jedi-academy/codemp/cgame/cg_weapons.c
2013-04-23 15:21:39 +10:00

2582 lines
58 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
// cg_weapons.c -- events and effects dealing with weapons
#include "cg_local.h"
#include "fx_local.h"
extern vec4_t bluehudtint;
extern vec4_t redhudtint;
extern float *hudTintColor;
/*
Ghoul2 Insert Start
*/
// set up the appropriate ghoul2 info to a refent
void CG_SetGhoul2InfoRef( refEntity_t *ent, refEntity_t *s1)
{
ent->ghoul2 = s1->ghoul2;
VectorCopy( s1->modelScale, ent->modelScale);
ent->radius = s1->radius;
VectorCopy( s1->angles, ent->angles);
}
/*
Ghoul2 Insert End
*/
/*
=================
CG_RegisterItemVisuals
The server says this item is used on this level
=================
*/
void CG_RegisterItemVisuals( int itemNum ) {
itemInfo_t *itemInfo;
gitem_t *item;
int handle;
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;
if (item->giType == IT_TEAM &&
(item->giTag == PW_REDFLAG || item->giTag == PW_BLUEFLAG) &&
cgs.gametype == GT_CTY)
{ //in CTY the flag model is different
itemInfo->models[0] = trap_R_RegisterModel( item->world_model[1] );
}
else if (item->giType == IT_WEAPON &&
(item->giTag == WP_THERMAL || item->giTag == WP_TRIP_MINE || item->giTag == WP_DET_PACK))
{
itemInfo->models[0] = trap_R_RegisterModel( item->world_model[1] );
}
else
{
itemInfo->models[0] = trap_R_RegisterModel( item->world_model[0] );
}
/*
Ghoul2 Insert Start
*/
if (!Q_stricmp(&item->world_model[0][strlen(item->world_model[0]) - 4], ".glm"))
{
handle = trap_G2API_InitGhoul2Model(&itemInfo->g2Models[0], item->world_model[0], 0 , 0, 0, 0, 0);
if (handle<0)
{
itemInfo->g2Models[0] = NULL;
}
else
{
itemInfo->radius[0] = 60;
}
}
/*
Ghoul2 Insert End
*/
if (item->icon)
{
if (item->giType == IT_HEALTH)
{ //medpack gets nomip'd by the ui or something I guess.
itemInfo->icon = trap_R_RegisterShaderNoMip( item->icon );
}
else
{
itemInfo->icon = trap_R_RegisterShader( item->icon );
}
}
else
{
itemInfo->icon = 0;
}
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
========================================================================================
*/
#define WEAPON_FORCE_BUSY_HOLSTER
#ifdef WEAPON_FORCE_BUSY_HOLSTER
//rww - this was done as a last resort. Forgive me.
static int cgWeapFrame = 0;
static int cgWeapFrameTime = 0;
#endif
/*
=================
CG_MapTorsoToWeaponFrame
=================
*/
static int CG_MapTorsoToWeaponFrame( clientInfo_t *ci, int frame, int animNum ) {
animation_t *animations = bgHumanoidAnimations;
#ifdef WEAPON_FORCE_BUSY_HOLSTER
if (cg.snap->ps.forceHandExtend != HANDEXTEND_NONE || cgWeapFrameTime > cg.time)
{ //the reason for the after delay is so that it doesn't snap the weapon frame to the "idle" (0) frame
//for a very quick moment
if (cgWeapFrame < 6)
{
cgWeapFrame = 6;
cgWeapFrameTime = cg.time + 10;
}
if (cgWeapFrameTime < cg.time && cgWeapFrame < 10)
{
cgWeapFrame++;
cgWeapFrameTime = cg.time + 10;
}
if (cg.snap->ps.forceHandExtend != HANDEXTEND_NONE &&
cgWeapFrame == 10)
{
cgWeapFrameTime = cg.time + 100;
}
return cgWeapFrame;
}
else
{
cgWeapFrame = 0;
cgWeapFrameTime = 0;
}
#endif
switch( animNum )
{
case TORSO_DROPWEAP1:
if ( frame >= animations[animNum].firstFrame && frame < animations[animNum].firstFrame + 5 )
{
return frame - animations[animNum].firstFrame + 6;
}
break;
case TORSO_RAISEWEAP1:
if ( frame >= animations[animNum].firstFrame && frame < animations[animNum].firstFrame + 4 )
{
return frame - animations[animNum].firstFrame + 6 + 4;
}
break;
case BOTH_ATTACK1:
case BOTH_ATTACK2:
case BOTH_ATTACK3:
case BOTH_ATTACK4:
case BOTH_ATTACK10:
case BOTH_THERMAL_THROW:
if ( frame >= animations[animNum].firstFrame && frame < animations[animNum].firstFrame + 6 )
{
return 1 + ( frame - animations[animNum].firstFrame );
}
break;
}
return -1;
}
/*
==============
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.refdef.viewangles, 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;
//Must be a durational weapon that continuously generates an effect.
if ( cent->currentState.weapon == WP_DEMP2 && cent->currentState.eFlags & EF_ALT_FIRING )
{ /*nothing*/ }
else
{
return;
}
memset( &beam, 0, sizeof( beam ) );
// NOTENOTE No lightning gun-ish stuff yet.
/*
// 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.refdef.viewangles[i];
if (a > 180) {
a -= 360;
}
if (a < -180) {
a += 360;
}
angle[i] = cg.refdef.viewangles[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 );
*/
// NOTENOTE No lightning gun-ish stuff yet.
/*
// 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_AddWeaponWithPowerups
========================
*/
static void CG_AddWeaponWithPowerups( refEntity_t *gun, int powerups ) {
// add powerup effects
trap_R_AddRefEntityToScene( gun );
if (cg.predictedPlayerState.electrifyTime > cg.time)
{ //add electrocution shell
int preShader = gun->customShader;
if ( rand() & 1 )
{
gun->customShader = cgs.media.electricBodyShader;
}
else
{
gun->customShader = cgs.media.electricBody2Shader;
}
trap_R_AddRefEntityToScene( gun );
gun->customShader = preShader; //set back just to be safe
}
}
/*
=============
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, vec3_t newAngles, qboolean thirdPerson ) {
refEntity_t gun;
refEntity_t barrel;
vec3_t angles;
weapon_t weaponNum;
weaponInfo_t *weapon;
centity_t *nonPredictedCent;
refEntity_t flash;
weaponNum = cent->currentState.weapon;
if (cent->currentState.weapon == WP_EMPLACED_GUN)
{
return;
}
if (cg.predictedPlayerState.pm_type == PM_SPECTATOR &&
cent->currentState.number == cg.predictedPlayerState.clientNum)
{ //spectator mode, don't draw it...
