1436 lines
40 KiB
C
1436 lines
40 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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Copyright (C) 2007 HermitWorks Entertainment Corporation
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This file is part of the Space Trader source code.
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The Space Trader source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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The Space Trader source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with the Space Trader source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "ui_local.h"
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#define UI_TIMER_GESTURE 2300
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#define UI_TIMER_JUMP 1000
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#define UI_TIMER_LAND 130
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#define UI_TIMER_WEAPON_SWITCH 300
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#define UI_TIMER_ATTACK 500
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#define UI_TIMER_MUZZLE_FLASH 20
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#define UI_TIMER_WEAPON_DELAY 250
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#define JUMP_HEIGHT 56.0f
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#define SWINGSPEED 0.3f
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#define SPIN_SPEED 0.9f
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#define COAST_TIME 1000
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static int dp_realtime;
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static float jumpHeight;
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sfxHandle_t weaponChangeSound;
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/*
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===============
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UI_PlayerInfo_SetWeapon
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===============
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*/
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static void UI_PlayerInfo_SetWeapon( playerInfo_t *pi, weapon_t weaponNum ) {
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gitem_t * item;
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char path[MAX_QPATH];
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pi->currentWeapon = weaponNum;
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tryagain:
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pi->realWeapon = weaponNum;
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pi->weaponModel = 0;
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pi->barrelModel = 0;
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pi->flashModel = 0;
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if ( weaponNum == WP_NONE ) {
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return;
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}
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for ( item = bg_itemlist + 1; item->classname ; item++ ) {
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if ( item->giType != IT_WEAPON ) {
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continue;
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}
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if ( item->giTag == weaponNum ) {
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break;
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}
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}
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if ( item->classname ) {
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pi->weaponModel = trap_R_RegisterModel( item->world_model[0] );
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}
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if( pi->weaponModel == 0 ) {
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if( weaponNum == WP_PISTOL ) {
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weaponNum = WP_NONE;
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goto tryagain;
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}
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weaponNum = WP_PISTOL;
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goto tryagain;
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}
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if ( weaponNum == WP_PISTOL || weaponNum == WP_GAUNTLET ) {
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strcpy( path, item->world_model[0] );
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COM_StripExtension( path, path, sizeof(path) );
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strcat( path, "_barrel.md3" );
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pi->barrelModel = trap_R_RegisterModel( path );
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}
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strcpy( path, item->world_model[0] );
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COM_StripExtension( path, path, sizeof(path) );
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strcat( path, "_flash.md3" );
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pi->flashModel = trap_R_RegisterModel( path );
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switch( weaponNum ) {
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case WP_GAUNTLET:
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MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
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break;
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case WP_PISTOL:
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MAKERGB( pi->flashDlightColor, 1, 1, 0 );
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break;
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case WP_SHOTGUN:
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MAKERGB( pi->flashDlightColor, 1, 1, 0 );
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break;
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case WP_GRENADE:
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MAKERGB( pi->flashDlightColor, 1, 0.7f, 0.5f );
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break;
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case WP_HIGHCAL:
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MAKERGB( pi->flashDlightColor, 1, 1, 0 );
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break;
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case WP_ASSAULT:
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MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
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break;
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case WP_GRAPPLING_HOOK:
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MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
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break;
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default:
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MAKERGB( pi->flashDlightColor, 1, 1, 1 );
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break;
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}
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}
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/*
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===============
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UI_ForceLegsAnim
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===============
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*/
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static void UI_ForceLegsAnim( playerInfo_t *pi, int anim ) {
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pi->legsAnim = anim;
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if ( anim == LEGS_JUMP ) {
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pi->legsAnimationTimer = UI_TIMER_JUMP;
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}
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}
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/*
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===============
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UI_ForceTorsoAnim
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===============
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*/
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static void UI_ForceTorsoAnim( playerInfo_t *pi, int anim ) {
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pi->torsoAnim = anim;
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if ( anim == TORSO_GESTURE ) {
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pi->torsoAnimationTimer = UI_TIMER_GESTURE;
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}
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if ( anim == TORSO_ATTACK || anim == TORSO_ATTACK2 ) {
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pi->torsoAnimationTimer = UI_TIMER_ATTACK;
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}
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}
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/*
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UNREFERENCED LOCAL FUNCTION
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static void UI_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
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clipHandle_t parentModel, char *tagName ) {
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int i;
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affine_t lerped;
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// lerp the tag
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trap_CM_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
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1.0f - parent->backlerp, tagName );
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// FIXME: allow origin offsets along tag?
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VectorCopy( parent->origin, entity->origin );
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for ( i = 0 ; i < 3 ; i++ ) {
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VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
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}
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// cast away const because of compiler problems
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MatrixMultiply( lerped.axis, ((refEntity_t*)parent)->axis, entity->axis );
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entity->backlerp = parent->backlerp;
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}
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*/
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/*
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======================
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UI_PositionRotatedEntityOnTag
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======================
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*/
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static void UI_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
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clipHandle_t parentModel, char *tagName ) {
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int i;
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affine_t lerped;
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vec3_t tempAxis[3];
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// lerp the tag
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trap_CM_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
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1.0f - parent->backlerp, tagName );
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// FIXME: allow origin offsets along tag?
