jedioutcast/code/cgame/cg_event.cpp

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// cg_event.c -- handle entity events at snapshot or playerstate transitions
// this line must stay at top so the whole PCH thing works...
#include "cg_headers.h"
//#include "cg_local.h"
#include "cg_media.h"
#include "FxScheduler.h"
#include "..\game\anims.h"
extern void CG_TryPlayCustomSound( vec3_t origin, int entityNum, soundChannel_t channel, const char *soundName, int customSoundSet );
//==========================================================================
qboolean CG_IsFemale( const char *infostring ) {
char *sex;
sex = Info_ValueForKey( infostring, "s" );
if (sex[0] == 'f' || sex[0] == 'F')
return qtrue;
return qfalse;
}
const char *CG_PlaceString( int rank ) {
static char str[64];
char *s, *t;
if ( rank & RANK_TIED_FLAG ) {
rank &= ~RANK_TIED_FLAG;
t = "Tied for ";
} else {
t = "";
}
if ( rank == 1 ) {
s = "\03341st\0337"; // draw in blue
} else if ( rank == 2 ) {
s = "\03312nd\0337"; // draw in red
} else if ( rank == 3 ) {
s = "\03333rd\0337"; // draw in yellow
} else if ( rank == 11 ) {
s = "11th";
} else if ( rank == 12 ) {
s = "12th";
} else if ( rank == 13 ) {
s = "13th";
} else if ( rank % 10 == 1 ) {
s = va("%ist", rank);
} else if ( rank % 10 == 2 ) {
s = va("%ind", rank);
} else if ( rank % 10 == 3 ) {
s = va("%ird", rank);
} else {
s = va("%ith", rank);
}
Com_sprintf( str, sizeof( str ), "%s%s", t, s );
return str;
}
/*
================
CG_ItemPickup
A new item was picked up this frame
================
*/
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void CG_ItemPickup( int itemNum, qboolean bHadItem ) {
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cg.itemPickup = itemNum;
cg.itemPickupTime = cg.time;
cg.itemPickupBlendTime = cg.time;
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if (bg_itemlist[itemNum].classname && bg_itemlist[itemNum].classname[0])
{
char text[1024], data[1024];
if (cgi_SP_GetStringTextString("INGAME_PICKUPLINE",text, sizeof(text)) )
{
if ( cgi_SP_GetStringTextString( va("INGAME_%s",bg_itemlist[itemNum].classname ), data, sizeof( data )))
{
Com_Printf("%s %s\n", text, data );
}
}
}
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// see if it should be the grabbed weapon
if ( bg_itemlist[itemNum].giType == IT_WEAPON )
{
const int nCurWpn = cg.predicted_player_state.weapon;
const int nNewWpn = bg_itemlist[itemNum].giTag;
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if ( nCurWpn == WP_SABER || bHadItem)
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{//never switch away from the saber!
return;
}
// kef -- check cg_autoswitch...
//
// 0 == no switching
// 1 == automatically switch to best SAFE weapon
// 2 == automatically switch to best weapon, safe or otherwise
//
// NOTE: automatically switching to any weapon you pick up is stupid and annoying and we won't do it.
//
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if ( nNewWpn == WP_SABER )
{//always switch to saber
SetWeaponSelectTime();
cg.weaponSelect = nNewWpn;
}
else if (0 == cg_autoswitch.integer)
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{
// don't switch
}
else if (1 == cg_autoswitch.integer)
{
// safe switching
if ( (nNewWpn > nCurWpn) &&
!(nNewWpn == WP_DET_PACK) &&
!(nNewWpn == WP_TRIP_MINE) &&
!(nNewWpn == WP_THERMAL) &&
!(nNewWpn == WP_ROCKET_LAUNCHER) )
{
// switch to new wpn
// cg.weaponSelectTime = cg.time;
SetWeaponSelectTime();
cg.weaponSelect = nNewWpn;
}
}
else if (2 == cg_autoswitch.integer)
{
// best
if (nNewWpn > nCurWpn)
{
// switch to new wpn
// cg.weaponSelectTime = cg.time;
SetWeaponSelectTime();
cg.weaponSelect = nNewWpn;
}
}
}
}
/*
===============
UseItem
===============
*/
extern void CG_ToggleBinoculars( void );
extern void CG_ToggleLAGoggles( void );
void UseItem(int itemNum)
{
centity_t *cent;
cent = &cg_entities[cg.snap->ps.clientNum];
switch ( itemNum )
{
case INV_ELECTROBINOCULARS:
CG_ToggleBinoculars();
break;
case INV_LIGHTAMP_GOGGLES:
CG_ToggleLAGoggles();
break;
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case INV_GOODIE_KEY:
if (cent->gent->client->ps.inventory[INV_GOODIE_KEY])
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{
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cent->gent->client->ps.inventory[INV_GOODIE_KEY]--;
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}
break;
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case INV_SECURITY_KEY:
if (cent->gent->client->ps.inventory[INV_SECURITY_KEY])
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{
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cent->gent->client->ps.inventory[INV_SECURITY_KEY]--;
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}
break;
}
}
/*
===============
CG_UseForce
===============
*/
static void CG_UseForce( centity_t *cent )
{
//FIXME: sound or graphic change or something?