return;
}
CG_RegisterWeapon( weaponNum );
weapon = &cg_weapons[weaponNum];
/*
Ghoul2 Insert Start
*/
memset( &gun, 0, sizeof( gun ) );
// only do this if we are in first person, since world weapons are now handled on the server by Ghoul2
if (!thirdPerson)
{
// add the weapon
VectorCopy( parent->lightingOrigin, gun.lightingOrigin );
gun.shadowPlane = parent->shadowPlane;
gun.renderfx = parent->renderfx;
if (ps)
{ // this player, in first person view
gun.hModel = weapon->viewModel;
}
else
{
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");
if (!CG_IsMindTricked(cent->currentState.trickedentindex,
cent->currentState.trickedentindex2,
cent->currentState.trickedentindex3,
cent->currentState.trickedentindex4,
cg.snap->ps.clientNum))
{
CG_AddWeaponWithPowerups( &gun, cent->currentState.powerups ); //don't draw the weapon if the player is invisible
/*
if ( weaponNum == WP_STUN_BATON )
{
gun.shaderRGBA[0] = gun.shaderRGBA[1] = gun.shaderRGBA[2] = 25;
gun.customShader = trap_R_RegisterShader( "gfx/effects/stunPass" );
gun.renderfx = RF_RGB_TINT | RF_FIRST_PERSON | RF_DEPTHHACK;
trap_R_AddRefEntityToScene( &gun );
}
*/
}
if (weaponNum == WP_STUN_BATON)
{
int i = 0;
while (i < 3)
{
memset( &barrel, 0, sizeof( barrel ) );
VectorCopy( parent->lightingOrigin, barrel.lightingOrigin );
barrel.shadowPlane = parent->shadowPlane;
barrel.renderfx = parent->renderfx;
if (i == 0)
{
barrel.hModel = trap_R_RegisterModel("models/weapons2/stun_baton/baton_barrel.md3");
}
else if (i == 1)
{
barrel.hModel = trap_R_RegisterModel("models/weapons2/stun_baton/baton_barrel2.md3");
}
else
{
barrel.hModel = trap_R_RegisterModel("models/weapons2/stun_baton/baton_barrel3.md3");
}
angles[YAW] = 0;
angles[PITCH] = 0;
angles[ROLL] = 0;
AnglesToAxis( angles, barrel.axis );
if (i == 0)
{
CG_PositionRotatedEntityOnTag( &barrel, parent/*&gun*/, /*weapon->weaponModel*/weapon->handsModel, "tag_barrel" );
}
else if (i == 1)
{
CG_PositionRotatedEntityOnTag( &barrel, parent/*&gun*/, /*weapon->weaponModel*/weapon->handsModel, "tag_barrel2" );
}
else
{
CG_PositionRotatedEntityOnTag( &barrel, parent/*&gun*/, /*weapon->weaponModel*/weapon->handsModel, "tag_barrel3" );
}
CG_AddWeaponWithPowerups( &barrel, cent->currentState.powerups );
i++;
}
}
else
{
// 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] = 0;
AnglesToAxis( angles, barrel.axis );
CG_PositionRotatedEntityOnTag( &barrel, parent/*&gun*/, /*weapon->weaponModel*/weapon->handsModel, "tag_barrel" );
CG_AddWeaponWithPowerups( &barrel, cent->currentState.powerups );
}
}
}
/*
Ghoul2 Insert End
*/
memset (&flash, 0, sizeof(flash));
CG_PositionEntityOnTag( &flash, &gun, gun.hModel, "tag_flash");
VectorCopy(flash.origin, cg.lastFPFlashPoint);
// Do special charge bits
//-----------------------
if ( (ps || cg.renderingThirdPerson || cg.predictedPlayerState.clientNum != cent->currentState.number) &&
( ( cent->currentState.modelindex2 == WEAPON_CHARGING_ALT && cent->currentState.weapon == WP_BRYAR_PISTOL ) ||
( cent->currentState.modelindex2 == WEAPON_CHARGING_ALT && cent->currentState.weapon == WP_BRYAR_OLD ) ||
( cent->currentState.weapon == WP_BOWCASTER && cent->currentState.modelindex2 == WEAPON_CHARGING ) ||
( cent->currentState.weapon == WP_DEMP2 && cent->currentState.modelindex2 == WEAPON_CHARGING_ALT) ) )
{
int shader = 0;
float val = 0.0f;
float scale = 1.0f;
addspriteArgStruct_t fxSArgs;
vec3_t flashorigin, flashdir;
if (!thirdPerson)
{
VectorCopy(flash.origin, flashorigin);
VectorCopy(flash.axis[0], flashdir);
}
else
{
mdxaBone_t boltMatrix;
if (!trap_G2API_HasGhoul2ModelOnIndex(&(cent->ghoul2), 1))
{ //it's quite possible that we may have have no weapon model and be in a valid state, so return here if this is the case
return;
}
// go away and get me the bolt position for this frame please
if (!(trap_G2API_GetBoltMatrix(cent->ghoul2, 1, 0, &boltMatrix, newAngles, cent->lerpOrigin, cg.time, cgs.gameModels, cent->modelScale)))
{ // Couldn't find bolt point.
return;
}
BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, flashorigin);
BG_GiveMeVectorFromMatrix(&boltMatrix, POSITIVE_X, flashdir);
}
if ( cent->currentState.weapon == WP_BRYAR_PISTOL ||
cent->currentState.weapon == WP_BRYAR_OLD)
{
// Hardcoded max charge time of 1 second
val = ( cg.time - cent->currentState.constantLight ) * 0.001f;
shader = cgs.media.bryarFrontFlash;
}
else if ( cent->currentState.weapon == WP_BOWCASTER )
{
// Hardcoded max charge time of 1 second
val = ( cg.time - cent->currentState.constantLight ) * 0.001f;
shader = cgs.media.greenFrontFlash;
}
else if ( cent->currentState.weapon == WP_DEMP2 )
{
val = ( cg.time - cent->currentState.constantLight ) * 0.001f;
shader = cgs.media.lightningFlash;
scale = 1.75f;
}
if ( val < 0.0f )
{
val = 0.0f;
}
else if ( val > 1.0f )
{
val = 1.0f;
if (ps && cent->currentState.number == ps->clientNum)
{
CGCam_Shake( /*0.1f*/0.2f, 100 );
}
}
else
{
if (ps && cent->currentState.number == ps->clientNum)
{
CGCam_Shake( val * val * /*0.3f*/0.6f, 100 );
}
}
val += random() * 0.5f;
VectorCopy(flashorigin, fxSArgs.origin);
VectorClear(fxSArgs.vel);
VectorClear(fxSArgs.accel);
fxSArgs.scale = 3.0f*val*scale;
fxSArgs.dscale = 0.0f;
fxSArgs.sAlpha = 0.7f;
fxSArgs.eAlpha = 0.7f;
fxSArgs.rotation = random()*360;
fxSArgs.bounce = 0.0f;
fxSArgs.life = 1.0f;
fxSArgs.shader = shader;
fxSArgs.flags = 0x08000000;
//FX_AddSprite( flash.origin, NULL, NULL, 3.0f * val, 0.0f, 0.7f, 0.7f, WHITE, WHITE, random() * 360, 0.0f, 1.0f, shader, FX_USE_ALPHA );
trap_FX_AddSprite(&fxSArgs);
}
// 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_DEMP2)
&& ( nonPredictedCent->currentState.eFlags & EF_FIRING ) )
{
// continuous flash
} else {
// impulse flash
if ( cg.time - cent->muzzleFlashTime > MUZZLE_FLASH_TIME) {
return;
}
}
if ( ps || cg.renderingThirdPerson ||
cent->currentState.number != cg.predictedPlayerState.clientNum )
{ // Make sure we don't do the thirdperson model effects for the local player if we're in first person
vec3_t flashorigin, flashdir;
refEntity_t flash;
memset (&flash, 0, sizeof(flash));
if (!thirdPerson)
{
CG_PositionEntityOnTag( &flash, &gun, gun.hModel, "tag_flash");
VectorCopy(flash.origin, flashorigin);
VectorCopy(flash.axis[0], flashdir);
}
else
{
mdxaBone_t boltMatrix;
if (!trap_G2API_HasGhoul2ModelOnIndex(&(cent->ghoul2), 1))
{ //it's quite possible that we may have have no weapon model and be in a valid state, so return here if this is the case
return;
}
// go away and get me the bolt position for this frame please
if (!(trap_G2API_GetBoltMatrix(cent->ghoul2, 1, 0, &boltMatrix, newAngles, cent->lerpOrigin, cg.time, cgs.gameModels, cent->modelScale)))
{ // Couldn't find bolt point.
