/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2002-2009 Q3Rally Team (Per Thormann - perle@q3rally.com) This file is part of q3rally source code. q3rally 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. q3rally 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 q3rally; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // // ui_players.c #include "ui_local.h" #define UI_TIMER_GESTURE 2300 #define UI_TIMER_JUMP 1000 #define UI_TIMER_LAND 130 #define UI_TIMER_WEAPON_SWITCH 300 #define UI_TIMER_ATTACK 500 #define UI_TIMER_MUZZLE_FLASH 20 #define UI_TIMER_WEAPON_DELAY 250 #define JUMP_HEIGHT 56 #define SWINGSPEED 0.3f #define SPIN_SPEED 0.9f #define COAST_TIME 1000 static int dp_realtime; static float jumpHeight; // STONELANCE static float roll; static float yaw; static float deltaYaw = 60; static float deltaRoll; /* =============== UI_PlayerInfo_SetWeapon =============== */ static void UI_PlayerInfo_SetWeapon( playerInfo_t *pi, weapon_t weaponNum ) { gitem_t * item; char path[MAX_QPATH]; pi->currentWeapon = weaponNum; tryagain: pi->realWeapon = weaponNum; pi->weaponModel = 0; pi->barrelModel = 0; pi->flashModel = 0; if ( weaponNum == WP_NONE ) { return; } for ( item = bg_itemlist + 1; item->classname ; item++ ) { if ( item->giType != IT_WEAPON ) { continue; } if ( item->giTag == weaponNum ) { break; } } if ( item->classname ) { pi->weaponModel = trap_R_RegisterModel( item->world_model[0] ); } if( pi->weaponModel == 0 ) { if( weaponNum == WP_MACHINEGUN ) { weaponNum = WP_NONE; goto tryagain; } weaponNum = WP_MACHINEGUN; goto tryagain; } if ( weaponNum == WP_MACHINEGUN || weaponNum == WP_GAUNTLET || weaponNum == WP_BFG ) { strcpy( path, item->world_model[0] ); COM_StripExtension( path, path, sizeof(path) ); strcat( path, "_barrel.md3" ); pi->barrelModel = trap_R_RegisterModel( path ); } strcpy( path, item->world_model[0] ); COM_StripExtension( path, path, sizeof(path) ); strcat( path, "_flash.md3" ); pi->flashModel = trap_R_RegisterModel( path ); switch( weaponNum ) { case WP_GAUNTLET: MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 ); break; case WP_MACHINEGUN: MAKERGB( pi->flashDlightColor, 1, 1, 0 ); break; case WP_SHOTGUN: MAKERGB( pi->flashDlightColor, 1, 1, 0 ); break; case WP_GRENADE_LAUNCHER: MAKERGB( pi->flashDlightColor, 1, 0.7f, 0.5f ); break; case WP_ROCKET_LAUNCHER: MAKERGB( pi->flashDlightColor, 1, 0.75f, 0 ); break; case WP_LIGHTNING: MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 ); break; case WP_RAILGUN: MAKERGB( pi->flashDlightColor, 1, 0.5f, 0 ); break; case WP_PLASMAGUN: MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 ); break; case WP_BFG: MAKERGB( pi->flashDlightColor, 1, 0.7f, 1 ); break; case WP_FLAME_THROWER: MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 ); break; // STONELANCE /* case WP_GRAPPLING_HOOK: MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 ); break; */ // END default: MAKERGB( pi->flashDlightColor, 1, 1, 1 ); break; } } /* =============== UI_ForceLegsAnim =============== */ // STONELANCE - removed /* static void UI_ForceLegsAnim( playerInfo_t *pi, int anim ) { pi->legsAnim = ( ( pi->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; if ( anim == LEGS_JUMP ) { pi->legsAnimationTimer = UI_TIMER_JUMP; } } */ // END /* =============== UI_SetLegsAnim =============== */ // STONELANCE - removed /* static void UI_SetLegsAnim( playerInfo_t *pi, int anim ) { if ( pi->pendingLegsAnim ) { anim = pi->pendingLegsAnim; pi->pendingLegsAnim = 0; } UI_ForceLegsAnim( pi, anim ); } */ // END /* =============== UI_ForceTorsoAnim =============== */ // STONELANCE - removed /* static void UI_ForceTorsoAnim( playerInfo_t *pi, int anim ) { pi->torsoAnim = ( ( pi->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; if ( anim == TORSO_GESTURE ) { pi->torsoAnimationTimer = UI_TIMER_GESTURE; } if ( anim == TORSO_ATTACK || anim == TORSO_ATTACK2 ) { pi->torsoAnimationTimer = UI_TIMER_ATTACK; } } */ // END /* =============== UI_SetTorsoAnim =============== */ // STONELANCE - removed /* static void UI_SetTorsoAnim( playerInfo_t *pi, int anim ) { if ( pi->pendingTorsoAnim ) { anim = pi->pendingTorsoAnim; pi->pendingTorsoAnim = 0; } UI_ForceTorsoAnim( pi, anim ); } */ // END /* =============== UI_TorsoSequencing =============== */ // STONELANCE - removed /* static void UI_TorsoSequencing( playerInfo_t *pi ) { int currentAnim; currentAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT; if ( pi->weapon != pi->currentWeapon ) { if ( currentAnim != TORSO_DROP ) { pi->torsoAnimationTimer = UI_TIMER_WEAPON_SWITCH; UI_ForceTorsoAnim( pi, TORSO_DROP ); } } if ( pi->torsoAnimationTimer > 0 ) { return; } if( currentAnim == TORSO_GESTURE ) { UI_SetTorsoAnim( pi, TORSO_STAND ); return; } if( currentAnim == TORSO_ATTACK || currentAnim == TORSO_ATTACK2 ) { UI_SetTorsoAnim( pi, TORSO_STAND ); return; } if ( currentAnim == TORSO_DROP ) { UI_PlayerInfo_SetWeapon( pi, pi->weapon ); pi->torsoAnimationTimer = UI_TIMER_WEAPON_SWITCH; UI_ForceTorsoAnim( pi, TORSO_RAISE ); return; } if ( currentAnim == TORSO_RAISE ) { UI_SetTorsoAnim( pi, TORSO_STAND ); return; } } */ // END /* =============== UI_LegsSequencing =============== */ // STONELANCE - removed /* static void UI_LegsSequencing( playerInfo_t *pi ) { int currentAnim; currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; if ( pi->legsAnimationTimer > 0 ) { if ( currentAnim == LEGS_JUMP ) { jumpHeight = JUMP_HEIGHT * sin( M_PI * ( UI_TIMER_JUMP - pi->legsAnimationTimer ) / UI_TIMER_JUMP ); } return; } if ( currentAnim == LEGS_JUMP ) { UI_ForceLegsAnim( pi, LEGS_LAND ); pi->legsAnimationTimer = UI_TIMER_LAND; jumpHeight = 0; return; } if ( currentAnim == LEGS_LAND ) { UI_SetLegsAnim( pi, LEGS_IDLE ); return; } } */ // END // STONELANCE /* ====================== UI_TagExists Returns true if the tag is not in the model.. ie: not at the vec3_origin ====================== */ /* qboolean UI_TagExists( const refEntity_t *parent, qhandle_t parentModel, char *tagName ) { orientation_t lerped; // lerp the tag trap_R_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame, 1.0 - parent->backlerp, tagName ); if (VectorLength(lerped.origin)) return qtrue; else return qfalse; } */ // uses frame 0 