//actual force power action is on game/pm side
}
/*
===============
CG_UseItem
===============
*/
static void CG_UseItem( centity_t *cent )
{
int itemNum;
entityState_t *es;
es = &cent->currentState;
itemNum = cg.inventorySelect;
if ( itemNum < 0 || itemNum > INV_MAX )
{
itemNum = 0;
}
// print a message if the local player
if ( es->number == cg.snap->ps.clientNum )
{
if ( !itemNum )
{
// CG_CenterPrint( "No item to use", SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
}
else
{
// item = BG_FindItemForHoldable( itemNum );
// CG_CenterPrint( va("Use %s", item->pickup_name), SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
}
}
UseItem(itemNum);
}
/*
==============
CG_EntityEvent
An entity has an event value
==============
*/
#define DEBUGNAME(x) if(cg_debugEvents.integer){CG_Printf(x"\n");}
void CG_EntityEvent( centity_t *cent, vec3_t position ) {
entityState_t *es;
int event;
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vec3_t axis[3];
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const char *s, *s2;
int clientNum;
//clientInfo_t *ci;
es = &cent->currentState;
event = es->event & ~EV_EVENT_BITS;
if ( cg_debugEvents.integer ) {
CG_Printf( "ent:%3i event:%3i ", es->number, event );
}
if ( !event ) {
DEBUGNAME("ZEROEVENT");
return;
}
if ( !cent->gent )//|| !cent->gent->client )
{
return;
}
//ci = &cent->gent->client->clientInfo;
clientNum = cent->gent->s.number;
switch ( event ) {
//
// movement generated events
//
case EV_FOOTSTEP:
DEBUGNAME("EV_FOOTSTEP");
if (cg_footsteps.integer) {
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if ( cent->gent && cent->gent->s.number == 0 && !cg.renderingThirdPerson )//!cg_thirdPerson.integer )
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{//Everyone else has keyframed footsteps in animsounds.cfg
cgi_S_StartSound (NULL, es->number, CHAN_BODY,
cgs.media.footsteps[ FOOTSTEP_NORMAL ][rand()&3] );
}
}
break;
case EV_FOOTSTEP_METAL:
DEBUGNAME("EV_FOOTSTEP_METAL");
if (cg_footsteps.integer)
{
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if ( cent->gent && cent->gent->s.number == 0 && !cg.renderingThirdPerson )//!cg_thirdPerson.integer )
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{//Everyone else has keyframed footsteps in animsounds.cfg
cgi_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.footsteps[ FOOTSTEP_METAL ][rand()&3] );
}
}
break;
case EV_FOOTSPLASH:
DEBUGNAME("EV_FOOTSPLASH");
if (cg_footsteps.integer) {
cgi_S_StartSound (NULL, es->number, CHAN_BODY,
cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] );
}
break;
case EV_FOOTWADE:
DEBUGNAME("EV_FOOTWADE");
if (cg_footsteps.integer) {
cgi_S_StartSound (NULL, es->number, CHAN_BODY,
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cgs.media.footsteps[ FOOTSTEP_WADE ][rand()&3] );
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}
break;
case EV_SWIM:
DEBUGNAME("EV_SWIM");
if (cg_footsteps.integer) {
cgi_S_StartSound (NULL, es->number, CHAN_BODY,
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cgs.media.footsteps[ FOOTSTEP_SWIM ][rand()&3] );
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}
break;
case EV_FALL_SHORT:
DEBUGNAME("EV_FALL_SHORT");
cgi_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.landSound );
if ( clientNum == cg.predicted_player_state.clientNum ) {
// smooth landing z changes
cg.landChange = -8;
cg.landTime = cg.time;
}
//FIXME: maybe kick up some dust?
