A version of the Quake 2 source tree that should be easier to compile and run on modern *nixes.
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/*
Copyright (C) 1997-2001 Id Software, Inc.
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
of the License, 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.
*/
#include "g_local.h"
#include "m_player.h"
static edict_t *current_player;
static gclient_t *current_client;
static vec3_t forward, right, up;
float xyspeed;
float bobmove;
int bobcycle; // odd cycles are right foot going forward
float bobfracsin; // sin(bobfrac*M_PI)
/*
===============
SV_CalcRoll
===============
*/
float SV_CalcRoll (vec3_t angles, vec3_t velocity)
{
float sign;
float side;
float value;
side = DotProduct (velocity, right);
sign = side < 0 ? -1 : 1;
side = fabs(side);
value = sv_rollangle->value;
if (side < sv_rollspeed->value)
side = side * value / sv_rollspeed->value;
else
side = value;
return side*sign;
}
/*
===============
P_DamageFeedback
Handles color blends and view kicks
===============
*/
void P_DamageFeedback (edict_t *player)
{
gclient_t *client;
float side;
float realcount, count, kick;
vec3_t v;
int r, l;
static vec3_t power_color = {0.0, 1.0, 0.0};
static vec3_t acolor = {1.0, 1.0, 1.0};
static vec3_t bcolor = {1.0, 0.0, 0.0};
client = player->client;
// flash the backgrounds behind the status numbers
client->ps.stats[STAT_FLASHES] = 0;
if (client->damage_blood)
client->ps.stats[STAT_FLASHES] |= 1;
if (client->damage_armor && !(player->flags & FL_GODMODE) && (client->invincible_framenum <= level.framenum))
client->ps.stats[STAT_FLASHES] |= 2;
// total points of damage shot at the player this frame
count = (client->damage_blood + client->damage_armor + client->damage_parmor);
if (count == 0)
return; // didn't take any damage
// start a pain animation if still in the player model
if (client->anim_priority < ANIM_PAIN && player->s.modelindex == 255)
{
static int i;
client->anim_priority = ANIM_PAIN;
if (client->ps.pmove.pm_flags & PMF_DUCKED)
{
player->s.frame = FRAME_crpain1-1;
client->anim_end = FRAME_crpain4;
}
else
{
i = (i+1)%3;
switch (i)
{
case 0:
player->s.frame = FRAME_pain101-1;
client->anim_end = FRAME_pain104;
break;
case 1:
player->s.frame = FRAME_pain201-1;
client->anim_end = FRAME_pain204;
break;
case 2:
player->s.frame = FRAME_pain301-1;
client->anim_end = FRAME_pain304;
break;
}
}
}
realcount = count;
if (count < 10)
count = 10; // always make a visible effect
// play an apropriate pain sound
if ((level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) && (client->invincible_framenum <= level.framenum))
{
r = 1 + (rand()&1);
player->pain_debounce_time = level.time + 0.7;
if (player->health < 25)
l = 25;
else if (player->health < 50)
l = 50;
else if (player->health < 75)
l = 75;
else
l = 100;
gi.sound (player, CHAN_VOICE, gi.soundindex(va("*pain%i_%i.wav", l, r)), 1, ATTN_NORM, 0);
}
// the total alpha of the blend is always proportional to count
if (client->damage_alpha < 0)
client->damage_alpha = 0;
client->damage_alpha += count*0.01;
if (client->damage_alpha < 0.2)
client->damage_alpha = 0.2;
if (client->damage_alpha > 0.6)
client->damage_alpha = 0.6; // don't go too saturated
// the color of the blend will vary based on how much was absorbed
// by different armors
VectorClear (v);
if (client->damage_parmor)
VectorMA (v, (float)client->damage_parmor/realcount, power_color, v);
if (client->damage_armor)
VectorMA (v, (float)client->damage_armor/realcount, acolor, v);
if (client->damage_blood)
VectorMA (v, (float)client->damage_blood/realcount, bcolor, v);
VectorCopy (v, client->damage_blend);
//
// calculate view angle kicks
//
kick = abs(client->damage_knockback);
if (kick && player->health > 0) // kick of 0 means no view adjust at all
{
kick = kick * 100 / player->health;
if (kick < count*0.5)
kick = count*0.5;
if (kick > 50)
kick = 50;
VectorSubtract (client->damage_from, player->s.origin, v);
VectorNormalize (v);
side = DotProduct (v, right);
client->v_dmg_roll = kick*side*0.3;
side = -DotProduct (v, forward);
client->v_dmg_pitch = kick*side*0.3;
client->v_dmg_time = level.time + DAMAGE_TIME;
}
//
// clear totals
//
client->damage_blood = 0;
client->damage_armor = 0;
client->damage_parmor = 0;
client->damage_knockback = 0;
}
/*
===============
SV_CalcViewOffset
Auto pitching on slopes?