qboolean UI_TagExists( qhandle_t parentModel, char *tagName ) { orientation_t lerped; // lerp the tag trap_CM_LerpTag( &lerped, parentModel, 0, 0, 1.0f, tagName ); if( VectorLength( lerped.origin ) == 0.0f && lerped.axis[0][0] == 1.0f && lerped.axis[1][1] == 1.0f && lerped.axis[2][2] == 1.0f ) { return qfalse; } else return qtrue; } /* ====================== UI_GetTagPosition Returns the position of the specified tag ====================== */ void UI_GetTagPosition( const refEntity_t *parent, qhandle_t parentModel, char *tagName, vec3_t origin ) { int i; orientation_t lerped; // lerp the tag trap_CM_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame, 1.0 - parent->backlerp, tagName ); // FIXME: allow origin offsets along tag? VectorCopy( parent->origin, origin ); for ( i = 0 ; i < 3 ; i++ ) { VectorMA( origin, lerped.origin[i], parent->axis[i], origin ); } } // END /* ====================== UI_PositionEntityOnTag ====================== */ static void UI_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent, clipHandle_t parentModel, char *tagName ) { int i; orientation_t lerped; // lerp the tag trap_CM_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame, 1.0 - parent->backlerp, tagName ); // FIXME: allow origin offsets along tag? VectorCopy( parent->origin, entity->origin ); for ( i = 0 ; i < 3 ; i++ ) { VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin ); } // cast away const because of compiler problems MatrixMultiply( lerped.axis, ((refEntity_t*)parent)->axis, entity->axis ); entity->backlerp = parent->backlerp; } /* ====================== UI_PositionRotatedEntityOnTag ====================== */ static void UI_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent, clipHandle_t parentModel, char *tagName ) { int i; orientation_t lerped; vec3_t tempAxis[3]; // lerp the tag trap_CM_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame, 1.0 - parent->backlerp, tagName ); // FIXME: allow origin offsets along tag? VectorCopy( parent->origin, entity->origin ); for ( i = 0 ; i < 3 ; i++ ) { VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin ); } // cast away const because of compiler problems MatrixMultiply( entity->axis, ((refEntity_t *)parent)->axis, tempAxis ); MatrixMultiply( lerped.axis, tempAxis, entity->axis ); } /* =============== UI_SetLerpFrameAnimation =============== */ // STONELANCE - removed /* static void UI_SetLerpFrameAnimation( playerInfo_t *ci, lerpFrame_t *lf, int newAnimation ) { animation_t *anim; lf->animationNumber = newAnimation; newAnimation &= ~ANIM_TOGGLEBIT; if ( newAnimation < 0 || newAnimation >= MAX_ANIMATIONS ) { trap_Error( va("Bad animation number: %i", newAnimation) ); } anim = &ci->animations[ newAnimation ]; lf->animation = anim; lf->animationTime = lf->frameTime + anim->initialLerp; } */ // END /* =============== UI_RunLerpFrame =============== */ // STONELANCE - removed /* static void UI_RunLerpFrame( playerInfo_t *ci, lerpFrame_t *lf, int newAnimation ) { int f; animation_t *anim; // see if the animation sequence is switching if ( newAnimation != lf->animationNumber || !lf->animation ) { UI_SetLerpFrameAnimation( ci, lf, newAnimation ); } // if we have passed the current frame, move it to // oldFrame and calculate a new frame if ( dp_realtime >= lf->frameTime ) { lf->oldFrame = lf->frame; lf->oldFrameTime = lf->frameTime; // get the next frame based on the animation anim = lf->animation; if ( dp_realtime < lf->animationTime ) { lf->frameTime = lf->animationTime; // initial lerp } else { lf->frameTime = lf->oldFrameTime + anim->frameLerp; } f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp; if ( f >= anim->numFrames ) { f -= anim->numFrames; if ( anim->loopFrames ) { f %= anim->loopFrames; f += anim->numFrames - anim->loopFrames; } else { f = anim->numFrames - 1; // the animation is stuck at the end, so it // can immediately transition to another sequence lf->frameTime = dp_realtime; } } lf->frame = anim->firstFrame + f; if ( dp_realtime > lf->frameTime ) { lf->frameTime = dp_realtime; } } if ( lf->frameTime > dp_realtime + 200 ) { lf->frameTime = dp_realtime; } if ( lf->oldFrameTime > dp_realtime ) { lf->oldFrameTime = dp_realtime; } // calculate current lerp value if ( lf->frameTime == lf->oldFrameTime ) { lf->backlerp = 0; } else { lf->backlerp = 1.0 - (float)( dp_realtime - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime ); } } */ // END /* =============== UI_PlayerAnimation =============== */ // STONELANCE - removed /* static void UI_PlayerAnimation( playerInfo_t *pi, int *legsOld, int *legs, float *legsBackLerp, int *torsoOld, int *torso, float *torsoBackLerp ) { // legs animation pi->legsAnimationTimer -= uis.frametime; if ( pi->legsAnimationTimer < 0 ) { pi->legsAnimationTimer = 0; } UI_LegsSequencing( pi ); if ( pi->legs.yawing && ( pi->legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) { UI_RunLerpFrame( pi, &pi->legs, LEGS_TURN ); } else { UI_RunLerpFrame( pi, &pi->legs, pi->legsAnim ); } *legsOld = pi->legs.oldFrame; *legs = pi->legs.frame; *legsBackLerp = pi->legs.backlerp; // torso animation pi->torsoAnimationTimer -= uis.frametime; if ( pi->torsoAnimationTimer < 0 ) { pi->torsoAnimationTimer = 0; } UI_TorsoSequencing( pi ); UI_RunLerpFrame( pi, &pi->torso, pi->torsoAnim ); *torsoOld = pi->torso.oldFrame; *torso = pi->torso.frame; *torsoBackLerp = pi->torso.backlerp; } */ // END /* ================== UI_SwingAngles ================== */ // STONELANCE - removed /* static void UI_SwingAngles( float destination, float swingTolerance, float clampTolerance, float speed, float *angle, qboolean *swinging ) { float swing; float move; float scale; if ( !*swinging ) { // see if a swing should be started swing = AngleSubtract( *angle, destination ); if ( swing > swingTolerance || swing < -swingTolerance ) { *swinging = qtrue; } } if ( !