ioq3/code/cgame/cg_playerstate.c
Zack Middleton 4af2c91fbf Fix -1 (unlimited) ammo decreasing ammo time remaining
Gauntlet and Grappling Hook use -1 ammo. Gauntlet is excluded from
the check ammo loop but Grappling Hook causes ammo time remaining
to decrease 200 milliseconds.

The out of ammo check tests time remaining is equal to zero. This
means carrying Grappling Hook and out of ammo will have negative
time remaining which results in the low ammo message being displayed
instead of out of ammo.
2017-11-10 20:33:07 -06:00

537 lines
15 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
// cg_playerstate.c -- this file acts on changes in a new playerState_t
// With normal play, this will be done after local prediction, but when
// following another player or playing back a demo, it will be checked
// when the snapshot transitions like all the other entities
#include "cg_local.h"
/*
==============
CG_CheckAmmo
If the ammo has gone low enough to generate the warning, play a sound
==============
*/
void CG_CheckAmmo( void ) {
int i;
int total;
int previous;
int weapons;
// see about how many seconds of ammo we have remaining
weapons = cg.snap->ps.stats[ STAT_WEAPONS ];
total = 0;
for ( i = WP_MACHINEGUN ; i < WP_NUM_WEAPONS ; i++ ) {
if ( ! ( weapons & ( 1 << i ) ) ) {
continue;
}
if ( cg.cur_ps->ammo[i] < 0 ) {
continue;
}
switch ( i ) {
case WP_ROCKET_LAUNCHER:
case WP_GRENADE_LAUNCHER:
case WP_RAILGUN:
case WP_SHOTGUN:
#ifdef MISSIONPACK
case WP_PROX_LAUNCHER:
#endif
total += cg.snap->ps.ammo[i] * 1000;
break;
default:
total += cg.snap->ps.ammo[i] * 200;
break;
}
if ( total >= 5000 ) {
cg.lowAmmoWarning = 0;
return;
}
}
previous = cg.lowAmmoWarning;
if ( total == 0 ) {
cg.lowAmmoWarning = 2;
} else {
cg.lowAmmoWarning = 1;
}
// play a sound on transitions
if ( cg.lowAmmoWarning != previous ) {
trap_S_StartLocalSound( cgs.media.noAmmoSound, CHAN_LOCAL_SOUND );
}
}
/*
==============
CG_DamageFeedback
==============
*/
void CG_DamageFeedback( int yawByte, int pitchByte, int damage ) {
float left, front, up;
float kick;
int health;
float scale;
vec3_t dir;
vec3_t angles;
float dist;
float yaw, pitch;
// show the attacking player's head and name in corner
cg.attackerTime = cg.time;
// the lower on health you are, the greater the view kick will be
health = cg.snap->ps.stats[STAT_HEALTH];
if ( health < 40 ) {
scale = 1;
} else {
scale = 40.0 / health;
}
kick = damage * scale;
if (kick < 5)
kick = 5;
if (kick > 10)
kick = 10;
// if yaw and pitch are both 255, make the damage always centered (falling, etc)
if ( yawByte == 255 && pitchByte == 255 ) {
cg.damageX = 0;
cg.damageY = 0;
cg.v_dmg_roll = 0;
cg.v_dmg_pitch = -kick;
} else {
// positional
pitch = pitchByte / 255.0 * 360;
yaw = yawByte / 255.0 * 360;
angles[PITCH] = pitch;
angles[YAW] = yaw;
angles[ROLL] = 0;
AngleVectors( angles, dir, NULL, NULL );
VectorSubtract( vec3_origin, dir, dir );
front = DotProduct (dir, cg.refdef.viewaxis[0] );
left = DotProduct (dir, cg.refdef.viewaxis[1] );
up = DotProduct (dir, cg.refdef.viewaxis[2] );
dir[0] = front;
dir[1] = left;
dir[2] = 0;
dist = VectorLength( dir );
if ( dist < 0.1 ) {
dist = 0.1f;
}
cg.v_dmg_roll = kick * left;
cg.v_dmg_pitch = -kick * front;
if ( front <= 0.1 ) {
front = 0.1f;
}
cg.damageX = -left / front;
cg.damageY = up / dist;
}
// clamp the position
if ( cg.damageX > 1.0 ) {
cg.damageX = 1.0;
}
if ( cg.damageX < - 1.0 ) {
cg.damageX = -1.0;
}
if ( cg.damageY > 1.0 ) {
cg.damageY = 1.0;
}
if ( cg.damageY < - 1.0 ) {
cg.damageY = -1.0;
}
