_NORM, 0);
if (G_PowerUpExpiringRelative(remaining))
G_AddBlend(0.9f, 0.7f, 0, 0.08f, ent->client->ps.screen_blend);
}
// PMM
else if (ent->client->invincible_time > level.time)
{
remaining = ent->client->invincible_time - level.time;
if (remaining.milliseconds() == 3000) // beginning to fade
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect2.wav"), 1, ATTN_NORM, 0);
if (G_PowerUpExpiringRelative(remaining))
G_AddBlend(1, 1, 0, 0.08f, ent->client->ps.screen_blend);
}
else if (ent->client->invisible_time > level.time)
{
remaining = ent->client->invisible_time - level.time;
if (remaining.milliseconds() == 3000) // beginning to fade
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect2.wav"), 1, ATTN_NORM, 0);
if (G_PowerUpExpiringRelative(remaining))
G_AddBlend(0.8f, 0.8f, 0.8f, 0.08f, ent->client->ps.screen_blend);
}
else if (ent->client->enviro_time > level.time)
{
remaining = ent->client->enviro_time - level.time;
if (remaining.milliseconds() == 3000) // beginning to fade
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
if (G_PowerUpExpiringRelative(remaining))
G_AddBlend(0, 1, 0, 0.08f, ent->client->ps.screen_blend);
}
else if (ent->client->breather_time > level.time)
{
remaining = ent->client->breather_time - level.time;
if (remaining.milliseconds() == 3000) // beginning to fade
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
if (G_PowerUpExpiringRelative(remaining))
G_AddBlend(0.4f, 1, 0.4f, 0.04f, ent->client->ps.screen_blend);
}
// PGM
if (ent->client->nuke_time > level.time)
{
float brightness = (ent->client->nuke_time - level.time).seconds() / 2.0f;
G_AddBlend(1, 1, 1, brightness, ent->client->ps.screen_blend);
}
if (ent->client->ir_time > level.time)
{
remaining = ent->client->ir_time - level.time;
if (G_PowerUpExpiringRelative(remaining))
{
ent->client->ps.rdflags |= RDF_IRGOGGLES;
G_AddBlend(1, 0, 0, 0.2f, ent->client->ps.screen_blend);
}
else
ent->client->ps.rdflags &= ~RDF_IRGOGGLES;
}
else
{
ent->client->ps.rdflags &= ~RDF_IRGOGGLES;
}
// PGM
// add for damage
if (ent->client->damage_alpha > 0)
G_AddBlend(ent->client->damage_blend[0], ent->client->damage_blend[1], ent->client->damage_blend[2], ent->client->damage_alpha, ent->client->ps.damage_blend);
// [Paril-KEX] drowning visual indicator
if (ent->air_finished < level.time + 9_sec)
{
constexpr vec3_t drown_color = { 0.1f, 0.1f, 0.2f };
constexpr float max_drown_alpha = 0.75f;
float alpha = (ent->air_finished < level.time) ? 1 : (1.f - ((ent->air_finished - level.time).seconds() / 9.0f));
G_AddBlend(drown_color[0], drown_color[1], drown_color[2], min(alpha, max_drown_alpha), ent->client->ps.damage_blend);
}
#if 0
if (ent->client->bonus_alpha > 0)
G_AddBlend(0.85f, 0.7f, 0.3f, ent->client->bonus_alpha, ent->client->ps.damage_blend);
#endif
// drop the damage value
ent->client->damage_alpha -= gi.frame_time_s * 0.6f;
if (ent->client->damage_alpha < 0)
ent->client->damage_alpha = 0;
// drop the bonus value
ent->client->bonus_alpha -= gi.frame_time_s;
if (ent->client->bonus_alpha < 0)
ent->client->bonus_alpha = 0;
}
/*
=============
P_WorldEffects
=============
*/
void P_WorldEffects()
{
bool breather;
bool envirosuit;
water_level_t waterlevel, old_waterlevel;
if (current_player->movetype == MOVETYPE_NOCLIP)
{
current_player->air_finished = level.time + 12_sec; // don't need air
return;
}
waterlevel = current_player->waterlevel;
old_waterlevel = current_client->old_waterlevel;
current_client->old_waterlevel = waterlevel;
