mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-22 20:11:48 +00:00
95fbb18fa1
Fix going to previous browser source in q3_ui Limit ui_smallFont/ui_bigFont/cg_noTaunt cvars to missionpack Fix team chat box for spectators Don't draw crosshair 0 in Team Arena setup menu Make client for Windows x86_64 use OpenAL64.dll by default Fix loading renderer DLLs on Windows x86 Add Windows application manifest Disable DPI scaling on Windows ignore window resize event on fullscreen Don't reload arenas.txt/*.arena files in Team Arena UI Fix crash when out of memory in Team Arena's String_Alloc Fix in_nograb not releasing the mouse cursor Update UI player animation handling to match CGame Fix specifying minimum mac os version in make-macosx.sh Fix listen server sending snapshots each client frame Statically link libgcc on Windows Fix hit accuracy stats for lightning gun and shotgun kills Don't link to libGL at compile time Add common OpenGL version parsing + OpenGL 3 fixes Support parsing OpenGL ES version strings Fix setting cflags/libs from sdl2-config Load OpenGL ES 1.1 function procs [qcommon] Use unsigned types where wrapping arithmetic is intended OpenGL2: Fix brightness when r_autoExposure is disabled OpenGL2: Fix MD3 surface with zero shaders dividing by zero [botlib/be_aas_def.h] Change array size from MAX_PATH to MAX_QPATH Don't redefine MAX_PATH in bot code Fix memory leak in (unused) AAS_FloodAreas() Fix compiling GLSL shaders under Windows. Only draw cm_patch/bot debug polygons in world scenes Fix reading crash log when log wraps around buffer Don't send team overlay info to bots Fix a race condition in the makedirs target Fix shader corruption on OpenBSD
1429 lines
35 KiB
C
1429 lines
35 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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// ui_players.c
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#include "ui_local.h"
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#define UI_TIMER_GESTURE 2300
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#define UI_TIMER_JUMP 1000
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#define UI_TIMER_LAND 130
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#define UI_TIMER_WEAPON_SWITCH 300
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#define UI_TIMER_ATTACK 500
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#define UI_TIMER_MUZZLE_FLASH 20
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#define UI_TIMER_WEAPON_DELAY 250
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#define JUMP_HEIGHT 56
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#define SWINGSPEED 0.3f
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#define SPIN_SPEED 0.9f
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#define COAST_TIME 1000
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static int dp_realtime;
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static float jumpHeight;
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sfxHandle_t weaponChangeSound;
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/*
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===============
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UI_PlayerInfo_SetWeapon
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===============
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*/
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static void UI_PlayerInfo_SetWeapon( playerInfo_t *pi, weapon_t weaponNum ) {
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gitem_t * item;
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char path[MAX_QPATH];
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pi->currentWeapon = weaponNum;
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tryagain:
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pi->realWeapon = weaponNum;
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pi->weaponModel = 0;
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pi->barrelModel = 0;
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pi->flashModel = 0;
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if ( weaponNum == WP_NONE ) {
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return;
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}
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for ( item = bg_itemlist + 1; item->classname ; item++ ) {
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if ( item->giType != IT_WEAPON ) {
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continue;
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}
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if ( item->giTag == weaponNum ) {
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break;
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}
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}
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if ( item->classname ) {
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pi->weaponModel = trap_R_RegisterModel( item->world_model[0] );
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}
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if( pi->weaponModel == 0 ) {
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if( weaponNum == WP_MACHINEGUN ) {
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weaponNum = WP_NONE;
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goto tryagain;
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}
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weaponNum = WP_MACHINEGUN;
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goto tryagain;
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}
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if ( weaponNum == WP_MACHINEGUN || weaponNum == WP_GAUNTLET || weaponNum == WP_BFG ) {
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COM_StripExtension( item->world_model[0], path, sizeof(path) );
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Q_strcat( path, sizeof(path), "_barrel.md3" );
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pi->barrelModel = trap_R_RegisterModel( path );
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}
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COM_StripExtension( item->world_model[0], path, sizeof(path) );
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Q_strcat( path, sizeof(path), "_flash.md3" );
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pi->flashModel = trap_R_RegisterModel( path );
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switch( weaponNum ) {
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case WP_GAUNTLET:
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MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
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break;
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case WP_MACHINEGUN:
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MAKERGB( pi->flashDlightColor, 1, 1, 0 );
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break;
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case WP_SHOTGUN:
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MAKERGB( pi->flashDlightColor, 1, 1, 0 );
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break;
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case WP_GRENADE_LAUNCHER:
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MAKERGB( pi->flashDlightColor, 1, 0.7f, 0.5f );
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break;
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case WP_ROCKET_LAUNCHER:
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MAKERGB( pi->flashDlightColor, 1, 0.75f, 0 );
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break;
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case WP_LIGHTNING:
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MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
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break;
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case WP_RAILGUN:
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MAKERGB( pi->flashDlightColor, 1, 0.5f, 0 );
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break;
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case WP_PLASMAGUN:
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MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
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break;
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case WP_BFG:
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MAKERGB( pi->flashDlightColor, 1, 0.7f, 1 );
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break;
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case WP_GRAPPLING_HOOK:
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MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
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break;
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default:
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MAKERGB( pi->flashDlightColor, 1, 1, 1 );
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break;
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}
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}
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/*