fall from 128: 400 = 160000
fall from 256: 580 = 336400
fall from 384: 720 = 518400
fall from 512: 800 = 640000
fall from 640: 960 =
damage = deltavelocity*deltavelocity * 0.0001
===============
*/
void SV_CalcViewOffset (edict_t *ent)
{
float *angles;
float bob;
float ratio;
float delta;
vec3_t v;
//===================================
// base angles
angles = ent->client->ps.kick_angles;
// if dead, fix the angle and don't add any kick
if (ent->deadflag)
{
VectorClear (angles);
ent->client->ps.viewangles[ROLL] = 40;
ent->client->ps.viewangles[PITCH] = -15;
ent->client->ps.viewangles[YAW] = ent->client->killer_yaw;
}
else
{
// add angles based on weapon kick
VectorCopy (ent->client->kick_angles, angles);
// add angles based on damage kick
ratio = (ent->client->v_dmg_time - level.time) / DAMAGE_TIME;
if (ratio < 0)
{
ratio = 0;
ent->client->v_dmg_pitch = 0;
ent->client->v_dmg_roll = 0;
}
angles[PITCH] += ratio * ent->client->v_dmg_pitch;
angles[ROLL] += ratio * ent->client->v_dmg_roll;
// add pitch based on fall kick
ratio = (ent->client->fall_time - level.time) / FALL_TIME;
if (ratio < 0)
ratio = 0;
angles[PITCH] += ratio * ent->client->fall_value;
// add angles based on velocity
delta = DotProduct (ent->velocity, forward);
angles[PITCH] += delta*run_pitch->value;
delta = DotProduct (ent->velocity, right);
angles[ROLL] += delta*run_roll->value;
// add angles based on bob
delta = bobfracsin * bob_pitch->value * xyspeed;
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
delta *= 6; // crouching
angles[PITCH] += delta;
delta = bobfracsin * bob_roll->value * xyspeed;
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
delta *= 6; // crouching
if (bobcycle & 1)
delta = -delta;
angles[ROLL] += delta;
}
//===================================
// base origin
VectorClear (v);
// add view height
v[2] += ent->viewheight;
// add fall height
ratio = (ent->client->fall_time - level.time) / FALL_TIME;
if (ratio < 0)
ratio = 0;
v[2] -= ratio * ent->client->fall_value * 0.4;
// add bob height
bob = bobfracsin * xyspeed * bob_up->value;
if (bob > 6)
bob = 6;
//gi.DebugGraph (bob *2, 255);
v[2] += bob;
// add kick offset
VectorAdd (v, ent->client->kick_origin, v);
// absolutely bound offsets
// so the view can never be outside the player box
if (v[0] < -14)
v[0] = -14;
else if (v[0] > 14)
v[0] = 14;
if (v[1] < -14)
v[1] = -14;
else if (v[1] > 14)
v[1] = 14;
if (v[2] < -22)
v[2] = -22;
else if (v[2] > 30)
v[2] = 30;
VectorCopy (v, ent->client->ps.viewoffset);
}
/*
==============
SV_CalcGunOffset
==============
*/
void SV_CalcGunOffset (edict_t *ent)
{
int i;
float delta;
// gun angles from bobbing
ent->client->ps.gunangles[ROLL] = xyspeed * bobfracsin * 0.005;
ent->client->ps.gunangles[YAW] = xyspeed * bobfracsin * 0.01;
if (bobcycle & 1)
{
ent->client->ps.gunangles[ROLL] = -ent->client->ps.gunangles[ROLL];
ent->client->ps.gunangles[YAW] = -ent->client->ps.gunangles[YAW];
}
ent->client->ps.gunangles[PITCH] = xyspeed * bobfracsin * 0.005;
// gun angles from delta movement
for (i=0 ; i<3 ; i++)
{
delta = ent->client->oldviewangles[i] - ent->client->ps.viewangles[i];
if (delta > 180)
delta -= 360;
if (delta < -180)
delta += 360;
if (delta > 45)
delta = 45;
if (delta < -45)
delta = -45;
if (i == YAW)
ent->client->ps.gunangles[ROLL] += 0.1*delta;
ent->client->ps.gunangles[i] += 0.2 * delta;
}
// gun height
VectorClear (ent->client->ps.gunoffset);
