reaction/code/cgame/cg_playerstate.c

566 lines
15 KiB
C

//-----------------------------------------------------------------------------
//
// $Id$
//
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.28 2003/09/01 15:09:48 jbravo
// Cleanups, crashbug fix and version bumped to 3.2
//
// Revision 1.27 2003/07/30 16:05:46 makro
// no message
//
// Revision 1.26 2002/06/17 15:27:41 slicer
// Added the fix for the FOV bug when selecting the ssg at spawn
//
// Revision 1.25 2002/06/16 20:06:13 jbravo
// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
//
// Revision 1.24 2002/06/16 19:12:52 jbravo
// Removed the MISSIONPACK ifdefs and missionpack only code.
//
// Revision 1.23 2002/06/12 19:59:39 jbravo
// Removed unused variables
//
// Revision 1.22 2002/06/05 20:09:17 jbravo
// Never commit uncompiled code! :)
//
// Revision 1.21 2002/06/05 20:06:07 jbravo
// no more Q3 X minutes left or X frags left sounds
//
// Revision 1.20 2002/05/31 00:17:06 jbravo
// Slicers fix for the weaponswitching issue
//
// Revision 1.19 2002/03/31 03:31:24 jbravo
// Compiler warning cleanups
//
// Revision 1.18 2002/03/26 10:32:52 jbravo
// Bye bye LCA lag
//
// Revision 1.17 2002/03/13 18:41:18 slicer
// Adjusted some of elder's unzoom code for the new sniper system ( server side )
//
// Revision 1.16 2002/01/11 19:48:29 jbravo
// Formatted the source in non DOS format.
//
// Revision 1.15 2001/12/31 16:28:41 jbravo
// I made a Booboo with the Log tag.
//
//
//-----------------------------------------------------------------------------
// 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
Elder: changed the purpose of the function
It now generates a warning ONLY if the *current* weapon is low on/out of ammo
==============
*/
void CG_CheckAmmo(void)
{
//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;
//Blaze: ammo check
//for ( i = WP_KNIFE ; i < WP_NUM_WEAPONS ; i++ ) {
//if ( ! ( weapons & ( 1 << i ) ) ) {
//continue;
//}
//if ( cg.snap->ps.ammo[i] < 0 ) {
//continue;
//}
//Blaze: Dont need this
/*
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;
}
*/
//Elder: how it should be handled - but we're not using it
//for this purpose
/*
switch (i) {
case WP_PISTOL:
total += cg.snap->ps.ammo[i] * RQ3_PISTOL_DELAY;
break;
case WP_M3:
total += cg.snap->ps.ammo[i] * RQ3_M3_DELAY;
break;
case WP_M4:
total += cg.snap->ps.ammo[i] * RQ3_M4_DELAY;
break;
case WP_MP5:
total += cg.snap->ps.ammo[i] * RQ3_MP5_DELAY;
break;
case WP_M3:
total += cg.snap->ps.ammo[i] * RQ3_M3_DELAY;
break;
case WP_SSG3000:
total += cg.snap->ps.ammo[i] * RQ3_SSG3000_DELAY;
break;
case WP_GRENADE:
total += cg.snap->ps.ammo[i] * RQ3_GRENADE_DELAY;
break;
case WP_KNIFE:
total += cg.snap->ps.ammo[i] * RQ3_KNIFE_DELAY;
break;
default:
total += cg.snap->ps.ammo[i] * 2000;
break;
}
*/
//total += cg.snap->ps.ammo[i] * 2000;//Blaze: Make this big so you dont his the amo check off the bat
/*
if ( total >= 5000 ) {
cg.lowAmmoWarning = 0;
return;
}
} */
total = cg.snap->ps.ammo[cg.snap->ps.weapon];
if (total > 0) {
cg.lowAmmoWarning = 0;
if (cg.snap->ps.weapon == WP_SSG3000 && cg.zoomFirstReturn == -1)
cg.zoomFirstReturn = 0;
return;
}
// previous = cg.lowAmmoWarning;
if (total == 0) {
cg.lowAmmoWarning = 2;
}
//else {
//Elder: only allow completely empty ammo warning sounds
//cg.lowAmmoWarning = 1;
//}
// play a sound on transitions
//if ( cg.lowAmmoWarning != previous ) {
//trap_S_StartLocalSound( cgs.media.noAmmoSound, CHAN_LOCAL_SOUND );
//}
}
/*
==============
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;
//Elder: removed
// show the attacking player's head and name in corner
//cg.attackerTime = cg.time;
//Elder: added
cg.rq3_trueDamage = damage;
//Elder: memset in cg_main.c should let us increment safely
if (damage * 10 < 100)
cg.rq3_blendTime += 100;
else
cg.rq3_blendTime += damage * 10;
// 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;
}
/*
================
CG_Respawn
A respawn happened this snapshot
================
*/
void CG_Respawn(void)
{
//Slicer: Force Reset the FOV to 90
cg.zoomLevel = 0;
cg.lastZoomLevel = 0;
//int i=0;
//float cvar_val;
// 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;
//Slicer: Done Server Side
//Elder: added to reset zoom stuff LOCALLY
//CG_RQ3_Zoom1x();
}
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.predictedPlayerEntity; // 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)];
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.predictedPlayerEntity;
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
==================
// JBravo: apparently not used.
