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Diffstat (limited to 'code/cgame/cg_event.c')
-rw-r--r-- | code/cgame/cg_event.c | 1215 |
1 files changed, 1215 insertions, 0 deletions
diff --git a/code/cgame/cg_event.c b/code/cgame/cg_event.c new file mode 100644 index 0000000..8700b44 --- /dev/null +++ b/code/cgame/cg_event.c @@ -0,0 +1,1215 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Quake III Arena source code is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +// cg_event.c -- handle entity events at snapshot or playerstate transitions + +#include "cg_local.h" + +// for the voice chats +#ifdef MISSIONPACK +#include "../../ui/menudef.h" +#endif +//========================================================================== + +/* +=================== +CG_PlaceString + +Also called by scoreboard drawing +=================== +*/ +const char *CG_PlaceString( int rank ) { + static char str[64]; + char *s, *t; + + if ( rank & RANK_TIED_FLAG ) { + rank &= ~RANK_TIED_FLAG; + t = "Tied for "; + } else { + t = ""; + } + + if ( rank == 1 ) { + s = S_COLOR_BLUE "1st" S_COLOR_WHITE; // draw in blue + } else if ( rank == 2 ) { + s = S_COLOR_RED "2nd" S_COLOR_WHITE; // draw in red + } else if ( rank == 3 ) { + s = S_COLOR_YELLOW "3rd" S_COLOR_WHITE; // draw in yellow + } else if ( rank == 11 ) { + s = "11th"; + } else if ( rank == 12 ) { + s = "12th"; + } else if ( rank == 13 ) { + s = "13th"; + } else if ( rank % 10 == 1 ) { + s = va("%ist", rank); + } else if ( rank % 10 == 2 ) { + s = va("%ind", rank); + } else if ( rank % 10 == 3 ) { + s = va("%ird", rank); + } else { + s = va("%ith", rank); + } + + Com_sprintf( str, sizeof( str ), "%s%s", t, s ); + return str; +} + +/* +============= +CG_Obituary +============= +*/ +static void CG_Obituary( entityState_t *ent ) { + int mod; + int target, attacker; + char *message; + char *message2; + const char *targetInfo; + const char *attackerInfo; + char targetName[32]; + char attackerName[32]; + gender_t gender; + clientInfo_t *ci; + + target = ent->otherEntityNum; + attacker = ent->otherEntityNum2; + mod = ent->eventParm; + + if ( target < 0 || target >= MAX_CLIENTS ) { + CG_Error( "CG_Obituary: target out of range" ); + } + ci = &cgs.clientinfo[target]; + + if ( attacker < 0 || attacker >= MAX_CLIENTS ) { + attacker = ENTITYNUM_WORLD; + attackerInfo = NULL; + } else { + attackerInfo = CG_ConfigString( CS_PLAYERS + attacker ); + } + + targetInfo = CG_ConfigString( CS_PLAYERS + target ); + if ( !targetInfo ) { + return; + } + Q_strncpyz( targetName, Info_ValueForKey( targetInfo, "n" ), sizeof(targetName) - 2); + strcat( targetName, S_COLOR_WHITE ); + + message2 = ""; + + // check for single client messages + + switch( mod ) { + case MOD_SUICIDE: + message = "suicides"; + break; + case MOD_FALLING: + message = "cratered"; + break; + case MOD_CRUSH: + message = "was squished"; + break; + case MOD_WATER: + message = "sank like a rock"; + break; + case MOD_SLIME: + message = "melted"; + break; + case MOD_LAVA: + message = "does a back flip into the lava"; + break; + case MOD_TARGET_LASER: + message = "saw the light"; + break; + case MOD_TRIGGER_HURT: + message = "was in the wrong place"; + break; + default: + message = NULL; + break; + } + + if (attacker == target) { + gender = ci->gender; + switch (mod) { +#ifdef MISSIONPACK + case MOD_KAMIKAZE: + message = "goes out with a bang"; + break; +#endif + case MOD_GRENADE_SPLASH: + if ( gender == GENDER_FEMALE ) + message = "tripped on her own grenade"; + else if ( gender == GENDER_NEUTER ) + message = "tripped on its own grenade"; + else + message = "tripped on his own grenade"; + break; + case MOD_ROCKET_SPLASH: + if ( gender == GENDER_FEMALE ) + message = "blew herself up"; + else if ( gender == GENDER_NEUTER ) + message = "blew itself up"; + else + message = "blew himself up"; + break; + case MOD_PLASMA_SPLASH: + if ( gender == GENDER_FEMALE ) + message = "melted