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/*
===========================================================================
Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (RTCW MP Source Code).
RTCW MP Source Code 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 3 of the License, or
(at your option) any later version.
RTCW MP Source Code 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 RTCW MP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 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_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[MAX_WEAPONS / ( sizeof( int ) * 8 )];
// see about how many seconds of ammo we have remaining
memcpy( weapons, cg.snap->ps.weapons, sizeof( weapons ) );
if ( !weapons[0] && !weapons[1] ) { // (SA) we start out with no weapons, so don't make a click on startup
return;
}
total = 0;
// first weap now WP_LUGER
for ( i = WP_FIRST ; i < WP_NUM_WEAPONS ; i++ )
{
if ( !( weapons[0] & ( 1 << i ) ) ) {
continue;
}
if ( cg.snap->ps.ammo[BG_FindAmmoForWeapon( i )] < 0 ) {
continue;
}
switch ( i )
{
case WP_ROCKET_LAUNCHER:
case WP_PANZERFAUST:
case WP_GRENADE_LAUNCHER:
case WP_GRENADE_PINEAPPLE:
case WP_LUGER:
case WP_COLT:
case WP_AKIMBO:
case WP_SILENCER:
case WP_FG42:
case WP_FG42SCOPE:
case WP_BAR: //----(SA) added
case WP_BAR2: //----(SA) added
case WP_MP40:
case WP_THOMPSON:
case WP_STEN:
case WP_VENOM:
case WP_CROSS:
case WP_TESLA:
case WP_MAUSER:
case WP_GARAND:
default:
total += cg.snap->ps.ammo[BG_FindAmmoForWeapon( i )] * 1000;
// break;
// default:
// total += cg.snap->ps.ammo[BG_FindAmmoForWeapon(i)] * 200;
// break;
}
if ( total >= 5000 ) {
cg.lowAmmoWarning = 0;
return;
}
}
if ( !cg.lowAmmoWarning ) {
// play a sound on this transition
trap_S_StartLocalSound( cgs.media.noAmmoSound, CHAN_LOCAL_SOUND );
}
if ( total == 0 ) {
cg.lowAmmoWarning = 2;
} else {
cg.lowAmmoWarning = 1;
}
}
/*
==============
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;
int slot;
viewDamage_t *vd;
// 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;
}
// find a free slot
for ( slot = 0; slot < MAX_VIEWDAMAGE; slot++ ) {
if ( cg.viewDamage[slot].damageTime + cg.viewDamage[slot].damageDuration < cg.time ) {
break;
}
}
if ( slot == MAX_VIEWDAMAGE ) {
return; // no free slots, never override or splats will suddenly disappear
}
vd = &cg.viewDamage[slot];
// if yaw and pitch are both 255, make the damage always centered (falling, etc)
if ( yawByte == 255 && pitchByte == 255 ) {
vd->damageX = 0;
vd->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;
}
vd->damageX = crandom() * 0.3 + - left / front;
vd->damageY = crandom() * 0.3 + up / dist;
}
// clamp the position
if ( vd->damageX > 1.0 ) {
vd->damageX = 1.0;
}
if ( vd->damageX < -1.0 ) {
vd->damageX = -1.0;
}
if ( vd->damageY > 1.0 ) {
vd->damageY = 1.0;
}
if ( vd->damageY < -1.0 ) {
vd->damageY = -1.0;
}
// don't let the screen flashes vary as much
if ( kick > 10 ) {
kick = 10;
}
vd->damageValue = kick;
cg.v_dmg_time = cg.time + DAMAGE_TIME;
vd->damageTime = cg.snap->serverTime;
vd->damageDuration = kick * 50 * ( 1 + 2 * ( !vd->damageX && !vd->damageY ) );
cg.damageTime = cg.snap->serverTime;
cg.damageIndex = slot;
}
/*
================
CG_Respawn
A respawn happened this snapshot
================
*/
void CG_Respawn( void ) {
// no error decay on player movement
cg.thisFrameTeleport = qtrue;
// need to reset client-side weapon animations
cg.predictedPlayerState.weapAnim = WEAP_IDLE1; // reset weapon animations
cg.predictedPlayerState.weapAnimTimer = 0; // allow other animations to happen right away
cg.predictedPlayerState.weaponstate = WEAPON_RAISING; // hmm, set this? what to?