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VectorCopy( parent->origin, entity->origin );
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for ( i = 0 ; i < 3 ; i++ ) {
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VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
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}
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// cast away const because of compiler problems
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MatrixMultiply( entity->axis, ((refEntity_t *)parent)->axis, tempAxis );
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MatrixMultiply( lerped.axis, tempAxis, entity->axis );
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}
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/*
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===============
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UI_SetLerpFrameAnimation
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===============
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*/
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static void UI_SetLerpFrameAnimation( playerInfo_t *ci, lerpFrame_t *lf, int newAnimation ) {
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animation_t *anim;
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lf->animationNumber = newAnimation;
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if ( newAnimation < 0 || newAnimation >= MAX_ANIMATIONS ) {
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trap_Error( ERR_DROP, va("Bad animation number: %i", newAnimation) );
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}
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anim = &ci->animations[ newAnimation ];
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lf->animation = anim;
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lf->animationTime = lf->frameTime + anim->initialLerp;
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}
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/*
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===============
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UI_RunLerpFrame
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===============
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*/
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static qboolean UI_RunLerpFrame( playerInfo_t *ci, lerpFrame_t *lf ) {
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int f;
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animation_t *anim;
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REF_PARAM( ci );
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// if we have passed the current frame, move it to
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// oldFrame and calculate a new frame
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if ( dp_realtime >= lf->frameTime ) {
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lf->oldFrame = lf->frame;
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lf->oldFrameTime = lf->frameTime;
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// get the next frame based on the animation
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anim = lf->animation;
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if ( dp_realtime < lf->animationTime ) {
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lf->frameTime = lf->animationTime; // initial lerp
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} else {
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lf->frameTime = lf->oldFrameTime + anim->frameLerp;
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}
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f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp;
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if ( f >= anim->numFrames ) {
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f -= anim->numFrames;
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if ( anim->loopFrames ) {
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f %= anim->loopFrames;
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f += anim->numFrames - anim->loopFrames;
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} else {
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return qfalse;/*
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f = anim->numFrames - 1;
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// the animation is stuck at the end, so it
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// can immediately transition to another sequence
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lf->frameTime = dp_realtime;*/
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}
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}
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lf->frame = anim->firstFrame + f;
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if ( dp_realtime > lf->frameTime ) {
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lf->frameTime = dp_realtime;
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}
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}
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if ( lf->frameTime > dp_realtime + 200 ) {
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lf->frameTime = dp_realtime;
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}
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if ( lf->oldFrameTime > dp_realtime ) {
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lf->oldFrameTime = dp_realtime;
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}
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// calculate current lerp value
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if ( lf->frameTime == lf->oldFrameTime ) {
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lf->backlerp = 0.0f;
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} else {
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lf->backlerp = 1.0f - (float)( dp_realtime - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime );
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}
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return qtrue;
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}
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static int UI_BlendPlayerAnimation( playerInfo_t *pi, animNumber_t newAnimation, animNumber_t oldAnimation, lerpFrame_t *current, lerpFrame_t *new)
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{
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// see if the animation sequence is switching
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if ( newAnimation != oldAnimation || !current->animation) {
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//CG_Printf("[NOTICE]Blending from %d to %d\n", oldAnimation, newAnimation);
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if (current->animation)
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{
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Com_Memcpy(new, current, sizeof(lerpFrame_t) );