herself"; + else if ( gender == GENDER_NEUTER ) + message = "melted itself"; + else + message = "melted himself"; + break; + case MOD_BFG_SPLASH: + message = "should have used a smaller gun"; + break; +#ifdef MISSIONPACK + case MOD_PROXIMITY_MINE: + if( gender == GENDER_FEMALE ) { + message = "found her prox mine"; + } else if ( gender == GENDER_NEUTER ) { + message = "found it's prox mine"; + } else { + message = "found his prox mine"; + } + break; +#endif + default: + if ( gender == GENDER_FEMALE ) + message = "killed herself"; + else if ( gender == GENDER_NEUTER ) + message = "killed itself"; + else + message = "killed himself"; + break; + } + } + + if (message) { + CG_Printf( "%s %s.\n", targetName, message); + return; + } + + // check for kill messages from the current clientNum + if ( attacker == cg.snap->ps.clientNum ) { + char *s; + + if ( cgs.gametype < GT_TEAM ) { + s = va("You fragged %s\n%s place with %i", targetName, + CG_PlaceString( cg.snap->ps.persistant[PERS_RANK] + 1 ), + cg.snap->ps.persistant[PERS_SCORE] ); + } else { + s = va("You fragged %s", targetName ); + } +#ifdef MISSIONPACK + if (!(cg_singlePlayerActive.integer && cg_cameraOrbit.integer)) { + CG_CenterPrint( s, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH ); + } +#else + CG_CenterPrint( s, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH ); +#endif + + // print the text message as well + } + + // check for double client messages + if ( !attackerInfo ) { + attacker = ENTITYNUM_WORLD; + strcpy( attackerName, "noname" ); + } else { + Q_strncpyz( attackerName, Info_ValueForKey( attackerInfo, "n" ), sizeof(attackerName) - 2); + strcat( attackerName, S_COLOR_WHITE ); + // check for kill messages about the current clientNum + if ( target == cg.snap->ps.clientNum ) { + Q_strncpyz( cg.killerName, attackerName, sizeof( cg.killerName ) ); + } + } + + if ( attacker != ENTITYNUM_WORLD ) { + switch (mod) { + case MOD_GRAPPLE: + message = "was caught by"; + break; + case MOD_GAUNTLET: + message = "was pummeled by"; + break; + case MOD_MACHINEGUN: + message = "was machinegunned by"; + break; + case MOD_SHOTGUN: + message = "was gunned down by"; + break; + case MOD_GRENADE: + message = "ate"; + message2 = "'s grenade"; + break; + case MOD_GRENADE_SPLASH: + message = "was shredded by"; + message2 = "'s shrapnel"; + break; + case MOD_ROCKET: + message = "ate"; + message2 = "'s rocket"; + break; + case MOD_ROCKET_SPLASH: + message = "almost dodged"; + message2 = "'s rocket"; + break; + case MOD_PLASMA: + message = "was melted by"; + message2 = "'s plasmagun"; + break; + case MOD_PLASMA_SPLASH: + message = "was melted by"; + message2 = "'s plasmagun"; + break; + case MOD_RAILGUN: + message = "was railed by"; + break; + case MOD_LIGHTNING: + message = "was electrocuted by"; + break; + case MOD_BFG: + case MOD_BFG_SPLASH: + message = "was blasted by"; + message2 = "'s BFG"; + break; +#ifdef MISSIONPACK + case MOD_NAIL: + message = "was nailed by"; + break; + case MOD_CHAINGUN: + message = "got lead poisoning from"; + message2 = "'s Chaingun"; + break; + case MOD_PROXIMITY_MINE: + message = "was too close to"; + message2 = "'s Prox Mine"; + break; + case MOD_KAMIKAZE: + message = "falls to"; + message2 = "'s Kamikaze blast"; + break; + case MOD_JUICED: + message = "was juiced by"; + break; +#endif + case MOD_TELEFRAG: + message = "tried to invade"; + message2 = "'s personal space"; + break; + default: + message = "was killed by"; + break; + } + + if (message) { + CG_Printf( "%s %s %s%s\n", + targetName, message, attackerName, message2); + return; + } + } + + // we don't know what it was + CG_Printf( "%s died.