// ent->ps->gunorigin[2] += bob;
// gun_x / gun_y / gun_z are development tools
for (i=0 ; i<3 ; i++)
{
ent->client->ps.gunoffset[i] += forward[i]*(gun_y->value);
ent->client->ps.gunoffset[i] += right[i]*gun_x->value;
ent->client->ps.gunoffset[i] += up[i]* (-gun_z->value);
}
}
/*
=============
SV_AddBlend
=============
*/
void SV_AddBlend (float r, float g, float b, float a, float *v_blend)
{
float a2, a3;
if (a <= 0)
return;
a2 = v_blend[3] + (1-v_blend[3])*a; // new total alpha
a3 = v_blend[3]/a2; // fraction of color from old
v_blend[0] = v_blend[0]*a3 + r*(1-a3);
v_blend[1] = v_blend[1]*a3 + g*(1-a3);
v_blend[2] = v_blend[2]*a3 + b*(1-a3);
v_blend[3] = a2;
}
/*
=============
SV_CalcBlend
=============
*/
void SV_CalcBlend (edict_t *ent)
{
int contents;
vec3_t vieworg;
int remaining;
ent->client->ps.blend[0] = ent->client->ps.blend[1] =
ent->client->ps.blend[2] = ent->client->ps.blend[3] = 0;
// add for contents
VectorAdd (ent->s.origin, ent->client->ps.viewoffset, vieworg);
contents = gi.pointcontents (vieworg);
if (contents & (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER) )
ent->client->ps.rdflags |= RDF_UNDERWATER;
else
ent->client->ps.rdflags &= ~RDF_UNDERWATER;
if (contents & (CONTENTS_SOLID|CONTENTS_LAVA))
SV_AddBlend (1.0, 0.3, 0.0, 0.6, ent->client->ps.blend);
else if (contents & CONTENTS_SLIME)
SV_AddBlend (0.0, 0.1, 0.05, 0.6, ent->client->ps.blend);
else if (contents & CONTENTS_WATER)
SV_AddBlend (0.5, 0.3, 0.2, 0.4, ent->client->ps.blend);
// add for powerups
if (ent->client->quad_framenum > level.framenum)
{
remaining = ent->client->quad_framenum - level.framenum;
if (remaining == 30) // beginning to fade
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage2.wav"), 1, ATTN_NORM, 0);
if (remaining > 30 || (remaining & 4) )
SV_AddBlend (0, 0, 1, 0.08, ent->client->ps.blend);
}
else if (ent->client->invincible_framenum > level.framenum)
{
remaining = ent->client->invincible_framenum - level.framenum;
if (remaining == 30) // beginning to fade
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect2.wav"), 1, ATTN_NORM, 0);
if (remaining > 30 || (remaining & 4) )
SV_AddBlend (1, 1, 0, 0.08, ent->client->ps.blend);
}
else if (ent->client->enviro_framenum > level.framenum)
{
remaining = ent->client->enviro_framenum - level.framenum;
if (remaining == 30) // beginning to fade
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
if (remaining > 30 || (remaining & 4) )
SV_AddBlend (0, 1, 0, 0.08, ent->client->ps.blend);
}
else if (ent->client->breather_framenum > level.framenum)
{
remaining = ent->client->breather_framenum - level.framenum;
if (remaining == 30) // beginning to fade
gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
if (remaining > 30 || (remaining & 4) )
SV_AddBlend (0.4, 1, 0.4, 0.04, ent->client->ps.blend);
}
// add for damage
if (ent->client->damage_alpha > 0)
SV_AddBlend (ent->client->damage_blend[0],ent->client->damage_blend[1]
,ent->client->damage_blend[2], ent->client->damage_alpha, ent->client->ps.blend);
if (ent->client->bonus_alpha > 0)
SV_AddBlend (0.85, 0.7, 0.3, ent->client->bonus_alpha, ent->client->ps.blend);
// drop the damage value
ent->client->damage_alpha -= 0.06;
if (ent->client->damage_alpha < 0)
ent->client->damage_alpha = 0;
// drop the bonus value
ent->client->bonus_alpha -= 0.1;
if (ent->client->bonus_alpha < 0)
ent->client->bonus_alpha = 0;
}
/*
=================
P_FallingDamage
=================
