yquake2remaster/original/rogue/player/view.c

1487 lines
29 KiB
C

/*
* Copyright (c) ZeniMax Media Inc.
* Licensed under the GNU General Public License 2.0.
*/
/* =======================================================================
*
* The "camera" through that the player looks into the game.
*
* =======================================================================
*/
#include "../header/local.h"
#include "../monster/misc/player.h"
static edict_t *current_player;
static gclient_t *current_client;
static vec3_t forward, right, up;
float xyspeed;
float bobmove;
int bobcycle;
float bobfracsin;
float
SV_CalcRoll(vec3_t angles, vec3_t velocity)
{
float sign;
float side;
float value;
side = DotProduct(velocity, right);
sign = side < 0 ? -1 : 1;
side = fabs(side);
value = sv_rollangle->value;
if (side < sv_rollspeed->value)
{
side = side * value / sv_rollspeed->value;
}
else
{
side = value;
}
return side * sign;
}
/*
* Handles color blends and view kicks
*/
void
P_DamageFeedback(edict_t *player)
{
gclient_t *client;
float side;
float realcount, count, kick;
vec3_t v;
int r, l;
static vec3_t power_color = {0.0, 1.0, 0.0};
static vec3_t acolor = {1.0, 1.0, 1.0};
static vec3_t bcolor = {1.0, 0.0, 0.0};
if (!player)
{
return;
}
/* death/gib sound is now aggregated and played here */
if (player->sounds)
{
gi.sound (player, CHAN_VOICE, player->sounds, 1, ATTN_NORM, 0);
player->sounds = 0;
}
client = player->client;
/* flash the backgrounds behind the status numbers */
client->ps.stats[STAT_FLASHES] = 0;
if (client->damage_blood)
{
client->ps.stats[STAT_FLASHES] |= 1;
}
if (client->damage_armor && !(player->flags & FL_GODMODE) &&
(client->invincible_framenum <= level.framenum))
{
client->ps.stats[STAT_FLASHES] |= 2;
}
/* total points of damage shot at the player this frame */
count = (client->damage_blood + client->damage_armor + client->damage_parmor);
if (count == 0)
{
return; /* didn't take any damage */
}
/* start a pain animation if still in the player model */
if ((client->anim_priority < ANIM_PAIN) && (player->s.modelindex == 255))
{
static int i;
client->anim_priority = ANIM_PAIN;
if (client->ps.pmove.pm_flags & PMF_DUCKED)
{
player->s.frame = FRAME_crpain1 - 1;
client->anim_end = FRAME_crpain4;
}
else
{
i = (i + 1) % 3;
switch (i)
{
case 0:
player->s.frame = FRAME_pain101 - 1;
client->anim_end = FRAME_pain104;
break;
case 1:
player->s.frame = FRAME_pain201 - 1;
client->anim_end = FRAME_pain204;
break;
case 2:
player->s.frame = FRAME_pain301 - 1;
client->anim_end = FRAME_pain304;
break;
}
}
}
realcount = count;
if (count < 10)
{
count = 10; /* always make a visible effect */
}
/* play an apropriate pain sound */
if ((level.time > player->pain_debounce_time) &&
!(player->flags & FL_GODMODE) &&
(client->invincible_framenum <= level.framenum) &&
player->health > 0)
{
r = 1 + (rand() & 1);
player->pain_debounce_time = level.time + 0.7;
if (player->health < 25)
{
l = 25;
}
else if (player->health < 50)
{
l = 50;
}
else if (player->health < 75)
{
l = 75;
}
else
{
l = 100;
}
gi.sound(player, CHAN_VOICE, gi.soundindex(va("*pain%i_%i.wav", l, r)), 1, ATTN_NORM, 0);
}
/* the total alpha of the blend is always proportional to count */
if (client->damage_alpha < 0)
{
client->damage_alpha = 0;
}
client->damage_alpha += count * 0.01;
if (client->damage_alpha < 0.2)
{
client->damage_alpha = 0.2;
}
if (client->damage_alpha > 0.6)
{
client->damage_alpha = 0.6; /* don't go too saturated */
}
/* the color of the blend will vary based on how
much was absorbed by different armors */
VectorClear(v);
if (client->damage_parmor)
{
VectorMA(v, (float)client->damage_parmor / realcount, power_color, v);
}
if (client->damage_armor)
{
VectorMA(v, (float)client->damage_armor / realcount, acolor, v);
}
if (client->damage_blood)
{
VectorMA(v, (float)client->damage_blood / realcount, bcolor, v);
}
VectorCopy(v, client->damage_blend);
/* calculate view angle kicks */
kick = abs(client->damage_knockback);
if (kick && (player->health > 0)) /* kick of 0 means no view adjust at all */
{
kick = kick * 100 / player->health;
if (kick < count * 0.5)
{
kick = count * 0.5;
}
if (kick > 50)
{
kick = 50;
}
VectorSubtract(client->damage_from, player->s.origin, v);
VectorNormalize(v);
side = DotProduct(v, right);
client->v_dmg_roll = kick * side * 0.3;
side = -DotProduct(v, forward);
client->v_dmg_pitch = kick * side * 0.3;
client->v_dmg_time = level.time + DAMAGE_TIME;
}
/* clear totals */
client->damage_blood = 0;
client->damage_armor = 0;
client->damage_parmor = 0;
client->damage_knockback = 0;
}
/*
* Auto pitching on slopes?