\n", targetName ); +} + +//========================================================================== + +/* +=============== +CG_UseItem +=============== +*/ +static void CG_UseItem( centity_t *cent ) { + clientInfo_t *ci; + int itemNum, clientNum; + gitem_t *item; + entityState_t *es; + + es = ¢->currentState; + + itemNum = (es->event & ~EV_EVENT_BITS) - EV_USE_ITEM0; + if ( itemNum < 0 || itemNum > HI_NUM_HOLDABLE ) { + itemNum = 0; + } + + // print a message if the local player + if ( es->number == cg.snap->ps.clientNum ) { + if ( !itemNum ) { + CG_CenterPrint( "No item to use", SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH ); + } else { + item = BG_FindItemForHoldable( itemNum ); + CG_CenterPrint( va("Use %s", item->pickup_name), SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH ); + } + } + + switch ( itemNum ) { + default: + case HI_NONE: + trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.useNothingSound ); + break; + + case HI_TELEPORTER: + break; + + case HI_MEDKIT: + clientNum = cent->currentState.clientNum; + if ( clientNum >= 0 && clientNum < MAX_CLIENTS ) { + ci = &cgs.clientinfo[ clientNum ]; + ci->medkitUsageTime = cg.time; + } + trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.medkitSound ); + break; + +#ifdef MISSIONPACK + case HI_KAMIKAZE: + break; + + case HI_PORTAL: + break; + case HI_INVULNERABILITY: + trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.useInvulnerabilitySound ); + break; +#endif + } + +} + +/* +================ +CG_ItemPickup + +A new item was picked up this frame +================ +*/ +static void CG_ItemPickup( int itemNum ) { + cg.itemPickup = itemNum; + cg.itemPickupTime = cg.time; + cg.itemPickupBlendTime = cg.time; + // see if it should be the grabbed weapon + if ( bg_itemlist[itemNum].giType == IT_WEAPON ) { + // select it immediately + if ( cg_autoswitch.integer && bg_itemlist[itemNum].giTag != WP_MACHINEGUN ) { + cg.weaponSelectTime = cg.time; + cg.weaponSelect = bg_itemlist[itemNum].giTag; + } + } + +} + + +/* +================ +CG_PainEvent + +Also called by playerstate transition +================ +*/ +void CG_PainEvent( centity_t *cent, int health ) { + char *snd; + + // don't do more than two pain sounds a second + if ( cg.time - cent->pe.painTime < 500 ) { + return; + } + + if ( health < 25 ) { + snd = "*pain25_1.wav"; + } else if ( health < 50 ) { + snd = "*pain50_1.wav"; + } else if ( health < 75 ) { + snd = "*pain75_1.wav"; + } else { + snd = "*pain100_1.wav"; + } + trap_S_StartSound( NULL, cent->currentState.number, CHAN_VOICE, + CG_CustomSound( cent->currentState.number, snd ) ); + + // save pain time for programitic twitch animation + cent->pe.painTime = cg.time; + cent->pe.painDirection ^= 1; +} + + + +/* +============== +CG_EntityEvent + +An entity has an event value +also called by CG_CheckPlayerstateEvents +============== +*/ +#define DEBUGNAME(x) if(cg_debugEvents.integer){CG_Printf(x"\n");} +void CG_EntityEvent( centity_t *cent, vec3_t position ) { + entityState_t *es; + int event; + vec3_t dir; + const char *s; + int clientNum; + clientInfo_t *ci; + + es = ¢->currentState; + event = es->event & ~EV_EVENT_BITS; + + if ( cg_debugEvents.integer ) { + CG_Printf( "ent:%3i event:%3i ", es->number, event ); + } + + if ( !event ) { + DEBUGNAME("ZEROEVENT"); + return; + } + + clientNum = es->clientNum; + if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) { + clientNum = 0; + } + ci = &cgs.clientinfo[ clientNum ]; + + switch ( event ) { + // + // movement generated events + // + case EV_FOOTSTEP: + DEBUGNAME("EV_FOOTSTEP"); + if (cg_footsteps.integer) { + trap_S_StartSound (NULL, es->number, CHAN_BODY, + cgs.media.footsteps[ ci->footsteps ][rand()&3] ); + } + break; + case EV_FOOTSTEP_METAL: + DEBUGNAME("EV_FOOTSTEP_METAL"); + if (cg_footsteps.integer) { + trap_S_StartSound (NULL, es->number, CHAN_BODY, + cgs.media.footsteps[ FOOTSTEP_METAL ][rand()&3] ); + } + break; + case EV_FOOTSPLASH: + DEBUGNAME("EV_FOOTSPLASH"); + if (cg_footsteps.integer) { + trap_S_StartSound (NULL, es->number, CHAN_BODY, + cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] ); + } + break; + case EV_FOOTWADE: + DEBUGNAME("EV_FOOTWADE"); + if (cg_footsteps.integer) { + trap_S_StartSound (NULL, es->number, CHAN_BODY, + cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] ); + } + break; + case EV_SWIM: + DEBUGNAME("EV_SWIM"); + if (cg_footsteps.integer) { + trap_S_StartSound (NULL, es->number, CHAN_BODY, + cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] ); + } + break; + + + case EV_FALL_SHORT: + DEBUGNAME("EV_FALL_SHORT"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.landSound ); + if ( clientNum == cg.predictedPlayerState.clientNum ) { + // smooth landing z changes + cg.landChange = -8; + cg.landTime = cg.time; + } + break; + case EV_FALL_MEDIUM: + DEBUGNAME("EV_FALL_MEDIUM"); + // use normal pain sound + trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*pain100_1.wav" ) ); + if ( clientNum == cg.predictedPlayerState.clientNum ) { + // smooth landing z changes + cg.landChange = -16; + cg.landTime = cg.time; + } + break; + case EV_FALL_FAR: + DEBUGNAME("EV_FALL_FAR"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*fall1.wav" ) ); + cent->pe.painTime = cg.time; // don't play a pain sound right after this + if ( clientNum == cg.predictedPlayerState.clientNum ) { + // smooth landing z changes + cg.landChange = -24; + cg.landTime = cg.time; + } + break; + + case EV_STEP_4: + case EV_STEP_8: + case EV_STEP_12: + case EV_STEP_16: // smooth out step up transitions + DEBUGNAME("EV_STEP"); + { + float oldStep; + int delta; + int step; + + if ( clientNum != cg.predictedPlayerState.clientNum ) { + break; + } + // if we are interpolating, we don't need to smooth steps + if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) || + cg_nopredict.integer || cg_synchronousClients.integer ) { + break; + } + // check for stepping up before a previous step is completed + delta = cg.time - cg.stepTime; + if (delta < STEP_TIME) { + oldStep = cg.stepChange * (STEP_TIME - delta) / STEP_TIME; + } else { + oldStep = 0; + } + + // add this amount + step = 4 * (event - EV_STEP_4 + 1 ); + cg.stepChange = oldStep + step; + if ( cg.stepChange > MAX_STEP_CHANGE ) { + cg.stepChange = MAX_STEP_CHANGE; + } + cg.stepTime = cg.time; + break; + } + + case EV_JUMP_PAD: + DEBUGNAME("EV_JUMP_PAD"); +// CG_Printf( "EV_JUMP_PAD w/effect #%i\n", es->eventParm ); + { + localEntity_t *smoke; + vec3_t up = {0, 0, 1}; + + + smoke = CG_SmokePuff( cent->lerpOrigin, up, + 32, + 1, 1, 1, 0.33f, + 1000, + cg.time, 0, + LEF_PUFF_DONT_SCALE, + cgs.media.smokePuffShader ); + } + + // boing sound at origin, jump sound on player + trap_S_StartSound ( cent->lerpOrigin, -1, CHAN_VOICE, cgs.media.jumpPadSound ); + trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) ); + break; + + case EV_JUMP: + DEBUGNAME("EV_JUMP"); + trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) ); + break; + case EV_TAUNT: + DEBUGNAME("EV_TAUNT"); + trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*taunt.wav" ) ); + break; +#ifdef MISSIONPACK + case EV_TAUNT_YES: + DEBUGNAME("EV_TAUNT_YES"); + CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_YES); + break; + case EV_TAUNT_NO: + DEBUGNAME("EV_TAUNT_NO"); + CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_NO); + break; + case EV_TAUNT_FOLLOWME: + DEBUGNAME("EV_TAUNT_FOLLOWME"); + CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_FOLLOWME); + break; + case EV_TAUNT_GETFLAG: + DEBUGNAME("EV_TAUNT_GETFLAG"); + CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_ONGETFLAG); + break; + case EV_TAUNT_GUARDBASE: + DEBUGNAME("EV_TAUNT_GUARDBASE"); + CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_ONDEFENSE); + break; + case EV_TAUNT_PATROL: + DEBUGNAME("EV_TAUNT_PATROL"); + CG_VoiceChatLocal(SAY_TEAM, qfalse, es->number, COLOR_CYAN, VOICECHAT_ONPATROL); + break; +#endif + case EV_WATER_TOUCH: + DEBUGNAME("EV_WATER_TOUCH"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrInSound ); + break; + case EV_WATER_LEAVE: + DEBUGNAME("EV_WATER_LEAVE"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrOutSound ); + break; + case EV_WATER_UNDER: + DEBUGNAME("EV_WATER_UNDER"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrUnSound ); + break; + case EV_WATER_CLEAR: + DEBUGNAME("EV_WATER_CLEAR"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*gasp.wav" ) ); + break; + + case EV_ITEM_PICKUP: + DEBUGNAME("EV_ITEM_PICKUP"); + { + gitem_t *item; + int index; + + index = es->eventParm; // player predicted + + if ( index < 1 || index >= bg_numItems ) { + break; + } + item = &bg_itemlist[ index ]; + + // powerups and team items will have a separate global sound, this one + // will be played at prediction time + if ( item->giType == IT_POWERUP || item->giType == IT_TEAM) { + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.n_healthSound ); + } else if (item->giType == IT_PERSISTANT_POWERUP) { +#ifdef MISSIONPACK + switch (item->giTag ) { + case PW_SCOUT: + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.scoutSound ); + break; + case PW_GUARD: + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.guardSound ); + break; + case PW_DOUBLER: + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.doublerSound ); + break; + case PW_AMMOREGEN: + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.ammoregenSound ); + break; + } +#endif + } else { + trap_S_StartSound (NULL, es->number, CHAN_AUTO, trap_S_RegisterSound( item->pickup_sound, qfalse ) ); + } + + // show icon and name on status bar + if ( es->number == cg.snap->ps.clientNum ) { + CG_ItemPickup( index ); + } + } + break; + + case EV_GLOBAL_ITEM_PICKUP: + DEBUGNAME("EV_GLOBAL_ITEM_PICKUP"); + { + gitem_t *item; + int index; + + index = es->eventParm; // player predicted + + if ( index < 1 || index >= bg_numItems ) { + break; + } + item = &bg_itemlist[ index ]; + // powerup pickups are global + if( item->pickup_sound ) { + trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, trap_S_RegisterSound( item->pickup_sound, qfalse ) ); + } + + // show icon and name on status bar + if ( es->number == cg.snap->ps.clientNum ) { + CG_ItemPickup( index ); + } + } + break; + + // + // weapon events + // + case EV_NOAMMO: + DEBUGNAME("EV_NOAMMO"); +// trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.noAmmoSound ); + if ( es->number == cg.snap->ps.clientNum ) { + CG_OutOfAmmoChange(); + } + break; + case EV_CHANGE_WEAPON: + DEBUGNAME("EV_CHANGE_WEAPON"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.selectSound ); + break; + case EV_FIRE_WEAPON: + DEBUGNAME("EV_FIRE_WEAPON"); + CG_FireWeapon( cent ); + break; + + case EV_USE_ITEM0: + DEBUGNAME("EV_USE_ITEM0"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM1: + DEBUGNAME("EV_USE_ITEM1"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM2: + DEBUGNAME("EV_USE_ITEM2"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM3: + DEBUGNAME("EV_USE_ITEM3"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM4: + DEBUGNAME("EV_USE_ITEM4"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM5: + DEBUGNAME("EV_USE_ITEM5"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM6: + DEBUGNAME("EV_USE_ITEM6"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM7: + DEBUGNAME("EV_USE_ITEM7"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM8: + DEBUGNAME("EV_USE_ITEM8"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM9: + DEBUGNAME("EV_USE_ITEM9"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM10: + DEBUGNAME("EV_USE_ITEM10"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM11: + DEBUGNAME("EV_USE_ITEM11"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM12: + DEBUGNAME("EV_USE_ITEM12"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM13: + DEBUGNAME("EV_USE_ITEM13"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM14: + DEBUGNAME("EV_USE_ITEM14"); + CG_UseItem( cent ); + break; + + //================================================================= + + // + // other events + // + case EV_PLAYER_TELEPORT_IN: + DEBUGNAME("EV_PLAYER_TELEPORT_IN"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.teleInSound ); + CG_SpawnEffect( position); + break; + + case EV_PLAYER_TELEPORT_OUT: + DEBUGNAME("EV_PLAYER_TELEPORT_OUT"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.teleOutSound ); + CG_SpawnEffect( position); + break; + + case EV_ITEM_POP: + DEBUGNAME("EV_ITEM_POP"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.respawnSound ); + break; + case EV_ITEM_RESPAWN: + DEBUGNAME("EV_ITEM_RESPAWN"); + cent->miscTime = cg.time; // scale up from this + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.respawnSound ); + break; + + case EV_GRENADE_BOUNCE: + DEBUGNAME("EV_GRENADE_BOUNCE"); + if ( rand() & 1 ) { + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.hgrenb1aSound ); + } else { + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.hgrenb2aSound ); + } + break; + +#ifdef MISSIONPACK + case EV_PROXIMITY_MINE_STICK: + DEBUGNAME("EV_PROXIMITY_MINE_STICK"); + if( es->eventParm & SURF_FLESH ) { + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.wstbimplSound ); + } else if( es->eventParm & SURF_METALSTEPS ) { + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.wstbimpmSound ); + } else { + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.wstbimpdSound ); + } + break; + + case EV_PROXIMITY_MINE_TRIGGER: + DEBUGNAME("EV_PROXIMITY_MINE_TRIGGER"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.wstbactvSound ); + break; + case EV_KAMIKAZE: + DEBUGNAME("EV_KAMIKAZE"); + CG_KamikazeEffect( cent->lerpOrigin ); + break; + case EV_OBELISKEXPLODE: + DEBUGNAME("EV_OBELISKEXPLODE"); + CG_ObeliskExplode( cent->lerpOrigin, es->eventParm ); + break; + case EV_OBELISKPAIN: + DEBUGNAME("EV_OBELISKPAIN"); + CG_ObeliskPain( cent->lerpOrigin ); + break; + case EV_INVUL_IMPACT: + DEBUGNAME("EV_INVUL_IMPACT"); + CG_InvulnerabilityImpact( cent->lerpOrigin, cent->currentState.angles ); + break; + case EV_JUICED: + DEBUGNAME("EV_JUICED"); + CG_InvulnerabilityJuiced( cent->lerpOrigin ); + break; + case EV_LIGHTNINGBOLT: + DEBUGNAME("EV_LIGHTNINGBOLT"); + CG_LightningBoltBeam(es->origin2, es->pos.trBase); + break; +#endif + case EV_SCOREPLUM: + DEBUGNAME("EV_SCOREPLUM"); + CG_ScorePlum( cent->currentState.otherEntityNum, cent->lerpOrigin, cent->currentState.time ); + break; + + // + // missile impacts + // + case EV_MISSILE_HIT: + DEBUGNAME("EV_MISSILE_HIT"); + ByteToDir( es->eventParm, dir ); + CG_MissileHitPlayer( es->weapon, position, dir, es->otherEntityNum ); + break; + + case EV_MISSILE_MISS: + DEBUGNAME("EV_MISSILE_MISS"); + ByteToDir( es->eventParm, dir ); + CG_MissileHitWall( es->weapon, 0, position, dir, IMPACTSOUND_DEFAULT ); + break; + + case EV_MISSILE_MISS_METAL: + DEBUGNAME("EV_MISSILE_MISS_METAL"); + ByteToDir( es->eventParm, dir ); + CG_MissileHitWall( es->weapon, 0, position, dir, IMPACTSOUND_METAL ); + break; + + case EV_RAILTRAIL: + DEBUGNAME("EV_RAILTRAIL"); + cent->currentState.weapon = WP_RAILGUN; + + if(es->clientNum == cg.snap->ps.clientNum && !cg.renderingThirdPerson) + { + if(cg_drawGun.integer == 2) + VectorMA(es->origin2, 8, cg.refdef.viewaxis[1], es->origin2); + else if(cg_drawGun.integer == 3) + VectorMA(es->origin2, 4, cg.refdef.viewaxis[1], es->origin2); + } + + CG_RailTrail(ci, es->origin2, es->pos.trBase); + + // if the end was on a nomark surface, don't make an explosion + if ( es->eventParm != 255 ) { + ByteToDir( es->eventParm, dir ); + CG_MissileHitWall( es->weapon, es->clientNum, position, dir, IMPACTSOUND_DEFAULT ); + } + break; + + case EV_BULLET_HIT_WALL: + DEBUGNAME("EV_BULLET_HIT_WALL"); + ByteToDir( es->eventParm, dir ); + CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD ); + break; + + case EV_BULLET_HIT_FLESH: + DEBUGNAME("EV_BULLET_HIT_FLESH"); + CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qtrue, es->eventParm ); + break; + + case EV_SHOTGUN: + DEBUGNAME("EV_SHOTGUN"); + CG_ShotgunFire( es ); + break; + + case