// don't let the screen flashes vary as much
if ( kick > 10 ) {
kick = 10;
}
cg.damageValue = kick;
cg.v_dmg_time = cg.time + DAMAGE_TIME;
cg.damageTime = cg.snap->serverTime;
}
/*
================
CG_Respawn
A respawn happened this snapshot
================
*/
void CG_Respawn( void ) {
// no error decay on player movement
cg.thisFrameTeleport = qtrue;
// display weapons available
cg.weaponSelectTime = cg.time;
// select the weapon the server says we are using
cg.weaponSelect = cg.snap->ps.weapon;
}
extern char *eventnames[];
/*
==============
CG_CheckPlayerstateEvents
==============
*/
void CG_CheckPlayerstateEvents( playerState_t *ps, playerState_t *ops ) {
int i;
int event;
centity_t *cent;
if ( ps->externalEvent && ps->externalEvent != ops->externalEvent ) {
cent = &cg_entities[ ps->clientNum ];
cent->currentState.event = ps->externalEvent;
cent->currentState.eventParm = ps->externalEventParm;
CG_EntityEvent( cent, cent->lerpOrigin );
}
cent = &cg.predictedPlayerEntity; // cg_entities[ ps->clientNum ];
// go through the predictable events buffer
for ( i = ps->eventSequence - MAX_PS_EVENTS ; i < ps->eventSequence ; i++ ) {
// if we have a new predictable event
if ( i >= ops->eventSequence
// or the server told us to play another event instead of a predicted event we already issued
// or something the server told us changed our prediction causing a different event
|| (i > ops->eventSequence - MAX_PS_EVENTS && ps->events[i & (MAX_PS_EVENTS-1)] != ops->events[i & (MAX_PS_EVENTS-1)]) ) {
event = ps->events[ i & (MAX_PS_EVENTS-1) ];
cent->currentState.event = event;
cent->currentState.eventParm = ps->eventParms[ i & (MAX_PS_EVENTS-1) ];
CG_EntityEvent( cent, cent->lerpOrigin );
cg.predictableEvents[ i & (MAX_PREDICTED_EVENTS-1) ] = event;
cg.eventSequence++;
}
}
}
/*
==================
CG_CheckChangedPredictableEvents
==================
*/
void CG_CheckChangedPredictableEvents( playerState_t *ps ) {
int i;
int event;
centity_t *cent;
cent = &cg.predictedPlayerEntity;
for ( i = ps->eventSequence - MAX_PS_EVENTS ; i < ps->eventSequence ; i++ ) {
//
if (i >= cg.eventSequence) {
continue;
}
// if this event is not further back in than the maximum predictable events we remember
if (i > cg.eventSequence - MAX_PREDICTED_EVENTS) {
// if the new playerstate event is different from a previously predicted one
if ( ps->events[i & (MAX_PS_EVENTS-1)] != cg.predictableEvents[i & (MAX_PREDICTED_EVENTS-1) ] ) {
event = ps->events[ i & (MAX_PS_EVENTS-1) ];
cent->currentState.event = event;
cent->currentState.eventParm = ps->eventParms[ i & (MAX_PS_EVENTS-1) ];
CG_EntityEvent( cent, cent->lerpOrigin );
cg.predictableEvents[ i & (MAX_PREDICTED_EVENTS-1) ] = event;
if ( cg_showmiss.integer ) {
CG_Printf("WARNING: changed predicted event\n");
}
}
}
}
}
/*
==================
pushReward
==================
*/
static void pushReward(sfxHandle_t sfx, qhandle_t shader, int rewardCount) {
if (cg.rewardStack < (MAX_REWARDSTACK-1)) {
cg.rewardStack++;
cg.rewardSound[cg.rewardStack] = sfx;
cg.rewardShader[cg.rewardStack] = shader;
cg.rewardCount[cg.rewardStack] = rewardCount;
}
}
/*
==================
CG_CheckLocalSounds
==================
*/
void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) {
int highScore, reward;
#ifdef MISSIONPACK
int health, armor;
#endif
sfxHandle_t sfx;
// don't play the sounds if the player just changed teams
if ( ps->persistant[PERS_TEAM] != ops->persistant[PERS_TEAM] ) {
return;
}
// hit changes
if ( ps->persistant[PERS_HITS] > ops->persistant[PERS_HITS] ) {
