jedioutcast/code/cgame/cg_weapons.cpp
2013-04-04 09:52:42 -05:00

2815 lines
81 KiB
C++

// this line must stay at top so the whole PCH thing works...
#include "cg_headers.h"
//#include "cg_local.h"
#include "cg_media.h"
#include "FxScheduler.h"
#include "..\game\wp_saber.h"
#include "..\game\anims.h"
///////////////////// this is a bit kludgy, but it only gives access to one
// enum table because of the #define. May get changed.
#define CGAME_ONLY
#include "../client/fffx.h"
//
/////////////////////
extern void CG_LightningBolt( centity_t *cent, vec3_t origin );
#define PHASER_HOLDFRAME 2
int cgi_UI_GetMenuInfo(char *menuFile,int *x,int *y);
extern void G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath );
const char *CG_DisplayBoxedText(int iBoxX, int iBoxY, int iBoxWidth, int iBoxHeight,
const char *psText, int iFontHandle, float fScale,
const vec4_t v4Color);
/*
=================
CG_RegisterWeapon
The server says this item is used on this level
=================
*/
void CG_RegisterWeapon( int weaponNum ) {
weaponInfo_t *weaponInfo;
gitem_t *item, *ammo;
char path[MAX_QPATH];
vec3_t mins, maxs;
int i;
weaponInfo = &cg_weapons[weaponNum];
// error checking
if ( weaponNum == 0 ) {
return;
}
if ( weaponInfo->registered ) {
return;
}
// clear out the memory we use
memset( weaponInfo, 0, sizeof( *weaponInfo ) );
weaponInfo->registered = qtrue;
// find the weapon in the item list
for ( item = bg_itemlist + 1 ; item->classname ; item++ ) {
if ( item->giType == IT_WEAPON && item->giTag == weaponNum ) {
weaponInfo->item = item;
break;
}
}
// if we couldn't find which weapon this is, give us an error
if ( !item->classname ) {
CG_Error( "Couldn't find item for weapon %s\nNeed to update Items.dat!", weaponData[weaponNum].classname);
}
CG_RegisterItemVisuals( item - bg_itemlist );
// set up in view weapon model
weaponInfo->weaponModel = cgi_R_RegisterModel( weaponData[weaponNum].weaponMdl );
if ( weaponInfo->weaponModel == NULL )
{
CG_Error( "Couldn't find weapon model %s\n", weaponData[weaponNum].classname);
return;
}
// calc midpoint for rotation
cgi_R_ModelBounds( weaponInfo->weaponModel, mins, maxs );
for ( i = 0 ; i < 3 ; i++ ) {
weaponInfo->weaponMidpoint[i] = mins[i] + 0.5 * ( maxs[i] - mins[i] );
}
// setup the shader we will use for the icon
if (weaponData[weaponNum].weaponIcon[0])
{
weaponInfo->weaponIcon = cgi_R_RegisterShaderNoMip( weaponData[weaponNum].weaponIcon);
weaponInfo->weaponIconNoAmmo = cgi_R_RegisterShaderNoMip( va("%s_na",weaponData[weaponNum].weaponIcon));
}
for ( ammo = bg_itemlist + 1 ; ammo->classname ; ammo++ ) {
if ( ammo->giType == IT_AMMO && ammo->giTag == weaponData[weaponNum].ammoIndex) {
break;
}
}
if ( ammo->classname && ammo->world_model ) {
weaponInfo->ammoModel = cgi_R_RegisterModel( ammo->world_model );
}
for (i=0; i< weaponData[weaponNum].numBarrels; i++) {
Q_strncpyz( path, weaponData[weaponNum].weaponMdl, MAX_QPATH );
COM_StripExtension( path, path );
if (i)
{
char crap[50];
sprintf(crap, "_barrel%d.md3", i+1);
strcat( path, crap);
}
else
strcat( path, "_barrel.md3" );
weaponInfo->barrelModel[i] = cgi_R_RegisterModel( path );
}
// set up the world model for the weapon
weaponInfo->weaponWorldModel = cgi_R_RegisterModel( item->world_model );
if ( !weaponInfo->weaponWorldModel) {
weaponInfo->weaponWorldModel = weaponInfo->weaponModel;
}
// set up the hand that holds the in view weapon - assuming we have one
strcpy( path, weaponData[weaponNum].weaponMdl );
COM_StripExtension( path, path );
strcat( path, "_hand.md3" );
weaponInfo->handsModel = cgi_R_RegisterModel( path );
if ( !weaponInfo->handsModel ) {
weaponInfo->handsModel = cgi_R_RegisterModel( "models/weapons2/briar_pistol/briar_pistol_hand.md3" );
}
// register the sounds for the weapon
if (weaponData[weaponNum].firingSnd[0]) {
weaponInfo->firingSound = cgi_S_RegisterSound( weaponData[weaponNum].firingSnd );
}
if (weaponData[weaponNum].altFiringSnd[0]) {
weaponInfo->altFiringSound = cgi_S_RegisterSound( weaponData[weaponNum].altFiringSnd );
}
if (weaponData[weaponNum].stopSnd[0]) {
weaponInfo->stopSound = cgi_S_RegisterSound( weaponData[weaponNum].stopSnd );
}
if (weaponData[weaponNum].chargeSnd[0]) {
weaponInfo->chargeSound = cgi_S_RegisterSound( weaponData[weaponNum].chargeSnd );
}
if (weaponData[weaponNum].altChargeSnd[0]) {
weaponInfo->altChargeSound = cgi_S_RegisterSound( weaponData[weaponNum].altChargeSnd );
}
if (weaponData[weaponNum].selectSnd[0]) {
weaponInfo->selectSound = cgi_S_RegisterSound( weaponData[weaponNum].selectSnd );
}
// give us missile models if we should
if (weaponData[weaponNum].missileMdl[0]) {
weaponInfo->missileModel = cgi_R_RegisterModel(weaponData[weaponNum].missileMdl );
}
if (weaponData[weaponNum].alt_missileMdl[0]) {
weaponInfo->alt_missileModel = cgi_R_RegisterModel(weaponData[weaponNum].alt_missileMdl );
}
if (weaponData[weaponNum].missileSound[0]) {
weaponInfo->missileSound = cgi_S_RegisterSound( weaponData[weaponNum].missileSound );
}
if (weaponData[weaponNum].alt_missileSound[0]) {
weaponInfo->alt_missileSound = cgi_S_RegisterSound( weaponData[weaponNum].alt_missileSound );
}
if (weaponData[weaponNum].missileHitSound[0]) {
weaponInfo->missileHitSound = cgi_S_RegisterSound( weaponData[weaponNum].missileHitSound );
}
if (weaponData[weaponNum].altmissileHitSound[0]) {
weaponInfo->altmissileHitSound = cgi_S_RegisterSound( weaponData[weaponNum].altmissileHitSound );
}
if ( weaponData[weaponNum].mMuzzleEffect[0] )
{
weaponData[weaponNum].mMuzzleEffectID = theFxScheduler.RegisterEffect( weaponData[weaponNum].mMuzzleEffect );
}
if ( weaponData[weaponNum].mAltMuzzleEffect[0] )
{
weaponData[weaponNum].mAltMuzzleEffectID = theFxScheduler.RegisterEffect( weaponData[weaponNum].mAltMuzzleEffect );
}
//fixme: don't really need to copy these, should just use directly
// give ourselves the functions if we can
if (weaponData[weaponNum].func)
{
weaponInfo->missileTrailFunc = (void (__cdecl *)(struct centity_s *,const struct weaponInfo_s *))weaponData[weaponNum].func;
}
if (weaponData[weaponNum].altfunc)
{
weaponInfo->alt_missileTrailFunc = (void (__cdecl *)(struct centity_s *,const struct weaponInfo_s *))weaponData[weaponNum].altfunc;
}
switch ( weaponNum ) //extra client only stuff
{
case WP_SABER:
//saber/force FX
theFxScheduler.RegisterEffect( "spark" );
theFxScheduler.RegisterEffect( "blood_sparks" );
theFxScheduler.RegisterEffect( "force_touch" );
theFxScheduler.RegisterEffect( "saber_block" );
theFxScheduler.RegisterEffect( "saber_cut" );
theFxScheduler.RegisterEffect( "blaster/smoke_bolton" );
theFxScheduler.RegisterEffect( "saber/fizz" );
theFxScheduler.RegisterEffect( "saber/boil" );
cgs.effects.forceConfusion = theFxScheduler.RegisterEffect( "force/confusion" );
cgs.effects.forceLightning = theFxScheduler.RegisterEffect( "force/lightning" );
cgs.effects.forceLightningWide = theFxScheduler.RegisterEffect( "force/lightningwide" );
//saber sounds
cgi_S_RegisterSound( "sound/weapons/saber/saberon.wav" );
cgi_S_RegisterSound( "sound/weapons/saber/enemy_saber_on.wav" );
cgi_S_RegisterSound( "sound/weapons/saber/saberonquick.wav" );
cgi_S_RegisterSound( "sound/weapons/saber/saberoff.wav" );
cgi_S_RegisterSound( "sound/weapons/saber/enemy_saber_off.wav" );
cgi_S_RegisterSound( "sound/weapons/saber/saberspinoff.wav" );
cgi_S_RegisterSound( "sound/weapons/saber/saberoffquick.wav" );
for ( i = 1; i < 4; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/saber/saberbounce%d.wav", i ) );
}
cgi_S_RegisterSound( "sound/weapons/saber/saberhit.wav" );
for ( i = 1; i < 4; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/saber/saberhitwall%d.wav", i ) );
}
for ( i = 1; i < 10; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/saber/saberblock%d.wav", i ) );
}
for ( i = 1; i < 6; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/saber/saberhum%d.wav", i ) );
}
for ( i = 1; i < 9; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/saber/saberhup%d.wav", i ) );
}
cgi_S_RegisterSound( "sound/weapons/saber/saberspin.wav" );
for ( i = 1; i < 4; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/saber/bounce%d.wav", i ) );
}
cgi_S_RegisterSound( "sound/weapons/saber/hitwater.wav" );
cgi_S_RegisterSound( "sound/weapons/saber/boiling.wav" );
for ( i = 1; i < 4; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/saber/rainfizz%d.wav", i ) );
}
//force sounds
cgi_S_RegisterSound( "sound/weapons/force/heal.mp3" );
cgi_S_RegisterSound( "sound/weapons/force/speed.mp3" );
cgi_S_RegisterSound( "sound/weapons/force/speedloop.mp3" );
for ( i = 1; i < 5; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/force/heal%d.mp3", i ) );
}
cgi_S_RegisterSound( "sound/weapons/force/lightning.wav" );
cgi_S_RegisterSound( "sound/weapons/force/lightning2.wav" );
for ( i = 1; i < 4; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/force/lightninghit%d.wav", i ) );
}
cgi_S_RegisterSound( "sound/weapons/force/push.wav" );
cgi_S_RegisterSound( "sound/weapons/force/pull.wav" );
cgi_S_RegisterSound( "sound/weapons/force/jump.wav" );
cgi_S_RegisterSound( "sound/weapons/force/jumpbuild.wav" );
cgi_S_RegisterSound( "sound/weapons/force/grip.mp3" );
//saber graphics
cgs.media.saberBlurShader = cgi_R_RegisterShader("gfx/effects/sabers/saberBlur");
cgs.media.yellowDroppedSaberShader = cgi_R_RegisterShader("gfx/effects/yellow_glow");
cgi_R_RegisterShader( "gfx/effects/saberDamageGlow" );
cgi_R_RegisterShader( "gfx/effects/solidWhite_cull" );
cgi_R_RegisterShader( "gfx/effects/forcePush" );
cgi_R_RegisterShader( "gfx/effects/saberFlare" );
cgs.media.redSaberGlowShader = cgi_R_RegisterShader( "gfx/effects/sabers/red_glow" );
cgs.media.redSaberCoreShader = cgi_R_RegisterShader( "gfx/effects/sabers/red_line" );
cgs.media.orangeSaberGlowShader = cgi_R_RegisterShader( "gfx/effects/sabers/orange_glow" );
cgs.media.orangeSaberCoreShader = cgi_R_RegisterShader( "gfx/effects/sabers/orange_line" );
cgs.media.yellowSaberGlowShader = cgi_R_RegisterShader( "gfx/effects/sabers/yellow_glow" );
cgs.media.yellowSaberCoreShader = cgi_R_RegisterShader( "gfx/effects/sabers/yellow_line" );