break;
case EV_FALL_MEDIUM:
DEBUGNAME("EV_FALL_MEDIUM");
// use normal pain sound -
if ( g_entities[es->number].health <= 0 )
{//dead
cgi_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.landSound );
}
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else if ( g_entities[es->number].s.weapon == WP_SABER )
{//jedi
CG_TryPlayCustomSound( NULL, es->number, CHAN_BODY, "*land1.wav", CS_BASIC );
}
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else
{//still alive
CG_TryPlayCustomSound( NULL, es->number, CHAN_BODY, "*pain100.wav", CS_BASIC );
}
if ( clientNum == cg.predicted_player_state.clientNum ) {
// smooth landing z changes
cg.landChange = -16;
cg.landTime = cg.time;
}
//FIXME: maybe kick up some dust?
break;
case EV_FALL_FAR:
DEBUGNAME("EV_FALL_FAR");
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CG_TryPlayCustomSound( NULL, es->number, CHAN_BODY, "*land1.wav", CS_BASIC );
cgi_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.landSound );
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cent->pe.painTime = cg.time; // don't play a pain sound right after this
if ( clientNum == cg.predicted_player_state.clientNum ) {
// smooth landing z changes
cg.landChange = -24;
cg.landTime = cg.time;
}
//FIXME: maybe kick up some dust?
break;
case EV_STEP_4:
case EV_STEP_8:
case EV_STEP_12:
case EV_STEP_16: // smooth out step up transitions
DEBUGNAME("EV_STEP");
{
float oldStep;
int delta;
int step;
if ( clientNum != cg.predicted_player_state.clientNum ) {
break;
}
// if we are interpolating, we don't need to smooth steps
if ( cg_timescale.value >= 1.0f )
{
break;
}
// check for stepping up before a previous step is completed
delta = cg.time - cg.stepTime;
if (delta < STEP_TIME) {
oldStep = cg.stepChange * (STEP_TIME - delta) / STEP_TIME;
} else {
oldStep = 0;
}
// add this amount
step = 4 * (event - EV_STEP_4 + 1 );
cg.stepChange = oldStep + step;
if ( cg.stepChange > MAX_STEP_CHANGE ) {
cg.stepChange = MAX_STEP_CHANGE;
}
cg.stepTime = cg.time;
break;
}
case EV_JUMP:
DEBUGNAME("EV_JUMP");
CG_TryPlayCustomSound(NULL, es->number, CHAN_AUTO, "*jump1.wav", CS_BASIC );//CHAN_VOICE
break;
case EV_ROLL:
DEBUGNAME("EV_ROLL");
CG_TryPlayCustomSound(NULL, es->number, CHAN_AUTO, "*jump1.wav", CS_BASIC );//CHAN_VOICE
cgi_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.rollSound );//CHAN_AUTO
//FIXME: need some sort of body impact on ground sound and maybe kick up some dust?
break;
case EV_WATER_TOUCH:
DEBUGNAME("EV_WATER_TOUCH");
cgi_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrInSound );
break;
case EV_WATER_LEAVE:
DEBUGNAME("EV_WATER_LEAVE");
cgi_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrOutSound );
break;
case EV_WATER_UNDER:
DEBUGNAME("EV_WATER_UNDER");
cgi_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrUnSound );
break;
case EV_WATER_CLEAR:
DEBUGNAME("EV_WATER_CLEAR");
CG_TryPlayCustomSound(NULL, es->number, CHAN_AUTO, "*gasp.wav", CS_BASIC );
break;
case EV_WATER_GURP1:
case EV_WATER_GURP2:
DEBUGNAME("EV_WATER_GURPx");
CG_TryPlayCustomSound(NULL, es->number, CHAN_AUTO, va("*gurp%d.wav",event-EV_WATER_GURP1+1), CS_BASIC );
break;
case EV_WATER_DROWN:
DEBUGNAME("EV_WATER_DROWN");
CG_TryPlayCustomSound(NULL, es->number, CHAN_AUTO, "*drown.wav", CS_BASIC );
