lilium-voyager/code/q3_ui/ui_players.c
Thilo Schulz eb9fe030c4 Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################

- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
  NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
  in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes. 
  NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.

################################################################################
Details:
################################################################################

********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
     blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
          be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0) 
     but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be 
          ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no 
     Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered 
          if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you 
     don't play (io)Quake3 every day and know the places where it happens! ;) 
     But anyway...
     Test: start q3dm12 go to "Long Jump Canyon" (where the small platform 
     teleporter for the BFG is) place yourself at the point where the railgun 
     spawns, look in the direction where the red suspended armor is. Now shoot
     at the sloped wall on the out/leftside of the door you see. (the sloped 
     wall should be nearly in the center of your screen now). If you choose the 
     correct brush face and shoot up and down at this brush face, the impact 
     marks sometimes aren't visible.

     There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from 
         "Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
     Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not 
     restricted to that. All weapons except those two were handled correct. 
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats 
          with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here: 
      http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.

      Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
     someone tries to implement a lot of singleplayer monsters which should
walk
     slowly (like the "Crash" bot). So if someone wants to make slow down bots
     or monsters when they are walking towards a goal and alter the function
     "BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
     this is the default (also buggy) behavior they start running although they
     shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J. 
          Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
                              (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)) 
                   should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
                              (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
     "(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots 
     (test: mpq3tourney6 with many bots). If that happens, game becomes 
     unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
   I added this: 
#ifdef MISSIONPACK
    if (bs->enemy == redobelisk.entitynum || bs->enemy == 
                                                        blueobelisk.entitynum)
{
    AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
    return qfalse;
    }
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
     shooting at you, although you are on their team now. It seems that the 
     configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
     enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
         "Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
     You can test it with some regular id maps (q3dm14, q3dm12) but there are
     also many custom maps where this can happen! This is annoying because in 
     the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman. 
          Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
     (something like "Limbo" or "Meeting") because of the way the player spawn
     effect, intermission and spawning on victory pads is handled. I reworked
it
     a bit and simplified it so that the effect is handled when a client      
     respawns
     (as the name says) and not when a client begins. I think this will help 
     more
     mod makers everytime they want to make changes to spawning of players,
bots
     on victory pads or monsters... and want to avoid spectators with 
     Machineguns
     which can kill and score... :()

     NOTE: I also renamed the poorly named function "respawn" 
           to "ClientRespawn". If someone searches the code base for "respawn" 
           it was really hard to find the correct place for what was 
           meant. "respawn" is used so often, that you really get headache ... 
           now with "ClientRespawn" it's easier!

     IMPORTANT: The whole respawning, moving to intermission point and 
                everything related to that is now done in a more reliable way 
                without changing the default behavior. (How critical the whole 
                spwaning mess was did you see by yourself (ioquake3 rev. 2076). 
                With this patch it's safer. 
                Trust me, I spent hours of fixing silly problems...
-------------------------------------------------------------------------------- 
Solution: Simplified "ClientBegin" and moved the teleport event  
          to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
     drowning sounds are played together. This is silly. Moreover it's no good
     idea to let the server play client sounds! There was a solution in a mod 
     called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************

################################################################################
2011-08-01 11:39:33 +00:00

