diff options
Diffstat (limited to 'src/cgame')
28 files changed, 32788 insertions, 0 deletions
diff --git a/src/cgame/cg_animation.c b/src/cgame/cg_animation.c new file mode 100644 index 0000000..e92a6e5 --- /dev/null +++ b/src/cgame/cg_animation.c @@ -0,0 +1,113 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2009 Darklegion Development + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA +=========================================================================== +*/ + +#include "cg_local.h" + +/* +=============== +CG_RunLerpFrame + +Sets cg.snap, cg.oldFrame, and cg.backlerp +cg.time should be between oldFrameTime and frameTime after exit +=============== +*/ +void CG_RunLerpFrame( lerpFrame_t *lf, float scale ) +{ +  int     f, numFrames; +  animation_t *anim; + +  // debugging tool to get no animations +  if( cg_animSpeed.integer == 0 ) +  { +    lf->oldFrame = lf->frame = lf->backlerp = 0; +    return; +  } + +  // if we have passed the current frame, move it to +  // oldFrame and calculate a new frame +  if( cg.time >= lf->frameTime ) +  { +    lf->oldFrame = lf->frame; +    lf->oldFrameTime = lf->frameTime; + +    // get the next frame based on the animation +    anim = lf->animation; +    if( !anim->frameLerp ) +      return;   // shouldn't happen + +    if( cg.time < lf->animationTime ) +      lf->frameTime = lf->animationTime;    // initial lerp +    else +      lf->frameTime = lf->oldFrameTime + anim->frameLerp; + +    f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp; +    f *= scale; +    numFrames = anim->numFrames; + +    if( anim->flipflop ) +      numFrames *= 2; + +    if( f >= numFrames ) +    { +      f -= numFrames; +      if( anim->loopFrames ) +      { +        f %= anim->loopFrames; +        f += anim->numFrames - anim->loopFrames; +      } +      else +      { +        f = numFrames - 1; +        // the animation is stuck at the end, so it +        // can immediately transition to another sequence +        lf->frameTime = cg.time; +      } +    } + +    if( anim->reversed ) +      lf->frame = anim->firstFrame + anim->numFrames - 1 - f; +    else if( anim->flipflop && f >= anim->numFrames ) +      lf->frame = anim->firstFrame + anim->numFrames - 1 - ( f % anim->numFrames ); +    else +      lf->frame = anim->firstFrame + f; + +    if( cg.time > lf->frameTime ) +    { +      lf->frameTime = cg.time; +      if( cg_debugAnim.integer ) +        CG_Printf( "Clamp lf->frameTime\n" ); +    } +  } + +  if( lf->frameTime > cg.time + 200 ) +    lf->frameTime = cg.time; + +  if( lf->oldFrameTime > cg.time ) +    lf->oldFrameTime = cg.time; + +  // calculate current lerp value +  if( lf->frameTime == lf->oldFrameTime ) +    lf->backlerp = 0; +  else +    lf->backlerp = 1.0 - (float)( cg.time - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime ); +} diff --git a/src/cgame/cg_animmapobj.c b/src/cgame/cg_animmapobj.c new file mode 100644 index 0000000..72464f7 --- /dev/null +++ b/src/cgame/cg_animmapobj.c @@ -0,0 +1,227 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2009 Darklegion Development + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA +=========================================================================== +*/ + +#include "cg_local.h" + + +/* +=============== +CG_DoorAnimation +=============== +*/ +static void CG_DoorAnimation( centity_t *cent, int *old, int *now, float *backLerp ) +{ +  CG_RunLerpFrame( ¢->lerpFrame, 1.0f ); + +  *old      = cent->lerpFrame.oldFrame; +  *now      = cent->lerpFrame.frame; +  *backLerp = cent->lerpFrame.backlerp; +} + + +/* +=============== +CG_ModelDoor +=============== +*/ +void CG_ModelDoor( centity_t *cent ) +{ +  refEntity_t     ent; +  entityState_t   *es; +  animation_t     anim; +  lerpFrame_t     *lf = ¢->lerpFrame; + +  es = ¢->currentState; + +  if( !es->modelindex ) +    return; + +  //create the render entity +  memset( &ent, 0, sizeof( ent ) ); +  VectorCopy( cent->lerpOrigin, ent.origin ); +  VectorCopy( cent->lerpOrigin, ent.oldorigin ); +  AnglesToAxis( cent->lerpAngles, ent.axis ); + +  ent.renderfx = RF_NOSHADOW; + +  //add the door model +  ent.skinNum = 0; +  ent.hModel = cgs.gameModels[ es->modelindex ]; + +  //scale the door +  VectorScale( ent.axis[ 0 ], es->origin2[ 0 ], ent.axis[ 0 ] ); +  VectorScale( ent.axis[ 1 ], es->origin2[ 1 ], ent.axis[ 1 ] ); +  VectorScale( ent.axis[ 2 ], es->origin2[ 2 ], ent.axis[ 2 ] ); +  ent.nonNormalizedAxes = qtrue; + +  //setup animation +  anim.firstFrame   = es->misc; +  anim.numFrames    = es->weapon; +  anim.reversed     = !es->legsAnim; +  anim.flipflop     = qfalse; +  anim.loopFrames   = 0; +  anim.frameLerp    = 1000 / es->torsoAnim; +  anim.initialLerp  = 1000 / es->torsoAnim; + +  //door changed state +  if( es->legsAnim != cent->doorState ) +  { +    lf->animationTime = lf->frameTime + anim.initialLerp; +    cent->doorState = es->legsAnim; +  } + +  lf->animation = &anim; + +  //run animation +  CG_DoorAnimation( cent, &ent.oldframe, &ent.frame, &ent.backlerp ); + +  trap_R_AddRefEntityToScene( &ent ); +} + + +/* +=============== +CG_AMOAnimation +=============== +*/ +static void CG_AMOAnimation( centity_t *cent, int *old, int *now, float *backLerp ) +{ +  if( !( cent->currentState.eFlags & EF_MOVER_STOP ) || cent->animPlaying ) +  { +    int delta = cg.time - cent->miscTime; + +    //hack to prevent "pausing" mucking up the lerping +    if( delta > 900 ) +    { +      cent->lerpFrame.oldFrameTime  += delta; +      cent->lerpFrame.frameTime     += delta; +    } + +    CG_RunLerpFrame( ¢->lerpFrame, 1.0f ); +    cent->miscTime = cg.time; +  } + +  *old      = cent->lerpFrame.oldFrame; +  *now      = cent->lerpFrame.frame; +  *backLerp = cent->lerpFrame.backlerp; +} + + +/* +================== +CG_animMapObj +================== +*/ +void CG_AnimMapObj( centity_t *cent ) +{ +  refEntity_t     ent; +  entityState_t   *es; +  float           scale; +  animation_t     anim; + +  es = ¢->currentState; + +  // if set to invisible, skip +  if( !es->modelindex || ( es->eFlags & EF_NODRAW ) ) +    return; + +  memset( &ent, 0, sizeof( ent ) ); + +  VectorCopy( es->angles, cent->lerpAngles ); +  AnglesToAxis( cent->lerpAngles, ent.axis ); + +  ent.hModel = cgs.gameModels[ es->modelindex ]; + +  VectorCopy( cent->lerpOrigin, ent.origin); +  VectorCopy( cent->lerpOrigin, ent.oldorigin); + +  ent.nonNormalizedAxes = qfalse; + +  //scale the model +  if( es->angles2[ 0 ] ) +  { +    scale = es->angles2[ 0 ]; +    VectorScale( ent.axis[ 0 ], scale, ent.axis[ 0 ] ); +    VectorScale( ent.axis[ 1 ], scale, ent.axis[ 1 ] ); +    VectorScale( ent.axis[ 2 ], scale, ent.axis[ 2 ] ); +    ent.nonNormalizedAxes = qtrue; +  } + +  //setup animation +  anim.firstFrame = es->misc; +  anim.numFrames = es->weapon; +  anim.reversed = qfalse; +  anim.flipflop = qfalse; + +  // if numFrames is negative the animation is reversed +  if( anim.numFrames < 0 ) +  { +    anim.numFrames = -anim.numFrames; +    anim.reversed = qtrue; +  } + +  anim.loopFrames = es->torsoAnim; + +  if( !es->legsAnim ) +  { +    anim.frameLerp = 1000; +    anim.initialLerp = 1000; +  } +  else +  { +    anim.frameLerp = 1000 / es->legsAnim; +    anim.initialLerp = 1000 / es->legsAnim; +  } + +  cent->lerpFrame.animation = &anim; +  +  if( !anim.loopFrames ) +  { +    // add one frame to allow the animation to play the last frame +    // add another to get it to stop playing at the first frame +    anim.numFrames += 2; + +    if( !cent->animInit ) +    { +      cent->animInit = qtrue; +      cent->animPlaying = !( cent->currentState.eFlags & EF_MOVER_STOP ); +    } +    else +    { +      if( cent->animLastState != +          !( cent->currentState.eFlags & EF_MOVER_STOP ) ) +      { +        cent->animPlaying = qtrue; +        cent->lerpFrame.animationTime = cg.time; +        cent->lerpFrame.frameTime = cg.time; +      } +    } +    cent->animLastState = !( cent->currentState.eFlags & EF_MOVER_STOP ); +  } + +  //run animation +  CG_AMOAnimation( cent, &ent.oldframe, &ent.frame, &ent.backlerp ); + +  // add to refresh list +  trap_R_AddRefEntityToScene(&ent); +} diff --git a/src/cgame/cg_attachment.c b/src/cgame/cg_attachment.c new file mode 100644 index 0000000..da094a5 --- /dev/null +++ b/src/cgame/cg_attachment.c @@ -0,0 +1,404 @@ +/* +=========================================================================== +Copyright (C) 2000-2009 Darklegion Development + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA +=========================================================================== +*/ + +// cg_attachment.c -- an abstract attachment system + +#include "cg_local.h" + +/* +=============== +CG_AttachmentPoint + +Return the attachment point +=============== +*/ +qboolean CG_AttachmentPoint( attachment_t *a, vec3_t v ) +{ +  centity_t   *cent; + +  if( !a ) +    return qfalse; + +  // if it all breaks, then use the last point we know was correct +  VectorCopy( a->lastValidAttachmentPoint, v ); + +  switch( a->type ) +  { +    case AT_STATIC: +      if( !a->staticValid ) +        return qfalse; + +      VectorCopy( a->origin, v ); +      break; + +    case AT_TAG: +      if( !a->tagValid ) +        return qfalse; + +      AxisCopy( axisDefault, a->re.axis ); +      CG_PositionRotatedEntityOnTag( &a->re, &a->parent, +                                     a->model, a->tagName ); +      VectorCopy( a->re.origin, v ); +      break; + +    case AT_CENT: +      if( !a->centValid ) +        return qfalse; + +      if( a->centNum == cg.predictedPlayerState.clientNum ) +      { +        // this is smoother if it's the local client +        VectorCopy( cg.predictedPlayerState.origin, v ); +      } +      else +      { +        cent = &cg_entities[ a->centNum ]; +        VectorCopy( cent->lerpOrigin, v ); +      } +      break; + +    case AT_PARTICLE: +      if( !a->particleValid ) +        return qfalse; + +      if( !a->particle->valid ) +      { +        a->particleValid = qfalse; +        return qfalse; +      } +      else +        VectorCopy( a->particle->origin, v ); +      break; + +    default: +      CG_Printf( S_COLOR_RED "ERROR: Invalid attachmentType_t in attachment\n" ); +      break; +  } + +  if( a->hasOffset ) +    VectorAdd( v, a->offset, v ); + +  VectorCopy( v, a->lastValidAttachmentPoint ); + +  return qtrue; +} + +/* +=============== +CG_AttachmentDir + +Return the attachment direction +=============== +*/ +qboolean CG_AttachmentDir( attachment_t *a, vec3_t v ) +{ +  vec3_t      forward; +  centity_t   *cent; + +  if( !a ) +    return qfalse; + +  switch( a->type ) +  { +    case AT_STATIC: +      return qfalse; +      break; + +    case AT_TAG: +      if( !a->tagValid ) +        return qfalse; + +      VectorCopy( a->re.axis[ 0 ], v ); +      break; + +    case AT_CENT: +      if( !a->centValid ) +        return qfalse; + +      cent = &cg_entities[ a->centNum ]; +      AngleVectors( cent->lerpAngles, forward, NULL, NULL ); +      VectorCopy( forward, v ); +      break; + +    case AT_PARTICLE: +      if( !a->particleValid ) +        return qfalse; + +      if( !a->particle->valid ) +      { +        a->particleValid = qfalse; +        return qfalse; +      } +      else +        VectorCopy( a->particle->velocity, v ); +      break; + +    default: +      CG_Printf( S_COLOR_RED "ERROR: Invalid attachmentType_t in attachment\n" ); +      break; +  } + +  VectorNormalize( v ); +  return qtrue; +} + +/* +=============== +CG_AttachmentAxis + +Return the attachment axis +=============== +*/ +qboolean CG_AttachmentAxis( attachment_t *a, vec3_t axis[ 3 ] ) +{ +  centity_t   *cent; + +  if( !a ) +    return qfalse; + +  switch( a->type ) +  { +    case AT_STATIC: +      return qfalse; +      break; + +    case AT_TAG: +      if( !a->tagValid ) +        return qfalse; + +      AxisCopy( a->re.axis, axis ); +      break; + +    case AT_CENT: +      if( !a->centValid ) +        return qfalse; + +      cent = &cg_entities[ a->centNum ]; +      AnglesToAxis( cent->lerpAngles, axis ); +      break; + +    case AT_PARTICLE: +      return qfalse; +      break; + +    default: +      CG_Printf( S_COLOR_RED "ERROR: Invalid attachmentType_t in attachment\n" ); +      break; +  } + +  return qtrue; +} + +/* +=============== +CG_AttachmentVelocity + +If the attachment can have velocity, return it +=============== +*/ +qboolean CG_AttachmentVelocity( attachment_t *a, vec3_t v ) +{ +  if( !a ) +    return qfalse; + +  if( a->particleValid && a->particle->valid ) +  { +    VectorCopy( a->particle->velocity, v ); +    return qtrue; +  } +  else if( a->centValid ) +  { +    centity_t *cent = &cg_entities[ a->centNum ]; + +    VectorCopy( cent->currentState.pos.trDelta, v ); +    return qtrue; +  } + +  return qfalse; +} + +/* +=============== +CG_AttachmentCentNum + +If the attachment has a centNum, return it +=============== +*/ +int CG_AttachmentCentNum( attachment_t *a ) +{ +  if( !a || !a->centValid ) +    return -1; + +  return a->centNum; +} + +/* +=============== +CG_Attached + +If the attachment is valid, return qtrue +=============== +*/ +qboolean CG_Attached( attachment_t *a ) +{ +  if( !a ) +    return qfalse; + +  return a->attached; +} + +/* +=============== +CG_AttachToPoint + +Attach to a point in space +=============== +*/ +void CG_AttachToPoint( attachment_t *a ) +{ +  if( !a || !a->staticValid ) +    return; + +  a->type = AT_STATIC; +  a->attached = qtrue; +} + +/* +=============== +CG_AttachToCent + +Attach to a centity_t +=============== +*/ +void CG_AttachToCent( attachment_t *a ) +{ +  if( !a || !a->centValid ) +    return; + +  a->type = AT_CENT; +  a->attached = qtrue; +} + +/* +=============== +CG_AttachToTag + +Attach to a model tag +=============== +*/ +void CG_AttachToTag( attachment_t *a ) +{ +  if( !a || !a->tagValid ) +    return; + +  a->type = AT_TAG; +  a->attached = qtrue; +} + +/* +=============== +CG_AttachToParticle + +Attach to a particle +=============== +*/ +void CG_AttachToParticle( attachment_t *a ) +{ +  if( !a || !a->particleValid ) +    return; + +  a->type = AT_PARTICLE; +  a->attached = qtrue; +} + +/* +=============== +CG_SetAttachmentPoint +=============== +*/ +void CG_SetAttachmentPoint( attachment_t *a, vec3_t v ) +{ +  if( !a ) +    return; + +  VectorCopy( v, a->origin ); +  a->staticValid = qtrue; +} + +/* +=============== +CG_SetAttachmentCent +=============== +*/ +void CG_SetAttachmentCent( attachment_t *a, centity_t *cent ) +{ +  if( !a || !cent ) +    return; + +  a->centNum = cent->currentState.number; +  a->centValid = qtrue; +} + +/* +=============== +CG_SetAttachmentTag +=============== +*/ +void CG_SetAttachmentTag( attachment_t *a, refEntity_t parent, +    qhandle_t model, char *tagName ) +{ +  if( !a ) +    return; + +  a->parent = parent; +  a->model = model; +  strncpy( a->tagName, tagName, MAX_STRING_CHARS ); +  a->tagValid = qtrue; +} + +/* +=============== +CG_SetAttachmentParticle +=============== +*/ +void CG_SetAttachmentParticle( attachment_t *a, particle_t *p ) +{ +  if( !a ) +    return; + +  a->particle = p; +  a->particleValid = qtrue; +} + +/* +=============== +CG_SetAttachmentOffset +=============== +*/ +void CG_SetAttachmentOffset( attachment_t *a, vec3_t v ) +{ +  if( !a ) +    return; + +  VectorCopy( v, a->offset ); +  a->hasOffset = qtrue; +} diff --git a/src/cgame/cg_buildable.c b/src/cgame/cg_buildable.c new file mode 100644 index 0000000..7b5b85d --- /dev/null +++ b/src/cgame/cg_buildable.c @@ -0,0 +1,2290 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2009 Darklegion Development + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA +=========================================================================== +*/ + + +#include "cg_local.h" + +char *cg_buildableSoundNames[ MAX_BUILDABLE_ANIMATIONS ] = +{ +  "construct1.wav", +  "construct2.wav", +  "idle1.wav", +  "idle2.wav", +  "idle3.wav", +  "attack1.wav", +  "attack2.wav", +  "spawn1.wav", +  "spawn2.wav", +  "pain1.wav", +  "pain2.wav", +  "destroy1.wav", +  "destroy2.wav", +  "destroyed.wav" +}; + +static sfxHandle_t defaultAlienSounds[ MAX_BUILDABLE_ANIMATIONS ]; +static sfxHandle_t defaultHumanSounds[ MAX_BUILDABLE_ANIMATIONS ]; + + +/* +====================== +CG_DrawCuboid + +cg_drawbbox for cuboids +====================== +*/ +static void CG_DrawCuboidFace( vec3_t a, vec3_t b, vec3_t c, vec3_t d, qhandle_t shader ) +{ +  polyVert_t  verts[ 4 ]; +  vec4_t      color = { 255.0f, 255.0f, 255.0f, 255.0f }; +  VectorCopy( d, verts[ 0 ].xyz ); +  verts[ 0 ].st[ 0 ] = 1; +  verts[ 0 ].st[ 1 ] = 1; +  Vector4Copy( color, verts[ 0 ].modulate ); +  VectorCopy( c, verts[ 1 ].xyz ); +  verts[ 1 ].st[ 0 ] = 1; +  verts[ 1 ].st[ 1 ] = 0; +  Vector4Copy( color, verts[ 1 ].modulate ); +  VectorCopy( b, verts[ 2 ].xyz ); +  verts[ 2 ].st[ 0 ] = 0; +  verts[ 2 ].st[ 1 ] = 0; +  Vector4Copy( color, verts[ 2 ].modulate ); +  VectorCopy( a, verts[ 3 ].xyz ); +  verts[ 3 ].st[ 0 ] = 0; +  verts[ 3 ].st[ 1 ] = 1; +  Vector4Copy( color, verts[ 3 ].modulate ); +  trap_R_AddPolyToScene( (shader ? shader : cgs.media.outlineShader ), 4, verts ); +} + +void CG_DrawCuboid( vec3_t origin, vec3_t dims, qhandle_t shader, int margin ) +{ +  vec3_t  mins, maxs; +  vec3_t  ppp, mpp, mmp, pmp; +  vec3_t  mmm, pmm, ppm, mpm; +  int i; +  BG_CuboidBBox(dims,mins,maxs); +  for(i=0;i<3&&margin;i++) +  { +   mins[i]-=margin; +   maxs[i]+=margin; +  } +  ppp[ 0 ] = origin[ 0 ] + maxs[ 0 ]; +  ppp[ 1 ] = origin[ 1 ] + maxs[ 1 ]; +  ppp[ 2 ] = origin[ 2 ] + maxs[ 2 ]; +  mpp[ 0 ] = origin[ 0 ] + mins[ 0 ]; +  mpp[ 1 ] = origin[ 1 ] + maxs[ 1 ]; +  mpp[ 2 ] = origin[ 2 ] + maxs[ 2 ]; +  mmp[ 0 ] = origin[ 0 ] + mins[ 0 ]; +  mmp[ 1 ] = origin[ 1 ] + mins[ 1 ]; +  mmp[ 2 ] = origin[ 2 ] + maxs[ 2 ]; +  pmp[ 0 ] = origin[ 0 ] + maxs[ 0 ]; +  pmp[ 1 ] = origin[ 1 ] + mins[ 1 ]; +  pmp[ 2 ] = origin[ 2 ] + maxs[ 2 ]; +  ppm[ 0 ] = origin[ 0 ] + maxs[ 0 ]; +  ppm[ 1 ] = origin[ 1 ] + maxs[ 1 ]; +  ppm[ 2 ] = origin[ 2 ] + mins[ 2 ]; +  mpm[ 0 ] = origin[ 0 ] + mins[ 0 ]; +  mpm[ 1 ] = origin[ 1 ] + maxs[ 1 ]; +  mpm[ 2 ] = origin[ 2 ] + mins[ 2 ]; +  mmm[ 0 ] = origin[ 0 ] + mins[ 0 ]; +  mmm[ 1 ] = origin[ 1 ] + mins[ 1 ]; +  mmm[ 2 ] = origin[ 2 ] + mins[ 2 ]; +  pmm[ 0 ] = origin[ 0 ] + maxs[ 0 ]; +  pmm[ 1 ] = origin[ 1 ] + mins[ 1 ]; +  pmm[ 2 ] = origin[ 2 ] + mins[ 2 ]; +  CG_DrawCuboidFace( ppp, mpp, mmp, pmp, shader ); +  CG_DrawCuboidFace( ppp, pmp, pmm, ppm, shader ); +  CG_DrawCuboidFace( mpp, ppp, ppm, mpm, shader ); +  CG_DrawCuboidFace( mmp, mpp, mpm, mmm, shader ); +  CG_DrawCuboidFace( pmp, mmp, mmm, pmm, shader ); +  CG_DrawCuboidFace( mmm, mpm, ppm, pmm, shader ); +} + +void CG_DrawCuboidAxis(vec3_t cuboidOrigin, vec3_t size, int axis, qhandle_t shader) +{ + vec3_t origin, localZ, localX, localY, start, end, quad[2][4]; + float len, width; + polyVert_t poly[4]; +  + VectorCopy(cuboidOrigin,origin); + origin[2]+=size[2]/2.0f; + VectorClear(localZ); + VectorClear(localX); + switch(axis) + { +  case 0: +   localZ[0]=1.0f; +   localX[1]=1.0f; +   len=size[0]; +   break; +  case 1: +   localZ[1]=1.0f; +   localX[2]=1.0f; +   len=size[1]; +   break; +  default: +   localZ[2]=1.0f; +   localX[0]=1.0f; +   len=size[2]; +   break; + } + CrossProduct(localZ,localX,localY); + VectorMA(origin,-MAX(len/2.0f,32),localZ,start); + VectorMA(origin,MAX(len/2.0f,32),localZ,end); + VectorMA(start,4.0f,localX,quad[0][0]); + VectorMA(start,-4.0f,localX,quad[0][1]); + VectorMA(end,-4.0f,localX,quad[0][2]); + VectorMA(end,4.0f,localX,quad[0][3]); + VectorMA(start,4.0f,localY,quad[1][0]); + VectorMA(start,-4.0f,localY,quad[1][1]); + VectorMA(end,-4.0f,localY,quad[1][2]); + VectorMA(end,4.0f,localY,quad[1][3]);  + CG_DrawCuboidFace(quad[0][0],quad[0][1],quad[0][2],quad[0][3],shader); + CG_DrawCuboidFace(quad[1][0],quad[1][1],quad[1][2],quad[1][3],shader); +} + +/* +=================== +CG_InitCuboidExplosions +CG_CuboidExplosion +CG_DrawCuboidParticles + +Simple particle system based on cg_particles.c +=================== +*/ + +#define MAX_CPARTICLES 4096 +#define MAX_CPARTICLES_PER_EXPLOSION 128 + +typedef struct +{ + qboolean use; + vec3_t origin; + vec3_t velocity; + float rot,rotspeed; + float  size; + qhandle_t shader; + int lastphysics; + int spawntime; + qboolean solid; +} cuboidParticle_t; + +cuboidParticle_t cuboidParticles[MAX_CPARTICLES]; +int              cuboidParticlesCount=0; +qboolean         cuboidParticles_init=qfalse; + +void CG_InitCuboidExplosions(void) +{ + memset(cuboidParticles,0,sizeof(cuboidParticles)); + cuboidParticles_init=qtrue; + return; +} + +void CG_CuboidExplosion(buildable_t buildable, vec3_t origin, vec3_t dims) +{ + int i,p,m,q; + float v,s; + cuboidParticle_t *pc; + vec3_t sdims; + const cuboidInfo_t *info; +  + info=&cg_cuboids[buildable-CUBOID_FIRST]; + v=dims[0]*dims[1]*dims[2]; + for(i=0;i<info->destroySoundCount;i++) +  if(v*5.5306341e-5>=info->destroySoundThresholds[i]) +  { +   trap_S_StartSound(origin,ENTITYNUM_WORLD,CHAN_AUTO,info->destroySounds[i]); +   break; +  } +   +  if(!info->fragmentCount) +   return; +   + BG_CuboidSortSize(dims,sdims); +  + q=cg_cuboidPSQuality.integer; +  + if(q<=0) +  p=2; + else if(q==1) +  p=ceil(sqrt(v/pow(sdims[2],3)))*2; + else if(q==2) +  p=ceil(pow(v/pow(sdims[2],3),0.75f))*3; + else if(q>=3) +  p=ceil(pow(v/pow(sdims[2],3),0.85f))*6; + p=MIN(p,MAX_CPARTICLES_PER_EXPLOSION); +  + s=ceil(pow(v/p,1.0f/3.0f))*1.2f; +  + for(i=0;i<MAX_CPARTICLES&&p;i++) + { +  pc=&cuboidParticles[i]; +  if(pc->use) +   continue; +  pc->solid=qfalse; +  pc->origin[0]=origin[0]+crandom()*dims[0]*0.5f; +  pc->origin[1]=origin[1]+crandom()*dims[1]*0.5f; +  pc->origin[2]=origin[2]+dims[2]/2.0f+crandom()*dims[2]*0.5f; +  VectorSubtract(pc->origin,origin,pc->velocity); +  pc->size=s; +  pc->rot=crandom()*360.0f; +  pc->rotspeed=crandom()*450.0f; +  pc->shader=info->fragments[(int)(rand()%info->fragmentCount)]; +  pc->lastphysics=pc->spawntime=cg.time; +  pc->use=qtrue; +  cuboidParticlesCount++; +  p--; + } +} + +void CG_CuboidParticlePhysics(cuboidParticle_t *pc) +{ + float t; + int c; + vec3_t newOrigin; + t=(cg.time-pc->lastphysics)/1e3; + pc->lastphysics=cg.time; + if(pc->spawntime+3000<cg.time) + { +  pc->use=qfalse; +  cuboidParticlesCount--; +  return; + } + if(pc->solid) +  return; + pc->rot+=pc->rotspeed*t; + pc->velocity[2]-=t*DEFAULT_GRAVITY; + VectorMA(pc->origin,t,pc->velocity,newOrigin); + c=trap_CM_PointContents(newOrigin,0); + if(c&CONTENTS_NODROP) + { +  pc->use=qfalse; +  cuboidParticlesCount--; +  return; + } + if(c&(CONTENTS_SOLID|CONTENTS_BODY)) + { +  pc->solid=qtrue; +  return; + } + VectorCopy(newOrigin,pc->origin); +} + +void CG_DrawCuboidParticles(void) +{ + int i,j,drawn=0,c; + float t; + vec3_t alight, dlight, lightdir, newOrigin; + cuboidParticle_t *pc; + refEntity_t re; +   + if(!cuboidParticles_init) +  CG_InitCuboidExplosions(); +   + for(i=0;i<MAX_CPARTICLES;i++) + { +  pc=&cuboidParticles[i]; +   +  if(!pc->use) +   continue; +  CG_CuboidParticlePhysics(pc); +  if(!pc->use) //particle physics can delete a particle +   continue; +  memset(&re,0,sizeof(refEntity_t)); +  re.reType=RT_SPRITE; +  VectorCopy(pc->origin,re.origin); +  //trap_R_LightForPoint(pc->origin,alight,dlight,lightdir); +  //for(j=0;j<3;j++) +  // re.shaderRGBA[j]=(byte)alight[j]; +  for(j=0;j<3;j++) +   re.shaderRGBA[j]=255; +  re.customShader=pc->shader; +  re.radius=pc->size; +  re.rotation=pc->rot; +  trap_R_AddRefEntityToScene(&re); +  drawn++; + } +} + + +/* +=================== +CG_AlienBuildableExplosion + +Generated a bunch of gibs launching out from a location +=================== +*/ +void CG_AlienBuildableExplosion( vec3_t origin, vec3_t dir ) +{ +  particleSystem_t  *ps; + +  trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.alienBuildableExplosion ); + +  //particle system +  ps = CG_SpawnNewParticleSystem( cgs.media.alienBuildableDestroyedPS ); + +  if( CG_IsParticleSystemValid( &ps ) ) +  { +    CG_SetAttachmentPoint( &ps->attachment, origin ); +    CG_SetParticleSystemNormal( ps, dir ); +    CG_AttachToPoint( &ps->attachment ); +  } +} + +/* +================= +CG_HumanBuildableExplosion + +Called for human buildables as they are destroyed +================= +*/ +void CG_HumanBuildableExplosion( vec3_t origin, vec3_t dir ) +{ +  particleSystem_t  *ps; + +  trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.humanBuildableExplosion ); + +  //particle system +  ps = CG_SpawnNewParticleSystem( cgs.media.humanBuildableDestroyedPS ); + +  if( CG_IsParticleSystemValid( &ps ) ) +  { +    CG_SetAttachmentPoint( &ps->attachment, origin ); +    CG_SetParticleSystemNormal( ps, dir ); +    CG_AttachToPoint( &ps->attachment ); +  } +} + + +#define CREEP_SIZE            64.0f +#define CREEP_DISTANCE        64.0f + +/* +================== +CG_Creep +================== +*/ +static void CG_Creep( centity_t *cent ) +{ +  int           msec; +  float         size, frac; +  trace_t       tr; +  vec3_t        temp, origin; +  int           scaleUpTime = BG_Buildable( cent->currentState.modelindex, cent->currentState.angles )->buildTime; +  int           time; + +  if(BG_Buildable(cent->currentState.modelindex,NULL)->cuboid) +   return; +   +  time = cent->currentState.time; + +  //should the creep be growing or receding? +  if( time >= 0 ) +  { +    msec = cg.time - time; +    if( msec >= 0 && msec < scaleUpTime ) +      frac = (float)msec / scaleUpTime; +    else +      frac = 1.0f; +  } +  else if( time < 0 ) +  { +    msec = cg.time + time; +    if( msec >= 0 && msec < CREEP_SCALEDOWN_TIME ) +      frac = 1.0f - ( (float)msec / CREEP_SCALEDOWN_TIME ); +    else +      frac = 0.0f; +  } + +  VectorCopy( cent->currentState.origin2, temp ); +  VectorScale( temp, -CREEP_DISTANCE, temp ); +  VectorAdd( temp, cent->lerpOrigin, temp ); + +  CG_Trace( &tr, cent->lerpOrigin, NULL, NULL, temp, cent->currentState.number, MASK_PLAYERSOLID ); + +  if(tr.entityNum!=ENTITYNUM_WORLD) +   return; +   +  VectorCopy( tr.endpos, origin ); + +  size = CREEP_SIZE * frac; + +  if( size > 0.0f && tr.fraction < 1.0f ) +    CG_ImpactMark( cgs.media.creepShader, origin, cent->currentState.origin2, +                   0.0f, 1.0f, 1.0f, 1.0f, 1.0f, qfalse, size, qtrue ); +} + +/* +====================== +CG_ParseBuildableAnimationFile + +Read a configuration file containing animation counts and rates +models/buildables/hivemind/animation.cfg, etc +====================== +*/ +static qboolean CG_ParseBuildableAnimationFile( const char *filename, buildable_t buildable ) +{ +  char          *text_p; +  int           len; +  int           i; +  char          *token; +  float         fps; +  char          text[ 20000 ]; +  fileHandle_t  f; +  animation_t   *animations; +   +  if(BG_Buildable(buildable,NULL)->cuboid) +   return qtrue; + +  animations = cg_buildables[ buildable ].animations; + +  // load the file +  len = trap_FS_FOpenFile( filename, &f, FS_READ ); +  if( len < 0 ) +    return qfalse; + +  if( len == 0 || len >= sizeof( text ) - 1 ) +  { +    trap_FS_FCloseFile( f ); +    CG_Printf( "File %s is %s\n", filename, len == 0 ? "empty" : "too long" ); +    return qfalse; +  } + +  trap_FS_Read( text, len, f ); +  text[ len ] = 0; +  trap_FS_FCloseFile( f ); + +  // parse the text +  text_p = text; + +  // read information for each frame +  for( i = BANIM_NONE + 1; i < MAX_BUILDABLE_ANIMATIONS; i++ ) +  { + +    token = COM_Parse( &text_p ); +    if( !*token ) +      break; + +    animations[ i ].firstFrame = atoi( token ); + +    token = COM_Parse( &text_p ); +    if( !*token ) +      break; + +    animations[ i ].numFrames = atoi( token ); +    animations[ i ].reversed = qfalse; +    animations[ i ].flipflop = qfalse; + +    // if numFrames is negative the animation is reversed +    if( animations[ i ].numFrames < 0 ) +    { +      animations[ i ].numFrames = -animations[ i ].numFrames; +      animations[ i ].reversed = qtrue; +    } + +    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_BUILDABLE_ANIMATIONS ) +  { +    CG_Printf( "Error parsing animation file: %s\n", filename ); +    return qfalse; +  } + +  return qtrue; +} + +/* +====================== +CG_ParseBuildableSoundFile + +Read a configuration file containing sound properties +sound/buildables/hivemind/sound.cfg, etc +====================== +*/ +static qboolean CG_ParseBuildableSoundFile( const char *filename, buildable_t buildable ) +{ +  char          *text_p; +  int           len; +  int           i; +  char          *token; +  char          text[ 20000 ]; +  fileHandle_t  f; +  sound_t       *sounds; + +  if(BG_Buildable(buildable,NULL)->cuboid) +   return qtrue; +   +  sounds = cg_buildables[ buildable ].sounds; + +  // load the file +  len = trap_FS_FOpenFile( filename, &f, FS_READ ); +  if ( len < 0 ) +    return qfalse; + +  if ( len == 0 || len >= sizeof( text ) - 1 ) +  { +    trap_FS_FCloseFile( f ); +    CG_Printf( "File %s is %s\n", filename, len == 0 ? "empty" : "too long" ); +    return qfalse; +  } + +  trap_FS_Read( text, len, f ); +  text[len] = 0; +  trap_FS_FCloseFile( f ); + +  // parse the text +  text_p = text; + +  // read information for each frame +  for( i = BANIM_NONE + 1; i < MAX_BUILDABLE_ANIMATIONS; i++ ) +  { + +    token = COM_Parse( &text_p ); +    if ( !*token ) +      break; + +    sounds[ i ].enabled = atoi( token ); + +    token = COM_Parse( &text_p ); +    if ( !*token ) +      break; + +    sounds[ i ].looped = atoi( token ); + +  } + +  if( i != MAX_BUILDABLE_ANIMATIONS ) +  { +    CG_Printf( "Error parsing sound file: %s\n", filename ); +    return qfalse; +  } + +  return qtrue; +} +/* +=============== +CG_InitBuildables + +Initialises the animation db +=============== +*/ +void CG_InitBuildables( void ) +{ +  char          filename[ MAX_QPATH ]; +  char          soundfile[ MAX_QPATH ]; +  char          *buildableName; +  const char    *cuboidName; +  char          *modelFile; +  int           i; +  int           j; +  fileHandle_t  f; +  pc_token_t    token; +  cuboidInfo_t  *cuboid; +  const char    *s; +  float         n; +  +  memset( cg_buildables, 0, sizeof( cg_buildables ) ); + +  //default sounds +  for( j = BANIM_NONE + 1; j < MAX_BUILDABLE_ANIMATIONS; j++ ) +  { +    strcpy( soundfile, cg_buildableSoundNames[ j - 1 ] ); + +    Com_sprintf( filename, sizeof( filename ), "sound/buildables/alien/%s", soundfile ); +    defaultAlienSounds[ j ] = trap_S_RegisterSound( filename, qfalse ); + +    Com_sprintf( filename, sizeof( filename ), "sound/buildables/human/%s", soundfile ); +    defaultHumanSounds[ j ] = trap_S_RegisterSound( filename, qfalse ); +  } + +  cg.buildablesFraction = 0.0f; + +  for( i = BA_NONE + 1; i < CUBOID_FIRST; i++ ) +  { +    buildableName = BG_Buildable( i, NULL )->name; + +    //animation.cfg +    Com_sprintf( filename, sizeof( filename ), "models/buildables/%s/animation.cfg", buildableName ); +    if ( !CG_ParseBuildableAnimationFile( filename, i ) ) +      Com_Printf( S_COLOR_YELLOW "WARNING: failed to load animation file %s\n", filename ); + +    //sound.cfg +    Com_sprintf( filename, sizeof( filename ), "sound/buildables/%s/sound.cfg", buildableName ); +    if ( !CG_ParseBuildableSoundFile( filename, i ) ) +      Com_Printf( S_COLOR_YELLOW "WARNING: failed to load sound file %s\n", filename ); + +    //models +    for( j = 0; j <= 3; j++ ) +    { +      modelFile = BG_BuildableConfig( i )->models[ j ]; +      if( strlen( modelFile ) > 0 ) +        cg_buildables[ i ].models[ j ] = trap_R_RegisterModel( modelFile ); +    } + +    //sounds +    for( j = BANIM_NONE + 1; j < MAX_BUILDABLE_ANIMATIONS; j++ ) +    { +      strcpy( soundfile, cg_buildableSoundNames[ j - 1 ] ); +      Com_sprintf( filename, sizeof( filename ), "sound/buildables/%s/%s", buildableName, soundfile ); + +      if( cg_buildables[ i ].sounds[ j ].enabled ) +      { +        if( trap_FS_FOpenFile( filename, &f, FS_READ ) > 0 ) +        { +          //file exists so close it +          trap_FS_FCloseFile( f ); + +          cg_buildables[ i ].sounds[ j ].sound = trap_S_RegisterSound( filename, qfalse ); +        } +        else +        { +          //file doesn't exist - use default +          if( BG_Buildable( i, NULL )->team == TEAM_ALIENS ) +            cg_buildables[ i ].sounds[ j ].sound = defaultAlienSounds[ j ]; +          else +            cg_buildables[ i ].sounds[ j ].sound = defaultHumanSounds[ j ]; +        } +      } +    } + +    cg.buildablesFraction = (float)i / (float)( BA_NUM_BUILDABLES - 1 ); +    trap_UpdateScreen( ); +  } + +  cgs.media.teslaZapTS = CG_RegisterTrailSystem( "models/buildables/tesla/zap" ); +   +  memset( cg_cuboids, 0, sizeof( cg_cuboids ) ); +   +  for( i = CUBOID_FIRST; i <= CUBOID_LAST; i++ ) +  { +    cuboid = &cg_cuboids[ i - CUBOID_FIRST ]; +    cuboidName = BG_CuboidAttributes( i )->file; +     +    Com_sprintf( filename, sizeof( filename ), "configs/cuboids/%s.cfg", cuboidName );  +    if( !( f = trap_Parse_LoadSource( filename ) ) ) +    { +      Com_Printf( S_COLOR_YELLOW "WARNING: failed to load cuboid config %s\n", filename ); +      continue; +    } +    while( 1 ) +    { +      if( !trap_Parse_ReadToken( f, &token ) ) +        break; +      else if( !Q_stricmp( token.string, "texture" ) ) +      { +        if( cuboid->textureCount == MAX_CUBOID_TEXTURES ) +        { +          Com_Printf( S_COLOR_RED "ERROR: too many cuboid textures in %s\n", filename ); +          break; +        } +        if( trap_Parse_ReadToken( f, &token ) ) +        { +          cuboid->textureThresholds[ cuboid->textureCount++ ] = atof( token.string ); +          if( trap_Parse_ReadToken( f, &token ) ) +            cuboid->textures[ cuboid->textureCount - 1 ] = trap_R_RegisterShader( token.string ); +          else +          { +            Com_Printf( S_COLOR_YELLOW "WARNING: incomplete cuboid texture definition in %s\n", filename ); +            cuboid->textureCount--; +          } +        } +      } +      else if( !Q_stricmp( token.string, "useCracks" ) ) +        cuboid->useCracks=qtrue; +      else if( !Q_stricmp( token.string, "fragment")  ) +      { +        if( cuboid->fragmentCount == MAX_CUBOID_FRAGMENTS ) +        { +          Com_Printf( S_COLOR_RED "ERROR: too many cuboid fragments in %s\n", filename ); +          break; +        } +        if( trap_Parse_ReadToken( f, &token ) ) +          cuboid->fragments[ cuboid->fragmentCount++ ] = trap_R_RegisterShader( token.string ); +      } +      else if( !Q_stricmp( token.string, "painSound" ) ) +      { +        if( cuboid->painSoundCount == MAX_CUBOID_SOUNDS ) +        { +          Com_Printf( S_COLOR_RED "ERROR: too many cuboid pain sounds in %s\n", filename ); +          break; +        } +        if( trap_Parse_ReadToken( f, &token ) ) +          cuboid->painSounds[ cuboid->painSoundCount++ ] = trap_S_RegisterSound( token.string, qfalse ); +      } +      else if( !Q_stricmp( token.string, "destroySound" ) ) +      { +        if( cuboid->destroySoundCount == MAX_CUBOID_SOUNDS ) +        { +          Com_Printf( S_COLOR_RED "ERROR: too many cuboid destroy sounds in %s\n", filename ); +          break; +        } +        if( trap_Parse_ReadToken( f, &token ) ) +        { +          cuboid->destroySoundThresholds[ cuboid->destroySoundCount++ ] = atof( token.string ); +          if( trap_Parse_ReadToken( f, &token ) ) +            cuboid->destroySounds[ cuboid->destroySoundCount - 1 ] = trap_S_RegisterSound( token.string, qfalse ); +          else +          { +            Com_Printf( S_COLOR_YELLOW "WARNING: incomplete cuboid destroy sound definition in %s\n", filename ); +            cuboid->destroySoundCount--; +          } +        } +      } +      else +        Com_Printf( S_COLOR_YELLOW "WARNING: invalid token %s in %s\n", token.string, filename ); +    } +    trap_Parse_FreeSource( f ); +  } +} + +/* +=============== +CG_SetBuildableLerpFrameAnimation + +may include ANIM_TOGGLEBIT +=============== +*/ +static void CG_SetBuildableLerpFrameAnimation( buildable_t buildable, lerpFrame_t *lf, int newAnimation ) +{ +  animation_t *anim; + +  lf->animationNumber = newAnimation; + +  if( newAnimation < 0 || newAnimation >= MAX_BUILDABLE_ANIMATIONS ) +    CG_Error( "Bad animation number: %i", newAnimation ); + +  anim = &cg_buildables[ buildable ].animations[ newAnimation ]; + +  //this item has just spawned so lf->frameTime will be zero +  if( !lf->animation ) +    lf->frameTime = cg.time + 1000; //1 sec delay before starting the spawn anim + +  lf->animation = anim; +  lf->animationTime = lf->frameTime + anim->initialLerp; + +  if( cg_debugAnim.integer ) +    CG_Printf( "Anim: %i\n", newAnimation ); +} + +/* +=============== +CG_RunBuildableLerpFrame + +Sets cg.snap, cg.oldFrame, and cg.backlerp +cg.time should be between oldFrameTime and frameTime after exit +=============== +*/ +static void CG_RunBuildableLerpFrame( centity_t *cent ) +{ +  buildable_t           buildable = cent->currentState.modelindex; +  lerpFrame_t           *lf = ¢->lerpFrame; +  buildableAnimNumber_t newAnimation = cent->buildableAnim & ~( ANIM_TOGGLEBIT|ANIM_FORCEBIT ); + +  // see if the animation sequence is switching +  if( newAnimation != lf->animationNumber || !lf->animation ) +  { +    if( cg_debugRandom.integer ) +      CG_Printf( "newAnimation: %d lf->animationNumber: %d lf->animation: %d\n", +                 newAnimation, lf->animationNumber, lf->animation ); + +    CG_SetBuildableLerpFrameAnimation( buildable, lf, newAnimation ); + +    if( !cg_buildables[ buildable ].sounds[ newAnimation ].looped && +        cg_buildables[ buildable ].sounds[ newAnimation ].enabled ) +    { +      if( cg_debugRandom.integer ) +        CG_Printf( "Sound for animation %d for a %s\n", +            newAnimation, BG_Buildable( buildable, NULL )->humanName ); + +      trap_S_StartSound( cent->lerpOrigin, cent->currentState.number, CHAN_AUTO, +        cg_buildables[ buildable ].sounds[ newAnimation ].sound ); +    } +  } + +  if( cg_buildables[ buildable ].sounds[ lf->animationNumber ].looped && +      cg_buildables[ buildable ].sounds[ lf->animationNumber ].enabled ) +    trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, +      cg_buildables[ buildable ].sounds[ lf->animationNumber ].sound ); + +  CG_RunLerpFrame( lf, 1.0f ); + +  // animation ended +  if( lf->frameTime == cg.time ) +  { +    cent->buildableAnim = cent->currentState.torsoAnim; +    cent->buildableIdleAnim = qtrue; +  } +} + +/* +=============== +CG_BuildableAnimation +=============== +*/ +static void CG_BuildableAnimation( centity_t *cent, int *old, int *now, float *backLerp ) +{ +  entityState_t *es = ¢->currentState; + +  //if no animation is set default to idle anim +  if( cent->buildableAnim == BANIM_NONE ) +  { +    cent->buildableAnim = es->torsoAnim; +    cent->buildableIdleAnim = qtrue; +  } + +  //display the first frame of the construction anim if not yet spawned +  if( !( es->eFlags & EF_B_SPAWNED ) ) +  { +    animation_t *anim = &cg_buildables[ es->modelindex ].animations[ BANIM_CONSTRUCT1 ]; + +    //so that when animation starts for real it has sensible numbers +    cent->lerpFrame.oldFrameTime = +      cent->lerpFrame.frameTime = +      cent->lerpFrame.animationTime = +      cg.time; + +    *old      = cent->lerpFrame.oldFrame = anim->firstFrame; +    *now      = cent->lerpFrame.frame    = anim->firstFrame; +    *backLerp = cent->lerpFrame.backlerp = 0.0f; + +    //ensure that an animation is triggered once the buildable has spawned +    cent->oldBuildableAnim = BANIM_NONE; +  } +  else +  { +    if( ( cent->oldBuildableAnim ^ es->legsAnim ) & ANIM_TOGGLEBIT ) +    { +      if( cg_debugAnim.integer ) +        CG_Printf( "%d->%d l:%d t:%d %s(%d)\n", +                   cent->oldBuildableAnim, cent->buildableAnim, +                   es->legsAnim, es->torsoAnim, +                   BG_Buildable( es->modelindex, NULL )->humanName, es->number ); + +      if( cent->buildableAnim == es->torsoAnim || es->legsAnim & ANIM_FORCEBIT ) +      { +        cent->buildableAnim = cent->oldBuildableAnim = es->legsAnim; +        cent->buildableIdleAnim = qfalse; +      } +      else +      { +        cent->buildableAnim = cent->oldBuildableAnim = es->torsoAnim; +        cent->buildableIdleAnim = qtrue; +      } +    } +    else if( cent->buildableIdleAnim == qtrue && +             cent->buildableAnim != es->torsoAnim ) +    { +      cent->buildableAnim = es->torsoAnim; +    } + +    CG_RunBuildableLerpFrame( cent ); + +    *old      = cent->lerpFrame.oldFrame; +    *now      = cent->lerpFrame.frame; +    *backLerp = cent->lerpFrame.backlerp; +  } +} + +#define TRACE_DEPTH 64.0f + +/* +=============== +CG_PositionAndOrientateBuildable +=============== +*/ +static void CG_PositionAndOrientateBuildable( const vec3_t angles, const vec3_t inOrigin, +                                              const vec3_t normal, const int skipNumber, +                                              const vec3_t mins, const vec3_t maxs, +                                              vec3_t outAxis[ 3 ], vec3_t outOrigin, +					      qboolean cuboid ) +{ +  vec3_t  forward, start, end; +  trace_t tr, box_tr; +  float mag, fraction; + +  AngleVectors( angles, forward, NULL, NULL ); +  VectorCopy( normal, outAxis[ 2 ] ); +  ProjectPointOnPlane( outAxis[ 0 ], forward, outAxis[ 2 ] ); + +  if( !VectorNormalize( outAxis[ 0 ] ) ) +  { +    if(cuboid) +      forward[0]=forward[1]=0.0f,forward[2]=1.0f; +    else +      AngleVectors( angles, NULL, NULL, forward ); +    ProjectPointOnPlane( outAxis[ 0 ], forward, outAxis[ 2 ] ); +    VectorNormalize( outAxis[ 0 ] ); +  } + +  CrossProduct( outAxis[ 0 ], outAxis[ 2 ], outAxis[ 1 ] ); +  outAxis[ 1 ][ 0 ] = -outAxis[ 1 ][ 0 ]; +  outAxis[ 1 ][ 1 ] = -outAxis[ 1 ][ 1 ]; +  outAxis[ 1 ][ 2 ] = -outAxis[ 1 ][ 2 ]; + +  if(cuboid) +  { +    VectorCopy(inOrigin,outOrigin); +    return; +  } +  VectorMA( inOrigin, -TRACE_DEPTH, normal, end ); +  VectorMA( inOrigin, 1.0f, normal, start ); + +  // Take both capsule and box traces. If the capsule trace does not differ +  //  significantly from the box trace use it. This may cause buildables to be +  //  positioned *inside* the surface on which it is placed. This is intentional + +  CG_CapTrace( &tr, start, mins, maxs, end, skipNumber, +               MASK_PLAYERSOLID ); + +  if(tr.contents&(~MASK_SOLID)) //if we hit a player or another buildable then display buildable exactly at its origin +   VectorCopy(inOrigin,outOrigin); +  else +  { +   CG_Trace( &box_tr, start, mins, maxs, end, skipNumber, +             MASK_PLAYERSOLID ); + +   mag = Distance( tr.endpos, box_tr.endpos ); + +   fraction = tr.fraction; + +   // this is either too far off of the bbox to be useful for gameplay purposes +   //  or the model is positioned in thin air anyways. +   if( mag > 15.0f || tr.fraction == 1.0f ) +     fraction = box_tr.fraction;  + +   VectorMA( inOrigin, fraction * -TRACE_DEPTH, normal, outOrigin ); +  } +} + +/* +================== +CG_GhostBuildable +================== +*/ +void CG_Cuboid_Info(void); +void CG_GhostBuildable( buildable_t buildable, vec3_t dims ) +{ +  refEntity_t     ent; +  playerState_t   *ps; +  vec3_t          angles, entity_origin; +  vec3_t          mins, maxs; +  trace_t         tr; +  float           scale; +  vec3_t          viewangles; + +  ps = &cg.predictedPlayerState; + +  memset( &ent, 0, sizeof( ent ) ); +   +  if(BG_Buildable(buildable,NULL)->cuboid) +  { +   BG_CuboidBBox(dims,mins,maxs); +   CG_Cuboid_Info(); +  } +  else BG_BuildableBoundingBox( buildable, mins, maxs ); + +  if(!BG_PositionBuildableRelativeToPlayer( ps, BG_Buildable(buildable,NULL)->cuboid, mins, maxs, CG_Trace, entity_origin, angles, &tr )) +    return; + +  if(BG_Buildable(buildable, NULL)->cuboid) +  {  +   qhandle_t shader, ashader; +   +   CG_Cuboid_Send(); //NOTE: CG_Cuboid_Send has its own timer so we don't spam server with commands every frame +    +   if(cg.forbidCuboids) +    shader=cgs.media.cuboidYellowBuildShader; +   else if(ps->stats[STAT_BUILDABLE]&SB_VALID_TOGGLEBIT) +    shader=cgs.media.cuboidGreenBuildShader; +   else +    shader=cgs.media.cuboidRedBuildShader; +   CG_DrawCuboid(entity_origin,dims,shader,0); +   CG_DrawCuboidAxis(entity_origin,dims,cg_cuboidResizeAxis.integer,cgs.media.cuboidAxis); +   return; +  } + +  VectorCopy(ps->viewangles,viewangles); +   +  CG_PositionAndOrientateBuildable( viewangles, entity_origin, tr.plane.normal, ps->clientNum, +                                    mins, maxs, ent.axis, ent.origin, qfalse ); + +  //offset on the Z axis if required + +  VectorMA( ent.origin, BG_BuildableConfig( buildable )->zOffset, tr.plane.normal, ent.origin ); + +  VectorCopy( ent.origin, ent.lightingOrigin ); +  VectorCopy( ent.origin, ent.oldorigin ); // don't positionally lerp at all + +  ent.hModel = cg_buildables[ buildable ].models[ 0 ]; + +  if( ps->stats[ STAT_BUILDABLE ] & SB_VALID_TOGGLEBIT ) +    ent.customShader = cgs.media.greenBuildShader; +  else +    ent.customShader = cgs.media.redBuildShader; + +  ent.nonNormalizedAxes = qfalse; + +  //rescale the model +  scale = BG_BuildableConfig( buildable )->modelScale; + +  if( scale != 1.0f ) +  { +    VectorScale( ent.axis[ 0 ], scale, ent.axis[ 0 ] ); +    VectorScale( ent.axis[ 1 ], scale, ent.axis[ 1 ] ); +    VectorScale( ent.axis[ 2 ], scale, ent.axis[ 2 ] ); + +    ent.nonNormalizedAxes = qtrue; +  } + +  // add to refresh list +  trap_R_AddRefEntityToScene( &ent ); +} + +/* +================== +CG_BuildableParticleEffects +================== +*/ +static void CG_BuildableParticleEffects( centity_t *cent ) +{ +  entityState_t   *es = ¢->currentState; +  team_t          team = BG_Buildable( es->modelindex, NULL )->team; +  int             health = es->generic1; +  float           healthFrac = (float)health / BG_Buildable( es->modelindex, es->angles )->health; + +  if( !( es->eFlags & EF_B_SPAWNED ) ) +    return; + +  if( team == TEAM_HUMANS ) +  { +    if( healthFrac < 0.33f && !CG_IsParticleSystemValid( ¢->buildablePS ) ) +    { +      cent->buildablePS = CG_SpawnNewParticleSystem( cgs.media.humanBuildableDamagedPS ); + +      if( CG_IsParticleSystemValid( ¢->buildablePS ) ) +      { +        CG_SetAttachmentCent( ¢->buildablePS->attachment, cent ); +        CG_AttachToCent( ¢->buildablePS->attachment ); +      } +    } +    else if( healthFrac >= 0.33f && CG_IsParticleSystemValid( ¢->buildablePS ) ) +      CG_DestroyParticleSystem( ¢->buildablePS ); +  } +  else if( team == TEAM_ALIENS ) +  { +    if( healthFrac < 0.33f && !CG_IsParticleSystemValid( ¢->buildablePS ) ) +    { +      cent->buildablePS = CG_SpawnNewParticleSystem( cgs.media.alienBuildableDamagedPS ); + +      if( CG_IsParticleSystemValid( ¢->buildablePS ) ) +      { +        CG_SetAttachmentCent( ¢->buildablePS->attachment, cent ); +        CG_SetParticleSystemNormal( cent->buildablePS, es->origin2 ); +        CG_AttachToCent( ¢->buildablePS->attachment ); +      } +    } +    else if( healthFrac >= 0.33f && CG_IsParticleSystemValid( ¢->buildablePS ) ) +      CG_DestroyParticleSystem( ¢->buildablePS ); +  } +} + +/* +================== +CG_BuildableStatusParse +================== +*/ +void CG_BuildableStatusParse( const char *filename, buildStat_t *bs ) +{ +  pc_token_t token; +  int        handle; +  const char *s; +  int        i; +  float      f; +  vec4_t     c; + +  handle = trap_Parse_LoadSource( filename ); +  if( !handle ) +    return; +  while( 1 ) +  { +    if( !trap_Parse_ReadToken( handle, &token ) ) +      break; +    if( !Q_stricmp( token.string, "frameShader" ) ) +    { +      if( PC_String_Parse( handle, &s ) ) +        bs->frameShader = trap_R_RegisterShader( s ); +      continue; +    } +    else if( !Q_stricmp( token.string, "overlayShader" ) ) +    { +      if( PC_String_Parse( handle, &s ) ) +        bs->overlayShader = trap_R_RegisterShader( s ); +      continue; +    } +    else if( !Q_stricmp( token.string, "noPowerShader" ) ) +    { +      if( PC_String_Parse( handle, &s ) ) +        bs->noPowerShader = trap_R_RegisterShader( s ); +      continue; +    } +    else if( !Q_stricmp( token.string, "markedShader" ) ) +    { +      if( PC_String_Parse( handle, &s ) ) +        bs->markedShader = trap_R_RegisterShader( s ); +      continue; +    } +    else if( !Q_stricmp( token.string, "healthSevereColor" ) ) +    { +      if( PC_Color_Parse( handle, &c ) ) +        Vector4Copy( c, bs->healthSevereColor ); +      continue; +    } +    else if( !Q_stricmp( token.string, "healthHighColor" ) ) +    { +      if( PC_Color_Parse( handle, &c ) ) +        Vector4Copy( c, bs->healthHighColor ); +      continue; +    } +    else if( !Q_stricmp( token.string, "healthElevatedColor" ) ) +    { +      if( PC_Color_Parse( handle, &c ) ) +        Vector4Copy( c, bs->healthElevatedColor ); +      continue; +    } +    else if( !Q_stricmp( token.string, "healthGuardedColor" ) ) +    { +      if( PC_Color_Parse( handle, &c ) ) +        Vector4Copy( c, bs->healthGuardedColor ); +      continue; +    } +    else if( !Q_stricmp( token.string, "healthLowColor" ) ) +    { +      if( PC_Color_Parse( handle, &c ) ) +        Vector4Copy( c, bs->healthLowColor ); +      continue; +    } +    else if( !Q_stricmp( token.string, "foreColor" ) ) +    { +      if( PC_Color_Parse( handle, &c ) ) +        Vector4Copy( c, bs->foreColor ); +      continue; +    } +    else if( !Q_stricmp( token.string, "backColor" ) ) +    { +      if( PC_Color_Parse( handle, &c ) ) +        Vector4Copy( c, bs->backColor ); +      continue; +    } +    else if( !Q_stricmp( token.string, "frameHeight" ) ) +    { +      if( PC_Int_Parse( handle, &i ) ) +        bs->frameHeight = i; +      continue; +    } +    else if( !Q_stricmp( token.string, "frameWidth" ) ) +    { +      if( PC_Int_Parse( handle, &i ) ) +        bs->frameWidth = i; +      continue; +    } +    else if( !Q_stricmp( token.string, "healthPadding" ) ) +    { +      if( PC_Int_Parse( handle, &i ) ) +        bs->healthPadding = i; +      continue; +    } +    else if( !Q_stricmp( token.string, "overlayHeight" ) ) +    { +      if( PC_Int_Parse( handle, &i ) ) +        bs->overlayHeight = i; +      continue; +    } +    else if( !Q_stricmp( token.string, "overlayWidth" ) ) +    { +      if( PC_Int_Parse( handle, &i ) ) +        bs->overlayWidth = i; +      continue; +    } +    else if( !Q_stricmp( token.string, "verticalMargin" ) ) +    { +      if( PC_Float_Parse( handle, &f ) ) +        bs->verticalMargin = f; +      continue; +    } +    else if( !Q_stricmp( token.string, "horizontalMargin" ) ) +    { +      if( PC_Float_Parse( handle, &f ) ) +        bs->horizontalMargin = f; +      continue; +    } +    else +    { +      Com_Printf("CG_BuildableStatusParse: unknown token %s in %s\n", +        token.string, filename ); +      bs->loaded = qfalse; +      trap_Parse_FreeSource( handle ); +      return; +    } +  } +  bs->loaded = qtrue; +  trap_Parse_FreeSource( handle ); +} + +#define STATUS_FADE_TIME      200 +#define STATUS_MAX_VIEW_DIST  900.0f +#define STATUS_PEEK_DIST      20 +/* +================== +CG_BuildableStatusDisplay +================== +*/ +static void CG_BuildableStatusDisplay( centity_t *cent, qboolean cuboid, vec3_t trac ) +{ +  entityState_t   *es = ¢->currentState; +  vec3_t          origin; +  float           healthScale; +  int             health; +  float           x, y; +  vec4_t          color; +  qboolean        powered, marked; +  trace_t         tr; +  float           d; +  buildStat_t     *bs; +  int             i, j; +  int             entNum; +  vec3_t          trOrigin; +  vec3_t          right; +  qboolean        visible = qfalse; +  vec3_t          mins, maxs; +  entityState_t   *hit; +  int             anim; +  char            buf[12]; +  int             bufl; + +  if( BG_Buildable( es->modelindex, NULL )->team == TEAM_ALIENS ) +    bs = &cgs.alienBuildStat; +  else +    bs = &cgs.humanBuildStat; + +  if( !bs->loaded ) +    return; + +  d = Distance( cent->lerpOrigin, cg.refdef.vieworg ); +  if( d > STATUS_MAX_VIEW_DIST ) +    return; + +  Vector4Copy( bs->foreColor, color ); + +  // trace for center point +  if(BG_Buildable(es->modelindex, NULL)->cuboid) +    BG_CuboidBBox( es->angles, mins, maxs ); +  else +    BG_BuildableBoundingBox( es->modelindex, mins, maxs ); + +  // hack for shrunken barricades +  anim = es->torsoAnim & ~( ANIM_FORCEBIT | ANIM_TOGGLEBIT ); +  if( es->modelindex == BA_A_BARRICADE && +      ( anim == BANIM_DESTROYED || !( es->eFlags & EF_B_SPAWNED ) ) ) +    maxs[ 2 ] = (int)( maxs[ 2 ] * BARRICADE_SHRINKPROP ); + +  VectorCopy( cent->lerpOrigin, origin ); + +  // center point +  origin[ 2 ] += mins[ 2 ]; +  origin[ 2 ] += ( abs( mins[ 2 ] ) + abs( maxs[ 2 ] ) ) / 2; + +  entNum = cg.predictedPlayerState.clientNum; + +  // if first try fails, step left, step right +  for( j = 0; j < 3 && !cuboid; j++ ) +  { +    VectorCopy( cg.refdef.vieworg, trOrigin ); +    switch( j ) +    { +      case 1: +        // step right +        AngleVectors( cg.refdefViewAngles, NULL, right, NULL ); +        VectorMA( trOrigin, STATUS_PEEK_DIST, right, trOrigin ); +        break; +      case 2: +        // step left +        AngleVectors( cg.refdefViewAngles, NULL, right, NULL ); +        VectorMA( trOrigin, -STATUS_PEEK_DIST, right, trOrigin ); +        break; +      default: +        break; +    } +    // look through up to 3 players and/or transparent buildables +    for( i = 0; i < 3; i++ ) +    { +      CG_Trace( &tr, trOrigin, NULL, NULL, origin, entNum, MASK_SHOT ); +      if( tr.entityNum == cent->currentState.number ) +      { +        visible = qtrue; +        break; +      } + +      if( tr.entityNum == ENTITYNUM_WORLD ) +        break; + +      hit  = &cg_entities[ tr.entityNum ].currentState; + +      if( tr.entityNum < MAX_CLIENTS || ( hit->eType == ET_BUILDABLE && +          ( !( es->eFlags & EF_B_SPAWNED ) || +            BG_Buildable( hit->modelindex, NULL )->transparentTest ) ) ) +      { +        entNum = tr.entityNum; +        VectorCopy( tr.endpos, trOrigin ); +      } +      else +        break; +    } +  } +   +  if(cuboid) +    visible=qtrue; +   +  // hack to make the kit obscure view +  if( cg_drawGun.integer && visible && +      cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_HUMANS && +      CG_WorldToScreen( origin, &x, &y ) ) +  { +    if( x > 450 && y > 290 ) +      visible = qfalse; +  } + +  if( !visible && cent->buildableStatus.visible ) +  { +    cent->buildableStatus.visible   = qfalse; +    cent->buildableStatus.lastTime  = cg.time; +  } +  else if( visible && !cent->buildableStatus.visible ) +  { +    cent->buildableStatus.visible   = qtrue; +    cent->buildableStatus.lastTime  = cg.time; +  } + +  // Fade up +  if( cent->buildableStatus.visible ) +  { +    if( cent->buildableStatus.lastTime + STATUS_FADE_TIME > cg.time ) +      color[ 3 ] = (float)( cg.time - cent->buildableStatus.lastTime ) / STATUS_FADE_TIME; +  } + +  // Fade down +  if( !cent->buildableStatus.visible ) +  { +    if( cent->buildableStatus.lastTime + STATUS_FADE_TIME > cg.time ) +      color[ 3 ] = 1.0f - (float)( cg.time - cent->buildableStatus.lastTime ) / STATUS_FADE_TIME; +    else +      return; +  } + +  health = es->generic1; +  if(cuboid) +    health = BG_CuboidUnpackHealth(es); +  healthScale = (float)health / BG_Buildable( es->modelindex, es->angles )->health; + +  if( health > 0 && healthScale < 0.01f ) +    healthScale = 0.01f; +  else if( healthScale < 0.0f ) +    healthScale = 0.0f; +  else if( healthScale > 1.0f ) +    healthScale = 1.0f; + +  if(cuboid) +  { +    x=320; +    y=240; +    d=Distance(cg.refdef.vieworg,trac); +    if(d<64.0f) +     d=64.0f; +  } +  else +    if( !CG_WorldToScreen( origin, &x, &y ) ) +      return; +  +  { +    float  picH = bs->frameHeight; +    float  picW = bs->frameWidth; +    float  picX = x; +    float  picY = y; +    float  scale; +    float  subH, subY; +    float  clipX, clipY, clipW, clipH; +    vec4_t frameColor; + +    // this is fudged to get the width/height in the cfg to be more realistic +    scale = ( picH / d ) * 3; + +    powered = es->eFlags & EF_B_POWERED; +    marked = es->eFlags & EF_B_MARKED; + +    picH *= scale; +    picW *= scale; +    picX -= ( picW * 0.5f ); +    picY -= ( picH * 0.5f ); + +    // sub-elements such as icons and number +    subH = picH - ( picH * bs->verticalMargin ); +    subY = picY + ( picH * 0.5f ) - ( subH * 0.5f ); + +    clipW = ( 640.0f * cg_viewsize.integer ) / 100.0f; +    clipH = ( 480.0f * cg_viewsize.integer ) / 100.0f; +    clipX = 320.0f - ( clipW * 0.5f ); +    clipY = 240.0f - ( clipH * 0.5f ); +    CG_SetClipRegion( clipX, clipY, clipW, clipH ); + +    if( bs->frameShader ) +    { +      Vector4Copy( bs->backColor, frameColor ); +      frameColor[ 3 ] = color[ 3 ]; +      trap_R_SetColor( frameColor ); +      CG_DrawPic( picX, picY, picW, picH, bs->frameShader ); +      trap_R_SetColor( NULL ); +    } + +    if( health > 0 ) +    { +      float hX, hY, hW, hH; +      vec4_t healthColor; + +      hX = picX + ( bs->healthPadding * scale ); +      hY = picY + ( bs->healthPadding * scale ); +      hH = picH - ( bs->healthPadding * 2.0f * scale ); +      hW = picW * healthScale - ( bs->healthPadding * 2.0f * scale ); + +      if( healthScale == 1.0f ) +        Vector4Copy( bs->healthLowColor, healthColor ); +      else if( healthScale >= 0.75f ) +        Vector4Copy( bs->healthGuardedColor, healthColor ); +      else if( healthScale >= 0.50f ) +        Vector4Copy( bs->healthElevatedColor, healthColor ); +      else if( healthScale >= 0.25f ) +        Vector4Copy( bs->healthHighColor, healthColor ); +      else +        Vector4Copy( bs->healthSevereColor, healthColor ); + +      healthColor[ 3 ] = color[ 3 ]; +      trap_R_SetColor( healthColor ); + +      CG_DrawPic( hX, hY, hW, hH, cgs.media.whiteShader ); +      trap_R_SetColor( NULL ); +    } + +    if( bs->overlayShader ) +    { +      float oW = bs->overlayWidth; +      float oH = bs->overlayHeight; +      float oX = x; +      float oY = y; + +      oH *= scale; +      oW *= scale; +      oX -= ( oW * 0.5f ); +      oY -= ( oH * 0.5f ); + +      trap_R_SetColor( frameColor ); +      CG_DrawPic( oX, oY, oW, oH, bs->overlayShader ); +      trap_R_SetColor( NULL ); +    } + +    trap_R_SetColor( color ); +    if( !powered ) +    { +      float pX; + +      pX = picX + ( subH * bs->horizontalMargin ); +      CG_DrawPic( pX, subY, subH, subH, bs->noPowerShader ); +    } + +    if( marked ) +    { +      float mX; + +      mX = picX + picW - ( subH * bs->horizontalMargin ) - subH; +      CG_DrawPic( mX, subY, subH, subH, bs->markedShader ); +    } + +    //NOTE: dont use CG_DrawField, too few digits +    { +      float nX,cW,cH; +      int healthMax; +      int healthPoints; +      int frame; +       +      healthMax = BG_Buildable( es->modelindex, es->angles )->health; +      healthPoints = (int)( healthScale * healthMax ); +      if( health > 0 && healthPoints < 1 ) +        healthPoints = 1; +       +      Com_sprintf(buf,sizeof(buf),"%i",healthPoints); +      bufl=strlen(buf); +      cW=subH*cgDC.aspectScale; +      cH=subH; +      nX=picX+picW*0.5f-cW*bufl*0.5f; +       +      for(i=0;i<bufl;i++) +      { +       if(buf[i]=='-') +        frame=STAT_MINUS; +       else +        frame=buf[i]-'0'; +       CG_DrawPic(nX+i*cW,y+bs->verticalMargin-subH*0.5f,cW,cH,cgs.media.numberShaders[frame]); +      } +    } + +    trap_R_SetColor( NULL ); +    CG_ClearClipRegion( ); +  } +} + +/* +================== +CG_SortDistance +================== +*/ +static int CG_SortDistance( const void *a, const void *b ) +{ +  centity_t    *aent, *bent; +  float        adist, bdist; + +  aent = &cg_entities[ *(int *)a ]; +  bent = &cg_entities[ *(int *)b ]; +  adist = Distance( cg.refdef.vieworg, aent->lerpOrigin ); +  bdist = Distance( cg.refdef.vieworg, bent->lerpOrigin ); +  if( adist > bdist ) +    return -1; +  else if( adist < bdist ) +    return 1; +  else +    return 0; +} + +/* +================== +CG_PlayerIsBuilder +================== +*/ +static qboolean CG_PlayerIsBuilder( buildable_t buildable ) +{ +  switch( cg.predictedPlayerState.weapon ) +  { +    case WP_ABUILD: +    case WP_ABUILD2: +    case WP_HBUILD: +      return BG_Buildable( buildable, NULL )->team == +             BG_Weapon( cg.predictedPlayerState.weapon )->team; + +    default: +      return qfalse; +  } +} + +/* +================== +CG_BuildableRemovalPending +================== +*/ +static qboolean CG_BuildableRemovalPending( int entityNum ) +{ +  int           i; +  playerState_t *ps = &cg.snap->ps; + +  if( !( ps->stats[ STAT_BUILDABLE ] & SB_VALID_TOGGLEBIT ) ) +    return qfalse; + +  for( i = 0; i < MAX_MISC; i++ ) +  { +    if( ps->misc[ i ] == entityNum ) +      return qtrue; +  } + +  return qfalse; +} + +/* +================== +CG_DrawBuildableStatus +================== +*/ +void CG_DrawBuildableStatus( void ) +{ +  int             i; +  centity_t       *cent; +  entityState_t   *es; +  int             buildableList[ MAX_ENTITIES_IN_SNAPSHOT ]; +  int             buildables = 0; +  vec3_t          end; +  trace_t         tr; +  qboolean        cuboid; +   +  if((cg.predictedPlayerState.stats[STAT_BUILDABLE]&~SB_VALID_TOGGLEBIT)>BA_NONE) +   return; //hide buildstats if we're placing a buildable +   +  for( i = 0; i < cg.snap->numEntities; i++ ) +  { +    cent  = &cg_entities[ cg.snap->entities[ i ].number ]; +    es    = ¢->currentState; + +    if( es->eType == ET_BUILDABLE && CG_PlayerIsBuilder( es->modelindex ) ) +      buildableList[ buildables++ ] = cg.snap->entities[ i ].number; +  } + +  VectorMA(cg.refdef.vieworg,STATUS_MAX_VIEW_DIST,cg.refdef.viewaxis[0],end); +  CG_Trace(&tr,cg.refdef.vieworg,NULL,NULL,end,cg.predictedPlayerState.clientNum,MASK_SHOT); +   +  qsort( buildableList, buildables, sizeof( int ), CG_SortDistance ); +  for( i = 0; i < buildables; i++ ) +  { +    cuboid = BG_Buildable(cg_entities[buildableList[i]].currentState.modelindex,NULL)->cuboid; +    if(cuboid && tr.entityNum!=buildableList[i] ) +      continue; +    CG_BuildableStatusDisplay( &cg_entities[ buildableList[ i ] ], cuboid, tr.endpos ); +  } +} + +#define BUILDABLE_SOUND_PERIOD  500 + +/* +================== +CG_Buildable +================== +*/ +void CG_Buildable( centity_t *cent ) +{ +  refEntity_t     ent; +  entityState_t   *es = ¢->currentState; +  vec3_t          angles; +  vec3_t          surfNormal, xNormal, mins, maxs; +  vec3_t          refNormal = { 0.0f, 0.0f, 1.0f }; +  float           rotAngle; +  team_t          team = BG_Buildable( es->modelindex, NULL )->team; +  float           scale; +  int             health; + +  //must be before EF_NODRAW check +  if( team == TEAM_ALIENS ) +    CG_Creep( cent ); + +  // if set to invisible, skip +  if( es->eFlags & EF_NODRAW ) +  { +    if( CG_IsParticleSystemValid( ¢->buildablePS ) ) +      CG_DestroyParticleSystem( ¢->buildablePS ); + +    return; +  } +   +  // cuboids use a bit different rendering code !@#CUBOID +  if( BG_IsCuboid( es->modelindex ) ) +  { +    qhandle_t texture=0,cracks=0; +    vec3_t    dims; +    const cuboidAttributes_t *cuboidAttr; +    const cuboidInfo_t *cuboidInfo; +    int       i, health, sound; +    float     healthPct; +    +    cuboidAttr = BG_CuboidAttributes( es->modelindex ); +    cuboidInfo = &cg_cuboids[ es->modelindex - CUBOID_FIRST ]; +    VectorCopy( es->angles, dims ); +    healthPct = (float)( health = BG_CuboidUnpackHealth(es) ) / (float)BG_Buildable(es->modelindex,dims)->health; + +    if( healthPct > 1.0f ) +      healthPct = 1.0f; +    else if ( healthPct < 0.0f ) +      healthPct = 0.0f; +     +    if( cuboidInfo->useCracks ) +    { +      if( cuboidInfo->textureCount ) +        texture = cuboidInfo->textures[ 0 ]; +      if( healthPct < 0.75f ) +        cracks = cgs.media.cuboidCracks[ (int)( CUBOID_CRACK_TEXTURES - 1 - floor( CUBOID_CRACK_TEXTURES * healthPct ) ) - 1 ]; +    } +    else +      for( i = 0; i < cuboidInfo->textureCount; i++ ) +        if( healthPct >= cuboidInfo->textureThresholds[ i ] ) +        { +          texture = cuboidInfo->textures[ i ]; +          break; +        } +         +    if( !( es->eFlags & EF_B_SPAWNED ) ) +    { +      sfxHandle_t prebuildSound=cgs.media.humanBuildablePrebuild; +      if( team == TEAM_HUMANS ) +      { +        texture = cgs.media.humanSpawningShader; +        prebuildSound = cgs.media.humanBuildablePrebuild; +      } +      else if(team==TEAM_ALIENS) +      { +        texture = cgs.media.cuboidAlienPrebuild; +        prebuildSound = cgs.media.alienBuildablePrebuild; +      } +      cracks = 0; +      trap_S_AddLoopingSound( es->number, cent->lerpOrigin, vec3_origin, prebuildSound ); +    } +     +    memset( &ent, 0, sizeof( ent ) ); +    ent.reType = RT_MODEL; +    VectorCopy( cent->lerpOrigin, ent.origin ); +    VectorCopy( cent->lerpOrigin, ent.oldorigin ); +    VectorCopy( cent->lerpOrigin, ent.lightingOrigin ); +     +    //NOTE: don't use CG_PositionAndOrientateBuildable, it screws up everything +    ent.axis[0][0]=-dims[0]/2.0f;ent.axis[0][1]=0.0f;         ent.axis[0][2]=0.0f; +    ent.axis[1][0]=0.0f;         ent.axis[1][1]=-dims[1]/2.0f;ent.axis[1][2]=0.0f; +    ent.axis[2][0]=0.0f;         ent.axis[2][1]=0.0f;         ent.axis[2][2]=dims[2]/2.0f; +    ent.nonNormalizedAxes = qtrue; +   +    ent.customShader = texture; +    ent.hModel = cgs.media.cuboidModel; +    trap_R_AddRefEntityToScene( &ent ); +    if( cracks ) +      CG_DrawCuboid( ent.origin, dims, cracks, 1 ); +    +    if( health < cent->lastBuildableHealth && ( es->eFlags & EF_B_SPAWNED ) ) +    { +      if( cent->lastBuildableDamageSoundTime + BUILDABLE_SOUND_PERIOD < cg.time ) +      { +        sound = (int)( cuboidInfo->painSoundCount * random() ); +        trap_S_StartSound( NULL, es->number, CHAN_BODY, cuboidInfo->painSounds[sound] ); +        cent->lastBuildableDamageSoundTime = cg.time; +      } +      cent->lastBuildableHealth = health; +    } +  } +  else +  { + +  memset ( &ent, 0, sizeof( ent ) ); + +  VectorCopy( cent->lerpOrigin, ent.origin ); +  VectorCopy( cent->lerpOrigin, ent.oldorigin ); +  VectorCopy( cent->lerpOrigin, ent.lightingOrigin ); + +  VectorCopy( es->origin2, surfNormal ); + +  VectorCopy( es->angles, angles ); +  BG_BuildableBoundingBox( es->modelindex, mins, maxs ); + +  if( es->pos.trType == TR_STATIONARY ) +  { +    // Positioning a buildable involves potentially up to two traces, and +    // seeing as buildables rarely move, we cache the results and recalculate +    // only if the buildable moves or changes orientation +    if( VectorCompare( cent->buildableCache.cachedOrigin, cent->lerpOrigin ) && +        VectorCompare( cent->buildableCache.cachedNormal, surfNormal ) ) +    { +      VectorCopy( cent->buildableCache.axis[ 0 ], ent.axis[ 0 ] ); +      VectorCopy( cent->buildableCache.axis[ 1 ], ent.axis[ 1 ] ); +      VectorCopy( cent->buildableCache.axis[ 2 ], ent.axis[ 2 ] ); +      VectorCopy( cent->buildableCache.origin, ent.origin ); +    } +    else +    { +      CG_PositionAndOrientateBuildable( angles, ent.origin, surfNormal, +                                        es->number, mins, maxs, ent.axis, +                                        ent.origin, qfalse ); +      VectorCopy( ent.axis[ 0 ], cent->buildableCache.axis[ 0 ] ); +      VectorCopy( ent.axis[ 1 ], cent->buildableCache.axis[ 1 ] ); +      VectorCopy( ent.axis[ 2 ], cent->buildableCache.axis[ 2 ] ); +      VectorCopy( ent.origin, cent->buildableCache.origin ); +      VectorCopy( cent->lerpOrigin, cent->buildableCache.cachedOrigin ); +      VectorCopy( surfNormal, cent->buildableCache.cachedNormal ); +    } +  } + +  VectorMA( ent.origin, BG_BuildableConfig( es->modelindex )->zOffset, surfNormal, ent.origin ); +   + +  VectorCopy( ent.origin, ent.oldorigin ); // don't positionally lerp at all +  VectorCopy( ent.origin, ent.lightingOrigin ); + +  ent.hModel = cg_buildables[ es->modelindex ].models[ 0 ]; + +  if( !( es->eFlags & EF_B_SPAWNED ) ) +  { +    sfxHandle_t prebuildSound = cgs.media.humanBuildablePrebuild; + +    if( team == TEAM_HUMANS ) +    { +      ent.customShader = cgs.media.humanSpawningShader; +      prebuildSound = cgs.media.humanBuildablePrebuild; +    } +    else if( team == TEAM_ALIENS ) +      prebuildSound = cgs.media.alienBuildablePrebuild; + +    trap_S_AddLoopingSound( es->number, cent->lerpOrigin, vec3_origin, prebuildSound ); +  } + +  CG_BuildableAnimation( cent, &ent.oldframe, &ent.frame, &ent.backlerp ); + +  //rescale the model +  scale = BG_BuildableConfig( es->modelindex )->modelScale; + +  if( scale != 1.0f ) +  { +    VectorScale( ent.axis[ 0 ], scale, ent.axis[ 0 ] ); +    VectorScale( ent.axis[ 1 ], scale, ent.axis[ 1 ] ); +    VectorScale( ent.axis[ 2 ], scale, ent.axis[ 2 ] ); + +    ent.nonNormalizedAxes = qtrue; +  } +  else +   ent.nonNormalizedAxes = qfalse; +     + +  if( CG_PlayerIsBuilder( es->modelindex ) && CG_BuildableRemovalPending( es->number ) ) +    ent.customShader = cgs.media.redBuildShader; + +  //add to refresh list +  trap_R_AddRefEntityToScene( &ent ); + +  CrossProduct( surfNormal, refNormal, xNormal ); +  VectorNormalize( xNormal ); +  rotAngle = RAD2DEG( acos( DotProduct( surfNormal, refNormal ) ) ); + +  //turret barrel bit +  if( cg_buildables[ es->modelindex ].models[ 1 ] ) +  { +    refEntity_t turretBarrel; +    vec3_t      flatAxis[ 3 ]; + +    memset( &turretBarrel, 0, sizeof( turretBarrel ) ); + +    turretBarrel.hModel = cg_buildables[ es->modelindex ].models[ 1 ]; + +    CG_PositionEntityOnTag( &turretBarrel, &ent, ent.hModel, "tag_turret" ); +    VectorCopy( cent->lerpOrigin, turretBarrel.lightingOrigin ); +    AnglesToAxis( es->angles2, flatAxis ); + +    RotatePointAroundVector( turretBarrel.axis[ 0 ], xNormal, flatAxis[ 0 ], -rotAngle ); +    RotatePointAroundVector( turretBarrel.axis[ 1 ], xNormal, flatAxis[ 1 ], -rotAngle ); +    RotatePointAroundVector( turretBarrel.axis[ 2 ], xNormal, flatAxis[ 2 ], -rotAngle ); + +    turretBarrel.oldframe = ent.oldframe; +    turretBarrel.frame    = ent.frame; +    turretBarrel.backlerp = ent.backlerp; + +    turretBarrel.customShader = ent.customShader; + +    if( scale != 1.0f ) +    { +      VectorScale( turretBarrel.axis[ 0 ], scale, turretBarrel.axis[ 0 ] ); +      VectorScale( turretBarrel.axis[ 1 ], scale, turretBarrel.axis[ 1 ] ); +      VectorScale( turretBarrel.axis[ 2 ], scale, turretBarrel.axis[ 2 ] ); + +      turretBarrel.nonNormalizedAxes = qtrue; +    } +    else +      turretBarrel.nonNormalizedAxes = qfalse; + +    if( CG_PlayerIsBuilder( es->modelindex ) && CG_BuildableRemovalPending( es->number ) ) +      turretBarrel.customShader = cgs.media.redBuildShader; + +    trap_R_AddRefEntityToScene( &turretBarrel ); +  } + +  //turret barrel bit +  if( cg_buildables[ es->modelindex ].models[ 2 ] ) +  { +    refEntity_t turretTop; +    vec3_t      flatAxis[ 3 ]; +    vec3_t      swivelAngles; + +    memset( &turretTop, 0, sizeof( turretTop ) ); + +    VectorCopy( es->angles2, swivelAngles ); +    swivelAngles[ PITCH ] = 0.0f; + +    turretTop.hModel = cg_buildables[ es->modelindex ].models[ 2 ]; + +    CG_PositionRotatedEntityOnTag( &turretTop, &ent, ent.hModel, "tag_turret" ); +    VectorCopy( cent->lerpOrigin, turretTop.lightingOrigin ); +    AnglesToAxis( swivelAngles, flatAxis ); + +    RotatePointAroundVector( turretTop.axis[ 0 ], xNormal, flatAxis[ 0 ], -rotAngle ); +    RotatePointAroundVector( turretTop.axis[ 1 ], xNormal, flatAxis[ 1 ], -rotAngle ); +    RotatePointAroundVector( turretTop.axis[ 2 ], xNormal, flatAxis[ 2 ], -rotAngle ); + +    turretTop.oldframe = ent.oldframe; +    turretTop.frame    = ent.frame; +    turretTop.backlerp = ent.backlerp; + +    turretTop.customShader = ent.customShader; + +    if( scale != 1.0f ) +    { +      VectorScale( turretTop.axis[ 0 ], scale, turretTop.axis[ 0 ] ); +      VectorScale( turretTop.axis[ 1 ], scale, turretTop.axis[ 1 ] ); +      VectorScale( turretTop.axis[ 2 ], scale, turretTop.axis[ 2 ] ); + +      turretTop.nonNormalizedAxes = qtrue; +    } +    else +      turretTop.nonNormalizedAxes = qfalse; + +    if( CG_PlayerIsBuilder( es->modelindex ) && CG_BuildableRemovalPending( es->number ) ) +      turretTop.customShader = cgs.media.redBuildShader; + +    trap_R_AddRefEntityToScene( &turretTop ); +  } + +  //weapon effects for turrets +  if( es->eFlags & EF_FIRING ) +  { +    weaponInfo_t  *weapon = &cg_weapons[ es->weapon ]; + +    if( cg.time - cent->muzzleFlashTime > MUZZLE_FLASH_TIME || +        BG_Buildable( es->modelindex, NULL )->turretProjType == WP_TESLAGEN ) +    { +      if( weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 0 ] || +          weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 1 ] || +          weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 2 ] ) +      { +        trap_R_AddLightToScene( cent->lerpOrigin, 300 + ( rand( ) & 31 ), +            weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 0 ], +            weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 1 ], +            weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 2 ] ); +      } +    } + +    if( weapon->wim[ WPM_PRIMARY ].firingSound ) +    { +      trap_S_AddLoopingSound( es->number, cent->lerpOrigin, vec3_origin, +          weapon->wim[ WPM_PRIMARY ].firingSound ); +    } +    else if( weapon->readySound ) +      trap_S_AddLoopingSound( es->number, cent->lerpOrigin, vec3_origin, weapon->readySound ); +  } +   +  //smoke etc for damaged buildables +  CG_BuildableParticleEffects( cent ); +   +   + +   +  health = es->generic1; + +  if( health < cent->lastBuildableHealth && +      ( es->eFlags & EF_B_SPAWNED ) ) +  { +    if( cent->lastBuildableDamageSoundTime + BUILDABLE_SOUND_PERIOD < cg.time ) +    { +      if( team == TEAM_HUMANS ) +      { +        int i = rand( ) % 4; +        trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.humanBuildableDamage[ i ] ); +      } +      else if( team == TEAM_ALIENS ) +        trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.alienBuildableDamage ); + +      cent->lastBuildableDamageSoundTime = cg.time; +    } +  } + +  cent->lastBuildableHealth = health; + +  } //if (is a cuboid) +} + +char cuboidInfo[128]; + +/* +====================== +CG_Cuboid_DrawInfo + +Draw the cuboid info string generated by CG_Cuboid_Info. +====================== +*/ +void CG_Cuboid_DrawInfo(void) +{ + float x,y,w,h,s=0.5f; +  + if(!BG_Buildable(cg.predictedPlayerState.stats[STAT_BUILDABLE]&~SB_VALID_TOGGLEBIT,NULL)->cuboid) +  return; +  + w=UI_Text_Width(cuboidInfo,s); + h=UI_Text_Height(cuboidInfo,s); + x=320.0f-w/2.0f+cg_cuboidInfoX.value; + y=240.0f-h/2.0f+cg_cuboidInfoY.value; +  + UI_Text_Paint(x,y,s,colorWhite,cuboidInfo,0,0,ITEM_TEXTSTYLE_SHADOWEDMORE); +} + +/* +====================== +CG_Cuboid_Info + +Update the cuboid info string with current cuboid's dimensions, +name, health, build time and build points (pretty much everything +one needs to know about his cuboid). +====================== +*/ +void CG_Cuboid_Info(void) +{ + const buildableAttributes_t *attr; + int axis=cg_cuboidResizeAxis.integer; +  + attr=BG_Buildable(cg.predictedPlayerState.stats[STAT_BUILDABLE]&~SB_VALID_TOGGLEBIT,cg.cuboidSelection); + Com_sprintf(cuboidInfo,sizeof(cuboidInfo), +             "^7[^3%c^7] | ^%c%.1f^7x^%c%.1f^7x^%c%.1f ^7| ^3%i^7HP | ^3%i^7ms | ^3%i^7BP", +             (axis==0?'X':(axis==1?'Y':'Z')), +             (axis==0?'3':'5'), +             cg.cuboidSelection[0], +             (axis==1?'3':'5'), +             cg.cuboidSelection[1], +             (axis==2?'3':'5'), +             cg.cuboidSelection[2], +             attr->health, +             attr->buildTime, +             attr->buildPoints); +} + +/* +====================== +CG_Cuboid_Send + +Send the cuboid selection via commands. +====================== +*/ +void CG_Cuboid_Send(void) +{ + static qboolean init=qfalse; + static int lastupdate; + static vec3_t lastcuboid; +  + if(!BG_Buildable(cg.predictedPlayerState.stats[STAT_BUILDABLE]&~SB_VALID_TOGGLEBIT,NULL)->cuboid) +  return; +  + if(!init) + { +  lastupdate=cg.time; +  VectorCopy(cg.cuboidSelection,lastcuboid); +  init=qtrue; + } + + if(lastupdate+100>cg.time) +  return; +  + if(!VectorCompareEpsilon(lastcuboid,cg.cuboidSelection,1e-3)) + { +  cg.latestCBNumber++; +  cg.latestCBNumber%=100; +  trap_SendClientCommand(va("cb %i %f %f %f\n",cg.latestCBNumber,cg.cuboidSelection[0],cg.cuboidSelection[1],cg.cuboidSelection[2])); +  cg.forbidCuboids=qtrue; //wait for response + } + lastupdate=cg.time; + VectorCopy(cg.cuboidSelection,lastcuboid); +} + +/* +====================== +CG_Cuboid_Response + +Server responded to our cb with either cb2 or cb3. +====================== +*/ +void CG_Cuboid_Response(void) +{ + // cb2 <a> <b> <c>         : server sets client-side cuboid + // cb3 <echo>              : server agrees on player's cuboid + // cb3 <echo> <a> <b> <c>  : server doesnt agree on player's cuboid and corrects it + static qboolean init=qfalse; + if(!BG_Buildable(cg.predictedPlayerState.stats[STAT_BUILDABLE]&~SB_VALID_TOGGLEBIT,NULL)->cuboid) +  return; + if(!Q_stricmp(CG_Argv(0),"cb2")&&trap_Argc()==4) + { +  cg.cuboidSelection[0]=atof(CG_Argv(1)); +  cg.cuboidSelection[1]=atof(CG_Argv(2)); +  cg.cuboidSelection[2]=atof(CG_Argv(3)); +  return; + } + else if(!Q_stricmp(CG_Argv(0),"cb3")) + { +  if(trap_Argc()==2) +  { +   if(atoi(CG_Argv(1))==cg.latestCBNumber) +    cg.forbidCuboids=qfalse; +   return; +  } +  else if(trap_Argc()==5) +  { +   cg.cuboidSelection[0]=atof(CG_Argv(2)); +   cg.cuboidSelection[1]=atof(CG_Argv(3)); +   cg.cuboidSelection[2]=atof(CG_Argv(4)); +   if(atoi(CG_Argv(1))==cg.latestCBNumber) +   {  +    cg.forbidCuboids=qfalse; +    if(cg.lastCuboidError+250<cg.time) +    { +     trap_S_StartLocalSound(cgs.media.cuboidErrorSound,CHAN_LOCAL_SOUND); +     cg.lastCuboidError=cg.time; +    }      +   } +   return; +  } + } + Com_Printf("^3warning: wrong cb2/cb3 from server\n"); +} + +/* +====================== +CG_CuboidRotate_f + +Rotate the cuboid selection 90 degrees around the current axis. +Syntax: + cuboidRotate +====================== +*/ +void CG_CuboidResize(qboolean enlarge) +{ + vec3_t dims; + int rate=(enlarge?1:-1)*5; //FIXME: cvar for rate + if(!BG_Buildable(cg.predictedPlayerState.stats[STAT_BUILDABLE]&~SB_VALID_TOGGLEBIT,NULL)->cuboid) +  return; + VectorCopy(cg.cuboidSelection,dims); + switch(cg_cuboidResizeAxis.integer) + { +  case 0: +   dims[0]+=rate; +   break; +  case 1: +   dims[1]+=rate; +   break; +  default: +   dims[2]+=rate; +   break; + } + if(dims[0]<1||dims[1]<1||dims[2]<1||  +    dims[0]*dims[1]*dims[2]<CUBOID_MINVOLUME ) +  return; + if(enlarge) +  trap_S_StartLocalSound(cgs.media.cuboidResizeSoundA,CHAN_LOCAL_SOUND); + else +  trap_S_StartLocalSound(cgs.media.cuboidResizeSoundB,CHAN_LOCAL_SOUND); + VectorCopy(dims,cg.cuboidSelection); +} + +/* +====================== +CG_CuboidRotate_f + +Rotate the cuboid selection 90 degrees around the current axis. +Syntax: + cuboidRotate +====================== +*/ +#define SWAPFLOATS(a,b) {float __t;__t=a,a=b,b=__t;} +void CG_CuboidRotate_f(void) +{ + int axis; + + if(!BG_Buildable(cg.predictedPlayerState.stats[STAT_BUILDABLE]&~SB_VALID_TOGGLEBIT,NULL)->cuboid) +  return; + axis=cg_cuboidResizeAxis.integer; + switch(axis) + { +  case 0: +   SWAPFLOATS(cg.cuboidSelection[1],cg.cuboidSelection[2]); +   break; +  case 1: +   SWAPFLOATS(cg.cuboidSelection[2],cg.cuboidSelection[0]); +   break; +  case 2: +   SWAPFLOATS(cg.cuboidSelection[0],cg.cuboidSelection[1]); +   break; + } + trap_S_StartLocalSound(cgs.media.cuboidRotateSound,CHAN_LOCAL_SOUND); + CG_Cuboid_Send(); +} + +/* +====================== +CG_CuboidAxis_f + +Control the axis along which cuboids are resized and around which they are rotated. +Syntax: + cuboidAxis next - next axis (order is X->Y->Z) + cuboidAxis 0|1|2 - switch to a specific axis (respectively: X, Y and Z) +====================== +*/ +void CG_CuboidAxis_f(void) +{ + int axis; +  + axis=cg_cuboidResizeAxis.integer; + if(!BG_Buildable(cg.predictedPlayerState.stats[STAT_BUILDABLE]&~SB_VALID_TOGGLEBIT,NULL)->cuboid) +  return; + if(!CG_Argv(1)) + { +  Com_Printf("cuboidAxis next|0|1|2 : set axis on which you want to resize your cuboid selection (0 - X, 1 - Y, 2 - Z)\n"); +  return; + } + if(!Q_stricmp(CG_Argv(1),"next")) +  axis++; + else +  axis=atoi(CG_Argv(1)); + trap_Cvar_Set("cg_cuboidResizeAxis",va("%i",(axis+3)%3)); + trap_S_StartLocalSound(cgs.media.cuboidAxisChangeSound,CHAN_LOCAL_SOUND); +} + +/* +====================== +CG_CuboidAttack_f + +Replaces +attack/-attack. +If building a cuboid and the selection is somehow invalid, play an error sound. +Otherwise send the normal +attack / -attack; +====================== +*/ +void CG_CuboidAttack_f(void) +{ + if(BG_Buildable(cg.predictedPlayerState.stats[STAT_BUILDABLE]&~SB_VALID_TOGGLEBIT,NULL)->cuboid&&cg.forbidCuboids) + { +  trap_S_StartLocalSound(cgs.media.cuboidErrorSound,CHAN_LOCAL_SOUND); +  return; + } + trap_SendClientCommand(va("%s",CG_Argv(0))); +} + diff --git a/src/cgame/cg_consolecmds.c b/src/cgame/cg_consolecmds.c new file mode 100644 index 0000000..0f1a3cf --- /dev/null +++ b/src/cgame/cg_consolecmds.c @@ -0,0 +1,298 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2009 Darklegion Development + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA +=========================================================================== +*/ + +// cg_consolecmds.c -- text commands typed in at the local console, or +// executed by a key binding + + +#include "cg_local.h" + + + +/* +================= +CG_SizeUp_f + +Keybinding command +================= +*/ +static void CG_SizeUp_f( void ) +{ +  trap_Cvar_Set( "cg_viewsize", va( "%i", MIN( cg_viewsize.integer + 10, 100 ) ) ); +} + + +/* +================= +CG_SizeDown_f + +Keybinding command +================= +*/ +static void CG_SizeDown_f( void ) +{ +  trap_Cvar_Set( "cg_viewsize", va( "%i", MAX( cg_viewsize.integer - 10, 30 ) ) ); +} + + +/* +============= +CG_Viewpos_f + +Debugging command to print the current position +============= +*/ +static void CG_Viewpos_f( void ) +{ +  CG_Printf( "(%i %i %i) : %i\n", (int)cg.refdef.vieworg[ 0 ], +    (int)cg.refdef.vieworg[ 1 ], (int)cg.refdef.vieworg[ 2 ], +    (int)cg.refdefViewAngles[ YAW ] ); +} + +qboolean CG_RequestScores( void ) +{ +  if( cg.scoresRequestTime + 2000 < cg.time ) +  { +    // the scores are more than two seconds out of data, +    // so request new ones +    cg.scoresRequestTime = cg.time; +    trap_SendClientCommand( "score\n" ); + +    return qtrue; +  } +  else +    return qfalse; +} + +extern menuDef_t *menuScoreboard; + +static void CG_scrollScoresDown_f( void ) +{ +  if( menuScoreboard && cg.scoreBoardShowing ) +  { +    Menu_ScrollFeeder( menuScoreboard, FEEDER_ALIENTEAM_LIST, qtrue ); +    Menu_ScrollFeeder( menuScoreboard, FEEDER_HUMANTEAM_LIST, qtrue ); +  } +} + + +static void CG_scrollScoresUp_f( void ) +{ +  if( menuScoreboard && cg.scoreBoardShowing ) +  { +    Menu_ScrollFeeder( menuScoreboard, FEEDER_ALIENTEAM_LIST, qfalse ); +    Menu_ScrollFeeder( menuScoreboard, FEEDER_HUMANTEAM_LIST, qfalse ); +  } +} + +static void CG_ScoresDown_f( void ) +{ +  if( !cg.showScores ) +  { +    Menu_SetFeederSelection( menuScoreboard, FEEDER_ALIENTEAM_LIST, 0, NULL ); +    Menu_SetFeederSelection( menuScoreboard, FEEDER_HUMANTEAM_LIST, 0, NULL ); +  } + +  if( CG_RequestScores( ) ) +  { +    // leave the current scores up if they were already +    // displayed, but if this is the first hit, clear them out +    if( !cg.showScores ) +    { +      if( cg_debugRandom.integer ) +        CG_Printf( "CG_ScoresDown_f: scores out of date\n" ); + +      cg.showScores = qtrue; +      cg.numScores = 0; +    } +  } +  else +  { +    // show the cached contents even if they just pressed if it +    // is within two seconds +    cg.showScores = qtrue; +  } +} + +static void CG_ScoresUp_f( void ) +{ +  if( cg.showScores ) +  { +    cg.showScores = qfalse; +    cg.scoreFadeTime = cg.time; +  } +} + +void CG_ClientList_f( void ) +{ +  clientInfo_t *ci; +  int i; +  int count = 0; + +  for( i = 0; i < MAX_CLIENTS; i++ )  +  { +    ci = &cgs.clientinfo[ i ]; +    if( !ci->infoValid )  +      continue; + +    switch( ci->team )  +    { +      case TEAM_ALIENS: +        Com_Printf( "%2d " S_COLOR_RED "A   " S_COLOR_WHITE "%s\n", i, +          ci->name ); +        break; + +      case TEAM_HUMANS: +        Com_Printf( "%2d " S_COLOR_CYAN "H   " S_COLOR_WHITE "%s\n", i, +          ci->name ); +        break; + +      default: +      case TEAM_NONE: +      case NUM_TEAMS: +        Com_Printf( "%2d S   %s\n", i, ci->name ); +        break; +    } + +    count++; +  } + +  Com_Printf( "Listed %2d clients\n", count ); +} + +static void CG_UIMenu_f( void ) +{ +  trap_SendConsoleCommand( va( "menu %s\n", CG_Argv( 1 ) ) ); +} + +static consoleCommand_t commands[ ] = +{ +  { "+attack", CG_CuboidAttack_f }, +  { "+scores", CG_ScoresDown_f }, +  { "-attack", CG_CuboidAttack_f }, +  { "-scores", CG_ScoresUp_f }, +  { "cgame_memory", BG_MemoryInfo }, +  { "clientlist", CG_ClientList_f }, +  { "cuboidAxis", CG_CuboidAxis_f }, +  { "cuboidRotate", CG_CuboidRotate_f }, +  { "destroyTestPS", CG_DestroyTestPS_f }, +  { "destroyTestTS", CG_DestroyTestTS_f }, +  { "nextframe", CG_TestModelNextFrame_f }, +  { "nextskin", CG_TestModelNextSkin_f }, +  { "prevframe", CG_TestModelPrevFrame_f }, +  { "prevskin", CG_TestModelPrevSkin_f }, +  { "scoresDown", CG_scrollScoresDown_f }, +  { "scoresUp", CG_scrollScoresUp_f }, +  { "sizedown", CG_SizeDown_f }, +  { "sizeup", CG_SizeUp_f }, +  { "testgun", CG_TestGun_f }, +  { "testmodel", CG_TestModel_f }, +  { "testPS", CG_TestPS_f }, +  { "testTS", CG_TestTS_f }, +  { "ui_menu", CG_UIMenu_f }, +  { "viewpos", CG_Viewpos_f }, +  { "weapnext", CG_NextWeapon_f }, +  { "weapon", CG_Weapon_f }, +  { "weapprev", CG_PrevWeapon_f } +}; + +/* +================= +CG_ConsoleCommand + +The string has been tokenized and can be retrieved with +Cmd_Argc() / Cmd_Argv() +================= +*/ +qboolean CG_ConsoleCommand( void ) +{ +  consoleCommand_t *cmd; + +  cmd = bsearch( CG_Argv( 0 ), commands, +    sizeof( commands ) / sizeof( commands[ 0 ]), sizeof( commands[ 0 ] ), +    cmdcmp ); + +  if( !cmd ) +    return qfalse; + +  cmd->function( ); +  return qtrue; +} + + +/* +================= +CG_InitConsoleCommands + +Let the client system know about all of our commands +so it can perform tab completion +================= +*/ +void CG_InitConsoleCommands( void ) +{ +  int   i; + +  for( i = 0 ; i < sizeof( commands ) / sizeof( commands[ 0 ] ) ; i++ ) +    trap_AddCommand( commands[ i ].cmd ); + +  // +  // the game server will interpret these commands, which will be automatically +  // forwarded to the server after they are not recognized locally +  // +  trap_AddCommand( "kill" ); +  trap_AddCommand( "ui_messagemode" ); +  trap_AddCommand( "ui_messagemode2" ); +  trap_AddCommand( "ui_messagemode3" ); +  trap_AddCommand( "ui_messagemode4" ); +  trap_AddCommand( "say" ); +  trap_AddCommand( "say_team" ); +  trap_AddCommand( "vsay" ); +  trap_AddCommand( "vsay_team" ); +  trap_AddCommand( "vsay_local" ); +  trap_AddCommand( "m" ); +  trap_AddCommand( "mt" ); +  trap_AddCommand( "give" ); +  trap_AddCommand( "god" ); +  trap_AddCommand( "notarget" ); +  trap_AddCommand( "noclip" ); +  trap_AddCommand( "team" ); +  trap_AddCommand( "follow" ); +  trap_AddCommand( "levelshot" ); +  trap_AddCommand( "setviewpos" ); +  trap_AddCommand( "callvote" ); +  trap_AddCommand( "vote" ); +  trap_AddCommand( "callteamvote" ); +  trap_AddCommand( "teamvote" ); +  trap_AddCommand( "class" ); +  trap_AddCommand( "build" ); +  trap_AddCommand( "buy" ); +  trap_AddCommand( "sell" ); +  trap_AddCommand( "reload" ); +  trap_AddCommand( "itemact" ); +  trap_AddCommand( "itemdeact" ); +  trap_AddCommand( "itemtoggle" ); +  trap_AddCommand( "destroy" ); +  trap_AddCommand( "deconstruct" ); +  trap_AddCommand( "ignore" ); +  trap_AddCommand( "unignore" ); +} diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c new file mode 100644 index 0000000..8fde56f --- /dev/null +++ b/src/cgame/cg_draw.c @@ -0,0 +1,3813 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2009 Darklegion Development + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA +=========================================================================== +*/ + +// cg_draw.c -- draw all of the graphical elements during +// active (after loading) gameplay + + +#include "cg_local.h" +#include "../ui/ui_shared.h" + +menuDef_t *menuScoreboard = NULL; + +static void CG_AlignText( rectDef_t *rect, const char *text, float scale, +                          float w, float h, +                          int align, int valign, +                          float *x, float *y ) +{ +  float tx, ty; + +  if( scale > 0.0f ) +  { +    w = UI_Text_Width( text, scale ); +    h = UI_Text_Height( text, scale ); +  } + +  switch( align ) +  { +    default: +    case ALIGN_LEFT: +      tx = 0.0f; +      break; + +    case ALIGN_RIGHT: +      tx = rect->w - w; +      break; + +    case ALIGN_CENTER: +      tx = ( rect->w - w ) / 2.0f; +      break; + +    case ALIGN_NONE: +      tx = 0; +      break; +  } + +  switch( valign ) +  { +    default: +    case VALIGN_BOTTOM: +      ty = rect->h; +      break; + +    case VALIGN_TOP: +      ty = h; +      break; + +    case VALIGN_CENTER: +      ty = h + ( ( rect->h - h ) / 2.0f ); +      break; + +    case VALIGN_NONE: +      ty = 0; +      break; +  } + +  if( x ) +    *x = rect->x + tx; + +  if( y ) +    *y = rect->y + ty; +} + +/* +============== +CG_DrawFieldPadded + +Draws large numbers for status bar +============== +*/ +static void CG_DrawFieldPadded( int x, int y, int width, int cw, int ch, int value ) +{ +  char  num[ 16 ], *ptr; +  int   l, orgL; +  int   frame; +  int   charWidth, charHeight; + +  if( !( charWidth = cw ) ) +    charWidth = CHAR_WIDTH; + +  if( !( charHeight = ch ) ) +    charHeight = CHAR_HEIGHT; + +  if( width < 1 ) +    return; + +  // draw number string +  if( width > 4 ) +    width = 4; + +  switch( width ) +  { +    case 1: +      value = value > 9 ? 9 : value; +      value = value < 0 ? 0 : value; +      break; +    case 2: +      value = value > 99 ? 99 : value; +      value = value < -9 ? -9 : value; +      break; +    case 3: +      value = value > 999 ? 999 : value; +      value = value < -99 ? -99 : value; +      break; +    case 4: +      value = value > 9999 ? 9999 : value; +      value = value < -999 ? -999 : value; +      break; +  } + +  Com_sprintf( num, sizeof( num ), "%d", value ); +  l = strlen( num ); + +  if( l > width ) +    l = width; + +  orgL = l; + +  x += ( 2.0f * cgDC.aspectScale ); + +  ptr = num; +  while( *ptr && l ) +  { +    if( width > orgL ) +    { +      CG_DrawPic( x,y, charWidth, charHeight, cgs.media.numberShaders[ 0 ] ); +      width--; +      x += charWidth; +      continue; +    } + +    if( *ptr == '-' ) +      frame = STAT_MINUS; +    else +      frame = *ptr - '0'; + +    CG_DrawPic( x,y, charWidth, charHeight, cgs.media.numberShaders[ frame ] ); +    x += charWidth; +    ptr++; +    l--; +  } +} + +/* +============== +CG_DrawField + +Draws large numbers for status bar +============== +*/ +void CG_DrawField( float x, float y, int width, float cw, float ch, int value ) +{ +  char  num[ 16 ], *ptr; +  int   l; +  int   frame; +  float charWidth, charHeight; + +  if( !( charWidth = cw ) ) +    charWidth = CHAR_WIDTH; + +  if( !( charHeight = ch ) ) +    charHeight = CHAR_HEIGHT; + +  if( width < 1 ) +    return; + +  // draw number string +  if( width > 4 ) +    width = 4; + +  switch( width ) +  { +    case 1: +      value = value > 9 ? 9 : value; +      value = value < 0 ? 0 : value; +      break; +    case 2: +      value = value > 99 ? 99 : value; +      value = value < -9 ? -9 : value; +      break; +    case 3: +      value = value > 999 ? 999 : value; +      value = value < -99 ? -99 : value; +      break; +    case 4: +      value = value > 9999 ? 