reaction/code/ui/ui_players.c
2013-01-04 13:27:22 +00:00

1412 lines
35 KiB
C

//-----------------------------------------------------------------------------
//
// $Id$
//
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.8 2005/02/15 16:33:39 makro
// Tons of updates (entity tree attachment system, UI vectors)
//
// Revision 1.7 2003/03/28 10:36:03 jbravo
// Tweaking the replacement system a bit. Reactionmale now the default model
//
// Revision 1.6 2002/07/26 22:28:38 jbravo
// Fixed the server about menu, made the UI handle illegal models and skins
// better.
//
// Revision 1.5 2002/06/16 20:06:15 jbravo
// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
//
// Revision 1.4 2002/04/22 18:40:58 makro
// Model validation
//
// Revision 1.3 2002/02/21 20:10:16 jbravo
// Converted files back from M$ format and added cvs headers again.
//
//
//-----------------------------------------------------------------------------
// Copyright (C) 1999-2000 Id Software, Inc.
//
// 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;
sfxHandle_t weaponChangeSound;
/*
* ============
* COM_StripExtensionInPlace
* ============
* */
void COM_StripExtensionInPlace(char *name)
{
char* ext = strrchr(name, '.');
if (ext)
*ext = 0;
}
/*
===============
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) {
//Blaze: Changed from WP_MACHINEGUN to WP_PISTOL
if (weaponNum == WP_PISTOL) {
weaponNum = WP_NONE;
goto tryagain;
}
//Blaze: Changed from WP_MACHINEGUN to WP_PISTOL
weaponNum = WP_PISTOL;
goto tryagain;
}
//Blaze: none of our weapons have barrel models
/*if ( weaponNum == WP_PISTOL || weaponNum == WP_GAUNTLET || weaponNum == WP_BFG ) {
strcpy( path, item->world_model[0] );
COM_StripExtension( path, path );
strcat( path, "_barrel.md3" );
pi->barrelModel = trap_R_RegisterModel( path );
} */
strcpy(path, item->world_model[0]);
COM_StripExtensionInPlace(path);
strcat(path, "_flash.md3");
pi->flashModel = trap_R_RegisterModel(path);
//Blaze: I think this makes some funky colors or something, I dont really know ;)
//Blaze: Reaction Weapons
switch (weaponNum) {
case WP_KNIFE:
MAKERGB(pi->flashDlightColor, 0.6f, 0.6f, 1);
break;
case WP_PISTOL:
MAKERGB(pi->flashDlightColor, 1, 1, 0);
break;
case WP_M4:
MAKERGB(pi->flashDlightColor, 1, 1, 0);
break;
case WP_SSG3000:
MAKERGB(pi->flashDlightColor, 1, 0.7f, 0.5f);
break;
case WP_MP5:
MAKERGB(pi->flashDlightColor, 1, 0.75f, 0);
break;
case WP_HANDCANNON:
MAKERGB(pi->flashDlightColor, 0.6f, 0.6f, 1);
break;
case WP_M3:
MAKERGB(pi->flashDlightColor, 1, 0.5f, 0);
break;
case WP_AKIMBO:
MAKERGB(pi->flashDlightColor, 0.6f, 0.6f, 1);
break;
case WP_GRENADE:
MAKERGB(pi->flashDlightColor, 1, 0.7f, 1);
break;
default:
MAKERGB(pi->flashDlightColor, 1, 1, 1);
break;
}
}
/*
===============
UI_ForceLegsAnim
===============
*/
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;
}
}
/*
===============
UI_SetLegsAnim
===============
*/
static void UI_SetLegsAnim(playerInfo_t * pi, int anim)
{
if (pi->pendingLegsAnim) {
anim = pi->pendingLegsAnim;
pi->pendingLegsAnim = 0;
}
UI_ForceLegsAnim(pi, anim);
}
/*
===============
UI_ForceTorsoAnim
===============
*/
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;