*
* fall from 128: 400 = 160000
* fall from 256: 580 = 336400
* fall from 384: 720 = 518400
* fall from 512: 800 = 640000
* fall from 640: 960 =
*
* damage = deltavelocity*deltavelocity * 0.0001
*/
void
SV_CalcViewOffset(edict_t *ent)
{
float *angles;
float bob;
float ratio;
float delta;
vec3_t v;
if (!ent)
{
return;
}
/* base angles */
angles = ent->client->ps.kick_angles;
/* if dead, fix the angle and don't add any kick */
if (ent->deadflag)
{
VectorClear(angles);
if (ent->flags & FL_SAM_RAIMI)
{
ent->client->ps.viewangles[ROLL] = 0;
ent->client->ps.viewangles[PITCH] = 0;
}
else
{
ent->client->ps.viewangles[ROLL] = 40;
ent->client->ps.viewangles[PITCH] = -15;
}
ent->client->ps.viewangles[YAW] = ent->client->killer_yaw;
}
else
{
/* add angles based on weapon kick */
VectorCopy(ent->client->kick_angles, angles);
/* add angles based on damage kick */
ratio = (ent->client->v_dmg_time - level.time) / DAMAGE_TIME;
if (ratio < 0)
{
ratio = 0;
ent->client->v_dmg_pitch = 0;
ent->client->v_dmg_roll = 0;
}
angles[PITCH] += ratio * ent->client->v_dmg_pitch;
angles[ROLL] += ratio * ent->client->v_dmg_roll;
/* add pitch based on fall kick */
ratio = (ent->client->fall_time - level.time) / FALL_TIME;
if (ratio < 0)
{
ratio = 0;
}
angles[PITCH] += ratio * ent->client->fall_value;
/* add angles based on velocity */
delta = DotProduct(ent->velocity, forward);
angles[PITCH] += delta * run_pitch->value;
delta = DotProduct(ent->velocity, right);
angles[ROLL] += delta * run_roll->value;
/* add angles based on bob */
delta = bobfracsin * bob_pitch->value * xyspeed;
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
{
delta *= 6; /* crouching */
}
angles[PITCH] += delta;
delta = bobfracsin * bob_roll->value * xyspeed;
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
{
delta *= 6; /* crouching */
}
if (bobcycle & 1)
{
delta = -delta;
}
angles[ROLL] += delta;
}
/* =================================== */
/* base origin */
VectorClear(v);
/* add view height */
v[2] += ent->viewheight;
/* add fall height */
ratio = (ent->client->fall_time - level.time) / FALL_TIME;
if (ratio < 0)
{
ratio = 0;
}
v[2] -= ratio * ent->client->fall_value * 0.4;
/* add bob height */
bob = bobfracsin * xyspeed * bob_up->value;
if (bob > 6)
{
bob = 6;
}
v[2] += bob;
/* add kick offset */
VectorAdd(v, ent->client->kick_origin, v);
/* absolutely bound offsets so the view can
never be outside the player box */
if (v[0] < -14)
{
v[0] = -14;
}
else if (v[0] > 14)
{
v[0] = 14;
}
if (v[1] < -14)
{
v[1] = -14;
}
else if (v[1] > 14)
{
v[1] = 14;
}
if (v[2] < -22)
{
v[2] = -22;
}
else if (v[2] > 30)
{
v[2] = 30;
}
VectorCopy(v, ent->client->ps.viewoffset);
}
void
SV_CalcGunOffset(edict_t *ent)
{
int i;
float delta;
static gitem_t *heatbeam;
if (!ent)
{
return;
}
if (!heatbeam)
{
heatbeam = FindItemByClassname("weapon_plasmabeam");
}
/* heatbeam shouldn't bob so the beam looks right */
if (ent->client->pers.weapon != heatbeam)
{
/* gun angles from bobbing */
ent->client->ps.gunangles[ROLL] = xyspeed * bobfracsin * 0.005;
ent->client->ps.gunangles[YAW] = xyspeed * bobfracsin * 0.01;
if (bobcycle & 1)
{
ent->client->ps.gunangles[ROLL] = -ent->client->ps.gunangles[ROLL];
ent->client->ps.gunangles[YAW] = -ent->client->ps.gunangles[YAW];
}
ent->client->ps.gunangles[PITCH] = xyspeed * bobfracsin * 0.005;