return;
}
BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, flashorigin);
BG_GiveMeVectorFromMatrix(&boltMatrix, POSITIVE_X, flashdir);
}
if ( cg.time - cent->muzzleFlashTime <= MUZZLE_FLASH_TIME + 10 )
{ // Handle muzzle flashes
if ( cent->currentState.eFlags & EF_ALT_FIRING )
{ // Check the alt firing first.
if (weapon->altMuzzleEffect)
{
if (!thirdPerson)
{
trap_FX_PlayEntityEffectID(weapon->altMuzzleEffect, flashorigin, flash.axis, -1, -1, -1, -1 );
}
else
{
trap_FX_PlayEffectID(weapon->altMuzzleEffect, flashorigin, flashdir, -1, -1);
}
}
}
else
{ // Regular firing
if (weapon->muzzleEffect)
{
if (!thirdPerson)
{
trap_FX_PlayEntityEffectID(weapon->muzzleEffect, flashorigin, flash.axis, -1, -1, -1, -1 );
}
else
{
trap_FX_PlayEffectID(weapon->muzzleEffect, flashorigin, flashdir, -1, -1);
}
}
}
}
// add lightning bolt
CG_LightningBolt( nonPredictedCent, flashorigin );
if ( weapon->flashDlightColor[0] || weapon->flashDlightColor[1] || weapon->flashDlightColor[2] ) {
trap_R_AddLightToScene( flashorigin, 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;
float cgFov = cg_fov.value;
if (cgFov < 1)
{
cgFov = 1;
}
if (cgFov > 97)
{
cgFov = 97;
}
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 || cg.predictedPlayerState.zoomMode) {
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 ( cgFov > 90 ) {
fovOffset = -0.2 * ( cgFov - 90 );
} else {
fovOffset = 0;
}
cent = &cg_entities[cg.predictedPlayerState.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
if (cent->currentState.eType == ET_NPC)
{
if (!cent->npcClient)
{
return;
}
ci = cent->npcClient;
}
else
{
ci = &cgs.clientinfo[ cent->currentState.clientNum ];
}
hand.frame = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.frame, cent->currentState.torsoAnim );
hand.oldframe = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.oldFrame, cent->currentState.torsoAnim );
hand.backlerp = cent->pe.torso.backlerp;
// Handle the fringe situation where oldframe is invalid
if ( hand.frame == -1 )
{
hand.frame = 0;
hand.oldframe = 0;
hand.backlerp = 0;
}
else if ( hand.oldframe == -1 )
{
hand.oldframe = hand.frame;
hand.backlerp = 0;
}
}
hand.hModel = weapon->handsModel;
hand.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON;// | RF_MINLIGHT;
// add everything onto the hand
CG_AddPlayerWeapon( &hand, ps, &cg_entities[cg.predictedPlayerState.clientNum], ps->persistant[PERS_TEAM], angles, qfalse );
}
/*
==============================================================================
WEAPON SELECTION
==============================================================================
*/
#define ICON_WEAPONS 0
#define ICON_FORCE 1
#define ICON_INVENTORY 2
void CG_DrawIconBackground(void)
{
int height,xAdd,x2,y2,t;
// int prongLeftX,prongRightX;
float inTime = cg.invenSelectTime+WEAPON_SELECT_TIME;
float wpTime = cg.weaponSelectTime+WEAPON_SELECT_TIME;
float fpTime = cg.forceSelectTime+WEAPON_SELECT_TIME;
// int drawType = cgs.media.weaponIconBackground;
// int yOffset = 0;
#ifdef _XBOX
//yOffset = -50;
#endif
// don't display if dead
if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 )
{
return;
}
if (cg_hudFiles.integer)
{ //simple hud
return;
}
x2 = 30;
y2 = SCREEN_HEIGHT-70;
//prongLeftX =x2+37;
//prongRightX =x2+544;
if (inTime > wpTime)
{
// drawType = cgs.media.inventoryIconBackground;
cg.iconSelectTime = cg.invenSelectTime;
}
else
{
// drawType = cgs.media.weaponIconBackground;
cg.iconSelectTime = cg.weaponSelectTime;
}
if (fpTime > inTime && fpTime > wpTime)
{
// drawType = cgs.media.forceIconBackground;
cg.iconSelectTime = cg.forceSelectTime;
}
if ((cg.iconSelectTime+WEAPON_SELECT_TIME)<cg.time) // Time is up for the HUD to display
{
if (cg.iconHUDActive) // The time is up, but we still need to move the prongs back to their original position
{
t = cg.time - (cg.iconSelectTime+WEAPON_SELECT_TIME);
cg.iconHUDPercent = t/ 130.0f;
cg.iconHUDPercent = 1 - cg.iconHUDPercent;
if (cg.iconHUDPercent<0)
{
cg.iconHUDActive = qfalse;
cg.iconHUDPercent=0;
}
xAdd = (int) 8*cg.iconHUDPercent;
height = (int) (60.0f*cg.iconHUDPercent);
//CG_DrawPic( x2+60, y2+30+yOffset, 460, -height, drawType); // Top half
//CG_DrawPic( x2+60, y2+30-2+yOffset, 460, height, drawType); // Bottom half
}
else
{
xAdd = 0;
}
return;
}
//prongLeftX =x2+37;
//prongRightX =x2+544;
if (!cg.iconHUDActive)
{
t = cg.time - cg.iconSelectTime;
cg.iconHUDPercent = t/ 130.0f;
// Calc how far into opening sequence we are
if (cg.iconHUDPercent>1)
{
cg.iconHUDActive = qtrue;
cg.iconHUDPercent=1;
}
else if (cg.iconHUDPercent<0)
{
cg.iconHUDPercent=0;
}
}
else
{
cg.iconHUDPercent=1;
}
//trap_R_SetColor( colorTable[CT_WHITE] );
//height = (int) (60.0f*cg.iconHUDPercent);
//CG_DrawPic( x2+60, y2+30+yOffset, 460, -height, drawType); // Top half
//CG_DrawPic( x2+60, y2+30-2+yOffset, 460, height, drawType); // Bottom half
// And now for the prongs
/* if ((cg.inventorySelectTime+WEAPON_SELECT_TIME)>cg.time)
{
cgs.media.currentBackground = ICON_INVENTORY;
background = &cgs.media.inventoryProngsOn;
}
else if ((cg.weaponSelectTime+WEAPON_SELECT_TIME)>cg.time)
{
cgs.media.currentBackground = ICON_WEAPONS;
}
else
{
cgs.media.currentBackground = ICON_FORCE;
background = &cgs.media.forceProngsOn;
}
*/
// Side Prongs
// trap_R_SetColor( colorTable[CT_WHITE]);
// xAdd = (int) 8*cg.iconHUDPercent;
// CG_DrawPic( prongLeftX+xAdd, y2-10, 40, 80, background);
// CG_DrawPic( prongRightX-xAdd, y2-10, -40, 80, background);
}
qboolean CG_WeaponCheck(int weap)
{
if (cg.snap->ps.ammo[weaponData[weap].ammoIndex] < weaponData[weap].energyPerShot &&