break;
case EV_ITEM_PICKUP:
DEBUGNAME("EV_ITEM_PICKUP");
{
gitem_t *item;
int index;
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qboolean bHadItem = qfalse;
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index = es->eventParm; // player predicted
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if ( (char)index < 0 )
{
index = -(char)index;
bHadItem = qtrue;
}
if ( index >= bg_numItems ) {
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break;
}
item = &bg_itemlist[ index ];
cgi_S_StartSound (NULL, es->number, CHAN_AUTO, cgi_S_RegisterSound( item->pickup_sound ) );
// show icon and name on status bar
if ( es->number == cg.snap->ps.clientNum ) {
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CG_ItemPickup( index, bHadItem );
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}
}
break;
//
// weapon events
//
case EV_NOAMMO:
DEBUGNAME("EV_NOAMMO");
//cgi_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.noAmmoSound );
if ( es->number == cg.snap->ps.clientNum ) {
CG_OutOfAmmoChange();
}
break;
case EV_CHANGE_WEAPON:
DEBUGNAME("EV_CHANGE_WEAPON");
if ( es->weapon == WP_SABER )
{
/*
if ( !cent->gent || !cent->gent->client || (cent->currentState.saberInFlight == qfalse && cent->currentState.saberActive == qtrue) )
{
cgi_S_StartSound (NULL, es->number, CHAN_AUTO, cgi_S_RegisterSound( "sound/weapons/saber/saberoffquick.wav" ) );
}
*/
if ( cent->gent && cent->gent->client )
{
//if ( cent->gent->client->ps.saberInFlight )
{//if it's not in flight or lying around, turn it off!
cent->currentState.saberActive = qfalse;
}
}
}
// FIXME: if it happens that you don't want the saber to play the switch sounds, feel free to modify this bit.
if ( weaponData[cg.weaponSelect].selectSnd[0] )
{
// custom select sound
cgi_S_StartSound (NULL, es->number, CHAN_AUTO, cgi_S_RegisterSound( weaponData[cg.weaponSelect].selectSnd ));
}
else
{
// generic sound
cgi_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.selectSound );
}
break;
case EV_FIRE_WEAPON:
DEBUGNAME("EV_FIRE_WEAPON");
CG_FireWeapon( cent, qfalse );
break;
case EV_ALT_FIRE:
DEBUGNAME("EV_ALT_FIRE");
CG_FireWeapon( cent, qtrue );
break;
case EV_DISRUPTOR_MAIN_SHOT:
DEBUGNAME("EV_DISRUPTOR_MAIN_SHOT");
FX_DisruptorMainShot( cent->currentState.origin2, cent->lerpOrigin );
break;
case EV_DISRUPTOR_SNIPER_SHOT:
DEBUGNAME("EV_DISRUPTOR_SNIPER_SHOT");
FX_DisruptorAltShot( cent->currentState.origin2, cent->lerpOrigin, cent->gent->alt_fire );
break;
case EV_DISRUPTOR_SNIPER_MISS:
DEBUGNAME("EV_DISRUPTOR_SNIPER_MISS");
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FX_DisruptorAltMiss( cent->lerpOrigin, cent->gent->pos1 );
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break;
case EV_DEMP2_ALT_IMPACT:
FX_DEMP2_AltDetonate( cent->lerpOrigin, es->eventParm );
break;
// case EV_POWERUP_SEEKER_FIRE:
// DEBUGNAME("EV_POWERUP_SEEKER_FIRE");
// CG_FireSeeker( cent );
// break;
case EV_POWERUP_BATTLESUIT:
DEBUGNAME("EV_POWERUP_BATTLESUIT");
if ( es->number == cg.snap->ps.clientNum ) {
cg.powerupActive = PW_BATTLESUIT;
cg.powerupTime = cg.time;
}
//cgi_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.invulnoProtectSound );
break;
//=================================================================
//
// other events
//
case EV_REPLICATOR:
DEBUGNAME("EV_REPLICATOR");
// FX_Replicator( cent, position );
break;
case EV_BATTERIES_CHARGED:
cg.batteryChargeTime = cg.time + 3000;
cgi_S_StartSound( (float*)vec3_origin, es->number, CHAN_AUTO, cgs.media.batteryChargeSound );
break;
case EV_DISINTEGRATION:
{
DEBUGNAME("EV_DISINTEGRATION");
qboolean makeNotSolid = qfalse;
int disintPW = es->eventParm;
int disintEffect = 0;
int disintLength = 0;
qhandle_t disintSound1 = NULL;
qhandle_t disintSound2 = NULL;
qhandle_t disintSound3 = NULL;
switch( disintPW )
{
case PW_DISRUPTION:// sniper rifle
disintEffect = EF_DISINTEGRATION;//ef_
disintSound1 = cgs.media.disintegrateSound;//with scream
disintSound2 = cgs.media.disintegrate2Sound;//no scream
disintSound3 = cgs.media.disintegrate3Sound;//with inhuman scream
disintLength = 2000;
makeNotSolid = qtrue;
break;
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/* case PW_SHOCKED:// arc welder
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disintEffect = EF_DISINT_1;//ef_
disintSound1 = NULL;//with scream
disintSound2 = NULL;//no scream
disintSound3 = NULL;//with inhuman scream
disintLength = 4000;
break;
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*/
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default:
return;
break;
}
if ( cent->gent->owner )
{
cent->gent->owner->fx_time = cg.time;
if ( cent->gent->owner->client )
{
if ( disintSound1 && disintSound2 )
{//play an extra sound
/*
if ( cent->gent->owner->client->playerTeam == TEAM_STARFLEET ||
cent->gent->owner->client->playerTeam == TEAM_SCAVENGERS ||
cent->gent->owner->client->playerTeam == TEAM_MALON ||
cent->gent->owner->client->playerTeam == TEAM_IMPERIAL ||
cent->gent->owner->client->playerTeam == TEAM_HIROGEN ||
cent->gent->owner->client->playerTeam == TEAM_DISGUISE ||
cent->gent->owner->client->playerTeam == TEAM_KLINGON )
*/
// listed all the non-humanoids, because there's a lot more humanoids
class_t npc_class = cent->gent->owner->client->NPC_class;
if( npc_class != CLASS_ATST && npc_class != CLASS_GONK &&
npc_class != CLASS_INTERROGATOR && npc_class != CLASS_MARK1 &&
npc_class != CLASS_MARK2 && npc_class != CLASS_MOUSE &&
npc_class != CLASS_PROBE && npc_class != CLASS_PROTOCOL &&
npc_class != CLASS_R2D2 && npc_class != CLASS_R5D2 &&
npc_class != CLASS_SEEKER && npc_class != CLASS_SENTRY)
{//Only the humanoids scream
cgi_S_StartSound ( NULL, cent->gent->owner->s.number, CHAN_VOICE, disintSound1 );
}
// no more forge or 8472
// else if ( cent->gent->owner->client->playerTeam == TEAM_FORGE ||
// cent->gent->owner->client->playerTeam == TEAM_8472 )
// {
// cgi_S_StartSound ( NULL, cent->gent->s.number, CHAN_VOICE, disintSound3 );
// }
else
{
cgi_S_StartSound ( NULL, cent->gent->s.number, CHAN_AUTO, disintSound2 );
}
}
cent->gent->owner->s.powerups |= ( 1 << disintPW );
cent->gent->owner->client->ps.powerups[disintPW] = cg.time + disintLength;
// Things that are being disintegrated should probably not be solid...
if ( makeNotSolid && cent->gent->owner->client->playerTeam != TEAM_NEUTRAL )
{
cent->gent->contents = CONTENTS_NONE;
}
}
else
{
cent->gent->owner->s.eFlags = disintEffect;//FIXME: |= ?
cent->gent->owner->delay = cg.time + disintLength;
}
}
}
break;
// This does not necessarily have to be from a grenade...
