mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-22 12:22:23 +00:00
364 lines
8.6 KiB
C++
364 lines
8.6 KiB
C++
// 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
|
|
|
|
// this line must stay at top so the whole PCH thing works...
|
|
#include "cg_headers.h"
|
|
|
|
|
|
//#include "cg_local.h"
|
|
#include "cg_media.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;
|
|
|
|
#if 0
|
|
|
|
// see about how many seconds of ammo we have remaining
|
|
weapons = cg.snap->ps.stats[ STAT_WEAPONS ];
|
|
total = 0;
|
|
|
|
for ( i = WP_SABER; i < WP_NUM_WEAPONS i++ )
|
|
{
|
|
if ( ! ( weapons & ( 1 << i ) ) )
|
|
continue;
|
|
|
|
/*
|
|
switch ( i )
|
|
{
|
|
case WP_ROCKET_LAUNCHER:
|
|
case WP_GRENADE_LAUNCHER:
|
|
case WP_RAILGUN:
|
|
case WP_SHOTGUN:
|
|
total += cg.snap->ps.ammo[i] * 1000;
|
|
break;
|
|
default:
|
|
total += cg.snap->ps.ammo[i] * 200;
|
|
break;
|
|
}
|
|
*/
|
|
|
|
if ( total >= 5000 )
|
|
{
|
|
cg.lowAmmoWarning = 0;
|
|
return;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Don't bother drawing the ammo warning when have no weapon selected
|
|
if ( cg.weaponSelect == WP_NONE )
|
|
{
|
|
return;
|
|
}
|
|
|
|
total = cg.snap->ps.ammo[weaponData[cg.weaponSelect].ammoIndex];
|
|
|
|
if (total > weaponData[cg.weaponSelect].ammoLow) // Low on ammo?
|
|
{
|
|
cg.lowAmmoWarning = 0;
|
|
return;
|
|
}
|
|
|
|
|
|
previous = cg.lowAmmoWarning;
|
|
|
|
if (!total) // We're completely freak'in out!
|
|
{
|
|
cg.lowAmmoWarning = 2;
|
|
}
|
|
else // Got a little left
|
|
{
|
|
cg.lowAmmoWarning = 1;
|
|
}
|
|
|
|
// play a sound on transitions
|
|
if ( cg.lowAmmoWarning != previous ) {
|
|
cgi_S_StartLocalSound( cgs.media.noAmmoSound, CHAN_LOCAL_SOUND ); //"sound/weapons/noammo.wav"
|
|
#ifdef _IMMERSION
|
|
cgi_FF_Start( cgs.media.noAmmoForce, FF_CLIENT_LOCAL );
|
|
#endif // _IMMERSION
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
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;
|
|
|
|
//FIXME: Based on MOD, do different kinds of damage effects,
|
|
// for example, Borg damage could progressively tint screen green and raise FOV?
|
|
|
|
// 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;
|
|
#ifdef _IMMERSION
|
|
cgi_FF_Start( cgi_FF_Register( "fffx/player/damage", FF_CHANNEL_DAMAGE ), cg.snap->ps.clientNum );
|
|
#endif // _IMMERSION
|
|
|
|
#ifdef _XBOX
|
|
cgi_FF_Xbox_Damage(damage, cg.damageX);
|
|
#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;
|
|
SetWeaponSelectTime();
|
|
|
|
// select the weapon the server says we are using
|
|
if (cg.snap->ps.weapon)
|
|
cg.weaponSelect = cg.snap->ps.weapon;
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
CG_CheckPlayerstateEvents
|
|
|
|
==============
|
|
*/
|
|
void CG_CheckPlayerstateEvents( playerState_t *ps, playerState_t *ops ) {
|
|
int i;
|
|
int event;
|
|
centity_t *cent;
|
|
|
|
#if 0
|
|
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 );
|
|
}
|
|
#endif
|
|
|
|
for ( i = ps->eventSequence - MAX_PS_EVENTS ; i < ps->eventSequence ; i++ ) {
|
|
if ( ps->events[i & (MAX_PS_EVENTS-1)] != ops->events[i & (MAX_PS_EVENTS-1)]
|
|
|| i >= ops->eventSequence ) {
