mirror of
https://github.com/ioquake/jedi-academy.git
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535 lines
14 KiB
C
535 lines
14 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// cg_playerstate.c -- this file acts on changes in a new playerState_t
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// With normal play, this will be done after local prediction, but when
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// following another player or playing back a demo, it will be checked
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// when the snapshot transitions like all the other entities
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#include "cg_local.h"
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/*
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==============
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CG_CheckAmmo
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If the ammo has gone low enough to generate the warning, play a sound
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==============
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*/
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void CG_CheckAmmo( void ) {
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#if 0
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int i;
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int total;
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int previous;
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int weapons;
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// see about how many seconds of ammo we have remaining
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weapons = cg.snap->ps.stats[ STAT_WEAPONS ];
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total = 0;
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for ( i = WP_BRYAR_PISTOL; i < WP_NUM_WEAPONS ; i++ ) {
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if ( ! ( weapons & ( 1 << i ) ) ) {
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continue;
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}
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switch ( i )
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{
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case WP_BRYAR_PISTOL:
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case WP_CONCUSSION:
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case WP_BRYAR_OLD:
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case WP_BLASTER:
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case WP_DISRUPTOR:
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case WP_BOWCASTER:
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case WP_REPEATER:
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case WP_DEMP2:
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case WP_FLECHETTE:
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case WP_ROCKET_LAUNCHER:
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case WP_THERMAL:
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case WP_TRIP_MINE:
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case WP_DET_PACK:
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case WP_EMPLACED_GUN:
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total += cg.snap->ps.ammo[weaponData[i].ammoIndex] * 1000;
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break;
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default:
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total += cg.snap->ps.ammo[weaponData[i].ammoIndex] * 200;
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break;
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}
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if ( total >= 5000 ) {
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cg.lowAmmoWarning = 0;
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return;
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}
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}
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previous = cg.lowAmmoWarning;
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if ( total == 0 ) {
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cg.lowAmmoWarning = 2;
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} else {
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cg.lowAmmoWarning = 1;
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}
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if (cg.snap->ps.weapon == WP_SABER)
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{
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cg.lowAmmoWarning = 0;
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}
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// play a sound on transitions
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if ( cg.lowAmmoWarning != previous ) {
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trap_S_StartLocalSound( cgs.media.noAmmoSound, CHAN_LOCAL_SOUND );
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}
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#endif
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//disabled silly ammo warning stuff for now
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}
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/*
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==============
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CG_DamageFeedback
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==============
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*/
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void CG_DamageFeedback( int yawByte, int pitchByte, int damage ) {
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float left, front, up;
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float kick;
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int health;
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float scale;
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vec3_t dir;
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vec3_t angles;
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float dist;
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float yaw, pitch;
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// show the attacking player's head and name in corner
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cg.attackerTime = cg.time;
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// the lower on health you are, the greater the view kick will be
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health = cg.snap->ps.stats[STAT_HEALTH];
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if ( health < 40 ) {
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scale = 1;
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} else {
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scale = 40.0 / health;
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}
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kick = damage * scale;
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if (kick < 5)
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kick = 5;
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if (kick > 10)
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kick = 10;
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// if yaw and pitch are both 255, make the damage always centered (falling, etc)
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if ( yawByte == 255 && pitchByte == 255 ) {
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cg.damageX = 0;
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cg.damageY = 0;
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cg.v_dmg_roll = 0;
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cg.v_dmg_pitch = -kick;
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} else {
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// positional
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pitch = pitchByte / 255.0 * 360;
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yaw = yawByte / 255.0 * 360;
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angles[PITCH] = pitch;
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angles[YAW] = yaw;
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angles[ROLL] = 0;
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AngleVectors( angles, dir, NULL, NULL );
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VectorSubtract( vec3_origin, dir, dir );
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front = DotProduct (dir, cg.refdef.viewaxis[0] );
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left = DotProduct (dir, cg.refdef.viewaxis[1] );
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up = DotProduct (dir, cg.refdef.viewaxis[2] );
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dir[0] = front;
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dir[1] = left;
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dir[2] = 0;
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dist = VectorLength( dir );
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if ( dist < 0.1 ) {
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dist = 0.1f;
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}
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cg.v_dmg_roll = kick * left;
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cg.v_dmg_pitch = -kick * front;
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if ( front <= 0.1 ) {
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front = 0.1f;
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}
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cg.damageX = -left / front;
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cg.damageY = up / dist;
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}
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// clamp the position
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if ( cg.damageX > 1.0 ) {
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cg.damageX = 1.0;
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}
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if ( cg.damageX < - 1.0 ) {
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cg.damageX = -1.0;
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}
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if ( cg.damageY > 1.0 ) {
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cg.damageY = 1.0;
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}
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if ( cg.damageY < - 1.0 ) {
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cg.damageY = -1.0;
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}
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// don't let the screen flashes vary as much