/* gun angles from delta movement */
for (i = 0; i < 3; i++)
{
delta = ent->client->oldviewangles[i] -
ent->client->ps.viewangles[i];
if (delta > 180)
{
delta -= 360;
}
if (delta < -180)
{
delta += 360;
}
if (delta > 45)
{
delta = 45;
}
if (delta < -45)
{
delta = -45;
}
if (i == YAW)
{
ent->client->ps.gunangles[ROLL] += 0.1 * delta;
}
ent->client->ps.gunangles[i] += 0.2 * delta;
}
}
else
{
for (i = 0; i < 3; i++)
{
ent->client->ps.gunangles[i] = 0;
}
}
/* gun height */
VectorClear(ent->client->ps.gunoffset);
/* gun_x / gun_y / gun_z are development tools */
for (i = 0; i < 3; i++)
{
ent->client->ps.gunoffset[i] += forward[i] * (gun_y->value);
ent->client->ps.gunoffset[i] += right[i] * gun_x->value;
ent->client->ps.gunoffset[i] += up[i] * (-gun_z->value);
}
}
void
SV_AddBlend(float r, float g, float b, float a, float *v_blend)
{
float a2, a3;
if (!v_blend)
{
return;
}
if (a <= 0)
{
return;
}
a2 = v_blend[3] + (1 - v_blend[3]) * a; /* new total alpha */
a3 = v_blend[3] / a2; /* fraction of color from old */
v_blend[0] = v_blend[0] * a3 + r * (1 - a3);
v_blend[1] = v_blend[1] * a3 + g * (1 - a3);
v_blend[2] = v_blend[2] * a3 + b * (1 - a3);
v_blend[3] = a2;
}
void
SV_CalcBlend(edict_t *ent)
{
int contents;
vec3_t vieworg;
int remaining;
if (!ent)
{
return;
}
ent->client->ps.blend[0] = ent->client->ps.blend[1] = ent->client->ps.blend[2] = ent->client->ps.blend[3] = 0;
/* add for contents */
VectorAdd(ent->s.origin, ent->client->ps.viewoffset, vieworg);
contents = gi.pointcontents(vieworg);
if (contents & (CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_WATER))
{
ent->client->ps.rdflags |= RDF_UNDERWATER;
}
else
{
ent->client->ps.rdflags &= ~RDF_UNDERWATER;
}
if (contents & (CONTENTS_SOLID | CONTENTS_LAVA))
{
SV_AddBlend(1.0, 0.3, 0.0, 0.6, ent->client->ps.blend);
}
else if (contents & CONTENTS_SLIME)
{
SV_AddBlend(0.0, 0.1, 0.05, 0.6, ent->client->ps.blend);
}
else if (contents & CONTENTS_WATER)
{
SV_AddBlend(0.5, 0.3, 0.2, 0.4, ent->client->ps.blend);
}
/* add for powerups */
if (ent->client->quad_framenum > level.framenum)
{
remaining = ent->client->quad_framenum - level.framenum;
if (remaining == 30) /* beginning to fade */
{
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage2.wav"), 1, ATTN_NORM, 0);
}
if ((remaining > 30) || (remaining & 4))
{
SV_AddBlend(0, 0, 1, 0.08, ent->client->ps.blend);
}
}
else if (ent->client->double_framenum > level.framenum)
{
remaining = ent->client->double_framenum - level.framenum;
if (remaining == 30) /* beginning to fade */
{
gi.sound(ent, CHAN_ITEM, gi.soundindex("misc/ddamage2.wav"), 1, ATTN_NORM, 0);
}
if ((remaining > 30) || (remaining & 4))
{
SV_AddBlend(0.9, 0.7, 0, 0.08, ent->client->ps.blend);
}
}
else if (ent->client->invincible_framenum > level.framenum)
{
remaining = ent->client->invincible_framenum - level.framenum;
if (remaining == 30) /* beginning to fade */
{
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect2.wav"), 1, ATTN_NORM, 0);
}
if ((remaining > 30) || (remaining & 4))
{
SV_AddBlend(1, 1, 0, 0.08, ent->client->ps.blend);
}
}
else if (ent->client->enviro_framenum > level.framenum)
{
remaining = ent->client->enviro_framenum - level.framenum;
if (remaining == 30) /* beginning to fade */
{
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
}
if ((remaining > 30) || (remaining & 4))
{
