quake3/code/cgame/cg_weapons.c
2005-08-19 00:00:00 +00:00

2277 lines
61 KiB
C
Executable file

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
// cg_weapons.c -- events and effects dealing with weapons
#include "cg_local.h"
/*
==========================
CG_MachineGunEjectBrass
==========================
*/
static void CG_MachineGunEjectBrass( centity_t *cent ) {
localEntity_t *le;
refEntity_t *re;
vec3_t velocity, xvelocity;
vec3_t offset, xoffset;
float waterScale = 1.0f;
vec3_t v[3];
if ( cg_brassTime.integer <= 0 ) {
return;
}
le = CG_AllocLocalEntity();
re = &le->refEntity;
velocity[0] = 0;
velocity[1] = -50 + 40 * crandom();
velocity[2] = 100 + 50 * crandom();
le->leType = LE_FRAGMENT;
le->startTime = cg.time;
le->endTime = le->startTime + cg_brassTime.integer + ( cg_brassTime.integer / 4 ) * random();
le->pos.trType = TR_GRAVITY;
le->pos.trTime = cg.time - (rand()&15);
AnglesToAxis( cent->lerpAngles, v );
offset[0] = 8;
offset[1] = -4;
offset[2] = 24;
xoffset[0] = offset[0] * v[0][0] + offset[1] * v[1][0] + offset[2] * v[2][0];
xoffset[1] = offset[0] * v[0][1] + offset[1] * v[1][1] + offset[2] * v[2][1];
xoffset[2] = offset[0] * v[0][2] + offset[1] * v[1][2] + offset[2] * v[2][2];
VectorAdd( cent->lerpOrigin, xoffset, re->origin );
VectorCopy( re->origin, le->pos.trBase );
if ( CG_PointContents( re->origin, -1 ) & CONTENTS_WATER ) {
waterScale = 0.10f;
}
xvelocity[0] = velocity[0] * v[0][0] + velocity[1] * v[1][0] + velocity[2] * v[2][0];
xvelocity[1] = velocity[0] * v[0][1] + velocity[1] * v[1][1] + velocity[2] * v[2][1];
xvelocity[2] = velocity[0] * v[0][2] + velocity[1] * v[1][2] + velocity[2] * v[2][2];
VectorScale( xvelocity, waterScale, le->pos.trDelta );
AxisCopy( axisDefault, re->axis );
re->hModel = cgs.media.machinegunBrassModel;
le->bounceFactor = 0.4 * waterScale;
le->angles.trType = TR_LINEAR;
le->angles.trTime = cg.time;
le->angles.trBase[0] = rand()&31;
le->angles.trBase[1] = rand()&31;
le->angles.trBase[2] = rand()&31;
le->angles.trDelta[0] = 2;
le->angles.trDelta[1] = 1;
le->angles.trDelta[2] = 0;
le->leFlags = LEF_TUMBLE;
le->leBounceSoundType = LEBS_BRASS;
le->leMarkType = LEMT_NONE;
}
/*
==========================
CG_ShotgunEjectBrass
==========================
*/
static void CG_ShotgunEjectBrass( centity_t *cent ) {
localEntity_t *le;
refEntity_t *re;
vec3_t velocity, xvelocity;
vec3_t offset, xoffset;
vec3_t v[3];
int i;
if ( cg_brassTime.integer <= 0 ) {
return;
}
for ( i = 0; i < 2; i++ ) {
float waterScale = 1.0f;
le = CG_AllocLocalEntity();
re = &le->refEntity;
velocity[0] = 60 + 60 * crandom();
if ( i == 0 ) {
velocity[1] = 40 + 10 * crandom();
} else {
velocity[1] = -40 + 10 * crandom();
}
velocity[2] = 100 + 50 * crandom();
le->leType = LE_FRAGMENT;
le->startTime = cg.time;
le->endTime = le->startTime + cg_brassTime.integer*3 + cg_brassTime.integer * random();
le->pos.trType = TR_GRAVITY;
le->pos.trTime = cg.time;
AnglesToAxis( cent->lerpAngles, v );
offset[0] = 8;
offset[1] = 0;
offset[2] = 24;
xoffset[0] = offset[0] * v[0][0] + offset[1] * v[1][0] + offset[2] * v[2][0];
xoffset[1] = offset[0] * v[0][1] + offset[1] * v[1][1] + offset[2] * v[2][1];
xoffset[2] = offset[0] * v[0][2] + offset[1] * v[1][2] + offset[2] * v[2][2];
VectorAdd( cent->lerpOrigin, xoffset, re->origin );
VectorCopy( re->origin, le->pos.trBase );
if ( CG_PointContents( re->origin, -1 ) & CONTENTS_WATER ) {
waterScale = 0.10f;
}
xvelocity[0] = velocity[0] * v[0][0] + velocity[1] * v[1][0] + velocity[2] * v[2][0];
xvelocity[1] = velocity[0] * v[0][1] + velocity[1] * v[1][1] + velocity[2] * v[2][1];
xvelocity[2] = velocity[0] * v[0][2] + velocity[1] * v[1][2] + velocity[2] * v[2][2];
VectorScale( xvelocity, waterScale, le->pos.trDelta );
AxisCopy( axisDefault, re->axis );
re->hModel = cgs.media.shotgunBrassModel;
le->bounceFactor = 0.3f;
le->angles.trType = TR_LINEAR;
le->angles.trTime = cg.time;
le->angles.trBase[0] = rand()&31;
le->angles.trBase[1] = rand()&31;
le->angles.trBase[2] = rand()&31;
le->angles.trDelta[0] = 1;
le->angles.trDelta[1] = 0.5;
le->angles.trDelta[2] = 0;
le->leFlags = LEF_TUMBLE;
le->leBounceSoundType = LEBS_BRASS;
le->leMarkType = LEMT_NONE;
}
}
#ifdef MISSIONPACK
/*
==========================
CG_NailgunEjectBrass
==========================
*/
static void CG_NailgunEjectBrass( centity_t *cent ) {
localEntity_t *smoke;
vec3_t origin;
vec3_t v[3];
vec3_t offset;
vec3_t xoffset;
vec3_t up;
AnglesToAxis( cent->lerpAngles, v );
offset[0] = 0;
offset[1] = -12;
offset[2] = 24;
xoffset[0] = offset[0] * v[0][0] + offset[1] * v[1][0] + offset[2] * v[2][0];
xoffset[1] = offset[0] * v[0][1] + offset[1] * v[1][1] + offset[2] * v[2][1];
xoffset[2] = offset[0] * v[0][2] + offset[1] * v[1][2] + offset[2] * v[2][2];
VectorAdd( cent->lerpOrigin, xoffset, origin );
VectorSet( up, 0, 0, 64 );
smoke = CG_SmokePuff( origin, up, 32, 1, 1, 1, 0.33f, 700, cg.time, 0, 0, cgs.media.smokePuffShader );
// use the optimized local entity add
smoke->leType = LE_SCALE_FADE;
}
#endif
/*
==========================
CG_RailTrail
==========================
*/
void CG_RailTrail (clientInfo_t *ci, vec3_t start, vec3_t end) {
vec3_t axis[36], move, move2, next_move, vec, temp;
float len;
int i, j, skip;
localEntity_t *le;
refEntity_t *re;
#define RADIUS 4
#define ROTATION 1
#define SPACING 5
start[2] -= 4;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
PerpendicularVector(temp, vec);
for (i = 0 ; i < 36; i++) {
RotatePointAroundVector(axis[i], vec, temp, i * 10);//banshee 2.4 was 10
}
le = CG_AllocLocalEntity();
re = &le->refEntity;
le->leType = LE_FADE_RGB;
le->startTime = cg.time;
le->endTime = cg.time + cg_railTrailTime.value;
le->lifeRate = 1.0 / (le->endTime - le->startTime);
re->shaderTime = cg.time / 1000.0f;
re->reType = RT_RAIL_CORE;
re->customShader = cgs.media.railCoreShader;
VectorCopy(start, re->origin);
VectorCopy(end, re->oldorigin);
re->shaderRGBA[0] = ci->color1[0] * 255;
re->shaderRGBA[1] = ci->color1[1] * 255;
re->shaderRGBA[2] = ci->color1[2] * 255;
re->shaderRGBA[3] = 255;
le->color[0] = ci->color1[0] * 0.75;
le->color[1] = ci->color1[1] * 0.75;
le->color[2] = ci->color1[2] * 0.75;
le->color[3] = 1.0f;
AxisClear( re->axis );
VectorMA(move, 20, vec, move);
VectorCopy(move, next_move);
VectorScale (vec, SPACING, vec);
if (cg_oldRail.integer != 0) {
// nudge down a bit so it isn't exactly in center
re->origin[2] -= 8;
re->oldorigin[2] -= 8;
return;
}
skip = -1;
j = 18;
for (i = 0; i < len; i += SPACING) {
if (i != skip) {
skip = i + SPACING;
le = CG_AllocLocalEntity();
re = &le->refEntity;
le->leFlags = LEF_PUFF_DONT_SCALE;
le->leType = LE_MOVE_SCALE_FADE;
le->startTime = cg.time;
le->endTime = cg.time + (i>>1) + 600;
le->lifeRate = 1.0 / (le->endTime - le->startTime);
re->shaderTime = cg.time / 1000.0f;
re->reType = RT_SPRITE;
re->radius = 1.1f;
re->customShader = cgs.media.railRingsShader;
re->shaderRGBA[0] = ci->color2[0] * 255;
re->shaderRGBA[1] = ci->color2[1] * 255;
re->shaderRGBA[2] = ci->color2[2] * 255;
re->shaderRGBA[3] = 255;
le->color[0] = ci->color2[0] * 0.75;
le->color[1] = ci->color2[1] * 0.75;
le->color[2] = ci->color2[2] * 0.75;
le->color[3] = 1.0f;
le->pos.trType = TR_LINEAR;
le->pos.trTime = cg.time;
VectorCopy( move, move2);
VectorMA(move2, RADIUS , axis[j], move2);
VectorCopy(move2, le->pos.trBase);
le->pos.trDelta[0] = axis[j][0]*6;
le->pos.trDelta[1] = axis[j][1]*6;
le->pos.trDelta[2] = axis[j][2]*6;
}
VectorAdd (move, vec, move);