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UI_SetLerpFrameAnimation( pi, current, newAnimation );
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} else {
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//transition from null animation to first animation.
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UI_SetLerpFrameAnimation( pi, current, newAnimation );
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Com_Memcpy(new, current, sizeof(lerpFrame_t) );
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}
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return ANIM_TRANSITION_TIME;
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}
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return 0;
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}
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static animNumber_t UI_AnimationPriorities( playerInfo_t *pi, animNumber_t anim ) {
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if ( pi->idleTimer <= uiInfo.uiDC.realTime ) {
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pi->idleTimer = uiInfo.uiDC.realTime + 5000 + Q_rrand(0,3000);
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if ( anim == LEGS_IDLE ) {
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switch ( Q_rand() % 3 ){
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case 0:
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return LEGS_IDLE2;
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case 1:
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return LEGS_IDLE3;
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case 2:
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return LEGS_IDLE4;
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default:
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return LEGS_IDLE;
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}
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} else {
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return LEGS_IDLE;
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}
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}
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return anim;
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}
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/*
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===============
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UI_PlayerAnimation
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===============
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*/
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static void UI_PlayerAnimation( playerInfo_t *pi, refEntity_t *legs, refEntity_t *legs2, refEntity_t *torso, refEntity_t *torso2 ) {
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float speedScale;
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animNumber_t newAnimation;
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speedScale = 1.0f;
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newAnimation = UI_AnimationPriorities( pi, pi->legs.animationNumber );
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if ( pi->legsAnimationTimer <= 0 )
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pi->legsAnimationTimer = UI_BlendPlayerAnimation( pi, newAnimation, pi->legs.animationNumber, &pi->legs, &pi->legs2 );
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if (UI_RunLerpFrame( pi, &pi->legs ) == qfalse)
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{
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if ( !(pi->legs.animationNumber >= BOTH_DEATH1 && pi->legs.animationNumber <= BOTH_DEAD3) ) {
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int default_anim = LEGS_IDLE;//UI_AnimationPriorities( pi, pi->legs.animationNumber );
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if ( pi->legsAnimationTimer <= 0 )
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{
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pi->legsAnimationTimer = UI_BlendPlayerAnimation( pi, default_anim, pi->legs.animationNumber, &pi->legs, &pi->legs2 );
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UI_RunLerpFrame( pi, &pi->legs );
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}
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}
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}
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legs->oldframe = pi->legs.oldFrame;
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legs->frame = pi->legs.frame;
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legs->backlerp = pi->legs.backlerp;
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if ( pi->legsAnimationTimer > 0 )
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{
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UI_RunLerpFrame( pi, &pi->legs2 );
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legs2->oldframe = pi->legs2.oldFrame;
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legs2->frame = pi->legs2.frame;
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legs2->backlerp = pi->legs2.backlerp;
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//if (cg_debugAnim.integer == 2 ) CG_Printf("Legs");
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}
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//newAnimation = UI_AnimationPriorities( pi, pi->torso.animationNumber );
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if ( pi->torsoAnimationTimer <= 0 )
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pi->torsoAnimationTimer = UI_BlendPlayerAnimation( pi, newAnimation, pi->torso.animationNumber, &pi->torso, &pi->torso2 );
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if (UI_RunLerpFrame( pi, &pi->torso ) == qfalse)
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{
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if ( !(pi->torso.animationNumber >= BOTH_DEATH1 && pi->torso.animationNumber <= BOTH_DEAD3) ) {
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animNumber_t default_anim = LEGS_IDLE;
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if ( pi->torsoAnimationTimer <= 0 )
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{
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pi->torsoAnimationTimer = UI_BlendPlayerAnimation( pi, default_anim, pi->torso.animationNumber, &pi->torso, &pi->torso2 );
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UI_RunLerpFrame( pi, &pi->torso );
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}
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}
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}
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torso->oldframe = pi->torso.oldFrame;
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torso->frame = pi->torso.frame;
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torso->backlerp = pi->torso.backlerp;
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if ( pi->torsoAnimationTimer > 0 )
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{
