/* =========================================================================== 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_event.c -- handle entity events at snapshot or playerstate transitions #include "cg_local.h" // for the voice chats #ifdef MISSIONPACK #include "../../ui/menudef.h" #endif //========================================================================== /* =================== CG_PlaceString Also called by scoreboard drawing =================== */ 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 = S_COLOR_BLUE "1st" S_COLOR_WHITE; // draw in blue } else if ( rank == 2 ) { s = S_COLOR_RED "2nd" S_COLOR_WHITE; // draw in red } else if ( rank == 3 ) { s = S_COLOR_YELLOW "3rd" S_COLOR_WHITE; // 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_Obituary ============= */ static void CG_Obituary( entityState_t *ent ) { int mod; int target, attacker; char *message; char *message2; const char *targetInfo; const char *attackerInfo; char targetName[32]; char attackerName[32]; gender_t gender; clientInfo_t *ci; target = ent->otherEntityNum; attacker = ent->otherEntityNum2; mod = ent->eventParm; if ( target < 0 || target >= MAX_CLIENTS ) { CG_Error( "CG_Obituary: target out of range" ); } ci = &cgs.clientinfo[target]; if ( attacker < 0 || attacker >= MAX_CLIENTS ) { attacker = ENTITYNUM_WORLD; attackerInfo = NULL; } else { attackerInfo = CG_ConfigString( CS_PLAYERS + attacker ); } targetInfo = CG_ConfigString( CS_PLAYERS + target ); if ( !targetInfo ) { return; } Q_strncpyz( targetName, Info_ValueForKey( targetInfo, "n" ), sizeof(targetName) - 2); strcat( targetName, S_COLOR_WHITE ); message2 = ""; // check for single client messages switch( mod ) { case MOD_SUICIDE: message = "suicides"; break; case MOD_FALLING: message = "cratered"; break; case MOD_CRUSH: message = "was squished"; break; case MOD_WATER: message = "sank like a rock"; break; case MOD_SLIME: message = "melted"; break; case MOD_LAVA: message = "does a back flip into the lava"; break; case MOD_TARGET_LASER: message = "saw the light"; break; case MOD_TRIGGER_HURT: message = "was in the wrong place"; break; default: message = NULL; break; } if (attacker == target) { gender = ci->gender; switch (mod) { #ifdef MISSIONPACK case MOD_KAMIKAZE: message = "goes out with a bang"; break; #endif case MOD_GRENADE_SPLASH: if ( gender == GENDER_FEMALE ) message = "tripped on her own grenade"; else if ( gender == GENDER_NEUTER ) message = "tripped on its own grenade"; else message = "tripped on his own grenade"; break; case MOD_ROCKET_SPLASH: if ( gender == GENDER_FEMALE ) message = "blew herself up"; else if ( gender == GENDER_NEUTER ) message = "blew itself up"; else message = "blew himself up"; break; case MOD_PLASMA_SPLASH: if ( gender == GENDER_FEMALE ) message = "melted herself"; else if ( gender == GENDER_NEUTER ) message = "melted itself"; else message = "melted himself"; break; case MOD_BFG_SPLASH: message = "should have used a smaller gun"; break; #ifdef MISSIONPACK case MOD_PROXIMITY_MINE: if( gender == GENDER_FEMALE ) { message = "found her prox mine"; } else if ( gender == GENDER_NEUTER ) { message = "found its prox mine"; } else { message = "found his prox mine"; } break; #endif default: if ( gender == GENDER_FEMALE ) message = "killed herself"; else if ( gender == GENDER_NEUTER ) message = "killed itself"; else message = "killed himself"; break; } } if (message) { CG_Printf( "%s %s.