9999 : value; +      value = value < -999 ? -999 : value; +      break; +  } + +  Com_sprintf( num, sizeof( num ), "%d", value ); +  l = strlen( num ); + +  if( l > width ) +    l = width; + +  x += ( 2.0f * cgDC.aspectScale ) + charWidth * ( width - l ); + +  ptr = num; +  while( *ptr && l ) +  { +    if( *ptr == '-' ) +      frame = STAT_MINUS; +    else +      frame = *ptr -'0'; + +    CG_DrawPic( x,y, charWidth, charHeight, cgs.media.numberShaders[ frame ] ); +    x += charWidth; +    ptr++; +    l--; +  } +} + +static void CG_DrawProgressBar( rectDef_t *rect, vec4_t color, float scale, +                                int align, int textalign, int textStyle, +                                float borderSize, float progress ) +{ +  float   rimWidth; +  float   doneWidth, leftWidth; +  float   tx, ty; +  char    textBuffer[ 8 ]; + +  if( borderSize >= 0.0f ) +    rimWidth = borderSize; +  else +  { +    rimWidth = rect->h / 20.0f; +    if( rimWidth < 0.6f ) +      rimWidth = 0.6f; +  } + +  if( progress < 0.0f ) +    progress = 0.0f; +  else if( progress > 1.0f ) +    progress = 1.0f; + +  doneWidth = ( rect->w - 2 * rimWidth ) * progress; +  leftWidth = ( rect->w - 2 * rimWidth ) - doneWidth; + +  trap_R_SetColor( color ); + +  //draw rim and bar +  if( align == ALIGN_RIGHT ) +  { +    CG_DrawPic( rect->x, rect->y, rimWidth, rect->h, cgs.media.whiteShader ); +    CG_DrawPic( rect->x + rimWidth, rect->y, +      leftWidth, rimWidth, cgs.media.whiteShader ); +    CG_DrawPic( rect->x + rimWidth, rect->y + rect->h - rimWidth, +      leftWidth, rimWidth, cgs.media.whiteShader ); +    CG_DrawPic( rect->x + rimWidth + leftWidth, rect->y, +      rimWidth + doneWidth, rect->h, cgs.media.whiteShader ); +  } +  else +  { +    CG_DrawPic( rect->x, rect->y, rimWidth + doneWidth, rect->h, cgs.media.whiteShader ); +    CG_DrawPic( rimWidth + rect->x + doneWidth, rect->y, +      leftWidth, rimWidth, cgs.media.whiteShader ); +    CG_DrawPic( rimWidth + rect->x + doneWidth, rect->y + rect->h - rimWidth, +      leftWidth, rimWidth, cgs.media.whiteShader ); +    CG_DrawPic( rect->x + rect->w - rimWidth, rect->y, rimWidth, rect->h, cgs.media.whiteShader ); +  } + +  trap_R_SetColor( NULL ); + +  //draw text +  if( scale > 0.0 ) +  { +    Com_sprintf( textBuffer, sizeof( textBuffer ), "%d%%", (int)( progress * 100 ) ); +    CG_AlignText( rect, textBuffer, scale, 0.0f, 0.0f, textalign, VALIGN_CENTER, &tx, &ty ); + +    UI_Text_Paint( tx, ty, scale, color, textBuffer, 0, 0, textStyle ); +  } +} + +//=============== TA: was cg_newdraw.c + +#define NO_CREDITS_TIME 2000 + +static void CG_DrawPlayerCreditsValue( rectDef_t *rect, vec4_t color, qboolean padding ) +{ +  int           value; +  playerState_t *ps; +  centity_t     *cent; + +  cent = &cg_entities[ cg.snap->ps.clientNum ]; +  ps = &cg.snap->ps; + +  //if the build timer pie is showing don't show this +  if( ( cent->currentState.weapon == WP_ABUILD || +      cent->currentState.weapon == WP_ABUILD2 ) && ps->stats[ STAT_MISC ] ) +    return; + +  value = ps->persistant[ PERS_CREDIT ]; +  if( value > -1 ) +  { +    if( cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_ALIENS ) +    { +      if( !BG_AlienCanEvolve( cg.predictedPlayerState.stats[ STAT_CLASS ], +                              value, cgs.alienStage ) && +          cg.time - cg.lastEvolveAttempt <= NO_CREDITS_TIME && +          ( ( cg.time - cg.lastEvolveAttempt ) / 300 ) & 1 ) +      { +        color[ 3 ] = 0.0f; +      } + +      value /= ALIEN_CREDITS_PER_KILL; +    } + +    trap_R_SetColor( color ); + +    if( padding ) +      CG_DrawFieldPadded( rect->x, rect->y, 4, rect->w / 4, rect->h, value ); +    else +      CG_DrawField( rect->x, rect->y, 1, rect->w, rect->h, value ); + +    trap_R_SetColor( NULL ); +  } +} + +static void CG_DrawPlayerCreditsFraction( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ +  float fraction; +  float height; + +  if( cg.predictedPlayerState.stats[ STAT_TEAM ] != TEAM_ALIENS ) +    return; + +  fraction = ((float)(cg.predictedPlayerState.persistant[ PERS_CREDIT ] % +    ALIEN_CREDITS_PER_KILL)) / ALIEN_CREDITS_PER_KILL; + +  CG_AdjustFrom640( &rect->x, &rect->y, &rect->w, &rect->h ); +  height = rect->h * fraction; + +  trap_R_SetColor( color ); +  trap_R_DrawStretchPic( rect->x, rect->y - height + rect->h, rect->w, +    height, 0.0f, 1.0f - fraction, 1.0f, 1.0f, shader ); +  trap_R_SetColor( NULL ); +} + + +/* +============== +CG_DrawPlayerStamina +============== +*/ +static void CG_DrawPlayerStamina( int ownerDraw, rectDef_t *rect, +                                  vec4_t backColor, vec4_t foreColor, +                                  qhandle_t shader ) +{ +  playerState_t *ps = &cg.snap->ps; +  float         stamina = ps->stats[ STAT_STAMINA ]; +  float         maxStaminaBy3 = (float)STAMINA_MAX / 3.0f; +  float         progress; +  vec4_t        color; + +  switch( ownerDraw ) +  { +    case CG_PLAYER_STAMINA_1: +      progress = ( stamina - 2 * (int)maxStaminaBy3 ) / maxStaminaBy3; +      break; +    case CG_PLAYER_STAMINA_2: +      progress = ( stamina - (int)maxStaminaBy3 ) / maxStaminaBy3; +      break; +    case CG_PLAYER_STAMINA_3: +  progress = stamina / maxStaminaBy3; +      break; +    case CG_PLAYER_STAMINA_4: +      progress = ( stamina + STAMINA_MAX ) / STAMINA_MAX; +      break; +    default: +      return; +  } + +  if( progress > 1.0f ) +    progress  = 1.0f; +  else if( progress < 0.0f ) +    progress = 0.0f; + +  Vector4Lerp( progress, backColor, foreColor, color ); + +  trap_R_SetColor( color ); +  CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); +  trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawPlayerStaminaBolt +============== +*/ +static void CG_DrawPlayerStaminaBolt( rectDef_t *rect, vec4_t backColor, +                                      vec4_t foreColor, qhandle_t shader ) +{ +  float         stamina = cg.snap->ps.stats[ STAT_STAMINA ]; +  vec4_t        color; + +  if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_SPEEDBOOST ) +  { +    if( stamina >= 0 ) +      Vector4Lerp( ( sin( cg.time / 150.0f ) + 1 ) / 2, +                   backColor, foreColor, color ); +    else +      Vector4Lerp( ( sin( cg.time / 2000.0f ) + 1 ) / 2, +                   backColor, foreColor, color ); +  } +  else +  { +    if( stamina < 0 ) +      Vector4Copy( backColor, color ); +    else +      Vector4Copy( foreColor, color ); +  } + +  trap_R_SetColor( color ); +  CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); +  trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawPlayerClipsRing +============== +*/ +static void CG_DrawPlayerClipsRing( rectDef_t *rect, vec4_t backColor, +                                    vec4_t foreColor, qhandle_t shader ) +{ +  playerState_t *ps = &cg.snap->ps; +  centity_t     *cent; +  float         buildTime = ps->stats[ STAT_MISC ]; +  float         progress; +  float         maxDelay; +  weapon_t      weapon; +  vec4_t        color; + +  cent = &cg_entities[ cg.snap->ps.clientNum ]; +  weapon = BG_GetPlayerWeapon( ps ); + +  switch( weapon ) +  { +    case WP_ABUILD: +    case WP_ABUILD2: +    case WP_HBUILD: +      if( buildTime > MAXIMUM_BUILD_TIME ) +        buildTime = MAXIMUM_BUILD_TIME; +      progress = ( MAXIMUM_BUILD_TIME - buildTime ) / MAXIMUM_BUILD_TIME; + +      Vector4Lerp( progress, backColor, foreColor, color ); +      break; + +    default: +      if( ps->weaponstate == WEAPON_RELOADING ) +      { +        maxDelay = (float)BG_Weapon( cent->currentState.weapon )->reloadTime; +        progress = ( maxDelay - (float)ps->weaponTime ) / maxDelay; + +        Vector4Lerp( progress, backColor, foreColor, color ); +      } +      else +        Com_Memcpy( color, foreColor, sizeof( color ) ); +      break; +  } + +  trap_R_SetColor( color ); +  CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); +  trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawPlayerBuildTimerRing +============== +*/ +static void CG_DrawPlayerBuildTimerRing( rectDef_t *rect, vec4_t backColor, +                                         vec4_t foreColor, qhandle_t shader ) +{ +  playerState_t *ps = &cg.snap->ps; +  centity_t     *cent; +  float         buildTime = ps->stats[ STAT_MISC ]; +  float         progress; +  vec4_t        color; + +  cent = &cg_entities[ cg.snap->ps.clientNum ]; + +  if( buildTime > MAXIMUM_BUILD_TIME ) +    buildTime = MAXIMUM_BUILD_TIME; + +  progress = ( MAXIMUM_BUILD_TIME - buildTime ) / MAXIMUM_BUILD_TIME; + +  Vector4Lerp( progress, backColor, foreColor, color ); + +  trap_R_SetColor( color ); +  CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); +  trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawPlayerBoosted +============== +*/ +static void CG_DrawPlayerBoosted( rectDef_t *rect, vec4_t backColor, +                                  vec4_t foreColor, qhandle_t shader ) +{ +  if( cg.snap->ps.stats[ STAT_STATE ] & SS_BOOSTED ) +    trap_R_SetColor( foreColor ); +  else +    trap_R_SetColor( backColor ); + +  CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); +  trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawPlayerBoosterBolt +============== +*/ +static void CG_DrawPlayerBoosterBolt( rectDef_t *rect, vec4_t backColor, +                                      vec4_t foreColor, qhandle_t shader ) +{ +  vec4_t color; + +  // Flash bolts when the boost is almost out +  if( ( cg.snap->ps.stats[ STAT_STATE ] & SS_BOOSTED ) && +      ( cg.snap->ps.stats[ STAT_STATE ] & SS_BOOSTEDWARNING ) ) +    Vector4Lerp( ( sin( cg.time / 100.0f ) + 1 ) / 2, +                 backColor, foreColor, color ); +  else +    Vector4Copy( foreColor, color ); + +  trap_R_SetColor( color ); +  CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); +  trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawPlayerPoisonBarbs +============== +*/ +static void CG_DrawPlayerPoisonBarbs( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ +  qboolean vertical; +  float    x = rect->x, y = rect->y; +  float    width = rect->w, height = rect->h; +  float    diff; +  int      iconsize, numBarbs, maxBarbs; + +  maxBarbs = BG_Weapon( cg.snap->ps.weapon )->maxAmmo; +  numBarbs = cg.snap->ps.ammo; +  if( maxBarbs <= 0 || numBarbs <= 0 ) +    return; + +  // adjust these first to ensure the aspect ratio of the barb image is +  // preserved +  CG_AdjustFrom640( &x, &y, &width, &height ); + +  if( height > width ) +  { +    vertical = qtrue; +    iconsize = width; +    if( maxBarbs != 1 ) // avoid division by zero +      diff = ( height - iconsize ) / (float)( maxBarbs - 1 ); +    else +      diff = 0; // doesn't matter, won't be used +  } +  else +  { +    vertical = qfalse; +    iconsize = height; +    if( maxBarbs != 1 ) +      diff = ( width - iconsize ) / (float)( maxBarbs - 1 ); +    else +      diff = 0; +  } + +  trap_R_SetColor( color ); + +  for( ; numBarbs > 0; numBarbs-- ) +  { +    trap_R_DrawStretchPic( x, y, iconsize, iconsize, 0, 0, 1, 1, shader ); +    if( vertical ) +      y += diff; +    else +      x += diff; +  } + +  trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawPlayerWallclimbing +============== +*/ +static void CG_DrawPlayerWallclimbing( rectDef_t *rect, vec4_t backColor, vec4_t foreColor, qhandle_t shader ) +{ +  if( cg.snap->ps.stats[ STAT_STATE ] & SS_WALLCLIMBING ) +    trap_R_SetColor( foreColor ); +  else +    trap_R_SetColor( backColor ); + +  CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); +  trap_R_SetColor( NULL ); +} + +static void CG_DrawPlayerAmmoValue( rectDef_t *rect, vec4_t color ) +{ +  int value; +  int valueMarked = -1; +  qboolean bp = qfalse; + +  switch( BG_PrimaryWeapon( cg.snap->ps.stats ) ) +  { +    case WP_NONE: +    case WP_BLASTER: +      return; + +    case WP_ABUILD: +    case WP_ABUILD2: +    case WP_HBUILD: +      value = cg.snap->ps.persistant[ PERS_BP ]; +      valueMarked = cg.snap->ps.persistant[ PERS_MARKEDBP ]; +      bp = qtrue; +      break; + +    default: +      value = cg.snap->ps.ammo; +      break; +  } + +  if( value > 999 ) +    value = 999; +  if( valueMarked > 999 ) +    valueMarked = 999; + +  if( value > -1 ) +  { +    float tx, ty; +    char *text; +    float scale; +    int len; + +    trap_R_SetColor( color ); +    if( !bp ) +    { +      CG_DrawField( rect->x - 5, rect->y, 4, rect->w / 4, rect->h, value ); +      trap_R_SetColor( NULL ); +      return; +    } + +    if( valueMarked > 0 ) +      text = va( "%d+(%d)", value, valueMarked ); +    else +      text = va( "%d", value ); + +    len = strlen( text ); + +    if( len <= 4 ) +      scale = 0.50; +    else if( len <= 6 ) +      scale = 0.43; +    else if( len == 7 )  +      scale = 0.36;  +    else if( len == 8 ) +      scale = 0.33; +    else +      scale = 0.31; + +    CG_AlignText( rect, text, scale, 0.0f, 0.0f, ALIGN_RIGHT, VALIGN_CENTER, &tx, &ty ); +    UI_Text_Paint( tx + 1, ty, scale, color, text, 0, 0, ITEM_TEXTSTYLE_NORMAL ); +    trap_R_SetColor( NULL ); +  } +} + + +/* +============== +CG_DrawAlienSense +============== +*/ +static void CG_DrawAlienSense( rectDef_t *rect ) +{ +  if( BG_ClassHasAbility( cg.snap->ps.stats[ STAT_CLASS ], SCA_ALIENSENSE ) ) +    CG_AlienSense( rect ); +} + + +/* +============== +CG_DrawHumanScanner +============== +*/ +static void CG_DrawHumanScanner( rectDef_t *rect, qhandle_t shader, vec4_t color ) +{ +  if( BG_InventoryContainsUpgrade( UP_HELMET_MK2, cg.snap->ps.stats ) ) +    CG_Scanner( rect, shader, color ); +} + + +/* +============== +CG_DrawUsableBuildable +============== +*/ +static void CG_DrawUsableBuildable( rectDef_t *rect, qhandle_t shader, vec4_t color ) +{ +  vec3_t        view, point; +  trace_t       trace; +  entityState_t *es; + +  AngleVectors( cg.refdefViewAngles, view, NULL, NULL ); +  VectorMA( cg.refdef.vieworg, 64, view, point ); +  CG_Trace( &trace, cg.refdef.vieworg, NULL, NULL, +            point, cg.predictedPlayerState.clientNum, MASK_SHOT ); + +  es = &cg_entities[ trace.entityNum ].currentState; + +  if( es->eType == ET_BUILDABLE && BG_Buildable( es->modelindex, NULL )->usable && +      cg.predictedPlayerState.stats[ STAT_TEAM ] == BG_Buildable( es->modelindex, NULL )->team ) +  { +    //hack to prevent showing the usable buildable when you aren't carrying an energy weapon +    if( ( es->modelindex == BA_H_REACTOR || es->modelindex == BA_H_REPEATER ) && +        ( !BG_Weapon( cg.snap->ps.weapon )->usesEnergy || +          BG_Weapon( cg.snap->ps.weapon )->infiniteAmmo ) ) +    { +      cg.nearUsableBuildable = BA_NONE; +      return; +    } + +    trap_R_SetColor( color ); +    CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); +    trap_R_SetColor( NULL ); +    cg.nearUsableBuildable = es->modelindex; +  } +  else +    cg.nearUsableBuildable = BA_NONE; +} + + +#define BUILD_DELAY_TIME  2000 + +static void CG_DrawPlayerBuildTimer( rectDef_t *rect, vec4_t color ) +{ +  int           index; +  playerState_t *ps; + +  ps = &cg.snap->ps; + +  if( ps->stats[ STAT_MISC ] <= 0 ) +    return; + +  switch( BG_PrimaryWeapon( ps->stats ) ) +  { +    case WP_ABUILD: +    case WP_ABUILD2: +    case WP_HBUILD: +      break; + +    default: +      return; +  } + +  index = 8 * ( ps->stats[ STAT_MISC ] - 1 ) / MAXIMUM_BUILD_TIME; +  if( index > 7 ) +    index = 7; +  else if( index < 0 ) +    index = 0; + +  if( cg.time - cg.lastBuildAttempt <= BUILD_DELAY_TIME && +      ( ( cg.time - cg.lastBuildAttempt ) / 300 ) % 2 ) +  { +    color[ 0 ] = 1.0f; +    color[ 1 ] = color[ 2 ] = 0.0f; +    color[ 3 ] = 1.0f; +  } + +  trap_R_SetColor( color ); +  CG_DrawPic( rect->x, rect->y, rect->w, rect->h, +              cgs.media.buildWeaponTimerPie[ index ] ); +  trap_R_SetColor( NULL ); +} + +static void CG_DrawPlayerClipsValue( rectDef_t *rect, vec4_t color ) +{ +  int           value; +  playerState_t *ps = &cg.snap->ps; + +  switch( BG_PrimaryWeapon( ps->stats ) ) +  { +    case WP_NONE: +    case WP_BLASTER: +    case WP_ABUILD: +    case WP_ABUILD2: +    case WP_HBUILD: +      return; + +    default: +      value = ps->clips; + +      if( value > -1 ) +      { +        trap_R_SetColor( color ); +        CG_DrawField( rect->x, rect->y, 4, rect->w / 4, rect->h, value ); +        trap_R_SetColor( NULL ); +      } +      break; +  } +} + +static void CG_DrawPlayerHealthValue( rectDef_t *rect, vec4_t color ) +{ +  trap_R_SetColor( color ); +  CG_DrawField( rect->x, rect->y, 4, rect->w / 4, rect->h, +                cg.snap->ps.stats[ STAT_HEALTH ] ); +  trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawPlayerHealthCross +============== +*/ +static void CG_DrawPlayerHealthCross( rectDef_t *rect, vec4_t ref_color ) +{ +  qhandle_t shader; +  vec4_t color; +  float ref_alpha; + +  // Pick the current icon +  shader = cgs.media.healthCross; +  if( cg.snap->ps.stats[ STAT_STATE ] & SS_HEALING_3X ) +    shader = cgs.media.healthCross3X; +  else if( cg.snap->ps.stats[ STAT_STATE ] & SS_HEALING_2X ) +  { +    if( cg.snap->ps.stats[ STAT_TEAM ] == TEAM_ALIENS ) +      shader = cgs.media.healthCross2X; +    else +      shader = cgs.media.healthCrossMedkit; +  } +  else if( cg.snap->ps.stats[ STAT_STATE ] & SS_POISONED ) +    shader = cgs.media.healthCrossPoisoned; + +  // Pick the alpha value +  Vector4Copy( ref_color, color ); +  if( cg.snap->ps.stats[ STAT_TEAM ] == TEAM_HUMANS && +      cg.snap->ps.stats[ STAT_HEALTH ] < 10 ) +  { +    color[ 0 ] = 1.0f; +    color[ 1 ] = color[ 2 ] = 0.0f; +  } +  ref_alpha = ref_color[ 3 ]; +  if( cg.snap->ps.stats[ STAT_STATE ] & SS_HEALING_ACTIVE ) +    ref_alpha = 1.0f; + +  // Don't fade from nothing +  if( !cg.lastHealthCross ) +    cg.lastHealthCross = shader; + +  // Fade the icon during transition +  if( cg.lastHealthCross != shader ) +  { +    cg.healthCrossFade += cg.frametime / 500.0f; +    if( cg.healthCrossFade > 1.0f ) +    { +      cg.healthCrossFade = 0.0f; +      cg.lastHealthCross = shader; +    } +    else +    { +      // Fading between two icons +      color[ 3 ] = ref_alpha * cg.healthCrossFade; +      trap_R_SetColor( color ); +      CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); +      color[ 3 ] = ref_alpha * ( 1.0f - cg.healthCrossFade ); +      trap_R_SetColor( color ); +      CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cg.lastHealthCross ); +      trap_R_SetColor( NULL ); +      return; +    } +  } + +  // Not fading, draw a single icon +  color[ 3 ] = ref_alpha; +  trap_R_SetColor( color ); +  CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); +  trap_R_SetColor( NULL ); +} + +static float CG_ChargeProgress( void ) +{ +  float progress; +  int min = 0, max = 0; + +  if( cg.snap->ps.weapon == WP_ALEVEL3 ) +  { +    min = LEVEL3_POUNCE_TIME_MIN; +    max = LEVEL3_POUNCE_TIME; +  } +  else if( cg.snap->ps.weapon == WP_ALEVEL3_UPG ) +  { +    min = LEVEL3_POUNCE_TIME_MIN; +    max = LEVEL3_POUNCE_TIME_UPG; +  } +  else if( cg.snap->ps.weapon == WP_ALEVEL4 ) +  { +    if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_CHARGING ) +    { +      min = 0; +      max = LEVEL4_TRAMPLE_DURATION; +    } +    else +    { +      min = LEVEL4_TRAMPLE_CHARGE_MIN; +      max = LEVEL4_TRAMPLE_CHARGE_MAX; +    } +  } +  else if( cg.snap->ps.weapon == WP_LUCIFER_CANNON ) +  { +    min = LCANNON_CHARGE_TIME_MIN; +    max = LCANNON_CHARGE_TIME_MAX; +  } + +  if( max - min <= 0.0f ) +    return 0.0f; + +  progress = ( (float)cg.predictedPlayerState.stats[ STAT_MISC ] - min ) / +             ( max - min ); + +  if( progress > 1.0f ) +    return 1.0f; + +  if( progress < 0.0f ) +    return 0.0f; + +  return progress; +} + +#define CHARGE_BAR_FADE_RATE 0.002f + +static void CG_DrawPlayerChargeBarBG( rectDef_t *rect, vec4_t ref_color, +                                      qhandle_t shader ) +{ +  vec4_t color; + +  if( !cg_drawChargeBar.integer || cg.chargeMeterAlpha <= 0.0f ) +    return; + +  color[ 0 ] = ref_color[ 0 ]; +  color[ 1 ] = ref_color[ 1 ]; +  color[ 2 ] = ref_color[ 2 ]; +  color[ 3 ] = ref_color[ 3 ] * cg.chargeMeterAlpha; + +  // Draw meter background +  trap_R_SetColor( color ); +  CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); +  trap_R_SetColor( NULL ); +} + +// FIXME: This should come from the element info +#define CHARGE_BAR_CAP_SIZE 3 + +static void CG_DrawPlayerChargeBar( rectDef_t *rect, vec4_t ref_color, +                                    qhandle_t shader ) +{ +  vec4_t color; +  float x, y, width, height, cap_size, progress; + +  if( !cg_drawChargeBar.integer ) +    return; + +  // Get progress proportion and pump fade +  progress = CG_ChargeProgress(); +  if( progress <= 0.0f ) +  { +    cg.chargeMeterAlpha -= CHARGE_BAR_FADE_RATE * cg.frametime; +    if( cg.chargeMeterAlpha <= 0.0f ) +    { +      cg.chargeMeterAlpha = 0.0f; +      return; +    } +  } +  else +  { +    cg.chargeMeterValue = progress; +    cg.chargeMeterAlpha += CHARGE_BAR_FADE_RATE * cg.frametime; +    if( cg.chargeMeterAlpha > 1.0f ) +      cg.chargeMeterAlpha = 1.0f; +  } + +  color[ 0 ] = ref_color[ 0 ]; +  color[ 1 ] = ref_color[ 1 ]; +  color[ 2 ] = ref_color[ 2 ]; +  color[ 3 ] = ref_color[ 3 ] * cg.chargeMeterAlpha; + +  // Flash red for Lucifer Cannon warning +  if( cg.snap->ps.weapon == WP_LUCIFER_CANNON && +      cg.snap->ps.stats[ STAT_MISC ] >= LCANNON_CHARGE_TIME_WARN && +      ( cg.time & 128 ) ) +  { +    color[ 0 ] = 1.0f; +    color[ 1 ] = 0.0f; +    color[ 2 ] = 0.0f; +  } + +  x = rect->x; +  y = rect->y; + +  // Horizontal charge bar +  if( rect->w >= rect->h ) +  { +    width = ( rect->w - CHARGE_BAR_CAP_SIZE * 2 ) * cg.chargeMeterValue; +    height = rect->h; +    CG_AdjustFrom640( &x, &y, &width, &height ); +    cap_size = CHARGE_BAR_CAP_SIZE * cgs.screenXScale; + +    // Draw the meter +    trap_R_SetColor( color ); +    trap_R_DrawStretchPic( x, y, cap_size, height, 0, 0, 1, 1, shader ); +    trap_R_DrawStretchPic( x + width + cap_size, y, cap_size, height, +                           1, 0, 0, 1, shader ); +    trap_R_DrawStretchPic( x + cap_size, y, width, height, 1, 0, 1, 1, shader ); +    trap_R_SetColor( NULL ); +  } + +  // Vertical charge bar +  else +  { +    y += rect->h; +    width = rect->w; +    height = ( rect->h - CHARGE_BAR_CAP_SIZE * 2 ) * cg.chargeMeterValue; +    CG_AdjustFrom640( &x, &y, &width, &height ); +    cap_size = CHARGE_BAR_CAP_SIZE * cgs.screenYScale; + +    // Draw the meter +    trap_R_SetColor( color ); +    trap_R_DrawStretchPic( x, y - cap_size, width, cap_size, +                           0, 1, 1, 0, shader ); +    trap_R_DrawStretchPic( x, y - height - cap_size * 2, width, +                           cap_size, 0, 0, 1, 1, shader ); +    trap_R_DrawStretchPic( x, y - height - cap_size, width, height, +                           0, 1, 1, 1, shader ); +    trap_R_SetColor( NULL ); +  } +} + +static void CG_DrawProgressLabel( rectDef_t *rect, float text_x, float text_y, vec4_t color, +                                  float scale, int textalign, int textvalign, +                                  const char *s, float fraction ) +{ +  vec4_t white = { 1.0f, 1.0f, 1.0f, 1.0f }; +  float tx, ty; + +  CG_AlignText( rect, s, scale, 0.0f, 0.0f, textalign, textvalign, &tx, &ty ); + +  if( fraction < 1.0f ) +    UI_Text_Paint( text_x + tx, text_y + ty, scale, white, +      s, 0, 0, ITEM_TEXTSTYLE_NORMAL ); +  else +    UI_Text_Paint( text_x + tx, text_y + ty, scale, color, +      s, 0, 0, ITEM_TEXTSTYLE_NEON ); +} + +static void CG_DrawMediaProgress( rectDef_t *rect, vec4_t color, float scale, +                                  int align, int textalign, int textStyle, +                                  float borderSize ) +{ +  CG_DrawProgressBar( rect, color, scale, align, textalign, textStyle, +                      borderSize, cg.mediaFraction ); +} + +static void CG_DrawMediaProgressLabel( rectDef_t *rect, float text_x, float text_y, +                                       vec4_t color, float scale, int textalign, int textvalign ) +{ +  CG_DrawProgressLabel( rect, text_x, text_y, color, scale, textalign, textvalign, +                        "Map and Textures", cg.mediaFraction ); +} + +static void CG_DrawBuildablesProgress( rectDef_t *rect, vec4_t color, +                                       float scale, int align, int textalign, +                                       int textStyle, float borderSize ) +{ +  CG_DrawProgressBar( rect, color, scale, align, textalign, textStyle, +                      borderSize, cg.buildablesFraction ); +} + +static void CG_DrawBuildablesProgressLabel( rectDef_t *rect, float text_x, float text_y, +                                            vec4_t color, float scale, int textalign, int textvalign ) +{ +  CG_DrawProgressLabel( rect, text_x, text_y, color, scale, textalign, textvalign, +                        "Buildable Models", cg.buildablesFraction ); +} + +static void CG_DrawCharModelProgress( rectDef_t *rect, vec4_t color, +                                      float scale, int align, int textalign, +                                      int textStyle, float borderSize ) +{ +  CG_DrawProgressBar( rect, color, scale, align, textalign, textStyle, +                      borderSize, cg.charModelFraction ); +} + +static void CG_DrawCharModelProgressLabel( rectDef_t *rect, float text_x, float text_y, +                                           vec4_t color, float scale, int textalign, int textvalign ) +{ +  CG_DrawProgressLabel( rect, text_x, text_y, color, scale, textalign, textvalign, +                        "Character Models", cg.charModelFraction ); +} + +static void CG_DrawOverallProgress( rectDef_t *rect, vec4_t color, float scale, +                                    int align, int textalign, int textStyle, +                                    float borderSize ) +{ +  float total; + +  total = cg.charModelFraction + cg.buildablesFraction + cg.mediaFraction; +  total /= 3.0f; + +  CG_DrawProgressBar( rect, color, scale, align, textalign, textStyle, +                      borderSize, total ); +} + +static void CG_DrawLevelShot( rectDef_t *rect ) +{ +  const char  *s; +  const char  *info; +  qhandle_t   levelshot; +  qhandle_t   detail; + +  info = CG_ConfigString( CS_SERVERINFO ); +  s = Info_ValueForKey( info, "mapname" ); +  levelshot = trap_R_RegisterShaderNoMip( va( "levelshots/%s.tga", s ) ); + +  if( !levelshot ) +    levelshot = trap_R_RegisterShaderNoMip( "gfx/2d/load_screen" ); + +  trap_R_SetColor( NULL ); +  CG_DrawPic( rect->x, rect->y, rect->w, rect->h, levelshot ); + +  // blend a detail texture over it +  detail = trap_R_RegisterShader( "gfx/misc/detail" ); +  CG_DrawPic( rect->x, rect->y, rect->w, rect->h, detail ); +} + +static void CG_DrawLevelName( rectDef_t *rect, float text_x, float text_y, +                              vec4_t color, float scale, +                              int textalign, int textvalign, int textStyle ) +{ +  const char  *s; + +  s = CG_ConfigString( CS_MESSAGE ); + +  UI_DrawTextBlock( rect, text_x, text_y, color, scale, textalign, textvalign, textStyle, s ); +} + +static void CG_DrawMOTD( rectDef_t *rect, float text_x, float text_y, +                         vec4_t color, float scale, +                         int textalign, int textvalign, int textStyle ) +{ +  const char  *s; +  char parsed[ MAX_STRING_CHARS ]; + +  s = CG_ConfigString( CS_MOTD ); + +  Q_ParseNewlines( parsed, s, sizeof( parsed ) ); + +  UI_DrawTextBlock( rect, text_x, text_y, color, scale, textalign, textvalign, textStyle, parsed ); +} + +static void CG_DrawHostname( rectDef_t *rect, float text_x, float text_y, +                             vec4_t color, float scale, +                             int textalign, int textvalign, int textStyle ) +{ +  char buffer[ 1024 ]; +  const char  *info; + +  info = CG_ConfigString( CS_SERVERINFO ); + +  UI_EscapeEmoticons( buffer, Info_ValueForKey( info, "sv_hostname" ), sizeof( buffer ) ); +  Q_CleanStr( buffer ); + +  UI_DrawTextBlock( rect, text_x, text_y, color, scale, textalign, textvalign, textStyle, buffer ); +} + +/* +============== +CG_DrawDemoPlayback +============== +*/ +static void CG_DrawDemoPlayback( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ +  if( !cg_drawDemoState.integer ) +    return; + +  if( trap_GetDemoState( ) != DS_PLAYBACK ) +    return; + +  trap_R_SetColor( color ); +  CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); +  trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawDemoRecording +============== +*/ +static void CG_DrawDemoRecording( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ +  if( !cg_drawDemoState.integer ) +    return; + +  if( trap_GetDemoState( ) != DS_RECORDING ) +    return; + +  trap_R_SetColor( color ); +  CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); +  trap_R_SetColor( NULL ); +} + +/* +====================== +CG_UpdateMediaFraction + +====================== +*/ +void CG_UpdateMediaFraction( float newFract ) +{ +  cg.mediaFraction = newFract; + +  trap_UpdateScreen( ); +} + +/* +==================== +CG_DrawLoadingScreen + +Draw all the status / pacifier stuff during level loading +==================== +*/ +void CG_DrawLoadingScreen( void ) +{ +  menuDef_t *menu = Menus_FindByName( "Loading" ); + +  Menu_Update( menu ); +  Menu_Paint( menu, qtrue ); +} + +float CG_GetValue( int ownerDraw ) +{ +  centity_t *cent; +  playerState_t *ps; +  weapon_t weapon; + +  cent = &cg_entities[ cg.snap->ps.clientNum ]; +  ps = &cg.snap->ps; +  weapon = BG_GetPlayerWeapon( ps ); + +  switch( ownerDraw ) +  { +    case CG_PLAYER_AMMO_VALUE: +      if( weapon ) +        return ps->ammo; +      break; +    case CG_PLAYER_CLIPS_VALUE: +      if( weapon ) +        return ps->clips; +      break; +    case CG_PLAYER_HEALTH: +      return ps->stats[ STAT_HEALTH ]; +      break; +    default: +      break; +  } + +  return -1; +} + +const char *CG_GetKillerText( ) +{ +  const char *s = ""; +  if( cg.killerName[ 0 ] ) +    s = va( "Fragged by %s", cg.killerName ); + +  return s; +} + + +static void CG_DrawKiller( rectDef_t *rect, float scale, vec4_t color, +                           qhandle_t shader, int textStyle ) +{ +  // fragged by ... line + if( cg.killerName[ 0 ] ) + { +   int x = rect->x + rect->w / 2; +   UI_Text_Paint( x - UI_Text_Width( CG_GetKillerText( ), scale ) / 2, +     rect->y + rect->h, scale, color, CG_GetKillerText( ), 0, 0, textStyle ); +  } +} + + +#define SPECTATORS_PIXELS_PER_SECOND 30.0f + +/* +================== +CG_DrawTeamSpectators +================== +*/ +static void CG_DrawTeamSpectators( rectDef_t *rect, float scale, int textvalign, vec4_t color, qhandle_t shader ) +{ +  float y; +  char  *text = cg.spectatorList; +  float textWidth = UI_Text_Width( text, scale ); + +  CG_AlignText( rect, text, scale, 0.0f, 0.0f, ALIGN_LEFT, textvalign, NULL, &y ); + +  if( textWidth > rect->w ) +  { +    // The text is too wide to fit, so scroll it +    int now = trap_Milliseconds( ); +    int delta = now - cg.spectatorTime; + +    CG_SetClipRegion( rect->x, rect->y, rect->w, rect->h ); + +    UI_Text_Paint( rect->x - cg.spectatorOffset, y, scale, color, text, 0, 0, 0 ); +    UI_Text_Paint( rect->x + textWidth - cg.spectatorOffset, y, scale, color, text, 0, 0, 0 ); + +    CG_ClearClipRegion( ); + +    cg.spectatorOffset += ( delta / 1000.0f ) * SPECTATORS_PIXELS_PER_SECOND; + +    while( cg.spectatorOffset > textWidth ) +      cg.spectatorOffset -= textWidth; + +    cg.spectatorTime = now; +  } +  else +  { +    UI_Text_Paint( rect->x, y, scale, color, text, 0, 0, 0 ); +  } +} + +#define FOLLOWING_STRING "following " +#define CHASING_STRING "chasing " + +/* +================== +CG_DrawFollow +================== +*/ +static void CG_DrawFollow( rectDef_t *rect, float text_x, float text_y, +    vec4_t color, float scale, int textalign, int textvalign, int textStyle ) +{ +  float tx, ty; + +  if( cg.snap && cg.snap->ps.pm_flags & PMF_FOLLOW ) +  { +    char buffer[ MAX_STRING_CHARS ]; + +    if( !cg.chaseFollow ) +      strcpy( buffer, FOLLOWING_STRING ); +    else +      strcpy( buffer, CHASING_STRING ); + +    strcat( buffer, cgs.clientinfo[ cg.snap->ps.clientNum ].name ); + +    CG_AlignText( rect, buffer, scale, 0, 0, textalign, textvalign, &tx, &ty ); +    UI_Text_Paint( text_x + tx, text_y + ty, scale, color, buffer, 0, 0, +                   textStyle ); +  } +} + +/* +================== +CG_DrawTeamLabel +================== +*/ +static void CG_DrawTeamLabel( rectDef_t *rect, team_t team, float text_x, float text_y, +    vec4_t color, float scale, int textalign, int textvalign, int textStyle ) +{ +  char  *t; +  char  stage[ MAX_TOKEN_CHARS ]; +  char  *s; +  float tx, ty; + +  stage[ 0 ] = '\0'; + +  switch( team ) +  { +    case TEAM_ALIENS: +      t = "Aliens"; +      if( cg.intermissionStarted ) +        Com_sprintf( stage, MAX_TOKEN_CHARS, "(Stage %d)", cgs.alienStage + 1 ); +      break; + +    case TEAM_HUMANS: +      t = "Humans"; +      if( cg.intermissionStarted ) +        Com_sprintf( stage, MAX_TOKEN_CHARS, "(Stage %d)", cgs.humanStage + 1 ); +      break; + +    default: +      t = ""; +      break; +  } + +  switch( textalign ) +  { +    default: +    case ALIGN_LEFT: +      s = va( "%s %s", t, stage ); +      break; + +    case ALIGN_RIGHT: +      s = va( "%s %s", stage, t ); +      break; +  } + +  CG_AlignText( rect, s, scale, 0.0f, 0.0f, textalign, textvalign, &tx, &ty ); +  UI_Text_Paint( text_x + tx, text_y + ty, scale, color, s, 0, 0, textStyle ); +} + +/* +================== +CG_DrawStageReport +================== +*/ +static const char *CG_SpawnReport( qboolean eggs ) +{ +  const char *s; +   +  s = ( cg.snap->ps.persistant[ PERS_SPAWNS ] + cg.snap->ps.persistant[ PERS_SPAWNS_IMPLANTED ] == 1 ? "" : "s" ); +   +  if( cg.snap->ps.persistant[ PERS_SPAWNS_IMPLANTED ] ) +    return va( "%d(+%d) %s%s left", +               cg.snap->ps.persistant[ PERS_SPAWNS ], +               cg.snap->ps.persistant[ PERS_SPAWNS_IMPLANTED ], +               ( eggs ? "egg" : "telenode" ), +               s ); +  else +    return va( "%d %s%s left", +               cg.snap->ps.persistant[ PERS_SPAWNS ], +               ( eggs ? "egg" : "telenode" ), +               s ); +} + +static void CG_DrawStageReport( rectDef_t *rect, float text_x, float text_y, +    vec4_t color, float scale, int textalign, int textvalign, int textStyle ) +{ +  char  s[ MAX_TOKEN_CHARS ]; +  float tx, ty; + +  if( cg.intermissionStarted ) +    return; + +  if( cg.snap->ps.stats[ STAT_TEAM ] == TEAM_NONE ) +    return; + +  if( cg.snap->ps.stats[ STAT_TEAM ] == TEAM_ALIENS ) +  { +    int kills = ceil( (float)(cgs.alienNextStageThreshold - cgs.alienCredits) / ALIEN_CREDITS_PER_KILL ); +    if( kills < 0 ) +      kills = 0; + +    if( cgs.alienNextStageThreshold < 0 ) +      Com_sprintf( s, MAX_TOKEN_CHARS, "Stage %d, %s", cgs.alienStage + 1, CG_SpawnReport( qtrue ) ); +    else if( kills == 1 ) +      Com_sprintf( s, MAX_TOKEN_CHARS, "Stage %d, 1 frag for next stage, %s", +          cgs.alienStage + 1, CG_SpawnReport( qtrue ) ); +    else +      Com_sprintf( s, MAX_TOKEN_CHARS, "Stage %d, %d frags for next stage, %s", +          cgs.alienStage + 1, kills, CG_SpawnReport( qtrue ) ); +  } +  else if( cg.snap->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) +  { +    int credits = cgs.humanNextStageThreshold - cgs.humanCredits; + +    if( credits < 0 ) +      credits = 0; + +    if( cgs.humanNextStageThreshold < 0 ) +      Com_sprintf( s, MAX_TOKEN_CHARS, "Stage %d, %s", cgs.humanStage + 1, CG_SpawnReport( qfalse ) ); +    else if( credits == 1 ) +      Com_sprintf( s, MAX_TOKEN_CHARS, "Stage %d, 1 credit for next stage, %s", +          cgs.humanStage + 1, CG_SpawnReport( qfalse ) ); +    else +      Com_sprintf( s, MAX_TOKEN_CHARS, "Stage %d, %d credits for next stage, %s", +          cgs.humanStage + 1, credits, CG_SpawnReport( qfalse ) ); +  } + +  CG_AlignText( rect, s, scale, 0.0f, 0.0f, textalign, textvalign, &tx, &ty ); + +  UI_Text_Paint( text_x + tx, text_y + ty, scale, color, s, 0, 0, textStyle ); +} + +/* +================== +CG_DrawFPS +================== +*/ +#define FPS_FRAMES  20 +#define FPS_STRING  "fps" +static void CG_DrawFPS( rectDef_t *rect, float text_x, float text_y, +                        float scale, vec4_t color, +                        int textalign, int textvalign, int textStyle, +                        qboolean scalableText ) +{ +  char        *s; +  float       tx, ty; +  float       w, h, totalWidth; +  int         strLength; +  static int  previousTimes[ FPS_FRAMES ]; +  static int  index; +  int         i, total; +  int         fps; +  static int  previous; +  int         t, frameTime; + +  if( !cg_drawFPS.integer ) +    return; + +  // don't use serverTime, because that will be drifting to +  // correct for internet lag changes, timescales, timedemos, etc +  t = trap_Milliseconds( ); +  frameTime = t - previous; +  previous = t; + +  previousTimes[ index % FPS_FRAMES ] = frameTime; +  index++; + +  if( index > FPS_FRAMES ) +  { +    // average multiple frames together to smooth changes out a bit +    total = 0; + +    for( i = 0 ; i < FPS_FRAMES ; i++ ) +      total += previousTimes[ i ]; + +    if( !total ) +      total = 1; + +    fps = 1000 * FPS_FRAMES / total; + +    s = va( "%d", fps ); +    w = UI_Text_Width( "0", scale ); +    h = UI_Text_Height( "0", scale ); +    strLength = CG_DrawStrlen( s ); +    totalWidth = UI_Text_Width( FPS_STRING, scale ) + w * strLength; + +    CG_AlignText( rect, s, 0.0f, totalWidth, h, textalign, textvalign, &tx, &ty ); + +    if( scalableText ) +    { +      for( i = 0; i < strLength; i++ ) +      { +        char c[ 2 ]; + +        c[ 0 ] = s[ i ]; +        c[ 1 ] = '\0'; + +        UI_Text_Paint( text_x + tx + i * w, text_y + ty, scale, color, c, 0, 0, textStyle ); +      } + +      UI_Text_Paint( text_x + tx + i * w, text_y + ty, scale, color, FPS_STRING, 0, 0, textStyle ); +    } +    else +    { +      trap_R_SetColor( color ); +      CG_DrawField( rect->x, rect->y, 3, rect->w / 3, rect->h, fps ); +      trap_R_SetColor( NULL ); +    } +  } +} + + +/* +================= +CG_DrawTimerMins +================= +*/ +static void CG_DrawTimerMins( rectDef_t *rect, vec4_t color ) +{ +  int     mins, seconds; +  int     msec; + +  if( !cg_drawTimer.integer ) +    return; + +  msec = cg.time - cgs.levelStartTime; + +  seconds = msec / 1000; +  mins = seconds / 60; +  seconds -= mins * 60; + +  trap_R_SetColor( color ); +  CG_DrawField( rect->x, rect->y, 3, rect->w / 3, rect->h, mins ); +  trap_R_SetColor( NULL ); +} + + +/* +================= +CG_DrawTimerSecs +================= +*/ +static void CG_DrawTimerSecs( rectDef_t *rect, vec4_t color ) +{ +  int     mins, seconds; +  int     msec; + +  if( !cg_drawTimer.integer ) +    return; + +  msec = cg.time - cgs.levelStartTime; + +  seconds = msec / 1000; +  mins = seconds / 60; +  seconds -= mins * 60; + +  trap_R_SetColor( color ); +  CG_DrawFieldPadded( rect->x, rect->y, 2, rect->w / 2, rect->h, seconds ); +  trap_R_SetColor( NULL ); +} + + +/* +================= +CG_DrawTimer +================= +*/ +static void CG_DrawTimer( rectDef_t *rect, float text_x, float text_y, +                          float scale, vec4_t color, +                          int textalign, int textvalign, int textStyle ) +{ +  char    *s; +  float   tx, ty; +  int     i, strLength; +  float   w, h, totalWidth; +  int     mins, seconds, tens; +  int     msec; + +  if( !cg_drawTimer.integer ) +    return; + +  msec = cg.time - cgs.levelStartTime; + +  seconds = msec / 1000; +  mins = seconds / 60; +  seconds -= mins * 60; +  tens = seconds / 10; +  seconds -= tens * 10; + +  s = va( "%d:%d%d", mins, tens, seconds ); +  w = UI_Text_Width( "0", scale ); +  h = UI_Text_Height( "0", scale ); +  strLength = CG_DrawStrlen( s ); +  totalWidth = w * strLength; + +  CG_AlignText( rect, s, 0.0f, totalWidth, h, textalign, textvalign, &tx, &ty ); + +  for( i = 0; i < strLength; i++ ) +  { +    char c[ 2 ]; + +    c[ 0 ] = s[ i ]; +    c[ 1 ] = '\0'; + +    UI_Text_Paint( text_x + tx + i * w, text_y + ty, scale, color, c, 0, 0, textStyle ); +  } +} + +/* +================= +CG_DrawTeamOverlay +================= +*/ + +typedef enum +{ +  TEAMOVERLAY_OFF, +  TEAMOVERLAY_ALL, +  TEAMOVERLAY_SUPPORT, +  TEAMOVERLAY_NEARBY, +} teamOverlayMode_t; + +typedef enum +{ +  TEAMOVERLAY_SORT_NONE, +  TEAMOVERLAY_SORT_SCORE, +  TEAMOVERLAY_SORT_WEAPONCLASS, +} teamOverlaySort_t; + +static int QDECL SortScore( const void *a, const void *b ) +{ +  int na = *(int *)a; +  int nb = *(int *)b; + +  return( cgs.clientinfo[ nb ].score - cgs.clientinfo[ na ].score ); +} + +static int QDECL SortWeaponClass( const void *a, const void *b ) +{ +  int out; +  clientInfo_t *ca = cgs.clientinfo + *(int *)a; +  clientInfo_t *cb = cgs.clientinfo + *(int *)b; + +  out = cb->curWeaponClass - ca->curWeaponClass; + +  // We want grangers on top. ckits are already on top without the special case. +  if( ca->team == TEAM_ALIENS ) +  { +    if( ca->curWeaponClass == PCL_ALIEN_BUILDER0_UPG ||  +        cb->curWeaponClass == PCL_ALIEN_BUILDER0_UPG || +        ca->curWeaponClass == PCL_ALIEN_BUILDER0 ||  +        cb->curWeaponClass == PCL_ALIEN_BUILDER0 ) +    { +      out = -out; +    } +  } + +  return( out ); +} + +static void CG_DrawTeamOverlay( rectDef_t *rect, float scale, vec4_t color ) +{ +  char              *s; +  int               i; +  float             x = rect->x; +  float             y; +  clientInfo_t      *ci, *pci; +  vec4_t            tcolor; +  float             iconSize = rect->h / 8.0f; +  float             leftMargin = 4.0f; +  float             iconTopMargin = 2.0f; +  float             midSep = 2.0f; +  float             backgroundWidth = rect->w; +  float             fontScale = 0.30f; +  float             vPad = 0.0f; +  float             nameWidth = 0.5f * rect->w; +  char              name[ MAX_NAME_LENGTH + 2 ]; +  int               maxDisplayCount = 0; +  int               displayCount = 0; +  float             nameMaxX, nameMaxXCp; +  float             maxX = rect->x + rect->w; +  float             maxXCp = maxX; +  weapon_t          curWeapon = WP_NONE; +  teamOverlayMode_t mode = cg_drawTeamOverlay.integer; +  teamOverlaySort_t sort = cg_teamOverlaySortMode.integer; +  int               displayClients[ MAX_CLIENTS ]; + +  if( cg.predictedPlayerState.pm_type == PM_SPECTATOR ) +    return; + +  if( mode == TEAMOVERLAY_OFF || !cg_teamOverlayMaxPlayers.integer ) +    return; + +  if( !cgs.teaminfoReceievedTime ) +    return; + +  if( cg.showScores || +      cg.predictedPlayerState.pm_type == PM_INTERMISSION ) +    return; + +  pci = cgs.clientinfo + cg.snap->ps.clientNum; + +  if( mode == TEAMOVERLAY_ALL || mode == TEAMOVERLAY_SUPPORT ) +  { +    for( i = 0; i < MAX_CLIENTS; i++ ) +    { +      ci = cgs.clientinfo + i; +      if( ci->infoValid && pci != ci && ci->team == pci->team ) +      { +        if( mode == TEAMOVERLAY_ALL ) +          displayClients[ maxDisplayCount++ ] = i; +        else +        { +          if( ci->curWeaponClass == PCL_ALIEN_BUILDER0 ||  +              ci->curWeaponClass == PCL_ALIEN_BUILDER0_UPG || +              ci->curWeaponClass == PCL_ALIEN_LEVEL1 ||  +              ci->curWeaponClass == PCL_ALIEN_LEVEL1_UPG || +              ci->curWeaponClass == WP_HBUILD ) +          { +            displayClients[ maxDisplayCount++ ] = i; +          } +        } +      } +    } +  } +  else // find nearby +  { +    for( i = 0; i < cg.snap->numEntities; i++ ) +    { +      centity_t *cent = &cg_entities[ cg.snap->entities[ i ].number ]; +      vec3_t relOrigin = { 0.0f, 0.0f, 0.0f }; +      int team = cent->currentState.misc & 0x00FF; + +      if( cent->currentState.eType != ET_PLAYER ||  +          team != pci->team || +          cent->currentState.eFlags & EF_DEAD ) +      { +        continue; +      } + +      VectorSubtract( cent->lerpOrigin, cg.predictedPlayerState.origin, relOrigin ); + +      if( VectorLength( relOrigin ) < HELMET_RANGE ) +        displayClients[ maxDisplayCount++ ] = cg.snap->entities[ i ].number; +    } +  } + +  // Sort +  if( sort == TEAMOVERLAY_SORT_SCORE ) +  { +    qsort( displayClients, maxDisplayCount, +      sizeof( displayClients[ 0 ] ), SortScore ); +  } +  else if( sort == TEAMOVERLAY_SORT_WEAPONCLASS ) +  { +    qsort( displayClients, maxDisplayCount, +      sizeof( displayClients[ 0 ] ), SortWeaponClass ); +  } + +  if( maxDisplayCount > cg_teamOverlayMaxPlayers.integer ) +    maxDisplayCount = cg_teamOverlayMaxPlayers.integer; + +  iconSize *= scale; +  leftMargin *= scale; +  iconTopMargin *= scale; +  midSep *= scale; +  backgroundWidth *= scale; +  fontScale *= scale; +  nameWidth *= scale; + +  vPad = ( rect->h - ( (float) maxDisplayCount * iconSize ) ) / 2.0f; +  y = rect->y + vPad; + +  tcolor[ 0 ] = 1.0f; +  tcolor[ 1 ] = 1.0f; +  tcolor[ 2 ] = 1.0f; +  tcolor[ 3 ] = color[ 3 ]; + +  for( i = 0; i < MAX_CLIENTS && displayCount < maxDisplayCount; i++ ) +  { +    ci = cgs.clientinfo + displayClients[ i ]; + +    if( !ci->infoValid || pci == ci || ci->team != pci->team ) +      continue; + +    Com_sprintf( name, sizeof( name ), "%s^7", ci->name ); + +    trap_R_SetColor( color ); +    CG_DrawPic( x, y, backgroundWidth, +                iconSize, cgs.media.teamOverlayShader ); +    trap_R_SetColor( tcolor ); +    if( ci->health <= 0 || !ci->curWeaponClass ) +      s = ""; +    else +    { +      if( ci->team == TEAM_HUMANS ) +        curWeapon = ci->curWeaponClass; +      else if( ci->team == TEAM_ALIENS ) +        curWeapon = BG_Class( ci->curWeaponClass )->startWeapon; + +      CG_DrawPic( x + leftMargin, y, iconSize, iconSize, +                  cg_weapons[ curWeapon ].weaponIcon ); +      if( cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_HUMANS ) +      { +        if( ci->upgrade != UP_NONE ) +        { +          CG_DrawPic( x + iconSize + leftMargin, y, iconSize,  +                      iconSize, cg_upgrades[ ci->upgrade ].upgradeIcon ); +        } +      } +      else +      { +        if( curWeapon == WP_ABUILD2 || curWeapon == WP_ALEVEL1_UPG || +            curWeapon == WP_ALEVEL2_UPG || curWeapon == WP_ALEVEL3_UPG ) +        { +          CG_DrawPic( x + iconSize + leftMargin, y, iconSize,  +                      iconSize, cgs.media.upgradeClassIconShader ); +        } +      } + +      s = va( " [^%c%3d^7] ^7%s", +              CG_GetColorCharForHealth( displayClients[ i ] ), +              ci->health, +              CG_ConfigString( CS_LOCATIONS + ci->location ) ); +    } + +    trap_R_SetColor( NULL ); +    nameMaxX = nameMaxXCp = x + 2.0f * iconSize + +                            leftMargin + midSep + nameWidth; +    UI_Text_Paint_Limit( &nameMaxXCp, x + 2.0f * iconSize + leftMargin + midSep,  +                         y + iconSize - iconTopMargin, fontScale, tcolor, name, +                         0, 0 ); + +    maxXCp = maxX; + +    UI_Text_Paint_Limit( &maxXCp, nameMaxX, y + iconSize - iconTopMargin,  +                         fontScale, tcolor, s, 0, 0 ); +    y += iconSize; +    displayCount++; +  } +} + +/* +================= +CG_DrawClock +================= +*/ +static void CG_DrawClock( rectDef_t *rect, float text_x, float text_y, +                          float scale, vec4_t color, +                          int textalign, int textvalign, int textStyle ) +{ +  char    *s; +  float   tx, ty; +  int     i, strLength; +  float   w, h, totalWidth; +  qtime_t qt; +  int     t; + +  if( !cg_drawClock.integer ) +    return; + +  t = trap_RealTime( &qt ); + +  if( cg_drawClock.integer == 2 ) +  { +    s = va( "%02d%s%02d", qt.tm_hour, ( qt.tm_sec % 2 ) ? ":" : " ", +      qt.tm_min ); +  } +  else +  { +    char *pm = "am"; +    int h = qt.tm_hour; + +    if( h == 0 ) +      h = 12; +    else if( h == 12 ) +      pm = "pm"; +    else if( h > 12 ) +    { +      h -= 12; +      pm = "pm"; +    } + +    s = va( "%d%s%02d%s", h, ( qt.tm_sec % 2 ) ? ":" : " ", qt.tm_min, pm ); +  } +  w = UI_Text_Width( "0", scale ); +  h = UI_Text_Height( "0", scale ); +  strLength = CG_DrawStrlen( s ); +  totalWidth = w * strLength; + +  CG_AlignText( rect, s, 0.0f, totalWidth, h, textalign, textvalign, &tx, &ty ); + +  for( i = 0; i < strLength; i++ ) +  { +    char c[ 2 ]; + +    c[ 0 ] = s[ i ]; +    c[ 1 ] = '\0'; + +    UI_Text_Paint( text_x + tx + i * w, text_y + ty, scale, color, c, 0, 0, textStyle ); +  } +} + +/* +================== +CG_DrawSnapshot +================== +*/ +static void CG_DrawSnapshot( rectDef_t *rect, float text_x, float text_y, +                             float scale, vec4_t color, +                             int textalign, int textvalign, int textStyle ) +{ +  char    *s; +  float   tx, ty; + +  if( !cg_drawSnapshot.integer ) +    return; + +  s = va( "time:%d snap:%d cmd:%d", cg.snap->serverTime, +    cg.latestSnapshotNum, cgs.serverCommandSequence ); + +  CG_AlignText( rect, s, scale, 0.0f, 0.0f, textalign, textvalign, &tx, &ty ); + +  UI_Text_Paint( text_x + tx, text_y + ty, scale, color, s, 0, 0, textStyle ); +} + +/* +=============================================================================== + +LAGOMETER + +=============================================================================== +*/ + +#define LAG_SAMPLES   128 + +typedef struct +{ +  int frameSamples[ LAG_SAMPLES ]; +  int frameCount; +  int snapshotFlags[ LAG_SAMPLES ]; +  int snapshotSamples[ LAG_SAMPLES ]; +  int snapshotCount; +} lagometer_t; + +lagometer_t   lagometer; + +/* +============== +CG_AddLagometerFrameInfo + +Adds the current interpolate / extrapolate bar for this frame +============== +*/ +void CG_AddLagometerFrameInfo( void ) +{ +  int     offset; + +  offset = cg.time - cg.latestSnapshotTime; +  lagometer.frameSamples[ lagometer.frameCount & ( LAG_SAMPLES - 1 ) ] = offset; +  lagometer.frameCount++; +} + +/* +============== +CG_AddLagometerSnapshotInfo + +Each time a snapshot is received, log its ping time and +the number of snapshots that were dropped before it. + +Pass NULL for a dropped packet. +============== +*/ +#define PING_FRAMES 40 +void CG_AddLagometerSnapshotInfo( snapshot_t *snap ) +{ +  static int  previousPings[ PING_FRAMES ]; +  static int  index; +  int         i; + +  // dropped packet +  if( !snap ) +  { +    lagometer.snapshotSamples[ lagometer.snapshotCount & ( LAG_SAMPLES - 1 ) ] = -1; +    lagometer.snapshotCount++; +    return; +  } + +  // add this snapshot's info +  lagometer.snapshotSamples[ lagometer.snapshotCount & ( LAG_SAMPLES - 1 ) ] = snap->ping; +  lagometer.snapshotFlags[ lagometer.snapshotCount & ( LAG_SAMPLES - 1 ) ] = snap->snapFlags; +  lagometer.snapshotCount++; + +  cg.ping = 0; +  if( cg.snap ) +  { +    previousPings[ index++ ] = cg.snap->ping; +    index = index % PING_FRAMES; + +    for( i = 0; i < PING_FRAMES; i++ ) +    { +      cg.ping += previousPings[ i ]; +    } + +    cg.ping /= PING_FRAMES; +  } +} + +/* +============== +CG_DrawDisconnect + +Should we draw something differnet for long lag vs no packets? +============== +*/ +static void CG_DrawDisconnect( void ) +{ +  float       x, y; +  int         cmdNum; +  usercmd_t   cmd; +  const char  *s; +  int         w; +  vec4_t      color = { 1.0f, 1.0f, 1.0f, 1.0f }; + +  // draw the phone jack if we are completely past our buffers +  cmdNum = trap_GetCurrentCmdNumber( ) - CMD_BACKUP + 1; +  trap_GetUserCmd( cmdNum, &cmd ); + +  // special check for map_restart +  if( cmd.serverTime <= cg.snap->ps.commandTime || cmd.serverTime > cg.time ) +    return; + +  // also add text in center of screen +  s = "Connection Interrupted"; +  w = UI_Text_Width( s, 0.7f ); +  UI_Text_Paint( 320 - w / 2, 100, 0.7f, color, s, 0, 0, ITEM_TEXTSTYLE_SHADOWED ); + +  // blink the icon +  if( ( cg.time >> 9 ) & 1 ) +    return; + +  x = 640 - 48; +  y = 480 - 48; + +  CG_DrawPic( x, y, 48, 48, trap_R_RegisterShader( "gfx/2d/net.tga" ) ); +} + +#define MAX_LAGOMETER_PING  900 +#define MAX_LAGOMETER_RANGE 300 + + +/* +============== +CG_DrawLagometer +============== +*/ +static void CG_DrawLagometer( rectDef_t *rect, float text_x, float text_y, +    float scale, vec4_t textColor ) +{ +  int     a, x, y, i; +  float   v; +  float   ax, ay, aw, ah, mid, range; +  int     color; +  vec4_t  adjustedColor; +  float   vscale; +  char    *ping; + +  if( cg.snap->ps.pm_type == PM_INTERMISSION ) +    return; + +  if( !cg_lagometer.integer ) +    return; + +  if( cg.demoPlayback ) +    return; + +  Vector4Copy( textColor, adjustedColor ); +  adjustedColor[ 3 ] = 0.25f; + +  trap_R_SetColor( adjustedColor ); +  CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cgs.media.whiteShader ); +  trap_R_SetColor( NULL ); + +  // +  // draw the graph +  // +  ax = x = rect->x; +  ay = y = rect->y; +  aw = rect->w; +  ah = rect->h; + +  trap_R_SetColor( NULL ); + +  CG_AdjustFrom640( &ax, &ay, &aw, &ah ); + +  color = -1; +  range = ah / 3; +  mid = ay + range; + +  vscale = range / MAX_LAGOMETER_RANGE; + +  // draw the frame interpoalte / extrapolate graph +  for( a = 0 ; a < aw ; a++ ) +  { +    i = ( lagometer.frameCount - 1 - a ) & ( LAG_SAMPLES - 1 ); +    v = lagometer.frameSamples[ i ]; +    v *= vscale; + +    if( v > 0 ) +    { +      if( color != 1 ) +      { +        color = 1; +        trap_R_SetColor( g_color_table[ ColorIndex( COLOR_YELLOW ) ] ); +      } + +      if( v > range ) +        v = range; + +      trap_R_DrawStretchPic( ax + aw - a, mid - v, 1, v, 0, 0, 0, 0, cgs.media.whiteShader ); +    } +    else if( v < 0 ) +    { +      if( color != 2 ) +      { +        color = 2; +        trap_R_SetColor( g_color_table[ ColorIndex( COLOR_BLUE ) ] ); +      } + +      v = -v; +      if( v > range ) +        v = range; + +      trap_R_DrawStretchPic( ax + aw - a, mid, 1, v, 0, 0, 0, 0, cgs.media.whiteShader ); +    } +  } + +  // draw the snapshot latency / drop graph +  range = ah / 2; +  vscale = range / MAX_LAGOMETER_PING; + +  for( a = 0 ; a < aw ; a++ ) +  { +    i = ( lagometer.snapshotCount - 1 - a ) & ( LAG_SAMPLES - 1 ); +    v = lagometer.snapshotSamples[ i ]; + +    if( v > 0 ) +    { +      if( lagometer.snapshotFlags[ i ] & SNAPFLAG_RATE_DELAYED ) +      { +        if( color != 5 ) +        { +          color = 5;  // YELLOW for rate delay +          trap_R_SetColor( g_color_table[ ColorIndex( COLOR_YELLOW ) ] ); +        } +      } +      else +      { +        if( color != 3 ) +        { +          color = 3; + +          trap_R_SetColor( g_color_table[ ColorIndex( COLOR_GREEN ) ] ); +        } +      } + +      v = v * vscale; + +      if( v > range ) +        v = range; + +      trap_R_DrawStretchPic( ax + aw - a, ay + ah - v, 1, v, 0, 0, 0, 0, cgs.media.whiteShader ); +    } +    else if( v < 0 ) +    { +      if( color != 4 ) +      { +        color = 4;    // RED for dropped snapshots +        trap_R_SetColor( g_color_table[ ColorIndex( COLOR_RED ) ] ); +      } + +      trap_R_DrawStretchPic( ax + aw - a, ay + ah - range, 1, range, 0, 0, 0, 0, cgs.media.whiteShader ); +    } +  } + +  trap_R_SetColor( NULL ); + +  if( cg_nopredict.integer || cg_synchronousClients.integer ) +    ping = "snc"; +  else +    ping = va( "%d", cg.ping ); +  ax = rect->x + ( rect->w / 2.0f ) - +       ( UI_Text_Width( ping, scale ) / 2.0f ) + text_x; +  ay = rect->y + ( rect->h / 2.0f ) + +       ( UI_Text_Height( ping, scale ) / 2.0f ) + text_y; + +  Vector4Copy( textColor, adjustedColor ); +  adjustedColor[ 3 ] = 0.5f; +  UI_Text_Paint( ax, ay, scale, adjustedColor, ping, 0, 0, +                 ITEM_TEXTSTYLE_NORMAL ); + +  CG_DrawDisconnect( ); +} + +#define SPEEDOMETER_NUM_SAMPLES 160 +#define SPEEDOMETER_DRAW_TEXT   0x1 +#define SPEEDOMETER_DRAW_GRAPH  0x2 +#define SPEEDOMETER_IGNORE_Z    0x4 +float speedSamples[ SPEEDOMETER_NUM_SAMPLES ]; +// array indices +int oldestSpeedSample = 0; +int maxSpeedSample = 0; + +/* +=================== +CG_AddSpeed + +append a speed to the sample history +=================== +*/ +void CG_AddSpeed( void ) +{ +  float speed; +  vec3_t vel; + +  VectorCopy( cg.snap->ps.velocity, vel ); + +  if( cg_drawSpeed.integer & SPEEDOMETER_IGNORE_Z ) +    vel[ 2 ] = 0; + +  speed = VectorLength( vel ); + +  if( speed > speedSamples[ maxSpeedSample ] ) +  { +    maxSpeedSample = oldestSpeedSample; +    speedSamples[ oldestSpeedSample++ ] = speed; +    oldestSpeedSample %= SPEEDOMETER_NUM_SAMPLES; +    return; +  } + +  speedSamples[ oldestSpeedSample ] = speed; +  if( maxSpeedSample == oldestSpeedSample++ ) +  { +    // if old max was overwritten find a new one +    int i; +    for( maxSpeedSample = 0, i = 1; i < SPEEDOMETER_NUM_SAMPLES; i++ ) +    { +      if( speedSamples[ i ] > speedSamples[ maxSpeedSample ] ) +        maxSpeedSample = i; +    } +  } + +  oldestSpeedSample %= SPEEDOMETER_NUM_SAMPLES; +} + +#define SPEEDOMETER_MIN_RANGE 900 +#define SPEED_MED 1000.f +#define SPEED_FAST 1600.f + +/* +=================== +CG_DrawSpeedGraph +=================== +*/ +static void CG_DrawSpeedGraph( rectDef_t *rect, vec4_t foreColor, +                               vec4_t backColor ) +{ +  int i; +  float val, max, top; +  // colour of graph is interpolated between these values +  const vec3_t slow = { 0.0, 0.0, 1.0 }; +  const vec3_t medium = { 0.0, 1.0, 0.0 }; +  const vec3_t fast = { 1.0, 0.0, 0.0 }; +  vec4_t color; + +  max = speedSamples[ maxSpeedSample ]; +  if( max < SPEEDOMETER_MIN_RANGE ) +    max = SPEEDOMETER_MIN_RANGE; + +  trap_R_SetColor( backColor ); +  CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cgs.media.whiteShader ); + +  Vector4Copy( foreColor, color ); + +  for( i = 1; i < SPEEDOMETER_NUM_SAMPLES; i++ ) +  { +    val = speedSamples[ ( oldestSpeedSample + i ) % SPEEDOMETER_NUM_SAMPLES ]; +    if( val < SPEED_MED ) +      VectorLerp( val / SPEED_MED, slow, medium, color ); +    else if( val < SPEED_FAST ) +      VectorLerp( ( val - SPEED_MED ) / ( SPEED_FAST - SPEED_MED ), +                  medium, fast, color ); +    else +      VectorCopy( fast, color ); +    trap_R_SetColor( color ); +    top = rect->y + ( 1 - val / max ) * rect->h; +    CG_DrawPic( rect->x + ( i / (float)SPEEDOMETER_NUM_SAMPLES ) * rect->w, top, +                rect->w / (float)SPEEDOMETER_NUM_SAMPLES, val * rect->h / max, +                cgs.media.whiteShader ); +  } +  trap_R_SetColor( NULL ); +} + +/* +=================== +CG_DrawSpeedText +=================== +*/ +static void CG_DrawSpeedText( rectDef_t *rect, float text_x, float text_y, +                              float scale, vec4_t foreColor ) +{ +  char speedstr[ 16 ]; +  float val; +  vec4_t color; + +  VectorCopy( foreColor, color ); +  color[ 3 ] = 1; +  if( cg.predictedPlayerState.clientNum == cg.clientNum ) +  { +    vec3_t vel; +    VectorCopy( cg.predictedPlayerState.velocity, vel ); +    if( cg_drawSpeed.integer & SPEEDOMETER_IGNORE_Z ) +      vel[ 2 ] = 0; +    val = VectorLength( vel ); +  } +  else if( oldestSpeedSample == 0 ) +    val = speedSamples[ SPEEDOMETER_NUM_SAMPLES - 1 ]; +  else +    val = speedSamples[ oldestSpeedSample - 1 ]; + +  Com_sprintf( speedstr, sizeof( speedstr ), "%d", (int)val ); + +  UI_Text_Paint( +      rect->x + ( rect->w - UI_Text_Width( speedstr, scale ) ) / 2.0f, +      rect->y + ( rect->h + UI_Text_Height( speedstr, scale ) ) / 2.0f, +      scale, color, speedstr, 0, 0, ITEM_TEXTSTYLE_NORMAL ); +} + +/* +=================== +CG_DrawSpeed +=================== +*/ +static void CG_DrawSpeed( rectDef_t *rect, float text_x, float text_y, +                          float scale, vec4_t foreColor, vec4_t backColor ) +{ +  if( cg_drawSpeed.integer & SPEEDOMETER_DRAW_GRAPH ) +    CG_DrawSpeedGraph( rect, foreColor, backColor ); +  if( cg_drawSpeed.integer & SPEEDOMETER_DRAW_TEXT ) +    CG_DrawSpeedText( rect, text_x, text_y, scale, foreColor ); +} + +/* +=================== +CG_DrawConsole +=================== +*/ +static void CG_DrawConsole( rectDef_t *rect, float text_x, float text_y, vec4_t color, +                            float scale, int textalign, int textvalign, int textStyle ) +{ +  UI_DrawTextBlock( rect, text_x, text_y, color, scale, textalign, textvalign, textStyle, cg.consoleText ); +} + +/* +=================== +CG_DrawTutorial +=================== +*/ +static void CG_DrawTutorial( rectDef_t *rect, float text_x, float text_y, vec4_t color, +                            float scale, int textalign, int textvalign, int textStyle ) +{ +  if( !cg_tutorial.integer && !cg_modTutorial.integer ) +    return; + +  UI_DrawTextBlock( rect, text_x, text_y, color, scale, textalign, textvalign, textStyle, CG_TutorialText( ) ); +} + +/* +=================== +CG_DrawWeaponIcon +=================== +*/ +void CG_DrawWeaponIcon( rectDef_t *rect, vec4_t color ) +{ +  int           maxAmmo; +  centity_t     *cent; +  playerState_t *ps; +  weapon_t      weapon; + +  cent = &cg_entities[ cg.snap->ps.clientNum ]; +  ps = &cg.snap->ps; +  weapon = BG_GetPlayerWeapon( ps ); + +  maxAmmo = BG_Weapon( weapon )->maxAmmo; + +  // don't display if dead +  if( cg.predictedPlayerState.stats[ STAT_HEALTH ] <= 0 ) +    return; + +  if( weapon <= WP_NONE || weapon >= WP_NUM_WEAPONS ) +  { +    CG_Error( "CG_DrawWeaponIcon: weapon out of range: %d\n", weapon ); +    return; +  } + +  if( !cg_weapons[ weapon ].registered ) +  { +    Com_Printf( S_COLOR_YELLOW "WARNING: CG_DrawWeaponIcon: weapon %d (%s) " +        "is not registered\n", weapon, BG_Weapon( weapon )->name ); +    return; +  } + +  if( ps->clips == 0 && !BG_Weapon( weapon )->infiniteAmmo ) +  { +    float ammoPercent = (float)ps->ammo / (float)maxAmmo; + +    if( ammoPercent < 0.33f ) +    { +      color[ 0 ] = 1.0f; +      color[ 1 ] = color[ 2 ] = 0.0f; +    } +  } + +  if( cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_ALIENS && +      !BG_AlienCanEvolve( cg.predictedPlayerState.stats[ STAT_CLASS ], +                          ps->persistant[ PERS_CREDIT ], cgs.alienStage ) ) +  { +    if( cg.time - cg.lastEvolveAttempt <= NO_CREDITS_TIME ) +    { +      if( ( ( cg.time - cg.lastEvolveAttempt ) / 300 ) % 2 ) +        color[ 3 ] = 0.0f; +    } +  } + +  trap_R_SetColor( color ); +  CG_DrawPic( rect->x, rect->y, rect->w, rect->h, +              cg_weapons[ weapon ].weaponIcon ); +  trap_R_SetColor( NULL ); +} + + + +/* +================================================================================ + +CROSSHAIR + +================================================================================ +*/ + + + +/* +================= +CG_DrawCrosshair +================= +*/ +static void CG_DrawCrosshair( rectDef_t *rect, vec4_t color ) +{ +  float         w, h; +  qhandle_t     hShader; +  float         x, y; +  weaponInfo_t  *wi; +  weapon_t      weapon; + +  weapon = BG_GetPlayerWeapon( &cg.snap->ps ); + +  if( cg_drawCrosshair.integer == CROSSHAIR_ALWAYSOFF ) +    return; + +  if( cg_drawCrosshair.integer == CROSSHAIR_RANGEDONLY && +      !BG_Weapon( weapon )->longRanged ) +    return; + +  if( cg.snap->ps.persistant[ PERS_SPECSTATE ] != SPECTATOR_NOT ) +    return; + +  if( cg.renderingThirdPerson ) +    return; + +  if( cg.snap->ps.pm_type == PM_INTERMISSION ) +    return; + +  wi = &cg_weapons[ weapon ]; + +  w = h = wi->crossHairSize * cg_crosshairSize.value; +  w *= cgDC.aspectScale; + +  //FIXME: this still ignores the width/height of the rect, but at least it's +  //neater than cg_crosshairX/cg_crosshairY +  x = rect->x + ( rect->w / 2 ) - ( w / 2 ); +  y = rect->y + ( rect->h / 2 ) - ( h / 2 ); + +  hShader = wi->crossHair; + +  //aiming at a friendly player/buildable, dim the crosshair +  if( cg.time == cg.crosshairClientTime || cg.crosshairBuildable >= 0 ) +  { +    int i; +    for( i = 0; i < 3; i++ ) +      color[i] *= .5f; + +  } + +  if( hShader != 0 ) +  { + +    trap_R_SetColor( color ); +    CG_DrawPic( x, y, w, h, hShader ); +    trap_R_SetColor( NULL ); +  } +} + + + +/* +================= +CG_ScanForCrosshairEntity +================= +*/ +static void CG_ScanForCrosshairEntity( void ) +{ +  trace_t   trace; +  vec3_t    start, end; +  int       content; +  team_t    team; + +  VectorCopy( cg.refdef.vieworg, start ); +  VectorMA( start, 131072, cg.refdef.viewaxis[ 0 ], end ); + +  CG_Trace( &trace, start, vec3_origin, vec3_origin, end, +    cg.snap->ps.clientNum, CONTENTS_SOLID|CONTENTS_BODY ); + +  // if the player is in fog, don't show it +  content = trap_CM_PointContents( trace.endpos, 0 ); +  if( content & CONTENTS_FOG ) +    return; + +  if( trace.entityNum >= MAX_CLIENTS ) +  { +    entityState_t *s = &cg_entities[ trace.entityNum ].currentState; +    if( s->eType == ET_BUILDABLE && BG_Buildable( s->modelindex, NULL )->team == +        cg.snap->ps.stats[ STAT_TEAM ] ) +      cg.crosshairBuildable = trace.entityNum; +    else +      cg.crosshairBuildable = -1; + +    return; +  } + +  team = cgs.clientinfo[ trace.entityNum ].team; + +  if( cg.snap->ps.stats[ STAT_TEAM ] != TEAM_NONE ) +  { +    //only display team names of those on the same team as this player +    if( team != cg.snap->ps.stats[ STAT_TEAM ] ) +      return; +  } + +  // update the fade timer +  cg.crosshairClientNum = trace.entityNum; +  cg.crosshairClientTime = cg.time; +} + + +/* +===================== +CG_DrawLocation +===================== +*/ +static void CG_DrawLocation( rectDef_t *rect, float scale, int textalign, vec4_t color ) +{ +  const char    *location; +  centity_t     *locent; +  float         maxX; +  float         tx = rect->x, ty = rect->y; + +  if( cg.intermissionStarted ) +    return; + +  maxX = rect->x + rect->w; + +  locent = CG_GetPlayerLocation( ); +  if( locent ) +    location = CG_ConfigString( CS_LOCATIONS + locent->currentState.generic1 ); +  else +    location = CG_ConfigString( CS_LOCATIONS ); + +  // need to skip horiz. align if it's too long, but valign must be run either way +  if( UI_Text_Width( location, scale ) < rect->w ) +  { +    CG_AlignText( rect, location, scale, 0.0f, 0.0f, textalign, VALIGN_CENTER, &tx, &ty ); +    UI_Text_Paint( tx, ty, scale, color, location, 0, 0, ITEM_TEXTSTYLE_NORMAL ); +  } +  else +  { +    CG_AlignText( rect, location, scale, 0.0f, 0.0f, ALIGN_NONE, VALIGN_CENTER, &tx, &ty ); +    UI_Text_Paint_Limit( &maxX, tx, ty, scale, color, location, 0, 0 ); +  } + +  trap_R_SetColor( NULL ); +} + +/* +===================== +CG_DrawCrosshairNames +===================== +*/ +static void CG_DrawCrosshairNames( rectDef_t *rect, float scale, int textStyle ) +{ +  float   *color; +  char    *name; +  float   w, x; + +  if( !cg_drawCrosshairNames.integer ) +    return; + +  if( cg.renderingThirdPerson ) +    return; + +  // scan the known entities to see if the crosshair is sighted on one +  CG_ScanForCrosshairEntity( ); + +  // draw the name of the player being looked at +  color = CG_FadeColor( cg.crosshairClientTime, CROSSHAIR_CLIENT_TIMEOUT ); +  if( !color ) +  { +    trap_R_SetColor( NULL ); +    return; +  } + +  // add health from overlay info to the crosshair client name +  name = cgs.clientinfo[ cg.crosshairClientNum ].name; +  if( cg_teamOverlayUserinfo.integer && +      cg.snap->ps.stats[ STAT_TEAM ] != TEAM_NONE && +      cgs.teaminfoReceievedTime && +      cgs.clientinfo[ cg.crosshairClientNum ].health > 0 ) +  { +    name = va( "%s ^7[^%c%d^7]", name, +               CG_GetColorCharForHealth( cg.crosshairClientNum ), +               cgs.clientinfo[ cg.crosshairClientNum ].health ); +  } + +  w = UI_Text_Width( name, scale ); +  x = rect->x + rect->w / 2.0f; +  UI_Text_Paint( x - w / 2.0f, rect->y + rect->h, scale, color, name, 0, 0, textStyle ); +  trap_R_SetColor( NULL ); +} + +/* +=============== +CG_OwnerDraw + +Draw an owner drawn item +=============== +*/ +void CG_OwnerDraw( float x, float y, float w, float h, float text_x, +                   float text_y, int ownerDraw, int ownerDrawFlags, +                   int align, int textalign, int textvalign, float borderSize, +                   float scale, vec4_t foreColor, vec4_t backColor, +                   qhandle_t shader, int textStyle ) +{ +  rectDef_t rect; + +  rect.x = x; +  rect.y = y; +  rect.w = w; +  rect.h = h; + +  switch( ownerDraw ) +  { +    case CG_PLAYER_CREDITS_VALUE: +      CG_DrawPlayerCreditsValue( &rect, foreColor, qtrue ); +      break; +    case CG_PLAYER_CREDITS_FRACTION: +      CG_DrawPlayerCreditsFraction( &rect, foreColor, shader ); +      break; +    case CG_PLAYER_CREDITS_VALUE_NOPAD: +      CG_DrawPlayerCreditsValue( &rect, foreColor, qfalse ); +      break; +    case CG_PLAYER_STAMINA_1: +    case CG_PLAYER_STAMINA_2: +    case CG_PLAYER_STAMINA_3: +    case CG_PLAYER_STAMINA_4: +      CG_DrawPlayerStamina( ownerDraw, &rect, backColor, foreColor, shader ); +      break; +    case CG_PLAYER_STAMINA_BOLT: +      CG_DrawPlayerStaminaBolt( &rect, backColor, foreColor, shader ); +      break; +    case CG_PLAYER_AMMO_VALUE: +      CG_DrawPlayerAmmoValue( &rect, foreColor ); +      break; +    case CG_PLAYER_CLIPS_VALUE: +      CG_DrawPlayerClipsValue( &rect, foreColor ); +      break; +    case CG_PLAYER_BUILD_TIMER: +      CG_DrawPlayerBuildTimer( &rect, foreColor ); +      break; +    case CG_PLAYER_HEALTH: +      CG_DrawPlayerHealthValue( &rect, foreColor ); +      break; +    case CG_PLAYER_HEALTH_CROSS: +      CG_DrawPlayerHealthCross( &rect, foreColor ); +      break; +    case CG_PLAYER_CHARGE_BAR_BG: +      CG_DrawPlayerChargeBarBG( &rect, foreColor, shader ); +      break; +    case CG_PLAYER_CHARGE_BAR: +      CG_DrawPlayerChargeBar( &rect, foreColor, shader ); +      break; +    case CG_PLAYER_CLIPS_RING: +      CG_DrawPlayerClipsRing( &rect, backColor, foreColor, shader ); +      break; +    case CG_PLAYER_BUILD_TIMER_RING: +      CG_DrawPlayerBuildTimerRing( &rect, backColor, foreColor, shader ); +      break; +    case CG_PLAYER_WALLCLIMBING: +      CG_DrawPlayerWallclimbing( &rect, backColor, foreColor, shader ); +      break; +    case CG_PLAYER_BOOSTED: +      CG_DrawPlayerBoosted( &rect, backColor, foreColor, shader ); +      break; +    case CG_PLAYER_BOOST_BOLT: +      CG_DrawPlayerBoosterBolt( &rect, backColor, foreColor, shader ); +      break; +    case CG_PLAYER_POISON_BARBS: +      CG_DrawPlayerPoisonBarbs( &rect, foreColor, shader ); +      break; +    case CG_PLAYER_ALIEN_SENSE: +      CG_DrawAlienSense( &rect ); +      break; +    case CG_PLAYER_HUMAN_SCANNER: +      CG_DrawHumanScanner( &rect, shader, foreColor ); +      break; +    case CG_PLAYER_USABLE_BUILDABLE: +      CG_DrawUsableBuildable( &rect, shader, foreColor ); +      break; +    case CG_KILLER: +      CG_DrawKiller( &rect, scale, foreColor, shader, textStyle ); +      break; +    case CG_PLAYER_SELECT: +      CG_DrawItemSelect( &rect, foreColor ); +      break; +    case CG_PLAYER_WEAPONICON: +      CG_DrawWeaponIcon( &rect, foreColor ); +      break; +    case CG_PLAYER_SELECTTEXT: +      CG_DrawItemSelectText( &rect, scale, textStyle ); +      break; +    case CG_SPECTATORS: +      CG_DrawTeamSpectators( &rect, scale, textvalign, foreColor, shader ); +      break; +    case CG_PLAYER_LOCATION: +      CG_DrawLocation( &rect, scale, textalign, foreColor ); +      break; +    case CG_FOLLOW: +      CG_DrawFollow( &rect, text_x, text_y, foreColor, scale, +                     textalign, textvalign, textStyle ); +      break; +    case CG_PLAYER_CROSSHAIRNAMES: +      CG_DrawCrosshairNames( &rect, scale, textStyle ); +      break; +    case CG_PLAYER_CROSSHAIR: +      CG_DrawCrosshair( &rect, foreColor ); +      break; +    case CG_STAGE_REPORT_TEXT: +      CG_DrawStageReport( &rect, text_x, text_y, foreColor, scale, textalign, textvalign, textStyle ); +      break; +    case CG_ALIENS_SCORE_LABEL: +      CG_DrawTeamLabel( &rect, TEAM_ALIENS, text_x, text_y, foreColor, scale, textalign, textvalign, textStyle ); +      break; +    case CG_HUMANS_SCORE_LABEL: +      CG_DrawTeamLabel( &rect, TEAM_HUMANS, text_x, text_y, foreColor, scale, textalign, textvalign, textStyle ); +      break; + +    //loading screen +    case CG_LOAD_LEVELSHOT: +      CG_DrawLevelShot( &rect ); +      break; +    case CG_LOAD_MEDIA: +      CG_DrawMediaProgress( &rect, foreColor, scale, align, textalign, textStyle, +                            borderSize ); +      break; +    case CG_LOAD_MEDIA_LABEL: +      CG_DrawMediaProgressLabel( &rect, text_x, text_y, foreColor, scale, textalign, textvalign ); +      break; +    case CG_LOAD_BUILDABLES: +      CG_DrawBuildablesProgress( &rect, foreColor, scale, align, textalign, +                                 textStyle, borderSize ); +      break; +    case CG_LOAD_BUILDABLES_LABEL: +      CG_DrawBuildablesProgressLabel( &rect, text_x, text_y, foreColor, scale, textalign, textvalign ); +      break; +    case CG_LOAD_CHARMODEL: +      CG_DrawCharModelProgress( &rect, foreColor, scale, align, textalign, +                                textStyle, borderSize ); +      break; +    case CG_LOAD_CHARMODEL_LABEL: +      CG_DrawCharModelProgressLabel( &rect, text_x, text_y, foreColor, scale, textalign, textvalign ); +      break; +    case CG_LOAD_OVERALL: +      CG_DrawOverallProgress( &rect, foreColor, scale, align, textalign, textStyle, +                              borderSize ); +      break; +    case CG_LOAD_LEVELNAME: +      CG_DrawLevelName( &rect, text_x, text_y, foreColor, scale, textalign, textvalign, textStyle ); +      break; +    case CG_LOAD_MOTD: +      CG_DrawMOTD( &rect, text_x, text_y, foreColor, scale, textalign, textvalign, textStyle ); +      break; +    case CG_LOAD_HOSTNAME: +      CG_DrawHostname( &rect, text_x, text_y, foreColor, scale, textalign, textvalign, textStyle ); +      break; + +    case CG_FPS: +      CG_DrawFPS( &rect, text_x, text_y, scale, foreColor, textalign, textvalign, textStyle, qtrue ); +      break; +    case CG_FPS_FIXED: +      CG_DrawFPS( &rect, text_x, text_y, scale, foreColor, textalign, textvalign, textStyle, qfalse ); +      break; +    case CG_TIMER: +      CG_DrawTimer( &rect, text_x, text_y, scale, foreColor, textalign, textvalign, textStyle ); +      break; +    case CG_CLOCK: +      CG_DrawClock( &rect, text_x, text_y, scale, foreColor, textalign, textvalign, textStyle ); +      break; +    case CG_TIMER_MINS: +      CG_DrawTimerMins( &rect, foreColor ); +      break; +    case CG_TIMER_SECS: +      CG_DrawTimerSecs( &rect, foreColor ); +      break; +    case CG_SNAPSHOT: +      CG_DrawSnapshot( &rect, text_x, text_y, scale, foreColor, textalign, textvalign, textStyle ); +      break; +    case CG_LAGOMETER: +      CG_DrawLagometer( &rect, text_x, text_y, scale, foreColor ); +      break; +    case CG_TEAMOVERLAY: +      CG_DrawTeamOverlay( &rect, scale, foreColor ); +      break; +    case CG_SPEEDOMETER: +      CG_DrawSpeed( &rect, text_x, text_y, scale, foreColor, backColor ); +      break; + +    case CG_DEMO_PLAYBACK: +      CG_DrawDemoPlayback( &rect, foreColor, shader ); +      break; +    case CG_DEMO_RECORDING: +      CG_DrawDemoRecording( &rect, foreColor, shader ); +      break; + +    case CG_CONSOLE: +      CG_DrawConsole( &rect, text_x, text_y, foreColor, scale, textalign, textvalign, textStyle ); +      break; + +    case CG_TUTORIAL: +      CG_DrawTutorial( &rect, text_x, text_y, foreColor, scale, textalign, textvalign, textStyle ); +      break; + +    default: +      break; +  } +} + +void CG_MouseEvent( int x, int y ) +{ +  int n; + +  if( ( cg.predictedPlayerState.pm_type == PM_NORMAL || +        cg.predictedPlayerState.pm_type == PM_SPECTATOR ) && +        cg.showScores == qfalse ) +  { +    trap_Key_SetCatcher( 0 ); +    return; +  } + +  cgs.cursorX += x; +  if( cgs.cursorX < 0 ) +    cgs.cursorX = 0; +  else if( cgs.cursorX > 640 ) +    cgs.cursorX = 640; + +  cgs.cursorY += y; +  if( cgs.cursorY < 0 ) +    cgs.cursorY = 0; +  else if( cgs.cursorY > 480 ) +    cgs.cursorY = 480; + +  n = Display_CursorType( cgs.cursorX, cgs.cursorY ); +  cgs.activeCursor = 0; +  if( n == CURSOR_ARROW ) +    cgs.activeCursor = cgs.media.selectCursor; +  else if( n == CURSOR_SIZER ) +    cgs.activeCursor = cgs.media.sizeCursor; + +  if( cgs.capturedItem ) +    Display_MouseMove( cgs.capturedItem, x, y ); +  else +    Display_MouseMove( NULL, cgs.cursorX, cgs.cursorY ); +} + +/* +================== +CG_HideTeamMenus +================== + +*/ +void CG_HideTeamMenu( void ) +{ +  Menus_CloseByName( "teamMenu" ); +  Menus_CloseByName( "getMenu" ); +} + +/* +================== +CG_ShowTeamMenus +================== + +*/ +void CG_ShowTeamMenu( void ) +{ +  Menus_ActivateByName( "teamMenu" ); +} + +/* +================== +CG_EventHandling + +type 0 - no event handling +     1 - team menu +     2 - hud editor +================== +*/ +void CG_EventHandling( int type ) +{ +  cgs.eventHandling = type; + +  if( type == CGAME_EVENT_NONE ) +    CG_HideTeamMenu( ); +} + + + +void CG_KeyEvent( int key, qboolean down ) +{ +  if( !down ) +    return; + +  if( cg.predictedPlayerState.pm_type == PM_NORMAL || +      ( cg.predictedPlayerState.pm_type == PM_SPECTATOR && +        cg.showScores == qfalse ) ) +  { +    CG_EventHandling( CGAME_EVENT_NONE ); +    trap_Key_SetCatcher( 0 ); +    return; +  } + +  Display_HandleKey( key, down, cgs.cursorX, cgs.cursorY ); + +  if( cgs.capturedItem ) +    cgs.capturedItem = NULL; +  else +  { +    if( key == K_MOUSE2 && down ) +      cgs.capturedItem = Display_CaptureItem( cgs.cursorX, cgs.cursorY ); +  } +} + +int CG_ClientNumFromName( const char *p ) +{ +  int i; + +  for( i = 0; i < cgs.maxclients; i++ ) +  { +    if( cgs.clientinfo[ i ].infoValid && +        Q_stricmp( cgs.clientinfo[ i ].name, p ) == 0 ) +      return i; +  } + +  return -1; +} + +void CG_RunMenuScript( char **args ) +{ +} +//END TA UI + + +/* +================ +CG_DrawLighting + +================ +*/ +static void CG_DrawLighting( void ) +{ +  centity_t   *cent; + +  cent = &cg_entities[ cg.snap->ps.clientNum ]; + +  //fade to black if stamina is low +  if( ( cg.snap->ps.stats[ STAT_STAMINA ] < STAMINA_BLACKOUT_LEVEL ) && +      ( cg.snap->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) ) +  { +    vec4_t black = { 0, 0, 0, 0 }; +    black[ 3 ] = 1.0 - ( (float)( cg.snap->ps.stats[ STAT_STAMINA ] + 1000 ) / 200.0f ); +    trap_R_SetColor( black ); +    CG_DrawPic( 0, 0, 640, 480, cgs.media.whiteShader ); +    trap_R_SetColor( NULL ); +  } +} + +/* +=============================================================================== + +CENTER PRINTING + +=============================================================================== +*/ + + +/* +============== +CG_CenterPrint + +Called for important messages that should stay in the center of the screen +for a few moments +============== +*/ +void CG_CenterPrint( const char *str, int y, int charWidth ) +{ +  char  *s; +  char newlineParsed[ MAX_STRING_CHARS ]; +  const char *wrapped; +  static int maxWidth = (int)( ( 2.0f / 3.0f ) * (float)SCREEN_WIDTH ); + +  Q_ParseNewlines( newlineParsed, str, sizeof( newlineParsed ) ); + +  wrapped = Item_Text_Wrap( newlineParsed, 0.5f, maxWidth ); + +  Q_strncpyz( cg.centerPrint, wrapped, sizeof( cg.centerPrint ) ); + +  cg.centerPrintTime = cg.time; +  cg.centerPrintY = y; +  cg.centerPrintCharWidth = charWidth; + +  // count the number of lines for centering +  cg.centerPrintLines = 1; +  s = cg.centerPrint; +  while( *s ) +  { +    if( *s == '\n' ) +      cg.centerPrintLines++; + +    s++; +  } +} + + +/* +=================== +CG_DrawCenterString +=================== +*/ +static void CG_DrawCenterString( void ) +{ +  char  *start; +  int   l; +  int   x, y, w; +  int h; +  float *color; + +  if( !cg.centerPrintTime ) +    return; + +  color = CG_FadeColor( cg.centerPrintTime, 1000 * cg_centertime.value ); +  if( !color ) +    return; + +  trap_R_SetColor( color ); + +  start = cg.centerPrint; + +  y = cg.centerPrintY - cg.centerPrintLines * BIGCHAR_HEIGHT / 2; + +  while( 1 ) +  { +    char linebuffer[ MAX_STRING_CHARS ]; + +    for( l = 0; l < sizeof(linebuffer) - 1; l++ ) +    { +      if( !start[ l ] || start[ l ] == '\n' ) +        break; + +      linebuffer[ l ] = start[ l ]; +    } + +    linebuffer[ l ] = 0; + +    w = UI_Text_Width( linebuffer, 0.5 ); +    h = UI_Text_Height( linebuffer, 0.5 ); +    x = ( SCREEN_WIDTH - w ) / 2; +    UI_Text_Paint( x, y + h, 0.5, color, linebuffer, 0, 0, ITEM_TEXTSTYLE_SHADOWEDMORE ); +    y += h + 6; + +    while( *start && ( *start != '\n' ) ) +      start++; + +    if( !*start ) +      break; + +    start++; +  } + +  trap_R_SetColor( NULL ); +} + + + + + +//============================================================================== + +//FIXME: both vote notes are hardcoded, change to ownerdrawn? + +/* +================= +CG_DrawVote +================= +*/ +static void CG_DrawVote( team_t team ) +{ +  char    *s; +  int     sec; +  int     offset = 0; +  vec4_t  white = { 1.0f, 1.0f, 1.0f, 1.0f }; +  char    yeskey[ 32 ] = "", nokey[ 32 ] = ""; + +  if( !cgs.voteTime[ team ] ) +    return; + +  // play a talk beep whenever it is modified +  if( cgs.voteModified[ team ] ) +  { +    cgs.voteModified[ team ] = qfalse; +    trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND ); +  } + +  sec = ( VOTE_TIME - ( cg.time - cgs.voteTime[ team ] ) ) / 1000; + +  if( sec < 0 ) +    sec = 0; + +  if( cg_tutorial.integer ) +  { +    Com_sprintf( yeskey, sizeof( yeskey ), "[%s]",  +      CG_KeyBinding( va( "%svote yes", team == TEAM_NONE ? "" : "team" ) ) ); +    Com_sprintf( nokey, sizeof( nokey ), "[%s]",  +      CG_KeyBinding( va( "%svote no", team == TEAM_NONE ? "" : "team" ) ) ); +  } + +  if( team != TEAM_NONE ) +    offset = 80; + +  s = va( "%sVOTE(%i): %s",  +    team == TEAM_NONE ? "" : "TEAM", sec, cgs.voteString[ team ] ); + +  UI_Text_Paint( 8, 300 + offset, 0.3f, white, s, 0, 0, +    ITEM_TEXTSTYLE_NORMAL ); + +  s = va( "  Called by: \"%s\"", cgs.voteCaller[ team ] ); + +  UI_Text_Paint( 8, 320 + offset, 0.3f, white, s, 0, 0, +    ITEM_TEXTSTYLE_NORMAL ); + +  s = va( "  %sYes:%i %sNo:%i", +    yeskey, cgs.voteYes[ team ], nokey, cgs.voteNo[ team ] ); + +  UI_Text_Paint( 8, 340 + offset, 0.3f, white, s, 0, 0, +    ITEM_TEXTSTYLE_NORMAL ); +} + + +static qboolean CG_DrawScoreboard( void ) +{ +  static qboolean firstTime = qtrue; +  float fade, *fadeColor; + +  if( menuScoreboard ) +    menuScoreboard->window.flags &= ~WINDOW_FORCED; + +  if( cg_paused.integer ) +  { +    cg.deferredPlayerLoading = 0; +    firstTime = qtrue; +    return qfalse; +  } + +  if( cg.showScores || +      cg.predictedPlayerState.pm_type == PM_INTERMISSION ) +  { +    fade = 1.0; +    fadeColor = colorWhite; +  } +  else +  { +    cg.deferredPlayerLoading = 0; +    cg.killerName[ 0 ] = 0; +    firstTime = qtrue; +    return qfalse; +  } + + +  if( menuScoreboard == NULL ) +    menuScoreboard = Menus_FindByName( "teamscore_menu" ); + +  if( menuScoreboard ) +  { +    if( firstTime ) +    { +      cg.spectatorTime = trap_Milliseconds(); +      CG_SetScoreSelection( menuScoreboard ); +      firstTime = qfalse; +    } + +    Menu_Update( menuScoreboard ); +    Menu_Paint( menuScoreboard, qtrue ); +  } + +  return qtrue; +} + +/* +================= +CG_DrawIntermission +================= +*/ +static void CG_DrawIntermission( void ) +{ +  menuDef_t *menu = Menus_FindByName( "default_hud" ); + +  Menu_Update( menu ); +  Menu_Paint( menu, qtrue ); + +  cg.scoreFadeTime = cg.time; +  cg.scoreBoardShowing = CG_DrawScoreboard( ); +} + +/* +================= +CG_DrawQueue +================= +*/ +static qboolean CG_DrawQueue( void ) +{ +  float       w; +  vec4_t      color; +  int         position; +  char        *ordinal, buffer[ MAX_STRING_CHARS ]; + +  if( !( cg.snap->ps.pm_flags & PMF_QUEUED ) ) +    return qfalse; + +  color[ 0 ] = 1; +  color[ 1 ] = 1; +  color[ 2 ] = 1; +  color[ 3 ] = 1; + +  position = cg.snap->ps.persistant[ PERS_QUEUEPOS ] + 1; +  if( position < 1 ) +    return qfalse; + +  switch( position % 100 ) +  { +    case 11: +    case 12: +    case 13: +      ordinal = "th"; +      break; +    default: +      switch( position % 10 ) +      { +        case 1:  ordinal = "st"; break; +        case 2:  ordinal = "nd"; break; +        case 3:  ordinal = "rd"; break; +        default: ordinal = "th"; break; +      } +      break; +  } + +  Com_sprintf( buffer, MAX_STRING_CHARS, "You are %d%s in the spawn queue", +               position, ordinal ); + +  w = UI_Text_Width( buffer, 0.7f ); +  UI_Text_Paint( 320 - w / 2, 360, 0.7f, color, buffer, 0, 0, ITEM_TEXTSTYLE_SHADOWED ); + +  if( cg.snap->ps.persistant[ PERS_SPAWNS ] == 0 ) +    Com_sprintf( buffer, MAX_STRING_CHARS, "There are no spawns remaining" ); +  else if( cg.snap->ps.persistant[ PERS_SPAWNS ] == 1 ) +    Com_sprintf( buffer, MAX_STRING_CHARS, "There is 1 spawn remaining" ); +  else +    Com_sprintf( buffer, MAX_STRING_CHARS, "There are %d spawns remaining", +                 cg.snap->ps.persistant[ PERS_SPAWNS ] ); + +  w = UI_Text_Width( buffer, 0.7f ); +  UI_Text_Paint( 320 - w / 2, 400, 0.7f, color, buffer, 0, 0, ITEM_TEXTSTYLE_SHADOWED ); + +  return qtrue; +} + + +/* +================= +CG_DrawWarmup +================= +*/ +static void CG_DrawWarmup( void ) +{ +  int    sec = 0; +  int    w; +  int    h; +  float  size = 0.5f; +  char   text[ MAX_STRING_CHARS ] = "Warmup Time:"; + +  if( !cg.warmupTime ) +    return; + +  sec = ( cg.warmupTime - cg.time ) / 1000; + +  if( sec < 0 ) +    return; + +  w = UI_Text_Width( text, size ); +  h = UI_Text_Height( text, size ); +  UI_Text_Paint( 320 - w / 2, 200, size, colorWhite, text, 0, 0, ITEM_TEXTSTYLE_SHADOWED ); + +  Com_sprintf( text, sizeof( text ), "%s", sec ? va( "%d", sec ) : "FIGHT!" ); + +  w = UI_Text_Width( text, size ); +  UI_Text_Paint( 320 - w / 2, 200 + 1.5f * h, size, colorWhite, text, 0, 0, ITEM_TEXTSTYLE_SHADOWED ); +} + +/* +====================== +CG_DrawFuel +====================== +*/ +void CG_DrawFuel( void ) +{ +  int i; +  float x, y, w, h, scale, fuel; +  vec4_t color; +  char text[20]; +  qboolean active; +  +  +  if( !BG_InventoryContainsUpgrade( UP_JETPACK, cg.predictedPlayerState.stats ) ) +    return; +  +  active = BG_UpgradeIsActive( UP_JETPACK, cg.predictedPlayerState.stats ) || +           cg.predictedPlayerEntity.jetPackJumpTime + 100 > cg.time; +  +  fuel = (float)cg.predictedPlayerState.stats[ STAT_FUEL ] / JETPACK_FUEL_FULL; +  fuel = ceil( fuel * 100 ); +  +  Com_sprintf( text, sizeof(text), "%.0f%%", fuel ); +  +  scale = cg_fuelInfoScale.value; +  +  w = UI_Text_Width( text, scale ); +  h = UI_Text_Height( text, scale ); +  x = 320.0f - w / 2.0f + cg_fuelInfoX.value; +  y = 240.0f - h / 2.0f + cg_fuelInfoY.value; +  +  for( i = 0; i < 3; i++ ) +    color[ i ] = ( active ? 1 : 0.5 ); +  color[ 3 ] = 1.0f; +  +  UI_Text_Paint( x, y, scale, color, text, 0, 0, ITEM_TEXTSTYLE_SHADOWEDMORE ); +} + +/* +====================== +CG_DrawSplash +====================== +*/ +void CG_DrawSplash( void ) +{ +  float t, x, y, w, h, ar; +  vec4_t color; +  int i; +  static qboolean first = qtrue; +   +  if( first ) +  { +    cg.splashTime = cg.time; +    first = qfalse; +  } +  +  if( cg.splashTime + 4000 < cg.time ) +    return; + +  t = (float)( cg.time - cg.splashTime ) / 1000; + +  ar = ( 4.0f / 3.0f ) / ( (float)cgs.glconfig.vidWidth / cgs.glconfig.vidHeight ); +  h = 40; +  w = h * ar; +  x = 320 - w/2; +  y = 240 - h/2; + +  for( i = 0; i < 3; i++ ) +    color[ i ] = 1.0f;    +   +  if( t > 1.0f ) +  { +    float tw, th, ts; +     +    if( t < 2.0f ) +     color[ 3 ] = t - 1.0f; +    else if ( t > 3.5f ) +     color[ 3 ] = ( 3.5f - t ) * 2; +    else +     color[ 3 ] = 1; +   +    trap_R_SetColor( color ); + +    ts = 0.33f; +    tw = UI_Text_Width( MODVER_TITLE, ts ); +    th = UI_Text_Height( MODVER_TITLE, ts );     +    UI_Text_Paint( x + w/2 - tw/2, y + h + th, ts, color, MODVER_TITLE, 0, 0, ITEM_TEXTSTYLE_SHADOWEDMORE ); +  } +   +  color[ 3 ] = ( t > 3.0f ) ? 4.0f - t : 1.0f; +   +  trap_R_SetColor( color ); +   +  CG_DrawPic( x, y, w, h, cgs.media.splashLogo[ cg.time / 25 % 15 ] ); + +  for( i = 0; i < 3; i++ ) +    color[ i ] = 0.7f; +   +  trap_R_SetColor( color ); +   +  x += w; +  if( t < 1.0f ) +    x += ( 1.0f - t ) * 400.0f * ar; +  w *= 251.0f / 181.0f; +  CG_DrawPic( x, y, w, h, cgs.media.splashRight ); +   + +  w = h * ar; +  x = 320 - w/2; +  if( t < 1.0f )  +   x -= ( 1.0f - t ) * 400.0f * ar; +  w *= 512.0f / 181.0f; +  x -= w; +  +  CG_DrawPic( x, y, w, h, cgs.media.splashLeft ); +   +  trap_R_SetColor( NULL ); +} + +//================================================================================== + + +/* +================= +CG_Draw2D +================= +*/ +static void CG_Draw2D( void ) +{ +  menuDef_t *menu = NULL; + +  // if we are taking a levelshot for the menu, don't draw anything +  if( cg.levelShot ) +    return; + +  // fading to black if stamina runs out +  // (only 2D that can't be disabled) +  CG_DrawLighting( ); + +  if( cg_draw2D.integer == 0 ) +    return; + +  if( cg.snap->ps.pm_type == PM_INTERMISSION ) +  { +    CG_DrawIntermission( ); +    return; +  } + +  if( cg.snap->ps.persistant[ PERS_SPECSTATE ] == SPECTATOR_NOT && +      cg.snap->ps.stats[ STAT_HEALTH ] > 0 ) +  { +    menu = Menus_FindByName( BG_ClassConfig( +      cg.predictedPlayerState.stats[ STAT_CLASS ] )->hudName ); + +    CG_DrawBuildableStatus( ); +    CG_Cuboid_DrawInfo( ); +    CG_DrawFuel( ); +  } + +  if( !menu ) +  { +    menu = Menus_FindByName( "default_hud" ); + +    if( !menu ) // still couldn't find it +      CG_Error( "Default HUD could not be found" ); +  } + +  Menu_Update( menu ); +  Menu_Paint( menu, qtrue ); + +  CG_DrawVote( TEAM_NONE ); +  CG_DrawVote( cg.predictedPlayerState.stats[ STAT_TEAM ] ); +  CG_DrawWarmup( ); +  CG_DrawQueue( ); + +  // don't draw center string if scoreboard is up +  cg.scoreBoardShowing = CG_DrawScoreboard( ); + +  if( !cg.scoreBoardShowing ) +    CG_DrawCenterString( ); + +  CG_DrawSplash( ); +} + +/* +=============== +CG_ScalePainBlendTCs +=============== +*/ +static void CG_ScalePainBlendTCs( float* s1, float *t1, float *s2, float *t2 ) +{ +  *s1 -= 0.5f; +  *t1 -= 0.5f; +  *s2 -= 0.5f; +  *t2 -= 0.5f; + +  *s1 *= cg_painBlendZoom.value; +  *t1 *= cg_painBlendZoom.value; +  *s2 *= cg_painBlendZoom.value; +  *t2 *= cg_painBlendZoom.value; + +  *s1 += 0.5f; +  *t1 += 0.5f; +  *s2 += 0.5f; +  *t2 += 0.5f; +} + +#define PAINBLEND_BORDER    0.15f + +/* +=============== +CG_PainBlend +=============== +*/ +static void CG_PainBlend( void ) +{ +  vec4_t      color; +  int         damage; +  float       damageAsFracOfMax; +  qhandle_t   shader = cgs.media.viewBloodShader; +  float       x, y, w, h; +  float       s1, t1, s2, t2; + +  if( cg.snap->ps.persistant[ PERS_SPECSTATE ] != SPECTATOR_NOT || cg.intermissionStarted ) +    return; + +  damage = cg.lastHealth - cg.snap->ps.stats[ STAT_HEALTH ]; + +  if( damage < 0 ) +    damage = 0; + +  damageAsFracOfMax = (float)damage / cg.snap->ps.stats[ STAT_MAX_HEALTH ]; +  cg.lastHealth = cg.snap->ps.stats[ STAT_HEALTH ]; + +  cg.painBlendValue += damageAsFracOfMax * cg_painBlendScale.value; + +  if( cg.painBlendValue > 0.0f ) +  { +    cg.painBlendValue -= ( cg.frametime / 1000.0f ) * +      cg_painBlendDownRate.value; +  } + +  if( cg.painBlendValue > 1.0f ) +    cg.painBlendValue = 1.0f; +  else if( cg.painBlendValue <= 0.0f ) +  { +    cg.painBlendValue = 0.0f; +    return; +  } + +  if( cg.snap->ps.stats[ STAT_TEAM ] == TEAM_ALIENS ) +    VectorSet( color, 0.43f, 0.8f, 0.37f ); +  else if( cg.snap->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) +    VectorSet( color, 0.8f, 0.0f, 0.0f ); + +  if( cg.painBlendValue > cg.painBlendTarget ) +  { +    cg.painBlendTarget += ( cg.frametime / 1000.0f ) * +      cg_painBlendUpRate.value; +  } +  else if( cg.painBlendValue < cg.painBlendTarget ) +    cg.painBlendTarget = cg.painBlendValue; + +  if( cg.painBlendTarget > cg_painBlendMax.value ) +    cg.painBlendTarget = cg_painBlendMax.value; + +  color[ 3 ] = cg.painBlendTarget; + +  trap_R_SetColor( color ); + +  //left +  x = 0.0f; y = 0.0f; +  w = PAINBLEND_BORDER * 640.0f; h = 480.0f; +  CG_AdjustFrom640( &x, &y, &w, &h ); +  s1 = 0.0f; t1 = 0.0f; +  s2 = PAINBLEND_BORDER; t2 = 1.0f; +  CG_ScalePainBlendTCs( &s1, &t1, &s2, &t2 ); +  trap_R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, shader ); + +  //right +  x = 640.0f - ( PAINBLEND_BORDER * 640.0f ); y = 0.0f; +  w = PAINBLEND_BORDER * 640.0f; h = 480.0f; +  CG_AdjustFrom640( &x, &y, &w, &h ); +  s1 = 1.0f - PAINBLEND_BORDER; t1 = 0.0f; +  s2 = 1.0f; t2 =1.0f; +  CG_ScalePainBlendTCs( &s1, &t1, &s2, &t2 ); +  trap_R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, shader ); + +  //top +  x = PAINBLEND_BORDER * 640.0f; y = 0.0f; +  w = 640.0f - ( 2 * PAINBLEND_BORDER * 640.0f ); h = PAINBLEND_BORDER * 480.0f; +  CG_AdjustFrom640( &x, &y, &w, &h ); +  s1 = PAINBLEND_BORDER; t1 = 0.0f; +  s2 = 1.0f - PAINBLEND_BORDER; t2 = PAINBLEND_BORDER; +  CG_ScalePainBlendTCs( &s1, &t1, &s2, &t2 ); +  trap_R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, shader ); + +  //bottom +  x = PAINBLEND_BORDER * 640.0f; y = 480.0f - ( PAINBLEND_BORDER * 480.0f ); +  w = 640.0f - ( 2 * PAINBLEND_BORDER * 640.0f ); h = PAINBLEND_BORDER * 480.0f; +  CG_AdjustFrom640( &x, &y, &w, &h ); +  s1 = PAINBLEND_BORDER; t1 = 1.0f - PAINBLEND_BORDER; +  s2 = 1.0f - PAINBLEND_BORDER; t2 = 1.0f; +  CG_ScalePainBlendTCs( &s1, &t1, &s2, &t2 ); +  trap_R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, shader ); + +  trap_R_SetColor( NULL ); +} + +/* +===================== +CG_ResetPainBlend +===================== +*/ +void CG_ResetPainBlend( void ) +{ +  cg.painBlendValue = 0.0f; +  cg.painBlendTarget = 0.0f; +  cg.lastHealth = cg.snap->ps.stats[ STAT_HEALTH ]; +} + +/* +===================== +CG_DrawActive + +Perform all drawing needed to completely fill the screen +===================== +*/ +void CG_DrawActive( stereoFrame_t stereoView ) +{ +  float   separation; +  vec3_t    baseOrg; + +  // optionally draw the info screen instead +  if( !cg.snap ) +    return; + +  switch ( stereoView ) +  { +    case STEREO_CENTER: +      separation = 0; +      break; +    case STEREO_LEFT: +      separation = -cg_stereoSeparation.value / 2; +      break; +    case STEREO_RIGHT: +      separation = cg_stereoSeparation.value / 2; +      break; +    default: +      separation = 0; +      CG_Error( "CG_DrawActive: Undefined stereoView" ); +  } + +  // clear around the rendered view if sized down +  CG_TileClear( ); + +  // offset vieworg appropriately if we're doing stereo separation +  VectorCopy( cg.refdef.vieworg, baseOrg ); + +  if( separation != 0 ) +    VectorMA( cg.refdef.vieworg, -separation, cg.refdef.viewaxis[ 1 ], +              cg.refdef.vieworg ); + +  // draw 3D view +  trap_R_RenderScene( &cg.refdef ); + +  // restore original viewpoint if running stereo +  if( separation != 0 ) +    VectorCopy( baseOrg, cg.refdef.vieworg ); + +  // first person blend blobs, done after AnglesToAxis +  if( !cg.renderingThirdPerson ) +    CG_PainBlend( ); + +  // draw status bar and other floating elements +  CG_Draw2D( ); +} + diff --git a/src/cgame/cg_drawtools.c b/src/cgame/cg_drawtools.c new file mode 100644 index 0000000..f35ed23 --- /dev/null +++ b/src/cgame/cg_drawtools.c @@ -0,0 +1,439 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2009 Darklegion Development + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA +=========================================================================== +*/ + +// cg_drawtools.c -- helper functions called by cg_draw, cg_scoreboard, cg_info, etc + + +#include "cg_local.h" + +/* +=============== +CG_DrawPlane + +Draw a quad in 3 space - basically CG_DrawPic in 3 space +=============== +*/ +void CG_DrawPlane( vec3_t origin, vec3_t down, vec3_t right, qhandle_t shader ) +{ +  polyVert_t  verts[ 4 ]; +  vec3_t      temp; + +  VectorCopy( origin, verts[ 0 ].xyz ); +  verts[ 0 ].st[ 0 ] = 0; +  verts[ 0 ].st[ 1 ] = 0; +  verts[ 0 ].modulate[ 0 ] = 255; +  verts[ 0 ].modulate[ 1 ] = 255; +  verts[ 0 ].modulate[ 2 ] = 255; +  verts[ 0 ].modulate[ 3 ] = 255; + +  VectorAdd( origin, right, temp ); +  VectorCopy( temp, verts[ 1 ].xyz ); +  verts[ 1 ].st[ 0 ] = 1; +  verts[ 1 ].st[ 1 ] = 0; +  verts[ 1 ].modulate[ 0 ] = 255; +  verts[ 1 ].modulate[ 1 ] = 255; +  verts[ 1 ].modulate[ 2 ] = 255; +  verts[ 1 ].modulate[ 3 ] = 255; + +  VectorAdd( origin, right, temp ); +  VectorAdd( temp, down, temp ); +  VectorCopy( temp, verts[ 2 ].xyz ); +  verts[ 2 ].st[ 0 ] = 1; +  verts[ 2 ].st[ 1 ] = 1; +  verts[ 2 ].modulate[ 0 ] = 255; +  verts[ 2 ].modulate[ 1 ] = 255; +  verts[ 2 ].modulate[ 2 ] = 255; +  verts[ 2 ].modulate[ 3 ] = 255; + +  VectorAdd( origin, down, temp ); +  VectorCopy( temp, verts[ 3 ].xyz ); +  verts[ 3 ].st[ 0 ] = 0; +  verts[ 3 ].st[ 1 ] = 1; +  verts[ 3 ].modulate[ 0 ] = 255; +  verts[ 3 ].modulate[ 1 ] = 255; +  verts[ 3 ].modulate[ 2 ] = 255; +  verts[ 3 ].modulate[ 3 ] = 255; + +  trap_R_AddPolyToScene( shader, 4, verts ); +} + +/* +================ +CG_AdjustFrom640 + +Adjusted for resolution and screen aspect ratio +================ +*/ +void CG_AdjustFrom640( float *x, float *y, float *w, float *h ) +{ +#if 0 +  // adjust for wide screens +  if ( cgs.glconfig.vidWidth * 480 > cgs.glconfig.vidHeight * 640 ) { +    *x += 0.5 * ( cgs.glconfig.vidWidth - ( cgs.glconfig.vidHeight * 640 / 480 ) ); +  } +#endif +  // scale for screen sizes +  *x *= cgs.screenXScale; +  *y *= cgs.screenYScale; +  *w *= cgs.screenXScale; +  *h *= cgs.screenYScale; +} + +/* +================ +CG_FillRect + +Coordinates are 640*480 virtual values +================= +*/ +void CG_FillRect( float x, float y, float width, float height, const float *color ) +{ +  trap_R_SetColor( color ); + +  CG_AdjustFrom640( &x, &y, &width, &height ); +  trap_R_DrawStretchPic( x, y, width, height, 0, 0, 0, 0, cgs.media.whiteShader ); + +  trap_R_SetColor( NULL ); +} + + +/* +================ +CG_DrawSides + +Coords are virtual 640x480 +================ +*/ +void CG_DrawSides( float x, float y, float w, float h, float size ) +{ +  float sizeY; + +  CG_AdjustFrom640( &x, &y, &w, &h ); +  sizeY = size * cgs.screenYScale; +  size *= cgs.screenXScale; + +  trap_R_DrawStretchPic( x, y + sizeY, size, h - ( sizeY * 2.0f ), 0, 0, 0, 0, cgs.media.whiteShader ); +  trap_R_DrawStretchPic( x + w - size, y + sizeY, size, h - ( sizeY * 2.0f ), 0, 0, 0, 0, cgs.media.whiteShader ); +} + +void CG_DrawTopBottom( float x, float y, float w, float h, float size ) +{ +  CG_AdjustFrom640( &x, &y, &w, &h ); +  size *= cgs.screenYScale; +  trap_R_DrawStretchPic( x, y, w, size, 0, 0, 0, 0, cgs.media.whiteShader ); +  trap_R_DrawStretchPic( x, y + h - size, w, size, 0, 0, 0, 0, cgs.media.whiteShader ); +} + + +/* +================ +CG_DrawRect + +Coordinates are 640*480 virtual values +================= +*/ +void CG_DrawRect( float x, float y, float width, float height, float size, const float *color ) +{ +  trap_R_SetColor( color ); + +  CG_DrawTopBottom( x, y, width, height, size ); +  CG_DrawSides( x, y, width, height, size ); + +  trap_R_SetColor( NULL ); +} + + +/* +================ +CG_DrawPic + +Coordinates are 640*480 virtual values +================= +*/ +void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader ) +{ +  CG_AdjustFrom640( &x, &y, &width, &height ); +  trap_R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader ); +} + +/* +================ +CG_SetClipRegion +================= +*/ +void CG_SetClipRegion( float x, float y, float w, float h ) +{ +  vec4_t clip; + +  CG_AdjustFrom640( &x, &y, &w, &h ); + +  clip[ 0 ] = x; +  clip[ 1 ] = y; +  clip[ 2 ] = x + w; +  clip[ 3 ] = y + h; + +  trap_R_SetClipRegion( clip ); +} + +/* +================ +CG_ClearClipRegion +================= +*/ +void CG_ClearClipRegion( void ) +{ +  trap_R_SetClipRegion( NULL ); +} + +/* +================ +CG_DrawFadePic + +Coordinates are 640*480 virtual values +================= +*/ +void CG_DrawFadePic( float x, float y, float width, float height, vec4_t fcolor, +                     vec4_t tcolor, float amount, qhandle_t hShader ) +{ +  vec4_t  finalcolor; +  float   inverse; + +  inverse = 100 - amount; + +  CG_AdjustFrom640( &x, &y, &width, &height ); + +  finalcolor[ 0 ] = ( ( inverse * fcolor[ 0 ] ) + ( amount * tcolor[ 0 ] ) ) / 100; +  finalcolor[ 1 ] = ( ( inverse * fcolor[ 1 ] ) + ( amount * tcolor[ 1 ] ) ) / 100; +  finalcolor[ 2 ] = ( ( inverse * fcolor[ 2 ] ) + ( amount * tcolor[ 2 ] ) ) / 100; +  finalcolor[ 3 ] = ( ( inverse * fcolor[ 3 ] ) + ( amount * tcolor[ 3 ] ) ) / 100; + +  trap_R_SetColor( finalcolor ); +  trap_R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader ); +  trap_R_SetColor( NULL ); +} + +/* +================= +CG_DrawStrlen + +Returns character count, skiping color escape codes +================= +*/ +int CG_DrawStrlen( const char *str ) +{ +  const char  *s = str; +  int         count = 0; + +  while( *s ) +  { +    if( Q_IsColorString( s ) ) +      s += 2; +    else +    { +      count++; +      s++; +    } +  } + +  return count; +} + +/* +============= +CG_TileClearBox + +This repeats a 64*64 tile graphic to fill the screen around a sized down +refresh window. +============= +*/ +static void CG_TileClearBox( int x, int y, int w, int h, qhandle_t hShader ) +{ +  float s1, t1, s2, t2; + +  s1 = x / 64.0; +  t1 = y / 64.0; +  s2 = ( x + w ) / 64.0; +  t2 = ( y + h ) / 64.0; +  trap_R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, hShader ); +} + + + +/* +============== +CG_TileClear + +Clear around a sized down screen +============== +*/ +void CG_TileClear( void ) +{ +  int   top, bottom, left, right; +  int   w, h; + +  w = cgs.glconfig.vidWidth; +  h = cgs.glconfig.vidHeight; + +  if( cg.refdef.x == 0 && cg.refdef.y == 0 && +      cg.refdef.width == w && cg.refdef.height == h ) +    return;   // full screen rendering + +  top = cg.refdef.y; +  bottom = top + cg.refdef.height - 1; +  left = cg.refdef.x; +  right = left + cg.refdef.width - 1; + +  // clear above view screen +  CG_TileClearBox( 0, 0, w, top, cgs.media.backTileShader ); + +  // clear below view screen +  CG_TileClearBox( 0, bottom, w, h - bottom, cgs.media.backTileShader ); + +  // clear left of view screen +  CG_TileClearBox( 0, top, left, bottom - top + 1, cgs.media.backTileShader ); + +  // clear right of view screen +  CG_TileClearBox( right, top, w - right, bottom - top + 1, cgs.media.backTileShader ); +} + +/* +================ +CG_FadeColor +================ +*/ +float *CG_FadeColor( int startMsec, int totalMsec ) +{ +  static vec4_t   color; +  int     t; + +  if( startMsec == 0 ) +    return NULL; + +  t = cg.time - startMsec; + +  if( t >= totalMsec ) +    return NULL; + +  // fade out +  if( totalMsec - t < FADE_TIME ) +    color[ 3 ] = ( totalMsec - t ) * 1.0 / FADE_TIME; +  else +    color[ 3 ] = 1.0; + +  color[ 0 ] = color[ 1 ] = color[ 2 ] = 1; + +  return color; +} + +/* +================ +CG_WorldToScreen +================ +*/ +qboolean CG_WorldToScreen( vec3_t point, float *x, float *y ) +{ +  vec3_t  trans; +  float   xc, yc; +  float   px, py; +  float   z; + +  px = tan( cg.refdef.fov_x * M_PI / 360.0f ); +  py = tan( cg.refdef.fov_y * M_PI / 360.0f ); + +  VectorSubtract( point, cg.refdef.vieworg, trans ); + +  xc = ( 640.0f * cg_viewsize.integer ) / 200.0f; +  yc = ( 480.0f * cg_viewsize.integer ) / 200.0f; + +  z = DotProduct( trans, cg.refdef.viewaxis[ 0 ] ); +  if( z <= 0.001f ) +    return qfalse; + +  if( x ) +    *x = 320.0f - DotProduct( trans, cg.refdef.viewaxis[ 1 ] ) * xc / ( z * px ); + +  if( y ) +    *y = 240.0f - DotProduct( trans, cg.refdef.viewaxis[ 2 ] ) * yc / ( z * py ); + +  return qtrue; +} + +/* +================ +CG_KeyBinding +================ +*/ +char *CG_KeyBinding( const char *bind ) +{ +  static char key[ 32 ]; +  char bindbuff[ MAX_CVAR_VALUE_STRING ]; +  int i; + +  key[ 0 ] = '\0'; + +  // NOTE: change K_LAST_KEY to MAX_KEYS for full key support (eventually) +  for( i = 0; i < K_LAST_KEY; i++ ) +  { +    trap_Key_GetBindingBuf( i, bindbuff, sizeof( bindbuff ) ); +    if( !Q_stricmp( bindbuff, bind ) ) +    { +      trap_Key_KeynumToStringBuf( i, key, sizeof( key ) ); +      break; +    } +  } + +  if( !key[ 0 ] ) +  { +    Q_strncpyz( key, "\\", sizeof( key ) ); +    Q_strcat( key, sizeof( key ), bind ); +  } + +  return key; +} + +/* +================= +CG_GetColorCharForHealth +================= +*/ +char CG_GetColorCharForHealth( int clientnum ) +{ +  char health_char = '2'; +  int  healthPercent; +  int  maxHealth; +  int  curWeaponClass = cgs.clientinfo[ clientnum ].curWeaponClass; + +  if( cgs.clientinfo[ clientnum ].team == TEAM_ALIENS ) +    maxHealth = BG_Class( curWeaponClass )->health; +  else +    maxHealth = BG_Class( PCL_HUMAN )->health; + +  healthPercent = (int) ( 100.0f * (float) cgs.clientinfo[ clientnum ].health / +                        (float) maxHealth ); + +  if( healthPercent < 33 ) +    health_char = '1'; +  else if( healthPercent < 67 ) +    health_char = '3'; +  return health_char; +} diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c new file mode 100644 index 0000000..a68c5eb --- /dev/null +++ b/src/cgame/cg_ents.c @@ -0,0 +1,1252 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2009 Darklegion Development + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA +=========================================================================== +*/ + +// cg_ents.c -- present snapshot entities, happens every single frame + + +#include "cg_local.h" + +/* +====================== +CG_DrawBoxFace + +Draws a bounding box face +====================== +*/ +static void CG_DrawBoxFace( vec3_t a, vec3_t b, vec3_t c, vec3_t d ) +{ +  polyVert_t  verts[ 4 ]; +  vec4_t      color = { 255.0f, 0.0f, 0.0f, 128.0f }; + +  VectorCopy( d, verts[ 0 ].xyz ); +  verts[ 0 ].st[ 0 ] = 1; +  verts[ 0 ].st[ 1 ] = 1; +  Vector4Copy( color, verts[ 0 ].modulate ); + +  VectorCopy( c, verts[ 1 ].xyz ); +  verts[ 1 ].st[ 0 ] = 1; +  verts[ 1 ].st[ 1 ] = 0; +  Vector4Copy( color, verts[ 1 ].modulate ); + +  VectorCopy( b, verts[ 2 ].xyz ); +  verts[ 2 ].st[ 0 ] = 0; +  verts[ 2 ].st[ 1 ] = 0; +  Vector4Copy( color, verts[ 2 ].modulate ); + +  VectorCopy( a, verts[ 3 ].xyz ); +  verts[ 3 ].st[ 0 ] = 0; +  verts[ 3 ].st[ 1 ] = 1; +  Vector4Copy( color, verts[ 3 ].modulate ); + +  trap_R_AddPolyToScene( cgs.media.outlineShader, 4, verts ); +} + +/* +====================== +CG_DrawBoundingBox + +Draws a bounding box +====================== +*/ +void CG_DrawBoundingBox( vec3_t origin, vec3_t mins, vec3_t maxs ) +{ +  vec3_t  ppp, mpp, mmp, pmp; +  vec3_t  mmm, pmm, ppm, mpm; + +  ppp[ 0 ] = origin[ 0 ] + maxs[ 0 ]; +  ppp[ 1 ] = origin[ 1 ] + maxs[ 1 ]; +  ppp[ 2 ] = origin[ 2 ] + maxs[ 2 ]; + +  mpp[ 0 ] = origin[ 0 ] + mins[ 0 ]; +  mpp[ 1 ] = origin[ 1 ] + maxs[ 1 ]; +  mpp[ 2 ] = origin[ 2 ] + maxs[ 2 ]; + +  mmp[ 0 ] = origin[ 0 ] + mins[ 0 ]; +  mmp[ 1 ] = origin[ 1 ] + mins[ 1 ]; +  mmp[ 2 ] = origin[ 2 ] + maxs[ 2 ]; + +  pmp[ 0 ] = origin[ 0 ] + maxs[ 0 ]; +  pmp[ 1 ] = origin[ 1 ] + mins[ 1 ]; +  pmp[ 2 ] = origin[ 2 ] + maxs[ 2 ]; + +  ppm[ 0 ] = origin[ 0 ] + maxs[ 0 ]; +  ppm[ 1 ] = origin[ 1 ] + maxs[ 1 ]; +  ppm[ 2 ] = origin[ 2 ] + mins[ 2 ]; + +  mpm[ 0 ] = origin[ 0 ] + mins[ 0 ]; +  mpm[ 1 ] = origin[ 1 ] + maxs[ 1 ]; +  mpm[ 2 ] = origin[ 2 ] + mins[ 2 ]; + +  mmm[ 0 ] = origin[ 0 ] + mins[ 0 ]; +  mmm[ 1 ] = origin[ 1 ] + mins[ 1 ]; +  mmm[ 2 ] = origin[ 2 ] + mins[ 2 ]; + +  pmm[ 0 ] = origin[ 0 ] + maxs[ 0 ]; +  pmm[ 1 ] = origin[ 1 ] + mins[ 1 ]; +  pmm[ 2 ] = origin[ 2 ] + mins[ 2 ]; + +  //phew! + +  CG_DrawBoxFace( ppp, mpp, mmp, pmp ); +  CG_DrawBoxFace( ppp, pmp, pmm, ppm ); +  CG_DrawBoxFace( mpp, ppp, ppm, mpm ); +  CG_DrawBoxFace( mmp, mpp, mpm, mmm ); +  CG_DrawBoxFace( pmp, mmp, mmm, pmm ); +  CG_DrawBoxFace( mmm, mpm, ppm, pmm ); +} + + +/* +====================== +CG_PositionEntityOnTag + +Modifies the entities position and axis by the given +tag location +====================== +*/ +void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent, +                             qhandle_t parentModel, char *tagName ) +{ +  int           i; +  orientation_t lerped; + +  // lerp the tag +  trap_R_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 ); + +  // had to cast away the const to avoid compiler problems... +  MatrixMultiply( lerped.axis, ( (refEntity_t *)parent )->axis, entity->axis ); +  entity->backlerp = parent->backlerp; +} + + +/* +====================== +CG_PositionRotatedEntityOnTag + +Modifies the entities position and axis by the given +tag location +====================== +*/ +void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent, +                                    qhandle_t parentModel, char *tagName ) +{ +  int           i; +  orientation_t lerped; +  vec3_t        tempAxis[ 3 ]; + +//AxisClear( entity->axis ); +  // lerp the tag +  trap_R_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 ); + +  // had to cast away the const to avoid compiler problems... +  MatrixMultiply( entity->axis, lerped.axis, tempAxis ); +  MatrixMultiply( tempAxis, ( (refEntity_t *)parent )->axis, entity->axis ); +} + + + +/* +========================================================================== + +FUNCTIONS CALLED EACH FRAME + +========================================================================== +*/ + +/* +====================== +CG_SetEntitySoundPosition + +Also called by event processing code +====================== +*/ +void CG_SetEntitySoundPosition( centity_t *cent ) +{ +  if( cent->currentState.solid == SOLID_BMODEL ) +  { +    vec3_t  origin; +    float   *v; + +    v = cgs.inlineModelMidpoints[ cent->currentState.modelindex ]; +    VectorAdd( cent->lerpOrigin, v, origin ); +    trap_S_UpdateEntityPosition( cent->currentState.number, origin ); +  } +  else +    trap_S_UpdateEntityPosition( cent->currentState.number, cent->lerpOrigin ); +} + +/* +================== +CG_EntityEffects + +Add continuous entity effects, like local entity emission and lighting +================== +*/ +static void CG_EntityEffects( centity_t *cent ) +{ +  // update sound origins +  CG_SetEntitySoundPosition( cent ); + +  // add loop sound +  if( cent->currentState.loopSound ) +  { +    if( cent->currentState.eType != ET_SPEAKER ) +    { +      trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, +                              cgs.gameSounds[ cent->currentState.loopSound ] ); +    } +    else +    { +      trap_S_AddRealLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, +                                  cgs.gameSounds[ cent->currentState.loopSound ] ); +    } +  } + + +  // constant light glow +  if ( cent->currentState.constantLight ) +  { +    int   cl; +    int   i, r, g, b; + +    cl = cent->currentState.constantLight; +    r = cl & 255; +    g = ( cl >> 8 ) & 255; +    b = ( cl >> 16 ) & 255; +    i = ( ( cl >> 24 ) & 255 ) * 4; +    trap_R_AddLightToScene( cent->lerpOrigin, i, r, g, b ); +  } + +  if( CG_IsTrailSystemValid( ¢->muzzleTS ) ) +  { +    //FIXME hack to prevent tesla trails reaching too far +    if( cent->currentState.eType == ET_BUILDABLE ) +    { +      vec3_t  front, back; + +      CG_AttachmentPoint( ¢->muzzleTS->frontAttachment, front ); +      CG_AttachmentPoint( ¢->muzzleTS->backAttachment, back ); + +      if( Distance( front, back ) > ( TESLAGEN_RANGE * M_ROOT3 ) ) +        CG_DestroyTrailSystem( ¢->muzzleTS ); +    } + +    if( cg.time > cent->muzzleTSDeathTime && CG_IsTrailSystemValid( ¢->muzzleTS ) ) +      CG_DestroyTrailSystem( ¢->muzzleTS ); +  } +} + + +/* +================== +CG_General +================== +*/ +static void CG_General( centity_t *cent ) +{ +  refEntity_t     ent; +  entityState_t   *s1; + +  s1 = ¢->currentState; + +  // if set to invisible, skip +  if( !s1->modelindex ) +    return; + +  memset( &ent, 0, sizeof( ent ) ); + +  // set frame + +  ent.frame = s1->frame; +  ent.oldframe = ent.frame; +  ent.backlerp = 0; + +  VectorCopy( cent->lerpOrigin, ent.origin); +  VectorCopy( cent->lerpOrigin, ent.oldorigin); + +  ent.hModel = cgs.gameModels[ s1->modelindex ]; + +  // player model +  if( s1->number == cg.snap->ps.clientNum ) +    ent.renderfx |= RF_THIRD_PERSON;  // only draw from mirrors + +  // convert angles to axis +  AnglesToAxis( cent->lerpAngles, ent.axis ); + +  // add to refresh list +  trap_R_AddRefEntityToScene( &ent ); +} + +/* +================== +CG_Speaker + +Speaker entities can automatically play sounds +================== +*/ +static void CG_Speaker( centity_t *cent ) +{ +  if( ! cent->currentState.clientNum ) +  { // FIXME: use something other than clientNum... +    return;   // not auto triggering +  } + +  if( cg.time < cent->miscTime ) +    return; + +  trap_S_StartSound( NULL, cent->currentState.number, CHAN_ITEM, cgs.gameSounds[ cent->currentState.eventParm ] ); + +  //  ent->s.frame = ent->wait * 10; +  //  ent->s.clientNum = ent->random * 10; +  cent->miscTime = cg.time + cent->currentState.frame * 100 + cent->currentState.clientNum * 100 * crandom( ); +} + + +//============================================================================ + +/* +=============== +CG_LaunchMissile +=============== +*/ +static void CG_LaunchMissile( centity_t *cent ) +{ +  entityState_t       *es; +  const weaponInfo_t  *wi; +  particleSystem_t    *ps; +  trailSystem_t       *ts; +  weapon_t            weapon; +  weaponMode_t        weaponMode; + +  es = ¢->currentState; + +  weapon = es->weapon; +  if( weapon > WP_NUM_WEAPONS ) +    weapon = WP_NONE; + +  wi = &cg_weapons[ weapon ]; +  weaponMode = es->generic1; + +  if( wi->wim[ weaponMode ].missileParticleSystem ) +  { +    ps = CG_SpawnNewParticleSystem( wi->wim[ weaponMode ].missileParticleSystem ); + +    if( CG_IsParticleSystemValid( &ps ) ) +    { +      CG_SetAttachmentCent( &ps->attachment, cent ); +      CG_AttachToCent( &ps->attachment ); +      ps->charge = es->torsoAnim; +    } +  } + +  if( wi->wim[ weaponMode ].missileTrailSystem ) +  { +    ts = CG_SpawnNewTrailSystem( wi->wim[ weaponMode ].missileTrailSystem ); + +    if( CG_IsTrailSystemValid( &ts ) ) +    { +      CG_SetAttachmentCent( &ts->frontAttachment, cent ); +      CG_AttachToCent( &ts->frontAttachment ); +    } +  } +} + +/* +=============== +CG_Missile +=============== +*/ +static void CG_Missile( centity_t *cent ) +{ +  refEntity_t             ent; +  entityState_t           *es; +  const weaponInfo_t      *wi; +  weapon_t                weapon; +  weaponMode_t            weaponMode; +  const weaponInfoMode_t  *wim; + +  es = ¢->currentState; + +  weapon = es->weapon; +  if( weapon > WP_NUM_WEAPONS ) +    weapon = WP_NONE; + +  wi = &cg_weapons[ weapon ]; +  weaponMode = es->generic1; + +  wim = &wi->wim[ weaponMode ]; + +  // calculate the axis +  VectorCopy( es->angles, cent->lerpAngles ); + +  // add dynamic light +  if( wim->missileDlight ) +  { +    trap_R_AddLightToScene( cent->lerpOrigin, wim->missileDlight, +      wim->missileDlightColor[ 0 ], +      wim->missileDlightColor[ 1 ], +      wim->missileDlightColor[ 2 ] ); +  } + +  // add missile sound +  if( wim->missileSound ) +  { +    vec3_t  velocity; + +    BG_EvaluateTrajectoryDelta( ¢->currentState.pos, cg.time, velocity ); + +    trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, velocity, wim->missileSound ); +  } + +  // create the render entity +  memset( &ent, 0, sizeof( ent ) ); +  VectorCopy( cent->lerpOrigin, ent.origin ); +  VectorCopy( cent->lerpOrigin, ent.oldorigin ); + +  if( wim->usesSpriteMissle ) +  { +    ent.reType = RT_SPRITE; +    ent.radius = wim->missileSpriteSize + +                 wim->missileSpriteCharge * es->torsoAnim; +    ent.rotation = 0; +    ent.customShader = wim->missileSprite; +    ent.shaderRGBA[ 0 ] = 0xFF; +    ent.shaderRGBA[ 1 ] = 0xFF; +    ent.shaderRGBA[ 2 ] = 0xFF; +    ent.shaderRGBA[ 3 ] = 0xFF; +  } +  else +  { +    ent.hModel = wim->missileModel; +    ent.renderfx = wim->missileRenderfx | RF_NOSHADOW; + +    // convert direction of travel into axis +    if( VectorNormalize2( es->pos.trDelta, ent.axis[ 0 ] ) == 0 ) +      ent.axis[ 0 ][ 2 ] = 1; + +    // spin as it moves +    if( es->pos.trType != TR_STATIONARY && wim->missileRotates ) +      RotateAroundDirection( ent.axis, cg.time / 4 ); +    else +      RotateAroundDirection( ent.axis, es->time ); + +    if( wim->missileAnimates ) +    { +      int timeSinceStart = cg.time - es->time; + +      if( wim->missileAnimLooping ) +      { +        ent.frame = wim->missileAnimStartFrame + +          (int)( ( timeSinceStart / 1000.0f ) * wim->missileAnimFrameRate ) % +          wim->missileAnimNumFrames; +      } +      else +      { +        ent.frame = wim->missileAnimStartFrame + +          (int)( ( timeSinceStart / 1000.0f ) * wim->missileAnimFrameRate ); + +        if( ent.frame > ( wim->missileAnimStartFrame + wim->missileAnimNumFrames ) ) +          ent.frame = wim->missileAnimStartFrame + wim->missileAnimNumFrames; +      } +    } +  } + +  //only refresh if there is something to display +  if( wim->missileSprite || wim->missileModel ) +    trap_R_AddRefEntityToScene( &ent ); +} + +/* +=============== +CG_Mover +=============== +*/ +static void CG_Mover( centity_t *cent ) +{ +  refEntity_t     ent; +  entityState_t   *s1; + +  s1 = ¢->currentState; + +  // create the render entity +  memset( &ent, 0, sizeof( ent ) ); +  VectorCopy( cent->lerpOrigin, ent.origin ); +  VectorCopy( cent->lerpOrigin, ent.oldorigin ); +  AnglesToAxis( cent->lerpAngles, ent.axis ); + +  ent.renderfx = RF_NOSHADOW; + +  // flicker between two skins (FIXME?) +  ent.skinNum = ( cg.time >> 6 ) & 1; + +  // get the model, either as a bmodel or a modelindex +  if( s1->solid == SOLID_BMODEL ) +    ent.hModel = cgs.inlineDrawModel[ s1->modelindex ]; +  else +    ent.hModel = cgs.gameModels[ s1->modelindex ]; + +  // add to refresh list +  trap_R_AddRefEntityToScene( &ent ); + +  // add the secondary model +  if( s1->modelindex2 ) +  { +    ent.skinNum = 0; +    ent.hModel = cgs.gameModels[ s1->modelindex2 ]; +    trap_R_AddRefEntityToScene( &ent ); +  } + +} + +/* +=============== +CG_Beam + +Also called as an event +=============== +*/ +void CG_Beam( centity_t *cent ) +{ +  refEntity_t     ent; +  entityState_t   *s1; + +  s1 = ¢->currentState; + +  // create the render entity +  memset( &ent, 0, sizeof( ent ) ); +  VectorCopy( s1->pos.trBase, ent.origin ); +  VectorCopy( s1->origin2, ent.oldorigin ); +  AxisClear( ent.axis ); +  ent.reType = RT_BEAM; + +  ent.renderfx = RF_NOSHADOW; + +  // add to refresh list +  trap_R_AddRefEntityToScene( &ent ); +} + + +/* +=============== +CG_Portal +=============== +*/ +static void CG_Portal( centity_t *cent ) +{ +  refEntity_t     ent; +  entityState_t   *s1; + +  s1 = ¢->currentState; + +  // create the render entity +  memset( &ent, 0, sizeof( ent ) ); +  VectorCopy( cent->lerpOrigin, ent.origin ); +  VectorCopy( s1->origin2, ent.oldorigin ); +  ByteToDir( s1->eventParm, ent.axis[ 0 ] ); +  PerpendicularVector( ent.axis[ 1 ], ent.axis[ 0 ] ); + +  // negating this tends to get the directions like they want +  // we really should have a camera roll value +  VectorSubtract( vec3_origin, ent.axis[ 1 ], ent.axis[ 1 ] ); + +  CrossProduct( ent.axis[ 0 ], ent.axis[ 1 ], ent.axis[ 2 ] ); +  ent.reType = RT_PORTALSURFACE; +  ent.oldframe = s1->misc; +  ent.frame = s1->frame;    // rotation speed +  ent.skinNum = s1->clientNum / 256.0 * 360;  // roll offset + +  // add to refresh list +  trap_R_AddRefEntityToScene( &ent ); +} + +//============================================================================ + +#define SETBOUNDS(v1,v2,r)  ((v1)[0]=(-r/2),(v1)[1]=(-r/2),(v1)[2]=(-r/2),\ +                             (v2)[0]=(r/2),(v2)[1]=(r/2),(v2)[2]=(r/2)) +#define RADIUSSTEP          0.5f + +#define FLARE_OFF       0 +#define FLARE_NOFADE    1 +#define FLARE_TIMEFADE  2 +#define FLARE_REALFADE  3 + +/* +========================= +CG_LightFlare +========================= +*/ +static void CG_LightFlare( centity_t *cent ) +{ +  refEntity_t   flare; +  entityState_t *es; +  vec3_t        forward, delta; +  float         len; +  trace_t       tr; +  float         maxAngle; +  vec3_t        mins, maxs, start, end; +  float         srcRadius, srLocal, ratio = 1.0f; +  int           entityNum; + +  es = ¢->currentState; + +  if( cg.renderingThirdPerson ) +    entityNum = MAGIC_TRACE_HACK; +  else +    entityNum = cg.predictedPlayerState.clientNum; + +  //don't draw light flares +  if( cg_lightFlare.integer == FLARE_OFF ) +    return; + +  //flare is "off" +  if( es->eFlags & EF_NODRAW ) +    return; + +  CG_Trace( &tr, cg.refdef.vieworg, NULL, NULL, es->angles2, +            entityNum, MASK_SHOT ); + +  //if there is no los between the view and the flare source +  //it definately cannot be seen +  if( tr.fraction < 1.0f || tr.allsolid ) +    return; + +  memset( &flare, 0, sizeof( flare ) ); + +  flare.reType = RT_SPRITE; +  flare.customShader = cgs.gameShaders[ es->modelindex ]; +  flare.shaderRGBA[ 0 ] = 0xFF; +  flare.shaderRGBA[ 1 ] = 0xFF; +  flare.shaderRGBA[ 2 ] = 0xFF; +  flare.shaderRGBA[ 3 ] = 0xFF; + +  //flares always drawn before the rest of the scene +  flare.renderfx |= RF_DEPTHHACK; + +  //bunch of geometry +  AngleVectors( es->angles, forward, NULL, NULL ); +  VectorCopy( cent->lerpOrigin, flare.origin ); +  VectorSubtract( flare.origin, cg.refdef.vieworg, delta ); +  len = VectorLength( delta ); +  VectorNormalize( delta ); + +  //flare is too close to camera to be drawn +  if( len < es->generic1 ) +    return; + +  //don't bother for flares behind the view plane +  if( DotProduct( delta, cg.refdef.viewaxis[ 0 ] ) < 0.0 ) +    return; + +  //only recalculate radius and ratio every three frames +  if( !