j = j + ROTATION < 36 ? j + ROTATION : (j + ROTATION) % 36;
}
}
/*
==========================
CG_RocketTrail
==========================
*/
static void CG_RocketTrail( centity_t *ent, const weaponInfo_t *wi ) {
int step;
vec3_t origin, lastPos;
int t;
int startTime, contents;
int lastContents;
entityState_t *es;
vec3_t up;
localEntity_t *smoke;
if ( cg_noProjectileTrail.integer ) {
return;
}
up[0] = 0;
up[1] = 0;
up[2] = 0;
step = 50;
es = &ent->currentState;
startTime = ent->trailTime;
t = step * ( (startTime + step) / step );
BG_EvaluateTrajectory( &es->pos, cg.time, origin );
contents = CG_PointContents( origin, -1 );
// if object (e.g. grenade) is stationary, don't toss up smoke
if ( es->pos.trType == TR_STATIONARY ) {
ent->trailTime = cg.time;
return;
}
BG_EvaluateTrajectory( &es->pos, ent->trailTime, lastPos );
lastContents = CG_PointContents( lastPos, -1 );
ent->trailTime = cg.time;
if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) {
if ( contents & lastContents & CONTENTS_WATER ) {
CG_BubbleTrail( lastPos, origin, 8 );
}
return;
}
for ( ; t <= ent->trailTime ; t += step ) {
BG_EvaluateTrajectory( &es->pos, t, lastPos );
smoke = CG_SmokePuff( lastPos, up,
wi->trailRadius,
1, 1, 1, 0.33f,
wi->wiTrailTime,
t,
0,
0,
cgs.media.smokePuffShader );
// use the optimized local entity add
smoke->leType = LE_SCALE_FADE;
}
}
#ifdef MISSIONPACK
/*
==========================
CG_NailTrail
==========================
*/
static void CG_NailTrail( centity_t *ent, const weaponInfo_t *wi ) {
int step;
vec3_t origin, lastPos;
int t;
int startTime, contents;
int lastContents;
entityState_t *es;
vec3_t up;
localEntity_t *smoke;
if ( cg_noProjectileTrail.integer ) {
return;
}
up[0] = 0;
up[1] = 0;
up[2] = 0;
step = 50;
es = &ent->currentState;
startTime = ent->trailTime;
t = step * ( (startTime + step) / step );
BG_EvaluateTrajectory( &es->pos, cg.time, origin );
contents = CG_PointContents( origin, -1 );
// if object (e.g. grenade) is stationary, don't toss up smoke
if ( es->pos.trType == TR_STATIONARY ) {
ent->trailTime = cg.time;
return;
}
BG_EvaluateTrajectory( &es->pos, ent->trailTime, lastPos );
lastContents = CG_PointContents( lastPos, -1 );
ent->trailTime = cg.time;
if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) {
if ( contents & lastContents & CONTENTS_WATER ) {
CG_BubbleTrail( lastPos, origin, 8 );
}
return;
}
for ( ; t <= ent->trailTime ; t += step ) {
BG_EvaluateTrajectory( &es->pos, t, lastPos );
smoke = CG_SmokePuff( lastPos, up,
wi->trailRadius,
1, 1, 1, 0.33f,
wi->wiTrailTime,
t,
0,
0,
cgs.media.nailPuffShader );
// use the optimized local entity add
smoke->leType = LE_SCALE_FADE;
}
}
#endif
/*
==========================
CG_NailTrail
==========================
*/
static void CG_PlasmaTrail( centity_t *cent, const weaponInfo_t *wi ) {
localEntity_t *le;
refEntity_t *re;
entityState_t *es;
vec3_t velocity, xvelocity, origin;
vec3_t offset, xoffset;
vec3_t v[3];
int t, startTime, step;
float waterScale = 1.0f;
if ( cg_noProjectileTrail.integer || cg_oldPlasma.integer ) {
return;
}
step = 50;
es = &cent->currentState;
startTime = cent->trailTime;
t = step * ( (startTime + step) / step );
BG_EvaluateTrajectory( &es->pos, cg.time, origin );
le = CG_AllocLocalEntity();
re = &le->refEntity;
velocity[0] = 60 - 120 * crandom();
velocity[1] = 40 - 80 * crandom();
velocity[2] = 100 - 200 * crandom();
le->leType = LE_MOVE_SCALE_FADE;
le->leFlags = LEF_TUMBLE;
le->leBounceSoundType = LEBS_NONE;
le->leMarkType = LEMT_NONE;
le->startTime = cg.time;
le->endTime = le->startTime + 600;
le->pos.trType = TR_GRAVITY;
le->pos.trTime = cg.time;
AnglesToAxis( cent->lerpAngles, v );
offset[0] = 2;
offset[1] = 2;
offset[2] = 2;
xoffset[0] = offset[0] * v[0][0] + offset[1] * v[1][0] + offset[2] * v[2][0];
xoffset[1] = offset[0] * v[0][1] + offset[1] * v[1][1] + offset[2] * v[2][1];
xoffset[2] = offset[0] * v[0][2] + offset[1] * v[1][2] + offset[2] * v[2][2];
VectorAdd( origin, xoffset, re->origin );
VectorCopy( re->origin, le->pos.trBase );
if ( CG_PointContents( re->origin, -1 ) & CONTENTS_WATER ) {
waterScale = 0.10f;
}
xvelocity[0] = velocity[0] * v[0][0] + velocity[1] * v[1][0] + velocity[2] * v[2][0];
xvelocity[1] = velocity[0] * v[0][1] + velocity[1] * v[1][1] + velocity[2] * v[2][1];
xvelocity[2] = velocity[0] * v[0][2] + velocity[1] * v[1][2] + velocity[2] * v[2][2];
VectorScale( xvelocity, waterScale, le->pos.trDelta );
AxisCopy( axisDefault, re->axis );
re->shaderTime = cg.time / 1000.0f;
re->reType = RT_SPRITE;
re->radius = 0.25f;
re->customShader = cgs.media.railRingsShader;
le->bounceFactor = 0.3f;
re->shaderRGBA[0] = wi->flashDlightColor[0] * 63;
re->shaderRGBA[1] = wi->flashDlightColor[1] * 63;
re->shaderRGBA[2] = wi->flashDlightColor[2] * 63;
re->shaderRGBA[3] = 63;
le->color[0] = wi->flashDlightColor[0] * 0.2;
le->color[1] = wi->flashDlightColor[1] * 0.2;
le->color[2] = wi->flashDlightColor[2] * 0.2;
le->color[3] = 0.25f;
le->angles.trType = TR_LINEAR;
le->angles.trTime = cg.time;
le->angles.trBase[0] = rand()&31;
le->angles.trBase[1] = rand()&31;
le->angles.trBase[2] = rand()&31;
le->angles.trDelta[0] = 1;
le->angles.trDelta[1] = 0.5;
le->angles.trDelta[2] = 0;
}
/*
==========================
CG_GrappleTrail
==========================
*/
void CG_GrappleTrail( centity_t *ent, const weaponInfo_t *wi ) {
vec3_t origin;
entityState_t *es;
vec3_t forward, up;
refEntity_t beam;
es = &ent->currentState;
BG_EvaluateTrajectory( &es->pos, cg.time, origin );
ent->trailTime = cg.time;
memset( &beam, 0, sizeof( beam ) );
//FIXME adjust for muzzle position
VectorCopy ( cg_entities[ ent->currentState.otherEntityNum ].lerpOrigin, beam.origin );
beam.origin[2] += 26;
AngleVectors( cg_entities[ ent->currentState.otherEntityNum ].lerpAngles, forward, NULL, up );
VectorMA( beam.origin, -6, up, beam.origin );
VectorCopy( origin, beam.oldorigin );
if (Distance( beam.origin, beam.oldorigin ) < 64 )
return; // Don't draw if close
beam.reType = RT_LIGHTNING;
beam.customShader = cgs.media.lightningShader;
AxisClear( beam.axis );
beam.shaderRGBA[0] = 0xff;
beam.shaderRGBA[1] = 0xff;
beam.shaderRGBA[2] = 0xff;
beam.shaderRGBA[3] = 0xff;
trap_R_AddRefEntityToScene( &beam );
}
/*
==========================
CG_GrenadeTrail
==========================
*/
static void CG_GrenadeTrail( centity_t *ent, const weaponInfo_t *wi ) {
CG_RocketTrail( ent, wi );
}
/*
=================
CG_RegisterWeapon
The server says this item is used on this level
=================
*/
void CG_RegisterWeapon( int weaponNum ) {
weaponInfo_t *weaponInfo;
gitem_t *item, *ammo;
char path[MAX_QPATH];
vec3_t mins, maxs;
int i;
weaponInfo = &cg_weapons[weaponNum];
if ( weaponNum == 0 ) {
return;
}
if ( weaponInfo->registered ) {
return;
}
memset( weaponInfo, 0, sizeof( *weaponInfo ) );
weaponInfo->registered = qtrue;
for ( item = bg_itemlist + 1 ; item->classname ; item++ ) {
if ( item->giType == IT_WEAPON && item->giTag == weaponNum ) {
weaponInfo->item = item;
break;
}
}
if ( !item->classname ) {
CG_Error( "Couldn't find weapon %i", weaponNum );
}
CG_RegisterItemVisuals( item - bg_itemlist );
// load cmodel before model so filecache works
weaponInfo->weaponModel = trap_R_RegisterModel( item->world_model[0] );
// calc midpoint for rotation
trap_R_ModelBounds( weaponInfo->weaponModel, mins, maxs );
for ( i = 0 ; i < 3 ; i++ ) {
weaponInfo->weaponMidpoint[i] = mins[i] + 0.5 * ( maxs[i] - mins[i] );
}