breather = current_client->breather_time > level.time;
envirosuit = current_client->enviro_time > level.time;
//
// if just entered a water volume, play a sound
//
if (!old_waterlevel && waterlevel)
{
PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
if (current_player->watertype & CONTENTS_LAVA)
gi.sound(current_player, CHAN_BODY, gi.soundindex("player/lava_in.wav"), 1, ATTN_NORM, 0);
else if (current_player->watertype & CONTENTS_SLIME)
gi.sound(current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
else if (current_player->watertype & CONTENTS_WATER)
gi.sound(current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
current_player->flags |= FL_INWATER;
// clear damage_debounce, so the pain sound will play immediately
current_player->damage_debounce_time = level.time - 1_sec;
}
//
// if just completely exited a water volume, play a sound
//
if (old_waterlevel && !waterlevel)
{
PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
gi.sound(current_player, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0);
current_player->flags &= ~FL_INWATER;
}
//
// check for head just going under water
//
if (old_waterlevel != WATER_UNDER && waterlevel == WATER_UNDER)
{
gi.sound(current_player, CHAN_BODY, gi.soundindex("player/watr_un.wav"), 1, ATTN_NORM, 0);
}
//
// check for head just coming out of water
//
if (current_player->health > 0 && old_waterlevel == WATER_UNDER && waterlevel != WATER_UNDER)
{
if (current_player->air_finished < level.time)
{ // gasp for air
gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/gasp1.wav"), 1, ATTN_NORM, 0);
PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
}
else if (current_player->air_finished < level.time + 11_sec)
{ // just break surface
gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/gasp2.wav"), 1, ATTN_NORM, 0);
}
}
//
// check for drowning
//
if (waterlevel == WATER_UNDER)
{
// breather or envirosuit give air
if (breather || envirosuit)
{
current_player->air_finished = level.time + 10_sec;
if (((current_client->breather_time - level.time).milliseconds() % 2500) == 0)
{
if (!current_client->breather_sound)
gi.sound(current_player, CHAN_AUTO, gi.soundindex("player/u_breath1.wav"), 1, ATTN_NORM, 0);
else
gi.sound(current_player, CHAN_AUTO, gi.soundindex("player/u_breath2.wav"), 1, ATTN_NORM, 0);
current_client->breather_sound ^= 1;
PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
// FIXME: release a bubble?
}
}
// if out of air, start drowning
if (current_player->air_finished < level.time)
{ // drown!
if (current_player->client->next_drown_time < level.time && current_player->health > 0)
{
current_player->client->next_drown_time = level.time + 1_sec;
// take more damage the longer underwater
current_player->dmg += 2;
if (current_player->dmg > 15)
current_player->dmg = 15;
// play a gurp sound instead of a normal pain sound
if (current_player->health <= current_player->dmg)
gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/drown1.wav"), 1, ATTN_NORM, 0);
else if (brandom())
gi.sound(current_player, CHAN_VOICE, gi.soundindex("*gurp1.wav"), 1, ATTN_NORM, 0);
else
gi.sound(current_player, CHAN_VOICE, gi.soundindex("*gurp2.wav"), 1, ATTN_NORM, 0);
current_player->pain_debounce_time = level.time;
T_Damage(current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, current_player->dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
}
}
// Paril: almost-drowning sounds
// FIXME use better sound + precache in worldspawn