cgs.media.greenSaberGlowShader = cgi_R_RegisterShader( "gfx/effects/sabers/green_glow" );
cgs.media.greenSaberCoreShader = cgi_R_RegisterShader( "gfx/effects/sabers/green_line" );
cgs.media.blueSaberGlowShader = cgi_R_RegisterShader( "gfx/effects/sabers/blue_glow" );
cgs.media.blueSaberCoreShader = cgi_R_RegisterShader( "gfx/effects/sabers/blue_line" );
cgs.media.purpleSaberGlowShader = cgi_R_RegisterShader( "gfx/effects/sabers/purple_glow" );
cgs.media.purpleSaberCoreShader = cgi_R_RegisterShader( "gfx/effects/sabers/purple_line" );
cgs.media.forceCoronaShader = cgi_R_RegisterShader( "gfx/2d/corona" );
break;
case WP_BRYAR_PISTOL:
cgs.effects.bryarShotEffect = theFxScheduler.RegisterEffect( "bryar/shot" );
theFxScheduler.RegisterEffect( "bryar/NPCshot" );
cgs.effects.bryarPowerupShotEffect = theFxScheduler.RegisterEffect( "bryar/crackleShot" );
cgs.effects.bryarWallImpactEffect = theFxScheduler.RegisterEffect( "bryar/wall_impact" );
cgs.effects.bryarWallImpactEffect2 = theFxScheduler.RegisterEffect( "bryar/wall_impact2" );
cgs.effects.bryarWallImpactEffect3 = theFxScheduler.RegisterEffect( "bryar/wall_impact3" );
cgs.effects.bryarFleshImpactEffect = theFxScheduler.RegisterEffect( "bryar/flesh_impact" );
// Note....these are temp shared effects
theFxScheduler.RegisterEffect( "blaster/deflect" );
theFxScheduler.RegisterEffect( "blaster/smoke_bolton" ); // note: this will be called game side
break;
case WP_BLASTER:
cgs.effects.blasterShotEffect = theFxScheduler.RegisterEffect( "blaster/shot" );
theFxScheduler.RegisterEffect( "blaster/NPCshot" );
// cgs.effects.blasterOverchargeEffect = theFxScheduler.RegisterEffect( "blaster/overcharge" );
cgs.effects.blasterWallImpactEffect = theFxScheduler.RegisterEffect( "blaster/wall_impact" );
cgs.effects.blasterFleshImpactEffect = theFxScheduler.RegisterEffect( "blaster/flesh_impact" );
theFxScheduler.RegisterEffect( "blaster/deflect" );
theFxScheduler.RegisterEffect( "blaster/smoke_bolton" ); // note: this will be called game side
break;
case WP_DISRUPTOR:
theFxScheduler.RegisterEffect( "disruptor/wall_impact" );
theFxScheduler.RegisterEffect( "disruptor/flesh_impact" );
theFxScheduler.RegisterEffect( "disruptor/alt_miss" );
theFxScheduler.RegisterEffect( "disruptor/alt_hit" );
theFxScheduler.RegisterEffect( "disruptor/line_cap" );
theFxScheduler.RegisterEffect( "disruptor/death_smoke" );
cgi_R_RegisterShader( "gfx/effects/redLine" );
cgi_R_RegisterShader( "gfx/misc/whiteline2" );
cgi_R_RegisterShader( "gfx/effects/smokeTrail" );
cgi_R_RegisterShader( "gfx/effects/burn" );
cgi_R_RegisterShaderNoMip( "gfx/2d/crop_charge" );
// zoom sounds
cgi_S_RegisterSound( "sound/weapons/disruptor/zoomstart.wav" );
cgi_S_RegisterSound( "sound/weapons/disruptor/zoomend.wav" );
cgs.media.disruptorZoomLoop = cgi_S_RegisterSound( "sound/weapons/disruptor/zoomloop.wav" );
// Disruptor gun zoom interface
cgs.media.disruptorMask = cgi_R_RegisterShader( "gfx/2d/cropCircle2");
cgs.media.disruptorInsert = cgi_R_RegisterShader( "gfx/2d/cropCircle");
cgs.media.disruptorLight = cgi_R_RegisterShader( "gfx/2d/cropCircleGlow" );
cgs.media.disruptorInsertTick = cgi_R_RegisterShader( "gfx/2d/insertTick" );
break;
case WP_BOWCASTER:
cgs.effects.bowcasterShotEffect = theFxScheduler.RegisterEffect( "bowcaster/shot" );
cgs.effects.bowcasterBounceEffect = theFxScheduler.RegisterEffect( "bowcaster/bounce" );
cgs.effects.bowcasterImpactEffect = theFxScheduler.RegisterEffect( "bowcaster/explosion" );
break;
case WP_REPEATER:
theFxScheduler.RegisterEffect( "repeater/muzzle_smoke" );
theFxScheduler.RegisterEffect( "repeater/projectile" );
theFxScheduler.RegisterEffect( "repeater/alt_projectile" );
theFxScheduler.RegisterEffect( "repeater/wall_impact" );
// theFxScheduler.RegisterEffect( "repeater/alt_wall_impact2" );
// theFxScheduler.RegisterEffect( "repeater/flesh_impact" );
theFxScheduler.RegisterEffect( "repeater/concussion" );
break;
case WP_DEMP2:
theFxScheduler.RegisterEffect( "demp2/projectile" );
theFxScheduler.RegisterEffect( "demp2/wall_impact" );
theFxScheduler.RegisterEffect( "demp2/flesh_impact" );
theFxScheduler.RegisterEffect( "demp2/altDetonate" );
cgi_R_RegisterModel( "models/items/sphere.md3" );
cgi_R_RegisterShader( "gfx/effects/demp2shell" );
break;
case WP_ATST_MAIN:
theFxScheduler.RegisterEffect( "atst/shot" );
theFxScheduler.RegisterEffect( "atst/wall_impact" );
theFxScheduler.RegisterEffect( "atst/flesh_impact" );
theFxScheduler.RegisterEffect( "atst/droid_impact" );
break;
case WP_ATST_SIDE:
// For the ALT fire
theFxScheduler.RegisterEffect( "atst/side_alt_shot" );
theFxScheduler.RegisterEffect( "atst/side_alt_explosion" );
// For the regular fire
theFxScheduler.RegisterEffect( "atst/side_main_shot" );
theFxScheduler.RegisterEffect( "atst/side_main_impact" );
break;
case WP_FLECHETTE:
cgs.effects.flechetteShotEffect = theFxScheduler.RegisterEffect( "flechette/shot" );
cgs.effects.flechetteAltShotEffect = theFxScheduler.RegisterEffect( "flechette/alt_shot" );
cgs.effects.flechetteShotDeathEffect = theFxScheduler.RegisterEffect( "flechette/wall_impact" ); // shot death
cgs.effects.flechetteFleshImpactEffect = theFxScheduler.RegisterEffect( "flechette/flesh_impact" );
cgs.effects.flechetteRicochetEffect = theFxScheduler.RegisterEffect( "flechette/ricochet" );
// theFxScheduler.RegisterEffect( "flechette/explosion" );
theFxScheduler.RegisterEffect( "flechette/alt_blow" );
cgi_S_RegisterSound( "sound/weapons/flechette/warning.wav" );
cgs.media.flechetteStickSound = cgi_S_RegisterSound( "sound/weapons/flechette/stick.wav" );
break;
case WP_ROCKET_LAUNCHER:
theFxScheduler.RegisterEffect( "rocket/shot" );
theFxScheduler.RegisterEffect( "rocket/explosion" );
cgi_R_RegisterShaderNoMip( "gfx/2d/wedge" );
cgi_R_RegisterShaderNoMip( "gfx/2d/lock" );
cgi_S_RegisterSound( "sound/weapons/rocket/lock.wav" );
cgi_S_RegisterSound( "sound/weapons/rocket/tick.wav" );
break;
case WP_THERMAL:
cgs.media.grenadeBounce1 = cgi_S_RegisterSound( "sound/weapons/thermal/bounce1.wav" );
cgs.media.grenadeBounce2 = cgi_S_RegisterSound( "sound/weapons/thermal/bounce2.wav" );
cgi_S_RegisterSound( "sound/weapons/thermal/thermloop.wav" );
cgi_S_RegisterSound( "sound/weapons/thermal/warning.wav" );
theFxScheduler.RegisterEffect( "thermal/explosion" );
theFxScheduler.RegisterEffect( "thermal/shockwave" );
break;
case WP_TRIP_MINE:
theFxScheduler.RegisterEffect( "tripMine/explosion" );
theFxScheduler.RegisterEffect( "tripMine/laser" );
theFxScheduler.RegisterEffect( "tripMine/laserImpactGlow" );
theFxScheduler.RegisterEffect( "tripMine/glowBit" );
cgs.media.tripMineStickSound = cgi_S_RegisterSound( "sound/weapons/laser_trap/stick.wav" );
cgi_S_RegisterSound( "sound/weapons/laser_trap/warning.wav" );
cgi_S_RegisterSound( "sound/weapons/laser_trap/hum_loop.wav" );
break;
case WP_DET_PACK:
theFxScheduler.RegisterEffect( "detpack/explosion.efx" );
cgs.media.detPackStickSound = cgi_S_RegisterSound( "sound/weapons/detpack/stick.wav" );
cgi_R_RegisterModel( "models/weapons2/detpack/detpack.md3" );
cgi_S_RegisterSound( "sound/weapons/detpack/warning.wav" );
cgi_S_RegisterSound( "sound/weapons/explosions/explode5.wav" );
break;
case WP_EMPLACED_GUN:
theFxScheduler.RegisterEffect( "emplaced/shot" );
theFxScheduler.RegisterEffect( "emplaced/shotNPC" );
theFxScheduler.RegisterEffect( "emplaced/wall_impact" );
theFxScheduler.RegisterEffect( "emplaced/flesh_impact" );
theFxScheduler.RegisterEffect( "emplaced/droid_impact" );
cgi_R_RegisterShader( "models/map_objects/imp_mine/turret_chair_dmg" );
cgi_R_RegisterShader( "models/map_objects/imp_mine/turret_chair_on" );
cgs.media.emplacedHealthBarShader = cgi_R_RegisterShaderNoMip( "gfx/hud/atst_health_frame" );
cgs.media.ladyLuckHealthShader = cgi_R_RegisterShaderNoMip( "gfx/hud/ladyluck_health_frame" );
cgs.media.turretComputerOverlayShader = cgi_R_RegisterShaderNoMip( "gfx/hud/generic_target" );
cgs.media.turretCrossHairShader = cgi_R_RegisterShaderNoMip( "gfx/2d/panel_crosshair" );
break;
case WP_MELEE:
//TEMP
cgi_S_RegisterSound( "sound/weapons/melee/punch1.mp3" );
cgi_S_RegisterSound( "sound/weapons/melee/punch2.mp3" );
cgi_S_RegisterSound( "sound/weapons/melee/punch3.mp3" );
cgi_S_RegisterSound( "sound/weapons/melee/punch4.mp3" );
break;
case WP_STUN_BATON:
cgi_R_RegisterShader( "gfx/effects/stunPass" );
theFxScheduler.RegisterEffect( "stunBaton/flesh_impact" );
//TEMP
cgi_S_RegisterSound( "sound/weapons/melee/punch1.mp3" );
cgi_S_RegisterSound( "sound/weapons/melee/punch2.mp3" );
cgi_S_RegisterSound( "sound/weapons/melee/punch3.mp3" );
cgi_S_RegisterSound( "sound/weapons/melee/punch4.mp3" );
break;
case WP_TURRET:
theFxScheduler.RegisterEffect( "turret/shot" );
theFxScheduler.RegisterEffect( "turret/wall_impact" );
theFxScheduler.RegisterEffect( "turret/flesh_impact" );
break;
case WP_BLASTER_PISTOL: // enemy version
cgs.effects.bryarShotEffect = theFxScheduler.RegisterEffect( "bryar/shot" );
cgs.effects.bryarPowerupShotEffect = theFxScheduler.RegisterEffect( "bryar/crackleShot" );
cgs.effects.bryarWallImpactEffect = theFxScheduler.RegisterEffect( "bryar/wall_impact" );
cgs.effects.bryarFleshImpactEffect = theFxScheduler.RegisterEffect( "bryar/flesh_impact" );
// Note....these are temp shared effects
theFxScheduler.RegisterEffect( "blaster/deflect" );
theFxScheduler.RegisterEffect( "blaster/smoke_bolton" ); // note: this will be called game side
break;
}
}
/*
=================
CG_RegisterItemVisuals
The server says this item is used on this level
=================
*/
void CG_RegisterItemVisuals( int itemNum ) {
itemInfo_t *itemInfo;
gitem_t *item;
itemInfo = &cg_items[ itemNum ];
if ( itemInfo->registered ) {
return;
}
item = &bg_itemlist[ itemNum ];
memset( itemInfo, 0, sizeof( &itemInfo ) );
itemInfo->registered = qtrue;
itemInfo->models = cgi_R_RegisterModel( item->world_model );
// itemInfo->icon = cgi_R_RegisterShaderNoMip( item->icon );
if ( item->giType == IT_WEAPON ) {
CG_RegisterWeapon( item->giTag );
}
if ( item->giType == IT_HOLDABLE )
{
// This should be set up to actually work.
