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Diffstat (limited to 'src/jake2/game/PlayerView.java')
-rw-r--r-- | src/jake2/game/PlayerView.java | 2110 |
1 files changed, 1062 insertions, 1048 deletions
diff --git a/src/jake2/game/PlayerView.java b/src/jake2/game/PlayerView.java index 289aa0f..4fd338b 100644 --- a/src/jake2/game/PlayerView.java +++ b/src/jake2/game/PlayerView.java @@ -1,1054 +1,1068 @@ /* -Copyright (C) 1997-2001 Id Software, Inc. + * 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. + * + */ -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. +// Created on 28.12.2003 by RST. +// $Id: PlayerView.java,v 1.2 2004-09-22 19:22:03 salomo Exp $ +package jake2.game; -*/ +import jake2.Defines; +import jake2.Globals; +import jake2.util.Lib; +import jake2.util.Math3D; + +public class PlayerView { + + public static edict_t current_player; + + public static gclient_t current_client; + + public static float[] forward = { 0, 0, 0 }; + + public static float[] right = { 0, 0, 0 }; + + public static float[] up = { 0, 0, 0 }; + + /* + * =============== SV_CalcRoll + * + * =============== + */ + public static float SV_CalcRoll(float[] angles, float[] velocity) { + float sign; + float side; + float value; + + side = Math3D.DotProduct(velocity, right); + sign = side < 0 ? -1 : 1; + side = Math.abs(side); + + value = GameBase.sv_rollangle.value; + + if (side < GameBase.sv_rollspeed.value) + side = side * value / GameBase.sv_rollspeed.value; + else + side = value; + + return side * sign; + } + + /* + * =============== P_DamageFeedback + * + * Handles color blends and view kicks =============== + */ + + public static void P_DamageFeedback(edict_t player) { + gclient_t client; + float side; + float realcount, count, kick; + float[] v = { 0, 0, 0 }; + int r, l; + float[] power_color = { 0.0f, 1.0f, 0.0f }; + float[] acolor = { 1.0f, 1.0f, 1.0f }; + float[] bcolor = { 1.0f, 0.0f, 0.0f }; + + client = player.client; + + // flash the backgrounds behind the status numbers + client.ps.stats[Defines.STAT_FLASHES] = 0; + if (client.damage_blood != 0) + client.ps.stats[Defines.STAT_FLASHES] |= 1; + if (client.damage_armor != 0 + && 0 == (player.flags & Defines.FL_GODMODE) + && (client.invincible_framenum <= GameBase.level.framenum)) + client.ps.stats[Defines.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 < Defines.ANIM_PAIN) + & (player.s.modelindex == 255)) { + client.anim_priority = Defines.ANIM_PAIN; + if ((client.ps.pmove.pm_flags & pmove_t.PMF_DUCKED) != 0) { + player.s.frame = M_Player.FRAME_crpain1 - 1; + client.anim_end = M_Player.FRAME_crpain4; + } else { + + xxxi = (xxxi + 1) % 3; + switch (xxxi) { + case 0: + player.s.frame = M_Player.FRAME_pain101 - 1; + client.anim_end = M_Player.FRAME_pain104; + break; + case 1: + player.s.frame = M_Player.FRAME_pain201 - 1; + client.anim_end = M_Player.FRAME_pain204; + break; + case 2: + player.s.frame = M_Player.FRAME_pain301 - 1; + client.anim_end = M_Player.FRAME_pain304; + break; + } + } + } + + realcount = count; + if (count < 10) + count = 10; // always make a visible effect + + // play an apropriate pain sound + if ((GameBase.level.time > player.pain_debounce_time) + && 0 == (player.flags & Defines.FL_GODMODE) + && (client.invincible_framenum <= GameBase.level.framenum)) { + r = 1 + (Lib.rand() & 1); + player.pain_debounce_time = GameBase.level.time + 0.7f; + if (player.health < 25) + l = 25; + else if (player.health < 50) + l = 50; + else if (player.health < 75) + l = 75; + else + l = 100; + GameBase.gi.sound(player, Defines.CHAN_VOICE, GameBase.gi + .soundindex("*pain" + l + "_" + r + ".wav"), 1, + Defines.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 * 0.01f; + if (client.damage_alpha < 0.2f) + client.damage_alpha = 0.2f; + if (client.damage_alpha > 0.6f) + client.damage_alpha = 0.6f; // don't go too saturated + + // the color of the blend will vary based on how much was absorbed + // by different armors + Math3D.VectorClear(v); + if (client.damage_parmor != 0) + Math3D.VectorMA(v, (float) client.damage_parmor / realcount, + power_color, v); + + if (client.damage_armor != 0) + Math3D.VectorMA(v, (float) client.damage_armor / realcount, acolor, + v); + + if (client.damage_blood != 0) + Math3D.VectorMA(v, (float) client.damage_blood / realcount, bcolor, + v); + Math3D.VectorCopy(v, client.damage_blend); + + // + // calculate view angle kicks + // + kick = Math.abs(client.damage_knockback); + if (kick != 0 && player.health > 0) // kick of 0 means no view adjust at + // all + { + kick = kick * 100 / player.health; + + if (kick < count * 0.5) + kick = count * 0.5f; + if (kick > 50) + kick = 50; + + Math3D.VectorSubtract(client.damage_from, player.s.origin, v); + Math3D.VectorNormalize(v); + + side = Math3D.DotProduct(v, right); + client.v_dmg_roll = kick * side * 0.3f; + + side = -Math3D.DotProduct(v, forward); + client.v_dmg_pitch = kick * side * 0.3f; + + client.v_dmg_time = GameBase.level.time + Defines.