*swinging ) { return; } // modify the speed depending on the delta // so it doesn't seem so linear swing = AngleSubtract( destination, *angle ); scale = fabs( swing ); if ( scale < swingTolerance * 0.5 ) { scale = 0.5; } else if ( scale < swingTolerance ) { scale = 1.0; } else { scale = 2.0; } // swing towards the destination angle if ( swing >= 0 ) { move = uis.frametime * scale * speed; if ( move >= swing ) { move = swing; *swinging = qfalse; } *angle = AngleMod( *angle + move ); } else if ( swing < 0 ) { move = uis.frametime * scale * -speed; if ( move <= swing ) { move = swing; *swinging = qfalse; } *angle = AngleMod( *angle + move ); } // clamp to no more than tolerance swing = AngleSubtract( destination, *angle ); if ( swing > clampTolerance ) { *angle = AngleMod( destination - (clampTolerance - 1) ); } else if ( swing < -clampTolerance ) { *angle = AngleMod( destination + (clampTolerance - 1) ); } } */ // END /* ====================== UI_MovedirAdjustment ====================== */ // STONELANCE /* static float UI_MovedirAdjustment( playerInfo_t *pi ) { vec3_t relativeAngles; vec3_t moveVector; VectorSubtract( pi->viewAngles, pi->moveAngles, relativeAngles ); AngleVectors( relativeAngles, moveVector, NULL, NULL ); if ( Q_fabs( moveVector[0] ) < 0.01 ) { moveVector[0] = 0.0; } if ( Q_fabs( moveVector[1] ) < 0.01 ) { moveVector[1] = 0.0; } if ( moveVector[1] == 0 && moveVector[0] > 0 ) { return 0; } if ( moveVector[1] < 0 && moveVector[0] > 0 ) { return 22; } if ( moveVector[1] < 0 && moveVector[0] == 0 ) { return 45; } if ( moveVector[1] < 0 && moveVector[0] < 0 ) { return -22; } if ( moveVector[1] == 0 && moveVector[0] < 0 ) { return 0; } if ( moveVector[1] > 0 && moveVector[0] < 0 ) { return 22; } if ( moveVector[1] > 0 && moveVector[0] == 0 ) { return -45; } return -22; } */ // END /* =============== UI_PlayerAngles =============== */ // STONELANCE - removed /* static void UI_PlayerAngles( playerInfo_t *pi, vec3_t legs[3], vec3_t torso[3], vec3_t head[3] ) { vec3_t legsAngles, torsoAngles, headAngles; float dest; float adjust; VectorCopy( pi->viewAngles, headAngles ); headAngles[YAW] = AngleMod( headAngles[YAW] ); VectorClear( legsAngles ); VectorClear( torsoAngles ); // --------- yaw ------------- // allow yaw to drift a bit if ( ( pi->legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE || ( pi->torsoAnim & ~ANIM_TOGGLEBIT ) != TORSO_STAND ) { // if not standing still, always point all in the same direction pi->torso.yawing = qtrue; // always center pi->torso.pitching = qtrue; // always center pi->legs.yawing = qtrue; // always center } // adjust legs for movement dir adjust = UI_MovedirAdjustment( pi ); legsAngles[YAW] = headAngles[YAW] + adjust; torsoAngles[YAW] = headAngles[YAW] + 0.25 * adjust; // torso UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing ); UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing ); torsoAngles[YAW] = pi->torso.yawAngle; legsAngles[YAW] = pi->legs.yawAngle; // --------- pitch ------------- // only show a fraction of the pitch angle in the torso if ( headAngles[PITCH] > 180 ) { dest = (-360 + headAngles[PITCH]) * 0.75; } else { dest = headAngles[PITCH] * 0.75; } UI_SwingAngles( dest, 15, 30, 0.1f, &pi->torso.pitchAngle, &pi->torso.pitching ); torsoAngles[PITCH] = pi->torso.pitchAngle; // pull the angles back out of the hierarchial chain AnglesSubtract( headAngles, torsoAngles, headAngles ); AnglesSubtract( torsoAngles, legsAngles, torsoAngles ); AnglesToAxis( legsAngles, legs ); AnglesToAxis( torsoAngles, torso ); AnglesToAxis( headAngles, head ); } */ // END /* =============== UI_PlayerFloatSprite =============== */ static void UI_PlayerFloatSprite( playerInfo_t *pi, vec3_t origin, qhandle_t shader ) { refEntity_t ent; memset( &ent, 0, sizeof( ent ) ); VectorCopy( origin, ent.origin ); ent.origin[2] += 48; ent.reType = RT_SPRITE; ent.customShader = shader; ent.radius = 10; ent.renderfx = 0; trap_R_AddRefEntityToScene( &ent ); } /* ====================== UI_MachinegunSpinAngle ====================== */ float UI_MachinegunSpinAngle( playerInfo_t *pi ) { int delta; float angle; float speed; int torsoAnim; delta = dp_realtime - pi->barrelTime; if ( pi->barrelSpinning ) { angle = pi->barrelAngle + delta * SPIN_SPEED; } else { if ( delta > COAST_TIME ) { delta = COAST_TIME; } speed = 0.5 * ( SPIN_SPEED + (float)( COAST_TIME - delta ) / COAST_TIME ); angle = pi->barrelAngle + delta * speed; } torsoAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT; if( torsoAnim == TORSO_ATTACK2 ) { torsoAnim = TORSO_ATTACK; } if ( pi->barrelSpinning == !(torsoAnim == TORSO_ATTACK) ) { pi->barrelTime = dp_realtime; pi->barrelAngle = AngleMod( angle ); pi->barrelSpinning = !!(torsoAnim == TORSO_ATTACK); } return angle; } /* =============== UI_AddWheels Adds the wheels to the car body. =============== */ // FIXME: could increase the speed by only looking for components that // need to be drawn one time, when the model is loaded static void UI_AddWheels( playerInfo_t *pi, refEntity_t *body, float angle ) { refEntity_t wheel_fl, wheel_fr, wheel_rl, wheel_rr; refEntity_t susp_cl, susp_cr; // refEntity_t susp_fl, susp_fr; vec3_t whlAngles; memset( &wheel_fl, 0, sizeof(wheel_fl) ); memset( &wheel_fr, 0, sizeof(wheel_fr) ); memset( &wheel_rl, 0, sizeof(wheel_rl) ); memset( &wheel_rr, 0, sizeof(wheel_rr) ); VectorClear(whlAngles); whlAngles[YAW] = angle; VectorCopy( body->lightingOrigin, wheel_fl.lightingOrigin ); VectorCopy( body->lightingOrigin, wheel_fr.lightingOrigin ); VectorCopy( body->lightingOrigin, wheel_rl.lightingOrigin ); VectorCopy( body->lightingOrigin, wheel_rr.lightingOrigin ); // front left wheel wheel_fl.hModel = pi->wheelModel; if (UI_TagExists(body->hModel, "tag_wheelfl") && wheel_fl.hModel){ whlAngles[ROLL] = 0; if( UI_TagExists( wheel_fl.hModel, "tag_polygonwheel" ) ) wheel_fl.customSkin = 0; else wheel_fl.customSkin = pi->wheelSkin; wheel_fl.shadowPlane = body->shadowPlane; wheel_fl.renderfx = body->renderfx; AnglesToAxis(whlAngles, wheel_fl.axis); UI_PositionRotatedEntityOnTag( &wheel_fl, body, body->hModel, "tag_wheelfl" ); // move for suspension // if (cent->currentState.clientNum == cg.snap->ps.clientNum) // VectorMA(wheel_fl.origin, 8.2 - cg.snap->ps.legsTimer / 10.0f, body->axis[2], wheel_fl.origin); trap_R_AddRefEntityToScene( &wheel_fl ); // skids // if (!