#ifdef MISSIONPACK
armor = ps->persistant[PERS_ATTACKEE_ARMOR] & 0xff;
health = ps->persistant[PERS_ATTACKEE_ARMOR] >> 8;
if (armor > 50 ) {
trap_S_StartLocalSound( cgs.media.hitSoundHighArmor, CHAN_LOCAL_SOUND );
} else if (armor || health > 100) {
trap_S_StartLocalSound( cgs.media.hitSoundLowArmor, CHAN_LOCAL_SOUND );
} else {
trap_S_StartLocalSound( cgs.media.hitSound, CHAN_LOCAL_SOUND );
}
#else
trap_S_StartLocalSound( cgs.media.hitSound, CHAN_LOCAL_SOUND );
#endif
} else if ( ps->persistant[PERS_HITS] < ops->persistant[PERS_HITS] ) {
trap_S_StartLocalSound( cgs.media.hitTeamSound, CHAN_LOCAL_SOUND );
}
// health changes of more than -1 should make pain sounds
if ( ps->stats[STAT_HEALTH] < ops->stats[STAT_HEALTH] - 1 ) {
if ( ps->stats[STAT_HEALTH] > 0 ) {
CG_PainEvent( &cg.predictedPlayerEntity, ps->stats[STAT_HEALTH] );
}
}
// if we are going into the intermission, don't start any voices
if ( cg.intermissionStarted ) {
return;
}
// reward sounds
reward = qfalse;
if (ps->persistant[PERS_CAPTURES] != ops->persistant[PERS_CAPTURES]) {
pushReward(cgs.media.captureAwardSound, cgs.media.medalCapture, ps->persistant[PERS_CAPTURES]);
reward = qtrue;
//Com_Printf("capture\n");
}
if (ps->persistant[PERS_IMPRESSIVE_COUNT] != ops->persistant[PERS_IMPRESSIVE_COUNT]) {
#ifdef MISSIONPACK
if (ps->persistant[PERS_IMPRESSIVE_COUNT] == 1) {
sfx = cgs.media.firstImpressiveSound;
} else {
sfx = cgs.media.impressiveSound;
}
#else
sfx = cgs.media.impressiveSound;
#endif
pushReward(sfx, cgs.media.medalImpressive, ps->persistant[PERS_IMPRESSIVE_COUNT]);
reward = qtrue;
//Com_Printf("impressive\n");
}
if (ps->persistant[PERS_EXCELLENT_COUNT] != ops->persistant[PERS_EXCELLENT_COUNT]) {
#ifdef MISSIONPACK
if (ps->persistant[PERS_EXCELLENT_COUNT] == 1) {
sfx = cgs.media.firstExcellentSound;
} else {
sfx = cgs.media.excellentSound;
}
#else
sfx = cgs.media.excellentSound;
#endif
pushReward(sfx, cgs.media.medalExcellent, ps->persistant[PERS_EXCELLENT_COUNT]);
reward = qtrue;
//Com_Printf("excellent\n");
}
if (ps->persistant[PERS_GAUNTLET_FRAG_COUNT] != ops->persistant[PERS_GAUNTLET_FRAG_COUNT]) {
#ifdef MISSIONPACK
if (ps->persistant[PERS_GAUNTLET_FRAG_COUNT] == 1) {
sfx = cgs.media.firstHumiliationSound;
} else {
sfx = cgs.media.humiliationSound;
}
#else
sfx = cgs.media.humiliationSound;
#endif
pushReward(sfx, cgs.media.medalGauntlet, ps->persistant[PERS_GAUNTLET_FRAG_COUNT]);
reward = qtrue;
//Com_Printf("gauntlet frag\n");
}
if (ps->persistant[PERS_DEFEND_COUNT] != ops->persistant[PERS_DEFEND_COUNT]) {
pushReward(cgs.media.defendSound, cgs.media.medalDefend, ps->persistant[PERS_DEFEND_COUNT]);
reward = qtrue;
//Com_Printf("defend\n");
}
if (ps->persistant[PERS_ASSIST_COUNT] != ops->persistant[PERS_ASSIST_COUNT]) {
pushReward(cgs.media.assistSound, cgs.media.medalAssist, ps->persistant[PERS_ASSIST_COUNT]);
reward = qtrue;
//Com_Printf("assist\n");
}
// if any of the player event bits changed
if (ps->persistant[PERS_PLAYEREVENTS] != ops->persistant[PERS_PLAYEREVENTS]) {
if ((ps->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_DENIEDREWARD) !=
(ops->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_DENIEDREWARD)) {
trap_S_StartLocalSound( cgs.media.deniedSound, CHAN_ANNOUNCER );
}
else if ((ps->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_GAUNTLETREWARD) !=
(ops->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_GAUNTLETREWARD)) {
trap_S_StartLocalSound( cgs.media.humiliationSound, CHAN_ANNOUNCER );
}
else if ((ps->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_HOLYSHIT) !=