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===============
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UI_ForceLegsAnim
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===============
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*/
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static void UI_ForceLegsAnim( playerInfo_t *pi, int anim ) {
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pi->legsAnim = ( ( pi->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
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if ( anim == LEGS_JUMP ) {
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pi->legsAnimationTimer = UI_TIMER_JUMP;
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}
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}
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/*
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===============
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UI_SetLegsAnim
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===============
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*/
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static void UI_SetLegsAnim( playerInfo_t *pi, int anim ) {
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if ( pi->pendingLegsAnim ) {
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anim = pi->pendingLegsAnim;
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pi->pendingLegsAnim = 0;
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}
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UI_ForceLegsAnim( pi, anim );
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}
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/*
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===============
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UI_ForceTorsoAnim
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===============
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*/
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static void UI_ForceTorsoAnim( playerInfo_t *pi, int anim ) {
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pi->torsoAnim = ( ( pi->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
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if ( anim == TORSO_GESTURE ) {
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pi->torsoAnimationTimer = UI_TIMER_GESTURE;
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}
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if ( anim == TORSO_ATTACK || anim == TORSO_ATTACK2 ) {
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pi->torsoAnimationTimer = UI_TIMER_ATTACK;
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}
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}
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/*
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===============
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UI_SetTorsoAnim
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===============
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*/
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static void UI_SetTorsoAnim( playerInfo_t *pi, int anim ) {
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if ( pi->pendingTorsoAnim ) {
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anim = pi->pendingTorsoAnim;
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pi->pendingTorsoAnim = 0;
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}
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UI_ForceTorsoAnim( pi, anim );
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}
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/*
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===============
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UI_TorsoSequencing
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===============
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*/
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static void UI_TorsoSequencing( playerInfo_t *pi ) {
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int currentAnim;
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currentAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT;
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if ( pi->weapon != pi->currentWeapon ) {
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if ( currentAnim != TORSO_DROP ) {
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pi->torsoAnimationTimer = UI_TIMER_WEAPON_SWITCH;
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UI_ForceTorsoAnim( pi, TORSO_DROP );
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}
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}
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if ( pi->torsoAnimationTimer > 0 ) {
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return;
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}
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if( currentAnim == TORSO_GESTURE ) {
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UI_SetTorsoAnim( pi, TORSO_STAND );
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return;
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}
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if( currentAnim == TORSO_ATTACK || currentAnim == TORSO_ATTACK2 ) {
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UI_SetTorsoAnim( pi, TORSO_STAND );
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return;
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}
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if ( currentAnim == TORSO_DROP ) {
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UI_PlayerInfo_SetWeapon( pi, pi->weapon );
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pi->torsoAnimationTimer = UI_TIMER_WEAPON_SWITCH;
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UI_ForceTorsoAnim( pi, TORSO_RAISE );
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return;
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}
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if ( currentAnim == TORSO_RAISE ) {
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UI_SetTorsoAnim( pi, TORSO_STAND );
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return;
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}
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}
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/*
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===============
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UI_LegsSequencing
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===============
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*/
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static void UI_LegsSequencing( playerInfo_t *pi ) {
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int currentAnim;
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currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT;
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if ( pi->legsAnimationTimer > 0 ) {
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if ( currentAnim == LEGS_JUMP ) {
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jumpHeight = JUMP_HEIGHT * sin( M_PI * ( UI_TIMER_JUMP - pi->legsAnimationTimer ) / UI_TIMER_JUMP );
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}
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return;
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}
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if ( currentAnim == LEGS_JUMP ) {
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UI_ForceLegsAnim( pi, LEGS_LAND );
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pi->legsAnimationTimer = UI_TIMER_LAND;
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jumpHeight = 0;
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return;
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}
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if ( currentAnim == LEGS_LAND ) {
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UI_SetLegsAnim( pi, LEGS_IDLE );
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return;
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}
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}
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/*
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======================
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UI_PositionEntityOnTag
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======================
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*/
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static void UI_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
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clipHandle_t parentModel, char *tagName ) {
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int i;
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orientation_t lerped;
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// lerp the tag
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trap_CM_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
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1.0 - parent->backlerp, tagName );
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// FIXME: allow origin offsets along tag?