*/
void P_FallingDamage (edict_t *ent)
{
float delta;
int damage;
vec3_t dir;
if (ent->s.modelindex != 255)
return; // not in the player model
if (ent->movetype == MOVETYPE_NOCLIP)
return;
if ((ent->client->oldvelocity[2] < 0) && (ent->velocity[2] > ent->client->oldvelocity[2]) && (!ent->groundentity))
{
delta = ent->client->oldvelocity[2];
}
else
{
if (!ent->groundentity)
return;
delta = ent->velocity[2] - ent->client->oldvelocity[2];
}
delta = delta*delta * 0.0001;
// never take falling damage if completely underwater
if (ent->waterlevel == 3)
return;
if (ent->waterlevel == 2)
delta *= 0.25;
if (ent->waterlevel == 1)
delta *= 0.5;
if (delta < 1)
return;
if (delta < 15)
{
ent->s.event = EV_FOOTSTEP;
return;
}
ent->client->fall_value = delta*0.5;
if (ent->client->fall_value > 40)
ent->client->fall_value = 40;
ent->client->fall_time = level.time + FALL_TIME;
if (delta > 30)
{
if (ent->health > 0)
{
if (delta >= 55)
ent->s.event = EV_FALLFAR;
else
ent->s.event = EV_FALL;
}
ent->pain_debounce_time = level.time; // no normal pain sound
damage = (delta-30)/2;
if (damage < 1)
damage = 1;
VectorSet (dir, 0, 0, 1);
if (!deathmatch->value || !((int)dmflags->value & DF_NO_FALLING) )
T_Damage (ent, world, world, dir, ent->s.origin, vec3_origin, damage, 0, 0, MOD_FALLING);
}
else
{
ent->s.event = EV_FALLSHORT;
return;
}
}
/*
=============
P_WorldEffects
=============
*/
void P_WorldEffects (void)
{
qboolean breather;
qboolean envirosuit;
int waterlevel, old_waterlevel;
if (current_player->movetype == MOVETYPE_NOCLIP)
{
current_player->air_finished = level.time + 12; // don't need air
return;
}
waterlevel = current_player->waterlevel;
old_waterlevel = current_client->old_waterlevel;
current_client->old_waterlevel = waterlevel;
breather = current_client->breather_framenum > level.framenum;
envirosuit = current_client->enviro_framenum > level.framenum;
//
// if just entered a water volume, play a sound
//
if (!old_waterlevel && waterlevel)
{
PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
if (current_player->watertype & CONTENTS_LAVA)
gi.sound (current_player, CHAN_BODY, gi.soundindex("player/lava_in.wav"), 1, ATTN_NORM, 0);
else if (current_player->watertype & CONTENTS_SLIME)
gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
else if (current_player->watertype & CONTENTS_WATER)
gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
current_player->flags |= FL_INWATER;
// clear damage_debounce, so the pain sound will play immediately
current_player->damage_debounce_time = level.time - 1;
}
//
// if just completely exited a water volume, play a sound
//
if (old_waterlevel && ! waterlevel)
{
PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0);
current_player->flags &= ~FL_INWATER;
}
//
// check for head just going under water
//
if (old_waterlevel != 3 && waterlevel == 3)
{
gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_un.wav"), 1, ATTN_NORM, 0);
}
//
// check for head just coming out of water
//
if (old_waterlevel == 3 && waterlevel != 3)
{
if (current_player->air_finished < level.time)
{ // gasp for air
gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/gasp1.wav"), 1, ATTN_NORM, 0);
PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
}
else if (current_player->air_finished < level.time + 11)
{ // just break surface
gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/gasp2.wav"), 1, ATTN_NORM, 0);
}
}
//