case EV_GRENADE_BOUNCE:
DEBUGNAME("EV_GRENADE_BOUNCE");
CG_BounceEffect( cent, es->weapon, position, cent->gent->pos1 );
break;
//
// missile impacts
//
case EV_MISSILE_STICK:
DEBUGNAME("EV_MISSILE_STICK");
CG_MissileStick( cent, es->weapon, position );
break;
case EV_MISSILE_HIT:
DEBUGNAME("EV_MISSILE_HIT");
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CG_MissileHitPlayer( cent, es->weapon, position, cent->gent->pos1, cent->gent->alt_fire );
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break;
case EV_MISSILE_MISS:
DEBUGNAME("EV_MISSILE_MISS");
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CG_MissileHitWall( cent, es->weapon, position, cent->gent->pos1, cent->gent->alt_fire );
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break;
case EV_BMODEL_SOUND:
DEBUGNAME("EV_BMODEL_SOUND");
cgi_S_StartSound( NULL, es->number, CHAN_AUTO, es->eventParm );
break;
case EV_GENERAL_SOUND:
DEBUGNAME("EV_GENERAL_SOUND");
if ( cgs.sound_precache[ es->eventParm ] )
{
cgi_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.sound_precache[ es->eventParm ] );
}
else
{
s = CG_ConfigString( CS_SOUNDS + es->eventParm );
CG_TryPlayCustomSound(NULL, es->number, CHAN_AUTO, s, CS_BASIC );
}
break;
case EV_GLOBAL_SOUND: // play from the player's head so it never diminishes
DEBUGNAME("EV_GLOBAL_SOUND");
if ( cgs.sound_precache[ es->eventParm ] ) {
cgi_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.sound_precache[ es->eventParm ] );
} else {
s = CG_ConfigString( CS_SOUNDS + es->eventParm );
CG_TryPlayCustomSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, s, CS_BASIC );
}
break;
case EV_DRUGGED:
DEBUGNAME("EV_DRUGGED");
if ( cent->gent && cent->gent->owner && cent->gent->owner->s.number == 0 )
{
// Only allow setting up the wonky vision on the player..do it for 10 seconds...must be synchronized with calcs done in cg_view. Just search for cg.wonkyTime to find 'em.
cg.wonkyTime = cg.time + 10000;
}
break;
case EV_PAIN:
{
char *snd;
const int health = es->eventParm;
if ( cent->gent && cent->gent->NPC && (cent->gent->NPC->aiFlags & NPCAI_DIE_ON_IMPACT) )
{
return;
}
//FIXME: don't do this if we're falling to our deaths...
DEBUGNAME("EV_PAIN");
// don't do more than two pain sounds a second
if ( cg.time - cent->pe.painTime < 500 ) {
return;
}
if ( health < 25 ) {
snd = "*pain100.wav";
} else if ( health < 50 ) {
snd = "*pain75.wav";
} else if ( health < 75 ) {
snd = "*pain50.wav";
} else {
snd = "*pain25.wav";
}
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, snd, CS_BASIC );
// save pain time for programitic twitch animation
cent->pe.painTime = cg.time;
cent->pe.painDirection ^= 1;
}
break;
case EV_DEATH1:
case EV_DEATH2:
case EV_DEATH3:
DEBUGNAME("EV_DEATHx");
/*
if ( cent->gent && cent->gent->NPC && (cent->gent->NPC->aiFlags & NPCAI_DIE_ON_IMPACT) )
{
return;
}
*/
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*death%i.wav", event - EV_DEATH1 + 1), CS_BASIC );
break;
// Called by the FxRunner entity...usually for Environmental FX Events
case EV_PLAY_EFFECT:
DEBUGNAME("EV_PLAY_EFFECT");
s = CG_ConfigString( CS_EFFECTS + es->eventParm );
// Ghoul2 Insert Start
if (es->boltInfo != 0)
{
theFxScheduler.PlayEffect( s, cent->lerpOrigin, axis, es->boltInfo, -1 );
}
else
{
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VectorCopy( cent->gent->pos3, axis[0] );
VectorCopy( cent->gent->pos4, axis[1] );
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CrossProduct( axis[0], axis[1], axis[2] );
// the entNum the effect may be attached to
if ( es->otherEntityNum )
{
theFxScheduler.PlayEffect( s, cent->lerpOrigin, axis, -1, es->otherEntityNum );
}
else
{
theFxScheduler.PlayEffect( s, cent->lerpOrigin, axis, -1, -1 );
}
}
// Ghoul2 Insert End