weaponInfo->weaponIcon = trap_R_RegisterShader( item->icon );
weaponInfo->ammoIcon = trap_R_RegisterShader( item->icon );
for ( ammo = bg_itemlist + 1 ; ammo->classname ; ammo++ ) {
if ( ammo->giType == IT_AMMO && ammo->giTag == weaponNum ) {
break;
}
}
if ( ammo->classname && ammo->world_model[0] ) {
weaponInfo->ammoModel = trap_R_RegisterModel( ammo->world_model[0] );
}
strcpy( path, item->world_model[0] );
COM_StripExtension( path, path );
strcat( path, "_flash.md3" );
weaponInfo->flashModel = trap_R_RegisterModel( path );
strcpy( path, item->world_model[0] );
COM_StripExtension( path, path );
strcat( path, "_barrel.md3" );
weaponInfo->barrelModel = trap_R_RegisterModel( path );
strcpy( path, item->world_model[0] );
COM_StripExtension( path, path );
strcat( path, "_hand.md3" );
weaponInfo->handsModel = trap_R_RegisterModel( path );
if ( !weaponInfo->handsModel ) {
weaponInfo->handsModel = trap_R_RegisterModel( "models/weapons2/shotgun/shotgun_hand.md3" );
}
weaponInfo->loopFireSound = qfalse;
switch ( weaponNum ) {
case WP_GAUNTLET:
MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/melee/fstrun.wav", qfalse );
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse );
break;
case WP_LIGHTNING:
MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/melee/fsthum.wav", qfalse );
weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/lightning/lg_hum.wav", qfalse );
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/lightning/lg_fire.wav", qfalse );
cgs.media.lightningShader = trap_R_RegisterShader( "lightningBoltNew");
cgs.media.lightningExplosionModel = trap_R_RegisterModel( "models/weaphits/crackle.md3" );
cgs.media.sfx_lghit1 = trap_S_RegisterSound( "sound/weapons/lightning/lg_hit.wav", qfalse );
cgs.media.sfx_lghit2 = trap_S_RegisterSound( "sound/weapons/lightning/lg_hit2.wav", qfalse );
cgs.media.sfx_lghit3 = trap_S_RegisterSound( "sound/weapons/lightning/lg_hit3.wav", qfalse );
break;
case WP_GRAPPLING_HOOK:
MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/rocket/rocket.md3" );
weaponInfo->missileTrailFunc = CG_GrappleTrail;
weaponInfo->missileDlight = 200;
weaponInfo->wiTrailTime = 2000;
weaponInfo->trailRadius = 64;
MAKERGB( weaponInfo->missileDlightColor, 1, 0.75f, 0 );
weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/melee/fsthum.wav", qfalse );
weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/melee/fstrun.wav", qfalse );
break;
#ifdef MISSIONPACK
case WP_CHAINGUN:
weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/vulcan/wvulfire.wav", qfalse );
weaponInfo->loopFireSound = qtrue;
MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 );
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/vulcan/vulcanf1b.wav", qfalse );
weaponInfo->flashSound[1] = trap_S_RegisterSound( "sound/weapons/vulcan/vulcanf2b.wav", qfalse );
weaponInfo->flashSound[2] = trap_S_RegisterSound( "sound/weapons/vulcan/vulcanf3b.wav", qfalse );
weaponInfo->flashSound[3] = trap_S_RegisterSound( "sound/weapons/vulcan/vulcanf4b.wav", qfalse );
weaponInfo->ejectBrassFunc = CG_MachineGunEjectBrass;
cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" );
break;
#endif
case WP_MACHINEGUN:
MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 );
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf1b.wav", qfalse );
weaponInfo->flashSound[1] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf2b.wav", qfalse );
weaponInfo->flashSound[2] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf3b.wav", qfalse );
weaponInfo->flashSound[3] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf4b.wav", qfalse );
weaponInfo->ejectBrassFunc = CG_MachineGunEjectBrass;
cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" );
break;
case WP_SHOTGUN:
MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 );
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/shotgun/sshotf1b.wav", qfalse );
weaponInfo->ejectBrassFunc = CG_ShotgunEjectBrass;
break;
case WP_ROCKET_LAUNCHER:
weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/rocket/rocket.md3" );
weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/rocket/rockfly.wav", qfalse );
weaponInfo->missileTrailFunc = CG_RocketTrail;
weaponInfo->missileDlight = 200;
weaponInfo->wiTrailTime = 2000;
weaponInfo->trailRadius = 64;
MAKERGB( weaponInfo->missileDlightColor, 1, 0.75f, 0 );
MAKERGB( weaponInfo->flashDlightColor, 1, 0.75f, 0 );
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/rocket/rocklf1a.wav", qfalse );
cgs.media.rocketExplosionShader = trap_R_RegisterShader( "rocketExplosion" );
break;
#ifdef MISSIONPACK
case WP_PROX_LAUNCHER:
weaponInfo->missileModel = trap_R_RegisterModel( "models/weaphits/proxmine.md3" );
weaponInfo->missileTrailFunc = CG_GrenadeTrail;
weaponInfo->wiTrailTime = 700;
weaponInfo->trailRadius = 32;
MAKERGB( weaponInfo->flashDlightColor, 1, 0.70f, 0 );
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/proxmine/wstbfire.wav", qfalse );
cgs.media.grenadeExplosionShader = trap_R_RegisterShader( "grenadeExplosion" );
break;
#endif
case WP_GRENADE_LAUNCHER:
weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/grenade1.md3" );
weaponInfo->missileTrailFunc = CG_GrenadeTrail;
weaponInfo->wiTrailTime = 700;
weaponInfo->trailRadius = 32;
MAKERGB( weaponInfo->flashDlightColor, 1, 0.70f, 0 );
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/grenade/grenlf1a.wav", qfalse );
cgs.media.grenadeExplosionShader = trap_R_RegisterShader( "grenadeExplosion" );
break;
#ifdef MISSIONPACK
case WP_NAILGUN:
weaponInfo->ejectBrassFunc = CG_NailgunEjectBrass;
weaponInfo->missileTrailFunc = CG_NailTrail;
// weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/nailgun/wnalflit.wav", qfalse );
weaponInfo->trailRadius = 16;
weaponInfo->wiTrailTime = 250;
weaponInfo->missileModel = trap_R_RegisterModel( "models/weaphits/nail.md3" );
MAKERGB( weaponInfo->flashDlightColor, 1, 0.75f, 0 );
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/nailgun/wnalfire.wav", qfalse );
break;
#endif
case WP_PLASMAGUN:
// weaponInfo->missileModel = cgs.media.invulnerabilityPowerupModel;
weaponInfo->missileTrailFunc = CG_PlasmaTrail;
weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/plasma/lasfly.wav", qfalse );
MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/plasma/hyprbf1a.wav", qfalse );
cgs.media.plasmaExplosionShader = trap_R_RegisterShader( "plasmaExplosion" );
cgs.media.railRingsShader = trap_R_RegisterShader( "railDisc" );
break;
case WP_RAILGUN:
weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/railgun/rg_hum.wav", qfalse );
MAKERGB( weaponInfo->flashDlightColor, 1, 0.5f, 0 );
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/railgun/railgf1a.wav", qfalse );
cgs.media.railExplosionShader = trap_R_RegisterShader( "railExplosion" );
cgs.media.railRingsShader = trap_R_RegisterShader( "railDisc" );
cgs.media.railCoreShader = trap_R_RegisterShader( "railCore" );
break;
case WP_BFG:
weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/bfg/bfg_hum.wav", qfalse );
MAKERGB( weaponInfo->flashDlightColor, 1, 0.7f, 1 );
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/bfg/bfg_fire.wav", qfalse );
cgs.media.bfgExplosionShader = trap_R_RegisterShader( "bfgExplosion" );
weaponInfo->missileModel = trap_R_RegisterModel( "models/weaphits/bfg.md3" );
weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/rocket/rockfly.wav", qfalse );
break;
default:
MAKERGB( weaponInfo->flashDlightColor, 1, 1, 1 );