// check for drowning
//
if (waterlevel == 3)
{
// breather or envirosuit give air
if (breather || envirosuit)
{
current_player->air_finished = level.time + 10;
if (((int)(current_client->breather_framenum - level.framenum) % 25) == 0)
{
if (!current_client->breather_sound)
gi.sound (current_player, CHAN_AUTO, gi.soundindex("player/u_breath1.wav"), 1, ATTN_NORM, 0);
else
gi.sound (current_player, CHAN_AUTO, gi.soundindex("player/u_breath2.wav"), 1, ATTN_NORM, 0);
current_client->breather_sound ^= 1;
PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
//FIXME: release a bubble?
}
}
// if out of air, start drowning
if (current_player->air_finished < level.time)
{ // drown!
if (current_player->client->next_drown_time < level.time
&& current_player->health > 0)
{
current_player->client->next_drown_time = level.time + 1;
// take more damage the longer underwater
current_player->dmg += 2;
if (current_player->dmg > 15)
current_player->dmg = 15;
// play a gurp sound instead of a normal pain sound
if (current_player->health <= current_player->dmg)
gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/drown1.wav"), 1, ATTN_NORM, 0);
else if (rand()&1)
gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp1.wav"), 1, ATTN_NORM, 0);
else
gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp2.wav"), 1, ATTN_NORM, 0);
current_player->pain_debounce_time = level.time;
T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, current_player->dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
}
}
}
else
{
current_player->air_finished = level.time + 12;
current_player->dmg = 2;
}
//
// check for sizzle damage
//
if (waterlevel && (current_player->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
{
if (current_player->watertype & CONTENTS_LAVA)
{
if (current_player->health > 0
&& current_player->pain_debounce_time <= level.time
&& current_client->invincible_framenum < level.framenum)
{
if (rand()&1)
gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/burn1.wav"), 1, ATTN_NORM, 0);
else
gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/burn2.wav"), 1, ATTN_NORM, 0);
current_player->pain_debounce_time = level.time + 1;
}
if (envirosuit) // take 1/3 damage with envirosuit
T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_LAVA);
else
T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 3*waterlevel, 0, 0, MOD_LAVA);
}
if (current_player->watertype & CONTENTS_SLIME)
{
if (!envirosuit)
{ // no damage from slime with envirosuit
T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_SLIME);
}
}
}
}
/*
===============
G_SetClientEffects
===============
*/
void G_SetClientEffects (edict_t *ent)
{
int pa_type;
int remaining;
ent->s.effects = 0;
ent->s.renderfx = 0;
if (ent->health <= 0 || level.intermissiontime)
return;
if (ent->powerarmor_time > level.time)
{
pa_type = PowerArmorType (ent);
if (pa_type == POWER_ARMOR_SCREEN)
{
ent->s.effects |= EF_POWERSCREEN;
}
else if (pa_type == POWER_ARMOR_SHIELD)
{
ent->s.effects |= EF_COLOR_SHELL;
ent->s.renderfx |= RF_SHELL_GREEN;
}
}
if (ent->client->quad_framenum > level.framenum)
{
remaining = ent->client->quad_framenum - level.framenum;
if (remaining > 30 || (remaining & 4) )
ent->s.effects |= EF_QUAD;
}
if (ent->client->invincible_framenum > level.framenum)
{
remaining = ent->client->invincible_framenum - level.framenum;
if (remaining > 30 || (remaining & 4) )
ent->s.effects |= EF_PENT;
}
// show cheaters!!!