else if (current_player->air_finished <= level.time + 3_sec)
{
if (current_player->client->next_drown_time < level.time)
{
gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/wade1.wav"), 1, ATTN_NORM, 0);
current_player->client->next_drown_time = level.time + 1_sec;
}
}
}
else
{
current_player->air_finished = level.time + 12_sec;
current_player->dmg = 2;
}
//
// check for sizzle damage
//
if (waterlevel && (current_player->watertype & (CONTENTS_LAVA | CONTENTS_SLIME)) && current_player->slime_debounce_time <= level.time)
{
if (current_player->watertype & CONTENTS_LAVA)
{
if (current_player->health > 0 && current_player->pain_debounce_time <= level.time && current_client->invincible_time < level.time)
{
if (brandom())
gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/burn1.wav"), 1, ATTN_NORM, 0);
else
gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/burn2.wav"), 1, ATTN_NORM, 0);
current_player->pain_debounce_time = level.time + 1_sec;
}
int dmg = (envirosuit ? 1 : 3) * waterlevel; // take 1/3 damage with envirosuit
T_Damage(current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, dmg, 0, DAMAGE_NONE, MOD_LAVA);
current_player->slime_debounce_time = level.time + 10_hz;
}
if (current_player->watertype & CONTENTS_SLIME)
{
if (!envirosuit)
{ // no damage from slime with envirosuit
T_Damage(current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1 * waterlevel, 0, DAMAGE_NONE, MOD_SLIME);
current_player->slime_debounce_time = level.time + 10_hz;
}
}
}
}
/*
===============
G_SetClientEffects
===============
*/
void G_SetClientEffects(edict_t *ent)
{
int pa_type;
ent->s.effects = EF_NONE;
ent->s.renderfx &= RF_STAIR_STEP;
ent->s.renderfx |= RF_IR_VISIBLE;
ent->s.alpha = 1.0;
if (ent->health <= 0 || level.intermissiontime)
return;
if (ent->flags & FL_FLASHLIGHT)
ent->s.effects |= EF_FLASHLIGHT;
//=========
// PGM
if (ent->flags & FL_DISGUISED)
ent->s.renderfx |= RF_USE_DISGUISE;
if (gamerules->integer)
{
if (DMGame.PlayerEffects)
DMGame.PlayerEffects(ent);
}
// PGM
//=========
if (ent->powerarmor_time > level.time)
{
pa_type = PowerArmorType(ent);
if (pa_type == IT_ITEM_POWER_SCREEN)
{
ent->s.effects |= EF_POWERSCREEN;
}
else if (pa_type == IT_ITEM_POWER_SHIELD)
{
ent->s.effects |= EF_COLOR_SHELL;
ent->s.renderfx |= RF_SHELL_GREEN;
}
}
// ZOID
CTFEffects(ent);
// ZOID
if (ent->client->quad_time > level.time)
{
if (G_PowerUpExpiring(ent->client->quad_time))
CTFSetPowerUpEffect(ent, EF_QUAD);
}
// RAFAEL
if (ent->client->quadfire_time > level.time)
{;
if (G_PowerUpExpiring(ent->client->quadfire_time))
CTFSetPowerUpEffect(ent, EF_DUALFIRE);
}
// RAFAEL
//=======
// ROGUE
if (ent->client->double_time > level.time)
{
if (G_PowerUpExpiring(ent->client->double_time))
CTFSetPowerUpEffect(ent, EF_DOUBLE);
}
if ((ent->client->owned_sphere) && (ent->client->owned_sphere->spawnflags == SPHERE_DEFENDER))
{
CTFSetPowerUpEffect(ent, EF_HALF_DAMAGE);
}
if (ent->client->tracker_pain_time > level.time)
{
ent->s.effects |= EF_TRACKERTRAIL;
}
if (ent->client->invisible_time > level.time)
{
if (ent->client->invisibility_fade_time <= level.time)
ent->s.alpha = 0.1f;
else
{
float x = (ent->client->invisibility_fade_time - level.time).seconds() / INVISIBILITY_TIME.seconds();
ent->s.alpha = std::clamp(x, 0.1f, 1.0f);
}
}
// ROGUE
//=======
if (ent->client->invincible_time > level.time)
{
if (G_PowerUpExpiring(ent->client->invincible_time))
CTFSetPowerUpEffect(ent, EF_PENT);
}
// show cheaters!!!