cg.snap->ps.ammo[weaponData[weap].ammoIndex] < weaponData[weap].altEnergyPerShot)
{
return qfalse;
}
return qtrue;
}
/*
===============
CG_WeaponSelectable
===============
*/
static qboolean CG_WeaponSelectable( int i ) {
/*if ( !cg.snap->ps.ammo[weaponData[i].ammoIndex] ) {
return qfalse;
}*/
if (!i)
{
return qfalse;
}
if (cg.predictedPlayerState.ammo[weaponData[i].ammoIndex] < weaponData[i].energyPerShot &&
cg.predictedPlayerState.ammo[weaponData[i].ammoIndex] < weaponData[i].altEnergyPerShot)
{
return qfalse;
}
if (i == WP_DET_PACK && cg.predictedPlayerState.ammo[weaponData[i].ammoIndex] < 1 &&
!cg.predictedPlayerState.hasDetPackPlanted)
{
return qfalse;
}
if ( ! (cg.predictedPlayerState.stats[ STAT_WEAPONS ] & ( 1 << i ) ) ) {
return qfalse;
}
return qtrue;
}
/*
===================
CG_DrawWeaponSelect
===================
*/
#ifdef _XBOX
extern bool CL_ExtendSelectTime(void);
#endif
void CG_DrawWeaponSelect( void ) {
int i;
int bits;
int count;
int smallIconSize,bigIconSize;
int holdX,x,y,pad;
int sideLeftIconCnt,sideRightIconCnt;
int sideMax,holdCount,iconCnt;
int height;
int yOffset = 0;
qboolean drewConc = qfalse;
if (cg.predictedPlayerState.emplacedIndex)
{ //can't cycle when on a weapon
cg.weaponSelectTime = 0;
}
if ((cg.weaponSelectTime+WEAPON_SELECT_TIME)<cg.time) // Time is up for the HUD to display
{
return;
}
// don't display if dead
if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 )
{
return;
}
#ifdef _XBOX
if(CL_ExtendSelectTime()) {
cg.weaponSelectTime = cg.time;
}
yOffset = -50;
#endif
// showing weapon select clears pickup item display, but not the blend blob
cg.itemPickupTime = 0;
bits = cg.predictedPlayerState.stats[ STAT_WEAPONS ];
// count the number of weapons owned
count = 0;
if ( !CG_WeaponSelectable(cg.weaponSelect) &&
(cg.weaponSelect == WP_THERMAL || cg.weaponSelect == WP_TRIP_MINE) )
{ //display this weapon that we don't actually "have" as unhighlighted until it's deselected
//since it's selected we must increase the count to display the proper number of valid selectable weapons
count++;
}
for ( i = 1 ; i < WP_NUM_WEAPONS ; i++ )
{
if ( bits & ( 1 << i ) )
{
if ( CG_WeaponSelectable(i) ||
(i != WP_THERMAL && i != WP_TRIP_MINE) )
{
count++;
}
}
}
if (count == 0) // If no weapons, don't display
{
return;
}
sideMax = 3; // Max number of icons on the side
// Calculate how many icons will appear to either side of the center one
holdCount = count - 1; // -1 for the center icon
if (holdCount == 0) // No icons to either side
{
sideLeftIconCnt = 0;
sideRightIconCnt = 0;
}
else if (count > (2*sideMax)) // Go to the max on each side
{
sideLeftIconCnt = sideMax;
sideRightIconCnt = sideMax;
}
else // Less than max, so do the calc
{
sideLeftIconCnt = holdCount/2;
sideRightIconCnt = holdCount - sideLeftIconCnt;
}
if ( cg.weaponSelect == WP_CONCUSSION )
{
i = WP_FLECHETTE;
}
else
{
i = cg.weaponSelect - 1;
}
if (i<1)
{
i = LAST_USEABLE_WEAPON;
}
smallIconSize = 40;
bigIconSize = 80;
pad = 12;
x = 320;
y = 410;
// Background
// memcpy(calcColor, colorTable[CT_WHITE], sizeof(vec4_t));
// calcColor[3] = .35f;
// trap_R_SetColor( calcColor);
// Left side ICONS
trap_R_SetColor(colorTable[CT_WHITE]);
// Work backwards from current icon
holdX = x - ((bigIconSize/2) + pad + smallIconSize);
height = smallIconSize * 1;//cg.iconHUDPercent;
drewConc = qfalse;
for (iconCnt=1;iconCnt<(sideLeftIconCnt+1);i--)
{
if ( i == WP_CONCUSSION )
{
i--;
}
else if ( i == WP_FLECHETTE && !drewConc && cg.weaponSelect != WP_CONCUSSION )
{
i = WP_CONCUSSION;
}
if (i<1)
{
//i = 13;
//...don't ever do this.
i = LAST_USEABLE_WEAPON;
}
if ( !(bits & ( 1 << i ))) // Does he have this weapon?
{
if ( i == WP_CONCUSSION )
{
drewConc = qtrue;
i = WP_ROCKET_LAUNCHER;
}
continue;
}
if ( !CG_WeaponSelectable(i) &&
(i == WP_THERMAL || i == WP_TRIP_MINE) )
{ //Don't show thermal and tripmine when out of them
continue;
}
++iconCnt; // Good icon
if (cgs.media.weaponIcons[i])
{
weaponInfo_t *weaponInfo;
CG_RegisterWeapon( i );
weaponInfo = &cg_weapons[i];
trap_R_SetColor(colorTable[CT_WHITE]);
if (!CG_WeaponCheck(i))
{
CG_DrawPic( holdX, y+10+yOffset, smallIconSize, smallIconSize, /*weaponInfo->weaponIconNoAmmo*/cgs.media.weaponIcons_NA[i] );
}
else
{
CG_DrawPic( holdX, y+10+yOffset, smallIconSize, smallIconSize, /*weaponInfo->weaponIcon*/cgs.media.weaponIcons[i] );
}
holdX -= (smallIconSize+pad);
}
if ( i == WP_CONCUSSION )
{
drewConc = qtrue;
i = WP_ROCKET_LAUNCHER;
}
}
// Current Center Icon
height = bigIconSize * cg.iconHUDPercent;
if (cgs.media.weaponIcons[cg.weaponSelect])
{
weaponInfo_t *weaponInfo;
CG_RegisterWeapon( cg.weaponSelect );
weaponInfo = &cg_weapons[cg.weaponSelect];
trap_R_SetColor( colorTable[CT_WHITE]);
if (!CG_WeaponCheck(cg.weaponSelect))
{
CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2))+10+yOffset, bigIconSize, bigIconSize, cgs.media.weaponIcons_NA[cg.weaponSelect] );
}
else
{
CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2))+10+yOffset, bigIconSize, bigIconSize, cgs.media.weaponIcons[cg.weaponSelect] );
}
}
if ( cg.weaponSelect == WP_CONCUSSION )
{
i = WP_ROCKET_LAUNCHER;
}
else
{
i = cg.weaponSelect + 1;
}
if (i> LAST_USEABLE_WEAPON)
{
i = 1;
}
// Right side ICONS
// Work forwards from current icon
holdX = x + (bigIconSize/2) + pad;
height = smallIconSize * cg.iconHUDPercent;
for (iconCnt=1;iconCnt<(sideRightIconCnt+1);i++)
{
if ( i == WP_CONCUSSION )
{
i++;
}
else if ( i == WP_ROCKET_LAUNCHER && !drewConc && cg.weaponSelect != WP_CONCUSSION )
{
i = WP_CONCUSSION;
}
if (i>LAST_USEABLE_WEAPON)
{
i = 1;
}
if ( !(bits & ( 1 << i ))) // Does he have this weapon?