if (ent->flags & FL_GODMODE)
{
ent->s.effects |= EF_COLOR_SHELL;
ent->s.renderfx |= (RF_SHELL_RED|RF_SHELL_GREEN|RF_SHELL_BLUE);
}
}
/*
===============
G_SetClientEvent
===============
*/
void G_SetClientEvent (edict_t *ent)
{
if (ent->s.event)
return;
if ( ent->groundentity && xyspeed > 225)
{
if ( (int)(current_client->bobtime+bobmove) != bobcycle )
ent->s.event = EV_FOOTSTEP;
}
}
/*
===============
G_SetClientSound
===============
*/
void G_SetClientSound (edict_t *ent)
{
char *weap;
if (ent->client->pers.game_helpchanged != game.helpchanged)
{
ent->client->pers.game_helpchanged = game.helpchanged;
ent->client->pers.helpchanged = 1;
}
// help beep (no more than three times)
if (ent->client->pers.helpchanged && ent->client->pers.helpchanged <= 3 && !(level.framenum&63) )
{
ent->client->pers.helpchanged++;
gi.sound (ent, CHAN_VOICE, gi.soundindex ("misc/pc_up.wav"), 1, ATTN_STATIC, 0);
}
if (ent->client->pers.weapon)
weap = ent->client->pers.weapon->classname;
else
weap = "";
if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
ent->s.sound = snd_fry;
else if (strcmp(weap, "weapon_railgun") == 0)
ent->s.sound = gi.soundindex("weapons/rg_hum.wav");
else if (strcmp(weap, "weapon_bfg") == 0)
ent->s.sound = gi.soundindex("weapons/bfg_hum.wav");
else if (ent->client->weapon_sound)
ent->s.sound = ent->client->weapon_sound;
else
ent->s.sound = 0;
}
/*
===============
G_SetClientFrame
===============
*/
void G_SetClientFrame (edict_t *ent)
{
gclient_t *client;
qboolean duck, run;
if (ent->s.modelindex != 255)
return; // not in the player model
client = ent->client;
if (client->ps.pmove.pm_flags & PMF_DUCKED)
duck = true;
else
duck = false;
if (xyspeed)
run = true;
else
run = false;
// check for stand/duck and stop/go transitions
if (duck != client->anim_duck && client->anim_priority < ANIM_DEATH)
goto newanim;
if (run != client->anim_run && client->anim_priority == ANIM_BASIC)
goto newanim;
if (!ent->groundentity && client->anim_priority <= ANIM_WAVE)
goto newanim;
if(client->anim_priority == ANIM_REVERSE)
{
if(ent->s.frame > client->anim_end)
{
ent->s.frame--;
return;
}
}
else if (ent->s.frame < client->anim_end)
{ // continue an animation
ent->s.frame++;
return;
}
if (client->anim_priority == ANIM_DEATH)
return; // stay there
if (client->anim_priority == ANIM_JUMP)
{
if (!ent->groundentity)
return; // stay there
ent->client->anim_priority = ANIM_WAVE;
ent->s.frame = FRAME_jump3;
ent->client->anim_end = FRAME_jump6;
return;
}
newanim:
// return to either a running or standing frame
client->anim_priority = ANIM_BASIC;
client->anim_duck = duck;
client->anim_run = run;
if (!ent->groundentity)
{
client->anim_priority = ANIM_JUMP;
if (ent->s.frame != FRAME_jump2)
ent->s.frame = FRAME_jump1;
client->anim_end = FRAME_jump2;
}
else if (run)
{ // running
if (duck)
{
ent->s.frame = FRAME_crwalk1;
client->anim_end = FRAME_crwalk6;
}
else
{
ent->s.frame = FRAME_run1;
client->anim_end = FRAME_run6;
}
}
else
{ // standing
if (duck)
{
ent->s.frame = FRAME_crstnd01;
client->anim_end = FRAME_crstnd19;
}
else
{
ent->s.frame = FRAME_stand01;
client->anim_end = FRAME_stand40;
}
}
}
/*
=================
ClientEndServerFrame
Called for each player at the end of the server frame
and right after spawning
=================
*/
void ClientEndServerFrame (edict_t *ent)
{
float bobtime;
int i;
current_player = ent;
current_client = ent->client;
//
// If the origin or velocity have changed since ClientThink(),
// update the pmove values. This will happen when the client
// is pushed by a bmodel or kicked by an explosion.