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UI_RunLerpFrame( pi, &pi->torso2 );
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torso2->oldframe = pi->torso2.oldFrame;
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torso2->frame = pi->torso2.frame;
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torso2->backlerp = pi->torso2.backlerp;
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}
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}
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/*
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==================
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UI_SwingAngles
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==================
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*/
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static void UI_SwingAngles( float destination, float swingTolerance, float clampTolerance,
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float speed, float *angle, qboolean *swinging ) {
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float swing;
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float move;
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float scale;
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if ( !*swinging ) {
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// see if a swing should be started
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swing = AngleSubtract( *angle, destination );
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if ( swing > swingTolerance || swing < -swingTolerance ) {
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*swinging = qtrue;
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}
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}
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if ( !*swinging ) {
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return;
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}
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// modify the speed depending on the delta
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// so it doesn't seem so linear
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swing = AngleSubtract( destination, *angle );
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scale = fabsf( swing );
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if ( scale < swingTolerance * 0.5f ) {
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scale = 0.5f;
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} else if ( scale < swingTolerance ) {
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scale = 1.0f;
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} else {
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scale = 2.0f;
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}
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// swing towards the destination angle
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if ( swing >= 0.0f ) {
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move = uiInfo.uiDC.frameTime * scale * speed;
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if ( move >= swing ) {
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move = swing;
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*swinging = qfalse;
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}
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*angle = AngleMod( *angle + move );
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} else if ( swing < 0.0f ) {
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move = uiInfo.uiDC.frameTime * scale * -speed;
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if ( move <= swing ) {
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move = swing;
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*swinging = qfalse;
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}
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*angle = AngleMod( *angle + move );
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}
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// clamp to no more than tolerance
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swing = AngleSubtract( destination, *angle );
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if ( swing > clampTolerance ) {
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*angle = AngleMod( destination - (clampTolerance - 1) );
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} else if ( swing < -clampTolerance ) {
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*angle = AngleMod( destination + (clampTolerance - 1) );
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}
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}
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|
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/*
|
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======================
|
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UI_MovedirAdjustment
|
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======================
|
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*/
|
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static float UI_MovedirAdjustment( playerInfo_t *pi ) {
|
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vec3_t relativeAngles;
|
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vec3_t moveVector;
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VectorSubtract( pi->viewAngles, pi->moveAngles, relativeAngles );
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AngleVectors( relativeAngles, moveVector, NULL, NULL );
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if ( Q_fabs( moveVector[0] ) < 0.01 ) {
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moveVector[0] = 0.0;
|
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}
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if ( Q_fabs( moveVector[1] ) < 0.01 ) {
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moveVector[1] = 0.0;
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}
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|
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if ( moveVector[1] == 0 && moveVector[0] > 0 ) {
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return 0;
|
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}
|
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if ( moveVector[1] < 0 && moveVector[0] > 0 ) {
|
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return 22;
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}
|
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if ( moveVector[1] < 0 && moveVector[0] == 0 ) {
|
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return 45;
|
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}
|
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if ( moveVector[1] < 0 && moveVector[0] < 0 ) {
|
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return -22;
|
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}
|
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if ( moveVector[1] == 0 && moveVector[0] < 0 ) {