|
|
event = ps->events[ i & (MAX_PS_EVENTS-1) ];
|
|
|
|
cent = &cg_entities[ ps->clientNum ];
|
|
cent->currentState.event = event;
|
|
cent->currentState.eventParm = ps->eventParms[ i & (MAX_PS_EVENTS-1) ];
|
|
CG_EntityEvent( cent, cent->lerpOrigin );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
CG_CheckLocalSounds
|
|
==================
|
|
*/
|
|
/*
|
|
void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) {
|
|
const char *s;
|
|
|
|
// hit changes
|
|
if ( ps->persistant[PERS_HITS] > ops->persistant[PERS_HITS] ) {
|
|
cgi_S_StartLocalSound( "sound/feedback/hit.wav" );
|
|
} else if ( ps->persistant[PERS_HITS] < ops->persistant[PERS_HITS] ) {
|
|
cgi_S_StartLocalSound( "sound/feedback/hit_teammate.wav" );
|
|
}
|
|
|
|
// score up / down changes
|
|
if ( ps->persistant[PERS_SCORE] > ops->persistant[PERS_SCORE] ) {
|
|
cgi_S_StartLocalSound( "sound/feedback/scoreup.wav" );
|
|
} else if ( ps->persistant[PERS_SCORE] < ops->persistant[PERS_SCORE] ) {
|
|
cgi_S_StartLocalSound( "sound/feedback/scoredown.wav" );
|
|
}
|
|
|
|
// reward sounds
|
|
if ( ps->persistant[PERS_REWARD_COUNT] > ops->persistant[PERS_REWARD_COUNT] ) {
|
|
switch ( ps->persistant[PERS_REWARD] ) {
|
|
case REWARD_IMPRESSIVE:
|
|
cgi_S_StartLocalSound( "sound/feedback/impressive.wav" );
|
|
break;
|
|
case REWARD_EXCELLENT:
|
|
cgi_S_StartLocalSound( "sound/feedback/excellent.wav" );
|
|
break;
|
|
case REWARD_DENIED:
|
|
cgi_S_StartLocalSound( "sound/feedback/denied.wav" );
|
|
break;
|
|
|
|
default:
|
|
CG_Error( "Bad reward_t" );
|
|
}
|
|
}
|
|
|
|
// timelimit warnings
|
|
if ( cgs.timelimit > 0 ) {
|
|
if ( cgs.timelimit > 5 && !( cg.timelimitWarnings & 1 ) && cg.time > (cgs.timelimit - 5) * 60 * 1000 ) {
|
|
cg.timelimitWarnings |= 1;
|
|
cgi_S_StartLocalSound( "sound/feedback/5_minute.wav" );
|
|
}
|
|
if ( !( cg.timelimitWarnings & 2 ) && cg.time > (cgs.timelimit - 1) * 60 * 1000 ) {
|
|
cg.timelimitWarnings |= 2;
|
|
cgi_S_StartLocalSound( "sound/feedback/1_minute.wav" );
|
|
}
|
|
if ( !( cg.timelimitWarnings & 4 ) && cg.time > ( cgs.timelimit * 60 + 2 ) * 1000 ) {
|
|
cg.timelimitWarnings |= 4;
|
|
cgi_S_StartLocalSound( "sound/feedback/sudden_death.wav" );
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
|
|
/*
|
|
===============
|
|
CG_TransitionPlayerState
|
|
|
|
===============
|
|
*/
|
|
void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops ) {
|
|
// teleporting
|
|
if ( ( ps->eFlags ^ ops->eFlags ) & EF_TELEPORT_BIT ) {
|
|
cg.thisFrameTeleport = qtrue;
|
|
} else {
|
|
cg.thisFrameTeleport = qfalse;
|
|
}
|
|
|
|
// 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();
|
|
}
|
|
|
|
// check for going low on ammo
|
|
CG_CheckAmmo();
|
|
|
|
// run events
|
|
CG_CheckPlayerstateEvents( ps, ops );
|
|
|
|
// smooth the ducking viewheight change
|
|
if ( ps->viewheight != ops->viewheight )
|
|
{
|
|
if ( !cg.nextFrameTeleport )
|
|
{//when we crouch/uncrouch in mid-air, our viewhieght doesn't actually change in
|
|
//absolute world coordinates, just locally.
|
|
cg.duckChange = ps->viewheight - ops->viewheight;
|
|
cg.duckTime = cg.time;
|
|
}
|
|
}
|
|
}
|
|
|