mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-22 20:31:26 +00:00
535 lines
14 KiB
C
535 lines
14 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
|
|
//
|
|
// 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 ) {
|
|
#if 0
|
|
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_BRYAR_PISTOL; i < WP_NUM_WEAPONS ; i++ ) {
|
|
if ( ! ( weapons & ( 1 << i ) ) ) {
|
|
continue;
|
|
}
|
|
switch ( i )
|
|
{
|
|
case WP_BRYAR_PISTOL:
|
|
case WP_CONCUSSION:
|
|
case WP_BRYAR_OLD:
|
|
case WP_BLASTER:
|
|
case WP_DISRUPTOR:
|
|
case WP_BOWCASTER:
|
|
case WP_REPEATER:
|
|
case WP_DEMP2:
|
|
case WP_FLECHETTE:
|
|
case WP_ROCKET_LAUNCHER:
|
|
case WP_THERMAL:
|
|
case WP_TRIP_MINE:
|
|
case WP_DET_PACK:
|
|
case WP_EMPLACED_GUN:
|
|
total += cg.snap->ps.ammo[weaponData[i].ammoIndex] * 1000;
|
|
break;
|
|
default:
|
|
total += cg.snap->ps.ammo[weaponData[i].ammoIndex] * 200;
|
|
break;
|
|
}
|
|
if ( total >= 5000 ) {
|
|
cg.lowAmmoWarning = 0;
|
|
return;
|
|
}
|
|
}
|
|
|
|
previous = cg.lowAmmoWarning;
|
|
|
|
if ( total == 0 ) {
|
|
cg.lowAmmoWarning = 2;
|
|
} else {
|
|
cg.lowAmmoWarning = 1;
|
|
}
|
|
|
|
if (cg.snap->ps.weapon == WP_SABER)
|
|
{
|
|
cg.lowAmmoWarning = 0;
|
|
}
|
|
|
|
// play a sound on transitions
|
|
if ( cg.lowAmmoWarning != previous ) {
|
|
trap_S_StartLocalSound( cgs.media.noAmmoSound, CHAN_LOCAL_SOUND );
|
|
}
|
|
#endif
|
|
//disabled silly ammo warning stuff for now
|
|
}
|
|
|
|
/*
|
|
==============
|
|
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;
|
|
|
|
//JLFRUMBLE
|
|
#ifdef _XBOX
|
|
extern void FF_XboxShake(float intensity, int duration);
|
|
extern void FF_XboxDamage(int damage, float xpos);
|
|
|
|
//FF_XboxShake(kick, 500);
|
|
FF_XboxDamage(damage, -left);
|
|
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
================
|
|
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_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) ];
|
|
//JLF ADDED to hopefully mark events as player event
|
|
cent->playerState = ps;
|
|
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_entities[ps->clientNum];
|
|
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
|
|
==================
|
|
*/
|
|
#ifdef JK2AWARDS
|
|
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;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
int cgAnnouncerTime = 0; //to prevent announce sounds from playing on top of each other
|
|
|
|
/*
|
|
==================
|
|
CG_CheckLocalSounds
|
|
==================
|
|
*/
|
|
void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) {
|
|
int highScore, health, armor, reward;
|
|
#ifdef JK2AWARDS
|
|
sfxHandle_t sfx;
|
|
#endif
|
|
|
|
// 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] ) {
|
|
armor = ps->persistant[PERS_ATTACKEE_ARMOR] & 0xff;
|
|
health = ps->persistant[PERS_ATTACKEE_ARMOR] >> 8;
|
|
|
|
if (armor > health/2)
|
|
{ // We also hit shields along the way, so consider them "pierced".
|
|
// trap_S_StartLocalSound( cgs.media.shieldPierceSound, CHAN_LOCAL_SOUND );
|
|
}
|
|
else
|
|
{ // Shields didn't really stand in our way.
|
|
// trap_S_StartLocalSound( cgs.media.hitSound, CHAN_LOCAL_SOUND );
|
|
}
|
|
|
|
//FIXME: Hit sounds?