{
if ( i == WP_CONCUSSION )
{
drewConc = qtrue;
i = WP_FLECHETTE;
}
continue;
}
if ( !CG_WeaponSelectable(i) &&
(i == WP_THERMAL || i == WP_TRIP_MINE) )
{ //Don't show thermal and tripmine when out of them
continue;
}
++iconCnt; // Good icon
if (/*weaponData[i].weaponIcon[0]*/cgs.media.weaponIcons[i])
{
weaponInfo_t *weaponInfo;
CG_RegisterWeapon( i );
weaponInfo = &cg_weapons[i];
// No ammo for this weapon?
trap_R_SetColor( colorTable[CT_WHITE]);
if (!CG_WeaponCheck(i))
{
CG_DrawPic( holdX, y+10+yOffset, smallIconSize, smallIconSize, cgs.media.weaponIcons_NA[i] );
}
else
{
CG_DrawPic( holdX, y+10+yOffset, smallIconSize, smallIconSize, cgs.media.weaponIcons[i] );
}
holdX += (smallIconSize+pad);
}
if ( i == WP_CONCUSSION )
{
drewConc = qtrue;
i = WP_FLECHETTE;
}
}
// draw the selected name
if ( cg_weapons[ cg.weaponSelect ].item )
{
vec4_t textColor = { .875f, .718f, .121f, 1.0f };
char text[1024];
char upperKey[1024];
strcpy(upperKey, cg_weapons[ cg.weaponSelect ].item->classname);
if ( trap_SP_GetStringTextString( va("SP_INGAME_%s",Q_strupr(upperKey)), text, sizeof( text )))
{
UI_DrawProportionalString(320, y+45+yOffset, text, UI_CENTER|UI_SMALLFONT, textColor);
}
else
{
UI_DrawProportionalString(320, y+45+yOffset, cg_weapons[ cg.weaponSelect ].item->classname, UI_CENTER|UI_SMALLFONT, textColor);
}
}
trap_R_SetColor( NULL );
}
/*
===============
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;
}
if (cg.predictedPlayerState.pm_type == PM_SPECTATOR)
{
return;
}
if (cg.snap->ps.emplacedIndex)
{
return;
}
cg.weaponSelectTime = cg.time;
original = cg.weaponSelect;
for ( i = 0 ; i < WP_NUM_WEAPONS ; i++ ) {
//*SIGH*... Hack to put concussion rifle before rocketlauncher
if ( cg.weaponSelect == WP_FLECHETTE )
{
cg.weaponSelect = WP_CONCUSSION;
}
else if ( cg.weaponSelect == WP_CONCUSSION )
{
cg.weaponSelect = WP_ROCKET_LAUNCHER;
}
else if ( cg.weaponSelect == WP_DET_PACK )
{
cg.weaponSelect = WP_BRYAR_OLD;
}
else
{
cg.weaponSelect++;
}
if ( cg.weaponSelect == WP_NUM_WEAPONS ) {
cg.weaponSelect = 0;
}
// if ( cg.weaponSelect == WP_STUN_BATON ) {
// continue; // never cycle to gauntlet
// }
if ( CG_WeaponSelectable( cg.weaponSelect ) ) {
break;
}
}
if ( i == WP_NUM_WEAPONS ) {
cg.weaponSelect = original;
}
else
{
trap_S_MuteSound(cg.snap->ps.clientNum, CHAN_WEAPON);
}
}
/*
===============
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;
}
if (cg.predictedPlayerState.pm_type == PM_SPECTATOR)
{
return;
}
if (cg.snap->ps.emplacedIndex)
{
return;
}
cg.weaponSelectTime = cg.time;
original = cg.weaponSelect;
for ( i = 0 ; i < WP_NUM_WEAPONS ; i++ ) {
//*SIGH*... Hack to put concussion rifle before rocketlauncher
if ( cg.weaponSelect == WP_ROCKET_LAUNCHER )
{
cg.weaponSelect = WP_CONCUSSION;
}
else if ( cg.weaponSelect == WP_CONCUSSION )
{
cg.weaponSelect = WP_FLECHETTE;
}
else if ( cg.weaponSelect == WP_BRYAR_OLD )
{
cg.weaponSelect = WP_DET_PACK;
}
else
{
cg.weaponSelect--;
}
if ( cg.weaponSelect == -1 ) {
cg.weaponSelect = WP_NUM_WEAPONS-1;
}
// if ( cg.weaponSelect == WP_STUN_BATON ) {
// continue; // never cycle to gauntlet
// }
if ( CG_WeaponSelectable( cg.weaponSelect ) ) {
break;
}
}
if ( i == WP_NUM_WEAPONS ) {
cg.weaponSelect = original;
}
else
{
trap_S_MuteSound(cg.snap->ps.clientNum, CHAN_WEAPON);
}
}
/*
===============
CG_Weapon_f
===============
*/
void CG_Weapon_f( void ) {
int num;
if ( !cg.snap ) {
return;
}
if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) {
return;
}
if (cg.snap->ps.emplacedIndex)
{
return;
}
num = atoi( CG_Argv( 1 ) );
if ( num < 1 || num > LAST_USEABLE_WEAPON ) {
return;
}
if (num == 1 && cg.snap->ps.weapon == WP_SABER)
{
if (cg.snap->ps.weaponTime < 1)
{
trap_SendConsoleCommand("sv_saberswitch\n");
}
return;
}
//rww - hack to make weapon numbers same as single player
if (num > WP_STUN_BATON)
{
//num++;
num += 2; //I suppose this is getting kind of crazy, what with the wp_melee in there too now.
}
else
{
if (cg.snap->ps.stats[STAT_WEAPONS] & (1 << WP_SABER))
{
num = WP_SABER;
}
else
{
num = WP_MELEE;
}
}
if (num > LAST_USEABLE_WEAPON+1)
{ //other weapons are off limits due to not actually being weapon weapons
return;
}
if (num >= WP_THERMAL && num <= WP_DET_PACK)
{
int weap, i = 0;
if (cg.snap->ps.weapon >= WP_THERMAL &&
cg.snap->ps.weapon <= WP_DET_PACK)
{
// already in cycle range so start with next cycle item
weap = cg.snap->ps.weapon + 1;
}
else
{
// not in cycle range, so start with thermal detonator
weap = WP_THERMAL;
}
// prevent an endless loop
while ( i <= 4 )
{
if (weap > WP_DET_PACK)
{
weap = WP_THERMAL;
}
if (CG_WeaponSelectable(weap))
{
num = weap;
break;
}
weap++;
i++;
}
}
if (!CG_WeaponSelectable(num))
{
return;
}
cg.weaponSelectTime = cg.time;
if ( ! ( cg.snap->ps.stats[STAT_WEAPONS] & ( 1 << num ) ) )
{
if (num == WP_SABER)
{ //don't have saber, try melee on the same slot
num = WP_MELEE;
if ( ! ( cg.snap->ps.stats[STAT_WEAPONS] & ( 1 << num ) ) )
{
return;
}
}
else
{
return; // don't have the weapon
}
}
if (cg.weaponSelect != num)
{
trap_S_MuteSound(cg.snap->ps.clientNum, CHAN_WEAPON);
}
cg.weaponSelect = num;
}
//Version of the above which doesn't add +2 to a weapon. The above can't
//triger WP_MELEE or WP_STUN_BATON. Derogatory comments go here.