}
}
/*
===============
UI_SetTorsoAnim
===============
*/
static void UI_SetTorsoAnim(playerInfo_t * pi, int anim)
{
if (pi->pendingTorsoAnim) {
anim = pi->pendingTorsoAnim;
pi->pendingTorsoAnim = 0;
}
UI_ForceTorsoAnim(pi, anim);
}
/*
===============
UI_TorsoSequencing
===============
*/
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;
}
}
/*
===============
UI_LegsSequencing
===============
*/
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;
}
}
/*
======================
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
===============
*/
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;
}
/*
===============
UI_RunLerpFrame
===============
*/
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);
}
}
/*
===============
UI_PlayerAnimation
===============
*/
static void UI_PlayerAnimation(playerInfo_t * pi, int *legsOld, int *legs, float *legsBackLerp,
int *torsoOld, int *torso, float *torsoBackLerp)
{
// legs animation
pi->legsAnimationTimer -= uiInfo.uiDC.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 -= uiInfo.uiDC.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;
}
/*
==================
UI_SwingAngles
==================
*/
static void UI_SwingAngles(float destination, float swingTolerance, float clampTolerance,
float speed, float *angle, qboolean * swinging)
{
float swing;
float move;
float scale;
if (!*swinging) {
// see if a swing should be started
swing = AngleSubtract(*angle, destination);
if (swing > swingTolerance || swing < -swingTolerance) {
*swinging = qtrue;
}
}
if (!*swinging) {
return;
}
// modify the speed depending on the delta
// so it doesn't seem so linear
swing = AngleSubtract(destination, *angle);
scale = fabs(swing);
if (scale < swingTolerance * 0.5) {
scale = 0.5;
} else if (scale < swingTolerance) {
scale = 1.0;
} else {
scale = 2.0;
}
// swing towards the destination angle
if (swing >= 0) {
move = uiInfo.uiDC.frameTime * scale * speed;
if (move >= swing) {
move = swing;
*swinging = qfalse;
}
*angle = AngleMod(*angle + move);
} else if (swing < 0) {
move = uiInfo.uiDC.frameTime * scale * -speed;
if (move <= swing) {
move = swing;
*swinging = qfalse;
}
*angle = AngleMod(*angle + move);
}
// clamp to no more than tolerance
swing = AngleSubtract(destination, *angle);
if (swing > clampTolerance) {
*angle = AngleMod(destination - (clampTolerance - 1));
} else if (swing < -clampTolerance) {
*angle = AngleMod(destination + (clampTolerance - 1));
}
}
/*
======================
UI_MovedirAdjustment
======================
*/
static float UI_MovedirAdjustment(playerInfo_t * pi)
{
vec3_t relativeAngles;
vec3_t moveVector;
VectorSubtract(pi->viewAngles, pi->moveAngles, relativeAngles);
AngleVectors(relativeAngles, moveVector, NULL, NULL);
if (Q_fabs(moveVector[0]) < 0.01) {
moveVector[0] = 0.0;
}
if (Q_fabs(moveVector[1]) < 0.01) {
moveVector[1] = 0.0;
}
if (moveVector[1] == 0 && moveVector[0] > 0) {
return 0;
}
if (moveVector[1] < 0 && moveVector[0] > 0) {
return 22;
}
if (moveVector[1] < 0 && moveVector[0] == 0) {
return 45;
}
if (moveVector[1] < 0 && moveVector[0] < 0) {
return -22;
}
if (moveVector[1] == 0 && moveVector[0] < 0) {
return 0;
}
if (moveVector[1] > 0 && moveVector[0] < 0) {
