q3rally/engine/code/q3_ui/ui_players.c
2011-03-08 10:00:32 +00:00

2038 lines
51 KiB
C

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