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VectorCopy( parent->origin, entity->origin );
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for ( i = 0 ; i < 3 ; i++ ) {
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VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
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}
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// cast away const because of compiler problems
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MatrixMultiply( lerped.axis, ((refEntity_t*)parent)->axis, entity->axis );
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entity->backlerp = parent->backlerp;
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}
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/*
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======================
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UI_PositionRotatedEntityOnTag
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======================
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*/
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static void UI_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
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clipHandle_t parentModel, char *tagName ) {
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int i;
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orientation_t lerped;
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vec3_t tempAxis[3];
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// lerp the tag
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trap_CM_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
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1.0 - parent->backlerp, tagName );
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// FIXME: allow origin offsets along tag?
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VectorCopy( parent->origin, entity->origin );
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for ( i = 0 ; i < 3 ; i++ ) {
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VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
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}
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// cast away const because of compiler problems
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MatrixMultiply( entity->axis, lerped.axis, tempAxis );
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MatrixMultiply( tempAxis, ((refEntity_t *)parent)->axis, entity->axis );
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}
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/*
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===============
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UI_SetLerpFrameAnimation
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===============
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*/
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static void UI_SetLerpFrameAnimation( playerInfo_t *ci, lerpFrame_t *lf, int newAnimation ) {
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animation_t *anim;
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lf->animationNumber = newAnimation;
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newAnimation &= ~ANIM_TOGGLEBIT;
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if ( newAnimation < 0 || newAnimation >= MAX_ANIMATIONS ) {
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trap_Error( va("Bad animation number: %i", newAnimation) );
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}
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anim = &ci->animations[ newAnimation ];
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lf->animation = anim;
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lf->animationTime = lf->frameTime + anim->initialLerp;
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}
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/*
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===============
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UI_RunLerpFrame
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===============
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*/
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static void UI_RunLerpFrame( playerInfo_t *ci, lerpFrame_t *lf, int newAnimation ) {
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int f, numFrames;
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animation_t *anim;
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// see if the animation sequence is switching
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if ( newAnimation != lf->animationNumber || !lf->animation ) {
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UI_SetLerpFrameAnimation( ci, lf, newAnimation );