return 22;
}
if (moveVector[1] > 0 && moveVector[0] == 0) {
return -45;
}
return -22;
}
/*
===============
UI_PlayerAngles
===============
*/
static void UI_PlayerAngles(playerInfo_t * pi, vec3_t legs[3], vec3_t torso[3], vec3_t head[3])
{
vec3_t legsAngles, torsoAngles, headAngles;
float dest;
float adjust;
VectorCopy(pi->viewAngles, headAngles);
headAngles[YAW] = AngleMod(headAngles[YAW]);
VectorClear(legsAngles);
VectorClear(torsoAngles);
// --------- yaw -------------
// allow yaw to drift a bit
if ((pi->legsAnim & ~ANIM_TOGGLEBIT) != LEGS_IDLE || (pi->torsoAnim & ~ANIM_TOGGLEBIT) != TORSO_STAND) {
// if not standing still, always point all in the same direction
pi->torso.yawing = qtrue; // always center
pi->torso.pitching = qtrue; // always center
pi->legs.yawing = qtrue; // always center
}
// adjust legs for movement dir
adjust = UI_MovedirAdjustment(pi);
legsAngles[YAW] = headAngles[YAW] + adjust;
torsoAngles[YAW] = headAngles[YAW] + 0.25 * adjust;
// torso
UI_SwingAngles(torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing);
UI_SwingAngles(legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing);
torsoAngles[YAW] = pi->torso.yawAngle;
legsAngles[YAW] = pi->legs.yawAngle;
// --------- pitch -------------
// only show a fraction of the pitch angle in the torso
if (headAngles[PITCH] > 180) {
dest = (-360 + headAngles[PITCH]) * 0.75;
} else {
dest = headAngles[PITCH] * 0.75;
}
UI_SwingAngles(dest, 15, 30, 0.1f, &pi->torso.pitchAngle, &pi->torso.pitching);
torsoAngles[PITCH] = pi->torso.pitchAngle;
// pull the angles back out of the hierarchial chain
AnglesSubtract(headAngles, torsoAngles, headAngles);
AnglesSubtract(torsoAngles, legsAngles, torsoAngles);
AnglesToAxis(legsAngles, legs);
AnglesToAxis(torsoAngles, torso);
AnglesToAxis(headAngles, head);
}
/*
===============
UI_PlayerFloatSprite
===============
*/
static void UI_PlayerFloatSprite(playerInfo_t * pi, vec3_t origin, qhandle_t shader)
{
refEntity_t ent;
memset(&ent, 0, sizeof(ent));
VectorCopy(origin, ent.origin);
ent.origin[2] += 48;
ent.reType = RT_SPRITE;
ent.customShader = shader;
ent.radius = 10;
ent.renderfx = 0;
trap_R_AddRefEntityToScene(&ent);
}
/*
======================
UI_MachinegunSpinAngle
======================
*/
float UI_MachinegunSpinAngle(playerInfo_t * pi)
{
int delta;
float angle;
float speed;
int torsoAnim;
delta = dp_realtime - pi->barrelTime;
if (pi->barrelSpinning) {
angle = pi->barrelAngle + delta * SPIN_SPEED;
} else {
if (delta > COAST_TIME) {
delta = COAST_TIME;
}
speed = 0.5 * (SPIN_SPEED + (float) (COAST_TIME - delta) / COAST_TIME);
angle = pi->barrelAngle + delta * speed;
}
torsoAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT;
if (torsoAnim == TORSO_ATTACK2) {
torsoAnim = TORSO_ATTACK;
}
if (pi->barrelSpinning == !(torsoAnim == TORSO_ATTACK)) {
pi->barrelTime = dp_realtime;
pi->barrelAngle = AngleMod(angle);
pi->barrelSpinning = !!(torsoAnim == TORSO_ATTACK);
}
return angle;
}
/*
===============
UI_DrawPlayer
===============
*/
void UI_DrawPlayer(float x, float y, float w, float h, playerInfo_t * pi, int time)
{
refdef_t refdef;
refEntity_t legs;
refEntity_t torso;
refEntity_t head;