// display weapons available
cg.weaponSelectTime = cg.time;
cg.holdableSelectTime = 0; //----(SA) reset holdable timer
if ( cgs.gametype == GT_SINGLE_PLAYER ) {
cg.centerPrintTime = 0; //----(SA) reset centerprint counter so previous messages don't re-appear
}
cg.cursorHintIcon = 0;
cg.cursorHintTime = 0;
cg.cameraMode = 0; //----(SA) get out of camera for sure
// select the weapon the server says we are using
cg.weaponSelect = cg.snap->ps.weapon;
// DHM - Nerve :: Clear even more things on respawn
cg.zoomedBinoc = qfalse;
cg.zoomedBinoc = cg.zoomedScope = qfalse;
cg.zoomTime = 0;
cg.zoomval = 0;
// clear pmext
memset( &cg.pmext, 0, sizeof( cg.pmext ) );
if ( cg_autoReload.integer ) {
cg.pmext.bAutoReload = qtrue;
}
// set current player type
if ( mp_currentPlayerType.integer != cg.snap->ps.stats[ STAT_PLAYER_CLASS ] ) {
trap_Cvar_Set( "mp_currentPlayerType", va( "%i", cg.snap->ps.stats[ STAT_PLAYER_CLASS ] ) );
}
// reset fog to world fog (if present)
trap_R_SetFog( FOG_CMD_SWITCHFOG, FOG_MAP,20,0,0,0,0 );
// dhm - end
trap_Cvar_Set( "cg_notebookpages", "3" ); // (SA) TEMP: clear notebook pages on spawn (except for pages 1 and 2) this is temporary
trap_Cvar_Set( "ui_notebookCurrentPage", "0" ); // (SA) TEMP: clear notebook pages on spawn (except for page 1) this is temporary
}
extern char *eventnames[];
/*
==============
CG_CheckPlayerstateEvents
==============
*/
void CG_CheckPlayerstateEvents_wolf( 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_EVENTS ; i < ps->eventSequence ; i++ ) {
if ( ps->events[i & ( MAX_EVENTS - 1 )] != ops->events[i & ( MAX_EVENTS - 1 )]
|| i >= ops->eventSequence ) {
event = ps->events[ i & ( MAX_EVENTS - 1 ) ];
cent->currentState.event = event;
cent->currentState.eventParm = ps->eventParms[ i & ( MAX_EVENTS - 1 ) ];
CG_EntityEvent( cent, cent->lerpOrigin );
}
}
}
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_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_EVENTS && ps->events[i & ( MAX_EVENTS - 1 )] != ops->events[i & ( MAX_EVENTS - 1 )] ) ) {
event = ps->events[ i & ( MAX_EVENTS - 1 ) ];
cent->currentState.event = event;
cent->currentState.eventParm = ps->eventParms[ i & ( MAX_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_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_EVENTS - 1 )] != cg.predictableEvents[i & ( MAX_PREDICTED_EVENTS - 1 ) ] ) {
event = ps->events[ i & ( MAX_EVENTS - 1 ) ];
cent->currentState.event = event;
cent->currentState.eventParm = ps->eventParms[ i & ( MAX_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 ) {
// const char *s;
// int highScore;
/* JPW NERVE pulled from wolf MP
// hit changes
if ( ps->persistant[PERS_HITS] > ops->persistant[PERS_HITS] ) {
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], qfalse );
}
}
/* // NERVE - SMF - don't do this in wolfMP
// if we are going into the intermission, don't start any voices
if ( cg.intermissionStarted ) {
return;
}
*/
/* JPW NERVE pulled from wolf MP
// reward sounds
if ( ps->persistant[PERS_REWARD_COUNT] > ops->persistant[PERS_REWARD_COUNT] ) {
switch ( ps->persistant[PERS_REWARD] ) {
case REWARD_IMPRESSIVE:
trap_S_StartLocalSound( cgs.media.impressiveSound, CHAN_ANNOUNCER );
cg.rewardTime = cg.time;
cg.rewardShader = cgs.media.medalImpressive;
cg.rewardCount = ps->persistant[PERS_IMPRESSIVE_COUNT];
break;
case REWARD_EXCELLENT:
trap_S_StartLocalSound( cgs.media.excellentSound, CHAN_ANNOUNCER );
cg.rewardTime = cg.time;
cg.rewardShader = cgs.media.medalExcellent;
cg.rewardCount = ps->persistant[PERS_EXCELLENT_COUNT];
break;
case REWARD_DENIED:
trap_S_StartLocalSound( cgs.media.deniedSound, CHAN_ANNOUNCER );
break;
case REWARD_GAUNTLET:
trap_S_StartLocalSound( cgs.media.humiliationSound, CHAN_ANNOUNCER );
// if we are the killer and not the killee, show the award
if ( ps->stats[STAT_HEALTH] ) {
cg.rewardTime = cg.time;
cg.rewardShader = cgs.media.medalGauntlet;
cg.rewardCount = ps->persistant[PERS_GAUNTLET_FRAG_COUNT];
}
break;
default:
CG_Error( "Bad reward_t" );
}
} else {
// lead changes (only if no reward)
s = CG_ConfigString( CS_WARMUP );
if ( !s[0] ) {
// 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] == 2 ) {
trap_S_StartLocalSound( cgs.media.teamsTiedSound, CHAN_ANNOUNCER );
} else if ( ps->persistant[PERS_RANK] == 0 ) {
trap_S_StartLocalSound( cgs.media.redLeadsSound, CHAN_ANNOUNCER );
} else if ( ps->persistant[PERS_RANK] == 1 ) {
trap_S_StartLocalSound( cgs.media.blueLeadsSound, CHAN_ANNOUNCER );
}
} else {
if ( ps->persistant[PERS_RANK] == 0 ) {
trap_S_StartLocalSound( cgs.media.takenLeadSound, CHAN_ANNOUNCER );
} else if ( ps->persistant[PERS_RANK] == RANK_TIED_FLAG ) {
trap_S_StartLocalSound( cgs.media.tiedLeadSound, CHAN_ANNOUNCER );
} else if ( ( ops->persistant[PERS_RANK] & ~RANK_TIED_FLAG ) == 0 ) {
trap_S_StartLocalSound( cgs.media.lostLeadSound, CHAN_ANNOUNCER );
}
}
}
}
}
*/
// timelimit warnings
if ( cgs.timelimit > 0 ) {
int msec;
msec = cg.time - cgs.levelStartTime;
if ( cgs.timelimit > 2 && !( cg.timelimitWarnings & 1 ) && ( msec > ( cgs.timelimit - 2 ) * 60 * 1000 ) &&
( msec < ( cgs.timelimit - 2 ) * 60 * 1000 + 1000 ) ) {
cg.timelimitWarnings |= 1;
if ( ps->persistant[PERS_TEAM] == TEAM_RED && cg.twoMinuteSound_g[0] != '0' ) {
trap_S_StartLocalSound( cgs.media.twoMinuteSound_g, CHAN_ANNOUNCER );
} else if ( ps->persistant[PERS_TEAM] == TEAM_BLUE && cg.twoMinuteSound_a[0] != '0' ) {
trap_S_StartLocalSound( cgs.media.twoMinuteSound_a, CHAN_ANNOUNCER );
}
}
if ( !( cg.timelimitWarnings & 2 ) && ( msec > ( cgs.timelimit ) * 60 * 1000 - 30000 ) &&
( msec < ( cgs.timelimit ) * 60 * 1000 - 29000 ) ) {
cg.timelimitWarnings |= 2;
if ( ps->persistant[PERS_TEAM] == TEAM_RED && cg.thirtySecondSound_g[0] != '0' ) {
trap_S_StartLocalSound( cgs.media.thirtySecondSound_g, CHAN_ANNOUNCER );
} else if ( ps->persistant[PERS_TEAM] == TEAM_BLUE && cg.thirtySecondSound_a[0] != '0' ) {
trap_S_StartLocalSound( cgs.media.thirtySecondSound_a, CHAN_ANNOUNCER );
}
}
/* // JPW NERVE not used in wolf
if ( !( cg.timelimitWarnings & 4 ) && msec > ( cgs.timelimit * 60 + 2 ) * 1000 ) {
cg.timelimitWarnings |= 4;
trap_S_StartLocalSound( cgs.media.suddenDeathSound, CHAN_ANNOUNCER );
}
*/
}
/* JPW NERVE -- not used in wolf MP
// fraglimit warnings
if ( cgs.fraglimit > 0 && cgs.gametype != GT_CTF ) {
highScore = cgs.scores1;
if ( cgs.fraglimit > 3 && !( cg.fraglimitWarnings & 1 ) && highScore == ( cgs.fraglimit - 3 ) ) {
cg.fraglimitWarnings |= 1;
trap_S_StartLocalSound( cgs.media.threeFragSound, CHAN_ANNOUNCER );
}
if ( cgs.fraglimit > 2 && !( cg.fraglimitWarnings & 2 ) && highScore == ( cgs.fraglimit - 2 ) ) {
cg.fraglimitWarnings |= 2;
trap_S_StartLocalSound( cgs.media.twoFragSound, CHAN_ANNOUNCER );
}
if ( !( cg.fraglimitWarnings & 4 ) && highScore == ( cgs.fraglimit - 1 ) ) {
cg.fraglimitWarnings |= 4;
trap_S_StartLocalSound( cgs.media.oneFragSound, 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;
// DHM - Nerve :: After Limbo, make sure and do a CG_Respawn
if ( ps->clientNum == cg.clientNum ) {
ops->persistant[PERS_SPAWN_COUNT]--;
}
}
// 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;
}
}
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