318 lines
8.1 KiB
C
318 lines
8.1 KiB
C
/*
|
|
===========================================================================
|
|
Copyright (C) 1999-2005 Id Software, Inc.
|
|
Copyright (C) 2000-2006 Tim Angus
|
|
|
|
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 changed teams
|
|
if( ps->persistant[ PERS_TEAM ] != ops->persistant[ PERS_TEAM ] )
|
|
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_TEAM ] != TEAM_SPECTATOR )
|
|
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;
|
|
}
|
|
}
|
|
|