refEntity_t gun;
//Makro - barrel is no longer used
//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;
if (!pi->legsModel || !pi->torsoModel || !pi->headModel || !pi->animations[0].numFrames) {
return;
}
// this allows the ui to cache the player model on the main menu
if (w == 0 || h == 0) {
return;
}
dp_realtime = time;
if (pi->pendingWeapon != -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));
memset(&legs, 0, sizeof(legs));
memset(&torso, 0, sizeof(torso));
memset(&head, 0, sizeof(head));
refdef.rdflags = RDF_NOWORLDMODEL;
AxisClear(refdef.viewaxis);
refdef.x = x;
refdef.y = y;
refdef.width = w;
refdef.height = h;
refdef.fov_x = (int)((float)refdef.width / uiInfo.uiDC.xscale / 640.0f * 90.0f);
xx = refdef.width / uiInfo.uiDC.xscale / tan( refdef.fov_x / 360 * M_PI );
refdef.fov_y = atan2( refdef.height / uiInfo.uiDC.yscale, xx );
refdef.fov_y *= (360 / (float) M_PI);
// calculate distance so the player nearly fills the box
len = 0.7 * ( maxs[2] - mins[2] );
origin[0] = len / tan(DEG2RAD(refdef.fov_x) * 0.5);
origin[1] = 0.5 * (mins[1] + maxs[1]);
origin[2] = -0.5 * (mins[2] + maxs[2]);
refdef.time = dp_realtime;
//trap_R_ClearScene();
uiInfo.uiDC.clearScene();
// get the rotation information
UI_PlayerAngles(pi, legs.axis, torso.axis, head.axis);
// get the animation state (after rotation, to allow feet shuffle)
UI_PlayerAnimation(pi, &legs.oldframe, &legs.frame, &legs.backlerp,
&torso.oldframe, &torso.frame, &torso.backlerp);
renderfx = RF_LIGHTING_ORIGIN | RF_NOSHADOW;
//
// add the legs
//
legs.hModel = pi->legsModel;
legs.customSkin = pi->legsSkin;
VectorCopy(origin, legs.origin);
VectorCopy(origin, legs.lightingOrigin);
legs.renderfx = renderfx;
VectorCopy(legs.origin, legs.oldorigin);
trap_R_AddRefEntityToScene(&legs);
if (!legs.hModel) {
return;
}
//
// add the torso
//
torso.hModel = pi->torsoModel;
if (!torso.hModel) {
return;
}
torso.customSkin = pi->torsoSkin;
VectorCopy(origin, torso.lightingOrigin);
UI_PositionRotatedEntityOnTag(&torso, &legs, pi->legsModel, "tag_torso");
torso.renderfx = renderfx;
trap_R_AddRefEntityToScene(&torso);
//
// add the head
//
head.hModel = pi->headModel;
if (!head.hModel) {
return;
}
head.customSkin = pi->headSkin;
VectorCopy(origin, head.lightingOrigin);
UI_PositionRotatedEntityOnTag(&head, &torso, pi->torsoModel, "tag_head");
head.renderfx = renderfx;
trap_R_AddRefEntityToScene(&head);
//
// add the gun
//
if (pi->currentWeapon != WP_NONE) {
memset(&gun, 0, sizeof(gun));
gun.hModel = pi->weaponModel;
VectorCopy(origin, gun.lightingOrigin);
UI_PositionEntityOnTag(&gun, &torso, pi->torsoModel, "tag_weapon");
gun.renderfx = renderfx;
trap_R_AddRefEntityToScene(&gun);
}
//
// add the spinning barrel
//
//Blaze: No spinning barrels in rq3
/*
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);
uiInfo.uiDC.renderScene(&refdef);
}
/*
==========================
UI_FindClientHeadFile
==========================
*/
static qboolean UI_FindClientHeadFile(char *filename, int length, const char *teamName, const char *headModelName,
const char *headSkinName, const char *base, const char *ext)
{
char *team, *headsFolder;
int i;
team = "default";
if (headModelName[0] == '*') {