\n", targetName, message); return; } // check for kill messages from the current clientNum if ( attacker == cg.snap->ps.clientNum ) { char *s; if ( cgs.gametype < GT_TEAM ) { s = va("You fragged %s\n%s place with %i", targetName, CG_PlaceString( cg.snap->ps.persistant[PERS_RANK] + 1 ), cg.snap->ps.persistant[PERS_SCORE] ); } else { s = va("You fragged %s", targetName ); } #ifdef MISSIONPACK if (!(cg_singlePlayerActive.integer && cg_cameraOrbit.integer)) { CG_CenterPrint( s, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH ); } #else CG_CenterPrint( s, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH ); #endif // print the text message as well } // check for double client messages if ( !attackerInfo ) { attacker = ENTITYNUM_WORLD; strcpy( attackerName, "noname" ); } else { Q_strncpyz( attackerName, Info_ValueForKey( attackerInfo, "n" ), sizeof(attackerName) - 2); strcat( attackerName, S_COLOR_WHITE ); // check for kill messages about the current clientNum if ( target == cg.snap->ps.clientNum ) { Q_strncpyz( cg.killerName, attackerName, sizeof( cg.killerName ) ); } } if ( attacker != ENTITYNUM_WORLD ) { switch (mod) { case MOD_GRAPPLE: message = "was caught by"; break; case MOD_GAUNTLET: message = "was pummeled by"; break; case MOD_MACHINEGUN: message = "was machinegunned by"; break; case MOD_SHOTGUN: message = "was gunned down by"; break; case MOD_GRENADE: message = "ate"; message2 = "'s grenade"; break; case MOD_GRENADE_SPLASH: message = "was shredded by"; message2 = "'s shrapnel"; break; case MOD_ROCKET: message = "ate"; message2 = "'s rocket"; break; case MOD_ROCKET_SPLASH: message = "almost dodged"; message2 = "'s rocket"; break; case MOD_PLASMA: message = "was melted by"; message2 = "'s plasmagun"; break; case MOD_PLASMA_SPLASH: message = "was melted by"; message2 = "'s plasmagun"; break; case MOD_RAILGUN: message = "was railed by"; break; case MOD_LIGHTNING: message = "was electrocuted by"; break; case MOD_BFG: case MOD_BFG_SPLASH: message = "was blasted by"; message2 = "'s BFG"; break; #ifdef MISSIONPACK case MOD_NAIL: message = "was nailed by"; break; case MOD_CHAINGUN: message = "got lead poisoning from"; message2 = "'s Chaingun"; break; case MOD_PROXIMITY_MINE: message = "was too close to"; message2 = "'s Prox Mine"; break; case MOD_KAMIKAZE: message = "falls to"; message2 = "'s Kamikaze blast"; break; case MOD_JUICED: message = "was juiced by"; break; #endif case MOD_TELEFRAG: message = "tried to invade"; message2 = "'s personal space"; break; default: message = "was killed by"; break; } if (message) { CG_Printf( "%s %s %s%s\n", targetName, message, attackerName, message2); return; } } // we don't know what it was CG_Printf( "%s died.\n", targetName ); } //========================================================================== /* =============== CG_UseItem =============== */ static void CG_UseItem( centity_t *cent ) { clientInfo_t *ci; int itemNum, clientNum; gitem_t *item; entityState_t *es; es = ¢->currentState; itemNum = (es->event & ~EV_EVENT_BITS) - EV_USE_ITEM0; if ( itemNum < 0 || itemNum > HI_NUM_HOLDABLE ) { 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 ); } } switch ( itemNum ) { default: case HI_NONE: trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.useNothingSound ); break; case HI_TELEPORTER: break; case HI_MEDKIT: clientNum = cent->currentState.clientNum; if ( clientNum >= 0 && clientNum < MAX_CLIENTS ) { ci = &cgs.clientinfo[ clientNum ]; ci->medkitUsageTime = cg.time; } trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.medkitSound ); break; #ifdef MISSIONPACK case HI_KAMIKAZE: break; case HI_PORTAL: break; case HI_INVULNERABILITY: trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.useInvulnerabilitySound ); break; #endif } } /* ================ CG_ItemPickup A new item was picked up this frame ================ */ static void CG_ItemPickup( int itemNum ) { cg.itemPickup = itemNum; cg.itemPickupTime = cg.time; cg.itemPickupBlendTime = cg.time; // see if it should be the grabbed weapon if ( bg_itemlist[itemNum].giType == IT_WEAPON ) { // select it immediately if ( cg_autoswitch.integer && bg_itemlist[itemNum].giTag != WP_MACHINEGUN ) { cg.weaponSelectTime = cg.time; cg.weaponSelect = bg_itemlist[itemNum].giTag; } } } /* ================ CG_WaterLevel Returns waterlevel for entity origin ================ */ int CG_WaterLevel(centity_t *cent) { vec3_t point; int contents, sample1, sample2, anim, waterlevel; // get waterlevel, accounting for ducking waterlevel = 0; VectorCopy(cent->lerpOrigin, point); point[2] += MINS_Z + 1; anim = cent->currentState.legsAnim & ~ANIM_TOGGLEBIT; if (anim == LEGS_WALKCR || anim == LEGS_IDLECR) { point[2] += CROUCH_VIEWHEIGHT; } else { point[2] += DEFAULT_VIEWHEIGHT; } contents = CG_PointContents(point, -1); if (contents & MASK_WATER) { sample2 = point[2] - MINS_Z; sample1 = sample2 / 2; waterlevel = 1; point[2] = cent->lerpOrigin[2] + MINS_Z + sample1; contents = CG_PointContents(point, -1); if (contents & MASK_WATER) { waterlevel = 2; point[2] = cent->lerpOrigin[2] + MINS_Z + sample2; contents = CG_PointContents(point, -1); if (contents & MASK_WATER) { waterlevel = 3; } } } return waterlevel; } /* ================ CG_PainEvent Also called by playerstate transition ================ */ void CG_PainEvent( centity_t *cent, int health ) { char *snd; // don't do more than two pain sounds a second if ( cg.time - cent->pe.painTime < 500 ) { return; } if ( health < 25 ) { snd = "*pain25_1.wav"; } else if ( health < 50 ) { snd = "*pain50_1.wav"; } else if ( health < 75 ) { snd = "*pain75_1.wav"; } else { snd = "*pain100_1.wav"; } // play a gurp sound instead of a normal pain sound if (CG_WaterLevel(cent) >= 1) { if (rand()&1) { trap_S_StartSound(NULL, cent->currentState.number, CHAN_VOICE, CG_CustomSound(cent->currentState.number, "sound/player/gurp1.wav")); } else { trap_S_StartSound(NULL, cent->currentState.number, CHAN_VOICE, CG_CustomSound(cent->currentState.number, "sound/player/gurp2.wav")); } } else { trap_S_StartSound(NULL, cent->currentState.number, CHAN_VOICE, CG_CustomSound(cent->currentState.number, snd)); } // save pain time for programitic twitch animation cent->pe.painTime = cg.time; cent->pe.painDirection ^= 1; } /* ============== CG_EntityEvent An entity has an event value also called by CG_CheckPlayerstateEvents ============== */ #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; vec3_t dir; const char *s; int clientNum; clientInfo_t *ci; es = ¢->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; } clientNum = es->clientNum; if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) { clientNum = 0; } ci = &cgs.clientinfo[ clientNum ]; switch ( event ) { // // movement generated events // case EV_FOOTSTEP: DEBUGNAME("EV_FOOTSTEP"); if (cg_footsteps.integer) { trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.footsteps[ ci->footsteps ][rand()&3] ); } break; case EV_FOOTSTEP_METAL: DEBUGNAME("EV_FOOTSTEP_METAL"); if (cg_footsteps.integer) { trap_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) { trap_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) { trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] ); } break; case EV_SWIM: DEBUGNAME("EV_SWIM"); if (cg_footsteps.integer) { trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] ); } break; case EV_FALL_SHORT: DEBUGNAME("EV_FALL_SHORT"); trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.landSound ); if ( clientNum == cg.predictedPlayerState.clientNum ) { // smooth landing z changes cg.landChange = -8; cg.landTime = cg.time; } break; case EV_FALL_MEDIUM: DEBUGNAME("EV_FALL_MEDIUM"); // use normal pain sound trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*pain100_1.wav" ) ); if ( clientNum == cg.predictedPlayerState.clientNum ) { // smooth landing z changes cg.landChange = -16; cg.landTime = cg.time; } break; case EV_FALL_FAR: DEBUGNAME("EV_FALL_FAR"); trap_S_StartSound (NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*fall1.wav" ) ); cent->pe.painTime = cg.time; // don't play a pain sound right after this if ( clientNum == cg.predictedPlayerState.clientNum ) { // smooth landing z changes cg.landChange = -24; cg.landTime = cg.time; } 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.predictedPlayerState.clientNum ) { break; } // if we are interpolating, we don't need to smooth steps if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) || cg_nopredict.integer || cg_synchronousClients.integer ) { 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_PAD: DEBUGNAME("EV_JUMP_PAD"); // CG_Printf( "EV_JUMP_PAD w/effect #%i\n", es->eventParm ); { vec3_t up = {0, 0, 1}; CG_SmokePuff( cent->lerpOrigin, up, 32, 1, 1, 1, 0.33f, 1000, cg.time, 0, LEF_PUFF_DONT_SCALE, cgs.media.smokePuffShader ); } // boing sound at origin, jump sound on player trap_S_StartSound ( cent->lerpOrigin, -1, CHAN_VOICE, cgs.media.jumpPadSound ); trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) ); break; case EV_JUMP: DEBUGNAME("EV_JUMP"); trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) ); break; case EV_TAUNT: DEBUGNAME("EV_TAUNT"); trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*taunt.wav" ) ); break; #ifdef MISSIONPACK case EV_TAUNT_YES: DEBUGNAME("EV_TAUNT_YES"); CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_YES); break; case EV_TAUNT_NO: DEBUGNAME("EV_TAUNT_NO"); CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_NO); break; case EV_TAUNT_FOLLOWME: DEBUGNAME("EV_TAUNT_FOLLOWME"); CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_FOLLOWME); break; case EV_TAUNT_GETFLAG: DEBUGNAME("EV_TAUNT_GETFLAG"); CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_ONGETFLAG); break; case EV_TAUNT_GUARDBASE: DEBUGNAME("EV_TAUNT_GUARDBASE"); CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_ONDEFENSE); break; case EV_TAUNT_PATROL: DEBUGNAME("EV_TAUNT_PATROL"); CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_ONPATROL); break; #endif case EV_WATER_TOUCH: DEBUGNAME("EV_WATER_TOUCH"); trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrInSound ); break; case EV_WATER_LEAVE: DEBUGNAME("EV_WATER_LEAVE"); trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrOutSound ); break; case EV_WATER_UNDER: DEBUGNAME("EV_WATER_UNDER"); trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrUnSound ); break; case EV_WATER_CLEAR: DEBUGNAME("EV_WATER_CLEAR"); trap_S_StartSound (NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*gasp.wav" ) ); break; case