File: game\p_view.c

    1 /*
    2 Copyright (C) 1997-2001 Id Software, Inc.
    3 
    4 This program is free software; you can redistribute it and/or
    5 modify it under the terms of the GNU General Public License
    6 as published by the Free Software Foundation; either version 2
    7 of the License, or (at your option) any later version.
    8 
    9 This program is distributed in the hope that it will be useful,
   10 but WITHOUT ANY WARRANTY; without even the implied warranty of
   11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
   12 
   13 See the GNU General Public License for more details.
   14 
   15 You should have received a copy of the GNU General Public License
   16 along with this program; if not, write to the Free Software
   17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
   18 
   19 */
   20 
   21 #include "g_local.h"
   22 #include "m_player.h"
   23 
   24 
   25 
   26 static  edict_t         *current_player;
   27 static  gclient_t       *current_client;
   28 
   29 static  vec3_t  forward, right, up;
   30 float   xyspeed;
   31 
   32 float   bobmove;
   33 int             bobcycle;               // odd cycles are right foot going forward
   34 float   bobfracsin;             // sin(bobfrac*M_PI)
   35 
   36 /*
   37 ===============
   38 SV_CalcRoll
   39 
   40 ===============
   41 */
   42 float SV_CalcRoll (vec3_t angles, vec3_t velocity)
   43 {
   44         float   sign;
   45         float   side;
   46         float   value;
   47         
   48         side = DotProduct (velocity, right);
   49         sign = side < 0 ? -1 : 1;
   50         side = fabs(side);
   51         
   52         value = sv_rollangle->value;
   53 
   54         if (side < sv_rollspeed->value)
   55                 side = side * value / sv_rollspeed->value;
   56         else
   57                 side = value;
   58         
   59         return side*sign;
   60         
   61 }
   62 
   63 
   64 /*
   65 ===============
   66 P_DamageFeedback
   67 
   68 Handles color blends and view kicks
   69 ===============
   70 */
   71 void P_DamageFeedback (edict_t *player)
   72 {
   73         gclient_t       *client;
   74         float   side;
   75         float   realcount, count, kick;
   76         vec3_t  v;
   77         int             r, l;
   78         static  vec3_t  power_color = {0.0, 1.0, 0.0};
   79         static  vec3_t  acolor = {1.0, 1.0, 1.0};
   80         static  vec3_t  bcolor = {1.0, 0.0, 0.0};
   81 
   82         client = player->client;
   83 
   84         // flash the backgrounds behind the status numbers
   85         client->ps.stats[STAT_FLASHES] = 0;
   86         if (client->damage_blood)
   87                 client->ps.stats[STAT_FLASHES] |= 1;
   88         if (client->damage_armor && !(player->flags & FL_GODMODE) && (client->invincible_framenum <= level.framenum))
   89                 client->ps.stats[STAT_FLASHES] |= 2;
   90 
   91         // total points of damage shot at the player this frame
   92         count = (client->damage_blood + client->damage_armor + client->damage_parmor);
   93         if (count == 0)
   94                 return;         // didn't take any damage
   95 
   96         // start a pain animation if still in the player model
   97         if (client->anim_priority < ANIM_PAIN && player->s.modelindex == 255)
   98         {
   99                 static int              i;
  100 
  101                 client->anim_priority = ANIM_PAIN;
  102                 if (client->ps.pmove.pm_flags & PMF_DUCKED)
  103                 {
  104                         player->s.frame = FRAME_crpain1-1;
  105                         client->anim_end = FRAME_crpain4;
  106                 }
  107                 else
  108                 {
  109                         i = (i+1)%3;
  110                         switch (i)
  111                         {
  112                         case 0:
  113                                 player->s.frame = FRAME_pain101-1;
  114                                 client->anim_end = FRAME_pain104;
  115                                 break;
  116                         case 1:
  117                                 player->s.frame = FRAME_pain201-1;
  118                                 client->anim_end = FRAME_pain204;
  119                                 break;
  120                         case 2:
  121                                 player->s.frame = FRAME_pain301-1;
  122                                 client->anim_end = FRAME_pain304;
  123                                 break;
  124                         }
  125                 }
  126         }
  127 
  128         realcount = count;
  129         if (count < 10)
  130                 count = 10;     // always make a visible effect
  131 
  132         // play an apropriate pain sound
  133         if ((level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) && (client->invincible_framenum <= level.framenum))
  134         {
  135                 r = 1 + (rand()&1);
  136                 player->pain_debounce_time = level.time + 0.7;
  137                 if (player->health < 25)
  138                         l = 25;
  139                 else if (player->health < 50)
  140                         l = 50;