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/rocket/rocklf1a.wav", qfalse );
break;
}
}
/*
=================
CG_RegisterItemVisuals
The server says this item is used on this level
=================
*/
void CG_RegisterItemVisuals( int itemNum ) {
itemInfo_t *itemInfo;
gitem_t *item;
if ( itemNum < 0 || itemNum >= bg_numItems ) {
CG_Error( "CG_RegisterItemVisuals: itemNum %d out of range [0-%d]", itemNum, bg_numItems-1 );
}
itemInfo = &cg_items[ itemNum ];
if ( itemInfo->registered ) {
return;
}
item = &bg_itemlist[ itemNum ];
memset( itemInfo, 0, sizeof( &itemInfo ) );
itemInfo->registered = qtrue;
itemInfo->models[0] = trap_R_RegisterModel( item->world_model[0] );
itemInfo->icon = trap_R_RegisterShader( item->icon );
if ( item->giType == IT_WEAPON ) {
CG_RegisterWeapon( item->giTag );
}
//
// powerups have an accompanying ring or sphere
//
if ( item->giType == IT_POWERUP || item->giType == IT_HEALTH ||
item->giType == IT_ARMOR || item->giType == IT_HOLDABLE ) {
if ( item->world_model[1] ) {
itemInfo->models[1] = trap_R_RegisterModel( item->world_model[1] );
}
}
}
/*
========================================================================================
VIEW WEAPON
========================================================================================
*/
/*
=================
CG_MapTorsoToWeaponFrame
=================
*/
static int CG_MapTorsoToWeaponFrame( clientInfo_t *ci, int frame ) {
// change weapon
if ( frame >= ci->animations[TORSO_DROP].firstFrame
&& frame < ci->animations[TORSO_DROP].firstFrame + 9 ) {
return frame - ci->animations[TORSO_DROP].firstFrame + 6;
}
// stand attack
if ( frame >= ci->animations[TORSO_ATTACK].firstFrame
&& frame < ci->animations[TORSO_ATTACK].firstFrame + 6 ) {
return 1 + frame - ci->animations[TORSO_ATTACK].firstFrame;
}
// stand attack 2
if ( frame >= ci->animations[TORSO_ATTACK2].firstFrame
&& frame < ci->animations[TORSO_ATTACK2].firstFrame + 6 ) {
return 1 + frame - ci->animations[TORSO_ATTACK2].firstFrame;
}
return 0;
}
/*
==============
CG_CalculateWeaponPosition
==============
*/
static void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles ) {
float scale;
int delta;
float fracsin;
VectorCopy( cg.refdef.vieworg, origin );
VectorCopy( cg.refdefViewAngles, angles );
// on odd legs, invert some angles
if ( cg.bobcycle & 1 ) {
scale = -cg.xyspeed;
} else {
scale = cg.xyspeed;
}
// gun angles from bobbing
angles[ROLL] += scale * cg.bobfracsin * 0.005;
angles[YAW] += scale * cg.bobfracsin * 0.01;
angles[PITCH] += cg.xyspeed * cg.bobfracsin * 0.005;
// drop the weapon when landing
delta = cg.time - cg.landTime;
if ( delta < LAND_DEFLECT_TIME ) {
origin[2] += cg.landChange*0.25 * delta / LAND_DEFLECT_TIME;
} else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) {
origin[2] += cg.landChange*0.25 *
(LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta) / LAND_RETURN_TIME;
}
#if 0
// drop the weapon when stair climbing
delta = cg.time - cg.stepTime;
if ( delta < STEP_TIME/2 ) {
origin[2] -= cg.stepChange*0.25 * delta / (STEP_TIME/2);
} else if ( delta < STEP_TIME ) {
origin[2] -= cg.stepChange*0.25 * (STEP_TIME - delta) / (STEP_TIME/2);
}
#endif
// idle drift
scale = cg.xyspeed + 40;
fracsin = sin( cg.time * 0.001 );
angles[ROLL] += scale * fracsin * 0.01;
angles[YAW] += scale * fracsin * 0.01;
angles[PITCH] += scale * fracsin * 0.01;
}
/*
===============
CG_LightningBolt
Origin will be the exact tag point, which is slightly
different than the muzzle point used for determining hits.
The cent should be the non-predicted cent if it is from the player,
so the endpoint will reflect the simulated strike (lagging the predicted
angle)
===============
*/
static void CG_LightningBolt( centity_t *cent, vec3_t origin ) {
trace_t trace;
refEntity_t beam;
vec3_t forward;
vec3_t muzzlePoint, endPoint;
if (cent->currentState.weapon != WP_LIGHTNING) {
return;
}
memset( &beam, 0, sizeof( beam ) );
// CPMA "true" lightning
if ((cent->currentState.number == cg.predictedPlayerState.clientNum) && (cg_trueLightning.value != 0)) {
vec3_t angle;
int i;
for (i = 0; i < 3; i++) {
float a = cent->lerpAngles[i] - cg.refdefViewAngles[i];
if (a > 180) {
a -= 360;
}
if (a < -180) {
a += 360;
}
angle[i] = cg.refdefViewAngles[i] + a * (1.0 - cg_trueLightning.value);
if (angle[i] < 0) {
angle[i] += 360;
}
if (angle[i] > 360) {
angle[i] -= 360;
}
}
AngleVectors(angle, forward, NULL, NULL );
VectorCopy(cent->lerpOrigin, muzzlePoint );
// VectorCopy(cg.refdef.vieworg, muzzlePoint );
} else {
// !CPMA
AngleVectors( cent->lerpAngles, forward, NULL, NULL );
VectorCopy(cent->lerpOrigin, muzzlePoint );
}
// FIXME: crouch
muzzlePoint[2] += DEFAULT_VIEWHEIGHT;
VectorMA( muzzlePoint, 14, forward, muzzlePoint );
// project forward by the lightning range
VectorMA( muzzlePoint, LIGHTNING_RANGE, forward, endPoint );
// see if it hit a wall
CG_Trace( &trace, muzzlePoint, vec3_origin, vec3_origin, endPoint,
cent->currentState.number, MASK_SHOT );
// this is the endpoint
VectorCopy( trace.endpos, beam.oldorigin );
// use the provided origin, even though it may be slightly
// different than the muzzle origin
VectorCopy( origin, beam.origin );
beam.reType = RT_LIGHTNING;
beam.customShader = cgs.media.lightningShader;
trap_R_AddRefEntityToScene( &beam );
// add the impact flare if it hit something
if ( trace.fraction < 1.0 ) {
vec3_t angles;
vec3_t dir;
VectorSubtract( beam.oldorigin, beam.origin, dir );
VectorNormalize( dir );
memset( &beam, 0, sizeof( beam ) );
beam.hModel = cgs.media.lightningExplosionModel;
VectorMA( trace.endpos, -16, dir, beam.origin );
// make a random orientation
angles[0] = rand() % 360;
angles[1] = rand() % 360;
angles[2] = rand() % 360;
AnglesToAxis( angles, beam.axis );
trap_R_AddRefEntityToScene( &beam );
}
}
/*
static void CG_LightningBolt( centity_t *cent, vec3_t origin ) {
trace_t trace;
refEntity_t beam;
vec3_t forward;
vec3_t muzzlePoint, endPoint;
if ( cent->currentState.weapon != WP_LIGHTNING ) {
return;
}
memset( &beam, 0, sizeof( beam ) );
// find muzzle point for this frame
VectorCopy( cent->lerpOrigin, muzzlePoint );
AngleVectors( cent->lerpAngles, forward, NULL, NULL );
// FIXME: crouch
muzzlePoint[2] += DEFAULT_VIEWHEIGHT;
VectorMA( muzzlePoint, 14, forward, muzzlePoint );
// project forward by the lightning range
VectorMA( muzzlePoint, LIGHTNING_RANGE, forward, endPoint );
// see if it hit a wall
CG_Trace( &trace, muzzlePoint, vec3_origin, vec3_origin, endPoint,
cent->currentState.number, MASK_SHOT );
// this is the endpoint
VectorCopy( trace.endpos, beam.oldorigin );
// use the provided origin, even though it may be slightly
// different than the muzzle origin
VectorCopy( origin, beam.origin );
beam.reType = RT_LIGHTNING;
beam.customShader = cgs.media.lightningShader;
trap_R_AddRefEntityToScene( &beam );
// add the impact flare if it hit something
if ( trace.fraction < 1.0 ) {
vec3_t angles;
vec3_t dir;
VectorSubtract( beam.oldorigin, beam.origin, dir );
VectorNormalize( dir );
memset( &beam, 0, sizeof( beam ) );
beam.hModel = cgs.media.lightningExplosionModel;
VectorMA( trace.endpos, -16, dir, beam.origin );
// make a random orientation
angles[0] = rand() % 360;
angles[1] = rand() % 360;
angles[2] = rand() % 360;
AnglesToAxis( angles, beam.axis );
trap_R_AddRefEntityToScene( &beam );
}
}
*/
/*
===============
CG_SpawnRailTrail
Origin will be the exact tag point, which is slightly
different than the muzzle point used for determining hits.