void CG_WeaponClean_f( void ) {
int num;
if ( !cg.snap ) {
return;
}
if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) {
return;
}
if (cg.snap->ps.emplacedIndex)
{
return;
}
num = atoi( CG_Argv( 1 ) );
if ( num < 1 || num > LAST_USEABLE_WEAPON ) {
return;
}
if (num == 1 && cg.snap->ps.weapon == WP_SABER)
{
if (cg.snap->ps.weaponTime < 1)
{
trap_SendConsoleCommand("sv_saberswitch\n");
}
return;
}
if(num == WP_STUN_BATON) {
if (cg.snap->ps.stats[STAT_WEAPONS] & (1 << WP_SABER))
{
num = WP_SABER;
}
else
{
num = WP_MELEE;
}
}
if (num > LAST_USEABLE_WEAPON+1)
{ //other weapons are off limits due to not actually being weapon weapons
return;
}
if (num >= WP_THERMAL && num <= WP_DET_PACK)
{
int weap, i = 0;
if (cg.snap->ps.weapon >= WP_THERMAL &&
cg.snap->ps.weapon <= WP_DET_PACK)
{
// already in cycle range so start with next cycle item
weap = cg.snap->ps.weapon + 1;
}
else
{
// not in cycle range, so start with thermal detonator
weap = WP_THERMAL;
}
// prevent an endless loop
while ( i <= 4 )
{
if (weap > WP_DET_PACK)
{
weap = WP_THERMAL;
}
if (CG_WeaponSelectable(weap))
{
num = weap;
break;
}
weap++;
i++;
}
}
if (!CG_WeaponSelectable(num))
{
return;
}
cg.weaponSelectTime = cg.time;
if ( ! ( cg.snap->ps.stats[STAT_WEAPONS] & ( 1 << num ) ) )
{
if (num == WP_SABER)
{ //don't have saber, try melee on the same slot
num = WP_MELEE;
if ( ! ( cg.snap->ps.stats[STAT_WEAPONS] & ( 1 << num ) ) )
{
return;
}
}
else
{
return; // don't have the weapon
}
}
if (cg.weaponSelect != num)
{
trap_S_MuteSound(cg.snap->ps.clientNum, CHAN_WEAPON);
}
cg.weaponSelect = num;
}
/*
===================
CG_OutOfAmmoChange
The current weapon has just run out of ammo
===================
*/
void CG_OutOfAmmoChange( int oldWeapon )
{
int i;
cg.weaponSelectTime = cg.time;
for ( i = LAST_USEABLE_WEAPON ; i > 0 ; i-- ) //We don't want the emplaced or turret
{
if ( CG_WeaponSelectable( i ) )
{
/*
if ( 1 == cg_autoswitch.integer &&
( i == WP_TRIP_MINE || i == WP_DET_PACK || i == WP_THERMAL || i == WP_ROCKET_LAUNCHER) ) // safe weapon switch
*/
//rww - Don't we want to make sure i != one of these if autoswitch is 1 (safe)?
if (cg_autoswitch.integer != 1 || (i != WP_TRIP_MINE && i != WP_DET_PACK && i != WP_THERMAL && i != WP_ROCKET_LAUNCHER))
{
if (i != oldWeapon)
{ //don't even do anything if we're just selecting the weapon we already have/had
cg.weaponSelect = i;
break;
}
}
}
}
trap_S_MuteSound(cg.snap->ps.clientNum, CHAN_WEAPON);
}
/*
===================================================================================================
WEAPON EVENTS
===================================================================================================
*/
void CG_GetClientWeaponMuzzleBoltPoint(int clIndex, vec3_t to)
{
centity_t *cent;
mdxaBone_t boltMatrix;
if (clIndex < 0 || clIndex >= MAX_CLIENTS)
{
return;
}
cent = &cg_entities[clIndex];
if (!cent || !cent->ghoul2 || !trap_G2_HaveWeGhoul2Models(cent->ghoul2) ||
!trap_G2API_HasGhoul2ModelOnIndex(&(cent->ghoul2), 1))
{
return;
}
trap_G2API_GetBoltMatrix(cent->ghoul2, 1, 0, &boltMatrix, cent->turAngles, cent->lerpOrigin, cg.time, cgs.gameModels, cent->modelScale);
BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, to);
}
/*
================
CG_FireWeapon
Caused by an EV_FIRE_WEAPON event
================
*/
void CG_FireWeapon( centity_t *cent, qboolean altFire ) {
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;
if (cg.predictedPlayerState.clientNum == cent->currentState.number)
{
if ((ent->weapon == WP_BRYAR_PISTOL && altFire) ||
(ent->weapon == WP_BRYAR_OLD && altFire) ||
(ent->weapon == WP_BOWCASTER && !altFire) ||
(ent->weapon == WP_DEMP2 && altFire))
{
float val = ( cg.time - cent->currentState.constantLight ) * 0.001f;
if (val > 3)
{
val = 3;
}
if (val < 0.2)
{
val = 0.2;
}
val *= 2;
CGCam_Shake( val, 250 );
}
else if (ent->weapon == WP_ROCKET_LAUNCHER ||
(ent->weapon == WP_REPEATER && altFire) ||
ent->weapon == WP_FLECHETTE ||
(ent->weapon == WP_CONCUSSION && !altFire))
{
if (ent->weapon == WP_CONCUSSION)
{
if (!cg.renderingThirdPerson )//gives an advantage to being in 3rd person, but would look silly otherwise
{//kick the view back
cg.kick_angles[PITCH] = flrand( -10, -15 );
cg.kick_time = cg.time;
}
}
else if (ent->weapon == WP_ROCKET_LAUNCHER)
{
CGCam_Shake(flrand(2, 3), 350);
}
else if (ent->weapon == WP_REPEATER)
{
CGCam_Shake(flrand(2, 3), 350);
}
else if (ent->weapon == WP_FLECHETTE)
{
if (altFire)
{
CGCam_Shake(flrand(2, 3), 350);
}
else
{
CGCam_Shake(1.5, 250);
}
}
}
}
// lightning gun only does this this on initial press
if ( ent->weapon == WP_DEMP2 ) {
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
if (altFire)
{
// play a sound
for ( c = 0 ; c < 4 ; c++ ) {
if ( !weap->altFlashSound[c] ) {
break;
}
}
if ( c > 0 ) {
c = rand() % c;
if ( weap->altFlashSound[c] )
{
trap_S_StartSound( NULL, ent->number, CHAN_WEAPON, weap->altFlashSound[c] );
}
}
// if ( weap->altFlashSnd )
// {
// trap_S_StartSound( NULL, ent->number, CHAN_WEAPON, weap->altFlashSnd );
// }
}
else
{
// 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] );
}
}
}
}
qboolean CG_VehicleWeaponImpact( centity_t *cent )
{//see if this is a missile entity that's owned by a vehicle and should do a special, overridden impact effect
if ((cent->currentState.eFlags&EF_JETPACK_ACTIVE)//hack so we know we're a vehicle Weapon shot
&& cent->currentState.otherEntityNum2
&& g_vehWeaponInfo[cent->currentState.otherEntityNum2].iImpactFX)
{//missile is from a special vehWeapon
vec3_t normal;
ByteToDir( cent->currentState.eventParm, normal );
trap_FX_PlayEffectID( g_vehWeaponInfo[cent->currentState.otherEntityNum2].iImpactFX, cent->lerpOrigin, normal, -1, -1 );
return qtrue;
}
return qfalse;
}
/*
=================
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, qboolean altFire, int charge)
{
int parm;
vec3_t up={0,0,1};
switch( weapon )
{
case WP_BRYAR_PISTOL:
if ( altFire )
{
parm = charge;
FX_BryarAltHitWall( origin, dir, parm );
}
else
{
FX_BryarHitWall( origin, dir );
}
break;
case WP_CONCUSSION:
FX_ConcussionHitWall( origin, dir );
break;
case WP_BRYAR_OLD:
if ( altFire )
{
parm = charge;
FX_BryarAltHitWall( origin, dir, parm );
}
else
{
FX_BryarHitWall( origin, dir );
}
break;
case WP_TURRET:
FX_TurretHitWall( origin, dir );
break;
case WP_BLASTER:
FX_BlasterWeaponHitWall( origin, dir );
break;
case WP_DISRUPTOR:
FX_DisruptorAltMiss( origin, dir );
break;
case WP_BOWCASTER:
FX_BowcasterHitWall( origin, dir );
break;
case WP_REPEATER:
if ( altFire )
{
FX_RepeaterAltHitWall( origin, dir );
}
else
{
FX_RepeaterHitWall( origin, dir );
}
break;
case WP_DEMP2:
if (altFire)
{
trap_FX_PlayEffectID(cgs.effects.mAltDetonate, origin, dir, -1, -1);
}
else
{
FX_DEMP2_HitWall( origin, dir );
}
break;
case WP_FLECHETTE:
/*if (altFire)
{