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if ( kick > 10 ) {
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kick = 10;
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}
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cg.damageValue = kick;
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cg.v_dmg_time = cg.time + DAMAGE_TIME;
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cg.damageTime = cg.snap->serverTime;
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//JLFRUMBLE
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#ifdef _XBOX
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extern void FF_XboxShake(float intensity, int duration);
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extern void FF_XboxDamage(int damage, float xpos);
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//FF_XboxShake(kick, 500);
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FF_XboxDamage(damage, -left);
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#endif
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}
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/*
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================
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CG_Respawn
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A respawn happened this snapshot
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================
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*/
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void CG_Respawn( void ) {
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// no error decay on player movement
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cg.thisFrameTeleport = qtrue;
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// display weapons available
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cg.weaponSelectTime = cg.time;
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// select the weapon the server says we are using
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cg.weaponSelect = cg.snap->ps.weapon;
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}
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extern char *eventnames[];
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/*
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==============
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CG_CheckPlayerstateEvents
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==============
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*/
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void CG_CheckPlayerstateEvents( playerState_t *ps, playerState_t *ops ) {
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int i;
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int event;
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centity_t *cent;
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if ( ps->externalEvent && ps->externalEvent != ops->externalEvent ) {
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cent = &cg_entities[ ps->clientNum ];
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cent->currentState.event = ps->externalEvent;
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cent->currentState.eventParm = ps->externalEventParm;
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CG_EntityEvent( cent, cent->lerpOrigin );
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}
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cent = &cg_entities[ ps->clientNum ];
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// go through the predictable events buffer
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for ( i = ps->eventSequence - MAX_PS_EVENTS ; i < ps->eventSequence ; i++ ) {
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// if we have a new predictable event
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if ( i >= ops->eventSequence
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// or the server told us to play another event instead of a predicted event we already issued
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// or something the server told us changed our prediction causing a different event
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|| (i > ops->eventSequence - MAX_PS_EVENTS && ps->events[i & (MAX_PS_EVENTS-1)] != ops->events[i & (MAX_PS_EVENTS-1)]) ) {
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event = ps->events[ i & (MAX_PS_EVENTS-1) ];
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cent->currentState.event = event;
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cent->currentState.eventParm = ps->eventParms[ i & (MAX_PS_EVENTS-1) ];
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//JLF ADDED to hopefully mark events as player event
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cent->playerState = ps;
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CG_EntityEvent( cent, cent->lerpOrigin );
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cg.predictableEvents[ i & (MAX_PREDICTED_EVENTS-1) ] = event;
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cg.eventSequence++;
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}
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}
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}
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/*
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==================
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CG_CheckChangedPredictableEvents
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==================
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*/
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void CG_CheckChangedPredictableEvents( playerState_t *ps ) {
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int i;
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int event;
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centity_t *cent;
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cent = &cg_entities[ps->clientNum];
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for ( i = ps->eventSequence - MAX_PS_EVENTS ; i < ps->eventSequence ; i++ ) {
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//
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if (i >= cg.eventSequence) {
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continue;
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}
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// if this event is not further back in than the maximum predictable events we remember
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if (i > cg.eventSequence - MAX_PREDICTED_EVENTS) {
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// if the new playerstate event is different from a previously predicted one
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if ( ps->events[i & (MAX_PS_EVENTS-1)] != cg.predictableEvents[i & (MAX_PREDICTED_EVENTS-1) ] ) {
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event = ps->events[ i & (MAX_PS_EVENTS-1) ];
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cent->currentState.event = event;
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cent->currentState.eventParm = ps->eventParms[ i & (MAX_PS_EVENTS-1) ];
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CG_EntityEvent( cent, cent->lerpOrigin );
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cg.predictableEvents[ i & (MAX_PREDICTED_EVENTS-1) ] = event;
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if ( cg_showmiss.integer ) {
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CG_Printf("WARNING: changed predicted event\n");
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}
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}
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}
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}
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}
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/*
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==================
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pushReward
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==================
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*/
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#ifdef JK2AWARDS
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static void pushReward(sfxHandle_t sfx, qhandle_t shader, int rewardCount) {
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if (cg.rewardStack < (MAX_REWARDSTACK-1)) {
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cg.rewardStack++;
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cg.rewardSound[cg.rewardStack] = sfx;
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cg.rewardShader[cg.rewardStack] = shader;
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cg.rewardCount[cg.rewardStack] = rewardCount;
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}
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}
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#endif
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int cgAnnouncerTime = 0; //to prevent announce sounds from playing on top of each other
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/*
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==================
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CG_CheckLocalSounds
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==================
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*/
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void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) {
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int highScore, health, armor, reward;
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#ifdef JK2AWARDS
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sfxHandle_t sfx;
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#endif
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// don't play the sounds if the player just changed teams
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if ( ps->persistant[PERS_TEAM] != ops->persistant[PERS_TEAM] ) {
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return;
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}
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// hit changes
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if ( ps->persistant[PERS_HITS] > ops->persistant[PERS_HITS] ) {
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armor = ps->persistant[PERS_ATTACKEE_ARMOR] & 0xff;
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health = ps->persistant[PERS_ATTACKEE_ARMOR] >> 8;
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if (armor > health/2)
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{ // We also hit shields along the way, so consider them "pierced".