switch( item->giTag )
{
case INV_SEEKER:
cgi_S_RegisterSound("sound/chars/seeker/misc/fire.wav");
cgi_S_RegisterSound( "sound/chars/seeker/misc/hiss.wav");
theFxScheduler.RegisterEffect( "env/small_explode");
CG_RegisterWeapon( WP_BLASTER );
break;
case INV_SENTRY:
CG_RegisterWeapon( WP_TURRET );
break;
case INV_ELECTROBINOCULARS:
// Binocular interface
cgs.media.binocularCircle = cgi_R_RegisterShader( "gfx/2d/binCircle" );
cgs.media.binocularMask = cgi_R_RegisterShader( "gfx/2d/binMask" );
cgs.media.binocularArrow = cgi_R_RegisterShader( "gfx/2d/binSideArrow" );
cgs.media.binocularTri = cgi_R_RegisterShader( "gfx/2d/binTopTri" );
cgs.media.binocularStatic = cgi_R_RegisterShader( "gfx/2d/binocularWindow" );
cgs.media.binocularOverlay = cgi_R_RegisterShader( "gfx/2d/binocularNumOverlay" );
break;
case INV_LIGHTAMP_GOGGLES:
// LA Goggles Shaders
cgs.media.laGogglesStatic = cgi_R_RegisterShader( "gfx/2d/lagogglesWindow" );
cgs.media.laGogglesMask = cgi_R_RegisterShader( "gfx/2d/amp_mask" );
cgs.media.laGogglesSideBit = cgi_R_RegisterShader( "gfx/2d/side_bit" );
cgs.media.laGogglesBracket = cgi_R_RegisterShader( "gfx/2d/bracket" );
cgs.media.laGogglesArrow = cgi_R_RegisterShader( "gfx/2d/bracket2" );
break;
}
}
}
/*
========================================================================================
VIEW WEAPON
========================================================================================
*/
/*
=================
CG_MapTorsoToWeaponFrame
=================
*/
extern qboolean ValidAnimFileIndex ( int index );
int CG_MapTorsoToWeaponFrame( const clientInfo_t *ci, int frame, int animNum, int weaponNum, int firing )
{
// we should use the animNum to map a weapon frame instead of relying on the torso frame
if ( !ValidAnimFileIndex( ci->animFileIndex ) )
{
return 0;
}
animation_t *animations = level.knownAnimFileSets[ci->animFileIndex].animations;
switch( animNum )
{
case TORSO_DROPWEAP1:
if ( frame >= animations[animNum].firstFrame && frame < animations[animNum].firstFrame + 5 )
{
return frame - animations[animNum].firstFrame + 6;
}
break;
case TORSO_RAISEWEAP1:
if ( frame >= animations[animNum].firstFrame && frame < animations[animNum].firstFrame + 4 )
{
return frame - animations[animNum].firstFrame + 6 + 4;
}
break;
case BOTH_ATTACK1:
case BOTH_ATTACK2:
case BOTH_ATTACK3:
if ( frame >= animations[animNum].firstFrame && frame < animations[animNum].firstFrame + 6 )
{
return 1 + ( frame - animations[animNum].firstFrame );
}
break;
}
return 0;
}
/*
==============
CG_CalculateWeaponPosition
==============
*/
void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles )
{
float scale;
int delta;
float fracsin;
VectorCopy( cg.refdef.vieworg, origin );
VectorCopy( cg.refdefViewAngles, angles );
// on odd legs, invert some angles
if ( cg.bobcycle & 1 ) {
scale = -cg.xyspeed;
} else {
scale = cg.xyspeed;
}
// gun angles from bobbing
angles[ROLL] += scale * cg.bobfracsin * 0.0075;
angles[YAW] += scale * cg.bobfracsin * 0.01;
angles[PITCH] += cg.xyspeed * cg.bobfracsin * 0.0075;
// drop the weapon when landing
delta = cg.time - cg.landTime;
if ( delta < LAND_DEFLECT_TIME ) {
origin[2] += cg.landChange*0.25 * delta / LAND_DEFLECT_TIME;
} else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) {
origin[2] += cg.landChange*0.25 *
(LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta) / LAND_RETURN_TIME;
}
#if 0
// drop the weapon when stair climbing
delta = cg.time - cg.stepTime;
if ( delta < STEP_TIME/2 ) {
origin[2] -= cg.stepChange*0.25 * delta / (STEP_TIME/2);
} else if ( delta < STEP_TIME ) {
origin[2] -= cg.stepChange*0.25 * (STEP_TIME - delta) / (STEP_TIME/2);
}
#endif
// idle drift
scale = /*cg.xyspeed + */40;
fracsin = sin( cg.time * 0.001 );
angles[ROLL] += scale * fracsin * 0.01;
angles[YAW] += scale * fracsin * 0.01;
angles[PITCH] += (scale * 0.5f ) * fracsin * 0.01;
}
/*
======================
CG_MachinegunSpinAngle
======================
*/
/*
#define SPIN_SPEED 0.9
#define COAST_TIME 1000
static float CG_MachinegunSpinAngle( centity_t *cent ) {
int delta;
float angle;
float speed;
delta = cg.time - cent->pe.barrelTime;
if ( cent->pe.barrelSpinning ) {
angle = cent->pe.barrelAngle + delta * SPIN_SPEED;
} else {
if ( delta > COAST_TIME ) {
delta = COAST_TIME;
}
speed = 0.5 * ( SPIN_SPEED + (float)( COAST_TIME - delta ) / COAST_TIME );
angle = cent->pe.barrelAngle + delta * speed;
}
if ( cent->pe.barrelSpinning == !(cent->currentState.eFlags & EF_FIRING) ) {
cent->pe.barrelTime = cg.time;
cent->pe.barrelAngle = AngleNormalize360( angle );
cent->pe.barrelSpinning = !!(cent->currentState.eFlags & EF_FIRING);
}
return angle;
}
*/
/*
Ghoul2 Insert Start
*/
// set up the appropriate ghoul2 info to a refent
void CG_SetGhoul2InfoRef( refEntity_t *ent, refEntity_t *s1)
{
ent->ghoul2 = s1->ghoul2;
VectorCopy( s1->modelScale, ent->modelScale);
ent->radius = s1->radius;
VectorCopy( s1->angles, ent->angles);
}
//--------------------------------------------------------------------------
static void CG_DoMuzzleFlash( centity_t *cent, vec3_t org, vec3_t dir, weaponData_t *wData )
{
// Handle muzzle flashes, really this could just be a qboolean instead of a time.......
if ( cent->muzzleFlashTime > 0 )
{
cent->muzzleFlashTime = 0;
const char *effect = NULL;
// CG_PositionEntityOnTag( &flash, &gun, gun.hModel, "tag_flash");
// Try and get a default muzzle so we have one to fall back on
if ( wData->mMuzzleEffect[0] )
{
effect = &wData->mMuzzleEffect[0];
}
if ( cent->altFire )
{
// We're alt-firing, so see if we need to override with a custom alt-fire effect
if ( wData->mAltMuzzleEffect[0] )
{
effect = &wData->mAltMuzzleEffect[0];
}
}
if (/*( cent->currentState.eFlags & EF_FIRING || cent->currentState.eFlags & EF_ALT_FIRING ) &&*/ effect )
{
vec3_t up={0,0,1}, ax[3];
VectorCopy( dir, ax[0] );
CrossProduct( up, ax[0], ax[1] );
CrossProduct( ax[0], ax[1], ax[2] );
if (( cent->gent && cent->gent->NPC ) || cg.renderingThirdPerson )
{
theFxScheduler.PlayEffect( effect, org, dir );
}
else
{
// We got an effect and we're firing, so let 'er rip.
theFxScheduler.PlayEffect( effect, cent->currentState.clientNum );
}
}
}
else
{
// CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->weaponModel, "tag_flash", NULL);
}
}
/*
Ghoul2 Insert End
*/
/*
==============
CG_AddViewWeapon
Add the weapon, and flash for the player's view
==============
*/
extern int PM_TorsoAnimForFrame( gentity_t *ent, int torsoFrame );
void CG_AddViewWeapon( playerState_t *ps )
{
refEntity_t hand;
refEntity_t gun;
refEntity_t flash;
vec3_t angles;
const weaponInfo_t *weapon;
weaponData_t *wData;
centity_t *cent;
float fovOffset;
// no gun if in third person view
if ( cg.renderingThirdPerson )
return;
if ( ps->pm_type == PM_INTERMISSION )
return;
cent = &cg_entities[cg.snap->ps.clientNum];
if ( ps->eFlags & EF_LOCKED_TO_WEAPON )
{
return;
}
if ( cent->gent && cent->gent->client && cent->gent->client->ps.forcePowersActive&(1<<FP_LIGHTNING) )
{//doing the electrocuting
vec3_t tAng, fxDir, temp;
VectorSet( tAng, cent->pe.torso.pitchAngle, cent->pe.torso.yawAngle, 0 );
VectorCopy( cent->gent->client->renderInfo.handLPoint, temp );
VectorMA( temp, -5, cg.refdef.viewaxis[0], temp );
if ( cent->gent->client->ps.forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_2 )
{//arc
vec3_t fxAxis[3];
AnglesToAxis( tAng, fxAxis );
theFxScheduler.PlayEffect( cgs.effects.forceLightningWide, temp, fxAxis );
}
else
{//line
AngleVectors( tAng, fxDir, NULL, NULL );
theFxScheduler.PlayEffect( cgs.effects.forceLightning, temp, fxDir );
}
}
// allow the gun to be completely removed
if ( !cg_drawGun.integer || cg.zoomMode )
{
vec3_t origin;
// special hack for lightning guns...
VectorCopy( cg.refdef.vieworg, origin );
VectorMA( origin, -10, cg.refdef.viewaxis[2], origin );
VectorMA( origin, 16, cg.refdef.viewaxis[0], origin );
// Doesn't look like we'll have lightning style guns. Clean this crap up when we are sure about this.
// CG_LightningBolt( cent, origin );
// We should still do muzzle flashes though...