  141                 else if (player->health < 75)
  142                         l = 75;
  143                 else
  144                         l = 100;
  145                 gi.sound (player, CHAN_VOICE, gi.soundindex(va("*pain%i_%i.wav", l, r)), 1, ATTN_NORM, 0);
  146         }
  147 
  148         // the total alpha of the blend is always proportional to count
  149         if (client->damage_alpha < 0)
  150                 client->damage_alpha = 0;
  151         client->damage_alpha += count*0.01;
  152         if (client->damage_alpha < 0.2)
  153                 client->damage_alpha = 0.2;
  154         if (client->damage_alpha > 0.6)
  155                 client->damage_alpha = 0.6;             // don't go too saturated
  156 
  157         // the color of the blend will vary based on how much was absorbed
  158         // by different armors
  159         VectorClear (v);
  160         if (client->damage_parmor)
  161                 VectorMA (v, (float)client->damage_parmor/realcount, power_color, v);
  162         if (client->damage_armor)
  163                 VectorMA (v, (float)client->damage_armor/realcount,  acolor, v);
  164         if (client->damage_blood)
  165                 VectorMA (v, (float)client->damage_blood/realcount,  bcolor, v);
  166         VectorCopy (v, client->damage_blend);
  167 
  168 
  169         //
  170         // calculate view angle kicks
  171         //
  172         kick = abs(client->damage_knockback);
  173         if (kick && player->health > 0) // kick of 0 means no view adjust at all
  174         {
  175                 kick = kick * 100 / player->health;
  176 
  177                 if (kick < count*0.5)
  178                         kick = count*0.5;
  179                 if (kick > 50)
  180                         kick = 50;
  181 
  182                 VectorSubtract (client->damage_from, player->s.origin, v);
  183                 VectorNormalize (v);
  184                 
  185                 side = DotProduct (v, right);
  186                 client->v_dmg_roll = kick*side*0.3;
  187                 
  188                 side = -DotProduct (v, forward);
  189                 client->v_dmg_pitch = kick*side*0.3;
  190 
  191                 client->v_dmg_time = level.time + DAMAGE_TIME;
  192         }
  193 
  194         //
  195         // clear totals
  196         //
  197         client->damage_blood = 0;
  198         client->damage_armor = 0;
  199         client->damage_parmor = 0;
  200         client->damage_knockback = 0;
  201 }
  202 
  203 
  204 
  205 
  206 /*
  207 ===============
  208 SV_CalcViewOffset
  209 
  210 Auto pitching on slopes?
  211 
  212   fall from 128: 400 = 160000
  213   fall from 256: 580 = 336400
  214   fall from 384: 720 = 518400
  215   fall from 512: 800 = 640000
  216   fall from 640: 960 = 
  217 
  218   damage = deltavelocity*deltavelocity  * 0.0001
  219 
  220 ===============
  221 */
  222 void SV_CalcViewOffset (edict_t *ent)
  223 {
  224         float           *angles;
  225         float           bob;
  226         float           ratio;
  227         float           delta;
  228         vec3_t          v;
  229 
  230 
  231 //===================================
  232 
  233         // base angles
  234         angles = ent->client->ps.kick_angles;
  235 
  236         // if dead, fix the angle and don't add any kick
  237         if (ent->deadflag)
  238         {
  239                 VectorClear (angles);
  240 
  241                 ent->client->ps.viewangles[ROLL] = 40;
  242                 ent->client->ps.viewangles[PITCH] = -15;
  243                 ent->client->ps.viewangles[YAW] = ent->client->killer_yaw;
  244         }
  245         else
  246         {
  247                 // add angles based on weapon kick
  248 
  249                 VectorCopy (ent->client->kick_angles, angles);
  250 
  251                 // add angles based on damage kick
  252 
  253                 ratio = (ent->client->v_dmg_time - level.time) / DAMAGE_TIME;
  254                 if (ratio < 0)
  255                 {
  256                         ratio = 0;
  257                         ent->client->v_dmg_pitch = 0;
  258                         ent->client->v_dmg_roll = 0;
  259                 }
  260                 angles[PITCH] += ratio * ent->client->v_dmg_pitch;
  261                 angles[ROLL] += ratio * ent->client->v_dmg_roll;
  262 
  263                 // add pitch based on fall kick
  264 
  265                 ratio = (ent->client->fall_time - level.time) / FALL_TIME;
  266                 if (ratio < 0)
  267                         ratio = 0;
  268                 angles[PITCH] += ratio * ent->client->fall_value;
  269 
  270                 // add angles based on velocity
  271 
  272                 delta = DotProduct (ent->velocity, forward);
  273                 angles[PITCH] += delta*run_pitch->value;
  274                 
  275                 delta = DotProduct (ent->velocity, right);
  276                 angles[ROLL] += delta*run_roll->value;
  277 
  278                 // add angles based on bob
  279 
  280                 delta = bobfracsin * bob_pitch->value * xyspeed;
  281                 if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