SV_AddBlend(0, 1, 0, 0.08, ent->client->ps.blend);
}
}
else if (ent->client->breather_framenum > level.framenum)
{
remaining = ent->client->breather_framenum - level.framenum;
if (remaining == 30) /* beginning to fade */
{
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
}
if ((remaining > 30) || (remaining & 4))
{
SV_AddBlend(0.4, 1, 0.4, 0.04, ent->client->ps.blend);
}
}
if (ent->client->nuke_framenum > level.framenum)
{
float brightness;
brightness = (ent->client->nuke_framenum - level.framenum) / 20.0;
SV_AddBlend(1, 1, 1, brightness, ent->client->ps.blend);
}
if (ent->client->ir_framenum > level.framenum)
{
remaining = ent->client->ir_framenum - level.framenum;
if ((remaining > 30) || (remaining & 4))
{
ent->client->ps.rdflags |= RDF_IRGOGGLES;
SV_AddBlend(1, 0, 0, 0.2, ent->client->ps.blend);
}
else
{
ent->client->ps.rdflags &= ~RDF_IRGOGGLES;
}
}
else
{
ent->client->ps.rdflags &= ~RDF_IRGOGGLES;
}
/* add for damage */
if (ent->client->damage_alpha > 0)
{
SV_AddBlend(ent->client->damage_blend[0], ent->client->damage_blend[1],
ent->client->damage_blend[2], ent->client->damage_alpha, ent->client->ps.blend);
}
if (ent->client->bonus_alpha > 0)
{
SV_AddBlend(0.85, 0.7, 0.3, ent->client->bonus_alpha, ent->client->ps.blend);
}
/* drop the damage value */
ent->client->damage_alpha -= 0.06;
if (ent->client->damage_alpha < 0)
{
ent->client->damage_alpha = 0;
}
/* drop the bonus value */
ent->client->bonus_alpha -= 0.1;
if (ent->client->bonus_alpha < 0)
{
ent->client->bonus_alpha = 0;
}
}
void
P_FallingDamage(edict_t *ent)
{
float delta;
int damage;
vec3_t dir;
if (!ent)
{
return;
}
if (ent->s.modelindex != 255)
{
return; /* not in the player model */
}
if (ent->movetype == MOVETYPE_NOCLIP)
{
return;
}
if ((ent->client->oldvelocity[2] < 0) &&
(ent->velocity[2] > ent->client->oldvelocity[2]) &&
(!ent->groundentity))
{
delta = ent->client->oldvelocity[2];
}
else
{
if (!ent->groundentity)
{
return;
}
delta = ent->velocity[2] - ent->client->oldvelocity[2];
}
delta = delta * delta * 0.0001;
/* never take falling damage if completely underwater */
if (ent->waterlevel == 3)
{
return;
}
if (ent->waterlevel == 2)
{
delta *= 0.25;
}
if (ent->waterlevel == 1)
{
delta *= 0.5;
}
if (delta < 1)
{
return;
}
if (delta < 15)
{
ent->s.event = EV_FOOTSTEP;
return;
}
ent->client->fall_value = delta * 0.5;
if (ent->client->fall_value > 40)
{
ent->client->fall_value = 40;
}
ent->client->fall_time = level.time + FALL_TIME;
if (delta > 30)
{
if (ent->health > 0)
{
if (delta >= 55)
{
ent->s.event = EV_FALLFAR;
}
else
{
ent->s.event = EV_FALL;
}
}
ent->pain_debounce_time = level.time; /* no normal pain sound */
damage = (delta - 30) / 2;
if (damage < 1)
{
damage = 1;
}
VectorSet(dir, 0, 0, 1);
if (!deathmatch->value || !((int)dmflags->value & DF_NO_FALLING))
{
T_Damage(ent, world, world, dir, ent->s.origin, vec3_origin,
damage, 0, 0, MOD_FALLING);
}
}
else
{
ent->s.event = EV_FALLSHORT;
return;
}
}
void
P_WorldEffects(void)
{
qboolean breather;
qboolean envirosuit;
int waterlevel, old_waterlevel;
if (current_player->movetype == MOVETYPE_NOCLIP)
{
current_player->air_finished = level.time + 12; /* don't need air */
return;
}
waterlevel = current_player->waterlevel;
old_waterlevel = current_client->old_waterlevel;
current_client->old_waterlevel = waterlevel;