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}
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// if we have passed the current frame, move it to
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// oldFrame and calculate a new frame
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if ( dp_realtime >= lf->frameTime ) {
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lf->oldFrame = lf->frame;
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lf->oldFrameTime = lf->frameTime;
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// get the next frame based on the animation
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anim = lf->animation;
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if ( !anim->frameLerp ) {
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return; // shouldn't happen
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}
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if ( dp_realtime < lf->animationTime ) {
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lf->frameTime = lf->animationTime; // initial lerp
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} else {
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lf->frameTime = lf->oldFrameTime + anim->frameLerp;
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}
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f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp;
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numFrames = anim->numFrames;
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if (anim->flipflop) {
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numFrames *= 2;
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}
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if ( f >= numFrames ) {
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f -= numFrames;
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if ( anim->loopFrames ) {
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f %= anim->loopFrames;
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f += anim->numFrames - anim->loopFrames;
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} else {
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f = numFrames - 1;
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// the animation is stuck at the end, so it
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// can immediately transition to another sequence
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lf->frameTime = dp_realtime;
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}
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}
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if ( anim->reversed ) {
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lf->frame = anim->firstFrame + anim->numFrames - 1 - f;
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}
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else if (anim->flipflop && f>=anim->numFrames) {
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lf->frame = anim->firstFrame + anim->numFrames - 1 - (f%anim->numFrames);
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}
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else {
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lf->frame = anim->firstFrame + f;
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}
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if ( dp_realtime > lf->frameTime ) {
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lf->frameTime = dp_realtime;
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}
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}
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if ( lf->frameTime > dp_realtime + 200 ) {
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lf->frameTime = dp_realtime;
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}
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if ( lf->oldFrameTime > dp_realtime ) {
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lf->oldFrameTime = dp_realtime;
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}
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// calculate current lerp value
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if ( lf->frameTime == lf->oldFrameTime ) {
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lf->backlerp = 0;
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} else {
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lf->backlerp = 1.0 - (float)( dp_realtime - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime );
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}
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}
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/*
|
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===============