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 + * + * =============== + */ + public static void SV_CalcViewOffset(edict_t ent) { + float angles[] = { 0, 0, 0 }; + float bob; + float ratio; + float delta; + float[] v = { 0, 0, 0 }; + + //=================================== + + // base angles + angles = ent.client.ps.kick_angles; + + // if dead, fix the angle and don't add any kick + if (ent.deadflag != 0) { + Math3D.VectorClear(angles); + + ent.client.ps.viewangles[Defines.ROLL] = 40; + ent.client.ps.viewangles[Defines.PITCH] = -15; + ent.client.ps.viewangles[Defines.YAW] = ent.client.killer_yaw; + } else { + // add angles based on weapon kick + + Math3D.VectorCopy(ent.client.kick_angles, angles); + + // add angles based on damage kick + + ratio = (ent.client.v_dmg_time - GameBase.level.time) + / Defines.DAMAGE_TIME; + if (ratio < 0) { + ratio = 0; + ent.client.v_dmg_pitch = 0; + ent.client.v_dmg_roll = 0; + } + angles[Defines.PITCH] += ratio * ent.client.v_dmg_pitch; + angles[Defines.ROLL] += ratio * ent.client.v_dmg_roll; + + // add pitch based on fall kick + + ratio = (ent.client.fall_time - GameBase.level.time) + / Defines.FALL_TIME; + if (ratio < 0) + ratio = 0; + angles[Defines.PITCH] += ratio * ent.client.fall_value; + + // add angles based on velocity + + delta = Math3D.DotProduct(ent.velocity, forward); + angles[Defines.PITCH] += delta * GameBase.run_pitch.value; + + delta = Math3D.DotProduct(ent.velocity, right); + angles[Defines.ROLL] += delta * GameBase.run_roll.value; + + // add angles based on bob + + delta = bobfracsin * GameBase.bob_pitch.value * xyspeed; + if ((ent.client.ps.pmove.pm_flags & pmove_t.PMF_DUCKED) != 0) + delta *= 6; // crouching + angles[Defines.PITCH] += delta; + delta = bobfracsin * GameBase.bob_roll.value * xyspeed; + if ((ent.client.ps.pmove.pm_flags & pmove_t.PMF_DUCKED) != 0) + delta *= 6; // crouching + if ((bobcycle & 1) != 0) + delta = -delta; + angles[Defines.ROLL] += delta; + } + + //=================================== + + // base origin + + Math3D.VectorClear(v); + + // add view height + + v[2] += ent.viewheight; + + // add fall height + + ratio = (ent.client.fall_time - GameBase.level.time) + / Defines.FALL_TIME; + if (ratio < 0) + ratio = 0; + v[2] -= ratio * ent.client.fall_value * 0.4; + + // add bob height + + bob = bobfracsin * xyspeed * GameBase.bob_up.value; + if (bob > 6) + bob = 6; + //gi.DebugGraph (bob *2, 255); + v[2] += bob; + + // add kick offset + + Math3D.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; + + Math3D.VectorCopy(v, ent.client.ps.viewoffset); + } + + /* + * ============== SV_CalcGunOffset ============== + */ + public static void SV_CalcGunOffset(edict_t ent) { + int i; + float delta; + + // gun angles from bobbing + ent.client.ps.gunangles[Defines.ROLL] = xyspeed * bobfracsin * 0.005f; + ent.client.ps.gunangles[Defines.YAW] = xyspeed * bobfracsin * 0.01f; + if ((bobcycle & 1) != 0) { + ent.client.ps.gunangles[Defines.ROLL] = -ent.client.ps.gunangles[Defines.ROLL]; + ent.client.ps.gunangles[Defines.YAW] = -ent.client.ps.gunangles[Defines.YAW]; + } + + ent.client.ps.gunangles[Defines.PITCH] = xyspeed * bobfracsin * 0.005f; + + // 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 == Defines.YAW) + ent.client.ps.gunangles[Defines.ROLL] += 0.1 * delta; + ent.client.ps.gunangles[i] += 0.2 * delta; + } + + // gun height + Math3D.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] * (GameBase.gun_y.value); + ent.client.ps.gunoffset[i] += right[i] * GameBase.gun_x.value; + ent.client.ps.gunoffset[i] += up[i] * (-GameBase.gun_z.value); + } + } + + /* + * ============= SV_AddBlend ============= + */ + public static 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 ============= + */ + public static void SV_CalcBlend(edict_t ent) { + int contents; + float[] vieworg = { 0, 0, 0 }; + 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 + Math3D.VectorAdd(ent.s.origin, ent.client.ps.viewoffset, vieworg); + contents = GameBase.gi.pointcontents.pointcontents(vieworg); + if ((contents & (Defines.CONTENTS_LAVA | Defines.CONTENTS_SLIME | Defines.CONTENTS_WATER)) != 0) + ent.client.ps.rdflags |= Defines.RDF_UNDERWATER; + else + ent.client.ps.rdflags &= ~Defines.RDF_UNDERWATER; + + if ((contents & (Defines.CONTENTS_SOLID | Defines.CONTENTS_LAVA)) != 0) + SV_AddBlend(1.0f, 0.3f, 0.0f, 0.6f, ent.client.ps.blend); + else if ((contents & Defines.CONTENTS_SLIME) != 0) + SV_AddBlend(0.0f, 0.1f, 0.05f, 0.6f, ent.client.ps.blend); + else if ((contents & Defines.CONTENTS_WATER) != 0) + SV_AddBlend(0.5f, 0.3f, 0.2f, 0.4f, ent.client.ps.blend); + + // add for powerups + if (ent.client.quad_framenum > GameBase.level.framenum) { + remaining = (int) (ent.client.quad_framenum - GameBase.level.framenum); + if (remaining == 30) // beginning to fade + GameBase.gi.sound(ent, Defines.CHAN_ITEM, GameBase.gi + .soundindex("items/damage2.wav"), 1, Defines.ATTN_NORM, + 0); + if (remaining > 30 || (remaining & 4) != 0) + SV_AddBlend(0, 0, 1, 0.08f, ent.client.ps.blend); + } else if (ent.client.invincible_framenum > GameBase.level.framenum) { + remaining = (int) ent.client.invincible_framenum + - GameBase.level.framenum; + if (remaining == 30) // beginning to fade + GameBase.gi.sound(ent, Defines.CHAN_ITEM, GameBase.gi + .soundindex("items/protect2.wav"), 1, + Defines.ATTN_NORM, 0); + if (remaining > 30 || (remaining & 4) != 0) + SV_AddBlend(1, 1, 0, 0.08f, ent.client.ps.blend); + } else if (ent.client.enviro_framenum > GameBase.level.framenum) { + remaining = (int) ent.client.enviro_framenum + - GameBase.level.framenum; + if (remaining == 30) // beginning to fade + GameBase.gi.sound(ent, Defines.CHAN_ITEM, GameBase.gi + .soundindex("items/airout.wav"), 1, Defines.ATTN_NORM, + 0); + if (remaining > 30 || (remaining & 4) != 0) + SV_AddBlend(0, 1, 0, 0.08f, ent.client.ps.blend); + } else if (ent.client.breather_framenum > GameBase.level.framenum) { + remaining = (int) ent.client.breather_framenum + - GameBase.level.framenum; + if (remaining == 30) // beginning to fade + GameBase.gi.sound(ent, Defines.CHAN_ITEM, GameBase.gi + .soundindex("items/airout.wav"), 1, Defines.ATTN_NORM, + 0); + if (remaining > 30 || (remaining & 4) != 0) + SV_AddBlend(0.4f, 1, 0.4f, 0.04f, 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(0.85f, 0.7f, 0.3f, 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 ================= + */ + public static void P_FallingDamage(edict_t ent) { + float delta; + int damage; + float[] dir = { 0, 0, 0 }; + + if (ent.s.modelindex != 255) + return; // not in the player model + + if (ent.movetype == Defines.MOVETYPE_NOCLIP) + return; + + if ((ent.client.oldvelocity[2] < 0) + && (ent.velocity[2] > ent.client.oldvelocity[2]) + && (null == ent.groundentity)) { + delta = ent.client.oldvelocity[2]; + } else { + if (ent.groundentity == null) + return; + delta = ent.velocity[2] - ent.client.oldvelocity[2]; + } + delta = delta * delta * 0.0001f; + + // 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 = Defines.EV_FOOTSTEP; + return; + } + + ent.client.fall_value = delta * 0.5f; + if (ent.client.fall_value > 40) + ent.client.fall_value = 40; + ent.client.fall_time = GameBase.level.time + Defines.FALL_TIME; + + if (delta > 30) { + if (ent.health > 0) { + if (delta >= 55) + ent.s.event = Defines.EV_FALLFAR; + else + ent.s.event = Defines.EV_FALL; + } + ent.pain_debounce_time = GameBase.level.time; // no normal pain + // sound + damage = (int) ((delta - 30) / 2); + if (damage < 1) + damage = 1; + Math3D.VectorSet(dir, 0, 0, 1); + + if (GameBase.deathmatch.value == 0 + || 0 == ((int) GameBase.dmflags.value & Defines.DF_NO_FALLING)) + GameUtil.T_Damage(ent, GameBase.g_edicts[0], + GameBase.g_edicts[0], dir, ent.s.origin, + Globals.vec3_origin, damage, 0, 0, Defines.MOD_FALLING); + } else { + ent.s.event = Defines.EV_FALLSHORT; + return; + } + } + + /* + * ============= P_WorldEffects ============= + */ + public static void P_WorldEffects() { + boolean breather; + boolean envirosuit; + int waterlevel, old_waterlevel; + + if (current_player.movetype == Defines.MOVETYPE_NOCLIP) { + current_player.air_finished = GameBase.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 > GameBase.level.framenum; + envirosuit = current_client.enviro_framenum > GameBase.level.framenum; + + // + // if just entered a water volume, play a sound + // + if (old_waterlevel == 0 && waterlevel != 0) { + GameWeapon.PlayerNoise(current_player, current_player.s.origin, + Defines.PNOISE_SELF); + if ((current_player.watertype & Defines.CONTENTS_LAVA) != 0) + GameBase.gi.sound(current_player, Defines.CHAN_BODY, + GameBase.gi.soundindex("player/lava_in.wav"), 1, + Defines.ATTN_NORM, 0); + else if ((current_player.watertype & Defines.CONTENTS_SLIME) != 0) + GameBase.gi.sound(current_player, Defines.CHAN_BODY, + GameBase.gi.soundindex("player/watr_in.wav"), 1, + Defines.ATTN_NORM, 0); + else if ((current_player.watertype & Defines.CONTENTS_WATER) != 0) + GameBase.gi.sound(current_player, Defines.CHAN_BODY, + GameBase.gi.soundindex("player/watr_in.wav"), 1, + Defines.ATTN_NORM, 0); + current_player.flags |= Defines.FL_INWATER; + + // clear damage_debounce, so the pain sound will play immediately + current_player.damage_debounce_time = GameBase.level.time - 1; + } + + // + // if just completely exited a water volume, play a sound + // + if (old_waterlevel != 0 && waterlevel == 0) { + GameWeapon.PlayerNoise(current_player, current_player.s.origin, + Defines.PNOISE_SELF); + GameBase.gi + .sound(current_player, Defines.CHAN_BODY, GameBase.gi + .soundindex("player/watr_out.wav"), 