if (ent->flags & FL_GODMODE)
{
ent->s.effects |= EF_COLOR_SHELL;
ent->s.renderfx |= (RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE);
}
#if 0
// disintegrator stuff
if (ent->disintegrator_time)
{
if (ent->disintegrator_time > 100_sec)
{
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_BOSSTPORT);
gi.WritePosition(ent->s.origin);
gi.multicast(ent->s.origin, MULTICAST_PHS, false);
Killed(ent, ent, ent, 999999, vec3_origin, MOD_NUKE);
ent->disintegrator_time = 0_ms;
ThrowClientHead(ent, 9999);
ent->s.modelindex = 0;
ent->solid = SOLID_NOT;
}
else
{
ent->disintegrator_time = max(0_ms, ent->disintegrator_time - 1500_ms);
if (ent->disintegrator_time)
ent->s.alpha = max(1 / 255.f, 1.f - (ent->disintegrator_time.seconds() / 100));
else
ent->s.alpha = 1;
}
}
#endif
}
/*
===============
G_SetClientEvent
===============
*/
void G_SetClientEvent(edict_t *ent)
{
if (ent->s.event)
return;
if (ent->client->ps.pmove.pm_flags & PMF_ON_LADDER)
{
if (current_client->last_ladder_sound < level.time &&
(current_client->last_ladder_pos - ent->s.origin).length() > 48.f)
{
ent->s.event = EV_LADDER_STEP;
current_client->last_ladder_pos = ent->s.origin;
current_client->last_ladder_sound = level.time + LADDER_SOUND_TIME;
}
}
else if (ent->groundentity && xyspeed > 225)
{
if ((int) (current_client->bobtime + bobmove) != bobcycle_run)
ent->s.event = EV_FOOTSTEP;
}
}
/*
===============
G_SetClientSound
===============
*/
void G_SetClientSound(edict_t *ent)
{
// help beep (no more than three times)
if (ent->client->pers.helpchanged && ent->client->pers.helpchanged <= 3 && ent->client->pers.help_time < level.time)
{
if (ent->client->pers.helpchanged == 1) // [KEX] haleyjd: once only
gi.sound(ent, CHAN_AUTO, gi.soundindex("misc/pc_up.wav"), 1, ATTN_STATIC, 0);
ent->client->pers.helpchanged++;
ent->client->pers.help_time = level.time + 5_sec;
}
// reset defaults
ent->s.sound = 0;
ent->s.loop_attenuation = 0;
ent->s.loop_volume = 0;
if (ent->waterlevel && (ent->watertype & (CONTENTS_LAVA | CONTENTS_SLIME)))
{
ent->s.sound = snd_fry;
return;
}
if (ent->deadflag || ent->client->resp.spectator)
return;
if (ent->client->weapon_sound)
ent->s.sound = ent->client->weapon_sound;
else if (ent->client->pers.weapon)
{
if (ent->client->pers.weapon->id == IT_WEAPON_RAILGUN)
ent->s.sound = gi.soundindex("weapons/rg_hum.wav");
else if (ent->client->pers.weapon->id == IT_WEAPON_BFG)
ent->s.sound = gi.soundindex("weapons/bfg_hum.wav");
// RAFAEL
else if (ent->client->pers.weapon->id == IT_WEAPON_PHALANX)
ent->s.sound = gi.soundindex("weapons/phaloop.wav");
// RAFAEL
}
// [Paril-KEX] if no other sound is playing, play appropriate grapple sounds
if (!ent->s.sound && ent->client->ctf_grapple)
{
if (ent->client->ctf_grapplestate == CTF_GRAPPLE_STATE_PULL)
ent->s.sound = gi.soundindex("weapons/grapple/grpull.wav");
else if (ent->client->ctf_grapplestate == CTF_GRAPPLE_STATE_FLY)
ent->s.sound = gi.soundindex("weapons/grapple/grfly.wav");
else if (ent->client->ctf_grapplestate == CTF_GRAPPLE_STATE_HANG)
ent->s.sound = gi.soundindex("weapons/grapple/grhang.wav");