===============
*/
static void CG_SpawnRailTrail( centity_t *cent, vec3_t origin ) {
clientInfo_t *ci;
if ( cent->currentState.weapon != WP_RAILGUN ) {
return;
}
if ( !cent->pe.railgunFlash ) {
return;
}
cent->pe.railgunFlash = qtrue;
ci = &cgs.clientinfo[ cent->currentState.clientNum ];
CG_RailTrail( ci, origin, cent->pe.railgunImpact );
}
/*
======================
CG_MachinegunSpinAngle
======================
*/
#define SPIN_SPEED 0.9
#define COAST_TIME 1000
static float CG_MachinegunSpinAngle( centity_t *cent ) {
int delta;
float angle;
float speed;
delta = cg.time - cent->pe.barrelTime;
if ( cent->pe.barrelSpinning ) {
angle = cent->pe.barrelAngle + delta * SPIN_SPEED;
} else {
if ( delta > COAST_TIME ) {
delta = COAST_TIME;
}
speed = 0.5 * ( SPIN_SPEED + (float)( COAST_TIME - delta ) / COAST_TIME );
angle = cent->pe.barrelAngle + delta * speed;
}
if ( cent->pe.barrelSpinning == !(cent->currentState.eFlags & EF_FIRING) ) {
cent->pe.barrelTime = cg.time;
cent->pe.barrelAngle = AngleMod( angle );
cent->pe.barrelSpinning = !!(cent->currentState.eFlags & EF_FIRING);
#ifdef MISSIONPACK
if ( cent->currentState.weapon == WP_CHAINGUN && !cent->pe.barrelSpinning ) {
trap_S_StartSound( NULL, cent->currentState.number, CHAN_WEAPON, trap_S_RegisterSound( "sound/weapons/vulcan/wvulwind.wav", qfalse ) );
}
#endif
}
return angle;
}
/*
========================
CG_AddWeaponWithPowerups
========================
*/
static void CG_AddWeaponWithPowerups( refEntity_t *gun, int powerups ) {
// add powerup effects
if ( powerups & ( 1 << PW_INVIS ) ) {
gun->customShader = cgs.media.invisShader;
trap_R_AddRefEntityToScene( gun );
} else {
trap_R_AddRefEntityToScene( gun );
if ( powerups & ( 1 << PW_BATTLESUIT ) ) {
gun->customShader = cgs.media.battleWeaponShader;
trap_R_AddRefEntityToScene( gun );
}
if ( powerups & ( 1 << PW_QUAD ) ) {
gun->customShader = cgs.media.quadWeaponShader;
trap_R_AddRefEntityToScene( gun );
}
}
}
/*
=============
CG_AddPlayerWeapon
Used for both the view weapon (ps is valid) and the world modelother character models (ps is NULL)
The main player will have this called for BOTH cases, so effects like light and
sound should only be done on the world model case.
=============
*/
void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent, int team ) {
refEntity_t gun;
refEntity_t barrel;
refEntity_t flash;
vec3_t angles;
weapon_t weaponNum;
weaponInfo_t *weapon;
centity_t *nonPredictedCent;
// int col;
weaponNum = cent->currentState.weapon;
CG_RegisterWeapon( weaponNum );
weapon = &cg_weapons[weaponNum];
// add the weapon
memset( &gun, 0, sizeof( gun ) );
VectorCopy( parent->lightingOrigin, gun.lightingOrigin );
gun.shadowPlane = parent->shadowPlane;
gun.renderfx = parent->renderfx;
// set custom shading for railgun refire rate
if ( ps ) {
if ( cg.predictedPlayerState.weapon == WP_RAILGUN
&& cg.predictedPlayerState.weaponstate == WEAPON_FIRING ) {
float f;
f = (float)cg.predictedPlayerState.weaponTime / 1500;
gun.shaderRGBA[1] = 0;
gun.shaderRGBA[0] =
gun.shaderRGBA[2] = 255 * ( 1.0 - f );
} else {
gun.shaderRGBA[0] = 255;
gun.shaderRGBA[1] = 255;
gun.shaderRGBA[2] = 255;
gun.shaderRGBA[3] = 255;
}
}
gun.hModel = weapon->weaponModel;
if (!gun.hModel) {
return;
}
if ( !ps ) {
// add weapon ready sound
cent->pe.lightningFiring = qfalse;
if ( ( cent->currentState.eFlags & EF_FIRING ) && weapon->firingSound ) {
// lightning gun and guantlet make a different sound when fire is held down
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->firingSound );
cent->pe.lightningFiring = qtrue;
} else if ( weapon->readySound ) {
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->readySound );
}
}
CG_PositionEntityOnTag( &gun, parent, parent->hModel, "tag_weapon");
CG_AddWeaponWithPowerups( &gun, cent->currentState.powerups );
// add the spinning barrel
if ( weapon->barrelModel ) {
memset( &barrel, 0, sizeof( barrel ) );
VectorCopy( parent->lightingOrigin, barrel.lightingOrigin );
barrel.shadowPlane = parent->shadowPlane;
barrel.renderfx = parent->renderfx;
barrel.hModel = weapon->barrelModel;
angles[YAW] = 0;
angles[PITCH] = 0;
angles[ROLL] = CG_MachinegunSpinAngle( cent );
AnglesToAxis( angles, barrel.axis );
CG_PositionRotatedEntityOnTag( &barrel, &gun, weapon->weaponModel, "tag_barrel" );
CG_AddWeaponWithPowerups( &barrel, cent->currentState.powerups );
}
// make sure we aren't looking at cg.predictedPlayerEntity for LG
nonPredictedCent = &cg_entities[cent->currentState.clientNum];
// if the index of the nonPredictedCent is not the same as the clientNum
// then this is a fake player (like on teh single player podiums), so
// go ahead and use the cent
if( ( nonPredictedCent - cg_entities ) != cent->currentState.clientNum ) {
nonPredictedCent = cent;
}
// add the flash
if ( ( weaponNum == WP_LIGHTNING || weaponNum == WP_GAUNTLET || weaponNum == WP_GRAPPLING_HOOK )
&& ( nonPredictedCent->currentState.eFlags & EF_FIRING ) )
{
// continuous flash
} else {
// impulse flash
if ( cg.time - cent->muzzleFlashTime > MUZZLE_FLASH_TIME && !cent->pe.railgunFlash ) {
return;
}
}
memset( &flash, 0, sizeof( flash ) );
VectorCopy( parent->lightingOrigin, flash.lightingOrigin );
flash.shadowPlane = parent->shadowPlane;
flash.renderfx = parent->renderfx;
flash.hModel = weapon->flashModel;
if (!flash.hModel) {
return;
}
angles[YAW] = 0;
angles[PITCH] = 0;
angles[ROLL] = crandom() * 10;
AnglesToAxis( angles, flash.axis );
// colorize the railgun blast
if ( weaponNum == WP_RAILGUN ) {
clientInfo_t *ci;
ci = &cgs.clientinfo[ cent->currentState.clientNum ];
flash.shaderRGBA[0] = 255 * ci->color1[0];
flash.shaderRGBA[1] = 255 * ci->color1[1];
flash.shaderRGBA[2] = 255 * ci->color1[2];
}
CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->weaponModel, "tag_flash");
trap_R_AddRefEntityToScene( &flash );
if ( ps || cg.renderingThirdPerson ||
cent->currentState.number != cg.predictedPlayerState.clientNum ) {
// add lightning bolt
CG_LightningBolt( nonPredictedCent, flash.origin );
// add rail trail
CG_SpawnRailTrail( cent, flash.origin );
if ( weapon->flashDlightColor[0] || weapon->flashDlightColor[1] || weapon->flashDlightColor[2] ) {
trap_R_AddLightToScene( flash.origin, 300 + (rand()&31), weapon->flashDlightColor[0],
weapon->flashDlightColor[1], weapon->flashDlightColor[2] );
}
}
}
/*
==============
CG_AddViewWeapon
Add the weapon, and flash for the player's view
==============
*/
void CG_AddViewWeapon( playerState_t *ps ) {
refEntity_t hand;
centity_t *cent;
clientInfo_t *ci;
float fovOffset;
vec3_t angles;
weaponInfo_t *weapon;
if ( ps->persistant[PERS_TEAM] == TEAM_SPECTATOR ) {
return;
}
if ( ps->pm_type == PM_INTERMISSION ) {
return;
}
// no gun if in third person view or a camera is active
//if ( cg.renderingThirdPerson || cg.cameraMode) {
if ( cg.renderingThirdPerson ) {
return;
}
// allow the gun to be completely removed
if ( !cg_drawGun.integer ) {
vec3_t origin;
if ( cg.predictedPlayerState.eFlags & EF_FIRING ) {
// special hack for lightning gun...