breather = current_client->breather_framenum > level.framenum;
envirosuit = current_client->enviro_framenum > level.framenum;
/* if just entered a water volume, play a sound */
if (!old_waterlevel && waterlevel)
{
PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
if (current_player->watertype & CONTENTS_LAVA)
{
gi.sound(current_player, CHAN_BODY, gi.soundindex("player/lava_in.wav"), 1, ATTN_NORM, 0);
}
else if (current_player->watertype & CONTENTS_SLIME)
{
gi.sound(current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
}
else if (current_player->watertype & CONTENTS_WATER)
{
gi.sound(current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
}
current_player->flags |= FL_INWATER;
/* clear damage_debounce, so the pain sound will play immediately */
current_player->damage_debounce_time = level.time - 1;
}
/* if just completely exited a water volume, play a sound */
if (old_waterlevel && !waterlevel)
{
PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
gi.sound(current_player, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0);
current_player->flags &= ~FL_INWATER;
}
/* check for head just going under water */
if ((old_waterlevel != 3) && (waterlevel == 3))
{
gi.sound(current_player, CHAN_BODY, gi.soundindex("player/watr_un.wav"), 1, ATTN_NORM, 0);
}
/* check for head just coming out of water */
if ((old_waterlevel == 3) && (waterlevel != 3))
{
if (current_player->air_finished < level.time)
{
/* gasp for air */
gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/gasp1.wav"), 1, ATTN_NORM, 0);
PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
}
else if (current_player->air_finished < level.time + 11)
{
/* just break surface */
gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/gasp2.wav"), 1, ATTN_NORM, 0);
}
}
/* check for drowning */
if (waterlevel == 3)
{
/* breather or envirosuit give air */
if (breather || envirosuit)
{
current_player->air_finished = level.time + 10;
if (((int)(current_client->breather_framenum - level.framenum) % 25) == 0)
{
if (!current_client->breather_sound)
{
gi.sound(current_player, CHAN_AUTO, gi.soundindex("player/u_breath1.wav"), 1, ATTN_NORM, 0);
}
else
{
gi.sound(current_player, CHAN_AUTO, gi.soundindex("player/u_breath2.wav"), 1, ATTN_NORM, 0);
}
current_client->breather_sound ^= 1;
PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
}
}
/* if out of air, start drowning */
if (current_player->air_finished < level.time)
{
/* drown! */
if ((current_player->client->next_drown_time < level.time) &&
(current_player->health > 0))
{
current_player->client->next_drown_time = level.time + 1;
/* take more damage the longer underwater */
current_player->dmg += 2;
if (current_player->dmg > 15)
{
current_player->dmg = 15;
}
/* play a gurp sound instead of a normal pain sound */
if (current_player->health <= current_player->dmg)
{
gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/drown1.wav"), 1, ATTN_NORM, 0);
}
else if (rand() & 1)
{
gi.sound(current_player, CHAN_VOICE, gi.soundindex("*gurp1.wav"), 1, ATTN_NORM, 0);
}
else
{
gi.sound(current_player, CHAN_VOICE, gi.soundindex("*gurp2.wav"), 1, ATTN_NORM, 0);
}
current_player->pain_debounce_time = level.time;
T_Damage(current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin,
current_player->dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
}
}
}
else
{