}
// weapon sounds play at a higher attn
ent->s.loop_attenuation = ATTN_NORM;
}
/*
===============
G_SetClientFrame
===============
*/
void G_SetClientFrame(edict_t *ent)
{
gclient_t *client;
bool duck, run;
if (ent->s.modelindex != MODELINDEX_PLAYER)
return; // not in the player model
client = ent->client;
if (client->ps.pmove.pm_flags & PMF_DUCKED)
duck = true;
else
duck = false;
if (xyspeed)
run = true;
else
run = false;
// check for stand/duck and stop/go transitions
if (duck != client->anim_duck && client->anim_priority < ANIM_DEATH)
goto newanim;
if (run != client->anim_run && client->anim_priority == ANIM_BASIC)
goto newanim;
if (!ent->groundentity && client->anim_priority <= ANIM_WAVE)
goto newanim;
if (client->anim_time > level.time)
return;
else if ((client->anim_priority & ANIM_REVERSED) && (ent->s.frame > client->anim_end))
{
if (client->anim_time <= level.time)
{
ent->s.frame--;
client->anim_time = level.time + 10_hz;
}
return;
}
else if (!(client->anim_priority & ANIM_REVERSED) && (ent->s.frame < client->anim_end))
{
// continue an animation
if (client->anim_time <= level.time)
{
ent->s.frame++;
client->anim_time = level.time + 10_hz;
}
return;
}
if (client->anim_priority == ANIM_DEATH)
return; // stay there
if (client->anim_priority == ANIM_JUMP)
{
if (!ent->groundentity)
return; // stay there
ent->client->anim_priority = ANIM_WAVE;
if (duck)
{
ent->s.frame = FRAME_jump6;
ent->client->anim_end = FRAME_jump4;
ent->client->anim_priority |= ANIM_REVERSED;
}
else
{
ent->s.frame = FRAME_jump3;
ent->client->anim_end = FRAME_jump6;
}
ent->client->anim_time = level.time + 10_hz;
return;
}
newanim:
// return to either a running or standing frame
client->anim_priority = ANIM_BASIC;
client->anim_duck = duck;
client->anim_run = run;
client->anim_time = level.time + 10_hz;
if (!ent->groundentity)
{
// ZOID: if on grapple, don't go into jump frame, go into standing
// frame
if (client->ctf_grapple)
{
if (duck)
{
ent->s.frame = FRAME_crstnd01;
client->anim_end = FRAME_crstnd19;
}
else
{
ent->s.frame = FRAME_stand01;
client->anim_end = FRAME_stand40;
}
}
else
{
// ZOID
client->anim_priority = ANIM_JUMP;
if (duck)
{
if (ent->s.frame != FRAME_crwalk2)
ent->s.frame = FRAME_crwalk1;
client->anim_end = FRAME_crwalk2;
}
else
{
if (ent->s.frame != FRAME_jump2)
ent->s.frame = FRAME_jump1;
client->anim_end = FRAME_jump2;
}
}
}
else if (run)
{ // running
if (duck)
{
ent->s.frame = FRAME_crwalk1;
client->anim_end = FRAME_crwalk6;
}
else
{
ent->s.frame = FRAME_run1;
client->anim_end = FRAME_run6;
}
}
else
{ // standing
if (duck)
{
ent->s.frame = FRAME_crstnd01;
client->anim_end = FRAME_crstnd19;
}
else
{
ent->s.frame = FRAME_stand01;
client->anim_end = FRAME_stand40;
}
}
}
// [Paril-KEX]
static void P_RunMegaHealth(edict_t *ent)
{
if (!ent->client->pers.megahealth_time)
return;
else if (ent->health <= ent->max_health)
{
ent->client->pers.megahealth_time = 0_ms;
return;
}
ent->client->pers.megahealth_time -= FRAME_TIME_S;
if (ent->client->pers.megahealth_time <= 0_ms)
{
ent->health--;