  282                         delta *= 6;             // crouching
  283                 angles[PITCH] += delta;
  284                 delta = bobfracsin * bob_roll->value * xyspeed;
  285                 if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
  286                         delta *= 6;             // crouching
  287                 if (bobcycle & 1)
  288                         delta = -delta;
  289                 angles[ROLL] += delta;
  290         }
  291 
  292 //===================================
  293 
  294         // base origin
  295 
  296         VectorClear (v);
  297 
  298         // add view height
  299 
  300         v[2] += ent->viewheight;
  301 
  302         // add fall height
  303 
  304         ratio = (ent->client->fall_time - level.time) / FALL_TIME;
  305         if (ratio < 0)
  306                 ratio = 0;
  307         v[2] -= ratio * ent->client->fall_value * 0.4;
  308 
  309         // add bob height
  310 
  311         bob = bobfracsin * xyspeed * bob_up->value;
  312         if (bob > 6)
  313                 bob = 6;
  314         //gi.DebugGraph (bob *2, 255);
  315         v[2] += bob;
  316 
  317         // add kick offset
  318 
  319         VectorAdd (v, ent->client->kick_origin, v);
  320 
  321         // absolutely bound offsets
  322         // so the view can never be outside the player box
  323 
  324         if (v[0] < -14)
  325                 v[0] = -14;
  326         else if (v[0] > 14)
  327                 v[0] = 14;
  328         if (v[1] < -14)
  329                 v[1] = -14;
  330         else if (v[1] > 14)
  331                 v[1] = 14;
  332         if (v[2] < -22)
  333                 v[2] = -22;
  334         else if (v[2] > 30)
  335                 v[2] = 30;
  336 
  337         VectorCopy (v, ent->client->ps.viewoffset);
  338 }
  339 
  340 /*
  341 ==============
  342 SV_CalcGunOffset
  343 ==============
  344 */
  345 void SV_CalcGunOffset (edict_t *ent)
  346 {
  347         int             i;
  348         float   delta;
  349 
  350         // gun angles from bobbing
  351         ent->client->ps.gunangles[ROLL] = xyspeed * bobfracsin * 0.005;
  352         ent->client->ps.gunangles[YAW] = xyspeed * bobfracsin * 0.01;
  353         if (bobcycle & 1)
  354         {
  355                 ent->client->ps.gunangles[ROLL] = -ent->client->ps.gunangles[ROLL];
  356                 ent->client->ps.gunangles[YAW] = -ent->client->ps.gunangles[YAW];
  357         }
  358 
  359         ent->client->ps.gunangles[PITCH] = xyspeed * bobfracsin * 0.005;
  360 
  361         // gun angles from delta movement
  362         for (i=0 ; i<3 ; i++)
  363         {
  364                 delta = ent->client->oldviewangles[i] - ent->client->ps.viewangles[i];
  365                 if (delta > 180)
  366                         delta -= 360;
  367                 if (delta < -180)
  368                         delta += 360;
  369                 if (delta > 45)
  370                         delta = 45;
  371                 if (delta < -45)
  372                         delta = -45;
  373                 if (i == YAW)
  374                         ent->client->ps.gunangles[ROLL] += 0.1*delta;
  375                 ent->client->ps.gunangles[i] += 0.2 * delta;
  376         }
  377 
  378         // gun height
  379         VectorClear (ent->client->ps.gunoffset);
  380 //      ent->ps->gunorigin[2] += bob;
  381 
  382         // gun_x / gun_y / gun_z are development tools
  383         for (i=0 ; i<3 ; i++)
  384         {
  385                 ent->client->ps.gunoffset[i] += forward[i]*(gun_y->value);
  386                 ent->client->ps.gunoffset[i] += right[i]*gun_x->value;
  387                 ent->client->ps.gunoffset[i] += up[i]* (-gun_z->value);
  388         }
  389 }
  390 
  391 
  392 /*
  393 =============
  394 SV_AddBlend
  395 =============
  396 */
  397 void SV_AddBlend (float r, float g, float b, float a, float *v_blend)
  398 {
  399         float   a2, a3;
  400 
  401         if (a <= 0)
  402                 return;
  403         a2 = v_blend[3] + (1-v_blend[3])*a;     // new total alpha
  404         a3 = v_blend[3]/a2;             // fraction of color from old
  405 
  406         v_blend[0] = v_blend[0]*a3 + r*(1-a3);
  407         v_blend[1] = v_blend[1]*a3 + g*(1-a3);
  408         v_blend[2] = v_blend[2]*a3 + b*(1-a3);
  409         v_blend[3] = a2;
  410 }
  411 
  412 
  413 /*
  414 =============
  415 SV_CalcBlend
  416 =============
  417 */
  418 void SV_CalcBlend (edict_t *ent)
  419 {
  420         int             contents;
  421         vec3_t  vieworg;
  422         int             remaining;
  423 
  424         ent->client->ps.blend[0] = ent->client->ps.blend[1] = 
  425                 ent->client->ps.blend[2] = ent->client->ps.blend[3] = 0;
  426 
  427         // add for contents
  428         VectorAdd (ent->s.origin, ent->client->ps.viewoffset, vieworg);
  429         contents = gi.pointcontents (vieworg);
  430         if (contents & (CONTENTS_LAVA|CONTENTS_SLIME|CONTENTS_WATER) )
  431                 ent->client->ps.rdflags |= RDF_UNDERWATER;
  432         else
  433                 ent->client->ps.rdflags &= ~RDF_UNDERWATER;
  434 
  435         if (contents & (CONTENTS_SOLID|CONTENTS_LAVA))