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// trap_S_StartLocalSound( cgs.media.shieldPierceSound, CHAN_LOCAL_SOUND );
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}
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else
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{ // Shields didn't really stand in our way.
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// trap_S_StartLocalSound( cgs.media.hitSound, CHAN_LOCAL_SOUND );
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}
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//FIXME: Hit sounds?
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/*
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if (armor > 50 ) {
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trap_S_StartLocalSound( cgs.media.hitSoundHighArmor, CHAN_LOCAL_SOUND );
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} else if (armor || health > 100) {
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trap_S_StartLocalSound( cgs.media.hitSoundLowArmor, CHAN_LOCAL_SOUND );
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} else {
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trap_S_StartLocalSound( cgs.media.hitSound, CHAN_LOCAL_SOUND );
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}
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*/
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} else if ( ps->persistant[PERS_HITS] < ops->persistant[PERS_HITS] ) {
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//trap_S_StartLocalSound( cgs.media.hitTeamSound, CHAN_LOCAL_SOUND );
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}
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// health changes of more than -3 should make pain sounds
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if (cg_oldPainSounds.integer)
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{
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if ( ps->stats[STAT_HEALTH] < (ops->stats[STAT_HEALTH] - 3))
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{
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if ( ps->stats[STAT_HEALTH] > 0 )
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{
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CG_PainEvent( &cg_entities[cg.predictedPlayerState.clientNum], ps->stats[STAT_HEALTH] );
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}
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}
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}
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// if we are going into the intermission, don't start any voices
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if ( cg.intermissionStarted ) {
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return;
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}
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#ifdef JK2AWARDS
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// reward sounds
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reward = qfalse;
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if (ps->persistant[PERS_CAPTURES] != ops->persistant[PERS_CAPTURES]) {
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pushReward(cgs.media.captureAwardSound, cgs.media.medalCapture, ps->persistant[PERS_CAPTURES]);
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reward = qtrue;
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//Com_Printf("capture\n");
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}
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if (ps->persistant[PERS_IMPRESSIVE_COUNT] != ops->persistant[PERS_IMPRESSIVE_COUNT]) {
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sfx = cgs.media.impressiveSound;
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pushReward(sfx, cgs.media.medalImpressive, ps->persistant[PERS_IMPRESSIVE_COUNT]);
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reward = qtrue;
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//Com_Printf("impressive\n");
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}
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if (ps->persistant[PERS_EXCELLENT_COUNT] != ops->persistant[PERS_EXCELLENT_COUNT]) {
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sfx = cgs.media.excellentSound;
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pushReward(sfx, cgs.media.medalExcellent, ps->persistant[PERS_EXCELLENT_COUNT]);
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reward = qtrue;
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//Com_Printf("excellent\n");
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}
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if (ps->persistant[PERS_GAUNTLET_FRAG_COUNT] != ops->persistant[PERS_GAUNTLET_FRAG_COUNT]) {
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sfx = cgs.media.humiliationSound;
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pushReward(sfx, cgs.media.medalGauntlet, ps->persistant[PERS_GAUNTLET_FRAG_COUNT]);
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reward = qtrue;
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//Com_Printf("guantlet frag\n");
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}
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if (ps->persistant[PERS_DEFEND_COUNT] != ops->persistant[PERS_DEFEND_COUNT]) {
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pushReward(cgs.media.defendSound, cgs.media.medalDefend, ps->persistant[PERS_DEFEND_COUNT]);
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reward = qtrue;
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//Com_Printf("defend\n");
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}
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if (ps->persistant[PERS_ASSIST_COUNT] != ops->persistant[PERS_ASSIST_COUNT]) {
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//pushReward(cgs.media.assistSound, cgs.media.medalAssist, ps->persistant[PERS_ASSIST_COUNT]);
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//reward = qtrue;
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//Com_Printf("assist\n");
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}
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// if any of the player event bits changed
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if (ps->persistant[PERS_PLAYEREVENTS] != ops->persistant[PERS_PLAYEREVENTS]) {
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if ((ps->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_DENIEDREWARD) !=
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(ops->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_DENIEDREWARD)) {
