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-rw-r--r--src/cgame/cg_playerstate.c502
1 files changed, 0 insertions, 502 deletions
diff --git a/src/cgame/cg_playerstate.c b/src/cgame/cg_playerstate.c
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index 3477f108..00000000
--- a/src/cgame/cg_playerstate.c
+++ /dev/null
@@ -1,502 +0,0 @@
-// 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
-
-/*
- * Portions Copyright (C) 2000-2001 Tim Angus
- *
- * This program 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, or (at your option)
- * any later version.
- *
- * This program 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 this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
-
-/* To assertain which portions are licensed under the GPL and which are
- * licensed by Id Software, Inc. please run a diff between the equivalent
- * versions of the "Tremulous" modification and the unmodified "Quake3"
- * game source code.
- */
-
-#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 previous;
- int ammo, clips, maxclips;
-
- // see about how many seconds of ammo we have remaining
- total = 0;
- for ( i = WP_MACHINEGUN ; i < WP_NUM_WEAPONS ; i++ ) {
- if ( !BG_gotWeapon( i, cg.snap->ps.stats ) ) {
- continue;
- }
-
- BG_unpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips, &maxclips );
-
- switch ( i ) {
- case WP_ROCKET_LAUNCHER:
- case WP_GRENADE_LAUNCHER:
- case WP_RAILGUN:
- case WP_SHOTGUN:
- total += ammo * 1000;
- break;
- default:
- if( clips )
- total += 5000;
- total += ammo * 200;
- break;
- }
- if ( total >= 5000 || BG_infiniteAmmo( i ) ) {
- cg.lowAmmoWarning = 0;
- return;
- }
- }
-
- previous = cg.lowAmmoWarning;
-
- if ( total == 0 ) {
- cg.lowAmmoWarning = 2;
- } else {
- cg.lowAmmoWarning = 1;
- }
-
- // play a sound on transitions
- if ( cg.lowAmmoWarning != previous ) {
- trap_S_StartLocalSound( cgs.media.noAmmoSound, CHAN_LOCAL_SOUND );
- }
-}
-
-/*
-==============
-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 < 0.1 ) {
- 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;
-}
-
-extern char *eventnames[];
-
-/*
-==============
-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");
- }
- }
- }
- }
-}
-
-/*
-==================
-pushReward
-==================
-*/
-static void pushReward(sfxHandle_t sfx, qhandle_t shader, int rewardCount) {
- if (cg.rewardStack < (MAX_REWARDSTACK-1)) {
- cg.rewardStack++;
- cg.rewardSound[cg.rewardStack] = sfx;
- cg.rewardShader[cg.rewardStack] = shader;
- cg.rewardCount[cg.rewardStack] = rewardCount;
- }
-}
-
-
-/*
-==================
-CG_CheckLocalSounds
-==================
-*/
-void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) {
- int highScore, health, armor, reward;
- sfxHandle_t sfx;
-
- // don't play the sounds if the player just changed teams
- if ( ps->persistant[PERS_TEAM] != ops->persistant[PERS_TEAM] ) {
- return;
- }
-
- // hit changes
- if ( ps->persistant[PERS_HITS] > ops->persistant[PERS_HITS] ) {
- /*armor = ps->persistant[PERS_ATTACKEE_ARMOR] & 0xff;
- health = ps->persistant[PERS_ATTACKEE_ARMOR] >> 8;*/
- trap_S_StartLocalSound( cgs.media.hitSound, CHAN_LOCAL_SOUND );
- } else if ( ps->persistant[PERS_HITS] < ops->persistant[PERS_HITS] ) {
- trap_S_StartLocalSound( cgs.media.hitTeamSound, 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;
- }
-
- // reward sounds
- reward = qfalse;
- /*if (ps->persistant[PERS_CAPTURES] != ops->persistant[PERS_CAPTURES]) {
- pushReward(cgs.media.captureAwardSound, cgs.media.medalCapture, ps->persistant[PERS_CAPTURES]);
- reward = qtrue;
- //Com_Printf("capture\n");
- }
- if (ps->persistant[PERS_IMPRESSIVE_COUNT] != ops->persistant[PERS_IMPRESSIVE_COUNT]) {
- sfx = cgs.media.impressiveSound;
- pushReward(sfx, cgs.media.medalImpressive, ps->persistant[PERS_IMPRESSIVE_COUNT]);
- reward = qtrue;
- //Com_Printf("impressive\n");
- }
- if (ps->persistant[PERS_EXCELLENT_COUNT] != ops->persistant[PERS_EXCELLENT_COUNT]) {
- sfx = cgs.media.excellentSound;
- pushReward(sfx, cgs.media.medalExcellent, ps->persistant[PERS_EXCELLENT_COUNT]);
- reward = qtrue;
- //Com_Printf("excellent\n");
- }