CG_RegisterWeapon( ps->weapon );
weapon = &cg_weapons[ps->weapon];
wData = &weaponData[ps->weapon];
CG_DoMuzzleFlash( cent, origin, cg.refdef.viewaxis[0], wData );
// If we don't update this, the muzzle flash point won't even be updated properly
VectorCopy( origin, cent->gent->client->renderInfo.muzzlePoint );
VectorCopy( cg.refdef.viewaxis[0], cent->gent->client->renderInfo.muzzleDir );
cent->gent->client->renderInfo.mPCalcTime = cg.time;
return;
}
// don't draw if testing a gun model
if ( cg.testGun )
{
return;
}
// drop gun lower at higher fov
float actualFOV = cg.overrides.fov ? cg.overrides.fov : cg_fov.value;
if ( actualFOV > 80 )
{
fovOffset = -0.1 * ( actualFOV - 80 );
}
else
{
fovOffset = 0;
}
CG_RegisterWeapon( ps->weapon );
weapon = &cg_weapons[ps->weapon];
wData = &weaponData[ps->weapon];
memset (&hand, 0, sizeof(hand));
// set up gun position
CG_CalculateWeaponPosition( hand.origin, angles );
VectorMA( hand.origin, cg_gun_x.value, cg.refdef.viewaxis[0], hand.origin );
VectorMA( hand.origin, cg_gun_y.value, cg.refdef.viewaxis[1], hand.origin );
VectorMA( hand.origin, (cg_gun_z.value+fovOffset), cg.refdef.viewaxis[2], hand.origin );
AnglesToAxis( angles, hand.axis );
// map torso animations to weapon animations
if ( cg_gun_frame.integer )
{
// development tool
hand.frame = hand.oldframe = cg_gun_frame.integer;
hand.backlerp = 0;
}
else
{
// get clientinfo for animation map
const clientInfo_t *ci = &cent->gent->client->clientInfo;
int torsoAnim = PM_TorsoAnimForFrame( cent->gent, cent->pe.torso.frame );
hand.frame = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.frame, torsoAnim, cent->currentState.weapon, ( cent->currentState.eFlags & EF_FIRING ) );
hand.oldframe = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.oldFrame, torsoAnim, cent->currentState.weapon, ( cent->currentState.eFlags & EF_FIRING ) );
hand.backlerp = cent->pe.torso.backlerp;
if ( hand.frame && cg_debugAnim.integer == 1 && cent->currentState.clientNum == 0 )
{
Com_Printf( "Torso frame %d to %d makes Weapon frame %d to %d\n", cent->pe.torso.oldFrame, cent->pe.torso.frame, hand.oldframe, hand.frame );
}
}
// add the weapon
memset (&gun, 0, sizeof(gun));
gun.hModel = weapon->weaponModel;
if (!gun.hModel)
{
return;
}
AnglesToAxis( angles, gun.axis );
CG_PositionEntityOnTag( &gun, &hand, weapon->handsModel, "tag_weapon");
gun.renderfx = RF_MINLIGHT | RF_DEPTHHACK | RF_FIRST_PERSON;
//---------
// OK, we are making an assumption here that if we have the phaser that it is always on....
//FIXME: if saberInFlight, need to draw empty hand guiding it
if ( cent->gent && cent->gent->client && cent->currentState.weapon == WP_SABER )
{
vec3_t org_, axis_[3];
CG_GetTagWorldPosition( &gun, "tag_flash", org_, axis_ );
if ( cent->gent->client->ps.saberActive && cent->gent->client->ps.saberLength < cent->gent->client->ps.saberLengthMax )
{
cent->gent->client->ps.saberLength += cg.frametime*0.03;
if ( cent->gent->client->ps.saberLength > cent->gent->client->ps.saberLengthMax )
{
cent->gent->client->ps.saberLength = cent->gent->client->ps.saberLengthMax;
}
}
// FX_Saber( org_, axis_[0], cent->gent->client->ps.saberLength, 2.0 + crandom() * 0.2f, cent->gent->client->ps.saberColor );
VectorCopy( axis_[0], cent->gent->client->renderInfo.muzzleDir );
}
//---------
// CG_AddRefEntityWithPowerups( &gun, cent->currentState.powerups, cent->gent );
cgi_R_AddRefEntityToScene( &gun );
/* if ( ps->weapon == WP_STUN_BATON )
{
gun.shaderRGBA[0] = gun.shaderRGBA[1] = gun.shaderRGBA[2] = 25;
gun.customShader = cgi_R_RegisterShader( "gfx/effects/stunPass" );
gun.renderfx = RF_RGB_TINT | RF_FIRST_PERSON | RF_DEPTHHACK;
cgi_R_AddRefEntityToScene( &gun );
}
*/
// add the spinning barrel[s]
for (int i = 0; (i < wData->numBarrels); i++)
{
refEntity_t barrel;
memset( &barrel, 0, sizeof( barrel ) );
barrel.hModel = weapon->barrelModel[i];
//VectorCopy( parent->lightingOrigin, barrel.lightingOrigin );
//barrel.shadowPlane = parent->shadowPlane;
barrel.renderfx = gun.renderfx;
angles[YAW] = 0;
angles[PITCH] = 0;
// if ( ps->weapon == WP_TETRION_DISRUPTOR) {
// angles[ROLL] = CG_MachinegunSpinAngle( cent );
// } else {
angles[ROLL] = 0;//CG_MachinegunSpinAngle( cent );
// }
AnglesToAxis( angles, barrel.axis );
if (!i)
{
CG_PositionRotatedEntityOnTag( &barrel, &hand, weapon->handsModel, "tag_barrel", NULL );
} else
{
CG_PositionRotatedEntityOnTag( &barrel, &hand, weapon->handsModel, va("tag_barrel%d",i+1), NULL );
}
cgi_R_AddRefEntityToScene( &barrel );
}
memset (&flash, 0, sizeof(flash));
// Seems like we should always do this in case we have an animating muzzle flash....that way we can always store the correct muzzle dir, etc.
CG_PositionEntityOnTag( &flash, &gun, gun.hModel, "tag_flash");
CG_DoMuzzleFlash( cent, flash.origin, flash.axis[0], wData );
if (cent->gent && cent->gent->client)
{
VectorCopy(flash.origin, cent->gent->client->renderInfo.muzzlePoint);
VectorCopy(flash.axis[0], cent->gent->client->renderInfo.muzzleDir);
// VectorNormalize( cent->gent->client->renderInfo.muzzleDir );
cent->gent->client->renderInfo.mPCalcTime = cg.time;
CG_LightningBolt( cent, flash.origin );
}
// Do special charge bits
//-----------------------
if (( ps->weaponstate == WEAPON_CHARGING_ALT && ps->weapon == WP_BRYAR_PISTOL )
|| ( ps->weapon == WP_BOWCASTER && ps->weaponstate == WEAPON_CHARGING )
|| ( ps->weapon == WP_DEMP2 && ps->weaponstate == WEAPON_CHARGING_ALT ))
{
int shader = 0;
float val = 0.0f, scale = 1.0f;
vec3_t WHITE = {1.0f,1.0f,1.0f};
if ( ps->weapon == WP_BRYAR_PISTOL )
{
// Hardcoded max charge time of 1 second
val = ( cg.time - ps->weaponChargeTime ) * 0.001f;
shader = cgi_R_RegisterShader( "gfx/effects/bryarFrontFlash" );
}
else if ( ps->weapon == WP_BOWCASTER )
{
// Hardcoded max charge time of 1 second
val = ( cg.time - ps->weaponChargeTime ) * 0.001f;
shader = cgi_R_RegisterShader( "gfx/effects/greenFrontFlash" );
}
else if ( ps->weapon == WP_DEMP2 )
{
// Hardcoded max charge time of 1 second
val = ( cg.time - ps->weaponChargeTime ) * 0.001f;
shader = cgi_R_RegisterShader( "gfx/misc/lightningFlash" );
scale = 1.75f;
}
if ( val < 0.0f )
{
val = 0.0f;
}
else if ( val > 1.0f )
{
val = 1.0f;
CGCam_Shake( 0.1f, 100 );
}
else
{
CGCam_Shake( val * val * 0.3f, 100 );
}
val += random() * 0.5f;
// FIXME! This shader should technically be registered....but it's ugly and it should be registered properly just in case
FX_AddSprite( flash.origin, NULL, NULL, 3.0f * val * scale, 0.0f, 0.7f, 0.7f, WHITE, WHITE, random() * 360, 0.0f, 1.0f, shader, FX_USE_ALPHA );
}
// Check if the heavy repeater is finishing up a sustained burst
//-------------------------------
if ( ps->weapon == WP_REPEATER && ps->weaponstate == WEAPON_FIRING )
{
if ( cent->gent && cent->gent->client && cent->gent->client->ps.weaponstate != WEAPON_FIRING )
{
int ct = 0;
// the more continuous shots we've got, the more smoke we spawn
if ( cent->gent->client->ps.weaponShotCount > 60 ) {
ct = 5;
}
else if ( cent->gent->client->ps.weaponShotCount > 35 ) {
ct = 3;
}
else if ( cent->gent->client->ps.weaponShotCount > 15 ) {
ct = 1;
}
for ( i = 0; i < ct; i++ )
{
theFxScheduler.PlayEffect( "repeater/muzzle_smoke", cent->currentState.clientNum );
}
cent->gent->client->ps.weaponShotCount = 0;
}
}
}
/*
==============================================================================
WEAPON SELECTION
==============================================================================
*/
/*
===================
CG_WeaponCheck
===================
*/
int CG_WeaponCheck( int weaponIndex )
{
int value;
if ( weaponIndex == WP_SABER)
{
return qtrue;
}
value = weaponData[weaponIndex].energyPerShot < weaponData[weaponIndex].altEnergyPerShot
? weaponData[weaponIndex].energyPerShot
: weaponData[weaponIndex].altEnergyPerShot;
if (value > 0)
{
value = qtrue;
}
else
{
value = qfalse;
}
return value;
}
/*
===================
CG_DrawIconBackground
===================
*/
void CG_DrawIconBackground(void)
{
int height,xAdd,x2,y2,t;
int prongLeftX,prongRightX;
qhandle_t background;
if ( cg.zoomMode != 0 )
{
return;
}
if ((cg.snap->ps.viewEntity>0&&cg.snap->ps.viewEntity<ENTITYNUM_WORLD))
{
return;
}
if (!cgi_UI_GetMenuInfo("iconbackground",&x2,&y2))
{
return;
}
prongLeftX =x2+37;
prongRightX =x2+544;
if (((cg.inventorySelectTime+WEAPON_SELECT_TIME)>cg.time) || (cgs.media.currentBackground == ICON_INVENTORY)) // Display inventory background?
{
background = cgs.media.inventoryIconBackground;
}
else if (((cg.weaponSelectTime+WEAPON_SELECT_TIME)>cg.time) || (cgs.media.currentBackground == ICON_WEAPONS)) // Display weapon background?
{
background = cgs.media.weaponIconBackground;
}
else // Display force background?