(cent->currentState.eFlags & EF_DEAD)) // UI_SurfaceEffects(cent2, wheel_fl.origin, body->axis[2], 0); } // front right wheel wheel_fr.hModel = pi->wheelModel; if (UI_TagExists(body->hModel, "tag_wheelfr") && wheel_fr.hModel){ whlAngles[ROLL] = 0; if( UI_TagExists( wheel_fr.hModel, "tag_polygonwheel" ) ) wheel_fr.customSkin = 0; else wheel_fr.customSkin = pi->wheelSkin; wheel_fr.shadowPlane = body->shadowPlane; wheel_fr.renderfx = body->renderfx; AnglesToAxis(whlAngles, wheel_fr.axis); UI_PositionRotatedEntityOnTag( &wheel_fr, body, body->hModel, "tag_wheelfr" ); // move for suspension // if (cent->currentState.clientNum == cg.snap->ps.clientNum) // VectorMA(wheel_fr.origin, 8.2 - cg.snap->ps.legsAnim / 10.0f, body->axis[2], wheel_fr.origin); trap_R_AddRefEntityToScene( &wheel_fr ); // skids // if (!(cent->currentState.eFlags & EF_DEAD)) // CG_SurfaceEffects(cent2, wheel_fr.origin, body->axis[2], 1); } whlAngles[YAW] = 0; // rear left wheel wheel_rl.hModel = pi->wheelModel; if (UI_TagExists(body->hModel, "tag_wheelrl") && wheel_rl.hModel){ whlAngles[ROLL] = 0; if( UI_TagExists( wheel_rl.hModel, "tag_polygonwheel" ) ) wheel_rl.customSkin = 0; else wheel_rl.customSkin = pi->wheelSkin; wheel_rl.shadowPlane = body->shadowPlane; wheel_rl.renderfx = body->renderfx; AnglesToAxis(whlAngles, wheel_rl.axis); UI_PositionRotatedEntityOnTag( &wheel_rl, body, body->hModel, "tag_wheelrl" ); // move for suspension // if (cent->currentState.clientNum == cg.snap->ps.clientNum) // VectorMA(wheel_rl.origin, 8.2 - cg.snap->ps.torsoTimer / 10.0f, body->axis[2], wheel_rl.origin); trap_R_AddRefEntityToScene( &wheel_rl ); // skids // if (!(cent->currentState.eFlags & EF_DEAD)) // CG_SurfaceEffects(cent2, wheel_rl.origin, body->axis[2], 2); } // rear right wheel wheel_rr.hModel = pi->wheelModel; if (UI_TagExists(body->hModel, "tag_wheelrr") && wheel_rr.hModel){ whlAngles[ROLL] = 0; if( UI_TagExists( wheel_rr.hModel, "tag_polygonwheel" ) ) wheel_rr.customSkin = 0; else wheel_rr.customSkin = pi->wheelSkin; wheel_rr.shadowPlane = body->shadowPlane; wheel_rr.renderfx = body->renderfx; AnglesToAxis(whlAngles, wheel_rr.axis); UI_PositionRotatedEntityOnTag( &wheel_rr, body, body->hModel, "tag_wheelrr" ); // move for suspension // if (cent->currentState.clientNum == cg.snap->ps.clientNum) // VectorMA(wheel_rr.origin, 8.2 - cg.snap->ps.torsoAnim / 10.0f, body->axis[2], wheel_rr.origin); trap_R_AddRefEntityToScene( &wheel_rr ); // skids // if (!(cent->currentState.eFlags & EF_DEAD)) // CG_SurfaceEffects(cent2, wheel_rr.origin, body->axis[2], 3); } memset( &susp_cl, 0, sizeof(susp_cl) ); memset( &susp_cr, 0, sizeof(susp_cr) ); // memset( &susp_fl, 0, sizeof(susp_fl) ); // memset( &susp_fr, 0, sizeof(susp_fr) ); susp_cl.hModel = pi->suspCModel; if (UI_TagExists(body->hModel, "tag_suspcl") && susp_cl.hModel){ susp_cl.shadowPlane = body->shadowPlane; susp_cl.renderfx = body->renderfx; VectorClear(whlAngles); // whlAngles[PITCH] = -180 / M_PI * atan2((8.2 - cg.snap->ps.legsTimer / 10.0f) - (8.2 - cg.snap->ps.torsoTimer / 10.0f), 2*WHEEL_FORWARD); AnglesToAxis(whlAngles, susp_cl.axis); UI_PositionRotatedEntityOnTag( &susp_cl, body, body->hModel, "tag_suspcl" ); // if (cent->currentState.clientNum == cg.snap->ps.clientNum) // VectorMA(susp_cl.origin, ((8.2 - cg.snap->ps.legsTimer / 10.0f) + (8.2 - cg.snap->ps.torsoTimer / 10.0f))/2, body->axis[2], susp_cl.origin); trap_R_AddRefEntityToScene( &susp_cl ); } susp_cr.hModel = pi->suspCModel; if (UI_TagExists(body->hModel, "tag_suspcr") && susp_cr.hModel){ susp_cr.shadowPlane = body->shadowPlane; susp_cr.renderfx = body->renderfx; VectorClear(whlAngles); // whlAngles[PITCH] = -180 / M_PI * atan2((8.2 - cg.snap->ps.legsAnim / 10.0f) - (8.2 - cg.snap->ps.torsoAnim / 10.0f), 2*WHEEL_FORWARD); AnglesToAxis(whlAngles, susp_cr.axis); UI_PositionRotatedEntityOnTag( &susp_cr, body, body->hModel, "tag_suspcr" ); // if (cent->currentState.clientNum == cg.snap->ps.clientNum) // VectorMA(susp_cl.origin, ((8.2 - cg.snap->ps.legsAnim / 10.0f) + (8.2 - cg.snap->ps.torsoAnim / 10.0f))/2, body->axis[2], susp_cl.origin); trap_R_AddRefEntityToScene( &susp_cr ); } /* if (CG_TagExists(body->hModel, "tag_suspfr")){ susp_fr.hModel = trap_R_RegisterModel("models/players/reaper/suspf.md3"); susp_fr.customShader = trap_R_RegisterShader("models/players/reaper/parts_blue.tga"); susp_fr.shadowPlane = body->shadowPlane; susp_fr.renderfx = body->renderfx; CG_GetTagPosition(body, body->hModel, "tag_suspfr", susp_fr.origin); VectorSubtract(wheel_fr.origin, susp_fr.origin, delta); VectorClear(whlAngles); whlAngles[PITCH] = -180 / M_PI * atan2(8.2 - cg.snap->ps.legsAnim / 10.0f, -DotProduct(delta, body->axis[1])); AnglesToAxis(whlAngles, susp_fr.axis); CG_PositionRotatedEntityOnTag( &susp_fr, body, body->hModel, "tag_suspfr" ); trap_R_AddRefEntityToScene( &susp_fr ); } if (UI_TagExists(body->hModel, "tag_suspfl")){ susp_fl.hModel = trap_R_RegisterModel("models/players/reaper/suspf.md3"); susp_fl.customShader = trap_R_RegisterShader("models/players/reaper/parts_blue.tga"); susp_fl.shadowPlane = body->shadowPlane; susp_fl.renderfx = body->renderfx; UI_GetTagPosition(body, body->hModel, "tag_suspfl", susp_fl.origin); VectorSubtract(wheel_fl.origin, susp_fl.origin, delta); VectorClear(whlAngles); whlAngles[PITCH] = 180 / M_PI * atan2(8.2 - cg.snap->ps.legsTimer / 10.0f, DotProduct(delta, body->axis[1])); AnglesToAxis(whlAngles, susp_fl.axis); UI_PositionRotatedEntityOnTag( &susp_fl, body, body->hModel, "tag_suspfl" ); trap_R_AddRefEntityToScene( &susp_fl ); } */ } // END /* =============== UI_DrawPlayer =============== */ void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int time ) { refdef_t refdef; // STONELANCE refEntity_t body; /* refEntity_t legs; refEntity_t torso; */ refEntity_t plate; refEntity_t turbo; refEntity_t headlight; refEntity_t brakelight; refEntity_t reverselight; char filename[MAX_QPATH]; vec3_t angles; int i; // END refEntity_t head; refEntity_t gun; refEntity_t barrel; refEntity_t flash; vec3_t origin; int renderfx; vec3_t mins = {-16, -16, -24}; vec3_t maxs = {16, 16, 32}; // float len; float xx; // STONELANCE // if ( !pi->legsModel || !pi->torsoModel || !pi->headModel || !pi->animations[0].numFrames ) { // return; // } if (uis.spinView){ deltaYaw = ((uis.cursorx - uis.cursorpx) / (uis.frametime / 1000.0f)) / 5.0f; deltaRoll = ((uis.cursory - uis.cursorpy) / (uis.frametime / 1000.0f)) / 10.0f; } yaw += deltaYaw * (uis.frametime / 1000.0f); roll += deltaRoll * (uis.frametime / 1000.0f); yaw = AngleNormalize360(yaw); roll = AngleNormalize180(roll); if (fabs(deltaYaw) > 60.0f) deltaYaw *= 0.99f; if (deltaRoll != 0.0f) deltaRoll *= 0.98f; if (roll != 0.00) roll *= 0.95f; pi->moveAngles[YAW] = yaw; pi->moveAngles[ROLL] = roll; // END dp_realtime = time; if ( pi->pendingWeapon != -1 && dp_realtime > pi->weaponTimer ) { pi->weapon = pi->pendingWeapon; pi->lastWeapon = pi->pendingWeapon; pi->pendingWeapon = -1; pi->weaponTimer = 0; if( pi->currentWeapon != pi->weapon ) { trap_S_StartLocalSound( weaponChangeSound, CHAN_LOCAL ); } } UI_AdjustFrom640( &x, &y, &w, &h ); y -= jumpHeight; memset( &refdef, 0, sizeof( refdef ) ); // STONELANCE memset( &body, 0, sizeof(body) ); /* memset( &legs, 0, sizeof(legs) ); memset( &torso, 0, sizeof(torso) ); */ memset( &plate, 0, sizeof(plate) ); memset( &headlight, 0, sizeof(headlight) ); memset( &brakelight, 0, sizeof(brakelight) ); memset( &reverselight, 0, sizeof(reverselight) ); memset( &turbo, 0, sizeof(turbo) ); // END memset( &head, 0, sizeof(head) ); refdef.rdflags = RDF_NOWORLDMODEL; AxisClear( refdef.viewaxis ); // STONELANCE if (uis.mainMenu){ VectorClear(angles); angles[PITCH] = 20; AnglesToAxis(angles, refdef.viewaxis); refdef.vieworg[2] += 0; } // END refdef.x = x; refdef.y = y; refdef.width = w; refdef.height = h; // STONELANCE refdef.fov_x = 90; // refdef.fov_x = (int)((float)refdef.width / 640.0f * 90.0f); // END xx = refdef.width / tan( refdef.fov_x / 360 * M_PI ); refdef.fov_y = atan2( refdef.height, xx ); refdef.fov_y *= ( 360 / M_PI ); // STONELANCE /* refdef.fov_x = (int)((float)refdef.width / 640.0f * 90.0f); xx = refdef.width / tan( refdef.fov_x / 360 * M_PI ); refdef.fov_y = atan2( refdef.height, xx ); refdef.fov_y *= ( 360 / M_PI ); // calculate distance so the player nearly fills the box len = 0.7 * ( maxs[2] - mins[2] ); origin[0] = len / tan( DEG2RAD(refdef.fov_x) * 0.5 ); origin[1] = 0.5 * ( mins[1] + maxs[1] ); origin[2] = -0.5 * ( mins[2] + maxs[2] ); */ origin[0] = 0; origin[1] = 0.5 * ( mins[1] + maxs[1] ); origin[2] = -0.5 * ( mins[2] + maxs[2] ); if (uis.mainMenu){ origin[2] = 10; } VectorMA(origin, 96, refdef.viewaxis[0], origin); // END refdef.time = dp_realtime; trap_R_ClearScene(); // STONELANCE /* // get the rotation information UI_PlayerAngles( pi, legs.axis, torso.axis, head.axis ); // get the animation state (after rotation, to allow feet shuffle) UI_PlayerAnimation( pi, &legs.oldframe, &legs.frame, &legs.backlerp, &torso.oldframe, &torso.frame, &torso.backlerp ); */ // END renderfx = RF_LIGHTING_ORIGIN | RF_NOSHADOW; // STONELANCE body.hModel = pi->bodyModel; if( !body.hModel) return; body.customSkin = pi->bodySkin; VectorCopy( origin, body.origin ); VectorCopy( origin, body.lightingOrigin ); body.renderfx = renderfx; VectorCopy( body.origin, body.oldorigin ); angles[YAW] = pi->moveAngles[YAW]; angles[PITCH] = 0; angles[ROLL] = pi->moveAngles[ROLL]; AnglesToAxis( angles, body.axis ); trap_R_AddRefEntityToScene( &body ); // add the car wheels UI_AddWheels(pi, &body, pi->wheelAngle); /* // // add the legs // legs.hModel = pi->legsModel; legs.customSkin = pi->legsSkin; VectorCopy( origin, legs.origin ); VectorCopy( origin, legs.lightingOrigin ); legs.renderfx = renderfx; VectorCopy (legs.origin, legs.oldorigin); trap_R_AddRefEntityToScene( &legs ); if (!legs.hModel) { return; } // // add the torso // torso.hModel = pi->torsoModel; if (!torso.hModel) { return; } torso.customSkin = pi->torsoSkin; VectorCopy( origin, torso.lightingOrigin ); UI_PositionRotatedEntityOnTag( &torso, &legs, pi->legsModel, "tag_torso"); torso.renderfx = renderfx; trap_R_AddRefEntityToScene( &torso ); // // add the head // head.hModel = pi->headModel; if (!head.hModel) { return; } head.customSkin = pi->headSkin; VectorCopy( origin, head.lightingOrigin ); UI_PositionRotatedEntityOnTag( &head, &torso, pi->torsoModel, "tag_head"); head.renderfx = renderfx; trap_R_AddRefEntityToScene( &head ); */ // // add the head // if ( UI_TagExists(pi->bodyModel, "tag_head") ){ head.hModel = pi->headModel; if (!head.hModel) { return; } head.customSkin = pi->headSkin; VectorCopy(pi->viewAngles, angles); AnglesToAxis(angles, head.axis); VectorCopy( origin, head.lightingOrigin ); UI_PositionRotatedEntityOnTag( &head, &body, pi->bodyModel, "tag_head"); head.renderfx = renderfx; // check for head tag, if no tag the length of delta should be 0 trap_R_AddRefEntityToScene( &head ); } // // add the license plate // if (UI_TagExists(pi->bodyModel, "tag_plate")){ plate.frame = 0; plate.hModel = pi->plateModel; if (!plate.hModel) { return; } plate.customShader = pi->plateShader; VectorCopy( origin, plate.lightingOrigin ); UI_PositionEntityOnTag( &plate, &body, pi->bodyModel, "tag_plate"); plate.renderfx = renderfx; trap_R_AddRefEntityToScene( &plate ); } // // add the headlights // if (pi->headLights){ headlight.hModel = uis.headLightGlow; if (!headlight.hModel) { return; } VectorCopy( origin, headlight.lightingOrigin ); headlight.renderfx = renderfx; for (i = 0; i < 4; i++){ Com_sprintf(filename, sizeof(filename), "tag_hlite%d", i+1); if (!UI_TagExists(pi->bodyModel, filename)) continue; UI_PositionEntityOnTag( &headlight, &body, pi->bodyModel, filename); trap_R_AddRefEntityToScene( &headlight ); } } // // add the brakelights // if (pi->brake){ brakelight.hModel = uis.brakeLightGlow; if (!brakelight.hModel) { return; } VectorCopy( origin, brakelight.lightingOrigin ); brakelight.renderfx = renderfx; for (i = 0; i < 3; i++){ Com_sprintf(filename, sizeof(filename), "tag_blite%d", i+1); if (!UI_TagExists(pi->bodyModel, filename)) continue; UI_PositionEntityOnTag( &brakelight, &body, pi->bodyModel, filename); trap_R_AddRefEntityToScene( &brakelight ); } } // // add the reverselights // if (pi->reverse){ reverselight.hModel = uis.reverseLightGlow; if (!reverselight.hModel) { return; } VectorCopy( origin, reverselight.lightingOrigin ); reverselight.renderfx = renderfx; for (i = 0; i < 2; i++){ Com_sprintf(filename, sizeof(filename), "tag_rlite%d", i+1); if (!UI_TagExists(pi->bodyModel, filename)) continue; UI_PositionEntityOnTag( &reverselight, &body, pi->bodyModel, filename); trap_R_AddRefEntityToScene( &reverselight ); } } // // add turbo flame // if ( pi->turbo && UI_TagExists(pi->bodyModel, "tag_turbo")){ turbo.hModel = uis.turboModel; if (!turbo.hModel) { return; } VectorCopy( origin, turbo.lightingOrigin ); UI_PositionEntityOnTag( &turbo, &body, pi->bodyModel, "tag_turbo"); turbo.renderfx = renderfx; trap_R_AddRefEntityToScene( &turbo ); } // END // // add the gun // if ( pi->currentWeapon != WP_NONE ) { memset( &gun, 0, sizeof(gun) ); gun.hModel = pi->weaponModel; if( pi->currentWeapon == WP_RAILGUN ) { Byte4Copy( pi->c1RGBA, gun.shaderRGBA ); } else { Byte4Copy( colorWhite, gun.shaderRGBA ); } VectorCopy( origin, gun.lightingOrigin ); // STONELANCE // UI_PositionEntityOnTag( &gun, &torso, pi->torsoModel, "tag_weapon"); UI_PositionEntityOnTag( &gun, &body, pi->bodyModel, "tag_weapon"); // END gun.renderfx = renderfx; trap_R_AddRefEntityToScene( &gun ); } // // add the spinning barrel // if ( pi->realWeapon == WP_MACHINEGUN || pi->realWeapon == WP_GAUNTLET || pi->realWeapon == WP_BFG ) { vec3_t angles; memset( &barrel, 0, sizeof(barrel) ); VectorCopy( origin, barrel.lightingOrigin ); barrel.renderfx = renderfx; barrel.hModel = pi->barrelModel; angles[YAW] = 0; angles[PITCH] = 0; angles[ROLL] = UI_MachinegunSpinAngle( pi ); if( pi->realWeapon == WP_GAUNTLET || pi->realWeapon == WP_BFG ) { angles[PITCH] = angles[ROLL]; angles[ROLL] = 0; } AnglesToAxis( angles, barrel.axis ); UI_PositionRotatedEntityOnTag( &barrel, &gun, pi->weaponModel, "tag_barrel"); trap_R_AddRefEntityToScene( &barrel ); } // // add muzzle flash // if ( dp_realtime <= pi->muzzleFlashTime ) { if ( pi->flashModel ) { memset( &flash, 0, sizeof(flash) ); flash.hModel = pi->flashModel; if( pi->currentWeapon == WP_RAILGUN ) { Byte4Copy( pi->c1RGBA, flash.shaderRGBA ); } else { Byte4Copy( colorWhite, flash.shaderRGBA ); } VectorCopy( origin, flash.lightingOrigin ); UI_PositionEntityOnTag( &flash, &gun, pi->weaponModel, "tag_flash"); flash.renderfx = renderfx; trap_R_AddRefEntityToScene( &flash ); } // make a dlight for the flash if ( pi->flashDlightColor[0] || pi->flashDlightColor[1] || pi->flashDlightColor[2] ) { trap_R_AddLightToScene( flash.origin, 200 + (rand()&31), pi->flashDlightColor[0], pi->flashDlightColor[1], pi->flashDlightColor[2] ); } } // // add the chat icon // if ( pi->chat ) { UI_PlayerFloatSprite( pi, origin, trap_R_RegisterShaderNoMip( "sprites/balloon3" ) ); } // // add an accent light // origin[0] -= 100; // + = behind, - = in front origin[1] += 100; // + = left, - = right origin[2] += 100; // + = above, - = below trap_R_AddLightToScene( origin, 500, 1.0, 1.0, 1.0 ); origin[0] -= 100; origin[1] -= 100; origin[2] -= 100; trap_R_AddLightToScene( origin, 500, 1.0, 0.0, 0.0 ); trap_R_RenderScene( &refdef ); } /* ========================== UI_RegisterClientSkin ========================== */ // STONELANCE //static qboolean UI_RegisterClientSkin( playerInfo_t *pi, const char *modelName, const char *skinName ) { static qboolean UI_RegisterClientSkin( playerInfo_t *pi, const char *modelName, const char *skinName, const char *rimName, const char *headName, const char *plateName ) { // END char filename[MAX_QPATH]; // STONELANCE /* Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower_%s.skin", modelName, skinName ); pi->legsSkin = trap_R_RegisterSkin( filename ); Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper_%s.skin", modelName, skinName ); pi->torsoSkin = trap_R_RegisterSkin( filename ); Com_sprintf( filename, sizeof( filename ), "models/players/%s/head_%s.skin", modelName, skinName ); pi->headSkin = trap_R_RegisterSkin( filename ); if ( !pi->legsSkin || !pi->torsoSkin || !pi->headSkin ) { return qfalse; } */ Com_sprintf( filename, sizeof(filename), "models/players/%s/%s.skin", modelName, skinName ); pi->bodySkin = trap_R_RegisterSkin( filename ); if( !pi->bodySkin ) { Com_Printf( S_COLOR_YELLOW "Q3R Warning: Failed to load car skin: %s\n", filename ); // try loading default skin Com_sprintf( filename, sizeof(filename), "models/players/%s/%s.skin", modelName, DEFAULT_SKIN ); pi->bodySkin = trap_R_RegisterSkin( filename ); if( !pi->bodySkin ) { Com_Printf( S_COLOR_RED "Q3R Error: Failed to load default car skin: %s\n", filename ); return qfalse; } } // load players icon // Com_sprintf( filename, sizeof(filename), "models/players/%s/icon_%s.tga", modelName, skinName ); // pi->modelIcon = trap_R_RegisterShader( filename ); Com_sprintf( filename, sizeof(filename), "models/players/wheels/%s.skin", rimName ); pi->wheelSkin = trap_R_RegisterSkin( filename ); if( !pi->wheelSkin ) { Com_Printf( S_COLOR_YELLOW "Q3R Warning: Failed to load wheel skin: %s\n", filename ); // try loading default skin Com_sprintf( filename, sizeof(filename), "models/players/wheels/%s.skin", DEFAULT_RIM ); pi->wheelSkin = trap_R_RegisterSkin( filename ); if( !pi->wheelSkin ) { Com_Printf( S_COLOR_RED "Q3R Error: Failed to load default wheel skin: %s\n", filename ); return qfalse; } } Com_sprintf( filename, sizeof(filename), "models/players/heads/%s.skin", headName ); pi->headSkin = trap_R_RegisterSkin( filename ); if( !pi->headSkin ) { Com_Printf( S_COLOR_YELLOW "Q3R Warning: Failed to load head skin: %s\n", filename ); // try loading default skin Com_sprintf( filename, sizeof(filename), "models/players/heads/%s.skin", DEFAULT_HEAD ); pi->headSkin = trap_R_RegisterSkin( filename ); if( !pi->headSkin ) { Com_Printf( S_COLOR_RED "Q3R Error: Failed to load default head skin: %s\n", filename ); return qfalse; } } Com_sprintf( filename, sizeof( filename ), "models/players/plates/%s", plateName ); pi->plateShader = trap_R_RegisterShaderNoMip(filename); if( !pi->plateShader ) { Com_Printf( S_COLOR_YELLOW "Q3R Warning: Failed to load plate shader: %s\n", filename ); } // END return qtrue; } /* ====================== UI_ParseAnimationFile ====================== */ #if 0 // STONELANCE // static qboolean UI_ParseAnimationFile( const char *filename, animation_t *animations ) { static qboolean UI_ParseAnimationFile( playerInfo_t *pi, const char *filename ) { // END char *text_p, *prev; int len; int i; char *token; float fps; int skip; char text[20000]; fileHandle_t f; // STONELANCE // char texturename[MAX_QPATH]; // setup default incase this