  436                 SV_AddBlend (1.0, 0.3, 0.0, 0.6, ent->client->ps.blend);
  437         else if (contents & CONTENTS_SLIME)
  438                 SV_AddBlend (0.0, 0.1, 0.05, 0.6, ent->client->ps.blend);
  439         else if (contents & CONTENTS_WATER)
  440                 SV_AddBlend (0.5, 0.3, 0.2, 0.4, ent->client->ps.blend);
  441 
  442         // add for powerups
  443         if (ent->client->quad_framenum > level.framenum)
  444         {
  445                 remaining = ent->client->quad_framenum - level.framenum;
  446                 if (remaining == 30)    // beginning to fade
  447                         gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage2.wav"), 1, ATTN_NORM, 0);
  448                 if (remaining > 30 || (remaining & 4) )
  449                         SV_AddBlend (0, 0, 1, 0.08, ent->client->ps.blend);
  450         }
  451         else if (ent->client->invincible_framenum > level.framenum)
  452         {
  453                 remaining = ent->client->invincible_framenum - level.framenum;
  454                 if (remaining == 30)    // beginning to fade
  455                         gi.sound(ent, CHAN_ITEM, gi.soundindex("items/protect2.wav"), 1, ATTN_NORM, 0);
  456                 if (remaining > 30 || (remaining & 4) )
  457                         SV_AddBlend (1, 1, 0, 0.08, ent->client->ps.blend);
  458         }
  459         else if (ent->client->enviro_framenum > level.framenum)
  460         {
  461                 remaining = ent->client->enviro_framenum - level.framenum;
  462                 if (remaining == 30)    // beginning to fade
  463                         gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
  464                 if (remaining > 30 || (remaining & 4) )
  465                         SV_AddBlend (0, 1, 0, 0.08, ent->client->ps.blend);
  466         }
  467         else if (ent->client->breather_framenum > level.framenum)
  468         {
  469                 remaining = ent->client->breather_framenum - level.framenum;
  470                 if (remaining == 30)    // beginning to fade
  471                         gi.sound(ent, CHAN_ITEM, gi.soundindex("items/airout.wav"), 1, ATTN_NORM, 0);
  472                 if (remaining > 30 || (remaining & 4) )
  473                         SV_AddBlend (0.4, 1, 0.4, 0.04, ent->client->ps.blend);
  474         }
  475 
  476         // add for damage
  477         if (ent->client->damage_alpha > 0)
  478                 SV_AddBlend (ent->client->damage_blend[0],ent->client->damage_blend[1]
  479                 ,ent->client->damage_blend[2], ent->client->damage_alpha, ent->client->ps.blend);
  480 
  481         if (ent->client->bonus_alpha > 0)
  482                 SV_AddBlend (0.85, 0.7, 0.3, ent->client->bonus_alpha, ent->client->ps.blend);
  483 
  484         // drop the damage value
  485         ent->client->damage_alpha -= 0.06;
  486         if (ent->client->damage_alpha < 0)
  487                 ent->client->damage_alpha = 0;
  488 
  489         // drop the bonus value
  490         ent->client->bonus_alpha -= 0.1;
  491         if (ent->client->bonus_alpha < 0)
  492                 ent->client->bonus_alpha = 0;
  493 }
  494 
  495 
  496 /*
  497 =================
  498 P_FallingDamage
  499 =================
  500 */
  501 void P_FallingDamage (edict_t *ent)
  502 {
  503         float   delta;
  504         int             damage;
  505         vec3_t  dir;
  506 
  507         if (ent->s.modelindex != 255)
  508                 return;         // not in the player model
  509 
  510         if (ent->movetype == MOVETYPE_NOCLIP)
  511                 return;
  512 
  513         if ((ent->client->oldvelocity[2] < 0) && (ent->velocity[2] > ent->client->oldvelocity[2]) && (!ent->groundentity))
  514         {
  515                 delta = ent->client->oldvelocity[2];
  516         }
  517         else
  518         {
  519                 if (!ent->groundentity)
  520                         return;
  521                 delta = ent->velocity[2] - ent->client->oldvelocity[2];
  522         }
  523         delta = delta*delta * 0.0001;
  524 
  525         // never take falling damage if completely underwater
  526         if (ent->waterlevel == 3)
  527                 return;
  528         if (ent->waterlevel == 2)
  529                 delta *= 0.25;
  530         if (ent->waterlevel == 1)
  531                 delta *= 0.5;
  532 
  533         if (delta < 1)
  534                 return;
  535 
  536         if (delta < 15)
  537         {
  538                 ent->s.event = EV_FOOTSTEP;
  539                 return;
  540         }
  541 
  542         ent->client->fall_value = delta*0.5;
  543         if (ent->client->fall_value > 40)
  544                 ent->client->fall_value = 40;
  545         ent->client->fall_time = level.time + FALL_TIME;
  546 
  547         if (delta > 30)
  548         {
  549                 if (ent->health > 0)
  550                 {
  551                         if (delta >= 55)
  552                                 ent->s.event = EV_FALLFAR;
  553                         else
  554                                 ent->s.event = EV_FALL;
  555                 }
  556                 ent->pain_debounce_time = level.time;   // no normal pain sound