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trap_S_StartLocalSound( cgs.media.deniedSound, CHAN_ANNOUNCER );
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}
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else if ((ps->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_GAUNTLETREWARD) !=
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(ops->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_GAUNTLETREWARD)) {
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trap_S_StartLocalSound( cgs.media.humiliationSound, CHAN_ANNOUNCER );
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}
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reward = qtrue;
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}
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#else
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reward = qfalse;
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#endif
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// lead changes
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if (!reward && cgAnnouncerTime < cg.time) {
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//
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if ( !cg.warmup && cgs.gametype != GT_POWERDUEL ) {
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// never play lead changes during warmup and powerduel
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if ( ps->persistant[PERS_RANK] != ops->persistant[PERS_RANK] ) {
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if ( cgs.gametype < GT_TEAM) {
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/*
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if ( ps->persistant[PERS_RANK] == 0 ) {
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CG_AddBufferedSound(cgs.media.takenLeadSound);
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cgAnnouncerTime = cg.time + 3000;
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} else if ( ps->persistant[PERS_RANK] == RANK_TIED_FLAG ) {
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//CG_AddBufferedSound(cgs.media.tiedLeadSound);
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} else if ( ( ops->persistant[PERS_RANK] & ~RANK_TIED_FLAG ) == 0 ) {
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//rww - only bother saying this if you have more than 1 kill already.
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//joining the server and hearing "the force is not with you" is silly.
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if (ps->persistant[PERS_SCORE] > 0)
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{
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CG_AddBufferedSound(cgs.media.lostLeadSound);
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cgAnnouncerTime = cg.time + 3000;
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}
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}
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*/
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}
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}
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}
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}
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// timelimit warnings
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if ( cgs.timelimit > 0 && cgAnnouncerTime < cg.time ) {
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int msec;
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msec = cg.time - cgs.levelStartTime;
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if ( !( cg.timelimitWarnings & 4 ) && msec > ( cgs.timelimit * 60 + 2 ) * 1000 ) {
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cg.timelimitWarnings |= 1 | 2 | 4;
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//trap_S_StartLocalSound( cgs.media.suddenDeathSound, CHAN_ANNOUNCER );
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}
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else if ( !( cg.timelimitWarnings & 2 ) && msec > (cgs.timelimit - 1) * 60 * 1000 ) {
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cg.timelimitWarnings |= 1 | 2;
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trap_S_StartLocalSound( cgs.media.oneMinuteSound, CHAN_ANNOUNCER );
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cgAnnouncerTime = cg.time + 3000;
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}
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else if ( cgs.timelimit > 5 && !( cg.timelimitWarnings & 1 ) && msec > (cgs.timelimit - 5) * 60 * 1000 ) {
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cg.timelimitWarnings |= 1;
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trap_S_StartLocalSound( cgs.media.fiveMinuteSound, CHAN_ANNOUNCER );
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cgAnnouncerTime = cg.time + 3000;
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}
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}
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// fraglimit warnings
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if ( cgs.fraglimit > 0 && cgs.gametype < GT_CTF && cgs.gametype != GT_DUEL && cgs.gametype != GT_POWERDUEL && cgs.gametype != GT_SIEGE && cgAnnouncerTime < cg.time) {
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highScore = cgs.scores1;
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if ( !( cg.fraglimitWarnings & 4 ) && highScore == (cgs.fraglimit - 1) ) {
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cg.fraglimitWarnings |= 1 | 2 | 4;
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CG_AddBufferedSound(cgs.media.oneFragSound);
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cgAnnouncerTime = cg.time + 3000;
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}
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else if ( cgs.fraglimit > 2 && !( cg.fraglimitWarnings & 2 ) && highScore == (cgs.fraglimit - 2) ) {
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cg.fraglimitWarnings |= 1 | 2;
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CG_AddBufferedSound(cgs.media.twoFragSound);
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cgAnnouncerTime = cg.time + 3000;
|
|
}
|
|
else if ( cgs.fraglimit > 3 && !( cg.fraglimitWarnings & 1 ) && highScore == (cgs.fraglimit - 3) ) {
|
|
cg.fraglimitWarnings |= 1;
|
|
CG_AddBufferedSound(cgs.media.threeFragSound);
|
|
cgAnnouncerTime = cg.time + 3000;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
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;
|
|
}
|
|
}
|
|
|