( cg.clientFrame % 2 ) ) +  { +    //can only see the flare when in front of it +    flare.radius = len / es->origin2[ 0 ]; + +    if( es->origin2[ 2 ] == 0 ) +      srcRadius = srLocal = flare.radius / 2.0f; +    else +      srcRadius = srLocal = len / es->origin2[ 2 ]; + +    maxAngle = es->origin2[ 1 ]; + +    if( maxAngle > 0.0f ) +    { +      float radiusMod = 1.0f - ( 180.0f - RAD2DEG( +            acos( DotProduct( delta, forward ) ) ) ) / maxAngle; + +      if( radiusMod < 0.0f ) +        radiusMod = 0.0f; + +      flare.radius *= radiusMod; +    } + +    if( flare.radius < 0.0f ) +      flare.radius = 0.0f; + +    VectorMA( flare.origin, -flare.radius, delta, end ); +    VectorMA( cg.refdef.vieworg, flare.radius, delta, start ); + +    if( cg_lightFlare.integer == FLARE_REALFADE ) +    { +      //"correct" flares +      CG_BiSphereTrace( &tr, cg.refdef.vieworg, end, +          1.0f, srcRadius, entityNum, MASK_SHOT ); + +      if( tr.fraction < 1.0f ) +        ratio = tr.lateralFraction; +      else +        ratio = 1.0f; +    } +    else if( cg_lightFlare.integer == FLARE_TIMEFADE ) +    { +      //draw timed flares +      SETBOUNDS( mins, maxs, srcRadius ); +      CG_Trace( &tr, start, mins, maxs, end, +                entityNum, MASK_SHOT ); + +      if( ( tr.fraction < 1.0f || tr.startsolid ) && cent->lfs.status ) +      { +        cent->lfs.status = qfalse; +        cent->lfs.lastTime = cg.time; +      } +      else if( ( tr.fraction == 1.0f && !tr.startsolid ) && !cent->lfs.status ) +      { +        cent->lfs.status = qtrue; +        cent->lfs.lastTime = cg.time; +      } + +      //fade flare up +      if( cent->lfs.status ) +      { +        if( cent->lfs.lastTime + es->time > cg.time ) +          ratio = (float)( cg.time - cent->lfs.lastTime ) / es->time; +      } + +      //fade flare down +      if( !cent->lfs.status ) +      { +        if( cent->lfs.lastTime + es->time > cg.time ) +        { +          ratio = (float)( cg.time - cent->lfs.lastTime ) / es->time; +          ratio = 1.0f - ratio; +        } +        else +          ratio = 0.0f; +      } +    } +    else if( cg_lightFlare.integer == FLARE_NOFADE ) +    { +      //draw nofade flares +      SETBOUNDS( mins, maxs, srcRadius ); +      CG_Trace( &tr, start, mins, maxs, end, +                entityNum, MASK_SHOT ); + +      //flare source occluded +      if( ( tr.fraction < 1.0f || tr.startsolid ) ) +        ratio = 0.0f; +    } +  } +  else +  { +    ratio        = cent->lfs.lastRatio; +    flare.radius = cent->lfs.lastRadius; +  } + +  cent->lfs.lastRatio  = ratio; +  cent->lfs.lastRadius = flare.radius; + +  if( ratio < 1.0f ) +  { +    flare.radius *= ratio; +    flare.shaderRGBA[ 3 ] = (byte)( (float)flare.shaderRGBA[ 3 ] * ratio ); +  } + +  if( flare.radius <= 0.0f ) +    return; + +  trap_R_AddRefEntityToScene( &flare ); +} + +/* +========================= +CG_Lev2ZapChain +========================= +*/ +static void CG_Lev2ZapChain( centity_t *cent ) +{ +  int           i; +  entityState_t *es; +  centity_t     *source = NULL, *target = NULL; +  int           entityNums[ LEVEL2_AREAZAP_MAX_TARGETS + 1 ]; +  int           count; + +  es = ¢->currentState; + +  count = BG_UnpackEntityNumbers( es, entityNums, LEVEL2_AREAZAP_MAX_TARGETS + 1 ); + +  for( i = 1; i < count; i++ ) +  { +    if( i == 1 ) +    { +      // First entity is the attacker +      source = &cg_entities[ entityNums[ 0 ] ]; +    } +    else +    { +      // Subsequent zaps come from the first target +      source = &cg_entities[ entityNums[ 1 ] ]; +    } + +    target = &cg_entities[ entityNums[ i ] ]; + +    if( !CG_IsTrailSystemValid( ¢->level2ZapTS[ i ] ) ) +      cent->level2ZapTS[ i ] = CG_SpawnNewTrailSystem( cgs.media.level2ZapTS ); + +    if( CG_IsTrailSystemValid( ¢->level2ZapTS[ i ] ) ) +    { +      CG_SetAttachmentCent( ¢->level2ZapTS[ i ]->frontAttachment, source ); +      CG_SetAttachmentCent( ¢->level2ZapTS[ i ]->backAttachment, target ); +      CG_AttachToCent( ¢->level2ZapTS[ i ]->frontAttachment ); +      CG_AttachToCent( ¢->level2ZapTS[ i ]->backAttachment ); +    } +  } +} + +/* +========================= +CG_AdjustPositionForMover + +Also called by client movement prediction code +========================= +*/ +void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out ) +{ +  centity_t *cent; +  vec3_t    oldOrigin, origin, deltaOrigin; +  vec3_t    oldAngles, angles, deltaAngles; + +  if( moverNum <= 0 || moverNum >= ENTITYNUM_MAX_NORMAL ) +  { +    VectorCopy( in, out ); +    return; +  } + +  cent = &cg_entities[ moverNum ]; + +  if( cent->currentState.eType != ET_MOVER ) +  { +    VectorCopy( in, out ); +    return; +  } + +  BG_EvaluateTrajectory( ¢->currentState.pos, fromTime, oldOrigin ); +  BG_EvaluateTrajectory( ¢->currentState.apos, fromTime, oldAngles ); + +  BG_EvaluateTrajectory( ¢->currentState.pos, toTime, origin ); +  BG_EvaluateTrajectory( ¢->currentState.apos, toTime, angles ); + +  VectorSubtract( origin, oldOrigin, deltaOrigin ); +  VectorSubtract( angles, oldAngles, deltaAngles ); + +  VectorAdd( in, deltaOrigin, out ); + +  // FIXME: origin change when on a rotating object +} + + +/* +============================= +CG_InterpolateEntityPosition +============================= +*/ +static void CG_InterpolateEntityPosition( centity_t *cent ) +{ +  vec3_t    current, next; +  float     f; + +  // it would be an internal error to find an entity that interpolates without +  // a snapshot ahead of the current one +  if( cg.nextSnap == NULL ) +    CG_Error( "CG_InterpoateEntityPosition: cg.nextSnap == NULL" ); + +  f = cg.frameInterpolation; + +  // this will linearize a sine or parabolic curve, but it is important +  // to not extrapolate player positions if more recent data is available +  BG_EvaluateTrajectory( ¢->currentState.pos, cg.snap->serverTime, current ); +  BG_EvaluateTrajectory( ¢->nextState.pos, cg.nextSnap->serverTime, next ); + +  cent->lerpOrigin[ 0 ] = current[ 0 ] + f * ( next[ 0 ] - current[ 0 ] ); +  cent->lerpOrigin[ 1 ] = current[ 1 ] + f * ( next[ 1 ] - current[ 1 ] ); +  cent->lerpOrigin[ 2 ] = current[ 2 ] + f * ( next[ 2 ] - current[ 2 ] ); + +  BG_EvaluateTrajectory( ¢->currentState.apos, cg.snap->serverTime, current ); +  BG_EvaluateTrajectory( ¢->nextState.apos, cg.nextSnap->serverTime, next ); + +  cent->lerpAngles[ 0 ] = LerpAngle( current[ 0 ], next[ 0 ], f ); +  cent->lerpAngles[ 1 ] = LerpAngle( current[ 1 ], next[ 1 ], f ); +  cent->lerpAngles[ 2 ] = LerpAngle( current[ 2 ], next[ 2 ], f ); + +} + +/* +=============== +CG_CalcEntityLerpPositions + +=============== +*/ +static void CG_CalcEntityLerpPositions( centity_t *cent ) +{ +  // this will be set to how far forward projectiles will be extrapolated +  int timeshift = 0; + +  // if this player does not want to see extrapolated players +  if( !cg_smoothClients.integer ) +  { +    // make sure the clients use TR_INTERPOLATE +    if( cent->currentState.number < MAX_CLIENTS ) +    { +      cent->currentState.pos.trType = TR_INTERPOLATE; +      cent->nextState.pos.trType = TR_INTERPOLATE; +    } +  } + +  if( cent->interpolate && cent->currentState.pos.trType == TR_INTERPOLATE ) +  { +    CG_InterpolateEntityPosition( cent ); +    return; +  } + +  // first see if we can interpolate between two snaps for +  // linear extrapolated clients +  if( cent->interpolate && cent->currentState.pos.trType == TR_LINEAR_STOP && +      cent->currentState.number < MAX_CLIENTS ) +  { +    CG_InterpolateEntityPosition( cent ); +    return; +  } + +  if( cg_projectileNudge.integer && +      !cg.demoPlayback && +      cent->currentState.eType == ET_MISSILE && +      !( cg.snap->ps.pm_flags & PMF_FOLLOW ) ) +  { +    timeshift = cg.ping; +  } + +  // just use the current frame and evaluate as best we can +  BG_EvaluateTrajectory( ¢->currentState.pos, +    ( cg.time + timeshift ), cent->lerpOrigin ); +  BG_EvaluateTrajectory( ¢->currentState.apos, +    ( cg.time + timeshift ), cent->lerpAngles ); + +  if( timeshift ) +  { +    trace_t tr; +    vec3_t lastOrigin; +	 +    BG_EvaluateTrajectory( ¢->currentState.pos, cg.time, lastOrigin ); +	 +    CG_Trace( &tr, lastOrigin, vec3_origin, vec3_origin, cent->lerpOrigin, +      cent->currentState.number, MASK_SHOT ); +	 +    // don't let the projectile go through the floor +    if( tr.fraction < 1.0f ) +      VectorLerp( tr.fraction, lastOrigin, cent->lerpOrigin, cent->lerpOrigin ); +  } + +  // adjust for riding a mover if it wasn't rolled into the predicted +  // player state +  if( cent != &cg.predictedPlayerEntity ) +  { +    CG_AdjustPositionForMover( cent->lerpOrigin, cent->currentState.groundEntityNum, +                               cg.snap->serverTime, cg.time, cent->lerpOrigin ); +  } +} + + +/* +=============== +CG_CEntityPVSEnter + +=============== +*/ +static void CG_CEntityPVSEnter( centity_t *cent ) +{ +  entityState_t *es = ¢->currentState; + +  if( cg_debugPVS.integer ) +    CG_Printf( "Entity %d entered PVS\n", cent->currentState.number ); + +  switch( es->eType ) +  { +    case ET_MISSILE: +      CG_LaunchMissile( cent ); +      break; + +    case ET_BUILDABLE: +      cent->lastBuildableHealth = es->generic1; +      break; +  } + +  //clear any particle systems from previous uses of this centity_t +  cent->muzzlePS = NULL; +  cent->muzzlePsTrigger = qfalse; +  cent->jetPackPS = NULL; +  cent->jetPackState = JPS_OFF; +  cent->buildablePS = NULL; +  cent->entityPS = NULL; +  cent->entityPSMissing = qfalse; + +  //make sure that the buildable animations are in a consistent state +  //when a buildable enters the PVS +  cent->buildableAnim = cent->lerpFrame.animationNumber = BANIM_NONE; +  cent->oldBuildableAnim = es->legsAnim; +} + + +/* +=============== +CG_CEntityPVSLeave + +=============== +*/ +static void CG_CEntityPVSLeave( centity_t *cent ) +{ +  int           i; +  entityState_t *es = ¢->currentState; + +  if( cg_debugPVS.integer ) +    CG_Printf( "Entity %d left PVS\n", cent->currentState.number ); +  switch( es->eType ) +  { +    case ET_LEV2_ZAP_CHAIN: +      for( i = 0; i <= LEVEL2_AREAZAP_MAX_TARGETS; i++ ) +      { +        if( CG_IsTrailSystemValid( ¢->level2ZapTS[ i ] ) ) +          CG_DestroyTrailSystem( ¢->level2ZapTS[ i ] ); +      } +      break; +  } +} + +/* +=============== +CG_AddCEntity + +=============== +*/ +static void CG_AddCEntity( centity_t *cent ) +{ +  // event-only entities will have been dealt with already +  if( cent->currentState.eType >= ET_EVENTS ) +    return; + +  // calculate the current origin +  CG_CalcEntityLerpPositions( cent ); + +  // add automatic effects +  CG_EntityEffects( cent ); + +  switch( cent->currentState.eType ) +  { +    default: +      CG_Error( "Bad entity type: %i\n", cent->currentState.eType ); +      break; + +    case ET_INVISIBLE: +    case ET_PUSH_TRIGGER: +    case ET_TELEPORT_TRIGGER: +    case ET_LOCATION: +      break; + +    case ET_GENERAL: +      CG_General( cent ); +      break; + +    case ET_CORPSE: +      CG_Corpse( cent ); +      break; + +    case ET_PLAYER: +      CG_Player( cent ); +      break; + +    case ET_BUILDABLE: +      CG_Buildable( cent ); +      break; + +    case ET_MISSILE: +      CG_Missile( cent ); +      break; + +    case ET_MOVER: +      CG_Mover( cent ); +      break; + +    case ET_BEAM: +      CG_Beam( cent ); +      break; + +    case ET_PORTAL: +      CG_Portal( cent ); +      break; + +    case ET_SPEAKER: +      CG_Speaker( cent ); +      break; + +    case ET_PARTICLE_SYSTEM: +      CG_ParticleSystemEntity( cent ); +      break; + +    case ET_ANIMMAPOBJ: +      CG_AnimMapObj( cent ); +      break; + +    case ET_MODELDOOR: +      CG_ModelDoor( cent ); +      break; + +    case ET_LIGHTFLARE: +      CG_LightFlare( cent ); +      break; + +    case ET_LEV2_ZAP_CHAIN: +      CG_Lev2ZapChain( cent ); +      break; +  } +} + +/* +=============== +CG_AddPacketEntities + +=============== +*/ +void CG_AddPacketEntities( void ) +{ +  int             num; +  centity_t       *cent; +  playerState_t   *ps; + +  // set cg.frameInterpolation +  if( cg.nextSnap ) +  { +    int   delta; + +    delta = ( cg.nextSnap->serverTime - cg.snap->serverTime ); + +    if( delta == 0 ) +      cg.frameInterpolation = 0; +    else +      cg.frameInterpolation = (float)( cg.time - cg.snap->serverTime ) / delta; +  } +  else +  { +    cg.frameInterpolation = 0;  // actually, it should never be used, because +                  // no entities should be marked as interpolating +  } + +  // the auto-rotating items will all have the same axis +  cg.autoAngles[ 0 ] = 0; +  cg.autoAngles[ 1 ] = ( cg.time & 2047 ) * 360 / 2048.0; +  cg.autoAngles[ 2 ] = 0; + +  cg.autoAnglesFast[ 0 ] = 0; +  cg.autoAnglesFast[ 1 ] = ( cg.time & 1023 ) * 360 / 1024.0f; +  cg.autoAnglesFast[ 2 ] = 0; + +  AnglesToAxis( cg.autoAngles, cg.autoAxis ); +  AnglesToAxis( cg.autoAnglesFast, cg.autoAxisFast ); + +  // generate and add the entity from the playerstate +  ps = &cg.predictedPlayerState; +  BG_PlayerStateToEntityState( ps, &cg.predictedPlayerEntity.currentState, qfalse ); +  cg.predictedPlayerEntity.valid = qtrue; +  CG_AddCEntity( &cg.predictedPlayerEntity ); + +  // lerp the non-predicted value for lightning gun origins +  CG_CalcEntityLerpPositions( &cg_entities[ cg.snap->ps.clientNum ] ); + +  // scanner +  CG_UpdateEntityPositions( ); + +  for( num = 0; num < MAX_GENTITIES; num++ ) +    cg_entities[ num ].valid = qfalse; + +  // add each entity sent over by the server +  for( num = 0; num < cg.snap->numEntities; num++ ) +  { +    cent = &cg_entities[ cg.snap->entities[ num ].number ]; +    cent->valid = qtrue; +  } + +  for( num = 0; num < MAX_GENTITIES; num++ ) +  { +    cent = &cg_entities[ num ]; + +    if( cent->valid && !cent->oldValid ) +      CG_CEntityPVSEnter( cent ); +    else if( !cent->valid && cent->oldValid ) +      CG_CEntityPVSLeave( cent ); + +    cent->oldValid = cent->valid; +  } + +  // add each entity sent over by the server +  for( num = 0; num < cg.snap->numEntities; num++ ) +  { +    cent = &cg_entities[ cg.snap->entities[ num ].number ]; +    CG_AddCEntity( cent ); +  } + +  //make an attempt at drawing bounding boxes of selected entity types +  if( cg_drawBBOX.integer ) +  { +    for( num = 0; num < cg.snap->numEntities; num++ ) +    { +      float         x, zd, zu; +      vec3_t        mins, maxs; +      entityState_t *es; + +      cent = &cg_entities[ cg.snap->entities[ num ].number ]; +      es = ¢->currentState; + +      switch( es->eType ) +      { +        case ET_BUILDABLE: +        case ET_MISSILE: +        case ET_CORPSE: +          x = ( es->solid & 255 ); +          zd = ( ( es->solid >> 8 ) & 255 ); +          zu = ( ( es->solid >> 16 ) & 255 ) - 32; + +          mins[ 0 ] = mins[ 1 ] = -x; +          maxs[ 0 ] = maxs[ 1 ] = x; +          mins[ 2 ] = -zd; +          maxs[ 2 ] = zu; + +          CG_DrawBoundingBox( cent->lerpOrigin, mins, maxs ); +          break; + +        default: +          break; +      } +    } +  } +} + diff --git a/src/cgame/cg_event.c b/src/cgame/cg_event.c new file mode 100644 index 0000000..ec7b9a6 --- /dev/null +++ b/src/cgame/cg_event.c @@ -0,0 +1,1116 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2009 Darklegion Development + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA +=========================================================================== +*/ + +// cg_event.c -- handle entity events at snapshot or playerstate transitions + + +#include "cg_local.h" + +/* +============= +CG_Obituary +============= +*/ +static void CG_Obituary( entityState_t *ent ) +{ +  int           mod; +  int           target, attacker; +  char          *message; +  char          *message2; +  const char    *targetInfo; +  const char    *attackerInfo; +  char          targetName[ MAX_NAME_LENGTH ]; +  char          attackerName[ MAX_NAME_LENGTH ]; +  char          className[ 64 ]; +  gender_t      gender; +  clientInfo_t  *ci; +  qboolean      teamKill = qfalse; + +  target = ent->otherEntityNum; +  attacker = ent->otherEntityNum2; +  mod = ent->eventParm; + +  if( target < 0 || target >= MAX_CLIENTS ) +    CG_Error( "CG_Obituary: target out of range" ); + +  ci = &cgs.clientinfo[ target ]; +  gender = ci->gender; + +  if( attacker < 0 || attacker >= MAX_CLIENTS ) +  { +    attacker = ENTITYNUM_WORLD; +    attackerInfo = NULL; +  } +  else +  { +    attackerInfo = CG_ConfigString( CS_PLAYERS + attacker ); +    if( ci && cgs.clientinfo[ attacker ].team == ci->team ) +      teamKill = qtrue; +  } + +  targetInfo = CG_ConfigString( CS_PLAYERS + target ); + +  if( !targetInfo ) +    return; + +  Q_strncpyz( targetName, Info_ValueForKey( targetInfo, "n" ), sizeof( targetName )); + +  message2 = ""; + +  // check for single client messages + +  switch( mod ) +  { +    case MOD_FALLING: +      message = "fell fowl to gravity"; +      break; +    case MOD_CRUSH: +      message = "was squished"; +      break; +    case MOD_WATER: +      message = "forgot to pack a snorkel"; +      break; +    case MOD_SLIME: +      message = "melted"; +      break; +    case MOD_LAVA: +      message = "did a back flip into the lava"; +      break; +    case MOD_TARGET_LASER: +      message = "saw the light"; +      break; +    case MOD_TRIGGER_HURT: +      message = "was in the wrong place"; +      break; +    case MOD_HSPAWN: +      message = "should have run further"; +      break; +    case MOD_ASPAWN: +      message = "shouldn't have trod in the acid"; +      break; +    case MOD_MGTURRET: +      message = "was gunned down by a turret"; +      break; +    case MOD_TESLAGEN: +      message = "was zapped by a tesla generator"; +      break; +    case MOD_ATUBE: +      message = "was melted by an acid tube"; +      break; +    case MOD_OVERMIND: +      message = "got too close to the overmind"; +      break; +    case MOD_REACTOR: +      message = "got too close to the reactor"; +      break; +    case MOD_SLOWBLOB: +      message = "should have visited a medical station"; +      break; +    case MOD_SWARM: +      message = "was hunted down by the swarm"; +      break; +    default: +      message = NULL; +      break; +  } + +  if( !message && attacker == target ) +  { +    switch( mod ) +    { +      case MOD_FLAMER_SPLASH: +        if( gender == GENDER_FEMALE ) +          message = "toasted herself"; +        else if( gender == GENDER_NEUTER ) +          message = "toasted itself"; +        else +          message = "toasted himself"; +        break; + +      case MOD_LCANNON_SPLASH: +        if( gender == GENDER_FEMALE ) +          message = "irradiated herself"; +        else if( gender == GENDER_NEUTER ) +          message = "irradiated itself"; +        else +          message = "irradiated himself"; +        break; + +      case MOD_GRENADE: +        if( gender == GENDER_FEMALE ) +          message = "blew herself up"; +        else if( gender == GENDER_NEUTER ) +          message = "blew itself up"; +        else +          message = "blew himself up"; +        break; + +      case MOD_LEVEL3_BOUNCEBALL: +        if( gender == GENDER_FEMALE ) +          message = "sniped herself"; +        else if( gender == GENDER_NEUTER ) +          message = "sniped itself"; +        else +          message = "sniped himself"; +        break; + +      case MOD_PRIFLE: +        if( gender == GENDER_FEMALE ) +          message = "pulse rifled herself"; +        else if( gender == GENDER_NEUTER ) +          message = "pulse rifled itself"; +        else +          message = "pulse rifled himself"; +        break; + +      default: +        if( gender == GENDER_FEMALE ) +          message = "killed herself"; +        else if( gender == GENDER_NEUTER ) +          message = "killed itself"; +        else +          message = "killed himself"; +        break; +    } +  } + +  if( message ) +  { +    CG_Printf( "%s" S_COLOR_WHITE " %s\n", targetName, message ); +    return; +  } + +  // check for double client messages +  if( !attackerInfo ) +  { +    attacker = ENTITYNUM_WORLD; +    strcpy( attackerName, "noname" ); +  } +  else +  { +    Q_strncpyz( attackerName, Info_ValueForKey( attackerInfo, "n" ), sizeof( attackerName )); +    // check for kill messages about the current clientNum +    if( target == cg.snap->ps.clientNum ) +      Q_strncpyz( cg.killerName, attackerName, sizeof( cg.killerName ) ); +  } + +  if( attacker != ENTITYNUM_WORLD ) +  { +    switch( mod ) +    { +      case MOD_PAINSAW: +        message = "was sawn by"; +        break; +      case MOD_BLASTER: +        message = "was blasted by"; +        break; +      case MOD_MACHINEGUN: +        message = "was machinegunned by"; +        break; +      case MOD_CHAINGUN: +        message = "was chaingunned by"; +        break; +      case MOD_SHOTGUN: +        message = "was gunned down by"; +        break; +      case MOD_PRIFLE: +        message = "was pulse rifled by"; +        break; +      case MOD_MDRIVER: +        message = "was mass driven by"; +        break; +      case MOD_LASGUN: +        message = "was lasgunned by"; +        break; +      case MOD_FLAMER: +        message = "was grilled by"; +        message2 = "'s flamer"; +        break; +      case MOD_FLAMER_SPLASH: +        message = "was toasted by"; +        message2 = "'s flamer"; +        break; +      case MOD_LCANNON: +        message = "felt the full force of"; +        message2 = "'s lucifer cannon"; +        break; +      case MOD_LCANNON_SPLASH: +        message = "was caught in the fallout of"; +        message2 = "'s lucifer cannon"; +        break; +      case MOD_GRENADE: +        message = "couldn't escape"; +        message2 = "'s grenade"; +        break; + +      case MOD_ABUILDER_CLAW: +        message = "should leave"; +        message2 = "'s buildings alone"; +        break; +      case MOD_LEVEL0_BITE: +        message = "was bitten by"; +        break; +      case MOD_LEVEL1_CLAW: +        message = "was swiped by"; +        Com_sprintf( className, 64, "'s %s", +            BG_ClassConfig( PCL_ALIEN_LEVEL1 )->humanName ); +        message2 = className; +        break; +      case MOD_LEVEL2_CLAW: +        message = "was clawed by"; +        Com_sprintf( className, 64, "'s %s", +            BG_ClassConfig( PCL_ALIEN_LEVEL2 )->humanName ); +        message2 = className; +        break; +      case MOD_LEVEL2_ZAP: +        message = "was zapped by"; +        Com_sprintf( className, 64, "'s %s", +            BG_ClassConfig( PCL_ALIEN_LEVEL2 )->humanName ); +        message2 = className; +        break; +      case MOD_LEVEL3_CLAW: +        message = "was chomped by"; +        Com_sprintf( className, 64, "'s %s", +            BG_ClassConfig( PCL_ALIEN_LEVEL3 )->humanName ); +        message2 = className; +        break; +      case MOD_LEVEL3_POUNCE: +        message = "was pounced upon by"; +        Com_sprintf( className, 64, "'s %s", +            BG_ClassConfig( PCL_ALIEN_LEVEL3 )->humanName ); +        message2 = className; +        break; +      case MOD_LEVEL3_BOUNCEBALL: +        message = "was sniped by"; +        Com_sprintf( className, 64, "'s %s", +            BG_ClassConfig( PCL_ALIEN_LEVEL3 )->humanName ); +        message2 = className; +        break; +      case MOD_LEVEL4_CLAW: +        message = "was mauled by"; +        Com_sprintf( className, 64, "'s %s", +            BG_ClassConfig( PCL_ALIEN_LEVEL4 )->humanName ); +        message2 = className; +        break; +      case MOD_LEVEL4_TRAMPLE: +        message = "should have gotten out of the way of"; +        Com_sprintf( className, 64, "'s %s", +            BG_ClassConfig( PCL_ALIEN_LEVEL4 )->humanName ); +        message2 = className; +        break; +      case MOD_LEVEL4_CRUSH: +        message = "was crushed under"; +        message2 = "'s weight"; +        break; + +      case MOD_POISON: +        message = "should have used a medkit against"; +        message2 = "'s poison"; +        break; +      case MOD_LEVEL1_PCLOUD: +        message = "was gassed by"; +        Com_sprintf( className, 64, "'s %s", +            BG_ClassConfig( PCL_ALIEN_LEVEL1 )->humanName ); +        message2 = className; +        break; +         +      case MOD_ALIEN_HATCH: +        message = "gave birth to"; +        break; + +      case MOD_ALIEN_HATCH_FAILED: +        message = "tried to jump out of"; +        message2 = "'s chest"; +        break; + +      case MOD_TELEFRAG: +        message = "tried to invade"; +        message2 = "'s personal space"; +        break; +      default: +        message = "was killed by"; +        break; +    } + +    if( message ) +    { +      CG_Printf( "%s" S_COLOR_WHITE " %s %s%s" S_COLOR_WHITE "%s\n", +        targetName, message, +        ( teamKill ) ? S_COLOR_RED "TEAMMATE " S_COLOR_WHITE : "", +        attackerName, message2 ); +      if( teamKill && attacker == cg.clientNum ) +      { +        CG_CenterPrint( va ( "You killed " S_COLOR_RED "TEAMMATE " +          S_COLOR_WHITE "%s", targetName ), +          SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH ); +      } +      return; +    } +  } + +  // we don't know what it was +  CG_Printf( "%s" S_COLOR_WHITE " died\n", targetName ); +} + + + +//========================================================================== + +/* +================ +CG_PainEvent + +Also called by playerstate transition +================ +*/ +void CG_PainEvent( centity_t *cent, int health ) +{ +  char  *snd; + +  // don't do more than two pain sounds a second +  if( cg.time - cent->pe.painTime < 500 ) +    return; + +  if( health < 25 ) +    snd = "*pain25_1.wav"; +  else if( health < 50 ) +    snd = "*pain50_1.wav"; +  else if( health < 75 ) +    snd = "*pain75_1.wav"; +  else +    snd = "*pain100_1.wav"; + +  trap_S_StartSound( NULL, cent->currentState.number, CHAN_VOICE, +    CG_CustomSound( cent->currentState.number, snd ) ); + +  // save pain time for programitic twitch animation +  cent->pe.painTime = cg.time; +  cent->pe.painDirection ^= 1; +} + +/* +========================= +CG_Level2Zap +========================= +*/ +static void CG_Level2Zap( entityState_t *es ) +{ +  int           i; +  centity_t     *source = NULL, *target = NULL; + +  if( es->misc < 0 || es->misc >= MAX_CLIENTS ) +    return; + +  source = &cg_entities[ es->misc ]; +  for( i = 0; i <= 2; i++ ) +  { +    switch( i ) +    { +      case 0: +        if( es->time <= 0 ) +          continue; + +        target = &cg_entities[ es->time ]; +        break; + +      case 1: +        if( es->time2 <= 0 ) +          continue; + +        target = &cg_entities[ es->time2 ]; +        break; + +      case 2: +        if( es->constantLight <= 0 ) +          continue; + +        target = &cg_entities[ es->constantLight ]; +        break; +    } + +    if( !CG_IsTrailSystemValid( &source->level2ZapTS[ i ] ) ) +      source->level2ZapTS[ i ] = CG_SpawnNewTrailSystem( cgs.media.level2ZapTS ); + +    if( CG_IsTrailSystemValid( &source->level2ZapTS[ i ] ) ) +    { +      CG_SetAttachmentCent( &source->level2ZapTS[ i ]->frontAttachment, source ); +      CG_SetAttachmentCent( &source->level2ZapTS[ i ]->backAttachment, target ); +      CG_AttachToCent( &source->level2ZapTS[ i ]->frontAttachment ); +      CG_AttachToCent( &source->level2ZapTS[ i ]->backAttachment ); +    } +  } +  source->level2ZapTime = cg.time; +} + +/* +============== +CG_EntityEvent + +An entity has an event value +also called by CG_CheckPlayerstateEvents +============== +*/ +void CG_EntityEvent( centity_t *cent, vec3_t position ) +{ +  entityState_t *es; +  int           event; +  vec3_t        dir; +  const char    *s; +  int           clientNum; +  clientInfo_t  *ci; +  int           steptime; +  vec3_t  cuboid; +  buildable_t   cuboidType; + +  if( cg.snap->ps.persistant[ PERS_SPECSTATE ] != SPECTATOR_NOT ) +    steptime = 200; +  else +    steptime = BG_Class( cg.snap->ps.stats[ STAT_CLASS ] )->steptime; + +  es = ¢->currentState; +  event = es->event & ~EV_EVENT_BITS; + +  if( cg_debugEvents.integer ) +    CG_Printf( "ent:%3i  event:%3i %s\n", es->number, event, +               BG_EventName( event ) ); + +  if( !event ) +    return; + +  clientNum = es->clientNum; +  if( clientNum < 0 || clientNum >= MAX_CLIENTS ) +    clientNum = 0; + +  ci = &cgs.clientinfo[ clientNum ]; + +  switch( event ) +  { +    // +    // movement generated events +    // +    case EV_FOOTSTEP: +      if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE ) +      { +        if( ci->footsteps == FOOTSTEP_CUSTOM ) +          trap_S_StartSound( NULL, es->number, CHAN_BODY, +            ci->customFootsteps[ rand( ) & 3 ] ); +        else +          trap_S_StartSound( NULL, es->number, CHAN_BODY, +            cgs.media.footsteps[ ci->footsteps ][ rand( ) & 3 ] ); +      } +      break; + +    case EV_FOOTSTEP_METAL: +      if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE ) +      { +        if( ci->footsteps == FOOTSTEP_CUSTOM ) +          trap_S_StartSound( NULL, es->number, CHAN_BODY, +            ci->customMetalFootsteps[ rand( ) & 3 ] ); +        else +          trap_S_StartSound( NULL, es->number, CHAN_BODY, +            cgs.media.footsteps[ FOOTSTEP_METAL ][ rand( ) & 3 ] ); +      } +      break; + +    case EV_FOOTSTEP_SQUELCH: +      if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE ) +      { +        trap_S_StartSound( NULL, es->number, CHAN_BODY, +          cgs.media.footsteps[ FOOTSTEP_FLESH ][ rand( ) & 3 ] ); +      } +      break; + +    case EV_FOOTSPLASH: +      if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE ) +      { +        trap_S_StartSound( NULL, es->number, CHAN_BODY, +          cgs.media.footsteps[ FOOTSTEP_SPLASH ][ rand( ) & 3 ] ); +      } +      break; + +    case EV_FOOTWADE: +      if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE ) +      { +        trap_S_StartSound( NULL, es->number, CHAN_BODY, +          cgs.media.footsteps[ FOOTSTEP_SPLASH ][ rand( ) & 3 ] ); +      } +      break; + +    case EV_SWIM: +      if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE ) +      { +        trap_S_StartSound( NULL, es->number, CHAN_BODY, +          cgs.media.footsteps[ FOOTSTEP_SPLASH ][ rand( ) & 3 ] ); +      } +      break; + + +    case EV_FALL_SHORT: +      trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.landSound ); + +      if( clientNum == cg.predictedPlayerState.clientNum ) +      { +        // smooth landing z changes +        cg.landChange = -8; +        cg.landTime = cg.time; +      } +      break; + +    case EV_FALL_MEDIUM: +      // use normal pain sound +      trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*pain100_1.wav" ) ); + +      if( clientNum == cg.predictedPlayerState.clientNum ) +      { +        // smooth landing z changes +        cg.landChange = -16; +        cg.landTime = cg.time; +      } +      break; + +    case EV_FALL_FAR: +      trap_S_StartSound (NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*fall1.wav" ) ); +      cent->pe.painTime = cg.time;  // don't play a pain sound right after this + +      if( clientNum == cg.predictedPlayerState.clientNum ) +      { +        // smooth landing z changes +        cg.landChange = -24; +        cg.landTime = cg.time; +      } +      break; + +    case EV_FALLING: +      trap_S_StartSound( NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*falling1.wav" ) ); +      break; + +    case EV_STEP_4: +    case EV_STEP_8: +    case EV_STEP_12: +    case EV_STEP_16:    // smooth out step up transitions +    case EV_STEPDN_4: +    case EV_STEPDN_8: +    case EV_STEPDN_12: +    case EV_STEPDN_16:    // smooth out step down transitions +      { +        float  oldStep; +        int    delta; +        int    step; + +        if( clientNum != cg.predictedPlayerState.clientNum ) +          break; + +        // if we are interpolating, we don't need to smooth steps +        if( cg.demoPlayback || ( cg.snap->ps.pm_flags & PMF_FOLLOW ) || +            cg_nopredict.integer || cg_synchronousClients.integer ) +          break; + +        // check for stepping up before a previous step is completed +        delta = cg.time - cg.stepTime; + +        if( delta < steptime ) +          oldStep = cg.stepChange * ( steptime - delta ) / steptime; +        else +          oldStep = 0; + +        // add this amount +        if( event >= EV_STEPDN_4 ) +        { +          step = 4 * ( event - EV_STEPDN_4 + 1 ); +          cg.stepChange = oldStep - step; +        } +        else +        { +          step = 4 * ( event - EV_STEP_4 + 1 ); +          cg.stepChange = oldStep + step; +        } + +        if( cg.stepChange > MAX_STEP_CHANGE ) +          cg.stepChange = MAX_STEP_CHANGE; +        else if( cg.stepChange < -MAX_STEP_CHANGE ) +          cg.stepChange = -MAX_STEP_CHANGE; + +        cg.stepTime = cg.time; +        break; +      } + +    case EV_JUMP: +      trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) ); + +      if( BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_CLASS ], SCA_WALLJUMPER ) ) +      { +        vec3_t  surfNormal, refNormal = { 0.0f, 0.0f, 1.0f }; +        vec3_t  rotAxis; + +        if( clientNum != cg.predictedPlayerState.clientNum ) +          break; + +        //set surfNormal +        VectorCopy( cg.predictedPlayerState.grapplePoint, surfNormal ); + +        //if we are moving from one surface to another smooth the transition +        if( !VectorCompare( surfNormal, cg.lastNormal ) && surfNormal[ 2 ] != 1.0f ) +        { +          CrossProduct( refNormal, surfNormal, rotAxis ); +          VectorNormalize( rotAxis ); + +          //add the op +          CG_addSmoothOp( rotAxis, 15.0f, 1.0f ); +        } + +        //copy the current normal to the lastNormal +        VectorCopy( surfNormal, cg.lastNormal ); +      } + +      break; +       +    case EV_JETJUMP: +      cent->jetPackJumpTime = cg.time; //for visual effects +      trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.jetpackJumpSound );  +      break; +       +     +    case EV_JETPACK_DEACTIVATE: +      switch( cent->jetPackState ) +      { +        case JPS_DESCENDING: +          trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.jetpackDescendDeactivateSound ); +          break; +        case JPS_HOVERING: +          trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.jetpackIdleDeactivateSound ); +          break; +        case JPS_ASCENDING: +          trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.jetpackAscendDeactivateSound ); +          break; +      } +      break; +       +    case EV_JETPACK_REFUEL: +      if( cent->jetPackRefuelTime + 1000 < cg.time ) +      {  +        cent->jetPackRefuelTime = cg.time; +        trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.jetpackRefuelSound); +      } +      break; + +    case EV_LEV1_GRAB: +      trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL1Grab ); +      break; + +    case EV_LEV4_TRAMPLE_PREPARE: +      trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL4ChargePrepare ); +      break; + +    case EV_LEV4_TRAMPLE_START: +      //FIXME: stop cgs.media.alienL4ChargePrepare playing here +      trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL4ChargeStart ); +      break; + +    case EV_TAUNT: +      if( !cg_noTaunt.integer ) +        trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*taunt.wav" ) ); +      break; + +    case EV_WATER_TOUCH: +      trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.watrInSound ); +      break; + +    case EV_WATER_LEAVE: +      trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.watrOutSound ); +      break; + +    case EV_WATER_UNDER: +      trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.watrUnSound ); +      break; + +    case EV_WATER_CLEAR: +      trap_S_StartSound( NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*gasp.wav" ) ); +      break; + +    // +    // weapon events +    // +    case EV_NOAMMO: +      trap_S_StartSound( NULL, es->number, CHAN_WEAPON, +                         cgs.media.weaponEmptyClick ); +      break; + +    case EV_CHANGE_WEAPON: +      trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.selectSound ); +      break; + +    case EV_FIRE_WEAPON: +      CG_FireWeapon( cent, WPM_PRIMARY ); +      break; + +    case EV_FIRE_WEAPON2: +      CG_FireWeapon( cent, WPM_SECONDARY ); +      break; + +    case EV_FIRE_WEAPON3: +      CG_FireWeapon( cent, WPM_TERTIARY ); +      break; + +    //================================================================= + +    // +    // other events +    // +    case EV_PLAYER_TELEPORT_IN: +      //deprecated +      break; + +    case EV_PLAYER_TELEPORT_OUT: +      CG_PlayerDisconnect( position ); +      break; + +    case EV_BUILD_CONSTRUCT: +      //do something useful here +      break; + +    case EV_BUILD_DESTROY: +      //do something useful here +      break; + +    case EV_RPTUSE_SOUND: +      trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.repeaterUseSound ); +      break; + +    case EV_GRENADE_BOUNCE: +      if( rand( ) & 1 ) +        trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.hardBounceSound1 ); +      else +        trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.hardBounceSound2 ); +      break; + +    // +    // missile impacts +    // +    case EV_MISSILE_HIT: +      ByteToDir( es->eventParm, dir ); +      CG_MissileHitEntity( es->weapon, es->generic1, position, dir, es->otherEntityNum, es->torsoAnim ); +      break; + +    case EV_MISSILE_MISS: +      ByteToDir( es->eventParm, dir ); +      CG_MissileHitWall( es->weapon, es->generic1, 0, position, dir, IMPACTSOUND_DEFAULT, es->torsoAnim ); +      break; + +    case EV_MISSILE_MISS_METAL: +      ByteToDir( es->eventParm, dir ); +      CG_MissileHitWall( es->weapon, es->generic1, 0, position, dir, IMPACTSOUND_METAL, es->torsoAnim ); +      break; + +    case EV_HUMAN_BUILDABLE_EXPLOSION: +      ByteToDir( es->eventParm, dir ); +      CG_HumanBuildableExplosion( position, dir ); +      break; + +    case EV_ALIEN_BUILDABLE_EXPLOSION: +      ByteToDir( es->eventParm, dir ); +      CG_AlienBuildableExplosion( position, dir ); +      break; +     +    case EV_CUBOID_EXPLOSION: +      cuboidType=es->modelindex; +      CG_CuboidExplosion(cuboidType,position,es->angles); +      break; + +    case EV_TESLATRAIL: +      cent->currentState.weapon = WP_TESLAGEN; +      { +        centity_t *source = &cg_entities[ es->generic1 ]; +        centity_t *target = &cg_entities[ es->clientNum ]; +        vec3_t    sourceOffset = { 0.0f, 0.0f, 28.0f }; + +        if( !CG_IsTrailSystemValid( &source->muzzleTS ) ) +        { +          source->muzzleTS = CG_SpawnNewTrailSystem( cgs.media.teslaZapTS ); + +          if( CG_IsTrailSystemValid( &source->muzzleTS ) ) +          { +            CG_SetAttachmentCent( &source->muzzleTS->frontAttachment, source ); +            CG_SetAttachmentCent( &source->muzzleTS->backAttachment, target ); +            CG_AttachToCent( &source->muzzleTS->frontAttachment ); +            CG_AttachToCent( &source->muzzleTS->backAttachment ); +            CG_SetAttachmentOffset( &source->muzzleTS->frontAttachment, sourceOffset ); + +            source->muzzleTSDeathTime = cg.time + cg_teslaTrailTime.integer; +          } +        } +      } +      break; + +    case EV_BULLET_HIT_WALL: +      ByteToDir( es->eventParm, dir ); +      CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD ); +      break; + +    case EV_BULLET_HIT_FLESH: +      CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qtrue, es->eventParm ); +      break; + +    case EV_SHOTGUN: +      CG_ShotgunFire( es ); +      break; + +    case EV_GENERAL_SOUND: +      if( cgs.gameSounds[ es->eventParm ] ) +        trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.gameSounds[ es->eventParm ] ); +      else +      { +        s = CG_ConfigString( CS_SOUNDS + es->eventParm ); +        trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, s ) ); +      } +      break; + +    case EV_GLOBAL_SOUND: // play from the player's head so it never diminishes +      if( cgs.gameSounds[ es->eventParm ] ) +        trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.gameSounds[ es->eventParm ] ); +      else +      { +        s = CG_ConfigString( CS_SOUNDS + es->eventParm ); +        trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, CG_CustomSound( es->number, s ) ); +      } +      break; + +    case EV_PAIN: +      // local player sounds are triggered in CG_CheckLocalSounds, +      // so ignore events on the player +      if( cent->currentState.number != cg.snap->ps.clientNum ) +        CG_PainEvent( cent, es->eventParm ); +      break; + +    case EV_DEATH1: +    case EV_DEATH2: +    case EV_DEATH3: +      trap_S_StartSound( NULL, es->number, CHAN_VOICE, +          CG_CustomSound( es->number, va( "*death%i.wav", event - EV_DEATH1 + 1 ) ) ); +      break; + +    case EV_OBITUARY: +      CG_Obituary( es ); +      break; + +    case EV_GIB_PLAYER: +      // no gibbing +      break; + +    case EV_STOPLOOPINGSOUND: +      trap_S_StopLoopingSound( es->number ); +      es->loopSound = 0; +      break; + +    case EV_DEBUG_LINE: +      CG_Beam( cent ); +      break; + +    case EV_BUILD_DELAY: +      if( clientNum == cg.predictedPlayerState.clientNum ) +      { +        trap_S_StartLocalSound( cgs.media.buildableRepairedSound, CHAN_LOCAL_SOUND ); +        cg.lastBuildAttempt = cg.time; +      } +      break; + +    case EV_BUILD_REPAIR: +      trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.buildableRepairSound ); +      break; + +    case EV_BUILD_REPAIRED: +      trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.buildableRepairedSound ); +      break; + +    case EV_OVERMIND_ATTACK: +      if( cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_ALIENS ) +      { +        trap_S_StartLocalSound( cgs.media.alienOvermindAttack, CHAN_ANNOUNCER ); +        CG_CenterPrint( "The Overmind is under attack!", 200, GIANTCHAR_WIDTH * 4 ); +      } +      break; + +    case EV_OVERMIND_DYING: +      if( cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_ALIENS ) +      { +        trap_S_StartLocalSound( cgs.media.alienOvermindDying, CHAN_ANNOUNCER ); +        CG_CenterPrint( "The Overmind is dying!", 200, GIANTCHAR_WIDTH * 4 ); +      } +      break; + +    case EV_DCC_ATTACK: +      if( cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_HUMANS ) +      { +        //trap_S_StartLocalSound( cgs.media.humanDCCAttack, CHAN_ANNOUNCER ); +        CG_CenterPrint( "Our base is under attack!", 200, GIANTCHAR_WIDTH * 4 ); +      } +      break; + +    case EV_MGTURRET_SPINUP: +      trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.turretSpinupSound ); +      break; + +    case EV_OVERMIND_SPAWNS: +      if( cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_ALIENS ) +      { +        trap_S_StartLocalSound( cgs.media.alienOvermindSpawns, CHAN_ANNOUNCER ); +        CG_CenterPrint( "The Overmind needs spawns!", 200, GIANTCHAR_WIDTH * 4 ); +      } +      break; + +    case EV_ALIEN_EVOLVE: +      trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.alienEvolveSound ); +      { +        particleSystem_t *ps = CG_SpawnNewParticleSystem( cgs.media.alienEvolvePS ); + +        if( CG_IsParticleSystemValid( &ps ) ) +        { +          CG_SetAttachmentCent( &ps->attachment, cent ); +          CG_AttachToCent( &ps->attachment ); +        } +      } + +      if( es->number == cg.clientNum ) +      { +        CG_ResetPainBlend( ); +        cg.spawnTime = cg.time; +      } +      break; + +    case EV_ALIEN_EVOLVE_FAILED: +      if( clientNum == cg.predictedPlayerState.clientNum ) +      { +        //FIXME: change to "negative" sound +        trap_S_StartLocalSound( cgs.media.buildableRepairedSound, CHAN_LOCAL_SOUND ); +        cg.lastEvolveAttempt = cg.time; +      } +      break; + +    case EV_ALIEN_ACIDTUBE: +      { +        particleSystem_t *ps = CG_SpawnNewParticleSystem( cgs.media.alienAcidTubePS ); + +        if( CG_IsParticleSystemValid( &ps ) ) +        { +          CG_SetAttachmentCent( &ps->attachment, cent ); +          ByteToDir( es->eventParm, dir ); +          CG_SetParticleSystemNormal( ps, dir ); +          CG_AttachToCent( &ps->attachment ); +        } +      } +      break; + +    case EV_MEDKIT_USED: +      trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.medkitUseSound ); +      break; + +    case EV_PLAYER_RESPAWN: +      if( es->number == cg.clientNum ) +        cg.spawnTime = cg.time; +      break; + +    case EV_LEV2_ZAP: +      CG_Level2Zap( es ); + +    case EV_ALIEN_HATCH: +      { +        particleSystem_t *ps; +         +        VectorCopy( es->angles, dir ); +        ps = CG_SpawnNewParticleSystem( cgs.media.alienHatchPS ); +        +        if( CG_IsParticleSystemValid( &ps ) ) +        { +          CG_SetAttachmentPoint( &ps->attachment, position ); +          CG_SetParticleSystemNormal( ps, dir ); +          CG_AttachToPoint( &ps->attachment ); +        } +         +        trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienHatchSound ); +      } +      break; +       +    case EV_ALIEN_HATCH_FAILURE: +      trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienFailedHatchSound ); +      break; +       +    default: +      CG_Error( "Unknown event: %i", event ); +      break; +  } +} + + +/* +============== +CG_CheckEvents + +============== +*/ +void CG_CheckEvents( centity_t *cent ) +{ +  entity_event_t event; +  entity_event_t oldEvent = EV_NONE; + +  // check for event-only entities +  if( cent->currentState.eType > ET_EVENTS ) +  { +    event = cent->currentState.eType - ET_EVENTS; + +    if( cent->previousEvent ) +      return; // already fired + +    cent->previousEvent = 1; + +    cent->currentState.event = cent->currentState.eType - ET_EVENTS; +     +    // Move the pointer to the entity that the +    // event was originally attached to +    if( cent->currentState.eFlags & EF_PLAYER_EVENT ) +    { +      cent = &cg_entities[ cent->currentState.otherEntityNum ]; +      oldEvent = cent->currentState.event; +      cent->currentState.event = event; +    } +  } +  else +  { +    // check for events riding with another entity +    if( cent->currentState.event == cent->previousEvent ) +      return; + +    cent->previousEvent = cent->currentState.event; +    if( ( cent->currentState.event & ~EV_EVENT_BITS ) == 0 ) +      return; +  } + +  // calculate the position at exactly the frame time +  BG_EvaluateTrajectory( ¢->currentState.pos, cg.snap->serverTime, cent->lerpOrigin ); +  CG_SetEntitySoundPosition( cent ); + +  CG_EntityEvent( cent, cent->lerpOrigin ); +   +  // If this was a reattached spilled event, restore the original event +  if( oldEvent != EV_NONE ) +    cent->currentState.event = oldEvent; +} + diff --git a/src/cgame/cg_event.c.orig b/src/cgame/cg_event.c.orig new file mode 100644 index 0000000..e394023 --- /dev/null +++ b/src/cgame/cg_event.c.orig @@ -0,0 +1,1086 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2009 Darklegion Development + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA +=========================================================================== +*/ + +// cg_event.c -- handle entity events at snapshot or playerstate transitions + + +#include "cg_local.h" + +/* +============= +CG_Obituary +============= +*/ +static void CG_Obituary( entityState_t *ent ) +{ +  int           mod; +  int           target, attacker; +  char          *message; +  char          *message2; +  const char    *targetInfo; +  const char    *attackerInfo; +  char          targetName[ MAX_NAME_LENGTH ]; +  char          attackerName[ MAX_NAME_LENGTH ]; +  char          className[ 64 ]; +  gender_t      gender; +  clientInfo_t  *ci; +  qboolean      teamKill = qfalse; + +  target = ent->otherEntityNum; +  attacker = ent->otherEntityNum2; +  mod = ent->eventParm; + +  if( target < 0 || target >= MAX_CLIENTS ) +    CG_Error( "CG_Obituary: target out of range" ); + +  ci = &cgs.clientinfo[ target ]; +  gender = ci->gender; + +  if( attacker < 0 || attacker >= MAX_CLIENTS ) +  { +    attacker = ENTITYNUM_WORLD; +    attackerInfo = NULL; +  } +  else +  { +    attackerInfo = CG_ConfigString( CS_PLAYERS + attacker ); +    if( ci && cgs.clientinfo[ attacker ].team == ci->team ) +      teamKill = qtrue; +  } + +  targetInfo = CG_ConfigString( CS_PLAYERS + target ); + +  if( !targetInfo ) +    return; + +  Q_strncpyz( targetName, Info_ValueForKey( targetInfo, "n" ), sizeof( targetName )); + +  message2 = ""; + +  // check for single client messages + +  switch( mod ) +  { +    case MOD_FALLING: +      message = "fell fowl to gravity"; +      break; +    case MOD_CRUSH: +      message = "was squished"; +      break; +    case MOD_WATER: +      message = "forgot to pack a snorkel"; +      break; +    case MOD_SLIME: +      message = "melted"; +      break; +    case MOD_LAVA: +      message = "did a back flip into the lava"; +      break; +    case MOD_TARGET_LASER: +      message = "saw the light"; +      break; +    case MOD_TRIGGER_HURT: +      message = "was in the wrong place"; +      break; +    case MOD_HSPAWN: +      message = "should have run further"; +      break; +    case MOD_ASPAWN: +      message = "shouldn't have trod in the acid"; +      break; +    case MOD_MGTURRET: +      message = "was gunned down by a turret"; +      break; +    case MOD_TESLAGEN: +      message = "was zapped by a tesla generator"; +      break; +    case MOD_ATUBE: +      message = "was melted by an acid tube"; +      break; +    case MOD_OVERMIND: +      message = "got too close to the overmind"; +      break; +    case MOD_REACTOR: +      message = "got too close to the reactor"; +      break; +    case MOD_SLOWBLOB: +      message = "should have visited a medical station"; +      break; +    case MOD_SWARM: +      message = "was hunted down by the swarm"; +      break; +    default: +      message = NULL; +      break; +  } + +  if( !message && attacker == target ) +  { +    switch( mod ) +    { +      case MOD_FLAMER_SPLASH: +        if( gender == GENDER_FEMALE ) +          message = "toasted herself"; +        else if( gender == GENDER_NEUTER ) +          message = "toasted itself"; +        else +          message = "toasted himself"; +        break; + +      case MOD_LCANNON_SPLASH: +        if( gender == GENDER_FEMALE ) +          message = "irradiated herself"; +        else if( gender == GENDER_NEUTER ) +          message = "irradiated itself"; +        else +          message = "irradiated himself"; +        break; + +      case MOD_GRENADE: +        if( gender == GENDER_FEMALE ) +          message = "blew herself up"; +        else if( gender == GENDER_NEUTER ) +          message = "blew itself up"; +        else +          message = "blew himself up"; +        break; + +      case MOD_LEVEL3_BOUNCEBALL: +        if( gender == GENDER_FEMALE ) +          message = "sniped herself"; +        else if( gender == GENDER_NEUTER ) +          message = "sniped itself"; +        else +          message = "sniped himself"; +        break; + +      case MOD_PRIFLE: +        if( gender == GENDER_FEMALE ) +          message = "pulse rifled herself"; +        else if( gender == GENDER_NEUTER ) +          message = "pulse rifled itself"; +        else +          message = "pulse rifled himself"; +        break; + +      default: +        if( gender == GENDER_FEMALE ) +          message = "killed herself"; +        else if( gender == GENDER_NEUTER ) +          message = "killed itself"; +        else +          message = "killed himself"; +        break; +    } +  } + +  if( message ) +  { +    CG_Printf( "%s" S_COLOR_WHITE " %s\n", targetName, message ); +    return; +  } + +  // check for double client messages +  if( !attackerInfo ) +  { +    attacker = ENTITYNUM_WORLD; +    strcpy( attackerName, "noname" ); +  } +  else +  { +    Q_strncpyz( attackerName, Info_ValueForKey( attackerInfo, "n" ), sizeof( attackerName )); +    // check for kill messages about the current clientNum +    if( target == cg.snap->ps.clientNum ) +      Q_strncpyz( cg.killerName, attackerName, sizeof( cg.killerName ) ); +  } + +  if( attacker != ENTITYNUM_WORLD ) +  { +    switch( mod ) +    { +      case MOD_PAINSAW: +        message = "was sawn by"; +        break; +      case MOD_BLASTER: +        message = "was blasted by"; +        break; +      case MOD_MACHINEGUN: +        message = "was machinegunned by"; +        break; +      case MOD_CHAINGUN: +        message = "was chaingunned by"; +        break; +      case MOD_SHOTGUN: +        message = "was gunned down by"; +        break; +      case MOD_PRIFLE: +        message = "was pulse rifled by"; +        break; +      case MOD_MDRIVER: +        message = "was mass driven by"; +        break; +      case MOD_LASGUN: +        message = "was lasgunned by"; +        break; +      case MOD_FLAMER: +        message = "was grilled by"; +        message2 = "'s flamer"; +        break; +      case MOD_FLAMER_SPLASH: +        message = "was toasted by"; +        message2 = "'s flamer"; +        break; +      case MOD_LCANNON: +        message = "felt the full force of"; +        message2 = "'s lucifer cannon"; +        break; +      case MOD_LCANNON_SPLASH: +        message = "was caught in the fallout of"; +        message2 = "'s lucifer cannon"; +        break; +      case MOD_GRENADE: +        message = "couldn't escape"; +        message2 = "'s grenade"; +        break; + +      case MOD_ABUILDER_CLAW: +        message = "should leave"; +        message2 = "'s buildings alone"; +        break; +      case MOD_LEVEL0_BITE: +        message = "was bitten by"; +        break; +      case MOD_LEVEL1_CLAW: +        message = "was swiped by"; +        Com_sprintf( className, 64, "'s %s", +            BG_ClassConfig( PCL_ALIEN_LEVEL1 )->humanName ); +        message2 = className; +        break; +      case MOD_LEVEL2_CLAW: +        message = "was clawed by"; +        Com_sprintf( className, 64, "'s %s", +            BG_ClassConfig( PCL_ALIEN_LEVEL2 )->humanName ); +        message2 = className; +        break; +      case MOD_LEVEL2_ZAP: +        message = "was zapped by"; +        Com_sprintf( className, 64, "'s %s", +            BG_ClassConfig( PCL_ALIEN_LEVEL2 )->humanName ); +        message2 = className; +        break; +      case MOD_LEVEL3_CLAW: +        message = "was chomped by"; +        Com_sprintf( className, 64, "'s %s", +            BG_ClassConfig( PCL_ALIEN_LEVEL3 )->humanName ); +        message2 = className; +        break; +      case MOD_LEVEL3_POUNCE: +        message = "was pounced upon by"; +        Com_sprintf( className, 64, "'s %s", +            BG_ClassConfig( PCL_ALIEN_LEVEL3 )->humanName ); +        message2 = className; +        break; +      case MOD_LEVEL3_BOUNCEBALL: +        message = "was sniped by"; +        Com_sprintf( className, 64, "'s %s", +            BG_ClassConfig( PCL_ALIEN_LEVEL3 )->humanName ); +        message2 = className; +        break; +      case MOD_LEVEL4_CLAW: +        message = "was mauled by"; +        Com_sprintf( className, 64, "'s %s", +            BG_ClassConfig( PCL_ALIEN_LEVEL4 )->humanName ); +        message2 = className; +        break; +      case MOD_LEVEL4_TRAMPLE: +        message = "should have gotten out of the way of"; +        Com_sprintf( className, 64, "'s %s", +            BG_ClassConfig( PCL_ALIEN_LEVEL4 )->humanName ); +        message2 = className; +        break; +      case MOD_LEVEL4_CRUSH: +        message = "was crushed under"; +        message2 = "'s weight"; +        break; + +      case MOD_POISON: +        message = "should have used a medkit against"; +        message2 = "'s poison"; +        break; +      case MOD_LEVEL1_PCLOUD: +        message = "was gassed by"; +        Com_sprintf( className, 64, "'s %s", +            BG_ClassConfig( PCL_ALIEN_LEVEL1 )->humanName ); +        message2 = className; +        break; + + +      case MOD_TELEFRAG: +        message = "tried to invade"; +        message2 = "'s personal space"; +        break; +      default: +        message = "was killed by"; +        break; +    } + +    if( message ) +    { +      CG_Printf( "%s" S_COLOR_WHITE " %s %s%s" S_COLOR_WHITE "%s\n", +        targetName, message, +        ( teamKill ) ? S_COLOR_RED "TEAMMATE " S_COLOR_WHITE : "", +        attackerName, message2 ); +      if( teamKill && attacker == cg.clientNum ) +      { +        CG_CenterPrint( va ( "You killed " S_COLOR_RED "TEAMMATE " +          S_COLOR_WHITE "%s", targetName ), +          SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH ); +      } +      return; +    } +  } + +  // we don't know what it was +  CG_Printf( "%s" S_COLOR_WHITE " died\n", targetName ); +} + + + +//========================================================================== + +/* +================ +CG_PainEvent + +Also called by playerstate transition +================ +*/ +void CG_PainEvent( centity_t *cent, int health ) +{ +  char  *snd; + +  // don't do more than two pain sounds a second +  if( cg.time - cent->pe.painTime < 500 ) +    return; + +  if( health < 25 ) +    snd = "*pain25_1.wav"; +  else if( health < 50 ) +    snd = "*pain50_1.wav"; +  else if( health < 75 ) +    snd = "*pain75_1.wav"; +  else +    snd = "*pain100_1.wav"; + +  trap_S_StartSound( NULL, cent->currentState.number, CHAN_VOICE, +    CG_CustomSound( cent->currentState.number, snd ) ); + +  // save pain time for programitic twitch animation +  cent->pe.painTime = cg.time; +  cent->pe.painDirection ^= 1; +} + +/* +========================= +CG_Level2Zap +========================= +*/ +static void CG_Level2Zap( entityState_t *es ) +{ +  int           i; +  centity_t     *source = NULL, *target = NULL; + +  if( es->misc < 0 || es->misc >= MAX_CLIENTS ) +    return; + +  source = &cg_entities[ es->misc ]; +  for( i = 0; i <= 2; i++ ) +  { +    switch( i ) +    { +      case 0: +        if( es->time <= 0 ) +          continue; + +        target = &cg_entities[ es->time ]; +        break; + +      case 1: +        if( es->time2 <= 0 ) +          continue; + +        target = &cg_entities[ es->time2 ]; +        break; + +      case 2: +        if( es->constantLight <= 0 ) +          continue; + +        target = &cg_entities[ es->constantLight ]; +        break; +    } + +    if( !CG_IsTrailSystemValid( &source->level2ZapTS[ i ] ) ) +      source->level2ZapTS[ i ] = CG_SpawnNewTrailSystem( cgs.media.level2ZapTS ); + +    if( CG_IsTrailSystemValid( &source->level2ZapTS[ i ] ) ) +    { +      CG_SetAttachmentCent( &source->level2ZapTS[ i ]->frontAttachment, source ); +      CG_SetAttachmentCent( &source->level2ZapTS[ i ]->backAttachment, target ); +      CG_AttachToCent( &source->level2ZapTS[ i ]->frontAttachment ); +      CG_AttachToCent( &source->level2ZapTS[ i ]->backAttachment ); +    } +  } +  source->level2ZapTime = cg.time; +} + +/* +============== +CG_EntityEvent + +An entity has an event value +also called by CG_CheckPlayerstateEvents +============== +*/ +void CG_EntityEvent( centity_t *cent, vec3_t position ) +{ +  entityState_t *es; +  int           event; +  vec3_t        dir; +  const char    *s; +  int           clientNum; +  clientInfo_t  *ci; +  int           steptime; +  vec3_t  cuboid; +  buildable_t   cuboidType; + +  if( cg.snap->ps.persistant[ PERS_SPECSTATE ] != SPECTATOR_NOT ) +    steptime = 200; +  else +    steptime = BG_Class( cg.snap->ps.stats[ STAT_CLASS ] )->steptime; + +  es = ¢->currentState; +  event = es->event & ~EV_EVENT_BITS; + +  if( cg_debugEvents.integer ) +    CG_Printf( "ent:%3i  event:%3i %s\n", es->number, event, +               BG_EventName( event ) ); + +  if( !event ) +    return; + +  clientNum = es->clientNum; +  if( clientNum < 0 || clientNum >= MAX_CLIENTS ) +    clientNum = 0; + +  ci = &cgs.clientinfo[ clientNum ]; + +  switch( event ) +  { +    // +    // movement generated events +    // +    case EV_FOOTSTEP: +      if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE ) +      { +        if( ci->footsteps == FOOTSTEP_CUSTOM ) +          trap_S_StartSound( NULL, es->number, CHAN_BODY, +            ci->customFootsteps[ rand( ) & 3 ] ); +        else +          trap_S_StartSound( NULL, es->number, CHAN_BODY, +            cgs.media.footsteps[ ci->footsteps ][ rand( ) & 3 ] ); +      } +      break; + +    case EV_FOOTSTEP_METAL: +      if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE ) +      { +        if( ci->footsteps == FOOTSTEP_CUSTOM ) +          trap_S_StartSound( NULL, es->number, CHAN_BODY, +            ci->customMetalFootsteps[ rand( ) & 3 ] ); +        else +          trap_S_StartSound( NULL, es->number, CHAN_BODY, +            cgs.media.footsteps[ FOOTSTEP_METAL ][ rand( ) & 3 ] ); +      } +      break; + +    case EV_FOOTSTEP_SQUELCH: +      if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE ) +      { +        trap_S_StartSound( NULL, es->number, CHAN_BODY, +          cgs.media.footsteps[ FOOTSTEP_FLESH ][ rand( ) & 3 ] ); +      } +      break; + +    case EV_FOOTSPLASH: +      if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE ) +      { +        trap_S_StartSound( NULL, es->number, CHAN_BODY, +          cgs.media.footsteps[ FOOTSTEP_SPLASH ][ rand( ) & 3 ] ); +      } +      break; + +    case EV_FOOTWADE: +      if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE ) +      { +        trap_S_StartSound( NULL, es->number, CHAN_BODY, +          cgs.media.footsteps[ FOOTSTEP_SPLASH ][ rand( ) & 3 ] ); +      } +      break; + +    case EV_SWIM: +      if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE ) +      { +        trap_S_StartSound( NULL, es->number, CHAN_BODY, +          cgs.media.footsteps[ FOOTSTEP_SPLASH ][ rand( ) & 3 ] ); +      } +      break; + + +    case EV_FALL_SHORT: +      trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.landSound ); + +      if( clientNum == cg.predictedPlayerState.clientNum ) +      { +        // smooth landing z changes +        cg.landChange = -8; +        cg.landTime = cg.time; +      } +      break; + +    case EV_FALL_MEDIUM: +      // use normal pain sound +      trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*pain100_1.wav" ) ); + +      if( clientNum == cg.predictedPlayerState.clientNum ) +      { +        // smooth landing z changes +        cg.landChange = -16; +        cg.landTime = cg.time; +      } +      break; + +    case EV_FALL_FAR: +      trap_S_StartSound (NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*fall1.wav" ) ); +      cent->pe.painTime = cg.time;  // don't play a pain sound right after this + +      if( clientNum == cg.predictedPlayerState.clientNum ) +      { +        // smooth landing z changes +        cg.landChange = -24; +        cg.landTime = cg.time; +      } +      break; + +    case EV_FALLING: +      trap_S_StartSound( NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*falling1.wav" ) ); +      break; + +    case EV_STEP_4: +    case EV_STEP_8: +    case EV_STEP_12: +    case EV_STEP_16:    // smooth out step up transitions +    case EV_STEPDN_4: +    case EV_STEPDN_8: +    case EV_STEPDN_12: +    case EV_STEPDN_16:    // smooth out step down transitions +      { +        float  oldStep; +        int    delta; +        int    step; + +        if( clientNum != cg.predictedPlayerState.clientNum ) +          break; + +        // if we are interpolating, we don't need to smooth steps +        if( cg.demoPlayback || ( cg.snap->ps.pm_flags & PMF_FOLLOW ) || +            cg_nopredict.integer || cg_synchronousClients.integer ) +          break; + +        // check for stepping up before a previous step is completed +        delta = cg.time - cg.stepTime; + +        if( delta < steptime ) +          oldStep = cg.stepChange * ( steptime - delta ) / steptime; +        else +          oldStep = 0; + +        // add this amount +        if( event >= EV_STEPDN_4 ) +        { +          step = 4 * ( event - EV_STEPDN_4 + 1 ); +          cg.stepChange = oldStep - step; +        } +        else +        { +          step = 4 * ( event - EV_STEP_4 + 1 ); +          cg.stepChange = oldStep + step; +        } + +        if( cg.stepChange > MAX_STEP_CHANGE ) +          cg.stepChange = MAX_STEP_CHANGE; +        else if( cg.stepChange < -MAX_STEP_CHANGE ) +          cg.stepChange = -MAX_STEP_CHANGE; + +        cg.stepTime = cg.time; +        break; +      } + +    case EV_JUMP: +      trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) ); + +      if( BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_CLASS ], SCA_WALLJUMPER ) ) +      { +        vec3_t  surfNormal, refNormal = { 0.0f, 0.0f, 1.0f }; +        vec3_t  rotAxis; + +        if( clientNum != cg.predictedPlayerState.clientNum ) +          break; + +        //set surfNormal +        VectorCopy( cg.predictedPlayerState.grapplePoint, surfNormal ); + +        //if we are moving from one surface to another smooth the transition +        if( !VectorCompare( surfNormal, cg.lastNormal ) && surfNormal[ 2 ] != 1.0f ) +        { +          CrossProduct( refNormal, surfNormal, rotAxis ); +          VectorNormalize( rotAxis ); + +          //add the op +          CG_addSmoothOp( rotAxis, 15.0f, 1.0f ); +        } + +        //copy the current normal to the lastNormal +        VectorCopy( surfNormal, cg.lastNormal ); +      } + +      break; +       +    case EV_JETJUMP: +      cent->jetPackJumpTime = cg.time; //for visual effects +      trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.jetpackJumpSound );  +      break; +       +     +    case EV_JETPACK_DEACTIVATE: +      switch( cent->jetPackState ) +      { +        case JPS_DESCENDING: +          trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.jetpackDescendDeactivateSound ); +          break; +        case JPS_HOVERING: +          trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.jetpackIdleDeactivateSound ); +          break; +        case JPS_ASCENDING: +          trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.jetpackAscendDeactivateSound ); +          break; +      } +      break; +       +    case EV_JETPACK_REFUEL: +      if( cent->jetPackRefuelTime + 1000 < cg.time ) +      {  +        cent->jetPackRefuelTime = cg.time; +        trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.jetpackRefuelSound); +      } +      break; + +    case EV_LEV1_GRAB: +      trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL1Grab ); +      break; + +    case EV_LEV4_TRAMPLE_PREPARE: +      trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL4ChargePrepare ); +      break; + +    case EV_LEV4_TRAMPLE_START: +      //FIXME: stop cgs.media.alienL4ChargePrepare playing here +      trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL4ChargeStart ); +      break; + +    case EV_TAUNT: +      if( !cg_noTaunt.integer ) +        trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*taunt.wav" ) ); +      break; + +    case EV_WATER_TOUCH: +      trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.watrInSound ); +      break; + +    case EV_WATER_LEAVE: +      trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.watrOutSound ); +      break; + +    case EV_WATER_UNDER: +      trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.watrUnSound ); +      break; + +    case EV_WATER_CLEAR: +      trap_S_StartSound( NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*gasp.wav" ) ); +      break; + +    // +    // weapon events +    // +    case EV_NOAMMO: +      trap_S_StartSound( NULL, es->number, CHAN_WEAPON, +                         cgs.media.weaponEmptyClick ); +      break; + +    case EV_CHANGE_WEAPON: +      trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.selectSound ); +      break; + +    case EV_FIRE_WEAPON: +      CG_FireWeapon( cent, WPM_PRIMARY ); +      break; + +    case EV_FIRE_WEAPON2: +      CG_FireWeapon( cent, WPM_SECONDARY ); +      break; + +    case EV_FIRE_WEAPON3: +      CG_FireWeapon( cent, WPM_TERTIARY ); +      break; + +    //================================================================= + +    // +    // other events +    // +    case EV_PLAYER_TELEPORT_IN: +      //deprecated +      break; + +    case EV_PLAYER_TELEPORT_OUT: +      CG_PlayerDisconnect( position ); +      break; + +    case EV_BUILD_CONSTRUCT: +      //do something useful here +      break; + +    case EV_BUILD_DESTROY: +      //do something useful here +      break; + +    case EV_RPTUSE_SOUND: +      trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.repeaterUseSound ); +      break; + +    case EV_GRENADE_BOUNCE: +      if( rand( ) & 1 ) +        trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.hardBounceSound1 ); +      else +        trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.hardBounceSound2 ); +      break; + +    // +    // missile impacts +    // +    case EV_MISSILE_HIT: +      ByteToDir( es->eventParm, dir ); +      CG_MissileHitEntity( es->weapon, es->generic1, position, dir, es->otherEntityNum, es->torsoAnim ); +      break; + +    case EV_MISSILE_MISS: +      ByteToDir( es->eventParm, dir ); +      CG_MissileHitWall( es->weapon, es->generic1, 0, position, dir, IMPACTSOUND_DEFAULT, es->torsoAnim ); +      break; + +    case EV_MISSILE_MISS_METAL: +      ByteToDir( es->eventParm, dir ); +      CG_MissileHitWall( es->weapon, es->generic1, 0, position, dir, IMPACTSOUND_METAL, es->torsoAnim ); +      break; + +    case EV_HUMAN_BUILDABLE_EXPLOSION: +      ByteToDir( es->eventParm, dir ); +      CG_HumanBuildableExplosion( position, dir ); +      break; + +    case EV_ALIEN_BUILDABLE_EXPLOSION: +      ByteToDir( es->eventParm, dir ); +      CG_AlienBuildableExplosion( position, dir ); +      break; +     +    case EV_CUBOID_EXPLOSION: +      cuboidType=es->modelindex; +      CG_CuboidExplosion(cuboidType,position,es->angles); +      break; + +    case EV_TESLATRAIL: +      cent->currentState.weapon = WP_TESLAGEN; +      { +        centity_t *source = &cg_entities[ es->generic1 ]; +        centity_t *target = &cg_entities[ es->clientNum ]; +        vec3_t    sourceOffset = { 0.0f, 0.0f, 28.0f }; + +        if( !CG_IsTrailSystemValid( &source->muzzleTS ) ) +        { +          source->muzzleTS = CG_SpawnNewTrailSystem( cgs.media.teslaZapTS ); + +          if( CG_IsTrailSystemValid( &source->muzzleTS ) ) +          { +            CG_SetAttachmentCent( &source->muzzleTS->frontAttachment, source ); +            CG_SetAttachmentCent( &source->muzzleTS->backAttachment, target ); +            CG_AttachToCent( &source->muzzleTS->frontAttachment ); +            CG_AttachToCent( &source->muzzleTS->backAttachment ); +            CG_SetAttachmentOffset( &source->muzzleTS->frontAttachment, sourceOffset ); + +            source->muzzleTSDeathTime = cg.time + cg_teslaTrailTime.integer; +          } +        } +      } +      break; + +    case EV_BULLET_HIT_WALL: +      ByteToDir( es->eventParm, dir ); +      CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD ); +      break; + +    case EV_BULLET_HIT_FLESH: +      CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qtrue, es->eventParm ); +      break; + +    case EV_SHOTGUN: +      CG_ShotgunFire( es ); +      break; + +    case EV_GENERAL_SOUND: +      if( cgs.gameSounds[ es->eventParm ] ) +        trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.gameSounds[ es->eventParm ] ); +      else +      { +        s = CG_ConfigString( CS_SOUNDS + es->eventParm ); +        trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, s ) ); +      } +      break; + +    case EV_GLOBAL_SOUND: // play from the player's head so it never diminishes +      if( cgs.gameSounds[ es->eventParm ] ) +        trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.gameSounds[ es->eventParm ] ); +      else +      { +        s = CG_ConfigString( CS_SOUNDS + es->eventParm ); +        trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, CG_CustomSound( es->number, s ) ); +      } +      break; + +    case EV_PAIN: +      // local player sounds are triggered in CG_CheckLocalSounds, +      // so ignore events on the player +      if( cent->currentState.number != cg.snap->ps.clientNum ) +        CG_PainEvent( cent, es->eventParm ); +      break; + +    case EV_DEATH1: +    case EV_DEATH2: +    case EV_DEATH3: +      trap_S_StartSound( NULL, es->number, CHAN_VOICE, +          CG_CustomSound( es->number, va( "*death%i.wav", event - EV_DEATH1 + 1 ) ) ); +      break; + +    case EV_OBITUARY: +      CG_Obituary( es ); +      break; + +    case EV_GIB_PLAYER: +      // no gibbing +      break; + +    case EV_STOPLOOPINGSOUND: +      trap_S_StopLoopingSound( es->number ); +      es->loopSound = 0; +      break; + +    case EV_DEBUG_LINE: +      CG_Beam( cent ); +      break; + +    case EV_BUILD_DELAY: +      if( clientNum == cg.predictedPlayerState.clientNum ) +      { +        trap_S_StartLocalSound( cgs.media.buildableRepairedSound, CHAN_LOCAL_SOUND ); +        cg.lastBuildAttempt = cg.time; +      } +      break; + +    case EV_BUILD_REPAIR: +      trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.buildableRepairSound ); +      break; + +    case EV_BUILD_REPAIRED: +      trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.buildableRepairedSound ); +      break; + +    case EV_OVERMIND_ATTACK: +      if( cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_ALIENS ) +      { +        trap_S_StartLocalSound( cgs.media.alienOvermindAttack, CHAN_ANNOUNCER ); +        CG_CenterPrint( "The Overmind is under attack!", 200, GIANTCHAR_WIDTH * 4 ); +      } +      break; + +    case EV_OVERMIND_DYING: +      if( cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_ALIENS ) +      { +        trap_S_StartLocalSound( cgs.media.alienOvermindDying, CHAN_ANNOUNCER ); +        CG_CenterPrint( "The Overmind is dying!", 200, GIANTCHAR_WIDTH * 4 ); +      } +      break; + +    case EV_DCC_ATTACK: +      if( cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_HUMANS ) +      { +        //trap_S_StartLocalSound( cgs.media.humanDCCAttack, CHAN_ANNOUNCER ); +        CG_CenterPrint( "Our base is under attack!", 200, GIANTCHAR_WIDTH * 4 ); +      } +      break; + +    case EV_MGTURRET_SPINUP: +      trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.turretSpinupSound ); +      break; + +    case EV_OVERMIND_SPAWNS: +      if( cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_ALIENS ) +      { +        trap_S_StartLocalSound( cgs.media.alienOvermindSpawns, CHAN_ANNOUNCER ); +        CG_CenterPrint( "The Overmind needs spawns!", 200, GIANTCHAR_WIDTH * 4 ); +      } +      break; + +    case EV_ALIEN_EVOLVE: +      trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.alienEvolveSound ); +      { +        particleSystem_t *ps = CG_SpawnNewParticleSystem( cgs.media.alienEvolvePS ); + +        if( CG_IsParticleSystemValid( &ps ) ) +        { +          CG_SetAttachmentCent( &ps->attachment, cent ); +          CG_AttachToCent( &ps->attachment ); +        } +      } + +      if( es->number == cg.clientNum ) +      { +        CG_ResetPainBlend( ); +        cg.spawnTime = cg.time; +      } +      break; + +    case EV_ALIEN_EVOLVE_FAILED: +      if( clientNum == cg.predictedPlayerState.clientNum ) +      { +        //FIXME: change to "negative" sound +        trap_S_StartLocalSound( cgs.media.buildableRepairedSound, CHAN_LOCAL_SOUND ); +        cg.lastEvolveAttempt = cg.time; +      } +      break; + +    case EV_ALIEN_ACIDTUBE: +      { +        particleSystem_t *ps = CG_SpawnNewParticleSystem( cgs.media.alienAcidTubePS ); + +        if( CG_IsParticleSystemValid( &ps ) ) +        { +          CG_SetAttachmentCent( &ps->attachment, cent ); +          ByteToDir( es->eventParm, dir ); +          CG_SetParticleSystemNormal( ps, dir ); +          CG_AttachToCent( &ps->attachment ); +        } +      } +      break; + +    case EV_MEDKIT_USED: +      trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.medkitUseSound ); +      break; + +    case EV_PLAYER_RESPAWN: +      if( es->number == cg.clientNum ) +        cg.spawnTime = cg.time; +      break; + +    case EV_LEV2_ZAP: +      CG_Level2Zap( es ); + +    default: +      CG_Error( "Unknown event: %i", event ); +      break; +  } +} + + +/* +============== +CG_CheckEvents + +============== +*/ +void CG_CheckEvents( centity_t *cent ) +{ +  entity_event_t event; +  entity_event_t oldEvent = EV_NONE; + +  // check for event-only entities +  if( cent->currentState.eType > ET_EVENTS ) +  { +    event = cent->currentState.eType - ET_EVENTS; + +    if( cent->previousEvent ) +      return; // already fired + +    cent->previousEvent = 1; + +    cent->currentState.event = cent->currentState.eType - ET_EVENTS; +     +    // Move the pointer to the entity that the +    // event was originally attached to +    if( cent->currentState.eFlags & EF_PLAYER_EVENT ) +    { +      cent = &cg_entities[ cent->currentState.otherEntityNum ]; +      oldEvent = cent->currentState.event; +      cent->currentState.event = event; +    } +  } +  else +  { +    // check for events riding with another entity +    if( cent->currentState.event == cent->previousEvent ) +      return; + +    cent->previousEvent = cent->currentState.event; +    if( ( cent->currentState.event & ~EV_EVENT_BITS ) == 0 ) +      return; +  } + +  // calculate the position at exactly the frame time +  BG_EvaluateTrajectory( ¢->currentState.pos, cg.snap->serverTime, cent->lerpOrigin ); +  CG_SetEntitySoundPosition( cent ); + +  CG_EntityEvent( cent, cent->lerpOrigin ); +   +  // If this was a reattached spilled event, restore the original event +  if( oldEvent != EV_NONE ) +    cent->currentState.event = oldEvent; +} + diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h new file mode 100644 index 0000000..0cc0977 --- /dev/null +++ b/src/cgame/cg_local.h @@ -0,0 +1,2177 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2009 Darklegion Development + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA +=========================================================================== +*/ + + +#include "../qcommon/q_shared.h" +#include "../renderer/tr_types.h" +#include "../game/bg_public.h" +#include "cg_public.h" +#include "../ui/ui_shared.h" + +// The entire cgame module is unloaded and reloaded on each level change, +// so there is NO persistant data between levels on the client side. +// If you absolutely need something stored, it can either be kept +// by the server in the server stored userinfos, or stashed in a cvar. + +#define CG_FONT_THRESHOLD 0.1 + +#define POWERUP_BLINKS      5 + +#define POWERUP_BLINK_TIME  1000 +#define FADE_TIME           200 +#define PULSE_TIME          200 +#define DAMAGE_DEFLECT_TIME 100 +#define DAMAGE_RETURN_TIME  400 +#define DAMAGE_TIME         500 +#define LAND_DEFLECT_TIME   150 +#define LAND_RETURN_TIME    300 +#define DUCK_TIME           100 +#define PAIN_TWITCH_TIME    200 +#define WEAPON_SELECT_TIME  1400 +#define ITEM_SCALEUP_TIME   1000 +#define ZOOM_TIME           150 +#define ITEM_BLOB_TIME      200 +#define MUZZLE_FLASH_TIME   20 +#define SINK_TIME           1000    // time for fragments to sink into ground before going away +#define ATTACKER_HEAD_TIME  10000 +#define REWARD_TIME         3000 + +#define PULSE_SCALE         1.5     // amount to scale up the icons when activating + +#define MAX_STEP_CHANGE     32 + +#define MAX_VERTS_ON_POLY   10 +#define MAX_MARK_POLYS      256 + +#define STAT_MINUS          10  // num frame for '-' stats digit + +#define ICON_SIZE           48 +#define CHAR_WIDTH          32 +#define CHAR_HEIGHT         48 +#define TEXT_ICON_SPACE     4 + +// very large characters +#define GIANT_WIDTH         32 +#define GIANT_HEIGHT        48 + +#define NUM_CROSSHAIRS      10 + +#define TEAM_OVERLAY_MAXNAME_WIDTH  12 +#define TEAM_OVERLAY_MAXLOCATION_WIDTH  16 + +#define CUBOID_CRACK_TEXTURES 4 + +typedef enum +{ +  FOOTSTEP_NORMAL, +  FOOTSTEP_FLESH, +  FOOTSTEP_METAL, +  FOOTSTEP_SPLASH, +  FOOTSTEP_CUSTOM, +  FOOTSTEP_NONE, + +  FOOTSTEP_TOTAL +} footstep_t; + +typedef enum +{ +  IMPACTSOUND_DEFAULT, +  IMPACTSOUND_METAL, +  IMPACTSOUND_FLESH +} impactSound_t; + +typedef enum +{ +  JPS_OFF, +  JPS_DESCENDING, +  JPS_HOVERING, +  JPS_ASCENDING +} jetPackState_t; + +//====================================================================== + +// when changing animation, set animationTime to frameTime + lerping time +// The current lerp will finish out, then it will lerp to the new animation +typedef struct +{ +  int         oldFrame; +  int         oldFrameTime;     // time when ->oldFrame was exactly on + +  int         frame; +  int         frameTime;        // time when ->frame will be exactly on + +  float       backlerp; + +  float       yawAngle; +  qboolean    yawing; +  float       pitchAngle; +  qboolean    pitching; + +  int         animationNumber;  // may include ANIM_TOGGLEBIT +  animation_t *animation; +  int         animationTime;    // time when the first frame of the animation will be exact +} lerpFrame_t; + +//====================================================================== + +//attachment system +typedef enum +{ +  AT_STATIC, +  AT_TAG, +  AT_CENT, +  AT_PARTICLE +} attachmentType_t; + +//forward declaration for particle_t +struct particle_s; + +typedef struct attachment_s +{ +  attachmentType_t  type; +  qboolean          attached; + +  qboolean          staticValid; +  qboolean          tagValid; +  qboolean          centValid; +  qboolean          particleValid; + +  qboolean          hasOffset; +  vec3_t            offset; + +  vec3_t            lastValidAttachmentPoint; + +  //AT_STATIC +  vec3_t            origin; + +  //AT_TAG +  refEntity_t       re;     //FIXME: should be pointers? +  refEntity_t       parent; // +  qhandle_t         model; +  char              tagName[ MAX_STRING_CHARS ]; + +  //AT_CENT +  int               centNum; + +  //AT_PARTICLE +  struct particle_s *particle; +} attachment_t; + +//====================================================================== + +//particle system stuff +#define MAX_PARTICLE_FILES        128 + +#define MAX_PS_SHADER_FRAMES      32 +#define MAX_PS_MODELS             8 +#define MAX_EJECTORS_PER_SYSTEM   4 +#define MAX_PARTICLES_PER_EJECTOR 4 + +#define MAX_BASEPARTICLE_SYSTEMS  192 +#define MAX_BASEPARTICLE_EJECTORS MAX_BASEPARTICLE_SYSTEMS*MAX_EJECTORS_PER_SYSTEM +#define MAX_BASEPARTICLES         MAX_BASEPARTICLE_EJECTORS*MAX_PARTICLES_PER_EJECTOR + +#define MAX_PARTICLE_SYSTEMS      48 +#define MAX_PARTICLE_EJECTORS     MAX_PARTICLE_SYSTEMS*MAX_EJECTORS_PER_SYSTEM +#define MAX_PARTICLES             MAX_PARTICLE_EJECTORS*5 + +#define PARTICLES_INFINITE        -1 +#define PARTICLES_SAME_AS_INITIAL -2 + +//COMPILE TIME STRUCTURES +typedef enum +{ +  PMT_STATIC, +  PMT_STATIC_TRANSFORM, +  PMT_TAG, +  PMT_CENT_ANGLES, +  PMT_NORMAL +} pMoveType_t; + +typedef enum +{ +  PMD_LINEAR, +  PMD_POINT +} pDirType_t; + +typedef struct pMoveValues_u +{ +  pDirType_t  dirType; + +  //PMD_LINEAR +  vec3_t      dir; +  float       dirRandAngle; + +  //PMD_POINT +  vec3_t      point; +  float       pointRandAngle; + +  float       mag; +  float       magRandFrac; + +  float       parentVelFrac; +  float       parentVelFracRandFrac; +} pMoveValues_t; + +typedef struct pLerpValues_s +{ +  int   delay; +  float delayRandFrac; + +  float initial; +  float initialRandFrac; + +  float final; +  float finalRandFrac; + +  float randFrac; +} pLerpValues_t; + +//particle template +typedef struct baseParticle_s +{ +  vec3_t          displacement; +  vec3_t          randDisplacement; +  float           normalDisplacement; + +  pMoveType_t     velMoveType; +  pMoveValues_t   velMoveValues; + +  pMoveType_t     accMoveType; +  pMoveValues_t   accMoveValues; + +  int             lifeTime; +  float           lifeTimeRandFrac; + +  float           bounceFrac; +  float           bounceFracRandFrac; +  qboolean        bounceCull; + +  char            bounceMarkName[ MAX_QPATH ]; +  qhandle_t       bounceMark; +  float           bounceMarkRadius; +  float           bounceMarkRadiusRandFrac; +  float           bounceMarkCount; +  float           bounceMarkCountRandFrac; + +  char            bounceSoundName[ MAX_QPATH ]; +  qhandle_t       bounceSound; +  float           bounceSoundCount; +  float           bounceSoundCountRandFrac; + +  pLerpValues_t   radius; +  int             physicsRadius; +  pLerpValues_t   alpha; +  pLerpValues_t   rotation; + +  qboolean        dynamicLight; +  pLerpValues_t   dLightRadius; +  byte            dLightColor[ 3 ]; + +  int             colorDelay; +  float           colorDelayRandFrac; +  byte            initialColor[ 3 ]; +  byte            finalColor[ 3 ]; + +  char            childSystemName[ MAX_QPATH ]; +  qhandle_t       childSystemHandle; + +  char            onDeathSystemName[ MAX_QPATH ]; +  qhandle_t       onDeathSystemHandle; + +  char            childTrailSystemName[ MAX_QPATH ]; +  qhandle_t       childTrailSystemHandle; + +  //particle invariant stuff +  char            shaderNames[ MAX_PS_SHADER_FRAMES ][ MAX_QPATH ]; +  qhandle_t       shaders[ MAX_PS_SHADER_FRAMES ]; +  int             numFrames; +  float           framerate; + +  char            modelNames[ MAX_PS_MODELS ][ MAX_QPATH ]; +  qhandle_t       models[ MAX_PS_MODELS ]; +  int             numModels; +  animation_t     modelAnimation; + +  qboolean        overdrawProtection; +  qboolean        realLight; +  qboolean        cullOnStartSolid; +   +  float           scaleWithCharge; +} baseParticle_t; + + +//ejector template +typedef struct baseParticleEjector_s +{ +  baseParticle_t  *particles[ MAX_PARTICLES_PER_EJECTOR ]; +  int             numParticles; + +  pLerpValues_t   eject;          //zero period indicates creation of all particles at once + +  int             totalParticles;         //can be infinite +  float           totalParticlesRandFrac; +} baseParticleEjector_t; + + +//particle system template +typedef struct baseParticleSystem_s +{ +  char                  name[ MAX_QPATH ]; +  baseParticleEjector_t *ejectors[ MAX_EJECTORS_PER_SYSTEM ]; +  int                   numEjectors; + +  qboolean              thirdPersonOnly; +  qboolean              registered; //whether or not the assets for this particle have been loaded +} baseParticleSystem_t; + + +//RUN TIME STRUCTURES +typedef struct particleSystem_s +{ +  baseParticleSystem_t  *class; + +  attachment_t          attachment; + +  qboolean              valid; +  qboolean              lazyRemove; //mark this system for later removal + +  //for PMT_NORMAL +  qboolean              normalValid; +  vec3_t                normal; +   +  int                   charge; +} particleSystem_t; + + +typedef struct particleEjector_s +{ +  baseParticleEjector_t *class; +  particleSystem_t      *parent; + +  pLerpValues_t         ejectPeriod; + +  int                   count; +  int                   totalParticles; + +  int                   nextEjectionTime; + +  qboolean              valid; +} particleEjector_t; + + +//used for actual particle evaluation +typedef struct particle_s +{ +  baseParticle_t    *class; +  particleEjector_t *parent; + +  int               birthTime; +  int               lifeTime; + +  float             bounceMarkRadius; +  int               bounceMarkCount; +  int               bounceSoundCount; +  qboolean          atRest; + +  vec3_t            origin; +  vec3_t            velocity; + +  pMoveType_t       accMoveType; +  pMoveValues_t     accMoveValues; + +  int               lastEvalTime; + +  int               nextChildTime; + +  pLerpValues_t     radius; +  pLerpValues_t     alpha; +  pLerpValues_t     rotation; + +  pLerpValues_t     dLightRadius; + +  int               colorDelay; + +  qhandle_t         model; +  lerpFrame_t       lf; +  vec3_t            lastAxis[ 3 ]; + +  qboolean          valid; +  int               frameWhenInvalidated; + +  int               sortKey; +} particle_t; + +//====================================================================== + +//trail system stuff +#define MAX_TRAIL_FILES           128 + +#define MAX_BEAMS_PER_SYSTEM      4 + +#define MAX_BASETRAIL_SYSTEMS     64 +#define MAX_BASETRAIL_BEAMS       MAX_BASETRAIL_SYSTEMS*MAX_BEAMS_PER_SYSTEM + +#define MAX_TRAIL_SYSTEMS         32 +#define MAX_TRAIL_BEAMS           MAX_TRAIL_SYSTEMS*MAX_BEAMS_PER_SYSTEM +#define