|
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return 0;
|
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}
|
|
if ( moveVector[1] > 0 && moveVector[0] < 0 ) {
|
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return 22;
|
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}
|
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if ( moveVector[1] > 0 && moveVector[0] == 0 ) {
|
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return -45;
|
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}
|
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|
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return -22;
|
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}
|
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|
|
/*
|
|
===============
|
|
UI_PlayerAngles
|
|
===============
|
|
*/
|
|
static void UI_PlayerAngles( playerInfo_t *pi, vec3_t legsAngles, vec3_t legs[3], vec3_t torsoAngles, vec3_t torso[3], vec3_t headAngles, vec3_t head[3] ) {
|
|
float dest;
|
|
float adjust;
|
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|
|
VectorCopy( pi->viewAngles, headAngles );
|
|
headAngles[YAW] = AngleMod( headAngles[YAW] );
|
|
VectorClear( legsAngles );
|
|
VectorClear( torsoAngles );
|
|
|
|
// --------- yaw -------------
|
|
|
|
// allow yaw to drift a bit
|
|
if ( pi->legsAnim != LEGS_IDLE
|
|
|| pi->torsoAnim != TORSO_STAND ) {
|
|
// if not standing still, always point all in the same direction
|
|
pi->torso.yawing = qtrue; // always center
|
|
pi->torso.pitching = qtrue; // always center
|
|
pi->legs.yawing = qtrue; // always center
|
|
}
|
|
|
|
// adjust legs for movement dir
|
|
adjust = UI_MovedirAdjustment( pi );
|
|
legsAngles[YAW] = headAngles[YAW] + adjust;
|
|
torsoAngles[YAW] = headAngles[YAW] + 0.25f * adjust;
|
|
|
|
|
|
// torso
|
|
UI_SwingAngles( torsoAngles[YAW], 25.0f, 90.0f, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing );
|
|
UI_SwingAngles( legsAngles[YAW], 40.0f, 90.0f, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing );
|
|
|
|
torsoAngles[YAW] = pi->torso.yawAngle;
|
|
legsAngles[YAW] = pi->legs.yawAngle;
|
|
|
|
// --------- pitch -------------
|
|
|
|
// only show a fraction of the pitch angle in the torso
|
|
if ( headAngles[PITCH] > 180 ) {
|
|
dest = (-360.0f + headAngles[PITCH]) * 0.75f;
|
|
} else {
|
|
dest = headAngles[PITCH] * 0.75f;
|
|
}
|
|
UI_SwingAngles( dest, 15.0f, 30.0f, 0.1f, &pi->torso.pitchAngle, &pi->torso.pitching );
|
|
torsoAngles[PITCH] = pi->torso.pitchAngle;
|
|
|
|
// pull the angles back out of the hierarchial chain
|
|
AnglesSubtract( headAngles, torsoAngles, headAngles );
|
|
AnglesSubtract( torsoAngles, legsAngles, torsoAngles );
|
|
AnglesToAxis( legsAngles, legs );
|
|
AnglesToAxis( torsoAngles, torso );
|
|
AnglesToAxis( headAngles, head );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
UI_PlayerFloatSprite
|
|
===============
|
|
*/
|
|
static void UI_PlayerFloatSprite( playerInfo_t *pi, vec3_t origin, qhandle_t shader )
|
|
{
|
|
refEntity_t ent;
|
|
|
|
REF_PARAM( pi );
|
|
|
|
memset( &ent, 0, sizeof( ent ) );
|
|
VectorCopy( origin, ent.origin );
|
|
ent.origin[2] += 48;
|
|
ent.reType = RT_SPRITE;
|
|
ent.customShader = shader;
|
|
ent.radius = 10;
|
|
ent.renderfx = 0;
|
|
trap_R_AddRefEntityToScene( &ent );
|
|
}
|
|
|
|
|
|
/*
|
|
======================
|
|
UI_MachinegunSpinAngle
|
|
======================
|
|
*/
|
|
float UI_MachinegunSpinAngle( playerInfo_t *pi ) {
|
|
int delta;
|
|
float angle;
|
|
float speed;
|
|
int torsoAnim;
|
|
|
|
delta = dp_realtime - pi->barrelTime;
|
|
if ( pi->barrelSpinning ) {
|
|
angle = pi->barrelAngle + delta * SPIN_SPEED;
|
|
} else {
|
|
if ( delta > COAST_TIME ) {
|
|
delta = COAST_TIME;
|
|
}
|
|
|
|
speed = 0.5f * ( SPIN_SPEED + (float)( COAST_TIME - delta ) / ((float)COAST_TIME) );
|
|
angle = pi->barrelAngle + delta * speed;
|
|
}
|
|
|
|
torsoAnim = pi->torsoAnim;
|
|
if( torsoAnim == TORSO_ATTACK2 ) {
|
|
torsoAnim = TORSO_ATTACK;
|
|
}
|
|
if ( pi->barrelSpinning == !(torsoAnim == TORSO_ATTACK) ) {
|
|
pi->barrelTime = dp_realtime;
|
|
pi->barrelAngle = AngleMod( angle );
|
|
pi->barrelSpinning = !!(torsoAnim == TORSO_ATTACK);
|
|
}
|
|
|
|
return angle;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
UI_DrawPlayer
|
|
===============
|
|
*/
|
|
void UI_DrawPlayer( rectDef_t * r, playerInfo_t *pi, int time, float zoom ) {
|
|
refdef_t refdef;
|
|
refEntity_t legs;
|
|
refEntity_t torso;
|
|
refEntity_t head;
|
|
refEntity_t legs2;
|
|
refEntity_t torso2;
|
|
refEntity_t head2;
|
|
vec3_t origin;
|
|
int renderfx;
|
|
vec3_t mins = {-16, -16, -18};
|
|
vec3_t maxs = {16, 16, 34};
|
|
float len;
|
|
float xx;
|
|
float x = r->x;
|
|
float y = r->y;
|
|
float w = r->w;
|
|
float h = r->h;
|
|
vec3_t legsAngles, torsoAngles, headAngles;
|
|
|
|
if( (pi->modelType == MT_X42 && !pi->legsModel) ||
|
|
(pi->modelType == MT_MD3 && (!pi->torsoModel || !pi->headModel || !pi->animations[0].numFrames)) )
|
|
return;
|
|
|
|
// this allows the ui to cache the player model on the main menu
|
|
if( w == 0 || h == 0 )
|
|
return;
|
|
|
|
dp_realtime = time;
|
|
|
|
if( pi->pendingWeapon != -1 && dp_realtime > pi->weaponTimer )
|
|
{
|
|
pi->weapon = pi->pendingWeapon;
|
|
pi->lastWeapon = pi->pendingWeapon;
|
|
pi->pendingWeapon = -1;
|
|
pi->weaponTimer = 0;
|
|
if( pi->currentWeapon != pi->weapon )
|
|
trap_S_StartLocalSound( weaponChangeSound, CHAN_LOCAL );
|
|
}
|
|
|
|
UI_AdjustFrom640( &x, &y, &w, &h );
|
|
|
|
y -= jumpHeight;
|
|
|
|
memset( &refdef, 0, sizeof( refdef ) );
|
|
memset( &legs, 0, sizeof( legs ) );
|
|
memset( &torso, 0, sizeof( torso ) );
|
|
memset( &head, 0, sizeof( head ) );
|
|
memset( &legs2, 0, sizeof( legs2 ) );
|
|
memset( &torso2, 0, sizeof( torso2 ) );
|
|
memset( &head2, 0, sizeof( head2 ) );
|
|
|
|
refdef.rdflags = RDF_NOWORLDMODEL;
|
|
|
|
AxisClear( refdef.viewaxis );
|
|
|
|
refdef.x = (int)x;
|
|
refdef.y = (int)y;
|
|
refdef.width = (int)w;
|
|
refdef.height = (int)h;
|
|
|
|
refdef.fov_x = floorf( (float)refdef.width / 640.0f * 80.0F );
|
|
xx = refdef.width / tanf( refdef.fov_x / 360.0f * M_PI );
|
|
refdef.fov_y = atan2f( refdef.height, xx );
|
|
refdef.fov_y *= ( 360.0f / M_PI );
|
|
|
|
// calculate distance so the player nearly fills the box
|
|
len = (0.45f + ((1.0f - zoom) * 0.1f)) * ( maxs[2] - mins[2] );
|
|
origin[0] = len / tanf( DEG2RAD( refdef.fov_x ) * 0.5f );
|
|
origin[1] = 0.5f * ( mins[1] + maxs[1] );
|
|
origin[2] = -0.5f * ( mins[2] + maxs[2] );
|
|
|
|
refdef.time = dp_realtime;
|
|
|
|
trap_R_ClearScene();
|
|
|
|
// get the rotation information
|
|
UI_PlayerAngles( pi, legsAngles, legs.axis, torsoAngles, torso.axis, headAngles, head.axis );
|
|
|
|
// get the animation state (after rotation, to allow feet shuffle)
|
|
UI_PlayerAnimation( pi, &legs, &legs2, &torso, &torso2 );
|
|
|
|
renderfx = RF_LIGHTING_ORIGIN | RF_NOSHADOW;
|
|
|
|
//
|
|
// add the legs
|
|
//
|
|
legs.hModel = pi->legsModel;
|
|
legs.customSkin = pi->legsSkin;
|
|
|
|
VectorCopy( origin, legs.origin );
|
|
|
|
VectorCopy( origin, legs.lightingOrigin );
|
|
legs.renderfx = renderfx;