{
background = cgs.media.forceIconBackground;
}
if ((cg.iconSelectTime+WEAPON_SELECT_TIME)<cg.time) // Time is up for the HUD to display
{
if (cg.iconHUDActive) // The time is up, but we still need to move the prongs back to their original position
{
t = cg.time - (cg.iconSelectTime+WEAPON_SELECT_TIME);
cg.iconHUDPercent = t/ 130.0f;
cg.iconHUDPercent = 1 - cg.iconHUDPercent;
if (cg.iconHUDPercent<0)
{
cg.iconHUDActive = qfalse;
cg.iconHUDPercent=0;
}
xAdd = (int) 8*cg.iconHUDPercent;
height = (int) (60.0f*cg.iconHUDPercent);
CG_DrawPic( x2+60, y2+30, 460, -height, background); // Top half
CG_DrawPic( x2+60, y2+30-2,460, height, background); // Bottom half
}
else
{
xAdd = 0;
}
cgi_R_SetColor( colorTable[CT_WHITE] );
CG_DrawPic( prongLeftX+xAdd, y2-10, 40, 80, cgs.media.weaponProngsOff);
CG_DrawPic( prongRightX-xAdd, y2-10, -40, 80, cgs.media.weaponProngsOff);
return;
}
prongLeftX =x2+37;
prongRightX =x2+544;
if (!cg.iconHUDActive)
{
t = cg.time - cg.iconSelectTime;
cg.iconHUDPercent = t/ 130.0f;
// Calc how far into opening sequence we are
if (cg.iconHUDPercent>1)
{
cg.iconHUDActive = qtrue;
cg.iconHUDPercent=1;
}
else if (cg.iconHUDPercent<0)
{
cg.iconHUDPercent=0;
}
}
else
{
cg.iconHUDPercent=1;
}
cgi_R_SetColor( colorTable[CT_WHITE] );
height = (int) (60.0f*cg.iconHUDPercent);
CG_DrawPic( x2+60, y2+30, 460, -height, background); // Top half
CG_DrawPic( x2+60, y2+30-2,460, height, background); // Bottom half
// And now for the prongs
if ((cg.inventorySelectTime+WEAPON_SELECT_TIME)>cg.time)
{
cgs.media.currentBackground = ICON_INVENTORY;
background = cgs.media.inventoryProngsOn;
}
else if ((cg.weaponSelectTime+WEAPON_SELECT_TIME)>cg.time)
{
cgs.media.currentBackground = ICON_WEAPONS;
background = cgs.media.weaponProngsOn;
}
else
{
cgs.media.currentBackground = ICON_FORCE;
background = cgs.media.forceProngsOn;
}
// Side Prongs
cgi_R_SetColor( colorTable[CT_WHITE]);
xAdd = (int) 8*cg.iconHUDPercent;
CG_DrawPic( prongLeftX+xAdd, y2-10, 40, 80, background);
CG_DrawPic( prongRightX-xAdd, y2-10, -40, 80, background);
}
int cgi_UI_GetItemText(char *menuFile,char *itemName, char *text);
char *weaponDesc[13] =
{
"Lightsaber -\nAn elegant weapon for a more civilized age, the lightsaber is the preferred weapon of the Jedi Knight. The lightsaber is an energy blade of great power that can be used by the wielder for both attack and defense.\nPrimary Fire - Slashing and swinging attacks\nSecondary Fire - Force powered saber throw\nDefensive Ability - Deflects blaster and energy weapon fire, parries enemy lightsaber attacks\nAmmo Type - N/A",
"Bryar Blaster Pistol \nKyle Katarn's weapon of choice, the Bryar Blaster Pistol is a common hand-held energy weapon with a slow rate of fire and incredible accuracy.\nPrimary Fire - Slow, single shot with great accuracy and damage.\nSecondary Fire - Charged energy buildup for increased damage blast attack.\nAmmo Type - Blaster Pack",
"E-11 Blaster Rifle \nThe primary weapon of the Imperial forces, the E-11 is a sturdy and deadly blaster rifle capable of inflicting great damage despite its small size. The E-11's compact design makes it easy to carry and conceal.\nPrimary Fire - Slow, single shot with moderate accuracy and great damage.\nSecondary Fire - Rapid, burst fire with low accuracy and expanded firing area.\nAmmo Type - Blaster Pack",
"Tenloss DXR-6 Disruptor rifle \nThis nefarious weapon affects matter at the molecular level, ripping apart living material with ease. Because of the weapon's inhumane nature, the DXR-6 is outlawed throughout the galaxy and is generally only used by scattered droid and Remnant forces.\nPrimary Fire - Single shot with slow fire rate, fast projectile and small radius damage.\nSecondary Fire - Scoped mode: Single shot with slow fire rate, increased damage and high weapon energy consumption\nAmmo Type - Power cell",
"Wookiee Bowcaster\nThis archaic-looking weapon fires powerful bolts of metal enveloped in pockets of energy. Capable of inflicting incredible damage, the bowcaster requires tremendous physical strength to fire. Most bowcasters sold outside the Wookiee home world come equipped with self-cocking actions that allow physically weaker creatures to fire them.\nPrimary Fire - Extremely accurate and powerful single shot with radius damage\nSecondary Fire - Charged energy buildup for multiple shots with radius damage \nAmmo Type - Power cell",
"Imperial Heavy Repeater with Concussion Launcher\nThis destructive projectile weapon is extremely deadly, firing rapid streams of metal bullets. Imperial forces use the Heavy Repeater's deadly suppressive fire and concussion launcher for crowd control and to spread heavy fire over large areas.\nPrimary Fire - Fully automatic projectile fire \nSecondary Fire - Single shot, concussion explosive round.\nAmmo type - Metallic bolts",
"Destructive Electro-Magnetic Pulse 2 Gun\nCommonly referred to as the DEMP 2, this pulse rifle is primarily used against droids and electrical devices. The DEMP 2 fires high-powered ion bursts that disrupt electrical systems. Unlike previous incarnations of the weapon, the DEMP 2's ion charges are capable of damaging living material.\nPrimary Fire - Single shot, stuns humans, damages droids\nSecondary Fire - Chain lightning arcs from the weapon and moves from target to target and is deadly to both droids and humanoid enemies. \nAmmo Type - Power cell",
"Golan Arms FC1 Flechette Weapon \nWidely used by the Corporate Sector Authority's police squads, the FC1 fires shards of metal in a widespread pattern. The weapon is designed to hit multiple targets in close proximity, but great care must be taken to avoid ricochet damage.\nPrimary Fire - Single shot, spread fire\nSecondary Fire -Launches a self-adhesive, explosive proximity mine\nAmmo Type - Metallic Bolts",
"Merr-Sonn PLX-2M Portable Missile System \nThe PLX-2M is an extremely powerful weapon that fires Arakyd 3T3 missiles. The sheer explosive power of the PLL-2M makes it dangerous to fire blindly in close quarters, but is extremely effective when used as a 'smart' tracking weapon.\nPrimary Fire - Fires a single, forward-firing explosive missile\nSecondary Fire - Fires a single 'smart' missile that tracks acquired and locked targets.\nAmmo Type - Rockets",
"Thermal Detonator \nThe thermal detonator is a radius-damage grenade that releases a barrage of thermal energy capable of disintegrating all matter around it.\nPrimary Fire - Long distance throw, grenade explodes on contact\nSecondary Fire - Short distance roll, grenade bounces and explodes",
"Trip Mines \nTrip mines consist of a beam projector affixed to a shaped explosive casing. The laser activates when the mine is placed and extends a beam from the charge to the nearest surface that intersects its path. If the beam is broken or the charge is fired upon, the mine detonates and causes radius damage to anything in range.\nPrimary Fire - Once placed, acts as proximity mine with attached laser.\nSecondary Fire - Once placed, explodes after two seconds. No laser.",
"Detonation Packs \nA detonation pack is essentially a small explosive device with a remote detonation trigger. The pack is placed or thrown and can be detonated at will by the user. Detonation packs are commonly used to ambush enemies or open sealed doors.\nPrimary Fire - Sets charge at the user's feet\nSecondary Fire - Explodes all set charges",
"Stun Baton \nCommonly used to subdue unruly prisoners, the stun baton was designed for use in melee combat where killing your opponent is not necessarily the desired outcome.\nPrimary Fire - Slashing and swinging attacks.\nSecondary Fire - Special slashing and swinging attacks.",
};
/*
===================
CG_DrawDataPadWeaponSelect
===================
*/
void CG_DrawDataPadWeaponSelect( void )
{
int i;
int bits;
int count;
int smallIconSize,bigIconSize;
int holdX,x,y,pad;
int sideLeftIconCnt,sideRightIconCnt;
int sideMax,holdCount,iconCnt;
int height;
vec4_t calcColor;
// showing weapon select clears pickup item display, but not the blend blob
cg.itemPickupTime = 0;
bits = cg.snap->ps.stats[ STAT_WEAPONS ];
// count the number of weapons owned
count = 0;
for ( i = 1 ; i < 16 ; i++ )
{
if ( bits & ( 1 << i ) )
{
count++;
}
}
if (count == 0) // If no weapons, don't display
{
return;
}
sideMax = 3; // Max number of icons on the side
// Calculate how many icons will appear to either side of the center one
holdCount = count - 1; // -1 for the center icon
if (holdCount == 0) // No icons to either side
{
sideLeftIconCnt = 0;
sideRightIconCnt = 0;
}
else if (count > (2*sideMax)) // Go to the max on each side
{
sideLeftIconCnt = sideMax;
sideRightIconCnt = sideMax;
}
else // Less than max, so do the calc
{
sideLeftIconCnt = holdCount/2;
sideRightIconCnt = holdCount - sideLeftIconCnt;
}
i = cg.DataPadWeaponSelect - 1;
if (i<1)
{
i = 13;
}
smallIconSize = 40;
bigIconSize = 80;
pad = 8;
x = 320;
y = 300;
// Background
memcpy(calcColor, colorTable[CT_WHITE], sizeof(vec4_t));
calcColor[3] = .60f;
cgi_R_SetColor( calcColor);
// Left side ICONS
cgi_R_SetColor( calcColor);
// Work backwards from current icon
holdX = x - ((bigIconSize/2) + pad + smallIconSize);
height = smallIconSize * cg.iconHUDPercent;
for (iconCnt=1;iconCnt<(sideLeftIconCnt+1);i--)
{
if (i<1)
{
i = 13;
}
if ( !(bits & ( 1 << i ))) // Does he have this weapon?
{
continue;
}
++iconCnt; // Good icon
if (weaponData[i].weaponIcon[0])
{
weaponInfo_t *weaponInfo;
CG_RegisterWeapon( i );
weaponInfo = &cg_weapons[i];
if (!CG_WeaponCheck(i))
{
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, weaponInfo->weaponIconNoAmmo );
}
else
{
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, weaponInfo->weaponIcon );
}
holdX -= (smallIconSize+pad);
}
}
// Current Center Icon
height = bigIconSize * cg.iconHUDPercent;
cgi_R_SetColor(NULL);
char buffer[256];
cgi_UI_GetItemText("datapadWeaponsMenu",va("weapondesc%d",cg.DataPadWeaponSelect+1),buffer);
if (weaponData[cg.DataPadWeaponSelect].weaponIcon[0])
{
weaponInfo_t *weaponInfo;
CG_RegisterWeapon( cg.DataPadWeaponSelect );
weaponInfo = &cg_weapons[cg.DataPadWeaponSelect];
if (!CG_WeaponCheck(cg.DataPadWeaponSelect))
{
CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2))+10, bigIconSize, bigIconSize, weaponInfo->weaponIconNoAmmo );
}
else
{
CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2))+10, bigIconSize, bigIconSize, weaponInfo->weaponIcon );
}
}
i = cg.DataPadWeaponSelect + 1;
if (i> 13)
{
i = 1;
}
// Right side ICONS
// Work forwards from current icon
cgi_R_SetColor( calcColor);
holdX = x + (bigIconSize/2) + pad;
height = smallIconSize * cg.iconHUDPercent;
for (iconCnt=1;iconCnt<(sideRightIconCnt+1);i++)
{
if (i>13)
{
i = 1;
}
if ( !(bits & ( 1 << i ))) // Does he have this weapon?
{
continue;
}
++iconCnt; // Good icon
if (weaponData[i].weaponIcon[0])
{
weaponInfo_t *weaponInfo;
CG_RegisterWeapon( i );
weaponInfo = &cg_weapons[i];
// No ammo for this weapon?
if (!CG_WeaponCheck(i))
{
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, weaponInfo->weaponIconNoAmmo );
}
else
{
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, weaponInfo->weaponIcon );
}
holdX += (smallIconSize+pad);
}
}
// draw the weapon description
x= 40;
y= 70;
CG_DisplayBoxedText(70,50,500,300,weaponDesc[cg.DataPadWeaponSelect-1],
cgs.media.qhFontSmall,
0.7f,
colorTable[CT_WHITE]
);
cgi_R_SetColor( NULL );
}
/*
===================
CG_DrawDataPadIconBackground
===================
*/
void CG_DrawDataPadIconBackground(int backgroundType)
{
int height,xAdd,x2,y2;
int prongLeftX,prongRightX;
qhandle_t background;
x2 = 0;
y2 = 295;
prongLeftX =x2+97;
prongRightX =x2+544;
if (backgroundType == ICON_INVENTORY) // Display inventory background?