  557                 damage = (delta-30)/2;
  558                 if (damage < 1)
  559                         damage = 1;
  560                 VectorSet (dir, 0, 0, 1);
  561 
  562                 if (!deathmatch->value || !((int)dmflags->value & DF_NO_FALLING) )
  563                         T_Damage (ent, world, world, dir, ent->s.origin, vec3_origin, damage, 0, 0, MOD_FALLING);
  564         }
  565         else
  566         {
  567                 ent->s.event = EV_FALLSHORT;
  568                 return;
  569         }
  570 }
  571 
  572 
  573 
  574 /*
  575 =============
  576 P_WorldEffects
  577 =============
  578 */
  579 void P_WorldEffects (void)
  580 {
  581         qboolean        breather;
  582         qboolean        envirosuit;
  583         int                     waterlevel, old_waterlevel;
  584 
  585         if (current_player->movetype == MOVETYPE_NOCLIP)
  586         {
  587                 current_player->air_finished = level.time + 12; // don't need air
  588                 return;
  589         }
  590 
  591         waterlevel = current_player->waterlevel;
  592         old_waterlevel = current_client->old_waterlevel;
  593         current_client->old_waterlevel = waterlevel;
  594 
  595         breather = current_client->breather_framenum > level.framenum;
  596         envirosuit = current_client->enviro_framenum > level.framenum;
  597 
  598         //
  599         // if just entered a water volume, play a sound
  600         //
  601         if (!old_waterlevel && waterlevel)
  602         {
  603                 PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
  604                 if (current_player->watertype & CONTENTS_LAVA)
  605                         gi.sound (current_player, CHAN_BODY, gi.soundindex("player/lava_in.wav"), 1, ATTN_NORM, 0);
  606                 else if (current_player->watertype & CONTENTS_SLIME)
  607                         gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
  608                 else if (current_player->watertype & CONTENTS_WATER)
  609                         gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
  610                 current_player->flags |= FL_INWATER;
  611 
  612                 // clear damage_debounce, so the pain sound will play immediately
  613                 current_player->damage_debounce_time = level.time - 1;
  614         }
  615 
  616         //
  617         // if just completely exited a water volume, play a sound
  618         //
  619         if (old_waterlevel && ! waterlevel)
  620         {
  621                 PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
  622                 gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0);
  623                 current_player->flags &= ~FL_INWATER;
  624         }
  625 
  626         //
  627         // check for head just going under water
  628         //
  629         if (old_waterlevel != 3 && waterlevel == 3)
  630         {
  631                 gi.sound (current_player, CHAN_BODY, gi.soundindex("player/watr_un.wav"), 1, ATTN_NORM, 0);
  632         }
  633 
  634         //
  635         // check for head just coming out of water
  636         //
  637         if (old_waterlevel == 3 && waterlevel != 3)
  638         {
  639                 if (current_player->air_finished < level.time)
  640                 {       // gasp for air
  641                         gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/gasp1.wav"), 1, ATTN_NORM, 0);
  642                         PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
  643                 }
  644                 else  if (current_player->air_finished < level.time + 11)
  645                 {       // just break surface
  646                         gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/gasp2.wav"), 1, ATTN_NORM, 0);
  647                 }
  648         }
  649 
  650         //
  651         // check for drowning
  652         //
  653         if (waterlevel == 3)
  654         {
  655                 // breather or envirosuit give air
  656                 if (breather || envirosuit)
  657                 {
  658                         current_player->air_finished = level.time + 10;
  659 
  660                         if (((int)(current_client->breather_framenum - level.framenum) % 25) == 0)
  661                         {
  662                                 if (!current_client->breather_sound)
  663                                         gi.sound (current_player, CHAN_AUTO, gi.soundindex("player/u_breath1.wav"), 1, ATTN_NORM, 0);
  664                                 else
  665                                         gi.sound (current_player, CHAN_AUTO, gi.soundindex("player/u_breath2.wav"), 1, ATTN_NORM, 0);
  666                                 current_client->breather_sound ^= 1;
  667                                 PlayerNoise(current_player, current_player->s.origin, PNOISE_SELF);
  668                                 //FIXME: release a bubble?
  669                         }
  670                 }
  671 
  672                 // if out of air, start drowning
  673                 if (current_player->air_finished < level.time)
  674                 {       // drown!