1288 lines
30 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
// ui_players.c
#include "ui_local.h"
#define UI_TIMER_GESTURE 2300
#define UI_TIMER_JUMP 1000
#define UI_TIMER_LAND 130
#define UI_TIMER_WEAPON_SWITCH 300
#define UI_TIMER_ATTACK 500
#define UI_TIMER_MUZZLE_FLASH 20
#define UI_TIMER_WEAPON_DELAY 250
#define JUMP_HEIGHT 56
#define SWINGSPEED 0.3f
#define SPIN_SPEED 0.9f
#define COAST_TIME 1000
static int dp_realtime;
static float jumpHeight;
/*
===============
UI_PlayerInfo_SetWeapon
===============
*/
static void UI_PlayerInfo_SetWeapon( playerInfo_t *pi, weapon_t weaponNum ) {
gitem_t * item;
char path[MAX_QPATH];
pi->currentWeapon = weaponNum;
tryagain:
pi->realWeapon = weaponNum;
pi->weaponModel = 0;
pi->barrelModel = 0;
pi->flashModel = 0;
if ( weaponNum == WP_NONE ) {
return;
}
for ( item = bg_itemlist + 1; item->classname ; item++ ) {
if ( item->giType != IT_WEAPON ) {
continue;
}
if ( item->giTag == weaponNum ) {
break;
}
}
if ( item->classname ) {
pi->weaponModel = trap_R_RegisterModel( item->world_model[0] );
}
if( pi->weaponModel == 0 ) {
if( weaponNum == WP_MACHINEGUN ) {
weaponNum = WP_NONE;
goto tryagain;
}
weaponNum = WP_MACHINEGUN;
goto tryagain;
}
if ( weaponNum == WP_MACHINEGUN || weaponNum == WP_GAUNTLET || weaponNum == WP_BFG ) {
strcpy( path, item->world_model[0] );
COM_StripExtension( path, path, sizeof(path) );
strcat( path, "_barrel.md3" );
pi->barrelModel = trap_R_RegisterModel( path );
}
strcpy( path, item->world_model[0] );
COM_StripExtension( path, path, sizeof(path) );
strcat( path, "_flash.md3" );
pi->flashModel = trap_R_RegisterModel( path );
switch( weaponNum ) {
case WP_GAUNTLET:
MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
break;
case WP_MACHINEGUN:
MAKERGB( pi->flashDlightColor, 1, 1, 0 );
break;
case WP_SHOTGUN:
MAKERGB( pi->flashDlightColor, 1, 1, 0 );
break;
case WP_GRENADE_LAUNCHER:
MAKERGB( pi->flashDlightColor, 1, 0.7f, 0.5f );
break;
case WP_ROCKET_LAUNCHER:
MAKERGB( pi->flashDlightColor, 1, 0.75f, 0 );
break;
case WP_LIGHTNING:
MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
break;
case WP_RAILGUN:
MAKERGB( pi->flashDlightColor, 1, 0.5f, 0 );
break;
case WP_PLASMAGUN:
MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
break;
case WP_BFG:
MAKERGB( pi->flashDlightColor, 1, 0.7f, 1 );
break;
case WP_GRAPPLING_HOOK:
MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 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 -= uis.frametime;
if ( pi->legsAnimationTimer < 0 ) {
pi->legsAnimationTimer = 0;
}
UI_LegsSequencing( pi );
if ( pi->legs.yawing && ( pi->legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) {
UI_RunLerpFrame( pi, &pi->legs, LEGS_TURN );
} else {
UI_RunLerpFrame( pi, &pi->legs, pi->legsAnim );
}
*legsOld = pi->legs.oldFrame;
*legs = pi->legs.frame;
*legsBackLerp = pi->legs.backlerp;
// torso animation
pi->torsoAnimationTimer -= uis.frametime;
if ( pi->torsoAnimationTimer < 0 ) {
pi->torsoAnimationTimer = 0;
}
UI_TorsoSequencing( pi );
UI_RunLerpFrame( pi, &pi->torso, pi->torsoAnim );
*torsoOld = pi->torso.oldFrame;
*torso = pi->torso.frame;
*torsoBackLerp = pi->torso.backlerp;
}
/*
==================
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 = uis.frametime * scale * speed;
if ( move >= swing ) {
move = swing;
*swinging = qfalse;
}
*angle = AngleMod( *angle + move );
} else if ( swing < 0 ) {
move = uis.frametime * scale * -speed;
if ( move <= swing ) {
move = swing;
*swinging = qfalse;
}
*angle = AngleMod( *angle + move );
}
// clamp to no more than tolerance
swing = AngleSubtract( destination, *angle );
if ( swing > clampTolerance ) {
*angle = AngleMod( destination - (clampTolerance - 1) );
} else if ( swing < -clampTolerance ) {
*angle = AngleMod( destination + (clampTolerance - 1) );
}
}
/*
======================
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;
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;
}
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 / 640.0f * 90.0f);
xx = refdef.width / tan( refdef.fov_x / 360 * M_PI );
refdef.fov_y = atan2( refdef.height, xx );
refdef.fov_y *= ( 360 / M_PI );