(ops->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_HOLYSHIT)) {
trap_S_StartLocalSound( cgs.media.holyShitSound, CHAN_ANNOUNCER );
}
reward = qtrue;
}
// check for flag pickup
if ( cgs.gametype > GT_TEAM ) {
if ((ps->powerups[PW_REDFLAG] != ops->powerups[PW_REDFLAG] && ps->powerups[PW_REDFLAG]) ||
(ps->powerups[PW_BLUEFLAG] != ops->powerups[PW_BLUEFLAG] && ps->powerups[PW_BLUEFLAG]) ||
(ps->powerups[PW_NEUTRALFLAG] != ops->powerups[PW_NEUTRALFLAG] && ps->powerups[PW_NEUTRALFLAG]) )
{
trap_S_StartLocalSound( cgs.media.youHaveFlagSound, CHAN_ANNOUNCER );
}
}
// lead changes
if (!reward) {
//
if ( !cg.warmup ) {
// never play lead changes during warmup
if ( ps->persistant[PERS_RANK] != ops->persistant[PERS_RANK] ) {
if ( cgs.gametype < GT_TEAM) {
if ( ps->persistant[PERS_RANK] == 0 ) {
CG_AddBufferedSound(cgs.media.takenLeadSound);
} else if ( ps->persistant[PERS_RANK] == RANK_TIED_FLAG ) {
CG_AddBufferedSound(cgs.media.tiedLeadSound);
} else if ( ( ops->persistant[PERS_RANK] & ~RANK_TIED_FLAG ) == 0 ) {
CG_AddBufferedSound(cgs.media.lostLeadSound);
}
}
}
}
}
// timelimit warnings
if ( cgs.timelimit > 0 ) {
int msec;
msec = cg.time - cgs.levelStartTime;
if ( !( cg.timelimitWarnings & 4 ) && msec > ( cgs.timelimit * 60 + 2 ) * 1000 ) {
cg.timelimitWarnings |= 1 | 2 | 4;
trap_S_StartLocalSound( cgs.media.suddenDeathSound, CHAN_ANNOUNCER );
}
else if ( !( cg.timelimitWarnings & 2 ) && msec > (cgs.timelimit - 1) * 60 * 1000 ) {
cg.timelimitWarnings |= 1 | 2;
trap_S_StartLocalSound( cgs.media.oneMinuteSound, CHAN_ANNOUNCER );
}
else if ( cgs.timelimit > 5 && !( cg.timelimitWarnings & 1 ) && msec > (cgs.timelimit - 5) * 60 * 1000 ) {
cg.timelimitWarnings |= 1;
trap_S_StartLocalSound( cgs.media.fiveMinuteSound, CHAN_ANNOUNCER );
}
}
// fraglimit warnings
if ( cgs.fraglimit > 0 && cgs.gametype < GT_CTF) {
highScore = cgs.scores1;
if (cgs.gametype == GT_TEAM && cgs.scores2 > highScore) {
highScore = cgs.scores2;
}
if ( !( cg.fraglimitWarnings & 4 ) && highScore == (cgs.fraglimit - 1) ) {
cg.fraglimitWarnings |= 1 | 2 | 4;
CG_AddBufferedSound(cgs.media.oneFragSound);
}
else if ( cgs.fraglimit > 2 && !( cg.fraglimitWarnings & 2 ) && highScore == (cgs.fraglimit - 2) ) {
cg.fraglimitWarnings |= 1 | 2;
CG_AddBufferedSound(cgs.media.twoFragSound);
}
else if ( cgs.fraglimit > 3 && !( cg.fraglimitWarnings & 1 ) && highScore == (cgs.fraglimit - 3) ) {
cg.fraglimitWarnings |= 1;
CG_AddBufferedSound(cgs.media.threeFragSound);
}
}
}
/*
===============
CG_TransitionPlayerState
===============
*/
void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops ) {
// check for changing follow mode
if ( ps->clientNum != ops->clientNum ) {
cg.thisFrameTeleport = qtrue;
// make sure we don't get any unwanted transition effects
*ops = *ps;
}
// damage events (player is getting wounded)
if ( ps->damageEvent != ops->damageEvent && ps->damageCount ) {
CG_DamageFeedback( ps->damageYaw, ps->damagePitch, ps->damageCount );
}
// respawning
if ( ps->persistant[PERS_SPAWN_COUNT] != ops->persistant[PERS_SPAWN_COUNT] ) {
CG_Respawn();
}
if ( cg.mapRestart ) {
CG_Respawn();
cg.mapRestart = qfalse;
}
if ( cg.snap->ps.pm_type != PM_INTERMISSION
&& ps->persistant[PERS_TEAM] != TEAM_SPECTATOR ) {
CG_CheckLocalSounds( ps, ops );
}
// check for going low on ammo
CG_CheckAmmo();
// run events
CG_CheckPlayerstateEvents( ps, ops );
// smooth the ducking viewheight change
if ( ps->viewheight != ops->viewheight ) {
cg.duckChange = ps->viewheight - ops->viewheight;
cg.duckTime = cg.time;
}
}