|
|
/*
|
|
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 if ( ps->persistant[PERS_HITS] < ops->persistant[PERS_HITS] ) {
|
|
//trap_S_StartLocalSound( cgs.media.hitTeamSound, CHAN_LOCAL_SOUND );
|
|
}
|
|
|
|
// health changes of more than -3 should make pain sounds
|
|
if (cg_oldPainSounds.integer)
|
|
{
|
|
if ( ps->stats[STAT_HEALTH] < (ops->stats[STAT_HEALTH] - 3))
|
|
{
|
|
if ( ps->stats[STAT_HEALTH] > 0 )
|
|
{
|
|
CG_PainEvent( &cg_entities[cg.predictedPlayerState.clientNum], ps->stats[STAT_HEALTH] );
|
|
}
|
|
}
|
|
}
|
|
|
|
// if we are going into the intermission, don't start any voices
|
|
if ( cg.intermissionStarted ) {
|
|
return;
|
|
}
|
|
|
|
#ifdef JK2AWARDS
|
|
// 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]) {
|
|
sfx = cgs.media.impressiveSound;
|
|
|
|
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]) {
|
|
sfx = cgs.media.excellentSound;
|
|
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]) {
|
|
sfx = cgs.media.humiliationSound;
|
|
pushReward(sfx, cgs.media.medalGauntlet, ps->persistant[PERS_GAUNTLET_FRAG_COUNT]);
|
|
reward = qtrue;
|
|
//Com_Printf("guantlet 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 );
|
|
}
|
|
reward = qtrue;
|
|
}
|
|
#else
|
|
reward = qfalse;
|
|
#endif
|
|
// lead changes
|
|
if (!reward && cgAnnouncerTime < cg.time) {
|
|
//
|
|
if ( !cg.warmup && cgs.gametype != GT_POWERDUEL ) {
|
|
// never play lead changes during warmup and powerduel
|
|
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);
|
|
cgAnnouncerTime = cg.time + 3000;
|
|
} else if ( ps->persistant[PERS_RANK] == RANK_TIED_FLAG ) {
|
|
//CG_AddBufferedSound(cgs.media.tiedLeadSound);
|
|
} else if ( ( ops->persistant[PERS_RANK] & ~RANK_TIED_FLAG ) == 0 ) {
|
|
//rww - only bother saying this if you have more than 1 kill already.
|
|
//joining the server and hearing "the force is not with you" is silly.
|
|
if (ps->persistant[PERS_SCORE] > 0)
|
|
{
|
|
CG_AddBufferedSound(cgs.media.lostLeadSound);
|
|
cgAnnouncerTime = cg.time + 3000;
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// timelimit warnings
|
|
if ( cgs.timelimit > 0 && cgAnnouncerTime < cg.time ) {
|
|
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 );
|
|
cgAnnouncerTime = cg.time + 3000;
|
|
}
|
|
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 );
|
|
cgAnnouncerTime = cg.time + 3000;
|
|
}
|
|
}
|
|
|
|
// fraglimit warnings
|
|
if ( cgs.fraglimit > 0 && cgs.gametype < GT_CTF && cgs.gametype != GT_DUEL && cgs.gametype != GT_POWERDUEL && cgs.gametype != GT_SIEGE && cgAnnouncerTime < cg.time) {
|
|
highScore = cgs.scores1;
|
|
if ( !( cg.fraglimitWarnings & 4 ) && highScore == (cgs.fraglimit - 1) ) {
|
|
cg.fraglimitWarnings |= 1 | 2 | 4;
|
|
CG_AddBufferedSound(cgs.media.oneFragSound);
|
|
cgAnnouncerTime = cg.time + 3000;
|
|
}
|
|
else if ( cgs.fraglimit > 2 && !( cg.fraglimitWarnings & 2 ) && highScore == (cgs.fraglimit - 2) ) {
|
|
cg.fraglimitWarnings |= 1 | 2;
|
|
CG_AddBufferedSound(cgs.media.twoFragSound);
|
|
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;
|
|
}
|
|
}
|
|
|