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UI_PlayerAnimation
|
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===============
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*/
|
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static void UI_PlayerAnimation( playerInfo_t *pi, int *legsOld, int *legs, float *legsBackLerp,
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int *torsoOld, int *torso, float *torsoBackLerp ) {
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// legs animation
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pi->legsAnimationTimer -= uiInfo.uiDC.frameTime;
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if ( pi->legsAnimationTimer < 0 ) {
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pi->legsAnimationTimer = 0;
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}
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UI_LegsSequencing( pi );
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if ( pi->legs.yawing && ( pi->legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) {
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UI_RunLerpFrame( pi, &pi->legs, LEGS_TURN );
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} else {
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UI_RunLerpFrame( pi, &pi->legs, pi->legsAnim );
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}
|
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*legsOld = pi->legs.oldFrame;
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*legs = pi->legs.frame;
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*legsBackLerp = pi->legs.backlerp;
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|
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// torso animation
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pi->torsoAnimationTimer -= uiInfo.uiDC.frameTime;
|
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if ( pi->torsoAnimationTimer < 0 ) {
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pi->torsoAnimationTimer = 0;
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}
|
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|
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UI_TorsoSequencing( pi );
|
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|
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UI_RunLerpFrame( pi, &pi->torso, pi->torsoAnim );
|
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*torsoOld = pi->torso.oldFrame;
|
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*torso = pi->torso.frame;
|
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*torsoBackLerp = pi->torso.backlerp;
|
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}
|
|
|
|
|
|
/*
|
|
==================
|
|
UI_SwingAngles
|
|
==================
|
|
*/
|
|
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 = uiInfo.uiDC.frameTime * scale * speed;
|
|
if ( move >= swing ) {
|
|
move = swing;
|
|
*swinging = qfalse;
|
|
}
|
|
*angle = AngleMod( *angle + move );
|
|
} else if ( swing < 0 ) {
|
|
move = uiInfo.uiDC.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) );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
======================
|
|
UI_MovedirAdjustment
|
|
======================
|
|
*/
|
|
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;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
UI_PlayerAngles
|
|
===============
|
|
*/
|
|
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;
|
|
|
|
if ( pi->fixedtorso ) {
|
|
torsoAngles[PITCH] = 0.0f;
|
|
}
|
|
|
|
if ( pi->fixedlegs ) {
|
|
legsAngles[YAW] = torsoAngles[YAW];
|
|
legsAngles[PITCH] = 0.0f;
|
|
legsAngles[ROLL] = 0.0f;
|
|
}
|
|
|
|
// pull the angles back out of the hierarchial chain
|
|
AnglesSubtract( headAngles, torsoAngles, headAngles );
|
|
AnglesSubtract( torsoAngles, legsAngles, torsoAngles );
|
|
AnglesToAxis( legsAngles, legs );
|
|
AnglesToAxis( torsoAngles, torso );
|
|
AnglesToAxis( headAngles, head );
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
UI_PlayerFloatSprite
|
|
===============
|
|
*/
|
|
static void UI_PlayerFloatSprite( playerInfo_t *pi, vec3_t origin, qhandle_t shader ) {
|
|
refEntity_t ent;
|
|
|
|
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_DrawPlayer
|
|
===============
|
|
*/
|
|
void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int time ) {
|
|
refdef_t refdef;
|
|
refEntity_t legs = {0};
|
|
refEntity_t torso = {0};
|
|
refEntity_t head = {0};
|
|
refEntity_t gun = {0};
|
|
refEntity_t barrel = {0};
|
|
refEntity_t flash = {0};
|
|
vec3_t origin;
|
|
int renderfx;
|
|
vec3_t mins = {-16, -16, -24};
|
|
vec3_t maxs = {16, 16, 32};
|
|
float len;
|
|
float xx;
|
|
|
|
if ( !pi->legsModel || !pi->torsoModel || !pi->headModel || !pi->animations[0].numFrames ) {
|
|
return;
|
|
}
|
|
|
|
// this allows the ui to cache the player model on the main menu
|