1, + Defines.ATTN_NORM, 0); + current_player.flags &= ~Defines.FL_INWATER; + } + + // + // check for head just going under water + // + if (old_waterlevel != 3 && waterlevel == 3) { + GameBase.gi.sound(current_player, Defines.CHAN_BODY, GameBase.gi + .soundindex("player/watr_un.wav"), 1, Defines.ATTN_NORM, 0); + } + + // + // check for head just coming out of water + // + if (old_waterlevel == 3 && waterlevel != 3) { + if (current_player.air_finished < GameBase.level.time) { // gasp for + // air + GameBase.gi.sound(current_player, Defines.CHAN_VOICE, + GameBase.gi.soundindex("player/gasp1.wav"), 1, + Defines.ATTN_NORM, 0); + GameWeapon.PlayerNoise(current_player, current_player.s.origin, + Defines.PNOISE_SELF); + } else if (current_player.air_finished < GameBase.level.time + 11) { // just + // break + // surface + GameBase.gi.sound(current_player, Defines.CHAN_VOICE, + GameBase.gi.soundindex("player/gasp2.wav"), 1, + Defines.ATTN_NORM, 0); + } + } + + // + // check for drowning + // + if (waterlevel == 3) { + // breather or envirosuit give air + if (breather || envirosuit) { + current_player.air_finished = GameBase.level.time + 10; + + if (((int) (current_client.breather_framenum - GameBase.level.framenum) % 25) == 0) { + if (current_client.breather_sound == 0) + GameBase.gi.sound(current_player, Defines.CHAN_AUTO, + GameBase.gi.soundindex("player/u_breath1.wav"), + 1, Defines.ATTN_NORM, 0); + else + GameBase.gi.sound(current_player, Defines.CHAN_AUTO, + GameBase.gi.soundindex("player/u_breath2.wav"), + 1, Defines.ATTN_NORM, 0); + current_client.breather_sound ^= 1; + GameWeapon.PlayerNoise(current_player, + current_player.s.origin, Defines.PNOISE_SELF); + //FIXME: release a bubble? + } + } + + // if out of air, start drowning + if (current_player.air_finished < GameBase.level.time) { // drown! + if (current_player.client.next_drown_time < GameBase.level.time + && current_player.health > 0) { + current_player.client.next_drown_time = GameBase.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) + GameBase.gi.sound(current_player, Defines.CHAN_VOICE, + GameBase.gi.soundindex("player/drown1.wav"), 1, + Defines.ATTN_NORM, 0); + else if ((Lib.rand() & 1) != 0) + GameBase.gi.sound(current_player, Defines.CHAN_VOICE, + GameBase.gi.soundindex("*gurp1.wav"), 1, + Defines.ATTN_NORM, 0); + else + GameBase.gi.sound(current_player, Defines.CHAN_VOICE, + GameBase.gi.soundindex("*gurp2.wav"), 1, + Defines.ATTN_NORM, 0); + + current_player.pain_debounce_time = GameBase.level.time; + + GameUtil.T_Damage(current_player, GameBase.g_edicts[0], + GameBase.g_edicts[0], Globals.vec3_origin, + current_player.s.origin, Globals.vec3_origin, + current_player.dmg, 0, Defines.DAMAGE_NO_ARMOR, + Defines.MOD_WATER); + } + } + } else { + current_player.air_finished = GameBase.level.time + 12; + current_player.dmg = 2; + } + + // + // check for sizzle damage + // + if (waterlevel != 0 + && 0 != (current_player.watertype & (Defines.CONTENTS_LAVA | Defines.CONTENTS_SLIME))) { + if ((current_player.watertype & Defines.CONTENTS_LAVA) != 0) { + if (current_player.health > 0 + && current_player.pain_debounce_time <= GameBase.level.time + && current_client.invincible_framenum < GameBase.level.framenum) { + if ((Lib.rand() & 1) != 0) + GameBase.gi.sound(current_player, Defines.CHAN_VOICE, + GameBase.gi.soundindex("player/burn1.wav"), 1, + Defines.ATTN_NORM, 0); + else + GameBase.gi.sound(current_player, Defines.CHAN_VOICE, + GameBase.gi.soundindex("player/burn2.wav"), 1, + Defines.ATTN_NORM, 0); + current_player.pain_debounce_time = GameBase.level.time + 1; + } + + if (envirosuit) // take 1/3 damage with envirosuit + GameUtil.T_Damage(current_player, GameBase.g_edicts[0], + GameBase.g_edicts[0], Globals.vec3_origin, + current_player.s.origin, Globals.vec3_origin, + 1 * waterlevel, 0, 0, Defines.MOD_LAVA); + else + GameUtil.T_Damage(current_player, GameBase.g_edicts[0], + GameBase.g_edicts[0], Globals.vec3_origin, + current_player.s.origin, Globals.vec3_origin, + 3 * waterlevel, 0, 0, Defines.MOD_LAVA); + } + + if ((current_player.watertype & Defines.CONTENTS_SLIME) != 0) { + if (!envirosuit) { // no damage from slime with envirosuit + GameUtil.T_Damage(current_player, GameBase.g_edicts[0], + GameBase.g_edicts[0], Globals.vec3_origin, + current_player.s.origin, Globals.vec3_origin, + 1 * waterlevel, 0, 0, Defines.MOD_SLIME); + } + } + } + } + + /* + * =============== G_SetClientEffects =============== + */ + public static void G_SetClientEffects(edict_t ent) { + int pa_type; + int remaining; + + ent.s.effects = 0; + ent.s.renderfx = 0; + + if (ent.health <= 0 || GameBase.level.intermissiontime != 0) + return; + + if (ent.powerarmor_time > GameBase.level.time) { + pa_type = GameUtil.PowerArmorType(ent); + if (pa_type == Defines.POWER_ARMOR_SCREEN) { + ent.s.effects |= Defines.EF_POWERSCREEN; + } else if (pa_type == Defines.POWER_ARMOR_SHIELD) { + ent.s.effects |= Defines.EF_COLOR_SHELL; + ent.s.renderfx |= Defines.RF_SHELL_GREEN; + } + } + + if (ent.client.quad_framenum > GameBase.level.framenum) { + remaining = (int) ent.client.quad_framenum + - GameBase.level.framenum; + if (remaining > 30 || 0 != (remaining & 4)) + ent.s.effects |= Defines.EF_QUAD; + } + + if (ent.client.invincible_framenum > GameBase.level.framenum) { + remaining = (int) ent.client.invincible_framenum + - GameBase.level.framenum; + if (remaining > 30 || 0 != (remaining & 4)) + ent.s.effects |= Defines.EF_PENT; + } + + // show cheaters!!! + if ((ent.flags & Defines.FL_GODMODE) != 0) { + ent.s.effects |= Defines.EF_COLOR_SHELL; + ent.s.renderfx |= (Defines.RF_SHELL_RED | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE); + } + } + + /* + * =============== G_SetClientEvent =============== + */ + public static void G_SetClientEvent(edict_t ent) { + if (ent.s.event != 0) + return; + + if (ent.groundentity != null && xyspeed > 225) { + if ((int) (current_client.bobtime + bobmove) != bobcycle) + ent.s.event = Defines.EV_FOOTSTEP; + } + } + + /* + * =============== G_SetClientSound =============== + */ + public static void G_SetClientSound(edict_t ent) { + String weap; + + if (ent.client.pers.game_helpchanged != GameBase.game.helpchanged) { + ent.client.pers.game_helpchanged = GameBase.game.helpchanged; + ent.client.pers.helpchanged = 1; + } + + // help beep (no more than three times) + if (ent.client.pers.helpchanged != 0 + && ent.client.pers.helpchanged <= 3 + && 0 == (GameBase.level.framenum & 63)) { + ent.client.pers.helpchanged++; + GameBase.gi.sound(ent, Defines.CHAN_VOICE, GameBase.gi + .soundindex("misc/pc_up.wav"), 1, Defines.ATTN_STATIC, 0); + } + + if (ent.client.pers.weapon != null) + weap = ent.client.pers.weapon.classname; + else + weap = ""; + + if (ent.waterlevel != 0 + && 0 != (ent.watertype & (Defines.CONTENTS_LAVA | Defines.CONTENTS_SLIME))) + ent.s.sound = GameBase.snd_fry; + else if (Lib.strcmp(weap, "weapon_railgun") == 0) + ent.s.sound = GameBase.gi.soundindex("weapons/rg_hum.wav"); + else if (Lib.strcmp(weap, "weapon_bfg") == 0) + ent.s.sound = GameBase.gi.soundindex("weapons/bfg_hum.wav"); + else if (ent.client.weapon_sound != 0) + ent.s.sound = ent.client.weapon_sound; + else + ent.s.sound = 0; + } + + /* + * =============== G_SetClientFrame =============== + */ + public static void G_SetClientFrame(edict_t ent) { + gclient_t client; + boolean duck, run; + + if (ent.s.modelindex != 255) + return; // not in the player model + + client = ent.client; + + if ((client.ps.pmove.pm_flags & pmove_t.PMF_DUCKED) != 0) + duck = true; + else + duck = false; + if (xyspeed != 0) + run = true; + else + run = false; + + boolean skip = false; + // check for stand/duck and stop/go transitions + if (duck != client.anim_duck + && client.anim_priority < Defines.ANIM_DEATH) + skip = true; + + if (run != client.anim_run + && client.anim_priority == Defines.ANIM_BASIC) + skip = true; + + if (null == ent.groundentity + && client.anim_priority <= Defines.ANIM_WAVE) + skip = true; + + if (!skip) { + if (client.anim_priority == Defines.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 == Defines.ANIM_DEATH) + return; // stay there + if (client.anim_priority == Defines.ANIM_JUMP) { + if (null == ent.groundentity) + return; // stay there + ent.client.anim_priority = Defines.ANIM_WAVE; + ent.s.frame = M_Player.FRAME_jump3; + ent.client.anim_end = M_Player.FRAME_jump6; + return; + } + } + + // return to either a running or standing frame + client.anim_priority = Defines.ANIM_BASIC; + client.anim_duck = duck; + client.anim_run = run; + + if (null == ent.groundentity) { + client.anim_priority = Defines.ANIM_JUMP; + if (ent.s.frame != M_Player.FRAME_jump2) + ent.s.frame = M_Player.FRAME_jump1; + client.anim_end = M_Player.FRAME_jump2; + } else if (run) { // running + if (duck) { + ent.s.frame = M_Player.FRAME_crwalk1; + client.anim_end = M_Player.FRAME_crwalk6; + } else { + ent.s.frame = M_Player.FRAME_run1; + client.anim_end = M_Player.FRAME_run6; + } + } else { // standing + if (duck) { + ent.s.frame = M_Player.FRAME_crstnd01; + client.anim_end = M_Player.FRAME_crstnd19; + } else { + ent.s.frame = M_Player.FRAME_stand01; + client.anim_end = M_Player.FRAME_stand40; + } + } + } + + /* + * ================= ClientEndServerFrame + * + * Called for each player at the end of the server frame and right after + * spawning ================= + */ + public static 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] = (short) (ent.s.origin[i] * 8.0); + current_client.ps.pmove.velocity[i] = (short) (ent.velocity[i] * 8.0); + } + + // + // If the end of unit layout is displayed, don't give + // the player any normal movement attributes + // + if (GameBase.level.intermissiontime != 0) { + // FIXME: add view drifting here? + current_client.ps.blend[3] = 0; + current_client.ps.fov = 90; + PlayerHud.G_SetStats(ent); + return; + } + + Math3D.