  675                         if (current_player->client->next_drown_time < level.time 
  676                                 && current_player->health > 0)
  677                         {
  678                                 current_player->client->next_drown_time = level.time + 1;
  679 
  680                                 // take more damage the longer underwater
  681                                 current_player->dmg += 2;
  682                                 if (current_player->dmg > 15)
  683                                         current_player->dmg = 15;
  684 
  685                                 // play a gurp sound instead of a normal pain sound
  686                                 if (current_player->health <= current_player->dmg)
  687                                         gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/drown1.wav"), 1, ATTN_NORM, 0);
  688                                 else if (rand()&1)
  689                                         gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp1.wav"), 1, ATTN_NORM, 0);
  690                                 else
  691                                         gi.sound (current_player, CHAN_VOICE, gi.soundindex("*gurp2.wav"), 1, ATTN_NORM, 0);
  692 
  693                                 current_player->pain_debounce_time = level.time;
  694 
  695                                 T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, current_player->dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
  696                         }
  697                 }
  698         }
  699         else
  700         {
  701                 current_player->air_finished = level.time + 12;
  702                 current_player->dmg = 2;
  703         }
  704 
  705         //
  706         // check for sizzle damage
  707         //
  708         if (waterlevel && (current_player->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
  709         {
  710                 if (current_player->watertype & CONTENTS_LAVA)
  711                 {
  712                         if (current_player->health > 0
  713                                 && current_player->pain_debounce_time <= level.time
  714                                 && current_client->invincible_framenum < level.framenum)
  715                         {
  716                                 if (rand()&1)
  717                                         gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/burn1.wav"), 1, ATTN_NORM, 0);
  718                                 else
  719                                         gi.sound (current_player, CHAN_VOICE, gi.soundindex("player/burn2.wav"), 1, ATTN_NORM, 0);
  720                                 current_player->pain_debounce_time = level.time + 1;
  721                         }
  722 
  723                         if (envirosuit) // take 1/3 damage with envirosuit
  724                                 T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_LAVA);
  725                         else
  726                                 T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 3*waterlevel, 0, 0, MOD_LAVA);
  727                 }
  728 
  729                 if (current_player->watertype & CONTENTS_SLIME)
  730                 {
  731                         if (!envirosuit)
  732                         {       // no damage from slime with envirosuit
  733                                 T_Damage (current_player, world, world, vec3_origin, current_player->s.origin, vec3_origin, 1*waterlevel, 0, 0, MOD_SLIME);
  734                         }
  735                 }
  736         }
  737 }
  738 
  739 
  740 /*
  741 ===============
  742 G_SetClientEffects
  743 ===============
  744 */
  745 void G_SetClientEffects (edict_t *ent)
  746 {
  747         int             pa_type;
  748         int             remaining;
  749 
  750         ent->s.effects = 0;
  751         ent->s.renderfx = 0;
  752 
  753         if (ent->health <= 0 || level.intermissiontime)
  754                 return;
  755 
  756         if (ent->powerarmor_time > level.time)
  757         {
  758                 pa_type = PowerArmorType (ent);
  759                 if (pa_type == POWER_ARMOR_SCREEN)
  760                 {
  761                         ent->s.effects |= EF_POWERSCREEN;
  762                 }
  763                 else if (pa_type == POWER_ARMOR_SHIELD)
  764                 {
  765                         ent->s.effects |= EF_COLOR_SHELL;
  766                         ent->s.renderfx |= RF_SHELL_GREEN;
  767                 }
  768         }
  769 
  770         if (ent->client->quad_framenum > level.framenum)
  771         {
  772                 remaining = ent->client->quad_framenum - level.framenum;
  773                 if (remaining > 30 || (remaining & 4) )
  774                         ent->s.effects |= EF_QUAD;
  775         }
  776 
  777         if (ent->client->invincible_framenum > level.framenum)
  778         {
  779                 remaining = ent->client->invincible_framenum - level.framenum;
  780                 if (remaining > 30 || (remaining & 4) )
  781                         ent->s.effects |= EF_PENT;
  782         }
  783 
  784         // show cheaters!!!