|
if (w == 0 || h == 0) {
|
|
return;
|
|
}
|
|
|
|
dp_realtime = time;
|
|
|
|
if ( pi->pendingWeapon != WP_NUM_WEAPONS && dp_realtime > pi->weaponTimer ) {
|
|
pi->weapon = pi->pendingWeapon;
|
|
pi->lastWeapon = pi->pendingWeapon;
|
|
pi->pendingWeapon = WP_NUM_WEAPONS;
|
|
pi->weaponTimer = 0;
|
|
if( pi->currentWeapon != pi->weapon ) {
|
|
trap_S_StartLocalSound( weaponChangeSound, CHAN_LOCAL );
|
|
}
|
|
}
|
|
|
|
UI_AdjustFrom640( &x, &y, &w, &h );
|
|
|
|
y -= jumpHeight;
|
|
|
|
memset( &refdef, 0, sizeof( refdef ) );
|
|
memset( &legs, 0, sizeof(legs) );
|
|
memset( &torso, 0, sizeof(torso) );
|
|
memset( &head, 0, sizeof(head) );
|
|
|
|
refdef.rdflags = RDF_NOWORLDMODEL;
|
|
|
|
AxisClear( refdef.viewaxis );
|
|
|
|
refdef.x = x;
|
|
refdef.y = y;
|
|
refdef.width = w;
|
|
refdef.height = h;
|
|
|
|
refdef.fov_x = (int)((float)refdef.width / uiInfo.uiDC.xscale / 640.0f * 90.0f);
|
|
xx = refdef.width / uiInfo.uiDC.xscale / tan( refdef.fov_x / 360 * M_PI );
|
|
refdef.fov_y = atan2( refdef.height / uiInfo.uiDC.yscale, xx );
|
|
refdef.fov_y *= ( 360 / (float)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] );
|
|
|
|
refdef.time = dp_realtime;
|
|
|
|
trap_R_ClearScene();
|
|
|
|
// 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 );
|
|
|
|
renderfx = RF_LIGHTING_ORIGIN | RF_NOSHADOW;
|
|
|
|
//
|
|
// add the legs
|
|
//
|
|
legs.hModel = pi->legsModel;
|
|
legs.customSkin = pi->legsSkin;
|
|
|
|
VectorCopy( origin, legs.origin );
|
|
|
|
VectorCopy( origin, legs.lightingOrigin );
|
|
legs.renderfx = renderfx;
|
|
VectorCopy (legs.origin, legs.oldorigin);
|
|
|
|
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 gun
|
|
//
|
|
if ( pi->currentWeapon != WP_NONE ) {
|
|
memset( &gun, 0, sizeof(gun) );
|
|
gun.hModel = pi->weaponModel;
|
|
VectorCopy( origin, gun.lightingOrigin );
|
|
UI_PositionEntityOnTag( &gun, &torso, pi->torsoModel, "tag_weapon");
|
|
gun.renderfx = renderfx;
|
|
trap_R_AddRefEntityToScene( &gun );
|
|
}
|
|
|
|
//
|
|
// add the 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 );
|
|
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;
|
|
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_FileExists
|
|
==========================
|
|
*/
|
|
static qboolean UI_FileExists(const char *filename) {
|
|
int len;
|
|
|
|
len = trap_FS_FOpenFile( filename, NULL, FS_READ );
|
|
if (len>0) {
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
==========================
|
|
UI_FindClientHeadFile
|
|
==========================
|
|
*/
|
|
static qboolean UI_FindClientHeadFile( char *filename, int length, const char *teamName, const char *headModelName, const char *headSkinName, const char *base, const char *ext ) {
|
|
char *team, *headsFolder;
|
|
int i;
|
|
|
|
team = "default";
|
|
|
|
if ( headModelName[0] == '*' ) {
|
|
headsFolder = "heads/";
|
|
headModelName++;
|
|
}
|
|
else {
|
|
headsFolder = "";
|
|
}
|
|
while(1) {
|
|
for ( i = 0; i < 2; i++ ) {
|
|
if ( i == 0 && teamName && *teamName ) {
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s/%s%s_%s.%s", headsFolder, headModelName, headSkinName, teamName, base, team, ext );
|
|
}
|
|
else {
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s/%s_%s.%s", headsFolder, headModelName, headSkinName, base, team, ext );
|
|
}
|
|
if ( UI_FileExists( filename ) ) {
|
|
return qtrue;
|
|
}
|
|
if ( i == 0 && teamName && *teamName ) {
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", headsFolder, headModelName, teamName, base, headSkinName, ext );
|
|
}
|
|
else {
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", headsFolder, headModelName, base, headSkinName, ext );
|
|
}
|
|
if ( UI_FileExists( filename ) ) {
|
|
return qtrue;
|
|
}
|
|
if ( !teamName || !*teamName ) {
|
|
break;
|
|
}
|
|
}
|
|
// if tried the heads folder first
|
|
if ( headsFolder[0] ) {
|
|
break;
|
|
}
|
|
headsFolder = "heads/";
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
==========================
|
|
UI_RegisterClientSkin
|
|
==========================
|
|
*/
|
|
static qboolean UI_RegisterClientSkin( playerInfo_t *pi, const char *modelName, const char *skinName, const char *headModelName, const char *headSkinName , const char *teamName) {
|
|
char filename[MAX_QPATH];
|
|
|
|
if (teamName && *teamName) {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/%s/lower_%s.skin", modelName, teamName, skinName );
|
|
} else {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower_%s.skin", modelName, skinName );
|
|
}
|
|
pi->legsSkin = trap_R_RegisterSkin( filename );
|
|
if (!pi->legsSkin) {
|
|
if (teamName && *teamName) {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/%s/lower_%s.skin", modelName, teamName, skinName );
|
|
} else {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/lower_%s.skin", modelName, skinName );
|
|
}
|
|