{
background = cgs.media.inventoryIconBackground;
}
else if (backgroundType == ICON_WEAPONS) // Display weapon background?
{
background = cgs.media.weaponIconBackground;
}
else // Display force background?
{
background = cgs.media.forceIconBackground;
}
/* if ((cg.iconDataPadSelectTime+WEAPON_SELECT_TIME)<cg.time) // Time is up for the HUD to display
{
if (cg.iconDataPadHUDActive) // The time is up, but we still need to move the prongs back to their original position
{
t = cg.time - (cg.iconDataPadSelectTime+WEAPON_SELECT_TIME);
cg.iconDataPadHUDPercent = t/ 130.0f;
cg.iconDataPadHUDPercent = 1 - cg.iconDataPadHUDPercent;
if (cg.iconDataPadHUDPercent<0)
{
cg.iconDataPadHUDActive = qfalse;
cg.iconDataPadHUDPercent=0;
}
xAdd = (int) 8*cg.iconDataPadHUDPercent;
height = (int) (60.0f*cg.iconDataPadHUDPercent);
CG_DrawPic( x2+60, y2+30, 460, -height, background); // Top half
CG_DrawPic( x2+60, y2+30-2,460, height, background); // Bottom half
}
else
{
xAdd = 0;
}
cgi_R_SetColor( colorTable[CT_WHITE] );
CG_DrawPic( prongLeftX+xAdd, y2-10, 40, 80, cgs.media.weaponProngsOff);
CG_DrawPic( prongRightX-xAdd, y2-10, -40, 80, cgs.media.weaponProngsOff);
return;
}
*/
prongLeftX =x2+97;
prongRightX =x2+544;
/*
if (!cg.iconDataPadHUDActive)
{
t = cg.time - cg.iconDataPadSelectTime;
cg.iconDataPadHUDPercent = t/ 130.0f;
// Calc how far into opening sequence we are
if (cg.iconDataPadHUDPercent>1)
{
cg.iconDataPadHUDActive = qtrue;
cg.iconDataPadHUDPercent=1;
}
else if (cg.iconDataPadHUDPercent<0)
{
cg.iconDataPadHUDPercent=0;
}
}
else
{
cg.iconDataPadHUDPercent=1;
}
*/
cgi_R_SetColor( colorTable[CT_WHITE] );
// height = (int) (60.0f*cg.iconDataPadHUDPercent);
height = (int) 60.0f;
CG_DrawPic( x2+110, y2+30, 410, -height, background); // Top half
CG_DrawPic( x2+110, y2+30-2,410, height, background); // Bottom half
// And now for the prongs
if (backgroundType==ICON_INVENTORY)
{
cgs.media.currentDataPadIconBackground = ICON_INVENTORY;
background = cgs.media.inventoryProngsOn;
}
else if (backgroundType==ICON_WEAPONS)
{
cgs.media.currentDataPadIconBackground = ICON_WEAPONS;
background = cgs.media.weaponProngsOn;
}
else
{
cgs.media.currentDataPadIconBackground = ICON_FORCE;
background = cgs.media.forceProngsOn;
}
// Side Prongs
cgi_R_SetColor( colorTable[CT_WHITE]);
// xAdd = (int) 8*cg.iconDataPadHUDPercent;
xAdd = (int) 8;
CG_DrawPic( prongLeftX+xAdd, y2-10, 40, 80, background);
CG_DrawPic( prongRightX-xAdd, y2-10, -40, 80, background);
}
/*
===============
SetWeaponSelectTime
===============
*/
void SetWeaponSelectTime(void)
{
if (((cg.inventorySelectTime + WEAPON_SELECT_TIME) > cg.time) || // The Inventory HUD was currently active to just swap it out with Force HUD
((cg.forcepowerSelectTime + WEAPON_SELECT_TIME) > cg.time)) // The Force HUD was currently active to just swap it out with Force HUD
{
cg.inventorySelectTime = 0;
cg.forcepowerSelectTime = 0;
cg.weaponSelectTime = cg.time + 130.0f;
}
else
{
cg.weaponSelectTime = cg.time;
}
}
/*
===================
CG_DrawWeaponSelect
===================
*/
void CG_DrawWeaponSelect( void )
{
int i;
int bits;
int count;
char *name;
int smallIconSize,bigIconSize;
int holdX,x,y,x2,y2,pad;
int sideLeftIconCnt,sideRightIconCnt;
int sideMax,holdCount,iconCnt;
int height;
vec4_t calcColor;
if (!cgi_UI_GetMenuInfo("weaponselecthud",&x2,&y2))
{
return;
}
if ((cg.weaponSelectTime+WEAPON_SELECT_TIME)<cg.time) // Time is up for the HUD to display
{
return;
}
// don't display if dead
if ( cg.predicted_player_state.stats[STAT_HEALTH] <= 0 )
{
return;
}
cg.iconSelectTime = cg.weaponSelectTime;
// showing weapon select clears pickup item display, but not the blend blob
cg.itemPickupTime = 0;
bits = cg.snap->ps.stats[ STAT_WEAPONS ];
// count the number of weapons owned
count = 0;
for ( i = 1 ; i < 16 ; i++ )
{
if ( bits & ( 1 << i ) )
{
count++;
}
}
if (count == 0) // If no weapons, don't display
{
return;
}
sideMax = 3; // Max number of icons on the side
// Calculate how many icons will appear to either side of the center one
holdCount = count - 1; // -1 for the center icon
if (holdCount == 0) // No icons to either side
{
sideLeftIconCnt = 0;
sideRightIconCnt = 0;
}
else if (count > (2*sideMax)) // Go to the max on each side
{
sideLeftIconCnt = sideMax;
sideRightIconCnt = sideMax;
}
else // Less than max, so do the calc
{
sideLeftIconCnt = holdCount/2;
sideRightIconCnt = holdCount - sideLeftIconCnt;
}
i = cg.weaponSelect - 1;
if (i<1)
{
i = 13;
}
smallIconSize = 40;
bigIconSize = 80;
pad = 12;
x = 320;
y = 410;
// Background
memcpy(calcColor, colorTable[CT_WHITE], sizeof(vec4_t));
calcColor[3] = .60f;
cgi_R_SetColor( calcColor);
// Left side ICONS
cgi_R_SetColor( calcColor);
// Work backwards from current icon
holdX = x - ((bigIconSize/2) + pad + smallIconSize);
height = smallIconSize * cg.iconHUDPercent;
for (iconCnt=1;iconCnt<(sideLeftIconCnt+1);i--)
{
if (i<1)
{
i = 13;
}
if ( !(bits & ( 1 << i ))) // Does he have this weapon?
{
continue;
}
++iconCnt; // Good icon
if (weaponData[i].weaponIcon[0])
{
weaponInfo_t *weaponInfo;
CG_RegisterWeapon( i );
weaponInfo = &cg_weapons[i];
if (!CG_WeaponCheck(i))
{
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, weaponInfo->weaponIconNoAmmo );
}
else
{
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, weaponInfo->weaponIcon );
}
holdX -= (smallIconSize+pad);
}
}
// Current Center Icon
height = bigIconSize * cg.iconHUDPercent;
cgi_R_SetColor(NULL);
if (weaponData[cg.weaponSelect].weaponIcon[0])
{
weaponInfo_t *weaponInfo;
CG_RegisterWeapon( cg.weaponSelect );
weaponInfo = &cg_weapons[cg.weaponSelect];
if (!CG_WeaponCheck(cg.weaponSelect))
{
CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2))+10, bigIconSize, bigIconSize, weaponInfo->weaponIconNoAmmo );
}
else
{
CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2))+10, bigIconSize, bigIconSize, weaponInfo->weaponIcon );
}
}
i = cg.weaponSelect + 1;
if (i> 13)
{
i = 1;
}
// Right side ICONS
// Work forwards from current icon
cgi_R_SetColor( calcColor);
holdX = x + (bigIconSize/2) + pad;
height = smallIconSize * cg.iconHUDPercent;
for (iconCnt=1;iconCnt<(sideRightIconCnt+1);i++)
{
if (i>13)
{
i = 1;
}
if ( !(bits & ( 1 << i ))) // Does he have this weapon?
{
continue;
}
++iconCnt; // Good icon
if (weaponData[i].weaponIcon[0])
{
weaponInfo_t *weaponInfo;
CG_RegisterWeapon( i );
weaponInfo = &cg_weapons[i];
// No ammo for this weapon?
if (!CG_WeaponCheck(i))
{
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, weaponInfo->weaponIconNoAmmo );
}
else
{
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, weaponInfo->weaponIcon );
}
holdX += (smallIconSize+pad);
}
}
// draw the selected name
if ( cg_weapons[ cg.weaponSelect ].item )
{
name = cg_weapons[ cg.weaponSelect ].item->pickup_name;
if ( name )
{
// Just doing this for now......
//#ifdef _DEBUG
int w = cgi_R_Font_StrLenPixels(name, cgs.media.qhFontSmall, 1.0f);
int x = ( SCREEN_WIDTH - w ) / 2;
cgi_R_Font_DrawString(x, y + 48, name, colorTable[CT_ICON_BLUE], cgs.media.qhFontSmall, -1, 1.0f);
//#endif
}
}
cgi_R_SetColor( NULL );
}
/*
===============
CG_WeaponSelectable
===============
*/
qboolean CG_WeaponSelectable( int i, int original )
{
int usage_for_weap;
if (i > MAX_PLAYER_WEAPONS)
{
#ifndef FINAL_BUILD
Com_Printf("CG_WeaponSelectable() passed illegal index of %d!\n",i);
#endif
return qfalse;
}
if ( cg.weaponSelectTime + 200 > cg.time )
{//TEMP standard weapon cycle debounce for E3 because G2 can't keep up with fast weapon changes
return qfalse;
}
//FIXME: this doesn't work below, can still cycle too fast!
if ( original == WP_SABER && cg.weaponSelectTime + 500 > cg.time )
{//when sqitch to lightsaber, have to stay there for at least half a second!
return qfalse;
}
if ( weaponData[i].ammoIndex != AMMO_NONE )
{//weapon uses ammo, see if we have any
usage_for_weap = weaponData[i].energyPerShot < weaponData[i].altEnergyPerShot
? weaponData[i].energyPerShot
: weaponData[i].altEnergyPerShot;
if ( cg.snap->ps.ammo[weaponData[i].ammoIndex] - usage_for_weap <= 0 )
{
if ( i != WP_DET_PACK ) // detpack can be switched to...should possibly check if there are any stuck to a wall somewhere?
{
// This weapon doesn't have enough ammo to shoot either the main or the alt-fire
return qfalse;
}
}
}
if (!(cg.snap->ps.stats[ STAT_WEAPONS ] & ( 1 << i )))
{
// Don't have this weapon to start with.
return qfalse;
}
return qtrue;
}
void CG_ToggleATSTWeapon( void )
{
if ( cg.weaponSelect == WP_ATST_MAIN )
{
cg.weaponSelect = WP_ATST_SIDE;
}
else
{
cg.weaponSelect = WP_ATST_MAIN;
}
// cg.weaponSelectTime = cg.time;
SetWeaponSelectTime();
}
void CG_PlayerLockedWeaponSpeech( int jumping )
{
extern qboolean Q3_TaskIDPending( gentity_t *ent, taskID_t taskType );
static int speechDebounceTime = 0;
if ( !in_camera )
{//not in a cinematic
if ( speechDebounceTime < cg.time )
{//spoke more than 3 seconds ago
if ( !Q3_TaskIDPending( &g_entities[0], TID_CHAN_VOICE ) )
{//not waiting on a scripted sound to finish
if( !jumping )
{
if( random() > 0.5 )
{
G_SoundOnEnt( player, CHAN_VOICE, va( "sound/chars/kyle/09kyk015.wav" ));
}
else
{
G_SoundOnEnt( player, CHAN_VOICE, va( "sound/chars/kyle/09kyk016.wav" ));
}
}
else
{
G_SoundOnEnt( player, CHAN_VOICE, va( "sound/chars/kyle/16kyk007.wav" ));
}
speechDebounceTime = cg.time + 3000;
}
}
}
}
/*
===============
CG_NextWeapon_f
===============
*/
void CG_NextWeapon_f( void ) {
int i;
int original;
if ( !cg.snap ) {
return;
}
/*
if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) {
return;
}
*/
if( g_entities[0].flags & FL_LOCK_PLAYER_WEAPONS )
{
CG_PlayerLockedWeaponSpeech( qfalse );
return;
}
//FIXME: cheaper check?