MAX_TRAIL_BEAM_NODES      128 + +#define MAX_TRAIL_BEAM_JITTERS    4 + +typedef enum +{ +  TBTT_STRETCH, +  TBTT_REPEAT +} trailBeamTextureType_t; + +typedef struct baseTrailJitter_s +{ +  float   magnitude; +  int     period; +} baseTrailJitter_t; + +//beam template +typedef struct baseTrailBeam_s +{ +  int                     numSegments; +  float                   frontWidth; +  float                   backWidth; +  float                   frontAlpha; +  float                   backAlpha; +  byte                    frontColor[ 3 ]; +  byte                    backColor[ 3 ]; + +  // the time it takes for a segment to vanish (single attached only) +  int                     segmentTime; + +  // the time it takes for a beam to fade out (double attached only) +  int                     fadeOutTime; +   +  char                    shaderName[ MAX_QPATH ]; +  qhandle_t               shader; + +  trailBeamTextureType_t  textureType; + +  //TBTT_STRETCH +  float                   frontTextureCoord; +  float                   backTextureCoord; + +  //TBTT_REPEAT +  float                   repeatLength; +  qboolean                clampToBack; + +  qboolean                realLight; + +  int                     numJitters; +  baseTrailJitter_t       jitters[ MAX_TRAIL_BEAM_JITTERS ]; +  qboolean                jitterAttachments; +} baseTrailBeam_t; + + +//trail system template +typedef struct baseTrailSystem_s +{ +  char            name[ MAX_QPATH ]; +  baseTrailBeam_t *beams[ MAX_BEAMS_PER_SYSTEM ]; +  int             numBeams; + +  int             lifeTime; +  qboolean        thirdPersonOnly; +  qboolean        registered; //whether or not the assets for this trail have been loaded +} baseTrailSystem_t; + +typedef struct trailSystem_s +{ +  baseTrailSystem_t   *class; + +  attachment_t        frontAttachment; +  attachment_t        backAttachment; + +  int                 birthTime; +  int                 destroyTime; +  qboolean            valid; +} trailSystem_t; + +typedef struct trailBeamNode_s +{ +  vec3_t                  refPosition; +  vec3_t                  position; + +  int                     timeLeft; + +  float                   textureCoord; +  float                   halfWidth; +  byte                    alpha; +  byte                    color[ 3 ]; + +  vec2_t                  jitters[ MAX_TRAIL_BEAM_JITTERS ]; + +  struct trailBeamNode_s  *prev; +  struct trailBeamNode_s  *next; + +  qboolean                used; +} trailBeamNode_t; + +typedef struct trailBeam_s +{ +  baseTrailBeam_t   *class; +  trailSystem_t     *parent; + +  trailBeamNode_t   nodePool[ MAX_TRAIL_BEAM_NODES ]; +  trailBeamNode_t   *nodes; + +  int               lastEvalTime; + +  qboolean          valid; + +  int               nextJitterTimes[ MAX_TRAIL_BEAM_JITTERS ]; +} trailBeam_t; + +//====================================================================== + +// player entities need to track more information +// than any other type of entity. + +// note that not every player entity is a client entity, +// because corpses after respawn are outside the normal +// client numbering range + +// smoothing of view and model for WW transitions +#define   MAXSMOOTHS          32 + +typedef struct +{ +  float     time; +  float     timeMod; + +  vec3_t    rotAxis; +  float     rotAngle; +} smooth_t; + + +typedef struct +{ +  lerpFrame_t legs, torso, nonseg, weapon; +  int         painTime; +  int         painDirection;  // flip from 0 to 1 + +  // machinegun spinning +  float       barrelAngle; +  int         barrelTime; +  qboolean    barrelSpinning; + +  vec3_t      lastNormal; +  vec3_t      lastAxis[ 3 ]; +  smooth_t    sList[ MAXSMOOTHS ]; +} playerEntity_t; + +typedef struct lightFlareStatus_s +{ +  float     lastRadius;    //caching of likely flare radius +  float     lastRatio;     //caching of likely flare ratio +  int       lastTime;      //last time flare was visible/occluded +  qboolean  status;        //flare is visble? +} lightFlareStatus_t; + +typedef struct buildableStatus_s +{ +  int       lastTime;      // Last time status was visible +  qboolean  visible;       // Status is visble? +} buildableStatus_t; + +typedef struct buildableCache_s +{ +  vec3_t   cachedOrigin;   // If either the cached entity origin or the +  vec3_t   cachedNormal;   // cached surfNormal change the cache is invalid +  vec3_t   axis[ 3 ]; +  vec3_t   origin; +} buildableCache_t; + +//================================================= + +// centity_t have a direct corespondence with gentity_t in the game, but +// only the entityState_t is directly communicated to the cgame +typedef struct centity_s +{ +  entityState_t         currentState;     // from cg.frame +  entityState_t         nextState;        // from cg.nextFrame, if available +  qboolean              interpolate;      // true if next is valid to interpolate to +  qboolean              currentValid;     // true if cg.frame holds this entity + +  int                   muzzleFlashTime;  // move to playerEntity? +  int                   muzzleFlashTime2; // move to playerEntity? +  int                   muzzleFlashTime3; // move to playerEntity? +  int                   previousEvent; +  int                   teleportFlag; + +  int                   trailTime;        // so missile trails can handle dropped initial packets +  int                   dustTrailTime; +  int                   miscTime; +  int                   snapShotTime;     // last time this entity was found in a snapshot + +  playerEntity_t        pe; + +  int                   errorTime;        // decay the error from this time +  vec3_t                errorOrigin; +  vec3_t                errorAngles; + +  qboolean              extrapolated;     // false if origin / angles is an interpolation +  vec3_t                rawOrigin; +  vec3_t                rawAngles; + +  vec3_t                beamEnd; + +  // exact interpolated position of entity on this frame +  vec3_t                lerpOrigin; +  vec3_t                lerpAngles; + +  lerpFrame_t           lerpFrame; + +  buildableAnimNumber_t buildableAnim;    //persistant anim number +  buildableAnimNumber_t oldBuildableAnim; //to detect when new anims are set +  qboolean              buildableIdleAnim; //to check if new idle anim +  particleSystem_t      *buildablePS; +  buildableStatus_t     buildableStatus; +  buildableCache_t      buildableCache;   // so we don't recalculate things +  float                 lastBuildableHealth; +  int                   lastBuildableDamageSoundTime; + +  lightFlareStatus_t    lfs; + +  qboolean              doorState; + +  qboolean              animInit; +  qboolean              animPlaying; +  qboolean              animLastState; + +  particleSystem_t      *muzzlePS; +  qboolean              muzzlePsTrigger; + +  particleSystem_t      *jetPackPS; +  jetPackState_t        jetPackState; +  int                   jetPackJumpTime; +  int                   jetPackRefuelTime; //to avoid spamming sounds + +  particleSystem_t      *poisonCloudedPS; + +  particleSystem_t      *entityPS; +  qboolean              entityPSMissing; + +  trailSystem_t         *level2ZapTS[ LEVEL2_AREAZAP_MAX_TARGETS ]; +  int                   level2ZapTime; + +  trailSystem_t         *muzzleTS; //used for the tesla and reactor +  int                   muzzleTSDeathTime; + +  qboolean              valid; +  qboolean              oldValid;   +  struct centity_s      *nextLocation; +} centity_t; + + +//====================================================================== + +typedef struct markPoly_s +{ +  struct markPoly_s *prevMark, *nextMark; +  int               time; +  qhandle_t         markShader; +  qboolean          alphaFade;    // fade alpha instead of rgb +  float             color[ 4 ]; +  poly_t            poly; +  polyVert_t        verts[ MAX_VERTS_ON_POLY ]; +} markPoly_t; + +//====================================================================== + + +typedef struct +{ +  int       client; +  int       score; +  int       ping; +  int       time; +  int       team; +  weapon_t  weapon; +  upgrade_t upgrade; +} score_t; + +// each client has an associated clientInfo_t +// that contains media references necessary to present the +// client model and other color coded effects +// this is regenerated each time a client's configstring changes, +// usually as a result of a userinfo (name, model, etc) change +#define MAX_CUSTOM_SOUNDS 32 +typedef struct +{ +  qboolean    infoValid; + +  char        name[ MAX_QPATH ]; +  team_t      team; + +  int         score;                      // updated by score servercmds +  int         location;                   // location index for team mode +  int         health;                     // you only get this info about your teammates +  int         upgrade;  +  int         curWeaponClass;             // sends current weapon for H, current class for A + +  // when clientinfo is changed, the loading of models/skins/sounds +  // can be deferred until you are dead, to prevent hitches in +  // gameplay +  char        modelName[ MAX_QPATH ]; +  char        skinName[ MAX_QPATH ]; + +  qboolean    newAnims;                   // true if using the new mission pack animations +  qboolean    fixedlegs;                  // true if legs yaw is always the same as torso yaw +  qboolean    fixedtorso;                 // true if torso never changes yaw +  qboolean    nonsegmented;               // true if model is Q2 style nonsegmented + +  vec3_t      headOffset;                 // move head in icon views +  footstep_t  footsteps; +  gender_t    gender;                     // from model + +  qhandle_t   legsModel; +  qhandle_t   legsSkin; + +  qhandle_t   torsoModel; +  qhandle_t   torsoSkin; + +  qhandle_t   headModel; +  qhandle_t   headSkin; + +  qhandle_t   nonSegModel;                //non-segmented model system +  qhandle_t   nonSegSkin;                 //non-segmented model system + +  qhandle_t   modelIcon; + +  animation_t animations[ MAX_PLAYER_TOTALANIMATIONS ]; + +  sfxHandle_t sounds[ MAX_CUSTOM_SOUNDS ]; + +  sfxHandle_t customFootsteps[ 4 ]; +  sfxHandle_t customMetalFootsteps[ 4 ]; + +  char        voice[ MAX_VOICE_NAME_LEN ]; +  int         voiceTime; +} clientInfo_t; + + +typedef struct weaponInfoMode_s +{ +  float       flashDlight; +  vec3_t      flashDlightColor; +  sfxHandle_t flashSound[ 4 ];  // fast firing weapons randomly choose +  qboolean    continuousFlash; + +  qhandle_t   missileModel; +  sfxHandle_t missileSound; +  float       missileDlight; +  vec3_t      missileDlightColor; +  int         missileRenderfx; +  qboolean    usesSpriteMissle; +  qhandle_t   missileSprite; +  int         missileSpriteSize; +  float       missileSpriteCharge; +  qhandle_t   missileParticleSystem; +  qhandle_t   missileTrailSystem; +  qboolean    missileRotates; +  qboolean    missileAnimates; +  int         missileAnimStartFrame; +  int         missileAnimNumFrames; +  int         missileAnimFrameRate; +  int         missileAnimLooping; + +  sfxHandle_t firingSound; + +  qhandle_t   muzzleParticleSystem; + +  qboolean    alwaysImpact; +  qhandle_t   impactParticleSystem; +  qhandle_t   impactMark; +  qhandle_t   impactMarkSize; +  sfxHandle_t impactSound[ 4 ]; //random impact sound +  sfxHandle_t impactFleshSound[ 4 ]; //random impact sound +} weaponInfoMode_t; + +// each WP_* weapon enum has an associated weaponInfo_t +// that contains media references necessary to present the +// weapon and its effects +typedef struct weaponInfo_s +{ +  qboolean          registered; +  char              *humanName; + +  qhandle_t         handsModel;       // the hands don't actually draw, they just position the weapon +  qhandle_t         weaponModel; +  qhandle_t         barrelModel; +  qhandle_t         flashModel; + +  qhandle_t         weaponModel3rdPerson; +  qhandle_t         barrelModel3rdPerson; +  qhandle_t         flashModel3rdPerson; + +  animation_t       animations[ MAX_WEAPON_ANIMATIONS ]; +  qboolean          noDrift; + +  vec3_t            weaponMidpoint;   // so it will rotate centered instead of by tag + +  qhandle_t         weaponIcon; +  qhandle_t         ammoIcon; + +  qhandle_t         crossHair; +  int               crossHairSize; + +  sfxHandle_t       readySound; + +  qboolean          disableIn3rdPerson; + +  weaponInfoMode_t  wim[ WPM_NUM_WEAPONMODES ]; +} weaponInfo_t; + +typedef struct upgradeInfo_s +{ +  qboolean    registered; +  char        *humanName; + +  qhandle_t   upgradeIcon; +} upgradeInfo_t; + +typedef struct +{ +  qboolean    looped; +  qboolean    enabled; + +  sfxHandle_t sound; +} sound_t; + +typedef struct +{ +  qhandle_t   models[ MAX_BUILDABLE_MODELS ]; +  animation_t animations[ MAX_BUILDABLE_ANIMATIONS ]; + +  //same number of sounds as animations +  sound_t     sounds[ MAX_BUILDABLE_ANIMATIONS ]; +} buildableInfo_t; + +#define MAX_CUBOID_TEXTURES 8 +#define MAX_CUBOID_FRAGMENTS 4 +#define MAX_CUBOID_SOUNDS 8 + +typedef struct +{ +  int          textureCount; +  qhandle_t    textures[ MAX_CUBOID_TEXTURES ]; +  float        textureThresholds[ MAX_CUBOID_TEXTURES ]; +  qboolean     useCracks; +  +  int          fragmentCount; +  qhandle_t    fragments[ MAX_CUBOID_FRAGMENTS ]; +   +  int          painSoundCount; +  sfxHandle_t  painSounds[ MAX_CUBOID_SOUNDS ]; +   +  int          destroySoundCount; +  sfxHandle_t  destroySounds[ MAX_CUBOID_SOUNDS ]; +  float        destroySoundThresholds[ MAX_CUBOID_SOUNDS ]; +   +  sfxHandle_t  idleSound; +} cuboidInfo_t; + +#define MAX_REWARDSTACK   10 +#define MAX_SOUNDBUFFER   20 + +//====================================================================== + +typedef struct +{ +  vec3_t    alienBuildablePos[ MAX_GENTITIES ]; +  int       alienBuildableTimes[ MAX_GENTITIES ]; +  int       numAlienBuildables; + +  vec3_t    humanBuildablePos[ MAX_GENTITIES ]; +  int       numHumanBuildables; + +  vec3_t    alienClientPos[ MAX_CLIENTS ]; +  int       numAlienClients; + +  vec3_t    humanClientPos[ MAX_CLIENTS ]; +  int       numHumanClients; + +  int       lastUpdateTime; +  vec3_t    origin; +  vec3_t    vangles; +} entityPos_t; + +typedef struct +{ +  int time; +  int length; +} consoleLine_t; + +#define MAX_CONSOLE_TEXT  8192 +#define MAX_CONSOLE_LINES 32 + +// all cg.stepTime, cg.duckTime, cg.landTime, etc are set to cg.time when the action +// occurs, and they will have visible effects for #define STEP_TIME or whatever msec after + +#define MAX_PREDICTED_EVENTS  16 + +#define NUM_SAVED_STATES ( CMD_BACKUP + 2 ) + +// After this many msec the crosshair name fades out completely +#define CROSSHAIR_CLIENT_TIMEOUT 1000 + +typedef struct +{ +  int           clientFrame;                        // incremented each frame + +  int           clientNum; + +  qboolean      demoPlayback; +  qboolean      levelShot;                          // taking a level menu screenshot +  int           deferredPlayerLoading; +  qboolean      loading;                            // don't defer players at initial startup +  qboolean      intermissionStarted;                // don't play voice rewards, because game will end shortly + +  // there are only one or two snapshot_t that are relevent at a time +  int           latestSnapshotNum;                  // the number of snapshots the client system has received +  int           latestSnapshotTime;                 // the time from latestSnapshotNum, so we don't need to read the snapshot yet + +  snapshot_t    *snap;                              // cg.snap->serverTime <= cg.time +  snapshot_t    *nextSnap;                          // cg.nextSnap->serverTime > cg.time, or NULL +  snapshot_t    activeSnapshots[ 2 ]; + +  float         frameInterpolation;                 // (float)( cg.time - cg.frame->serverTime ) / +                                                    // (cg.nextFrame->serverTime - cg.frame->serverTime) + +  qboolean      thisFrameTeleport; +  qboolean      nextFrameTeleport; + +  int           frametime;                          // cg.time - cg.oldTime + +  int           time;                               // this is the time value that the client +                                                    // is rendering at. +  int           oldTime;                            // time at last frame, used for missile trails and prediction checking + +  int           physicsTime;                        // either cg.snap->time or cg.nextSnap->time +   +  int           splashTime;                         // cg.time when loading ended + +  int           timelimitWarnings;                  // 5 min, 1 min, overtime +  int           fraglimitWarnings; + +  qboolean      mapRestart;                         // set on a map restart to set back the weapon + +  qboolean      renderingThirdPerson;               // during deaths, chasecams, etc + +  // prediction state +  qboolean      hyperspace;                         // true if prediction has hit a trigger_teleport +  playerState_t predictedPlayerState; +  pmoveExt_t    pmext; +  centity_t     predictedPlayerEntity; +  qboolean      validPPS;                           // clear until the first call to CG_PredictPlayerState +  int           predictedErrorTime; +  vec3_t        predictedError; + +  int           eventSequence; +  int           predictableEvents[MAX_PREDICTED_EVENTS]; + +  float         stepChange;                         // for stair up smoothing +  int           stepTime; + +  float         duckChange;                         // for duck viewheight smoothing +  int           duckTime; + +  float         landChange;                         // for landing hard +  int           landTime; + +  // input state sent to server +  int           weaponSelect; + +  // auto rotating items +  vec3_t        autoAngles; +  vec3_t        autoAxis[ 3 ]; +  vec3_t        autoAnglesFast; +  vec3_t        autoAxisFast[ 3 ]; + +  // view rendering +  refdef_t      refdef; +  vec3_t        refdefViewAngles;                   // will be converted to refdef.viewaxis + +  // zoom key +  qboolean      zoomed; +  int           zoomTime; +  float         zoomSensitivity; + +  // information screen text during loading +  char          infoScreenText[ MAX_STRING_CHARS ]; + +  // scoreboard +  int           scoresRequestTime; +  int           numScores; +  int           selectedScore; +  int           teamScores[ 2 ]; +  score_t       scores[MAX_CLIENTS]; +  qboolean      showScores; +  qboolean      scoreBoardShowing; +  int           scoreFadeTime; +  char          killerName[ MAX_NAME_LENGTH ]; +  char          spectatorList[ MAX_STRING_CHARS ];  // list of names +  int           spectatorTime;                      // next time to offset +  float         spectatorOffset;                    // current offset from start + +  // centerprinting +  int           centerPrintTime; +  int           centerPrintCharWidth; +  int           centerPrintY; +  char          centerPrint[ MAX_STRING_CHARS ]; +  int           centerPrintLines; + +  // low ammo warning state +  int           lowAmmoWarning;   // 1 = low, 2 = empty + +  // kill timers for carnage reward +  int           lastKillTime; + +  // crosshair client ID +  int           crosshairBuildable; +  int           crosshairClientNum; +  int           crosshairClientTime; + +  // powerup active flashing +  int           powerupActive; +  int           powerupTime; + +  // attacking player +  int           attackerTime; + +  // reward medals +  int           rewardStack; +  int           rewardTime; +  int           rewardCount[ MAX_REWARDSTACK ]; +  qhandle_t     rewardShader[ MAX_REWARDSTACK ]; +  qhandle_t     rewardSound[ MAX_REWARDSTACK ]; + +  // sound buffer mainly for announcer sounds +  int           soundBufferIn; +  int           soundBufferOut; +  int           soundTime; +  qhandle_t     soundBuffer[ MAX_SOUNDBUFFER ]; + +  // for voice chat buffer +  int           voiceChatTime; +  int           voiceChatBufferIn; +  int           voiceChatBufferOut; + +  // warmup countdown +  int           warmupTime; + +  //========================== + +  int           itemPickup; +  int           itemPickupTime; +  int           itemPickupBlendTime;                // the pulse around the crosshair is timed seperately + +  int           weaponSelectTime; +  int           weaponAnimation; +  int           weaponAnimationTime; + +  // blend blobs +  float         damageTime; +  float         damageX, damageY, damageValue; + +  // status bar head +  float         headYaw; +  float         headEndPitch; +  float         headEndYaw; +  int           headEndTime; +  float         headStartPitch; +  float         headStartYaw; +  int           headStartTime; + +  // view movement +  float         v_dmg_time; +  float         v_dmg_pitch; +  float         v_dmg_roll; + +  qboolean      chaseFollow; + +  // temp working variables for player view +  float         bobfracsin; +  int           bobcycle; +  float         xyspeed; +  int           nextOrbitTime; + +  // development tool +  refEntity_t   testModelEntity; +  refEntity_t   testModelBarrelEntity; +  char          testModelName[MAX_QPATH]; +  char          testModelBarrelName[MAX_QPATH]; +  qboolean      testGun; + +  int           spawnTime;                          // fovwarp +  int           weapon1Time;                        // time when BUTTON_ATTACK went t->f f->t +  int           weapon2Time;                        // time when BUTTON_ATTACK2 went t->f f->t +  int           weapon3Time;                        // time when BUTTON_USE_HOLDABLE went t->f f->t +  qboolean      weapon1Firing; +  qboolean      weapon2Firing; +  qboolean      weapon3Firing; + +  int           poisonedTime; + +  vec3_t        lastNormal;                         // view smoothage +  vec3_t        lastVangles;                        // view smoothage +  smooth_t      sList[ MAXSMOOTHS ];                // WW smoothing + +  int           forwardMoveTime;                    // for struggling +  int           rightMoveTime; +  int           upMoveTime; + +  float         charModelFraction;                  // loading percentages +  float         mediaFraction; +  float         buildablesFraction; + +  int           lastBuildAttempt; +  int           lastEvolveAttempt; + +  char          consoleText[ MAX_CONSOLE_TEXT ]; +  consoleLine_t consoleLines[ MAX_CONSOLE_LINES ]; +  int           numConsoleLines; + +  particleSystem_t  *poisonCloudPS; +  particleSystem_t  *poisonCloudedPS; + +  float         painBlendValue; +  float         painBlendTarget; +  float         healBlendValue; +  int           lastHealth; +  qboolean      wasDeadLastFrame; + +  int           lastPredictedCommand; +  int           lastServerTime; +  playerState_t savedPmoveStates[ NUM_SAVED_STATES ]; +  int           stateHead, stateTail; +  int           ping; +   +  float         chargeMeterAlpha; +  float         chargeMeterValue; +  qhandle_t     lastHealthCross; +  float         healthCrossFade; +  int           nearUsableBuildable; +   +  int           nextWeaponClickTime; + +  vec3_t        cuboidSelection; +  qboolean      forbidCuboids; //if true then dont let player build a cuboid +  int           latestCBNumber; //wait for this number from server before building a cuboid +  int           lastCuboidError; //last time error sound was played +} cg_t; + + +// all of the model, shader, and sound references that are +// loaded at gamestate time are stored in cgMedia_t +// Other media that can be tied to clients, weapons, or items are +// stored in the clientInfo_t, itemInfo_t, weaponInfo_t, and powerupInfo_t +typedef struct +{ +  qhandle_t   charsetShader; +  qhandle_t   whiteShader; +  qhandle_t   outlineShader; + +  qhandle_t   level2ZapTS; + +  qhandle_t   balloonShader; +  qhandle_t   connectionShader; + +  qhandle_t   viewBloodShader; +  qhandle_t   tracerShader; +  qhandle_t   crosshairShader[ WP_NUM_WEAPONS ]; +  qhandle_t   backTileShader; + +  qhandle_t   creepShader; + +  qhandle_t   scannerShader; +  qhandle_t   scannerBlipShader; +  qhandle_t   scannerLineShader; + +  qhandle_t   teamOverlayShader; + +  qhandle_t   numberShaders[ 11 ]; + +  qhandle_t   shadowMarkShader; +  qhandle_t   wakeMarkShader; + +  // buildable shaders +  qhandle_t   greenBuildShader; +  qhandle_t   redBuildShader; +  qhandle_t   humanSpawningShader; + +  // disconnect +  qhandle_t   disconnectPS; +  qhandle_t   disconnectSound; + +  // sounds +  sfxHandle_t tracerSound; +  sfxHandle_t weaponEmptyClick; +  sfxHandle_t selectSound; +  sfxHandle_t footsteps[ FOOTSTEP_TOTAL ][ 4 ]; +  sfxHandle_t talkSound; +  sfxHandle_t alienTalkSound; +  sfxHandle_t humanTalkSound; +  sfxHandle_t landSound; +  sfxHandle_t fallSound; +  sfxHandle_t turretSpinupSound; + +  sfxHandle_t hardBounceSound1; +  sfxHandle_t hardBounceSound2; + +  sfxHandle_t voteNow; +  sfxHandle_t votePassed; +  sfxHandle_t voteFailed; + +  sfxHandle_t watrInSound; +  sfxHandle_t watrOutSound; +  sfxHandle_t watrUnSound; + +  sfxHandle_t jetpackDescendSound; +  sfxHandle_t jetpackIdleSound; +  sfxHandle_t jetpackAscendSound; +  sfxHandle_t jetpackDescendDeactivateSound; +  sfxHandle_t jetpackIdleDeactivateSound; +  sfxHandle_t jetpackAscendDeactivateSound; +  sfxHandle_t jetpackJumpSound; +  sfxHandle_t jetpackLowFuelSound; +  sfxHandle_t jetpackNoJumpFuelSound; +  sfxHandle_t jetpackRefuelSound; + +  qhandle_t   jetPackDescendPS; +  qhandle_t   jetPackHoverPS; +  qhandle_t   jetPackAscendPS; + +  sfxHandle_t medkitUseSound; + +  sfxHandle_t alienStageTransition; +  sfxHandle_t humanStageTransition; + +  sfxHandle_t alienOvermindAttack; +  sfxHandle_t alienOvermindDying; +  sfxHandle_t alienOvermindSpawns; + +  sfxHandle_t alienBuildableExplosion; +  sfxHandle_t alienBuildableDamage; +  sfxHandle_t alienBuildablePrebuild; +  sfxHandle_t humanBuildableExplosion; +  sfxHandle_t humanBuildablePrebuild; +  sfxHandle_t humanBuildableDamage[ 4 ]; + +  sfxHandle_t alienL1Grab; +  sfxHandle_t alienL4ChargePrepare; +  sfxHandle_t alienL4ChargeStart; + +  qhandle_t   cursor; +  qhandle_t   selectCursor; +  qhandle_t   sizeCursor; + +  //light armour +  qhandle_t larmourHeadSkin; +  qhandle_t larmourMk2HeadSkin; +  qhandle_t larmourLegsSkin; +  qhandle_t larmourTorsoSkin; + +  qhandle_t jetpackModel; +  qhandle_t jetpackFlashModel; +  qhandle_t battpackModel; + +  sfxHandle_t repeaterUseSound; + +  sfxHandle_t buildableRepairSound; +  sfxHandle_t buildableRepairedSound; + +  qhandle_t   poisonCloudPS; +  qhandle_t   poisonCloudedPS; +  qhandle_t   alienEvolvePS; +  qhandle_t   alienAcidTubePS; + +  sfxHandle_t alienEvolveSound; + +  qhandle_t   humanBuildableDamagedPS; +  qhandle_t   humanBuildableDestroyedPS; +  qhandle_t   alienBuildableDamagedPS; +  qhandle_t   alienBuildableDestroyedPS; + +  qhandle_t   alienBleedPS; +  qhandle_t   humanBleedPS; +  qhandle_t   alienBuildableBleedPS; +  qhandle_t   humanBuildableBleedPS; + + +  qhandle_t   teslaZapTS; + +  sfxHandle_t lCannonWarningSound; +  sfxHandle_t lCannonWarningSound2; + +  qhandle_t   buildWeaponTimerPie[ 8 ]; +  qhandle_t   upgradeClassIconShader; +  qhandle_t   healthCross; +  qhandle_t   healthCross2X; +  qhandle_t   healthCross3X; +  qhandle_t   healthCrossMedkit; +  qhandle_t   healthCrossPoisoned; + +  qhandle_t   cuboidCracks[CUBOID_CRACK_TEXTURES-1]; +  qhandle_t   cuboidModel; +  qhandle_t   cuboidRedBuildShader; +  qhandle_t   cuboidYellowBuildShader; +  qhandle_t   cuboidGreenBuildShader; +  qhandle_t   cuboidAxis; +  qhandle_t   cuboidAlienPrebuild; +   +  sfxHandle_t cuboidErrorSound; +  sfxHandle_t cuboidResizeSoundA; +  sfxHandle_t cuboidResizeSoundB; +  sfxHandle_t cuboidRotateSound;  +  sfxHandle_t cuboidAxisChangeSound; +   +  qhandle_t   splashLogo[15]; +  qhandle_t   splashLeft; +  qhandle_t   splashRight; +   +  qhandle_t   alienHatchPS; +  sfxHandle_t alienHatchSound; +  sfxHandle_t alienFailedHatchSound; +} cgMedia_t; + +typedef struct +{ +  qhandle_t     frameShader; +  qhandle_t     overlayShader; +  qhandle_t     noPowerShader; +  qhandle_t     markedShader; +  vec4_t        healthSevereColor; +  vec4_t        healthHighColor; +  vec4_t        healthElevatedColor; +  vec4_t        healthGuardedColor; +  vec4_t        healthLowColor; +  int           frameHeight; +  int           frameWidth; +  int           healthPadding; +  int           overlayHeight; +  int           overlayWidth; +  float         verticalMargin; +  float         horizontalMargin; +  vec4_t        foreColor; +  vec4_t        backColor; +  qboolean      loaded; +} buildStat_t; + + +// The client game static (cgs) structure hold everything +// loaded or calculated from the gamestate.  It will NOT +// be cleared when a tournement restart is done, allowing +// all clients to begin playing instantly +typedef struct +{ +  gameState_t   gameState;              // gamestate from server +  glconfig_t    glconfig;               // rendering configuration +  float         screenXScale;           // derived from glconfig +  float         screenYScale; +  float         screenXBias; + +  int           serverCommandSequence;  // reliable command stream counter +  int           processedSnapshotNum;   // the number of snapshots cgame has requested + +  qboolean      localServer;            // detected on startup by checking sv_running + +  // parsed from serverinfo +  int           timelimit; +  int           maxclients; +  char          mapname[ MAX_QPATH ]; +  qboolean      markDeconstruct;        // Whether or not buildables are marked + +  int           voteTime[ NUM_TEAMS ]; +  int           voteYes[ NUM_TEAMS ]; +  int           voteNo[ NUM_TEAMS ]; +  char          voteCaller[ NUM_TEAMS ][ MAX_NAME_LENGTH ]; +  qboolean      voteModified[ NUM_TEAMS ];// beep whenever changed +  char          voteString[ NUM_TEAMS ][ MAX_STRING_TOKENS ]; + +  int           levelStartTime; + +  int           scores1, scores2;   // from configstrings + +  qboolean      newHud; + +  int           alienStage; +  int           humanStage; +  int           alienCredits; +  int           humanCredits; +  int           alienNextStageThreshold; +  int           humanNextStageThreshold; + +  // +  // locally derived information from gamestate +  // +  qhandle_t     gameModels[ MAX_MODELS ]; +  qhandle_t     gameShaders[ MAX_GAME_SHADERS ]; +  qhandle_t     gameParticleSystems[ MAX_GAME_PARTICLE_SYSTEMS ]; +  sfxHandle_t   gameSounds[ MAX_SOUNDS ]; + +  int           numInlineModels; +  qhandle_t     inlineDrawModel[ MAX_MODELS ]; +  vec3_t        inlineModelMidpoints[ MAX_MODELS ]; + +  clientInfo_t  clientinfo[ MAX_CLIENTS ]; + +  int teaminfoReceievedTime; + +  // corpse info +  clientInfo_t  corpseinfo[ MAX_CLIENTS ]; + +  int           cursorX; +  int           cursorY; +  qboolean      eventHandling; +  qboolean      mouseCaptured; +  qboolean      sizingHud; +  void          *capturedItem; +  qhandle_t     activeCursor; + +  buildStat_t   alienBuildStat; +  buildStat_t   humanBuildStat; + +  // media +  cgMedia_t           media; + +  voice_t       *voices; +  clientList_t  ignoreList; +} cgs_t; + +typedef struct +{ +  char *cmd; +  void ( *function )( void ); +} consoleCommand_t; + +//============================================================================== + +extern  cgs_t     cgs; +extern  cg_t      cg; +extern  centity_t cg_entities[ MAX_GENTITIES ]; +extern  displayContextDef_t  cgDC; + +extern  weaponInfo_t    cg_weapons[ 32 ]; +extern  upgradeInfo_t   cg_upgrades[ 32 ]; + +extern  buildableInfo_t cg_buildables[ CUBOID_FIRST ]; +extern  cuboidInfo_t    cg_cuboids[ CUBOID_TYPES ]; + +extern  markPoly_t      cg_markPolys[ MAX_MARK_POLYS ]; + +extern  vmCvar_t    cg_teslaTrailTime; +extern  vmCvar_t    cg_centertime; +extern  vmCvar_t    cg_runpitch; +extern  vmCvar_t    cg_runroll; +extern  vmCvar_t    cg_swingSpeed; +extern  vmCvar_t    cg_shadows; +extern  vmCvar_t    cg_drawTimer; +extern  vmCvar_t    cg_drawClock; +extern  vmCvar_t    cg_drawFPS; +extern  vmCvar_t    cg_drawDemoState; +extern  vmCvar_t    cg_drawSnapshot; +extern  vmCvar_t    cg_drawChargeBar; +extern  vmCvar_t    cg_drawCrosshair; +extern  vmCvar_t    cg_drawCrosshairNames; +extern  vmCvar_t    cg_crosshairSize; +extern  vmCvar_t    cg_drawTeamOverlay; +extern  vmCvar_t    cg_teamOverlaySortMode; +extern  vmCvar_t    cg_teamOverlayMaxPlayers; +extern  vmCvar_t    cg_teamOverlayUserinfo; +extern  vmCvar_t    cg_draw2D; +extern  vmCvar_t    cg_animSpeed; +extern  vmCvar_t    cg_debugAnim; +extern  vmCvar_t    cg_debugPosition; +extern  vmCvar_t    cg_debugEvents; +extern  vmCvar_t    cg_errorDecay; +extern  vmCvar_t    cg_nopredict; +extern  vmCvar_t    cg_debugMove; +extern  vmCvar_t    cg_noPlayerAnims; +extern  vmCvar_t    cg_showmiss; +extern  vmCvar_t    cg_footsteps; +extern  vmCvar_t    cg_addMarks; +extern  vmCvar_t    cg_viewsize; +extern  vmCvar_t    cg_drawGun; +extern  vmCvar_t    cg_gun_frame; +extern  vmCvar_t    cg_gun_x; +extern  vmCvar_t    cg_gun_y; +extern  vmCvar_t    cg_gun_z; +extern  vmCvar_t    cg_tracerChance; +extern  vmCvar_t    cg_tracerWidth; +extern  vmCvar_t    cg_tracerLength; +extern  vmCvar_t    cg_thirdPerson; +extern  vmCvar_t    cg_thirdPersonAngle; +extern  vmCvar_t    cg_thirdPersonShoulderViewMode; +extern  vmCvar_t    cg_staticDeathCam; +extern  vmCvar_t    cg_thirdPersonPitchFollow; +extern  vmCvar_t    cg_thirdPersonRange; +extern  vmCvar_t    cg_stereoSeparation; +extern  vmCvar_t    cg_lagometer; +extern  vmCvar_t    cg_drawSpeed; +extern  vmCvar_t    cg_synchronousClients; +extern  vmCvar_t    cg_stats; +extern  vmCvar_t    cg_paused; +extern  vmCvar_t    cg_blood; +extern  vmCvar_t    cg_teamOverlayUserinfo; +extern  vmCvar_t    cg_teamChatsOnly; +extern  vmCvar_t    cg_noVoiceChats; +extern  vmCvar_t    cg_noVoiceText; +extern  vmCvar_t    cg_hudFiles; +extern  vmCvar_t    cg_smoothClients; +extern  vmCvar_t    pmove_fixed; +extern  vmCvar_t    pmove_msec; +extern  vmCvar_t    cg_cameraMode; +extern  vmCvar_t    cg_timescaleFadeEnd; +extern  vmCvar_t    cg_timescaleFadeSpeed; +extern  vmCvar_t    cg_timescale; +extern  vmCvar_t    cg_noTaunt; +extern  vmCvar_t    cg_drawSurfNormal; +extern  vmCvar_t    cg_drawBBOX; +extern  vmCvar_t    cg_wwSmoothTime; +extern  vmCvar_t    cg_disableBlueprintErrors; +extern  vmCvar_t    cg_depthSortParticles; +extern  vmCvar_t    cg_bounceParticles; +extern  vmCvar_t    cg_consoleLatency; +extern  vmCvar_t    cg_lightFlare; +extern  vmCvar_t    cg_debugParticles; +extern  vmCvar_t    cg_debugTrails; +extern  vmCvar_t    cg_debugPVS; +extern  vmCvar_t    cg_disableWarningDialogs; +extern  vmCvar_t    cg_disableUpgradeDialogs; +extern  vmCvar_t    cg_disableBuildDialogs; +extern  vmCvar_t    cg_disableCommandDialogs; +extern  vmCvar_t    cg_disableScannerPlane; +extern  vmCvar_t    cg_tutorial; + +extern  vmCvar_t    cg_modTutorial; +extern  vmCvar_t    cg_modTutorialReference; +extern  vmCvar_t    cg_lastModVersion; + +extern  vmCvar_t    cg_painBlendUpRate; +extern  vmCvar_t    cg_painBlendDownRate; +extern  vmCvar_t    cg_painBlendMax; +extern  vmCvar_t    cg_painBlendScale; +extern  vmCvar_t    cg_painBlendZoom; + +extern  vmCvar_t    cg_stickySpec; +extern  vmCvar_t    cg_sprintToggle; +extern  vmCvar_t    cg_unlagged; + +extern  vmCvar_t    cg_debugVoices; + +extern  vmCvar_t    ui_currentClass; +extern  vmCvar_t    ui_carriage; +extern  vmCvar_t    ui_stages; +extern  vmCvar_t    ui_dialog; +extern  vmCvar_t    ui_voteActive; +extern  vmCvar_t    ui_alienTeamVoteActive; +extern  vmCvar_t    ui_humanTeamVoteActive; + +extern  vmCvar_t    cg_debugRandom; + +extern  vmCvar_t    cg_optimizePrediction; +extern  vmCvar_t    cg_projectileNudge; + +extern  vmCvar_t    cg_voice; + +extern  vmCvar_t    cg_emoticons; + +extern  vmCvar_t    cg_chatTeamPrefix; + +extern  vmCvar_t    cg_cuboidResizeAxis; +extern  vmCvar_t    cg_cuboidPSQuality; +extern  vmCvar_t    cg_cuboidInfoX; +extern  vmCvar_t    cg_cuboidInfoY; + +extern  vmCvar_t    cg_fuelInfoX; +extern  vmCvar_t    cg_fuelInfoY; +extern  vmCvar_t    cg_fuelInfoScale; + +// +// cg_main.c +// +const char  *CG_ConfigString( int index ); +const char  *CG_Argv( int arg ); + +void QDECL  CG_Printf( const char *msg, ... ); +void QDECL  CG_Error( const char *msg, ... ); + +void        CG_StartMusic( void ); +int         CG_PlayerCount( void ); + +void        CG_UpdateCvars( void ); + +int         CG_CrosshairPlayer( void ); +int         CG_LastAttacker( void ); +void        CG_LoadMenus( const char *menuFile ); +void        CG_KeyEvent( int key, qboolean down ); +void        CG_MouseEvent( int x, int y ); +void        CG_EventHandling( int type ); +void        CG_SetScoreSelection( void *menu ); +qboolean    CG_ClientIsReady( int clientNum ); +void        CG_BuildSpectatorString( void ); + +qboolean    CG_FileExists( char *filename ); +void        CG_RemoveNotifyLine( void ); +void        CG_AddNotifyText( void ); + + +// +// cg_view.c +// +void        CG_addSmoothOp( vec3_t rotAxis, float rotAngle, float timeMod ); +void        CG_TestModel_f( void ); +void        CG_TestGun_f( void ); +void        CG_TestModelNextFrame_f( void ); +void        CG_TestModelPrevFrame_f( void ); +void        CG_TestModelNextSkin_f( void ); +void        CG_TestModelPrevSkin_f( void ); +void        CG_AddBufferedSound( sfxHandle_t sfx ); +void        CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ); +void        CG_OffsetFirstPersonView( void ); +void        CG_OffsetThirdPersonView( void ); +void        CG_OffsetShoulderView( void ); + + +// +// cg_drawtools.c +// +void        CG_DrawPlane( vec3_t origin, vec3_t down, vec3_t right, qhandle_t shader ); +void        CG_AdjustFrom640( float *x, float *y, float *w, float *h ); +void        CG_FillRect( float x, float y, float width, float height, const float *color ); +void        CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader ); +void        CG_DrawFadePic( float x, float y, float width, float height, vec4_t fcolor, +                            vec4_t tcolor, float amount, qhandle_t hShader ); +void        CG_SetClipRegion( float x, float y, float w, float h ); +void        CG_ClearClipRegion( void ); + +int         CG_DrawStrlen( const char *str ); + +float       *CG_FadeColor( int startMsec, int totalMsec ); +void        CG_TileClear( void ); +void        CG_ColorForHealth( vec4_t hcolor ); +void        CG_DrawRect( float x, float y, float width, float height, float size, const float *color ); +void        CG_DrawSides(float x, float y, float w, float h, float size); +void        CG_DrawTopBottom(float x, float y, float w, float h, float size); +qboolean    CG_WorldToScreen( vec3_t point, float *x, float *y ); +char        *CG_KeyBinding( const char *bind ); +char        CG_GetColorCharForHealth( int clientnum ); + +// +// cg_draw.c +// + +void        CG_AddLagometerFrameInfo( void ); +void        CG_AddLagometerSnapshotInfo( snapshot_t *snap ); +void        CG_AddSpeed( void ); +void        CG_CenterPrint( const char *str, int y, int charWidth ); +void        CG_DrawActive( stereoFrame_t stereoView ); +void        CG_OwnerDraw( float x, float y, float w, float h, float text_x, +                          float text_y, int ownerDraw, int ownerDrawFlags, +                          int align, int textalign, int textvalign, +                          float borderSize, float scale, vec4_t foreColor, +                          vec4_t backColor, qhandle_t shader, int textStyle ); +float       CG_GetValue(int ownerDraw); +void        CG_RunMenuScript(char **args); +void        CG_SetPrintString( int type, const char *p ); +void        CG_GetTeamColor( vec4_t *color ); +const char  *CG_GetKillerText( void ); +void        CG_Text_PaintChar( float x, float y, float width, float height, float scale, +                               float s, float t, float s2, float t2, qhandle_t hShader ); +void        CG_DrawLoadingScreen( void ); +void        CG_UpdateMediaFraction( float newFract ); +void        CG_ResetPainBlend( void ); +void        CG_DrawField( float x, float y, int width, float cw, float ch, int value ); + +// +// cg_players.c +// +void        CG_Player( centity_t *cent ); +void        CG_Corpse( centity_t *cent ); +void        CG_ResetPlayerEntity( centity_t *cent ); +void        CG_NewClientInfo( int clientNum ); +void        CG_PrecacheClientInfo( class_t class, char *model, char *skin ); +sfxHandle_t CG_CustomSound( int clientNum, const char *soundName ); +void        CG_PlayerDisconnect( vec3_t org ); +void        CG_Bleed( vec3_t origin, vec3_t normal, int entityNum ); +centity_t   *CG_GetPlayerLocation( void ); + +// +// cg_buildable.c +// +void        CG_GhostBuildable( buildable_t buildable, vec3_t cuboidSize ); +void        CG_Buildable( centity_t *cent ); +void        CG_BuildableStatusParse( const char *filename, buildStat_t *bs ); +void        CG_DrawBuildableStatus( void ); +void        CG_InitBuildables( void ); +void        CG_HumanBuildableExplosion( vec3_t origin, vec3_t dir ); +void        CG_AlienBuildableExplosion( vec3_t origin, vec3_t dir ); +void        CG_CuboidAxis_f(void); +void        CG_CuboidRotate_f(void); +void        CG_Cuboid_Send(void); +void        CG_Cuboid_Response(void); +void        CG_CuboidResize( qboolean enlarge ); +void        CG_CuboidExplosion(buildable_t buildable, vec3_t origin, vec3_t cuboid); +void        CG_DrawCuboidParticles(void); +void        CG_CuboidAttack_f(void); + +// +// cg_animation.c +// +void        CG_RunLerpFrame( lerpFrame_t *lf, float scale ); + +// +// cg_animmapobj.c +// +void        CG_AnimMapObj( centity_t *cent ); +void        CG_ModelDoor( centity_t *cent ); + +// +// cg_predict.c +// + +#define MAGIC_TRACE_HACK -2 + +void        CG_BuildSolidList( void ); +int         CG_PointContents( const vec3_t point, int passEntityNum ); +void        CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, +                const vec3_t end, int skipNumber, int mask ); +void        CG_CapTrace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, +                const vec3_t end, int skipNumber, int mask ); +void        CG_BiSphereTrace( trace_t *result, const vec3_t start, const vec3_t end, +                const float startRadius, const float endRadius, int skipNumber, int mask ); +void        CG_PredictPlayerState( void ); + + +// +// cg_events.c +// +void        CG_CheckEvents( centity_t *cent ); +void        CG_EntityEvent( centity_t *cent, vec3_t position ); +void        CG_PainEvent( centity_t *cent, int health ); + + +// +// cg_ents.c +// +void        CG_DrawBoundingBox( vec3_t origin, vec3_t mins, vec3_t maxs ); +void        CG_SetEntitySoundPosition( centity_t *cent ); +void        CG_AddPacketEntities( void ); +void        CG_Beam( centity_t *cent ); +void        CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out ); + +void        CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent, +                                    qhandle_t parentModel, char *tagName ); +void        CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent, +                                           qhandle_t parentModel, char *tagName ); + + +// +// cg_weapons.c +// +void        CG_NextWeapon_f( void ); +void        CG_PrevWeapon_f( void ); +void        CG_Weapon_f( void ); + +void        CG_InitUpgrades( void ); +void        CG_RegisterUpgrade( int upgradeNum ); +void        CG_InitWeapons( void ); +void        CG_RegisterWeapon( int weaponNum ); + +void        CG_FireWeapon( centity_t *cent, weaponMode_t weaponMode ); +void        CG_MissileHitWall( weapon_t weapon, weaponMode_t weaponMode, int clientNum, +                               vec3_t origin, vec3_t dir, impactSound_t soundType, int charge ); +void        CG_MissileHitEntity( weapon_t weaponNum, weaponMode_t weaponMode, +                                 vec3_t origin, vec3_t dir, int entityNum, int charge ); +void        CG_Bullet( vec3_t origin, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum ); +void        CG_ShotgunFire( entityState_t *es ); + +void        CG_AddViewWeapon (playerState_t *ps); +void        CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent ); +void        CG_DrawItemSelect( rectDef_t *rect, vec4_t color ); +void        CG_DrawItemSelectText( rectDef_t *rect, float scale, int textStyle ); + + +// +// cg_scanner.c +// +void        CG_UpdateEntityPositions( void ); +void        CG_Scanner( rectDef_t *rect, qhandle_t shader, vec4_t color ); +void        CG_AlienSense( rectDef_t *rect ); + +// +// cg_marks.c +// +void        CG_InitMarkPolys( void ); +void        CG_AddMarks( void ); +void        CG_ImpactMark( qhandle_t markShader, +                           const vec3_t origin, const vec3_t dir, +                           float orientation, +                           float r, float g, float b, float a, +                           qboolean alphaFade, +                           float radius, qboolean temporary ); + +// +// cg_snapshot.c +// +void          CG_ProcessSnapshots( void ); + +// +// cg_consolecmds.c +// +qboolean      CG_ConsoleCommand( void ); +void          CG_InitConsoleCommands( void ); +qboolean      CG_RequestScores( void ); +// +// cg_servercmds.c +// +void          CG_ExecuteNewServerCommands( int latestSequence ); +void          CG_ParseServerinfo( void ); +void          CG_SetConfigValues( void ); +void          CG_ShaderStateChanged(void); + +// +// cg_playerstate.c +// +void          CG_Respawn( void ); +void          CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops ); +void          CG_CheckChangedPredictableEvents( playerState_t *ps ); + +// +// cg_attachment.c +// +qboolean    CG_AttachmentPoint( attachment_t *a, vec3_t v ); +qboolean    CG_AttachmentDir( attachment_t *a, vec3_t v ); +qboolean    CG_AttachmentAxis( attachment_t *a, vec3_t axis[ 3 ] ); +qboolean    CG_AttachmentVelocity( attachment_t *a, vec3_t v ); +int         CG_AttachmentCentNum( attachment_t *a ); + +qboolean    CG_Attached( attachment_t *a ); + +void        CG_AttachToPoint( attachment_t *a ); +void        CG_AttachToCent( attachment_t *a ); +void        CG_AttachToTag( attachment_t *a ); +void        CG_AttachToParticle( attachment_t *a ); +void        CG_SetAttachmentPoint( attachment_t *a, vec3_t v ); +void        CG_SetAttachmentCent( attachment_t *a, centity_t *cent ); +void        CG_SetAttachmentTag( attachment_t *a, refEntity_t parent, +                qhandle_t model, char *tagName ); +void        CG_SetAttachmentParticle( attachment_t *a, particle_t *p ); + +void        CG_SetAttachmentOffset( attachment_t *a, vec3_t v ); + +// +// cg_particles.c +// +void                CG_LoadParticleSystems( void ); +qhandle_t           CG_RegisterParticleSystem( char *name ); + +particleSystem_t    *CG_SpawnNewParticleSystem( qhandle_t psHandle ); +void                CG_DestroyParticleSystem( particleSystem_t **ps ); + +qboolean            CG_IsParticleSystemInfinite( particleSystem_t *ps ); +qboolean            CG_IsParticleSystemValid( particleSystem_t **ps ); + +void                CG_SetParticleSystemNormal( particleSystem_t *ps, vec3_t normal ); + +void                CG_AddParticles( void ); + +void                CG_ParticleSystemEntity( centity_t *cent ); + +void                CG_TestPS_f( void ); +void                CG_DestroyTestPS_f( void ); + +// +// cg_trails.c +// +void                CG_LoadTrailSystems( void ); +qhandle_t           CG_RegisterTrailSystem( char *name ); + +trailSystem_t       *CG_SpawnNewTrailSystem( qhandle_t psHandle ); +void                CG_DestroyTrailSystem( trailSystem_t **ts ); + +qboolean            CG_IsTrailSystemValid( trailSystem_t **ts ); + +void                CG_AddTrails( void ); + +void                CG_TestTS_f( void ); +void                CG_DestroyTestTS_f( void ); + +// +// cg_ptr.c +// +int   CG_ReadPTRCode( void ); +void  CG_WritePTRCode( int code ); + +// +// cg_tutorial.c +// +const char *CG_TutorialText( void ); + +// +//=============================================== + +// +// system traps +// These functions are how the cgame communicates with the main game system +// + + +// print message on the local console +void          trap_Print( const char *fmt ); + +// abort the game +void          trap_Error( const char *fmt ); + +// milliseconds should only be used for performance tuning, never +// for anything game related.  Get time from the CG_DrawActiveFrame parameter +int           trap_Milliseconds( void ); + +// console variable interaction +void          trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags ); +void          trap_Cvar_Update( vmCvar_t *vmCvar ); +void          trap_Cvar_Set( const char *var_name, const char *value ); +void          trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize ); + +// ServerCommand and ConsoleCommand parameter access +int           trap_Argc( void ); +void          trap_Argv( int n, char *buffer, int bufferLength ); +void          trap_Args( char *buffer, int bufferLength ); +void          trap_LiteralArgs( char *buffer, int bufferLength ); + +// filesystem access +// returns length of file +int           trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ); +void          trap_FS_Read( void *buffer, int len, fileHandle_t f ); +void          trap_FS_Write( const void *buffer, int len, fileHandle_t f ); +void          trap_FS_FCloseFile( fileHandle_t f ); +void          trap_FS_Seek( fileHandle_t f, long offset, fsOrigin_t origin ); // fsOrigin_t +int           trap_FS_GetFileList( const char *path, const char *extension, +                                   char *listbuf, int bufsize ); + +// add commands to the local console as if they were typed in +// for map changing, etc.  The command is not executed immediately, +// but will be executed in order the next time console commands +// are processed +void          trap_SendConsoleCommand( const char *text ); + +// register a command name so the console can perform command completion. +// FIXME: replace this with a normal console command "defineCommand"? +void          trap_AddCommand( const char *cmdName ); + +// send a string to the server over the network +void          trap_SendClientCommand( const char *s ); + +// force a screen update, only used during gamestate load +void          trap_UpdateScreen( void ); + +// model collision +void          trap_CM_LoadMap( const char *mapname ); +int           trap_CM_NumInlineModels( void ); +clipHandle_t  trap_CM_InlineModel( int index );    // 0 = world, 1+ = bmodels +clipHandle_t  trap_CM_TempBoxModel( const vec3_t mins, const vec3_t maxs ); +int           trap_CM_PointContents( const vec3_t p, clipHandle_t model ); +int           trap_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles ); +void          trap_CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end, +                                const vec3_t mins, const vec3_t maxs, +                                clipHandle_t model, int brushmask ); +void          trap_CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end, +                                           const vec3_t mins, const vec3_t maxs, +                                           clipHandle_t model, int brushmask, +                                           const vec3_t origin, const vec3_t angles ); +void          trap_CM_CapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end, +                const vec3_t mins, const vec3_t maxs, +                clipHandle_t model, int brushmask ); +void          trap_CM_TransformedCapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end, +                const vec3_t mins, const vec3_t maxs, +                clipHandle_t model, int brushmask, +                const vec3_t origin, const vec3_t angles ); +void          trap_CM_BiSphereTrace( trace_t *results, const vec3_t start, +                const vec3_t end, float startRad, float endRad, +                clipHandle_t model, int mask ); +void          trap_CM_TransformedBiSphereTrace( trace_t *results, const vec3_t start, +                const vec3_t end, float startRad, float endRad, +                clipHandle_t model, int mask, +                const vec3_t origin ); + +// Returns the projection of a polygon onto the solid brushes in the world +int           trap_CM_MarkFragments( int numPoints, const vec3_t *points, +                                     const vec3_t projection, +                                     int maxPoints, vec3_t pointBuffer, +                                     int maxFragments, markFragment_t *fragmentBuffer ); + +// normal sounds will have their volume dynamically changed as their entity +// moves and the listener moves +void          trap_S_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx ); +void          trap_S_StopLoopingSound( int entnum ); + +// a local sound is always played full volume +void          trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum ); +void          trap_S_ClearLoopingSounds( qboolean killall ); +void          trap_S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ); +void          trap_S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ); +void          trap_S_UpdateEntityPosition( int entityNum, const vec3_t origin ); + +// respatialize recalculates the volumes of sound as they should be heard by the +// given entityNum and position +void          trap_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater ); +sfxHandle_t   trap_S_RegisterSound( const char *sample, qboolean compressed );    // returns buzz if not found +void          trap_S_StartBackgroundTrack( const char *intro, const char *loop ); // empty name stops music +void          trap_S_StopBackgroundTrack( void ); + + +void          trap_R_LoadWorldMap( const char *mapname ); + +// all media should be registered during level startup to prevent +// hitches during gameplay +qhandle_t     trap_R_RegisterModel( const char *name );     // returns rgb axis if not found +qhandle_t     trap_R_RegisterSkin( const char *name );      // returns all white if not found +qhandle_t     trap_R_RegisterShader( const char *name );      // returns all white if not found +qhandle_t     trap_R_RegisterShaderNoMip( const char *name );     // returns all white if not found + +// a scene is built up by calls to R_ClearScene and the various R_Add functions. +// Nothing is drawn until R_RenderScene is called. +void          trap_R_ClearScene( void ); +void          trap_R_AddRefEntityToScene( const refEntity_t *re ); + +// polys are intended for simple wall marks, not really for doing +// significant construction +void          trap_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts ); +void          trap_R_AddPolysToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts, int numPolys ); +qboolean      trap_R_inPVS( const vec3_t p1, const vec3_t p2 ); +void          trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ); +void          trap_R_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b ); +int           trap_R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir ); +void          trap_R_RenderScene( const refdef_t *fd ); +void          trap_R_SetColor( const float *rgba ); // NULL = 1,1,1,1 +void          trap_R_SetClipRegion( const float *region ); +void          trap_R_DrawStretchPic( float x, float y, float w, float h, +                                     float s1, float t1, float s2, float t2, qhandle_t hShader ); +void          trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs ); +int           trap_R_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame, +                              float frac, const char *tagName ); +void          trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset ); + +// The glconfig_t will not change during the life of a cgame. +// If it needs to change, the entire cgame will be restarted, because +// all the qhandle_t are then invalid. +void          trap_GetGlconfig( glconfig_t *glconfig ); + +// the gamestate should be grabbed at startup, and whenever a +// configstring changes +void          trap_GetGameState( gameState_t *gamestate ); + +// cgame will poll each frame to see if a newer snapshot has arrived +// that it is interested in.  The time is returned seperately so that +// snapshot latency can be calculated. +void          trap_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime ); + +// a snapshot get can fail if the snapshot (or the entties it holds) is so +// old that it has fallen out of the client system queue +qboolean      trap_GetSnapshot( int snapshotNumber, snapshot_t *snapshot ); + +// retrieve a text command from the server stream +// the current snapshot will hold the number of the most recent command +// qfalse can be returned if the client system handled the command +// argc() / argv() can be used to examine the parameters of the command +qboolean      trap_GetServerCommand( int serverCommandNumber ); + +// returns the most recent command number that can be passed to GetUserCmd +// this will always be at least one higher than the number in the current +// snapshot, and it may be quite a few higher if it is a fast computer on +// a lagged connection +int           trap_GetCurrentCmdNumber( void ); + +qboolean      trap_GetUserCmd( int cmdNumber, usercmd_t *ucmd ); + +// used for the weapon select and zoom +void          trap_SetUserCmdValue( int stateValue, float sensitivityScale ); + +// aids for VM testing +void          testPrintInt( char *string, int i ); +void          testPrintFloat( char *string, float f ); + +int           trap_MemoryRemaining( void ); +void          trap_R_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font); +qboolean      trap_Key_IsDown( int keynum ); +int           trap_Key_GetCatcher( void ); +void          trap_Key_SetCatcher( int catcher ); +int           trap_Key_GetKey( const char *binding ); +void          trap_Key_KeynumToStringBuf( int keynum, char *buf, int buflen ); +void          trap_Key_GetBindingBuf( int keynum, char *buf, int buflen ); +void          trap_Key_SetBinding( int keynum, const char *binding ); +void          trap_Key_SetOverstrikeMode( qboolean state ); +qboolean      trap_Key_GetOverstrikeMode( void ); + +int           trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits ); +e_status      trap_CIN_StopCinematic( int handle ); +e_status      trap_CIN_RunCinematic( int handle ); +void          trap_CIN_DrawCinematic( int handle ); +void          trap_CIN_SetExtents( int handle, int x, int y, int w, int h ); + +void          trap_SnapVector( float *v ); +int           trap_RealTime( qtime_t *tm ); + +qboolean      trap_loadCamera( const char *name ); +void          trap_startCamera( int time ); +qboolean      trap_getCameraInfo( int time, vec3_t *origin, vec3_t *angles ); + +qboolean      trap_GetEntityToken( char *buffer, int bufferSize ); + +int           trap_GetDemoState( void ); +int           trap_GetDemoPos( void ); +void          trap_GetDemoName( char *buffer, int size ); + +void          CG_Cuboid_DrawInfo(void); + +// cg_drawCrosshair settings +#define CROSSHAIR_ALWAYSOFF       0 +#define CROSSHAIR_RANGEDONLY      1 +#define CROSSHAIR_ALWAYSON        2 + +// menu types for cg_disable*Dialogs +typedef enum +{ +  DT_INTERACTIVE, // team, class, armoury +  DT_ARMOURYEVOLVE, // Insufficient funds et al +  DT_BUILD, // build errors +  DT_COMMAND, // You must be living/human/spec etc. + +} dialogType_t; + + +// mod version data +#define MODVER_CURRENT        1 +#define MODVER_C2_0_1_0       1 +#define MODVER_TITLE          "0.1.0 (Sep 06)" + + + + diff --git a/src/cgame/cg_main.c b/src/cgame/cg_main.c new file mode 100644 index 0000000..48df981 --- /dev/null +++ b/src/cgame/cg_main.c @@ -0,0 +1,1985 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2009 Darklegion Development + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA +=========================================================================== +*/ + +// cg_main.c -- initialization and primary entry point for cgame + + +#include "cg_local.h" + +#include "../ui/ui_shared.h" +// display context for new ui stuff +displayContextDef_t cgDC; + +void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ); +void CG_Shutdown( void ); +static char *CG_VoIPString( void ); + +/* +================ +vmMain + +This is the only way control passes into the module. +This must be the very first function compiled into the .q3vm file +================ +*/ +Q_EXPORT intptr_t vmMain( int command, int arg0, int arg1, int arg2, int arg3, +                                       int arg4, int arg5, int arg6, int arg7, +                                       int arg8, int arg9, int arg10, int arg11 ) +{ +  switch( command ) +  { +    case CG_INIT: +      CG_Init( arg0, arg1, arg2 ); +      return 0; + +    case CG_SHUTDOWN: +      CG_Shutdown( ); +      return 0; + +    case CG_CONSOLE_COMMAND: +      return CG_ConsoleCommand( ); + +    case CG_CONSOLE_TEXT: +      CG_AddNotifyText( ); +      return 0; + +    case CG_DRAW_ACTIVE_FRAME: +      CG_DrawActiveFrame( arg0, arg1, arg2 ); +      return 0; + +    case CG_CROSSHAIR_PLAYER: +      return CG_CrosshairPlayer( ); + +    case CG_LAST_ATTACKER: +      return CG_LastAttacker( ); + +    case CG_KEY_EVENT: +      CG_KeyEvent( arg0, arg1 ); +      return 0; + +    case CG_MOUSE_EVENT: +      // cgame doesn't care where the cursor is +      return 0; + +    case CG_EVENT_HANDLING: +      CG_EventHandling( arg0 ); +      return 0; + +    case CG_VOIP_STRING: +      return (intptr_t)CG_VoIPString( ); + +    default: +      CG_Error( "vmMain: unknown command %i", command ); +      break; +  } + +  return -1; +} + + +cg_t        cg; +cgs_t       cgs; +centity_t   cg_entities[ MAX_GENTITIES ]; + +weaponInfo_t    cg_weapons[ 32 ]; +upgradeInfo_t   cg_upgrades[ 32 ]; + +buildableInfo_t cg_buildables[ CUBOID_FIRST ]; +cuboidInfo_t    cg_cuboids[ CUBOID_TYPES ]; + +vmCvar_t  cg_teslaTrailTime; +vmCvar_t  cg_centertime; +vmCvar_t  cg_runpitch; +vmCvar_t  cg_runroll; +vmCvar_t  cg_swingSpeed; +vmCvar_t  cg_shadows; +vmCvar_t  cg_drawTimer; +vmCvar_t  cg_drawClock; +vmCvar_t  cg_drawFPS; +vmCvar_t  cg_drawDemoState; +vmCvar_t  cg_drawSnapshot; +vmCvar_t  cg_drawChargeBar; +vmCvar_t  cg_drawCrosshair; +vmCvar_t  cg_drawCrosshairNames; +vmCvar_t  cg_crosshairSize; +vmCvar_t  cg_draw2D; +vmCvar_t  cg_animSpeed; +vmCvar_t  cg_debugAnim; +vmCvar_t  cg_debugPosition; +vmCvar_t  cg_debugEvents; +vmCvar_t  cg_errorDecay; +vmCvar_t  cg_nopredict; +vmCvar_t  cg_debugMove; +vmCvar_t  cg_noPlayerAnims; +vmCvar_t  cg_showmiss; +vmCvar_t  cg_footsteps; +vmCvar_t  cg_addMarks; +vmCvar_t  cg_viewsize; +vmCvar_t  cg_drawGun; +vmCvar_t  cg_gun_frame; +vmCvar_t  cg_gun_x; +vmCvar_t  cg_gun_y; +vmCvar_t  cg_gun_z; +vmCvar_t  cg_tracerChance; +vmCvar_t  cg_tracerWidth; +vmCvar_t  cg_tracerLength; +vmCvar_t  cg_thirdPerson; +vmCvar_t  cg_thirdPersonAngle; +vmCvar_t  cg_thirdPersonShoulderViewMode; +vmCvar_t  cg_staticDeathCam; +vmCvar_t  cg_thirdPersonPitchFollow; +vmCvar_t  cg_thirdPersonRange; +vmCvar_t  cg_stereoSeparation; +vmCvar_t  cg_lagometer; +vmCvar_t  cg_drawSpeed; +vmCvar_t  cg_synchronousClients; +vmCvar_t  cg_stats; +vmCvar_t  cg_paused; +vmCvar_t  cg_blood; +vmCvar_t  cg_teamChatsOnly; +vmCvar_t  cg_drawTeamOverlay; +vmCvar_t  cg_teamOverlaySortMode; +vmCvar_t  cg_teamOverlayMaxPlayers; +vmCvar_t  cg_teamOverlayUserinfo; +vmCvar_t  cg_noPrintDuplicate; +vmCvar_t  cg_noVoiceChats; +vmCvar_t  cg_noVoiceText; +vmCvar_t  cg_hudFiles; +vmCvar_t  cg_hudFilesEnable; +vmCvar_t  cg_smoothClients; +vmCvar_t  pmove_fixed; +vmCvar_t  pmove_msec; +vmCvar_t  cg_cameraMode; +vmCvar_t  cg_timescaleFadeEnd; +vmCvar_t  cg_timescaleFadeSpeed; +vmCvar_t  cg_timescale; +vmCvar_t  cg_noTaunt; +vmCvar_t  cg_drawSurfNormal; +vmCvar_t  cg_drawBBOX; +vmCvar_t  cg_wwSmoothTime; +vmCvar_t  cg_disableBlueprintErrors; +vmCvar_t  cg_depthSortParticles; +vmCvar_t  cg_bounceParticles; +vmCvar_t  cg_consoleLatency; +vmCvar_t  cg_lightFlare; +vmCvar_t  cg_debugParticles; +vmCvar_t  cg_debugTrails; +vmCvar_t  cg_debugPVS; +vmCvar_t  cg_disableWarningDialogs; +vmCvar_t  cg_disableUpgradeDialogs; +vmCvar_t  cg_disableBuildDialogs; +vmCvar_t  cg_disableCommandDialogs; +vmCvar_t  cg_disableScannerPlane; +vmCvar_t  cg_tutorial; + +vmCvar_t  cg_modTutorial; +vmCvar_t  cg_modTutorialReference; +vmCvar_t  cg_lastModVersion; + +vmCvar_t  cg_painBlendUpRate; +vmCvar_t  cg_painBlendDownRate; +vmCvar_t  cg_painBlendMax; +vmCvar_t  cg_painBlendScale; +vmCvar_t  cg_painBlendZoom; + +vmCvar_t  cg_stickySpec; +vmCvar_t  cg_sprintToggle; +vmCvar_t  cg_unlagged; + +vmCvar_t  cg_debugVoices; + +vmCvar_t  ui_currentClass; +vmCvar_t  ui_carriage; +vmCvar_t  ui_stages; +vmCvar_t  ui_dialog; +vmCvar_t  ui_voteActive; +vmCvar_t  ui_alienTeamVoteActive; +vmCvar_t  ui_humanTeamVoteActive; + +vmCvar_t  cg_debugRandom; + +vmCvar_t  cg_optimizePrediction; +vmCvar_t  cg_projectileNudge; + +vmCvar_t  cg_voice; + +vmCvar_t  cg_emoticons; + +vmCvar_t  cg_chatTeamPrefix; + +vmCvar_t  cg_cuboidResizeAxis; +vmCvar_t  cg_cuboidPSQuality; +vmCvar_t  cg_cuboidInfoX; +vmCvar_t  cg_cuboidInfoY; + +vmCvar_t  cg_fuelInfoX; +vmCvar_t  cg_fuelInfoY; +vmCvar_t  cg_fuelInfoScale; + +typedef struct +{ +  vmCvar_t  *vmCvar; +  char      *cvarName; +  char      *defaultString; +  int       cvarFlags; +} cvarTable_t; + +static cvarTable_t cvarTable[ ] = +{ +  { &cg_drawGun, "cg_drawGun", "1", CVAR_ARCHIVE }, +  { &cg_viewsize, "cg_viewsize", "100", CVAR_ARCHIVE }, +  { &cg_stereoSeparation, "cg_stereoSeparation", "0.4", CVAR_ARCHIVE  }, +  { &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE  }, +  { &cg_draw2D, "cg_draw2D", "1", CVAR_ARCHIVE  }, +  { &cg_drawTimer, "cg_drawTimer", "1", CVAR_ARCHIVE  }, +  { &cg_drawClock, "cg_drawClock", "0", CVAR_ARCHIVE  }, +  { &cg_drawFPS, "cg_drawFPS", "1", CVAR_ARCHIVE  }, +  { &cg_drawDemoState, "cg_drawDemoState", "1", CVAR_ARCHIVE  }, +  { &cg_drawSnapshot, "cg_drawSnapshot", "0", CVAR_ARCHIVE  }, +  { &cg_drawChargeBar, "cg_drawChargeBar", "1", CVAR_ARCHIVE  }, +  { &cg_drawCrosshair, "cg_drawCrosshair", "2", CVAR_ARCHIVE }, +  { &cg_drawCrosshairNames, "cg_drawCrosshairNames", "1", CVAR_ARCHIVE }, +  { &cg_crosshairSize, "cg_crosshairSize", "1", CVAR_ARCHIVE }, +  { &cg_addMarks, "cg_marks", "1", CVAR_ARCHIVE }, +  { &cg_lagometer, "cg_lagometer", "0", CVAR_ARCHIVE }, +  { &cg_drawSpeed, "cg_drawSpeed", "0", CVAR_ARCHIVE }, +  { &cg_teslaTrailTime, "cg_teslaTrailTime", "250", CVAR_ARCHIVE  }, +  { &cg_gun_x, "cg_gunX", "0", CVAR_CHEAT }, +  { &cg_gun_y, "cg_gunY", "0", CVAR_CHEAT }, +  { &cg_gun_z, "cg_gunZ", "0", CVAR_CHEAT }, +  { &cg_centertime, "cg_centertime", "3", CVAR_CHEAT }, +  { &cg_runpitch, "cg_runpitch", "0.002", CVAR_ARCHIVE}, +  { &cg_runroll, "cg_runroll", "0.005", CVAR_ARCHIVE }, +  { &cg_swingSpeed, "cg_swingSpeed", "0.3", CVAR_CHEAT }, +  { &cg_animSpeed, "cg_animspeed", "1", CVAR_CHEAT }, +  { &cg_debugAnim, "cg_debuganim", "0", CVAR_CHEAT }, +  { &cg_debugPosition, "cg_debugposition", "0", CVAR_CHEAT }, +  { &cg_debugEvents, "cg_debugevents", "0", CVAR_CHEAT }, +  { &cg_errorDecay, "cg_errordecay", "100", 0 }, +  { &cg_nopredict, "cg_nopredict", "0", 0 }, +  { &cg_debugMove, "cg_debugMove", "0", 0 }, +  { &cg_noPlayerAnims, "cg_noplayeranims", "0", CVAR_CHEAT }, +  { &cg_showmiss, "cg_showmiss", "0", 0 }, +  { &cg_footsteps, "cg_footsteps", "1", CVAR_CHEAT }, +  { &cg_tracerChance, "cg_tracerchance", "0.4", CVAR_CHEAT }, +  { &cg_tracerWidth, "cg_tracerwidth", "1", CVAR_CHEAT }, +  { &cg_tracerLength, "cg_tracerlength", "100", CVAR_CHEAT }, +  { &cg_thirdPersonRange, "cg_thirdPersonRange", "75", CVAR_ARCHIVE }, +  { &cg_thirdPerson, "cg_thirdPerson", "0", CVAR_CHEAT }, +  { &cg_thirdPersonAngle, "cg_thirdPersonAngle", "0", CVAR_CHEAT }, +  { &cg_thirdPersonPitchFollow, "cg_thirdPersonPitchFollow", "0", 0 }, +  { &cg_thirdPersonShoulderViewMode, "cg_thirdPersonShoulderViewMode", "1", CVAR_ARCHIVE }, +  { &cg_staticDeathCam, "cg_staticDeathCam", "0", CVAR_ARCHIVE }, +  { &cg_stats, "cg_stats", "0", 0 }, +  { &cg_drawTeamOverlay, "cg_drawTeamOverlay", "1", CVAR_ARCHIVE }, +  { &cg_teamOverlaySortMode, "cg_teamOverlaySortMode", "1", CVAR_ARCHIVE }, +  { &cg_teamOverlayMaxPlayers, "cg_teamOverlayMaxPlayers", "8", CVAR_ARCHIVE }, +  { &cg_teamOverlayUserinfo, "teamoverlay", "1", CVAR_ARCHIVE|CVAR_USERINFO }, +  { &cg_teamChatsOnly, "cg_teamChatsOnly", "0", CVAR_ARCHIVE }, +  { &cg_noPrintDuplicate, "cg_noPrintDuplicate", "0", CVAR_ARCHIVE }, +  { &cg_noVoiceChats, "cg_noVoiceChats", "0", CVAR_ARCHIVE }, +  { &cg_noVoiceText, "cg_noVoiceText", "0", CVAR_ARCHIVE }, +  { &cg_drawSurfNormal, "cg_drawSurfNormal", "0", CVAR_CHEAT }, +  { &cg_drawBBOX, "cg_drawBBOX", "0", CVAR_CHEAT }, +  { &cg_wwSmoothTime, "cg_wwSmoothTime", "300", CVAR_ARCHIVE }, +  { NULL, "cg_wwFollow", "1", CVAR_ARCHIVE|CVAR_USERINFO }, +  { NULL, "cg_wwToggle", "1", CVAR_ARCHIVE|CVAR_USERINFO }, +  { NULL, "cg_disableBlueprintErrors", "0", CVAR_ARCHIVE|CVAR_USERINFO }, +  { &cg_stickySpec, "cg_stickySpec", "1", CVAR_ARCHIVE|CVAR_USERINFO }, +  { &cg_sprintToggle, "cg_sprintToggle", "0", CVAR_ARCHIVE|CVAR_USERINFO }, +  { &cg_unlagged, "cg_unlagged", "1", CVAR_ARCHIVE|CVAR_USERINFO }, +  { NULL, "cg_flySpeed", "600", CVAR_ARCHIVE|CVAR_USERINFO }, +  { &cg_depthSortParticles, "cg_depthSortParticles", "1", CVAR_ARCHIVE }, +  { &cg_bounceParticles, "cg_bounceParticles", "0", CVAR_ARCHIVE }, +  { &cg_consoleLatency, "cg_consoleLatency", "3000", CVAR_ARCHIVE }, +  { &cg_lightFlare, "cg_lightFlare", "3", CVAR_ARCHIVE }, +  { &cg_debugParticles, "cg_debugParticles", "0", CVAR_CHEAT }, +  { &cg_debugTrails, "cg_debugTrails", "0", CVAR_CHEAT }, +  { &cg_debugPVS, "cg_debugPVS", "0", CVAR_CHEAT }, +  { &cg_disableWarningDialogs, "cg_disableWarningDialogs", "0", CVAR_ARCHIVE }, +  { &cg_disableUpgradeDialogs, "cg_disableUpgradeDialogs", "0", CVAR_ARCHIVE }, +  { &cg_disableBuildDialogs, "cg_disableBuildDialogs", "0", CVAR_ARCHIVE }, +  { &cg_disableCommandDialogs, "cg_disableCommandDialogs", "0", CVAR_ARCHIVE }, +  { &cg_disableScannerPlane, "cg_disableScannerPlane", "0", CVAR_ARCHIVE }, +  { &cg_tutorial, "cg_tutorial", "1", CVAR_ARCHIVE }, +  { &cg_hudFiles, "cg_hudFiles", "ui/hud.txt", CVAR_ARCHIVE}, +  { &cg_hudFilesEnable, "cg_hudFilesEnable", "0", CVAR_ARCHIVE}, +  { NULL, "cg_alienConfig", "", CVAR_ARCHIVE }, +  { NULL, "cg_humanConfig", "", CVAR_ARCHIVE }, +  { NULL, "cg_spectatorConfig", "", CVAR_ARCHIVE }, + +  { &cg_painBlendUpRate, "cg_painBlendUpRate", "10.0", 0 }, +  { &cg_painBlendDownRate, "cg_painBlendDownRate", "0.5", 0 }, +  { &cg_painBlendMax, "cg_painBlendMax", "0.7", 0 }, +  { &cg_painBlendScale, "cg_painBlendScale", "7.0", 0 }, +  { &cg_painBlendZoom, "cg_painBlendZoom", "0.65", 0 }, +   +  { &cg_debugVoices, "cg_debugVoices", "0", 0 }, + +  // communication cvars set by the cgame to be read by ui +  { &ui_currentClass, "ui_currentClass", "0", CVAR_ROM }, +  { &ui_carriage, "ui_carriage", "", CVAR_ROM }, +  { &ui_stages, "ui_stages", "0 0", CVAR_ROM }, +  { &ui_dialog, "ui_dialog", "Text not set", CVAR_ROM }, +  { &ui_voteActive, "ui_voteActive", "0", CVAR_ROM }, +  { &ui_humanTeamVoteActive, "ui_humanTeamVoteActive", "0", CVAR_ROM }, +  { &ui_alienTeamVoteActive, "ui_alienTeamVoteActive", "0", CVAR_ROM }, + +  { &cg_debugRandom, "cg_debugRandom", "0", 0 }, +   +  { &cg_optimizePrediction, "cg_optimizePrediction", "1", CVAR_ARCHIVE }, +  { &cg_projectileNudge, "cg_projectileNudge", "1", CVAR_ARCHIVE }, + +  // the following variables are created in other parts of the system, +  // but we also reference them here + +  { &cg_paused, "cl_paused", "0", CVAR_ROM }, +  { &cg_blood, "com_blood", "1", CVAR_ARCHIVE }, +  { &cg_synchronousClients, "g_synchronousClients", "0", 0 }, // communicated by systeminfo +  { &cg_timescaleFadeEnd, "cg_timescaleFadeEnd", "1", CVAR_CHEAT }, +  { &cg_timescaleFadeSpeed, "cg_timescaleFadeSpeed", "0", CVAR_CHEAT }, +  { &cg_timescale, "timescale", "1", 0}, +  { &cg_smoothClients, "cg_smoothClients", "0", CVAR_USERINFO | CVAR_ARCHIVE}, +  { &cg_cameraMode, "com_cameraMode", "0", CVAR_CHEAT}, + +  { &pmove_fixed, "pmove_fixed", "0", 0}, +  { &pmove_msec, "pmove_msec", "8", 0}, +  { &cg_noTaunt, "cg_noTaunt", "0", CVAR_ARCHIVE}, +   +  { &cg_voice, "voice", "default", CVAR_USERINFO|CVAR_ARCHIVE}, + +  { &cg_emoticons, "cg_emoticons", "1", CVAR_LATCH|CVAR_ARCHIVE}, + +  { &cg_chatTeamPrefix, "cg_chatTeamPrefix", "1", CVAR_ARCHIVE}, +   +  { &cg_cuboidResizeAxis, "cg_cuboidResizeAxis", "2", 0}, +  { &cg_cuboidPSQuality, "cg_cuboidPSQuality", "3", CVAR_ARCHIVE}, +   +  { &cg_cuboidInfoX, "cg_cuboidInfoX" ,"0", CVAR_ARCHIVE }, +  { &cg_cuboidInfoY, "cg_cuboidInfoY" ,"150", CVAR_ARCHIVE }, +   +  { &cg_modTutorial, "cg_modTutorial", "1", CVAR_ARCHIVE }, +  { &cg_modTutorialReference, "cg_modTutorialReference", "0", CVAR_ARCHIVE }, +  { &cg_lastModVersion, "cg_lastModVersion", "0", CVAR_ARCHIVE }, +   +  { &cg_fuelInfoX, "cg_fuelInfoX" ,"0", CVAR_ARCHIVE }, +  { &cg_fuelInfoY, "cg_fuelInfoY" ,"150", CVAR_ARCHIVE }, +  { &cg_fuelInfoScale, "cg_fuelInfoScale" ,"0.5", CVAR_ARCHIVE }   +}; + +static int   cvarTableSize = sizeof( cvarTable ) / sizeof( cvarTable[0] ); + +/* +================= +CG_RegisterCvars +================= +*/ +void CG_RegisterCvars( void ) +{ +  int         i; +  cvarTable_t *cv; +  char        var[ MAX_TOKEN_CHARS ]; + +  for( i = 0, cv = cvarTable; i < cvarTableSize; i++, cv++ ) +  { +    trap_Cvar_Register( cv->vmCvar, cv->cvarName, +      cv->defaultString, cv->cvarFlags ); +  } + +  // see if we are also running the server on this machine +  trap_Cvar_VariableStringBuffer( "sv_running", var, sizeof( var ) ); +  cgs.localServer = atoi( var ); +} + + +/* +=============== +CG_SetUIVars + +Set some cvars used by the UI +=============== +*/ +static void CG_SetUIVars( void ) +{ +  int   i; +  char  carriageCvar[ MAX_TOKEN_CHARS ]; + +  if( !cg.snap ) +    return; + +  *carriageCvar = 0; + +  //determine what the player is carrying +  for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) +  { +    if( BG_InventoryContainsWeapon( i, cg.snap->ps.stats ) && +        BG_Weapon( i )->purchasable ) +      strcat( carriageCvar, va( "W%d ", i ) ); +  } +  for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) +  { +    if( BG_InventoryContainsUpgrade( i, cg.snap->ps.stats ) && +        BG_Upgrade( i )->purchasable ) +      strcat( carriageCvar, va( "U%d ", i ) ); +  } +  strcat( carriageCvar, "$" ); + +  trap_Cvar_Set( "ui_carriage", carriageCvar ); + +  trap_Cvar_Set( "ui_stages", va( "%d %d", cgs.alienStage, cgs.humanStage ) ); +} + +/* +================= +CG_UpdateCvars +================= +*/ +void CG_UpdateCvars( void ) +{ +  int         i; +  cvarTable_t *cv; + +  for( i = 0, cv = cvarTable; i < cvarTableSize; i++, cv++ ) +    if( cv->vmCvar ) +      trap_Cvar_Update( cv->vmCvar ); + +  // check for modications here + +  CG_SetUIVars( ); + +} + + +int CG_CrosshairPlayer( void ) +{ +  if( cg.time > ( cg.crosshairClientTime + 1000 ) ) +    return -1; + +  return cg.crosshairClientNum; +} + + +int CG_LastAttacker( void ) +{ +  if( !cg.attackerTime ) +    return -1; + +  return cg.snap->ps.persistant[ PERS_ATTACKER ]; +} + + +/* +================= +CG_RemoveNotifyLine +================= +*/ +void CG_RemoveNotifyLine( void ) +{ +  int i, offset, totalLength; + +  if( cg.numConsoleLines == 0 ) +    return; + +  offset = cg.consoleLines[ 0 ].length; +  totalLength = strlen( cg.consoleText ) - offset; + +  //slide up consoleText +  for( i = 0; i <= totalLength; i++ ) +    cg.consoleText[ i ] = cg.consoleText[ i + offset ]; + +  //pop up the first consoleLine +  for( i = 0; i < cg.numConsoleLines; i++ ) +    cg.consoleLines[ i ] = cg.consoleLines[ i + 1 ]; + +  cg.numConsoleLines--; +} + +/* +================= +CG_AddNotifyText +================= +*/ +void CG_AddNotifyText( void ) +{ +  char buffer[ BIG_INFO_STRING ]; +  int bufferLen, textLen; + +  trap_LiteralArgs( buffer, BIG_INFO_STRING ); + +  if( !buffer[ 0 ] ) +  { +    cg.consoleText[ 0 ] = '\0'; +    cg.numConsoleLines = 0; +    return; +  } + +  bufferLen = strlen( buffer ); +  textLen = strlen( cg.consoleText ); +   +  // Ignore console messages that were just printed +  if( cg_noPrintDuplicate.integer && textLen >= bufferLen && +      !strcmp( cg.consoleText + textLen - bufferLen, buffer ) ) +    return; +       +  if( cg.numConsoleLines == MAX_CONSOLE_LINES ) +    CG_RemoveNotifyLine( ); + +  Q_strcat( cg.consoleText, MAX_CONSOLE_TEXT, buffer ); +  cg.consoleLines[ cg.numConsoleLines ].time = cg.time; +  cg.consoleLines[ cg.numConsoleLines ].length = bufferLen; +  cg.numConsoleLines++; +} + +void QDECL CG_Printf( const char *msg, ... ) +{ +  va_list argptr; +  char    text[ 1024 ]; + +  va_start( argptr, msg ); +  Q_vsnprintf( text, sizeof( text ), msg, argptr ); +  va_end( argptr ); + +  trap_Print( text ); +} + +void QDECL CG_Error( const char *msg, ... ) +{ +  va_list argptr; +  char    text[ 1024 ]; + +  va_start( argptr, msg ); +  Q_vsnprintf( text, sizeof( text ), msg, argptr ); +  va_end( argptr ); + +  trap_Error( text ); +} + +void QDECL Com_Error( int level, const char *error, ... ) +{ +  va_list argptr; +  char    text[1024]; + +  va_start( argptr, error ); +  Q_vsnprintf( text, sizeof( text ), error, argptr ); +  va_end( argptr ); + +  CG_Error( "%s", text ); +} + +void QDECL Com_Printf( const char *msg, ... ) { +  va_list   argptr; +  char    text[1024]; + +  va_start( argptr, msg ); +  Q_vsnprintf( text, sizeof( text ), msg, argptr ); +  va_end( argptr ); + +  CG_Printf ("%s", text); +} + + + +/* +================ +CG_Argv +================ +*/ +const char *CG_Argv( int arg ) +{ +  static char buffer[ MAX_STRING_CHARS ]; + +  trap_Argv( arg, buffer, sizeof( buffer ) ); + +  return buffer; +} + + +//======================================================================== + +/* +================= +CG_FileExists + +Test if a specific file exists or not +================= +*/ +qboolean CG_FileExists( char *filename ) +{ +  return trap_FS_FOpenFile( filename, NULL, FS_READ ); +} + +/* +================= +CG_RegisterSounds + +called during a precache command +================= +*/ +static void CG_RegisterSounds( void ) +{ +  int         i; +  char        name[ MAX_QPATH ]; +  const char  *soundName; +  const cuboidAttributes_t *cuboid; + +  cgs.media.alienStageTransition  = trap_S_RegisterSound( "sound/announcements/overmindevolved.wav", qtrue ); +  cgs.media.humanStageTransition  = trap_S_RegisterSound( "sound/announcements/reinforcement.wav", qtrue ); + +  cgs.media.alienOvermindAttack   = trap_S_RegisterSound( "sound/announcements/overmindattack.wav", qtrue ); +  cgs.media.alienOvermindDying    = trap_S_RegisterSound( "sound/announcements/overminddying.wav", qtrue ); +  cgs.media.alienOvermindSpawns   = trap_S_RegisterSound( "sound/announcements/overmindspawns.wav", qtrue ); + +  cgs.media.alienL1Grab           = trap_S_RegisterSound( "sound/player/level1/grab.wav", qtrue ); +  cgs.media.alienL4ChargePrepare  = trap_S_RegisterSound( "sound/player/level4/charge_prepare.wav", qtrue ); +  cgs.media.alienL4ChargeStart    = trap_S_RegisterSound( "sound/player/level4/charge_start.wav", qtrue ); + +  cgs.media.tracerSound           = trap_S_RegisterSound( "sound/weapons/tracer.wav", qfalse ); +  cgs.media.selectSound           = trap_S_RegisterSound( "sound/weapons/change.wav", qfalse ); +  cgs.media.turretSpinupSound     = trap_S_RegisterSound( "sound/buildables/mgturret/spinup.wav", qfalse ); +  cgs.media.weaponEmptyClick      = trap_S_RegisterSound( "sound/weapons/click.wav", qfalse ); + +  cgs.media.talkSound             = trap_S_RegisterSound( "sound/misc/talk.wav", qfalse ); +  cgs.media.alienTalkSound        = trap_S_RegisterSound( "sound/misc/alien_talk.wav", qfalse ); +  cgs.media.humanTalkSound        = trap_S_RegisterSound( "sound/misc/human_talk.wav", qfalse ); +  cgs.media.landSound             = trap_S_RegisterSound( "sound/player/land1.wav", qfalse ); + +  cgs.media.watrInSound           = trap_S_RegisterSound( "sound/player/watr_in.wav", qfalse ); +  cgs.media.watrOutSound          = trap_S_RegisterSound( "sound/player/watr_out.wav", qfalse ); +  cgs.media.watrUnSound           = trap_S_RegisterSound( "sound/player/watr_un.wav", qfalse ); + +  cgs.media.disconnectSound       = trap_S_RegisterSound( "sound/misc/disconnect.wav", qfalse ); + +  for( i = 0; i < 4; i++ ) +  { +    Com_sprintf( name, sizeof( name ), "sound/player/footsteps/step%i.wav", i + 1 ); +    cgs.media.footsteps[ FOOTSTEP_NORMAL ][ i ] = trap_S_RegisterSound( name, qfalse ); + +    Com_sprintf( name, sizeof( name ), "sound/player/footsteps/flesh%i.wav", i + 1 ); +    cgs.media.footsteps[ FOOTSTEP_FLESH ][ i ] = trap_S_RegisterSound( name, qfalse ); + +    Com_sprintf( name, sizeof( name ), "sound/player/footsteps/splash%i.wav", i + 1 ); +    cgs.media.footsteps[ FOOTSTEP_SPLASH ][ i ] = trap_S_RegisterSound( name, qfalse ); + +    Com_sprintf( name, sizeof( name ), "sound/player/footsteps/clank%i.wav", i + 1 ); +    cgs.media.footsteps[ FOOTSTEP_METAL ][ i ] = trap_S_RegisterSound( name, qfalse ); +  } + +  for( i = 1 ; i < MAX_SOUNDS ; i++ ) +  { +    soundName = CG_ConfigString( CS_SOUNDS + i ); + +    if( !soundName[ 0 ] ) +      break; + +    if( soundName[ 0 ] == '*' ) +      continue; // custom sound + +    cgs.gameSounds[ i ] = trap_S_RegisterSound( soundName, qfalse ); +  } + +  cgs.media.jetpackDescendSound             = trap_S_RegisterSound( "sound/upgrades/jetpack/low.wav", qfalse ); +  cgs.media.jetpackIdleSound                = trap_S_RegisterSound( "sound/upgrades/jetpack/idle.wav", qfalse ); +  cgs.media.jetpackAscendSound              = trap_S_RegisterSound( "sound/upgrades/jetpack/hi.wav", qfalse ); +  cgs.media.jetpackDescendDeactivateSound   = trap_S_RegisterSound( "sound/upgrades/jetpack/low_off.wav", qfalse ); +  cgs.media.jetpackIdleDeactivateSound      = trap_S_RegisterSound( "sound/upgrades/jetpack/idle_off.wav", qfalse ); +  cgs.media.jetpackAscendDeactivateSound    = trap_S_RegisterSound( "sound/upgrades/jetpack/hi_off.wav", qfalse ); +  cgs.media.jetpackJumpSound                = trap_S_RegisterSound( "sound/upgrades/jetpack/jump.wav", qfalse ); +  cgs.media.jetpackLowFuelSound             = trap_S_RegisterSound( "sound/upgrades/jetpack/lowfuel.wav", qfalse ); +  cgs.media.jetpackNoJumpFuelSound          = trap_S_RegisterSound( "sound/upgrades/jetpack/nojumpfuel.wav", qfalse ); +  cgs.media.jetpackRefuelSound              = trap_S_RegisterSound( "sound/upgrades/jetpack/refuel.wav", qfalse ); +   +  cgs.media.medkitUseSound          = trap_S_RegisterSound( "sound/upgrades/medkit/medkit.wav", qfalse ); + +  cgs.media.alienEvolveSound        = trap_S_RegisterSound( "sound/player/alienevolve.wav", qfalse ); +  cgs.media.alienHatchSound         = trap_S_RegisterSound( "sound/player/alienhatch.wav", qfalse ); +  cgs.media.alienFailedHatchSound   = trap_S_RegisterSound( "sound/player/alienfailedhatch.wav", qfalse ); + +  cgs.media.alienBuildableExplosion = trap_S_RegisterSound( "sound/buildables/alien/explosion.wav", qfalse ); +  cgs.media.alienBuildableDamage    = trap_S_RegisterSound( "sound/buildables/alien/damage.wav", qfalse ); +  cgs.media.alienBuildablePrebuild  = trap_S_RegisterSound( "sound/buildables/alien/prebuild.wav", qfalse ); + +  cgs.media.humanBuildableExplosion = trap_S_RegisterSound( "sound/buildables/human/explosion.wav", qfalse ); +  cgs.media.humanBuildablePrebuild  = trap_S_RegisterSound( "sound/buildables/human/prebuild.wav", qfalse ); + +  for( i = 0; i < 4; i++ ) +    cgs.media.humanBuildableDamage[ i ] = trap_S_RegisterSound( +        va( "sound/buildables/human/damage%d.wav", i ), qfalse ); + +  cgs.media.hardBounceSound1        = trap_S_RegisterSound( "sound/misc/hard_bounce1.wav", qfalse ); +  cgs.media.hardBounceSound2        = trap_S_RegisterSound( "sound/misc/hard_bounce2.wav", qfalse ); + +  cgs.media.repeaterUseSound        = trap_S_RegisterSound( "sound/buildables/repeater/use.wav", qfalse ); + +  cgs.media.buildableRepairSound    = trap_S_RegisterSound( "sound/buildables/human/repair.wav", qfalse ); +  cgs.media.buildableRepairedSound  = trap_S_RegisterSound( "sound/buildables/human/repaired.wav", qfalse ); + +  cgs.media.lCannonWarningSound     = trap_S_RegisterSound( "models/weapons/lcannon/warning.wav", qfalse ); +  cgs.media.lCannonWarningSound2    = trap_S_RegisterSound( "models/weapons/lcannon/warning2.wav", qfalse ); +   +  cgs.media.cuboidErrorSound        = trap_S_RegisterSound( "sound/cuboid/error.wav", qfalse ); +  cg.lastCuboidError                = cg.time; +  cgs.media.cuboidResizeSoundA      = trap_S_RegisterSound( "sound/cuboid/resizea.wav", qfalse ); +  cgs.media.cuboidResizeSoundB      = trap_S_RegisterSound( "sound/cuboid/resizeb.wav", qfalse ); +  cgs.media.cuboidRotateSound       = trap_S_RegisterSound( "sound/cuboid/rotate.wav", qfalse ); +  cgs.media.cuboidAxisChangeSound   = trap_S_RegisterSound( "sound/cuboid/axischange.wav", qfalse ); +} + + +//=================================================================================== + +/* +================= +CG_RegisterGraphics + +This function may execute for a couple of minutes with a slow disk. +================= +*/ +static void CG_RegisterGraphics( void ) +{ +  int         i,j; +  const cuboidAttributes_t *cuboid; +   +  static char *sb_nums[ 11 ] = +  { +    "gfx/2d/numbers/zero_32b", +    "gfx/2d/numbers/one_32b", +    "gfx/2d/numbers/two_32b", +    "gfx/2d/numbers/three_32b", +    "gfx/2d/numbers/four_32b", +    "gfx/2d/numbers/five_32b", +    "gfx/2d/numbers/six_32b", +    "gfx/2d/numbers/seven_32b", +    "gfx/2d/numbers/eight_32b", +    "gfx/2d/numbers/nine_32b", +    "gfx/2d/numbers/minus_32b", +  }; +  static char *buildWeaponTimerPieShaders[ 8 ] = +  { +    "ui/assets/neutral/1_5pie", +    "ui/assets/neutral/3_0pie", +    "ui/assets/neutral/4_5pie", +    "ui/assets/neutral/6_0pie", +    "ui/assets/neutral/7_5pie", +    "ui/assets/neutral/9_0pie", +    "ui/assets/neutral/10_5pie", +    "ui/assets/neutral/12_0pie", +  }; + +  // clear any references to old media +  memset( &cg.refdef, 0, sizeof( cg.refdef ) ); +  trap_R_ClearScene( ); + +  trap_R_LoadWorldMap( cgs.mapname ); +  CG_UpdateMediaFraction( 0.66f ); + +  for( i = 0; i < 11; i++ ) +    cgs.media.numberShaders[ i ] = trap_R_RegisterShader( sb_nums[ i ] ); + +  cgs.media.viewBloodShader           = trap_R_RegisterShader( "gfx/damage/fullscreen_painblend" ); + +  cgs.media.connectionShader          = trap_R_RegisterShader( "gfx/2d/net" ); + +  cgs.media.creepShader               = trap_R_RegisterShader( "creep" ); + +  cgs.media.scannerBlipShader         = trap_R_RegisterShader( "gfx/2d/blip" ); +  cgs.media.scannerLineShader         = trap_R_RegisterShader( "gfx/2d/stalk" ); + +  cgs.media.teamOverlayShader         = trap_R_RegisterShader( "gfx/2d/teamoverlay" ); + +  cgs.media.tracerShader              = trap_R_RegisterShader( "gfx/misc/tracer" ); + +  cgs.media.backTileShader            = trap_R_RegisterShader( "console" ); + + +  // building shaders +  cgs.media.greenBuildShader          = trap_R_RegisterShader("gfx/misc/greenbuild" ); +  cgs.media.redBuildShader            = trap_R_RegisterShader("gfx/misc/redbuild" ); +  cgs.media.humanSpawningShader       = trap_R_RegisterShader("models/buildables/telenode/rep_cyl" ); +   +  for( i = 0; i < CUBOID_CRACK_TEXTURES - 1; i++ ) +    cgs.media.cuboidCracks[ i ] = trap_R_RegisterShader( va( "models/cuboid/cracks_%i", i ) ); +   +  cgs.media.cuboidModel               = trap_R_RegisterModel( "models/cuboid/cuboid.md3" ); +  cgs.media.cuboidRedBuildShader      = trap_R_RegisterShader( "gfx/cuboid/build_red" ); +  cgs.media.cuboidYellowBuildShader   = trap_R_RegisterShader( "gfx/cuboid/build_yellow" ); +  cgs.media.cuboidGreenBuildShader    = trap_R_RegisterShader( "gfx/cuboid/build_green" ); +  cgs.media.cuboidAxis                = trap_R_RegisterShader( "gfx/cuboid/build_axis" ); +  cgs.media.cuboidAlienPrebuild       = trap_R_RegisterShader( "gfx/cuboid/prebuild_alien" ); +  +  cg.forbidCuboids=qfalse; +  cg.latestCBNumber=0; +   +  for( i = 0; i < 15; i++ ) +    cgs.media.splashLogo[ i ] = trap_R_RegisterShader( va( "cuboid/logo_%i.tga", i ) ); +  cgs.media.splashLeft                = trap_R_RegisterShader( "cuboid/logo_left.tga" ); +  cgs.media.splashRight               = trap_R_RegisterShader( "cuboid/logo_right.tga" ); +   +   +  for( i = 0; i < 8; i++ ) +    cgs.media.buildWeaponTimerPie[ i ] = trap_R_RegisterShader( buildWeaponTimerPieShaders[ i ] ); + +  // player health cross shaders +  cgs.media.healthCross               = trap_R_RegisterShader( "ui/assets/neutral/cross.tga" ); +  cgs.media.healthCross2X             = trap_R_RegisterShader( "ui/assets/neutral/cross2.tga" ); +  cgs.media.healthCross3X             = trap_R_RegisterShader( "ui/assets/neutral/cross3.tga" ); +  cgs.media.healthCrossMedkit         = trap_R_RegisterShader( "ui/assets/neutral/cross_medkit.tga" ); +  cgs.media.healthCrossPoisoned       = trap_R_RegisterShader( "ui/assets/neutral/cross_poison.tga" ); +   +  cgs.media.upgradeClassIconShader    = trap_R_RegisterShader( "icons/icona_upgrade.tga" ); +   +  cgs.media.balloonShader             = trap_R_RegisterShader( "gfx/sprites/chatballoon" ); + +  cgs.media.disconnectPS              = CG_RegisterParticleSystem( "disconnectPS" ); + +  CG_UpdateMediaFraction( 0.7f ); + +  memset( cg_weapons, 0, sizeof( cg_weapons ) ); +  memset( cg_upgrades, 0, sizeof( cg_upgrades ) ); + +  cgs.media.shadowMarkShader          = trap_R_RegisterShader( "gfx/marks/shadow" ); +  cgs.media.wakeMarkShader            = trap_R_RegisterShader( "gfx/marks/wake" ); + +  cgs.media.poisonCloudPS             = CG_RegisterParticleSystem( "firstPersonPoisonCloudPS" ); +  cgs.media.poisonCloudedPS           = CG_RegisterParticleSystem( "poisonCloudedPS" ); +  cgs.media.alienEvolvePS             = CG_RegisterParticleSystem( "alienEvolvePS" ); +  cgs.media.alienAcidTubePS           = CG_RegisterParticleSystem( "alienAcidTubePS" ); +  cgs.media.alienHatchPS              = CG_RegisterParticleSystem( "alienHatchPS" ); + +  cgs.media.jetPackDescendPS          = CG_RegisterParticleSystem( "jetPackDescendPS" ); +  cgs.media.jetPackHoverPS            = CG_RegisterParticleSystem( "jetPackHoverPS" ); +  cgs.media.jetPackAscendPS           = CG_RegisterParticleSystem( "jetPackAscendPS" ); + +  cgs.media.humanBuildableDamagedPS   = CG_RegisterParticleSystem( "humanBuildableDamagedPS" ); +  cgs.media.alienBuildableDamagedPS   = CG_RegisterParticleSystem( "alienBuildableDamagedPS" ); +  cgs.media.humanBuildableDestroyedPS = CG_RegisterParticleSystem( "humanBuildableDestroyedPS" ); +  cgs.media.alienBuildableDestroyedPS = CG_RegisterParticleSystem( "alienBuildableDestroyedPS" ); + +  cgs.media.humanBuildableBleedPS     = CG_RegisterParticleSystem( "humanBuildableBleedPS");   +  cgs.media.alienBuildableBleedPS     = CG_RegisterParticleSystem( "alienBuildableBleedPS" ); + +  cgs.media.alienBleedPS              = CG_RegisterParticleSystem( "alienBleedPS" ); +  cgs.media.humanBleedPS              = CG_RegisterParticleSystem( "humanBleedPS" ); + +  CG_BuildableStatusParse( "ui/assets/human/buildstat.cfg", &cgs.humanBuildStat ); +  CG_BuildableStatusParse( "ui/assets/alien/buildstat.cfg", &cgs.alienBuildStat ); +  +  // register the inline models +  cgs.numInlineModels = trap_CM_NumInlineModels( ); + +  for( i = 1; i < cgs.numInlineModels; i++ ) +  { +    char    name[ 10 ]; +    vec3_t  mins, maxs; +    int     j; + +    Com_sprintf( name, sizeof( name ), "*%i", i ); + +    cgs.inlineDrawModel[ i ] = trap_R_RegisterModel( name ); +    trap_R_ModelBounds( cgs.inlineDrawModel[ i ], mins, maxs ); + +    for( j = 0 ; j < 3 ; j++ ) +      cgs.inlineModelMidpoints[ i ][ j ] = mins[ j ] + 0.5 * ( maxs[ j ] - mins[ j ] ); +  } + +  // register all the server specified models +  for( i = 1; i < MAX_MODELS; i++ ) +  { +    const char *modelName; + +    modelName = CG_ConfigString( CS_MODELS + i ); + +    if( !modelName[ 0 ] ) +      break; + +    cgs.gameModels[ i ] = trap_R_RegisterModel( modelName ); +  } + +  CG_UpdateMediaFraction( 0.8f ); + +  // register all the server specified shaders +  for( i = 1; i < MAX_GAME_SHADERS; i++ ) +  { +    const char *shaderName; + +    shaderName = CG_ConfigString( CS_SHADERS + i ); + +    if( !shaderName[ 0 ] ) +      break; + +    cgs.gameShaders[ i ] = trap_R_RegisterShader( shaderName ); +  } + +  CG_UpdateMediaFraction( 0.9f ); + +  // register all the server specified particle systems +  for( i = 1; i < MAX_GAME_PARTICLE_SYSTEMS; i++ ) +  { +    const char *psName; + +    psName = CG_ConfigString( CS_PARTICLE_SYSTEMS + i ); + +    if( !psName[ 0 ] ) +      break; + +    cgs.gameParticleSystems[ i ] = CG_RegisterParticleSystem( (char *)psName ); +  } +} + + +/* +======================= +CG_BuildSpectatorString + +======================= +*/ +void CG_BuildSpectatorString( void ) +{ +  int i; + +  cg.spectatorList[ 0 ] = 0; + +  for( i = 0; i < MAX_CLIENTS; i++ ) +  { +    if( cgs.clientinfo[ i ].infoValid && cgs.clientinfo[ i ].team == TEAM_NONE ) +    { +      Q_strcat( cg.spectatorList, sizeof( cg.spectatorList ), +          va( S_COLOR_WHITE "%s     ", cgs.clientinfo[ i ].name ) ); +    } +  } +} + + + +/* +=================== +CG_RegisterClients + +=================== +*/ +static void CG_RegisterClients( void ) +{ +  int   i; + +  cg.charModelFraction = 0.0f; + +  //precache all the models/sounds/etc +  for( i = PCL_NONE + 1; i < PCL_NUM_CLASSES;  i++ ) +  { +    CG_PrecacheClientInfo( i, BG_ClassConfig( i )->modelName, +                              BG_ClassConfig( i )->skinName ); + +    cg.charModelFraction = (float)i / (float)PCL_NUM_CLASSES; +    trap_UpdateScreen( ); +  } + +  cgs.media.larmourHeadSkin    = trap_R_RegisterSkin( "models/players/human_base/head_light.skin" ); +  cgs.media.larmourMk2HeadSkin = trap_R_RegisterSkin( "models/players/human_base/head_light_mk2.skin" ); +  cgs.media.larmourLegsSkin    = trap_R_RegisterSkin( "models/players/human_base/lower_light.skin" ); +  cgs.media.larmourTorsoSkin   = trap_R_RegisterSkin( "models/players/human_base/upper_light.skin" ); + +  cgs.media.jetpackModel       = trap_R_RegisterModel( "models/players/human_base/jetpack.md3" ); +  cgs.media.jetpackFlashModel  = trap_R_RegisterModel( "models/players/human_base/jetpack_flash.md3" ); +  cgs.media.battpackModel      = trap_R_RegisterModel( "models/players/human_base/battpack.md3" ); + +  cg.charModelFraction = 1.0f; +  trap_UpdateScreen( ); + +  //load all the clientinfos of clients already connected to the server +  for( i = 0; i < MAX_CLIENTS; i++ ) +  { +    const char  *clientInfo; + +    clientInfo = CG_ConfigString( CS_PLAYERS + i ); +    if( !clientInfo[ 0 ] ) +      continue; + +    CG_NewClientInfo( i ); +  } + +  CG_BuildSpectatorString( ); +} + +//=========================================================================== + +/* +================= +CG_ConfigString +================= +*/ +const char *CG_ConfigString( int index ) +{ +  if( index < 0 || index >= MAX_CONFIGSTRINGS ) +    CG_Error( "CG_ConfigString: bad index: %i", index ); + +  return cgs.gameState.stringData + cgs.gameState.stringOffsets[ index ]; +} + +//================================================================== + +/* +====================== +CG_StartMusic + +====================== +*/ +void CG_StartMusic( void ) +{ +  char  *s; +  char  parm1[ MAX_QPATH ], parm2[ MAX_QPATH ]; + +  // start the background music +  s = (char *)CG_ConfigString( CS_MUSIC ); +  Q_strncpyz( parm1, COM_Parse( &s ), sizeof( parm1 ) ); +  Q_strncpyz( parm2, COM_Parse( &s ), sizeof( parm2 ) ); + +  trap_S_StartBackgroundTrack( parm1, parm2 ); +} + +/* +====================== +CG_PlayerCount +====================== +*/ +int CG_PlayerCount( void ) +{ +  int i, count = 0; + +  CG_RequestScores( ); + +  for( i = 0; i < cg.numScores; i++ ) +  { +    if( cg.scores[ i ].team == TEAM_ALIENS || +        cg.scores[ i ].team == TEAM_HUMANS ) +      count++; +  } + +  return count; +} + +// +// ============================== +// new hud stuff ( mission pack ) +// ============================== +// +char *CG_GetMenuBuffer( const char *filename ) +{ +  int           len; +  fileHandle_t  f; +  static char   buf[ MAX_MENUFILE ]; + +  len = trap_FS_FOpenFile( filename, &f, FS_READ ); + +  if( !f ) +  { +    trap_Print( va( S_COLOR_RED "menu file not found: %s, using default\n", filename ) ); +    return NULL; +  } + +  if( len >= MAX_MENUFILE ) +  { +    trap_Print( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i", +                    filename, len, MAX_MENUFILE ) ); +    trap_FS_FCloseFile( f ); +    return NULL; +  } + +  trap_FS_Read( buf, len, f ); +  buf[len] = 0; +  trap_FS_FCloseFile( f ); + +  return buf; +} + +qboolean CG_Asset_Parse( int handle ) +{ +  pc_token_t token; +  const char *tempStr; + +  if( !trap_Parse_ReadToken( handle, &token ) ) +    return qfalse; + +  if( Q_stricmp( token.string, "{" ) != 0 ) +    return qfalse; + +  while( 1 ) +  { +    if( !trap_Parse_ReadToken( handle, &token ) ) +      return qfalse; + +    if( Q_stricmp( token.string, "}" ) == 0 ) +      return qtrue; + +    // font +    if( Q_stricmp( token.string, "font" ) == 0 ) +    { +      int pointSize; + +      if( !PC_String_Parse( handle, &tempStr ) || !PC_Int_Parse( handle, &pointSize ) ) +        return qfalse; + +      cgDC.registerFont( tempStr, pointSize, &cgDC.Assets.textFont ); +      continue; +    } + +    // smallFont +    if( Q_stricmp( token.string, "smallFont" ) == 0 ) +    { +      int pointSize; + +      if( !PC_String_Parse( handle, &tempStr ) || !PC_Int_Parse( handle, &pointSize ) ) +        return qfalse; + +      cgDC.registerFont( tempStr, pointSize, &cgDC.Assets.smallFont ); +      continue; +    } + +    // font +    if( Q_stricmp( token.string, "bigfont" ) == 0 ) +    { +      int pointSize; + +      if( !PC_String_Parse( handle, &tempStr ) || !PC_Int_Parse( handle, &pointSize ) ) +        return qfalse; + +      cgDC.registerFont( tempStr, pointSize, &cgDC.Assets.bigFont ); +      continue; +    } + +    // gradientbar +    if( Q_stricmp( token.string, "gradientbar" ) == 0 ) +    { +      if( !PC_String_Parse( handle, &tempStr ) ) +        return qfalse; + +      cgDC.Assets.gradientBar = trap_R_RegisterShaderNoMip( tempStr ); +      continue; +    } + +    // enterMenuSound +    if( Q_stricmp( token.string, "menuEnterSound" ) == 0 ) +    { +      if( !PC_String_Parse( handle, &tempStr ) ) +        return qfalse; + +      cgDC.Assets.menuEnterSound = trap_S_RegisterSound( tempStr, qfalse ); +      continue; +    } + +    // exitMenuSound +    if( Q_stricmp( token.string, "menuExitSound" ) == 0 ) +    { +      if( !PC_String_Parse( handle, &tempStr ) ) +        return qfalse; + +      cgDC.Assets.menuExitSound = trap_S_RegisterSound( tempStr, qfalse ); +      continue; +    } + +    // itemFocusSound +    if( Q_stricmp( token.string, "itemFocusSound" ) == 0 ) +    { +      if( !PC_String_Parse( handle, &tempStr ) ) +        return qfalse; + +      cgDC.Assets.itemFocusSound = trap_S_RegisterSound( tempStr, qfalse ); +      continue; +    } + +    // menuBuzzSound +    if( Q_stricmp( token.string, "menuBuzzSound" ) == 0 ) +    { +      if( !PC_String_Parse( handle, &tempStr ) ) +        return qfalse; + +      cgDC.Assets.menuBuzzSound = trap_S_RegisterSound( tempStr, qfalse ); +      continue; +    } + +    if( Q_stricmp( token.string, "cursor" ) == 0 ) +    { +      if( !PC_String_Parse( handle, &cgDC.Assets.cursorStr ) ) +        return qfalse; + +      cgDC.Assets.cursor = trap_R_RegisterShaderNoMip( cgDC.Assets.cursorStr ); +      continue; +    } + +    if( Q_stricmp( token.string, "fadeClamp" ) == 0 ) +    { +      if( !PC_Float_Parse( handle, &cgDC.Assets.fadeClamp ) ) +        return qfalse; + +      continue; +    } + +    if( Q_stricmp( token.string, "fadeCycle" ) == 0 ) +    { +      if( !PC_Int_Parse( handle, &cgDC.Assets.fadeCycle ) ) +        return qfalse; + +      continue; +    } + +    if( Q_stricmp( token.string, "fadeAmount" ) == 0 ) +    { +      if( !PC_Float_Parse( handle, &cgDC.Assets.fadeAmount ) ) +        return qfalse; + +      continue; +    } + +    if( Q_stricmp( token.string, "shadowX" ) == 0 ) +    { +      if( !PC_Float_Parse( handle, &cgDC.Assets.shadowX ) ) +        return qfalse; + +      continue; +    } + +    if( Q_stricmp( token.string, "shadowY" ) == 0 ) +    { +      if( !PC_Float_Parse( handle, &cgDC.Assets.shadowY ) ) +        return qfalse; + +      continue; +    } + +    if( Q_stricmp( token.string, "shadowColor" ) == 0 ) +    { +      if( !PC_Color_Parse( handle, &cgDC.Assets.shadowColor ) ) +        return qfalse; + +      cgDC.Assets.shadowFadeClamp = cgDC.Assets.shadowColor[ 3 ]; +      continue; +    } +  } + +  return qfalse; +} + +void CG_ParseMenu( const char *menuFile ) +{ +  pc_token_t  token; +  int         handle; + +  handle = trap_Parse_LoadSource( menuFile ); + +  if( !handle ) +    handle = trap_Parse_LoadSource( "ui/testhud.menu" ); + +  if( !handle ) +    return; + +  while( 1 ) +  { +    if( !trap_Parse_ReadToken( handle, &token ) ) +      break; + +    //if ( Q_stricmp( token, "{" ) ) { +    //  Com_Printf( "Missing { in menu file\n" ); +    //  break; +    //} + +    //if ( menuCount == MAX_MENUS ) { +    //  Com_Printf( "Too many menus!