current_player->air_finished = level.time + 12;
current_player->dmg = 2;
}
/* check for sizzle damage */
if (waterlevel && (current_player->watertype & (CONTENTS_LAVA | CONTENTS_SLIME)))
{
if (current_player->watertype & CONTENTS_LAVA)
{
if ((current_player->health > 0) &&
(current_player->pain_debounce_time <= level.time) &&
(current_client->invincible_framenum < level.framenum) &&
!(current_player->flags & FL_GODMODE))
{
if (rand() & 1)
{
gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/burn1.wav"), 1, ATTN_NORM, 0);
}
else
{
gi.sound(current_player, CHAN_VOICE, gi.soundindex("player/burn2.wav"), 1, ATTN_NORM, 0);
}
current_player->pain_debounce_time = level.time + 1;
}
if (envirosuit) /* take 1/3 damage with envirosuit */
{
T_Damage(current_player, world, world, vec3_origin, current_player->s.origin,
vec3_origin, 1 * waterlevel, 0, 0, MOD_LAVA);
}
else
{
T_Damage(current_player, world, world, vec3_origin, current_player->s.origin,
vec3_origin, 3 * waterlevel, 0, 0, MOD_LAVA);
}
}
if (current_player->watertype & CONTENTS_SLIME)
{
if (!envirosuit)
{
/* no damage from slime with envirosuit */
T_Damage(current_player, world, world, vec3_origin, current_player->s.origin,
vec3_origin, 1 * waterlevel, 0, 0, MOD_SLIME);
}
}
}
}
void
G_SetClientEffects(edict_t *ent)
{
int pa_type;
int remaining;
if (!ent)
{
return;
}
ent->s.effects = 0;
/* player is always ir visible, even dead. */
ent->s.renderfx = RF_IR_VISIBLE;
if ((ent->health <= 0) || level.intermissiontime)
{
return;
}
if (ent->flags & FL_DISGUISED)
{
ent->s.renderfx |= RF_USE_DISGUISE;
}
if (gamerules && gamerules->value)
{
if (DMGame.PlayerEffects)
{
DMGame.PlayerEffects(ent);
}
}
if (ent->powerarmor_time > level.time)
{
pa_type = PowerArmorType(ent);
if (pa_type == POWER_ARMOR_SCREEN)
{
ent->s.effects |= EF_POWERSCREEN;
}
else if (pa_type == POWER_ARMOR_SHIELD)
{
ent->s.effects |= EF_COLOR_SHELL;
ent->s.renderfx |= RF_SHELL_GREEN;
}
}
if (ent->client->quad_framenum > level.framenum)
{
remaining = ent->client->quad_framenum - level.framenum;
if ((remaining > 30) || (remaining & 4))
{
ent->s.effects |= EF_QUAD;
}
}
if (ent->client->double_framenum > level.framenum)
{
remaining = ent->client->double_framenum - level.framenum;
if ((remaining > 30) || (remaining & 4))
{
ent->s.effects |= EF_DOUBLE;
}
}
if ((ent->client->owned_sphere) &&
(ent->client->owned_sphere->spawnflags == 1))
{
ent->s.effects |= EF_HALF_DAMAGE;
}
if (ent->client->tracker_pain_framenum > level.framenum)
{
ent->s.effects |= EF_TRACKERTRAIL;
}
if (ent->client->invincible_framenum > level.framenum)
{
remaining = ent->client->invincible_framenum - level.framenum;
if ((remaining > 30) || (remaining & 4))
{
ent->s.effects |= EF_PENT;
}
}
/* show cheaters!!! */
if (ent->flags & FL_GODMODE)
{
ent->s.effects |= EF_COLOR_SHELL;
ent->s.renderfx |= (RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE);
}
}
void
G_SetClientEvent(edict_t *ent)
{
if (!ent)
{
return;
}
if (ent->s.event)
{
return;
}
if (ent->health <= 0)
{
return;
}
if (g_footsteps->value == 1)
{
if (ent->groundentity && (xyspeed > 225))
{
if ((int)(current_client->bobtime + bobmove) != bobcycle)
{
ent->s.event = EV_FOOTSTEP;
}
}
}
else if (g_footsteps->value == 2)
{
if (ent->groundentity)
{
if ((int)(current_client->bobtime + bobmove) != bobcycle)
{
ent->s.event = EV_FOOTSTEP;
}
}
}