// if ( !Q_stricmp( "atst", g_entities[0].NPC_type ) )
if( g_entities[0].client && g_entities[0].client->NPC_class == CLASS_ATST )
{
CG_ToggleATSTWeapon();
return;
}
if ( cg.snap->ps.eFlags & EF_LOCKED_TO_WEAPON )
{
// can't do any sort of weapon switching when in the emplaced gun
return;
}
if ( cg.snap->ps.viewEntity )
{
// yeah, probably need a better check here
if ( g_entities[cg.snap->ps.viewEntity].client && ( g_entities[cg.snap->ps.viewEntity].client->NPC_class == CLASS_R5D2
|| g_entities[cg.snap->ps.viewEntity].client->NPC_class == CLASS_R2D2
|| g_entities[cg.snap->ps.viewEntity].client->NPC_class == CLASS_MOUSE ))
{
return;
}
}
original = cg.weaponSelect;
for ( i = 0 ; i <= MAX_PLAYER_WEAPONS ; i++ )
{
cg.weaponSelect++;
if ( cg.weaponSelect < FIRST_WEAPON || cg.weaponSelect > MAX_PLAYER_WEAPONS) {
cg.weaponSelect = FIRST_WEAPON;
}
if ( CG_WeaponSelectable( cg.weaponSelect, original ) )
{
// cg.weaponSelectTime = cg.time;
SetWeaponSelectTime();
return;
}
}
cg.weaponSelect = original;
}
/*
===============
CG_DPNextWeapon_f
===============
*/
void CG_DPNextWeapon_f( void ) {
int i;
int original;
if ( !cg.snap ) {
return;
}
/*
if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) {
return;
}
*/
original = cg.DataPadWeaponSelect;
for ( i = 0 ; i <= MAX_PLAYER_WEAPONS ; i++ )
{
cg.DataPadWeaponSelect++;
if ( cg.DataPadWeaponSelect < FIRST_WEAPON || cg.DataPadWeaponSelect > MAX_PLAYER_WEAPONS) {
cg.DataPadWeaponSelect = FIRST_WEAPON;
}
if ( CG_WeaponSelectable( cg.DataPadWeaponSelect, original ) )
{
return;
}
}
cg.DataPadWeaponSelect = original;
}
/*
===============
CG_DPPrevWeapon_f
===============
*/
void CG_DPPrevWeapon_f( void )
{
int i;
int original;
if ( !cg.snap )
{
return;
}
/*
if ( cg.snap->ps.pm_flags & PMF_FOLLOW )
{
return;
}
*/
original = cg.DataPadWeaponSelect;
for ( i = 0 ; i <= MAX_PLAYER_WEAPONS ; i++ )
{
cg.DataPadWeaponSelect--;
if ( cg.DataPadWeaponSelect < FIRST_WEAPON || cg.DataPadWeaponSelect > MAX_PLAYER_WEAPONS)
{
cg.DataPadWeaponSelect = MAX_PLAYER_WEAPONS;
}
if ( CG_WeaponSelectable( cg.DataPadWeaponSelect, original ) )
{
return;
}
}
cg.DataPadWeaponSelect = original;
}
/*
===============
CG_PrevWeapon_f
===============
*/
void CG_PrevWeapon_f( void ) {
int i;
int original;
if ( !cg.snap ) {
return;
}
/*
if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) {
return;
}
*/
if( g_entities[0].flags & FL_LOCK_PLAYER_WEAPONS )
{
CG_PlayerLockedWeaponSpeech( qfalse );
return;
}
//FIXME: cheaper check?
// if ( !Q_stricmp( "atst", g_entities[0].NPC_type ) )
if( g_entities[0].client && g_entities[0].client->NPC_class == CLASS_ATST )
{
CG_ToggleATSTWeapon();
return;
}
if ( cg.snap->ps.eFlags & EF_LOCKED_TO_WEAPON )
{
// can't do any sort of weapon switching when in the emplaced gun
return;
}
if ( cg.snap->ps.viewEntity )
{
// yeah, probably need a better check here
if ( g_entities[cg.snap->ps.viewEntity].client && ( g_entities[cg.snap->ps.viewEntity].client->NPC_class == CLASS_R5D2
|| g_entities[cg.snap->ps.viewEntity].client->NPC_class == CLASS_R2D2
|| g_entities[cg.snap->ps.viewEntity].client->NPC_class == CLASS_MOUSE ))
{
return;
}
}
original = cg.weaponSelect;
for ( i = 0 ; i <= MAX_PLAYER_WEAPONS ; i++ ) {
cg.weaponSelect--;
if ( cg.weaponSelect < FIRST_WEAPON || cg.weaponSelect > MAX_PLAYER_WEAPONS) {
cg.weaponSelect = MAX_PLAYER_WEAPONS;
}
if ( CG_WeaponSelectable( cg.weaponSelect, original ) )
{
SetWeaponSelectTime();
// cg.weaponSelectTime = cg.time;
return;
}
}
cg.weaponSelect = original;
}
/*
void CG_ChangeWeapon( int num )
Meant to be called from the normal game, so checks the game-side weapon inventory data
*/
void CG_ChangeWeapon( int num )
{
gentity_t *player = &g_entities[0];
if ( num < WP_NONE || num >= WP_NUM_WEAPONS )
{
return;
}
if( player->flags & FL_LOCK_PLAYER_WEAPONS )
{
CG_PlayerLockedWeaponSpeech( qfalse );
return;
}
if ( player->client != NULL && !(player->client->ps.stats[STAT_WEAPONS] & ( 1 << num )) )
{
return; // don't have the weapon
}
SetWeaponSelectTime();
// cg.weaponSelectTime = cg.time;
cg.weaponSelect = num;
}
/*
===============
CG_Weapon_f
===============
*/
void CG_Weapon_f( void ) {
int num;
if ( !cg.snap ) {
return;
}
/*
if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) {
return;
}
*/
if( g_entities[0].flags & FL_LOCK_PLAYER_WEAPONS )
{
CG_PlayerLockedWeaponSpeech( qfalse );
return;
}
//FIXME: cheaper check?
// if ( !Q_stricmp( "atst", g_entities[0].NPC_type ) )
if( g_entities[0].client && g_entities[0].client->NPC_class == CLASS_ATST )
{
CG_ToggleATSTWeapon();
return;
}
if ( cg.snap->ps.eFlags & EF_LOCKED_TO_WEAPON )
{
// can't do any sort of weapon switching when in the emplaced gun
return;
}
if ( cg.snap->ps.viewEntity )
{
// yeah, probably need a better check here
if ( g_entities[cg.snap->ps.viewEntity].client && ( g_entities[cg.snap->ps.viewEntity].client->NPC_class == CLASS_R5D2
|| g_entities[cg.snap->ps.viewEntity].client->NPC_class == CLASS_R2D2
|| g_entities[cg.snap->ps.viewEntity].client->NPC_class == CLASS_MOUSE ))
{
return;
}
}
num = atoi( CG_Argv( 1 ) );
if ( num < WP_NONE || num >= WP_NUM_WEAPONS ) {
return;
}
if ( num == WP_SABER )
{//lightsaber
if ( ! ( cg.snap->ps.stats[STAT_WEAPONS] & ( 1 << num ) ) )
{//don't have saber, try stun baton
num = WP_STUN_BATON;
}
else if ( num == cg.snap->ps.weapon )
{//already have it up, let's try to toggle it
//can't toggle it if not holding it and not controlling it or dead
if ( cg.predicted_player_state.stats[STAT_HEALTH] > 0 && (!cg_entities[0].currentState.saberInFlight || (&g_entities[cg_entities[0].gent->client->ps.saberEntityNum] != NULL && g_entities[cg_entities[0].gent->client->ps.saberEntityNum].s.pos.trType == TR_LINEAR) ) )
{//it's either in-hand or it's under telekinetic control
if ( cg_entities[0].currentState.saberActive )
{
cg_entities[0].gent->client->ps.saberActive = qfalse;
if ( cg_entities[0].currentState.saberInFlight )
{//play it on the saber
cgi_S_UpdateEntityPosition( cg_entities[0].gent->client->ps.saberEntityNum, g_entities[cg_entities[0].gent->client->ps.saberEntityNum].currentOrigin );
cgi_S_StartSound (NULL, cg_entities[0].gent->client->ps.saberEntityNum, CHAN_AUTO, cgi_S_RegisterSound( "sound/weapons/saber/saberoff.wav" ) );
}
else
{
cgi_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgi_S_RegisterSound( "sound/weapons/saber/saberoff.wav" ) );
}
}
else
{
cg_entities[0].gent->client->ps.saberActive = qtrue;
}
}
}
}
else if ( num >= WP_THERMAL && num <= WP_DET_PACK )
{
if (cg.snap->ps.weapon >= WP_THERMAL && cg.snap->ps.weapon <= WP_DET_PACK )
{
//cycle through these
int weap = cg.snap->ps.weapon + 1, ct = 0;
// prevent an endless loop
while ( ct <= 3 )
{
if ( weap > WP_DET_PACK )
{
weap = WP_THERMAL;
}
if ( CG_WeaponSelectable( weap, cg.snap->ps.weapon ) )
{
num = weap;
break;
}
weap++;
ct++;
}
}
else //not in cycle range, but tyring to choose one
{
for (int ct=0; ct<3; ct++)
{
if ( cg.snap->ps.stats[STAT_WEAPONS] & ( 1 << num ) ) {
break; //have the weapon
}
num++;
if ( num > WP_DET_PACK )
{
num = WP_THERMAL;
}
}
}
}
if ( ! ( cg.snap->ps.stats[STAT_WEAPONS] & ( 1 << num ) ) ) {
return; // don't have the weapon
}
SetWeaponSelectTime();
// cg.weaponSelectTime = cg.time;
cg.weaponSelect = num;
}
/*
===================
CG_OutOfAmmoChange
The current weapon has just run out of ammo
===================
*/
void CG_OutOfAmmoChange( void ) {
int i;
int original;
cgi_FF_StartFX( fffx_OutOfAmmo );
if ( cg.weaponSelectTime + 200 > cg.time )
return;
//FIXME: cheaper check?