|
|
VectorCopy ( legs.origin, legs.oldorigin );
|
|
|
|
if( pi->modelType == MT_X42 )
|
|
{
|
|
animGroupFrame_t groups[2];
|
|
boneOffset_t offsets[2];
|
|
animGroupTransition_t transitions[2];
|
|
|
|
animGroupFrame_t groups2[2];
|
|
|
|
groups[0].animGroup = 0;
|
|
groups[0].frame0 = legs.oldframe;
|
|
groups[0].frame1 = legs.frame;
|
|
groups[0].interp = 1.0F - legs.backlerp;
|
|
groups[0].wrapFrames = legs.renderfx & RF_WRAP_FRAMES;
|
|
|
|
groups[1].animGroup = 1;
|
|
groups[1].frame0 = torso.oldframe;
|
|
groups[1].frame1 = torso.frame;
|
|
groups[1].interp = 1.0F - torso.backlerp;
|
|
groups[1].wrapFrames = torso.renderfx & RF_WRAP_FRAMES;
|
|
|
|
//blend groups
|
|
if (pi->legsAnimationTimer > 0 )
|
|
{
|
|
groups2[0].animGroup = 0;
|
|
groups2[0].frame0 = legs2.oldframe;
|
|
groups2[0].frame1 = legs2.frame;
|
|
groups2[0].interp = 1.0F - legs2.backlerp;
|
|
groups2[0].wrapFrames = legs2.renderfx & RF_WRAP_FRAMES;
|
|
} else {
|
|
groups2[0].animGroup = 0;
|
|
groups2[0].frame0 = legs.oldframe;
|
|
groups2[0].frame1 = legs.frame;
|
|
groups2[0].interp = 1.0F - legs.backlerp;
|
|
groups2[0].wrapFrames = legs.renderfx & RF_WRAP_FRAMES;
|
|
}
|
|
//blend groups
|
|
if (pi->torsoAnimationTimer > 0 )
|
|
{
|
|
groups2[1].animGroup = 1;
|
|
groups2[1].frame0 = torso2.oldframe;
|
|
groups2[1].frame1 = torso2.frame;
|
|
groups2[1].interp = 1.0F - torso2.backlerp;
|
|
groups2[1].wrapFrames = torso2.renderfx & RF_WRAP_FRAMES;
|
|
} else {
|
|
groups2[1].animGroup = 1;
|
|
groups2[1].frame0 = torso.oldframe;
|
|
groups2[1].frame1 = torso.frame;
|
|
groups2[1].interp = 1.0F - torso.backlerp;
|
|
groups2[1].wrapFrames = torso.renderfx & RF_WRAP_FRAMES;
|
|
}
|
|
|
|
memset( offsets, 0, sizeof( offsets ) );
|
|
|
|
Q_strncpyz( offsets[0].boneName, "spine_base", sizeof( offsets[0].boneName ) );
|
|
|
|
Quat_FromEulerAngles( offsets[0].rot, torsoAngles );
|
|
|
|
Q_strncpyz( offsets[1].boneName, "neck_base", sizeof( offsets[1].boneName ) );
|
|
Quat_FromEulerAngles( offsets[1].rot, headAngles );
|
|
|
|
|
|
if ( pi->legsAnimationTimer > 0 || pi->torsoAnimationTimer > 0 )
|
|
{
|
|
if ( pi->legsAnimationTimer > 0 ) {
|
|
transitions[0].animGroup = 0;
|
|
transitions[0].interp = (float)(ANIM_TRANSITION_TIME - pi->legsAnimationTimer) / ANIM_TRANSITION_TIME;
|
|
pi->legsAnimationTimer -= uiInfo.uiDC.frameTime;;
|
|
} else {
|
|
transitions[0].animGroup = 0;
|
|
transitions[0].interp = 1.0f;
|
|
}
|
|
if ( pi->torsoAnimationTimer > 0 ) {
|
|
transitions[1].animGroup = 1;
|
|
transitions[1].interp = (float)(ANIM_TRANSITION_TIME - pi->torsoAnimationTimer) / ANIM_TRANSITION_TIME;
|
|
pi->torsoAnimationTimer -= uiInfo.uiDC.frameTime;;
|
|
} else {
|
|
transitions[1].animGroup = 1;
|
|
transitions[1].interp = 1.0f;
|
|
}
|
|
/*if (transitions[0].interp >= 1.0f) transitions[0].interp = 1.0f;
|
|
if (transitions[1].interp >= 1.0f) transitions[1].interp = 1.0f;
|
|
if (transitions[0].interp <= 0.0f) transitions[0].interp = 0.0f;
|
|
if (transitions[1].interp <= 0.0f) transitions[1].interp = 0.0f;*/
|
|
|
|
//CG_Printf("[NOTICE]Torso: [%f] [%d,%d] [%d->%d]\n", transitions[1].interp, cent->pe.torsoTransTime, cg.frametime, groups2[1].frame0, groups[1].frame0);
|
|
legs.poseData = trap_R_BuildPose2( legs.hModel, groups2, offsets, groups, offsets, transitions);
|
|
|
|
} else {
|
|
legs.poseData = trap_R_BuildPose( legs.hModel, groups, lengthof( groups ), offsets, lengthof( offsets ) );
|
|
}
|
|
|
|
//x42 characters have their feet at zero,
|
|
//but MD3s are set up on this odd offset thing: adjust
|
|
legs.origin[2] -= 24;
|
|
}
|
|
trap_R_AddRefEntityToScene( &legs );
|
|
|
|
if( !legs.hModel )
|
|
return;
|
|
|
|
if( pi->modelType == MT_MD3 )
|
|
{
|
|
//
|
|
// add the torso
|
|
//
|
|
torso.hModel = pi->torsoModel;
|
|
if( !torso.hModel )
|
|
return;
|
|
|
|
torso.customSkin = pi->torsoSkin;
|
|
|
|
VectorCopy( origin, torso.lightingOrigin );
|
|
|
|
UI_PositionRotatedEntityOnTag( &torso, &legs, pi->legsModel, "tag_torso");
|
|
|
|
torso.renderfx = renderfx;
|
|
|
|
trap_R_AddRefEntityToScene( &torso );
|
|
|
|
//
|
|
// add the head
|
|
//
|
|
head.hModel = pi->headModel;
|
|
if (!head.hModel) {
|
|
return;
|
|
}
|
|
head.customSkin = pi->headSkin;
|
|
|
|
VectorCopy( origin, head.lightingOrigin );
|
|
|
|
UI_PositionRotatedEntityOnTag( &head, &torso, pi->torsoModel, "tag_head");
|
|
|
|
head.renderfx = renderfx;
|
|
|
|
trap_R_AddRefEntityToScene( &head );
|
|
}
|
|
//
|
|
// add the gun
|
|
//
|
|
/*if ( pi->currentWeapon != WP_NONE ) {
|
|
memset( &gun, 0, sizeof(gun) );
|
|
gun.hModel = pi->weaponModel;
|
|
VectorCopy( origin, gun.lightingOrigin );
|
|
UI_PositionEntityOnTag( &gun, &torso, pi->torsoModel, "tag_weapon");
|
|
gun.renderfx = renderfx;
|
|
trap_R_AddRefEntityToScene( &gun );
|
|
}*/
|
|
|
|
//
|
|
// add the chat icon
|
|
//
|
|
if( pi->chat )
|
|
UI_PlayerFloatSprite( pi, origin, trap_R_RegisterShaderNoMip( "sprites/balloon3" ) );
|
|
|
|
//
|
|
// add an accent light
|
|
//
|
|
origin[0] -= 200; // + = behind, - = in front
|
|
origin[1] += 200; // + = left, - = right
|
|
origin[2] += 100; // + = above, - = below
|
|
trap_R_AddLightToScene( origin, 400.0f, 0.2f, 0.2f, 1.0f );
|
|
|
|
origin[0] -= 200;
|
|
origin[1] -= 200;
|
|
origin[2] += 100;
|
|
trap_R_AddLightToScene( origin, 400.0f, 1.0f, 0.5f, 0.2f );
|
|
|
|
trap_R_RenderScene( &refdef );
|
|
}
|
|
|
|
/*
|
|
==========================
|
|
UI_FileExists
|
|
==========================
|
|
*/
|
|
static qboolean UI_FileExists(const char *filename) {
|
|
int len;
|
|
|
|
len = trap_FS_FOpenFile( filename, 0, FS_READ );
|
|
if (len>0) {
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
==========================
|
|
UI_FindClientHeadFile
|
|
==========================
|
|
*/
|
|
static qboolean UI_FindClientHeadFile( char *filename, int length, const char *teamName, const char *headModelName, const char *headSkinName, const char *base, const char *ext ) {
|
|
char *team, *headsFolder;
|
|
int i;
|
|
|
|
team = "default";
|
|
|
|
if ( headModelName[0] == '*' ) {
|
|
headsFolder = "heads/";
|
|
headModelName++;
|
|
}
|
|
else {
|
|
headsFolder = "";
|
|
}
|
|
for( ; ; )
|
|
{
|
|
for( i = 0; i < 2; i++ )
|
|
{
|
|
if ( i == 0 && teamName && *teamName ) {
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s/%s%s_%s.%s", headsFolder, headModelName, headSkinName, teamName, base, team, ext );
|
|
}
|
|
else {
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s/%s_%s.%s", headsFolder, headModelName, headSkinName, base, team, ext );
|
|
}
|
|
if ( UI_FileExists( filename ) ) {
|
|
return qtrue;
|
|
}
|
|
if ( i == 0 && teamName && *teamName ) {
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", headsFolder, headModelName, teamName, base, headSkinName, ext );
|
|
}
|
|
else {
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", headsFolder, headModelName, base, headSkinName, ext );
|
|
}
|
|
if ( UI_FileExists( filename ) ) {
|
|
return qtrue;
|
|
}
|
|
if ( !teamName || !*teamName ) {
|
|
break;
|
|
}
|
|
}
|
|
// if tried the heads folder first
|
|
if ( headsFolder[0] ) {
|
|
break;
|
|
}
|
|
headsFolder = "heads/";