EV_GENERAL_SOUND: + DEBUGNAME("EV_GENERAL_SOUND"); + if ( cgs.gameSounds[ es->eventParm ] ) { + trap_S_StartSound (NULL, es->number, CHAN_VOICE, cgs.gameSounds[ es->eventParm ] ); + } else { + s = CG_ConfigString( CS_SOUNDS + es->eventParm ); + trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, s ) ); + } + break; + + case EV_GLOBAL_SOUND: // play from the player's head so it never diminishes + DEBUGNAME("EV_GLOBAL_SOUND"); + if ( cgs.gameSounds[ es->eventParm ] ) { + trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.gameSounds[ es->eventParm ] ); + } else { + s = CG_ConfigString( CS_SOUNDS + es->eventParm ); + trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, CG_CustomSound( es->number, s ) ); + } + break; + + case EV_GLOBAL_TEAM_SOUND: // play from the player's head so it never diminishes + { + DEBUGNAME("EV_GLOBAL_TEAM_SOUND"); + switch( es->eventParm ) { + case GTS_RED_CAPTURE: // CTF: red team captured the blue flag, 1FCTF: red team captured the neutral flag + if ( cgs.clientinfo[cg.clientNum].team == TEAM_RED ) + CG_AddBufferedSound( cgs.media.captureYourTeamSound ); + else + CG_AddBufferedSound( cgs.media.captureOpponentSound ); + break; + case GTS_BLUE_CAPTURE: // CTF: blue team captured the red flag, 1FCTF: blue team captured the neutral flag + if ( cgs.clientinfo[cg.clientNum].team == TEAM_BLUE ) + CG_AddBufferedSound( cgs.media.captureYourTeamSound ); + else + CG_AddBufferedSound( cgs.media.captureOpponentSound ); + break; + case GTS_RED_RETURN: // CTF: blue flag returned, 1FCTF: never used + if ( cgs.clientinfo[cg.clientNum].team == TEAM_RED ) + CG_AddBufferedSound( cgs.media.returnYourTeamSound ); + else + CG_AddBufferedSound( cgs.media.returnOpponentSound ); + // + CG_AddBufferedSound( cgs.media.blueFlagReturnedSound ); + break; + case GTS_BLUE_RETURN: // CTF red flag returned, 1FCTF: neutral flag returned + if ( cgs.clientinfo[cg.clientNum].team == TEAM_BLUE ) + CG_AddBufferedSound( cgs.media.returnYourTeamSound ); + else + CG_AddBufferedSound( cgs.media.returnOpponentSound ); + // + CG_AddBufferedSound( cgs.media.redFlagReturnedSound ); + break; + + case GTS_RED_TAKEN: // CTF: red team took blue flag, 1FCTF: blue team took the neutral flag + // if this player picked up the flag then a sound is played in CG_CheckLocalSounds + if (cg.snap->ps.powerups[PW_BLUEFLAG] || cg.snap->ps.powerups[PW_NEUTRALFLAG]) { + } + else { + if (cgs.clientinfo[cg.clientNum].team == TEAM_BLUE) { +#ifdef MISSIONPACK + if (cgs.gametype == GT_1FCTF) + CG_AddBufferedSound( cgs.media.yourTeamTookTheFlagSound ); + else +#endif + CG_AddBufferedSound( cgs.media.enemyTookYourFlagSound ); + } + else if (cgs.clientinfo[cg.clientNum].team == TEAM_RED) { +#ifdef MISSIONPACK + if (cgs.gametype == GT_1FCTF) + CG_AddBufferedSound( cgs.media.enemyTookTheFlagSound ); + else +#endif + CG_AddBufferedSound( cgs.media.yourTeamTookEnemyFlagSound ); + } + } + break; + case GTS_BLUE_TAKEN: // CTF: blue team took the red flag, 1FCTF red team took the neutral flag + // if this player picked up the flag then a sound is played in CG_CheckLocalSounds + if (cg.snap->ps.powerups[PW_REDFLAG] || cg.snap->ps.powerups[PW_NEUTRALFLAG]) { + } + else { + if (cgs.clientinfo[cg.clientNum].team == TEAM_RED) { +#ifdef MISSIONPACK + if (cgs.gametype == GT_1FCTF) + CG_AddBufferedSound( cgs.media.yourTeamTookTheFlagSound ); + else +#endif + CG_AddBufferedSound( cgs.media.enemyTookYourFlagSound ); + } + else if (cgs.clientinfo[cg.clientNum].team == TEAM_BLUE) { +#ifdef MISSIONPACK + if (cgs.gametype == GT_1FCTF) + CG_AddBufferedSound( cgs.media.enemyTookTheFlagSound ); + else +#endif + CG_AddBufferedSound( cgs.media.yourTeamTookEnemyFlagSound ); + } + } + break; + case GTS_REDOBELISK_ATTACKED: // Overload: red obelisk is being attacked + if (cgs.clientinfo[cg.clientNum].team == TEAM_RED) { + CG_AddBufferedSound( cgs.media.yourBaseIsUnderAttackSound ); + } + break; + case GTS_BLUEOBELISK_ATTACKED: // Overload: blue obelisk is being attacked + if (cgs.clientinfo[cg.clientNum].team == TEAM_BLUE) { + CG_AddBufferedSound( cgs.media.yourBaseIsUnderAttackSound ); + } + break; + + case GTS_REDTEAM_SCORED: + CG_AddBufferedSound(cgs.media.redScoredSound); + break; + case GTS_BLUETEAM_SCORED: + CG_AddBufferedSound(cgs.media.blueScoredSound); + break; + case GTS_REDTEAM_TOOK_LEAD: + CG_AddBufferedSound(cgs.media.redLeadsSound); + break; + case GTS_BLUETEAM_TOOK_LEAD: + CG_AddBufferedSound(cgs.media.blueLeadsSound); + break; + case GTS_TEAMS_ARE_TIED: + CG_AddBufferedSound( cgs.media.teamsTiedSound ); + break; +#ifdef MISSIONPACK + case GTS_KAMIKAZE: + trap_S_StartLocalSound(cgs.media.kamikazeFarSound, CHAN_ANNOUNCER); + break; +#endif + default: + break; + } + break; + } + + case EV_PAIN: + // local player sounds are triggered in CG_CheckLocalSounds, + // so ignore events on the player + DEBUGNAME("EV_PAIN"); + if ( cent->currentState.number != cg.snap->ps.clientNum ) { + CG_PainEvent( cent, es->eventParm ); + } + break; + + case EV_DEATH1: + case EV_DEATH2: + case EV_DEATH3: + DEBUGNAME("EV_DEATHx"); + trap_S_StartSound( NULL, es->number, CHAN_VOICE, + CG_CustomSound( es->number, va("*death%i.wav", event - EV_DEATH1 + 1) ) ); + break; + + + case EV_OBITUARY: + DEBUGNAME("EV_OBITUARY"); + CG_Obituary( es ); + break; + + // + // powerup events + // + case EV_POWERUP_QUAD: + DEBUGNAME("EV_POWERUP_QUAD"); + if ( es->number == cg.snap->ps.clientNum ) { + cg.powerupActive = PW_QUAD; + cg.powerupTime = cg.time; + } + trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.quadSound ); + break; + case EV_POWERUP_BATTLESUIT: + DEBUGNAME("EV_POWERUP_BATTLESUIT"); + if ( es->number == cg.snap->ps.clientNum ) { + cg.powerupActive = PW_BATTLESUIT; + cg.powerupTime = cg.time; + } + trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.protectSound ); + break; + case EV_POWERUP_REGEN: + DEBUGNAME("EV_POWERUP_REGEN"); + if ( es->number == cg.snap->ps.clientNum ) { + cg.powerupActive = PW_REGEN; + cg.powerupTime = cg.time; + } + trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.regenSound ); + break; + + case EV_GIB_PLAYER: + DEBUGNAME("EV_GIB_PLAYER"); + // don't play gib sound when using the kamikaze because it interferes + // with the kamikaze sound, downside is that the gib sound will also + // not be played when someone is gibbed while just carrying the kamikaze + if ( !(es->eFlags & EF_KAMIKAZE) ) { + trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.gibSound ); + } + CG_GibPlayer( cent->lerpOrigin ); + break; + + case EV_STOPLOOPINGSOUND: + DEBUGNAME("EV_STOPLOOPINGSOUND"); + trap_S_StopLoopingSound( es->number ); + es->loopSound = 0; + break; + + case EV_DEBUG_LINE: + DEBUGNAME("EV_DEBUG_LINE"); + CG_Beam( cent ); + break; + + default: + DEBUGNAME("UNKNOWN"); + CG_Error( "Unknown event: %i", event ); + break; + } + +} + + +/* +============== +CG_CheckEvents + +============== +*/ +void CG_CheckEvents( centity_t *cent ) { + // check for event-only entities + if ( cent->currentState.eType > ET_EVENTS ) { + if ( cent->previousEvent ) { + return; // already fired + } + // if this is a player event set the entity number of the client entity number + if ( cent->currentState.eFlags & EF_PLAYER_EVENT ) { + cent->currentState.number = cent->currentState.otherEntityNum; + } + + cent->previousEvent = 1; + + cent->currentState.event = cent->currentState.eType - ET_EVENTS; + } else { + // check for events riding with another entity + if ( cent->currentState.event == cent->previousEvent ) { + return; + } + cent->previousEvent = cent->currentState.event; + if ( ( cent->currentState.event & ~EV_EVENT_BITS ) == 0 ) { + return; + } + } + + // calculate the position at exactly the frame time + BG_EvaluateTrajectory( ¢->currentState.pos, cg.snap->serverTime, cent->lerpOrigin ); + CG_SetEntitySoundPosition( cent ); + + CG_EntityEvent( cent, cent->lerpOrigin ); +} + |