fails for some reason Q_strncpyz( pi->plateName, DEFAULT_PLATE, sizeof( pi->plateName ) ); // FIXME: fix the plate loading return qfalse; // memset( animations, 0, sizeof( animation_t ) * MAX_ANIMATIONS ); // END // load the file len = trap_FS_FOpenFile( filename, &f, FS_READ ); if ( len <= 0 ) { return qfalse; } if ( len >= ( sizeof( text ) - 1 ) ) { Com_Printf( "File %s too long\n", filename ); return qfalse; } trap_FS_Read( text, len, f ); text[len] = 0; trap_FS_FCloseFile( f ); // parse the text text_p = text; skip = 0; // quite the compiler warning // read optional parameters while ( 1 ) { prev = text_p; // so we can unget token = COM_Parse( &text_p ); if ( !token ) { break; } // STONELANCE /* if ( !Q_stricmp( token, "footsteps" ) ) { token = COM_Parse( &text_p ); if ( !token ) { break; } continue; } else if ( !Q_stricmp( token, "headoffset" ) ) { for ( i = 0 ; i < 3 ; i++ ) { token = COM_Parse( &text_p ); if ( !token ) { break; } } continue; } else if ( !Q_stricmp( token, "sex" ) ) { token = COM_Parse( &text_p ); if ( !token ) { break; } continue; } // if it is a number, start parsing animations if ( token[0] >= '0' && token[0] <= '9' ) { text_p = prev; // unget the token break; } */ /* if ( !Q_stricmp( token, "plate" ) ) { token = COM_Parse( &text_p ); if ( !token ) { break; } // Com_sprintf( texturename, sizeof( texturename ), "models/players/plates/player%d.tga", 0 ); if ( !Q_stricmp( token, "usa" ) ){ Q_strncpyz( pi->plateName, "plate_usa", sizeof( pi->plateName ) ); // CreateLicensePlateImage(va("models/players/plates/%s_usa.tga", pi->plateSkinName), texturename, pi->name, 10); } else{ Q_strncpyz( pi->plateName, "plate_eu", sizeof( pi->plateName ) ); // CreateLicensePlateImage(va("models/players/plates/%s_eu.tga", pi->plateSkinName), texturename, pi->name, 20); } continue; } else */ if ( !Q_stricmp( token, "oppositeRoll" ) ) { continue; /* token = COM_Parse( &text_p ); if ( !token ) { pi->oppositeRoll = qfalse; break; } pi->oppositeRoll = atoi( token ); */ } else // END Com_Printf( "unknown token '%s' is %s\n", token, filename ); } // STONELANCE /* // read information for each frame for ( i = 0 ; i < MAX_ANIMATIONS ; i++ ) { token = COM_Parse( &text_p ); if ( !token ) { break; } animations[i].firstFrame = atoi( token ); // leg only frames are adjusted to not count the upper body only frames if ( i == LEGS_WALKCR ) { skip = animations[LEGS_WALKCR].firstFrame - animations[TORSO_GESTURE].firstFrame; } if ( i >= LEGS_WALKCR ) { animations[i].firstFrame -= skip; } token = COM_Parse( &text_p ); if ( !token ) { break; } animations[i].numFrames = atoi( token ); token = COM_Parse( &text_p ); if ( !token ) { break; } animations[i].loopFrames = atoi( token ); token = COM_Parse( &text_p ); if ( !token ) { break; } fps = atof( token ); if ( fps == 0 ) { fps = 1; } animations[i].frameLerp = 1000 / fps; animations[i].initialLerp = 1000 / fps; } if ( i != MAX_ANIMATIONS ) { Com_Printf( "Error parsing animation file: %s\n", filename ); return qfalse; } */ // END return qtrue; } #endif /* ========================== UI_RegisterClientModelname ========================== */ // STONELANCE // qboolean UI_RegisterClientModelname( playerInfo_t *pi, const char *modelSkinName ) { qboolean UI_RegisterClientModelname( playerInfo_t *pi, const char *modelSkinName, const char *rimName, const char *headName, const char *plateName ) { // END char modelName[MAX_QPATH]; char skinName[MAX_QPATH]; char filename[MAX_QPATH]; char *slash; // STONELANCE // pi->torsoModel = 0; // pi->headModel = 0; // END if ( !modelSkinName[0] ) { return qfalse; } Q_strncpyz( modelName, modelSkinName, sizeof( modelName ) ); slash = strchr( modelName, '/' ); if ( !slash ) { // modelName did not include a skin name // STONELANCE // Q_strncpyz( skinName, "default", sizeof( skinName ) ); Q_strncpyz( skinName, DEFAULT_SKIN, sizeof( skinName ) ); // END } else { Q_strncpyz( skinName, slash + 1, sizeof( skinName ) ); // truncate modelName *slash = 0; } // STONELANCE /*7 // load cmodels before models so filecache works Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.md3", modelName ); pi->legsModel = trap_R_RegisterModel( filename ); if ( !pi->legsModel ) { Com_Printf( "Failed to load model file %s\n", filename ); return qfalse; } Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.md3", modelName ); pi->torsoModel = trap_R_RegisterModel( filename ); if ( !pi->torsoModel ) { Com_Printf( "Failed to load model file %s\n", filename ); return qfalse; } Com_sprintf( filename, sizeof( filename ), "models/players/%s/head.md3", modelName ); pi->headModel = trap_R_RegisterModel( filename ); if ( !pi->headModel ) { Com_Printf( "Failed to load model file %s\n", filename ); return qfalse; } // if any skins failed to load, fall back to default if ( !UI_RegisterClientSkin( pi, modelName, skinName ) ) { if ( !UI_RegisterClientSkin( pi, modelName, "default" ) ) { Com_Printf( "Failed to load skin file: %s : %s\n", modelName, skinName ); return qfalse; } } // END // load the animations Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", modelName ); // STONELANCE // if ( !UI_ParseAnimationFile( filename, pi->animations ) ) { if ( !UI_ParseAnimationFile( pi, filename ) ) { // END Com_Printf( "Failed to load animation file %s\n", filename ); // STONELANCE // return qfalse; // END } // STONELANCE */ // load cmodels before models so filecache works Com_sprintf( filename, sizeof( filename ), "models/players/%s/body.md3", modelName ); pi->bodyModel = trap_R_RegisterModel( filename ); if ( !pi->bodyModel ) { Com_Printf( S_COLOR_YELLOW "Q3R Warning: Could not load car body model: %s\n", filename); return qfalse; } Com_sprintf( filename, sizeof( filename ), "models/players/%s/wheel.md3", modelName ); pi->wheelModel = trap_R_RegisterModel( filename ); if ( !pi->wheelModel ) { Com_Printf( S_COLOR_YELLOW "Q3R Warning: Could not load wheel model: %s\n", filename); // use default wheel model Com_sprintf( filename, sizeof(filename), "models/players/%s/wheel.md3", DEFAULT_MODEL ); pi->wheelModel = trap_R_RegisterModel( filename ); if( !pi->wheelModel ) { Com_Printf( S_COLOR_RED "Q3R Error: Failed to load default wheel model: %s\n", filename ); return