EV_ITEM_PICKUP: DEBUGNAME("EV_ITEM_PICKUP"); { gitem_t *item; int index; index = es->eventParm; // player predicted if ( index < 1 || index >= bg_numItems ) { break; } item = &bg_itemlist[ index ]; // powerups and team items will have a separate global sound, this one // will be played at prediction time if ( item->giType == IT_POWERUP || item->giType == IT_TEAM) { trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.n_healthSound ); } else if (item->giType == IT_PERSISTANT_POWERUP) { #ifdef MISSIONPACK switch (item->giTag ) { case PW_SCOUT: trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.scoutSound ); break; case PW_GUARD: trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.guardSound ); break; case PW_DOUBLER: trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.doublerSound ); break; case PW_AMMOREGEN: trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.ammoregenSound ); break; } #endif } else { trap_S_StartSound (NULL, es->number, CHAN_AUTO, trap_S_RegisterSound( item->pickup_sound, qfalse ) ); } // show icon and name on status bar if ( es->number == cg.snap->ps.clientNum ) { CG_ItemPickup( index ); } } break; case EV_GLOBAL_ITEM_PICKUP: DEBUGNAME("EV_GLOBAL_ITEM_PICKUP"); { gitem_t *item; int index; index = es->eventParm; // player predicted if ( index < 1 || index >= bg_numItems ) { break; } item = &bg_itemlist[ index ]; // powerup pickups are global if( item->pickup_sound ) { trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, trap_S_RegisterSound( item->pickup_sound, qfalse ) ); } // show icon and name on status bar if ( es->number == cg.snap->ps.clientNum ) { CG_ItemPickup( index ); } } break; // // weapon events // case EV_NOAMMO: DEBUGNAME("EV_NOAMMO"); // trap_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"); trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.selectSound ); break; case EV_FIRE_WEAPON: DEBUGNAME("EV_FIRE_WEAPON"); CG_FireWeapon( cent ); break; case EV_USE_ITEM0: DEBUGNAME("EV_USE_ITEM0"); CG_UseItem( cent ); break; case EV_USE_ITEM1: DEBUGNAME("EV_USE_ITEM1"); CG_UseItem( cent ); break; case EV_USE_ITEM2: DEBUGNAME("EV_USE_ITEM2"); CG_UseItem( cent ); break; case EV_USE_ITEM3: DEBUGNAME("EV_USE_ITEM3"); CG_UseItem( cent ); break; case EV_USE_ITEM4: DEBUGNAME("EV_USE_ITEM4"); CG_UseItem( cent ); break; case EV_USE_ITEM5: DEBUGNAME("EV_USE_ITEM5"); CG_UseItem( cent ); break; case EV_USE_ITEM6: DEBUGNAME("EV_USE_ITEM6"); CG_UseItem( cent ); break; case EV_USE_ITEM7: DEBUGNAME("EV_USE_ITEM7"); CG_UseItem( cent ); break; case EV_USE_ITEM8: DEBUGNAME("EV_USE_ITEM8"); CG_UseItem( cent ); break; case EV_USE_ITEM9: DEBUGNAME("EV_USE_ITEM9"); CG_UseItem( cent ); break; case EV_USE_ITEM10: DEBUGNAME("EV_USE_ITEM10"); CG_UseItem( cent ); break; case EV_USE_ITEM11: DEBUGNAME("EV_USE_ITEM11"); CG_UseItem( cent ); break; case EV_USE_ITEM12: DEBUGNAME("EV_USE_ITEM12"); CG_UseItem( cent ); break; case EV_USE_ITEM13: DEBUGNAME("EV_USE_ITEM13"); CG_UseItem( cent ); break; case EV_USE_ITEM14: DEBUGNAME("EV_USE_ITEM14"); CG_UseItem( cent ); break; //================================================================= // // other events // case EV_PLAYER_TELEPORT_IN: DEBUGNAME("EV_PLAYER_TELEPORT_IN"); trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.teleInSound ); CG_SpawnEffect( position); break; case EV_PLAYER_TELEPORT_OUT: DEBUGNAME("EV_PLAYER_TELEPORT_OUT"); trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.teleOutSound ); CG_SpawnEffect( position); break; case EV_ITEM_POP: DEBUGNAME("EV_ITEM_POP"); trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.respawnSound ); break; case EV_ITEM_RESPAWN: DEBUGNAME("EV_ITEM_RESPAWN"); cent->miscTime = cg.time; // scale up from this trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.respawnSound ); break; case EV_GRENADE_BOUNCE: DEBUGNAME("EV_GRENADE_BOUNCE"); if ( rand() & 1 ) { trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.hgrenb1aSound ); } else { trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.hgrenb2aSound ); } break; #ifdef MISSIONPACK case EV_PROXIMITY_MINE_STICK: DEBUGNAME("EV_PROXIMITY_MINE_STICK"); if( es->eventParm & SURF_FLESH ) { trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.wstbimplSound ); } else if( es->eventParm & SURF_METALSTEPS ) { trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.wstbimpmSound ); } else { trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.wstbimpdSound ); } break; case EV_PROXIMITY_MINE_TRIGGER: DEBUGNAME("EV_PROXIMITY_MINE_TRIGGER"); trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.wstbactvSound ); break; case EV_KAMIKAZE: DEBUGNAME("EV_KAMIKAZE"); CG_KamikazeEffect( cent->lerpOrigin ); break; case EV_OBELISKEXPLODE: DEBUGNAME("EV_OBELISKEXPLODE"); CG_ObeliskExplode( cent->lerpOrigin, es->eventParm ); break; case EV_OBELISKPAIN: DEBUGNAME("EV_OBELISKPAIN"); CG_ObeliskPain( cent->lerpOrigin ); break; case EV_INVUL_IMPACT: DEBUGNAME("EV_INVUL_IMPACT"); CG_InvulnerabilityImpact( cent->lerpOrigin, cent->currentState.angles ); break; case EV_JUICED: DEBUGNAME("EV_JUICED"); CG_InvulnerabilityJuiced( cent->lerpOrigin ); break; case EV_LIGHTNINGBOLT: DEBUGNAME("EV_LIGHTNINGBOLT"); CG_LightningBoltBeam(es->origin2, es->pos.trBase); break; #endif case EV_SCOREPLUM: DEBUGNAME("EV_SCOREPLUM"); CG_ScorePlum( cent->currentState.otherEntityNum, cent->lerpOrigin, cent->currentState.time ); break; // // missile impacts // case EV_MISSILE_HIT: DEBUGNAME("EV_MISSILE_HIT"); ByteToDir( es->eventParm, dir ); CG_MissileHitPlayer( es->weapon, position, dir, es->otherEntityNum ); break; case EV_MISSILE_MISS: DEBUGNAME("EV_MISSILE_MISS"); ByteToDir( es->eventParm, dir ); CG_MissileHitWall( es->weapon, 0, position, dir, IMPACTSOUND_DEFAULT ); break; case EV_MISSILE_MISS_METAL: DEBUGNAME("EV_MISSILE_MISS_METAL"); ByteToDir( es->eventParm, dir ); CG_MissileHitWall( es->weapon, 0, position, dir, IMPACTSOUND_METAL ); break; case EV_RAILTRAIL: DEBUGNAME("EV_RAILTRAIL"); cent->currentState.weapon = WP_RAILGUN; if(es->clientNum == cg.snap->ps.clientNum && !cg.renderingThirdPerson) { if(cg_drawGun.integer == 2) VectorMA(es->origin2, 8, cg.refdef.viewaxis[1], es->origin2); else if(cg_drawGun.integer == 3) VectorMA(es->origin2, 4, cg.refdef.viewaxis[1], es->origin2); } CG_RailTrail(ci, es->origin2, es->pos.trBase); // if the end was on a nomark surface, don't make an explosion if ( es->eventParm != 255 ) { ByteToDir( es->eventParm, dir ); CG_MissileHitWall( es->weapon, es->clientNum, position, dir, IMPACTSOUND_DEFAULT ); } break; case EV_BULLET_HIT_WALL: DEBUGNAME("EV_BULLET_HIT_WALL"); ByteToDir( es->eventParm, dir ); CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD ); break; case EV_BULLET_HIT_FLESH: DEBUGNAME("EV_BULLET_HIT_FLESH"); CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qtrue, es->eventParm ); break; case EV_SHOTGUN: DEBUGNAME("EV_SHOTGUN"); CG_ShotgunFire( es ); break; case