lilium-voyager/code/ui/ui_players.c
Zack Middleton a3c2f77236 Fix Gauntlet barrel axis in UI
UI's PositionRotatedEntityOnTag is different than CGame's and
UI has switched pitch/roll for Gauntlet/BFG axis to get it to
look like /close to/ how it looks in CGame.

Making UI use the same *PositionRotatedEntityOnTag and axis as
CGame fixes the Gauntlet blade being wobbly in controls menu.
2014-05-18 20:38:14 -05:00

1375 lines
34 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;
sfxHandle_t weaponChangeSound;
/*
===============
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, lerped.axis, tempAxis );
MatrixMultiply( tempAxis, ((refEntity_t *)parent)->axis, 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;
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 != WP_NUM_WEAPONS && dp_realtime > pi->weaponTimer ) {
pi->weapon = pi->pendingWeapon;
pi->lastWeapon = pi->pendingWeapon;
pi->pendingWeapon = WP_NUM_WEAPONS;
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();
// 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
//
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 );
AnglesToAxis( angles, barrel.axis );
UI_PositionRotatedEntityOnTag( &barrel, &gun, pi->weaponModel, "tag_barrel");
trap_R_AddRefEntityToScene( &barrel );
}
//
// add muzzle flash
//
if ( dp_realtime <= pi->muzzleFlashTime ) {
if ( pi->flashModel ) {
memset( &flash, 0, sizeof(flash) );
flash.hModel = pi->flashModel;
VectorCopy( origin, flash.lightingOrigin );
UI_PositionEntityOnTag( &flash, &gun, pi->weaponModel, "tag_flash");
flash.renderfx = renderfx;
trap_R_AddRefEntityToScene( &flash );
}
// make a dlight for the flash
if ( pi->flashDlightColor[0] || pi->flashDlightColor[1] || pi->flashDlightColor[2] ) {
trap_R_AddLightToScene( flash.origin, 200 + (rand()&31), pi->flashDlightColor[0],
pi->flashDlightColor[1], pi->flashDlightColor[2] );
}
}
//
// add the chat icon
//
if ( pi->chat ) {
UI_PlayerFloatSprite( pi, origin, trap_R_RegisterShaderNoMip( "sprites/balloon3" ) );
}
//
// add an accent light
//
origin[0] -= 100; // + = behind, - = in front
origin[1] += 100; // + = left, - = right
origin[2] += 100; // + = above, - = below
trap_R_AddLightToScene( origin, 500, 1.0, 1.0, 1.0 );
origin[0] -= 100;
origin[1] -= 100;
origin[2] -= 100;
trap_R_AddLightToScene( origin, 500, 1.0, 0.0, 0.0 );
trap_R_RenderScene( &refdef );
}
/*
==========================
UI_FileExists
==========================
*/
static qboolean UI_FileExists(const char *filename) {
int len;
len = trap_FS_FOpenFile( filename, NULL, FS_READ );
if (len>0) {
return qtrue;
}
return qfalse;
}
/*
==========================
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 );
}
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 );
}
if ( UI_FindClientHeadFile( filename, sizeof(filename), teamName, headModelName, headSkinName, "head", "skin" ) ) {
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 );
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' in %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, 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 ) {
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 ) {
Com_Printf( "Failed to load model file %s\n", filename );
return qfalse;
}
}
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_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_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 );
pi->weapon = WP_MACHINEGUN;
pi->currentWeapon = pi->weapon;
pi->lastWeapon = pi->weapon;
pi->pendingWeapon = WP_NUM_WEAPONS;
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 != WP_NUM_WEAPONS ) {
pi->weapon = weaponNumber;
pi->currentWeapon = weaponNumber;
pi->lastWeapon = weaponNumber;
pi->pendingWeapon = WP_NUM_WEAPONS;
pi->weaponTimer = 0;
UI_PlayerInfo_SetWeapon( pi, pi->weapon );
}
return;
}
// weapon
if ( weaponNumber == WP_NUM_WEAPONS ) {
pi->pendingWeapon = WP_NUM_WEAPONS;
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 );
}
}