- if (ps->persistant[PERS_GAUNTLET_FRAG_COUNT] != ops->persistant[PERS_GAUNTLET_FRAG_COUNT]) {
- sfx = cgs.media.humiliationSound;
- pushReward(sfx, cgs.media.medalGauntlet, ps->persistant[PERS_GAUNTLET_FRAG_COUNT]);
- reward = qtrue;
- //Com_Printf("guantlet frag\n");
- }
- if (ps->persistant[PERS_DEFEND_COUNT] != ops->persistant[PERS_DEFEND_COUNT]) {
- pushReward(cgs.media.defendSound, cgs.media.medalDefend, ps->persistant[PERS_DEFEND_COUNT]);
- reward = qtrue;
- //Com_Printf("defend\n");
- }
- if (ps->persistant[PERS_ASSIST_COUNT] != ops->persistant[PERS_ASSIST_COUNT]) {
- pushReward(cgs.media.assistSound, cgs.media.medalAssist, ps->persistant[PERS_ASSIST_COUNT]);
- reward = qtrue;
- //Com_Printf("assist\n");
- }*/
- // if any of the player event bits changed
- /*if (ps->persistant[PERS_PLAYEREVENTS] != ops->persistant[PERS_PLAYEREVENTS]) {
- if ((ps->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_DENIEDREWARD) !=
- (ops->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_DENIEDREWARD)) {
- trap_S_StartLocalSound( cgs.media.deniedSound, CHAN_ANNOUNCER );
- }
- else if ((ps->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_GAUNTLETREWARD) !=
- (ops->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_GAUNTLETREWARD)) {
- trap_S_StartLocalSound( cgs.media.humiliationSound, CHAN_ANNOUNCER );
- }
- else if ((ps->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_HOLYSHIT) !=
- (ops->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_HOLYSHIT)) {
- trap_S_StartLocalSound( cgs.media.holyShitSound, CHAN_ANNOUNCER );
- }
- reward = qtrue;
- }*/
-
- // check for flag pickup
- /*if ( cgs.gametype >= GT_TEAM ) {
- if ((ps->powerups[PW_REDFLAG] != ops->powerups[PW_REDFLAG] && ps->powerups[PW_REDFLAG]) ||
- (ps->powerups[PW_BLUEFLAG] != ops->powerups[PW_BLUEFLAG] && ps->powerups[PW_BLUEFLAG]) ||
- (ps->powerups[PW_NEUTRALFLAG] != ops->powerups[PW_NEUTRALFLAG] && ps->powerups[PW_NEUTRALFLAG]) )
- {
- trap_S_StartLocalSound( cgs.media.youHaveFlagSound, CHAN_ANNOUNCER );
- }
- }*/
-
- // lead changes
- /*if (!reward) {
- //
- if ( !cg.warmup ) {
- // never play lead changes during warmup
- if ( ps->persistant[PERS_RANK] != ops->persistant[PERS_RANK] ) {
- if ( cgs.gametype < GT_TEAM) {
- if ( ps->persistant[PERS_RANK] == 0 ) {
- CG_AddBufferedSound(cgs.media.takenLeadSound);
- } else if ( ps->persistant[PERS_RANK] == RANK_TIED_FLAG ) {
- CG_AddBufferedSound(cgs.media.tiedLeadSound);
- } else if ( ( ops->persistant[PERS_RANK] & ~RANK_TIED_FLAG ) == 0 ) {
- CG_AddBufferedSound(cgs.media.lostLeadSound);
- }
- }
- }
- }
- }*/
-
- // timelimit warnings
- if ( cgs.timelimit > 0 ) {
- int msec;
-
- msec = cg.time - cgs.levelStartTime;
- if ( !( cg.timelimitWarnings & 4 ) && msec > ( cgs.timelimit * 60 + 2 ) * 1000 ) {
- cg.timelimitWarnings |= 1 | 2 | 4;
- trap_S_StartLocalSound( cgs.media.suddenDeathSound, CHAN_ANNOUNCER );
- }
- else if ( !( cg.timelimitWarnings & 2 ) && msec > (cgs.timelimit - 1) * 60 * 1000 ) {
- cg.timelimitWarnings |= 1 | 2;
- trap_S_StartLocalSound( cgs.media.oneMinuteSound, CHAN_ANNOUNCER );
- }
- else if ( cgs.timelimit > 5 && !( cg.timelimitWarnings & 1 ) && msec > (cgs.timelimit - 5) * 60 * 1000 ) {
- cg.timelimitWarnings |= 1;
- trap_S_StartLocalSound( cgs.media.fiveMinuteSound, CHAN_ANNOUNCER );
- }
- }
-
- // fraglimit warnings
- if ( cgs.fraglimit > 0 && cgs.gametype < GT_CTF) {
- highScore = cgs.scores1;
- if ( !( cg.fraglimitWarnings & 4 ) && highScore == (cgs.fraglimit - 1) ) {
- cg.fraglimitWarnings |= 1 | 2 | 4;
- CG_AddBufferedSound(cgs.media.oneFragSound);
- }
- else if ( cgs.fraglimit > 2 && !( cg.fraglimitWarnings & 2 ) && highScore == (cgs.fraglimit - 2) ) {
- cg.fraglimitWarnings |= 1 | 2;
- CG_AddBufferedSound(cgs.media.twoFragSound);
- }
- else if ( cgs.fraglimit > 3 && !( cg.fraglimitWarnings & 1 ) && highScore == (cgs.fraglimit - 3) ) {
- cg.fraglimitWarnings |= 1;
- CG_AddBufferedSound(cgs.media.threeFragSound);
- }
- }
-}
-
-
-/*
-===============
-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 ) {
- 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_TEAM] != TEAM_SPECTATOR ) {
- 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;
- }
-}
-