  785         if (ent->flags & FL_GODMODE)
  786         {
  787                 ent->s.effects |= EF_COLOR_SHELL;
  788                 ent->s.renderfx |= (RF_SHELL_RED|RF_SHELL_GREEN|RF_SHELL_BLUE);
  789         }
  790 }
  791 
  792 
  793 /*
  794 ===============
  795 G_SetClientEvent
  796 ===============
  797 */
  798 void G_SetClientEvent (edict_t *ent)
  799 {
  800         if (ent->s.event)
  801                 return;
  802 
  803         if ( ent->groundentity && xyspeed > 225)
  804         {
  805                 if ( (int)(current_client->bobtime+bobmove) != bobcycle )
  806                         ent->s.event = EV_FOOTSTEP;
  807         }
  808 }
  809 
  810 /*
  811 ===============
  812 G_SetClientSound
  813 ===============
  814 */
  815 void G_SetClientSound (edict_t *ent)
  816 {
  817         char    *weap;
  818 
  819         if (ent->client->pers.game_helpchanged != game.helpchanged)
  820         {
  821                 ent->client->pers.game_helpchanged = game.helpchanged;
  822                 ent->client->pers.helpchanged = 1;
  823         }
  824 
  825         // help beep (no more than three times)
  826         if (ent->client->pers.helpchanged && ent->client->pers.helpchanged <= 3 && !(level.framenum&63) )
  827         {
  828                 ent->client->pers.helpchanged++;
  829                 gi.sound (ent, CHAN_VOICE, gi.soundindex ("misc/pc_up.wav"), 1, ATTN_STATIC, 0);
  830         }
  831 
  832 
  833         if (ent->client->pers.weapon)
  834                 weap = ent->client->pers.weapon->classname;
  835         else
  836                 weap = "";
  837 
  838         if (ent->waterlevel && (ent->watertype&(CONTENTS_LAVA|CONTENTS_SLIME)) )
  839                 ent->s.sound = snd_fry;
  840         else if (strcmp(weap, "weapon_railgun") == 0)
  841                 ent->s.sound = gi.soundindex("weapons/rg_hum.wav");
  842         else if (strcmp(weap, "weapon_bfg") == 0)
  843                 ent->s.sound = gi.soundindex("weapons/bfg_hum.wav");
  844         else if (ent->client->weapon_sound)
  845                 ent->s.sound = ent->client->weapon_sound;
  846         else
  847                 ent->s.sound = 0;
  848 }
  849 
  850 /*
  851 ===============
  852 G_SetClientFrame
  853 ===============
  854 */
  855 void G_SetClientFrame (edict_t *ent)
  856 {
  857         gclient_t       *client;
  858         qboolean        duck, run;
  859 
  860         if (ent->s.modelindex != 255)
  861                 return;         // not in the player model
  862 
  863         client = ent->client;
  864 
  865         if (client->ps.pmove.pm_flags & PMF_DUCKED)
  866                 duck = true;
  867         else
  868                 duck = false;
  869         if (xyspeed)
  870                 run = true;
  871         else
  872                 run = false;
  873 
  874         // check for stand/duck and stop/go transitions
  875         if (duck != client->anim_duck && client->anim_priority < ANIM_DEATH)
  876                 goto newanim;
  877         if (run != client->anim_run && client->anim_priority == ANIM_BASIC)
  878                 goto newanim;
  879         if (!ent->groundentity && client->anim_priority <= ANIM_WAVE)
  880                 goto newanim;
  881 
  882         if(client->anim_priority == ANIM_REVERSE)
  883         {
  884                 if(ent->s.frame > client->anim_end)
  885                 {
  886                         ent->s.frame--;
  887                         return;
  888                 }
  889         }
  890         else if (ent->s.frame < client->anim_end)
  891         {       // continue an animation
  892                 ent->s.frame++;
  893                 return;
  894         }
  895 
  896         if (client->anim_priority == ANIM_DEATH)
  897                 return;         // stay there
  898         if (client->anim_priority == ANIM_JUMP)
  899         {
  900                 if (!ent->groundentity)
  901                         return;         // stay there
  902                 ent->client->anim_priority = ANIM_WAVE;
  903                 ent->s.frame = FRAME_jump3;
  904                 ent->client->anim_end = FRAME_jump6;
  905                 return;
  906         }
  907 
  908 newanim:
  909         // return to either a running or standing frame
  910         client->anim_priority = ANIM_BASIC;
  911         client->anim_duck = duck;
  912         client->anim_run = run;
  913 
  914         if (!ent->groundentity)
  915         {
  916                 client->anim_priority = ANIM_JUMP;
  917                 if (ent->s.frame != FRAME_jump2)
  918                         ent->s.frame = FRAME_jump1;
  919                 client->anim_end = FRAME_jump2;
  920         }
  921         else if (run)
  922         {       // running
  923                 if (duck)
  924                 {
  925                         ent->s.frame = FRAME_crwalk1;
  926                         client->anim_end = FRAME_crwalk6;
  927                 }
  928                 else
  929                 {
  930                         ent->s.frame = FRAME_run1;
  931                         client->anim_end = FRAME_run6;
  932                 }
  933         }
  934         else
  935         {       // standing
  936                 if (duck)
  937                 {
  938                         ent->s.frame = FRAME_crstnd01;
  939                         client->anim_end = FRAME_crstnd19;
  940                 }
  941                 else
  942                 {
  943                         ent->s.frame = FRAME_stand01;
  944                         client->anim_end = FRAME_stand40;
  945                 }
  946         }
  947 }
  948 
  949 
  950 /*
  951 =================
  952 ClientEndServerFrame
  953 
  954 Called for each player at the end of the server frame
  955 and right after spawning
  956 =================
  957 */
  958 void ClientEndServerFrame (edict_t *ent)
  959 {
  960         float   bobtime;
  961         int             i;
  962 
  963         current_player = ent;
  964         current_client = ent->client;
  965 
  966         //
  967         // If the origin or velocity have changed since ClientThink(),
  968         // update the pmove values.  This will happen when the client
  969         // is pushed by a bmodel or kicked by an explosion.