headsFolder = "heads/";
headModelName++;
} else {
headsFolder = "";
}
while (1) {
for (i = 0; i < 2; i++) {
if (i == 0 && teamName && *teamName) {
Com_sprintf(filename, length, "models/players/%s%s/%s/%s%s_%s.%s", headsFolder,
headModelName, headSkinName, teamName, base, team, ext);
} else {
Com_sprintf(filename, length, "models/players/%s%s/%s/%s_%s.%s", headsFolder,
headModelName, headSkinName, base, team, ext);
}
if (UI_FileExists(filename)) {
return qtrue;
}
if (i == 0 && teamName && *teamName) {
Com_sprintf(filename, length, "models/players/%s%s/%s%s_%s.%s", headsFolder,
headModelName, teamName, base, headSkinName, ext);
} else {
Com_sprintf(filename, length, "models/players/%s%s/%s_%s.%s", headsFolder,
headModelName, base, headSkinName, ext);
}
if (UI_FileExists(filename)) {
return qtrue;
}
if (!teamName || !*teamName) {
break;
}
}
// if tried the heads folder first
if (headsFolder[0]) {
break;
}
headsFolder = "heads/";
}
return qfalse;
}
/*
==========================
UI_RegisterClientSkin
==========================
*/
static qboolean UI_RegisterClientSkin(playerInfo_t * pi, const char *modelName, const char *skinName,
const char *headModelName, const char *headSkinName, const char *teamName)
{
char filename[MAX_QPATH];
if (teamName && *teamName) {
Com_sprintf(filename, sizeof(filename), "models/players/%s/%s/lower_%s.skin", modelName, teamName,
skinName);
} else {
Com_sprintf(filename, sizeof(filename), "models/players/%s/lower_%s.skin", modelName, skinName);
}
pi->legsSkin = trap_R_RegisterSkin(filename);
if (!pi->legsSkin) {
if (teamName && *teamName) {
Com_sprintf(filename, sizeof(filename), "models/players/characters/%s/%s/lower_%s.skin",
modelName, teamName, skinName);
} else {
Com_sprintf(filename, sizeof(filename), "models/players/characters/%s/lower_%s.skin", modelName,
skinName);
}
pi->legsSkin = trap_R_RegisterSkin(filename);
}
// JBravo: adding
if (!pi->legsSkin) {
Com_sprintf(filename, sizeof(filename), "models/players/%s/lower_%s.skin",
modelName, skinName);
pi->legsSkin = trap_R_RegisterSkin(filename);
}
if (teamName && *teamName) {
Com_sprintf(filename, sizeof(filename), "models/players/%s/%s/upper_%s.skin", modelName, teamName,
skinName);
} else {
Com_sprintf(filename, sizeof(filename), "models/players/%s/upper_%s.skin", modelName, skinName);
}
pi->torsoSkin = trap_R_RegisterSkin(filename);
if (!pi->torsoSkin) {
if (teamName && *teamName) {
Com_sprintf(filename, sizeof(filename), "models/players/characters/%s/%s/upper_%s.skin",
modelName, teamName, skinName);
} else {
Com_sprintf(filename, sizeof(filename), "models/players/characters/%s/upper_%s.skin", modelName,
skinName);
}
pi->torsoSkin = trap_R_RegisterSkin(filename);
}
// JBravo: adding
if (!pi->torsoSkin) {
Com_sprintf(filename, sizeof(filename), "models/players/%s/upper_%s.skin", modelName, skinName);
pi->torsoSkin = trap_R_RegisterSkin(filename);
}
if (UI_FindClientHeadFile(filename, sizeof(filename), teamName, headModelName, headSkinName, "head", "skin")) {
pi->headSkin = trap_R_RegisterSkin(filename);
}
if (!pi->legsSkin || !pi->torsoSkin || !pi->headSkin) {
// JBravo: No need for errors if the skin doesnt exsist. Lets drop in a default instead.