qfalse; } } Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s.md3", headName ); pi->headModel = trap_R_RegisterModel( filename ); if ( !pi->headModel ) { Com_Printf( S_COLOR_YELLOW "Q3R Warning: Failed to load head model: %s\n", filename ); // use default wheel model Com_sprintf( filename, sizeof(filename), "models/players/heads/%s.md3", DEFAULT_HEAD ); pi->headModel = trap_R_RegisterModel( filename ); if( !pi->headModel ) { Com_Printf( S_COLOR_RED "Q3R Error: Failed to load default head model: %s\n", filename ); return qfalse; } } // figure out plate model // Com_sprintf( filename, sizeof( filename ), "models/players/plates/player%d.tga", ci->clientNum ); if ( !Q_stricmpn( plateName, "usa_", 4 ) ){ Q_strncpyz( pi->plateName, "plate_usa", sizeof( pi->plateName ) ); // CreateLicensePlateImage(va("models/players/plates/%s.tga", ci->plateSkinName), filename, ci->name, 10); } else{ Q_strncpyz( pi->plateName, "plate_eu", sizeof( pi->plateName ) ); // CreateLicensePlateImage(va("models/players/plates/%s.tga", ci->plateSkinName), filename, ci->name, 20); } Com_sprintf( filename, sizeof( filename ), "models/players/plates/%s.md3", pi->plateName ); pi->plateModel = trap_R_RegisterModel( filename ); if ( !pi->plateModel ) { Com_Printf( S_COLOR_YELLOW "Q3R Warning: Failed to load license plate model: %s\n", filename ); // use plate_eu model Com_sprintf( filename, sizeof(filename), "models/players/plates/%s.md3", DEFAULT_PLATE ); pi->plateModel = trap_R_RegisterModel( filename ); if( !pi->plateModel ) { Com_Printf( S_COLOR_RED "Q3R Error: Failed to load default license plate model: %s\n", filename ); return qfalse; } } // load center suspension if (pi->bodyModel && (UI_TagExists(pi->bodyModel, "tag_suspcl") || UI_TagExists(pi->bodyModel, "tag_suspcr"))){ Com_sprintf( filename, sizeof( filename ), "models/players/%s/suspc.md3", modelName ); pi->suspCModel = trap_R_RegisterModel( filename ); if ( !pi->suspCModel ) { Com_Printf( S_COLOR_YELLOW "Q3R Warning: Failed to load center suspension model: %s\n", filename ); // return qfalse; } } // if any skins failed to load, return failure if ( !UI_RegisterClientSkin( pi, modelName, skinName, rimName, headName, plateName ) ) { Com_Printf( S_COLOR_RED "Q3R Error: Failed to load skin files: %s : %s : %s : %s\n", modelName, skinName, rimName, headName ); return qfalse; } // END return qtrue; } /* =============== UI_PlayerInfo_SetModel =============== */ // STONELANCE // void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model ) { void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model, const char *rim, const char *head, const char *plate ) { // END memset( pi, 0, sizeof(*pi) ); // STONELANCE0 // UI_RegisterClientModelname( pi, model ); UI_RegisterClientModelname( pi, model, rim, head, plate ); // END pi->weapon = WP_MACHINEGUN; pi->currentWeapon = pi->weapon; pi->lastWeapon = pi->weapon; pi->pendingWeapon = -1; pi->weaponTimer = 0; pi->chat = qfalse; pi->newModel = qtrue; UI_PlayerInfo_SetWeapon( pi, pi->weapon ); } /* =============== UI_PlayerInfo_SetInfo =============== */ void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_t viewAngles, vec3_t moveAngles, weapon_t weaponNumber, qboolean chat ) { // STONELANCE // int currentAnim; // END weapon_t weaponNum; int c; pi->chat = chat; c = (int)trap_Cvar_VariableValue( "color1" ); VectorClear( pi->color1 ); if( c < 1 || c > 7 ) { VectorSet( pi->color1, 1, 1, 1 ); } else { if( c & 1 ) { pi->color1[2] = 1.0f; } if( c & 2 ) { pi->color1[1] = 1.0f; } if( c & 4 ) { pi->color1[0] = 1.0f; } } pi->c1RGBA[0] = 255 * pi->color1[0]; pi->c1RGBA[1] = 255 * pi->color1[1]; pi->c1RGBA[2] = 255 * pi->color1[2]; pi->c1RGBA[3] = 255; // view angles VectorCopy( viewAngles, pi->viewAngles ); // move angles VectorCopy( moveAngles, pi->moveAngles ); if ( pi->newModel ) { pi->newModel = qfalse; // STONELANCE /* jumpHeight = 0; pi->pendingLegsAnim = 0; UI_ForceLegsAnim( pi, legsAnim ); pi->legs.yawAngle = viewAngles[YAW]; pi->legs.yawing = qfalse; pi->pendingTorsoAnim = 0; UI_ForceTorsoAnim( pi, torsoAnim ); pi->torso.yawAngle = viewAngles[YAW]; pi->torso.yawing = qfalse; */ // END if ( weaponNumber != -1 ) { pi->weapon = weaponNumber; pi->currentWeapon = weaponNumber; pi->lastWeapon = weaponNumber; pi->pendingWeapon = -1; pi->weaponTimer = 0; UI_PlayerInfo_SetWeapon( pi, pi->weapon ); } return; } // weapon if ( weaponNumber == -1 ) { pi->pendingWeapon = -1; pi->weaponTimer = 0; } else if ( weaponNumber != WP_NONE ) { pi->pendingWeapon = weaponNumber; pi->weaponTimer = dp_realtime + UI_TIMER_WEAPON_DELAY; } weaponNum = pi->lastWeapon; pi->weapon = weaponNum; // STONELANCE /* if ( torsoAnim == BOTH_DEATH1 || legsAnim == BOTH_DEATH1 ) { torsoAnim = legsAnim = BOTH_DEATH1; pi->weapon = pi->currentWeapon = WP_NONE; UI_PlayerInfo_SetWeapon( pi, pi->weapon ); jumpHeight = 0; pi->pendingLegsAnim = 0; UI_ForceLegsAnim( pi, legsAnim ); pi->pendingTorsoAnim = 0; UI_ForceTorsoAnim( pi, torsoAnim ); return; } // leg animation currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; if ( legsAnim != LEGS_JUMP && ( currentAnim == LEGS_JUMP || currentAnim == LEGS_LAND ) ) { pi->pendingLegsAnim = legsAnim; } else if ( legsAnim != currentAnim ) { jumpHeight = 0; pi->pendingLegsAnim = 0; UI_ForceLegsAnim( pi, legsAnim ); } // torso animation if ( torsoAnim == TORSO_STAND || torsoAnim == TORSO_STAND2 ) { if ( weaponNum == WP_NONE || weaponNum == WP_GAUNTLET ) { torsoAnim = TORSO_STAND2; } else { torsoAnim = TORSO_STAND; } } if ( torsoAnim == TORSO_ATTACK || torsoAnim == TORSO_ATTACK2 ) { if ( weaponNum == WP_NONE || weaponNum == WP_GAUNTLET ) { torsoAnim = TORSO_ATTACK2; } else { torsoAnim = TORSO_ATTACK; } pi->muzzleFlashTime = dp_realtime + UI_TIMER_MUZZLE_FLASH; //FIXME play firing sound here } currentAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT; if ( weaponNum != pi->currentWeapon || currentAnim == TORSO_RAISE || currentAnim == TORSO_DROP ) { pi->pendingTorsoAnim = torsoAnim; } else if ( ( currentAnim == TORSO_GESTURE || currentAnim == TORSO_ATTACK ) && ( torsoAnim != currentAnim ) ) { pi->pendingTorsoAnim = torsoAnim; } else if ( torsoAnim != currentAnim ) { pi->pendingTorsoAnim = 0; UI_ForceTorsoAnim( pi, torsoAnim ); } */ // END }