// 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 ============== */ void CG_CheckAmmo( void ) { int i; int total; int weapons; if ( cg.lowAmmoWarning > 2 ) {//a timed message, draws for a specific amount of time if ( cg.lowAmmoWarning > cg.frametime ) { cg.lowAmmoWarning -= cg.frametime; } else { cg.lowAmmoWarning = 0; } return; } // see about how many seconds of ammo we have remaining weapons = cg.snap->ps.stats[ STAT_WEAPONS ]; total = 0; //TiM //for ( i = WP_5 ; i < WP_NUM_WEAPONS ; i++ ) { for ( i = WP_1 ; i < WP_NUM_WEAPONS ; i++ ) { if ( ! ( weapons & ( 1 << i ) ) ) { continue; } switch ( i ) { case WP_10: case WP_8: case WP_1: case WP_6: total += cg.snap->ps.ammo[i] * 1000; break; default: total += cg.snap->ps.ammo[i] * 200; break; } if ( total >= 5000 ) { cg.lowAmmoWarning = 0; return; } } if ( total == 0 ) { cg.lowAmmoWarning = 2; } else { cg.lowAmmoWarning = 1; } // play a sound on transitions // RPG-X | Phenix | 13/02/2005 /*if ( cg.lowAmmoWarning != previous ) { trap_S_StartLocalSound( cgs.media.noAmmoSound, CHAN_LOCAL_SOUND ); }*/ } /* ============== CG_DamageFeedback ============== */ void CG_DamageFeedback( int yawByte, int pitchByte, int damage, int shielddamage ) { 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 + shielddamage*0.5) * 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 = 0.1; } cg.v_dmg_roll = kick * left; cg.v_dmg_pitch = -kick * front; if ( front <= 0.1 ) { front = 0.1; } 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; } cg.damageValue = damage * scale; if (cg.damageValue > 10) { cg.damageValue = 1.0; } else { cg.damageValue *= 0.1; } cg.damageShieldValue = shielddamage; if (cg.damageShieldValue > 10) { cg.damageShieldValue = 1.0; } else { cg.damageShieldValue *= 0.1; } 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; } /* ============== 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_CheckLocalSounds ================== */ void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) { // int highScore; // The most important thing to know is if you are doing damage. //RPG-X - TiM /*if ( ps->persistant[PERS_HITS] > ops->persistant[PERS_HITS] ) { int diffhit, diffshields; diffhit = ps->persistant[PERS_HITS] - ops->persistant[PERS_HITS]; diffshields = ps->persistant[PERS_SHIELDS] - ops->persistant[PERS_SHIELDS]; if (diffshields > diffhit/2) { // We also hit shields along the way, so consider them "pierced". trap_S_StartLocalSound( cgs.media.shieldPierceSound, CHAN_LOCAL_SOUND ); } else { // Shields didn't really stand in our way. trap_S_StartLocalSound( cgs.media.hitSound, CHAN_LOCAL_SOUND ); } } // The second most important thing to worry about is whether you hurt a friend. else if ( ps->persistant[PERS_HITS] < ops->persistant[PERS_HITS] ) { trap_S_StartLocalSound( cgs.media.hitTeamSound, CHAN_LOCAL_SOUND ); } // Finally if all this damage bounced off the shields, indicate this. else if (ps->persistant[PERS_SHIELDS] > ops->persistant[PERS_SHIELDS]) { // hit shields and the damage didn't go through trap_S_StartLocalSound( cgs.media.shieldHitSound, 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; } } void CG_CheckDamageDealt(playerState_t *ps, playerState_t *ops) { static int damagetime; static int damageamount; if (cg_reportDamage.integer) { if (ps->persistant[PERS_HITS] > ops->persistant[PERS_HITS]) { // We did some damage this frame. if (damagetime+1000 < cg.time) { // Start a new tally. damageamount = ps->persistant[PERS_HITS] - ops->persistant[PERS_HITS]; damagetime = cg.time; } else { // Add to a tally that's already here. damageamount += ps->persistant[PERS_HITS] - ops->persistant[PERS_HITS]; } } // Report the sum of damage done this second. if (damageamount > 0 && (damagetime+1000 <= cg.time)) { Com_Printf("Damage this second: %d\n", damageamount); damageamount = 0; } } } /* =============== 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 || ps->damageShieldCount)) { CG_DamageFeedback( ps->damageYaw, ps->damagePitch, ps->damageCount, ps->damageShieldCount); } // respawning if ( ps->persistant[PERS_SPAWN_COUNT] != ops->persistant[PERS_SPAWN_COUNT] ) { CG_Respawn(); } /* if ( cg.mapRestart ) { //q3 update -not tested yet CG_Respawn(); cg.mapRestart = qfalse; } */ if ( cg.snap->ps.pm_type != PM_INTERMISSION && ps->persistant[PERS_TEAM] != TEAM_SPECTATOR /*&& !(ps->eFlags&EF_ELIMINATED)*/) { 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; } #ifdef _DEBUG CG_CheckDamageDealt(ps, ops); #endif //_DEBUG }