EV_GENERAL_SOUND: DEBUGNAME("EV_GENERAL_SOUND"); if ( cgs.gameSounds[ es->eventParm ] ) { trap_S_StartSound (NULL, es->number, CHAN_VOICE, cgs.gameSounds[ es->eventParm ] ); } else { s = CG_ConfigString( CS_SOUNDS + es->eventParm ); trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, s ) ); } break; case EV_GLOBAL_SOUND: // play from the player's head so it never diminishes DEBUGNAME("EV_GLOBAL_SOUND"); if ( cgs.gameSounds[ es->eventParm ] ) { trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.gameSounds[ es->eventParm ] ); } else { s = CG_ConfigString( CS_SOUNDS + es->eventParm ); trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, CG_CustomSound( es->number, s ) ); } break; case EV_GLOBAL_TEAM_SOUND: // play from the player's head so it never diminishes { DEBUGNAME("EV_GLOBAL_TEAM_SOUND"); switch( es->eventParm ) { case GTS_RED_CAPTURE: // CTF: red team captured the blue flag, 1FCTF: red team captured the neutral flag if ( cgs.clientinfo[cg.clientNum].team == TEAM_RED ) CG_AddBufferedSound( cgs.media.captureYourTeamSound ); else CG_AddBufferedSound( cgs.media.captureOpponentSound ); break; case GTS_BLUE_CAPTURE: // CTF: blue team captured the red flag, 1FCTF: blue team captured the neutral flag if ( cgs.clientinfo[cg.clientNum].team == TEAM_BLUE ) CG_AddBufferedSound( cgs.media.captureYourTeamSound ); else CG_AddBufferedSound( cgs.media.captureOpponentSound ); break; case GTS_RED_RETURN: // CTF: blue flag returned, 1FCTF: never used if ( cgs.clientinfo[cg.clientNum].team == TEAM_RED ) CG_AddBufferedSound( cgs.media.returnYourTeamSound ); else CG_AddBufferedSound( cgs.media.returnOpponentSound ); // CG_AddBufferedSound( cgs.media.blueFlagReturnedSound ); break; case GTS_BLUE_RETURN: // CTF red flag returned, 1FCTF: neutral flag returned if ( cgs.clientinfo[cg.clientNum].team == TEAM_BLUE ) CG_AddBufferedSound( cgs.media.returnYourTeamSound ); else CG_AddBufferedSound( cgs.media.returnOpponentSound ); // CG_AddBufferedSound( cgs.media.redFlagReturnedSound ); break; case GTS_RED_TAKEN: // CTF: red team took blue flag, 1FCTF: blue team took the neutral flag // if this player picked up the flag then a sound is played in CG_CheckLocalSounds if (cg.snap->ps.powerups[PW_BLUEFLAG] || cg.snap->ps.powerups[PW_NEUTRALFLAG]) { } else { if (cgs.clientinfo[cg.clientNum].team == TEAM_BLUE) { #ifdef MISSIONPACK if (cgs.gametype == GT_1FCTF) CG_AddBufferedSound( cgs.media.yourTeamTookTheFlagSound ); else #endif CG_AddBufferedSound( cgs.media.enemyTookYourFlagSound ); } else if (cgs.clientinfo[cg.clientNum].team == TEAM_RED) { #ifdef MISSIONPACK if (cgs.gametype == GT_1FCTF) CG_AddBufferedSound( cgs.media.enemyTookTheFlagSound ); else #endif CG_AddBufferedSound( cgs.media.yourTeamTookEnemyFlagSound ); } } break; case GTS_BLUE_TAKEN: // CTF: blue team took the red flag, 1FCTF red team took the neutral flag // if this player picked up the flag then a sound is played in CG_CheckLocalSounds if (cg.snap->ps.powerups[PW_REDFLAG] || cg.snap->ps.powerups[PW_NEUTRALFLAG]) { } else { if (cgs.clientinfo[cg.clientNum].team == TEAM_RED) { #ifdef MISSIONPACK if (cgs.gametype == GT_1FCTF) CG_AddBufferedSound( cgs.media.yourTeamTookTheFlagSound ); else #endif CG_AddBufferedSound( cgs.media.enemyTookYourFlagSound ); } else if (cgs.clientinfo[cg.clientNum].team == TEAM_BLUE) { #ifdef MISSIONPACK if (cgs.gametype == GT_1FCTF) CG_AddBufferedSound( cgs.media.enemyTookTheFlagSound ); else #endif