VectorCopy( cg.refdef.vieworg, origin );
VectorMA( origin, -8, cg.refdef.viewaxis[2], origin );
CG_LightningBolt( &cg_entities[ps->clientNum], origin );
}
return;
}
// don't draw if testing a gun model
if ( cg.testGun ) {
return;
}
// drop gun lower at higher fov
if ( cg_fov.integer > 90 ) {
fovOffset = -0.2 * ( cg_fov.integer - 90 );
} else {
fovOffset = 0;
}
cent = &cg.predictedPlayerEntity; // &cg_entities[cg.snap->ps.clientNum];
CG_RegisterWeapon( ps->weapon );
weapon = &cg_weapons[ ps->weapon ];
memset (&hand, 0, sizeof(hand));
// set up gun position
CG_CalculateWeaponPosition( hand.origin, angles );
VectorMA( hand.origin, cg_gun_x.value, cg.refdef.viewaxis[0], hand.origin );
VectorMA( hand.origin, cg_gun_y.value, cg.refdef.viewaxis[1], hand.origin );
VectorMA( hand.origin, (cg_gun_z.value+fovOffset), cg.refdef.viewaxis[2], hand.origin );
AnglesToAxis( angles, hand.axis );
// map torso animations to weapon animations
if ( cg_gun_frame.integer ) {
// development tool
hand.frame = hand.oldframe = cg_gun_frame.integer;
hand.backlerp = 0;
} else {
// get clientinfo for animation map
ci = &cgs.clientinfo[ cent->currentState.clientNum ];
hand.frame = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.frame );
hand.oldframe = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.oldFrame );
hand.backlerp = cent->pe.torso.backlerp;
}
hand.hModel = weapon->handsModel;
hand.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON | RF_MINLIGHT;
// add everything onto the hand
CG_AddPlayerWeapon( &hand, ps, &cg.predictedPlayerEntity, ps->persistant[PERS_TEAM] );
}
/*
==============================================================================
WEAPON SELECTION
==============================================================================
*/
/*
===================
CG_DrawWeaponSelect
===================
*/
void CG_DrawWeaponSelect( void ) {
int i;
int bits;
int count;
int x, y, w;
char *name;
float *color;
// don't display if dead
if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) {
return;
}
color = CG_FadeColor( cg.weaponSelectTime, WEAPON_SELECT_TIME );
if ( !color ) {
return;
}
trap_R_SetColor( color );
// showing weapon select clears pickup item display, but not the blend blob
cg.itemPickupTime = 0;
// count the number of weapons owned
bits = cg.snap->ps.stats[ STAT_WEAPONS ];
count = 0;
for ( i = 1 ; i < 16 ; i++ ) {
if ( bits & ( 1 << i ) ) {
count++;
}
}
x = 320 - count * 20;
y = 380;
for ( i = 1 ; i < 16 ; i++ ) {
if ( !( bits & ( 1 << i ) ) ) {
continue;
}
CG_RegisterWeapon( i );
// draw weapon icon
CG_DrawPic( x, y, 32, 32, cg_weapons[i].weaponIcon );
// draw selection marker
if ( i == cg.weaponSelect ) {
CG_DrawPic( x-4, y-4, 40, 40, cgs.media.selectShader );
}
// no ammo cross on top
if ( !cg.snap->ps.ammo[ i ] ) {
CG_DrawPic( x, y, 32, 32, cgs.media.noammoShader );
}
x += 40;
}
// draw the selected name
if ( cg_weapons[ cg.weaponSelect ].item ) {
name = cg_weapons[ cg.weaponSelect ].item->pickup_name;
if ( name ) {
w = CG_DrawStrlen( name ) * BIGCHAR_WIDTH;
x = ( SCREEN_WIDTH - w ) / 2;
CG_DrawBigStringColor(x, y - 22, name, color);
}
}
trap_R_SetColor( NULL );
}
/*
===============
CG_WeaponSelectable
===============
*/
static qboolean CG_WeaponSelectable( int i ) {
if ( !cg.snap->ps.ammo[i] ) {
return qfalse;
}
if ( ! (cg.snap->ps.stats[ STAT_WEAPONS ] & ( 1 << i ) ) ) {
return qfalse;
}
return qtrue;
}
/*
===============
CG_NextWeapon_f
===============
*/
void CG_NextWeapon_f( void ) {
int i;
int original;
if ( !cg.snap ) {
return;
}
if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) {
return;
}
cg.weaponSelectTime = cg.time;
original = cg.weaponSelect;
for ( i = 0 ; i < 16 ; i++ ) {
cg.weaponSelect++;
if ( cg.weaponSelect == 16 ) {
cg.weaponSelect = 0;
}
if ( cg.weaponSelect == WP_GAUNTLET ) {
continue; // never cycle to gauntlet
}
if ( CG_WeaponSelectable( cg.weaponSelect ) ) {
break;
}
}
if ( i == 16 ) {
cg.weaponSelect = original;
}
}
/*
===============
CG_PrevWeapon_f
===============
*/
void CG_PrevWeapon_f( void ) {
int i;
int original;
if ( !cg.snap ) {
return;
}
if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) {
return;
}
cg.weaponSelectTime = cg.time;
original = cg.weaponSelect;
for ( i = 0 ; i < 16 ; i++ ) {
cg.weaponSelect--;
if ( cg.weaponSelect == -1 ) {
cg.weaponSelect = 15;
}
if ( cg.weaponSelect == WP_GAUNTLET ) {
continue; // never cycle to gauntlet
}
if ( CG_WeaponSelectable( cg.weaponSelect ) ) {
break;
}
}
if ( i == 16 ) {
cg.weaponSelect = original;
}
}
/*
===============
CG_Weapon_f
===============
*/
void CG_Weapon_f( void ) {
int num;
if ( !cg.snap ) {
return;
}
if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) {
return;
}
num = atoi( CG_Argv( 1 ) );
if ( num < 1 || num > 15 ) {
return;
}
cg.weaponSelectTime = cg.time;
if ( ! ( cg.snap->ps.stats[STAT_WEAPONS] & ( 1 << num ) ) ) {
return; // don't have the weapon
}
cg.weaponSelect = num;
}
/*
===================
CG_OutOfAmmoChange
The current weapon has just run out of ammo
===================
*/
void CG_OutOfAmmoChange( void ) {
int i;
cg.weaponSelectTime = cg.time;
for ( i = 15 ; i > 0 ; i-- ) {
if ( CG_WeaponSelectable( i ) ) {
cg.weaponSelect = i;
break;
}
}
}
/*
===================================================================================================
WEAPON EVENTS
===================================================================================================
*/
/*
================
CG_FireWeapon
Caused by an EV_FIRE_WEAPON event
================
*/
void CG_FireWeapon( centity_t *cent ) {
entityState_t *ent;
int c;
weaponInfo_t *weap;
ent = &cent->currentState;
if ( ent->weapon == WP_NONE ) {
return;
}
if ( ent->weapon >= WP_NUM_WEAPONS ) {
CG_Error( "CG_FireWeapon: ent->weapon >= WP_NUM_WEAPONS" );
return;
}
weap = &cg_weapons[ ent->weapon ];
// mark the entity as muzzle flashing, so when it is added it will
// append the flash to the weapon model
cent->muzzleFlashTime = cg.time;
// lightning gun only does this this on initial press
if ( ent->weapon == WP_LIGHTNING ) {
if ( cent->pe.lightningFiring ) {
return;
}
}
// play quad sound if needed
if ( cent->currentState.powerups & ( 1 << PW_QUAD ) ) {
trap_S_StartSound (NULL, cent->currentState.number, CHAN_ITEM, cgs.media.quadSound );
}
// play a sound
for ( c = 0 ; c < 4 ; c++ ) {
if ( !weap->flashSound[c] ) {
break;
}
}
if ( c > 0 ) {
c = rand() % c;
if ( weap->flashSound[c] )