break;
// play an effect bolted onto a muzzle
case EV_PLAY_MUZZLE_EFFECT:
DEBUGNAME("EV_PLAY_MUZZLE_EFFECT");
s = CG_ConfigString( CS_EFFECTS + es->eventParm );
theFxScheduler.PlayEffect( s, es->otherEntityNum );
break;
case EV_TARGET_BEAM_DRAW:
DEBUGNAME("EV_TARGET_BEAM_DRAW");
if ( cent->gent )
{
s = CG_ConfigString( CS_EFFECTS + es->eventParm );
if ( s && s[0] )
{
if ( cent->gent->delay )
{
s2 = CG_ConfigString( CS_EFFECTS + cent->gent->delay );
}
else
{
s2 = NULL;
}
CG_DrawTargetBeam( cent->lerpOrigin, cent->gent->s.origin2, cent->gent->pos1, s, s2 );
}
/* else
{
int gack = 0; // this is bad if it get's here
}
*/
}
break;
case EV_ANGER1: //Say when acquire an enemy when didn't have one before
case EV_ANGER2:
case EV_ANGER3:
DEBUGNAME("EV_ANGERx");
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*anger%i.wav", event - EV_ANGER1 + 1), CS_COMBAT );
break;
case EV_VICTORY1: //Say when killed an enemy
case EV_VICTORY2:
case EV_VICTORY3:
DEBUGNAME("EV_VICTORYx");
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*victory%i.wav", event - EV_VICTORY1 + 1), CS_COMBAT );
break;
case EV_CONFUSE1: //Say when confused
case EV_CONFUSE2:
case EV_CONFUSE3:
DEBUGNAME("EV_CONFUSEDx");
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*confuse%i.wav", event - EV_CONFUSE1 + 1), CS_COMBAT );
break;
case EV_PUSHED1: //Say when pushed
case EV_PUSHED2:
case EV_PUSHED3:
DEBUGNAME("EV_PUSHEDx");
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*pushed%i.wav", event - EV_PUSHED1 + 1), CS_COMBAT );
break;
case EV_CHOKE1: //Say when choking
case EV_CHOKE2:
case EV_CHOKE3:
DEBUGNAME("EV_CHOKEx");
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*choke%i.wav", event - EV_CHOKE1 + 1), CS_COMBAT );
break;
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case EV_FFWARN: //Warn ally to stop shooting you
DEBUGNAME("EV_FFWARN");
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, "*ffwarn.wav", CS_COMBAT );
break;
case EV_FFTURN: //Turn on ally after being shot by them
DEBUGNAME("EV_FFTURN");
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, "*ffturn.wav", CS_COMBAT );
break;
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//extra sounds for ST
case EV_CHASE1:
case EV_CHASE2:
case EV_CHASE3:
DEBUGNAME("EV_CHASEx");
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*chase%i.wav", event - EV_CHASE1 + 1), CS_EXTRA );
break;
case EV_COVER1:
case EV_COVER2:
case EV_COVER3:
case EV_COVER4:
case EV_COVER5:
DEBUGNAME("EV_COVERx");
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*cover%i.wav", event - EV_COVER1 + 1), CS_EXTRA );
break;
case EV_DETECTED1:
case EV_DETECTED2:
case EV_DETECTED3:
case EV_DETECTED4:
case EV_DETECTED5:
DEBUGNAME("EV_DETECTEDx");
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*detected%i.wav", event - EV_DETECTED1 + 1), CS_EXTRA );
break;
case EV_GIVEUP1:
case EV_GIVEUP2:
case EV_GIVEUP3:
case EV_GIVEUP4:
DEBUGNAME("EV_GIVEUPx");
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*giveup%i.wav", event - EV_GIVEUP1 + 1), CS_EXTRA );
break;
case EV_LOOK1:
case EV_LOOK2:
DEBUGNAME("EV_LOOKx");
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*look%i.wav", event - EV_LOOK1 + 1), CS_EXTRA );
break;
case EV_LOST1:
DEBUGNAME("EV_LOST1");
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, "*lost1.wav", CS_EXTRA );
break;
case EV_OUTFLANK1:
case EV_OUTFLANK2:
DEBUGNAME("EV_OUTFLANKx");
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*outflank%i.wav", event - EV_OUTFLANK1 + 1), CS_EXTRA );
break;
case EV_ESCAPING1:
case EV_ESCAPING2:
case EV_ESCAPING3:
DEBUGNAME("EV_ESCAPINGx");
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*escaping%i.wav", event - EV_ESCAPING1 + 1), CS_EXTRA );
break;
case EV_SIGHT1:
case EV_SIGHT2:
case EV_SIGHT3:
DEBUGNAME("EV_SIGHTx");
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*sight%i.wav", event - EV_SIGHT1 + 1), CS_EXTRA );
break;
case EV_SOUND1:
case EV_SOUND2:
case EV_SOUND3:
DEBUGNAME("EV_SOUNDx");
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*sound%i.wav", event - EV_SOUND1 + 1), CS_EXTRA );
break;
case EV_SUSPICIOUS1:
case EV_SUSPICIOUS2:
case EV_SUSPICIOUS3:
case EV_SUSPICIOUS4:
case EV_SUSPICIOUS5:
DEBUGNAME("EV_SUSPICIOUSx");
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*suspicious%i.wav", event - EV_SUSPICIOUS1 + 1), CS_EXTRA );
break;
//extra sounds for Jedi
case EV_COMBAT1:
case EV_COMBAT2:
case EV_COMBAT3:
DEBUGNAME("EV_COMBATx");
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*combat%i.wav", event - EV_COMBAT1 + 1), CS_JEDI );
break;
case EV_JDETECTED1:
case EV_JDETECTED2:
case EV_JDETECTED3:
DEBUGNAME("EV_JDETECTEDx");
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*jdetected%i.wav", event - EV_JDETECTED1 + 1), CS_JEDI );
break;
case EV_TAUNT1:
case EV_TAUNT2:
case EV_TAUNT3:
DEBUGNAME("EV_TAUNTx");
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*taunt%i.wav", event - EV_TAUNT1 + 1), CS_JEDI );
break;
case EV_JCHASE1:
case EV_JCHASE2:
case EV_JCHASE3:
DEBUGNAME("EV_JCHASEx");
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*jchase%i.wav", event - EV_JCHASE1 + 1), CS_JEDI );
break;
case EV_JLOST1:
case EV_JLOST2:
case EV_JLOST3:
DEBUGNAME("EV_JLOSTx");
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*jlost%i.wav", event - EV_JLOST1 + 1), CS_JEDI );
break;
case EV_DEFLECT1:
case EV_DEFLECT2:
case EV_DEFLECT3:
DEBUGNAME("EV_DEFLECTx");
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*deflect%i.wav", event - EV_DEFLECT1 + 1), CS_JEDI );
break;
case EV_GLOAT1:
case EV_GLOAT2:
case EV_GLOAT3:
DEBUGNAME("EV_GLOATx");
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, va("*gloat%i.wav", event - EV_GLOAT1 + 1), CS_JEDI );
break;
case EV_PUSHFAIL:
DEBUGNAME("EV_PUSHFAIL");
CG_TryPlayCustomSound( NULL, es->number, CHAN_VOICE, "*pushfail.wav", CS_JEDI );
break;
case EV_USE_FORCE:
DEBUGNAME("EV_USE_FORCEITEM");
CG_UseForce( cent );
break;
case EV_USE_ITEM:
DEBUGNAME("EV_USE_ITEM");
CG_UseItem( cent );
break;
case EV_USE_INV_BINOCULARS:
DEBUGNAME("EV_USE_INV_BINOCULARS");
UseItem(INV_ELECTROBINOCULARS );
break;
case EV_USE_INV_BACTA:
DEBUGNAME("EV_USE_INV_BACTA");
UseItem(INV_BACTA_CANISTER );
break;
case EV_USE_INV_SEEKER:
DEBUGNAME("EV_USE_INV_SEEKER");
UseItem(INV_SEEKER );
break;
case EV_USE_INV_LIGHTAMP_GOGGLES:
DEBUGNAME("EV_USE_INV_LIGHTAMP_GOGGLES");
UseItem(INV_LIGHTAMP_GOGGLES );
break;
case EV_USE_INV_SENTRY:
DEBUGNAME("EV_USE_INV_SENTRY");
UseItem(INV_SENTRY );
break;
case EV_DEBUG_LINE:
DEBUGNAME("EV_DEBUG_LINE");
CG_TestLine(position, es->origin2, es->time, (unsigned int)(es->time2), es->weapon);
break;
default:
DEBUGNAME("UNKNOWN");
CG_Error( "Unknown event: %i", event );
break;
}
}
/*
==============
CG_CheckEvents
==============
*/
void CG_CheckEvents( centity_t *cent ) {
// check for event-only entities
if ( cent->currentState.eType > ET_EVENTS ) {
if ( cent->previousEvent ) {
return; // already fired
}
cent->previousEvent = 1;
cent->currentState.event = cent->currentState.eType - ET_EVENTS;
} else {
// check for events riding with another entity
if ( cent->currentState.event == cent->previousEvent ) {
return;
}
cent->previousEvent = cent->currentState.event;
if ( ( cent->currentState.event & ~EV_EVENT_BITS ) == 0 ) {
return;
}
}
// calculate the position at exactly the frame time
EvaluateTrajectory( &cent->currentState.pos, cg.snap->serverTime, cent->lerpOrigin );
CG_SetEntitySoundPosition( cent );
CG_EntityEvent( cent, cent->lerpOrigin );
}