jedioutcast/code/cgame/cg_playerstate.cpp

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2013-04-04 14:52:42 +00:00
// 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_STUN_BATON; 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"
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#ifdef _IMMERSION
cgi_FF_Start( cgs.media.noAmmoForce, FF_CLIENT_LOCAL );
#endif // _IMMERSION
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}
}
/*
==============
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;
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#ifdef _IMMERSION
cgi_FF_Start( cgi_FF_Register( "fffx/player/damage", FF_CHANNEL_DAMAGE ), cg.snap->ps.clientNum );
#endif // _IMMERSION
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}
/*
================
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
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;
}
}
}