pi->legsSkin = trap_R_RegisterSkin( filename );
|
|
}
|
|
|
|
if (teamName && *teamName) {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/%s/upper_%s.skin", modelName, teamName, skinName );
|
|
} else {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper_%s.skin", modelName, skinName );
|
|
}
|
|
pi->torsoSkin = trap_R_RegisterSkin( filename );
|
|
if (!pi->torsoSkin) {
|
|
if (teamName && *teamName) {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/%s/upper_%s.skin", modelName, teamName, skinName );
|
|
} else {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/upper_%s.skin", modelName, skinName );
|
|
}
|
|
pi->torsoSkin = trap_R_RegisterSkin( filename );
|
|
}
|
|
|
|
if ( UI_FindClientHeadFile( filename, sizeof(filename), teamName, headModelName, headSkinName, "head", "skin" ) ) {
|
|
pi->headSkin = trap_R_RegisterSkin( filename );
|
|
}
|
|
|
|
if ( !pi->legsSkin || !pi->torsoSkin || !pi->headSkin ) {
|
|
return qfalse;
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
/*
|
|
======================
|
|
UI_ParseAnimationFile
|
|
======================
|
|
*/
|
|
static qboolean UI_ParseAnimationFile( const char *filename, playerInfo_t *pi ) {
|
|
char *text_p, *prev;
|
|
int len;
|
|
int i;
|
|
char *token;
|
|
float fps;
|
|
int skip;
|
|
char text[20000];
|
|
fileHandle_t f;
|
|
animation_t *animations;
|
|
|
|
animations = pi->animations;
|
|
|
|
memset( animations, 0, sizeof( animation_t ) * MAX_ANIMATIONS );
|
|
|
|
pi->fixedlegs = qfalse;
|
|
pi->fixedtorso = qfalse;
|
|
|
|
// 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 );
|
|
trap_FS_FCloseFile( f );
|
|
return qfalse;
|
|
}
|
|
trap_FS_Read( text, len, f );
|
|
text[len] = 0;
|
|
trap_FS_FCloseFile( f );
|
|
|
|
COM_Compress(text);
|
|
|
|
// parse the text
|
|
text_p = text;
|
|
skip = 0; // quite the compiler warning
|
|
|
|
// read optional parameters
|
|
while ( 1 ) {
|
|
prev = text_p; // so we can unget
|
|
token = COM_Parse( &text_p );
|
|
if ( !token[0] ) {
|
|
break;
|
|
}
|
|
if ( !Q_stricmp( token, "footsteps" ) ) {
|
|
token = COM_Parse( &text_p );
|
|
if ( !token[0] ) {
|
|
break;
|
|
}
|
|
continue;
|
|
} else if ( !Q_stricmp( token, "headoffset" ) ) {
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
token = COM_Parse( &text_p );
|
|
if ( !token[0] ) {
|
|
break;
|
|
}
|
|
}
|
|
continue;
|
|
} else if ( !Q_stricmp( token, "sex" ) ) {
|
|
token = COM_Parse( &text_p );
|
|
if ( !token[0] ) {
|
|
break;
|
|
}
|
|
continue;
|
|
} else if ( !Q_stricmp( token, "fixedlegs" ) ) {
|
|
pi->fixedlegs = qtrue;
|
|
continue;
|
|
} else if ( !Q_stricmp( token, "fixedtorso" ) ) {
|
|
pi->fixedtorso = qtrue;
|
|
continue;
|
|
}
|
|
|
|
// if it is a number, start parsing animations
|
|
if ( token[0] >= '0' && token[0] <= '9' ) {
|
|
text_p = prev; // unget the token
|
|
break;
|
|
}
|
|
|
|
Com_Printf( "unknown token '%s' in %s\n", token, filename );
|
|
}
|
|
|
|
// read information for each frame
|
|
for ( i = 0 ; i < MAX_ANIMATIONS ; i++ ) {
|
|
|
|
token = COM_Parse( &text_p );
|
|
if ( !token[0] ) {
|
|
if( i >= TORSO_GETFLAG && i <= TORSO_NEGATIVE ) {
|
|
animations[i].firstFrame = animations[TORSO_GESTURE].firstFrame;
|
|
animations[i].frameLerp = animations[TORSO_GESTURE].frameLerp;
|
|
animations[i].initialLerp = animations[TORSO_GESTURE].initialLerp;
|
|
animations[i].loopFrames = animations[TORSO_GESTURE].loopFrames;
|
|
animations[i].numFrames = animations[TORSO_GESTURE].numFrames;
|
|
animations[i].reversed = qfalse;
|
|
animations[i].flipflop = qfalse;
|
|
continue;
|
|
}
|
|
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 && i<TORSO_GETFLAG) {
|
|
animations[i].firstFrame -= skip;
|
|
}
|
|
|
|
token = COM_Parse( &text_p );
|
|
if ( !token[0] ) {
|
|
break;
|
|
}
|
|
animations[i].numFrames = atoi( token );
|
|
|
|
animations[i].reversed = qfalse;
|
|
animations[i].flipflop = qfalse;
|
|
// if numFrames is negative the animation is reversed
|
|
if (animations[i].numFrames < 0) {
|
|
animations[i].numFrames = -animations[i].numFrames;
|
|
animations[i].reversed = qtrue;
|
|
}
|
|
|
|
token = COM_Parse( &text_p );
|
|
if ( !token[0] ) {
|
|
break;
|
|
}
|
|
animations[i].loopFrames = atoi( token );
|
|
|
|
token = COM_Parse( &text_p );
|
|
if ( !token[0] ) {
|
|
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;
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
==========================
|
|
UI_RegisterClientModelname
|
|
==========================
|
|
*/
|
|
qboolean UI_RegisterClientModelname( playerInfo_t *pi, const char *modelSkinName, const char *headModelSkinName, const char *teamName ) {
|
|
char modelName[MAX_QPATH];
|
|
char skinName[MAX_QPATH];
|
|
char headModelName[MAX_QPATH];
|
|
char headSkinName[MAX_QPATH];
|
|
char filename[MAX_QPATH];
|
|
char *slash;
|
|
|
|
pi->torsoModel = 0;
|
|
pi->headModel = 0;
|
|
|
|
if ( !modelSkinName[0] ) {