CG_AddBufferedSound( cgs.media.yourTeamTookEnemyFlagSound ); } } break; #ifdef MISSIONPACK case GTS_REDOBELISK_ATTACKED: // Overload: red obelisk is being attacked if (cgs.clientinfo[cg.clientNum].team == TEAM_RED) { CG_AddBufferedSound( cgs.media.yourBaseIsUnderAttackSound ); } break; case GTS_BLUEOBELISK_ATTACKED: // Overload: blue obelisk is being attacked if (cgs.clientinfo[cg.clientNum].team == TEAM_BLUE) { CG_AddBufferedSound( cgs.media.yourBaseIsUnderAttackSound ); } break; #endif case GTS_REDTEAM_SCORED: CG_AddBufferedSound(cgs.media.redScoredSound); break; case GTS_BLUETEAM_SCORED: CG_AddBufferedSound(cgs.media.blueScoredSound); break; case GTS_REDTEAM_TOOK_LEAD: CG_AddBufferedSound(cgs.media.redLeadsSound); break; case GTS_BLUETEAM_TOOK_LEAD: CG_AddBufferedSound(cgs.media.blueLeadsSound); break; case GTS_TEAMS_ARE_TIED: CG_AddBufferedSound( cgs.media.teamsTiedSound ); break; #ifdef MISSIONPACK case GTS_KAMIKAZE: trap_S_StartLocalSound(cgs.media.kamikazeFarSound, CHAN_ANNOUNCER); break; #endif default: break; } break; } case EV_PAIN: // local player sounds are triggered in CG_CheckLocalSounds, // so ignore events on the player DEBUGNAME("EV_PAIN"); if ( cent->currentState.number != cg.snap->ps.clientNum ) { CG_PainEvent( cent, es->eventParm ); } break; case EV_DEATH1: case EV_DEATH2: case EV_DEATH3: DEBUGNAME("EV_DEATHx"); if (CG_WaterLevel(cent) >= 1) { trap_S_StartSound(NULL, es->number, CHAN_VOICE, CG_CustomSound(es->number, "*drown.wav")); } else { trap_S_StartSound(NULL, es->number, CHAN_VOICE, CG_CustomSound(es->number, va("*death%i.wav", event - EV_DEATH1 + 1))); } break; case EV_OBITUARY: DEBUGNAME("EV_OBITUARY"); CG_Obituary( es ); break; // // powerup events // case EV_POWERUP_QUAD: DEBUGNAME("EV_POWERUP_QUAD"); if ( es->number == cg.snap->ps.clientNum ) { cg.powerupActive = PW_QUAD; cg.powerupTime = cg.time; } trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.quadSound ); break; case EV_POWERUP_BATTLESUIT: DEBUGNAME("EV_POWERUP_BATTLESUIT"); if ( es->number == cg.snap->ps.clientNum ) { cg.powerupActive = PW_BATTLESUIT; cg.powerupTime = cg.time; } trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.protectSound ); break; case EV_POWERUP_REGEN: DEBUGNAME("EV_POWERUP_REGEN"); if ( es->number == cg.snap->ps.clientNum ) { cg.powerupActive = PW_REGEN; cg.powerupTime = cg.time; } trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.regenSound ); break; case EV_GIB_PLAYER: DEBUGNAME("EV_GIB_PLAYER"); // don't play gib sound when using the kamikaze because it interferes // with the kamikaze sound, downside is that the gib sound will also // not be played when someone is gibbed while just carrying the kamikaze if ( !(es->eFlags & EF_KAMIKAZE) ) { trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.gibSound ); } CG_GibPlayer( cent->lerpOrigin ); break; case EV_STOPLOOPINGSOUND: DEBUGNAME("EV_STOPLOOPINGSOUND"); trap_S_StopLoopingSound( es->number ); es->loopSound = 0; break; case EV_DEBUG_LINE: DEBUGNAME("EV_DEBUG_LINE"); CG_Beam( cent ); 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 } // if this is a player event set the entity number of the client entity number if ( cent->currentState.eFlags & EF_PLAYER_EVENT ) { cent->currentState.number = cent->currentState.otherEntityNum; } 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 BG_EvaluateTrajectory( ¢->currentState.pos, cg.snap->serverTime, cent->lerpOrigin ); CG_SetEntitySoundPosition( cent ); CG_EntityEvent( cent, cent->lerpOrigin ); }