\n" ); +    //  break; +    //} + +    if( token.string[ 0 ] == '}' ) +      break; + +    if( Q_stricmp( token.string, "assetGlobalDef" ) == 0 ) +    { +      if( CG_Asset_Parse( handle ) ) +        continue; +      else +        break; +    } + + +    if( Q_stricmp( token.string, "menudef" ) == 0 ) +    { +      // start a new menu +      Menu_New( handle ); +    } +  } + +  trap_Parse_FreeSource( handle ); +} + +qboolean CG_Load_Menu( char **p ) +{ +  char *token; + +  token = COM_ParseExt( p, qtrue ); + +  if( token[ 0 ] != '{' ) +    return qfalse; + +  while( 1 ) +  { +    token = COM_ParseExt( p, qtrue ); + +    if( Q_stricmp( token, "}" ) == 0 ) +      return qtrue; + +    if( !token || token[ 0 ] == 0 ) +      return qfalse; + +    CG_ParseMenu( token ); +  } +  return qfalse; +} + + + +void CG_LoadMenus( const char *menuFile ) +{ +  char          *token; +  char          *p; +  int           len, start; +  fileHandle_t  f; +  static char   buf[ MAX_MENUDEFFILE ]; + +  start = trap_Milliseconds( ); + +  len = trap_FS_FOpenFile( menuFile, &f, FS_READ ); + +  if( !f ) +  { +    trap_Error( va( S_COLOR_YELLOW "menu file not found: %s, using default\n", menuFile ) ); +    len = trap_FS_FOpenFile( "ui/hud.txt", &f, FS_READ ); + +    if( !f ) +      trap_Error( va( S_COLOR_RED "default menu file not found: ui/hud.txt, unable to continue!\n" ) ); +  } + +  if( len >= MAX_MENUDEFFILE ) +  { +    trap_Error( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i", +                menuFile, len, MAX_MENUDEFFILE ) ); +    trap_FS_FCloseFile( f ); +    return; +  } + +  trap_FS_Read( buf, len, f ); +  buf[ len ] = 0; +  trap_FS_FCloseFile( f ); + +  COM_Compress( buf ); + +  Menu_Reset( ); + +  p = buf; + +  while( 1 ) +  { +    token = COM_ParseExt( &p, qtrue ); + +    if( !token || token[ 0 ] == 0 || token[ 0 ] == '}' ) +      break; + +    if( Q_stricmp( token, "}" ) == 0 ) +      break; + +    if( Q_stricmp( token, "loadmenu" ) == 0 ) +    { +      if( CG_Load_Menu( &p ) ) +        continue; +      else +        break; +    } +  } + +  Com_Printf( "UI menu load time = %d milli seconds\n", trap_Milliseconds( ) - start ); +} + + + +static qboolean CG_OwnerDrawHandleKey( int ownerDraw, int key ) +{ +  return qfalse; +} + + +static int CG_FeederCount( int feederID ) +{ +  int i, count = 0; + +  if( feederID == FEEDER_ALIENTEAM_LIST ) +  { +    for( i = 0; i < cg.numScores; i++ ) +    { +      if( cg.scores[ i ].team == TEAM_ALIENS ) +        count++; +    } +  } +  else if( feederID == FEEDER_HUMANTEAM_LIST ) +  { +    for( i = 0; i < cg.numScores; i++ ) +    { +      if( cg.scores[ i ].team == TEAM_HUMANS ) +        count++; +    } +  } + +  return count; +} + + +void CG_SetScoreSelection( void *p ) +{ +  menuDef_t     *menu = (menuDef_t*)p; +  playerState_t *ps = &cg.snap->ps; +  int           i, alien, human; +  int           feeder; + +  alien = human = 0; + +  for( i = 0; i < cg.numScores; i++ ) +  { +    if( cg.scores[ i ].team == TEAM_ALIENS ) +      alien++; +    else if( cg.scores[ i ].team == TEAM_HUMANS ) +      human++; + +    if( ps->clientNum == cg.scores[ i ].client ) +      cg.selectedScore = i; +  } + +  if( menu == NULL ) +    // just interested in setting the selected score +    return; + +  feeder = FEEDER_ALIENTEAM_LIST; +  i = alien; + +  if( cg.scores[ cg.selectedScore ].team == TEAM_HUMANS ) +  { +    feeder = FEEDER_HUMANTEAM_LIST; +    i = human; +  } + +  Menu_SetFeederSelection(menu, feeder, i, NULL); +} + +// FIXME: might need to cache this info +static clientInfo_t * CG_InfoFromScoreIndex( int index, int team, int *scoreIndex ) +{ +  int i, count; +  count = 0; + +  for( i = 0; i < cg.numScores; i++ ) +  { +    if( cg.scores[ i ].team == team ) +    { +      if( count == index ) +      { +        *scoreIndex = i; +        return &cgs.clientinfo[ cg.scores[ i ].client ]; +      } +      count++; +    } +  } + +  *scoreIndex = index; +  return &cgs.clientinfo[ cg.scores[ index ].client ]; +} + +qboolean CG_ClientIsReady( int clientNum ) +{ +  clientList_t ready; + +  Com_ClientListParse( &ready, CG_ConfigString( CS_CLIENTS_READY ) ); + +  return Com_ClientListContains( &ready, clientNum ); +} + +static const char *CG_FeederItemText( int feederID, int index, int column, qhandle_t *handle ) +{ +  int           scoreIndex = 0; +  clientInfo_t  *info = NULL; +  int           team = -1; +  score_t       *sp = NULL; +  qboolean      showIcons = qfalse; + +  *handle = -1; + +  if( feederID == FEEDER_ALIENTEAM_LIST ) +    team = TEAM_ALIENS; +  else if( feederID == FEEDER_HUMANTEAM_LIST ) +    team = TEAM_HUMANS; + +  info = CG_InfoFromScoreIndex( index, team, &scoreIndex ); +  sp = &cg.scores[ scoreIndex ]; + +  if( cg.intermissionStarted && CG_ClientIsReady( sp->client ) ) +    showIcons = qfalse; +  else if( cg.snap->ps.pm_type == PM_SPECTATOR || +           cg.snap->ps.pm_type == PM_NOCLIP || +           cg.snap->ps.pm_flags & PMF_FOLLOW || +           team == cg.snap->ps.stats[ STAT_TEAM ] || +           cg.intermissionStarted ) +  { +    showIcons = qtrue; +  } + +  if( info && info->infoValid ) +  { +    switch( column ) +    { +      case 0: +        if( showIcons ) +        { +          if( sp->weapon != WP_NONE ) +            *handle = cg_weapons[ sp->weapon ].weaponIcon; +        } +        break; + +      case 1: +        if( showIcons ) +        { +          if( sp->team == TEAM_HUMANS && sp->upgrade != UP_NONE ) +            *handle = cg_upgrades[ sp->upgrade ].upgradeIcon; +          else if( sp->team == TEAM_ALIENS ) +          { +            switch( sp->weapon ) +            { +              case WP_ABUILD2: +              case WP_ALEVEL1_UPG: +              case WP_ALEVEL2_UPG: +              case WP_ALEVEL3_UPG: +                *handle = cgs.media.upgradeClassIconShader; +                break; + +              default: +                break; +            } +          } +        } +        break; + +      case 2: +        if( cg.intermissionStarted && CG_ClientIsReady( sp->client ) ) +          return "Ready"; +        break; + +      case 3: +        return va( S_COLOR_WHITE "%s", info->name ); +        break; + +      case 4: +        return va( "%d", sp->score ); +        break; + +      case 5: +        return va( "%4d", sp->time ); +        break; + +      case 6: +        if( sp->ping == -1 ) +          return ""; + +        return va( "%4d", sp->ping ); +        break; +    } +  } + +  return ""; +} + +static qhandle_t CG_FeederItemImage( int feederID, int index ) +{ +  return 0; +} + +static void CG_FeederSelection( int feederID, int index ) +{ +  int i, count; +  int team = ( feederID == FEEDER_ALIENTEAM_LIST ) ? TEAM_ALIENS : TEAM_HUMANS; +  count = 0; + +  for( i = 0; i < cg.numScores; i++ ) +  { +    if( cg.scores[ i ].team == team ) +    { +      if( index == count ) +        cg.selectedScore = i; + +      count++; +    } +  } +} + +static float CG_Cvar_Get( const char *cvar ) +{ +  char buff[ 128 ]; + +  memset( buff, 0, sizeof( buff ) ); +  trap_Cvar_VariableStringBuffer( cvar, buff, sizeof( buff ) ); +  return atof( buff ); +} + +void CG_Text_PaintWithCursor( float x, float y, float scale, vec4_t color, const char *text, +                              int cursorPos, char cursor, int limit, int style ) +{ +  UI_Text_Paint( x, y, scale, color, text, 0, limit, style ); +} + +static int CG_OwnerDrawWidth( int ownerDraw, float scale ) +{ +  switch( ownerDraw ) +  { +    case CG_KILLER: +      return UI_Text_Width( CG_GetKillerText( ), scale ); +      break; +  } + +  return 0; +} + +static int CG_PlayCinematic( const char *name, float x, float y, float w, float h ) +{ +  return trap_CIN_PlayCinematic( name, x, y, w, h, CIN_loop ); +} + +static void CG_StopCinematic( int handle ) +{ +  trap_CIN_StopCinematic( handle ); +} + +static void CG_DrawCinematic( int handle, float x, float y, float w, float h ) +{ +  trap_CIN_SetExtents( handle, x, y, w, h ); +  trap_CIN_DrawCinematic( handle ); +} + +static void CG_RunCinematicFrame( int handle ) +{ +  trap_CIN_RunCinematic( handle ); +} + +// hack to prevent warning +static qboolean CG_OwnerDrawVisible( int parameter ) +{ +  return qfalse; +} + +/* +================= +CG_LoadHudMenu +================= +*/ +void CG_LoadHudMenu( void ) +{ +  char        buff[ 1024 ]; +  const char  *hudSet; + +  cgDC.aspectScale = ( ( 640.0f * cgs.glconfig.vidHeight ) / +                       ( 480.0f * cgs.glconfig.vidWidth ) ); +  cgDC.xscale = cgs.glconfig.vidWidth / 640.0f; +  cgDC.yscale = cgs.glconfig.vidHeight / 480.0f; + +  cgDC.smallFontScale = CG_Cvar_Get( "ui_smallFont" ); +  cgDC.bigFontScale = CG_Cvar_Get( "ui_bigFont" ); + +  cgDC.registerShaderNoMip  = &trap_R_RegisterShaderNoMip; +  cgDC.setColor             = &trap_R_SetColor; +  cgDC.drawHandlePic        = &CG_DrawPic; +  cgDC.drawStretchPic       = &trap_R_DrawStretchPic; +  cgDC.registerModel        = &trap_R_RegisterModel; +  cgDC.modelBounds          = &trap_R_ModelBounds; +  cgDC.fillRect             = &CG_FillRect; +  cgDC.drawRect             = &CG_DrawRect; +  cgDC.drawSides            = &CG_DrawSides; +  cgDC.drawTopBottom        = &CG_DrawTopBottom; +  cgDC.clearScene           = &trap_R_ClearScene; +  cgDC.addRefEntityToScene  = &trap_R_AddRefEntityToScene; +  cgDC.renderScene          = &trap_R_RenderScene; +  cgDC.registerFont         = &trap_R_RegisterFont; +  cgDC.ownerDrawItem        = &CG_OwnerDraw; +  cgDC.getValue             = &CG_GetValue; +  cgDC.ownerDrawVisible     = &CG_OwnerDrawVisible; +  cgDC.runScript            = &CG_RunMenuScript; +  cgDC.setCVar              = trap_Cvar_Set; +  cgDC.getCVarString        = trap_Cvar_VariableStringBuffer; +  cgDC.getCVarValue         = CG_Cvar_Get; +  cgDC.setOverstrikeMode    = &trap_Key_SetOverstrikeMode; +  cgDC.getOverstrikeMode    = &trap_Key_GetOverstrikeMode; +  cgDC.startLocalSound      = &trap_S_StartLocalSound; +  cgDC.ownerDrawHandleKey   = &CG_OwnerDrawHandleKey; +  cgDC.feederCount          = &CG_FeederCount; +  cgDC.feederItemImage      = &CG_FeederItemImage; +  cgDC.feederItemText       = &CG_FeederItemText; +  cgDC.feederSelection      = &CG_FeederSelection; +  //cgDC.setBinding           = &trap_Key_SetBinding; +  //cgDC.getBindingBuf        = &trap_Key_GetBindingBuf; +  //cgDC.keynumToStringBuf    = &trap_Key_KeynumToStringBuf; +  //cgDC.executeText          = &trap_Cmd_ExecuteText; +  cgDC.Error                = &Com_Error; +  cgDC.Print                = &Com_Printf; +  cgDC.ownerDrawWidth       = &CG_OwnerDrawWidth; +  //cgDC.ownerDrawText        = &CG_OwnerDrawText; +  //cgDC.Pause                = &CG_Pause; +  cgDC.registerSound        = &trap_S_RegisterSound; +  cgDC.startBackgroundTrack = &trap_S_StartBackgroundTrack; +  cgDC.stopBackgroundTrack  = &trap_S_StopBackgroundTrack; +  cgDC.playCinematic        = &CG_PlayCinematic; +  cgDC.stopCinematic        = &CG_StopCinematic; +  cgDC.drawCinematic        = &CG_DrawCinematic; +  cgDC.runCinematicFrame    = &CG_RunCinematicFrame; + +  Init_Display( &cgDC ); + +  Menu_Reset( ); + +  trap_Cvar_VariableStringBuffer( "cg_hudFiles", buff, sizeof( buff ) ); +  hudSet = buff; + +  if( !cg_hudFilesEnable.integer || hudSet[ 0 ] == '\0' ) +    hudSet = "ui/hud.txt"; + +  CG_LoadMenus( hudSet ); +} + +void CG_AssetCache( void ) +{ +  int i; + +  cgDC.Assets.gradientBar         = trap_R_RegisterShaderNoMip( ASSET_GRADIENTBAR ); +  cgDC.Assets.scrollBar           = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR ); +  cgDC.Assets.scrollBarArrowDown  = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWDOWN ); +  cgDC.Assets.scrollBarArrowUp    = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWUP ); +  cgDC.Assets.scrollBarArrowLeft  = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWLEFT ); +  cgDC.Assets.scrollBarArrowRight = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWRIGHT ); +  cgDC.Assets.scrollBarThumb      = trap_R_RegisterShaderNoMip( ASSET_SCROLL_THUMB ); +  cgDC.Assets.sliderBar           = trap_R_RegisterShaderNoMip( ASSET_SLIDER_BAR ); +  cgDC.Assets.sliderThumb         = trap_R_RegisterShaderNoMip( ASSET_SLIDER_THUMB ); + +  if( cg_emoticons.integer ) +  { +    cgDC.Assets.emoticonCount = BG_LoadEmoticons( cgDC.Assets.emoticons, +      MAX_EMOTICONS ); +  } +  else +    cgDC.Assets.emoticonCount = 0; + +  for( i = 0; i < cgDC.Assets.emoticonCount; i++ ) +  { +    cgDC.Assets.emoticons[ i ].shader = trap_R_RegisterShaderNoMip( +      va( "emoticons/%s_%dx1.tga", cgDC.Assets.emoticons[ i ].name, +          cgDC.Assets.emoticons[ i ].width ) ); +  } +} + +/* +================= +CG_Init + +Called after every level change or subsystem restart +Will perform callbacks to make the loading info screen update. +================= +*/ +void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ) +{ +  const char  *s; + +  // clear everything +  memset( &cgs, 0, sizeof( cgs ) ); +  memset( &cg, 0, sizeof( cg ) ); +  memset( &cg.pmext, 0, sizeof( cg.pmext ) ); +  memset( cg_entities, 0, sizeof( cg_entities ) ); + +  cg.clientNum = clientNum; + +  cgs.processedSnapshotNum = serverMessageNum; +  cgs.serverCommandSequence = serverCommandSequence; + +  // get the rendering configuration from the client system +  trap_GetGlconfig( &cgs.glconfig ); +  cgs.screenXScale = cgs.glconfig.vidWidth / 640.0f; +  cgs.screenYScale = cgs.glconfig.vidHeight / 480.0f; + +  // load a few needed things before we do any screen updates +  cgs.media.whiteShader     = trap_R_RegisterShader( "white" ); +  cgs.media.charsetShader   = trap_R_RegisterShader( "gfx/2d/bigchars" ); +  cgs.media.outlineShader   = trap_R_RegisterShader( "outline" ); + +  // load overrides +  BG_InitClassConfigs( ); +  BG_InitBuildableConfigs( ); +  BG_InitAllowedGameElements( ); + +  // Dynamic memory +  BG_InitMemory( ); + +  CG_RegisterCvars( ); + +  CG_InitConsoleCommands( ); + +  String_Init( ); + +  CG_AssetCache( ); +  CG_LoadHudMenu( ); + +  cg.weaponSelect = WP_NONE; + +  // old servers + +  // get the gamestate from the client system +  trap_GetGameState( &cgs.gameState ); + +  // copy vote display strings so they don't show up blank if we see +  // the same one directly after connecting +  Q_strncpyz( cgs.voteString[ TEAM_NONE ], +      CG_ConfigString( CS_VOTE_STRING + TEAM_NONE ), +      sizeof( cgs.voteString ) ); +  Q_strncpyz( cgs.voteString[ TEAM_ALIENS ], +      CG_ConfigString( CS_VOTE_STRING + TEAM_ALIENS ), +      sizeof( cgs.voteString[ TEAM_ALIENS ] ) ); +  Q_strncpyz( cgs.voteString[ TEAM_HUMANS ], +      CG_ConfigString( CS_VOTE_STRING + TEAM_ALIENS ), +      sizeof( cgs.voteString[ TEAM_HUMANS ] ) ); + +  // check version +  s = CG_ConfigString( CS_GAME_VERSION ); + +  if( strcmp( s, GAME_VERSION ) ) +    CG_Error( "Client/Server game mismatch: %s/%s", GAME_VERSION, s ); + +  s = CG_ConfigString( CS_LEVEL_START_TIME ); +  cgs.levelStartTime = atoi( s ); + +  CG_ParseServerinfo( ); + +  // load the new map +  trap_CM_LoadMap( cgs.mapname ); + +  cg.loading = qtrue;   // force players to load instead of defer + +  CG_LoadTrailSystems( ); +  CG_UpdateMediaFraction( 0.05f ); + +  CG_LoadParticleSystems( ); +  CG_UpdateMediaFraction( 0.05f ); + +  CG_RegisterSounds( ); +  CG_UpdateMediaFraction( 0.60f ); + +  CG_RegisterGraphics( ); +  CG_UpdateMediaFraction( 0.90f ); + +  CG_InitWeapons( ); +  CG_UpdateMediaFraction( 0.95f ); + +  CG_InitUpgrades( ); +  CG_UpdateMediaFraction( 1.0f ); + +  CG_InitBuildables( ); +  +  cgs.voices = BG_VoiceInit( ); +  BG_PrintVoices( cgs.voices, cg_debugVoices.integer ); + +  CG_RegisterClients( );   // if low on memory, some clients will be deferred + +  cg.loading = qfalse;  // future players will be deferred +   +  CG_InitMarkPolys( ); + +  // remove the last loading update +  cg.infoScreenText[ 0 ] = 0; + +  // Make sure we have update values (scores) +  CG_SetConfigValues( ); + +  CG_StartMusic( ); + +  CG_ShaderStateChanged( ); + +  trap_S_ClearLoopingSounds( qtrue ); +} + +/* +================= +CG_Shutdown + +Called before every level change or subsystem restart +================= +*/ +void CG_Shutdown( void ) +{ +  // some mods may need to do cleanup work here, +  // like closing files or archiving session data +} + +/* +================ +CG_VoIPString +================ +*/ +static char *CG_VoIPString( void ) +{ +  // a generous overestimate of the space needed for 0,1,2...61,62,63 +  static char voipString[ MAX_CLIENTS * 4 ]; +  char voipSendTarget[ MAX_CVAR_VALUE_STRING ]; + +  trap_Cvar_VariableStringBuffer( "cl_voipSendTarget", voipSendTarget, +                                  sizeof( voipSendTarget ) ); + +  if( Q_stricmp( voipSendTarget, "team" ) == 0 ) +  { +    int i, slen, nlen; +    for( slen = i = 0; i < cgs.maxclients; i++ ) +    { +      if( !cgs.clientinfo[ i ].infoValid || i == cg.clientNum ) +        continue; +      if( cgs.clientinfo[ i ].team != cgs.clientinfo[ cg.clientNum ].team ) +        continue; + +      nlen = Q_snprintf( &voipString[ slen ], sizeof( voipString ) - slen, +                         "%s%d", ( slen > 0 ) ? "," : "", i ); +      if( slen + nlen + 1 >= sizeof( voipString ) ) +      { +        CG_Printf( S_COLOR_YELLOW "WARNING: voipString overflowed\n" ); +        break; +      } + +      slen += nlen; +    } + +    // Notice that if the snprintf was truncated, slen was not updated +    // so this will remove any trailing commas or partially-completed numbers +    voipString[ slen ] = '\0'; +  } +  else if( Q_stricmp( voipSendTarget, "crosshair" ) == 0 ) +    Com_sprintf( voipString, sizeof( voipString ), "%d", +                 CG_CrosshairPlayer( ) ); +  else if( Q_stricmp( voipSendTarget, "attacker" ) == 0 ) +    Com_sprintf( voipString, sizeof( voipString ), "%d", +                 CG_LastAttacker( ) ); +  else +    return NULL; + +  return voipString; +} + diff --git a/src/cgame/cg_main.c.orig b/src/cgame/cg_main.c.orig new file mode 100644 index 0000000..caa80f4 --- /dev/null +++ b/src/cgame/cg_main.c.orig @@ -0,0 +1,1982 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2009 Darklegion Development + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA +=========================================================================== +*/ + +// cg_main.c -- initialization and primary entry point for cgame + + +#include "cg_local.h" + +#include "../ui/ui_shared.h" +// display context for new ui stuff +displayContextDef_t cgDC; + +void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ); +void CG_Shutdown( void ); +static char *CG_VoIPString( void ); + +/* +================ +vmMain + +This is the only way control passes into the module. +This must be the very first function compiled into the .q3vm file +================ +*/ +Q_EXPORT intptr_t vmMain( int command, int arg0, int arg1, int arg2, int arg3, +                                       int arg4, int arg5, int arg6, int arg7, +                                       int arg8, int arg9, int arg10, int arg11 ) +{ +  switch( command ) +  { +    case CG_INIT: +      CG_Init( arg0, arg1, arg2 ); +      return 0; + +    case CG_SHUTDOWN: +      CG_Shutdown( ); +      return 0; + +    case CG_CONSOLE_COMMAND: +      return CG_ConsoleCommand( ); + +    case CG_CONSOLE_TEXT: +      CG_AddNotifyText( ); +      return 0; + +    case CG_DRAW_ACTIVE_FRAME: +      CG_DrawActiveFrame( arg0, arg1, arg2 ); +      return 0; + +    case CG_CROSSHAIR_PLAYER: +      return CG_CrosshairPlayer( ); + +    case CG_LAST_ATTACKER: +      return CG_LastAttacker( ); + +    case CG_KEY_EVENT: +      CG_KeyEvent( arg0, arg1 ); +      return 0; + +    case CG_MOUSE_EVENT: +      // cgame doesn't care where the cursor is +      return 0; + +    case CG_EVENT_HANDLING: +      CG_EventHandling( arg0 ); +      return 0; + +    case CG_VOIP_STRING: +      return (intptr_t)CG_VoIPString( ); + +    default: +      CG_Error( "vmMain: unknown command %i", command ); +      break; +  } + +  return -1; +} + + +cg_t        cg; +cgs_t       cgs; +centity_t   cg_entities[ MAX_GENTITIES ]; + +weaponInfo_t    cg_weapons[ 32 ]; +upgradeInfo_t   cg_upgrades[ 32 ]; + +buildableInfo_t cg_buildables[ CUBOID_FIRST ]; +cuboidInfo_t    cg_cuboids[ CUBOID_TYPES ]; + +vmCvar_t  cg_teslaTrailTime; +vmCvar_t  cg_centertime; +vmCvar_t  cg_runpitch; +vmCvar_t  cg_runroll; +vmCvar_t  cg_swingSpeed; +vmCvar_t  cg_shadows; +vmCvar_t  cg_drawTimer; +vmCvar_t  cg_drawClock; +vmCvar_t  cg_drawFPS; +vmCvar_t  cg_drawDemoState; +vmCvar_t  cg_drawSnapshot; +vmCvar_t  cg_drawChargeBar; +vmCvar_t  cg_drawCrosshair; +vmCvar_t  cg_drawCrosshairNames; +vmCvar_t  cg_crosshairSize; +vmCvar_t  cg_draw2D; +vmCvar_t  cg_animSpeed; +vmCvar_t  cg_debugAnim; +vmCvar_t  cg_debugPosition; +vmCvar_t  cg_debugEvents; +vmCvar_t  cg_errorDecay; +vmCvar_t  cg_nopredict; +vmCvar_t  cg_debugMove; +vmCvar_t  cg_noPlayerAnims; +vmCvar_t  cg_showmiss; +vmCvar_t  cg_footsteps; +vmCvar_t  cg_addMarks; +vmCvar_t  cg_viewsize; +vmCvar_t  cg_drawGun; +vmCvar_t  cg_gun_frame; +vmCvar_t  cg_gun_x; +vmCvar_t  cg_gun_y; +vmCvar_t  cg_gun_z; +vmCvar_t  cg_tracerChance; +vmCvar_t  cg_tracerWidth; +vmCvar_t  cg_tracerLength; +vmCvar_t  cg_thirdPerson; +vmCvar_t  cg_thirdPersonAngle; +vmCvar_t  cg_thirdPersonShoulderViewMode; +vmCvar_t  cg_staticDeathCam; +vmCvar_t  cg_thirdPersonPitchFollow; +vmCvar_t  cg_thirdPersonRange; +vmCvar_t  cg_stereoSeparation; +vmCvar_t  cg_lagometer; +vmCvar_t  cg_drawSpeed; +vmCvar_t  cg_synchronousClients; +vmCvar_t  cg_stats; +vmCvar_t  cg_paused; +vmCvar_t  cg_blood; +vmCvar_t  cg_teamChatsOnly; +vmCvar_t  cg_drawTeamOverlay; +vmCvar_t  cg_teamOverlaySortMode; +vmCvar_t  cg_teamOverlayMaxPlayers; +vmCvar_t  cg_teamOverlayUserinfo; +vmCvar_t  cg_noPrintDuplicate; +vmCvar_t  cg_noVoiceChats; +vmCvar_t  cg_noVoiceText; +vmCvar_t  cg_hudFiles; +vmCvar_t  cg_hudFilesEnable; +vmCvar_t  cg_smoothClients; +vmCvar_t  pmove_fixed; +vmCvar_t  pmove_msec; +vmCvar_t  cg_cameraMode; +vmCvar_t  cg_timescaleFadeEnd; +vmCvar_t  cg_timescaleFadeSpeed; +vmCvar_t  cg_timescale; +vmCvar_t  cg_noTaunt; +vmCvar_t  cg_drawSurfNormal; +vmCvar_t  cg_drawBBOX; +vmCvar_t  cg_wwSmoothTime; +vmCvar_t  cg_disableBlueprintErrors; +vmCvar_t  cg_depthSortParticles; +vmCvar_t  cg_bounceParticles; +vmCvar_t  cg_consoleLatency; +vmCvar_t  cg_lightFlare; +vmCvar_t  cg_debugParticles; +vmCvar_t  cg_debugTrails; +vmCvar_t  cg_debugPVS; +vmCvar_t  cg_disableWarningDialogs; +vmCvar_t  cg_disableUpgradeDialogs; +vmCvar_t  cg_disableBuildDialogs; +vmCvar_t  cg_disableCommandDialogs; +vmCvar_t  cg_disableScannerPlane; +vmCvar_t  cg_tutorial; + +vmCvar_t  cg_modTutorial; +vmCvar_t  cg_modTutorialReference; +vmCvar_t  cg_lastModVersion; + +vmCvar_t  cg_painBlendUpRate; +vmCvar_t  cg_painBlendDownRate; +vmCvar_t  cg_painBlendMax; +vmCvar_t  cg_painBlendScale; +vmCvar_t  cg_painBlendZoom; + +vmCvar_t  cg_stickySpec; +vmCvar_t  cg_sprintToggle; +vmCvar_t  cg_unlagged; + +vmCvar_t  cg_debugVoices; + +vmCvar_t  ui_currentClass; +vmCvar_t  ui_carriage; +vmCvar_t  ui_stages; +vmCvar_t  ui_dialog; +vmCvar_t  ui_voteActive; +vmCvar_t  ui_alienTeamVoteActive; +vmCvar_t  ui_humanTeamVoteActive; + +vmCvar_t  cg_debugRandom; + +vmCvar_t  cg_optimizePrediction; +vmCvar_t  cg_projectileNudge; + +vmCvar_t  cg_voice; + +vmCvar_t  cg_emoticons; + +vmCvar_t  cg_chatTeamPrefix; + +vmCvar_t  cg_cuboidResizeAxis; +vmCvar_t  cg_cuboidPSQuality; +vmCvar_t  cg_cuboidInfoX; +vmCvar_t  cg_cuboidInfoY; + +vmCvar_t  cg_fuelInfoX; +vmCvar_t  cg_fuelInfoY; +vmCvar_t  cg_fuelInfoScale; + +typedef struct +{ +  vmCvar_t  *vmCvar; +  char      *cvarName; +  char      *defaultString; +  int       cvarFlags; +} cvarTable_t; + +static cvarTable_t cvarTable[ ] = +{ +  { &cg_drawGun, "cg_drawGun", "1", CVAR_ARCHIVE }, +  { &cg_viewsize, "cg_viewsize", "100", CVAR_ARCHIVE }, +  { &cg_stereoSeparation, "cg_stereoSeparation", "0.4", CVAR_ARCHIVE  }, +  { &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE  }, +  { &cg_draw2D, "cg_draw2D", "1", CVAR_ARCHIVE  }, +  { &cg_drawTimer, "cg_drawTimer", "1", CVAR_ARCHIVE  }, +  { &cg_drawClock, "cg_drawClock", "0", CVAR_ARCHIVE  }, +  { &cg_drawFPS, "cg_drawFPS", "1", CVAR_ARCHIVE  }, +  { &cg_drawDemoState, "cg_drawDemoState", "1", CVAR_ARCHIVE  }, +  { &cg_drawSnapshot, "cg_drawSnapshot", "0", CVAR_ARCHIVE  }, +  { &cg_drawChargeBar, "cg_drawChargeBar", "1", CVAR_ARCHIVE  }, +  { &cg_drawCrosshair, "cg_drawCrosshair", "2", CVAR_ARCHIVE }, +  { &cg_drawCrosshairNames, "cg_drawCrosshairNames", "1", CVAR_ARCHIVE }, +  { &cg_crosshairSize, "cg_crosshairSize", "1", CVAR_ARCHIVE }, +  { &cg_addMarks, "cg_marks", "1", CVAR_ARCHIVE }, +  { &cg_lagometer, "cg_lagometer", "0", CVAR_ARCHIVE }, +  { &cg_drawSpeed, "cg_drawSpeed", "0", CVAR_ARCHIVE }, +  { &cg_teslaTrailTime, "cg_teslaTrailTime", "250", CVAR_ARCHIVE  }, +  { &cg_gun_x, "cg_gunX", "0", CVAR_CHEAT }, +  { &cg_gun_y, "cg_gunY", "0", CVAR_CHEAT }, +  { &cg_gun_z, "cg_gunZ", "0", CVAR_CHEAT }, +  { &cg_centertime, "cg_centertime", "3", CVAR_CHEAT }, +  { &cg_runpitch, "cg_runpitch", "0.002", CVAR_ARCHIVE}, +  { &cg_runroll, "cg_runroll", "0.005", CVAR_ARCHIVE }, +  { &cg_swingSpeed, "cg_swingSpeed", "0.3", CVAR_CHEAT }, +  { &cg_animSpeed, "cg_animspeed", "1", CVAR_CHEAT }, +  { &cg_debugAnim, "cg_debuganim", "0", CVAR_CHEAT }, +  { &cg_debugPosition, "cg_debugposition", "0", CVAR_CHEAT }, +  { &cg_debugEvents, "cg_debugevents", "0", CVAR_CHEAT }, +  { &cg_errorDecay, "cg_errordecay", "100", 0 }, +  { &cg_nopredict, "cg_nopredict", "0", 0 }, +  { &cg_debugMove, "cg_debugMove", "0", 0 }, +  { &cg_noPlayerAnims, "cg_noplayeranims", "0", CVAR_CHEAT }, +  { &cg_showmiss, "cg_showmiss", "0", 0 }, +  { &cg_footsteps, "cg_footsteps", "1", CVAR_CHEAT }, +  { &cg_tracerChance, "cg_tracerchance", "0.4", CVAR_CHEAT }, +  { &cg_tracerWidth, "cg_tracerwidth", "1", CVAR_CHEAT }, +  { &cg_tracerLength, "cg_tracerlength", "100", CVAR_CHEAT }, +  { &cg_thirdPersonRange, "cg_thirdPersonRange", "75", CVAR_ARCHIVE }, +  { &cg_thirdPerson, "cg_thirdPerson", "0", CVAR_CHEAT }, +  { &cg_thirdPersonAngle, "cg_thirdPersonAngle", "0", CVAR_CHEAT }, +  { &cg_thirdPersonPitchFollow, "cg_thirdPersonPitchFollow", "0", 0 }, +  { &cg_thirdPersonShoulderViewMode, "cg_thirdPersonShoulderViewMode", "1", CVAR_ARCHIVE }, +  { &cg_staticDeathCam, "cg_staticDeathCam", "0", CVAR_ARCHIVE }, +  { &cg_stats, "cg_stats", "0", 0 }, +  { &cg_drawTeamOverlay, "cg_drawTeamOverlay", "1", CVAR_ARCHIVE }, +  { &cg_teamOverlaySortMode, "cg_teamOverlaySortMode", "1", CVAR_ARCHIVE }, +  { &cg_teamOverlayMaxPlayers, "cg_teamOverlayMaxPlayers", "8", CVAR_ARCHIVE }, +  { &cg_teamOverlayUserinfo, "teamoverlay", "1", CVAR_ARCHIVE|CVAR_USERINFO }, +  { &cg_teamChatsOnly, "cg_teamChatsOnly", "0", CVAR_ARCHIVE }, +  { &cg_noPrintDuplicate, "cg_noPrintDuplicate", "0", CVAR_ARCHIVE }, +  { &cg_noVoiceChats, "cg_noVoiceChats", "0", CVAR_ARCHIVE }, +  { &cg_noVoiceText, "cg_noVoiceText", "0", CVAR_ARCHIVE }, +  { &cg_drawSurfNormal, "cg_drawSurfNormal", "0", CVAR_CHEAT }, +  { &cg_drawBBOX, "cg_drawBBOX", "0", CVAR_CHEAT }, +  { &cg_wwSmoothTime, "cg_wwSmoothTime", "300", CVAR_ARCHIVE }, +  { NULL, "cg_wwFollow", "1", CVAR_ARCHIVE|CVAR_USERINFO }, +  { NULL, "cg_wwToggle", "1", CVAR_ARCHIVE|CVAR_USERINFO }, +  { NULL, "cg_disableBlueprintErrors", "0", CVAR_ARCHIVE|CVAR_USERINFO }, +  { &cg_stickySpec, "cg_stickySpec", "1", CVAR_ARCHIVE|CVAR_USERINFO }, +  { &cg_sprintToggle, "cg_sprintToggle", "0", CVAR_ARCHIVE|CVAR_USERINFO }, +  { &cg_unlagged, "cg_unlagged", "1", CVAR_ARCHIVE|CVAR_USERINFO }, +  { NULL, "cg_flySpeed", "600", CVAR_ARCHIVE|CVAR_USERINFO }, +  { &cg_depthSortParticles, "cg_depthSortParticles", "1", CVAR_ARCHIVE }, +  { &cg_bounceParticles, "cg_bounceParticles", "0", CVAR_ARCHIVE }, +  { &cg_consoleLatency, "cg_consoleLatency", "3000", CVAR_ARCHIVE }, +  { &cg_lightFlare, "cg_lightFlare", "3", CVAR_ARCHIVE }, +  { &cg_debugParticles, "cg_debugParticles", "0", CVAR_CHEAT }, +  { &cg_debugTrails, "cg_debugTrails", "0", CVAR_CHEAT }, +  { &cg_debugPVS, "cg_debugPVS", "0", CVAR_CHEAT }, +  { &cg_disableWarningDialogs, "cg_disableWarningDialogs", "0", CVAR_ARCHIVE }, +  { &cg_disableUpgradeDialogs, "cg_disableUpgradeDialogs", "0", CVAR_ARCHIVE }, +  { &cg_disableBuildDialogs, "cg_disableBuildDialogs", "0", CVAR_ARCHIVE }, +  { &cg_disableCommandDialogs, "cg_disableCommandDialogs", "0", CVAR_ARCHIVE }, +  { &cg_disableScannerPlane, "cg_disableScannerPlane", "0", CVAR_ARCHIVE }, +  { &cg_tutorial, "cg_tutorial", "1", CVAR_ARCHIVE }, +  { &cg_hudFiles, "cg_hudFiles", "ui/hud.txt", CVAR_ARCHIVE}, +  { &cg_hudFilesEnable, "cg_hudFilesEnable", "0", CVAR_ARCHIVE}, +  { NULL, "cg_alienConfig", "", CVAR_ARCHIVE }, +  { NULL, "cg_humanConfig", "", CVAR_ARCHIVE }, +  { NULL, "cg_spectatorConfig", "", CVAR_ARCHIVE }, + +  { &cg_painBlendUpRate, "cg_painBlendUpRate", "10.0", 0 }, +  { &cg_painBlendDownRate, "cg_painBlendDownRate", "0.5", 0 }, +  { &cg_painBlendMax, "cg_painBlendMax", "0.7", 0 }, +  { &cg_painBlendScale, "cg_painBlendScale", "7.0", 0 }, +  { &cg_painBlendZoom, "cg_painBlendZoom", "0.65", 0 }, +   +  { &cg_debugVoices, "cg_debugVoices", "0", 0 }, + +  // communication cvars set by the cgame to be read by ui +  { &ui_currentClass, "ui_currentClass", "0", CVAR_ROM }, +  { &ui_carriage, "ui_carriage", "", CVAR_ROM }, +  { &ui_stages, "ui_stages", "0 0", CVAR_ROM }, +  { &ui_dialog, "ui_dialog", "Text not set", CVAR_ROM }, +  { &ui_voteActive, "ui_voteActive", "0", CVAR_ROM }, +  { &ui_humanTeamVoteActive, "ui_humanTeamVoteActive", "0", CVAR_ROM }, +  { &ui_alienTeamVoteActive, "ui_alienTeamVoteActive", "0", CVAR_ROM }, + +  { &cg_debugRandom, "cg_debugRandom", "0", 0 }, +   +  { &cg_optimizePrediction, "cg_optimizePrediction", "1", CVAR_ARCHIVE }, +  { &cg_projectileNudge, "cg_projectileNudge", "1", CVAR_ARCHIVE }, + +  // the following variables are created in other parts of the system, +  // but we also reference them here + +  { &cg_paused, "cl_paused", "0", CVAR_ROM }, +  { &cg_blood, "com_blood", "1", CVAR_ARCHIVE }, +  { &cg_synchronousClients, "g_synchronousClients", "0", 0 }, // communicated by systeminfo +  { &cg_timescaleFadeEnd, "cg_timescaleFadeEnd", "1", CVAR_CHEAT }, +  { &cg_timescaleFadeSpeed, "cg_timescaleFadeSpeed", "0", CVAR_CHEAT }, +  { &cg_timescale, "timescale", "1", 0}, +  { &cg_smoothClients, "cg_smoothClients", "0", CVAR_USERINFO | CVAR_ARCHIVE}, +  { &cg_cameraMode, "com_cameraMode", "0", CVAR_CHEAT}, + +  { &pmove_fixed, "pmove_fixed", "0", 0}, +  { &pmove_msec, "pmove_msec", "8", 0}, +  { &cg_noTaunt, "cg_noTaunt", "0", CVAR_ARCHIVE}, +   +  { &cg_voice, "voice", "default", CVAR_USERINFO|CVAR_ARCHIVE}, + +  { &cg_emoticons, "cg_emoticons", "1", CVAR_LATCH|CVAR_ARCHIVE}, + +  { &cg_chatTeamPrefix, "cg_chatTeamPrefix", "1", CVAR_ARCHIVE}, +   +  { &cg_cuboidResizeAxis, "cg_cuboidResizeAxis", "2", 0}, +  { &cg_cuboidPSQuality, "cg_cuboidPSQuality", "3", CVAR_ARCHIVE}, +   +  { &cg_cuboidInfoX, "cg_cuboidInfoX" ,"0", CVAR_ARCHIVE }, +  { &cg_cuboidInfoY, "cg_cuboidInfoY" ,"150", CVAR_ARCHIVE }, +   +  { &cg_modTutorial, "cg_modTutorial", "1", CVAR_ARCHIVE }, +  { &cg_modTutorialReference, "cg_modTutorialReference", "0", CVAR_ARCHIVE }, +  { &cg_lastModVersion, "cg_lastModVersion", "0", CVAR_ARCHIVE }, +   +  { &cg_fuelInfoX, "cg_fuelInfoX" ,"0", CVAR_ARCHIVE }, +  { &cg_fuelInfoY, "cg_fuelInfoY" ,"150", CVAR_ARCHIVE }, +  { &cg_fuelInfoScale, "cg_fuelInfoScale" ,"0.5", CVAR_ARCHIVE }   +}; + +static int   cvarTableSize = sizeof( cvarTable ) / sizeof( cvarTable[0] ); + +/* +================= +CG_RegisterCvars +================= +*/ +void CG_RegisterCvars( void ) +{ +  int         i; +  cvarTable_t *cv; +  char        var[ MAX_TOKEN_CHARS ]; + +  for( i = 0, cv = cvarTable; i < cvarTableSize; i++, cv++ ) +  { +    trap_Cvar_Register( cv->vmCvar, cv->cvarName, +      cv->defaultString, cv->cvarFlags ); +  } + +  // see if we are also running the server on this machine +  trap_Cvar_VariableStringBuffer( "sv_running", var, sizeof( var ) ); +  cgs.localServer = atoi( var ); +} + + +/* +=============== +CG_SetUIVars + +Set some cvars used by the UI +=============== +*/ +static void CG_SetUIVars( void ) +{ +  int   i; +  char  carriageCvar[ MAX_TOKEN_CHARS ]; + +  if( !cg.snap ) +    return; + +  *carriageCvar = 0; + +  //determine what the player is carrying +  for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) +  { +    if( BG_InventoryContainsWeapon( i, cg.snap->ps.stats ) && +        BG_Weapon( i )->purchasable ) +      strcat( carriageCvar, va( "W%d ", i ) ); +  } +  for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) +  { +    if( BG_InventoryContainsUpgrade( i, cg.snap->ps.stats ) && +        BG_Upgrade( i )->purchasable ) +      strcat( carriageCvar, va( "U%d ", i ) ); +  } +  strcat( carriageCvar, "$" ); + +  trap_Cvar_Set( "ui_carriage", carriageCvar ); + +  trap_Cvar_Set( "ui_stages", va( "%d %d", cgs.alienStage, cgs.humanStage ) ); +} + +/* +================= +CG_UpdateCvars +================= +*/ +void CG_UpdateCvars( void ) +{ +  int         i; +  cvarTable_t *cv; + +  for( i = 0, cv = cvarTable; i < cvarTableSize; i++, cv++ ) +    if( cv->vmCvar ) +      trap_Cvar_Update( cv->vmCvar ); + +  // check for modications here + +  CG_SetUIVars( ); + +} + + +int CG_CrosshairPlayer( void ) +{ +  if( cg.time > ( cg.crosshairClientTime + 1000 ) ) +    return -1; + +  return cg.crosshairClientNum; +} + + +int CG_LastAttacker( void ) +{ +  if( !cg.attackerTime ) +    return -1; + +  return cg.snap->ps.persistant[ PERS_ATTACKER ]; +} + + +/* +================= +CG_RemoveNotifyLine +================= +*/ +void CG_RemoveNotifyLine( void ) +{ +  int i, offset, totalLength; + +  if( cg.numConsoleLines == 0 ) +    return; + +  offset = cg.consoleLines[ 0 ].length; +  totalLength = strlen( cg.consoleText ) - offset; + +  //slide up consoleText +  for( i = 0; i <= totalLength; i++ ) +    cg.consoleText[ i ] = cg.consoleText[ i + offset ]; + +  //pop up the first consoleLine +  for( i = 0; i < cg.numConsoleLines; i++ ) +    cg.consoleLines[ i ] = cg.consoleLines[ i + 1 ]; + +  cg.numConsoleLines--; +} + +/* +================= +CG_AddNotifyText +================= +*/ +void CG_AddNotifyText( void ) +{ +  char buffer[ BIG_INFO_STRING ]; +  int bufferLen, textLen; + +  trap_LiteralArgs( buffer, BIG_INFO_STRING ); + +  if( !buffer[ 0 ] ) +  { +    cg.consoleText[ 0 ] = '\0'; +    cg.numConsoleLines = 0; +    return; +  } + +  bufferLen = strlen( buffer ); +  textLen = strlen( cg.consoleText ); +   +  // Ignore console messages that were just printed +  if( cg_noPrintDuplicate.integer && textLen >= bufferLen && +      !strcmp( cg.consoleText + textLen - bufferLen, buffer ) ) +    return; +       +  if( cg.numConsoleLines == MAX_CONSOLE_LINES ) +    CG_RemoveNotifyLine( ); + +  Q_strcat( cg.consoleText, MAX_CONSOLE_TEXT, buffer ); +  cg.consoleLines[ cg.numConsoleLines ].time = cg.time; +  cg.consoleLines[ cg.numConsoleLines ].length = bufferLen; +  cg.numConsoleLines++; +} + +void QDECL CG_Printf( const char *msg, ... ) +{ +  va_list argptr; +  char    text[ 1024 ]; + +  va_start( argptr, msg ); +  Q_vsnprintf( text, sizeof( text ), msg, argptr ); +  va_end( argptr ); + +  trap_Print( text ); +} + +void QDECL CG_Error( const char *msg, ... ) +{ +  va_list argptr; +  char    text[ 1024 ]; + +  va_start( argptr, msg ); +  Q_vsnprintf( text, sizeof( text ), msg, argptr ); +  va_end( argptr ); + +  trap_Error( text ); +} + +void QDECL Com_Error( int level, const char *error, ... ) +{ +  va_list argptr; +  char    text[1024]; + +  va_start( argptr, error ); +  Q_vsnprintf( text, sizeof( text ), error, argptr ); +  va_end( argptr ); + +  CG_Error( "%s", text ); +} + +void QDECL Com_Printf( const char *msg, ... ) { +  va_list   argptr; +  char    text[1024]; + +  va_start( argptr, msg ); +  Q_vsnprintf( text, sizeof( text ), msg, argptr ); +  va_end( argptr ); + +  CG_Printf ("%s", text); +} + + + +/* +================ +CG_Argv +================ +*/ +const char *CG_Argv( int arg ) +{ +  static char buffer[ MAX_STRING_CHARS ]; + +  trap_Argv( arg, buffer, sizeof( buffer ) ); + +  return buffer; +} + + +//======================================================================== + +/* +================= +CG_FileExists + +Test if a specific file exists or not +================= +*/ +qboolean CG_FileExists( char *filename ) +{ +  return trap_FS_FOpenFile( filename, NULL, FS_READ ); +} + +/* +================= +CG_RegisterSounds + +called during a precache command +================= +*/ +static void CG_RegisterSounds( void ) +{ +  int         i; +  char        name[ MAX_QPATH ]; +  const char  *soundName; +  const cuboidAttributes_t *cuboid; + +  cgs.media.alienStageTransition  = trap_S_RegisterSound( "sound/announcements/overmindevolved.wav", qtrue ); +  cgs.media.humanStageTransition  = trap_S_RegisterSound( "sound/announcements/reinforcement.wav", qtrue ); + +  cgs.media.alienOvermindAttack   = trap_S_RegisterSound( "sound/announcements/overmindattack.wav", qtrue ); +  cgs.media.alienOvermindDying    = trap_S_RegisterSound( "sound/announcements/overminddying.wav", qtrue ); +  cgs.media.alienOvermindSpawns   = trap_S_RegisterSound( "sound/announcements/overmindspawns.wav", qtrue ); + +  cgs.media.alienL1Grab           = trap_S_RegisterSound( "sound/player/level1/grab.wav", qtrue ); +  cgs.media.alienL4ChargePrepare  = trap_S_RegisterSound( "sound/player/level4/charge_prepare.wav", qtrue ); +  cgs.media.alienL4ChargeStart    = trap_S_RegisterSound( "sound/player/level4/charge_start.wav", qtrue ); + +  cgs.media.tracerSound           = trap_S_RegisterSound( "sound/weapons/tracer.wav", qfalse ); +  cgs.media.selectSound           = trap_S_RegisterSound( "sound/weapons/change.wav", qfalse ); +  cgs.media.turretSpinupSound     = trap_S_RegisterSound( "sound/buildables/mgturret/spinup.wav", qfalse ); +  cgs.media.weaponEmptyClick      = trap_S_RegisterSound( "sound/weapons/click.wav", qfalse ); + +  cgs.media.talkSound             = trap_S_RegisterSound( "sound/misc/talk.wav", qfalse ); +  cgs.media.alienTalkSound        = trap_S_RegisterSound( "sound/misc/alien_talk.wav", qfalse ); +  cgs.media.humanTalkSound        = trap_S_RegisterSound( "sound/misc/human_talk.wav", qfalse ); +  cgs.media.landSound             = trap_S_RegisterSound( "sound/player/land1.wav", qfalse ); + +  cgs.media.watrInSound           = trap_S_RegisterSound( "sound/player/watr_in.wav", qfalse ); +  cgs.media.watrOutSound          = trap_S_RegisterSound( "sound/player/watr_out.wav", qfalse ); +  cgs.media.watrUnSound           = trap_S_RegisterSound( "sound/player/watr_un.wav", qfalse ); + +  cgs.media.disconnectSound       = trap_S_RegisterSound( "sound/misc/disconnect.wav", qfalse ); + +  for( i = 0; i < 4; i++ ) +  { +    Com_sprintf( name, sizeof( name ), "sound/player/footsteps/step%i.wav", i + 1 ); +    cgs.media.footsteps[ FOOTSTEP_NORMAL ][ i ] = trap_S_RegisterSound( name, qfalse ); + +    Com_sprintf( name, sizeof( name ), "sound/player/footsteps/flesh%i.wav", i + 1 ); +    cgs.media.footsteps[ FOOTSTEP_FLESH ][ i ] = trap_S_RegisterSound( name, qfalse ); + +    Com_sprintf( name, sizeof( name ), "sound/player/footsteps/splash%i.wav", i + 1 ); +    cgs.media.footsteps[ FOOTSTEP_SPLASH ][ i ] = trap_S_RegisterSound( name, qfalse ); + +    Com_sprintf( name, sizeof( name ), "sound/player/footsteps/clank%i.wav", i + 1 ); +    cgs.media.footsteps[ FOOTSTEP_METAL ][ i ] = trap_S_RegisterSound( name, qfalse ); +  } + +  for( i = 1 ; i < MAX_SOUNDS ; i++ ) +  { +    soundName = CG_ConfigString( CS_SOUNDS + i ); + +    if( !soundName[ 0 ] ) +      break; + +    if( soundName[ 0 ] == '*' ) +      continue; // custom sound + +    cgs.gameSounds[ i ] = trap_S_RegisterSound( soundName, qfalse ); +  } + +  cgs.media.jetpackDescendSound             = trap_S_RegisterSound( "sound/upgrades/jetpack/low.wav", qfalse ); +  cgs.media.jetpackIdleSound                = trap_S_RegisterSound( "sound/upgrades/jetpack/idle.wav", qfalse ); +  cgs.media.jetpackAscendSound              = trap_S_RegisterSound( "sound/upgrades/jetpack/hi.wav", qfalse ); +  cgs.media.jetpackDescendDeactivateSound   = trap_S_RegisterSound( "sound/upgrades/jetpack/low_off.wav", qfalse ); +  cgs.media.jetpackIdleDeactivateSound      = trap_S_RegisterSound( "sound/upgrades/jetpack/idle_off.wav", qfalse ); +  cgs.media.jetpackAscendDeactivateSound    = trap_S_RegisterSound( "sound/upgrades/jetpack/hi_off.wav", qfalse ); +  cgs.media.jetpackJumpSound                = trap_S_RegisterSound( "sound/upgrades/jetpack/jump.wav", qfalse ); +  cgs.media.jetpackLowFuelSound             = trap_S_RegisterSound( "sound/upgrades/jetpack/lowfuel.wav", qfalse ); +  cgs.media.jetpackNoJumpFuelSound          = trap_S_RegisterSound( "sound/upgrades/jetpack/nojumpfuel.wav", qfalse ); +  cgs.media.jetpackRefuelSound              = trap_S_RegisterSound( "sound/upgrades/jetpack/refuel.wav", qfalse ); +   +  cgs.media.medkitUseSound          = trap_S_RegisterSound( "sound/upgrades/medkit/medkit.wav", qfalse ); + +  cgs.media.alienEvolveSound        = trap_S_RegisterSound( "sound/player/alienevolve.wav", qfalse ); + +  cgs.media.alienBuildableExplosion = trap_S_RegisterSound( "sound/buildables/alien/explosion.wav", qfalse ); +  cgs.media.alienBuildableDamage    = trap_S_RegisterSound( "sound/buildables/alien/damage.wav", qfalse ); +  cgs.media.alienBuildablePrebuild  = trap_S_RegisterSound( "sound/buildables/alien/prebuild.wav", qfalse ); + +  cgs.media.humanBuildableExplosion = trap_S_RegisterSound( "sound/buildables/human/explosion.wav", qfalse ); +  cgs.media.humanBuildablePrebuild  = trap_S_RegisterSound( "sound/buildables/human/prebuild.wav", qfalse ); + +  for( i = 0; i < 4; i++ ) +    cgs.media.humanBuildableDamage[ i ] = trap_S_RegisterSound( +        va( "sound/buildables/human/damage%d.wav", i ), qfalse ); + +  cgs.media.hardBounceSound1        = trap_S_RegisterSound( "sound/misc/hard_bounce1.wav", qfalse ); +  cgs.media.hardBounceSound2        = trap_S_RegisterSound( "sound/misc/hard_bounce2.wav", qfalse ); + +  cgs.media.repeaterUseSound        = trap_S_RegisterSound( "sound/buildables/repeater/use.wav", qfalse ); + +  cgs.media.buildableRepairSound    = trap_S_RegisterSound( "sound/buildables/human/repair.wav", qfalse ); +  cgs.media.buildableRepairedSound  = trap_S_RegisterSound( "sound/buildables/human/repaired.wav", qfalse ); + +  cgs.media.lCannonWarningSound     = trap_S_RegisterSound( "models/weapons/lcannon/warning.wav", qfalse ); +  cgs.media.lCannonWarningSound2    = trap_S_RegisterSound( "models/weapons/lcannon/warning2.wav", qfalse ); +   +  cgs.media.cuboidErrorSound        = trap_S_RegisterSound( "sound/cuboid/error.wav", qfalse ); +  cg.lastCuboidError                = cg.time; +  cgs.media.cuboidResizeSoundA      = trap_S_RegisterSound( "sound/cuboid/resizea.wav", qfalse ); +  cgs.media.cuboidResizeSoundB      = trap_S_RegisterSound( "sound/cuboid/resizeb.wav", qfalse ); +  cgs.media.cuboidRotateSound       = trap_S_RegisterSound( "sound/cuboid/rotate.wav", qfalse ); +  cgs.media.cuboidAxisChangeSound   = trap_S_RegisterSound( "sound/cuboid/axischange.wav", qfalse ); +} + + +//=================================================================================== + +/* +================= +CG_RegisterGraphics + +This function may execute for a couple of minutes with a slow disk. +================= +*/ +static void CG_RegisterGraphics( void ) +{ +  int         i,j; +  const cuboidAttributes_t *cuboid; +   +  static char *sb_nums[ 11 ] = +  { +    "gfx/2d/numbers/zero_32b", +    "gfx/2d/numbers/one_32b", +    "gfx/2d/numbers/two_32b", +    "gfx/2d/numbers/three_32b", +    "gfx/2d/numbers/four_32b", +    "gfx/2d/numbers/five_32b", +    "gfx/2d/numbers/six_32b", +    "gfx/2d/numbers/seven_32b", +    "gfx/2d/numbers/eight_32b", +    "gfx/2d/numbers/nine_32b", +    "gfx/2d/numbers/minus_32b", +  }; +  static char *buildWeaponTimerPieShaders[ 8 ] = +  { +    "ui/assets/neutral/1_5pie", +    "ui/assets/neutral/3_0pie", +    "ui/assets/neutral/4_5pie", +    "ui/assets/neutral/6_0pie", +    "ui/assets/neutral/7_5pie", +    "ui/assets/neutral/9_0pie", +    "ui/assets/neutral/10_5pie", +    "ui/assets/neutral/12_0pie", +  }; + +  // clear any references to old media +  memset( &cg.refdef, 0, sizeof( cg.refdef ) ); +  trap_R_ClearScene( ); + +  trap_R_LoadWorldMap( cgs.mapname ); +  CG_UpdateMediaFraction( 0.66f ); + +  for( i = 0; i < 11; i++ ) +    cgs.media.numberShaders[ i ] = trap_R_RegisterShader( sb_nums[ i ] ); + +  cgs.media.viewBloodShader           = trap_R_RegisterShader( "gfx/damage/fullscreen_painblend" ); + +  cgs.media.connectionShader          = trap_R_RegisterShader( "gfx/2d/net" ); + +  cgs.media.creepShader               = trap_R_RegisterShader( "creep" ); + +  cgs.media.scannerBlipShader         = trap_R_RegisterShader( "gfx/2d/blip" ); +  cgs.media.scannerLineShader         = trap_R_RegisterShader( "gfx/2d/stalk" ); + +  cgs.media.teamOverlayShader         = trap_R_RegisterShader( "gfx/2d/teamoverlay" ); + +  cgs.media.tracerShader              = trap_R_RegisterShader( "gfx/misc/tracer" ); + +  cgs.media.backTileShader            = trap_R_RegisterShader( "console" ); + + +  // building shaders +  cgs.media.greenBuildShader          = trap_R_RegisterShader("gfx/misc/greenbuild" ); +  cgs.media.redBuildShader            = trap_R_RegisterShader("gfx/misc/redbuild" ); +  cgs.media.humanSpawningShader       = trap_R_RegisterShader("models/buildables/telenode/rep_cyl" ); +   +  for( i = 0; i < CUBOID_CRACK_TEXTURES - 1; i++ ) +    cgs.media.cuboidCracks[ i ] = trap_R_RegisterShader( va( "models/cuboid/cracks_%i", i ) ); +   +  cgs.media.cuboidModel               = trap_R_RegisterModel( "models/cuboid/cuboid.md3" ); +  cgs.media.cuboidRedBuildShader      = trap_R_RegisterShader( "gfx/cuboid/build_red" ); +  cgs.media.cuboidYellowBuildShader   = trap_R_RegisterShader( "gfx/cuboid/build_yellow" ); +  cgs.media.cuboidGreenBuildShader    = trap_R_RegisterShader( "gfx/cuboid/build_green" ); +  cgs.media.cuboidAxis                = trap_R_RegisterShader( "gfx/cuboid/build_axis" ); +  cgs.media.cuboidAlienPrebuild       = trap_R_RegisterShader( "gfx/cuboid/prebuild_alien" ); +  +  cg.forbidCuboids=qfalse; +  cg.latestCBNumber=0; +   +  for( i = 0; i < 15; i++ ) +    cgs.media.splashLogo[ i ] = trap_R_RegisterShader( va( "cuboid/logo_%i.tga", i ) ); +  cgs.media.splashLeft                = trap_R_RegisterShader( "cuboid/logo_left.tga" ); +  cgs.media.splashRight               = trap_R_RegisterShader( "cuboid/logo_right.tga" ); +   +   +  for( i = 0; i < 8; i++ ) +    cgs.media.buildWeaponTimerPie[ i ] = trap_R_RegisterShader( buildWeaponTimerPieShaders[ i ] ); + +  // player health cross shaders +  cgs.media.healthCross               = trap_R_RegisterShader( "ui/assets/neutral/cross.tga" ); +  cgs.media.healthCross2X             = trap_R_RegisterShader( "ui/assets/neutral/cross2.tga" ); +  cgs.media.healthCross3X             = trap_R_RegisterShader( "ui/assets/neutral/cross3.tga" ); +  cgs.media.healthCrossMedkit         = trap_R_RegisterShader( "ui/assets/neutral/cross_medkit.tga" ); +  cgs.media.healthCrossPoisoned       = trap_R_RegisterShader( "ui/assets/neutral/cross_poison.tga" ); +   +  cgs.media.upgradeClassIconShader    = trap_R_RegisterShader( "icons/icona_upgrade.tga" ); +   +  cgs.media.balloonShader             = trap_R_RegisterShader( "gfx/sprites/chatballoon" ); + +  cgs.media.disconnectPS              = CG_RegisterParticleSystem( "disconnectPS" ); + +  CG_UpdateMediaFraction( 0.7f ); + +  memset( cg_weapons, 0, sizeof( cg_weapons ) ); +  memset( cg_upgrades, 0, sizeof( cg_upgrades ) ); + +  cgs.media.shadowMarkShader          = trap_R_RegisterShader( "gfx/marks/shadow" ); +  cgs.media.wakeMarkShader            = trap_R_RegisterShader( "gfx/marks/wake" ); + +  cgs.media.poisonCloudPS             = CG_RegisterParticleSystem( "firstPersonPoisonCloudPS" ); +  cgs.media.poisonCloudedPS           = CG_RegisterParticleSystem( "poisonCloudedPS" ); +  cgs.media.alienEvolvePS             = CG_RegisterParticleSystem( "alienEvolvePS" ); +  cgs.media.alienAcidTubePS           = CG_RegisterParticleSystem( "alienAcidTubePS" ); + +  cgs.media.jetPackDescendPS          = CG_RegisterParticleSystem( "jetPackDescendPS" ); +  cgs.media.jetPackHoverPS            = CG_RegisterParticleSystem( "jetPackHoverPS" ); +  cgs.media.jetPackAscendPS           = CG_RegisterParticleSystem( "jetPackAscendPS" ); + +  cgs.media.humanBuildableDamagedPS   = CG_RegisterParticleSystem( "humanBuildableDamagedPS" ); +  cgs.media.alienBuildableDamagedPS   = CG_RegisterParticleSystem( "alienBuildableDamagedPS" ); +  cgs.media.humanBuildableDestroyedPS = CG_RegisterParticleSystem( "humanBuildableDestroyedPS" ); +  cgs.media.alienBuildableDestroyedPS = CG_RegisterParticleSystem( "alienBuildableDestroyedPS" ); + +  cgs.media.humanBuildableBleedPS     = CG_RegisterParticleSystem( "humanBuildableBleedPS");   +  cgs.media.alienBuildableBleedPS     = CG_RegisterParticleSystem( "alienBuildableBleedPS" ); + +  cgs.media.alienBleedPS              = CG_RegisterParticleSystem( "alienBleedPS" ); +  cgs.media.humanBleedPS              = CG_RegisterParticleSystem( "humanBleedPS" ); + +  CG_BuildableStatusParse( "ui/assets/human/buildstat.cfg", &cgs.humanBuildStat ); +  CG_BuildableStatusParse( "ui/assets/alien/buildstat.cfg", &cgs.alienBuildStat ); +  +  // register the inline models +  cgs.numInlineModels = trap_CM_NumInlineModels( ); + +  for( i = 1; i < cgs.numInlineModels; i++ ) +  { +    char    name[ 10 ]; +    vec3_t  mins, maxs; +    int     j; + +    Com_sprintf( name, sizeof( name ), "*%i", i ); + +    cgs.inlineDrawModel[ i ] = trap_R_RegisterModel( name ); +    trap_R_ModelBounds( cgs.inlineDrawModel[ i ], mins, maxs ); + +    for( j = 0 ; j < 3 ; j++ ) +      cgs.inlineModelMidpoints[ i ][ j ] = mins[ j ] + 0.5 * ( maxs[ j ] - mins[ j ] ); +  } + +  // register all the server specified models +  for( i = 1; i < MAX_MODELS; i++ ) +  { +    const char *modelName; + +    modelName = CG_ConfigString( CS_MODELS + i ); + +    if( !modelName[ 0 ] ) +      break; + +    cgs.gameModels[ i ] = trap_R_RegisterModel( modelName ); +  } + +  CG_UpdateMediaFraction( 0.8f ); + +  // register all the server specified shaders +  for( i = 1; i < MAX_GAME_SHADERS; i++ ) +  { +    const char *shaderName; + +    shaderName = CG_ConfigString( CS_SHADERS + i ); + +    if( !shaderName[ 0 ] ) +      break; + +    cgs.gameShaders[ i ] = trap_R_RegisterShader( shaderName ); +  } + +  CG_UpdateMediaFraction( 0.9f ); + +  // register all the server specified particle systems +  for( i = 1; i < MAX_GAME_PARTICLE_SYSTEMS; i++ ) +  { +    const char *psName; + +    psName = CG_ConfigString( CS_PARTICLE_SYSTEMS + i ); + +    if( !psName[ 0 ] ) +      break; + +    cgs.gameParticleSystems[ i ] = CG_RegisterParticleSystem( (char *)psName ); +  } +} + + +/* +======================= +CG_BuildSpectatorString + +======================= +*/ +void CG_BuildSpectatorString( void ) +{ +  int i; + +  cg.spectatorList[ 0 ] = 0; + +  for( i = 0; i < MAX_CLIENTS; i++ ) +  { +    if( cgs.clientinfo[ i ].infoValid && cgs.clientinfo[ i ].team == TEAM_NONE ) +    { +      Q_strcat( cg.spectatorList, sizeof( cg.spectatorList ), +          va( S_COLOR_WHITE "%s     ", cgs.clientinfo[ i ].name ) ); +    } +  } +} + + + +/* +=================== +CG_RegisterClients + +=================== +*/ +static void CG_RegisterClients( void ) +{ +  int   i; + +  cg.charModelFraction = 0.0f; + +  //precache all the models/sounds/etc +  for( i = PCL_NONE + 1; i < PCL_NUM_CLASSES;  i++ ) +  { +    CG_PrecacheClientInfo( i, BG_ClassConfig( i )->modelName, +                              BG_ClassConfig( i )->skinName ); + +    cg.charModelFraction = (float)i / (float)PCL_NUM_CLASSES; +    trap_UpdateScreen( ); +  } + +  cgs.media.larmourHeadSkin    = trap_R_RegisterSkin( "models/players/human_base/head_light.skin" ); +  cgs.media.larmourMk2HeadSkin = trap_R_RegisterSkin( "models/players/human_base/head_light_mk2.skin" ); +  cgs.media.larmourLegsSkin    = trap_R_RegisterSkin( "models/players/human_base/lower_light.skin" ); +  cgs.media.larmourTorsoSkin   = trap_R_RegisterSkin( "models/players/human_base/upper_light.skin" ); + +  cgs.media.jetpackModel       = trap_R_RegisterModel( "models/players/human_base/jetpack.md3" ); +  cgs.media.jetpackFlashModel  = trap_R_RegisterModel( "models/players/human_base/jetpack_flash.md3" ); +  cgs.media.battpackModel      = trap_R_RegisterModel( "models/players/human_base/battpack.md3" ); + +  cg.charModelFraction = 1.0f; +  trap_UpdateScreen( ); + +  //load all the clientinfos of clients already connected to the server +  for( i = 0; i < MAX_CLIENTS; i++ ) +  { +    const char  *clientInfo; + +    clientInfo = CG_ConfigString( CS_PLAYERS + i ); +    if( !clientInfo[ 0 ] ) +      continue; + +    CG_NewClientInfo( i ); +  } + +  CG_BuildSpectatorString( ); +} + +//=========================================================================== + +/* +================= +CG_ConfigString +================= +*/ +const char *CG_ConfigString( int index ) +{ +  if( index < 0 || index >= MAX_CONFIGSTRINGS ) +    CG_Error( "CG_ConfigString: bad index: %i", index ); + +  return cgs.gameState.stringData + cgs.gameState.stringOffsets[ index ]; +} + +//================================================================== + +/* +====================== +CG_StartMusic + +====================== +*/ +void CG_StartMusic( void ) +{ +  char  *s; +  char  parm1[ MAX_QPATH ], parm2[ MAX_QPATH ]; + +  // start the background music +  s = (char *)CG_ConfigString( CS_MUSIC ); +  Q_strncpyz( parm1, COM_Parse( &s ), sizeof( parm1 ) ); +  Q_strncpyz( parm2, COM_Parse( &s ), sizeof( parm2 ) ); + +  trap_S_StartBackgroundTrack( parm1, parm2 ); +} + +/* +====================== +CG_PlayerCount +====================== +*/ +int CG_PlayerCount( void ) +{ +  int i, count = 0; + +  CG_RequestScores( ); + +  for( i = 0; i < cg.numScores; i++ ) +  { +    if( cg.scores[ i ].team == TEAM_ALIENS || +        cg.scores[ i ].team == TEAM_HUMANS ) +      count++; +  } + +  return count; +} + +// +// ============================== +// new hud stuff ( mission pack ) +// ============================== +// +char *CG_GetMenuBuffer( const char *filename ) +{ +  int           len; +  fileHandle_t  f; +  static char   buf[ MAX_MENUFILE ]; + +  len = trap_FS_FOpenFile( filename, &f, FS_READ ); + +  if( !f ) +  { +    trap_Print( va( S_COLOR_RED "menu file not found: %s, using default\n", filename ) ); +    return NULL; +  } + +  if( len >= MAX_MENUFILE ) +  { +    trap_Print( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i", +                    filename, len, MAX_MENUFILE ) ); +    trap_FS_FCloseFile( f ); +    return NULL; +  } + +  trap_FS_Read( buf, len, f ); +  buf[len] = 0; +  trap_FS_FCloseFile( f ); + +  return buf; +} + +qboolean CG_Asset_Parse( int handle ) +{ +  pc_token_t token; +  const char *tempStr; + +  if( !trap_Parse_ReadToken( handle, &token ) ) +    return qfalse; + +  if( Q_stricmp( token.string, "{" ) != 0 ) +    return qfalse; + +  while( 1 ) +  { +    if( !trap_Parse_ReadToken( handle, &token ) ) +      return qfalse; + +    if( Q_stricmp( token.string, "}" ) == 0 ) +      return qtrue; + +    // font +    if( Q_stricmp( token.string, "font" ) == 0 ) +    { +      int pointSize; + +      if( !PC_String_Parse( handle, &tempStr ) || !PC_Int_Parse( handle, &pointSize ) ) +        return qfalse; + +      cgDC.registerFont( tempStr, pointSize, &cgDC.Assets.textFont ); +      continue; +    } + +    // smallFont +    if( Q_stricmp( token.string, "smallFont" ) == 0 ) +    { +      int pointSize; + +      if( !PC_String_Parse( handle, &tempStr ) || !PC_Int_Parse( handle, &pointSize ) ) +        return qfalse; + +      cgDC.registerFont( tempStr, pointSize, &cgDC.Assets.smallFont ); +      continue; +    } + +    // font +    if( Q_stricmp( token.string, "bigfont" ) == 0 ) +    { +      int pointSize; + +      if( !PC_String_Parse( handle, &tempStr ) || !PC_Int_Parse( handle, &pointSize ) ) +        return qfalse; + +      cgDC.registerFont( tempStr, pointSize, &cgDC.Assets.bigFont ); +      continue; +    } + +    // gradientbar +    if( Q_stricmp( token.string, "gradientbar" ) == 0 ) +    { +      if( !PC_String_Parse( handle, &tempStr ) ) +        return qfalse; + +      cgDC.Assets.gradientBar = trap_R_RegisterShaderNoMip( tempStr ); +      continue; +    } + +    // enterMenuSound +    if( Q_stricmp( token.string, "menuEnterSound" ) == 0 ) +    { +      if( !PC_String_Parse( handle, &tempStr ) ) +        return qfalse; + +      cgDC.Assets.menuEnterSound = trap_S_RegisterSound( tempStr, qfalse ); +      continue; +    } + +    // exitMenuSound +    if( Q_stricmp( token.string, "menuExitSound" ) == 0 ) +    { +      if( !PC_String_Parse( handle, &tempStr ) ) +        return qfalse; + +      cgDC.Assets.menuExitSound = trap_S_RegisterSound( tempStr, qfalse ); +      continue; +    } + +    // itemFocusSound +    if( Q_stricmp( token.string, "itemFocusSound" ) == 0 ) +    { +      if( !PC_String_Parse( handle, &tempStr ) ) +        return qfalse; + +      cgDC.Assets.itemFocusSound = trap_S_RegisterSound( tempStr, qfalse ); +      continue; +    } + +    // menuBuzzSound +    if( Q_stricmp( token.string, "menuBuzzSound" ) == 0 ) +    { +      if( !PC_String_Parse( handle, &tempStr ) ) +        return qfalse; + +      cgDC.Assets.menuBuzzSound = trap_S_RegisterSound( tempStr, qfalse ); +      continue; +    } + +    if( Q_stricmp( token.string, "cursor" ) == 0 ) +    { +      if( !PC_String_Parse( handle, &cgDC.Assets.cursorStr ) ) +        return qfalse; + +      cgDC.Assets.cursor = trap_R_RegisterShaderNoMip( cgDC.Assets.cursorStr ); +      continue; +    } + +    if( Q_stricmp( token.string, "fadeClamp" ) == 0 ) +    { +      if( !PC_Float_Parse( handle, &cgDC.Assets.fadeClamp ) ) +        return qfalse; + +      continue; +    } + +    if( Q_stricmp( token.string, "fadeCycle" ) == 0 ) +    { +      if( !PC_Int_Parse( handle, &cgDC.Assets.fadeCycle ) ) +        return qfalse; + +      continue; +    } + +    if( Q_stricmp( token.string, "fadeAmount" ) == 0 ) +    { +      if( !PC_Float_Parse( handle, &cgDC.Assets.fadeAmount ) ) +        return qfalse; + +      continue; +    } + +    if( Q_stricmp( token.string, "shadowX" ) == 0 ) +    { +      if( !PC_Float_Parse( handle, &cgDC.Assets.shadowX ) ) +        return qfalse; + +      continue; +    } + +    if( Q_stricmp( token.string, "shadowY" ) == 0 ) +    { +      if( !PC_Float_Parse( handle, &cgDC.Assets.shadowY ) ) +        return qfalse; + +      continue; +    } + +    if( Q_stricmp( token.string, "shadowColor" ) == 0 ) +    { +      if( !PC_Color_Parse( handle, &cgDC.Assets.shadowColor ) ) +        return qfalse; + +      cgDC.Assets.shadowFadeClamp = cgDC.Assets.shadowColor[ 3 ]; +      continue; +    } +  } + +  return qfalse; +} + +void CG_ParseMenu( const char *menuFile ) +{ +  pc_token_t  token; +  int         handle; + +  handle = trap_Parse_LoadSource( menuFile ); + +  if( !handle ) +    handle = trap_Parse_LoadSource( "ui/testhud.menu" ); + +  if( !handle ) +    return; + +  while( 1 ) +  { +    if( !trap_Parse_ReadToken( handle, &token ) ) +      break; + +    //if ( Q_stricmp( token, "{" ) ) { +    //  Com_Printf( "Missing { in menu file\n" ); +    //  break; +    //} + +    //if ( menuCount == MAX_MENUS ) { +    //  Com_Printf( "Too many menus!\n" ); +    //  break; +    //} + +    if( token.string[ 0 ] == '}' ) +      break; + +    if( Q_stricmp( token.string, "assetGlobalDef" ) == 0 ) +    { +      if( CG_Asset_Parse( handle ) ) +        continue; +      else +        break; +    } + + +    if( Q_stricmp( token.string, "menudef" ) == 0 ) +    { +      // start a new menu +      Menu_New( handle ); +    } +  } + +  trap_Parse_FreeSource( handle ); +} + +qboolean CG_Load_Menu( char **p ) +{ +  char *token; + +  token = COM_ParseExt( p, qtrue ); + +  if( token[ 0 ] != '{' ) +    return qfalse; + +  while( 1 ) +  { +    token = COM_ParseExt( p, qtrue ); + +    if( Q_stricmp( token, "}" ) == 0 ) +      return qtrue; + +    if( !token || token[ 0 ] == 0 ) +      return qfalse; + +    CG_ParseMenu( token ); +  } +  return qfalse; +} + + + +void CG_LoadMenus( const char *menuFile ) +{ +  char          *token; +  char          *p; +  int           len, start; +  fileHandle_t  f; +  static char   buf[ MAX_MENUDEFFILE ]; + +  start = trap_Milliseconds( ); + +  len = trap_FS_FOpenFile( menuFile, &f, FS_READ ); + +  if( !f ) +  { +    trap_Error( va( S_COLOR_YELLOW "menu file not found: %s, using default\n", menuFile ) ); +    len = trap_FS_FOpenFile( "ui/hud.txt", &f, FS_READ ); + +    if( !f ) +      trap_Error( va( S_COLOR_RED "default menu file not found: ui/hud.txt, unable to continue!\n" ) ); +  } + +  if( len >= MAX_MENUDEFFILE ) +  { +    trap_Error( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i", +                menuFile, len, MAX_MENUDEFFILE ) ); +    trap_FS_FCloseFile( f ); +    return; +  } + +  trap_FS_Read( buf, len, f ); +  buf[ len ] = 0; +  trap_FS_FCloseFile( f ); + +  COM_Compress( buf ); + +  Menu_Reset( ); + +  p = buf; + +  while( 1 ) +  { +    token = COM_ParseExt( &p, qtrue ); + +    if( !token || token[ 0 ] == 0 || token[ 0 ] == '}' ) +      break; + +    if( Q_stricmp( token, "}" ) == 0 ) +      break; + +    if( Q_stricmp( token, "loadmenu" ) == 0 ) +    { +      if( CG_Load_Menu( &p ) ) +        continue; +      else +        break; +    } +  } + +  Com_Printf( "UI menu load time = %d milli seconds\n", trap_Milliseconds( ) - start ); +} + + + +static qboolean CG_OwnerDrawHandleKey( int ownerDraw, int key ) +{ +  return qfalse; +} + + +static int CG_FeederCount( int feederID ) +{ +  int i, count = 0; + +  if( feederID == FEEDER_ALIENTEAM_LIST ) +  { +    for( i = 0; i < cg.numScores; i++ ) +    { +      if( cg.scores[ i ].team == TEAM_ALIENS ) +        count++; +    } +  } +  else if( feederID == FEEDER_HUMANTEAM_LIST ) +  { +    for( i = 0; i < cg.numScores; i++ ) +    { +      if( cg.scores[ i ].team == TEAM_HUMANS ) +        count++; +    } +  } + +  return count; +} + + +void CG_SetScoreSelection( void *p ) +{ +  menuDef_t     *menu = (menuDef_t*)p; +  playerState_t *ps = &cg.snap->ps; +  int           i, alien, human; +  int           feeder; + +  alien = human = 0; + +  for( i = 0; i < cg.numScores; i++ ) +  { +    if( cg.scores[ i ].team == TEAM_ALIENS ) +      alien++; +    else if( cg.scores[ i ].team == TEAM_HUMANS ) +      human++; + +    if( ps->clientNum == cg.scores[ i ].client ) +      cg.selectedScore = i; +  } + +  if( menu == NULL ) +    // just interested in setting the selected score +    return; + +  feeder = FEEDER_ALIENTEAM_LIST; +  i = alien; + +  if( cg.scores[ cg.selectedScore ].team == TEAM_HUMANS ) +  { +    feeder = FEEDER_HUMANTEAM_LIST; +    i = human; +  } + +  Menu_SetFeederSelection(menu, feeder, i, NULL); +} + +// FIXME: might need to cache this info +static clientInfo_t * CG_InfoFromScoreIndex( int index, int team, int *scoreIndex ) +{ +  int i, count; +  count = 0; + +  for( i = 0; i < cg.numScores; i++ ) +  { +    if( cg.scores[ i ].team == team ) +    { +      if( count == index ) +      { +        *scoreIndex = i; +        return &cgs.clientinfo[ cg.scores[ i ].client ]; +      } +      count++; +    } +  } + +  *scoreIndex = index; +  return &cgs.clientinfo[ cg.scores[ index ].client ]; +} + +qboolean CG_ClientIsReady( int clientNum ) +{ +  clientList_t ready; + +  Com_ClientListParse( &ready, CG_ConfigString( CS_CLIENTS_READY ) ); + +  return Com_ClientListContains( &ready, clientNum ); +} + +static const char *CG_FeederItemText( int feederID, int index, int column, qhandle_t *handle ) +{ +  int           scoreIndex = 0; +  clientInfo_t  *info = NULL; +  int           team = -1; +  score_t       *sp = NULL; +  qboolean      showIcons = qfalse; + +  *handle = -1; + +  if( feederID == FEEDER_ALIENTEAM_LIST ) +    team = TEAM_ALIENS; +  else if( feederID == FEEDER_HUMANTEAM_LIST ) +    team = TEAM_HUMANS; + +  info = CG_InfoFromScoreIndex( index, team, &scoreIndex ); +  sp = &cg.scores[ scoreIndex ]; + +  if( cg.intermissionStarted && CG_ClientIsReady( sp->client ) ) +    showIcons = qfalse; +  else if( cg.snap->ps.pm_type == PM_SPECTATOR || +           cg.snap->ps.pm_type == PM_NOCLIP || +           cg.snap->ps.pm_flags & PMF_FOLLOW || +           team == cg.snap->ps.stats[ STAT_TEAM ] || +           cg.intermissionStarted ) +  { +    showIcons = qtrue; +  } + +  if( info && info->infoValid ) +  { +    switch( column ) +    { +      case 0: +        if( showIcons ) +        { +          if( sp->weapon != WP_NONE ) +            *handle = cg_weapons[ sp->weapon ].weaponIcon; +        } +        break; + +      case 1: +        if( showIcons ) +        { +          if( sp->team == TEAM_HUMANS && sp->upgrade != UP_NONE ) +            *handle = cg_upgrades[ sp->upgrade ].upgradeIcon; +          else if( sp->team == TEAM_ALIENS ) +          { +            switch( sp->weapon ) +            { +              case WP_ABUILD2: +              case WP_ALEVEL1_UPG: +              case WP_ALEVEL2_UPG: +              case WP_ALEVEL3_UPG: +                *handle = cgs.media.upgradeClassIconShader; +                break; + +              default: +                break; +            } +          } +        } +        break; + +      case 2: +        if( cg.intermissionStarted && CG_ClientIsReady( sp->client ) ) +          return "Ready"; +        break; + +      case 3: +        return va( S_COLOR_WHITE "%s", info->name ); +        break; + +      case 4: +        return va( "%d", sp->score ); +        break; + +      case 5: +        return va( "%4d", sp->time ); +        break; + +      case 6: +        if( sp->ping == -1 ) +          return ""; + +        return va( "%4d", sp->ping ); +        break; +    } +  } + +  return ""; +} + +static qhandle_t CG_FeederItemImage( int feederID, int index ) +{ +  return 0; +} + +static void CG_FeederSelection( int feederID, int index ) +{ +  int i, count; +  int team = ( feederID == FEEDER_ALIENTEAM_LIST ) ? TEAM_ALIENS : TEAM_HUMANS; +  count = 0; + +  for( i = 0; i < cg.numScores; i++ ) +  { +    if( cg.scores[ i ].team == team ) +    { +      if( index == count ) +        cg.selectedScore = i; + +      count++; +    } +  } +} + +static float CG_Cvar_Get( const char *cvar ) +{ +  char buff[ 128 ]; + +  memset( buff, 0, sizeof( buff ) ); +  trap_Cvar_VariableStringBuffer( cvar, buff, sizeof( buff ) ); +  return atof( buff ); +} + +void CG_Text_PaintWithCursor( float x, float y, float scale, vec4_t color, const char *text, +                              int cursorPos, char cursor, int limit, int style ) +{ +  UI_Text_Paint( x, y, scale, color, text, 0, limit, style ); +} + +static int CG_OwnerDrawWidth( int ownerDraw, float scale ) +{ +  switch( ownerDraw ) +  { +    case CG_KILLER: +      return UI_Text_Width( CG_GetKillerText( ), scale ); +      break; +  } + +  return 0; +} + +static int CG_PlayCinematic( const char *name, float x, float y, float w, float h ) +{ +  return trap_CIN_PlayCinematic( name, x, y, w, h, CIN_loop ); +} + +static void CG_StopCinematic( int handle ) +{ +  trap_CIN_StopCinematic( handle ); +} + +static void CG_DrawCinematic( int handle, float x, float y, float w, float h ) +{ +  trap_CIN_SetExtents( handle, x, y, w, h ); +  trap_CIN_DrawCinematic( handle ); +} + +static void CG_RunCinematicFrame( int handle ) +{ +  trap_CIN_RunCinematic( handle ); +} + +// hack to prevent warning +static qboolean CG_OwnerDrawVisible( int parameter ) +{ +  return qfalse; +} + +/* +================= +CG_LoadHudMenu +================= +*/ +void CG_LoadHudMenu( void ) +{ +  char        buff[ 1024 ]; +  const char  *hudSet; + +  cgDC.aspectScale = ( ( 640.0f * cgs.glconfig.vidHeight ) / +                       ( 480.0f * cgs.glconfig.vidWidth ) ); +  cgDC.xscale = cgs.glconfig.vidWidth / 640.0f; +  cgDC.yscale = cgs.glconfig.vidHeight / 480.0f; + +  cgDC.smallFontScale = CG_Cvar_Get( "ui_smallFont" ); +  cgDC.bigFontScale = CG_Cvar_Get( "ui_bigFont" ); + +  cgDC.registerShaderNoMip  = &trap_R_RegisterShaderNoMip; +  cgDC.setColor             = &trap_R_SetColor; +  cgDC.drawHandlePic        = &CG_DrawPic; +  cgDC.drawStretchPic       = &trap_R_DrawStretchPic; +  cgDC.registerModel        = &trap_R_RegisterModel; +  cgDC.modelBounds          = &trap_R_ModelBounds; +  cgDC.fillRect             = &CG_FillRect; +  cgDC.drawRect             = &CG_DrawRect; +  cgDC.drawSides            = &CG_DrawSides; +  cgDC.drawTopBottom        = &CG_DrawTopBottom; +  cgDC.clearScene           = &trap_R_ClearScene; +  cgDC.addRefEntityToScene  = &trap_R_AddRefEntityToScene; +  cgDC.renderScene          = &trap_R_RenderScene; +  cgDC.registerFont         = &trap_R_RegisterFont; +  cgDC.ownerDrawItem        = &CG_OwnerDraw; +  cgDC.getValue             = &CG_GetValue; +  cgDC.ownerDrawVisible     = &CG_OwnerDrawVisible; +  cgDC.runScript            = &CG_RunMenuScript; +  cgDC.setCVar              = trap_Cvar_Set; +  cgDC.getCVarString        = trap_Cvar_VariableStringBuffer; +  cgDC.getCVarValue         = CG_Cvar_Get; +  cgDC.setOverstrikeMode    = &trap_Key_SetOverstrikeMode; +  cgDC.getOverstrikeMode    = &trap_Key_GetOverstrikeMode; +  cgDC.startLocalSound      = &trap_S_StartLocalSound; +  cgDC.ownerDrawHandleKey   = &CG_OwnerDrawHandleKey; +  cgDC.feederCount          = &CG_FeederCount; +  cgDC.feederItemImage      = &CG_FeederItemImage; +  cgDC.feederItemText       = &CG_FeederItemText; +  cgDC.feederSelection      = &CG_FeederSelection; +  //cgDC.setBinding           = &trap_Key_SetBinding; +  //cgDC.getBindingBuf        = &trap_Key_GetBindingBuf; +  //cgDC.keynumToStringBuf    = &trap_Key_KeynumToStringBuf; +  //cgDC.executeText          = &trap_Cmd_ExecuteText; +  cgDC.Error                = &Com_Error; +  cgDC.Print                = &Com_Printf; +  cgDC.ownerDrawWidth       = &CG_OwnerDrawWidth; +  //cgDC.ownerDrawText        = &CG_OwnerDrawText; +  //cgDC.Pause                = &CG_Pause; +  cgDC.registerSound        = &trap_S_RegisterSound; +  cgDC.startBackgroundTrack = &trap_S_StartBackgroundTrack; +  cgDC.stopBackgroundTrack  = &trap_S_StopBackgroundTrack; +  cgDC.playCinematic        = &CG_PlayCinematic; +  cgDC.stopCinematic        = &CG_StopCinematic; +  cgDC.drawCinematic        = &CG_DrawCinematic; +  cgDC.runCinematicFrame    = &CG_RunCinematicFrame; + +  Init_Display( &cgDC ); + +  Menu_Reset( ); + +  trap_Cvar_VariableStringBuffer( "cg_hudFiles", buff, sizeof( buff ) ); +  hudSet = buff; + +  if( !cg_hudFilesEnable.integer || hudSet[ 0 ] == '\0' ) +    hudSet = "ui/hud.txt"; + +  CG_LoadMenus( hudSet ); +} + +void CG_AssetCache( void ) +{ +  int i; + +  cgDC.Assets.gradientBar         = trap_R_RegisterShaderNoMip( ASSET_GRADIENTBAR ); +  cgDC.Assets.scrollBar           = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR ); +  cgDC.Assets.scrollBarArrowDown  = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWDOWN ); +  cgDC.Assets.scrollBarArrowUp    = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWUP ); +  cgDC.Assets.scrollBarArrowLeft  = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWLEFT ); +  cgDC.Assets.scrollBarArrowRight = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWRIGHT ); +  cgDC.Assets.scrollBarThumb      = trap_R_RegisterShaderNoMip( ASSET_SCROLL_THUMB ); +  cgDC.Assets.sliderBar           = trap_R_RegisterShaderNoMip( ASSET_SLIDER_BAR ); +  cgDC.Assets.sliderThumb         = trap_R_RegisterShaderNoMip( ASSET_SLIDER_THUMB ); + +  if( cg_emoticons.integer ) +  { +    cgDC.Assets.emoticonCount = BG_LoadEmoticons( cgDC.Assets.emoticons, +      MAX_EMOTICONS ); +  } +  else +    cgDC.Assets.emoticonCount = 0; + +  for( i = 0; i < cgDC.Assets.emoticonCount; i++ ) +  { +    cgDC.Assets.emoticons[ i ].shader = trap_R_RegisterShaderNoMip( +      va( "emoticons/%s_%dx1.tga", cgDC.Assets.emoticons[ i ].name, +          cgDC.Assets.emoticons[ i ].width ) ); +  } +} + +/* +================= +CG_Init + +Called after every level change or subsystem restart +Will perform callbacks to make the loading info screen update. +================= +*/ +void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ) +{ +  const char  *s; + +  // clear everything +  memset( &cgs, 0, sizeof( cgs ) ); +  memset( &cg, 0, sizeof( cg ) ); +  memset( &cg.pmext, 0, sizeof( cg.pmext ) ); +  memset( cg_entities, 0, sizeof( cg_entities ) ); + +  cg.clientNum = clientNum; + +  cgs.processedSnapshotNum = serverMessageNum; +  cgs.serverCommandSequence = serverCommandSequence; + +  // get the rendering configuration from the client system +  trap_GetGlconfig( &cgs.glconfig ); +  cgs.screenXScale = cgs.glconfig.vidWidth / 640.0f; +  cgs.screenYScale = cgs.glconfig.vidHeight / 480.0f; + +  // load a few needed things before we do any screen updates +  cgs.media.whiteShader     = trap_R_RegisterShader( "white" ); +  cgs.media.charsetShader   = trap_R_RegisterShader( "gfx/2d/bigchars" ); +  cgs.media.outlineShader   = trap_R_RegisterShader( "outline" ); + +  // load overrides +  BG_InitClassConfigs( ); +  BG_InitBuildableConfigs( ); +  BG_InitAllowedGameElements( ); + +  // Dynamic memory +  BG_InitMemory( ); + +  CG_RegisterCvars( ); + +  CG_InitConsoleCommands( ); + +  String_Init( ); + +  CG_AssetCache( ); +  CG_LoadHudMenu( ); + +  cg.weaponSelect = WP_NONE; + +  // old servers + +  // get the gamestate from the client system +  trap_GetGameState( &cgs.gameState ); + +  // copy vote display strings so they don't show up blank if we see +  // the same one directly after connecting +  Q_strncpyz( cgs.voteString[ TEAM_NONE ], +      CG_ConfigString( CS_VOTE_STRING + TEAM_NONE ), +      sizeof( cgs.voteString ) ); +  Q_strncpyz( cgs.voteString[ TEAM_ALIENS ], +      CG_ConfigString( CS_VOTE_STRING + TEAM_ALIENS ), +      sizeof( cgs.voteString[ TEAM_ALIENS ] ) ); +  Q_strncpyz( cgs.voteString[ TEAM_HUMANS ], +      CG_ConfigString( CS_VOTE_STRING + TEAM_ALIENS ), +      sizeof( cgs.voteString[ TEAM_HUMANS ] ) ); + +  // check version +  s = CG_ConfigString( CS_GAME_VERSION ); + +  if( strcmp( s, GAME_VERSION ) ) +    CG_Error( "Client/Server game mismatch: %s/%s", GAME_VERSION, s ); + +  s = CG_ConfigString( CS_LEVEL_START_TIME ); +  cgs.levelStartTime = atoi( s ); + +  CG_ParseServerinfo( ); + +  // load the new map +  trap_CM_LoadMap( cgs.mapname ); + +  cg.loading = qtrue;   // force players to load instead of defer + +  CG_LoadTrailSystems( ); +  CG_UpdateMediaFraction( 0.05f ); + +  CG_LoadParticleSystems( ); +  CG_UpdateMediaFraction( 0.05f ); + +  CG_RegisterSounds( ); +  CG_UpdateMediaFraction( 0.60f ); + +  CG_RegisterGraphics( ); +  CG_UpdateMediaFraction( 0.90f ); + +  CG_InitWeapons( ); +  CG_UpdateMediaFraction( 0.95f ); + +  CG_InitUpgrades( ); +  CG_UpdateMediaFraction( 1.0f ); + +  CG_InitBuildables( ); +  +  cgs.voices = BG_VoiceInit( ); +  BG_PrintVoices( cgs.voices, cg_debugVoices.integer ); + +  CG_RegisterClients( );   // if low on memory, some clients will be deferred + +  cg.loading = qfalse;  // future players will be deferred +   +  CG_InitMarkPolys( ); + +  // remove the last loading update +  cg.infoScreenText[ 0 ] = 0; + +  // Make sure we have update values (scores) +  CG_SetConfigValues( ); + +  CG_StartMusic( ); + +  CG_ShaderStateChanged( ); + +  trap_S_ClearLoopingSounds( qtrue ); +} + +/* +================= +CG_Shutdown + +Called before every level change or subsystem restart +================= +*/ +void CG_Shutdown( void ) +{ +  // some mods may need to do cleanup work here, +  // like closing files or archiving session data +} + +/* +================ +CG_VoIPString +================ +*/ +static char *CG_VoIPString( void ) +{ +  // a generous overestimate of the space needed for 0,1,2...61,62,63 +  static char voipString[ MAX_CLIENTS * 4 ]; +  char voipSendTarget[ MAX_CVAR_VALUE_STRING ]; + +  trap_Cvar_VariableStringBuffer( "cl_voipSendTarget", voipSendTarget, +                                  sizeof( voipSendTarget ) ); + +  if( Q_stricmp( voipSendTarget, "team" ) == 0 ) +  { +    int i, slen, nlen; +    for( slen = i = 0; i < cgs.maxclients; i++ ) +    { +      if( !cgs.clientinfo[ i ].infoValid || i == cg.clientNum ) +        continue; +      if( cgs.clientinfo[ i ].team != cgs.clientinfo[ cg.clientNum ].team ) +        continue; + +      nlen = Q_snprintf( &voipString[ slen ], sizeof( voipString ) - slen, +                         "%s%d", ( slen > 0 ) ? "," : "", i ); +      if( slen + nlen + 1 >= sizeof( voipString ) ) +      { +        CG_Printf( S_COLOR_YELLOW "WARNING: voipString overflowed\n" ); +        break; +      } + +      slen += nlen; +    } + +    // Notice that if the snprintf was truncated, slen was not updated +    // so this will remove any trailing commas or partially-completed numbers +    voipString[ slen ] = '\0'; +  } +  else if( Q_stricmp( voipSendTarget, "crosshair" ) == 0 ) +    Com_sprintf( voipString, sizeof( voipString ), "%d", +                 CG_CrosshairPlayer( ) ); +  else if( Q_stricmp( voipSendTarget, "attacker" ) == 0 ) +    Com_sprintf( voipString, sizeof( voipString ), "%d", +                 CG_LastAttacker( ) ); +  else +    return NULL; + +  return voipString; +} + diff --git a/src/cgame/cg_marks.c b/src/cgame/cg_marks.c new file mode 100644 index 0000000..6e1891f --- /dev/null +++ b/src/cgame/cg_marks.c @@ -0,0 +1,289 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2009 Darklegion Development + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA +=========================================================================== +*/ + +// cg_marks.c -- wall marks + + +#include "cg_local.h" + +/* +=================================================================== + +MARK POLYS + +=================================================================== +*/ + + +markPoly_t  cg_activeMarkPolys;     // double linked list +markPoly_t  *cg_freeMarkPolys;      // single linked list +markPoly_t  cg_markPolys[ MAX_MARK_POLYS ]; +static int  markTotal; + +/* +=================== +CG_InitMarkPolys + +This is called at startup and for tournement restarts +=================== +*/ +void CG_InitMarkPolys( void ) +{ +  int   i; + +  memset( cg_markPolys, 0, sizeof( cg_markPolys ) ); + +  cg_activeMarkPolys.nextMark = &cg_activeMarkPolys; +  cg_activeMarkPolys.prevMark = &cg_activeMarkPolys; +  cg_freeMarkPolys = cg_markPolys; + +  for( i = 0; i < MAX_MARK_POLYS - 1; i++ ) +    cg_markPolys[ i ].nextMark = &cg_markPolys[ i + 1 ]; +} + + +/* +================== +CG_FreeMarkPoly +================== +*/ +void CG_FreeMarkPoly( markPoly_t *le ) +{ +  if( !le->prevMark ) +    CG_Error( "CG_FreeLocalEntity: not active" ); + +  // remove from the doubly linked active list +  le->prevMark->nextMark = le->nextMark; +  le->nextMark->prevMark = le->prevMark; + +  // the free list is only singly linked +  le->nextMark = cg_freeMarkPolys; +  cg_freeMarkPolys = le; +} + +/* +=================== +CG_AllocMark + +Will allways succeed, even if it requires freeing an old active mark +=================== +*/ +markPoly_t *CG_AllocMark( void ) +{ +  markPoly_t  *le; +  int         time; + +  if( !cg_freeMarkPolys ) +  { +    // no free entities, so free the one at the end of the chain +    // remove the oldest active entity +    time = cg_activeMarkPolys.prevMark->time; + +    while( cg_activeMarkPolys.prevMark && time == cg_activeMarkPolys.prevMark->time ) +      CG_FreeMarkPoly( cg_activeMarkPolys.prevMark ); +  } + +  le = cg_freeMarkPolys; +  cg_freeMarkPolys = cg_freeMarkPolys->nextMark; + +  memset( le, 0, sizeof( *le ) ); + +  // link into the active list +  le->nextMark = cg_activeMarkPolys.nextMark; +  le->prevMark = &cg_activeMarkPolys; +  cg_activeMarkPolys.nextMark->prevMark = le; +  cg_activeMarkPolys.nextMark = le; +  return le; +} + + + +/* +================= +CG_ImpactMark + +origin should be a point within a unit of the plane +dir should be the plane normal + +temporary marks will not be stored or randomly oriented, but immediately +passed to the renderer. +================= +*/ +#define MAX_MARK_FRAGMENTS  128 +#define MAX_MARK_POINTS   384 + +void CG_ImpactMark( qhandle_t markShader, const vec3_t origin, const vec3_t dir, +                    float orientation, float red, float green, float blue, float alpha, +                    qboolean alphaFade, float radius, qboolean temporary ) +{ +  vec3_t          axis[ 3 ]; +  float           texCoordScale; +  vec3_t          originalPoints[ 4 ]; +  byte            colors[ 4 ]; +  int             i, j; +  int             numFragments; +  markFragment_t  markFragments[ MAX_MARK_FRAGMENTS ], *mf; +  vec3_t          markPoints[ MAX_MARK_POINTS ]; +  vec3_t          projection; + +  if( !cg_addMarks.integer ) +    return; + +  if( radius <= 0 ) +    CG_Error( "CG_ImpactMark called with <= 0 radius" ); + +  //if ( markTotal >= MAX_MARK_POLYS ) { +  //  return; +  //} + +  // create the texture axis +  VectorNormalize2( dir, axis[ 0 ] ); +  PerpendicularVector( axis[ 1 ], axis[ 0 ] ); +  RotatePointAroundVector( axis[ 2 ], axis[ 0 ], axis[ 1 ], orientation ); +  CrossProduct( axis[ 0 ], axis[ 2 ], axis[ 1 ] ); + +  texCoordScale = 0.5 * 1.0 / radius; + +  // create the full polygon +  for( i = 0; i < 3; i++ ) +  { +    originalPoints[ 0 ][ i ] = origin[ i ] - radius * axis[ 1 ][ i ] - radius * axis[ 2 ][ i ]; +    originalPoints[ 1 ][ i ] = origin[ i ] + radius * axis[ 1 ][ i ] - radius * axis[ 2 ][ i ]; +    originalPoints[ 2 ][ i ] = origin[ i ] + radius * axis[ 1 ][ i ] + radius * axis[ 2 ][ i ]; +    originalPoints[ 3 ][ i ] = origin[ i ] - radius * axis[ 1 ][ i ] + radius * axis[ 2 ][ i ]; +  } + +  // get the fragments +  VectorScale( dir, -20, projection ); +  numFragments = trap_CM_MarkFragments( 4, (void *)originalPoints, +          projection, MAX_MARK_POINTS, markPoints[ 0 ], +          MAX_MARK_FRAGMENTS, markFragments ); + +  colors[ 0 ] = red * 255; +  colors[ 1 ] = green * 255; +  colors[ 2 ] = blue * 255; +  colors[ 3 ] = alpha * 255; + +  for( i = 0, mf = markFragments; i < numFragments; i++, mf++ ) +  { +    polyVert_t  *v; +    polyVert_t  verts[ MAX_VERTS_ON_POLY ]; +    markPoly_t  *mark; + +    // we have an upper limit on the complexity of polygons +    // that we store persistantly +    if( mf->numPoints > MAX_VERTS_ON_POLY ) +      mf->numPoints = MAX_VERTS_ON_POLY; + +    for( j = 0, v = verts; j < mf->numPoints; j++, v++ ) +    { +      vec3_t    delta; + +      VectorCopy( markPoints[ mf->firstPoint + j ], v->xyz ); + +      VectorSubtract( v->xyz, origin, delta ); +      v->st[ 0 ] = 0.5 + DotProduct( delta, axis[ 1 ] ) * texCoordScale; +      v->st[ 1 ] = 0.5 + DotProduct( delta, axis[ 2 ] ) * texCoordScale; +      *(int *)v->modulate = *(int *)colors; +    } + +    // if it is a temporary (shadow) mark, add it immediately and forget about it +    if( temporary ) +    { +      trap_R_AddPolyToScene( markShader, mf->numPoints, verts ); +      continue; +    } + +    // otherwise save it persistantly +    mark = CG_AllocMark( ); +    mark->time = cg.time; +    mark->alphaFade = alphaFade; +    mark->markShader = markShader; +    mark->poly.numVerts = mf->numPoints; +    mark->color[ 0 ] = red; +    mark->color[ 1 ] = green; +    mark->color[ 2 ] = blue; +    mark->color[ 3 ] = alpha; +    memcpy( mark->verts, verts, mf->numPoints * sizeof( verts[ 0 ] ) ); +    markTotal++; +  } +} + + +/* +=============== +CG_AddMarks +=============== +*/ +#define MARK_TOTAL_TIME   10000 +#define MARK_FADE_TIME    1000 + +void CG_AddMarks( void ) +{ +  int         j; +  markPoly_t  *mp, *next; +  int         t; +  int         fade; + +  if( !cg_addMarks.integer ) +    return; + +  mp = cg_activeMarkPolys.nextMark; +  for ( ; mp != &cg_activeMarkPolys; mp = next ) +  { +    // grab next now, so if the local entity is freed we +    // still have it +    next = mp->nextMark; + +    // see if it is time to completely remove it +    if( cg.time > mp->time + MARK_TOTAL_TIME ) +    { +      CG_FreeMarkPoly( mp ); +      continue; +    } + +    // fade all marks out with time +    t = mp->time + MARK_TOTAL_TIME - cg.time; +    if( t < MARK_FADE_TIME ) +    { +      fade = 255 * t / MARK_FADE_TIME; +      if( mp->alphaFade ) +      { +        for( j = 0; j < mp->poly.numVerts; j++ ) +          mp->verts[ j ].modulate[ 3 ] = fade; +      } +      else +      { +        for( j = 0; j < mp->poly.numVerts; j++ ) +        { +          mp->verts[ j ].modulate[ 0 ] = mp->color[ 0 ] * fade; +          mp->verts[ j ].modulate[ 1 ] = mp->color[ 1 ] * fade; +          mp->verts[ j ].modulate[ 2 ] = mp->color[ 2 ] * fade; +        } +      } +    } + +    trap_R_AddPolyToScene( mp->markShader, mp->poly.numVerts, mp->verts ); +  } +} + diff --git a/src/cgame/cg_particles.c b/src/cgame/cg_particles.c new file mode 100644 index 0000000..5a302d5 --- /dev/null +++ b/src/cgame/cg_particles.c @@ -0,0 +1,2599 @@ +/* +=========================================================================== +Copyright (C) 2000-2009 Darklegion Development + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA +=========================================================================== +*/ + +// cg_particles.c -- the particle system + + +#include "cg_local.h" + +static baseParticleSystem_t   baseParticleSystems[ MAX_BASEPARTICLE_SYSTEMS ]; +static baseParticleEjector_t  baseParticleEjectors[ MAX_BASEPARTICLE_EJECTORS ]; +static baseParticle_t         baseParticles[ MAX_BASEPARTICLES ]; +static int                    numBaseParticleSystems = 0; +static int                    numBaseParticleEjectors = 0; +static int                    numBaseParticles = 0; + +static particleSystem_t     particleSystems[ MAX_PARTICLE_SYSTEMS ]; +static particleEjector_t    particleEjectors[ MAX_PARTICLE_EJECTORS ]; +static particle_t           particles[ MAX_PARTICLES ]; +static particle_t           *sortedParticles[ MAX_PARTICLES ]; +static particle_t           *radixBuffer[ MAX_PARTICLES ]; + +/* +=============== +CG_LerpValues + +Lerp between two values +=============== +*/ +static float CG_LerpValues( float a, float b, float f ) +{ +  if( b == PARTICLES_SAME_AS_INITIAL ) +    return a; +  else +    return ( (a) + (f) * ( (b) - (a) ) ); +} + +/* +=============== +CG_RandomiseValue + +Randomise some value by some variance +=============== +*/ +static float CG_RandomiseValue( float value, float variance ) +{ +  if( value != 0.0f ) +    return value * ( 1.0f + ( random( ) * variance ) ); +  else +    return random( ) * variance; +} + +/* +=============== +CG_SpreadVector + +Randomly spread a vector by some amount +=============== +*/ +static void CG_SpreadVector( vec3_t v, float spread ) +{ +  vec3_t  p, r1, r2; +  float   randomSpread = crandom( ) * spread; +  float   randomRotation = random( ) * 360.0f; + +  PerpendicularVector( p, v ); + +  RotatePointAroundVector( r1, p, v, randomSpread ); +  RotatePointAroundVector( r2, v, r1, randomRotation ); + +  VectorCopy( r2, v ); +} + +/* +=============== +CG_DestroyParticle + +Destroy an individual particle +=============== +*/ +static void CG_DestroyParticle( particle_t *p, vec3_t impactNormal ) +{ +  //this particle has an onDeath particle system attached +  if( p->class->onDeathSystemName[ 0 ] != '\0' ) +  { +    particleSystem_t  *ps; + +    ps = CG_SpawnNewParticleSystem( p->class->onDeathSystemHandle ); + +    if( CG_IsParticleSystemValid( &ps ) ) +    { +      if( impactNormal ) +        CG_SetParticleSystemNormal( ps, impactNormal ); + +      CG_SetAttachmentPoint( &ps->attachment, p->origin ); +      CG_AttachToPoint( &ps->attachment ); +    } +  } + +  p->valid = qfalse; + +  //this gives other systems a couple of +  //frames to realise the particle is gone +  p->frameWhenInvalidated = cg.clientFrame; +} + +/* +=============== +CG_SpawnNewParticle + +Introduce a new particle into the world +=============== +*/ +static particle_t *CG_SpawnNewParticle( baseParticle_t *bp, particleEjector_t *parent ) +{ +  int                     i, j; +  particle_t              *p = NULL; +  particleEjector_t       *pe = parent; +  particleSystem_t        *ps = parent->parent; +  vec3_t                  attachmentPoint, attachmentVelocity; +  vec3_t                  transform[ 3 ]; + +  for( i = 0; i < MAX_PARTICLES; i++ ) +  { +    p = &particles[ i ]; + +    //FIXME: the + 1 may be unnecessary +    if( !p->valid && cg.clientFrame > p->frameWhenInvalidated + 1 ) +    { +      memset( p, 0, sizeof( particle_t ) ); + +      //found a free slot +      p->class = bp; +      p->parent = pe; + +      p->birthTime = cg.time; +      p->lifeTime = (int)CG_RandomiseValue( (float)bp->lifeTime, bp->lifeTimeRandFrac ); + +      p->radius.delay = (int)CG_RandomiseValue( (float)bp->radius.delay, bp->radius.delayRandFrac ); +      p->radius.initial = CG_RandomiseValue( bp->radius.initial, bp->radius.initialRandFrac ); +      p->radius.final = CG_RandomiseValue( bp->radius.final, bp->radius.finalRandFrac ); +       +      p->radius.initial += bp->scaleWithCharge * pe->parent->charge; + +      p->alpha.delay = (int)CG_RandomiseValue( (float)bp->alpha.delay, bp->alpha.delayRandFrac ); +      p->alpha.initial = CG_RandomiseValue( bp->alpha.initial, bp->alpha.initialRandFrac ); +      p->alpha.final = CG_RandomiseValue( bp->alpha.final, bp->alpha.finalRandFrac ); + +      p->rotation.delay = (int)CG_RandomiseValue( (float)bp->rotation.delay, bp->rotation.delayRandFrac ); +      p->rotation.initial = CG_RandomiseValue( bp->rotation.initial, bp->rotation.initialRandFrac ); +      p->rotation.final = CG_RandomiseValue( bp->rotation.final, bp->rotation.finalRandFrac ); + +      p->dLightRadius.delay = +        (int)CG_RandomiseValue( (float)bp->dLightRadius.delay, bp->dLightRadius.delayRandFrac ); +      p->dLightRadius.initial = +        CG_RandomiseValue( bp->dLightRadius.initial, bp->dLightRadius.initialRandFrac ); +      p->dLightRadius.final = +        CG_RandomiseValue( bp->dLightRadius.final, bp->dLightRadius.finalRandFrac ); + +      p->colorDelay = CG_RandomiseValue( bp->colorDelay, bp->colorDelayRandFrac ); + +      p->bounceMarkRadius = CG_RandomiseValue( bp->bounceMarkRadius, bp->bounceMarkRadiusRandFrac ); +      p->bounceMarkCount = +        rint( CG_RandomiseValue( (float)bp->bounceMarkCount, bp->bounceMarkCountRandFrac ) ); +      p->bounceSoundCount = +        rint( CG_RandomiseValue( (float)bp->bounceSoundCount, bp->bounceSoundCountRandFrac ) ); + +      if( bp->numModels ) +      { +        p->model = bp->models[ rand( ) % bp->numModels ]; + +        if( bp->modelAnimation.frameLerp < 0 ) +        { +          bp->modelAnimation.frameLerp = p->lifeTime / bp->modelAnimation.numFrames; +          bp->modelAnimation.initialLerp = p->lifeTime / bp->modelAnimation.numFrames; +        } +      } + +      if( !CG_AttachmentPoint( &ps->attachment, attachmentPoint ) ) +        return NULL; + +      VectorCopy( attachmentPoint, p->origin ); + +      if( CG_AttachmentAxis( &ps->attachment, transform ) ) +      { +        vec3_t  transDisplacement; + +        VectorMatrixMultiply( bp->displacement, transform, transDisplacement ); +        VectorAdd( p->origin, transDisplacement, p->origin ); +      } +      else +        VectorAdd( p->origin, bp->displacement, p->origin ); + +      for( j = 0; j <= 2; j++ ) +        p->origin[ j ] += ( crandom( ) * bp->randDisplacement[ j ] ); + +      switch( bp->velMoveType ) +      { +        case PMT_STATIC: +          if( bp->velMoveValues.dirType == PMD_POINT ) +            VectorSubtract( bp->velMoveValues.point, p->origin, p->velocity ); +          else if( bp->velMoveValues.dirType == PMD_LINEAR ) +            VectorCopy( bp->velMoveValues.dir, p->velocity ); +          break; + +        case PMT_STATIC_TRANSFORM: +          if( !CG_AttachmentAxis( &ps->attachment, transform ) ) +            return NULL; + +          if( bp->velMoveValues.dirType == PMD_POINT ) +          { +            vec3_t transPoint; + +            VectorMatrixMultiply( bp->velMoveValues.point, transform, transPoint ); +            VectorSubtract( transPoint, p->origin, p->velocity ); +          } +          else if( bp->velMoveValues.dirType == PMD_LINEAR ) +            VectorMatrixMultiply( bp->velMoveValues.dir, transform, p->velocity ); +          break; + +        case PMT_TAG: +        case PMT_CENT_ANGLES: +          if( bp->velMoveValues.dirType == PMD_POINT ) +            VectorSubtract( attachmentPoint, p->origin, p->velocity ); +          else if( bp->velMoveValues.dirType == PMD_LINEAR ) +          { +            if( !CG_AttachmentDir( &ps->attachment, p->velocity ) ) +              return NULL; +          } +          break; + +        case PMT_NORMAL: +          if( !ps->normalValid ) +          { +            CG_Printf( S_COLOR_RED "ERROR: a particle with velocityType " +                "normal has no normal\n" ); +            return NULL; +          } + +          VectorCopy( ps->normal, p->velocity ); + +          //normal displacement +          VectorNormalize( p->velocity ); +          VectorMA( p->origin, bp->normalDisplacement, p->velocity, p->origin ); +          break; +      } + +      VectorNormalize( p->velocity ); +      CG_SpreadVector( p->velocity, bp->velMoveValues.dirRandAngle ); +      VectorScale( p->velocity, +                   CG_RandomiseValue( bp->velMoveValues.mag, bp->velMoveValues.magRandFrac ), +                   p->velocity ); + +      if( CG_AttachmentVelocity( &ps->attachment, attachmentVelocity ) ) +      { +        VectorMA( p->velocity, +            CG_RandomiseValue( bp->velMoveValues.parentVelFrac, +              bp->velMoveValues.parentVelFracRandFrac ), attachmentVelocity, p->velocity ); +      } + +      p->lastEvalTime = cg.time; + +      p->valid = qtrue; + +      //this particle has a child particle system attached +      if( bp->childSystemName[ 0 ] != '\0' ) +      { +        particleSystem_t  *ps = CG_SpawnNewParticleSystem( bp->childSystemHandle ); + +        if( CG_IsParticleSystemValid( &ps ) ) +        { +          CG_SetAttachmentParticle( &ps->attachment, p ); +          CG_AttachToParticle( &ps->attachment ); +        } +      } + +      //this particle has a child trail system attached +      if( bp->childTrailSystemName[ 0 ] != '\0' ) +      { +        trailSystem_t *ts = CG_SpawnNewTrailSystem( bp->childTrailSystemHandle ); + +        if( CG_IsTrailSystemValid( &ts ) ) +        { +          CG_SetAttachmentParticle( &ts->frontAttachment, p ); +          CG_AttachToParticle( &ts->frontAttachment ); +        } +      } + +      break; +    } +  } + +  return p; +} + + +/* +=============== +CG_SpawnNewParticles + +Check if there are any ejectors that should be +introducing new particles +=============== +*/ +static void CG_SpawnNewParticles( void ) +{ +  int                   i, j; +  particle_t            *p; +  particleSystem_t      *ps; +  particleEjector_t     *pe; +  baseParticleEjector_t *bpe; +  float                 lerpFrac; +  int                   count; + +  for( i = 0; i < MAX_PARTICLE_EJECTORS; i++ ) +  { +    pe = &particleEjectors[ i ]; +    ps = pe->parent; + +    if( pe->valid ) +    { +      //a non attached particle system can't make particles +      if( !CG_Attached( &ps->attachment ) ) +        continue; + +      bpe = particleEjectors[ i ].class; + +      //if this system is scheduled for removal don't make any new particles +      if( !ps->lazyRemove ) +      { +        while( pe->nextEjectionTime <= cg.time && +               ( pe->count > 0 || pe->totalParticles == PARTICLES_INFINITE ) ) +        { +          for( j = 0; j < bpe->numParticles; j++ ) +            CG_SpawnNewParticle( bpe->particles[ j ], pe ); + +          if( pe->count > 0 ) +            pe->count--; + +          //calculate next ejection time +          lerpFrac = 1.0 - ( (float)pe->count / (float)pe->totalParticles ); +          pe->nextEjectionTime = cg.time + (int)CG_RandomiseValue( +              CG_LerpValues( pe->ejectPeriod.initial, +                             pe->ejectPeriod.final, +                             lerpFrac ), +              pe->ejectPeriod.randFrac ); +        } +      } + +      if( pe->count == 0 || ps->lazyRemove ) +      { +        count = 0; + +        //wait for child particles to die before declaring this pe invalid +        for( j = 0; j < MAX_PARTICLES; j++ ) +        { +          p = &particles[ j ]; + +          if( p->valid && p->parent == pe ) +            count++; +        } + +        if( !count ) +          pe->valid = qfalse; +      } +    } +  } +} + + +/* +=============== +CG_SpawnNewParticleEjector + +Allocate a new particle ejector +=============== +*/ +static particleEjector_t *CG_SpawnNewParticleEjector( baseParticleEjector_t *bpe, +                                                      particleSystem_t *parent ) +{ +  int                     i; +  particleEjector_t       *pe = NULL; +  particleSystem_t        *ps = parent; + +  for( i = 0; i < MAX_PARTICLE_EJECTORS; i++ ) +  { +    pe = &particleEjectors[ i ]; + +    if( !pe->valid ) +    { +      memset( pe, 0, sizeof( particleEjector_t ) ); + +      //found a free slot +      pe->class = bpe; +      pe->parent = ps; + +      pe->ejectPeriod.initial = bpe->eject.initial; +      pe->ejectPeriod.final = bpe->eject.final; +      pe->ejectPeriod.randFrac = bpe->eject.randFrac; + +      pe->nextEjectionTime = cg.time + +        (int)CG_RandomiseValue( (float)bpe->eject.delay, bpe->eject.delayRandFrac ); +      pe->count = pe->totalParticles = +        (int)rint( CG_RandomiseValue( (float)bpe->totalParticles, bpe->totalParticlesRandFrac ) ); + +      pe->valid = qtrue; + +      if( cg_debugParticles.integer >= 1 ) +        CG_Printf( "PE %s created\n", ps->class->name ); + +      break; +    } +  } + +  return pe; +} + + +/* +=============== +CG_SpawnNewParticleSystem + +Allocate a new particle system +=============== +*/ +particleSystem_t *CG_SpawnNewParticleSystem( qhandle_t psHandle ) +{ +  int                   i, j; +  particleSystem_t      *ps = NULL; +  baseParticleSystem_t  *bps = &baseParticleSystems[ psHandle - 1 ]; + +  if( !bps->registered ) +  { +    CG_Printf( S_COLOR_RED "ERROR: a particle system has not been registered yet\n" ); +    return NULL; +  } + +  for( i = 0; i < MAX_PARTICLE_SYSTEMS; i++ ) +  { +    ps = &particleSystems[ i ]; + +    if( !ps->valid ) +    { +      memset( ps, 0, sizeof( particleSystem_t ) ); + +      //found a free slot +      ps->class = bps; + +      ps->valid = qtrue; +      ps->lazyRemove = qfalse; + +      for( j = 0; j < bps->numEjectors; j++ ) +        CG_SpawnNewParticleEjector( bps->ejectors[ j ], ps ); + +      if( cg_debugParticles.integer >= 1 ) +        CG_Printf( "PS %s created\n", bps->name ); + +      break; +    } +  } + +  return ps; +} + +/* +=============== +CG_RegisterParticleSystem + +Load the shaders required for a particle system +=============== +*/ +qhandle_t CG_RegisterParticleSystem( char *name ) +{ +  int                   i, j, k, l; +  baseParticleSystem_t  *bps; +  baseParticleEjector_t *bpe; +  baseParticle_t        *bp; + +  for( i = 0; i < MAX_BASEPARTICLE_SYSTEMS; i++ ) +  { +    bps = &baseParticleSystems[ i ]; + +    if( !Q_stricmpn( bps->name, name, MAX_QPATH ) ) +    { +      //already registered +      if( bps->registered ) +        return i + 1; + +      for( j = 0; j < bps->numEjectors; j++ ) +      { +        bpe = bps->ejectors[ j ]; + +        for( l = 0; l < bpe->numParticles; l++ ) +        { +          bp = bpe->particles[ l ]; + +          for( k = 0; k < bp->numFrames; k++ ) +            bp->shaders[ k ] = trap_R_RegisterShader( bp->shaderNames[ k ] ); + +          for( k = 0; k < bp->numModels; k++ ) +            bp->models[ k ] = trap_R_RegisterModel( bp->modelNames[ k ] ); + +          if( bp->bounceMarkName[ 0 ] != '\0' ) +            bp->bounceMark = trap_R_RegisterShader( bp->bounceMarkName ); + +          if( bp->bounceSoundName[ 0 ] != '\0' ) +            bp->bounceSound = trap_S_RegisterSound( bp->bounceSoundName, qfalse ); + +          //recursively register any children +          if( bp->childSystemName[ 0 ] != '\0' ) +          { +            //don't care about a handle for children since +            //the system deals with it +            CG_RegisterParticleSystem( bp->childSystemName ); +          } + +          if( bp->onDeathSystemName[ 0 ] != '\0' ) +          { +            //don't care about a handle for children since +            //the system deals with it +            CG_RegisterParticleSystem( bp->onDeathSystemName ); +          } + +          if( bp->childTrailSystemName[ 0 ] != '\0' ) +            bp->childTrailSystemHandle = CG_RegisterTrailSystem( bp->childTrailSystemName ); +        } +      } + +      if( cg_debugParticles.integer >= 1 ) +        CG_Printf( "Registered particle system %s\n", name ); + +      bps->registered = qtrue; + +      //avoid returning 0 +      return i + 1; +    } +  } + +  CG_Printf( S_COLOR_RED "ERROR: failed to register particle system %s\n", name ); +  return 0; +} + + +/* +=============== +CG_ParseValueAndVariance + +Parse a value and its random variance +=============== +*/ +static void CG_ParseValueAndVariance( char *token, float *value, float *variance, qboolean allowNegative ) +{ +  char  valueBuffer[ 16 ]; +  char  *variancePtr = NULL, *varEndPointer = NULL; +  float localValue = 0.0f; +  float localVariance = 0.0f; + +  Q_strncpyz( valueBuffer, token, sizeof( valueBuffer ) ); + +  variancePtr = strchr( valueBuffer, '~' ); + +  //variance included +  if( variancePtr ) +  { +    variancePtr[ 0 ] = '\0'; +    variancePtr++; + +    localValue = atof_neg( valueBuffer, allowNegative ); + +    varEndPointer = strchr( variancePtr, '%' ); + +    if( varEndPointer ) +    { +      varEndPointer[ 0 ] = '\0'; +      localVariance = atof_neg( variancePtr, qfalse ) / 100.0f; +    } +    else +    { +      if( localValue != 0.0f ) +        localVariance = atof_neg( variancePtr, qfalse ) / localValue; +      else +        localVariance = atof_neg( variancePtr, qfalse ); +    } +  } +  else +    localValue = atof_neg( valueBuffer, allowNegative ); + +  if( value != NULL ) +    *value = localValue; + +  if( variance != NULL ) +    *variance = localVariance; +} + +/* +=============== +CG_ParseColor +=============== +*/ +static qboolean CG_ParseColor( byte *c, char **text_p ) +{ +  char  *token; +  int   i; + +  for( i = 0; i <= 2; i++ ) +  { +    token = COM_Parse( text_p ); + +    if( !Q_stricmp( token, "" ) ) +      return qfalse; + +    c[ i ] = (int)( (float)0xFF * atof_neg( token, qfalse ) ); +  } + +  return qtrue; +} + +/* +=============== +CG_ParseParticle + +Parse a particle section +=============== +*/ +static qboolean CG_ParseParticle( baseParticle_t *bp, char **text_p ) +{ +  char  *token; +  float number, randFrac; +  int   i; + +  // read optional parameters +  while( 1 ) +  { +    token = COM_Parse( text_p ); + +    if( !token ) +      break; + +    if( !Q_stricmp( token, "" ) ) +      return qfalse; + +    if( !Q_stricmp( token, "bounce" ) ) +    { +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      if( !Q_stricmp( token, "cull" ) ) +      { +        bp->bounceCull = qtrue; + +        bp->bounceFrac = -1.0f; +        bp->bounceFracRandFrac = 0.0f; +      } +      else +      { +        CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + +        bp->bounceFrac = number; +        bp->bounceFracRandFrac = randFrac; +      } + +      continue; +    } +    else if( !Q_stricmp( token, "bounceMark" ) ) +    { +      token = COM_Parse( text_p ); +      if( !