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
static qboolean UI_FindClientModelFile( char *filename, int length, playerInfo_t *pi, const char *teamName, const char *modelName, const char *skinName, const char *base, const char *ext )
|
|
{
|
|
char *team, *charactersFolder;
|
|
int i;
|
|
|
|
REF_PARAM( pi );
|
|
|
|
team = "default";
|
|
charactersFolder = "";
|
|
for( ; ; )
|
|
{
|
|
for ( i = 0; i < 2; i++ ) {
|
|
if ( i == 0 && teamName && *teamName ) {
|
|
// "models/players/characters/james/stroggs/lower_lily_red.skin"
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s_%s.%s", charactersFolder, modelName, teamName, base, skinName, team, ext );
|
|
}
|
|
else {
|
|
// "models/players/characters/james/lower_lily_red.skin"
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s_%s_%s.%s", charactersFolder, modelName, base, skinName, team, ext );
|
|
}
|
|
if ( UI_FileExists( filename ) ) {
|
|
return qtrue;
|
|
}
|
|
if ( i == 0 && teamName && *teamName ) {
|
|
// "models/players/characters/james/stroggs/lower_lily.skin"
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", charactersFolder, modelName, teamName, base, skinName, ext );
|
|
}
|
|
else {
|
|
// "models/players/characters/james/lower_lily.skin"
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", charactersFolder, modelName, base, skinName, ext );
|
|
}
|
|
if ( UI_FileExists( filename ) ) {
|
|
return qtrue;
|
|
}
|
|
if ( !teamName || !*teamName ) {
|
|
break;
|
|
}
|
|
}
|
|
// if tried the heads folder first
|
|
if ( charactersFolder[0] ) {
|
|
break;
|
|
}
|
|
charactersFolder = "characters/";
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
==========================
|
|
UI_RegisterClientSkin
|
|
==========================
|
|
*/
|
|
static qboolean UI_RegisterClientSkin( playerInfo_t *pi, const char *modelName, const char *skinName, const char *headModelName, const char *headSkinName , const char *teamName) {
|
|
char filename[MAX_QPATH*2];
|
|
|
|
switch( pi->modelType )
|
|
{
|
|
case MT_X42:
|
|
if( UI_FindClientModelFile( filename, sizeof( filename ), pi, teamName, modelName, skinName, "char", "skin" ) )
|
|
pi->legsSkin = trap_R_RegisterSkin( filename );
|
|
if( pi->legsSkin )
|
|
return qtrue;
|
|
else
|
|
Com_Printf( "Character skin load failure: %s\n", filename );
|
|
break;
|
|
case MT_MD3:
|
|
if (teamName && *teamName) {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/%s/lower_%s.skin", modelName, teamName, skinName );
|
|
} else {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower_%s.skin", modelName, skinName );
|
|
}
|
|
pi->legsSkin = trap_R_RegisterSkin( filename );
|
|
if (!pi->legsSkin) {
|
|
if (teamName && *teamName) {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/%s/lower_%s.skin", modelName, teamName, skinName );
|
|
} else {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/lower_%s.skin", modelName, skinName );
|
|
}
|
|
pi->legsSkin = trap_R_RegisterSkin( filename );
|
|
}
|
|
|
|
if (teamName && *teamName) {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/%s/upper_%s.skin", modelName, teamName, skinName );
|
|
} else {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper_%s.skin", modelName, skinName );
|
|
}
|
|
pi->torsoSkin = trap_R_RegisterSkin( filename );
|
|
if (!pi->torsoSkin) {
|
|
if (teamName && *teamName) {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/%s/upper_%s.skin", modelName, teamName, skinName );
|
|
} else {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/upper_%s.skin", modelName, skinName );
|
|
}
|
|
pi->torsoSkin = trap_R_RegisterSkin( filename );
|
|
}
|
|
|
|
if ( UI_FindClientHeadFile( filename, sizeof(filename), teamName, headModelName, headSkinName, "head", "skin" ) ) {
|
|
pi->headSkin = trap_R_RegisterSkin( filename );
|
|
}
|
|
|
|
if ( !pi->legsSkin || !pi->torsoSkin || !pi->headSkin ) {
|
|
return qfalse;
|
|
}
|
|
break;
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
/*
|
|
======================
|
|
UI_ParseAnimationFile
|
|
======================
|
|
*/
|
|
static qboolean UI_ParseAnimationFile( const char *filename, animation_t *animations ) {
|
|
const char *text_p, *prev;
|
|
int len;
|
|
int i;
|
|
char *token;
|
|
float fps;
|
|
int skip;
|
|
int anim;
|
|
char text[20000];
|
|
fileHandle_t f;
|
|
|
|
memset( animations, 0, sizeof( animation_t ) * MAX_ANIMATIONS );
|
|
|
|
// load the file
|
|
len = trap_FS_FOpenFile( filename, &f, FS_READ );
|
|
if ( len <= 0 ) {
|
|
return qfalse;
|
|
}
|
|
if ( len >= ( sizeof( text ) - 1 ) ) {
|
|
Com_Printf( "File %s too long\n", filename );
|
|
return qfalse;
|
|
}
|
|
trap_FS_Read( text, len, f );
|
|
text[len] = 0;
|
|
trap_FS_FCloseFile( f );
|
|
|
|
COM_Compress(text);
|
|
|
|
// parse the text
|
|
text_p = text;
|
|
skip = 0; // quite the compiler warning
|
|
|
|
// read optional parameters
|
|
for( ; ; )
|
|
{
|
|
prev = text_p; // so we can unget
|
|
token = COM_Parse( &text_p );
|
|
if ( !token ) {
|
|
break;
|
|
}
|
|
if ( !Q_stricmp( token, "footsteps" ) ) {
|
|
token = COM_Parse( &text_p );
|
|
if ( !token ) {
|
|
break;
|
|
}
|
|
continue;
|
|
} else if ( !Q_stricmp( token, "headoffset" ) ) {
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
token = COM_Parse( &text_p );
|
|
if ( !token ) {
|
|
break;
|
|
}
|
|
}
|
|
continue;
|
|
} else if ( !Q_stricmp( token, "sex" ) ) {
|
|
token = COM_Parse( &text_p );
|
|
if ( !token ) {
|
|
break;
|
|
}
|
|
continue;
|
|
} else if ( (anim = BG_FindAnimationByName( token ) ) >= 0 )
|
|
{
|
|
token = COM_Parse( &text_p );
|
|
if ( !*token ) break;
|
|
animations[anim].firstFrame = atoi( token );
|
|
token = COM_Parse( &text_p );
|
|
if ( !*token ) break;
|
|
animations[anim].numFrames = atoi( token );
|
|
token = COM_Parse( &text_p );
|
|
if ( !*token ) break;
|
|
animations[anim].loopFrames = atoi( token );
|
|
token = COM_Parse( &text_p );
|
|
if ( !*token ) break;
|
|
fps = (float)atoi( token );
|
|
if ( fps == 0 ) {
|
|
fps = 1;
|
|
}
|
|
animations[anim].frameLerp = (int)(1000 / fps);
|
|
animations[anim].initialLerp = (int)(1000 / fps);
|
|
|
|
animations[anim].reversed = qfalse;
|
|
animations[anim].flipflop = qfalse;
|
|
// if numFrames is negative the animation is reversed
|
|
if (animations[anim].numFrames < 0) {
|
|
animations[anim].numFrames = -animations[anim].numFrames;
|
|
animations[anim].reversed = qtrue;
|
|
}
|
|
continue;
|
|
} else if ( !text_p) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
==========================
|
|
UI_RegisterClientModelname
|
|
==========================
|
|
*/
|
|
qboolean UI_RegisterClientModelname( playerInfo_t *pi, const char *modelSkinName, const char *headModelSkinName, const char *teamName ) {
|
|
char modelName[MAX_QPATH];
|
|
char skinName[MAX_QPATH];
|
|
char headModelName[MAX_QPATH];
|
|
char headSkinName[MAX_QPATH];
|
|
char filename[MAX_QPATH];
|
|
char *slash;
|
|
|
|
pi->torsoModel = 0;
|
|
pi->headModel = 0;
|
|
pi->legsModel = 0;
|
|
|
|
if ( !modelSkinName[0] ) {
|
|
return qfalse;
|
|
}
|
|
|
|
Q_strncpyz( modelName, modelSkinName, sizeof( modelName ) );
|
|
|
|
slash = strchr( modelName, '/' );
|
|
if ( !slash ) {