|
|
return qfalse;
|
|
}
|
|
|
|
Q_strncpyz( modelName, modelSkinName, sizeof( modelName ) );
|
|
|
|
slash = strchr( modelName, '/' );
|
|
if ( !slash ) {
|
|
// modelName did not include a skin name
|
|
Q_strncpyz( skinName, "default", sizeof( skinName ) );
|
|
} else {
|
|
Q_strncpyz( skinName, slash + 1, sizeof( skinName ) );
|
|
*slash = '\0';
|
|
}
|
|
|
|
Q_strncpyz( headModelName, headModelSkinName, sizeof( headModelName ) );
|
|
slash = strchr( headModelName, '/' );
|
|
if ( !slash ) {
|
|
// modelName did not include a skin name
|
|
Q_strncpyz( headSkinName, "default", sizeof( skinName ) );
|
|
} else {
|
|
Q_strncpyz( headSkinName, slash + 1, sizeof( skinName ) );
|
|
*slash = '\0';
|
|
}
|
|
|
|
// load cmodels before models so filecache works
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.md3", modelName );
|
|
pi->legsModel = trap_R_RegisterModel( filename );
|
|
if ( !pi->legsModel ) {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/lower.md3", modelName );
|
|
pi->legsModel = trap_R_RegisterModel( filename );
|
|
if ( !pi->legsModel ) {
|
|
Com_Printf( "Failed to load model file %s\n", filename );
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.md3", modelName );
|
|
pi->torsoModel = trap_R_RegisterModel( filename );
|
|
if ( !pi->torsoModel ) {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/upper.md3", modelName );
|
|
pi->torsoModel = trap_R_RegisterModel( filename );
|
|
if ( !pi->torsoModel ) {
|
|
Com_Printf( "Failed to load model file %s\n", filename );
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
if (headModelName[0] == '*' ) {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/%s.md3", &headModelName[1], &headModelName[1] );
|
|
}
|
|
else {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/head.md3", headModelName );
|
|
}
|
|
pi->headModel = trap_R_RegisterModel( filename );
|
|
if ( !pi->headModel && headModelName[0] != '*') {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/%s.md3", headModelName, headModelName );
|
|
pi->headModel = trap_R_RegisterModel( filename );
|
|
}
|
|
|
|
if (!pi->headModel) {
|
|
Com_Printf( "Failed to load model file %s\n", filename );
|
|
return qfalse;
|
|
}
|
|
|
|
// if any skins failed to load, fall back to default
|
|
if ( !UI_RegisterClientSkin( pi, modelName, skinName, headModelName, headSkinName, teamName) ) {
|
|
if ( !UI_RegisterClientSkin( pi, modelName, "default", headModelName, "default", teamName ) ) {
|
|
Com_Printf( "Failed to load skin file: %s : %s\n", modelName, skinName );
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
// load the animations
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", modelName );
|
|
if ( !UI_ParseAnimationFile( filename, pi ) ) {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/animation.cfg", modelName );
|
|
if ( !UI_ParseAnimationFile( filename, pi ) ) {
|
|
Com_Printf( "Failed to load animation file %s\n", filename );
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
UI_PlayerInfo_SetModel
|
|
===============
|
|
*/
|
|
void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model, const char *headmodel, char *teamName ) {
|
|
memset( pi, 0, sizeof(*pi) );
|
|
UI_RegisterClientModelname( pi, model, headmodel, teamName );
|
|
pi->weapon = WP_MACHINEGUN;
|
|
pi->currentWeapon = pi->weapon;
|
|
pi->lastWeapon = pi->weapon;
|
|
pi->pendingWeapon = WP_NUM_WEAPONS;
|
|
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 ) {
|
|
int currentAnim;
|
|
weapon_t weaponNum;
|
|
|
|
pi->chat = chat;
|
|
|
|
// view angles
|
|
VectorCopy( viewAngles, pi->viewAngles );
|
|
|
|
// move angles
|
|
VectorCopy( moveAngles, pi->moveAngles );
|
|
|
|
if ( pi->newModel ) {
|
|
pi->newModel = qfalse;
|
|
|
|
jumpHeight = 0;
|
|
pi->pendingLegsAnim = 0;
|
|
UI_ForceLegsAnim( pi, legsAnim );
|
|
pi->legs.yawAngle = viewAngles[YAW];
|
|
pi->legs.yawing = qfalse;
|
|
|
|
pi->pendingTorsoAnim = 0;
|
|
UI_ForceTorsoAnim( pi, torsoAnim );
|
|
pi->torso.yawAngle = viewAngles[YAW];
|
|
pi->torso.yawing = qfalse;
|
|
|
|
if ( weaponNumber != WP_NUM_WEAPONS ) {
|
|
pi->weapon = weaponNumber;
|
|
pi->currentWeapon = weaponNumber;
|
|
pi->lastWeapon = weaponNumber;
|
|
pi->pendingWeapon = WP_NUM_WEAPONS;
|
|
pi->weaponTimer = 0;
|
|
UI_PlayerInfo_SetWeapon( pi, pi->weapon );
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// weapon
|
|
if ( weaponNumber == WP_NUM_WEAPONS ) {
|
|
pi->pendingWeapon = WP_NUM_WEAPONS;
|
|
pi->weaponTimer = 0;
|
|
}
|
|
else if ( weaponNumber != WP_NONE ) {
|
|
pi->pendingWeapon = weaponNumber;
|
|
pi->weaponTimer = dp_realtime + UI_TIMER_WEAPON_DELAY;
|
|
}
|
|
weaponNum = pi->lastWeapon;
|
|
pi->weapon = weaponNum;
|
|
|
|
if ( torsoAnim == BOTH_DEATH1 || legsAnim == BOTH_DEATH1 ) {
|
|
torsoAnim = legsAnim = 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 );
|
|
}
|
|
}
|