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[Defines.PITCH] > 180) + ent.s.angles[Defines.PITCH] = (-360 + ent.client.v_angle[Defines.PITCH]) / 3; + else + ent.s.angles[Defines.PITCH] = ent.client.v_angle[Defines.PITCH] / 3; + ent.s.angles[Defines.YAW] = ent.client.v_angle[Defines.YAW]; + ent.s.angles[Defines.ROLL] = 0; + ent.s.angles[Defines.ROLL] = SV_CalcRoll(ent.s.angles, ent.velocity) * 4; + + // + // calculate speed and cycle to be used for + // all cyclic walking effects + // + xyspeed = (float) Math.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 != null) { // so bobbing only cycles when on + // ground + if (xyspeed > 210) + bobmove = 0.25f; + else if (xyspeed > 100) + bobmove = 0.125f; + else + bobmove = 0.0625f; + } + + bobtime = (current_client.bobtime += bobmove); + + if ((current_client.ps.pmove.pm_flags & pmove_t.PMF_DUCKED) != 0) + bobtime *= 4; + + bobcycle = (int) bobtime; + bobfracsin = (float) Math.abs(Math.sin(bobtime * Math.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) + PlayerHud.G_SetSpectatorStats(ent); + else + PlayerHud.G_SetStats(ent); + PlayerHud.G_CheckChaseStats(ent); + + G_SetClientEvent(ent); + + G_SetClientEffects(ent); + + G_SetClientSound(ent); + + G_SetClientFrame(ent); + + Math3D.VectorCopy(ent.velocity, ent.client.oldvelocity); + Math3D.VectorCopy(ent.client.ps.viewangles, ent.client.oldviewangles); + + // clear weapon kicks + Math3D.VectorClear(ent.client.kick_origin); + Math3D.VectorClear(ent.client.kick_angles); + + // if the scoreboard is up, update it + if (ent.client.showscores && 0 == (GameBase.level.framenum & 31)) { + PlayerHud.DeathmatchScoreboardMessage(ent, ent.enemy); + GameBase.gi.unicast(ent, false); + } + } + + public static float xyspeed; + + public static float bobmove; -// Created on 28.12.2003 by RST. -// $Id: PlayerView.java,v 1.1 2004-07-07 19:59:24 hzi Exp $ + public static int bobcycle; // odd cycles are right foot going forward -package jake2.game; + public static float bobfracsin; // sin(bobfrac*M_PI)} -import jake2.*; -import jake2.client.*; -import jake2.qcommon.*; -import jake2.render.*; -import jake2.server.*; - -public class PlayerView extends PlayerClient { - - public static edict_t current_player; - public static gclient_t current_client; - - public static float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 }, up = { 0, 0, 0 }; - public static float xyspeed; - - public static float bobmove; - public static int bobcycle; // odd cycles are right foot going forward - public static float bobfracsin; // sin(bobfrac*M_PI) - - /* - =============== - SV_CalcRoll - - =============== - */ - public static float SV_CalcRoll(float[] angles, float[] velocity) { - float sign; - float side; - float value; - - side = DotProduct(velocity, right); - sign = side < 0 ? -1 : 1; - side = Math.abs(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 - =============== - */ - private static int xxxi = 0; - - public static void P_DamageFeedback(edict_t player) { - gclient_t client; - float side; - float realcount, count, kick; - float[] v = { 0, 0, 0 }; - int r, l; - float[] power_color = { 0.0f, 1.0f, 0.0f }; - float[] acolor = { 1.0f, 1.0f, 1.0f }; - float[] bcolor = { 1.0f, 0.0f, 0.0f }; - - client = player.client; - - // flash the backgrounds behind the status numbers - client.ps.stats[STAT_FLASHES] = 0; - if (client.damage_blood != 0) - client.ps.stats[STAT_FLASHES] |= 1; - if (client.damage_armor != 0 && 0 == (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)) { - client.anim_priority = ANIM_PAIN; - if ((client.ps.pmove.pm_flags & PMF_DUCKED) != 0) { - player.s.frame = FRAME_crpain1 - 1; - client.anim_end = FRAME_crpain4; - } - else { - - xxxi = (xxxi + 1) % 3; - switch (xxxi) { - 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) - && 0 == (player.flags & FL_GODMODE) - && (client.invincible_framenum <= level.framenum)) { - r = 1 + (rand() & 1); - player.pain_debounce_time = level.time + 0.7f; - 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("*pain" + l + "_" + r + ".wav"), 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 * 0.01f; - if (client.damage_alpha < 0.2f) - client.damage_alpha = 0.2f; - if (client.damage_alpha > 0.6f) - client.damage_alpha = 0.6f; // 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 != 0) - VectorMA(v, (float) client.damage_parmor / realcount, power_color, v); - - if (client.damage_armor != 0) - VectorMA(v, (float) client.damage_armor / realcount, acolor, v); - - if (client.damage_blood != 0) - VectorMA(v, (float) client.damage_blood / realcount, bcolor, v); - VectorCopy(v, client.damage_blend); - - // - // calculate view angle kicks - // - kick = Math.abs(client.damage_knockback); - if (kick != 0 && player.health > 0) // kick of 0 means no view adjust at all - { - kick = kick * 100 / player.health; - - if (kick < count * 0.5) - kick = count * 0.5f; - 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 * 0.3f; - - side = -DotProduct(v, forward); - client.v_dmg_pitch = kick * side * 0.3f; - - 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 - - =============== - */ - public static void SV_CalcViewOffset(edict_t ent) { - float angles[] = { 0, 0, 0 }; - float bob; - float ratio; - float delta; - float[] v = { 0, 0, 0 }; - - //=================================== - - // base angles - angles = ent.client.ps.kick_angles; - - // if dead, fix the angle and don't add any kick - if (ent.deadflag != 0) { - 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) != 0) - delta *= 6; // crouching - angles[PITCH] += delta; - delta = bobfracsin * bob_roll.value * xyspeed; - if ((ent.client.ps.pmove.pm_flags & PMF_DUCKED) != 0) - delta *= 6; // crouching - if ((bobcycle & 1) != 0) - 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 - ============== - */ - public static void SV_CalcGunOffset(edict_t ent) { - int i; - float delta; - - // gun angles from bobbing - ent.client.ps.gunangles[ROLL] = xyspeed * bobfracsin * 0.005f; - ent.client.ps.gunangles[YAW] = xyspeed * bobfracsin * 0.01f; - if ((bobcycle & 1) != 0) { - 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 * 0.005f; - - // 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 - ============= - */ - public static 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 - ============= - */ - public static void SV_CalcBlend(edict_t ent) { - int contents; - float[] vieworg = { 0, 0, 0 }; - 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.pointcontents(vieworg); - if ((contents & (CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_WATER)) != 0) - ent.client.ps.rdflags |= RDF_UNDERWATER; - else - ent.client.ps.rdflags &= ~RDF_UNDERWATER; - - if ((contents & (CONTENTS_SOLID | CONTENTS_LAVA)) != 0) - SV_AddBlend(1.0f, 0.3f, 0.0f, 0.6f, ent.client.ps.blend); - else if ((contents & CONTENTS_SLIME) != 0) - SV_AddBlend(0.0f, 0.1f, 0.05f, 0.6f, ent.client.ps.blend); - else if ((contents & CONTENTS_WATER) != 0) - SV_AddBlend(0.5f, 0.3f, 0.2f, 0.4f, ent.client.ps.blend); - - // add for powerups - if (ent.client.quad_framenum > level.framenum) { - remaining = (int) (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) != 0) - SV_AddBlend(0, 0, 1, 0.08f, ent.client.ps.blend); - } - else if (ent.client.invincible_framenum > level.framenum) { - remaining = (int) 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) != 0) - SV_AddBlend(1, 1, 0, 0.08f, ent.client.ps.blend); - } - else if (ent.client.enviro_framenum > level.framenum) { - remaining = (int) 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) != 0) - SV_AddBlend(0, 1, 0, 0.08f, ent.client.ps.blend); - } - else if (ent.client.breather_framenum > level.framenum) { - remaining = (int) 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) != 0) - SV_AddBlend(0.4f, 1, 0.4f, 0.04f, 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(0.85f, 0.7f, 0.3f, 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 - ================= - */ - public static void P_FallingDamage(edict_t ent) { - float delta; - int damage; - float[] dir = { 0, 0, 0 }; - - 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]) && (null == ent.groundentity)) { - delta = ent.client.oldvelocity[2]; - } - else { - if (ent.groundentity == null) - return; - delta = ent.velocity[2] - ent.client.oldvelocity[2]; - } - delta = delta * delta * 0.0001f; - - // 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 * 0.5f; - 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 = (int) ((delta - 30) / 2); - if (damage < 1) - damage = 1; - VectorSet(dir, 0, 0, 1); - - if (deathmatch.value == 0 || 0 == ((int) dmflags.value & DF_NO_FALLING)) - T_Damage(ent, g_edicts[0], g_edicts[0], dir, ent.s.origin, vec3_origin, damage, 0, 0, MOD_FALLING); - } - else { - ent.s.event = EV_FALLSHORT; - return; - } - } - - /* - ============= - P_WorldEffects - ============= - */ - public static void P_WorldEffects() { - boolean breather; - boolean 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 == 0 && waterlevel != 0) { - PlayerNoise(current_player, current_player.s.origin, PNOISE_SELF); - if ((current_player.watertype & CONTENTS_LAVA) != 0) - gi.sound(current_player, CHAN_BODY, gi.soundindex("player/lava_in.wav"), 1, ATTN_NORM, 0); - else if ((current_player.watertype & CONTENTS_SLIME) != 0) - gi.sound(current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0); - else if ((current_player.watertype & CONTENTS_WATER) != 0) - 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 != 0 && waterlevel == 0) { - 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 == 0) - 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) != 