CG_SurfaceExplosion(origin, dir, 20.0f, 12.0f, qtrue);
}
else
*/
if (!altFire)
{
FX_FlechetteWeaponHitWall( origin, dir );
}
break;
case WP_ROCKET_LAUNCHER:
FX_RocketHitWall( origin, dir );
break;
case WP_THERMAL:
trap_FX_PlayEffectID( cgs.effects.thermalExplosionEffect, origin, dir, -1, -1 );
trap_FX_PlayEffectID( cgs.effects.thermalShockwaveEffect, origin, up, -1, -1 );
break;
case WP_EMPLACED_GUN:
FX_BlasterWeaponHitWall( origin, dir );
//FIXME: Give it its own hit wall effect
break;
}
}
/*
=================
CG_MissileHitPlayer
=================
*/
void CG_MissileHitPlayer(int weapon, vec3_t origin, vec3_t dir, int entityNum, qboolean altFire)
{
qboolean humanoid = qtrue;
vec3_t up={0,0,1};
/*
// NOTENOTE Non-portable code from single player
if ( cent->gent )
{
other = &g_entities[cent->gent->s.otherEntityNum];
if ( other->client && other->client->playerTeam == TEAM_BOTS )
{
humanoid = qfalse;
}
}
*/
// NOTENOTE No bleeding in this game
// CG_Bleed( origin, entityNum );
// some weapons will make an explosion with the blood, while
// others will just make the blood
switch ( weapon ) {
case WP_BRYAR_PISTOL:
if ( altFire )
{
FX_BryarAltHitPlayer( origin, dir, humanoid );
}
else
{
FX_BryarHitPlayer( origin, dir, humanoid );
}
break;
case WP_CONCUSSION:
FX_ConcussionHitPlayer( origin, dir, humanoid );
break;
case WP_BRYAR_OLD:
if ( altFire )
{
FX_BryarAltHitPlayer( origin, dir, humanoid );
}
else
{
FX_BryarHitPlayer( origin, dir, humanoid );
}
break;
case WP_TURRET:
FX_TurretHitPlayer( origin, dir, humanoid );
break;
case WP_BLASTER:
FX_BlasterWeaponHitPlayer( origin, dir, humanoid );
break;
case WP_DISRUPTOR:
FX_DisruptorAltHit( origin, dir);
break;
case WP_BOWCASTER:
FX_BowcasterHitPlayer( origin, dir, humanoid );
break;
case WP_REPEATER:
if ( altFire )
{
FX_RepeaterAltHitPlayer( origin, dir, humanoid );
}
else
{
FX_RepeaterHitPlayer( origin, dir, humanoid );
}
break;
case WP_DEMP2:
// Do a full body effect here for some more feedback
// NOTENOTE The chaining of the demp2 is not yet implemented.
/*
if ( other )
{
other->s.powerups |= ( 1 << PW_DISINT_1 );
other->client->ps.powerups[PW_DISINT_1] = cg.time + 650;
}
*/
if (altFire)
{
trap_FX_PlayEffectID(cgs.effects.mAltDetonate, origin, dir, -1, -1);
}
else
{
FX_DEMP2_HitPlayer( origin, dir, humanoid );
}
break;
case WP_FLECHETTE:
FX_FlechetteWeaponHitPlayer( origin, dir, humanoid );
break;
case WP_ROCKET_LAUNCHER:
FX_RocketHitPlayer( origin, dir, humanoid );
break;
case WP_THERMAL:
trap_FX_PlayEffectID( cgs.effects.thermalExplosionEffect, origin, dir, -1, -1 );
trap_FX_PlayEffectID( cgs.effects.thermalShockwaveEffect, origin, up, -1, -1 );
break;
case WP_EMPLACED_GUN:
//FIXME: Its own effect?
FX_BlasterWeaponHitPlayer( origin, dir, humanoid );
break;
default:
break;
}
}
/*
============================================================================
BULLETS
============================================================================
*/
/*
======================
CG_CalcMuzzlePoint
======================
*/
qboolean CG_CalcMuzzlePoint( int entityNum, vec3_t muzzle ) {
vec3_t forward, right;
vec3_t gunpoint;
centity_t *cent;
int anim;
if ( entityNum == cg.snap->ps.clientNum )
{ //I'm not exactly sure why we'd be rendering someone else's crosshair, but hey.
int weapontype = cg.snap->ps.weapon;
vec3_t weaponMuzzle;
centity_t *pEnt = &cg_entities[cg.predictedPlayerState.clientNum];
VectorCopy(WP_MuzzlePoint[weapontype], weaponMuzzle);
if (weapontype == WP_DISRUPTOR || weapontype == WP_STUN_BATON || weapontype == WP_MELEE || weapontype == WP_SABER)
{
VectorClear(weaponMuzzle);
}
if (cg.renderingThirdPerson)
{
VectorCopy( pEnt->lerpOrigin, gunpoint );
AngleVectors( pEnt->lerpAngles, forward, right, NULL );
}
else
{
VectorCopy( cg.refdef.vieworg, gunpoint );
AngleVectors( cg.refdef.viewangles, forward, right, NULL );
}
if (weapontype == WP_EMPLACED_GUN && cg.snap->ps.emplacedIndex)
{
centity_t *gunEnt = &cg_entities[cg.snap->ps.emplacedIndex];
if (gunEnt)
{
vec3_t pitchConstraint;
VectorCopy(gunEnt->lerpOrigin, gunpoint);
gunpoint[2] += 46;
if (cg.renderingThirdPerson)
{
VectorCopy(pEnt->lerpAngles, pitchConstraint);
}
else
{
VectorCopy(cg.refdef.viewangles, pitchConstraint);
}
if (pitchConstraint[PITCH] > 40)
{
pitchConstraint[PITCH] = 40;
}
AngleVectors( pitchConstraint, forward, right, NULL );
}
}
VectorCopy(gunpoint, muzzle);
VectorMA(muzzle, weaponMuzzle[0], forward, muzzle);
VectorMA(muzzle, weaponMuzzle[1], right, muzzle);
if (weapontype == WP_EMPLACED_GUN && cg.snap->ps.emplacedIndex)
{
//Do nothing
}
else if (cg.renderingThirdPerson)
{
muzzle[2] += cg.snap->ps.viewheight + weaponMuzzle[2];
}
else
{
muzzle[2] += weaponMuzzle[2];
}
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;
if ( anim == BOTH_CROUCH1WALK || anim == BOTH_CROUCH1IDLE ) {
muzzle[2] += CROUCH_VIEWHEIGHT;
} else {
muzzle[2] += DEFAULT_VIEWHEIGHT;
}
VectorMA( muzzle, 14, forward, muzzle );
return qtrue;
}
/*
Ghoul2 Insert Start
*/
// create one instance of all the weapons we are going to use so we can just copy this info into each clients gun ghoul2 object in fast way
static void *g2WeaponInstances[MAX_WEAPONS];
void CG_InitG2Weapons(void)
{
int i = 0;
gitem_t *item;
memset(g2WeaponInstances, 0, sizeof(g2WeaponInstances));
for ( item = bg_itemlist + 1 ; item->classname ; item++ )
{
if ( item->giType == IT_WEAPON )
{
assert(item->giTag < MAX_WEAPONS);
// initialise model
trap_G2API_InitGhoul2Model(&g2WeaponInstances[/*i*/item->giTag], item->world_model[0], 0, 0, 0, 0, 0);
// trap_G2API_InitGhoul2Model(&g2WeaponInstances[i], item->world_model[0],G_ModelIndex( item->world_model[0] ) , 0, 0, 0, 0);
if (g2WeaponInstances[/*i*/item->giTag])
{
// indicate we will be bolted to model 0 (ie the player) on bolt 0 (always the right hand) when we get copied
trap_G2API_SetBoltInfo(g2WeaponInstances[/*i*/item->giTag], 0, 0);
// now set up the gun bolt on it
if (item->giTag == WP_SABER)
{
trap_G2API_AddBolt(g2WeaponInstances[/*i*/item->giTag], 0, "*blade1");
}
else
{
trap_G2API_AddBolt(g2WeaponInstances[/*i*/item->giTag], 0, "*flash");
}
i++;
}
if (i == MAX_WEAPONS)
{
assert(0);
break;
}
}
}
}
// clean out any g2 models we instanciated for copying purposes
void CG_ShutDownG2Weapons(void)
{
int i;
for (i=0; i<MAX_WEAPONS; i++)
{
trap_G2API_CleanGhoul2Models(&g2WeaponInstances[i]);
}
}
void *CG_G2WeaponInstance(centity_t *cent, int weapon)
{
clientInfo_t *ci = NULL;
if (weapon != WP_SABER)
{
return g2WeaponInstances[weapon];
}
if (cent->currentState.eType != ET_PLAYER &&
cent->currentState.eType != ET_NPC)
{
return g2WeaponInstances[weapon];
}
if (cent->currentState.eType == ET_NPC)
{
ci = cent->npcClient;
}
else
{
ci = &cgs.clientinfo[cent->currentState.number];
}
if (!ci)
{
return g2WeaponInstances[weapon];
}
//Try to return the custom saber instance if we can.