*/
/*
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;
}
}
*/
/*
==================
CG_CheckLocalSounds
==================
*/
void CG_CheckLocalSounds(playerState_t * ps, playerState_t * ops)
{
//int health, armor, reward;
int reward;
// 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;
} else if (ps->persistant[PERS_HITS] < ops->persistant[PERS_HITS]) {
if (cg_RQ3_anouncer.integer == 1)
trap_S_StartLocalSound(cgs.media.hitTeamSound, CHAN_LOCAL_SOUND);
}
// health changes of more than -1 should make pain sounds
if (ps->stats[STAT_HEALTH] < ops->stats[STAT_HEALTH] - 1) {
if (ps->stats[STAT_HEALTH] > 0) {
CG_PainEvent(&cg.predictedPlayerEntity, ps->stats[STAT_HEALTH]);
}
}
// if we are going into the intermission, don't start any voices
if (cg.intermissionStarted) {
return;
}
// reward sounds
reward = qfalse;
// 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)) {
if (cg_RQ3_anouncer.integer == 1)
trap_S_StartLocalSound(cgs.media.deniedSound, CHAN_ANNOUNCER);
} else if ((ps->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_GAUNTLETREWARD) !=
(ops->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_GAUNTLETREWARD)) {
if (cg_RQ3_anouncer.integer == 1)
trap_S_StartLocalSound(cgs.media.humiliationSound, CHAN_ANNOUNCER);
} else if ((ps->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_HOLYSHIT) !=
(ops->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_HOLYSHIT)) {
if (cg_RQ3_anouncer.integer == 1)
trap_S_StartLocalSound(cgs.media.holyShitSound, CHAN_ANNOUNCER);
}
reward = qtrue;
}
// check for flag pickup
if (cgs.gametype > GT_TEAMPLAY) {
if ((ps->powerups[PW_REDFLAG] != ops->powerups[PW_REDFLAG] && ps->powerups[PW_REDFLAG]) ||
(ps->powerups[PW_BLUEFLAG] != ops->powerups[PW_BLUEFLAG] && ps->powerups[PW_BLUEFLAG]) ||
(ps->powerups[PW_NEUTRALFLAG] != ops->powerups[PW_NEUTRALFLAG] && ps->powerups[PW_NEUTRALFLAG])) {
trap_S_StartLocalSound(cgs.media.youHaveFlagSound, CHAN_ANNOUNCER);
}
}
// lead changes
if (!reward) {
//
if (!cg.warmup) {
// never play lead changes during warmup
if (ps->persistant[PERS_RANK] != ops->persistant[PERS_RANK]) {
if (cgs.gametype < GT_TEAM) {
if (ps->persistant[PERS_RANK] == 0) {
if (cg_RQ3_anouncer.integer == 1)
CG_AddBufferedSound(cgs.media.takenLeadSound);
} else if (ps->persistant[PERS_RANK] == RANK_TIED_FLAG) {
if (cg_RQ3_anouncer.integer == 1)
CG_AddBufferedSound(cgs.media.tiedLeadSound);
} else if ((ops->persistant[PERS_RANK] & ~RANK_TIED_FLAG) == 0) {
if (cg_RQ3_anouncer.integer == 1)
CG_AddBufferedSound(cgs.media.lostLeadSound);
}
}
}
}
}
// timelimit warnings
// JBravo: this does nothing
/*
if (cgs.timelimit > 0) {
int msec;
msec = cg.time - cgs.levelStartTime;
}
*/
}
/*
===============
CG_TransitionPlayerState
===============
*/
void CG_TransitionPlayerState(playerState_t * ps, playerState_t * ops)
{
// check for changing follow mode
if (ps->clientNum != ops->clientNum) {
cg.thisFrameTeleport = qtrue;
// Slicer
if (cgs.gametype == GT_TEAMPLAY) {
if (ps->persistant[PERS_SPAWN_COUNT] != ops->persistant[PERS_SPAWN_COUNT])
CG_Respawn();
}
// make sure we don't get any unwanted transition effects
*ops = *ps;
}
// damage events (player is getting wounded)
//Makro - not if wearing kevlar
if (ps->damageEvent != ops->damageEvent && ps->damageCount && !(cg.snap->ps.stats[STAT_HOLDABLE_ITEM] & (1 << HI_KEVLAR))) {
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;
}
// Elder: reset sync sounds
/*
if ( ps->weaponstate != ops->weaponstate )
{
cg.curSyncSound = 0;
}
*/
//Elder: grenade message
if (ps->weapon == WP_GRENADE && ps->weaponstate == WEAPON_COCKED && ops->weaponstate != WEAPON_COCKED) {
switch (CG_RQ3_GetGrenadeMode()) {
case RQ3_GRENSHORT | RQ3_GRENMED:
CG_AddMessage("Pin pulled. Ready to make a long range throw.\n");
break;
case RQ3_GRENMED:
CG_AddMessage("Pin pulled. Ready to make a medium range throw.\n");
break;
case RQ3_GRENSHORT:
CG_AddMessage("Pin pulled. Ready to make a short range throw.\n");
break;
}
}
}