// if ( !Q_stricmp( "atst", g_entities[0].NPC_type ) )
if( g_entities[0].client && g_entities[0].client->NPC_class == CLASS_ATST )
{
CG_ToggleATSTWeapon();
return;
}
original = cg.weaponSelect;
for ( i = WP_DET_PACK; i > 0 ; i-- ) { //We don't want the emplaced, or melee here
if ( original != i && CG_WeaponSelectable( i, original ) )
{
if ( 1 == cg_autoswitch.integer &&
( i == WP_TRIP_MINE || i == WP_DET_PACK || i == WP_THERMAL || i == WP_ROCKET_LAUNCHER) ) // safe weapon switch
{
// don't switch to this weapon
}
else
{
SetWeaponSelectTime();
// cg.weaponSelectTime = cg.time;
cg.weaponSelect = i;
break;
}
}
}
}
/*
===================================================================================================
WEAPON EVENTS
===================================================================================================
*/
/*
================
CG_FireWeapon
Caused by an EV_FIRE_WEAPON event
================
*/
void CG_FireWeapon( centity_t *cent, qboolean alt_fire )
{
entityState_t *ent;
weaponInfo_t *weap;
ent = &cent->currentState;
if ( ent->weapon == WP_NONE ) {
return;
}
if ( ent->weapon >= WP_NUM_WEAPONS ) {
CG_Error( "CG_FireWeapon: ent->weapon >= WP_NUM_WEAPONS" );
return;
}
weap = &cg_weapons[ ent->weapon ];
// mark the entity as muzzle flashing, so when it is added it will
// append the flash to the weapon model
cent->muzzleFlashTime = cg.time;
cent->altFire = alt_fire;
// lightning type guns only does this this on initial press
if ( ent->weapon == WP_SABER )
{
if ( cent->pe.lightningFiring )
{
/* if ( ent->weapon == WP_DREADNOUGHT )
{
cgi_FF_EnsureFX( fffx_Laser3 );
}
*/
return;
}
}
// force feedback...
//
if ( cent->gent->s.number == 0 )
switch (ent->weapon)
{
// FIXME: These will need to be remapped to the most appropriate weapon since these are just leftovers
// from EF
case WP_SABER:
//cgi_FF_StartFX( fffx_SwitchClick ); // repeat-fire handled above, but this just give an initial jolt
break;
case WP_DISRUPTOR:
case WP_BRYAR_PISTOL:
case WP_THERMAL:
cgi_FF_StartFX( alt_fire ? fffx_Shotgun : fffx_Pistol);
break;
case WP_FLECHETTE:
case WP_REPEATER:
cgi_FF_StartFX( alt_fire ? fffx_MachineGun : fffx_GatlingGun);
break;
case WP_BLASTER:
cgi_FF_StartFX( alt_fire ? fffx_Missile : fffx_Pistol);
break;
/*
case WP_CHAOTICA_GUARD_GUN:
cgi_FF_StartFX( alt_fire ? fffx_Missile : fffx_Pistol);
break;
case WP_QUANTUM_BURST:
cgi_FF_StartFX( alt_fire ? fffx_RocketLaunch : fffx_Punched);
break;
case WP_DREADNOUGHT:
cgi_FF_StartFX( fffx_Shotgun ); // repeat-fire handled above
break;
case WP_TRICORDER:
cgi_FF_StartFX( fffx_SwitchClick);
break;
*/
}
// Do overcharge sound that get's added to the top
if (( ent->powerups & ( 1<<PW_WEAPON_OVERCHARGE )))
{
if ( alt_fire )
{
switch( ent->weapon )
{
case WP_THERMAL:
case WP_DET_PACK:
case WP_TRIP_MINE:
case WP_ROCKET_LAUNCHER:
case WP_FLECHETTE:
// these weapon fires don't overcharge
break;
case WP_BLASTER:
cgi_S_StartSound( NULL, ent->number, CHAN_AUTO, cgs.media.overchargeFastSound );
break;
default:
cgi_S_StartSound( NULL, ent->number, CHAN_AUTO, cgs.media.overchargeSlowSound );
break;
}
}
else
{
switch( ent->weapon )
{
case WP_THERMAL:
case WP_DET_PACK:
case WP_TRIP_MINE:
case WP_ROCKET_LAUNCHER:
// these weapon fires don't overcharge
break;
case WP_REPEATER:
cgi_S_StartSound( NULL, ent->number, CHAN_AUTO, cgs.media.overchargeFastSound );
break;
default:
cgi_S_StartSound( NULL, ent->number, CHAN_AUTO, cgs.media.overchargeSlowSound );
break;
}
}
}
}
/*
================
CG_FireSeeker
Caused by an EV_FIRE_WEAPON event
================
*/
void CG_FireSeeker( centity_t *cent )
{
vec3_t org;
entityState_t *ent;
weaponInfo_t *weap;
ent = &cent->currentState;
weap = &cg_weapons[ WP_BLASTER ];
// must match cg_effects ( CG_Seeker ) & g_weapon ( SeekerAcquiresTarget ) & cg_weapons ( CG_FireSeeker )
float angle = cg.time * 0.004f;
org[0] = cg_entities[ent->eventParm].lerpOrigin[0] + 18 * cos( angle );
org[1] = cg_entities[ent->eventParm].lerpOrigin[1] + 18 * sin( angle );
org[2] = cg_entities[ent->eventParm].lerpOrigin[2] + cg.predicted_player_state.viewheight + 8 + (3 * cos(cg.time * 0.001));
cgi_S_StartSound( NULL, ent->eventParm, CHAN_WEAPON, cgi_S_RegisterSound( "sound/weapons/blaster/fire.wav" ));
theFxScheduler.PlayEffect( "blaster/muzzle_flash", org, cent->gent->pos1 );
}
/*
=================
CG_BounceEffect
Caused by an EV_BOUNCE | EV_BOUNCE_HALF event
=================
*/
void CG_BounceEffect( centity_t *cent, int weapon, vec3_t origin, vec3_t normal )
{
switch( weapon )
{
case WP_THERMAL:
if ( rand() & 1 ) {
cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeBounce1 );
} else {
cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeBounce2 );
}
break;
case WP_BOWCASTER:
theFxScheduler.PlayEffect( cgs.effects.bowcasterBounceEffect, origin, normal );
break;
case WP_FLECHETTE:
theFxScheduler.PlayEffect( "flechette/ricochet", origin, normal );
break;
default:
if ( rand() & 1 ) {
cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeBounce1 );
} else {
cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeBounce2 );
}
break;
}
}
//----------------------------------------------------------------------
void CG_MissileStick( centity_t *cent, int weapon, vec3_t position )
//----------------------------------------------------------------------
{
sfxHandle_t snd = 0;
switch( weapon )
{
case WP_FLECHETTE:
snd = cgs.media.flechetteStickSound;
break;
case WP_DET_PACK:
snd = cgs.media.detPackStickSound;
break;
case WP_TRIP_MINE:
snd = cgs.media.tripMineStickSound;
break;
}
if ( snd )
{
cgi_S_StartSound( NULL, cent->currentState.number, CHAN_AUTO, snd );
}
}
/*
=================
CG_MissileHitWall
Caused by an EV_MISSILE_MISS event, or directly by local bullet tracing
=================
*/
void CG_MissileHitWall( centity_t *cent, int weapon, vec3_t origin, vec3_t dir, qboolean altFire )
{
int parm;
switch( weapon )
{
case WP_BRYAR_PISTOL:
if ( altFire )
{
parm = 0;
if ( cent->gent )
{
parm += cent->gent->count;
}
FX_BryarAltHitWall( origin, dir, parm );
}
else
{
FX_BryarHitWall( origin, dir );
}
break;
case WP_BLASTER:
FX_BlasterWeaponHitWall( origin, dir );
break;
case WP_BOWCASTER:
FX_BowcasterHitWall( origin, dir );
break;
case WP_REPEATER:
if ( altFire )
{
FX_RepeaterAltHitWall( origin, dir );
}
else
{
FX_RepeaterHitWall( origin, dir );
}
break;
case WP_DEMP2:
if ( altFire )
{
}
else
{
FX_DEMP2_HitWall( origin, dir );
}
break;
case WP_FLECHETTE:
if ( altFire )
{
theFxScheduler.PlayEffect( "flechette/alt_blow", origin, dir );
}
else
{
FX_FlechetteWeaponHitWall( origin, dir );
}
break;
case WP_ROCKET_LAUNCHER:
FX_RocketHitWall( origin, dir );
break;
case WP_THERMAL:
theFxScheduler.PlayEffect( "thermal/explosion", origin, dir );
theFxScheduler.PlayEffect( "thermal/shockwave", origin );
break;
case WP_EMPLACED_GUN:
FX_EmplacedHitWall( origin, dir );
break;
case WP_ATST_MAIN:
FX_ATSTMainHitWall( origin, dir );
break;
case WP_ATST_SIDE:
if ( altFire )
{
theFxScheduler.PlayEffect( "atst/side_alt_explosion", origin, dir );
}
else
{
theFxScheduler.PlayEffect( "atst/side_main_impact", origin, dir );
}
break;
case WP_TRIP_MINE:
theFxScheduler.PlayEffect( "tripmine/explosion", origin, dir );
break;
case WP_DET_PACK:
theFxScheduler.PlayEffect( "detpack/explosion", origin, dir );
break;
case WP_TURRET:
theFxScheduler.PlayEffect( "turret/wall_impact", origin, dir );
break;
}
}
/*
-------------------------
CG_MissileHitPlayer
-------------------------
*/
void CG_MissileHitPlayer( centity_t *cent, int weapon, vec3_t origin, vec3_t dir, qboolean altFire )
{
gentity_t *other = NULL;
qboolean humanoid = qtrue;
if ( cent->gent )
{
other = &g_entities[cent->gent->s.otherEntityNum];
if( other->client )
{
class_t npc_class = other->client->NPC_class;
// check for all droids, maybe check for certain monsters if they're considered non-humanoid..?
if ( npc_class == CLASS_SEEKER || npc_class == CLASS_PROBE || npc_class == CLASS_MOUSE ||
npc_class == CLASS_GONK || npc_class == CLASS_R2D2 || npc_class == CLASS_R5D2 ||
npc_class == CLASS_PROTOCOL || npc_class == CLASS_MARK1 || npc_class == CLASS_MARK2 ||
npc_class == CLASS_INTERROGATOR || npc_class == CLASS_ATST || npc_class == CLASS_SENTRY )
{
humanoid = qfalse;
}
}
}
switch( weapon )
{
case WP_BRYAR_PISTOL:
if ( altFire )
{
FX_BryarAltHitPlayer( origin, dir, humanoid );
}
else
{
FX_BryarHitPlayer( origin, dir, humanoid );
}
break;
case WP_BLASTER:
FX_BlasterWeaponHitPlayer( origin, dir, humanoid );
break;
case WP_BOWCASTER:
FX_BowcasterHitPlayer( origin, dir, humanoid );
break;
case WP_REPEATER:
if ( altFire )
{
FX_RepeaterAltHitPlayer( origin, dir, humanoid );
}
else
{
FX_RepeaterHitPlayer( origin, dir, humanoid );
}
break;
case WP_DEMP2:
if ( !altFire )
{
FX_DEMP2_HitPlayer( origin, dir, humanoid );
}
// Do a full body effect here for some more feedback
if ( other && other->client )
{
other->s.powerups |= ( 1 << PW_SHOCKED );
other->client->ps.powerups[PW_SHOCKED] = cg.time + 1000;
}
break;
case WP_FLECHETTE:
if ( altFire )
{
theFxScheduler.PlayEffect( "flechette/alt_blow", origin, dir );
}
else
{
FX_FlechetteWeaponHitPlayer( origin, dir, humanoid );
}
break;
case WP_ROCKET_LAUNCHER:
FX_RocketHitPlayer( origin, dir, humanoid );
break;
case WP_THERMAL:
theFxScheduler.PlayEffect( "thermal/explosion", origin, dir );
theFxScheduler.PlayEffect( "thermal/shockwave", origin );
break;
case WP_EMPLACED_GUN:
FX_EmplacedHitPlayer( origin, dir, humanoid );
break;
case WP_TRIP_MINE:
theFxScheduler.PlayEffect( "tripmine/explosion", origin, dir );
break;
case WP_DET_PACK:
theFxScheduler.PlayEffect( "detpack/explosion", origin, dir );
break;
case WP_TURRET:
theFxScheduler.PlayEffect( "turret/flesh_impact", origin, dir );
break;
case WP_ATST_MAIN:
FX_EmplacedHitPlayer( origin, dir, humanoid );
break;
case WP_ATST_SIDE:
if ( altFire )
{
theFxScheduler.PlayEffect( "atst/side_alt_explosion", origin, dir );
}
else
{
theFxScheduler.PlayEffect( "atst/side_main_impact", origin, dir );
}
break;
}
}