q3rally/engine/code/q3_ui/ui_players.c
zturtleman 95fbb18fa1 ioquake3 resync to revision 3385 from 3347.
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
2017-11-04 11:30:30 +00:00

2134 lines
54 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2002-2015 Q3Rally Team (Per Thormann - q3rally@gmail.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, numFrames;
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 ( !anim->frameLerp ) {
return; // shouldn't happen
}
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;
numFrames = anim->numFrames;
if (anim->flipflop) {
numFrames *= 2;
}
if ( f >= numFrames ) {
f -= numFrames;
if ( anim->loopFrames ) {
f %= anim->loopFrames;
f += anim->numFrames - anim->loopFrames;
} else {
f = numFrames - 1;
// the animation is stuck at the end, so it
// can immediately transition to another sequence
lf->frameTime = dp_realtime;
}
}
if ( anim->reversed ) {
lf->frame = anim->firstFrame + anim->numFrames - 1 - f;
}
else if (anim->flipflop && f>=anim->numFrames) {
lf->frame = anim->firstFrame + anim->numFrames - 1 - (f%anim->numFrames);
}
else {
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;
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 );
}
*/
// 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;
xx = refdef.width / tan( refdef.fov_x / 360 * M_PI );
// refdef.fov_x = (int)((float)refdef.width / uis.xscale / 640.0f * 90.0f);
// xx = refdef.width / uis.xscale / tan( refdef.fov_x / 360 * M_PI );
// END
refdef.fov_y = atan2( refdef.height, xx );
refdef.fov_y *= ( 360 / M_PI );
// STONELANCE
/*
refdef.fov_x = (int)((float)refdef.width / uis.xscale / 640.0f * 90.0f);
xx = refdef.width / uis.xscale / tan( refdef.fov_x / 360 * M_PI );
refdef.fov_y = atan2( refdef.height / uis.yscale, 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, playerInfo_t *pi ) {
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;
// animation_t *animations;
// 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;
// animations = pi->animations;
// memset( animations, 0, sizeof( animation_t ) * MAX_ANIMATIONS );
// pi->fixedlegs = qfalse;
// pi->fixedtorso = qfalse;
// 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;
} 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;
}
*/
/*
if ( !Q_stricmp( token, "plate" ) ) {
token = COM_Parse( &text_p );
if ( !token[0] ) {
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[0] ) {
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[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;
}
*/
// 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 ) ) {
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
}