|
|
// modelName did not include a skin name
|
|
Q_strncpyz( skinName, "default", sizeof( skinName ) );
|
|
} else {
|
|
Q_strncpyz( skinName, slash + 1, sizeof( skinName ) );
|
|
*slash = '\0';
|
|
}
|
|
|
|
Q_strncpyz( headModelName, headModelSkinName, sizeof( headModelName ) );
|
|
slash = strchr( headModelName, '/' );
|
|
if ( !slash ) {
|
|
// modelName did not include a skin name
|
|
Q_strncpyz( headSkinName, "default", sizeof( skinName ) );
|
|
} else {
|
|
Q_strncpyz( headSkinName, slash + 1, sizeof( skinName ) );
|
|
*slash = '\0';
|
|
}
|
|
|
|
// load cmodels before models so filecache works
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/char_hub.x42", modelName );
|
|
pi->legsModel = trap_R_RegisterModel( filename );
|
|
if( !pi->legsModel )
|
|
{
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/char.x42", modelName );
|
|
pi->legsModel = trap_R_RegisterModel( filename );
|
|
}
|
|
if( pi->legsModel )
|
|
pi->modelType = MT_X42;
|
|
else
|
|
{
|
|
pi->modelType = MT_MD3;
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.md3", modelName );
|
|
pi->legsModel = trap_R_RegisterModel( filename );
|
|
if( !pi->legsModel )
|
|
{
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/lower.md3", modelName );
|
|
pi->legsModel = trap_R_RegisterModel( filename );
|
|
if( !pi->legsModel )
|
|
{
|
|
Com_Printf( "Failed to load model file %s\n", filename );
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.md3", modelName );
|
|
pi->torsoModel = trap_R_RegisterModel( filename );
|
|
if ( !pi->torsoModel ) {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/upper.md3", modelName );
|
|
pi->torsoModel = trap_R_RegisterModel( filename );
|
|
if ( !pi->torsoModel ) {
|
|
Com_Printf( "Failed to load model file %s\n", filename );
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
if (headModelName && headModelName[0] == '*' ) {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/%s.md3", &headModelName[1], &headModelName[1] );
|
|
}
|
|
else {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/head.md3", headModelName );
|
|
}
|
|
pi->headModel = trap_R_RegisterModel( filename );
|
|
if ( !pi->headModel && headModelName[0] != '*') {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/%s.md3", headModelName, headModelName );
|
|
pi->headModel = trap_R_RegisterModel( filename );
|
|
}
|
|
|
|
if (!pi->headModel) {
|
|
Com_Printf( "Failed to load model file %s\n", filename );
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
// if any skins failed to load, fall back to default
|
|
if ( !UI_RegisterClientSkin( pi, modelName, skinName, headModelName, headSkinName, teamName) ) {
|
|
if ( !UI_RegisterClientSkin( pi, modelName, "default", headModelName, "default", teamName ) ) {
|
|
Com_Printf( "Failed to load skin file: %s : %s\n", modelName, skinName );
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
// load the animations
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation_hub.cfg", modelName );
|
|
if ( !UI_ParseAnimationFile( filename, pi->animations ) ) {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", modelName );
|
|
if ( !UI_ParseAnimationFile( filename, pi->animations ) ) {
|
|
Com_Printf( "Failed to load animation file %s\n", filename );
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
UI_PlayerInfo_SetModel
|
|
===============
|
|
*/
|
|
void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model, const char *headmodel, char *teamName ) {
|
|
memset( pi, 0, sizeof(*pi) );
|
|
UI_RegisterClientModelname( pi, model, headmodel, teamName );
|
|
pi->weapon = WP_PISTOL;
|
|
pi->currentWeapon = pi->weapon;
|
|
pi->lastWeapon = pi->weapon;
|
|
pi->pendingWeapon = -1;
|
|
pi->weaponTimer = 0;
|
|
pi->chat = qfalse;
|
|
pi->newModel = qtrue;
|
|
UI_PlayerInfo_SetWeapon( pi, pi->weapon );
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
UI_PlayerInfo_SetInfo
|
|
===============
|
|
*/
|
|
void UI_PlayerInfo_SetInfo( playerInfo_t *pi, animNumber_t legsAnim, animNumber_t torsoAnim, vec3_t viewAngles, vec3_t moveAngles, weapon_t weaponNumber, qboolean chat ) {
|
|
int currentAnim;
|
|
weapon_t weaponNum;
|
|
|
|
pi->chat = chat;
|
|
pi->idleTimer = 0;//uiInfo.uiDC.realTime + 2000 + ((Q_rand()/3)%2000);
|
|
|
|
|
|
// view angles
|
|
VectorCopy( viewAngles, pi->viewAngles );
|
|
|
|
// move angles
|
|
VectorCopy( moveAngles, pi->moveAngles );
|
|
|
|
if ( pi->newModel ) {
|
|
pi->newModel = qfalse;
|
|
|
|
jumpHeight = 0;
|
|
pi->pendingLegsAnim = 0;
|
|
UI_ForceLegsAnim( pi, legsAnim );
|
|
pi->legs.yawAngle = viewAngles[YAW];
|
|
pi->legs.yawing = qfalse;
|
|
|
|
pi->pendingTorsoAnim = 0;
|
|
UI_ForceTorsoAnim( pi, torsoAnim );
|
|
pi->torso.yawAngle = viewAngles[YAW];
|
|
pi->torso.yawing = qfalse;
|
|
|
|
if ( weaponNumber != -1 ) {
|
|
pi->weapon = weaponNumber;
|
|
pi->currentWeapon = weaponNumber;
|
|
pi->lastWeapon = weaponNumber;
|
|
pi->pendingWeapon = -1;
|
|
pi->weaponTimer = 0;
|
|
UI_PlayerInfo_SetWeapon( pi, pi->weapon );
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// weapon
|
|
if ( weaponNumber == -1 ) {
|
|
pi->pendingWeapon = -1;
|
|
pi->weaponTimer = 0;
|
|
}
|
|
else if ( weaponNumber != WP_NONE ) {
|
|
pi->pendingWeapon = weaponNumber;
|
|
pi->weaponTimer = dp_realtime + UI_TIMER_WEAPON_DELAY;
|
|
}
|
|
weaponNum = pi->lastWeapon;
|
|
pi->weapon = weaponNum;
|
|
|
|
if ( torsoAnim == BOTH_DEATH1 || legsAnim == BOTH_DEATH1 ) {
|
|
torsoAnim = legsAnim = LEGS_IDLE;
|
|
pi->weapon = pi->currentWeapon = WP_NONE;
|
|
UI_PlayerInfo_SetWeapon( pi, pi->weapon );
|
|
|
|
jumpHeight = 0;
|
|
pi->pendingLegsAnim = 0;
|
|
UI_ForceLegsAnim( pi, legsAnim );
|
|
|
|
pi->pendingTorsoAnim = 0;
|
|
UI_ForceTorsoAnim( pi, torsoAnim );
|
|
|
|
return;
|
|
}
|
|
|
|
// leg animation
|
|
currentAnim = pi->legsAnim;
|
|
if ( legsAnim != LEGS_JUMP && ( currentAnim == LEGS_JUMP || currentAnim == LEGS_LAND ) ) {
|
|
pi->pendingLegsAnim = legsAnim;
|
|
}
|
|
else if ( legsAnim != currentAnim ) {
|
|
jumpHeight = 0;
|
|
pi->pendingLegsAnim = 0;
|
|
UI_ForceLegsAnim( pi, legsAnim );
|
|
}
|
|
|
|
// torso animation
|
|
if ( torsoAnim == TORSO_STAND || torsoAnim == TORSO_STAND2 ) {
|
|
if ( weaponNum == WP_NONE || weaponNum == WP_GAUNTLET ) {
|
|
torsoAnim = TORSO_STAND2;
|
|
}
|
|
else {
|
|
torsoAnim = TORSO_STAND;
|
|
}
|
|
}
|
|
|
|
if ( torsoAnim == TORSO_ATTACK || torsoAnim == TORSO_ATTACK2 ) {
|
|
if ( weaponNum == WP_NONE || weaponNum == WP_GAUNTLET || weaponNum == WP_HIGHCAL ) {
|
|
torsoAnim = TORSO_ATTACK2;
|
|
}
|
|
else {
|
|
torsoAnim = TORSO_ATTACK;
|
|
}
|
|
pi->muzzleFlashTime = dp_realtime + UI_TIMER_MUZZLE_FLASH;
|
|
//FIXME play firing sound here
|
|
}
|
|
|
|
currentAnim = pi->torsoAnim;
|
|
|
|
if ( weaponNum != pi->currentWeapon || currentAnim == TORSO_RAISE || currentAnim == TORSO_DROP ) {
|
|
pi->pendingTorsoAnim = torsoAnim;
|
|
}
|
|
else if ( ( currentAnim == TORSO_GESTURE || currentAnim == TORSO_ATTACK ) && ( torsoAnim != currentAnim ) ) {
|
|
pi->pendingTorsoAnim = torsoAnim;
|
|
}
|
|
else if ( torsoAnim != currentAnim ) {
|
|
pi->pendingTorsoAnim = 0;
|
|
UI_ForceTorsoAnim( pi, torsoAnim );
|
|
}
|
|
}
|