else if (g_footsteps->value >= 3)
{
if ((int)(current_client->bobtime + bobmove) != bobcycle)
{
ent->s.event = EV_FOOTSTEP;
}
}
}
void
G_SetClientSound(edict_t *ent)
{
char *weap;
if (!ent)
{
return;
}
if (ent->client->pers.game_helpchanged != game.helpchanged)
{
ent->client->pers.game_helpchanged = game.helpchanged;
ent->client->pers.helpchanged = 1;
}
/* help beep (no more than three times) */
if (ent->client->pers.helpchanged && (ent->client->pers.helpchanged <= 3) && !(level.framenum & 63))
{
ent->client->pers.helpchanged++;
gi.sound(ent, CHAN_VOICE, gi.soundindex("misc/pc_up.wav"), 1, ATTN_STATIC, 0);
}
if (ent->client->pers.weapon)
{
weap = ent->client->pers.weapon->classname;
}
else
{
weap = "";
}
if (ent->waterlevel && (ent->watertype & (CONTENTS_LAVA | CONTENTS_SLIME)))
{
ent->s.sound = snd_fry;
}
else if (strcmp(weap, "weapon_railgun") == 0)
{
ent->s.sound = gi.soundindex("weapons/rg_hum.wav");
}
else if (strcmp(weap, "weapon_bfg") == 0)
{
ent->s.sound = gi.soundindex("weapons/bfg_hum.wav");
}
else if (ent->client->weapon_sound)
{
ent->s.sound = ent->client->weapon_sound;
}
else
{
ent->s.sound = 0;
}
}
void
G_SetClientFrame(edict_t *ent)
{
gclient_t *client;
qboolean duck, run;
if (!ent)
{
return;
}
if (ent->s.modelindex != 255)
{
return; /* not in the player model */
}
client = ent->client;
if (client->ps.pmove.pm_flags & PMF_DUCKED)
{
duck = true;
}
else
{
duck = false;
}
if (xyspeed)
{
run = true;
}
else
{
run = false;
}
/* check for stand/duck and stop/go transitions */
if ((duck != client->anim_duck) && (client->anim_priority < ANIM_DEATH))
{
goto newanim;
}
if ((run != client->anim_run) && (client->anim_priority == ANIM_BASIC))
{
goto newanim;
}
if (!ent->groundentity && (client->anim_priority <= ANIM_WAVE))
{
goto newanim;
}
if (client->anim_priority == ANIM_REVERSE)
{
if (ent->s.frame > client->anim_end)
{
ent->s.frame--;
return;
}
}
else if (ent->s.frame < client->anim_end)
{
/* continue an animation */
ent->s.frame++;
return;
}
if (client->anim_priority == ANIM_DEATH)
{
return; /* stay there */
}
if (client->anim_priority == ANIM_JUMP)
{
if (!ent->groundentity)
{
return; /* stay there */
}
ent->client->anim_priority = ANIM_WAVE;
ent->s.frame = FRAME_jump3;
ent->client->anim_end = FRAME_jump6;
return;
}
newanim:
/* return to either a running or standing frame */
client->anim_priority = ANIM_BASIC;
client->anim_duck = duck;
client->anim_run = run;
if (!ent->groundentity)
{
client->anim_priority = ANIM_JUMP;
if (ent->s.frame != FRAME_jump2)
{
ent->s.frame = FRAME_jump1;
}
client->anim_end = FRAME_jump2;
}
else if (run)
{
/* running */
if (duck)
{
ent->s.frame = FRAME_crwalk1;
client->anim_end = FRAME_crwalk6;
}
else
{
ent->s.frame = FRAME_run1;
client->anim_end = FRAME_run6;
}
}
else
{
/* standing */
if (duck)
{
ent->s.frame = FRAME_crstnd01;
client->anim_end = FRAME_crstnd19;
}
else
{
ent->s.frame = FRAME_stand01;
client->anim_end = FRAME_stand40;
}
}
}
/*
* Called for each player at the end of
* the server frame and right after spawning
*/
void
ClientEndServerFrame(edict_t *ent)
{
float bobtime;
int i;
if (!ent)
{
return;
}
current_player = ent;
current_client = ent->client;
/* If the origin or velocity have changed since ClientThink(),
update the pmove values. This will happen when the client
is pushed by a bmodel or kicked by an explosion.
