// 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 OSML - Open Source Modification License v1.0 as * described in the file COPYING which is distributed with this source * code. * * 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. */ #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_LOCKBLOB_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_FindInfinteAmmoForWeapon( 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; // 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 ); } } } /* =============== 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(); //TA: don't display ammo warnings // 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; } }