{
trap_S_StartSound( NULL, ent->number, CHAN_WEAPON, weap->flashSound[c] );
}
}
// do brass ejection
if ( weap->ejectBrassFunc && cg_brassTime.integer > 0 ) {
weap->ejectBrassFunc( cent );
}
}
/*
=================
CG_MissileHitWall
Caused by an EV_MISSILE_MISS event, or directly by local bullet tracing
=================
*/
void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, impactSound_t soundType ) {
qhandle_t mod;
qhandle_t mark;
qhandle_t shader;
sfxHandle_t sfx;
float radius;
float light;
vec3_t lightColor;
localEntity_t *le;
int r;
qboolean alphaFade;
qboolean isSprite;
int duration;
vec3_t sprOrg;
vec3_t sprVel;
mark = 0;
radius = 32;
sfx = 0;
mod = 0;
shader = 0;
light = 0;
lightColor[0] = 1;
lightColor[1] = 1;
lightColor[2] = 0;
// set defaults
isSprite = qfalse;
duration = 600;
switch ( weapon ) {
default:
#ifdef MISSIONPACK
case WP_NAILGUN:
if( soundType == IMPACTSOUND_FLESH ) {
sfx = cgs.media.sfx_nghitflesh;
} else if( soundType == IMPACTSOUND_METAL ) {
sfx = cgs.media.sfx_nghitmetal;
} else {
sfx = cgs.media.sfx_nghit;
}
mark = cgs.media.holeMarkShader;
radius = 12;
break;
#endif
case WP_LIGHTNING:
// no explosion at LG impact, it is added with the beam
r = rand() & 3;
if ( r < 2 ) {
sfx = cgs.media.sfx_lghit2;
} else if ( r == 2 ) {
sfx = cgs.media.sfx_lghit1;
} else {
sfx = cgs.media.sfx_lghit3;
}
mark = cgs.media.holeMarkShader;
radius = 12;
break;
#ifdef MISSIONPACK
case WP_PROX_LAUNCHER:
mod = cgs.media.dishFlashModel;
shader = cgs.media.grenadeExplosionShader;
sfx = cgs.media.sfx_proxexp;
mark = cgs.media.burnMarkShader;
radius = 64;
light = 300;
isSprite = qtrue;
break;
#endif
case WP_GRENADE_LAUNCHER:
mod = cgs.media.dishFlashModel;
shader = cgs.media.grenadeExplosionShader;
sfx = cgs.media.sfx_rockexp;
mark = cgs.media.burnMarkShader;
radius = 64;
light = 300;
isSprite = qtrue;
break;
case WP_ROCKET_LAUNCHER:
mod = cgs.media.dishFlashModel;
shader = cgs.media.rocketExplosionShader;
sfx = cgs.media.sfx_rockexp;
mark = cgs.media.burnMarkShader;
radius = 64;
light = 300;
isSprite = qtrue;
duration = 1000;
lightColor[0] = 1;
lightColor[1] = 0.75;
lightColor[2] = 0.0;
if (cg_oldRocket.integer == 0) {
// explosion sprite animation
VectorMA( origin, 24, dir, sprOrg );
VectorScale( dir, 64, sprVel );
CG_ParticleExplosion( "explode1", sprOrg, sprVel, 1400, 20, 30 );
}
break;
case WP_RAILGUN:
mod = cgs.media.ringFlashModel;
shader = cgs.media.railExplosionShader;
sfx = cgs.media.sfx_plasmaexp;
mark = cgs.media.energyMarkShader;
radius = 24;
break;
case WP_PLASMAGUN:
mod = cgs.media.ringFlashModel;
shader = cgs.media.plasmaExplosionShader;
sfx = cgs.media.sfx_plasmaexp;
mark = cgs.media.energyMarkShader;
radius = 16;
break;
case WP_BFG:
mod = cgs.media.dishFlashModel;
shader = cgs.media.bfgExplosionShader;
sfx = cgs.media.sfx_rockexp;
mark = cgs.media.burnMarkShader;
radius = 32;
isSprite = qtrue;
break;
case WP_SHOTGUN:
mod = cgs.media.bulletFlashModel;
shader = cgs.media.bulletExplosionShader;
mark = cgs.media.bulletMarkShader;
sfx = 0;
radius = 4;
break;
#ifdef MISSIONPACK
case WP_CHAINGUN:
mod = cgs.media.bulletFlashModel;
if( soundType == IMPACTSOUND_FLESH ) {
sfx = cgs.media.sfx_chghitflesh;
} else if( soundType == IMPACTSOUND_METAL ) {
sfx = cgs.media.sfx_chghitmetal;
} else {
sfx = cgs.media.sfx_chghit;
}
mark = cgs.media.bulletMarkShader;
r = rand() & 3;
if ( r < 2 ) {
sfx = cgs.media.sfx_ric1;
} else if ( r == 2 ) {
sfx = cgs.media.sfx_ric2;
} else {
sfx = cgs.media.sfx_ric3;
}
radius = 8;
break;
#endif
case WP_MACHINEGUN:
mod = cgs.media.bulletFlashModel;
shader = cgs.media.bulletExplosionShader;
mark = cgs.media.bulletMarkShader;
r = rand() & 3;
if ( r == 0 ) {
sfx = cgs.media.sfx_ric1;
} else if ( r == 1 ) {
sfx = cgs.media.sfx_ric2;
} else {
sfx = cgs.media.sfx_ric3;
}
radius = 8;
break;
}
if ( sfx ) {
trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, sfx );
}
//
// create the explosion
//
if ( mod ) {
le = CG_MakeExplosion( origin, dir,
mod, shader,
duration, isSprite );
le->light = light;
VectorCopy( lightColor, le->lightColor );
if ( weapon == WP_RAILGUN ) {
// colorize with client color
VectorCopy( cgs.clientinfo[clientNum].color1, le->color );
}
}
//
// impact mark
//
alphaFade = (mark == cgs.media.energyMarkShader); // plasma fades alpha, all others fade color
if ( weapon == WP_RAILGUN ) {
float *color;
// colorize with client color
color = cgs.clientinfo[clientNum].color2;
CG_ImpactMark( mark, origin, dir, random()*360, color[0],color[1], color[2],1, alphaFade, radius, qfalse );
} else {
CG_ImpactMark( mark, origin, dir, random()*360, 1,1,1,1, alphaFade, radius, qfalse );
}
}
/*
=================
CG_MissileHitPlayer
=================
*/
void CG_MissileHitPlayer( int weapon, vec3_t origin, vec3_t dir, int entityNum ) {
CG_Bleed( origin, entityNum );
// some weapons will make an explosion with the blood, while
// others will just make the blood
switch ( weapon ) {
case WP_GRENADE_LAUNCHER:
case WP_ROCKET_LAUNCHER:
#ifdef MISSIONPACK
case WP_NAILGUN:
case WP_CHAINGUN:
case WP_PROX_LAUNCHER:
#endif
CG_MissileHitWall( weapon, 0, origin, dir, IMPACTSOUND_FLESH );
break;
default:
break;
}
}
/*
============================================================================
SHOTGUN TRACING
============================================================================
*/
/*
================
CG_ShotgunPellet
================
*/
static void CG_ShotgunPellet( vec3_t start, vec3_t end, int skipNum ) {
trace_t tr;
int sourceContentType, destContentType;
CG_Trace( &tr, start, NULL, NULL, end, skipNum, MASK_SHOT );
sourceContentType = trap_CM_PointContents( start, 0 );
destContentType = trap_CM_PointContents( tr.endpos, 0 );
// FIXME: should probably move this cruft into CG_BubbleTrail
if ( sourceContentType == destContentType ) {
if ( sourceContentType & CONTENTS_WATER ) {
CG_BubbleTrail( start, tr.endpos, 32 );
}
} else if ( sourceContentType & CONTENTS_WATER ) {
trace_t trace;
trap_CM_BoxTrace( &trace, end, start, NULL, NULL, 0, CONTENTS_WATER );
CG_BubbleTrail( start, trace.endpos, 32 );
} else if ( destContentType & CONTENTS_WATER ) {
trace_t trace;
trap_CM_BoxTrace( &trace, start, end, NULL, NULL, 0, CONTENTS_WATER );
CG_BubbleTrail( tr.endpos, trace.endpos, 32 );
}
if ( tr.surfaceFlags & SURF_NOIMPACT ) {
return;
}
if ( cg_entities[tr.entityNum].currentState.eType == ET_PLAYER ) {