If it wasn't updated here, the view position would lag a frame
behind the body position when pushed -- "sinking into plats" */
for (i = 0; i < 3; i++)
{
current_client->ps.pmove.origin[i] = ent->s.origin[i] * 8.0;
current_client->ps.pmove.velocity[i] = ent->velocity[i] * 8.0;
}
/* If the end of unit layout is displayed, don't give
the player any normal movement attributes */
if (level.intermissiontime)
{
current_client->ps.blend[3] = 0;
current_client->ps.fov = 90;
G_SetStats(ent);
return;
}
AngleVectors(ent->client->v_angle, forward, right, up);
/* burn from lava, etc */
P_WorldEffects();
/* set model angles from view angles so other things in
the world can tell which direction you are looking */
if (ent->client->v_angle[PITCH] > 180)
{
ent->s.angles[PITCH] = (-360 + ent->client->v_angle[PITCH]) / 3;
}
else
{
ent->s.angles[PITCH] = ent->client->v_angle[PITCH] / 3;
}
ent->s.angles[YAW] = ent->client->v_angle[YAW];
ent->s.angles[ROLL] = 0;
ent->s.angles[ROLL] = SV_CalcRoll(ent->s.angles, ent->velocity) * 4;
/* calculate speed and cycle to be
used for all cyclic walking effects */
xyspeed = sqrt(
ent->velocity[0] * ent->velocity[0] + ent->velocity[1] *
ent->velocity[1]);
if (xyspeed < 5)
{
bobmove = 0;
current_client->bobtime = 0; /* start at beginning of cycle again */
}
else if (ent->groundentity)
{
/* so bobbing only cycles when on ground */
if (xyspeed > 210)
{
bobmove = 0.25;
}
else if (xyspeed > 100)
{
bobmove = 0.125;
}
else
{
bobmove = 0.0625;
}
}
bobtime = (current_client->bobtime += bobmove);
if (current_client->ps.pmove.pm_flags & PMF_DUCKED)
{
bobtime *= 4;
}
bobcycle = (int)bobtime;
bobfracsin = fabs(sin(bobtime * M_PI));
/* detect hitting the floor */
P_FallingDamage(ent);
/* apply all the damage taken this frame */
P_DamageFeedback(ent);
/* determine the view offsets */
SV_CalcViewOffset(ent);
/* determine the gun offsets */
SV_CalcGunOffset(ent);
/* determine the full screen color blend must be after viewoffset,
so eye contents can be accurately determined */
SV_CalcBlend(ent);
/* chase cam stuff */
if (ent->client->resp.spectator)
{
G_SetSpectatorStats(ent);
}
else
{
G_SetStats(ent);
}
G_CheckChaseStats(ent);
G_SetClientEvent(ent);
G_SetClientEffects(ent);
G_SetClientSound(ent);
G_SetClientFrame(ent);
VectorCopy(ent->velocity, ent->client->oldvelocity);
VectorCopy(ent->client->ps.viewangles, ent->client->oldviewangles);
/* clear weapon kicks */
VectorClear(ent->client->kick_origin);
VectorClear(ent->client->kick_angles);
if (!(level.framenum & 31))
{
/* if the scoreboard is up, update it */
if (ent->client->showscores)
{
DeathmatchScoreboardMessage(ent, ent->enemy);
gi.unicast(ent, false);
}
/* if the help computer is up, update it */
if (ent->client->showhelp)
{
ent->client->pers.helpchanged = 0;
HelpComputerMessage(ent);
gi.unicast(ent, false);
}
}
/* if the inventory is up, update it */
if (ent->client->showinventory)
{
InventoryMessage(ent);
gi.unicast(ent, false);
}
}