Com_sprintf(filename, sizeof(filename), "models/players/reactionmale/lower_default.skin");
pi->legsSkin = trap_R_RegisterSkin(filename);
Com_sprintf(filename, sizeof(filename), "models/players/reactionmale/upper_default.skin");
pi->torsoSkin = trap_R_RegisterSkin(filename);
Com_sprintf(filename, sizeof(filename), "models/players/reactionmale/head_default.skin");
pi->headSkin = trap_R_RegisterSkin(filename);
trap_Cvar_Set("model", "reactionmale/default");
trap_Cvar_Set("headmodel", "reactionmale/default");
}
return qtrue;
}
/*
======================
UI_ParseAnimationFile
======================
*/
static qboolean UI_ParseAnimationFile(const char *filename, animation_t * animations)
{
char *text_p, *prev;
int len;
int i;
char *token;
float fps;
int skip;
char text[20000];
fileHandle_t f;
memset(animations, 0, sizeof(animation_t) * MAX_ANIMATIONS);
// 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);
COM_Compress(text);
// parse the text
text_p = text;
skip = 0; // quite the compiler warning
// read optional parameters
while (1) {
prev = text_p; // so we can unget
token = COM_Parse(&text_p);
if (!token) {
break;
}
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;
}
Com_Printf("unknown token '%s' is %s\n", token, filename);
}
// 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;
}
return qtrue;
}
/*
==========================
UI_RegisterClientModelname
==========================
*/
qboolean UI_RegisterClientModelname(playerInfo_t * pi, const char *modelSkinName, const char *headModelSkinName,
const char *teamName)
{
char modelName[MAX_QPATH];
char skinName[MAX_QPATH];
char headModelName[MAX_QPATH];
char headSkinName[MAX_QPATH];
char filename[MAX_QPATH];
char *slash;
pi->torsoModel = 0;
pi->headModel = 0;
if (!modelSkinName[0]) {
return qfalse;
}
Q_strncpyz(modelName, modelSkinName, sizeof(modelName));
slash = strchr(modelName, '/');
if (!slash) {
// modelName did not include a skin name
Q_strncpyz(skinName, "default", sizeof(skinName));
} else {
Q_strncpyz(skinName, slash + 1, sizeof(skinName));
*slash = '\0';
}
Q_strncpyz(headModelName, headModelSkinName, sizeof(headModelName));
slash = strchr(headModelName, '/');
if (!slash) {
// modelName did not include a skin name
Q_strncpyz(headSkinName, "default", sizeof(skinName));
} else {
Q_strncpyz(headSkinName, slash + 1, sizeof(skinName));
*slash = '\0';
}
// load cmodels before models so filecache works
Com_sprintf(filename, sizeof(filename), "models/players/%s/lower.md3", modelName);
pi->legsModel = trap_R_RegisterModel(filename);
if (!pi->legsModel) {
Com_sprintf(filename, sizeof(filename), "models/players/characters/%s/lower.md3", modelName);
pi->legsModel = trap_R_RegisterModel(filename);
if (!pi->legsModel) {
// JBravo: no errors on bad models. Defaults in stead.
Com_sprintf(filename, sizeof(filename), "models/players/reactionmale/lower.md3");
pi->legsModel = trap_R_RegisterModel(filename);
trap_Cvar_Set("model", "reactionmale/default");
//Com_Printf("Failed to load model file %s\n", filename);
//return qfalse;
}
}
Com_sprintf(filename, sizeof(filename), "models/players/%s/upper.md3", modelName);
pi->torsoModel = trap_R_RegisterModel(filename);
if (!pi->torsoModel) {
Com_sprintf(filename, sizeof(filename), "models/players/characters/%s/upper.md3", modelName);
pi->torsoModel = trap_R_RegisterModel(filename);
if (!pi->torsoModel) {
// JBravo: no errors on bad models. Defaults in stead.