0) - 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, - g_edicts[0], - g_edicts[0], - 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 != 0 && 0 != (current_player.watertype & (CONTENTS_LAVA | CONTENTS_SLIME))) { - if ((current_player.watertype & CONTENTS_LAVA) != 0) { - if (current_player.health > 0 - && current_player.pain_debounce_time <= level.time - && current_client.invincible_framenum < level.framenum) { - if ((rand() & 1) != 0) - 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, - g_edicts[0], - g_edicts[0], - vec3_origin, - current_player.s.origin, - vec3_origin, - 1 * waterlevel, - 0, - 0, - MOD_LAVA); - else - T_Damage( - current_player, - g_edicts[0], - g_edicts[0], - vec3_origin, - current_player.s.origin, - vec3_origin, - 3 * waterlevel, - 0, - 0, - MOD_LAVA); - } - - if ((current_player.watertype & CONTENTS_SLIME) != 0) { - if (!envirosuit) { // no damage from slime with envirosuit - T_Damage( - current_player, - g_edicts[0], - g_edicts[0], - vec3_origin, - current_player.s.origin, - vec3_origin, - 1 * waterlevel, - 0, - 0, - MOD_SLIME); - } - } - } - } - - /* - =============== - G_SetClientEffects - =============== - */ - public static 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 != 0) - 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 = (int) ent.client.quad_framenum - level.framenum; - if (remaining > 30 || 0 != (remaining & 4)) - ent.s.effects |= EF_QUAD; - } - - if (ent.client.invincible_framenum > level.framenum) { - remaining = (int) ent.client.invincible_framenum - level.framenum; - if (remaining > 30 || 0 != (remaining & 4)) - ent.s.effects |= EF_PENT; - } - - // show cheaters!!! - if ((ent.flags & FL_GODMODE) != 0) { - ent.s.effects |= EF_COLOR_SHELL; - ent.s.renderfx |= (RF_SHELL_RED | RF_SHELL_GREEN | RF_SHELL_BLUE); - } - } - - /* - =============== - G_SetClientEvent - =============== - */ - public static void G_SetClientEvent(edict_t ent) { - if (ent.s.event != 0) - return; - - if (ent.groundentity != null && xyspeed > 225) { - if ((int) (current_client.bobtime + bobmove) != bobcycle) - ent.s.event = EV_FOOTSTEP; - } - } - - /* - =============== - G_SetClientSound - =============== - */ - public static void G_SetClientSound(edict_t ent) { - String 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 != 0 && ent.client.pers.helpchanged <= 3 && 0 == (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 != null) - weap = ent.client.pers.weapon.classname; - else - weap = ""; - - if (ent.waterlevel != 0 && 0 != (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 != 0) - ent.s.sound = ent.client.weapon_sound; - else - ent.s.sound = 0; - } - - /* - =============== - G_SetClientFrame - =============== - */ - public static void G_SetClientFrame(edict_t ent) { - gclient_t client; - boolean duck, run; - - if (ent.s.modelindex != 255) - return; // not in the player model - - client = ent.client; - - if ((client.ps.pmove.pm_flags & PMF_DUCKED)!=0) - duck = true; - else - duck = false; - if (xyspeed!=0) - run = true; - else - run = false; - - boolean skip = false; - // check for stand/duck and stop/go transitions - if (duck != client.anim_duck && client.anim_priority < ANIM_DEATH) - skip = true; - - if (run != client.anim_run && client.anim_priority == ANIM_BASIC) - skip = true; - - if (null==ent.groundentity && client.anim_priority <= ANIM_WAVE) - skip = true; - - if (!skip) { - 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 (null==ent.groundentity) - return; // stay there - ent.client.anim_priority = ANIM_WAVE; - ent.s.frame = FRAME_jump3; - ent.client.anim_end = FRAME_jump6; - return; - } - } - - // return to either a running or standing frame - client.anim_priority = ANIM_BASIC; - client.anim_duck = duck; - client.anim_run = run; - - if (null==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 - ================= - */ - public static 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] = (short) (ent.s.origin[i] * 8.0); - current_client.ps.pmove.velocity[i] = (short) (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!=0) { - // 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 = (float) Math.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!=null) { // so bobbing only cycles when on ground - if (xyspeed > 210) - bobmove = 0.25f; - else if (xyspeed > 100) - bobmove = 0.125f; - else - bobmove = 0.0625f; - } - - bobtime = (current_client.bobtime += bobmove); - - if ((current_client.ps.pmove.pm_flags & PMF_DUCKED)!=0) - bobtime *= 4; - - bobcycle = (int) bobtime; - bobfracsin = (float) Math.abs(Math.sin(bobtime * Math.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 && 0==(level.framenum & 31)) { - DeathmatchScoreboardMessage(ent, ent.enemy); - gi.unicast(ent, false); - } - } -} + private static int xxxi = 0; +}
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