if (ent->health > ent->max_health)
ent->client->pers.megahealth_time = 1000_ms;
else
ent->client->pers.megahealth_time = 0_ms;
}
}
// [Paril-KEX] push all players' origins back to match their lag compensation
void G_LagCompensate(edict_t *from_player, const vec3_t &start, const vec3_t &dir)
{
uint32_t current_frame = gi.ServerFrame();
// if you need this to fight monsters, you need help
if (!deathmatch->integer)
return;
else if (!g_lag_compensation->integer)
return;
// don't need this
else if (from_player->client->cmd.server_frame >= current_frame ||
(from_player->svflags & SVF_BOT))
return;
int32_t frame_delta = (current_frame - from_player->client->cmd.server_frame) + 1;
for (auto player : active_players())
{
// we aren't gonna hit ourselves
if (player == from_player)
continue;
// not enough data, spare them
if (player->client->num_lag_origins < frame_delta)
continue;
// if they're way outside of cone of vision, they won't be captured in this
if ((player->s.origin - start).normalized().dot(dir) < 0.75f)
continue;
int32_t lag_id = (player->client->next_lag_origin - 1) - (frame_delta - 1);
if (lag_id < 0)
lag_id = game.max_lag_origins + lag_id;
if (lag_id < 0 || lag_id >= player->client->num_lag_origins)
{
gi.Com_Print("lag compensation error\n");
G_UnLagCompensate();
return;
}
const vec3_t &lag_origin = (game.lag_origins + ((player->s.number - 1) * game.max_lag_origins))[lag_id];
// no way they'd be hit if they aren't in the PVS
if (!gi.inPVS(lag_origin, start, false))
continue;
// only back up once
if (!player->client->is_lag_compensated)
{
player->client->is_lag_compensated = true;
player->client->lag_restore_origin = player->s.origin;
}
player->s.origin = lag_origin;
gi.linkentity(player);
}
}
// [Paril-KEX] pop everybody's lag compensation values
void G_UnLagCompensate()
{
for (auto player : active_players())
{
if (player->client->is_lag_compensated)
{
player->client->is_lag_compensated = false;
player->s.origin = player->client->lag_restore_origin;
gi.linkentity(player);
}
}
}
// [Paril-KEX] save the current lag compensation value
static void G_SaveLagCompensation(edict_t *ent)
{
(game.lag_origins + ((ent->s.number - 1) * game.max_lag_origins))[ent->client->next_lag_origin] = ent->s.origin;
ent->client->next_lag_origin = (ent->client->next_lag_origin + 1) % game.max_lag_origins;
if (ent->client->num_lag_origins < game.max_lag_origins)
ent->client->num_lag_origins++;
}
/*
=================
ClientEndServerFrame
Called for each player at the end of the server frame
and right after spawning
=================
*/
void ClientEndServerFrame(edict_t *ent)
{
// no player exists yet (load game)
if (!ent->client->pers.spawned)
return;
float bobtime, bobtime_run;
current_player = ent;
current_client = ent->client;
// check fog changes
P_ForceFogTransition(ent, false);
// check goals
G_PlayerNotifyGoal(ent);
// mega health
P_RunMegaHealth(ent);
//
// If the origin or velocity have changed since ClientThink(),
// update the pmove values. This will happen when the client
// is pushed by a bmodel or kicked by an explosion.
