/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2000-2009 Darklegion Development This file is part of Tremulous. Tremulous 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. Tremulous 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 Tremulous; 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_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 < 0.1f ) 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; CG_ResetPainBlend( ); } /* ============== 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" ); } } } } /* ================== CG_CheckLocalSounds ================== */ void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) { // int reward; // don't play the sounds if the player just spawned if( ps->persistant[ PERS_SPECSTATE ] != ops->persistant[ PERS_SPECSTATE ] ) return; // 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; } /* =============== 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; CG_ResetPainBlend( ); } // 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_SPECSTATE ] == SPECTATOR_NOT ) CG_CheckLocalSounds( ps, ops ); // 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; } // changed team if( ps->stats[ STAT_TEAM ] != ops->stats[ STAT_TEAM ] ) { cg.lastHealthCross = 0; cg.chargeMeterAlpha = 0.0f; } }