if (ci->saber[0].model[0] &&
ci->ghoul2Weapons[0])
{
return ci->ghoul2Weapons[0];
}
//If no custom then just use the default.
return g2WeaponInstances[weapon];
}
// what ghoul2 model do we want to copy ?
void CG_CopyG2WeaponInstance(centity_t *cent, int weaponNum, void *toGhoul2)
{
//rww - the -1 is because there is no "weapon" for WP_NONE
assert(weaponNum < MAX_WEAPONS);
if (CG_G2WeaponInstance(cent, weaponNum/*-1*/))
{
if (weaponNum == WP_SABER)
{
clientInfo_t *ci = NULL;
if (cent->currentState.eType == ET_NPC)
{
ci = cent->npcClient;
}
else
{
ci = &cgs.clientinfo[cent->currentState.number];
}
if (!ci)
{
trap_G2API_CopySpecificGhoul2Model(CG_G2WeaponInstance(cent, weaponNum/*-1*/), 0, toGhoul2, 1);
}
else
{ //Try both the left hand saber and the right hand saber
int i = 0;
while (i < MAX_SABERS)
{
if (ci->saber[i].model[0] &&
ci->ghoul2Weapons[i])
{
trap_G2API_CopySpecificGhoul2Model(ci->ghoul2Weapons[i], 0, toGhoul2, i+1);
}
else if (ci->ghoul2Weapons[i])
{ //if the second saber has been removed, then be sure to remove it and free the instance.
qboolean g2HasSecondSaber = trap_G2API_HasGhoul2ModelOnIndex(&(toGhoul2), 2);
if (g2HasSecondSaber)
{ //remove it now since we're switching away from sabers
trap_G2API_RemoveGhoul2Model(&(toGhoul2), 2);
}
trap_G2API_CleanGhoul2Models(&ci->ghoul2Weapons[i]);
}
i++;
}
}
}
else
{
qboolean g2HasSecondSaber = trap_G2API_HasGhoul2ModelOnIndex(&(toGhoul2), 2);
if (g2HasSecondSaber)
{ //remove it now since we're switching away from sabers
trap_G2API_RemoveGhoul2Model(&(toGhoul2), 2);
}
if (weaponNum == WP_EMPLACED_GUN)
{ //a bit of a hack to remove gun model when using an emplaced weap
if (trap_G2API_HasGhoul2ModelOnIndex(&(toGhoul2), 1))
{
trap_G2API_RemoveGhoul2Model(&(toGhoul2), 1);
}
}
else if (weaponNum == WP_MELEE)
{ //don't want a weapon on the model for this one
if (trap_G2API_HasGhoul2ModelOnIndex(&(toGhoul2), 1))
{
trap_G2API_RemoveGhoul2Model(&(toGhoul2), 1);
}
}
else
{
trap_G2API_CopySpecificGhoul2Model(CG_G2WeaponInstance(cent, weaponNum/*-1*/), 0, toGhoul2, 1);
}
}
}
}
void CG_CheckPlayerG2Weapons(playerState_t *ps, centity_t *cent)
{
if (!ps)
{
assert(0);
return;
}
if (ps->pm_flags & PMF_FOLLOW)
{
return;
}
if (cent->currentState.eType == ET_NPC)
{
assert(0);
return;
}
// should we change the gun model on this player?
if (cent->currentState.saberInFlight)
{
cent->ghoul2weapon = CG_G2WeaponInstance(cent, WP_SABER);
}
if (cent->currentState.eFlags & EF_DEAD)
{ //no updating weapons when dead
cent->ghoul2weapon = NULL;
return;
}
if (cent->torsoBolt)
{ //got our limb cut off, no updating weapons until it's restored
cent->ghoul2weapon = NULL;
return;
}
if (cgs.clientinfo[ps->clientNum].team == TEAM_SPECTATOR ||
ps->persistant[PERS_TEAM] == TEAM_SPECTATOR)
{
cent->ghoul2weapon = cg_entities[ps->clientNum].ghoul2weapon = NULL;
cent->weapon = cg_entities[ps->clientNum].weapon = 0;
return;
}
if (cent->ghoul2 && cent->ghoul2weapon != CG_G2WeaponInstance(cent, ps->weapon) &&
ps->clientNum == cent->currentState.number) //don't want spectator mode forcing one client's weapon instance over another's
{
CG_CopyG2WeaponInstance(cent, ps->weapon, cent->ghoul2);
cent->ghoul2weapon = CG_G2WeaponInstance(cent, ps->weapon);
if (cent->weapon == WP_SABER && cent->weapon != ps->weapon && !ps->saberHolstered)
{ //switching away from the saber
//trap_S_StartSound(cent->lerpOrigin, cent->currentState.number, CHAN_AUTO, trap_S_RegisterSound( "sound/weapons/saber/saberoffquick.wav" ));
if (cgs.clientinfo[ps->clientNum].saber[0].soundOff && !ps->saberHolstered)
{
trap_S_StartSound(cent->lerpOrigin, cent->currentState.number, CHAN_AUTO, cgs.clientinfo[ps->clientNum].saber[0].soundOff);
}
if (cgs.clientinfo[ps->clientNum].saber[1].soundOff &&
cgs.clientinfo[ps->clientNum].saber[1].model[0] &&
!ps->saberHolstered)
{
trap_S_StartSound(cent->lerpOrigin, cent->currentState.number, CHAN_AUTO, cgs.clientinfo[ps->clientNum].saber[1].soundOff);
}
}
else if (ps->weapon == WP_SABER && cent->weapon != ps->weapon && !cent->saberWasInFlight)
{ //switching to the saber
//trap_S_StartSound(cent->lerpOrigin, cent->currentState.number, CHAN_AUTO, trap_S_RegisterSound( "sound/weapons/saber/saberon.wav" ));
if (cgs.clientinfo[ps->clientNum].saber[0].soundOn)
{
trap_S_StartSound(cent->lerpOrigin, cent->currentState.number, CHAN_AUTO, cgs.clientinfo[ps->clientNum].saber[0].soundOn);
}
if (cgs.clientinfo[ps->clientNum].saber[1].soundOn)
{
trap_S_StartSound(cent->lerpOrigin, cent->currentState.number, CHAN_AUTO, cgs.clientinfo[ps->clientNum].saber[1].soundOn);
}
BG_SI_SetDesiredLength(&cgs.clientinfo[ps->clientNum].saber[0], 0, -1);
BG_SI_SetDesiredLength(&cgs.clientinfo[ps->clientNum].saber[1], 0, -1);
}
cent->weapon = ps->weapon;
}
}
/*
Ghoul2 Insert End
*/