*token ) +        break; + +      CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + +      bp->bounceMarkCount = number; +      bp->bounceMarkCountRandFrac = randFrac; + +      token = COM_Parse( text_p ); +      if( !*token ) +        break; + +      CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + +      bp->bounceMarkRadius = number; +      bp->bounceMarkRadiusRandFrac = randFrac; + +      token = COM_ParseExt( text_p, qfalse ); +      if( !*token ) +        break; + +      Q_strncpyz( bp->bounceMarkName, token, MAX_QPATH ); + +      continue; +    } +    else if( !Q_stricmp( token, "bounceSound" ) ) +    { +      token = COM_Parse( text_p ); +      if( !*token ) +        break; + +      CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + +      bp->bounceSoundCount = number; +      bp->bounceSoundCountRandFrac = randFrac; + +      token = COM_Parse( text_p ); +      if( !*token ) +        break; + +      Q_strncpyz( bp->bounceSoundName, token, MAX_QPATH ); + +      continue; +    } +    else if( !Q_stricmp( token, "shader" ) ) +    { +      if( bp->numModels > 0 ) +      { +        CG_Printf( S_COLOR_RED "ERROR: 'shader' not allowed in " +            "conjunction with 'model'\n", token ); +        break; +      } + +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      if( !Q_stricmp( token, "sync" ) ) +        bp->framerate = 0.0f; +      else +        bp->framerate = atof_neg( token, qfalse ); + +      token = COM_ParseExt( text_p, qfalse ); +      if( !*token ) +        break; + +      while( *token && bp->numFrames < MAX_PS_SHADER_FRAMES ) +      { +        Q_strncpyz( bp->shaderNames[ bp->numFrames++ ], token, MAX_QPATH ); +        token = COM_ParseExt( text_p, qfalse ); +      } + +      continue; +    } +    else if( !Q_stricmp( token, "model" ) ) +    { +      if( bp->numFrames > 0 ) +      { +        CG_Printf( S_COLOR_RED "ERROR: 'model' not allowed in " +            "conjunction with 'shader'\n", token ); +        break; +      } + +      token = COM_ParseExt( text_p, qfalse ); +      if( !*token ) +        break; + +      while( *token && bp->numModels < MAX_PS_MODELS ) +      { +        Q_strncpyz( bp->modelNames[ bp->numModels++ ], token, MAX_QPATH ); +        token = COM_ParseExt( text_p, qfalse ); +      } + +      continue; +    } +    else if( !Q_stricmp( token, "modelAnimation" ) ) +    { +      token = COM_Parse( text_p ); +      if( !*token ) +        break; + +      bp->modelAnimation.firstFrame = atoi_neg( token, qfalse ); + +      token = COM_Parse( text_p ); +      if( !*token ) +        break; + +      bp->modelAnimation.numFrames = atoi( token ); +      bp->modelAnimation.reversed = qfalse; +      bp->modelAnimation.flipflop = qfalse; + +      // if numFrames is negative the animation is reversed +      if( bp->modelAnimation.numFrames < 0 ) +      { +        bp->modelAnimation.numFrames = -bp->modelAnimation.numFrames; +        bp->modelAnimation.reversed = qtrue; +      } + +      token = COM_Parse( text_p ); +      if( !*token ) +        break; + +      bp->modelAnimation.loopFrames = atoi( token ); + +      token = COM_Parse( text_p ); +      if( !*token ) +        break; + +      if( !Q_stricmp( token, "sync" ) ) +      { +        bp->modelAnimation.frameLerp = -1; +        bp->modelAnimation.initialLerp = -1; +      } +      else +      { +        float fps = atof_neg( token, qfalse ); + +        if( fps == 0.0f ) +          fps = 1.0f; + +        bp->modelAnimation.frameLerp = 1000 / fps; +        bp->modelAnimation.initialLerp = 1000 / fps; +      } + +      continue; +    } +    /// +    else if( !Q_stricmp( token, "velocityType" ) ) +    { +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      if( !Q_stricmp( token, "static" ) ) +        bp->velMoveType = PMT_STATIC; +      else if( !Q_stricmp( token, "static_transform" ) ) +        bp->velMoveType = PMT_STATIC_TRANSFORM; +      else if( !Q_stricmp( token, "tag" ) ) +        bp->velMoveType = PMT_TAG; +      else if( !Q_stricmp( token, "cent" ) ) +        bp->velMoveType = PMT_CENT_ANGLES; +      else if( !Q_stricmp( token, "normal" ) ) +        bp->velMoveType = PMT_NORMAL; + +      continue; +    } +    else if( !Q_stricmp( token, "velocityDir" ) ) +    { +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      if( !Q_stricmp( token, "linear" ) ) +        bp->velMoveValues.dirType = PMD_LINEAR; +      else if( !Q_stricmp( token, "point" ) ) +        bp->velMoveValues.dirType = PMD_POINT; + +      continue; +    } +    else if( !Q_stricmp( token, "velocityMagnitude" ) ) +    { +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + +      bp->velMoveValues.mag = number; +      bp->velMoveValues.magRandFrac = randFrac; + +      continue; +    } +    else if( !Q_stricmp( token, "parentVelocityFraction" ) ) +    { +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + +      bp->velMoveValues.parentVelFrac = number; +      bp->velMoveValues.parentVelFracRandFrac = randFrac; + +      continue; +    } +    else if( !Q_stricmp( token, "velocity" ) ) +    { +      for( i = 0; i <= 2; i++ ) +      { +        token = COM_Parse( text_p ); +        if( !token ) +          break; + +        bp->velMoveValues.dir[ i ] = atof_neg( token, qtrue ); +      } + +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      CG_ParseValueAndVariance( token, NULL, &randFrac, qfalse ); + +      bp->velMoveValues.dirRandAngle = randFrac; + +      continue; +    } +    else if( !Q_stricmp( token, "velocityPoint" ) ) +    { +      for( i = 0; i <= 2; i++ ) +      { +        token = COM_Parse( text_p ); +        if( !token ) +          break; + +        bp->velMoveValues.point[ i ] = atof_neg( token, qtrue ); +      } + +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      CG_ParseValueAndVariance( token, NULL, &randFrac, qfalse ); + +      bp->velMoveValues.pointRandAngle = randFrac; + +      continue; +    } +    /// +    else if( !Q_stricmp( token, "accelerationType" ) ) +    { +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      if( !Q_stricmp( token, "static" ) ) +        bp->accMoveType = PMT_STATIC; +      else if( !Q_stricmp( token, "static_transform" ) ) +        bp->accMoveType = PMT_STATIC_TRANSFORM; +      else if( !Q_stricmp( token, "tag" ) ) +        bp->accMoveType = PMT_TAG; +      else if( !Q_stricmp( token, "cent" ) ) +        bp->accMoveType = PMT_CENT_ANGLES; +      else if( !Q_stricmp( token, "normal" ) ) +        bp->accMoveType = PMT_NORMAL; + +      continue; +    } +    else if( !Q_stricmp( token, "accelerationDir" ) ) +    { +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      if( !Q_stricmp( token, "linear" ) ) +        bp->accMoveValues.dirType = PMD_LINEAR; +      else if( !Q_stricmp( token, "point" ) ) +        bp->accMoveValues.dirType = PMD_POINT; + +      continue; +    } +    else if( !Q_stricmp( token, "accelerationMagnitude" ) ) +    { +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + +      bp->accMoveValues.mag = number; +      bp->accMoveValues.magRandFrac = randFrac; + +      continue; +    } +    else if( !Q_stricmp( token, "acceleration" ) ) +    { +      for( i = 0; i <= 2; i++ ) +      { +        token = COM_Parse( text_p ); +        if( !token ) +          break; + +        bp->accMoveValues.dir[ i ] = atof_neg( token, qtrue ); +      } + +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      CG_ParseValueAndVariance( token, NULL, &randFrac, qfalse ); + +      bp->accMoveValues.dirRandAngle = randFrac; + +      continue; +    } +    else if( !Q_stricmp( token, "accelerationPoint" ) ) +    { +      for( i = 0; i <= 2; i++ ) +      { +        token = COM_Parse( text_p ); +        if( !token ) +          break; + +        bp->accMoveValues.point[ i ] = atof_neg( token, qtrue ); +      } + +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      CG_ParseValueAndVariance( token, NULL, &randFrac, qfalse ); + +      bp->accMoveValues.pointRandAngle = randFrac; + +      continue; +    } +    /// +    else if( !Q_stricmp( token, "displacement" ) ) +    { +      for( i = 0; i <= 2; i++ ) +      { +        token = COM_Parse( text_p ); +        if( !token ) +          break; + +        CG_ParseValueAndVariance( token, &bp->displacement[ i ], +                                  &bp->randDisplacement[ i ], qtrue ); +      } + +      // if there is another token on the same line interpret it as an +      // additional displacement in all three directions, for compatibility +      // with the old scripts where this was the only option +      randFrac = 0; +      token = COM_ParseExt( text_p, qfalse ); +      if( token ) +        CG_ParseValueAndVariance( token, NULL, &randFrac, qtrue ); + +      for( i = 0; i < 3; i++ ) +      { +        // convert randDisplacement from proportions to absolute values +        if( bp->displacement[ i ] != 0 ) +          bp->randDisplacement[ i ] *= bp->displacement[ i ]; + +        bp->randDisplacement[ i ] += randFrac; +      } + +      continue; +    } +    else if( !Q_stricmp( token, "normalDisplacement" ) ) +    { +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      bp->normalDisplacement = atof_neg( token, qtrue ); + +      continue; +    } +    else if( !Q_stricmp( token, "overdrawProtection" ) ) +    { +      bp->overdrawProtection = qtrue; + +      continue; +    } +    else if( !Q_stricmp( token, "realLight" ) ) +    { +      bp->realLight = qtrue; + +      continue; +    } +    else if( !Q_stricmp( token, "dynamicLight" ) ) +    { +      bp->dynamicLight = qtrue; + +      token = COM_Parse( text_p ); +      if( !*token ) +        break; + +      CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + +      bp->dLightRadius.delay = (int)number; +      bp->dLightRadius.delayRandFrac = randFrac; + +      token = COM_Parse( text_p ); +      if( !*token ) +        break; + +      CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + +      bp->dLightRadius.initial = number; +      bp->dLightRadius.initialRandFrac = randFrac; + +      token = COM_Parse( text_p ); +      if( !*token ) +        break; + +      if( !Q_stricmp( token, "-" ) ) +      { +        bp->dLightRadius.final = PARTICLES_SAME_AS_INITIAL; +        bp->dLightRadius.finalRandFrac = 0.0f; +      } +      else +      { +        CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + +        bp->dLightRadius.final = number; +        bp->dLightRadius.finalRandFrac = randFrac; +      } + +      token = COM_Parse( text_p ); +      if( !*token ) +        break; + +      if( !Q_stricmp( token, "{" ) ) +      { +        if( !CG_ParseColor( bp->dLightColor, text_p ) ) +          break; + +        token = COM_Parse( text_p ); +        if( Q_stricmp( token, "}" ) ) +        { +          CG_Printf( S_COLOR_RED "ERROR: missing '}'\n" ); +          break; +        } +      } + +      continue; +    } +    else if( !Q_stricmp( token, "cullOnStartSolid" ) ) +    { +      bp->cullOnStartSolid = qtrue; + +      continue; +    } +    else if( !Q_stricmp( token, "radius" ) ) +    { +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + +      bp->radius.delay = (int)number; +      bp->radius.delayRandFrac = randFrac; + +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + +      bp->radius.initial = number; +      bp->radius.initialRandFrac = randFrac; + +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      if( !Q_stricmp( token, "-" ) ) +      { +        bp->radius.final = PARTICLES_SAME_AS_INITIAL; +        bp->radius.finalRandFrac = 0.0f; +      } +      else +      { +        CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + +        bp->radius.final = number; +        bp->radius.finalRandFrac = randFrac; +      } + +      continue; +    } +    else if( !Q_stricmp( token, "physicsRadius" ) ) +    { +      token = COM_Parse( text_p ); +      if( !token ) +        break; +       +      bp->physicsRadius = atoi( token );       +    } +    else if( !Q_stricmp( token, "alpha" ) ) +    { +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + +      bp->alpha.delay = (int)number; +      bp->alpha.delayRandFrac = randFrac; + +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + +      bp->alpha.initial = number; +      bp->alpha.initialRandFrac = randFrac; + +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      if( !Q_stricmp( token, "-" ) ) +      { +        bp->alpha.final = PARTICLES_SAME_AS_INITIAL; +        bp->alpha.finalRandFrac = 0.0f; +      } +      else +      { +        CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + +        bp->alpha.final = number; +        bp->alpha.finalRandFrac = randFrac; +      } + +      continue; +    } +    else if( !Q_stricmp( token, "color" ) ) +    { +      token = COM_Parse( text_p ); +      if( !*token ) +        break; + +      CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + +      bp->colorDelay = (int)number; +      bp->colorDelayRandFrac = randFrac; + +      token = COM_Parse( text_p ); +      if( !*token ) +        break; + +      if( !Q_stricmp( token, "{" ) ) +      { +        if( !CG_ParseColor( bp->initialColor, text_p ) ) +          break; + +        token = COM_Parse( text_p ); +        if( Q_stricmp( token, "}" ) ) +        { +          CG_Printf( S_COLOR_RED "ERROR: missing '}'\n" ); +          break; +        } + +        token = COM_Parse( text_p ); +        if( !*token ) +          break; + +        if( !Q_stricmp( token, "-" ) ) +        { +          bp->finalColor[ 0 ] = bp->initialColor[ 0 ]; +          bp->finalColor[ 1 ] = bp->initialColor[ 1 ]; +          bp->finalColor[ 2 ] = bp->initialColor[ 2 ]; +        } +        else if( !Q_stricmp( token, "{" ) ) +        { +          if( !CG_ParseColor( bp->finalColor, text_p ) ) +            break; + +          token = COM_Parse( text_p ); +          if( Q_stricmp( token, "}" ) ) +          { +            CG_Printf( S_COLOR_RED "ERROR: missing '}'\n" ); +            break; +          } +        } +        else +        { +          CG_Printf( S_COLOR_RED "ERROR: missing '{'\n" ); +          break; +        } +      } +      else +      { +        CG_Printf( S_COLOR_RED "ERROR: missing '{'\n" ); +        break; +      } + +      continue; +    } +    else if( !Q_stricmp( token, "rotation" ) ) +    { +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + +      bp->rotation.delay = (int)number; +      bp->rotation.delayRandFrac = randFrac; + +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      CG_ParseValueAndVariance( token, &number, &randFrac, qtrue ); + +      bp->rotation.initial = number; +      bp->rotation.initialRandFrac = randFrac; + +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      if( !Q_stricmp( token, "-" ) ) +      { +        bp->rotation.final = PARTICLES_SAME_AS_INITIAL; +        bp->rotation.finalRandFrac = 0.0f; +      } +      else +      { +        CG_ParseValueAndVariance( token, &number, &randFrac, qtrue ); + +        bp->rotation.final = number; +        bp->rotation.finalRandFrac = randFrac; +      } + +      continue; +    } +    else if( !Q_stricmp( token, "lifeTime" ) ) +    { +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + +      bp->lifeTime = (int)number; +      bp->lifeTimeRandFrac = randFrac; + +      continue; +    } +    else if( !Q_stricmp( token, "childSystem" ) ) +    { +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      Q_strncpyz( bp->childSystemName, token, MAX_QPATH ); + +      continue; +    } +    else if( !Q_stricmp( token, "onDeathSystem" ) ) +    { +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      Q_strncpyz( bp->onDeathSystemName, token, MAX_QPATH ); + +      continue; +    } +    else if( !Q_stricmp( token, "childTrailSystem" ) ) +    { +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      Q_strncpyz( bp->childTrailSystemName, token, MAX_QPATH ); + +      continue; +    } +    else if( !Q_stricmp( token, "scaleWithCharge" ) ) +    { +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      bp->scaleWithCharge = atof( token ); + +      continue; +    } +    else if( !Q_stricmp( token, "}" ) ) +      return qtrue; //reached the end of this particle +    else +    { +      CG_Printf( S_COLOR_RED "ERROR: unknown token '%s' in particle\n", token ); +      return qfalse; +    } +  } + +  return qfalse; +} + +/* +=============== +CG_InitialiseBaseParticle +=============== +*/ +static void CG_InitialiseBaseParticle( baseParticle_t *bp ) +{ +  memset( bp, 0, sizeof( baseParticle_t ) ); + +  memset( bp->initialColor, 0xFF, sizeof( bp->initialColor ) ); +  memset( bp->finalColor, 0xFF, sizeof( bp->finalColor ) ); +} + +/* +=============== +CG_ParseParticleEjector + +Parse a particle ejector section +=============== +*/ +static qboolean CG_ParseParticleEjector( baseParticleEjector_t *bpe, char **text_p ) +{ +  char  *token; +  float number, randFrac; + +  // read optional parameters +  while( 1 ) +  { +    token = COM_Parse( text_p ); + +    if( !token ) +      break; + +    if( !Q_stricmp( token, "" ) ) +      return qfalse; + +    if( !Q_stricmp( token, "{" ) ) +    { +      CG_InitialiseBaseParticle( &baseParticles[ numBaseParticles ] ); + +      if( !CG_ParseParticle( &baseParticles[ numBaseParticles ], text_p ) ) +      { +        CG_Printf( S_COLOR_RED "ERROR: failed to parse particle\n" ); +        return qfalse; +      } + +      if( bpe->numParticles == MAX_PARTICLES_PER_EJECTOR ) +      { +        CG_Printf( S_COLOR_RED "ERROR: ejector has > %d particles\n", MAX_PARTICLES_PER_EJECTOR ); +        return qfalse; +      } +      else if( numBaseParticles == MAX_BASEPARTICLES ) +      { +        CG_Printf( S_COLOR_RED "ERROR: maximum number of particles (%d) reached\n", MAX_BASEPARTICLES ); +        return qfalse; +      } +      else +      { +        //start parsing particles again +        bpe->particles[ bpe->numParticles ] = &baseParticles[ numBaseParticles ]; +        bpe->numParticles++; +        numBaseParticles++; +      } +      continue; +    } +    else if( !Q_stricmp( token, "delay" ) ) +    { +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + +      bpe->eject.delay = (int)number; +      bpe->eject.delayRandFrac = randFrac; + +      continue; +    } +    else if( !Q_stricmp( token, "period" ) ) +    { +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      bpe->eject.initial = atoi_neg( token, qfalse ); + +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      if( !Q_stricmp( token, "-" ) ) +        bpe->eject.final = PARTICLES_SAME_AS_INITIAL; +      else +        bpe->eject.final = atoi_neg( token, qfalse ); + +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      CG_ParseValueAndVariance( token, NULL, &bpe->eject.randFrac, qfalse ); + +      continue; +    } +    else if( !Q_stricmp( token, "count" ) ) +    { +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      if( !Q_stricmp( token, "infinite" ) ) +      { +        bpe->totalParticles = PARTICLES_INFINITE; +        bpe->totalParticlesRandFrac = 0.0f; +      } +      else +      { +        CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + +        bpe->totalParticles = (int)number; +        bpe->totalParticlesRandFrac = randFrac; +      } + +      continue; +    } +    else if( !Q_stricmp( token, "particle" ) ) //acceptable text +      continue; +    else if( !Q_stricmp( token, "}" ) ) +      return qtrue; //reached the end of this particle ejector +    else +    { +      CG_Printf( S_COLOR_RED "ERROR: unknown token '%s' in particle ejector\n", token ); +      return qfalse; +    } +  } + +  return qfalse; +} + + +/* +=============== +CG_ParseParticleSystem + +Parse a particle system section +=============== +*/ +static qboolean CG_ParseParticleSystem( baseParticleSystem_t *bps, char **text_p, const char *name ) +{ +  char                  *token; +  baseParticleEjector_t *bpe; + +  // read optional parameters +  while( 1 ) +  { +    token = COM_Parse( text_p ); + +    if( !token ) +      break; + +    if( !Q_stricmp( token, "" ) ) +      return qfalse; + +    if( !Q_stricmp( token, "{" ) ) +    { +      if( !CG_ParseParticleEjector( &baseParticleEjectors[ numBaseParticleEjectors ], text_p ) ) +      { +        CG_Printf( S_COLOR_RED "ERROR: failed to parse particle ejector\n" ); +        return qfalse; +      } + +      bpe = &baseParticleEjectors[ numBaseParticleEjectors ]; + +      //check for infinite count + zero period +      if( bpe->totalParticles == PARTICLES_INFINITE && +          ( bpe->eject.initial == 0.0f || bpe->eject.final == 0.0f ) ) +      { +        CG_Printf( S_COLOR_RED "ERROR: ejector with 'count infinite' potentially has zero period\n" ); +        return qfalse; +      } + +      if( bps->numEjectors == MAX_EJECTORS_PER_SYSTEM ) +      { +        CG_Printf( S_COLOR_RED "ERROR: particle system has > %d ejectors\n", MAX_EJECTORS_PER_SYSTEM ); +        return qfalse; +      } +      else if( numBaseParticleEjectors == MAX_BASEPARTICLE_EJECTORS ) +      { +        CG_Printf( S_COLOR_RED "ERROR: maximum number of particle ejectors (%d) reached\n", +            MAX_BASEPARTICLE_EJECTORS ); +        return qfalse; +      } +      else +      { +        //start parsing ejectors again +        bps->ejectors[ bps->numEjectors ] = &baseParticleEjectors[ numBaseParticleEjectors ]; +        bps->numEjectors++; +        numBaseParticleEjectors++; +      } +      continue; +    } +    else if( !Q_stricmp( token, "thirdPersonOnly" ) ) +      bps->thirdPersonOnly = qtrue; +    else if( !Q_stricmp( token, "ejector" ) ) //acceptable text +      continue; +    else if( !Q_stricmp( token, "}" ) ) +    { +      if( cg_debugParticles.integer >= 1 ) +        CG_Printf( "Parsed particle system %s\n", name ); + +      return qtrue; //reached the end of this particle system +    } +    else +    { +      CG_Printf( S_COLOR_RED "ERROR: unknown token '%s' in particle system %s\n", token, bps->name ); +      return qfalse; +    } +  } + +  return qfalse; +} + +/* +=============== +CG_ParseParticleFile + +Load the particle systems from a particle file +=============== +*/ +static qboolean CG_ParseParticleFile( const char *fileName ) +{ +  char          *text_p; +  int           i; +  int           len; +  char          *token; +  char          text[ 32000 ]; +  char          psName[ MAX_QPATH ]; +  qboolean      psNameSet = qfalse; +  fileHandle_t  f; + +  // load the file +  len = trap_FS_FOpenFile( fileName, &f, FS_READ ); +  if( len < 0 ) +    return qfalse; + +  if( len == 0 || len >= sizeof( text ) - 1 ) +  { +    trap_FS_FCloseFile( f ); +    CG_Printf( S_COLOR_RED "ERROR: particle file %s is %s\n", fileName, +      len == 0 ? "empty" : "too long" ); +    return qfalse; +  } + +  trap_FS_Read( text, len, f ); +  text[ len ] = 0; +  trap_FS_FCloseFile( f ); + +  // parse the text +  text_p = text; + +  // read optional parameters +  while( 1 ) +  { +    token = COM_Parse( &text_p ); + +    if( !Q_stricmp( token, "" ) ) +      break; + +    if( !Q_stricmp( token, "{" ) ) +    { +      if( psNameSet ) +      { +        //check for name space clashes +        for( i = 0; i < numBaseParticleSystems; i++ ) +        { +          if( !Q_stricmp( baseParticleSystems[ i ].name, psName ) ) +          { +            CG_Printf( S_COLOR_RED "ERROR: a particle system is already named %s\n", psName ); +            return qfalse; +          } +        } + +        Q_strncpyz( baseParticleSystems[ numBaseParticleSystems ].name, psName, MAX_QPATH ); + +        if( !CG_ParseParticleSystem( &baseParticleSystems[ numBaseParticleSystems ], &text_p, psName ) ) +        { +          CG_Printf( S_COLOR_RED "ERROR: %s: failed to parse particle system %s\n", fileName, psName ); +          return qfalse; +        } + +        //start parsing particle systems again +        psNameSet = qfalse; + +        if( numBaseParticleSystems == MAX_BASEPARTICLE_SYSTEMS ) +        { +          CG_Printf( S_COLOR_RED "ERROR: maximum number of particle systems (%d) reached\n", +              MAX_BASEPARTICLE_SYSTEMS ); +          return qfalse; +        } +        else +          numBaseParticleSystems++; + +        continue; +      } +      else +      { +        CG_Printf( S_COLOR_RED "ERROR: unamed particle system\n" ); +        return qfalse; +      } +    } + +    if( !psNameSet ) +    { +      Q_strncpyz( psName, token, sizeof( psName ) ); +      psNameSet = qtrue; +    } +    else +    { +      CG_Printf( S_COLOR_RED "ERROR: particle system already named\n" ); +      return qfalse; +    } +  } + +  return qtrue; +} + + +/* +=============== +CG_LoadParticleSystems + +Load particle systems from .particle files +=============== +*/ +void CG_LoadParticleSystems( void ) +{ +  int   i, j, numFiles, fileLen; +  char  fileList[ MAX_PARTICLE_FILES * MAX_QPATH ]; +  char  fileName[ MAX_QPATH ]; +  char  *filePtr; + +  //clear out the old +  numBaseParticleSystems = 0; +  numBaseParticleEjectors = 0; +  numBaseParticles = 0; + +  for( i = 0; i < MAX_BASEPARTICLE_SYSTEMS; i++ ) +  { +    baseParticleSystem_t  *bps = &baseParticleSystems[ i ]; +    memset( bps, 0, sizeof( baseParticleSystem_t ) ); +  } + +  for( i = 0; i < MAX_BASEPARTICLE_EJECTORS; i++ ) +  { +    baseParticleEjector_t  *bpe = &baseParticleEjectors[ i ]; +    memset( bpe, 0, sizeof( baseParticleEjector_t ) ); +  } + +  for( i = 0; i < MAX_BASEPARTICLES; i++ ) +  { +    baseParticle_t  *bp = &baseParticles[ i ]; +    memset( bp, 0, sizeof( baseParticle_t ) ); +  } + + +  //and bring in the new +  numFiles = trap_FS_GetFileList( "scripts", ".particle", +      fileList, MAX_PARTICLE_FILES * MAX_QPATH ); +  filePtr = fileList; + +  for( i = 0; i < numFiles; i++, filePtr += fileLen + 1 ) +  { +    fileLen = strlen( filePtr ); +    strcpy( fileName, "scripts/" ); +    strcat( fileName, filePtr ); +    CG_Printf( "...loading '%s'\n", fileName ); +    CG_ParseParticleFile( fileName ); +  } + +  //connect any child systems to their psHandle +  for( i = 0; i < numBaseParticles; i++ ) +  { +    baseParticle_t  *bp = &baseParticles[ i ]; + +    if( bp->childSystemName[ 0 ] ) +    { +      //particle class has a child, resolve the name +      for( j = 0; j < numBaseParticleSystems; j++ ) +      { +        baseParticleSystem_t  *bps = &baseParticleSystems[ j ]; + +        if( !Q_stricmp( bps->name, bp->childSystemName ) ) +        { +          //FIXME: add checks for cycles and infinite children + +          bp->childSystemHandle = j + 1; + +          break; +        } +      } + +      if( j == numBaseParticleSystems ) +      { +        //couldn't find named particle system +        CG_Printf( S_COLOR_YELLOW "WARNING: failed to find child %s\n", bp->childSystemName ); +        bp->childSystemName[ 0 ] = '\0'; +      } +    } + +    if( bp->onDeathSystemName[ 0 ] ) +    { +      //particle class has a child, resolve the name +      for( j = 0; j < numBaseParticleSystems; j++ ) +      { +        baseParticleSystem_t  *bps = &baseParticleSystems[ j ]; + +        if( !Q_stricmp( bps->name, bp->onDeathSystemName ) ) +        { +          //FIXME: add checks for cycles and infinite children + +          bp->onDeathSystemHandle = j + 1; + +          break; +        } +      } + +      if( j == numBaseParticleSystems ) +      { +        //couldn't find named particle system +        CG_Printf( S_COLOR_YELLOW "WARNING: failed to find onDeath system %s\n", bp->onDeathSystemName ); +        bp->onDeathSystemName[ 0 ] = '\0'; +      } +    } +  } +} + +/* +=============== +CG_SetParticleSystemNormal +=============== +*/ +void CG_SetParticleSystemNormal( particleSystem_t *ps, vec3_t normal ) +{ +  if( ps == NULL || !ps->valid ) +  { +    CG_Printf( S_COLOR_YELLOW "WARNING: tried to modify a NULL particle system\n" ); +    return; +  } + +  ps->normalValid = qtrue; +  VectorCopy( normal, ps->normal ); +  VectorNormalize( ps->normal ); +} + + +/* +=============== +CG_DestroyParticleSystem + +Destroy a particle system + +This doesn't actually invalidate anything, it just stops +particle ejectors from producing new particles so the +garbage collector will eventually remove this system. +However is does set the pointer to NULL so the user is +unable to manipulate this particle system any longer. +=============== +*/ +void CG_DestroyParticleSystem( particleSystem_t **ps ) +{ +  int               i; +  particleEjector_t *pe; + +  if( *ps == NULL || !(*ps)->valid ) +  { +    CG_Printf( S_COLOR_YELLOW "WARNING: tried to destroy a NULL particle system\n" ); +    return; +  } + +  if( cg_debugParticles.integer >= 1 ) +    CG_Printf( "PS destroyed\n" ); + +  for( i = 0; i < MAX_PARTICLE_EJECTORS; i++ ) +  { +    pe = &particleEjectors[ i ]; + +    if( pe->valid && pe->parent == *ps ) +      pe->totalParticles = pe->count = 0; +  } + +  *ps = NULL; +} + +/* +=============== +CG_IsParticleSystemInfinite + +Test a particle system for 'count infinite' ejectors +=============== +*/ +qboolean CG_IsParticleSystemInfinite( particleSystem_t *ps ) +{ +  int               i; +  particleEjector_t *pe; + +  if( ps == NULL ) +  { +    CG_Printf( S_COLOR_YELLOW "WARNING: tried to test a NULL particle system\n" ); +    return qfalse; +  } + +  if( !ps->valid ) +  { +    CG_Printf( S_COLOR_YELLOW "WARNING: tried to test an invalid particle system\n" ); +    return qfalse; +  } + +  //don't bother checking already invalid systems +  if( !ps->valid ) +    return qfalse; + +  for( i = 0; i < MAX_PARTICLE_EJECTORS; i++ ) +  { +    pe = &particleEjectors[ i ]; + +    if( pe->valid && pe->parent == ps ) +    { +      if( pe->totalParticles == PARTICLES_INFINITE ) +        return qtrue; +    } +  } + +  return qfalse; +} + +/* +=============== +CG_IsParticleSystemValid + +Test a particle system for validity +=============== +*/ +qboolean CG_IsParticleSystemValid( particleSystem_t **ps ) +{ +  if( *ps == NULL || ( *ps && !(*ps)->valid ) ) +  { +    if( *ps && !(*ps)->valid ) +      *ps = NULL; + +    return qfalse; +  } + +  return qtrue; +} + +/* +=============== +CG_GarbageCollectParticleSystems + +Destroy inactive particle systems +=============== +*/ +static void CG_GarbageCollectParticleSystems( void ) +{ +  int               i, j, count; +  particleSystem_t  *ps; +  particleEjector_t *pe; +  int               centNum; + +  for( i = 0; i < MAX_PARTICLE_SYSTEMS; i++ ) +  { +    ps = &particleSystems[ i ]; +    count = 0; + +    //don't bother checking already invalid systems +    if( !ps->valid ) +      continue; + +    for( j = 0; j < MAX_PARTICLE_EJECTORS; j++ ) +    { +      pe = &particleEjectors[ j ]; + +      if( pe->valid && pe->parent == ps ) +        count++; +    } + +    if( !count ) +      ps->valid = qfalse; + +    //check systems where the parent cent has left the PVS +    //( local player entity is always valid ) +    if( ( centNum = CG_AttachmentCentNum( &ps->attachment ) ) >= 0 && +        centNum != cg.snap->ps.clientNum ) +    { +      if( !cg_entities[ centNum ].valid ) +        ps->lazyRemove = qtrue; +    } + +    if( cg_debugParticles.integer >= 1 && !ps->valid ) +      CG_Printf( "PS %s garbage collected\n", ps->class->name ); +  } +} + + +/* +=============== +CG_CalculateTimeFrac + +Calculate the fraction of time passed +=============== +*/ +static float CG_CalculateTimeFrac( int birth, int life, int delay ) +{ +  float frac; + +  frac = ( (float)cg.time - (float)( birth + delay ) ) / (float)( life - delay ); + +  if( frac < 0.0f ) +    frac = 0.0f; +  else if( frac > 1.0f ) +    frac = 1.0f; + +  return frac; +} + +/* +=============== +CG_EvaluateParticlePhysics + +Compute the physics on a specific particle +=============== +*/ +static void CG_EvaluateParticlePhysics( particle_t *p ) +{ +  particleSystem_t  *ps = p->parent->parent; +  baseParticle_t    *bp = p->class; +  vec3_t            acceleration, newOrigin; +  vec3_t            mins, maxs; +  float             deltaTime, bounce, radius, dot; +  trace_t           trace; +  vec3_t            transform[ 3 ]; + +  if( p->atRest ) +  { +    VectorClear( p->velocity ); +    return; +  } + +  switch( bp->accMoveType ) +  { +    case PMT_STATIC: +      if( bp->accMoveValues.dirType == PMD_POINT ) +        VectorSubtract( bp->accMoveValues.point, p->origin, acceleration ); +      else if( bp->accMoveValues.dirType == PMD_LINEAR ) +        VectorCopy( bp->accMoveValues.dir, acceleration ); + +      break; + +    case PMT_STATIC_TRANSFORM: +      if( !CG_AttachmentAxis( &ps->attachment, transform ) ) +        return; + +      if( bp->accMoveValues.dirType == PMD_POINT ) +      { +        vec3_t transPoint; + +        VectorMatrixMultiply( bp->accMoveValues.point, transform, transPoint ); +        VectorSubtract( transPoint, p->origin, acceleration ); +      } +      else if( bp->accMoveValues.dirType == PMD_LINEAR ) +        VectorMatrixMultiply( bp->accMoveValues.dir, transform, acceleration ); +      break; + +    case PMT_TAG: +    case PMT_CENT_ANGLES: +      if( bp->accMoveValues.dirType == PMD_POINT ) +      { +        vec3_t point; + +        if( !CG_AttachmentPoint( &ps->attachment, point ) ) +          return; + +        VectorSubtract( point, p->origin, acceleration ); +      } +      else if( bp->accMoveValues.dirType == PMD_LINEAR ) +      { +        if( !CG_AttachmentDir( &ps->attachment, acceleration ) ) +          return; +      } +      break; + +    case PMT_NORMAL: +      if( !ps->normalValid ) +        return; + +      VectorCopy( ps->normal, acceleration ); + +      break; +  } + +#define MAX_ACC_RADIUS 1000.0f + +  if( bp->accMoveValues.dirType == PMD_POINT ) +  { +    //FIXME: so this fall off is a bit... odd -- it works.. +    float r2 = DotProduct( acceleration, acceleration ); // = radius^2 +    float scale = ( MAX_ACC_RADIUS - r2 ) / MAX_ACC_RADIUS; + +    if( scale > 1.0f ) +      scale = 1.0f; +    else if( scale < 0.1f ) +      scale = 0.1f; + +    scale *= CG_RandomiseValue( bp->accMoveValues.mag, bp->accMoveValues.magRandFrac ); + +    VectorNormalize( acceleration ); +    CG_SpreadVector( acceleration, bp->accMoveValues.dirRandAngle ); +    VectorScale( acceleration, scale, acceleration ); +  } +  else if( bp->accMoveValues.dirType == PMD_LINEAR ) +  { +    VectorNormalize( acceleration ); +    CG_SpreadVector( acceleration, bp->accMoveValues.dirRandAngle ); +    VectorScale( acceleration, +                 CG_RandomiseValue( bp->accMoveValues.mag, bp->accMoveValues.magRandFrac ), +                 acceleration ); +  } + +  // Some particles have a visual radius that differs from their collision radius +  if( bp->physicsRadius ) +    radius = bp->physicsRadius; +  else +    radius = CG_LerpValues( p->radius.initial, p->radius.final, +                            CG_CalculateTimeFrac( p->birthTime, p->lifeTime, +                                                  p->radius.delay ) ); + +  VectorSet( mins, -radius, -radius, -radius ); +  VectorSet( maxs, radius, radius, radius ); + +  bounce = CG_RandomiseValue( bp->bounceFrac, bp->bounceFracRandFrac ); + +  deltaTime = (float)( cg.time - p->lastEvalTime ) * 0.001; +  VectorMA( p->velocity, deltaTime, acceleration, p->velocity ); +  VectorMA( p->origin, deltaTime, p->velocity, newOrigin ); +  p->lastEvalTime = cg.time; + +  // we're not doing particle physics, but at least cull them in solids +  if( !cg_bounceParticles.integer ) +  { +    int contents = trap_CM_PointContents( newOrigin, 0 );  + +    if( ( contents & CONTENTS_SOLID ) || ( contents & CONTENTS_NODROP ) ) +      CG_DestroyParticle( p, NULL ); +    else  +      VectorCopy( newOrigin, p->origin ); +    return; +  } + +  CG_Trace( &trace, p->origin, mins, maxs, newOrigin, +      CG_AttachmentCentNum( &ps->attachment ), CONTENTS_SOLID ); + +  //not hit anything or not a collider +  if( trace.fraction == 1.0f || bounce == 0.0f ) +  { +    VectorCopy( newOrigin, p->origin ); +    return; +  } + +  //remove particles that get into a CONTENTS_NODROP brush +  if( ( trap_CM_PointContents( trace.endpos, 0 ) & CONTENTS_NODROP ) || +      ( bp->cullOnStartSolid && trace.startsolid ) ) +  { +    CG_DestroyParticle( p, NULL ); +    return; +  } +  else if( bp->bounceCull ) +  { +    CG_DestroyParticle( p, trace.plane.normal ); +    return; +  } + +  //reflect the velocity on the trace plane +  dot = DotProduct( p->velocity, trace.plane.normal ); +  VectorMA( p->velocity, -2.0f * dot, trace.plane.normal, p->velocity ); + +  VectorScale( p->velocity, bounce, p->velocity ); + +  if( trace.plane.normal[ 2 ] > 0.5f && +      ( p->velocity[ 2 ] < 40.0f || +        p->velocity[ 2 ] < -cg.frametime * p->velocity[ 2 ] ) ) +    p->atRest = qtrue; + +  if( bp->bounceMarkName[ 0 ] && p->bounceMarkCount > 0 ) +  { +    CG_ImpactMark( bp->bounceMark, trace.endpos, trace.plane.normal, +        random( ) * 360, 1, 1, 1, 1, qtrue, bp->bounceMarkRadius, qfalse ); +    p->bounceMarkCount--; +  } + +  if( bp->bounceSoundName[ 0 ] && p->bounceSoundCount > 0 ) +  { +    trap_S_StartSound( trace.endpos, ENTITYNUM_WORLD, CHAN_AUTO, bp->bounceSound ); +    p->bounceSoundCount--; +  } + +  VectorCopy( trace.endpos, p->origin ); +} + + +#define GETKEY(x,y) (((x)>>y)&0xFF) + +/* +=============== +CG_Radix +=============== +*/ +static void CG_Radix( int bits, int size, particle_t **source, particle_t **dest ) +{ +  int count[ 256 ]; +  int index[ 256 ]; +  int i; + +  memset( count, 0, sizeof( count ) ); + +  for( i = 0; i < size; i++ ) +    count[ GETKEY( source[ i ]->sortKey, bits ) ]++; + +  index[ 0 ] = 0; + +  for( i = 1; i < 256; i++ ) +    index[ i ] = index[ i - 1 ] + count[ i - 1 ]; + +  for( i = 0; i < size; i++ ) +    dest[ index[ GETKEY( source[ i ]->sortKey, bits ) ]++ ] = source[ i ]; +} + +/* +=============== +CG_RadixSort + +Radix sort with 4 byte size buckets +=============== +*/ +static void CG_RadixSort( particle_t **source, particle_t **temp, int size ) +{ +  CG_Radix( 0,   size, source, temp ); +  CG_Radix( 8,   size, temp, source ); +  CG_Radix( 16,  size, source, temp ); +  CG_Radix( 24,  size, temp, source ); +} + +/* +=============== +CG_CompactAndSortParticles + +Depth sort the particles +=============== +*/ +static void CG_CompactAndSortParticles( void ) +{ +  int     i, j = 0; +  int     numParticles; +  vec3_t  delta; + +  for( i = 0; i < MAX_PARTICLES; i++ ) +    sortedParticles[ i ] = &particles[ i ]; + +  if( !cg_depthSortParticles.integer ) +    return; + +  for( i = MAX_PARTICLES - 1; i >= 0; i-- ) +  { +    if( sortedParticles[ i ]->valid ) +    { +      //find the first hole +      while( j < MAX_PARTICLES && sortedParticles[ j ]->valid ) +        j++; + +      //no more holes +      if( j >= i ) +        break; + +      sortedParticles[ j ] = sortedParticles[ i ]; +    } +  } + +  numParticles = i; + +  //set sort keys +  for( i = 0; i < numParticles; i++ ) +  { +    VectorSubtract( sortedParticles[ i ]->origin, cg.refdef.vieworg, delta ); +    sortedParticles[ i ]->sortKey = (int)DotProduct( delta, delta ); +  } + +  CG_RadixSort( sortedParticles, radixBuffer, numParticles ); + +  //FIXME: wtf? +  //reverse order of particles array +  for( i = 0; i < numParticles; i++ ) +    radixBuffer[ i ] = sortedParticles[ numParticles - i - 1 ]; + +  for( i = 0; i < numParticles; i++ ) +    sortedParticles[ i ] = radixBuffer[ i ]; +} + +/* +=============== +CG_RenderParticle + +Actually render a particle +=============== +*/ +static void CG_RenderParticle( particle_t *p ) +{ +  refEntity_t           re; +  float                 timeFrac, scale; +  int                   index; +  baseParticle_t        *bp = p->class; +  particleSystem_t      *ps = p->parent->parent; +  baseParticleSystem_t  *bps = ps->class; +  vec3_t                alight, dlight, lightdir; +  int                   i; +  vec3_t                up = { 0.0f, 0.0f, 1.0f }; + +  memset( &re, 0, sizeof( refEntity_t ) ); + +  timeFrac = CG_CalculateTimeFrac( p->birthTime, p->lifeTime, 0 ); + +  scale = CG_LerpValues( p->radius.initial, +                    p->radius.final, +                    CG_CalculateTimeFrac( p->birthTime, +                                          p->lifeTime, +                                          p->radius.delay ) ); + +  re.shaderTime = p->birthTime / 1000.0f; + +  if( bp->numFrames )       //shader based +  { +    re.reType = RT_SPRITE; + +    //apply environmental lighting to the particle +    if( bp->realLight ) +    { +      trap_R_LightForPoint( p->origin, alight, dlight, lightdir ); +      for( i = 0; i <= 2; i++ ) +        re.shaderRGBA[ i ] = (byte)alight[ i ]; +    } +    else +    { +      vec3_t  colorRange; + +      VectorSubtract( bp->finalColor, +          bp->initialColor, colorRange ); + +      VectorMA( bp->initialColor, +          CG_CalculateTimeFrac( p->birthTime, +            p->lifeTime, +            p->colorDelay ), +          colorRange, re.shaderRGBA ); +    } + +    re.shaderRGBA[ 3 ] = (byte)( (float)0xFF * +                         CG_LerpValues( p->alpha.initial, +                               p->alpha.final, +                               CG_CalculateTimeFrac( p->birthTime, +                                                     p->lifeTime, +                                                     p->alpha.delay ) ) ); + +    re.radius = scale; + +    re.rotation = CG_LerpValues( p->rotation.initial, +                        p->rotation.final, +                        CG_CalculateTimeFrac( p->birthTime, +                                              p->lifeTime, +                                              p->rotation.delay ) ); + +    // if the view would be "inside" the sprite, kill the sprite +    // so it doesn't add too much overdraw +    if( Distance( p->origin, cg.refdef.vieworg ) < re.radius && bp->overdrawProtection ) +      return; + +    if( bp->framerate == 0.0f ) +    { +      //sync animation time to lifeTime of particle +      index = (int)( timeFrac * ( bp->numFrames + 1 ) ); + +      if( index >= bp->numFrames ) +        index = bp->numFrames - 1; + +      re.customShader = bp->shaders[ index ]; +    } +    else +    { +      //looping animation +      index = (int)( bp->framerate * timeFrac * p->lifeTime * 0.001 ) % bp->numFrames; +      re.customShader = bp->shaders[ index ]; +    } + +  } +  else if( bp->numModels )  //model based +  { +    re.reType = RT_MODEL; + +    re.hModel = p->model; + +    if( p->atRest ) +      AxisCopy( p->lastAxis, re.axis ); +    else +    { +      // convert direction of travel into axis +      VectorNormalize2( p->velocity, re.axis[ 0 ] ); + +      if( re.axis[ 0 ][ 0 ] == 0.0f && re.axis[ 0 ][ 1 ] == 0.0f ) +        AxisCopy( axisDefault, re.axis ); +      else +      { +        ProjectPointOnPlane( re.axis[ 2 ], up, re.axis[ 0 ] ); +        VectorNormalize( re.axis[ 2 ] ); +        CrossProduct( re.axis[ 2 ], re.axis[ 0 ], re.axis[ 1 ] ); +      } + +      AxisCopy( re.axis, p->lastAxis ); +    } + +    if( scale != 1.0f ) +    { +      VectorScale( re.axis[ 0 ], scale, re.axis[ 0 ] ); +      VectorScale( re.axis[ 1 ], scale, re.axis[ 1 ] ); +      VectorScale( re.axis[ 2 ], scale, re.axis[ 2 ] ); +      re.nonNormalizedAxes = qtrue; +    } +    else +      re.nonNormalizedAxes = qfalse; + +    p->lf.animation = &bp->modelAnimation; + +    //run animation +    CG_RunLerpFrame( &p->lf, 1.0f ); + +    re.oldframe = p->lf.oldFrame; +    re.frame    = p->lf.frame; +    re.backlerp = p->lf.backlerp; +  } + +  if( bps->thirdPersonOnly && +      CG_AttachmentCentNum( &ps->attachment ) == cg.snap->ps.clientNum && +      !cg.renderingThirdPerson ) +    re.renderfx |= RF_THIRD_PERSON; + +  if( bp->dynamicLight && !( re.renderfx & RF_THIRD_PERSON ) ) +  { +    trap_R_AddLightToScene( p->origin, +      CG_LerpValues( p->dLightRadius.initial, p->dLightRadius.final, +        CG_CalculateTimeFrac( p->birthTime, p->lifeTime, p->dLightRadius.delay ) ), +        (float)bp->dLightColor[ 0 ] / (float)0xFF, +        (float)bp->dLightColor[ 1 ] / (float)0xFF, +        (float)bp->dLightColor[ 2 ] / (float)0xFF ); +  } + +  VectorCopy( p->origin, re.origin ); + +  trap_R_AddRefEntityToScene( &re ); +} + +/* +=============== +CG_AddParticles + +Add particles to the scene +=============== +*/ +void CG_AddParticles( void ) +{ +  int           i; +  particle_t    *p; +  int           numPS = 0, numPE = 0, numP = 0; + +  //remove expired particle systems +  CG_GarbageCollectParticleSystems( ); + +  //check each ejector and introduce any new particles +  CG_SpawnNewParticles( ); + +  //sorting +  CG_CompactAndSortParticles( ); + +  for( i = 0; i < MAX_PARTICLES; i++ ) +  { +    p = sortedParticles[ i ]; + +    if( p->valid ) +    { +      if( p->birthTime + p->lifeTime > cg.time ) +      { +        //particle is active +        CG_EvaluateParticlePhysics( p ); +        CG_RenderParticle( p ); +      } +      else +        CG_DestroyParticle( p, NULL ); +    } +  } + +  if( cg_debugParticles.integer >= 2 ) +  { +    for( i = 0; i < MAX_PARTICLE_SYSTEMS; i++ ) +      if( particleSystems[ i ].valid ) +        numPS++; + +    for( i = 0; i < MAX_PARTICLE_EJECTORS; i++ ) +      if( particleEjectors[ i ].valid ) +        numPE++; + +    for( i = 0; i < MAX_PARTICLES; i++ ) +      if( particles[ i ].valid ) +        numP++; + +    CG_Printf( "PS: %d  PE: %d  P: %d\n", numPS, numPE, numP ); +  } +} + +/* +=============== +CG_ParticleSystemEntity + +Particle system entity client code +=============== +*/ +void CG_ParticleSystemEntity( centity_t *cent ) +{ +  entityState_t *es; + +  es = ¢->currentState; + +  if( es->eFlags & EF_NODRAW ) +  { +    if( CG_IsParticleSystemValid( ¢->entityPS ) && CG_IsParticleSystemInfinite( cent->entityPS ) ) +      CG_DestroyParticleSystem( ¢->entityPS ); + +    return; +  } + +  if( !CG_IsParticleSystemValid( ¢->entityPS ) && !cent->entityPSMissing ) +  { +    cent->entityPS = CG_SpawnNewParticleSystem( cgs.gameParticleSystems[ es->modelindex ] ); + +    if( CG_IsParticleSystemValid( ¢->entityPS ) ) +    { +      CG_SetAttachmentPoint( ¢->entityPS->attachment, cent->lerpOrigin ); +      CG_SetAttachmentCent( ¢->entityPS->attachment, cent ); +      CG_AttachToPoint( ¢->entityPS->attachment ); +    } +    else +      cent->entityPSMissing = qtrue; +  } +} + +static particleSystem_t *testPS; +static qhandle_t        testPSHandle; + +/* +=============== +CG_DestroyTestPS_f + +Destroy the test a particle system +=============== +*/ +void CG_DestroyTestPS_f( void ) +{ +  if( CG_IsParticleSystemValid( &testPS ) ) +    CG_DestroyParticleSystem( &testPS ); +} + +/* +=============== +CG_TestPS_f + +Test a particle system +=============== +*/ +void CG_TestPS_f( void ) +{ +  vec3_t  origin; +  vec3_t  up = { 0.0f, 0.0f, 1.0f }; +  char    psName[ MAX_QPATH ]; + +  if( trap_Argc( ) < 2 ) +    return; + +  Q_strncpyz( psName, CG_Argv( 1 ), MAX_QPATH ); +  testPSHandle = CG_RegisterParticleSystem( psName ); + +  if( testPSHandle ) +  { +    CG_DestroyTestPS_f( ); + +    testPS = CG_SpawnNewParticleSystem( testPSHandle ); + +    VectorMA( cg.refdef.vieworg, 100, cg.refdef.viewaxis[ 0 ], origin ); + +    if( CG_IsParticleSystemValid( &testPS ) ) +    { +      CG_SetAttachmentPoint( &testPS->attachment, origin ); +      CG_SetParticleSystemNormal( testPS, up ); +      CG_AttachToPoint( &testPS->attachment ); +    } +  } +} diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c new file mode 100644 index 0000000..03601f6 --- /dev/null +++ b/src/cgame/cg_players.c @@ -0,0 +1,2422 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2009 Darklegion Development + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA +=========================================================================== +*/ + +// cg_players.c -- handle the media and animation for player entities + + +#include "cg_local.h" + +char *cg_customSoundNames[ MAX_CUSTOM_SOUNDS ] = +{ +  "*death1.wav", +  "*death2.wav", +  "*death3.wav", +  "*jump1.wav", +  "*pain25_1.wav", +  "*pain50_1.wav", +  "*pain75_1.wav", +  "*pain100_1.wav", +  "*falling1.wav", +  "*gasp.wav", +  "*drown.wav", +  "*fall1.wav", +  "*taunt.wav" +}; + + +/* +================ +CG_CustomSound + +================ +*/ +sfxHandle_t CG_CustomSound( int clientNum, const char *soundName ) +{ +  clientInfo_t  *ci; +  int           i; + +  if( soundName[ 0 ] != '*' ) +    return trap_S_RegisterSound( soundName, qfalse ); + +  if( clientNum < 0 || clientNum >= MAX_CLIENTS ) +    clientNum = 0; + +  ci = &cgs.clientinfo[ clientNum ]; + +  for( i = 0; i < MAX_CUSTOM_SOUNDS && cg_customSoundNames[ i ]; i++ ) +  { +    if( !strcmp( soundName, cg_customSoundNames[ i ] ) ) +      return ci->sounds[ i ]; +  } + +  CG_Error( "Unknown custom sound: %s", soundName ); +  return 0; +} + + + +/* +============================================================================= + +CLIENT INFO + +============================================================================= +*/ + +/* +====================== +CG_ParseAnimationFile + +Read a configuration file containing animation coutns and rates +models/players/visor/animation.cfg, etc +====================== +*/ +static qboolean CG_ParseAnimationFile( const char *filename, clientInfo_t *ci ) +{ +  char          *text_p, *prev; +  int           len; +  int           i; +  char          *token; +  float         fps; +  int           skip; +  char          text[ 20000 ]; +  fileHandle_t  f; +  animation_t   *animations; + +  animations = ci->animations; + +  // load the file +  len = trap_FS_FOpenFile( filename, &f, FS_READ ); +  if( len < 0 ) +    return qfalse; + +  if( len == 0 || len >= sizeof( text ) - 1 ) +  { +    CG_Printf( "File %s is %s\n", filename, len == 0 ? "empty" : "too long" ); +    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 + +  ci->footsteps = FOOTSTEP_NORMAL; +  VectorClear( ci->headOffset ); +  ci->gender = GENDER_MALE; +  ci->fixedlegs = qfalse; +  ci->fixedtorso = qfalse; +  ci->nonsegmented = qfalse; + +  // 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; + +      if( !Q_stricmp( token, "default" ) || !Q_stricmp( token, "normal" ) ) +        ci->footsteps = FOOTSTEP_NORMAL; +      else if( !Q_stricmp( token, "flesh" ) ) +        ci->footsteps = FOOTSTEP_FLESH; +      else if( !Q_stricmp( token, "none" ) ) +        ci->footsteps = FOOTSTEP_NONE; +      else if( !Q_stricmp( token, "custom" ) ) +        ci->footsteps = FOOTSTEP_CUSTOM; +      else +        CG_Printf( "Bad footsteps parm in %s: %s\n", filename, token ); + +      continue; +    } +    else if( !Q_stricmp( token, "headoffset" ) ) +    { +      for( i = 0 ; i < 3 ; i++ ) +      { +        token = COM_Parse( &text_p ); +        if( !token ) +          break; + +        ci->headOffset[ i ] = atof( token ); +      } + +      continue; +    } +    else if( !Q_stricmp( token, "sex" ) ) +    { +      token = COM_Parse( &text_p ); + +      if( !token ) +        break; + +      if( token[ 0 ] == 'f' || token[ 0 ] == 'F' ) +        ci->gender = GENDER_FEMALE; +      else if( token[ 0 ] == 'n' || token[ 0 ] == 'N' ) +        ci->gender = GENDER_NEUTER; +      else +        ci->gender = GENDER_MALE; + +      continue; +    } +    else if( !Q_stricmp( token, "fixedlegs" ) ) +    { +      ci->fixedlegs = qtrue; +      continue; +    } +    else if( !Q_stricmp( token, "fixedtorso" ) ) +    { +      ci->fixedtorso = qtrue; +      continue; +    } +    else if( !Q_stricmp( token, "nonsegmented" ) ) +    { +      ci->nonsegmented = qtrue; +      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 ); +  } + +  if( !ci->nonsegmented ) +  { +    // read information for each frame +    for( i = 0; i < MAX_PLAYER_ANIMATIONS; i++ ) +    { +      token = COM_Parse( &text_p ); + +      if( !*token ) +      { +        if( i >= TORSO_GETFLAG && i <= TORSO_NEGATIVE ) +        { +          animations[ i ].firstFrame = animations[ TORSO_GESTURE ].firstFrame; +          animations[ i ].frameLerp = animations[ TORSO_GESTURE ].frameLerp; +          animations[ i ].initialLerp = animations[ TORSO_GESTURE ].initialLerp; +          animations[ i ].loopFrames = animations[ TORSO_GESTURE ].loopFrames; +          animations[ i ].numFrames = animations[ TORSO_GESTURE ].numFrames; +          animations[ i ].reversed = qfalse; +          animations[ i ].flipflop = qfalse; +          continue; +        } + +        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 && i<TORSO_GETFLAG ) +        animations[ i ].firstFrame -= skip; + +      token = COM_Parse( &text_p ); +      if( !*token ) +        break; + +      animations[ i ].numFrames = atoi( token ); +      animations[ i ].reversed = qfalse; +      animations[ i ].flipflop = qfalse; + +      // if numFrames is negative the animation is reversed +      if( animations[ i ].numFrames < 0 ) +      { +        animations[ i ].numFrames = -animations[ i ].numFrames; +        animations[ i ].reversed = qtrue; +      } + +      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_PLAYER_ANIMATIONS ) +    { +      CG_Printf( "Error parsing animation file: %s", filename ); +      return qfalse; +    } +    // crouch backward animation +    memcpy( &animations[ LEGS_BACKCR ], &animations[ LEGS_WALKCR ], sizeof( animation_t ) ); +    animations[ LEGS_BACKCR ].reversed = qtrue; +    // walk backward animation +    memcpy( &animations[ LEGS_BACKWALK ], &animations[ LEGS_WALK ], sizeof( animation_t ) ); +    animations[ LEGS_BACKWALK ].reversed = qtrue; +    // flag moving fast +    animations[ FLAG_RUN ].firstFrame = 0; +    animations[ FLAG_RUN ].numFrames = 16; +    animations[ FLAG_RUN ].loopFrames = 16; +    animations[ FLAG_RUN ].frameLerp = 1000 / 15; +    animations[ FLAG_RUN ].initialLerp = 1000 / 15; +    animations[ FLAG_RUN ].reversed = qfalse; +    // flag not moving or moving slowly +    animations[ FLAG_STAND ].firstFrame = 16; +    animations[ FLAG_STAND ].numFrames = 5; +    animations[ FLAG_STAND ].loopFrames = 0; +    animations[ FLAG_STAND ].frameLerp = 1000 / 20; +    animations[ FLAG_STAND ].initialLerp = 1000 / 20; +    animations[ FLAG_STAND ].reversed = qfalse; +    // flag speeding up +    animations[ FLAG_STAND2RUN ].firstFrame = 16; +    animations[ FLAG_STAND2RUN ].numFrames = 5; +    animations[ FLAG_STAND2RUN ].loopFrames = 1; +    animations[ FLAG_STAND2RUN ].frameLerp = 1000 / 15; +    animations[ FLAG_STAND2RUN ].initialLerp = 1000 / 15; +    animations[ FLAG_STAND2RUN ].reversed = qtrue; +  } +  else +  { +    // read information for each frame +    for( i = 0; i < MAX_NONSEG_PLAYER_ANIMATIONS; i++ ) +    { +      token = COM_Parse( &text_p ); + +      if( !*token ) +        break; + +      animations[ i ].firstFrame = atoi( token ); + +      token = COM_Parse( &text_p ); +      if( !*token ) +        break; + +      animations[ i ].numFrames = atoi( token ); +      animations[ i ].reversed = qfalse; +      animations[ i ].flipflop = qfalse; + +      // if numFrames is negative the animation is reversed +      if( animations[ i ].numFrames < 0 ) +      { +        animations[ i ].numFrames = -animations[ i ].numFrames; +        animations[ i ].reversed = qtrue; +      } + +      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_NONSEG_PLAYER_ANIMATIONS ) +    { +      CG_Printf( "Error parsing animation file: %s", filename ); +      return qfalse; +    } + +    // walk backward animation +    memcpy( &animations[ NSPA_WALKBACK ], &animations[ NSPA_WALK ], sizeof( animation_t ) ); +    animations[ NSPA_WALKBACK ].reversed = qtrue; +  } + +  return qtrue; +} + +/* +========================== +CG_RegisterClientSkin +========================== +*/ +static qboolean CG_RegisterClientSkin( clientInfo_t *ci, const char *modelName, const char *skinName ) +{ +  char filename[ MAX_QPATH ]; + +  if( !ci->nonsegmented ) +  { +    Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower_%s.skin", modelName, skinName ); +    ci->legsSkin = trap_R_RegisterSkin( filename ); +    if( !ci->legsSkin ) +      Com_Printf( "Leg skin load failure: %s\n", filename ); + +    Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper_%s.skin", modelName, skinName ); +    ci->torsoSkin = trap_R_RegisterSkin( filename ); +    if( !ci->torsoSkin ) +      Com_Printf( "Torso skin load failure: %s\n", filename ); + +    Com_sprintf( filename, sizeof( filename ), "models/players/%s/head_%s.skin", modelName, skinName ); +    ci->headSkin = trap_R_RegisterSkin( filename ); +    if( !ci->headSkin ) +      Com_Printf( "Head skin load failure: %s\n", filename ); + +    if( !ci->legsSkin || !ci->torsoSkin || !ci->headSkin ) +      return qfalse; +  } +  else +  { +    Com_sprintf( filename, sizeof( filename ), "models/players/%s/nonseg_%s.skin", modelName, skinName ); +    ci->nonSegSkin = trap_R_RegisterSkin( filename ); +    if( !ci->nonSegSkin ) +      Com_Printf( "Non-segmented skin load failure: %s\n", filename ); + +    if( !ci->nonSegSkin ) +      return qfalse; +  } + +  return qtrue; +} + +/* +========================== +CG_RegisterClientModelname +========================== +*/ +static qboolean CG_RegisterClientModelname( clientInfo_t *ci, const char *modelName, const char *skinName ) +{ +  char filename[ MAX_QPATH * 2 ]; + +  // do this first so the nonsegmented property is set +  // load the animations +  Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", modelName ); +  if( !CG_ParseAnimationFile( filename, ci ) ) +  { +    Com_Printf( "Failed to load animation file %s\n", filename ); +    return qfalse; +  } + +  // load cmodels before models so filecache works + +  if( !ci->nonsegmented ) +  { +    Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.md3", modelName ); +    ci->legsModel = trap_R_RegisterModel( filename ); +    if( !ci->legsModel ) +    { +      Com_Printf( "Failed to load model file %s\n", filename ); +      return qfalse; +    } + +    Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.md3", modelName ); +    ci->torsoModel = trap_R_RegisterModel( filename ); +    if( !ci->torsoModel ) +    { +      Com_Printf( "Failed to load model file %s\n", filename ); +      return qfalse; +    } + +    Com_sprintf( filename, sizeof( filename ), "models/players/%s/head.md3", modelName ); +    ci->headModel = trap_R_RegisterModel( filename ); +    if( !ci->headModel ) +    { +      Com_Printf( "Failed to load model file %s\n", filename ); +      return qfalse; +    } +  } +  else +  { +    Com_sprintf( filename, sizeof( filename ), "models/players/%s/nonseg.md3", modelName ); +    ci->nonSegModel = trap_R_RegisterModel( filename ); +    if( !ci->nonSegModel ) +    { +      Com_Printf( "Failed to load model file %s\n", filename ); +      return qfalse; +    } +  } + +  // if any skins failed to load, return failure +  if( !CG_RegisterClientSkin( ci, modelName, skinName ) ) +  { +    Com_Printf( "Failed to load skin file: %s : %s\n", modelName, skinName ); +    return qfalse; +  } + +  return qtrue; +} + + +/* +=================== +CG_LoadClientInfo + +Load it now, taking the disk hits +=================== +*/ +static void CG_LoadClientInfo( clientInfo_t *ci ) +{ +  const char  *dir; +  int         i; +  const char  *s; +  int         clientNum; + +  if( !CG_RegisterClientModelname( ci, ci->modelName, ci->skinName ) ) +    CG_Error( "CG_RegisterClientModelname( %s, %s ) failed", ci->modelName, ci->skinName ); + +  // sounds +  dir = ci->modelName; + +  for( i = 0; i < MAX_CUSTOM_SOUNDS; i++ ) +  { +    s = cg_customSoundNames[ i ]; + +    if( !s ) +      break; + +    // fanny about a bit with sounds that are missing +    if( !CG_FileExists( va( "sound/player/%s/%s", dir, s + 1 ) ) ) +    { +      //file doesn't exist + +      if( i == 11 || i == 8 ) //fall or falling +      { +        ci->sounds[ i ] = trap_S_RegisterSound( "sound/null.wav", qfalse ); +      } +      else +      { +        if( i == 9 ) //gasp +          s = cg_customSoundNames[ 7 ]; //pain100_1 +        else if( i == 10 ) //drown +          s = cg_customSoundNames[ 0 ]; //death1 + +        ci->sounds[ i ] = trap_S_RegisterSound( va( "sound/player/%s/%s", dir, s + 1 ), qfalse ); +      } +    } +    else +    { +      ci->sounds[ i ] = trap_S_RegisterSound( va( "sound/player/%s/%s", dir, s + 1 ), qfalse ); +    } +  } + +  if( ci->footsteps == FOOTSTEP_CUSTOM ) +  { +    for( i = 0; i < 4; i++ ) +    { +      ci->customFootsteps[ i ] = trap_S_RegisterSound( va( "sound/player/%s/step%d.wav", dir, i + 1 ), qfalse ); +      if( !ci->customFootsteps[ i ] ) +        ci->customFootsteps[ i ] = trap_S_RegisterSound( va( "sound/player/footsteps/step%d.wav", i + 1 ), qfalse ); + +      ci->customMetalFootsteps[ i ] = trap_S_RegisterSound( va( "sound/player/%s/clank%d.wav", dir, i + 1 ), qfalse ); +      if( !ci->customMetalFootsteps[ i ] ) +        ci->customMetalFootsteps[ i ] = trap_S_RegisterSound( va( "sound/player/footsteps/clank%d.wav", i + 1 ), qfalse ); +    } +  } + +  // reset any existing players and bodies, because they might be in bad +  // frames for this new model +  clientNum = ci - cgs.clientinfo; +  for( i = 0; i < MAX_GENTITIES; i++ ) +  { +    if( cg_entities[ i ].currentState.clientNum == clientNum && +        cg_entities[ i ].currentState.eType == ET_PLAYER ) +      CG_ResetPlayerEntity( &cg_entities[ i ] ); +  } +} + +/* +====================== +CG_CopyClientInfoModel +====================== +*/ +static void CG_CopyClientInfoModel( clientInfo_t *from, clientInfo_t *to ) +{ +  VectorCopy( from->headOffset, to->headOffset ); +  to->footsteps = from->footsteps; +  to->gender = from->gender; + +  to->legsModel = from->legsModel; +  to->legsSkin = from->legsSkin; +  to->torsoModel = from->torsoModel; +  to->torsoSkin = from->torsoSkin; +  to->headModel = from->headModel; +  to->headSkin = from->headSkin; +  to->nonSegModel = from->nonSegModel; +  to->nonSegSkin = from->nonSegSkin; +  to->nonsegmented = from->nonsegmented; +  to->modelIcon = from->modelIcon; + +  memcpy( to->animations, from->animations, sizeof( to->animations ) ); +  memcpy( to->sounds, from->sounds, sizeof( to->sounds ) ); +  memcpy( to->customFootsteps, from->customFootsteps, sizeof( to->customFootsteps ) ); +  memcpy( to->customMetalFootsteps, from->customMetalFootsteps, sizeof( to->customMetalFootsteps ) ); +} + + +/* +====================== +CG_GetCorpseNum +====================== +*/ +static int CG_GetCorpseNum( class_t class ) +{ +  int           i; +  clientInfo_t  *match; +  char          *modelName; +  char          *skinName; + +  modelName = BG_ClassConfig( class )->modelName; +  skinName = BG_ClassConfig( class )->skinName; + +  for( i = PCL_NONE + 1; i < PCL_NUM_CLASSES; i++ ) +  { +    match = &cgs.corpseinfo[ i ]; + +    if( !match->infoValid ) +      continue; + +    if( !Q_stricmp( modelName, match->modelName ) && +        !Q_stricmp( skinName, match->skinName ) ) +    { +      // this clientinfo is identical, so use it's handles +      return i; +    } +  } + +  //something has gone horribly wrong +  return -1; +} + + +/* +====================== +CG_ScanForExistingClientInfo +====================== +*/ +static qboolean CG_ScanForExistingClientInfo( clientInfo_t *ci ) +{ +  int   i; +  clientInfo_t  *match; + +  for( i = PCL_NONE + 1; i < PCL_NUM_CLASSES; i++ ) +  { +    match = &cgs.corpseinfo[ i ]; + +    if( !match->infoValid ) +      continue; + +    if( !Q_stricmp( ci->modelName, match->modelName ) && +        !Q_stricmp( ci->skinName, match->skinName ) ) +    { +      // this clientinfo is identical, so use it's handles +      CG_CopyClientInfoModel( match, ci ); + +      return qtrue; +    } +  } + +  // shouldn't happen +  return qfalse; +} + + +/* +====================== +CG_PrecacheClientInfo +====================== +*/ +void CG_PrecacheClientInfo( class_t class, char *model, char *skin ) +{ +  clientInfo_t  *ci; +  clientInfo_t  newInfo; + +  ci = &cgs.corpseinfo[ class ]; + +  // the old value +  memset( &newInfo, 0, sizeof( newInfo ) ); + +  // model +  Q_strncpyz( newInfo.modelName, model, sizeof( newInfo.modelName ) ); + +  // modelName did not include a skin name +  if( !skin ) +    Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) ); +  else +    Q_strncpyz( newInfo.skinName, skin, sizeof( newInfo.skinName ) ); + +  newInfo.infoValid = qtrue; + +  // actually register the models +  *ci = newInfo; +  CG_LoadClientInfo( ci ); +} + +/* +============= +CG_StatusMessages + +Print messages for player status changes +============= +*/ +static void CG_StatusMessages( clientInfo_t *new, clientInfo_t *old ) +{ +  if( !old->infoValid ) +    return; + +  if( strcmp( new->name, old->name ) ) +    CG_Printf( "%s" S_COLOR_WHITE " renamed to %s\n", old->name, new->name ); + +  if( old->team != new->team ) +  { +    if( new->team == TEAM_NONE ) +      CG_Printf( "%s" S_COLOR_WHITE " left the %ss\n", new->name, +        BG_TeamName( old->team ) ); +    else if( old->team == TEAM_NONE ) +      CG_Printf( "%s" S_COLOR_WHITE " joined the %ss\n", new->name, +        BG_TeamName( new->team ) ); +    else +      CG_Printf( "%s" S_COLOR_WHITE " left the %ss and joined the %ss\n", +        new->name, BG_TeamName( old->team ), BG_TeamName( new->team ) ); +  } +} + +/* +====================== +CG_NewClientInfo +====================== +*/ +void CG_NewClientInfo( int clientNum ) +{ +  clientInfo_t  *ci; +  clientInfo_t  newInfo; +  const char    *configstring; +  const char    *v; +  char          *slash; + +  ci = &cgs.clientinfo[ clientNum ]; + +  configstring = CG_ConfigString( clientNum + CS_PLAYERS ); +  if( !configstring[ 0 ] ) +  { +    memset( ci, 0, sizeof( *ci ) ); +    return;   // player just left +  } + +  // the old value +  memset( &newInfo, 0, sizeof( newInfo ) ); +  +  // grab our own ignoreList  +  if( clientNum == cg.predictedPlayerState.clientNum ) +  { +    v = Info_ValueForKey( configstring, "ig" ); +    Com_ClientListParse( &cgs.ignoreList, v ); +  } + +  // isolate the player's name +  v = Info_ValueForKey( configstring, "n" ); +  Q_strncpyz( newInfo.name, v, sizeof( newInfo.name ) ); + +  // team +  v = Info_ValueForKey( configstring, "t" ); +  newInfo.team = atoi( v ); + +  // if this is us, execute team-specific config files +  // the spectator config is a little unreliable because it's easy to get on +  // to the spectator team without joining it - e.g. when a new game starts. +  // It's not a big deal because the spec config is the least important +  // slash used anyway. +  // I guess it's possible for someone to change teams during a restart and +  // for that to then be missed here. But that's rare enough that people can +  // just exec the configs manually, I think. +  if( clientNum == cg.clientNum && ci->infoValid && +      ci->team != newInfo.team ) +  { +    char config[ MAX_CVAR_VALUE_STRING ]; + +    trap_Cvar_VariableStringBuffer( +      va( "cg_%sConfig", BG_TeamName( newInfo.team ) ), +      config, sizeof( config ) ); + +    if( config[ 0 ] ) +      trap_SendConsoleCommand( va( "exec \"%s\"\n", config ) ); +  } + +  // model +  v = Info_ValueForKey( configstring, "model" ); +  Q_strncpyz( newInfo.modelName, v, sizeof( newInfo.modelName ) ); + +  slash = strchr( newInfo.modelName, '/' ); + +  if( !slash ) +  { +    // modelName didn not include a skin name +    Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) ); +  } +  else +  { +    Q_strncpyz( newInfo.skinName, slash + 1, sizeof( newInfo.skinName ) ); +    // truncate modelName +    *slash = 0; +  } + +  // voice +  v = Info_ValueForKey( configstring, "v" ); +  Q_strncpyz( newInfo.voice, v, sizeof( newInfo.voice ) ); + +  CG_StatusMessages( &newInfo, ci ); + +  // replace whatever was there with the new one +  newInfo.infoValid = qtrue; +  *ci = newInfo; + +  // scan for an existing clientinfo that matches this modelname +  // so we can avoid loading checks if possible +  if( !CG_ScanForExistingClientInfo( ci ) ) +    CG_LoadClientInfo( ci ); +} + + + +/* +============================================================================= + +PLAYER ANIMATION + +============================================================================= +*/ + + +/* +=============== +CG_SetLerpFrameAnimation + +may include ANIM_TOGGLEBIT +=============== +*/ +static void CG_SetLerpFrameAnimation( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation ) +{ +  animation_t *anim; + +  lf->animationNumber = newAnimation; +  newAnimation &= ~ANIM_TOGGLEBIT; + +  if( newAnimation < 0 || newAnimation >= MAX_PLAYER_TOTALANIMATIONS ) +    CG_Error( "Bad animation number: %i", newAnimation ); + +  anim = &ci->animations[ newAnimation ]; + +  lf->animation = anim; +  lf->animationTime = lf->frameTime + anim->initialLerp; + +  if( cg_debugAnim.integer ) +    CG_Printf( "Anim: %i\n", newAnimation ); +} + +/* +=============== +CG_RunPlayerLerpFrame + +Sets cg.snap, cg.oldFrame, and cg.backlerp +cg.time should be between oldFrameTime and frameTime after exit +=============== +*/ +static void CG_RunPlayerLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation, float speedScale ) +{ +  // see if the animation sequence is switching +  if( newAnimation != lf->animationNumber || !lf->animation ) +    CG_SetLerpFrameAnimation( ci, lf, newAnimation ); + +  CG_RunLerpFrame( lf, speedScale ); +} + + +/* +=============== +CG_ClearLerpFrame +=============== +*/ +static void CG_ClearLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int animationNumber ) +{ +  lf->frameTime = lf->oldFrameTime = cg.time; +  CG_SetLerpFrameAnimation( ci, lf, animationNumber ); +  lf->oldFrame = lf->frame = lf->animation->firstFrame; +} + + +/* +=============== +CG_PlayerAnimation +=============== +*/ +static void CG_PlayerAnimation( centity_t *cent, int *legsOld, int *legs, float *legsBackLerp, +                                int *torsoOld, int *torso, float *torsoBackLerp ) +{ +  clientInfo_t  *ci; +  int           clientNum; +  float         speedScale = 1.0f; + +  clientNum = cent->currentState.clientNum; + +  if( cg_noPlayerAnims.integer ) +  { +    *legsOld = *legs = *torsoOld = *torso = 0; +    return; +  } + +  ci = &cgs.clientinfo[ clientNum ]; + +  // do the shuffle turn frames locally +  if( cent->pe.legs.yawing && ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) +    CG_RunPlayerLerpFrame( ci, ¢->pe.legs, LEGS_TURN, speedScale ); +  else +    CG_RunPlayerLerpFrame( ci, ¢->pe.legs, cent->currentState.legsAnim, speedScale ); + +  *legsOld = cent->pe.legs.oldFrame; +  *legs = cent->pe.legs.frame; +  *legsBackLerp = cent->pe.legs.backlerp; + +  CG_RunPlayerLerpFrame( ci, ¢->pe.torso, cent->currentState.torsoAnim, speedScale ); + +  *torsoOld = cent->pe.torso.oldFrame; +  *torso = cent->pe.torso.frame; +  *torsoBackLerp = cent->pe.torso.backlerp; +} + + +/* +=============== +CG_PlayerNonSegAnimation +=============== +*/ +static void CG_PlayerNonSegAnimation( centity_t *cent, int *nonSegOld, +                                      int *nonSeg, float *nonSegBackLerp ) +{ +  clientInfo_t  *ci; +  int           clientNum; +  float         speedScale = 1.0f; + +  clientNum = cent->currentState.clientNum; + +  if( cg_noPlayerAnims.integer ) +  { +    *nonSegOld = *nonSeg = 0; +    return; +  } + +  ci = &cgs.clientinfo[ clientNum ]; + +  // do the shuffle turn frames locally +  if( cent->pe.nonseg.yawing && ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) == NSPA_STAND ) +    CG_RunPlayerLerpFrame( ci, ¢->pe.nonseg, NSPA_TURN, speedScale ); +  else +    CG_RunPlayerLerpFrame( ci, ¢->pe.nonseg, cent->currentState.legsAnim, speedScale ); + +  *nonSegOld = cent->pe.nonseg.oldFrame; +  *nonSeg = cent->pe.nonseg.frame; +  *nonSegBackLerp = cent->pe.nonseg.backlerp; +} + +/* +============================================================================= + +PLAYER ANGLES + +============================================================================= +*/ + +/* +================== +CG_SwingAngles +================== +*/ +static void CG_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 = cg.frametime * scale * speed; + +    if( move >= swing ) +    { +      move = swing; +      *swinging = qfalse; +    } +    *angle = AngleMod( *angle + move ); +  } +  else if( swing < 0 ) +  { +    move = cg.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 ) ); +} + +/* +================= +CG_AddPainTwitch +================= +*/ +static void CG_AddPainTwitch( centity_t *cent, vec3_t torsoAngles ) +{ +  int   t; +  float f; + +  t = cg.time - cent->pe.painTime; + +  if( t >= PAIN_TWITCH_TIME ) +    return; + +  f = 1.0 - (float)t / PAIN_TWITCH_TIME; + +  if( cent->pe.painDirection ) +    torsoAngles[ ROLL ] += 20 * f; +  else +    torsoAngles[ ROLL ] -= 20 * f; +} + + +/* +=============== +CG_PlayerAngles + +Handles seperate torso motion + +  legs pivot based on direction of movement + +  head always looks exactly at cent->lerpAngles + +  if motion < 20 degrees, show in head only +  if < 45 degrees, also show in torso +=============== +*/ +static void CG_PlayerAngles( centity_t *cent, vec3_t srcAngles, +                             vec3_t legs[ 3 ], vec3_t torso[ 3 ], vec3_t head[ 3 ] ) +{ +  vec3_t        legsAngles, torsoAngles, headAngles; +  float         dest; +  static int    movementOffsets[ 8 ] = { 0, 22, 45, -22, 0, 22, -45, -22 }; +  vec3_t        velocity; +  float         speed; +  int           dir, clientNum; +  clientInfo_t  *ci; + +  VectorCopy( srcAngles, headAngles ); +  headAngles[ YAW ] = AngleMod( headAngles[ YAW ] ); +  VectorClear( legsAngles ); +  VectorClear( torsoAngles ); + +  // --------- yaw ------------- + +  // allow yaw to drift a bit +  if( ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE || +      ( cent->currentState.torsoAnim & ~ANIM_TOGGLEBIT ) != TORSO_STAND  ) +  { +    // if not standing still, always point all in the same direction +    cent->pe.torso.yawing = qtrue;  // always center +    cent->pe.torso.pitching = qtrue;  // always center +    cent->pe.legs.yawing = qtrue; // always center +  } + +  // adjust legs for movement dir +  if( cent->currentState.eFlags & EF_DEAD ) +  { +    // don't let dead bodies twitch +    dir = 0; +  } +  else +  { +    // did use angles2.. now uses time2.. looks a bit funny but time2 isn't used othwise +    dir = cent->currentState.time2; +    if( dir < 0 || dir > 7 ) +      CG_Error( "Bad player movement angle" ); +  } + +  legsAngles[ YAW ] = headAngles[ YAW ] + movementOffsets[ dir ]; +  torsoAngles[ YAW ] = headAngles[ YAW ] + 0.25 * movementOffsets[ dir ]; + +  // torso +  if( cent->currentState.eFlags & EF_DEAD ) +  { +    CG_SwingAngles( torsoAngles[ YAW ], 0, 0, cg_swingSpeed.value, +      ¢->pe.torso.yawAngle, ¢->pe.torso.yawing ); +    CG_SwingAngles( legsAngles[ YAW ], 0, 0, cg_swingSpeed.value, +      ¢->pe.legs.yawAngle, ¢->pe.legs.yawing ); +  } +  else +  { +    CG_SwingAngles( torsoAngles[ YAW ], 25, 90, cg_swingSpeed.value, +      ¢->pe.torso.yawAngle, ¢->pe.torso.yawing ); +    CG_SwingAngles( legsAngles[ YAW ], 40, 90, cg_swingSpeed.value, +      ¢->pe.legs.yawAngle, ¢->pe.legs.yawing ); +  } + +  torsoAngles[ YAW ] = cent->pe.torso.yawAngle; +  legsAngles[ YAW ] = cent->pe.legs.yawAngle; + +  // --------- pitch ------------- + +  // only show a fraction of the pitch angle in the torso +  if( headAngles[ PITCH ] > 180 ) +    dest = ( -360 + headAngles[ PITCH ] ) * 0.75f; +  else +    dest = headAngles[ PITCH ] * 0.75f; + +  CG_SwingAngles( dest, 15, 30, 0.1f, ¢->pe.torso.pitchAngle, ¢->pe.torso.pitching ); +  torsoAngles[ PITCH ] = cent->pe.torso.pitchAngle; + +  // +  clientNum = cent->currentState.clientNum; + +  if( clientNum >= 0 && clientNum < MAX_CLIENTS ) +  { +    ci = &cgs.clientinfo[ clientNum ]; +    if( ci->fixedtorso ) +      torsoAngles[ PITCH ] = 0.0f; +  } + +  // --------- roll ------------- + + +  // lean towards the direction of travel +  VectorCopy( cent->currentState.pos.trDelta, velocity ); +  speed = VectorNormalize( velocity ); + +  if( speed ) +  { +    vec3_t  axis[ 3 ]; +    float   side; + +    speed *= 0.05f; + +    AnglesToAxis( legsAngles, axis ); +    side = speed * DotProduct( velocity, axis[ 1 ] ); +    legsAngles[ ROLL ] -= side; + +    side = speed * DotProduct( velocity, axis[ 0 ] ); +    legsAngles[ PITCH ] += side; +  } + +  // +  clientNum = cent->currentState.clientNum; + +  if( clientNum >= 0 && clientNum < MAX_CLIENTS ) +  { +    ci = &cgs.clientinfo[ clientNum ]; + +    if( ci->fixedlegs ) +    { +      legsAngles[ YAW ] = torsoAngles[ YAW ]; +      legsAngles[ PITCH ] = 0.0f; +      legsAngles[ ROLL ] = 0.0f; +    } +  } + +  // pain twitch +  CG_AddPainTwitch( cent, torsoAngles ); + +  // 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 ); +} + +#define MODEL_WWSMOOTHTIME 200 + +/* +=============== +CG_PlayerWWSmoothing + +Smooth the angles of transitioning wall walkers +=============== +*/ +static void CG_PlayerWWSmoothing( centity_t *cent, vec3_t in[ 3 ], vec3_t out[ 3 ] ) +{ +  entityState_t *es = ¢->currentState; +  int           i; +  vec3_t        surfNormal, rotAxis, temp; +  vec3_t        refNormal     = { 0.0f, 0.0f,  1.0f }; +  vec3_t        ceilingNormal = { 0.0f, 0.0f, -1.0f }; +  float         stLocal, sFraction, rotAngle; +  vec3_t        inAxis[ 3 ], lastAxis[ 3 ], outAxis[ 3 ]; + +  //set surfNormal +  if( !(es->eFlags & EF_WALLCLIMB ) ) +    VectorCopy( refNormal, surfNormal ); +  else if( !( es->eFlags & EF_WALLCLIMBCEILING ) ) +    VectorCopy( es->angles2, surfNormal ); +  else +    VectorCopy( ceilingNormal, surfNormal ); + +  AxisCopy( in, inAxis ); + +  if( !VectorCompare( surfNormal, cent->pe.lastNormal ) ) +  { +    //if we moving from the ceiling to the floor special case +    //( x product of colinear vectors is undefined) +    if( VectorCompare( ceilingNormal, cent->pe.lastNormal ) && +        VectorCompare( refNormal,     surfNormal ) ) +    { +      VectorCopy( in[ 1 ], rotAxis ); +      rotAngle = 180.0f; +    } +    else +    { +      AxisCopy( cent->pe.lastAxis, lastAxis ); +      rotAngle = DotProduct( inAxis[ 0 ], lastAxis[ 0 ] ) + +                 DotProduct( inAxis[ 1 ], lastAxis[ 1 ] ) + +                 DotProduct( inAxis[ 2 ], lastAxis[ 2 ] ); + +      rotAngle = RAD2DEG( acos( ( rotAngle - 1.0f ) / 2.0f ) ); + +      CrossProduct( lastAxis[ 0 ], inAxis[ 0 ], temp ); +      VectorCopy( temp, rotAxis ); +      CrossProduct( lastAxis[ 1 ], inAxis[ 1 ], temp ); +      VectorAdd( rotAxis, temp, rotAxis ); +      CrossProduct( lastAxis[ 2 ], inAxis[ 2 ], temp ); +      VectorAdd( rotAxis, temp, rotAxis ); + +      VectorNormalize( rotAxis ); +    } + +    //iterate through smooth array +    for( i = 0; i < MAXSMOOTHS; i++ ) +    { +      //found an unused index in the smooth array +      if( cent->pe.sList[ i ].time + MODEL_WWSMOOTHTIME < cg.time ) +      { +        //copy to array and stop +        VectorCopy( rotAxis, cent->pe.sList[ i ].rotAxis ); +        cent->pe.sList[ i ].rotAngle = rotAngle; +        cent->pe.sList[ i ].time = cg.time; +        break; +      } +    } +  } + +  //iterate through ops +  for( i = MAXSMOOTHS - 1; i >= 0; i-- ) +  { +    //if this op has time remaining, perform it +    if( cg.time < cent->pe.sList[ i ].time + MODEL_WWSMOOTHTIME ) +    { +      stLocal = 1.0f - ( ( ( cent->pe.sList[ i ].time + MODEL_WWSMOOTHTIME ) - cg.time ) / MODEL_WWSMOOTHTIME ); +      sFraction = -( cos( stLocal * M_PI ) + 1.0f ) / 2.0f; + +      RotatePointAroundVector( outAxis[ 0 ], cent->pe.sList[ i ].rotAxis, +        inAxis[ 0 ], sFraction * cent->pe.sList[ i ].rotAngle ); +      RotatePointAroundVector( outAxis[ 1 ], cent->pe.sList[ i ].rotAxis, +        inAxis[ 1 ], sFraction * cent->pe.sList[ i ].rotAngle ); +      RotatePointAroundVector( outAxis[ 2 ], cent->pe.sList[ i ].rotAxis, +        inAxis[ 2 ], sFraction * cent->pe.sList[ i ].rotAngle ); + +      AxisCopy( outAxis, inAxis ); +    } +  } + +  //outAxis has been copied to inAxis +  AxisCopy( inAxis, out ); +} + +/* +=============== +CG_PlayerNonSegAngles + +Resolve angles for non-segmented models +=============== +*/ +static void CG_PlayerNonSegAngles( centity_t *cent, vec3_t srcAngles, vec3_t nonSegAxis[ 3 ] ) +{ +  vec3_t        localAngles; +  vec3_t        velocity; +  float         speed; +  int           dir; +  entityState_t *es = ¢->currentState; +  vec3_t        surfNormal; +  vec3_t        ceilingNormal = { 0.0f, 0.0f, -1.0f }; + +  VectorCopy( srcAngles, localAngles ); +  localAngles[ YAW ] = AngleMod( localAngles[ YAW ] ); +  localAngles[ PITCH ] = 0.0f; +  localAngles[ ROLL ] = 0.0f; + +  //set surfNormal +  if( !( es->eFlags & EF_WALLCLIMBCEILING ) ) +    VectorCopy( es->angles2, surfNormal ); +  else +    VectorCopy( ceilingNormal, surfNormal ); + +  //make sure that WW transitions don't cause the swing stuff to go nuts +  if( !VectorCompare( surfNormal, cent->pe.lastNormal ) ) +  { +    //stop CG_SwingAngles having an eppy +    cent->pe.nonseg.yawAngle = localAngles[ YAW ]; +    cent->pe.nonseg.yawing = qfalse; +  } + +  // --------- yaw ------------- + +  // allow yaw to drift a bit +  if( ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != NSPA_STAND ) +  { +    // if not standing still, always point all in the same direction +    cent->pe.nonseg.yawing = qtrue; // always center +  } + +  // adjust legs for movement dir +  if( cent->currentState.eFlags & EF_DEAD ) +  { +    // don't let dead bodies twitch +    dir = 0; +  } +  else +  { +    // did use angles2.. now uses time2.. looks a bit funny but time2 isn't used othwise +    dir = cent->currentState.time2; +    if( dir < 0 || dir > 7 ) +      CG_Error( "Bad player movement angle" ); +  } + +  // torso +  if( cent->currentState.eFlags & EF_DEAD ) +  { +    CG_SwingAngles( localAngles[ YAW ], 0, 0, cg_swingSpeed.value, +      ¢->pe.nonseg.yawAngle, ¢->pe.nonseg.yawing ); +  } +  else +  { +    CG_SwingAngles( localAngles[ YAW ], 40, 90, cg_swingSpeed.value, +      ¢->pe.nonseg.yawAngle, ¢->pe.nonseg.yawing ); +  } + +  localAngles[ YAW ] = cent->pe.nonseg.yawAngle; + +  // --------- pitch ------------- + +  //NO PITCH! + + +  // --------- roll ------------- + + +  // lean towards the direction of travel +  VectorCopy( cent->currentState.pos.trDelta, velocity ); +  speed = VectorNormalize( velocity ); + +  if( speed ) +  { +    vec3_t  axis[ 3 ]; +    float   side; + +    //much less than with the regular model system +    speed *= 0.01f; + +    AnglesToAxis( localAngles, axis ); +    side = speed * DotProduct( velocity, axis[ 1 ] ); +    localAngles[ ROLL ] -= side; + +    side = speed * DotProduct( velocity, axis[ 0 ] ); +    localAngles[ PITCH ] += side; +  } + +  //FIXME: PAIN[123] animations? +  // pain twitch +  //CG_AddPainTwitch( cent, torsoAngles ); + +  AnglesToAxis( localAngles, nonSegAxis ); +} + + +//========================================================================== + +/* +=============== +CG_PlayerUpgrade +=============== +*/ +static void CG_PlayerUpgrades( centity_t *cent, refEntity_t *torso ) +{ +  int           held, active; +  qboolean      jetjump; +  refEntity_t   jetpack; +  refEntity_t   battpack; +  refEntity_t   flash; +  entityState_t *es = ¢->currentState; + +  held = es->modelindex; +  active = es->modelindex2; +   +  jetjump = ( cent->jetPackJumpTime + 100 > cg.time && !( active & ( 1 << UP_JETPACK ) ) ); + +  if( held & ( 1 << UP_JETPACK ) ) +  { +    memset( &jetpack, 0, sizeof( jetpack ) ); +    VectorCopy( torso->lightingOrigin, jetpack.lightingOrigin ); +    jetpack.shadowPlane = torso->shadowPlane; +    jetpack.renderfx = torso->renderfx; + +    jetpack.hModel = cgs.media.jetpackModel; + +    //identity matrix +    AxisCopy( axisDefault, jetpack.axis ); + +    //FIXME: change to tag_back when it exists +    CG_PositionRotatedEntityOnTag( &jetpack, torso, torso->hModel, "tag_head" ); + +    trap_R_AddRefEntityToScene( &jetpack ); + +    if( jetjump || active & ( 1 << UP_JETPACK ) ) +    { +      if( es->pos.trDelta[ 2 ] > 10.0f ) +      { +        if( cent->jetPackState != JPS_ASCENDING ) +        { +          if( CG_IsParticleSystemValid( ¢->jetPackPS ) ) +            CG_DestroyParticleSystem( ¢->jetPackPS ); + +          cent->jetPackPS = CG_SpawnNewParticleSystem( cgs.media.jetPackAscendPS ); +          cent->jetPackState = JPS_ASCENDING; +        } + +        if( !jetjump ) +          trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, +                                  vec3_origin, cgs.media.jetpackAscendSound ); +      } +      else if( es->pos.trDelta[ 2 ] < -10.0f ) +      { +        if( cent->jetPackState != JPS_DESCENDING ) +        { +          if( CG_IsParticleSystemValid( ¢->jetPackPS ) ) +            CG_DestroyParticleSystem( ¢->jetPackPS ); + +          cent->jetPackPS = CG_SpawnNewParticleSystem( cgs.media.jetPackDescendPS ); +          cent->jetPackState = JPS_DESCENDING; +        } + +        if( !jetjump ) +          trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, +                                  vec3_origin, cgs.media.jetpackDescendSound ); +      } +      else +      { +        if( cent->jetPackState != JPS_HOVERING ) +        { +          if( CG_IsParticleSystemValid( ¢->jetPackPS ) ) +            CG_DestroyParticleSystem( ¢->jetPackPS ); + +          cent->jetPackPS = CG_SpawnNewParticleSystem( cgs.media.jetPackHoverPS ); +          cent->jetPackState = JPS_HOVERING; +        } + +        if( !jetjump ) +          trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, +                                  vec3_origin, cgs.media.jetpackIdleSound ); +      } + +      memset( &flash, 0, sizeof( flash ) ); +      VectorCopy( torso->lightingOrigin, flash.lightingOrigin ); +      flash.shadowPlane = torso->shadowPlane; +      flash.renderfx = torso->renderfx; + +      flash.hModel = cgs.media.jetpackFlashModel; +      if( !flash.hModel ) +        return; + +      AxisCopy( axisDefault, flash.axis ); + +      CG_PositionRotatedEntityOnTag( &flash, &jetpack, jetpack.hModel, "tag_flash" ); +      trap_R_AddRefEntityToScene( &flash ); + +      if( CG_IsParticleSystemValid( ¢->jetPackPS ) ) +      { +        CG_SetAttachmentTag( ¢->jetPackPS->attachment, +            jetpack, jetpack.hModel, "tag_flash" ); +        CG_SetAttachmentCent( ¢->jetPackPS->attachment, cent ); +        CG_AttachToTag( ¢->jetPackPS->attachment ); +      } +    } +    else if( CG_IsParticleSystemValid( ¢->jetPackPS ) ) +    { +      CG_DestroyParticleSystem( ¢->jetPackPS ); +      cent->jetPackState = JPS_OFF; +    } +  } +  else if( CG_IsParticleSystemValid( ¢->jetPackPS ) ) +  { +    CG_DestroyParticleSystem( ¢->jetPackPS ); +    cent->jetPackState = JPS_OFF; +  } + +  if( held & ( 1 << UP_BATTPACK ) ) +  { +    memset( &battpack, 0, sizeof( battpack ) ); +    VectorCopy( torso->lightingOrigin, battpack.lightingOrigin ); +    battpack.shadowPlane = torso->shadowPlane; +    battpack.renderfx = torso->renderfx; + +    battpack.hModel = cgs.media.battpackModel; + +    //identity matrix +    AxisCopy( axisDefault, battpack.axis ); + +    //FIXME: change to tag_back when it exists +    CG_PositionRotatedEntityOnTag( &battpack, torso, torso->hModel, "tag_head" ); + +    trap_R_AddRefEntityToScene( &battpack ); +  } + +  if( es->eFlags & EF_BLOBLOCKED ) +  { +    vec3_t  temp, origin, up = { 0.0f, 0.0f, 1.0f }; +    trace_t tr; +    float   size; + +    VectorCopy( es->pos.trBase, temp ); +    temp[ 2 ] -= 4096.0f; + +    CG_Trace( &tr, es->pos.trBase, NULL, NULL, temp, es->number, MASK_SOLID ); +    VectorCopy( tr.endpos, origin ); + +    size = 32.0f; + +    if( size > 0.0f ) +      CG_ImpactMark( cgs.media.creepShader, origin, up, +                     0.0f, 1.0f, 1.0f, 1.0f, 1.0f, qfalse, size, qtrue ); +  } +} + + +/* +=============== +CG_PlayerFloatSprite + +Float a sprite over the player's head +=============== +*/ +static void CG_PlayerFloatSprite( centity_t *cent, qhandle_t shader ) +{ +  int           rf; +  refEntity_t   ent; + +  if( cent->currentState.number == cg.snap->ps.clientNum && !cg.renderingThirdPerson ) +    rf = RF_THIRD_PERSON;   // only show in mirrors +  else +    rf = 0; + +  memset( &ent, 0, sizeof( ent ) ); +  VectorCopy( cent->lerpOrigin, ent.origin ); +  ent.origin[ 2 ] += 48; +  ent.reType = RT_SPRITE; +  ent.customShader = shader; +  ent.radius = 10; +  ent.renderfx = rf; +  ent.shaderRGBA[ 0 ] = 255; +  ent.shaderRGBA[ 1 ] = 255; +  ent.shaderRGBA[ 2 ] = 255; +  ent.shaderRGBA[ 3 ] = 255; +  trap_R_AddRefEntityToScene( &ent ); +} + + + +/* +=============== +CG_PlayerSprites + +Float sprites over the player's head +=============== +*/ +static void CG_PlayerSprites( centity_t *cent ) +{ +  if( cent->currentState.eFlags & EF_CONNECTION ) +  { +    CG_PlayerFloatSprite( cent, cgs.media.connectionShader ); +    return; +  } +} + +/* +=============== +CG_PlayerShadow + +Returns the Z component of the surface being shadowed + +  should it return a full plane instead of a Z? +=============== +*/ +#define SHADOW_DISTANCE   128 +static qboolean CG_PlayerShadow( centity_t *cent, float *shadowPlane, class_t class ) +{ +  vec3_t        end, mins, maxs; +  trace_t       trace; +  float         alpha; +  entityState_t *es = ¢->currentState; +  vec3_t        surfNormal = { 0.0f, 0.0f, 1.0f }; + +  BG_ClassBoundingBox( class, mins, maxs, NULL, NULL, NULL ); +  mins[ 2 ] = 0.0f; +  maxs[ 2 ] = 2.0f; + +  if( es->eFlags & EF_WALLCLIMB ) +  { +    if( es->eFlags & EF_WALLCLIMBCEILING ) +      VectorSet( surfNormal, 0.0f, 0.0f, -1.0f ); +    else +      VectorCopy( es->angles2, surfNormal ); +  } + +  *shadowPlane = 0; + +  if( cg_shadows.integer == 0 ) +    return qfalse; + +  // send a trace down from the player to the ground +  VectorCopy( cent->lerpOrigin, end ); +  VectorMA( cent->lerpOrigin, -SHADOW_DISTANCE, surfNormal, end ); + +  trap_CM_BoxTrace( &trace, cent->lerpOrigin, end, mins, maxs, 0, MASK_PLAYERSOLID ); + +  // no shadow if too high +  if( trace.fraction == 1.0 || trace.startsolid || trace.allsolid ) +    return qfalse; + +  // FIXME: stencil shadows will be broken for walls. +  //           Unfortunately there isn't much that can be +  //           done since Q3 references only the Z coord +  //           of the shadowPlane +  if( surfNormal[ 2 ] < 0.0f ) +    *shadowPlane = trace.endpos[ 2 ] - 1.0f; +  else +    *shadowPlane = trace.endpos[ 2 ] + 1.0f; + +  if( cg_shadows.integer != 1 )  // no mark for stencil or projection shadows +    return qtrue; + +  // fade the shadow out with height +  alpha = 1.0 - trace.fraction; + +  // add the mark as a temporary, so it goes directly to the renderer +  // without taking a spot in the cg_marks array +  CG_ImpactMark( cgs.media.shadowMarkShader, trace.endpos, trace.plane.normal, +                 cent->pe.legs.yawAngle, 0.0f, 0.0f, 0.0f, alpha, qfalse, +                 24.0f * BG_ClassConfig( class )->shadowScale, qtrue ); + +  return qtrue; +} + + +/* +=============== +CG_PlayerSplash + +Draw a mark at the water surface +=============== +*/ +static void CG_PlayerSplash( centity_t *cent, class_t class ) +{ +  vec3_t      start, end; +  vec3_t      mins, maxs; +  trace_t     trace; +  int         contents; + +  if( !cg_shadows.integer ) +    return; + +  BG_ClassBoundingBox( class, mins, maxs, NULL, NULL, NULL ); + +  VectorCopy( cent->lerpOrigin, end ); +  end[ 2 ] += mins[ 2 ]; + +  // if the feet aren't in liquid, don't make a mark +  // this won't handle moving water brushes, but they wouldn't draw right anyway... +  contents = trap_CM_PointContents( end, 0 ); + +  if( !( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) ) +    return; + +  VectorCopy( cent->lerpOrigin, start ); +  start[ 2 ] += 32; + +  // if the head isn't out of liquid, don't make a mark +  contents = trap_CM_PointContents( start, 0 ); + +  if( contents & ( CONTENTS_SOLID | CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) +    return; + +  // trace down to find the surface +  trap_CM_BoxTrace( &trace, start, end, NULL, NULL, 0, +      ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ); + +  if( trace.fraction == 1.0f ) +    return; + +  CG_ImpactMark( cgs.media.wakeMarkShader, trace.endpos, trace.plane.normal, +                 cent->pe.legs.yawAngle, 1.0f, 1.0f, 1.0f, 1.0f, qfalse, +                 32.0f * BG_ClassConfig( class )->shadowScale, qtrue ); +} + + +/* +================= +CG_LightVerts +================= +*/ +int CG_LightVerts( vec3_t normal, int numVerts, polyVert_t *verts ) +{ +  int       i, j; +  float     incoming; +  vec3_t      ambientLight; +  vec3_t      lightDir; +  vec3_t      directedLight; + +  trap_R_LightForPoint( verts[ 0 ].xyz, ambientLight, directedLight, lightDir ); + +  for( i = 0; i < numVerts; i++ ) +  { +    incoming = DotProduct( normal, lightDir ); + +    if( incoming <= 0 ) +    { +      verts[ i ].modulate[ 0 ] = ambientLight[ 0 ]; +      verts[ i ].modulate[ 1 ] = ambientLight[ 1 ]; +      verts[ i ].modulate[ 2 ] = ambientLight[ 2 ]; +      verts[ i ].modulate[ 3 ] = 255; +      continue; +    } + +    j = ( ambientLight[ 0 ] + incoming * directedLight[ 0 ] ); + +    if( j > 255 ) +      j = 255; + +    verts[ i ].modulate[ 0 ] = j; + +    j = ( ambientLight[ 1 ] + incoming * directedLight[ 1 ] ); + +    if( j > 255 ) +      j = 255; + +    verts[ i ].modulate[ 1 ] = j; + +    j = ( ambientLight[ 2 ] + incoming * directedLight[ 2 ] ); + +    if( j > 255 ) +      j = 255; + +    verts[ i ].modulate[ 2 ] = j; + +    verts[ i ].modulate[ 3 ] = 255; +  } +  return qtrue; +} + + +/* +================= +CG_LightFromDirection +================= +*/ +int CG_LightFromDirection( vec3_t point, vec3_t direction ) +{ +  int       j; +  float     incoming; +  vec3_t    ambientLight; +  vec3_t    lightDir; +  vec3_t    directedLight; +  vec3_t    result; + +  trap_R_LightForPoint( point, ambientLight, directedLight, lightDir ); + +  incoming = DotProduct( direction, lightDir ); + +  if( incoming <= 0 ) +  { +    result[ 0 ] = ambientLight[ 0 ]; +    result[ 1 ] = ambientLight[ 1 ]; +    result[ 2 ] = ambientLight[ 2 ]; +    return (int)( (float)( result[ 0 ] + result[ 1 ] + result[ 2 ] ) / 3.0f ); +  } + +  j = ( ambientLight[ 0 ] + incoming * directedLight[ 0 ] ); + +  if( j > 255 ) +    j = 255; + +  result[ 0 ] = j; + +  j = ( ambientLight[ 1 ] + incoming * directedLight[ 1 ] ); + +  if( j > 255 ) +    j = 255; + +  result[ 1 ] = j; + +  j = ( ambientLight[ 2 ] + incoming * directedLight[ 2 ] ); + +  if( j > 255 ) +    j = 255; + +  result[ 2 ] = j; + +  return (int)((float)( result[ 0 ] + result[ 1 ] + result[ 2 ] ) / 3.0f ); +} + + +/* +================= +CG_AmbientLight +================= +*/ +int CG_AmbientLight( vec3_t point ) +{ +  vec3_t      ambientLight; +  vec3_t      lightDir; +  vec3_t      directedLight; +  vec3_t      result; + +  trap_R_LightForPoint( point, ambientLight, directedLight, lightDir ); + +  result[ 0 ] = ambientLight[ 0 ]; +  result[ 1 ] = ambientLight[ 1 ]; +  result[ 2 ] = ambientLight[ 2 ]; +  return (int)((float)( result[ 0 ] + result[ 1 ] + result[ 2 ] ) / 3.0f ); +} + +#define TRACE_DEPTH 32.0f + +/* +=============== +CG_Player +=============== +*/ +void CG_Player( centity_t *cent ) +{ +  clientInfo_t  *ci; + +  // NOTE: legs is used for nonsegmented models +  //       this helps reduce code to be changed +  refEntity_t   legs; +  refEntity_t   torso; +  refEntity_t   head; +  int           clientNum; +  int           renderfx; +  qboolean      shadow = qfalse; +  float         shadowPlane = 0.0f; +  entityState_t *es = ¢->currentState; +  class_t       class = ( es->misc >> 8 ) & 0xFF; +  float         scale; +  vec3_t        tempAxis[ 3 ], tempAxis2[ 3 ]; +  vec3_t        angles; +  int           held = es->modelindex; +  vec3_t        surfNormal = { 0.0f, 0.0f, 1.0f }; + +  // the client number is stored in clientNum.  