Com_sprintf(filename, sizeof(filename), "models/players/reactionmale/upper.md3");
pi->torsoModel = trap_R_RegisterModel(filename);
trap_Cvar_Set("model", "reactionmale/default");
//Com_Printf("Failed to load model file %s\n", filename);
//return qfalse;
}
}
// JBravo: fixed a warning...
if (headModelName[0] == '*') {
Com_sprintf(filename, sizeof(filename), "models/players/heads/%s/%s.md3", &headModelName[1],
&headModelName[1]);
} else {
Com_sprintf(filename, sizeof(filename), "models/players/%s/head.md3", headModelName);
}
pi->headModel = trap_R_RegisterModel(filename);
if (!pi->headModel && headModelName[0] != '*') {
Com_sprintf(filename, sizeof(filename), "models/players/heads/%s/%s.md3", headModelName, headModelName);
pi->headModel = trap_R_RegisterModel(filename);
}
if (!pi->headModel) {
Com_sprintf(filename, sizeof(filename), "models/players/reactionmale/head.md3");
pi->headModel = trap_R_RegisterModel(filename);
trap_Cvar_Set("model", "reactionmale/default");
//Com_Printf("Failed to load model file %s\n", filename);
//return qfalse;
}
// if any skins failed to load, fall back to default
if (!UI_RegisterClientSkin(pi, modelName, skinName, headModelName, headSkinName, teamName)) {
if (!UI_RegisterClientSkin(pi, modelName, "default", headModelName, "default", teamName)) {
Com_Printf("Failed to load skin file: %s : %s\n", modelName, skinName);
return qfalse;
}
}
// load the animations
Com_sprintf(filename, sizeof(filename), "models/players/%s/animation.cfg", modelName);
if (!UI_ParseAnimationFile(filename, pi->animations)) {
Com_sprintf(filename, sizeof(filename), "models/players/characters/%s/animation.cfg", modelName);
if (!UI_ParseAnimationFile(filename, pi->animations)) {
Com_sprintf(filename, sizeof(filename), "models/players/reactionmale/animation.cfg");
if (!UI_ParseAnimationFile(filename, pi->animations)) {
Com_Printf("Failed to load animation file %s\n", filename);
return qfalse;
}
}
}
return qtrue;
}
/*
===============
UI_PlayerInfo_SetModel
===============
*/
void UI_PlayerInfo_SetModel(playerInfo_t * pi, const char *model, const char *headmodel, char *teamName)
{
memset(pi, 0, sizeof(*pi));
UI_RegisterClientModelname(pi, model, headmodel, teamName);
//Blaze: Changed from WP_MACHINEGUN to WP_PISTOL
pi->weapon = WP_PISTOL;
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)
{
int currentAnim;
weapon_t weaponNum;
pi->chat = chat;
// view angles
VectorCopy(viewAngles, pi->viewAngles);
// move angles
VectorCopy(moveAngles, pi->moveAngles);
if (pi->newModel) {
pi->newModel = qfalse;
jumpHeight = 0;
pi->pendingLegsAnim = 0;
UI_ForceLegsAnim(pi, legsAnim);
pi->legs.yawAngle = viewAngles[YAW];
pi->legs.yawing = qfalse;
pi->pendingTorsoAnim = 0;
UI_ForceTorsoAnim(pi, torsoAnim);
pi->torso.yawAngle = viewAngles[YAW];
pi->torso.yawing = qfalse;
if (weaponNumber != -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;
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) {
//Changed from WP_GAUNTLET to WP_KNIFE
if (weaponNum == WP_NONE || weaponNum == WP_KNIFE) {
torsoAnim = TORSO_STAND2;
} else {
torsoAnim = TORSO_STAND;
}
}
if (torsoAnim == TORSO_ATTACK || torsoAnim == TORSO_ATTACK2) {
//Changed from WP_GAUNTLET to WP_KNIFE
if (weaponNum == WP_NONE || weaponNum == WP_KNIFE) {
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);
}
}