ioq3quest/code/cgame/cg_playerstate.c
2017-11-10 21:09:23 -06:00

537 lines
15 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
// 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 ) {
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_MACHINEGUN ; i < WP_NUM_WEAPONS ; i++ ) {
if ( ! ( weapons & ( 1 << i ) ) ) {
continue;
}
if ( cg.snap->ps.ammo[i] < 0 ) {
continue;
}
switch ( i ) {
case WP_ROCKET_LAUNCHER:
case WP_GRENADE_LAUNCHER:
case WP_RAILGUN:
case WP_SHOTGUN:
#ifdef MISSIONPACK
case WP_PROX_LAUNCHER:
#endif
total += cg.snap->ps.ammo[i] * 1000;
break;
default:
total += cg.snap->ps.ammo[i] * 200;
break;
}
if ( total >= 5000 ) {
cg.lowAmmoWarning = 0;
return;
}
}
previous = cg.lowAmmoWarning;
if ( total == 0 ) {
cg.lowAmmoWarning = 2;
} else {
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;
// 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;
}
/*
================
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.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
==================
*/
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 highScore, reward;
#ifdef MISSIONPACK
int health, armor;
#endif
sfxHandle_t sfx;
// 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] ) {
#ifdef MISSIONPACK
armor = ps->persistant[PERS_ATTACKEE_ARMOR] & 0xff;
health = ps->persistant[PERS_ATTACKEE_ARMOR] >> 8;
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
trap_S_StartLocalSound( cgs.media.hitSound, CHAN_LOCAL_SOUND );
#endif
} else if ( ps->persistant[PERS_HITS] < ops->persistant[PERS_HITS] ) {
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 (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]) {
#ifdef MISSIONPACK
if (ps->persistant[PERS_IMPRESSIVE_COUNT] == 1) {
sfx = cgs.media.firstImpressiveSound;
} else {
sfx = cgs.media.impressiveSound;
}
#else
sfx = cgs.media.impressiveSound;
#endif
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]) {
#ifdef MISSIONPACK
if (ps->persistant[PERS_EXCELLENT_COUNT] == 1) {
sfx = cgs.media.firstExcellentSound;
} else {
sfx = cgs.media.excellentSound;
}
#else
sfx = cgs.media.excellentSound;
#endif
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]) {
#ifdef MISSIONPACK
if (ps->persistant[PERS_GAUNTLET_FRAG_COUNT] == 1) {
sfx = cgs.media.firstHumiliationSound;
} else {
sfx = cgs.media.humiliationSound;
}
#else
sfx = cgs.media.humiliationSound;
#endif
pushReward(sfx, cgs.media.medalGauntlet, ps->persistant[PERS_GAUNTLET_FRAG_COUNT]);
reward = qtrue;
//Com_Printf("gauntlet 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 );
}
else if ((ps->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_HOLYSHIT) !=
(ops->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_HOLYSHIT)) {
trap_S_StartLocalSound( cgs.media.holyShitSound, CHAN_ANNOUNCER );
}
reward = qtrue;
}
// check for flag pickup
if ( cgs.gametype > GT_TEAM ) {
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 ) {
CG_AddBufferedSound(cgs.media.takenLeadSound);
} else if ( ps->persistant[PERS_RANK] == RANK_TIED_FLAG ) {
CG_AddBufferedSound(cgs.media.tiedLeadSound);
} else if ( ( ops->persistant[PERS_RANK] & ~RANK_TIED_FLAG ) == 0 ) {
CG_AddBufferedSound(cgs.media.lostLeadSound);
}
}
}
}
}
// timelimit warnings
if ( cgs.timelimit > 0 ) {
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 );
}
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 );
}
}
// fraglimit warnings
if ( cgs.fraglimit > 0 && cgs.gametype < GT_CTF) {
highScore = cgs.scores1;
if (cgs.gametype == GT_TEAM && cgs.scores2 > highScore) {
highScore = cgs.scores2;
}
if ( !( cg.fraglimitWarnings & 4 ) && highScore == (cgs.fraglimit - 1) ) {
cg.fraglimitWarnings |= 1 | 2 | 4;
CG_AddBufferedSound(cgs.media.oneFragSound);
}
else if ( cgs.fraglimit > 2 && !( cg.fraglimitWarnings & 2 ) && highScore == (cgs.fraglimit - 2) ) {
cg.fraglimitWarnings |= 1 | 2;
CG_AddBufferedSound(cgs.media.twoFragSound);
}
else if ( cgs.fraglimit > 3 && !( cg.fraglimitWarnings & 1 ) && highScore == (cgs.fraglimit - 3) ) {
cg.fraglimitWarnings |= 1;
CG_AddBufferedSound(cgs.media.threeFragSound);
}
}
}
/*
===============
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;
}
}