It can't be derived +  // from the entity number, because a single client may have +  // multiple corpses on the level using the same clientinfo +  clientNum = es->clientNum; +  if( clientNum < 0 || clientNum >= MAX_CLIENTS ) +    CG_Error( "Bad clientNum on player entity" ); + +  ci = &cgs.clientinfo[ clientNum ]; + +  // it is possible to see corpses from disconnected players that may +  // not have valid clientinfo +  if( !ci->infoValid ) +    return; + +  //don't draw +  if( es->eFlags & EF_NODRAW ) +    return; + +  // get the player model information +  renderfx = 0; +  if( es->number == cg.snap->ps.clientNum ) +  { +    if( !cg.renderingThirdPerson ) +      renderfx = RF_THIRD_PERSON;     // only draw in mirrors +    else if( cg_cameraMode.integer ) +      return; +  } + +  if( cg_drawBBOX.integer ) +  { +    vec3_t  mins, maxs; + +    BG_ClassBoundingBox( class, mins, maxs, NULL, NULL, NULL ); +    CG_DrawBoundingBox( cent->lerpOrigin, mins, maxs ); +  } + +  memset( &legs,    0, sizeof( legs ) ); +  memset( &torso,   0, sizeof( torso ) ); +  memset( &head,    0, sizeof( head ) ); + +  VectorCopy( cent->lerpAngles, angles ); +  AnglesToAxis( cent->lerpAngles, tempAxis ); + +  //rotate lerpAngles to floor +  if( es->eFlags & EF_WALLCLIMB && +      BG_RotateAxis( es->angles2, tempAxis, tempAxis2, qtrue, es->eFlags & EF_WALLCLIMBCEILING ) ) +    AxisToAngles( tempAxis2, angles ); +  else +    VectorCopy( cent->lerpAngles, angles ); + +  //normalise the pitch +  if( angles[ PITCH ] < -180.0f ) +    angles[ PITCH ] += 360.0f; + +  // get the rotation information +  if( !ci->nonsegmented ) +    CG_PlayerAngles( cent, angles, legs.axis, torso.axis, head.axis ); +  else +    CG_PlayerNonSegAngles( cent, angles, legs.axis ); + +  AxisCopy( legs.axis, tempAxis ); + +  //rotate the legs axis to back to the wall +  if( es->eFlags & EF_WALLCLIMB && +      BG_RotateAxis( es->angles2, legs.axis, tempAxis, qfalse, es->eFlags & EF_WALLCLIMBCEILING ) ) +    AxisCopy( tempAxis, legs.axis ); + +  //smooth out WW transitions so the model doesn't hop around +  CG_PlayerWWSmoothing( cent, legs.axis, legs.axis ); + +  AxisCopy( tempAxis, cent->pe.lastAxis ); + +  // get the animation state (after rotation, to allow feet shuffle) +  if( !ci->nonsegmented ) +    CG_PlayerAnimation( cent, &legs.oldframe, &legs.frame, &legs.backlerp, +                        &torso.oldframe, &torso.frame, &torso.backlerp ); +  else +    CG_PlayerNonSegAnimation( cent, &legs.oldframe, &legs.frame, &legs.backlerp ); + +  // add the talk baloon or disconnect icon +  CG_PlayerSprites( cent ); + +  // add the shadow +  if( ( es->number == cg.snap->ps.clientNum && cg.renderingThirdPerson ) || +      es->number != cg.snap->ps.clientNum ) +  shadow = CG_PlayerShadow( cent, &shadowPlane, class ); + +  // add a water splash if partially in and out of water +  CG_PlayerSplash( cent, class ); + +  if( cg_shadows.integer == 3 && shadow ) +    renderfx |= RF_SHADOW_PLANE; + +  renderfx |= RF_LIGHTING_ORIGIN;     // use the same origin for all + +  // +  // add the legs +  // +  if( !ci->nonsegmented ) +  { +    legs.hModel = ci->legsModel; + +    if( held & ( 1 << UP_LIGHTARMOUR ) ) +      legs.customSkin = cgs.media.larmourLegsSkin; +    else +      legs.customSkin = ci->legsSkin; +  } +  else +  { +    legs.hModel = ci->nonSegModel; +    legs.customSkin = ci->nonSegSkin; +  } + +  VectorCopy( cent->lerpOrigin, legs.origin ); + +  VectorCopy( cent->lerpOrigin, legs.lightingOrigin ); +  legs.shadowPlane = shadowPlane; +  legs.renderfx = renderfx; +  VectorCopy( legs.origin, legs.oldorigin ); // don't positionally lerp at all + +  //move the origin closer into the wall with a CapTrace +  if( es->eFlags & EF_WALLCLIMB && !( es->eFlags & EF_DEAD ) && !( cg.intermissionStarted ) ) +  { +    vec3_t  start, end, mins, maxs; +    trace_t tr; + +    if( es->eFlags & EF_WALLCLIMBCEILING ) +      VectorSet( surfNormal, 0.0f, 0.0f, -1.0f ); +    else +      VectorCopy( es->angles2, surfNormal ); + +    BG_ClassBoundingBox( class, mins, maxs, NULL, NULL, NULL ); + +    VectorMA( legs.origin, -TRACE_DEPTH, surfNormal, end ); +    VectorMA( legs.origin, 1.0f, surfNormal, start ); +    CG_CapTrace( &tr, start, mins, maxs, end, es->number, MASK_PLAYERSOLID ); + +    //if the trace misses completely then just use legs.origin +    //apparently capsule traces are "smaller" than box traces +    if( tr.fraction != 1.0f ) +      VectorMA( legs.origin, tr.fraction * -TRACE_DEPTH, surfNormal, legs.origin ); + +    VectorCopy( legs.origin, legs.lightingOrigin ); +    VectorCopy( legs.origin, legs.oldorigin ); // don't positionally lerp at all +  } + +  //rescale the model +  scale = BG_ClassConfig( class )->modelScale; + +  if( scale != 1.0f ) +  { +    VectorScale( legs.axis[ 0 ], scale, legs.axis[ 0 ] ); +    VectorScale( legs.axis[ 1 ], scale, legs.axis[ 1 ] ); +    VectorScale( legs.axis[ 2 ], scale, legs.axis[ 2 ] ); + +    legs.nonNormalizedAxes = qtrue; +  } + +  //offset on the Z axis if required +  VectorMA( legs.origin, BG_ClassConfig( class )->zOffset, surfNormal, legs.origin ); +  VectorCopy( legs.origin, legs.lightingOrigin ); +  VectorCopy( legs.origin, legs.oldorigin ); // don't positionally lerp at all + +  trap_R_AddRefEntityToScene( &legs ); + +  // if the model failed, allow the default nullmodel to be displayed +  if( !legs.hModel ) +    return; + +  if( !ci->nonsegmented ) +  { +    // +    // add the torso +    // +    torso.hModel = ci->torsoModel; + +    if( held & ( 1 << UP_LIGHTARMOUR ) ) +      torso.customSkin = cgs.media.larmourTorsoSkin; +    else +      torso.customSkin = ci->torsoSkin; + +    if( !torso.hModel ) +      return; + +    VectorCopy( cent->lerpOrigin, torso.lightingOrigin ); + +    CG_PositionRotatedEntityOnTag( &torso, &legs, ci->legsModel, "tag_torso" ); + +    torso.shadowPlane = shadowPlane; +    torso.renderfx = renderfx; + +    trap_R_AddRefEntityToScene( &torso ); + +    // +    // add the head +    // +    head.hModel = ci->headModel; + +    if( held & ( 1 << UP_HELMET_MK1 ) ) +      head.customSkin = cgs.media.larmourHeadSkin; +    else if( held & ( 1 << UP_HELMET_MK2 ) ) +      head.customSkin = cgs.media.larmourMk2HeadSkin; +    else +      head.customSkin = ci->headSkin; + +    if( !head.hModel ) +      return; + +    VectorCopy( cent->lerpOrigin, head.lightingOrigin ); + +    CG_PositionRotatedEntityOnTag( &head, &torso, ci->torsoModel, "tag_head" ); + +    head.shadowPlane = shadowPlane; +    head.renderfx = renderfx; + +    trap_R_AddRefEntityToScene( &head ); + +    // if this player has been hit with poison cloud, add an effect PS +    if( ( es->eFlags & EF_POISONCLOUDED ) && +        ( es->number != cg.snap->ps.clientNum || cg.renderingThirdPerson ) ) +    { +      if( !CG_IsParticleSystemValid( ¢->poisonCloudedPS ) ) +        cent->poisonCloudedPS = CG_SpawnNewParticleSystem( cgs.media.poisonCloudedPS ); + +      CG_SetAttachmentTag( ¢->poisonCloudedPS->attachment, +                           head, head.hModel, "tag_head" ); +      CG_SetAttachmentCent( ¢->poisonCloudedPS->attachment, cent ); +      CG_AttachToTag( ¢->poisonCloudedPS->attachment ); +    } +    else if( CG_IsParticleSystemValid( ¢->poisonCloudedPS ) ) +      CG_DestroyParticleSystem( ¢->poisonCloudedPS ); +  } + +  // +  // add the gun / barrel / flash +  // +  if( es->weapon != WP_NONE ) +  { +    if( !ci->nonsegmented ) +      CG_AddPlayerWeapon( &torso, NULL, cent ); +    else +      CG_AddPlayerWeapon( &legs, NULL, cent ); +  } + +  CG_PlayerUpgrades( cent, &torso ); +   +  //sanity check that particle systems are stopped when dead +  if( es->eFlags & EF_DEAD ) +  { +    if( CG_IsParticleSystemValid( ¢->muzzlePS ) ) +      CG_DestroyParticleSystem( ¢->muzzlePS ); + +    if( CG_IsParticleSystemValid( ¢->jetPackPS ) ) +      CG_DestroyParticleSystem( ¢->jetPackPS ); +  } + +  VectorCopy( surfNormal, cent->pe.lastNormal ); +} + +/* +=============== +CG_Corpse +=============== +*/ +void CG_Corpse( centity_t *cent ) +{ +  clientInfo_t  *ci; +  refEntity_t   legs; +  refEntity_t   torso; +  refEntity_t   head; +  entityState_t *es = ¢->currentState; +  int           corpseNum; +  int           renderfx; +  qboolean      shadow = qfalse; +  float         shadowPlane; +  vec3_t        origin, liveZ, deadZ; +  float         scale; + +  corpseNum = CG_GetCorpseNum( es->clientNum ); + +  if( corpseNum < 0 || corpseNum >= MAX_CLIENTS ) +    CG_Error( "Bad corpseNum on corpse entity: %d", corpseNum ); + +  ci = &cgs.corpseinfo[ corpseNum ]; + +  // it is possible to see corpses from disconnected players that may +  // not have valid clientinfo +  if( !ci->infoValid ) +    return; + +  memset( &legs, 0, sizeof( legs ) ); +  memset( &torso, 0, sizeof( torso ) ); +  memset( &head, 0, sizeof( head ) ); + +  VectorCopy( cent->lerpOrigin, origin ); +  BG_ClassBoundingBox( es->clientNum, liveZ, NULL, NULL, deadZ, NULL ); +  origin[ 2 ] -= ( liveZ[ 2 ] - deadZ[ 2 ] ); + +  VectorCopy( es->angles, cent->lerpAngles ); + +  // get the rotation information +  if( !ci->nonsegmented ) +    CG_PlayerAngles( cent, cent->lerpAngles, legs.axis, torso.axis, head.axis ); +  else +    CG_PlayerNonSegAngles( cent, cent->lerpAngles, legs.axis ); + +  //set the correct frame (should always be dead) +  if( cg_noPlayerAnims.integer ) +    legs.oldframe = legs.frame = torso.oldframe = torso.frame = 0; +  else if( !ci->nonsegmented ) +  { +    memset( ¢->pe.legs, 0, sizeof( lerpFrame_t ) ); +    CG_RunPlayerLerpFrame( ci, ¢->pe.legs, es->legsAnim, 1 ); +    legs.oldframe = cent->pe.legs.oldFrame; +    legs.frame = cent->pe.legs.frame; +    legs.backlerp = cent->pe.legs.backlerp; + +    memset( ¢->pe.torso, 0, sizeof( lerpFrame_t ) ); +    CG_RunPlayerLerpFrame( ci, ¢->pe.torso, es->torsoAnim, 1 ); +    torso.oldframe = cent->pe.torso.oldFrame; +    torso.frame = cent->pe.torso.frame; +    torso.backlerp = cent->pe.torso.backlerp; +  } +  else +  { +    memset( ¢->pe.nonseg, 0, sizeof( lerpFrame_t ) ); +    CG_RunPlayerLerpFrame( ci, ¢->pe.nonseg, es->legsAnim, 1 ); +    legs.oldframe = cent->pe.nonseg.oldFrame; +    legs.frame = cent->pe.nonseg.frame; +    legs.backlerp = cent->pe.nonseg.backlerp; +  } + +  // add the shadow +  shadow = CG_PlayerShadow( cent, &shadowPlane, es->clientNum ); + +  // get the player model information +  renderfx = 0; + +  if( cg_shadows.integer == 3 && shadow ) +    renderfx |= RF_SHADOW_PLANE; + +  renderfx |= RF_LIGHTING_ORIGIN;     // use the same origin for all + +  // +  // add the legs +  // +  if( !ci->nonsegmented ) +  { +    legs.hModel = ci->legsModel; +    legs.customSkin = ci->legsSkin; +  } +  else +  { +    legs.hModel = ci->nonSegModel; +    legs.customSkin = ci->nonSegSkin; +  } + +  VectorCopy( origin, legs.origin ); + +  VectorCopy( origin, legs.lightingOrigin ); +  legs.shadowPlane = shadowPlane; +  legs.renderfx = renderfx; +  legs.origin[ 2 ] += BG_ClassConfig( es->clientNum )->zOffset; +  VectorCopy( legs.origin, legs.oldorigin ); // don't positionally lerp at all + +  //rescale the model +  scale = BG_ClassConfig( es->clientNum )->modelScale; + +  if( scale != 1.0f ) +  { +    VectorScale( legs.axis[ 0 ], scale, legs.axis[ 0 ] ); +    VectorScale( legs.axis[ 1 ], scale, legs.axis[ 1 ] ); +    VectorScale( legs.axis[ 2 ], scale, legs.axis[ 2 ] ); + +    legs.nonNormalizedAxes = qtrue; +  } + +  trap_R_AddRefEntityToScene( &legs ); + +  // if the model failed, allow the default nullmodel to be displayed +  if( !legs.hModel ) +    return; + +  if( !ci->nonsegmented ) +  { +    // +    // add the torso +    // +    torso.hModel = ci->torsoModel; +    if( !torso.hModel ) +      return; + +    torso.customSkin = ci->torsoSkin; + +    VectorCopy( origin, torso.lightingOrigin ); + +    CG_PositionRotatedEntityOnTag( &torso, &legs, ci->legsModel, "tag_torso" ); + +    torso.shadowPlane = shadowPlane; +    torso.renderfx = renderfx; + +    trap_R_AddRefEntityToScene( &torso ); + +    // +    // add the head +    // +    head.hModel = ci->headModel; +    if( !head.hModel ) +      return; + +    head.customSkin = ci->headSkin; + +    VectorCopy( origin, head.lightingOrigin ); + +    CG_PositionRotatedEntityOnTag( &head, &torso, ci->torsoModel, "tag_head"); + +    head.shadowPlane = shadowPlane; +    head.renderfx = renderfx; + +    trap_R_AddRefEntityToScene( &head ); +  } +} + + +//===================================================================== + +/* +=============== +CG_ResetPlayerEntity + +A player just came into view or teleported, so reset all animation info +=============== +*/ +void CG_ResetPlayerEntity( centity_t *cent ) +{ +  cent->errorTime = -99999;   // guarantee no error decay added +  cent->extrapolated = qfalse; + +  CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ], +                     ¢->pe.legs, cent->currentState.legsAnim ); +  CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ], +                     ¢->pe.torso, cent->currentState.torsoAnim ); +  CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ], +                     ¢->pe.nonseg, cent->currentState.legsAnim ); + +  BG_EvaluateTrajectory( ¢->currentState.pos, cg.time, cent->lerpOrigin ); +  BG_EvaluateTrajectory( ¢->currentState.apos, cg.time, cent->lerpAngles ); + +  VectorCopy( cent->lerpOrigin, cent->rawOrigin ); +  VectorCopy( cent->lerpAngles, cent->rawAngles ); + +  memset( ¢->pe.legs, 0, sizeof( cent->pe.legs ) ); +  cent->pe.legs.yawAngle = cent->rawAngles[ YAW ]; +  cent->pe.legs.yawing = qfalse; +  cent->pe.legs.pitchAngle = 0; +  cent->pe.legs.pitching = qfalse; + +  memset( ¢->pe.torso, 0, sizeof( cent->pe.legs ) ); +  cent->pe.torso.yawAngle = cent->rawAngles[ YAW ]; +  cent->pe.torso.yawing = qfalse; +  cent->pe.torso.pitchAngle = cent->rawAngles[ PITCH ]; +  cent->pe.torso.pitching = qfalse; + +  memset( ¢->pe.nonseg, 0, sizeof( cent->pe.nonseg ) ); +  cent->pe.nonseg.yawAngle = cent->rawAngles[ YAW ]; +  cent->pe.nonseg.yawing = qfalse; +  cent->pe.nonseg.pitchAngle = cent->rawAngles[ PITCH ]; +  cent->pe.nonseg.pitching = qfalse; + +  if( cg_debugPosition.integer ) +    CG_Printf( "%i ResetPlayerEntity yaw=%i\n", cent->currentState.number, cent->pe.torso.yawAngle ); +} + +/* +================== +CG_PlayerDisconnect + +Player disconnecting +================== +*/ +void CG_PlayerDisconnect( vec3_t org ) +{ +  particleSystem_t  *ps; + +  trap_S_StartSound( org, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.disconnectSound ); + +  ps = CG_SpawnNewParticleSystem( cgs.media.disconnectPS ); + +  if( CG_IsParticleSystemValid( &ps ) ) +  { +    CG_SetAttachmentPoint( &ps->attachment, org ); +    CG_AttachToPoint( &ps->attachment ); +  } +} + +centity_t *CG_GetPlayerLocation( void ) +{ +  int i; +  centity_t   *eloc, *best; +  float       bestlen, len; +  vec3_t      origin; + +  best = NULL; +  bestlen = 3.0f * 8192.0f * 8192.0f; + +  VectorCopy( cg.predictedPlayerState.origin, origin ); + +  for( i = MAX_CLIENTS; i < MAX_GENTITIES; i++ ) +  { +    eloc = &cg_entities[ i ]; +    if( !eloc->valid || eloc->currentState.eType != ET_LOCATION ) +      continue; + +    len = DistanceSquared(origin, eloc->lerpOrigin); + +    if( len > bestlen ) +      continue; + +    if( !trap_R_inPVS( origin, eloc->lerpOrigin ) ) +      continue; + +    bestlen = len; +    best = eloc; +  } + +  return best; +} diff --git a/src/cgame/cg_playerstate.c b/src/cgame/cg_playerstate.c new file mode 100644 index 0000000..242a3bb --- /dev/null +++ b/src/cgame/cg_playerstate.c @@ -0,0 +1,344 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2009 Darklegion Development + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA +=========================================================================== +*/ + +// cg_playerstate.c -- this file acts on changes in a new playerState_t +// With normal play, this will be done after local prediction, but when +// following another player or playing back a demo, it will be checked +// when the snapshot transitions like all the other entities + + +#include "cg_local.h" + +/* +============== +CG_DamageFeedback +============== +*/ +void CG_DamageFeedback( int yawByte, int pitchByte, int damage ) +{ +  float   left, front, up; +  float   kick; +  int     health; +  float   scale; +  vec3_t  dir; +  vec3_t  angles; +  float   dist; +  float   yaw, pitch; + +  // show the attacking player's head and name in corner +  cg.attackerTime = cg.time; + +  // the lower on health you are, the greater the view kick will be +  health = cg.snap->ps.stats[STAT_HEALTH]; + +  if( health < 40 ) +    scale = 1; +  else +    scale = 40.0 / health; + +  kick = damage * scale; + +  if( kick < 5 ) +    kick = 5; + +  if( kick > 10 ) +    kick = 10; + +  // if yaw and pitch are both 255, make the damage always centered (falling, etc) +  if( yawByte == 255 && pitchByte == 255 ) +  { +    cg.damageX = 0; +    cg.damageY = 0; +    cg.v_dmg_roll = 0; +    cg.v_dmg_pitch = -kick; +  } +  else +  { +    // positional +    pitch = pitchByte / 255.0 * 360; +    yaw = yawByte / 255.0 * 360; + +    angles[ PITCH ] = pitch; +    angles[ YAW ] = yaw; +    angles[ ROLL ] = 0; + +    AngleVectors( angles, dir, NULL, NULL ); +    VectorSubtract( vec3_origin, dir, dir ); + +    front = DotProduct( dir, cg.refdef.viewaxis[ 0 ] ); +    left = DotProduct( dir, cg.refdef.viewaxis[ 1 ] ); +    up = DotProduct( dir, cg.refdef.viewaxis[ 2 ] ); + +    dir[ 0 ] = front; +    dir[ 1 ] = left; +    dir[ 2 ] = 0; +    dist = VectorLength( dir ); + +    if( dist < 0.1f ) +      dist = 0.1f; + +    cg.v_dmg_roll = kick * left; + +    cg.v_dmg_pitch = -kick * front; + +    if( front <= 0.1 ) +      front = 0.1f; + +    cg.damageX = -left / front; +    cg.damageY = up / dist; +  } + +  // clamp the position +  if( cg.damageX > 1.0 ) +    cg.damageX = 1.0; + +  if( cg.damageX < - 1.0 ) +    cg.damageX = -1.0; + +  if( cg.damageY > 1.0 ) +    cg.damageY = 1.0; + +  if( cg.damageY < - 1.0 ) +    cg.damageY = -1.0; + +  // don't let the screen flashes vary as much +  if( kick > 10 ) +    kick = 10; + +  cg.damageValue = kick; +  cg.v_dmg_time = cg.time + DAMAGE_TIME; +  cg.damageTime = cg.snap->serverTime; +} + + + + +/* +================ +CG_Respawn + +A respawn happened this snapshot +================ +*/ +void CG_Respawn( void ) +{ +  // no error decay on player movement +  cg.thisFrameTeleport = qtrue; + +  // display weapons available +  cg.weaponSelectTime = cg.time; + +  // select the weapon the server says we are using +  cg.weaponSelect = cg.snap->ps.weapon; + +  CG_ResetPainBlend( ); +} + +/* +============== +CG_CheckPlayerstateEvents + +============== +*/ +void CG_CheckPlayerstateEvents( playerState_t *ps, playerState_t *ops ) +{ +  int       i; +  int       event; +  centity_t *cent; + +  if( ps->externalEvent && ps->externalEvent != ops->externalEvent ) +  { +    cent = &cg_entities[ ps->clientNum ]; +    cent->currentState.event = ps->externalEvent; +    cent->currentState.eventParm = ps->externalEventParm; +    CG_EntityEvent( cent, cent->lerpOrigin ); +  } + +  cent = &cg.predictedPlayerEntity; // cg_entities[ ps->clientNum ]; + +  // go through the predictable events buffer +  for( i = ps->eventSequence - MAX_PS_EVENTS; i < ps->eventSequence; i++ ) +  { +    // if we have a new predictable event +    if( i >= ops->eventSequence || +      // or the server told us to play another event instead of a predicted event we already issued +      // or something the server told us changed our prediction causing a different event +      ( i > ops->eventSequence - MAX_PS_EVENTS && ps->events[ i & ( MAX_PS_EVENTS - 1 ) ] != +        ops->events[ i & ( MAX_PS_EVENTS - 1 ) ] ) ) +    { +      event = ps->events[ i & ( MAX_PS_EVENTS - 1 ) ]; + +      cent->currentState.event = event; +      cent->currentState.eventParm = ps->eventParms[ i & ( MAX_PS_EVENTS - 1 ) ]; +      CG_EntityEvent( cent, cent->lerpOrigin ); +      cg.predictableEvents[ i & ( MAX_PREDICTED_EVENTS - 1 ) ] = event; + +      cg.eventSequence++; +    } +  } +} + + +/* +================== +CG_CheckChangedPredictableEvents +================== +*/ +void CG_CheckChangedPredictableEvents( playerState_t *ps ) +{ +  int       i; +  int       event; +  centity_t *cent; + +  cent = &cg.predictedPlayerEntity; + +  for( i = ps->eventSequence - MAX_PS_EVENTS; i < ps->eventSequence; i++ ) +  { +    // +    if( i >= cg.eventSequence ) +      continue; + +    // if this event is not further back in than the maximum predictable events we remember +    if( i > cg.eventSequence - MAX_PREDICTED_EVENTS ) +    { +      // if the new playerstate event is different from a previously predicted one +      if( ps->events[ i & ( MAX_PS_EVENTS - 1 ) ] != cg.predictableEvents[ i & ( MAX_PREDICTED_EVENTS - 1 ) ] ) +      { +        event = ps->events[ i & ( MAX_PS_EVENTS - 1 ) ]; +        cent->currentState.event = event; +        cent->currentState.eventParm = ps->eventParms[ i & ( MAX_PS_EVENTS - 1 ) ]; +        CG_EntityEvent( cent, cent->lerpOrigin ); + +        cg.predictableEvents[ i & ( MAX_PREDICTED_EVENTS - 1 ) ] = event; + +        if( cg_showmiss.integer ) +          CG_Printf( "WARNING: changed predicted event\n" ); +      } +    } +  } +} + +/* +================== +CG_CheckLocalSounds +================== +*/ +void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) +{ +  int reward; + +  // don't play the sounds if the player just spawned +  if( ps->persistant[ PERS_SPECSTATE ] != ops->persistant[ PERS_SPECSTATE ] ) +    return; + +  // health changes of more than -1 should make pain sounds +  if( ps->stats[ STAT_HEALTH ] < ops->stats[ STAT_HEALTH ] - 1 ) +  { +    if( ps->stats[ STAT_HEALTH ] > 0 ) +      CG_PainEvent( &cg.predictedPlayerEntity, ps->stats[ STAT_HEALTH ] ); +  } + +  if( ( BG_UpgradeIsActive( UP_JETPACK, ps->stats ) ||  +        ( cg.predictedPlayerEntity.jetPackJumpTime + 1000 > cg.time &&  +          cg.predictedPlayerEntity.jetPackJumpTime + 250 < cg.time ) ) &&  +      ps->stats[ STAT_FUEL ] <= JETPACK_FUEL_LOW ) +  { +    static int last = 0; +     +    if( last + 740 < cg.time ) +    { +      trap_S_StartSound( NULL, cg.predictedPlayerState.clientNum, CHAN_AUTO, cgs.media.jetpackLowFuelSound ); +      last = cg.time; +    } +  } +     +  // if we are going into the intermission, don't start any voices +  if( cg.intermissionStarted ) +    return; + +  // reward sounds +  reward = qfalse; +} + + +/* +=============== +CG_TransitionPlayerState + +=============== +*/ +void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops ) +{ +  // check for changing follow mode +  if( ps->clientNum != ops->clientNum ) +  { +    cg.thisFrameTeleport = qtrue; +    // make sure we don't get any unwanted transition effects +    *ops = *ps; + +    CG_ResetPainBlend( ); +  } + +  // damage events (player is getting wounded) +  if( ps->damageEvent != ops->damageEvent && ps->damageCount ) +    CG_DamageFeedback( ps->damageYaw, ps->damagePitch, ps->damageCount ); + +  // respawning +  if( ps->persistant[ PERS_SPAWN_COUNT ] != ops->persistant[ PERS_SPAWN_COUNT ] ) +    CG_Respawn( ); + +  if( cg.mapRestart ) +  { +    CG_Respawn( ); +    cg.mapRestart = qfalse; +  } + +  if( cg.snap->ps.pm_type != PM_INTERMISSION && +      ps->persistant[ PERS_SPECSTATE ] == SPECTATOR_NOT ) +    CG_CheckLocalSounds( ps, ops ); + +  // run events +  CG_CheckPlayerstateEvents( ps, ops ); + +  // smooth the ducking viewheight change +  if( ps->viewheight != ops->viewheight ) +  { +    cg.duckChange = ps->viewheight - ops->viewheight; +    cg.duckTime = cg.time; +  } +   +  // changed team +  if( ps->stats[ STAT_TEAM ] != ops->stats[ STAT_TEAM ] ) +  { +    cg.lastHealthCross = 0; +    cg.chargeMeterAlpha = 0.0f; +  } +   +  if( ps->stats[ STAT_FUEL ] < JETPACK_FUEL_JUMP && +      ops->stats[ STAT_FUEL ] >= JETPACK_FUEL_JUMP && +      cg.predictedPlayerEntity.jetPackJumpTime + 1000 > cg.time ) +  { +    trap_S_StartSound( NULL, cg.predictedPlayerState.clientNum, CHAN_AUTO, cgs.media.jetpackNoJumpFuelSound ); +  } +} + diff --git a/src/cgame/cg_predict.c b/src/cgame/cg_predict.c new file mode 100644 index 0000000..6005475 --- /dev/null +++ b/src/cgame/cg_predict.c @@ -0,0 +1,898 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2009 Darklegion Development + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA +=========================================================================== +*/ + +// cg_predict.c -- this file generates cg.predictedPlayerState by either +// interpolating between snapshots from the server or locally predicting +// ahead the client's movement. +// It also handles local physics interaction, like fragments bouncing off walls + + +#include "cg_local.h" + +static  pmove_t   cg_pmove; + +static  int     cg_numSolidEntities; +static  centity_t *cg_solidEntities[MAX_ENTITIES_IN_SNAPSHOT]; +static  int     cg_numTriggerEntities; +static  centity_t *cg_triggerEntities[MAX_ENTITIES_IN_SNAPSHOT]; + +/* +==================== +CG_BuildSolidList + +When a new cg.snap has been set, this function builds a sublist +of the entities that are actually solid, to make for more +efficient collision detection +==================== +*/ +void CG_BuildSolidList( void ) +{ +  int           i; +  centity_t     *cent; +  snapshot_t    *snap; +  entityState_t *ent; + +  cg_numSolidEntities = 0; +  cg_numTriggerEntities = 0; + +  if( cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport ) +    snap = cg.nextSnap; +  else +    snap = cg.snap; + +  for( i = 0; i < snap->numEntities; i++ ) +  { +    cent = &cg_entities[ snap->entities[ i ].number ]; +    ent = ¢->currentState; + +    if( ent->eType == ET_ITEM || ent->eType == ET_PUSH_TRIGGER || ent->eType == ET_TELEPORT_TRIGGER ) +    { +      cg_triggerEntities[ cg_numTriggerEntities ] = cent; +      cg_numTriggerEntities++; +      continue; +    } + +    if( cent->nextState.solid && ent->eType != ET_MISSILE ) +    { +      cg_solidEntities[ cg_numSolidEntities ] = cent; +      cg_numSolidEntities++; +      continue; +    } +  } +} + +/* +==================== +CG_ClipMoveToEntities + +==================== +*/ +static void CG_ClipMoveToEntities ( const vec3_t start, const vec3_t mins, +    const vec3_t maxs, const vec3_t end, int skipNumber, +    int mask, trace_t *tr, traceType_t collisionType ) +{ +  int           i, j, x, zd, zu; +  trace_t       trace; +  entityState_t *ent; +  clipHandle_t  cmodel; +  vec3_t        bmins, bmaxs; +  vec3_t        origin, angles; +  centity_t     *cent; +  vec3_t  dims; +  vec3_t        size; + +  //SUPAR HACK +  //this causes a trace to collide with the local player +  if( skipNumber == MAGIC_TRACE_HACK ) +    j = cg_numSolidEntities + 1; +  else +    j = cg_numSolidEntities; + +  for( i = 0; i < j; i++ ) +  { +    if( i < cg_numSolidEntities ) +      cent = cg_solidEntities[ i ]; +    else +      cent = &cg.predictedPlayerEntity; + +    ent = ¢->currentState; + +    if( ent->number == skipNumber ) +      continue; + +    if( ent->solid == SOLID_BMODEL ) +    { +      // special value for bmodel +      cmodel = trap_CM_InlineModel( ent->modelindex ); +      VectorCopy( cent->lerpAngles, angles ); +      BG_EvaluateTrajectory( ¢->currentState.pos, cg.physicsTime, origin ); +    } +    else if( BG_IsCuboid( ent->modelindex ) ) +    { +      BG_CuboidBBox( ent->angles, bmins, bmaxs ); +      cmodel = trap_CM_TempBoxModel( bmins, bmaxs ); +      VectorCopy( vec3_origin, angles ); +      VectorCopy( cent->lerpOrigin, origin ); +    } +    else +    { +      // encoded bbox +      x = ( ent->solid & 255 ); +      zd = ( ( ent->solid >> 8 ) & 255 ); +      zu = ( ( ent->solid >> 16 ) & 255 ) - 32; + +      bmins[ 0 ] = bmins[ 1 ] = -x; +      bmaxs[ 0 ] = bmaxs[ 1 ] = x; +      bmins[ 2 ] = -zd; +      bmaxs[ 2 ] = zu; + +      if( i == cg_numSolidEntities ) +        BG_ClassBoundingBox( ( ent->misc >> 8 ) & 0xFF, bmins, bmaxs, NULL, NULL, NULL ); + +      cmodel = trap_CM_TempBoxModel( bmins, bmaxs ); +      VectorCopy( vec3_origin, angles ); +      VectorCopy( cent->lerpOrigin, origin ); +    } + + +    if( collisionType == TT_CAPSULE ) +    { +      trap_CM_TransformedCapsuleTrace ( &trace, start, end, +        mins, maxs, cmodel,  mask, origin, angles ); +    } +    else if( collisionType == TT_AABB ) +    { +      trap_CM_TransformedBoxTrace ( &trace, start, end, +        mins, maxs, cmodel,  mask, origin, angles ); +    } +    else if( collisionType == TT_BISPHERE ) +    { +      trap_CM_TransformedBiSphereTrace( &trace, start, end, +        mins[ 0 ], maxs[ 0 ], cmodel, mask, origin ); +    } + +    if( trace.allsolid || trace.fraction < tr->fraction ) +    { +      trace.entityNum = ent->number; + +      if( tr->lateralFraction < trace.lateralFraction ) +      { +        float oldLateralFraction = tr->lateralFraction; +        *tr = trace; +        tr->lateralFraction = oldLateralFraction; +      } +      else +        *tr = trace; +    } +    else if( trace.startsolid ) +    { +      tr->startsolid = qtrue; +      tr->entityNum = ent->number; +    } + +    if( tr->allsolid ) +      return; +  } +} + +/* +================ +CG_Trace +================ +*/ +void  CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, +                int skipNumber, int mask ) +{ +  trace_t t; + +  trap_CM_BoxTrace( &t, start, end, mins, maxs, 0, mask ); +  t.entityNum = t.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE; +  // check all other solid models +  CG_ClipMoveToEntities( start, mins, maxs, end, skipNumber, mask, &t, TT_AABB ); + +  *result = t; +} + +/* +================ +CG_CapTrace +================ +*/ +void  CG_CapTrace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, +                   int skipNumber, int mask ) +{ +  trace_t t; + +  trap_CM_CapsuleTrace( &t, start, end, mins, maxs, 0, mask ); +  t.entityNum = t.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE; +  // check all other solid models +  CG_ClipMoveToEntities( start, mins, maxs, end, skipNumber, mask, &t, TT_CAPSULE ); + +  *result = t; +} + +/* +================ +CG_BiSphereTrace +================ +*/ +void CG_BiSphereTrace( trace_t *result, const vec3_t start, const vec3_t end, +    const float startRadius, const float endRadius, int skipNumber, int mask ) +{ +  trace_t t; +  vec3_t  mins, maxs; + +  mins[ 0 ] = startRadius; +  maxs[ 0 ] = endRadius; + +  trap_CM_BiSphereTrace( &t, start, end, startRadius, endRadius, 0, mask ); +  t.entityNum = t.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE; +  // check all other solid models +  CG_ClipMoveToEntities( start, mins, maxs, end, skipNumber, mask, &t, TT_BISPHERE ); + +  *result = t; +} + +/* +================ +CG_PointContents +================ +*/ +int   CG_PointContents( const vec3_t point, int passEntityNum ) +{ +  int           i; +  entityState_t *ent; +  centity_t     *cent; +  clipHandle_t  cmodel; +  int           contents; + +  contents = trap_CM_PointContents (point, 0); + +  for( i = 0; i < cg_numSolidEntities; i++ ) +  { +    cent = cg_solidEntities[ i ]; + +    ent = ¢->currentState; + +    if( ent->number == passEntityNum ) +      continue; + +    if( ent->solid != SOLID_BMODEL ) // special value for bmodel +      continue; + +    cmodel = trap_CM_InlineModel( ent->modelindex ); + +    if( !cmodel ) +      continue; + +    contents |= trap_CM_TransformedPointContents( point, cmodel, ent->origin, ent->angles ); +  } + +  return contents; +} + + +/* +======================== +CG_InterpolatePlayerState + +Generates cg.predictedPlayerState by interpolating between +cg.snap->player_state and cg.nextFrame->player_state +======================== +*/ +static void CG_InterpolatePlayerState( qboolean grabAngles ) +{ +  float         f; +  int           i; +  playerState_t *out; +  snapshot_t    *prev, *next; + +  out = &cg.predictedPlayerState; +  prev = cg.snap; +  next = cg.nextSnap; + +  *out = cg.snap->ps; + +  // if we are still allowing local input, short circuit the view angles +  if( grabAngles ) +  { +    usercmd_t cmd; +    int     cmdNum; + +    cmdNum = trap_GetCurrentCmdNumber( ); +    trap_GetUserCmd( cmdNum, &cmd ); + +    PM_UpdateViewAngles( out, &cmd ); +  } + +  // if the next frame is a teleport, we can't lerp to it +  if( cg.nextFrameTeleport ) +    return; + +  if( !next || next->serverTime <= prev->serverTime ) +    return; + +  f = (float)( cg.time - prev->serverTime ) / ( next->serverTime - prev->serverTime ); + +  i = next->ps.bobCycle; +  if( i < prev->ps.bobCycle ) +    i += 256;   // handle wraparound + +  out->bobCycle = prev->ps.bobCycle + f * ( i - prev->ps.bobCycle ); + +  for( i = 0; i < 3; i++ ) +  { +    out->origin[ i ] = prev->ps.origin[ i ] + f * ( next->ps.origin[ i ] - prev->ps.origin[ i ] ); + +    if( !grabAngles ) +      out->viewangles[ i ] = LerpAngle( prev->ps.viewangles[ i ], next->ps.viewangles[ i ], f ); + +    out->velocity[ i ] = prev->ps.velocity[ i ] + +      f * (next->ps.velocity[ i ] - prev->ps.velocity[ i ] ); +  } +} + + +/* +========================= +CG_TouchTriggerPrediction + +Predict push triggers and items +========================= +*/ +static void CG_TouchTriggerPrediction( void ) +{ +  int           i; +  trace_t       trace; +  entityState_t *ent; +  clipHandle_t  cmodel; +  centity_t     *cent; +  qboolean      spectator; + +  // dead clients don't activate triggers +  if( cg.predictedPlayerState.stats[ STAT_HEALTH ] <= 0 ) +    return; + +  spectator = ( cg.predictedPlayerState.pm_type == PM_SPECTATOR ); + +  if( cg.predictedPlayerState.pm_type != PM_NORMAL && !spectator ) +    return; + +  for( i = 0; i < cg_numTriggerEntities; i++ ) +  { +    cent = cg_triggerEntities[ i ]; +    ent = ¢->currentState; + +    if( ent->solid != SOLID_BMODEL ) +      continue; + +    cmodel = trap_CM_InlineModel( ent->modelindex ); +    if( !cmodel ) +      continue; + +    trap_CM_BoxTrace( &trace, cg.predictedPlayerState.origin, cg.predictedPlayerState.origin, +                      cg_pmove.mins, cg_pmove.maxs, cmodel, -1 ); + +    if( !trace.startsolid ) +      continue; + +    if( ent->eType == ET_TELEPORT_TRIGGER ) +      cg.hyperspace = qtrue; +  } +} + +static int CG_IsUnacceptableError( playerState_t *ps, playerState_t *pps ) +{ +  vec3_t delta; +  int i; + +  if( pps->pm_type != ps->pm_type || +    pps->pm_flags != ps->pm_flags || +    pps->pm_time != ps->pm_time ) +  { +    return 1; +  } + +  VectorSubtract( pps->origin, ps->origin, delta ); +  if( VectorLengthSquared( delta ) > 0.1f * 0.1f ) +  { +    if( cg_showmiss.integer ) +    { +      CG_Printf( "origin delta: %.2f  ", VectorLength( delta ) ); +    } +    return 2; +  } + +  VectorSubtract( pps->velocity, ps->velocity, delta ); +  if( VectorLengthSquared( delta ) > 0.1f * 0.1f ) +  { +    if( cg_showmiss.integer ) +    { +      CG_Printf( "velocity delta: %.2f  ", VectorLength( delta ) ); +    } +    return 3; +  } + +  if( pps->weaponTime != ps->weaponTime || +    pps->gravity != ps->gravity || +    pps->speed != ps->speed || +    pps->delta_angles[ 0 ] != ps->delta_angles[ 0 ] || +    pps->delta_angles[ 1 ] != ps->delta_angles[ 1 ] || +    pps->delta_angles[ 2 ] != ps->delta_angles[ 2 ] ||  +    pps->groundEntityNum != ps->groundEntityNum ) +  { +    return 4; +  } + +  if( pps->legsTimer != ps->legsTimer || +    pps->legsAnim != ps->legsAnim || +    pps->torsoTimer != ps->torsoTimer || +    pps->torsoAnim != ps->torsoAnim || +    pps->movementDir != ps->movementDir ) +  { +    return 5; +  } + +  VectorSubtract( pps->grapplePoint, ps->grapplePoint, delta ); +  if( VectorLengthSquared( delta ) > 0.1f * 0.1f ) +    return 6; + +  if( pps->eFlags != ps->eFlags ) +    return 7; + +  if( pps->eventSequence != ps->eventSequence ) +    return 8; + +  for( i = 0; i < MAX_PS_EVENTS; i++ ) +  { +    if ( pps->events[ i ] != ps->events[ i ] || +      pps->eventParms[ i ] != ps->eventParms[ i ] ) +    { +      return 9; +    } +  } + +  if( pps->externalEvent != ps->externalEvent || +    pps->externalEventParm != ps->externalEventParm || +    pps->externalEventTime != ps->externalEventTime ) +  { +    return 10; +  } + +  if( pps->clientNum != ps->clientNum || +    pps->weapon != ps->weapon || +    pps->weaponstate != ps->weaponstate ) +  { +    return 11; +  } + +  if( fabs( AngleDelta( ps->viewangles[ 0 ], pps->viewangles[ 0 ] ) ) > 1.0f || +    fabs( AngleDelta( ps->viewangles[ 1 ], pps->viewangles[ 1 ] ) ) > 1.0f || +    fabs( AngleDelta( ps->viewangles[ 2 ], pps->viewangles[ 2 ] ) ) > 1.0f ) +  { +    return 12; +  } + +  if( pps->viewheight != ps->viewheight ) +    return 13; + +  if( pps->damageEvent != ps->damageEvent || +    pps->damageYaw != ps->damageYaw || +    pps->damagePitch != ps->damagePitch || +    pps->damageCount != ps->damageCount ) +  { +    return 14; +  } + +  for( i = 0; i < MAX_STATS; i++ ) +  { +    if( pps->stats[ i ] != ps->stats[ i ] ) +      return 15; +  } + +  for( i = 0; i < MAX_PERSISTANT; i++ ) +  { +    if( pps->persistant[ i ] != ps->persistant[ i ] ) +      return 16; +  } + +  if( pps->generic1 != ps->generic1 || +    pps->loopSound != ps->loopSound ) +  { +    return 19; +  } + +  return 0; +} + + +/* +================= +CG_PredictPlayerState + +Generates cg.predictedPlayerState for the current cg.time +cg.predictedPlayerState is guaranteed to be valid after exiting. + +For demo playback, this will be an interpolation between two valid +playerState_t. + +For normal gameplay, it will be the result of predicted usercmd_t on +top of the most recent playerState_t received from the server. + +Each new snapshot will usually have one or more new usercmd over the last, +but we simulate all unacknowledged commands each time, not just the new ones. +This means that on an internet connection, quite a few pmoves may be issued +each frame. + +OPTIMIZE: don't re-simulate unless the newly arrived snapshot playerState_t +differs from the predicted one.  Would require saving all intermediate +playerState_t during prediction. + +We detect prediction errors and allow them to be decayed off over several frames +to ease the jerk. +================= +*/ + +//Refer to G_PMTraceHack documentation for information about this function +void CG_PMTraceHack(trace_t *results,const vec3_t start,const vec3_t mins,const vec3_t maxs,const vec3_t end,int passEntityNum,int contentmask ) +{ + int modelindex; + CG_Trace(results,start,mins,maxs,end,passEntityNum,contentmask); + if(results->entityNum!=ENTITYNUM_NONE) + { +  modelindex=cg_entities[results->entityNum].currentState.modelindex; +  if(modelindex>=CUBOID_FIRST&&modelindex<=CUBOID_LAST&&(cg_entities[results->entityNum].currentState.eFlags&EF_B_SPAWNED)) +   results->surfaceFlags|=BG_CuboidAttributes(modelindex)->surfaceFlags; + } +} + +void CG_PredictPlayerState( void ) +{ +  int     cmdNum, current, i; +  playerState_t oldPlayerState; +  qboolean  moved; +  usercmd_t oldestCmd; +  usercmd_t latestCmd; +  int stateIndex = 0, predictCmd = 0; + +  cg.hyperspace = qfalse; // will be set if touching a trigger_teleport + +  // if this is the first frame we must guarantee +  // predictedPlayerState is valid even if there is some +  // other error condition +  if( !cg.validPPS ) +  { +    cg.validPPS = qtrue; +    cg.predictedPlayerState = cg.snap->ps; +  } + + +  // demo playback just copies the moves +  if( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) ) +  { +    CG_InterpolatePlayerState( qfalse ); +    return; +  } + +  // non-predicting local movement will grab the latest angles +  if( cg_nopredict.integer || cg_synchronousClients.integer ) +  { +    CG_InterpolatePlayerState( qtrue ); +    return; +  } + +  // prepare for pmove +  cg_pmove.ps = &cg.predictedPlayerState; +  cg_pmove.pmext = &cg.pmext; +  cg_pmove.trace = CG_PMTraceHack; +  cg_pmove.pointcontents = CG_PointContents; +  cg_pmove.debugLevel = cg_debugMove.integer; + +  if( cg_pmove.ps->pm_type == PM_DEAD ) +    cg_pmove.tracemask = MASK_DEADSOLID; +  else +    cg_pmove.tracemask = MASK_PLAYERSOLID; + +  if( cg.snap->ps.persistant[ PERS_SPECSTATE ] != SPECTATOR_NOT ) +    cg_pmove.tracemask = MASK_DEADSOLID; // spectators can fly through bodies + +  cg_pmove.noFootsteps = 0; + +  // save the state before the pmove so we can detect transitions +  oldPlayerState = cg.predictedPlayerState; + +  current = trap_GetCurrentCmdNumber( ); + +  // if we don't have the commands right after the snapshot, we +  // can't accurately predict a current position, so just freeze at +  // the last good position we had +  cmdNum = current - CMD_BACKUP + 1; +  trap_GetUserCmd( cmdNum, &oldestCmd ); + +  if( oldestCmd.serverTime > cg.snap->ps.commandTime && +      oldestCmd.serverTime < cg.time ) +  { // special check for map_restart +    if( cg_showmiss.integer ) +      CG_Printf( "exceeded PACKET_BACKUP on commands\n" ); + +    return; +  } + +  // get the latest command so we can know which commands are from previous map_restarts +  trap_GetUserCmd( current, &latestCmd ); + +  // get the most recent information we have, even if +  // the server time is beyond our current cg.time, +  // because predicted player positions are going to +  // be ahead of everything else anyway +  if( cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport ) +  { +    cg.predictedPlayerState = cg.nextSnap->ps; +    cg.physicsTime = cg.nextSnap->serverTime; +  } +  else +  { +    cg.predictedPlayerState = cg.snap->ps; +    cg.physicsTime = cg.snap->serverTime; +  } + +  if( pmove_msec.integer < 8 ) +    trap_Cvar_Set( "pmove_msec", "8" ); +  else if( pmove_msec.integer > 33 ) +    trap_Cvar_Set( "pmove_msec", "33" ); + +  cg_pmove.pmove_fixed = pmove_fixed.integer;// | cg_pmove_fixed.integer; +  cg_pmove.pmove_msec = pmove_msec.integer; + +  // Like the comments described above, a player's state is entirely +  // re-predicted from the last valid snapshot every client frame, which +  // can be really, really, really slow.  Every old command has to be +  // run again.  For every client frame that is *not* directly after a +  // snapshot, this is unnecessary, since we have no new information. +  // For those, we'll play back the predictions from the last frame and +  // predict only the newest commands.  Essentially, we'll be doing +  // an incremental predict instead of a full predict. +  // +  // If we have a new snapshot, we can compare its player state's command +  // time to the command times in the queue to find a match.  If we find +  // a matching state, and the predicted version has not deviated, we can +  // use the predicted state as a base - and also do an incremental predict. +  // +  // With this method, we get incremental predicts on every client frame +  // except a frame following a new snapshot in which there was a prediction +  // error.  This yeilds anywhere from a 15% to 40% performance increase, +  // depending on how much of a bottleneck the CPU is. +  if( cg_optimizePrediction.integer ) +  { +    if( cg.nextFrameTeleport || cg.thisFrameTeleport ) +    { +      // do a full predict +      cg.lastPredictedCommand = 0; +      cg.stateTail = cg.stateHead; +      predictCmd = current - CMD_BACKUP + 1; +    } +    // cg.physicsTime is the current snapshot's serverTime if it's the same +    // as the last one +    else if( cg.physicsTime == cg.lastServerTime ) +    { +      // we have no new information, so do an incremental predict +      predictCmd = cg.lastPredictedCommand + 1; +    } +    else +    { +      // we have a new snapshot +      int i; +      int errorcode; +      qboolean error = qtrue; + +      // loop through the saved states queue +      for( i = cg.stateHead; i != cg.stateTail; +        i = ( i + 1 ) % NUM_SAVED_STATES ) +      { +        // if we find a predicted state whose commandTime matches the snapshot +        // player state's commandTime +        if( cg.savedPmoveStates[ i ].commandTime != +          cg.predictedPlayerState.commandTime ) +        { +          continue; +        } +        // make sure the state differences are acceptable +        errorcode = CG_IsUnacceptableError( &cg.predictedPlayerState, +          &cg.savedPmoveStates[ i ] ); + +        if( errorcode ) +        { +          if( cg_showmiss.integer ) +            CG_Printf("errorcode %d at %d\n", errorcode, cg.time); +          break; +        } + +        // this one is almost exact, so we'll copy it in as the starting point +        *cg_pmove.ps = cg.savedPmoveStates[ i ]; +        // advance the head +        cg.stateHead = ( i + 1 ) % NUM_SAVED_STATES; + +        // set the next command to predict +        predictCmd = cg.lastPredictedCommand + 1; + +        // a saved state matched, so flag it +        error = qfalse; +        break; +      } + +      // if no saved states matched +      if( error ) +      { +        // do a full predict +        cg.lastPredictedCommand = 0; +        cg.stateTail = cg.stateHead; +        predictCmd = current - CMD_BACKUP + 1; +      } +    } + +    // keep track of the server time of the last snapshot so we +    // know when we're starting from a new one in future calls +    cg.lastServerTime = cg.physicsTime; +    stateIndex = cg.stateHead; +  } + +  // run cmds +  moved = qfalse; + +  for( cmdNum = current - CMD_BACKUP + 1; cmdNum <= current; cmdNum++ ) +  { +    // get the command +    trap_GetUserCmd( cmdNum, &cg_pmove.cmd ); + +    if( cg_pmove.pmove_fixed ) +      PM_UpdateViewAngles( cg_pmove.ps, &cg_pmove.cmd ); + +    // don't do anything if the time is before the snapshot player time +    if( cg_pmove.cmd.serverTime <= cg.predictedPlayerState.commandTime ) +      continue; + +    // don't do anything if the command was from a previous map_restart +    if( cg_pmove.cmd.serverTime > latestCmd.serverTime ) +      continue; + +    // check for a prediction error from last frame +    // on a lan, this will often be the exact value +    // from the snapshot, but on a wan we will have +    // to predict several commands to get to the point +    // we want to compare +    if( cg.predictedPlayerState.commandTime == oldPlayerState.commandTime ) +    { +      vec3_t  delta; +      float   len; + +      if( cg.thisFrameTeleport ) +      { +        // a teleport will not cause an error decay +        VectorClear( cg.predictedError ); + +        if( cg_showmiss.integer ) +          CG_Printf( "PredictionTeleport\n" ); + +        cg.thisFrameTeleport = qfalse; +      } +      else +      { +        vec3_t  adjusted; +        CG_AdjustPositionForMover( cg.predictedPlayerState.origin, +          cg.predictedPlayerState.groundEntityNum, cg.physicsTime, cg.oldTime, adjusted ); + +        if( cg_showmiss.integer ) +        { +          if( !VectorCompare( oldPlayerState.origin, adjusted ) ) +            CG_Printf("prediction error\n"); +        } + +        VectorSubtract( oldPlayerState.origin, adjusted, delta ); +        len = VectorLength( delta ); + +        if( len > 0.1 ) +        { +          if( cg_showmiss.integer ) +            CG_Printf( "Prediction miss: %f\n", len ); + +          if( cg_errorDecay.integer ) +          { +            int   t; +            float f; + +            t = cg.time - cg.predictedErrorTime; +            f = ( cg_errorDecay.value - t ) / cg_errorDecay.value; + +            if( f < 0 ) +              f = 0; + +            if( f > 0 && cg_showmiss.integer ) +              CG_Printf( "Double prediction decay: %f\n", f ); + +            VectorScale( cg.predictedError, f, cg.predictedError ); +          } +          else +            VectorClear( cg.predictedError ); + +          VectorAdd( delta, cg.predictedError, cg.predictedError ); +          cg.predictedErrorTime = cg.oldTime; +        } +      } +    } + +    // don't predict gauntlet firing, which is only supposed to happen +    // when it actually inflicts damage +    for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) +      cg_pmove.autoWeaponHit[ i ] = qfalse; + +    if( cg_pmove.pmove_fixed ) +      cg_pmove.cmd.serverTime = ( ( cg_pmove.cmd.serverTime + pmove_msec.integer - 1 ) / +                                  pmove_msec.integer ) * pmove_msec.integer; + +    if( !cg_optimizePrediction.integer ) +    { +      Pmove( &cg_pmove ); +    } +    else if( cg_optimizePrediction.integer && ( cmdNum >= predictCmd || +      ( stateIndex + 1 ) % NUM_SAVED_STATES == cg.stateHead ) ) +    { +      Pmove( &cg_pmove ); +      // record the last predicted command +      cg.lastPredictedCommand = cmdNum; + +      // if we haven't run out of space in the saved states queue +      if( ( stateIndex + 1 ) % NUM_SAVED_STATES != cg.stateHead ) +      { +        // save the state for the false case ( of cmdNum >= predictCmd ) +        // in later calls to this function +        cg.savedPmoveStates[ stateIndex ] = *cg_pmove.ps; +        stateIndex = ( stateIndex + 1 ) % NUM_SAVED_STATES; +        cg.stateTail = stateIndex; +      } +    } +    else +    { +      *cg_pmove.ps = cg.savedPmoveStates[ stateIndex ]; +      stateIndex = ( stateIndex + 1 ) % NUM_SAVED_STATES; +    } + +    moved = qtrue; + +    // add push trigger movement effects +    CG_TouchTriggerPrediction( ); + +    // check for predictable events that changed from previous predictions +    //CG_CheckChangedPredictableEvents(&cg.predictedPlayerState); +  } + +  // adjust for the movement of the groundentity +  CG_AdjustPositionForMover( cg.predictedPlayerState.origin, +    cg.predictedPlayerState.groundEntityNum, +    cg.physicsTime, cg.time, cg.predictedPlayerState.origin ); + + +  // fire events and other transition triggered things +  CG_TransitionPlayerState( &cg.predictedPlayerState, &oldPlayerState ); + + +} diff --git a/src/cgame/cg_public.h b/src/cgame/cg_public.h new file mode 100644 index 0000000..9d197ff --- /dev/null +++ b/src/cgame/cg_public.h @@ -0,0 +1,262 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2009 Darklegion Development + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA +=========================================================================== +*/ + + +#define CMD_BACKUP      64 +#define CMD_MASK      (CMD_BACKUP - 1) +// allow a lot of command backups for very fast systems +// multiple commands may be combined into a single packet, so this +// needs to be larger than PACKET_BACKUP + + +#define MAX_ENTITIES_IN_SNAPSHOT  256 + +// snapshots are a view of the server at a given time + +// Snapshots are generated at regular time intervals by the server, +// but they may not be sent if a client's rate level is exceeded, or +// they may be dropped by the network. +typedef struct +{ +  int           snapFlags;                            // SNAPFLAG_RATE_DELAYED, etc +  int           ping; + +  int           serverTime;                           // server time the message is valid for (in msec) + +  byte          areamask[ MAX_MAP_AREA_BYTES ];       // portalarea visibility bits + +  playerState_t ps;                                   // complete information about the current player at this time + +  int           numEntities;                          // all of the entities that need to be presented +  entityState_t entities[ MAX_ENTITIES_IN_SNAPSHOT ]; // at the time of this snapshot + +  int           numServerCommands;                    // text based server commands to execute when this +  int           serverCommandSequence;                // snapshot becomes current +} snapshot_t; + +enum +{ +  CGAME_EVENT_NONE, +  CGAME_EVENT_TEAMMENU, +  CGAME_EVENT_SCOREBOARD, +  CGAME_EVENT_EDITHUD +}; + +/* +================================================================== + +functions imported from the main executable + +================================================================== +*/ + +#define CGAME_IMPORT_API_VERSION  4 + +typedef enum +{ +  CG_PRINT, +  CG_ERROR, +  CG_MILLISECONDS, +  CG_CVAR_REGISTER, +  CG_CVAR_UPDATE, +  CG_CVAR_SET, +  CG_CVAR_VARIABLESTRINGBUFFER, +  CG_ARGC, +  CG_ARGV, +  CG_ARGS, +  CG_FS_FOPENFILE, +  CG_FS_READ, +  CG_FS_WRITE, +  CG_FS_FCLOSEFILE, +  CG_SENDCONSOLECOMMAND, +  CG_ADDCOMMAND, +  CG_SENDCLIENTCOMMAND, +  CG_UPDATESCREEN, +  CG_CM_LOADMAP, +  CG_CM_NUMINLINEMODELS, +  CG_CM_INLINEMODEL, +  CG_CM_LOADMODEL, +  CG_CM_TEMPBOXMODEL, +  CG_CM_POINTCONTENTS, +  CG_CM_TRANSFORMEDPOINTCONTENTS, +  CG_CM_BOXTRACE, +  CG_CM_TRANSFORMEDBOXTRACE, +  CG_CM_MARKFRAGMENTS, +  CG_S_STARTSOUND, +  CG_S_STARTLOCALSOUND, +  CG_S_CLEARLOOPINGSOUNDS, +  CG_S_ADDLOOPINGSOUND, +  CG_S_UPDATEENTITYPOSITION, +  CG_S_RESPATIALIZE, +  CG_S_REGISTERSOUND, +  CG_S_STARTBACKGROUNDTRACK, +  CG_R_LOADWORLDMAP, +  CG_R_REGISTERMODEL, +  CG_R_REGISTERSKIN, +  CG_R_REGISTERSHADER, +  CG_R_CLEARSCENE, +  CG_R_ADDREFENTITYTOSCENE, +  CG_R_ADDPOLYTOSCENE, +  CG_R_ADDLIGHTTOSCENE, +  CG_R_RENDERSCENE, +  CG_R_SETCOLOR, +  CG_R_SETCLIPREGION, +  CG_R_DRAWSTRETCHPIC, +  CG_R_MODELBOUNDS, +  CG_R_LERPTAG, +  CG_GETGLCONFIG, +  CG_GETGAMESTATE, +  CG_GETCURRENTSNAPSHOTNUMBER, +  CG_GETSNAPSHOT, +  CG_GETSERVERCOMMAND, +  CG_GETCURRENTCMDNUMBER, +  CG_GETUSERCMD, +  CG_SETUSERCMDVALUE, +  CG_R_REGISTERSHADERNOMIP, +  CG_MEMORY_REMAINING, +  CG_R_REGISTERFONT, +  CG_KEY_ISDOWN, +  CG_KEY_GETCATCHER, +  CG_KEY_SETCATCHER, +  CG_KEY_GETKEY, +  CG_S_STOPBACKGROUNDTRACK, +  CG_REAL_TIME, +  CG_SNAPVECTOR, +  CG_REMOVECOMMAND, +  CG_R_LIGHTFORPOINT, +  CG_CIN_PLAYCINEMATIC, +  CG_CIN_STOPCINEMATIC, +  CG_CIN_RUNCINEMATIC, +  CG_CIN_DRAWCINEMATIC, +  CG_CIN_SETEXTENTS, +  CG_R_REMAP_SHADER, +  CG_S_ADDREALLOOPINGSOUND, +  CG_S_STOPLOOPINGSOUND, + +  CG_CM_TEMPCAPSULEMODEL, +  CG_CM_CAPSULETRACE, +  CG_CM_TRANSFORMEDCAPSULETRACE, +  CG_R_ADDADDITIVELIGHTTOSCENE, +  CG_GET_ENTITY_TOKEN, +  CG_R_ADDPOLYSTOSCENE, +  CG_R_INPVS, +  CG_FS_SEEK, +  CG_FS_GETFILELIST, +  CG_LITERAL_ARGS, +  CG_CM_BISPHERETRACE, +  CG_CM_TRANSFORMEDBISPHERETRACE, +  CG_GETDEMOSTATE, +  CG_GETDEMOPOS, +  CG_GETDEMONAME, + +  CG_KEY_KEYNUMTOSTRINGBUF, +  CG_KEY_GETBINDINGBUF, +  CG_KEY_SETBINDING, + +  CG_PARSE_ADD_GLOBAL_DEFINE, +  CG_PARSE_LOAD_SOURCE, +  CG_PARSE_FREE_SOURCE, +  CG_PARSE_READ_TOKEN, +  CG_PARSE_SOURCE_FILE_AND_LINE, + +  CG_KEY_SETOVERSTRIKEMODE, +  CG_KEY_GETOVERSTRIKEMODE, + +  CG_S_SOUNDDURATION, + +  CG_MEMSET = 200, +  CG_MEMCPY, +  CG_STRNCPY, +  CG_SIN, +  CG_COS, +  CG_ATAN2, +  CG_SQRT, +  CG_FLOOR, +  CG_CEIL, + +  CG_TESTPRINTINT, +  CG_TESTPRINTFLOAT, +  CG_ACOS +} cgameImport_t; + + +/* +================================================================== + +functions exported to the main executable + +================================================================== +*/ + +typedef enum +{ +  CG_INIT, +  // void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ) +  // called when the level loads or when the renderer is restarted +  // all media should be registered at this time +  // cgame will display loading status by calling SCR_Update, which +  // will call CG_DrawInformation during the loading process +  // reliableCommandSequence will be 0 on fresh loads, but higher for +  // demos, tourney restarts, or vid_restarts + +  CG_SHUTDOWN, +  // void (*CG_Shutdown)( void ); +  // oportunity to flush and close any open files + +  CG_CONSOLE_COMMAND, +  // qboolean (*CG_ConsoleCommand)( void ); +  // a console command has been issued locally that is not recognized by the +  // main game system. +  // use Cmd_Argc() / Cmd_Argv() to read the command, return qfalse if the +  // command is not known to the game + +  CG_DRAW_ACTIVE_FRAME, +  // void (*CG_DrawActiveFrame)( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ); +  // Generates and draws a game scene and status information at the given time. +  // If demoPlayback is set, local movement prediction will not be enabled + +  CG_CROSSHAIR_PLAYER, +  // int (*CG_CrosshairPlayer)( void ); + +  CG_LAST_ATTACKER, +  // int (*CG_LastAttacker)( void ); + +  CG_KEY_EVENT, +  // void  (*CG_KeyEvent)( int key, qboolean down ); + +  CG_MOUSE_EVENT, +  // void  (*CG_MouseEvent)( int dx, int dy ); +  CG_EVENT_HANDLING, +  // void (*CG_EventHandling)(int type); + +  CG_CONSOLE_TEXT, +  // void (*CG_ConsoleText)( void ); +  // pass text that has been printed to the console to cgame +  // use Cmd_Argc() / Cmd_Argv() to read it + +  CG_VOIP_STRING +  // char *(*CG_VoIPString)( void ); +  // returns a string of comma-delimited clientnums based on cl_voipSendTarget +} cgameExport_t; + +//---------------------------------------------- diff --git a/src/cgame/cg_scanner.c b/src/cgame/cg_scanner.c new file mode 100644 index 0000000..3941956 --- /dev/null +++ b/src/cgame/cg_scanner.c @@ -0,0 +1,362 @@ +/* +=========================================================================== +Copyright (C) 2000-2009 Darklegion Development + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA +=========================================================================== +*/ + + +#include "cg_local.h" + +static entityPos_t entityPositions; + +#define HUMAN_SCANNER_UPDATE_PERIOD 700 + +/* +============= +CG_UpdateEntityPositions + +Update this client's perception of entity positions +============= +*/ +void CG_UpdateEntityPositions( void ) +{ +  centity_t *cent = NULL; +  int       i; + +  if( cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_HUMANS ) +  { +    if( entityPositions.lastUpdateTime + HUMAN_SCANNER_UPDATE_PERIOD > cg.time ) +      return; +  } + +  VectorCopy( cg.refdef.vieworg, entityPositions.origin ); +  VectorCopy( cg.refdefViewAngles, entityPositions.vangles ); +  entityPositions.lastUpdateTime = cg.time; + +  entityPositions.numAlienBuildables = 0; +  entityPositions.numHumanBuildables = 0; +  entityPositions.numAlienClients = 0; +  entityPositions.numHumanClients = 0; + +  for( i = 0; i < cg.snap->numEntities; i++ ) +  { +    cent = &cg_entities[ cg.snap->entities[ i ].number ]; + +    if( cent->currentState.eType == ET_BUILDABLE && +     !( cent->currentState.eFlags & EF_DEAD ) ) +    { +      if( BG_Buildable(cent->currentState.modelindex,NULL)->cuboid ) +	if( !BG_CuboidAttributes(cent->currentState.modelindex)->detectable ) +	  continue; //forget about undetectable cuboids +	 +      // add to list of item positions (for creep) +      if( cent->currentState.modelindex2 == TEAM_ALIENS ) +      { +        VectorCopy( cent->lerpOrigin, entityPositions.alienBuildablePos[ +            entityPositions.numAlienBuildables ] ); +        entityPositions.alienBuildableTimes[ +            entityPositions.numAlienBuildables ] = cent->miscTime; + +        if( entityPositions.numAlienBuildables < MAX_GENTITIES ) +          entityPositions.numAlienBuildables++; +      } +      else if( cent->currentState.modelindex2 == TEAM_HUMANS ) +      { +        VectorCopy( cent->lerpOrigin, entityPositions.humanBuildablePos[ +            entityPositions.numHumanBuildables ] ); + +        if( entityPositions.numHumanBuildables < MAX_GENTITIES ) +          entityPositions.numHumanBuildables++; +      } +    } +    else if( cent->currentState.eType == ET_PLAYER ) +    { +      int team = cent->currentState.misc & 0x00FF; + +      if( team == TEAM_ALIENS ) +      { +        VectorCopy( cent->lerpOrigin, entityPositions.alienClientPos[ +            entityPositions.numAlienClients ] ); + +        if( entityPositions.numAlienClients < MAX_CLIENTS ) +          entityPositions.numAlienClients++; +      } +      else if( team == TEAM_HUMANS ) +      { +        VectorCopy( cent->lerpOrigin, entityPositions.humanClientPos[ +            entityPositions.numHumanClients ] ); + +        if( entityPositions.numHumanClients < MAX_CLIENTS ) +          entityPositions.numHumanClients++; +      } +    } +  } +} + +#define STALKWIDTH  (2.0f * cgDC.aspectScale) +#define BLIPX       (16.0f * cgDC.aspectScale) +#define BLIPY       8.0f +#define FAR_ALPHA   0.8f +#define NEAR_ALPHA  1.2f + +/* +============= +CG_DrawBlips + +Draw blips and stalks for the human scanner +============= +*/ +static void CG_DrawBlips( rectDef_t *rect, vec3_t origin, vec4_t colour ) +{ +  vec3_t  drawOrigin; +  vec3_t  up = { 0, 0, 1 }; +  float   alphaMod = 1.0f; +  float   timeFractionSinceRefresh = 1.0f - +    ( (float)( cg.time - entityPositions.lastUpdateTime ) / +      (float)HUMAN_SCANNER_UPDATE_PERIOD ); +  vec4_t  localColour; + +  Vector4Copy( colour, localColour ); + +  RotatePointAroundVector( drawOrigin, up, origin, -entityPositions.vangles[ 1 ] - 90 ); +  drawOrigin[ 0 ] /= ( 2 * HELMET_RANGE / rect->w ); +  drawOrigin[ 1 ] /= ( 2 * HELMET_RANGE / rect->h ); +  drawOrigin[ 2 ] /= ( 2 * HELMET_RANGE / rect->w ); + +  alphaMod = FAR_ALPHA + +    ( ( drawOrigin[ 1 ] + ( rect->h / 2.0f ) ) / rect->h ) * ( NEAR_ALPHA - FAR_ALPHA ); + +  localColour[ 3 ] *= alphaMod; +  localColour[ 3 ] *= ( 0.5f + ( timeFractionSinceRefresh * 0.5f ) ); + +  if( localColour[ 3 ] > 1.0f ) +    localColour[ 3 ] = 1.0f; +  else if( localColour[ 3 ] < 0.0f ) +    localColour[ 3 ] = 0.0f; + +  trap_R_SetColor( localColour ); + +  if( drawOrigin[ 2 ] > 0 ) +    CG_DrawPic( rect->x + ( rect->w / 2 ) - ( STALKWIDTH / 2 ) - drawOrigin[ 0 ], +                rect->y + ( rect->h / 2 ) + drawOrigin[ 1 ] - drawOrigin[ 2 ], +                STALKWIDTH, drawOrigin[ 2 ], cgs.media.scannerLineShader ); +  else +    CG_DrawPic( rect->x + ( rect->w / 2 ) - ( STALKWIDTH / 2 ) - drawOrigin[ 0 ], +                rect->y + ( rect->h / 2 ) + drawOrigin[ 1 ], +                STALKWIDTH, -drawOrigin[ 2 ], cgs.media.scannerLineShader ); + +  CG_DrawPic( rect->x + ( rect->w / 2 ) - ( BLIPX / 2 ) - drawOrigin[ 0 ], +              rect->y + ( rect->h / 2 ) - ( BLIPY / 2 ) + drawOrigin[ 1 ] - drawOrigin[ 2 ], +              BLIPX, BLIPY, cgs.media.scannerBlipShader ); +  trap_R_SetColor( NULL ); +} + +#define BLIPX2  (24.0f * cgDC.aspectScale) +#define BLIPY2  24.0f + +/* +============= +CG_DrawDir + +Draw dot marking the direction to an enemy +============= +*/ +static void CG_DrawDir( rectDef_t *rect, vec3_t origin, vec4_t colour ) +{ +  vec3_t  drawOrigin; +  vec3_t  noZOrigin; +  vec3_t  normal, antinormal, normalDiff; +  vec3_t  view, noZview; +  vec3_t  up  = { 0.0f, 0.0f,   1.0f }; +  vec3_t  top = { 0.0f, -1.0f,  0.0f }; +  float   angle; +  playerState_t *ps = &cg.snap->ps; + +  BG_GetClientNormal( ps, normal ); + +  AngleVectors( entityPositions.vangles, view, NULL, NULL ); + +  ProjectPointOnPlane( noZOrigin, origin, normal ); +  ProjectPointOnPlane( noZview, view, normal ); +  VectorNormalize( noZOrigin ); +  VectorNormalize( noZview ); + +  //calculate the angle between the images of the blip and the view +  angle = RAD2DEG( acos( DotProduct( noZOrigin, noZview ) ) ); +  CrossProduct( noZOrigin, noZview, antinormal ); +  VectorNormalize( antinormal ); + +  //decide which way to rotate +  VectorSubtract( normal, antinormal, normalDiff ); +  if( VectorLength( normalDiff ) < 1.0f ) +    angle = 360.0f - angle; + +  RotatePointAroundVector( drawOrigin, up, top, angle ); + +  trap_R_SetColor( colour ); +  CG_DrawPic( rect->x + ( rect->w / 2 ) - ( BLIPX2 / 2 ) - drawOrigin[ 0 ] * ( rect->w / 2 ), +              rect->y + ( rect->h / 2 ) - ( BLIPY2 / 2 ) + drawOrigin[ 1 ] * ( rect->h / 2 ), +              BLIPX2, BLIPY2, cgs.media.scannerBlipShader ); +  trap_R_SetColor( NULL ); +} + +/* +============= +CG_AlienSense +============= +*/ +void CG_AlienSense( rectDef_t *rect ) +{ +  int     i; +  vec3_t  origin; +  vec3_t  relOrigin; +  vec4_t  buildable = { 1.0f, 0.0f, 0.0f, 0.7f }; +  vec4_t  client    = { 0.0f, 0.0f, 1.0f, 0.7f }; + +  VectorCopy( entityPositions.origin, origin ); + +  //draw human buildables +  for( i = 0; i < entityPositions.numHumanBuildables; i++ ) +  { +    VectorClear( relOrigin ); +    VectorSubtract( entityPositions.humanBuildablePos[ i ], origin, relOrigin ); + +    if( VectorLength( relOrigin ) < ALIENSENSE_RANGE ) +      CG_DrawDir( rect, relOrigin, buildable ); +  } + +  //draw human clients +  for( i = 0; i < entityPositions.numHumanClients; i++ ) +  { +    VectorClear( relOrigin ); +    VectorSubtract( entityPositions.humanClientPos[ i ], origin, relOrigin ); + +    if( VectorLength( relOrigin ) < ALIENSENSE_RANGE ) +      CG_DrawDir( rect, relOrigin, client ); +  } +} + +/* +============= +CG_Scanner +============= +*/ +void CG_Scanner( rectDef_t *rect, qhandle_t shader, vec4_t color ) +{ +  int     i; +  vec3_t  origin; +  vec3_t  relOrigin; +  vec4_t  hIabove; +  vec4_t  hIbelow; +  vec4_t  aIabove = { 1.0f, 0.0f, 0.0f, 0.75f }; +  vec4_t  aIbelow = { 1.0f, 0.0f, 0.0f, 0.5f }; + +  Vector4Copy( color, hIabove ); +  hIabove[ 3 ] *= 1.5f; +  Vector4Copy( color, hIbelow ); + +  VectorCopy( entityPositions.origin, origin ); + +  //draw human buildables below scanner plane +  for( i = 0; i < entityPositions.numHumanBuildables; i++ ) +  { +    VectorClear( relOrigin ); +    VectorSubtract( entityPositions.humanBuildablePos[ i ], origin, relOrigin ); + +    if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] < 0 ) ) +      CG_DrawBlips( rect, relOrigin, hIbelow ); +  } + +  //draw alien buildables below scanner plane +  for( i = 0; i < entityPositions.numAlienBuildables; i++ ) +  { +    VectorClear( relOrigin ); +    VectorSubtract( entityPositions.alienBuildablePos[ i ], origin, relOrigin ); + +    if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] < 0 ) ) +      CG_DrawBlips( rect, relOrigin, aIbelow ); +  } + +  //draw human clients below scanner plane +  for( i = 0; i < entityPositions.numHumanClients; i++ ) +  { +    VectorClear( relOrigin ); +    VectorSubtract( entityPositions.humanClientPos[ i ], origin, relOrigin ); + +    if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] < 0 ) ) +      CG_DrawBlips( rect, relOrigin, hIbelow ); +  } + +  //draw alien buildables below scanner plane +  for( i = 0; i < entityPositions.numAlienClients; i++ ) +  { +    VectorClear( relOrigin ); +    VectorSubtract( entityPositions.alienClientPos[ i ], origin, relOrigin ); + +    if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] < 0 ) ) +      CG_DrawBlips( rect, relOrigin, aIbelow ); +  } + +  if( !cg_disableScannerPlane.integer ) +  { +    trap_R_SetColor( color ); +    CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); +    trap_R_SetColor( NULL ); +  } + +  //draw human buildables above scanner plane +  for( i = 0; i < entityPositions.numHumanBuildables; i++ ) +  { +    VectorClear( relOrigin ); +    VectorSubtract( entityPositions.humanBuildablePos[ i ], origin, relOrigin ); + +    if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] > 0 ) ) +      CG_DrawBlips( rect, relOrigin, hIabove ); +  } + +  //draw alien buildables above scanner plane +  for( i = 0; i < entityPositions.numAlienBuildables; i++ ) +  { +    VectorClear( relOrigin ); +    VectorSubtract( entityPositions.alienBuildablePos[ i ], origin, relOrigin ); + +    if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] > 0 ) ) +      CG_DrawBlips( rect, relOrigin, aIabove ); +  } + +  //draw human clients above scanner plane +  for( i = 0; i < entityPositions.numHumanClients; i++ ) +  { +    VectorClear( relOrigin ); +    VectorSubtract( entityPositions.humanClientPos[ i ], origin, relOrigin ); + +    if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] > 0 ) ) +      CG_DrawBlips( rect, relOrigin, hIabove ); +  } + +  //draw alien clients above scanner plane +  for( i = 0; i < entityPositions.numAlienClients; i++ ) +  { +    VectorClear( relOrigin ); +    VectorSubtract( entityPositions.alienClientPos[ i ], origin, relOrigin ); + +    if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] > 0 ) ) +      CG_DrawBlips( rect, relOrigin, aIabove ); +  } +} diff --git a/src/cgame/cg_servercmds.c b/src/cgame/cg_servercmds.c new file mode 100644 index 0000000..48a5a60 --- /dev/null +++ b/src/cgame/cg_servercmds.c @@ -0,0 +1,1339 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2009 Darklegion Development + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA +=========================================================================== +*/ + +// cg_servercmds.c -- reliably sequenced text commands sent by the server +// these are processed at snapshot transition time, so there will definately +// be a valid snapshot this frame + + +#include "cg_local.h" + +/* +================= +CG_ParseScores + +================= +*/ +static void CG_ParseScores( void ) +{ +  int   i; + +  cg.numScores = ( trap_Argc( ) - 3 ) / 6; + +  if( cg.numScores > MAX_CLIENTS ) +    cg.numScores = MAX_CLIENTS; + +  cg.teamScores[ 0 ] = atoi( CG_Argv( 1 ) ); +  cg.teamScores[ 1 ] = atoi( CG_Argv( 2 ) ); + +  memset( cg.scores, 0, sizeof( cg.scores ) ); + +  if( cg_debugRandom.integer ) +    CG_Printf( "cg.numScores: %d\n", cg.numScores ); + +  for( i = 0; i < cg.numScores; i++ ) +  { +    // +    cg.scores[ i ].client = atoi( CG_Argv( i * 6 + 3 ) ); +    cg.scores[ i ].score = atoi( CG_Argv( i * 6 + 4 ) ); +    cg.scores[ i ].ping = atoi( CG_Argv( i * 6 + 5 ) ); +    cg.scores[ i ].time = atoi( CG_Argv( i * 6 + 6 ) ); +    cg.scores[ i ].weapon = atoi( CG_Argv( i * 6 + 7 ) ); +    cg.scores[ i ].upgrade = atoi( CG_Argv( i * 6 + 8 ) ); + +    if( cg.scores[ i ].client < 0 || cg.scores[ i ].client >= MAX_CLIENTS ) +      cg.scores[ i ].client = 0; + +    cgs.clientinfo[ cg.scores[ i ].client ].score = cg.scores[ i ].score; + +    cg.scores[ i ].team = cgs.clientinfo[ cg.scores[ i ].client ].team; +  } +} + +/* +================= +CG_ParseTeamInfo + +================= +*/ +static void CG_ParseTeamInfo( void ) +{ +  int   i; +  int   count; +  int   client; + +  count = ( trap_Argc( ) - 1 ) / 5; + +  cgs.teaminfoReceievedTime = cg.time; + +  for( i = 0; i < count; i++ ) +  { +    client = atoi( CG_Argv( i * 5 + 1 ) ); +    if( client < 0 || client >= MAX_CLIENTS ) +    { +      CG_Printf( "[skipnotify]CG_ParseTeamInfo: bad client number: %d\n", client ); +      return; +    } + +    cgs.clientinfo[ client ].location = atoi( CG_Argv( i * 5 + 2 ) ); +    cgs.clientinfo[ client ].health = atoi( CG_Argv( i * 5 + 3 ) ); +    cgs.clientinfo[ client ].curWeaponClass = atoi( CG_Argv( i * 5 + 4 ) ); +    cgs.clientinfo[ client ].upgrade = atoi( CG_Argv( i * 5 + 5 ) ); +  } +} + + +/* +================ +CG_ParseServerinfo + +This is called explicitly when the gamestate is first received, +and whenever the server updates any serverinfo flagged cvars +================ +*/ +void CG_ParseServerinfo( void ) +{ +  const char  *info; +  char  *mapname; + +  info = CG_ConfigString( CS_SERVERINFO ); +  cgs.timelimit = atoi( Info_ValueForKey( info, "timelimit" ) ); +  cgs.maxclients = atoi( Info_ValueForKey( info, "sv_maxclients" ) ); +  cgs.markDeconstruct = atoi( Info_ValueForKey( info, "g_markDeconstruct" ) ); +  mapname = Info_ValueForKey( info, "mapname" ); +  Com_sprintf( cgs.mapname, sizeof( cgs.mapname ), "maps/%s.bsp", mapname ); +} + +/* +================== +CG_ParseWarmup +================== +*/ +static void CG_ParseWarmup( void ) +{ +  const char  *info; +  int         warmup; + +  info = CG_ConfigString( CS_WARMUP ); + +  warmup = atoi( info ); +  cg.warmupTime = warmup; +} + +/* +================ +CG_SetConfigValues + +Called on load to set the initial values from configure strings +================ +*/ +void CG_SetConfigValues( void ) +{ +  const char *alienStages = CG_ConfigString( CS_ALIEN_STAGES ); +  const char *humanStages = CG_ConfigString( CS_HUMAN_STAGES ); + +  if( alienStages[0] ) +  { +    sscanf( alienStages, "%d %d %d", &cgs.alienStage, &cgs.alienCredits, +        &cgs.alienNextStageThreshold ); +  } +  else +    cgs.alienStage = cgs.alienCredits = cgs.alienNextStageThreshold = 0; + + +  if( humanStages[0] ) +  { +    sscanf( humanStages, "%d %d %d", &cgs.humanStage, &cgs.humanCredits, +        &cgs.humanNextStageThreshold ); +  } +  else +    cgs.humanStage = cgs.humanCredits = cgs.humanNextStageThreshold = 0; + +  cgs.levelStartTime = atoi( CG_ConfigString( CS_LEVEL_START_TIME ) ); +  cg.warmupTime = atoi( CG_ConfigString( CS_WARMUP ) ); +} + + +/* +===================== +CG_ShaderStateChanged +===================== +*/ +void CG_ShaderStateChanged( void ) +{ +  char        originalShader[ MAX_QPATH ]; +  char        newShader[ MAX_QPATH ]; +  char        timeOffset[ 16 ]; +  const char  *o; +  char        *n, *t; + +  o = CG_ConfigString( CS_SHADERSTATE ); + +  while( o && *o ) +  { +    n = strstr( o, "=" ); + +    if( n && *n ) +    { +      strncpy( originalShader, o, n - o ); +      originalShader[ n - o ] = 0; +      n++; +      t = strstr( n, ":" ); + +      if( t && *t ) +      { +        strncpy( newShader, n, t - n ); +        newShader[ t - n ] = 0; +      } +      else +        break; + +      t++; +      o = strstr( t, "@" ); + +      if( o ) +      { +        strncpy( timeOffset, t, o - t ); +        timeOffset[ o - t ] = 0; +        o++; +        trap_R_RemapShader( originalShader, newShader, timeOffset ); +      } +    } +    else +      break; +  } +} + +/* +================ +CG_AnnounceAlienStageTransistion +================ +*/ +static void CG_AnnounceAlienStageTransistion( stage_t from, stage_t to ) +{ +  if( cg.predictedPlayerState.stats[ STAT_TEAM ] != TEAM_ALIENS ) +    return; + +  trap_S_StartLocalSound( cgs.media.alienStageTransition, CHAN_ANNOUNCER ); +  CG_CenterPrint( "We have evolved!", 200, GIANTCHAR_WIDTH * 4 ); +} + +/* +================ +CG_AnnounceHumanStageTransistion +================ +*/ +static void CG_AnnounceHumanStageTransistion( stage_t from, stage_t to ) +{ +  if( cg.predictedPlayerState.stats[ STAT_TEAM ] != TEAM_HUMANS ) +    return; + +  trap_S_StartLocalSound( cgs.media.humanStageTransition, CHAN_ANNOUNCER ); +  CG_CenterPrint( "Reinforcements have arrived!", 200, GIANTCHAR_WIDTH * 4 ); +} + +/* +================ +CG_ConfigStringModified + +================ +*/ +static void CG_ConfigStringModified( void ) +{ +  const char  *str; +  int         num; + +  num = atoi( CG_Argv( 1 ) ); + +  // get the gamestate from the client system, which will have the +  // new configstring already integrated +  trap_GetGameState( &cgs.gameState ); + +  // look up the individual string that was modified +  str = CG_ConfigString( num ); + +  // do something with it if necessary +  if( num == CS_MUSIC ) +    CG_StartMusic( ); +  else if( num == CS_SERVERINFO ) +    CG_ParseServerinfo( ); +  else if( num == CS_WARMUP ) +    CG_ParseWarmup( ); +  else if( num == CS_ALIEN_STAGES ) +  { +    stage_t oldAlienStage = cgs.alienStage; + +    if( str[0] ) +    { +      sscanf( str, "%d %d %d", &cgs.alienStage, &cgs.alienCredits, +          &cgs.alienNextStageThreshold ); + +      if( cgs.alienStage != oldAlienStage ) +        CG_AnnounceAlienStageTransistion( oldAlienStage, cgs.alienStage ); +    } +    else +    { +      cgs.alienStage = cgs.alienCredits = cgs.alienNextStageThreshold = 0; +    } +  } +  else if( num == CS_HUMAN_STAGES ) +  { +    stage_t oldHumanStage = cgs.humanStage; + +    if( str[0] ) +    { +      sscanf( str, "%d %d %d", &cgs.humanStage, &cgs.humanCredits, +          &cgs.humanNextStageThreshold ); + +      if( cgs.humanStage != oldHumanStage ) +        CG_AnnounceHumanStageTransistion( oldHumanStage, cgs.humanStage ); +    } +    else +    { +      cgs.humanStage = cgs.humanCredits = cgs.humanNextStageThreshold = 0; +    } +  } +  else if( num == CS_LEVEL_START_TIME ) +    cgs.levelStartTime = atoi( str ); +  else if( num >= CS_VOTE_TIME && num < CS_VOTE_TIME + NUM_TEAMS ) +  { +    cgs.voteTime[ num - CS_VOTE_TIME ] = atoi( str ); +    cgs.voteModified[ num - CS_VOTE_TIME ] = qtrue; + +    if( num - CS_VOTE_TIME == TEAM_NONE ) +      trap_Cvar_Set( "ui_voteActive", cgs.voteTime[ TEAM_NONE ] ? "1" : "0" ); +    else if( num - CS_VOTE_TIME == TEAM_ALIENS ) +      trap_Cvar_Set( "ui_alienTeamVoteActive", +        cgs.voteTime[ TEAM_ALIENS ] ? "1" : "0" ); +    else if( num - CS_VOTE_TIME == TEAM_HUMANS ) +      trap_Cvar_Set( "ui_humanTeamVoteActive", +        cgs.voteTime[ TEAM_HUMANS ] ? "1" : "0" ); +  } +  else if( num >= CS_VOTE_YES && num < CS_VOTE_YES + NUM_TEAMS ) +  { +    cgs.voteYes[ num - CS_VOTE_YES ] = atoi( str ); +    cgs.voteModified[ num - CS_VOTE_YES ] = qtrue; +  } +  else if( num >= CS_VOTE_NO && num < CS_VOTE_NO + NUM_TEAMS ) +  { +    cgs.voteNo[ num - CS_VOTE_NO ] = atoi( str ); +    cgs.voteModified[ num - CS_VOTE_NO ] = qtrue; +  } +  else if( num >= CS_VOTE_STRING && num < CS_VOTE_STRING + NUM_TEAMS ) +    Q_strncpyz( cgs.voteString[ num - CS_VOTE_STRING ], str, +      sizeof( cgs.voteString[ num - CS_VOTE_STRING ] ) ); +  else if( num >= CS_VOTE_CALLER && num < CS_VOTE_CALLER + NUM_TEAMS ) +    Q_strncpyz( cgs.voteCaller[ num - CS_VOTE_CALLER ], str, +      sizeof( cgs.voteCaller[ num - CS_VOTE_CALLER ] ) ); +  else if( num == CS_INTERMISSION ) +    cg.intermissionStarted = atoi( str ); +  else if( num >= CS_MODELS && num < CS_MODELS+MAX_MODELS ) +    cgs.gameModels[ num - CS_MODELS ] = trap_R_RegisterModel( str ); +  else if( num >= CS_SHADERS && num < CS_SHADERS+MAX_GAME_SHADERS ) +    cgs.gameShaders[ num - CS_SHADERS ] = trap_R_RegisterShader( str ); +  else if( num >= CS_PARTICLE_SYSTEMS && num < CS_PARTICLE_SYSTEMS+MAX_GAME_PARTICLE_SYSTEMS ) +    cgs.gameParticleSystems[ num - CS_PARTICLE_SYSTEMS ] = CG_RegisterParticleSystem( (char *)str ); +  else if( num >= CS_SOUNDS && num < CS_SOUNDS+MAX_SOUNDS ) +  { +    if( str[ 0 ] != '*' ) +    {  // player specific sounds don't register here +      cgs.gameSounds[ num - CS_SOUNDS ] = trap_S_RegisterSound( str, qfalse ); +    } +  } +  else if( num >= CS_PLAYERS && num < CS_PLAYERS+MAX_CLIENTS ) +  { +    CG_NewClientInfo( num - CS_PLAYERS ); +    CG_BuildSpectatorString( ); +  } +  else if( num == CS_WINNER ) +  { +    trap_Cvar_Set( "ui_winner", str ); +  } +  else if( num == CS_SHADERSTATE ) +  { +    CG_ShaderStateChanged( ); +  } +} + + +/* +=============== +CG_MapRestart + +The server has issued a map_restart, so the next snapshot +is completely new and should not be interpolated to. + +A tournement restart will clear everything, but doesn't +require a reload of all the media +=============== +*/ +static void CG_MapRestart( void ) +{ +  if( cg_showmiss.integer ) +    CG_Printf( "CG_MapRestart\n" ); + +  CG_InitMarkPolys( ); + +  // make sure the "3 frags left" warnings play again +  cg.fraglimitWarnings = 0; + +  cg.timelimitWarnings = 0; + +  cg.intermissionStarted = qfalse; + +  cgs.voteTime[ TEAM_NONE ] = 0; + +  cg.mapRestart = qtrue; + +  CG_StartMusic( ); + +  trap_S_ClearLoopingSounds( qtrue ); + +  // we really should clear more parts of cg here and stop sounds + +  trap_Cvar_Set( "cg_thirdPerson", "0" ); +   +  cg.splashTime = cg.time; +} + +/* +============== +CG_Menu +============== +*/ +void CG_Menu( int menu, int arg ) +{ +  const char *cmd;              // command to send +  const char *longMsg  = NULL; // command parameter +  const char *shortMsg = NULL; // non-modal version of message +  const char *dialog; +  dialogType_t type = 0; // controls which cg_disable var will switch it off +   +  switch( cg.snap->ps.stats[ STAT_TEAM ] ) +  { +    case TEAM_ALIENS: +      dialog = "menu tremulous_alien_dialog\n"; +      break; +    case TEAM_HUMANS: +      dialog = "menu tremulous_human_dialog\n"; +      break; +    default: +      dialog = "menu tremulous_default_dialog\n"; +  } +  cmd = dialog; + +  switch( menu ) +  { +    case MN_TEAM: +      cmd       = "menu tremulous_teamselect\n"; +      type      = DT_INTERACTIVE; +      break; + +    case MN_A_CLASS: +      cmd       = "menu tremulous_alienclass\n"; +      type      = DT_INTERACTIVE; +      break; + +    case MN_H_SPAWN: +      cmd       = "menu tremulous_humanitem\n"; +      type      = DT_INTERACTIVE; +      break; + +    case MN_A_BUILD: +      cmd       = "menu tremulous_alienbuild\n"; +      type      = DT_INTERACTIVE; +      break; + +    case MN_H_BUILD: +      cmd       = "menu tremulous_humanbuild\n"; +      type      = DT_INTERACTIVE; +      break; + +    case MN_H_ARMOURY: +      cmd       = "menu tremulous_humanarmoury\n"; +      type      = DT_INTERACTIVE; +      break; + +    case MN_H_UNKNOWNITEM: +      shortMsg  = "Unknown item"; +      type      = DT_ARMOURYEVOLVE; +      break; + +    case MN_A_TEAMFULL: +      longMsg   = "The alien team has too many players. Please wait until slots " +                  "become available or join the human team."; +      shortMsg  = "The alien team has too many players"; +      type      = DT_COMMAND; +      break; + +    case MN_H_TEAMFULL: +      longMsg   = "The human team has too many players. Please wait until slots " +                  "become available or join the alien team."; +      shortMsg  = "The human team has too many players"; +      type      = DT_COMMAND; +      break; + +    case MN_A_TEAMLOCKED: +      longMsg   = "The alien team is locked. You cannot join the aliens " +                  "at this time."; +      shortMsg  = "The alien team is locked"; +      type      = DT_COMMAND; +      break; + +    case MN_H_TEAMLOCKED: +      longMsg   = "The human team is locked. You cannot join the humans " +                  "at this time."; +      shortMsg  = "The human team is locked"; +      type      = DT_COMMAND; +      break; + +    case MN_PLAYERLIMIT: +      longMsg   = "The maximum number of playing clients has been reached. " +                  "Please wait until slots become available."; +      shortMsg  = "No free player slots"; +      type      = DT_COMMAND; +      break; + +    case MN_WARMUP: +      longMsg   = "You must wait until the warmup time is finished " +                  "before joining a team. "; +      shortMsg  = "You cannot join a team during warmup."; +      type      = DT_COMMAND; +      break; + +    //=============================== + +    // Since cheating commands have no default binds, they will often be done +    // via console. In light of this, perhaps opening a menu is  +    // counterintuitive +    case MN_CMD_CHEAT: +      //longMsg   = "This action is considered cheating. It can only be used " +      //            "in cheat mode, which is not enabled on this server."; +      shortMsg  = "Cheats are not enabled on this server"; +      type      = DT_COMMAND; +      break; + +    case MN_CMD_CHEAT_TEAM: +      shortMsg  = "Cheats are not enabled on this server, so " +                  "you may not use this command while on a team"; +      type      = DT_COMMAND; +      break; + +    case MN_CMD_TEAM: +      //longMsg   = "You must be on a team to perform this action. Join the alien" +      //            "or human team and try again."; +      shortMsg  = "Join a team first"; +      type      = DT_COMMAND; +      break; + +    case MN_CMD_SPEC: +      //longMsg   = "You may not perform this action while on a team. Become a " +      //            "spectator before trying again."; +      shortMsg  = "You can only use this command when spectating"; +      type      = DT_COMMAND; +      break; + +    case MN_CMD_ALIEN: +      //longMsg   = "You must be on the alien team to perform this action."; +      shortMsg  = "Must be alien to use this command"; +      type      = DT_COMMAND; +      break; + +    case MN_CMD_HUMAN: +      //longMsg   = "You must be on the human team to perform this action."; +      shortMsg  = "Must be human to use this command"; +      type      = DT_COMMAND; +      break; + +    case MN_CMD_LIVING: +      //longMsg   = "You must be living to perform this action."; +      shortMsg  = "Must be living to use this command"; +      type      = DT_COMMAND; +      break; + + +    //=============================== +     +    case MN_B_NOROOM: +      longMsg   = "There is no room to build here. Move until the structure turns " +                  "translucent green, indicating a valid build location."; +      shortMsg  = "There is no room to build here"; +      type      = DT_BUILD; +      break; + +    case MN_B_NORMAL: +      longMsg   = "Cannot build on this surface. The surface is too steep or " +                  "unsuitable for building. Please choose another site for this " +                  "structure."; +      shortMsg  = "Cannot build on this surface"; +      type      = DT_BUILD; +      break; + +    case MN_B_CANNOT: +      longMsg   = NULL; +      shortMsg  = "You cannot build that structure"; +      type      = DT_BUILD; +      break; + +    // FIXME: MN_H_ and MN_A_? +    case MN_B_LASTSPAWN: +      longMsg   = "This action would remove your team's last spawn point, " +                  "which often quickly results in a loss. Try building more " +                  "spawns."; +      shortMsg  = "You may not deconstruct the last spawn"; +      break; + +    case MN_B_SUDDENDEATH: +      longMsg   = "Neither team has prevailed after a certain time and the " +                  "game has entered Sudden Death. During Sudden Death " +                  "building is not allowed."; +      shortMsg  = "Cannot build during Sudden Death"; +      type      = DT_BUILD; +      break; + +    case MN_B_REVOKED: +      longMsg   = "Your teammates have lost faith in your ability to build " +                  "for the team. You will not be allowed to build until your " +                  "team votes to reinstate your building rights."; +      shortMsg  = "Your building rights have been revoked"; +      type      = DT_BUILD; +      break; + +    case MN_B_SURRENDER: +      longMsg   = "Your team has decided to admit defeat and concede the game:" +                  "traitors and cowards are not allowed to build."; +                  // too harsh? +      shortMsg  = "Building is denied to traitorous cowards"; +      break; +       +    case MN_B_NOSURF: +      longMsg   = "No surface for building. Find a valid " +                  "surface and place your structure on it."; +      shortMsg  = "No surface for building"; +      break; +    +    case MN_B_CUBOID_MODE1: +      longMsg   = "On this map noone is allowed to build a cuboid before reaching " +                  "stage 2 to prevent players from cheating."; +      shortMsg  = "Cuboids are disabled on stage 1"; +      break; +       +    case MN_B_CUBOID_MODE2: +      longMsg   = "Cuboids are not available on this map. " +                  "Ask an administrator for more information."; +      shortMsg  = "Cuboids are disabled on this map"; +      break; +       +    case MN_B_TOODENSE: +      longMsg   = "There are already too many buildings in your" +                  "vicinity. Remove some of them or build further."; +      shortMsg  = "Buildable density is too high here"; +      break; + +    //=============================== + +    case MN_H_NOBP: +      if( cgs.markDeconstruct ) +        longMsg   = "There is no power remaining. Free up power by marking " +                    "existing buildable objects."; +      else +        longMsg   = "There is no power remaining. Free up power by deconstructing " +                    "existing buildable objects."; +      shortMsg  = "There is no power remaining"; +      type      = DT_BUILD; +      break; + +    case MN_H_NOTPOWERED: +      longMsg   = "This buildable is not powered. Build a Reactor and/or Repeater " +                  "in order to power it."; +      shortMsg  = "This buildable is not powered"; +      type      = DT_BUILD; +      break; + +    case MN_H_ONEREACTOR: +      longMsg   = "There can only be one Reactor. Deconstruct the existing one if you " +                  "wish to move it."; +      shortMsg  = "There can only be one Reactor"; +      type      = DT_BUILD; +      break; + +    case MN_H_NOPOWERHERE: +      longMsg   = "There is no power here. If available, a Repeater may be used to " +                  "transmit power to this location."; +      shortMsg  = "There is no power here"; +      type      = DT_BUILD; +      break; + +    case MN_H_NODCC: +      longMsg   = "There is no Defense Computer. A Defense Computer is needed to " +                  "build this."; +      shortMsg  = "There is no Defense Computer"; +      type      = DT_BUILD; +      break; + +    case MN_H_RPTPOWERHERE: +      longMsg   = "This area already has power. A Repeater is not required here."; +      shortMsg  = "This area already has power"; +      type      = DT_BUILD; +      break; + +    case MN_H_NOSLOTS: +      longMsg   = "You have no room to carry this. Please sell any conflicting " +                  "upgrades before purchasing this item."; +      shortMsg  = "You have no room to carry this"; +      type      = DT_ARMOURYEVOLVE; +      break; + +    case MN_H_NOFUNDS: +      longMsg   = "Insufficient funds. You do not have enough credits to perform " +                  "this action."; +      shortMsg  = "Insufficient funds"; +      type      = DT_ARMOURYEVOLVE; +      break; + +    case MN_H_ITEMHELD: +      longMsg   = "You already hold this item. It is not possible to carry multiple " +                  "items of the same type."; +      shortMsg  = "You already hold this item"; +      type      = DT_ARMOURYEVOLVE; +      break; + +    case MN_H_NOARMOURYHERE: +      longMsg   = "You must be near a powered Armoury in order to purchase " +                  "weapons, upgrades or ammunition."; +      shortMsg  = "You must be near a powered Armoury"; +      type      = DT_ARMOURYEVOLVE; +      break; + +    case MN_H_NOENERGYAMMOHERE: +      longMsg   = "You must be near a Reactor or a powered Armoury or Repeater " +                  "in order to purchase energy ammunition."; +      shortMsg  = "You must be near a Reactor or a powered Armoury or Repeater"; +      type      = DT_ARMOURYEVOLVE; +      break; + +    case MN_H_NOROOMBSUITON: +      longMsg   = "There is not enough room here to put on a Battle Suit. " +                  "Make sure you have enough head room to climb in."; +      shortMsg  = "Not enough room here to put on a Battle Suit"; +      type      = DT_ARMOURYEVOLVE; +      break; + +    case MN_H_NOROOMBSUITOFF: +      longMsg   = "There is not enough room here to take off your Battle Suit. " +                  "Make sure you have enough head room to climb out."; +      shortMsg  = "Not enough room here to take off your Battle Suit"; +      type      = DT_ARMOURYEVOLVE; +      break; + +    case MN_H_ARMOURYBUILDTIMER: +      longMsg   = "You are not allowed to buy or sell weapons until your " +                  "build timer has expired."; +      shortMsg  = "You can not buy or sell weapons until your build timer " +                  "expires"; +      type      = DT_ARMOURYEVOLVE; +      break; + +    case MN_H_DEADTOCLASS: +      shortMsg  = "You must be dead to use the class command"; +      type      = DT_COMMAND; +      break; + +    case MN_H_UNKNOWNSPAWNITEM: +      shortMsg  = "Unknown starting item"; +      type      = DT_COMMAND; +      break; + +    //=============================== + +    case MN_A_NOCREEP: +      longMsg   = "There is no creep here. You must build near existing Eggs or " +                  "the Overmind. Alien structures will not support themselves."; +      shortMsg  = "There is no creep here"; +      type      = DT_BUILD; +      break; + +    case MN_A_NOOVMND: +      longMsg   = "There is no Overmind. An Overmind must be built to control " +                  "the structure you tried to place."; +      shortMsg  = "There is no Overmind"; +      type      = DT_BUILD; +      break; + +    case MN_A_ONEOVERMIND: +      longMsg   = "There can only be one Overmind. Deconstruct the existing one if you " +                  "wish to move it."; +      shortMsg  = "There can only be one Overmind"; +      type      = DT_BUILD; +      break; + +    case MN_A_NOBP: +      longMsg   = "The Overmind cannot control any more structures. Deconstruct existing " +                  "structures to build more."; +      shortMsg  = "The Overmind cannot control any more structures"; +      type      = DT_BUILD; +      break; + +    case MN_A_NOEROOM: +      longMsg   = "There is no room to evolve here. Move away from walls or other " +                  "nearby objects and try again."; +      shortMsg  = "There is no room to evolve here"; +      type      = DT_ARMOURYEVOLVE; +      break; + +    case MN_A_TOOCLOSE: +      longMsg   = "This location is too close to the enemy to evolve. Move away " +                  "from the enemy's presence and try again."; +      shortMsg  = "This location is too close to the enemy to evolve"; +      type      = DT_ARMOURYEVOLVE; +      break; + +    case MN_A_NOOVMND_EVOLVE: +      longMsg   = "There is no Overmind. An Overmind must be built to allow " +                  "you to upgrade."; +      shortMsg  = "There is no Overmind"; +      type      = DT_ARMOURYEVOLVE; +      break; + +    case MN_A_EVOLVEBUILDTIMER: +      longMsg   = "You cannot evolve until your build timer has expired."; +      shortMsg  = "You cannot evolve until your build timer expires"; +      type      = DT_ARMOURYEVOLVE; +      break; + +    case MN_A_INFEST: +      trap_Cvar_Set( "ui_currentClass", +         va( "%d %d", cg.snap->ps.stats[ STAT_CLASS ], +                      cg.snap->ps.persistant[ PERS_CREDIT ] ) ); + +      cmd       = "menu tremulous_alienupgrade\n"; +      type      = DT_INTERACTIVE; +      break; + +    case MN_A_CANTEVOLVE: +      shortMsg  = va( "You cannot evolve into a %s",  +                      BG_ClassConfig( arg )->humanName ); +      type      = DT_ARMOURYEVOLVE; +      break; + +    case MN_A_EVOLVEWALLWALK: +      shortMsg  = "You cannot evolve while wallwalking"; +      type      = DT_ARMOURYEVOLVE; +      break; + +    case MN_A_UNKNOWNCLASS: +      shortMsg  = "Unknown class"; +      type      = DT_ARMOURYEVOLVE; +      break; +       +    case MN_A_CLASSNOTSPAWN: +      shortMsg  = va( "You cannot spawn as a %s",  +                      BG_ClassConfig( arg )->humanName ); +      type      = DT_ARMOURYEVOLVE; +      break; +     +    case MN_A_CLASSNOTALLOWED: +      shortMsg  = va( "The %s is not allowed", +                      BG_ClassConfig( arg )->humanName ); +      type      = DT_ARMOURYEVOLVE; +      break; + +    case MN_A_CLASSNOTATSTAGE: +      shortMsg  = va( "The %s is not allowed at Stage %d", +                      BG_ClassConfig( arg )->humanName, +                      cgs.alienStage + 1 ); +      type      = DT_ARMOURYEVOLVE; +      break; + +    default: +      longMsg   = "An error has occured. Server has not specified" +                  " the error code. This is propably a bug."; +      shortMsg  = "Generic error"; +      break; +  } +   +  if( type == DT_ARMOURYEVOLVE && cg_disableUpgradeDialogs.integer ) +    return; + +  if( type == DT_BUILD && cg_disableBuildDialogs.integer ) +    return; + +  if( type == DT_COMMAND && cg_disableCommandDialogs.integer ) +    return; + +  if( cmd != dialog ) +  { +    trap_SendConsoleCommand( cmd ); +  } +  else if( longMsg && cg_disableWarningDialogs.integer == 0 ) +  { +    trap_Cvar_Set( "ui_dialog", longMsg ); +    trap_SendConsoleCommand( cmd ); +  } +  else if( shortMsg && cg_disableWarningDialogs.integer < 2 ) +  { +    CG_Printf( "%s\n", shortMsg ); +  } +} + +/* +================= +CG_Say +================= +*/ +static void CG_Say( int clientNum, saymode_t mode, const char *text ) +{ +  char *name; +  char prefix[ 11 ] = ""; +  char *ignore = ""; +  char *location = ""; +  char *color; +  char *maybeColon; + +  if( clientNum >= 0 && clientNum < MAX_CLIENTS ) +  { +    clientInfo_t *ci = &cgs.clientinfo[ clientNum ]; +    char         *tcolor = S_COLOR_WHITE; + +    name = ci->name; + +    if( ci->team == TEAM_ALIENS ) +      tcolor = S_COLOR_RED; +    else if( ci->team == TEAM_HUMANS ) +      tcolor = S_COLOR_CYAN; + +    if( cg_chatTeamPrefix.integer ) +      Com_sprintf( prefix, sizeof( prefix ), "[%s%c" S_COLOR_WHITE "] ", +                   tcolor, toupper( *( BG_TeamName( ci->team ) ) ) ); + +    if( Com_ClientListContains( &cgs.ignoreList, clientNum ) ) +      ignore = "[skipnotify]"; + +    if( ( mode == SAY_TEAM || mode == SAY_AREA ) && +        cg.snap->ps.pm_type != PM_INTERMISSION ) +    { +      int locationNum; + +      if( clientNum == cg.snap->ps.clientNum ) +      { +        centity_t     *locent; + +        locent = CG_GetPlayerLocation( ); +        if( locent ) +          locationNum = locent->currentState.generic1; +        else +          locationNum = 0; +      } +      else +        locationNum = ci->location; + +      if( locationNum > 0 && locationNum < MAX_LOCATIONS ) +      { +        const char *s = CG_ConfigString( CS_LOCATIONS + locationNum ); + +        if( *s ) +          location = va( " (%s" S_COLOR_WHITE ")", s ); +      } +    } +  } +  else +    name = "console"; + +  // IRC-like /me parsing +  if( mode != SAY_RAW && Q_stricmpn( text, "/me ", 4 ) == 0 ) +  { +    text += 4; +    Q_strcat( prefix, sizeof( prefix ), "* " ); +    maybeColon = ""; +  } +  else +    maybeColon = ":"; + +  switch( mode ) +  { +    case SAY_ALL: +      // might already be ignored but in that case no harm is done +      if( cg_teamChatsOnly.integer ) +        ignore = "[skipnotify]"; + +      CG_Printf( "%s%s%s" S_COLOR_WHITE "%s %c" S_COLOR_GREEN "%s\n", +                 ignore, prefix, name, maybeColon, INDENT_MARKER, text ); +      break; +    case SAY_TEAM: +      CG_Printf( "%s%s(%s" S_COLOR_WHITE ")%s%s %c" S_COLOR_CYAN "%s\n", +                 ignore, prefix, name, location, maybeColon, INDENT_MARKER, text ); +      break; +    case SAY_ADMINS: +    case SAY_ADMINS_PUBLIC: +      CG_Printf( "%s%s%s%s" S_COLOR_WHITE "%s %c" S_COLOR_MAGENTA "%s\n", +                 ignore, prefix, +                 ( mode == SAY_ADMINS ) ? "[ADMIN]" : "[PLAYER]", +                 name, maybeColon, INDENT_MARKER, text ); +      break; +    case SAY_AREA: +      CG_Printf( "%s%s<%s" S_COLOR_WHITE ">%s%s %c" S_COLOR_BLUE "%s\n", +                 ignore, prefix, name, location, maybeColon, INDENT_MARKER, text ); +      break; +    case SAY_PRIVMSG: +    case SAY_TPRIVMSG: +      color = ( mode == SAY_TPRIVMSG ) ? S_COLOR_CYAN : S_COLOR_GREEN; +      CG_Printf( "%s%s[%s" S_COLOR_WHITE " -> %s" S_COLOR_WHITE "]%s %c%s%s\n", +                 ignore, prefix, name, cgs.clientinfo[ cg.clientNum ].name, +                 maybeColon, INDENT_MARKER, color, text ); +      if( !ignore[0] ) +      { +        CG_CenterPrint( va( "%sPrivate message from: " S_COLOR_WHITE "%s",  +                            color, name ), 200, GIANTCHAR_WIDTH * 4 ); +        if( clientNum < 0 || clientNum >= MAX_CLIENTS ) +          clientNum = cg.clientNum; +        CG_Printf( ">> to reply, say: /m %d [your message] <<\n", clientNum ); +      } +      break; +    case SAY_RAW: +      CG_Printf( "%s\n", text ); +      break; +  } + +  switch( mode ) +  { +    case SAY_TEAM: +    case SAY_AREA: +    case SAY_TPRIVMSG: +      if( cg.snap->ps.stats[ STAT_TEAM ] == TEAM_ALIENS ) +      { +        trap_S_StartLocalSound( cgs.media.alienTalkSound, CHAN_LOCAL_SOUND ); +        break; +      } +      else if( cg.snap->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) +      { +        trap_S_StartLocalSound( cgs.media.humanTalkSound, CHAN_LOCAL_SOUND ); +        break; +      } +    default:  +      trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND ); +  } +} + +/* +================= +CG_VoiceTrack + +return the voice indexed voice track or print errors quietly to console +in case someone is on an unpure server and wants to know which voice pak +is missing or incomplete +================= +*/ +static voiceTrack_t *CG_VoiceTrack( char *voice, int cmd, int track ) +{ +  voice_t *v; +  voiceCmd_t *c; +  voiceTrack_t *t; + +  v = BG_VoiceByName( cgs.voices, voice ); +  if( !v ) +  { +    CG_Printf( "[skipnotify]WARNING: could not find voice \"%s\"\n", voice ); +    return NULL; +  } +  c = BG_VoiceCmdByNum( v->cmds, cmd ); +  if( !c ) +  { +    CG_Printf( "[skipnotify]WARNING: could not find command %d " +      "in voice \"%s\"\n", cmd, voice ); +    return NULL; +  } +  t = BG_VoiceTrackByNum( c->tracks, track ); +  if( !t ) +  { +    CG_Printf( "[skipnotify]WARNING: could not find track %d for command %d in " +      "voice \"%s\"\n", track, cmd, voice ); +    return NULL; +  } +  return t; +} + +/* +================= +CG_ParseVoice + +voice clientNum vChan cmdNum trackNum [sayText] +================= +*/ +static void CG_ParseVoice( void ) +{ +  int clientNum; +  voiceChannel_t vChan; +  char sayText[ MAX_SAY_TEXT] = {""}; +  voiceTrack_t *track; +  clientInfo_t *ci; + +  if( trap_Argc() < 5 || trap_Argc() > 6 ) +    return; + +  if( trap_Argc() == 6 ) +    Q_strncpyz( sayText, CG_Argv( 5 ), sizeof( sayText ) ); + +  clientNum = atoi( CG_Argv( 1 ) ); +  if( clientNum < 0 || clientNum >= MAX_CLIENTS ) +    return; + +  vChan = atoi( CG_Argv( 2 ) ); +  if( vChan < 0 || vChan >= VOICE_CHAN_NUM_CHANS ) +    return; + +  if( cg_teamChatsOnly.integer && vChan != VOICE_CHAN_TEAM ) +    return; + +  ci = &cgs.clientinfo[ clientNum ]; + +  // this joker is still talking +  if( ci->voiceTime > cg.time ) +    return; + +  track = CG_VoiceTrack( ci->voice, atoi( CG_Argv( 3 ) ), atoi( CG_Argv( 4 ) ) ); + +  // keep track of how long the player will be speaking +  // assume it takes 3s to say "*unintelligible gibberish*"  +  if( track ) +    ci->voiceTime = cg.time + track->duration; +  else +    ci->voiceTime = cg.time + 3000; + +  if( !sayText[ 0 ] ) +  { +    if( track ) +      Q_strncpyz( sayText, track->text, sizeof( sayText ) ); +    else +      Q_strncpyz( sayText, "*unintelligible gibberish*", sizeof( sayText ) ); +  } +  +  if( !cg_noVoiceText.integer )  +  { +    switch( vChan ) +    { +      case VOICE_CHAN_ALL: +        CG_Say( clientNum, SAY_ALL, sayText ); +        break; +      case VOICE_CHAN_TEAM: +        CG_Say( clientNum, SAY_TEAM, sayText ); +        break; +      default: +        break; +    } +  } + +  // playing voice audio tracks disabled +  if( cg_noVoiceChats.integer ) +    return; + +  // no audio track to play +  if( !track ) +    return; + +  // don't play audio track for lamers +  if( Com_ClientListContains( &cgs.ignoreList, clientNum ) ) +    return; + +  switch( vChan ) +  { +    case VOICE_CHAN_ALL: +      trap_S_StartLocalSound( track->track, CHAN_VOICE ); +      break; +    case VOICE_CHAN_TEAM: +      trap_S_StartLocalSound( track->track, CHAN_VOICE ); +      break; +    case VOICE_CHAN_LOCAL: +      trap_S_StartSound( NULL, clientNum, CHAN_VOICE, track->track ); +      break; +    default: +        break; +  }  +} + +/* +================= +CG_CenterPrint_f +================= +*/ +static void CG_CenterPrint_f( void ) +{ +  CG_CenterPrint( CG_Argv( 1 ), SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH ); +} + +/* +================= +CG_Print_f +================= +*/ +static void CG_Print_f( void ) +{ +  CG_Printf( "%s", CG_Argv( 1 ) ); +} + +/* +================= +CG_Chat_f +================= +*/ +static void CG_Chat_f( void ) +{ +  char     id[ 3 ]; +  char     mode[ 3 ]; + +  trap_Argv( 1, id, sizeof( id ) ); +  trap_Argv( 2, mode, sizeof( mode ) ); + +  CG_Say( atoi( id ), atoi( mode ), CG_Argv( 3 ) ); +} + +/* +================= +CG_ClientLevelShot_f +================= +*/ +static void CG_ClientLevelShot_f( void ) +{ +  cg.levelShot = qtrue; +} + +/* +================= +CG_ServerMenu_f +================= +*/ +static void CG_ServerMenu_f( void ) +{ +  if( !cg.demoPlayback ) +  { +    if( trap_Argc( ) == 2 ) +      CG_Menu( atoi( CG_Argv( 1 ) ), 0 ); +    else if( trap_Argc( ) == 3 ) +      CG_Menu( atoi( CG_Argv( 1 ) ), atoi( CG_Argv( 2 ) ) ); +  } +} + +/* +================= +CG_ServerCloseMenus_f +================= +*/ +static void CG_ServerCloseMenus_f( void ) +{ +  trap_SendConsoleCommand( "closemenus\n" ); +} + +/* +================= +CG_PoisonCloud_f +================= +*/ +static void CG_PoisonCloud_f( void ) +{ +  cg.poisonedTime = cg.time; + +  if( CG_IsParticleSystemValid( &cg.poisonCloudPS ) ) +  { +    cg.poisonCloudPS = CG_SpawnNewParticleSystem( cgs.media.poisonCloudPS ); +    CG_SetAttachmentCent( &cg.poisonCloudPS->attachment, &cg.predictedPlayerEntity ); +    CG_AttachToCent( &cg.poisonCloudPS->attachment ); +  } +} + +static void CG_GameCmds_f( void ) +{ +  int i; +  int c = trap_Argc( ); + +  /* +  There is no corresponding trap_RemoveCommand because a server could send +  something like +    cmds quit +  which would result in trap_RemoveCommand( "quit" ), which would be really bad +  */ +  for( i = 1; i < c; i++ ) +    trap_AddCommand( CG_Argv( i ) ); +} + +static consoleCommand_t svcommands[ ] = +{ +  { "cb2", CG_Cuboid_Response }, // set local cuboid +  { "cb3", CG_Cuboid_Response }, // set local cuboid and print a "limit exceeded" warning +  { "chat", CG_Chat_f }, +  { "clientLevelShot", CG_ClientLevelShot_f }, +  { "cmds", CG_GameCmds_f }, +  { "cp", CG_CenterPrint_f }, +  { "cs", CG_ConfigStringModified }, +  { "map_restart", CG_MapRestart }, +  { "poisoncloud", CG_PoisonCloud_f }, +  { "print", CG_Print_f }, +  { "scores", CG_ParseScores }, +  { "serverclosemenus", CG_ServerCloseMenus_f }, +  { "servermenu", CG_ServerMenu_f }, +  { "tinfo", CG_ParseTeamInfo }, +  { "voice", CG_ParseVoice } +}; + +/* +================= +CG_ServerCommand + +The string has been tokenized and can be retrieved with +Cmd_Argc() / Cmd_Argv() +================= +*/ +static void CG_ServerCommand( void ) +{ +  const char       *cmd; +  consoleCommand_t *command; + +  cmd = CG_Argv( 0 ); +  command = bsearch( cmd, svcommands, sizeof( svcommands ) / +                     sizeof( svcommands[ 0 ]), sizeof( svcommands[ 0 ] ), +                     cmdcmp ); + +  if( command ) +  { +    command->function( ); +    return; +  } + +  CG_Printf( "Unknown client game command: %s\n", cmd ); +} + + +/* +==================== +CG_ExecuteNewServerCommands + +Execute all of the server commands that were received along +with this this snapshot. +==================== +*/ +void CG_ExecuteNewServerCommands( int latestSequence ) +{ +  while( cgs.serverCommandSequence < latestSequence ) +  { +    if( trap_GetServerCommand( ++cgs.serverCommandSequence ) ) +      CG_ServerCommand( ); +  } +} diff --git a/src/cgame/cg_snapshot.c b/src/cgame/cg_snapshot.c new file mode 100644 index 0000000..673558d --- /dev/null +++ b/src/cgame/cg_snapshot.c @@ -0,0 +1,408 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2009 Darklegion Development + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA +=========================================================================== +*/ + +// cg_snapshot.c -- things that happen on snapshot transition, +// not necessarily every single rendered frame + + +#include "cg_local.h" + +/* +================== +CG_ResetEntity +================== +*/ +static void CG_ResetEntity( centity_t *cent ) +{ +  // if the previous snapshot this entity was updated in is at least +  // an event window back in time then we can reset the previous event +  if( cent->snapShotTime < cg.time - EVENT_VALID_MSEC ) +    cent->previousEvent = 0; + +  cent->trailTime = cg.snap->serverTime; + +  VectorCopy( cent->currentState.origin, cent->lerpOrigin ); +  VectorCopy( cent->currentState.angles, cent->lerpAngles ); + +  if( cent->currentState.eType == ET_PLAYER ) +    CG_ResetPlayerEntity( cent ); +} + +/* +=============== +CG_TransitionEntity + +cent->nextState is moved to cent->currentState and events are fired +=============== +*/ +static void CG_TransitionEntity( centity_t *cent ) +{ +  cent->currentState = cent->nextState; +  cent->currentValid = qtrue; + +  // reset if the entity wasn't in the last frame or was teleported +  if( !cent->interpolate ) +    CG_ResetEntity( cent ); + +  // clear the next state.  