//
// If it wasn't updated here, the view position would lag a frame
// behind the body position when pushed -- "sinking into plats"
//
current_client->ps.pmove.origin = ent->s.origin;
current_client->ps.pmove.velocity = ent->velocity;
//
// If the end of unit layout is displayed, don't give
// the player any normal movement attributes
//
if (level.intermissiontime || ent->client->awaiting_respawn)
{
if (ent->client->awaiting_respawn || (level.intermission_eou || level.is_n64 || (deathmatch->integer && level.intermissiontime)))
{
current_client->ps.screen_blend[3] = current_client->ps.damage_blend[3] = 0;
current_client->ps.fov = 90;
current_client->ps.gunindex = 0;
}
G_SetStats(ent);
G_SetCoopStats(ent);
// if the scoreboard is up, update it if a client leaves
if (deathmatch->integer && ent->client->showscores && ent->client->menutime)
{
DeathmatchScoreboardMessage(ent, ent->enemy);
gi.unicast(ent, false);
ent->client->menutime = 0_ms;
}
return;
}
// ZOID
// regen tech
CTFApplyRegeneration(ent);
// ZOID
AngleVectors(ent->client->v_angle, forward, right, up);
// burn from lava, etc
P_WorldEffects();
//
// set model angles from view angles so other things in
// the world can tell which direction you are looking
//
if (ent->client->v_angle[PITCH] > 180)
ent->s.angles[PITCH] = (-360 + ent->client->v_angle[PITCH]) / 3;
else
ent->s.angles[PITCH] = ent->client->v_angle[PITCH] / 3;
ent->s.angles[YAW] = ent->client->v_angle[YAW];
ent->s.angles[ROLL] = 0;
ent->s.angles[ROLL] = SV_CalcRoll(ent->s.angles, ent->velocity) * 4;
//
// calculate speed and cycle to be used for
// all cyclic walking effects
//
xyspeed = sqrt(ent->velocity[0] * ent->velocity[0] + ent->velocity[1] * ent->velocity[1]);
if (xyspeed < 5)
{
bobmove = 0;
current_client->bobtime = 0; // start at beginning of cycle again
}
else if (ent->groundentity)
{ // so bobbing only cycles when on ground
if (xyspeed > 210)
bobmove = gi.frame_time_ms / 400.f;
else if (xyspeed > 100)
bobmove = gi.frame_time_ms / 800.f;
else
bobmove = gi.frame_time_ms / 1600.f;
}
bobtime = (current_client->bobtime += bobmove);
bobtime_run = bobtime;
if ((current_client->ps.pmove.pm_flags & PMF_DUCKED) && ent->groundentity)
bobtime *= 4;
bobcycle = (int) bobtime;
bobcycle_run = (int) bobtime_run;
bobfracsin = fabsf(sinf(bobtime * PIf));
// apply all the damage taken this frame
P_DamageFeedback(ent);
// determine the view offsets
SV_CalcViewOffset(ent);
// determine the gun offsets
SV_CalcGunOffset(ent);
// determine the full screen color blend
// must be after viewoffset, so eye contents can be
// accurately determined
SV_CalcBlend(ent);
// chase cam stuff
if (ent->client->resp.spectator)
G_SetSpectatorStats(ent);
else
G_SetStats(ent);
G_CheckChaseStats(ent);
G_SetCoopStats(ent);
G_SetClientEvent(ent);
G_SetClientEffects(ent);
G_SetClientSound(ent);
G_SetClientFrame(ent);
ent->client->oldvelocity = ent->velocity;
ent->client->oldviewangles = ent->client->ps.viewangles;
ent->client->oldgroundentity = ent->groundentity;
// ZOID
if (ent->client->menudirty && ent->client->menutime <= level.time)
{
if (ent->client->menu)
{
PMenu_Do_Update(ent);
gi.unicast(ent, true);
}
ent->client->menutime = level.time;
ent->client->menudirty = false;
}
// ZOID
// if the scoreboard is up, update it
if (ent->client->showscores && ent->client->menutime <= level.time)
{
// ZOID
if (ent->client->menu)
{
PMenu_Do_Update(ent);
ent->client->menudirty = false;
}
else
// ZOID
DeathmatchScoreboardMessage(ent, ent->enemy);
gi.unicast(ent, false);
ent->client->menutime = level.time + 3_sec;
}
if ( ( ent->svflags & SVF_BOT ) != 0 ) {
Bot_EndFrame( ent );
}
P_AssignClientSkinnum(ent);
if (deathmatch->integer)
G_SaveLagCompensation(ent);
Compass_Update(ent, false);
}