// calculate distance so the player nearly fills the box
len = 0.7 * ( maxs[2] - mins[2] );
origin[0] = len / tan( DEG2RAD(refdef.fov_x) * 0.5 );
origin[1] = 0.5 * ( mins[1] + maxs[1] );
origin[2] = -0.5 * ( mins[2] + maxs[2] );
refdef.time = dp_realtime;
trap_R_ClearScene();
// get the rotation information
UI_PlayerAngles( pi, legs.axis, torso.axis, head.axis );
// get the animation state (after rotation, to allow feet shuffle)
UI_PlayerAnimation( pi, &legs.oldframe, &legs.frame, &legs.backlerp,
&torso.oldframe, &torso.frame, &torso.backlerp );
renderfx = RF_LIGHTING_ORIGIN | RF_NOSHADOW;
//
// add the legs
//
legs.hModel = pi->legsModel;
legs.customSkin = pi->legsSkin;
VectorCopy( origin, legs.origin );
VectorCopy( origin, legs.lightingOrigin );
legs.renderfx = renderfx;
VectorCopy (legs.origin, legs.oldorigin);
trap_R_AddRefEntityToScene( &legs );
if (!legs.hModel) {
return;
}
//
// add the torso
//
torso.hModel = pi->torsoModel;
if (!torso.hModel) {
return;
}
torso.customSkin = pi->torsoSkin;
VectorCopy( origin, torso.lightingOrigin );
UI_PositionRotatedEntityOnTag( &torso, &legs, pi->legsModel, "tag_torso");
torso.renderfx = renderfx;
trap_R_AddRefEntityToScene( &torso );
//
// add the head
//
head.hModel = pi->headModel;
if (!head.hModel) {
return;
}
head.customSkin = pi->headSkin;
VectorCopy( origin, head.lightingOrigin );
UI_PositionRotatedEntityOnTag( &head, &torso, pi->torsoModel, "tag_head");
head.renderfx = renderfx;
trap_R_AddRefEntityToScene( &head );
//
// add the gun
//
if ( pi->currentWeapon != WP_NONE ) {
memset( &gun, 0, sizeof(gun) );
gun.hModel = pi->weaponModel;
if( pi->currentWeapon == WP_RAILGUN ) {
Byte4Copy( pi->c1RGBA, gun.shaderRGBA );
}
else {
Byte4Copy( colorWhite, gun.shaderRGBA );
}
VectorCopy( origin, gun.lightingOrigin );
UI_PositionEntityOnTag( &gun, &torso, pi->torsoModel, "tag_weapon");
gun.renderfx = renderfx;
trap_R_AddRefEntityToScene( &gun );
}
//
// add the spinning barrel
//
if ( pi->realWeapon == WP_MACHINEGUN || pi->realWeapon == WP_GAUNTLET || pi->realWeapon == WP_BFG ) {
vec3_t angles;
memset( &barrel, 0, sizeof(barrel) );
VectorCopy( origin, barrel.lightingOrigin );
barrel.renderfx = renderfx;
barrel.hModel = pi->barrelModel;
angles[YAW] = 0;
angles[PITCH] = 0;
angles[ROLL] = UI_MachinegunSpinAngle( pi );
if( pi->realWeapon == WP_GAUNTLET || pi->realWeapon == WP_BFG ) {
angles[PITCH] = angles[ROLL];
angles[ROLL] = 0;
}
AnglesToAxis( angles, barrel.axis );
UI_PositionRotatedEntityOnTag( &barrel, &gun, pi->weaponModel, "tag_barrel");
trap_R_AddRefEntityToScene( &barrel );
}
//
// add muzzle flash
//
if ( dp_realtime <= pi->muzzleFlashTime ) {
if ( pi->flashModel ) {
memset( &flash, 0, sizeof(flash) );
flash.hModel = pi->flashModel;
if( pi->currentWeapon == WP_RAILGUN ) {
Byte4Copy( pi->c1RGBA, flash.shaderRGBA );
}
else {
Byte4Copy( colorWhite, flash.shaderRGBA );
}
VectorCopy( origin, flash.lightingOrigin );
UI_PositionEntityOnTag( &flash, &gun, pi->weaponModel, "tag_flash");
flash.renderfx = renderfx;
trap_R_AddRefEntityToScene( &flash );
}
// make a dlight for the flash
if ( pi->flashDlightColor[0] || pi->flashDlightColor[1] || pi->flashDlightColor[2] ) {
trap_R_AddLightToScene( flash.origin, 200 + (rand()&31), pi->flashDlightColor[0],
pi->flashDlightColor[1], pi->flashDlightColor[2] );
}
}
//
// add the chat icon
//
if ( pi->chat ) {
UI_PlayerFloatSprite( pi, origin, trap_R_RegisterShaderNoMip( "sprites/balloon3" ) );
}
//
// add an accent light
//
origin[0] -= 100; // + = behind, - = in front
origin[1] += 100; // + = left, - = right
origin[2] += 100; // + = above, - = below
trap_R_AddLightToScene( origin, 500, 1.0, 1.0, 1.0 );
origin[0] -= 100;
origin[1] -= 100;
origin[2] -= 100;
trap_R_AddLightToScene( origin, 500, 1.0, 0.0, 0.0 );
trap_R_RenderScene( &refdef );
}
/*
==========================
UI_RegisterClientSkin
==========================
*/
static qboolean UI_RegisterClientSkin( playerInfo_t *pi, const char *modelName, const char *skinName ) {
char filename[MAX_QPATH];
Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower_%s.skin", modelName, skinName );
pi->legsSkin = trap_R_RegisterSkin( filename );
Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper_%s.skin", modelName, skinName );
pi->torsoSkin = trap_R_RegisterSkin( filename );
Com_sprintf( filename, sizeof( filename ), "models/players/%s/head_%s.skin", modelName, skinName );
pi->headSkin = trap_R_RegisterSkin( filename );
if ( !pi->legsSkin || !pi->torsoSkin || !pi->headSkin ) {
return qfalse;
}
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 );
trap_FS_FCloseFile( f );
return qfalse;
}
trap_FS_Read( text, len, f );
text[len] = 0;
trap_FS_FCloseFile( f );
// parse the text
text_p = text;
skip = 0; // quite the compiler warning
// read optional parameters
while ( 1 ) {
prev = text_p; // so we can unget
token = COM_Parse( &text_p );
if ( !token ) {
break;
}
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\n", filename );
return qfalse;
}
return qtrue;
}
/*
==========================
UI_RegisterClientModelname
==========================
*/
qboolean UI_RegisterClientModelname( playerInfo_t *pi, const char *modelSkinName ) {
char modelName[MAX_QPATH];
char skinName[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 ) );
// truncate modelName
*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_Printf( "Failed to load model file %s\n", filename );
return qfalse;
}
Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.md3", modelName );
pi->torsoModel = trap_R_RegisterModel( filename );
if ( !pi->torsoModel ) {
Com_Printf( "Failed to load model file %s\n", filename );
return qfalse;
}
Com_sprintf( filename, sizeof( filename ), "models/players/%s/head.md3", modelName );
pi->headModel = trap_R_RegisterModel( filename );
if ( !pi->headModel ) {
Com_Printf( "Failed to load model file %s\n", filename );
return qfalse;
}
// if any skins failed to load, fall back to default
if ( !UI_RegisterClientSkin( pi, modelName, skinName ) ) {
if ( !UI_RegisterClientSkin( pi, modelName, "default" ) ) {
Com_Printf( "Failed to load skin file: %s : %s\n", modelName, skinName );
return qfalse;
}
}
// load the animations
Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", modelName );
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 ) {
memset( pi, 0, sizeof(*pi) );
UI_RegisterClientModelname( pi, model );
pi->weapon = WP_MACHINEGUN;
pi->currentWeapon = pi->weapon;
pi->lastWeapon = pi->weapon;
pi->pendingWeapon = -1;
pi->weaponTimer = 0;
pi->chat = qfalse;
pi->newModel = qtrue;
UI_PlayerInfo_SetWeapon( pi, pi->weapon );
}
/*
===============
UI_PlayerInfo_SetInfo
===============
*/
void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_t viewAngles, vec3_t moveAngles, weapon_t weaponNumber, qboolean chat ) {
int currentAnim;
weapon_t weaponNum;
int c;
pi->chat = chat;
c = (int)trap_Cvar_VariableValue( "color1" );
VectorClear( pi->color1 );
if( c < 1 || c > 7 ) {
VectorSet( pi->color1, 1, 1, 1 );
}
else {
if( c & 1 ) {
pi->color1[2] = 1.0f;
}
if( c & 2 ) {
pi->color1[1] = 1.0f;
}
if( c & 4 ) {
pi->color1[0] = 1.0f;
}
}
pi->c1RGBA[0] = 255 * pi->color1[0];
pi->c1RGBA[1] = 255 * pi->color1[1];
pi->c1RGBA[2] = 255 * pi->color1[2];
pi->c1RGBA[3] = 255;
// view angles
VectorCopy( viewAngles, pi->viewAngles );
// move angles
VectorCopy( moveAngles, pi->moveAngles );
if ( pi->newModel ) {
pi->newModel = qfalse;
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 ) {
if ( weaponNum == WP_NONE || weaponNum == WP_GAUNTLET ) {
torsoAnim = TORSO_STAND2;
}
else {
torsoAnim = TORSO_STAND;
}
}
if ( torsoAnim == TORSO_ATTACK || torsoAnim == TORSO_ATTACK2 ) {
if ( weaponNum == WP_NONE || weaponNum == WP_GAUNTLET ) {
torsoAnim = TORSO_ATTACK2;
}
else {
torsoAnim = TORSO_ATTACK;
}
pi->muzzleFlashTime = dp_realtime + UI_TIMER_MUZZLE_FLASH;
//FIXME play firing sound here
}
currentAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT;
if ( weaponNum != pi->currentWeapon || currentAnim == TORSO_RAISE || currentAnim == TORSO_DROP ) {
pi->pendingTorsoAnim = torsoAnim;
}
else if ( ( currentAnim == TORSO_GESTURE || currentAnim == TORSO_ATTACK ) && ( torsoAnim != currentAnim ) ) {
pi->pendingTorsoAnim = torsoAnim;
}
else if ( torsoAnim != currentAnim ) {
pi->pendingTorsoAnim = 0;
UI_ForceTorsoAnim( pi, torsoAnim );
}
}