rpgxef/code/cgame/cg_playerstate.c
Walter Julius Hennecke 8275080a34 Removed some gametype specific stuff from cgame
Wasn't used in RPG-X anyway as gametype is always 0 for RPG-X.
2012-11-13 00:47:12 +01:00

380 lines
8.8 KiB
C

// 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
}