CG_MissileHitPlayer( WP_SHOTGUN, tr.endpos, tr.plane.normal, tr.entityNum );
} else {
if ( tr.surfaceFlags & SURF_NOIMPACT ) {
// SURF_NOIMPACT will not make a flame puff or a mark
return;
}
if ( tr.surfaceFlags & SURF_METALSTEPS ) {
CG_MissileHitWall( WP_SHOTGUN, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_METAL );
} else {
CG_MissileHitWall( WP_SHOTGUN, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_DEFAULT );
}
}
}
/*
================
CG_ShotgunPattern
Perform the same traces the server did to locate the
hit splashes
================
*/
static void CG_ShotgunPattern( vec3_t origin, vec3_t origin2, int seed, int otherEntNum ) {
int i;
float r, u;
vec3_t end;
vec3_t forward, right, up;
// derive the right and up vectors from the forward vector, because
// the client won't have any other information
VectorNormalize2( origin2, forward );
PerpendicularVector( right, forward );
CrossProduct( forward, right, up );
// generate the "random" spread pattern
for ( i = 0 ; i < DEFAULT_SHOTGUN_COUNT ; i++ ) {
r = Q_crandom( &seed ) * DEFAULT_SHOTGUN_SPREAD * 16;
u = Q_crandom( &seed ) * DEFAULT_SHOTGUN_SPREAD * 16;
VectorMA( origin, 8192 * 16, forward, end);
VectorMA (end, r, right, end);
VectorMA (end, u, up, end);
CG_ShotgunPellet( origin, end, otherEntNum );
}
}
/*
==============
CG_ShotgunFire
==============
*/
void CG_ShotgunFire( entityState_t *es ) {
vec3_t v;
int contents;
VectorSubtract( es->origin2, es->pos.trBase, v );
VectorNormalize( v );
VectorScale( v, 32, v );
VectorAdd( es->pos.trBase, v, v );
if ( cgs.glconfig.hardwareType != GLHW_RAGEPRO ) {
// ragepro can't alpha fade, so don't even bother with smoke
vec3_t up;
contents = trap_CM_PointContents( es->pos.trBase, 0 );
if ( !( contents & CONTENTS_WATER ) ) {
VectorSet( up, 0, 0, 8 );
CG_SmokePuff( v, up, 32, 1, 1, 1, 0.33f, 900, cg.time, 0, LEF_PUFF_DONT_SCALE, cgs.media.shotgunSmokePuffShader );
}
}
CG_ShotgunPattern( es->pos.trBase, es->origin2, es->eventParm, es->otherEntityNum );
}
/*
============================================================================
BULLETS
============================================================================
*/
/*
===============
CG_Tracer
===============
*/
void CG_Tracer( vec3_t source, vec3_t dest ) {
vec3_t forward, right;
polyVert_t verts[4];
vec3_t line;
float len, begin, end;
vec3_t start, finish;
vec3_t midpoint;
// tracer
VectorSubtract( dest, source, forward );
len = VectorNormalize( forward );
// start at least a little ways from the muzzle
if ( len < 100 ) {
return;
}
begin = 50 + random() * (len - 60);
end = begin + cg_tracerLength.value;
if ( end > len ) {
end = len;
}
VectorMA( source, begin, forward, start );
VectorMA( source, end, forward, finish );
line[0] = DotProduct( forward, cg.refdef.viewaxis[1] );
line[1] = DotProduct( forward, cg.refdef.viewaxis[2] );
VectorScale( cg.refdef.viewaxis[1], line[1], right );
VectorMA( right, -line[0], cg.refdef.viewaxis[2], right );
VectorNormalize( right );
VectorMA( finish, cg_tracerWidth.value, right, verts[0].xyz );
verts[0].st[0] = 0;
verts[0].st[1] = 1;
verts[0].modulate[0] = 255;
verts[0].modulate[1] = 255;
verts[0].modulate[2] = 255;
verts[0].modulate[3] = 255;
VectorMA( finish, -cg_tracerWidth.value, right, verts[1].xyz );
verts[1].st[0] = 1;
verts[1].st[1] = 0;
verts[1].modulate[0] = 255;
verts[1].modulate[1] = 255;
verts[1].modulate[2] = 255;
verts[1].modulate[3] = 255;
VectorMA( start, -cg_tracerWidth.value, right, verts[2].xyz );
verts[2].st[0] = 1;
verts[2].st[1] = 1;
verts[2].modulate[0] = 255;
verts[2].modulate[1] = 255;
verts[2].modulate[2] = 255;
verts[2].modulate[3] = 255;
VectorMA( start, cg_tracerWidth.value, right, verts[3].xyz );
verts[3].st[0] = 0;
verts[3].st[1] = 0;
verts[3].modulate[0] = 255;
verts[3].modulate[1] = 255;
verts[3].modulate[2] = 255;
verts[3].modulate[3] = 255;
trap_R_AddPolyToScene( cgs.media.tracerShader, 4, verts );
midpoint[0] = ( start[0] + finish[0] ) * 0.5;
midpoint[1] = ( start[1] + finish[1] ) * 0.5;
midpoint[2] = ( start[2] + finish[2] ) * 0.5;
// add the tracer sound
trap_S_StartSound( midpoint, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.tracerSound );
}
/*
======================
CG_CalcMuzzlePoint
======================
*/
static qboolean CG_CalcMuzzlePoint( int entityNum, vec3_t muzzle ) {
vec3_t forward;
centity_t *cent;
int anim;
if ( entityNum == cg.snap->ps.clientNum ) {
VectorCopy( cg.snap->ps.origin, muzzle );
muzzle[2] += cg.snap->ps.viewheight;
AngleVectors( cg.snap->ps.viewangles, forward, NULL, NULL );
VectorMA( muzzle, 14, forward, muzzle );
return qtrue;
}
cent = &cg_entities[entityNum];
if ( !cent->currentValid ) {
return qfalse;
}
VectorCopy( cent->currentState.pos.trBase, muzzle );
AngleVectors( cent->currentState.apos.trBase, forward, NULL, NULL );
anim = cent->currentState.legsAnim & ~ANIM_TOGGLEBIT;
if ( anim == LEGS_WALKCR || anim == LEGS_IDLECR ) {
muzzle[2] += CROUCH_VIEWHEIGHT;
} else {
muzzle[2] += DEFAULT_VIEWHEIGHT;
}
VectorMA( muzzle, 14, forward, muzzle );
return qtrue;
}
/*
======================
CG_Bullet
Renders bullet effects.
======================
*/
void CG_Bullet( vec3_t end, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum ) {
trace_t trace;
int sourceContentType, destContentType;
vec3_t start;
// if the shooter is currently valid, calc a source point and possibly
// do trail effects
if ( sourceEntityNum >= 0 && cg_tracerChance.value > 0 ) {
if ( CG_CalcMuzzlePoint( sourceEntityNum, start ) ) {
sourceContentType = trap_CM_PointContents( start, 0 );
destContentType = trap_CM_PointContents( end, 0 );
// do a complete bubble trail if necessary
if ( ( sourceContentType == destContentType ) && ( sourceContentType & CONTENTS_WATER ) ) {
CG_BubbleTrail( start, end, 32 );
}
// bubble trail from water into air
else if ( ( sourceContentType & CONTENTS_WATER ) ) {
trap_CM_BoxTrace( &trace, end, start, NULL, NULL, 0, CONTENTS_WATER );
CG_BubbleTrail( start, trace.endpos, 32 );
}
// bubble trail from air into water
else if ( ( destContentType & CONTENTS_WATER ) ) {
trap_CM_BoxTrace( &trace, start, end, NULL, NULL, 0, CONTENTS_WATER );
CG_BubbleTrail( trace.endpos, end, 32 );
}
// draw a tracer
if ( random() < cg_tracerChance.value ) {
CG_Tracer( start, end );
}
}
}
// impact splash and mark
if ( flesh ) {
CG_Bleed( end, fleshEntityNum );
} else {
CG_MissileHitWall( WP_MACHINEGUN, 0, end, normal, IMPACTSOUND_DEFAULT );
}
}