//
// If it wasn't updated here, the view position would lag a frame
// behind the body position when pushed -- "sinking into plats"
//
for (i=0 ; i<3 ; i++)
{
current_client->ps.pmove.origin[i] = ent->s.origin[i]*8.0;
current_client->ps.pmove.velocity[i] = ent->velocity[i]*8.0;
}
//
// If the end of unit layout is displayed, don't give
// the player any normal movement attributes
//
if (level.intermissiontime)
{
// FIXME: add view drifting here?
current_client->ps.blend[3] = 0;
current_client->ps.fov = 90;
G_SetStats (ent);
return;
}
AngleVectors (ent->client->v_angle, forward, right, up);
// burn from lava, etc
P_WorldEffects ();
//
// set model angles from view angles so other things in
// the world can tell which direction you are looking
//
if (ent->client->v_angle[PITCH] > 180)
ent->s.angles[PITCH] = (-360 + ent->client->v_angle[PITCH])/3;
else
ent->s.angles[PITCH] = ent->client->v_angle[PITCH]/3;
ent->s.angles[YAW] = ent->client->v_angle[YAW];
ent->s.angles[ROLL] = 0;
ent->s.angles[ROLL] = SV_CalcRoll (ent->s.angles, ent->velocity)*4;
//
// calculate speed and cycle to be used for
// all cyclic walking effects
//
xyspeed = sqrt(ent->velocity[0]*ent->velocity[0] + ent->velocity[1]*ent->velocity[1]);
if (xyspeed < 5)
{
bobmove = 0;
current_client->bobtime = 0; // start at beginning of cycle again
}
else if (ent->groundentity)
{ // so bobbing only cycles when on ground
if (xyspeed > 210)
bobmove = 0.25;
else if (xyspeed > 100)
bobmove = 0.125;
else
bobmove = 0.0625;
}
bobtime = (current_client->bobtime += bobmove);
if (current_client->ps.pmove.pm_flags & PMF_DUCKED)
bobtime *= 4;
bobcycle = (int)bobtime;
bobfracsin = fabs(sin(bobtime*M_PI));
// detect hitting the floor
P_FallingDamage (ent);
// apply all the damage taken this frame
P_DamageFeedback (ent);
// determine the view offsets
SV_CalcViewOffset (ent);
// determine the gun offsets
SV_CalcGunOffset (ent);
// determine the full screen color blend
// must be after viewoffset, so eye contents can be
// accurately determined
// FIXME: with client prediction, the contents
// should be determined by the client
SV_CalcBlend (ent);
// chase cam stuff
if (ent->client->resp.spectator)
G_SetSpectatorStats(ent);
else
G_SetStats (ent);
G_CheckChaseStats(ent);
G_SetClientEvent (ent);
G_SetClientEffects (ent);
G_SetClientSound (ent);
G_SetClientFrame (ent);
VectorCopy (ent->velocity, ent->client->oldvelocity);
VectorCopy (ent->client->ps.viewangles, ent->client->oldviewangles);
// clear weapon kicks
VectorClear (ent->client->kick_origin);
VectorClear (ent->client->kick_angles);
// if the scoreboard is up, update it
if (ent->client->showscores && !(level.framenum & 31) )
{
DeathmatchScoreboardMessage (ent, ent->enemy);
gi.unicast (ent, false);
}
}