  970         // 
  971         // If it wasn't updated here, the view position would lag a frame
  972         // behind the body position when pushed -- "sinking into plats"
  973         //
  974         for (i=0 ; i<3 ; i++)
  975         {
  976                 current_client->ps.pmove.origin[i] = ent->s.origin[i]*8.0;
  977                 current_client->ps.pmove.velocity[i] = ent->velocity[i]*8.0;
  978         }
  979 
  980         //
  981         // If the end of unit layout is displayed, don't give
  982         // the player any normal movement attributes
  983         //
  984         if (level.intermissiontime)
  985         {
  986                 // FIXME: add view drifting here?
  987                 current_client->ps.blend[3] = 0;
  988                 current_client->ps.fov = 90;
  989                 G_SetStats (ent);
  990                 return;
  991         }
  992 
  993         AngleVectors (ent->client->v_angle, forward, right, up);
  994 
  995         // burn from lava, etc
  996         P_WorldEffects ();
  997 
  998         //
  999         // set model angles from view angles so other things in
 1000         // the world can tell which direction you are looking
 1001         //
 1002         if (ent->client->v_angle[PITCH] > 180)
 1003                 ent->s.angles[PITCH] = (-360 + ent->client->v_angle[PITCH])/3;
 1004         else
 1005                 ent->s.angles[PITCH] = ent->client->v_angle[PITCH]/3;
 1006         ent->s.angles[YAW] = ent->client->v_angle[YAW];
 1007         ent->s.angles[ROLL] = 0;
 1008         ent->s.angles[ROLL] = SV_CalcRoll (ent->s.angles, ent->velocity)*4;
 1009 
 1010         //
 1011         // calculate speed and cycle to be used for
 1012         // all cyclic walking effects
 1013         //
 1014         xyspeed = sqrt(ent->velocity[0]*ent->velocity[0] + ent->velocity[1]*ent->velocity[1]);
 1015 
 1016         if (xyspeed < 5)
 1017         {
 1018                 bobmove = 0;
 1019                 current_client->bobtime = 0;    // start at beginning of cycle again
 1020         }
 1021         else if (ent->groundentity)
 1022         {       // so bobbing only cycles when on ground
 1023                 if (xyspeed > 210)
 1024                         bobmove = 0.25;
 1025                 else if (xyspeed > 100)
 1026                         bobmove = 0.125;
 1027                 else
 1028                         bobmove = 0.0625;
 1029         }
 1030         
 1031         bobtime = (current_client->bobtime += bobmove);
 1032 
 1033         if (current_client->ps.pmove.pm_flags & PMF_DUCKED)
 1034                 bobtime *= 4;
 1035 
 1036         bobcycle = (int)bobtime;
 1037         bobfracsin = fabs(sin(bobtime*M_PI));
 1038 
 1039         // detect hitting the floor
 1040         P_FallingDamage (ent);
 1041 
 1042         // apply all the damage taken this frame
 1043         P_DamageFeedback (ent);
 1044 
 1045         // determine the view offsets
 1046         SV_CalcViewOffset (ent);
 1047 
 1048         // determine the gun offsets
 1049         SV_CalcGunOffset (ent);
 1050 
 1051         // determine the full screen color blend
 1052         // must be after viewoffset, so eye contents can be
 1053         // accurately determined
 1054         // FIXME: with client prediction, the contents
 1055         // should be determined by the client
 1056         SV_CalcBlend (ent);
 1057 
 1058         // chase cam stuff
 1059         if (ent->client->resp.spectator)
 1060                 G_SetSpectatorStats(ent);
 1061         else
 1062                 G_SetStats (ent);
 1063         G_CheckChaseStats(ent);
 1064 
 1065         G_SetClientEvent (ent);
 1066 
 1067         G_SetClientEffects (ent);
 1068 
 1069         G_SetClientSound (ent);
 1070 
 1071         G_SetClientFrame (ent);
 1072 
 1073         VectorCopy (ent->velocity, ent->client->oldvelocity);
 1074         VectorCopy (ent->client->ps.viewangles, ent->client->oldviewangles);
 1075 
 1076         // clear weapon kicks
 1077         VectorClear (ent->client->kick_origin);
 1078         VectorClear (ent->client->kick_angles);
 1079 
 1080         // if the scoreboard is up, update it
 1081         if (ent->client->showscores && !(level.framenum & 31) )
 1082         {
 1083                 DeathmatchScoreboardMessage (ent, ent->enemy);
 1084                 gi.unicast (ent, false);
 1085         }
 1086 }
 1087 
 1088