if will be set by the next CG_SetNextSnap +  cent->interpolate = qfalse; + +  // check for events +  CG_CheckEvents( cent ); +} + + +/* +================== +CG_SetInitialSnapshot + +This will only happen on the very first snapshot, or +on tourney restarts.  All other times will use +CG_TransitionSnapshot instead. + +FIXME: Also called by map_restart? +================== +*/ +void CG_SetInitialSnapshot( snapshot_t *snap ) +{ +  int           i; +  centity_t     *cent; +  entityState_t *state; + +  cg.snap = snap; + +  BG_PlayerStateToEntityState( &snap->ps, &cg_entities[ snap->ps.clientNum ].currentState, qfalse ); + +  // sort out solid entities +  CG_BuildSolidList( ); + +  CG_ExecuteNewServerCommands( snap->serverCommandSequence ); + +  // set our local weapon selection pointer to +  // what the server has indicated the current weapon is +  CG_Respawn( ); + +  for( i = 0; i < cg.snap->numEntities; i++ ) +  { +    state = &cg.snap->entities[ i ]; +    cent = &cg_entities[ state->number ]; + +    memcpy( ¢->currentState, state, sizeof( entityState_t ) ); +    //cent->currentState = *state; +    cent->interpolate = qfalse; +    cent->currentValid = qtrue; + +    CG_ResetEntity( cent ); + +    // check for events +    CG_CheckEvents( cent ); +  } +} + + +/* +=================== +CG_TransitionSnapshot + +The transition point from snap to nextSnap has passed +=================== +*/ +static void CG_TransitionSnapshot( void ) +{ +  centity_t   *cent; +  snapshot_t  *oldFrame; +  int         i; + +  if( !cg.snap ) +    CG_Error( "CG_TransitionSnapshot: NULL cg.snap" ); + +  if( !cg.nextSnap ) +    CG_Error( "CG_TransitionSnapshot: NULL cg.nextSnap" ); + +  // execute any server string commands before transitioning entities +  CG_ExecuteNewServerCommands( cg.nextSnap->serverCommandSequence ); + +  // clear the currentValid flag for all entities in the existing snapshot +  for( i = 0; i < cg.snap->numEntities; i++ ) +  { +    cent = &cg_entities[ cg.snap->entities[ i ].number ]; +    cent->currentValid = qfalse; +  } + +  // move nextSnap to snap and do the transitions +  oldFrame = cg.snap; +  cg.snap = cg.nextSnap; + +  BG_PlayerStateToEntityState( &cg.snap->ps, &cg_entities[ cg.snap->ps.clientNum ].currentState, qfalse ); +  cg_entities[ cg.snap->ps.clientNum ].interpolate = qfalse; + +  for( i = 0; i < cg.snap->numEntities; i++ ) +  { +    cent = &cg_entities[ cg.snap->entities[ i ].number ]; +    CG_TransitionEntity( cent ); + +    // remember time of snapshot this entity was last updated in +    cent->snapShotTime = cg.snap->serverTime; +  } + +  cg.nextSnap = NULL; + +  // check for playerstate transition events +  if( oldFrame ) +  { +    playerState_t *ops, *ps; + +    ops = &oldFrame->ps; +    ps = &cg.snap->ps; +    // teleporting checks are irrespective of prediction +    if( ( ps->eFlags ^ ops->eFlags ) & EF_TELEPORT_BIT ) +      cg.thisFrameTeleport = qtrue; // will be cleared by prediction code + +    // if we are not doing client side movement prediction for any +    // reason, then the client events and view changes will be issued now +    if( cg.demoPlayback || ( cg.snap->ps.pm_flags & PMF_FOLLOW ) || +        cg_nopredict.integer || cg_synchronousClients.integer ) +      CG_TransitionPlayerState( ps, ops ); +  } +} + + +/* +=================== +CG_SetNextSnap + +A new snapshot has just been read in from the client system. +=================== +*/ +static void CG_SetNextSnap( snapshot_t *snap ) +{ +  int           num; +  entityState_t *es; +  centity_t     *cent; + +  cg.nextSnap = snap; + +  BG_PlayerStateToEntityState( &snap->ps, &cg_entities[ snap->ps.clientNum ].nextState, qfalse ); +  cg_entities[ cg.snap->ps.clientNum ].interpolate = qtrue; + +  // check for extrapolation errors +  for( num = 0 ; num < snap->numEntities ; num++ ) +  { +    es = &snap->entities[ num ]; +    cent = &cg_entities[ es->number ]; + +    memcpy( ¢->nextState, es, sizeof( entityState_t ) ); +    //cent->nextState = *es; + +    // if this frame is a teleport, or the entity wasn't in the +    // previous frame, don't interpolate +    if( !cent->currentValid || ( ( cent->currentState.eFlags ^ es->eFlags ) & EF_TELEPORT_BIT ) ) +      cent->interpolate = qfalse; +    else +      cent->interpolate = qtrue; +  } + +  // if the next frame is a teleport for the playerstate, we +  // can't interpolate during demos +  if( cg.snap && ( ( snap->ps.eFlags ^ cg.snap->ps.eFlags ) & EF_TELEPORT_BIT ) ) +    cg.nextFrameTeleport = qtrue; +  else +    cg.nextFrameTeleport = qfalse; + +  // if changing follow mode, don't interpolate +  if( cg.nextSnap->ps.clientNum != cg.snap->ps.clientNum ) +    cg.nextFrameTeleport = qtrue; + +  // if changing server restarts, don't interpolate +  if( ( cg.nextSnap->snapFlags ^ cg.snap->snapFlags ) & SNAPFLAG_SERVERCOUNT ) +    cg.nextFrameTeleport = qtrue; + +  // sort out solid entities +  CG_BuildSolidList( ); +} + + +/* +======================== +CG_ReadNextSnapshot + +This is the only place new snapshots are requested +This may increment cgs.processedSnapshotNum multiple +times if the client system fails to return a +valid snapshot. +======================== +*/ +static snapshot_t *CG_ReadNextSnapshot( void ) +{ +  qboolean    r; +  snapshot_t  *dest; + +  if( cg.latestSnapshotNum > cgs.processedSnapshotNum + 1000 ) +  { +    CG_Printf( "WARNING: CG_ReadNextSnapshot: way out of range, %i > %i\n", +      cg.latestSnapshotNum, cgs.processedSnapshotNum ); +  } + +  while( cgs.processedSnapshotNum < cg.latestSnapshotNum ) +  { +    // decide which of the two slots to load it into +    if( cg.snap == &cg.activeSnapshots[ 0 ] ) +      dest = &cg.activeSnapshots[ 1 ]; +    else +      dest = &cg.activeSnapshots[ 0 ]; + +    // try to read the snapshot from the client system +    cgs.processedSnapshotNum++; +    r = trap_GetSnapshot( cgs.processedSnapshotNum, dest ); + +    // FIXME: why would trap_GetSnapshot return a snapshot with the same server time +    if( cg.snap && r && dest->serverTime == cg.snap->serverTime ) +    { +      //continue; +    } + +    // if it succeeded, return +    if( r ) +    { +      CG_AddLagometerSnapshotInfo( dest ); +      return dest; +    } + +    // a GetSnapshot will return failure if the snapshot +    // never arrived, or  is so old that its entities +    // have been shoved off the end of the circular +    // buffer in the client system. + +    // record as a dropped packet +    CG_AddLagometerSnapshotInfo( NULL ); + +    // If there are additional snapshots, continue trying to +    // read them. +  } + +  // nothing left to read +  return NULL; +} + + +/* +============ +CG_ProcessSnapshots + +We are trying to set up a renderable view, so determine +what the simulated time is, and try to get snapshots +both before and after that time if available. + +If we don't have a valid cg.snap after exiting this function, +then a 3D game view cannot be rendered.  This should only happen +right after the initial connection.  After cg.snap has been valid +once, it will never turn invalid. + +Even if cg.snap is valid, cg.nextSnap may not be, if the snapshot +hasn't arrived yet (it becomes an extrapolating situation instead +of an interpolating one) + +============ +*/ +void CG_ProcessSnapshots( void ) +{ +  snapshot_t  *snap; +  int         n; + +  // see what the latest snapshot the client system has is +  trap_GetCurrentSnapshotNumber( &n, &cg.latestSnapshotTime ); + +  if( n != cg.latestSnapshotNum ) +  { +    if( n < cg.latestSnapshotNum ) +    { +      // this should never happen +      CG_Error( "CG_ProcessSnapshots: n < cg.latestSnapshotNum" ); +    } + +    cg.latestSnapshotNum = n; +  } + +  // If we have yet to receive a snapshot, check for it. +  // Once we have gotten the first snapshot, cg.snap will +  // always have valid data for the rest of the game +  while( !cg.snap ) +  { +    snap = CG_ReadNextSnapshot( ); + +    if( !snap ) +    { +      // we can't continue until we get a snapshot +      return; +    } + +    // set our weapon selection to what +    // the playerstate is currently using +    if( !( snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) +      CG_SetInitialSnapshot( snap ); +  } + +  // loop until we either have a valid nextSnap with a serverTime +  // greater than cg.time to interpolate towards, or we run +  // out of available snapshots +  do +  { +    // if we don't have a nextframe, try and read a new one in +    if( !cg.nextSnap ) +    { +      snap = CG_ReadNextSnapshot( ); + +      // if we still don't have a nextframe, we will just have to +      // extrapolate +      if( !snap ) +        break; + +      CG_SetNextSnap( snap ); + +      // if time went backwards, we have a level restart +      if( cg.nextSnap->serverTime < cg.snap->serverTime ) +        CG_Error( "CG_ProcessSnapshots: Server time went backwards" ); +    } + +    // if our time is < nextFrame's, we have a nice interpolating state +    if( cg.time >= cg.snap->serverTime && cg.time < cg.nextSnap->serverTime ) +      break; + +    // we have passed the transition from nextFrame to frame +    CG_TransitionSnapshot( ); +  } while( 1 ); + +  // assert our valid conditions upon exiting +  if( cg.snap == NULL ) +    CG_Error( "CG_ProcessSnapshots: cg.snap == NULL" ); + +  if( cg.time < cg.snap->serverTime ) +  { +    // this can happen right after a vid_restart +    cg.time = cg.snap->serverTime; +  } + +  if( cg.nextSnap != NULL && cg.nextSnap->serverTime <= cg.time ) +    CG_Error( "CG_ProcessSnapshots: cg.nextSnap->serverTime <= cg.time" ); +} + diff --git a/src/cgame/cg_syscalls.asm b/src/cgame/cg_syscalls.asm new file mode 100644 index 0000000..2537c91 --- /dev/null +++ b/src/cgame/cg_syscalls.asm @@ -0,0 +1,121 @@ +code + +equ trap_Print                        -1 +equ trap_Error                        -2 +equ trap_Milliseconds                 -3 +equ trap_Cvar_Register                -4 +equ trap_Cvar_Update                  -5 +equ trap_Cvar_Set                     -6 +equ trap_Cvar_VariableStringBuffer    -7 +equ trap_Argc                         -8 +equ trap_Argv                         -9 +equ trap_Args                         -10 +equ trap_FS_FOpenFile                 -11 +equ trap_FS_Read                      -12 +equ trap_FS_Write                     -13  +equ trap_FS_FCloseFile                -14 +equ trap_SendConsoleCommand           -15 +equ trap_AddCommand                   -16 +equ trap_SendClientCommand            -17 +equ trap_UpdateScreen                 -18 +equ trap_CM_LoadMap                   -19 +equ trap_CM_NumInlineModels           -20 +equ trap_CM_InlineModel               -21 +equ trap_CM_LoadModel                 -22 +equ trap_CM_TempBoxModel              -23 +equ trap_CM_PointContents             -24 +equ trap_CM_TransformedPointContents  -25 +equ trap_CM_BoxTrace                  -26 +equ trap_CM_TransformedBoxTrace       -27 +equ trap_CM_MarkFragments             -28 +equ trap_S_StartSound                 -29 +equ trap_S_StartLocalSound            -30 +equ trap_S_ClearLoopingSounds         -31 +equ trap_S_AddLoopingSound            -32 +equ trap_S_UpdateEntityPosition       -33 +equ trap_S_Respatialize               -34 +equ trap_S_RegisterSound              -35 +equ trap_S_StartBackgroundTrack       -36 +equ trap_R_LoadWorldMap               -37 +equ trap_R_RegisterModel              -38 +equ trap_R_RegisterSkin               -39 +equ trap_R_RegisterShader             -40 +equ trap_R_ClearScene                 -41 +equ trap_R_AddRefEntityToScene        -42 +equ trap_R_AddPolyToScene             -43 +equ trap_R_AddLightToScene            -44 +equ trap_R_RenderScene                -45 +equ trap_R_SetColor                   -46 +equ trap_R_SetClipRegion              -47 +equ trap_R_DrawStretchPic             -48 +equ trap_R_ModelBounds                -49 +equ trap_R_LerpTag                    -50 +equ trap_GetGlconfig                  -51 +equ trap_GetGameState                 -52 +equ trap_GetCurrentSnapshotNumber     -53 +equ trap_GetSnapshot                  -54 +equ trap_GetServerCommand             -55 +equ trap_GetCurrentCmdNumber          -56 +equ trap_GetUserCmd                   -57 +equ trap_SetUserCmdValue              -58 +equ trap_R_RegisterShaderNoMip        -59 +equ trap_MemoryRemaining              -60 +equ trap_R_RegisterFont               -61 +equ trap_Key_IsDown                   -62 +equ trap_Key_GetCatcher               -63 +equ trap_Key_SetCatcher               -64 +equ trap_Key_GetKey                   -65 +equ trap_S_StopBackgroundTrack        -66 +equ trap_RealTime                     -67 +equ trap_SnapVector                   -68 +equ trap_RemoveCommand                -69 +equ trap_R_LightForPoint              -70 +equ trap_CIN_PlayCinematic            -71 +equ trap_CIN_StopCinematic            -72 +equ trap_CIN_RunCinematic             -73 +equ trap_CIN_DrawCinematic            -74 +equ trap_CIN_SetExtents               -75 +equ trap_R_RemapShader                -76 +equ trap_S_AddRealLoopingSound        -77 +equ trap_S_StopLoopingSound           -78 +equ trap_CM_TempCapsuleModel          -79 +equ trap_CM_CapsuleTrace              -80 +equ trap_CM_TransformedCapsuleTrace   -81 +equ trap_R_AddAdditiveLightToScene    -82 +equ trap_GetEntityToken               -83 +equ trap_R_AddPolysToScene            -84 +equ trap_R_inPVS                      -85 +equ trap_FS_Seek                      -86 +equ trap_FS_GetFileList               -87 +equ trap_LiteralArgs                  -88 +equ trap_CM_BiSphereTrace             -89 +equ trap_CM_TransformedBiSphereTrace  -90 +equ trap_GetDemoState                 -91 +equ trap_GetDemoPos                   -92 +equ trap_GetDemoName                  -93 +equ trap_Key_KeynumToStringBuf        -94 +equ trap_Key_GetBindingBuf            -95 +equ trap_Key_SetBinding               -96 + +equ trap_Parse_AddGlobalDefine        -97 +equ trap_Parse_LoadSource             -98 +equ trap_Parse_FreeSource             -99 +equ trap_Parse_ReadToken              -100 +equ trap_Parse_SourceFileAndLine      -101 +equ trap_Key_SetOverstrikeMode        -102 +equ trap_Key_GetOverstrikeMode        -103 + +equ trap_S_SoundDuration              -104 + +equ memset                            -201 +equ memcpy                            -202 +equ strncpy                           -203 +equ sin                               -204 +equ cos                               -205 +equ atan2                             -206 +equ sqrt                              -207 +equ floor                             -208 +equ ceil                              -209 +equ testPrintInt                      -210 +equ testPrintFloat                    -211 + diff --git a/src/cgame/cg_syscalls.c b/src/cgame/cg_syscalls.c new file mode 100644 index 0000000..0c0b722 --- /dev/null +++ b/src/cgame/cg_syscalls.c @@ -0,0 +1,592 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2009 Darklegion Development + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA +=========================================================================== +*/ + +// cg_syscalls.c -- this file is only included when building a dll +// cg_syscalls.asm is included instead when building a qvm + + +#include "cg_local.h" + +static intptr_t (QDECL *syscall)( intptr_t arg, ... ) = (intptr_t (QDECL *)( intptr_t, ...))-1; + + +Q_EXPORT void dllEntry( intptr_t (QDECL  *syscallptr)( intptr_t arg,... ) ) +{ +  syscall = syscallptr; +} + + +int PASSFLOAT( float x ) +{ +  float floatTemp; +  floatTemp = x; +  return *(int *)&floatTemp; +} + +void trap_Print( const char *fmt ) +{ +  syscall( CG_PRINT, fmt ); +} + +void trap_Error( const char *fmt ) +{ +  syscall( CG_ERROR, fmt ); +} + +int trap_Milliseconds( void ) +{ +  return syscall( CG_MILLISECONDS ); +} + +void trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags ) +{ +  syscall( CG_CVAR_REGISTER, vmCvar, varName, defaultValue, flags ); +} + +void trap_Cvar_Update( vmCvar_t *vmCvar ) +{ +  syscall( CG_CVAR_UPDATE, vmCvar ); +} + +void trap_Cvar_Set( const char *var_name, const char *value ) +{ +  syscall( CG_CVAR_SET, var_name, value ); +} + +void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize ) +{ +  syscall( CG_CVAR_VARIABLESTRINGBUFFER, var_name, buffer, bufsize ); +} + +int trap_Argc( void ) +{ +  return syscall( CG_ARGC ); +} + +void  trap_Argv( int n, char *buffer, int bufferLength ) +{ +  syscall( CG_ARGV, n, buffer, bufferLength ); +} + +void  trap_Args( char *buffer, int bufferLength ) +{ +  syscall( CG_ARGS, buffer, bufferLength ); +} + +void  trap_LiteralArgs( char *buffer, int bufferLength ) +{ +  syscall( CG_LITERAL_ARGS, buffer, bufferLength ); +} + +int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ) +{ +  return syscall( CG_FS_FOPENFILE, qpath, f, mode ); +} + +void  trap_FS_Read( void *buffer, int len, fileHandle_t f ) +{ +  syscall( CG_FS_READ, buffer, len, f ); +} + +void trap_FS_Write( const void *buffer, int len, fileHandle_t f ) +{ +  syscall( CG_FS_WRITE, buffer, len, f ); +} + +void  trap_FS_FCloseFile( fileHandle_t f ) +{ +  syscall( CG_FS_FCLOSEFILE, f ); +} + +void trap_FS_Seek( fileHandle_t f, long offset, fsOrigin_t origin ) +{ +  syscall( CG_FS_SEEK, f, offset, origin ); +} + +int trap_FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize ) +{ +  return syscall( CG_FS_GETFILELIST, path, extension, listbuf, bufsize ); +} + +void  trap_SendConsoleCommand( const char *text ) +{ +  syscall( CG_SENDCONSOLECOMMAND, text ); +} + +void  trap_AddCommand( const char *cmdName ) +{ +  syscall( CG_ADDCOMMAND, cmdName ); +} + +void  trap_RemoveCommand( const char *cmdName ) +{ +    syscall( CG_REMOVECOMMAND, cmdName ); +} + +void  trap_SendClientCommand( const char *s ) +{ +  syscall( CG_SENDCLIENTCOMMAND, s ); +} + +void  trap_UpdateScreen( void ) +{ +  syscall( CG_UPDATESCREEN ); +} + +void  trap_CM_LoadMap( const char *mapname ) +{ +  syscall( CG_CM_LOADMAP, mapname ); +} + +int   trap_CM_NumInlineModels( void ) +{ +  return syscall( CG_CM_NUMINLINEMODELS ); +} + +clipHandle_t trap_CM_InlineModel( int index ) +{ +  return syscall( CG_CM_INLINEMODEL, index ); +} + +clipHandle_t trap_CM_TempBoxModel( const vec3_t mins, const vec3_t maxs ) +{ +  return syscall( CG_CM_TEMPBOXMODEL, mins, maxs ); +} + +clipHandle_t trap_CM_TempCapsuleModel( const vec3_t mins, const vec3_t maxs ) +{ +  return syscall( CG_CM_TEMPCAPSULEMODEL, mins, maxs ); +} + +int   trap_CM_PointContents( const vec3_t p, clipHandle_t model ) +{ +  return syscall( CG_CM_POINTCONTENTS, p, model ); +} + +int   trap_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, +                                        const vec3_t angles ) +{ +  return syscall( CG_CM_TRANSFORMEDPOINTCONTENTS, p, model, origin, angles ); +} + +void  trap_CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end, +              const vec3_t mins, const vec3_t maxs, +              clipHandle_t model, int brushmask ) +{ +  syscall( CG_CM_BOXTRACE, results, start, end, mins, maxs, model, brushmask ); +} + +void  trap_CM_CapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end, +              const vec3_t mins, const vec3_t maxs, +              clipHandle_t model, int brushmask ) +{ +  syscall( CG_CM_CAPSULETRACE, results, start, end, mins, maxs, model, brushmask ); +} + +void  trap_CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end, +              const vec3_t mins, const vec3_t maxs, +              clipHandle_t model, int brushmask, +              const vec3_t origin, const vec3_t angles ) +{ +  syscall( CG_CM_TRANSFORMEDBOXTRACE, results, start, end, mins, maxs, model, brushmask, origin, angles ); +} + +void  trap_CM_TransformedCapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end, +              const vec3_t mins, const vec3_t maxs, +              clipHandle_t model, int brushmask, +              const vec3_t origin, const vec3_t angles ) +{ +  syscall( CG_CM_TRANSFORMEDCAPSULETRACE, results, start, end, mins, maxs, model, brushmask, origin, angles ); +} + +void trap_CM_BiSphereTrace( trace_t *results, const vec3_t start, +             const vec3_t end, float startRad, float endRad, +             clipHandle_t model, int mask ) +{ +  syscall( CG_CM_BISPHERETRACE, results, start, end, +      PASSFLOAT( startRad ), PASSFLOAT( endRad ), model, mask ); +} + +void trap_CM_TransformedBiSphereTrace( trace_t *results, const vec3_t start, +             const vec3_t end, float startRad, float endRad, +             clipHandle_t model, int mask, +             const vec3_t origin ) +{ +  syscall( CG_CM_TRANSFORMEDBISPHERETRACE, results, start, end, PASSFLOAT( startRad ), +      PASSFLOAT( endRad ), model, mask, origin ); +} + +int   trap_CM_MarkFragments( int numPoints, const vec3_t *points, +        const vec3_t projection, +        int maxPoints, vec3_t pointBuffer, +        int maxFragments, markFragment_t *fragmentBuffer ) +{ +  return syscall( CG_CM_MARKFRAGMENTS, numPoints, points, projection, maxPoints, +                  pointBuffer, maxFragments, fragmentBuffer ); +} + +void  trap_S_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx ) +{ +  syscall( CG_S_STARTSOUND, origin, entityNum, entchannel, sfx ); +} + +void  trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum ) +{ +  syscall( CG_S_STARTLOCALSOUND, sfx, channelNum ); +} + +void  trap_S_ClearLoopingSounds( qboolean killall ) +{ +  syscall( CG_S_CLEARLOOPINGSOUNDS, killall ); +} + +void  trap_S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ) +{ +  syscall( CG_S_ADDLOOPINGSOUND, entityNum, origin, velocity, sfx ); +} + +void  trap_S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ) +{ +  syscall( CG_S_ADDREALLOOPINGSOUND, entityNum, origin, velocity, sfx ); +} + +void  trap_S_StopLoopingSound( int entityNum ) +{ +  syscall( CG_S_STOPLOOPINGSOUND, entityNum ); +} + +void  trap_S_UpdateEntityPosition( int entityNum, const vec3_t origin ) +{ +  syscall( CG_S_UPDATEENTITYPOSITION, entityNum, origin ); +} + +void  trap_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater ) +{ +  syscall( CG_S_RESPATIALIZE, entityNum, origin, axis, inwater ); +} + +sfxHandle_t trap_S_RegisterSound( const char *sample, qboolean compressed ) +{ +  return syscall( CG_S_REGISTERSOUND, sample, compressed ); +} + +int trap_S_SoundDuration( sfxHandle_t handle ) +{ +  return syscall( CG_S_SOUNDDURATION, handle ); +} + +void  trap_S_StartBackgroundTrack( const char *intro, const char *loop ) +{ +  syscall( CG_S_STARTBACKGROUNDTRACK, intro, loop ); +} + +void  trap_R_LoadWorldMap( const char *mapname ) +{ +  syscall( CG_R_LOADWORLDMAP, mapname ); +} + +qhandle_t trap_R_RegisterModel( const char *name ) +{ +  return syscall( CG_R_REGISTERMODEL, name ); +} + +qhandle_t trap_R_RegisterSkin( const char *name ) +{ +  return syscall( CG_R_REGISTERSKIN, name ); +} + +qhandle_t trap_R_RegisterShader( const char *name ) +{ +  return syscall( CG_R_REGISTERSHADER, name ); +} + +qhandle_t trap_R_RegisterShaderNoMip( const char *name ) +{ +  return syscall( CG_R_REGISTERSHADERNOMIP, name ); +} + +void trap_R_RegisterFont( const char *fontName, int pointSize, fontInfo_t *font ) +{ +  syscall(CG_R_REGISTERFONT, fontName, pointSize, font ); +} + +void  trap_R_ClearScene( void ) +{ +  syscall( CG_R_CLEARSCENE ); +} + +void  trap_R_AddRefEntityToScene( const refEntity_t *re ) +{ +  syscall( CG_R_ADDREFENTITYTOSCENE, re ); +} + +void trap_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts ) +{ +  syscall( CG_R_ADDPOLYTOSCENE, hShader, numVerts, verts ); +} + +qboolean trap_R_inPVS( const vec3_t p1, const vec3_t p2 ) +{ +  return syscall( CG_R_INPVS, p1, p2 ); +} + +void trap_R_AddPolysToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts, int num ) +{ +  syscall( CG_R_ADDPOLYSTOSCENE, hShader, numVerts, verts, num ); +} + +int trap_R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir ) +{ +  return syscall( CG_R_LIGHTFORPOINT, point, ambientLight, directedLight, lightDir ); +} + +void  trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ) +{ +  syscall( CG_R_ADDLIGHTTOSCENE, org, PASSFLOAT(intensity), PASSFLOAT(r), PASSFLOAT(g), PASSFLOAT(b) ); +} + +void  trap_R_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b ) +{ +  syscall( CG_R_ADDADDITIVELIGHTTOSCENE, org, PASSFLOAT(intensity), PASSFLOAT(r), PASSFLOAT(g), PASSFLOAT(b) ); +} + +void  trap_R_RenderScene( const refdef_t *fd ) +{ +  syscall( CG_R_RENDERSCENE, fd ); +} + +void  trap_R_SetColor( const float *rgba ) +{ +  syscall( CG_R_SETCOLOR, rgba ); +} + +void  trap_R_SetClipRegion( const float *region ) +{ +  syscall( CG_R_SETCLIPREGION, region ); +} + +void  trap_R_DrawStretchPic( float x, float y, float w, float h, +                 float s1, float t1, float s2, float t2, qhandle_t hShader ) +{ +  syscall( CG_R_DRAWSTRETCHPIC, PASSFLOAT(x), PASSFLOAT(y), PASSFLOAT(w), PASSFLOAT(h), +           PASSFLOAT(s1), PASSFLOAT(t1), PASSFLOAT(s2), PASSFLOAT(t2), hShader ); +} + +void  trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs ) { +  syscall( CG_R_MODELBOUNDS, model, mins, maxs ); +} + +int   trap_R_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame, +             float frac, const char *tagName ) +{ +  return syscall( CG_R_LERPTAG, tag, mod, startFrame, endFrame, PASSFLOAT(frac), tagName ); +} + +void  trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset ) +{ +  syscall( CG_R_REMAP_SHADER, oldShader, newShader, timeOffset ); +} + +void trap_GetGlconfig( glconfig_t *glconfig ) +{ +  syscall( CG_GETGLCONFIG, glconfig ); +} + +void trap_GetGameState( gameState_t *gamestate ) +{ +  syscall( CG_GETGAMESTATE, gamestate ); +} + +void trap_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime ) +{ +  syscall( CG_GETCURRENTSNAPSHOTNUMBER, snapshotNumber, serverTime ); +} + +qboolean  trap_GetSnapshot( int snapshotNumber, snapshot_t *snapshot ) +{ +  return syscall( CG_GETSNAPSHOT, snapshotNumber, snapshot ); +} + +qboolean  trap_GetServerCommand( int serverCommandNumber ) +{ +  return syscall( CG_GETSERVERCOMMAND, serverCommandNumber ); +} + +int trap_GetCurrentCmdNumber( void ) +{ +  return syscall( CG_GETCURRENTCMDNUMBER ); +} + +qboolean  trap_GetUserCmd( int cmdNumber, usercmd_t *ucmd ) +{ +  return syscall( CG_GETUSERCMD, cmdNumber, ucmd ); +} + +void    trap_SetUserCmdValue( int stateValue, float sensitivityScale ) +{ +  syscall( CG_SETUSERCMDVALUE, stateValue, PASSFLOAT( sensitivityScale ) ); +} + +void    testPrintInt( char *string, int i ) +{ +  syscall( CG_TESTPRINTINT, string, i ); +} + +void    testPrintFloat( char *string, float f ) +{ +  syscall( CG_TESTPRINTFLOAT, string, PASSFLOAT(f) ); +} + +int trap_MemoryRemaining( void ) +{ +  return syscall( CG_MEMORY_REMAINING ); +} + +qboolean trap_Key_IsDown( int keynum ) +{ +  return syscall( CG_KEY_ISDOWN, keynum ); +} + +int trap_Key_GetCatcher( void ) +{ +  return syscall( CG_KEY_GETCATCHER ); +} + +void trap_Key_SetCatcher( int catcher ) +{ +  syscall( CG_KEY_SETCATCHER, catcher ); +} + +int trap_Key_GetKey( const char *binding ) +{ +  return syscall( CG_KEY_GETKEY, binding ); +} + +int trap_Parse_AddGlobalDefine( char *define ) +{ +  return syscall( CG_PARSE_ADD_GLOBAL_DEFINE, define ); +} + +int trap_Parse_LoadSource( const char *filename ) +{ +  return syscall( CG_PARSE_LOAD_SOURCE, filename ); +} + +int trap_Parse_FreeSource( int handle ) +{ +  return syscall( CG_PARSE_FREE_SOURCE, handle ); +} + +int trap_Parse_ReadToken( int handle, pc_token_t *pc_token ) +{ +  return syscall( CG_PARSE_READ_TOKEN, handle, pc_token ); +} + +int trap_Parse_SourceFileAndLine( int handle, char *filename, int *line ) +{ +  return syscall( CG_PARSE_SOURCE_FILE_AND_LINE, handle, filename, line ); +} + +void  trap_S_StopBackgroundTrack( void ) +{ +  syscall( CG_S_STOPBACKGROUNDTRACK ); +} + +int trap_RealTime(qtime_t *qtime) +{ +  return syscall( CG_REAL_TIME, qtime ); +} + +void trap_SnapVector( float *v ) +{ +  syscall( CG_SNAPVECTOR, v ); +} + +// this returns a handle.  arg0 is the name in the format "idlogo.roq", set arg1 to NULL, alteredstates to qfalse (do not alter gamestate) +int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits ) +{ +  return syscall(CG_CIN_PLAYCINEMATIC, arg0, xpos, ypos, width, height, bits); +} + +// stops playing the cinematic and ends it.  should always return FMV_EOF +// cinematics must be stopped in reverse order of when they are started +e_status trap_CIN_StopCinematic( int handle ) +{ +  return syscall(CG_CIN_STOPCINEMATIC, handle); +} + + +// will run a frame of the cinematic but will not draw it.  Will return FMV_EOF if the end of the cinematic has been reached. +e_status trap_CIN_RunCinematic( int handle ) +{ +  return syscall(CG_CIN_RUNCINEMATIC, handle); +} + + +// draws the current frame +void trap_CIN_DrawCinematic( int handle ) +{ +  syscall(CG_CIN_DRAWCINEMATIC, handle); +} + + +// allows you to resize the animation dynamically +void trap_CIN_SetExtents( int handle, int x, int y, int w, int h ) +{ +  syscall(CG_CIN_SETEXTENTS, handle, x, y, w, h); +} + +int trap_GetDemoState( void ) +{ +  return syscall( CG_GETDEMOSTATE ); +} + +int trap_GetDemoPos( void ) +{ +  return syscall( CG_GETDEMOPOS ); +} + +void trap_GetDemoName( char *buffer, int size ) +{ +  syscall( CG_GETDEMONAME, buffer, size ); +} + +void trap_Key_KeynumToStringBuf( int keynum, char *buf, int buflen ) { +  syscall( CG_KEY_KEYNUMTOSTRINGBUF, keynum, buf, buflen ); +} + +void trap_Key_GetBindingBuf( int keynum, char *buf, int buflen ) { +  syscall( CG_KEY_GETBINDINGBUF, keynum, buf, buflen ); +} + +void trap_Key_SetBinding( int keynum, const char *binding ) { +  syscall( CG_KEY_SETBINDING, keynum, binding ); +} + +void trap_Key_SetOverstrikeMode( qboolean state ) { +  syscall( CG_KEY_SETOVERSTRIKEMODE, state ); +} + +qboolean trap_Key_GetOverstrikeMode( void ) { +  return syscall( CG_KEY_GETOVERSTRIKEMODE ); +} diff --git a/src/cgame/cg_trails.c b/src/cgame/cg_trails.c new file mode 100644 index 0000000..05f5ef5 --- /dev/null +++ b/src/cgame/cg_trails.c @@ -0,0 +1,1531 @@ +/* +=========================================================================== +Copyright (C) 2000-2009 Darklegion Development + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA +=========================================================================== +*/ + +// cg_trails.c -- the trail system + + +#include "cg_local.h" + +static baseTrailSystem_t  baseTrailSystems[ MAX_BASETRAIL_SYSTEMS ]; +static baseTrailBeam_t    baseTrailBeams[ MAX_BASETRAIL_BEAMS ]; +static int                numBaseTrailSystems = 0; +static int                numBaseTrailBeams = 0; + +static trailSystem_t      trailSystems[ MAX_TRAIL_SYSTEMS ]; +static trailBeam_t        trailBeams[ MAX_TRAIL_BEAMS ]; + +/* +=============== +CG_CalculateBeamNodeProperties + +Fills in trailBeamNode_t.textureCoord +=============== +*/ +static void CG_CalculateBeamNodeProperties( trailBeam_t *tb ) +{ +  trailBeamNode_t *i = NULL; +  trailSystem_t   *ts; +  baseTrailBeam_t *btb; +  float           nodeDistances[ MAX_TRAIL_BEAM_NODES ]; +  float           totalDistance = 0.0f, position = 0.0f; +  int             j, numNodes = 0; +  float           TCRange, widthRange, alphaRange; +  vec3_t          colorRange; +  float           fadeAlpha = 1.0f; + +  if( !tb || !tb->nodes ) +    return; + +  ts = tb->parent; +  btb = tb->class; + +  if( ts->destroyTime > 0 && btb->fadeOutTime ) +  { +    fadeAlpha -= (float)( cg.time - ts->destroyTime ) / btb->fadeOutTime; + +    if( fadeAlpha < 0.0f ) +      fadeAlpha = 0.0f; +  } + +  TCRange = tb->class->backTextureCoord - +    tb->class->frontTextureCoord; +  widthRange = tb->class->backWidth - +    tb->class->frontWidth; +  alphaRange = tb->class->backAlpha - +    tb->class->frontAlpha; +  VectorSubtract( tb->class->backColor, +      tb->class->frontColor, colorRange ); + +  for( i = tb->nodes; i && i->next; i = i->next ) +  { +    nodeDistances[ numNodes++ ] = +      Distance( i->position, i->next->position ); +  } + +  for( j = 0; j < numNodes; j++ ) +    totalDistance += nodeDistances[ j ]; + +  for( j = 0, i = tb->nodes; i; i = i->next, j++ ) +  { +    if( tb->class->textureType == TBTT_STRETCH ) +    { +      i->textureCoord = tb->class->frontTextureCoord + +        ( ( position / totalDistance ) * TCRange ); +    } +    else if( tb->class->textureType == TBTT_REPEAT ) +    { +      if( tb->class->clampToBack ) +        i->textureCoord = ( totalDistance - position ) / +          tb->class->repeatLength; +      else +        i->textureCoord = position / tb->class->repeatLength; +    } + +    i->halfWidth = ( tb->class->frontWidth + +      ( ( position / totalDistance ) * widthRange ) ) / 2.0f; +    i->alpha = (byte)( (float)0xFF * ( tb->class->frontAlpha + +      ( ( position / totalDistance ) * alphaRange ) ) * fadeAlpha ); +    VectorMA( tb->class->frontColor, ( position / totalDistance ), +        colorRange, i->color ); + +    position += nodeDistances[ j ]; +  } +} + +/* +=============== +CG_LightVertex + +Lights a particular vertex +=============== +*/ +static void CG_LightVertex( vec3_t point, byte alpha, byte *rgba ) +{ +  int     i; +  vec3_t  alight, dlight, lightdir; + +  trap_R_LightForPoint( point, alight, dlight, lightdir ); +  for( i = 0; i <= 2; i++ ) +    rgba[ i ] = (int)alight[ i ]; + +  rgba[ 3 ] = alpha; +} + +/* +=============== +CG_RenderBeam + +Renders a beam +=============== +*/ +static void CG_RenderBeam( trailBeam_t *tb ) +{ +  trailBeamNode_t   *i = NULL; +  trailBeamNode_t   *prev = NULL; +  trailBeamNode_t   *next = NULL; +  vec3_t            up; +  polyVert_t        verts[ ( MAX_TRAIL_BEAM_NODES - 1 ) * 4 ]; +  int               numVerts = 0; +  baseTrailBeam_t   *btb; +  trailSystem_t     *ts; +  baseTrailSystem_t *bts; + +  if( !tb || !tb->nodes ) +    return; + +  btb = tb->class; +  ts = tb->parent; +  bts = ts->class; + +  if( bts->thirdPersonOnly && +      ( CG_AttachmentCentNum( &ts->frontAttachment ) == cg.snap->ps.clientNum || +        CG_AttachmentCentNum( &ts->backAttachment ) == cg.snap->ps.clientNum ) && +      !cg.renderingThirdPerson ) +    return; + +  CG_CalculateBeamNodeProperties( tb ); + +  i = tb->nodes; + +  do +  { +    prev = i->prev; +    next = i->next; + +    if( prev && next ) +    { +      //this node has two neighbours +      GetPerpendicularViewVector( cg.refdef.vieworg, next->position, prev->position, up ); +    } +    else if( !prev && next ) +    { +      //this is the front +      GetPerpendicularViewVector( cg.refdef.vieworg, next->position, i->position, up ); +    } +    else if( prev && !next ) +    { +      //this is the back +      GetPerpendicularViewVector( cg.refdef.vieworg, i->position, prev->position, up ); +    } +    else +      break; + +    if( prev ) +    { +      VectorMA( i->position, i->halfWidth, up, verts[ numVerts ].xyz ); +      verts[ numVerts ].st[ 0 ] = i->textureCoord; +      verts[ numVerts ].st[ 1 ] = 1.0f; + +      if( btb->realLight ) +        CG_LightVertex( verts[ numVerts ].xyz, i->alpha, verts[ numVerts ].modulate ); +      else +      { +        VectorCopy( i->color, verts[ numVerts ].modulate ); +        verts[ numVerts ].modulate[ 3 ] = i->alpha; +      } + +      numVerts++; + +      VectorMA( i->position, -i->halfWidth, up, verts[ numVerts ].xyz ); +      verts[ numVerts ].st[ 0 ] = i->textureCoord; +      verts[ numVerts ].st[ 1 ] = 0.0f; + +      if( btb->realLight ) +        CG_LightVertex( verts[ numVerts ].xyz, i->alpha, verts[ numVerts ].modulate ); +      else +      { +        VectorCopy( i->color, verts[ numVerts ].modulate ); +        verts[ numVerts ].modulate[ 3 ] = i->alpha; +      } + +      numVerts++; +    } + +    if( next ) +    { +      VectorMA( i->position, -i->halfWidth, up, verts[ numVerts ].xyz ); +      verts[ numVerts ].st[ 0 ] = i->textureCoord; +      verts[ numVerts ].st[ 1 ] = 0.0f; + +      if( btb->realLight ) +        CG_LightVertex( verts[ numVerts ].xyz, i->alpha, verts[ numVerts ].modulate ); +      else +      { +        VectorCopy( i->color, verts[ numVerts ].modulate ); +        verts[ numVerts ].modulate[ 3 ] = i->alpha; +      } + +      numVerts++; + +      VectorMA( i->position, i->halfWidth, up, verts[ numVerts ].xyz ); +      verts[ numVerts ].st[ 0 ] = i->textureCoord; +      verts[ numVerts ].st[ 1 ] = 1.0f; + +      if( btb->realLight ) +        CG_LightVertex( verts[ numVerts ].xyz, i->alpha, verts[ numVerts ].modulate ); +      else +      { +        VectorCopy( i->color, verts[ numVerts ].modulate ); +        verts[ numVerts ].modulate[ 3 ] = i->alpha; +      } + +      numVerts++; +    } + +    i = i->next; +  } while( i ); + +  trap_R_AddPolysToScene( tb->class->shader, 4, &verts[ 0 ], numVerts / 4 ); +} + +/* +=============== +CG_AllocateBeamNode + +Allocates a trailBeamNode_t from a trailBeam_t's nodePool +=============== +*/ +static trailBeamNode_t *CG_AllocateBeamNode( trailBeam_t *tb ) +{ +  baseTrailBeam_t *btb = tb->class; +  int             i; +  trailBeamNode_t *tbn; + +  for( i = 0; i < MAX_TRAIL_BEAM_NODES; i++ ) +  { +    tbn = &tb->nodePool[ i ]; +    if( !tbn->used ) +    { +      tbn->timeLeft = btb->segmentTime; +      tbn->prev = NULL; +      tbn->next = NULL; +      tbn->used = qtrue; +      return tbn; +    } +  } + +  // no space left +  return NULL; +} + +/* +=============== +CG_DestroyBeamNode + +Removes a node from a beam +Returns the new head +=============== +*/ +static trailBeamNode_t *CG_DestroyBeamNode( trailBeamNode_t *tbn ) +{ +  trailBeamNode_t *newHead = NULL; + +  if( tbn->prev ) +  { +    if( tbn->next ) +    { +      // node is in the middle +      tbn->prev->next = tbn->next; +      tbn->next->prev = tbn->prev; +    } +    else // node is at the back +      tbn->prev->next = NULL; + +    // find the new head (shouldn't have changed) +    newHead = tbn->prev; + +    while( newHead->prev ) +      newHead = newHead->prev; +  } +  else if( tbn->next ) +  { +    //node is at the front +    tbn->next->prev = NULL; +    newHead = tbn->next; +  } + +  tbn->prev = NULL; +  tbn->next = NULL; +  tbn->used = qfalse; + +  return newHead; +} + +/* +=============== +CG_FindLastBeamNode + +Returns the last beam node in a beam +=============== +*/ +static trailBeamNode_t *CG_FindLastBeamNode( trailBeam_t *tb ) +{ +  trailBeamNode_t *i = tb->nodes; + +  while( i && i->next ) +    i = i->next; + +  return i; +} + +/* +=============== +CG_CountBeamNodes + +Returns the number of nodes in a beam +=============== +*/ +static int CG_CountBeamNodes( trailBeam_t *tb ) +{ +  trailBeamNode_t *i = tb->nodes; +  int             numNodes = 0; + +  while( i ) +  { +    numNodes++; +    i = i->next; +  } + +  return numNodes; +} + +/* +=============== +CG_PrependBeamNode + +Prepend a new beam node to the front of a beam +Returns the new node +=============== +*/ +static trailBeamNode_t *CG_PrependBeamNode( trailBeam_t *tb ) +{ +  trailBeamNode_t *i; + +  if( tb->nodes ) +  { +    // prepend another node +    i = CG_AllocateBeamNode( tb ); + +    if( i ) +    { +      i->next = tb->nodes; +      tb->nodes->prev = i; +      tb->nodes = i; +    } +  } +  else //add first node +  { +    i = CG_AllocateBeamNode( tb ); + +    if( i ) +      tb->nodes = i; +  } + +  return i; +} + +/* +=============== +CG_AppendBeamNode + +Append a new beam node to the back of a beam +Returns the new node +=============== +*/ +static trailBeamNode_t *CG_AppendBeamNode( trailBeam_t *tb ) +{ +  trailBeamNode_t *last, *i; + +  if( tb->nodes ) +  { +    // append another node +    last = CG_FindLastBeamNode( tb ); +    i = CG_AllocateBeamNode( tb ); + +    if( i ) +    { +      last->next = i; +      i->prev = last; +      i->next = NULL; +    } +  } +  else //add first node +  { +    i = CG_AllocateBeamNode( tb ); + +    if( i ) +      tb->nodes = i; +  } + +  return i; +} + +/* +=============== +CG_ApplyJitters +=============== +*/ +static void CG_ApplyJitters( trailBeam_t *tb ) +{ +  trailBeamNode_t *i = NULL; +  int             j; +  baseTrailBeam_t *btb; +  trailSystem_t   *ts; +  trailBeamNode_t *start; +  trailBeamNode_t *end; + +  if( !tb || !tb->nodes ) +    return; + +  btb = tb->class; +  ts = tb->parent; + +  for( j = 0; j < btb->numJitters; j++ ) +  { +    if( tb->nextJitterTimes[ j ] <= cg.time ) +    { +      for( i = tb->nodes; i; i = i->next ) +      { +        i->jitters[ j ][ 0 ] = ( crandom( ) * btb->jitters[ j ].magnitude ); +        i->jitters[ j ][ 1 ] = ( crandom( ) * btb->jitters[ j ].magnitude ); +      } + +      tb->nextJitterTimes[ j ] = cg.time + btb->jitters[ j ].period; +    } +  } + +  start = tb->nodes; +  end = CG_FindLastBeamNode( tb ); + +  if( !btb->jitterAttachments ) +  { +    if( CG_Attached( &ts->frontAttachment ) && start->next ) +      start = start->next; + +    if( CG_Attached( &ts->backAttachment ) && end->prev ) +      end = end->prev; +  } + +  for( i = start; i; i = i->next ) +  { +    vec3_t          forward, right, up; +    trailBeamNode_t *prev; +    trailBeamNode_t *next; +    float           upJitter = 0.0f, rightJitter = 0.0f; + +    prev = i->prev; +    next = i->next; + +    if( prev && next ) +    { +      //this node has two neighbours +      GetPerpendicularViewVector( cg.refdef.vieworg, next->position, prev->position, up ); +      VectorSubtract( next->position, prev->position, forward ); +    } +    else if( !prev && next ) +    { +      //this is the front +      GetPerpendicularViewVector( cg.refdef.vieworg, next->position, i->position, up ); +      VectorSubtract( next->position, i->position, forward ); +    } +    else if( prev && !next ) +    { +      //this is the back +      GetPerpendicularViewVector( cg.refdef.vieworg, i->position, prev->position, up ); +      VectorSubtract( i->position, prev->position, forward ); +    } + +    VectorNormalize( forward ); +    CrossProduct( forward, up, right ); +    VectorNormalize( right ); + +    for( j = 0; j < btb->numJitters; j++ ) +    { +      upJitter += i->jitters[ j ][ 0 ]; +      rightJitter += i->jitters[ j ][ 1 ]; +    } + +    VectorMA( i->position, upJitter, up, i->position ); +    VectorMA( i->position, rightJitter, right, i->position ); + +    if( i == end ) +      break; +  } +} + +/* +=============== +CG_UpdateBeam + +Updates a beam +=============== +*/ +static void CG_UpdateBeam( trailBeam_t *tb ) +{ +  baseTrailBeam_t *btb; +  trailSystem_t   *ts; +  trailBeamNode_t *i; +  int             deltaTime; +  int             nodesToAdd; +  int             j; +  int             numNodes; + +  if( !tb ) +    return; + +  btb = tb->class; +  ts = tb->parent; + +  deltaTime = cg.time - tb->lastEvalTime; +  tb->lastEvalTime = cg.time; + +  // first make sure this beam has enough nodes +  if( ts->destroyTime <= 0 || btb->fadeOutTime > 0 ) +  { +    nodesToAdd = btb->numSegments - CG_CountBeamNodes( tb ) + 1; + +    while( nodesToAdd-- ) +    { +      i = CG_AppendBeamNode( tb ); + +      if( !tb->nodes->next && CG_Attached( &ts->frontAttachment ) ) +      { +        // this is the first node to be added +        if( !CG_AttachmentPoint( &ts->frontAttachment, i->refPosition ) ) +          CG_DestroyTrailSystem( &ts ); +      } +      else +        VectorCopy( i->prev->refPosition, i->refPosition ); +    } +  } + +  numNodes = CG_CountBeamNodes( tb ); + +  for( i = tb->nodes; i; i = i->next ) +    VectorCopy( i->refPosition, i->position ); + +  if( CG_Attached( &ts->frontAttachment ) && CG_Attached( &ts->backAttachment ) ) +  { +    // beam between two attachments +    vec3_t dir, front, back; + +    if( ts->destroyTime > 0 && ( cg.time - ts->destroyTime ) >= btb->fadeOutTime ) +    { +      tb->valid = qfalse; +      return; +    } + +    if( !CG_AttachmentPoint( &ts->frontAttachment, front ) ) +      CG_DestroyTrailSystem( &ts ); + +    if( !CG_AttachmentPoint( &ts->backAttachment, back ) ) +      CG_DestroyTrailSystem( &ts ); + +    VectorSubtract( back, front, dir ); + +    for( j = 0, i = tb->nodes; i; i = i->next, j++ ) +    { +      float scale = (float)j / (float)( numNodes - 1 ); + +      VectorMA( front, scale, dir, i->position ); +    } +  } +  else if( CG_Attached( &ts->frontAttachment ) ) +  { +    // beam from one attachment + +    // cull the trail tail +    i = CG_FindLastBeamNode( tb ); + +    if( i && i->timeLeft >= 0 ) +    { +      i->timeLeft -= deltaTime; + +      if( i->timeLeft < 0 ) +      { +        tb->nodes = CG_DestroyBeamNode( i ); + +        if( !tb->nodes ) +        { +          tb->valid = qfalse; +          return; +        } + +        // if the ts has been destroyed, stop creating new nodes +        if( ts->destroyTime <= 0 ) +          CG_PrependBeamNode( tb ); +      } +      else if( i->timeLeft >= 0 && i->prev ) +      { +        vec3_t  dir; +        float   length; + +        VectorSubtract( i->refPosition, i->prev->refPosition, dir ); +        length = VectorNormalize( dir ) * +          ( (float)i->timeLeft / (float)tb->class->segmentTime ); + +        VectorMA( i->prev->refPosition, length, dir, i->position ); +      } +    } + +    if( tb->nodes ) +    { +      if( !CG_AttachmentPoint( &ts->frontAttachment, tb->nodes->refPosition ) ) +        CG_DestroyTrailSystem( &ts ); + +      VectorCopy( tb->nodes->refPosition, tb->nodes->position ); +    } +  } + +  CG_ApplyJitters( tb ); +} + +/* +=============== +CG_ParseTrailBeamColor +=============== +*/ +static qboolean CG_ParseTrailBeamColor( byte *c, char **text_p ) +{ +  char  *token; +  int   i; + +  for( i = 0; i <= 2; i++ ) +  { +    token = COM_Parse( text_p ); + +    if( !Q_stricmp( token, "" ) ) +      return qfalse; + +    c[ i ] = (int)( (float)0xFF * atof_neg( token, qfalse ) ); +  } + +  return qtrue; +} + +/* +=============== +CG_ParseTrailBeam + +Parse a trail beam +=============== +*/ +static qboolean CG_ParseTrailBeam( baseTrailBeam_t *btb, char **text_p ) +{ +  char  *token; + +  // read optional parameters +  while( 1 ) +  { +    token = COM_Parse( text_p ); + +    if( !Q_stricmp( token, "" ) ) +      return qfalse; + +    if( !Q_stricmp( token, "segments" ) ) +    { +      token = COM_Parse( text_p ); +      if( !Q_stricmp( token, "" ) ) +        break; + +      btb->numSegments = atoi_neg( token, qfalse ); + +      if( btb->numSegments >= MAX_TRAIL_BEAM_NODES ) +      { +        btb->numSegments = MAX_TRAIL_BEAM_NODES - 1; +        CG_Printf( S_COLOR_YELLOW "WARNING: too many segments in trail beam\n" ); +      } +      continue; +    } +    else if( !Q_stricmp( token, "width" ) ) +    { +      token = COM_Parse( text_p ); +      if( !Q_stricmp( token, "" ) ) +        break; + +      btb->frontWidth = atof_neg( token, qfalse ); + +      token = COM_Parse( text_p ); +      if( !Q_stricmp( token, "" ) ) +        break; + +      if( !Q_stricmp( token, "-" ) ) +        btb->backWidth = btb->frontWidth; +      else +        btb->backWidth = atof_neg( token, qfalse ); +      continue; +    } +    else if( !Q_stricmp( token, "alpha" ) ) +    { +      token = COM_Parse( text_p ); +      if( !Q_stricmp( token, "" ) ) +        break; + +      btb->frontAlpha = atof_neg( token, qfalse ); + +      token = COM_Parse( text_p ); +      if( !Q_stricmp( token, "" ) ) +        break; + +      if( !Q_stricmp( token, "-" ) ) +        btb->backAlpha = btb->frontAlpha; +      else +        btb->backAlpha = atof_neg( token, qfalse ); +      continue; +    } +    else if( !Q_stricmp( token, "color" ) ) +    { +      token = COM_Parse( text_p ); +      if( !Q_stricmp( token, "" ) ) +        break; + +      if( !Q_stricmp( token, "{" ) ) +      { +        if( !CG_ParseTrailBeamColor( btb->frontColor, text_p ) ) +          break; + +        token = COM_Parse( text_p ); +        if( Q_stricmp( token, "}" ) ) +        { +          CG_Printf( S_COLOR_RED "ERROR: missing '}'\n" ); +          break; +        } + +        token = COM_Parse( text_p ); +        if( !Q_stricmp( token, "" ) ) +          break; + +        if( !Q_stricmp( token, "-" ) ) +        { +          btb->backColor[ 0 ] = btb->frontColor[ 0 ]; +          btb->backColor[ 1 ] = btb->frontColor[ 1 ]; +          btb->backColor[ 2 ] = btb->frontColor[ 2 ]; +        } +        else if( !Q_stricmp( token, "{" ) ) +        { +          if( !CG_ParseTrailBeamColor( btb->backColor, text_p ) ) +            break; + +          token = COM_Parse( text_p ); +          if( Q_stricmp( token, "}" ) ) +          { +            CG_Printf( S_COLOR_RED "ERROR: missing '}'\n" ); +            break; +          } +        } +        else +        { +          CG_Printf( S_COLOR_RED "ERROR: missing '{'\n" ); +          break; +        } +      } +      else +      { +        CG_Printf( S_COLOR_RED "ERROR: missing '{'\n" ); +        break; +      } + +      continue; +    } +    else if( !Q_stricmp( token, "segmentTime" ) ) +    { +      token = COM_Parse( text_p ); +      if( !Q_stricmp( token, "" ) ) +        break; + +      btb->segmentTime = atoi_neg( token, qfalse ); +      continue; +    } +    else if( !Q_stricmp( token, "fadeOutTime" ) ) +    { +      token = COM_Parse( text_p ); +      if( !Q_stricmp( token, "" ) ) +        break; + +      btb->fadeOutTime = atoi_neg( token, qfalse ); +      continue; +    } +    else if( !Q_stricmp( token, "shader" ) ) +    { +      token = COM_Parse( text_p ); +      if( !Q_stricmp( token, "" ) ) +        break; + +      Q_strncpyz( btb->shaderName, token, MAX_QPATH ); + +      continue; +    } +    else if( !Q_stricmp( token, "textureType" ) ) +    { +      token = COM_Parse( text_p ); +      if( !Q_stricmp( token, "" ) ) +        break; + +      if( !Q_stricmp( token, "stretch" ) ) +      { +        btb->textureType = TBTT_STRETCH; + +        token = COM_Parse( text_p ); +        if( !Q_stricmp( token, "" ) ) +          break; + +        btb->frontTextureCoord = atof_neg( token, qfalse ); + +        token = COM_Parse( text_p ); +        if( !Q_stricmp( token, "" ) ) +          break; + +        btb->backTextureCoord = atof_neg( token, qfalse ); +      } +      else if( !Q_stricmp( token, "repeat" ) ) +      { +        btb->textureType = TBTT_REPEAT; + +        token = COM_Parse( text_p ); +        if( !Q_stricmp( token, "" ) ) +          break; + +        if( !Q_stricmp( token, "front" ) ) +          btb->clampToBack = qfalse; +        else if( !Q_stricmp( token, "back" ) ) +          btb->clampToBack = qtrue; +        else +        { +          CG_Printf( S_COLOR_RED "ERROR: unknown textureType clamp \"%s\"\n", token ); +          break; +        } + +        token = COM_Parse( text_p ); +        if( !Q_stricmp( token, "" ) ) +          break; + +        btb->repeatLength = atof_neg( token, qfalse ); +      } +      else +      { +        CG_Printf( S_COLOR_RED "ERROR: unknown textureType \"%s\"\n", token ); +        break; +      } + +      continue; +    } +    else if( !Q_stricmp( token, "realLight" ) ) +    { +      btb->realLight = qtrue; + +      continue; +    } +    else if( !Q_stricmp( token, "jitter" ) ) +    { +      if( btb->numJitters == MAX_TRAIL_BEAM_JITTERS ) +      { +        CG_Printf( S_COLOR_RED "ERROR: too many jitters\n", token ); +        break; +      } + +      token = COM_Parse( text_p ); +      if( !Q_stricmp( token, "" ) ) +        break; + +      btb->jitters[ btb->numJitters ].magnitude = atof_neg( token, qfalse ); + +      token = COM_Parse( text_p ); +      if( !Q_stricmp( token, "" ) ) +        break; + +      btb->jitters[ btb->numJitters ].period = atoi_neg( token, qfalse ); + +      btb->numJitters++; + +      continue; +    } +    else if( !Q_stricmp( token, "jitterAttachments" ) ) +    { +      btb->jitterAttachments = qtrue; + +      continue; +    } +    else if( !Q_stricmp( token, "}" ) ) +      return qtrue; //reached the end of this trail beam +    else +    { +      CG_Printf( S_COLOR_RED "ERROR: unknown token '%s' in trail beam\n", token ); +      return qfalse; +    } +  } + +  return qfalse; +} + +/* +=============== +CG_InitialiseBaseTrailBeam +=============== +*/ +static void CG_InitialiseBaseTrailBeam( baseTrailBeam_t *btb ) +{ +  memset( btb, 0, sizeof( baseTrailBeam_t ) ); + +  btb->numSegments = 1; +  btb->frontWidth = btb->backWidth = 1.0f; +  btb->frontAlpha = btb->backAlpha = 1.0f; +  memset( btb->frontColor, 0xFF, sizeof( btb->frontColor ) ); +  memset( btb->backColor, 0xFF, sizeof( btb->backColor ) ); + +  btb->segmentTime = 100; + +  btb->textureType = TBTT_STRETCH; +  btb->frontTextureCoord = 0.0f; +  btb->backTextureCoord = 1.0f; +} + +/* +=============== +CG_ParseTrailSystem + +Parse a trail system section +=============== +*/ +static qboolean CG_ParseTrailSystem( baseTrailSystem_t *bts, char **text_p, const char *name ) +{ +  char *token; + +  // read optional parameters +  while( 1 ) +  { +    token = COM_Parse( text_p ); + +    if( !Q_stricmp( token, "" ) ) +      return qfalse; + +    if( !Q_stricmp( token, "{" ) ) +    { +      CG_InitialiseBaseTrailBeam( &baseTrailBeams[ numBaseTrailBeams ] ); + +      if( !CG_ParseTrailBeam( &baseTrailBeams[ numBaseTrailBeams ], text_p ) ) +      { +        CG_Printf( S_COLOR_RED "ERROR: failed to parse trail beam\n" ); +        return qfalse; +      } + +      if( bts->numBeams == MAX_BEAMS_PER_SYSTEM ) +      { +        CG_Printf( S_COLOR_RED "ERROR: trail system has > %d beams\n", MAX_BEAMS_PER_SYSTEM ); +        return qfalse; +      } +      else if( numBaseTrailBeams == MAX_BASETRAIL_BEAMS ) +      { +        CG_Printf( S_COLOR_RED "ERROR: maximum number of trail beams (%d) reached\n", +            MAX_BASETRAIL_BEAMS ); +        return qfalse; +      } +      else +      { +        //start parsing beams again +        bts->beams[ bts->numBeams ] = &baseTrailBeams[ numBaseTrailBeams ]; +        bts->numBeams++; +        numBaseTrailBeams++; +      } +      continue; +    } +    else if( !Q_stricmp( token, "thirdPersonOnly" ) ) +      bts->thirdPersonOnly = qtrue; +    else if( !Q_stricmp( token, "lifeTime" ) ) +    { +      token = COM_Parse( text_p ); +      if( !Q_stricmp( token, "" ) ) +        break; + +      bts->lifeTime = atoi_neg( token, qfalse ); +      continue; +    } +    else if( !Q_stricmp( token, "beam" ) ) //acceptable text +      continue; +    else if( !Q_stricmp( token, "}" ) ) +    { +      if( cg_debugTrails.integer >= 1 ) +        CG_Printf( "Parsed trail system %s\n", name ); + +      return qtrue; //reached the end of this trail system +    } +    else +    { +      CG_Printf( S_COLOR_RED "ERROR: unknown token '%s' in trail system %s\n", token, bts->name ); +      return qfalse; +    } +  } + +  return qfalse; +} + +/* +=============== +CG_ParseTrailFile + +Load the trail systems from a trail file +=============== +*/ +static qboolean CG_ParseTrailFile( const char *fileName ) +{ +  char          *text_p; +  int           i; +  int           len; +  char          *token; +  char          text[ 32000 ]; +  char          tsName[ MAX_QPATH ]; +  qboolean      tsNameSet = qfalse; +  fileHandle_t  f; + +  // load the file +  len = trap_FS_FOpenFile( fileName, &f, FS_READ ); +  if( len <= 0 ) +    return qfalse; + +  if( len == 0 || len >= sizeof( text ) - 1 ) +  { +    trap_FS_FCloseFile( f ); +    CG_Printf( S_COLOR_RED "ERROR: trail file %s is %s\n", fileName, +      len == 0 ? "empty" : "too long" ); +    return qfalse; +  } + +  trap_FS_Read( text, len, f ); +  text[ len ] = 0; +  trap_FS_FCloseFile( f ); + +  // parse the text +  text_p = text; + +  // read optional parameters +  while( 1 ) +  { +    token = COM_Parse( &text_p ); + +    if( !Q_stricmp( token, "" ) ) +      break; + +    if( !Q_stricmp( token, "{" ) ) +    { +      if( tsNameSet ) +      { +        //check for name space clashes +        for( i = 0; i < numBaseTrailSystems; i++ ) +        { +          if( !Q_stricmp( baseTrailSystems[ i ].name, tsName ) ) +          { +            CG_Printf( S_COLOR_RED "ERROR: a trail system is already named %s\n", tsName ); +            return qfalse; +          } +        } + +        Q_strncpyz( baseTrailSystems[ numBaseTrailSystems ].name, tsName, MAX_QPATH ); + +        if( !CG_ParseTrailSystem( &baseTrailSystems[ numBaseTrailSystems ], &text_p, tsName ) ) +        { +          CG_Printf( S_COLOR_RED "ERROR: %s: failed to parse trail system %s\n", fileName, tsName ); +          return qfalse; +        } + +        //start parsing trail systems again +        tsNameSet = qfalse; + +        if( numBaseTrailSystems == MAX_BASETRAIL_SYSTEMS ) +        { +          CG_Printf( S_COLOR_RED "ERROR: maximum number of trail systems (%d) reached\n", +              MAX_BASETRAIL_SYSTEMS ); +          return qfalse; +        } +        else +          numBaseTrailSystems++; + +        continue; +      } +      else +      { +        CG_Printf( S_COLOR_RED "ERROR: unamed trail system\n" ); +        return qfalse; +      } +    } + +    if( !tsNameSet ) +    { +      Q_strncpyz( tsName, token, sizeof( tsName ) ); +      tsNameSet = qtrue; +    } +    else +    { +      CG_Printf( S_COLOR_RED "ERROR: trail system already named\n" ); +      return qfalse; +    } +  } + +  return qtrue; +} + +/* +=============== +CG_LoadTrailSystems + +Load trail system templates +=============== +*/ +void CG_LoadTrailSystems( void ) +{ +  int   i, numFiles, fileLen; +  char  fileList[ MAX_TRAIL_FILES * MAX_QPATH ]; +  char  fileName[ MAX_QPATH ]; +  char  *filePtr; + +  //clear out the old +  numBaseTrailSystems = 0; +  numBaseTrailBeams = 0; + +  for( i = 0; i < MAX_BASETRAIL_SYSTEMS; i++ ) +  { +    baseTrailSystem_t  *bts = &baseTrailSystems[ i ]; +    memset( bts, 0, sizeof( baseTrailSystem_t ) ); +  } + +  for( i = 0; i < MAX_BASETRAIL_BEAMS; i++ ) +  { +    baseTrailBeam_t  *btb = &baseTrailBeams[ i ]; +    memset( btb, 0, sizeof( baseTrailBeam_t ) ); +  } + +  //and bring in the new +  numFiles = trap_FS_GetFileList( "scripts", ".trail", +      fileList, MAX_TRAIL_FILES * MAX_QPATH ); +  filePtr = fileList; + +  for( i = 0; i < numFiles; i++, filePtr += fileLen + 1 ) +  { +    fileLen = strlen( filePtr ); +    strcpy( fileName, "scripts/" ); +    strcat( fileName, filePtr ); +    CG_Printf( "...loading '%s'\n", fileName ); +    CG_ParseTrailFile( fileName ); +  } +} + +/* +=============== +CG_RegisterTrailSystem + +Load the media that a trail system needs +=============== +*/ +qhandle_t CG_RegisterTrailSystem( char *name ) +{ +  int               i, j; +  baseTrailSystem_t *bts; +  baseTrailBeam_t   *btb; + +  for( i = 0; i < MAX_BASETRAIL_SYSTEMS; i++ ) +  { +    bts = &baseTrailSystems[ i ]; + +    if( !Q_stricmp( bts->name, name ) ) +    { +      //already registered +      if( bts->registered ) +        return i + 1; + +      for( j = 0; j < bts->numBeams; j++ ) +      { +        btb = bts->beams[ j ]; + +        btb->shader = trap_R_RegisterShader( btb->shaderName ); +      } + +      if( cg_debugTrails.integer >= 1 ) +        CG_Printf( "Registered trail system %s\n", name ); + +      bts->registered = qtrue; + +      //avoid returning 0 +      return i + 1; +    } +  } + +  CG_Printf( S_COLOR_RED "ERROR: failed to register trail system %s\n", name ); +  return 0; +} + + +/* +=============== +CG_SpawnNewTrailBeam + +Allocate a new trail beam +=============== +*/ +static trailBeam_t *CG_SpawnNewTrailBeam( baseTrailBeam_t *btb, +    trailSystem_t *parent ) +{ +  int           i; +  trailBeam_t   *tb = NULL; +  trailSystem_t *ts = parent; + +  for( i = 0; i < MAX_TRAIL_BEAMS; i++ ) +  { +    tb = &trailBeams[ i ]; + +    if( !tb->valid ) +    { +      memset( tb, 0, sizeof( trailBeam_t ) ); + +      //found a free slot +      tb->class = btb; +      tb->parent = ts; + +      tb->valid = qtrue; + +      if( cg_debugTrails.integer >= 1 ) +        CG_Printf( "TB %s created\n", ts->class->name ); + +      return tb; +    } +  } + +  if( cg_debugTrails.integer >= 1 ) +    CG_Printf( "MAX_TRAIL_BEAMS\n" ); + +  return NULL; +} + + +/* +=============== +CG_SpawnNewTrailSystem + +Spawns a new trail system +=============== +*/ +trailSystem_t *CG_SpawnNewTrailSystem( qhandle_t psHandle ) +{ +  int               i, j; +  trailSystem_t     *ts = NULL; +  baseTrailSystem_t *bts = &baseTrailSystems[ psHandle - 1 ]; + +  if( !bts->registered ) +  { +    CG_Printf( S_COLOR_RED "ERROR: a trail system has not been registered yet\n" ); +    return NULL; +  } + +  for( i = 0; i < MAX_TRAIL_SYSTEMS; i++ ) +  { +    ts = &trailSystems[ i ]; + +    if( !ts->valid ) +    { +      memset( ts, 0, sizeof( trailSystem_t ) ); + +      //found a free slot +      ts->class = bts; + +      ts->valid = qtrue; +      ts->destroyTime = -1; +      ts->birthTime = cg.time; +       +      for( j = 0; j < bts->numBeams; j++ ) +        CG_SpawnNewTrailBeam( bts->beams[ j ], ts ); + +      if( cg_debugTrails.integer >= 1 ) +        CG_Printf( "TS %s created\n", bts->name ); + +      return ts; +    } +  } + +  if( cg_debugTrails.integer >= 1 ) +    CG_Printf( "MAX_TRAIL_SYSTEMS\n" ); + +  return NULL; +} + +/* +=============== +CG_DestroyTrailSystem + +Destroy a trail system +=============== +*/ +void CG_DestroyTrailSystem( trailSystem_t **ts ) +{ +  (*ts)->destroyTime = cg.time; + +  if( CG_Attached( &(*ts)->frontAttachment ) && +      !CG_Attached( &(*ts)->backAttachment ) ) +  { +    vec3_t v; + +    // attach the trail head to a static point +    CG_AttachmentPoint( &(*ts)->frontAttachment, v ); +    CG_SetAttachmentPoint( &(*ts)->frontAttachment, v ); +    CG_AttachToPoint( &(*ts)->frontAttachment ); + +    (*ts)->frontAttachment.centValid = qfalse; // a bit naughty +  } + +  ts = NULL; +} + +/* +=============== +CG_IsTrailSystemValid + +Test a trail system for validity +=============== +*/ +qboolean CG_IsTrailSystemValid( trailSystem_t **ts ) +{ +  if( *ts == NULL || ( *ts && !(*ts)->valid ) ) +  { +    if( *ts && !(*ts)->valid ) +      *ts = NULL; + +    return qfalse; +  } + +  return qtrue; +} + +/* +=============== +CG_GarbageCollectTrailSystems + +Destroy inactive trail systems +=============== +*/ +static void CG_GarbageCollectTrailSystems( void ) +{ +  int           i, j, count; +  trailSystem_t *ts; +  trailBeam_t   *tb; +  int           centNum; + +  for( i = 0; i < MAX_TRAIL_SYSTEMS; i++ ) +  { +    ts = &trailSystems[ i ]; +    count = 0; + +    //don't bother checking already invalid systems +    if( !ts->valid ) +      continue; + +    for( j = 0; j < MAX_TRAIL_BEAMS; j++ ) +    { +      tb = &trailBeams[ j ]; + +      if( tb->valid && tb->parent == ts ) +        count++; +    } + +    if( !count ) +      ts->valid = qfalse; + +    //check systems where the parent cent has left the PVS +    //( local player entity is always valid ) +    if( ( centNum = CG_AttachmentCentNum( &ts->frontAttachment ) ) >= 0 && +        centNum != cg.snap->ps.clientNum ) +    { +      trailSystem_t *tempTS = ts; + +      if( !cg_entities[ centNum ].valid ) +        CG_DestroyTrailSystem( &tempTS ); +    } + +    if( ( centNum = CG_AttachmentCentNum( &ts->backAttachment ) ) >= 0 && +        centNum != cg.snap->ps.clientNum ) +    { +      trailSystem_t *tempTS = ts; + +      if( !cg_entities[ centNum ].valid ) +        CG_DestroyTrailSystem( &tempTS ); +    } + +    // lifetime expired +    if( ts->destroyTime <= 0 && ts->class->lifeTime && +        ts->birthTime + ts->class->lifeTime < cg.time ) +    { +      trailSystem_t *tempTS = ts; + +      CG_DestroyTrailSystem( &tempTS ); +      if( cg_debugTrails.integer >= 1 ) +        CG_Printf( "TS %s expired (born %d, lives %d, now %d)\n", +                   ts->class->name, ts->birthTime, ts->class->lifeTime, +                   cg.time ); +    } + +    if( cg_debugTrails.integer >= 1 && !ts->valid ) +      CG_Printf( "TS %s garbage collected\n", ts->class->name ); +  } +} + +/* +=============== +CG_AddTrails + +Add trails to the scene +=============== +*/ +void CG_AddTrails( void ) +{ +  int           i; +  trailBeam_t   *tb; +  int           numTS = 0, numTB = 0; + +  //remove expired trail systems +  CG_GarbageCollectTrailSystems( ); + +  for( i = 0; i < MAX_TRAIL_BEAMS; i++ ) +  { +    tb = &trailBeams[ i ]; + +    if( tb->valid ) +    { +      CG_UpdateBeam( tb ); +      CG_RenderBeam( tb ); +    } +  } + +  if( cg_debugTrails.integer >= 2 ) +  { +    for( i = 0; i < MAX_TRAIL_SYSTEMS; i++ ) +      if( trailSystems[ i ].valid ) +        numTS++; + +    for( i = 0; i < MAX_TRAIL_BEAMS; i++ ) +      if( trailBeams[ i ].valid ) +        numTB++; + +    CG_Printf( "TS: %d  TB: %d\n", numTS, numTB ); +  } +} + +static trailSystem_t  *testTS; +static qhandle_t      testTSHandle; + +/* +=============== +CG_DestroyTestTS_f + +Destroy the test a trail system +=============== +*/ +void CG_DestroyTestTS_f( void ) +{ +  if( CG_IsTrailSystemValid( &testTS ) ) +    CG_DestroyTrailSystem( &testTS ); +} + +/* +=============== +CG_TestTS_f + +Test a trail system +=============== +*/ +void CG_TestTS_f( void ) +{ +  char tsName[ MAX_QPATH ]; + +  if( trap_Argc( ) < 2 ) +    return; + +  Q_strncpyz( tsName, CG_Argv( 1 ), MAX_QPATH ); +  testTSHandle = CG_RegisterTrailSystem( tsName ); + +  if( testTSHandle ) +  { +    CG_DestroyTestTS_f( ); + +    testTS = CG_SpawnNewTrailSystem( testTSHandle ); + +    if( CG_IsTrailSystemValid( &testTS ) ) +    { +      CG_SetAttachmentCent( &testTS->frontAttachment, &cg_entities[ 0 ] ); +      CG_AttachToCent( &testTS->frontAttachment ); +    } +  } +} diff --git a/src/cgame/cg_tutorial.c b/src/cgame/cg_tutorial.c new file mode 100644 index 0000000..f68d070 --- /dev/null +++ b/src/cgame/cg_tutorial.c @@ -0,0 +1,864 @@ +/* +=========================================================================== +Copyright (C) 2000-2009 Darklegion Development + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA +=========================================================================== +*/ + +// cg_tutorial.c -- the tutorial system + +#include "cg_local.h" + +#define CG_AxisName(a) ((a)==0?"X (forward-backward)":((a)==1?"Y (left-right)":"Z (up-down)")) + +typedef struct +{ +  char      *command; +  char      *humanName; +  keyNum_t  keys[ 2 ]; +} bind_t; + +static bind_t bindings[ ] = +{ +  { "+button2",       "Activate Upgrade",       { -1, -1 } }, +  { "+speed",         "Run/Walk",               { -1, -1 } }, +  { "+button8",       "Sprint",                 { -1, -1 } }, +  { "+moveup",        "Jump",                   { -1, -1 } }, +  { "+movedown",      "Crouch",                 { -1, -1 } }, +  { "+attack",        "Primary Attack",         { -1, -1 } }, +  { "+button5",       "Secondary Attack",       { -1, -1 } }, +  { "reload",         "Reload",                 { -1, -1 } }, +  { "buy ammo",       "Buy Ammo / Refuel",      { -1, -1 } }, +  { "itemact medkit", "Use Medkit",             { -1, -1 } }, +  { "+button7",       "Use Structure/Evolve",   { -1, -1 } }, +  { "deconstruct",    "Deconstruct Structure",  { -1, -1 } }, +  { "weapprev",       "Previous Upgrade",       { -1, -1 } }, +  { "weapnext",       "Next Upgrade",           { -1, -1 } }, +  { "cuboidAxis next","Next Cuboid axis",       { -1, -1 } }, +  { "cuboidRotate",   "Rotate Cuboid",          { -1, -1 } } +}; + +static const int numBindings = sizeof( bindings ) / sizeof( bind_t ); + +/* +================= +CG_GetBindings +================= +*/ +static void CG_GetBindings( void ) +{ +  int   i, j, numKeys; +  char  buffer[ MAX_STRING_CHARS ]; + +  for( i = 0; i < numBindings; i++ ) +  { +    bindings[ i ].keys[ 0 ] = bindings[ i ].keys[ 1 ] = K_NONE; +    numKeys = 0; + +    for( j = 0; j < K_LAST_KEY; j++ ) +    { +      trap_Key_GetBindingBuf( j, buffer, MAX_STRING_CHARS ); + +      if( buffer[ 0 ] == 0 ) +        continue; + +      if( !Q_stricmp( buffer, bindings[ i ].command ) ) +      { +        bindings[ i ].keys[ numKeys++ ] = j; + +        if( numKeys > 1 ) +          break; +      } +    } +  } +} + +/* +=============== +CG_KeyNameForCommand +=============== +*/ +static const char *CG_KeyNameForCommand( const char *command ) +{ +  int         i, j; +  static char buffer[ MAX_STRING_CHARS ]; +  int         firstKeyLength; + +  buffer[ 0 ] = '\0'; + +  for( i = 0; i < numBindings; i++ ) +  { +    if( !Q_stricmp( command, bindings[ i ].command ) ) +    { +      if( bindings[ i ].keys[ 0 ] != K_NONE ) +      { +        trap_Key_KeynumToStringBuf( bindings[ i ].keys[ 0 ], +            buffer, MAX_STRING_CHARS ); +        firstKeyLength = strlen( buffer ); + +        for( j = 0; j < firstKeyLength; j++ ) +          buffer[ j ] = toupper( buffer[ j ] ); + +        if( bindings[ i ].keys[ 1 ] != K_NONE ) +        { +          Q_strcat( buffer, MAX_STRING_CHARS, " or " ); +          trap_Key_KeynumToStringBuf( bindings[ i ].keys[ 1 ], +              buffer + strlen( buffer ), MAX_STRING_CHARS - strlen( buffer ) ); + +          for( j = firstKeyLength + 4; j < strlen( buffer ); j++ ) +            buffer[ j ] = toupper( buffer[ j ] ); +        } +      } +      else +      { +        Com_sprintf( buffer, MAX_STRING_CHARS, "\"%s\" (unbound)", +          bindings[ i ].humanName ); +      } + +      return buffer; +    } +  } + +  return ""; +} + +#define MAX_TUTORIAL_TEXT 4096 + +/* +=============== +CG_BuildableInRange +=============== +*/ +static entityState_t *CG_BuildableInRange( playerState_t *ps, float *healthFraction ) +{ +  vec3_t        view, point; +  trace_t       trace; +  entityState_t *es; +  int           health; + +  AngleVectors( cg.refdefViewAngles, view, NULL, NULL ); +  VectorMA( cg.refdef.vieworg, 64, view, point ); +  CG_Trace( &trace, cg.refdef.vieworg, NULL, NULL, +            point, ps->clientNum, MASK_SHOT ); + +  es = &cg_entities[ trace.entityNum ].currentState; + +  if( healthFraction ) +  { +    health = es->generic1; +    *healthFraction = (float)health / BG_Buildable( es->modelindex, es->angles )->health; +  } + +  if( es->eType == ET_BUILDABLE && +      ps->stats[ STAT_TEAM ] == BG_Buildable( es->modelindex, NULL )->team ) +    return es; +  else +    return NULL; +} + +/* +=============== +CG_AlienBuilderText +=============== +*/ +static void CG_AlienBuilderText( char *text, playerState_t *ps ) +{ +  buildable_t   buildable = ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT; +  entityState_t *es; + +  if( buildable > BA_NONE ) +  { +    Q_strcat( text, MAX_TUTORIAL_TEXT, +        va( "Press %s to place the %s\n", +          CG_KeyNameForCommand( "+attack" ), +          BG_Buildable( buildable, NULL )->humanName ) ); + +    Q_strcat( text, MAX_TUTORIAL_TEXT, +        va( "Press %s to cancel placing the %s\n", +          CG_KeyNameForCommand( "+button5" ), +          BG_Buildable( buildable, NULL )->humanName ) ); +  } +  else +  { +    Q_strcat( text, MAX_TUTORIAL_TEXT, +        va( "Press %s to build a structure\n", +          CG_KeyNameForCommand( "+attack" ) ) ); +  } + +  if( ( es = CG_BuildableInRange( ps, NULL ) ) ) +  { +    if( cgs.markDeconstruct ) +    { +      if( es->eFlags & EF_B_MARKED ) +      { +        Q_strcat( text, MAX_TUTORIAL_TEXT, +            va( "Press %s to unmark this structure for replacement\n", +              CG_KeyNameForCommand( "deconstruct" ) ) ); +      } +      else +      { +        Q_strcat( text, MAX_TUTORIAL_TEXT, +            va( "Press %s to mark this structure for replacement\n", +              CG_KeyNameForCommand( "deconstruct" ) ) ); +      } +    } +    else +    { +      Q_strcat( text, MAX_TUTORIAL_TEXT, +          va( "Press %s to destroy this structure\n", +            CG_KeyNameForCommand( "deconstruct" ) ) ); +    } +  } + +  if( ( ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) == BA_NONE ) +  { +    Q_strcat( text, MAX_TUTORIAL_TEXT, +        va( "Press %s to swipe\n", +          CG_KeyNameForCommand( "+button5" ) ) ); +  } + +  if( ps->stats[ STAT_CLASS ] == PCL_ALIEN_BUILDER0_UPG ) +  { +    Q_strcat( text, MAX_TUTORIAL_TEXT, +        va( "Press %s to launch a projectile\n", +        CG_KeyNameForCommand( "+button2" ) ) ); + +    Q_strcat( text, MAX_TUTORIAL_TEXT, +        va( "Press %s to walk on walls\n", +        CG_KeyNameForCommand( "+movedown" ) ) ); +  } +} + +/* +=============== +CG_AlienLevel0Text +=============== +*/ +static void CG_AlienLevel0Text( char *text, playerState_t *ps ) +{ +  Q_strcat( text, MAX_TUTORIAL_TEXT, +      "Touch humans to damage them\n" ); + +  Q_strcat( text, MAX_TUTORIAL_TEXT, +      va( "Press %s to walk on walls\n", +        CG_KeyNameForCommand( "+movedown" ) ) ); +} + +/* +=============== +CG_AlienLevel1Text +=============== +*/ +static void CG_AlienLevel1Text( char *text, playerState_t *ps ) +{ +  Q_strcat( text, MAX_TUTORIAL_TEXT, +      "Touch humans to grab them\n" ); + +  Q_strcat( text, MAX_TUTORIAL_TEXT, +      va( "Press %s to swipe\n", +        CG_KeyNameForCommand( "+attack" ) ) ); + +  if( ps->stats[ STAT_CLASS ] == PCL_ALIEN_LEVEL1_UPG ) +  { +    Q_strcat( text, MAX_TUTORIAL_TEXT, +        va( "Press %s to spray poisonous gas\n", +          CG_KeyNameForCommand( "+button5" ) ) ); +  } + +  Q_strcat( text, MAX_TUTORIAL_TEXT, +      va( "Press %s to walk on walls\n", +        CG_KeyNameForCommand( "+movedown" ) ) ); +} + +/* +=============== +CG_AlienLevel2Text +=============== +*/ +static void CG_AlienLevel2Text( char *text, playerState_t *ps ) +{ +  Q_strcat( text, MAX_TUTORIAL_TEXT, +      va( "Press %s to bite\n", +        CG_KeyNameForCommand( "+attack" ) ) ); + +  if( ps->stats[ STAT_CLASS ] == PCL_ALIEN_LEVEL2_UPG ) +  { +    Q_strcat( text, MAX_TUTORIAL_TEXT, +        va( "Press %s to invoke an electrical attack\n", +          CG_KeyNameForCommand( "+button5" ) ) ); +  } + +  Q_strcat( text, MAX_TUTORIAL_TEXT, +      va( "Hold down %s then touch a wall to wall jump\n", +        CG_KeyNameForCommand( "+moveup" ) ) ); +} + +/* +=============== +CG_AlienLevel3Text +=============== +*/ +static void CG_AlienLevel3Text( char *text, playerState_t *ps ) +{ +  Q_strcat( text, MAX_TUTORIAL_TEXT, +      va( "Press %s to bite\n", +        CG_KeyNameForCommand( "+attack" ) ) ); + +  if( ps->stats[ STAT_CLASS ] == PCL_ALIEN_LEVEL3_UPG ) +  { +    Q_strcat( text, MAX_TUTORIAL_TEXT, +        va( "Press %s to launch a projectile\n", +          CG_KeyNameForCommand( "+button2" ) ) ); +  } + +  Q_strcat( text, MAX_TUTORIAL_TEXT, +      va( "Hold down and release %s to pounce\n", +        CG_KeyNameForCommand( "+button5" ) ) ); +} + +/* +=============== +CG_AlienLevel4Text +=============== +*/ +static void CG_AlienLevel4Text( char *text, playerState_t *ps ) +{ +  Q_strcat( text, MAX_TUTORIAL_TEXT, +      va( "Press %s to swipe\n", +        CG_KeyNameForCommand( "+attack" ) ) ); + +  Q_strcat( text, MAX_TUTORIAL_TEXT, +      va( "Hold down and release %s to trample\n", +        CG_KeyNameForCommand( "+button5" ) ) ); +} + +/* +=============== +CG_HumanCkitText +=============== +*/ +static void CG_HumanCkitText( char *text, playerState_t *ps ) +{ +  buildable_t   buildable = ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT; +  entityState_t *es; + +  if( buildable > BA_NONE ) +  { +    Q_strcat( text, MAX_TUTORIAL_TEXT, +        va( "Press %s to place the %s\n", +          CG_KeyNameForCommand( "+attack" ), +          BG_Buildable( buildable, NULL )->humanName ) ); + +    Q_strcat( text, MAX_TUTORIAL_TEXT, +        va( "Press %s to cancel placing the %s\n", +          CG_KeyNameForCommand( "+button5" ), +          BG_Buildable( buildable, NULL )->humanName ) ); +  } +  else +  { +    Q_strcat( text, MAX_TUTORIAL_TEXT, +        va( "Press %s to build a structure\n", +          CG_KeyNameForCommand( "+attack" ) ) ); +  } + +  if( ( es = CG_BuildableInRange( ps, NULL ) ) ) +  { +    if( cgs.markDeconstruct ) +    { +      if( es->eFlags & EF_B_MARKED ) +      { +        Q_strcat( text, MAX_TUTORIAL_TEXT, +            va( "Press %s to unmark this structure\n", +              CG_KeyNameForCommand( "deconstruct" ) ) ); +      } +      else +      { +        Q_strcat( text, MAX_TUTORIAL_TEXT, +            va( "Press %s to mark this structure\n", +              CG_KeyNameForCommand( "deconstruct" ) ) ); +      } +    } +    else +    { +      Q_strcat( text, MAX_TUTORIAL_TEXT, +          va( "Press %s to destroy this structure\n", +            CG_KeyNameForCommand( "deconstruct" ) ) ); +    } +  } +} + +/* +=============== +CG_HumanText +=============== +*/ +static void CG_HumanText( char *text, playerState_t *ps ) +{ +  char      *name; +  upgrade_t upgrade = UP_NONE; + +  if( cg.weaponSelect < 32 ) +    name = cg_weapons[ cg.weaponSelect ].humanName; +  else +  { +    name = cg_upgrades[ cg.weaponSelect - 32 ].humanName; +    upgrade = cg.weaponSelect - 32; +  } + +  if( !ps->ammo && !ps->clips && !BG_Weapon( ps->weapon )->infiniteAmmo ) +  { +    //no ammo +    switch( ps->weapon ) +    { +      case WP_MACHINEGUN: +      case WP_CHAINGUN: +      case WP_SHOTGUN: +      case WP_FLAMER: +        Q_strcat( text, MAX_TUTORIAL_TEXT, +            va( "Find an Armoury and press %s for more ammo\n", +              CG_KeyNameForCommand( "buy ammo" ) ) ); +        break; + +      case WP_LAS_GUN: +      case WP_PULSE_RIFLE: +      case WP_MASS_DRIVER: +      case WP_LUCIFER_CANNON: +        Q_strcat( text, MAX_TUTORIAL_TEXT, +            va( "Find an Armoury, Reactor, or Repeater and press %s for more ammo\n", +              CG_KeyNameForCommand( "buy ammo" ) ) ); +        break; + +      default: +        break; +    } +  } +  else +  { +    switch( ps->weapon ) +    { +      case WP_BLASTER: +      case WP_MACHINEGUN: +      case WP_SHOTGUN: +      case WP_LAS_GUN: +      case WP_CHAINGUN: +      case WP_PULSE_RIFLE: +      case WP_FLAMER: +        Q_strcat( text, MAX_TUTORIAL_TEXT, +            va( "Press %s to fire the %s\n", +              CG_KeyNameForCommand( "+attack" ), +              BG_Weapon( ps->weapon )->humanName ) ); +        break; + +      case WP_MASS_DRIVER: +        Q_strcat( text, MAX_TUTORIAL_TEXT, +            va( "Press %s to fire the %s\n", +              CG_KeyNameForCommand( "+attack" ), +              BG_Weapon( ps->weapon )->humanName ) ); + +        Q_strcat( text, MAX_TUTORIAL_TEXT, +            va( "Hold %s to zoom\n", +              CG_KeyNameForCommand( "+button5" ) ) ); +        break; + +      case WP_PAIN_SAW: +        Q_strcat( text, MAX_TUTORIAL_TEXT, +            va( "Hold %s to activate the %s\n", +              CG_KeyNameForCommand( "+attack" ), +              BG_Weapon( ps->weapon )->humanName ) ); +        break; + +      case WP_LUCIFER_CANNON: +        Q_strcat( text, MAX_TUTORIAL_TEXT, +            va( "Hold and release %s to fire a charged shot\n", +              CG_KeyNameForCommand( "+attack" ) ) ); + +        Q_strcat( text, MAX_TUTORIAL_TEXT, +            va( "Press %s to fire the %s\n", +              CG_KeyNameForCommand( "+button5" ), +              BG_Weapon( ps->weapon )->humanName ) ); +        break; + +      case WP_HBUILD: +        CG_HumanCkitText( text, ps ); +        break; + +      default: +        break; +    } +  } + +  Q_strcat( text, MAX_TUTORIAL_TEXT, +      va( "Press %s and ", +          CG_KeyNameForCommand( "weapprev" ) ) ); +  Q_strcat( text, MAX_TUTORIAL_TEXT, +      va( "%s to select an upgrade\n", +          CG_KeyNameForCommand( "weapnext" ) ) ); + +  if( upgrade == UP_NONE || +      ( upgrade > UP_NONE && BG_Upgrade( upgrade )->usable ) ) +  { +    Q_strcat( text, MAX_TUTORIAL_TEXT, +        va( "Press %s to use the %s\n", +            CG_KeyNameForCommand( "+button2" ), +            name ) ); +  } + +  if( ps->stats[ STAT_HEALTH ] <= 35 && +      BG_InventoryContainsUpgrade( UP_MEDKIT, ps->stats ) ) +  { +    Q_strcat( text, MAX_TUTORIAL_TEXT, +        va( "Press %s to use your %s\n", +          CG_KeyNameForCommand( "itemact medkit" ), +          BG_Upgrade( UP_MEDKIT )->humanName ) ); +  } + +  if( ps->stats[ STAT_STAMINA ] <= STAMINA_BLACKOUT_LEVEL ) +  { +    Q_strcat( text, MAX_TUTORIAL_TEXT, +        "You are blacking out. Stop sprinting to recover stamina\n" ); +  } +  else if( ps->stats[ STAT_STAMINA ] <= STAMINA_SLOW_LEVEL ) +  { +    Q_strcat( text, MAX_TUTORIAL_TEXT, +        "Your stamina is low. Stop sprinting to recover\n" ); +  } + +  switch( cg.nearUsableBuildable ) +  { +    case BA_H_ARMOURY: +      Q_strcat( text, MAX_TUTORIAL_TEXT, +          va( "Press %s to buy equipment upgrades at the %s. Sell your old weapon first!\n", +            CG_KeyNameForCommand( "+button7" ), +            BG_Buildable( cg.nearUsableBuildable, NULL )->humanName ) ); +      break; +    case BA_H_REPEATER: +    case BA_H_REACTOR: +      Q_strcat( text, MAX_TUTORIAL_TEXT, +          va( "Press %s to refill your energy weapon's ammo at the %s\n", +            CG_KeyNameForCommand( "+button7" ), +            BG_Buildable( cg.nearUsableBuildable, NULL )->humanName ) ); +      break; +    case BA_NONE: +      break; +    default: +      Q_strcat( text, MAX_TUTORIAL_TEXT, +          va( "Press %s to use the %s\n", +            CG_KeyNameForCommand( "+button7" ), +            BG_Buildable( cg.nearUsableBuildable, NULL )->humanName ) ); +      break; +  } + +  Q_strcat( text, MAX_TUTORIAL_TEXT, +      va( "Press %s and any direction to sprint\n", +        CG_KeyNameForCommand( "+button8" ) ) ); +} + +/* +=============== +CG_SpectatorText +=============== +*/ +static void CG_SpectatorText( char *text, playerState_t *ps ) +{ +  if( cgs.clientinfo[ cg.clientNum ].team != TEAM_NONE ) +  { +    if( ps->pm_flags & PMF_QUEUED ) +      Q_strcat( text, MAX_TUTORIAL_TEXT, +                va( "Press %s to leave spawn queue\n", +                    CG_KeyNameForCommand( "+attack" ) ) ); +    else +      Q_strcat( text, MAX_TUTORIAL_TEXT, +                va( "Press %s to spawn\n", +                    CG_KeyNameForCommand( "+attack" ) ) ); +  } +  else  +  { +    Q_strcat( text, MAX_TUTORIAL_TEXT, +        va( "Press %s to join a team\n", +          CG_KeyNameForCommand( "+attack" ) ) ); +  } + +  if( ps->pm_flags & PMF_FOLLOW ) +  { +    if( !cg.chaseFollow ) +      Q_strcat( text, MAX_TUTORIAL_TEXT, +                va( "Press %s to switch to chase-cam spectator mode\n", +                    CG_KeyNameForCommand( "+button2" ) ) ); +    else if( cgs.clientinfo[ cg.clientNum ].team == TEAM_NONE ) +      Q_strcat( text, MAX_TUTORIAL_TEXT, +                va( "Press %s to return to free spectator mode\n", +                    CG_KeyNameForCommand( "+button2" ) ) ); +    else +      Q_strcat( text, MAX_TUTORIAL_TEXT, +                va( "Press %s to stop following\n", +                    CG_KeyNameForCommand( "+button2" ) ) ); + +    Q_strcat( text, MAX_TUTORIAL_TEXT, +        va( "Press %s or ", +          CG_KeyNameForCommand( "weapprev" ) ) ); +    Q_strcat( text, MAX_TUTORIAL_TEXT, +        va( "%s to change player\n", +          CG_KeyNameForCommand( "weapnext" ) ) ); +  } +  else +  { +    Q_strcat( text, MAX_TUTORIAL_TEXT, +        va( "Press %s to follow a player\n", +            CG_KeyNameForCommand( "+button2" ) ) ); +  } +} + +#define BINDING_REFRESH_INTERVAL 30 + +/* +=============== +CG_TutorialText + +Returns context help for the current class/weapon +=============== +*/ +static void CG_NewText( char *text, playerState_t *ps ); + +const char *CG_TutorialText( void ) +{ +  playerState_t *ps; +  static char   text[ MAX_TUTORIAL_TEXT ]; +  static int    refreshBindings = 0; +  static qboolean checkedUpdate = qfalse; +   +  // force mod tutorial if new version +  if( !checkedUpdate ) +  { +    trap_Cvar_Update( &cg_lastModVersion ); +     +    if( cg_lastModVersion.integer < MODVER_CURRENT ) +    { +      trap_Cvar_Set( "cg_modTutorial", "1" ); +      trap_Cvar_Set( "cg_modTutorialReference", va( "%i", cg_lastModVersion.integer ) ); +      trap_Cvar_Set( "cg_lastModVersion", va( "%i", MODVER_CURRENT ) ); +    } +    checkedUpdate = qtrue; +  } +   +  if( refreshBindings == 0 ) +    CG_GetBindings( ); + +  refreshBindings = ( refreshBindings + 1 ) % BINDING_REFRESH_INTERVAL; + +  text[ 0 ] = '\0'; +  ps = &cg.snap->ps; + +  if( cg_modTutorial.integer ) +  { +    CG_NewText( text, ps ); +     +    if( !cg_tutorial.integer ) +      return text; +  } +   +  if( !cg.intermissionStarted && !cg.demoPlayback ) +  { +    if( ps->persistant[ PERS_SPECSTATE ] != SPECTATOR_NOT || +        ps->pm_flags & PMF_FOLLOW ) +    { +      CG_SpectatorText( text, ps ); +    } +    else if( ps->stats[ STAT_HEALTH ] > 0 ) +    { +      switch( ps->stats[ STAT_CLASS ] ) +      { +        case PCL_ALIEN_BUILDER0: +        case PCL_ALIEN_BUILDER0_UPG: +          CG_AlienBuilderText( text, ps ); +          break; + +        case PCL_ALIEN_LEVEL0: +          CG_AlienLevel0Text( text, ps ); +          break; + +        case PCL_ALIEN_LEVEL1: +        case PCL_ALIEN_LEVEL1_UPG: +          CG_AlienLevel1Text( text, ps ); +          break; + +        case PCL_ALIEN_LEVEL2: +        case PCL_ALIEN_LEVEL2_UPG: +          CG_AlienLevel2Text( text, ps ); +          break; + +        case PCL_ALIEN_LEVEL3: +        case PCL_ALIEN_LEVEL3_UPG: +          CG_AlienLevel3Text( text, ps ); +          break; + +        case PCL_ALIEN_LEVEL4: +          CG_AlienLevel4Text( text, ps ); +          break; + +        case PCL_HUMAN: +        case PCL_HUMAN_BSUIT: +          CG_HumanText( text, ps ); +          break; + +        default: +          break; +      } + +      if( ps->stats[ STAT_TEAM ] == TEAM_ALIENS ) +      { +        if( BG_AlienCanEvolve( ps->stats[ STAT_CLASS ], +                                    ps->persistant[ PERS_CREDIT ], +                                    cgs.alienStage ) ) +        { +          Q_strcat( text, MAX_TUTORIAL_TEXT, +              va( "Press %s to evolve\n", +                CG_KeyNameForCommand( "+button7" ) ) ); +        } +      } +    } +  } +  else if( !cg.demoPlayback ) +  { +    if( !CG_ClientIsReady( ps->clientNum ) ) +    { +      Q_strcat( text, MAX_TUTORIAL_TEXT, +          va( "Press %s when ready to continue\n", +            CG_KeyNameForCommand( "+attack" ) ) ); +    } +    else +    { +      Q_strcat( text, MAX_TUTORIAL_TEXT, "Waiting for other players to be ready\n" ); +    } +  } + +  if( !cg.demoPlayback ) +  { +    Q_strcat( text, MAX_TUTORIAL_TEXT, "Press ESC for the menu" ); +  } + +  return text; +} + +/* +=============== +CG_NewText + +Informs the player about new mod features. cg_tutorial2 contains a +mod version (table below). CG_NewText will explain all features +introduced in that version and later. + +0    N/A     vanilla GPP +1   Sep 03   alpha 1 + +=============== +*/ + +static void CG_CuboidText( char *text, playerState_t *ps ) +{ +  buildable_t buildable = ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT; +   +  if ( buildable <= BA_NONE ) +    return; +  +  if( !BG_Buildable( buildable, NULL )->cuboid ) +    return; + +  Q_strcat( text, MAX_TUTORIAL_TEXT, +            "Cuboid requires new keybindings. They can be set in Options -> Controls -> Cuboid\n" ); +  Q_strcat( text, MAX_TUTORIAL_TEXT, +            va( "Press %s and ", +                 CG_KeyNameForCommand( "weapnext" ) ) ); +  Q_strcat( text, MAX_TUTORIAL_TEXT, +            va( "%s to resize the %s on %s axis.\n", +                CG_KeyNameForCommand( "weapprev" ), +                BG_Buildable( buildable, NULL )->humanName,  +                CG_AxisName( cg_cuboidResizeAxis.integer ) ) ); +  Q_strcat(text, MAX_TUTORIAL_TEXT, +           va( "Press %s to rotate %s around %s axis\n", +               CG_KeyNameForCommand( "cuboidRotate" ), +               BG_Buildable( buildable, NULL )->humanName,  +               CG_AxisName( cg_cuboidResizeAxis.integer ) ) ); +  Q_strcat(text, MAX_TUTORIAL_TEXT, +           va( "Press %s to select another axis.\n", +               CG_KeyNameForCommand( "cuboidAxis next" ) ) ); +} + +static void CG_NewText( char *text, playerState_t *ps ) +{ +  int reference; +   +  reference = cg_modTutorialReference.integer; + +  if( !cg.intermissionStarted && !cg.demoPlayback ) +  { +    if( ps->persistant[ PERS_SPECSTATE ] == SPECTATOR_NOT && +        !( ps->pm_flags & PMF_FOLLOW ) &&  +        ps->stats[ STAT_HEALTH ] > 0 ) +    { +      if( reference >= MODVER_C2_0_1_0 ) +      { +        if( BG_InventoryContainsUpgrade( UP_JETPACK, ps->stats ) ) +        { +          if( ps->stats[ STAT_FUEL ] > JETPACK_FUEL_JUMP ) +          { +            Q_strcat( text, MAX_TUTORIAL_TEXT, +                       va( "Press %s to perform a jetpack-aided jump. It uses fuel instead of stamina\n",  +                           CG_KeyNameForCommand( "+moveup" ) ) ); +          } +          if( ps->stats[ STAT_FUEL ] <= JETPACK_FUEL_LOW ) +          { +            Q_strcat( text, MAX_TUTORIAL_TEXT, +                      va( "You are running low on jet fuel. Find an Armoury and press %s to refuel\n", +                          CG_KeyNameForCommand( "buy ammo" ) ) ); +          } +          else if( ps->stats[ STAT_FUEL ] <= 0 ) +          { +            Q_strcat( text, MAX_TUTORIAL_TEXT, +                      va( "You are out of jet fuel. You can no longer fly. Find an Armoury and press %s to refuel\n", +                          CG_KeyNameForCommand( "buy ammo" ) ) ); +          } +        } +      } + +      switch( ps->weapon ) +      { +        case WP_ABUILD: +        case WP_ABUILD2: +        case WP_HBUILD: +          if( reference >= MODVER_C2_0_1_0  ) +          { +            CG_CuboidText( text, ps ); +            if( ps->weapon == WP_ABUILD2 ) +              Q_strcat( text, MAX_TUTORIAL_TEXT, +                        "Spitting at a human has a chance of impregnating him\n" +                        "with an alien egg. After a certain amount of time,\n" +                        "the egg can be spawned from by aliens, killing the human.\n" ); +          } +          break; + +        case WP_ALEVEL4: +          if( reference >= MODVER_C2_0_1_0  ) +            Q_strcat( text, MAX_TUTORIAL_TEXT, +                      va( "Press %s to drop a Tyrant Bomb. It can be regerated by touching a Booster.\n", +                      CG_KeyNameForCommand( "+button2" ) ) ); +          break; +      } +    } +  } +} + diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c new file mode 100644 index 0000000..cd5e384 --- /dev/null +++ b/src/cgame/cg_view.c @@ -0,0 +1,1500 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2009 Darklegion Development + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA +=========================================================================== +*/ + +// cg_view.c -- setup all the parameters (position, angle, etc) +// for a 3D rendering + + +#include "cg_local.h" + + +/* +============================================================================= + +  MODEL TESTING + +The viewthing and gun positioning tools from Q2 have been integrated and +enhanced into a single model testing facility. + +Model viewing can begin with either "testmodel <modelname>" or "testgun <modelname>". + +The names must be the full pathname after the basedir, like +"models/weapons/v_launch/tris.md3" or "players/male/tris.md3" + +Testmodel will create a fake entity 100 units in front of the current view +position, directly facing the viewer.  It will remain immobile, so you can +move around it to view it from different angles. + +Testgun will cause the model to follow the player around and supress the real +view weapon model.  The default frame 0 of most guns is completely off screen, +so you will probably have to cycle a couple frames to see it. + +"nextframe", "prevframe", "nextskin", and "prevskin" commands will change the +frame or skin of the testmodel.  These are bound to F5, F6, F7, and F8 in +q3default.cfg. + +If a gun is being tested, the "gun_x", "gun_y", and "gun_z" variables will let +you adjust the positioning. + +Note that none of the model testing features update while the game is paused, so +it may be convenient to test with deathmatch set to 1 so that bringing down the +console doesn't pause the game. + +============================================================================= +*/ + +/* +================= +CG_TestModel_f + +Creates an entity in front of the current position, which +can then be moved around +================= +*/ +void CG_TestModel_f( void ) +{ +  vec3_t    angles; + +  memset( &cg.testModelEntity, 0, sizeof( cg.testModelEntity ) ); +  memset( &cg.testModelBarrelEntity, 0, sizeof( cg.testModelBarrelEntity ) ); + +  if( trap_Argc( ) < 2 ) +    return; + +  Q_strncpyz( cg.testModelName, CG_Argv( 1 ), MAX_QPATH ); +  cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName ); + +  Q_strncpyz( cg.testModelBarrelName, CG_Argv( 1 ), MAX_QPATH ); +  cg.testModelBarrelName[ strlen( cg.testModelBarrelName ) - 4 ] = '\0'; +  Q_strcat( cg.testModelBarrelName, MAX_QPATH, "_barrel.md3" ); +  cg.testModelBarrelEntity.hModel = trap_R_RegisterModel( cg.testModelBarrelName ); + +  if( trap_Argc( ) == 3 ) +  { +    cg.testModelEntity.backlerp = atof( CG_Argv( 2 ) ); +    cg.testModelEntity.frame = 1; +    cg.testModelEntity.oldframe = 0; +  } + +  if( !cg.testModelEntity.hModel ) +  { +    CG_Printf( "Can't register model\n" ); +    return; +  } + +  VectorMA( cg.refdef.vieworg, 100, cg.refdef.viewaxis[ 0 ], cg.testModelEntity.origin ); + +  angles[ PITCH ] = 0; +  angles[ YAW ] = 180 + cg.refdefViewAngles[ 1 ]; +  angles[ ROLL ] = 0; + +  AnglesToAxis( angles, cg.testModelEntity.axis ); +  cg.testGun = qfalse; + +  if( cg.testModelBarrelEntity.hModel ) +  { +    angles[ YAW ] = 0; +    angles[ PITCH ] = 0; +    angles[ ROLL ] = 0; +    AnglesToAxis( angles, cg.testModelBarrelEntity.axis ); +  } +} + +/* +================= +CG_TestGun_f + +Replaces the current view weapon with the given model +================= +*/ +void CG_TestGun_f( void ) +{ +  CG_TestModel_f( ); +  cg.testGun = qtrue; +  cg.testModelEntity.renderfx = RF_MINLIGHT | RF_DEPTHHACK | RF_FIRST_PERSON; +} + + +void CG_TestModelNextFrame_f( void ) +{ +  cg.testModelEntity.frame++; +  CG_Printf( "frame %i\n", cg.testModelEntity.frame ); +} + +void CG_TestModelPrevFrame_f( void ) +{ +  cg.testModelEntity.frame--; + +  if( cg.testModelEntity.frame < 0 ) +    cg.testModelEntity.frame = 0; + +  CG_Printf( "frame %i\n", cg.testModelEntity.frame ); +} + +void CG_TestModelNextSkin_f( void ) +{ +  cg.testModelEntity.skinNum++; +  CG_Printf( "skin %i\n", cg.testModelEntity.skinNum ); +} + +void CG_TestModelPrevSkin_f( void ) +{ +  cg.testModelEntity.skinNum--; + +  if( cg.testModelEntity.skinNum < 0 ) +    cg.testModelEntity.skinNum = 0; + +  CG_Printf( "skin %i\n", cg.testModelEntity.skinNum ); +} + +static void CG_AddTestModel( void ) +{ +  int   i; + +  // re-register the model, because the level may have changed +  cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName ); +  cg.testModelBarrelEntity.hModel = trap_R_RegisterModel( cg.testModelBarrelName ); + +  if( !cg.testModelEntity.hModel ) +  { +    CG_Printf( "Can't register model\n" ); +    return; +  } + +  // if testing a gun, set the origin reletive to the view origin +  if( cg.testGun ) +  { +    VectorCopy( cg.refdef.vieworg, cg.testModelEntity.origin ); +    VectorCopy( cg.refdef.viewaxis[ 0 ], cg.testModelEntity.axis[ 0 ] ); +    VectorCopy( cg.refdef.viewaxis[ 1 ], cg.testModelEntity.axis[ 1 ] ); +    VectorCopy( cg.refdef.viewaxis[ 2 ], cg.testModelEntity.axis[ 2 ] ); + +    // allow the position to be adjusted +    for( i = 0; i < 3; i++ ) +    { +      cg.testModelEntity.origin[ i ] += cg.refdef.viewaxis[ 0 ][ i ] * cg_gun_x.value; +      cg.testModelEntity.origin[ i ] += cg.refdef.viewaxis[ 1 ][ i ] * cg_gun_y.value; +      cg.testModelEntity.origin[ i ] += cg.refdef.viewaxis[ 2 ][ i ] * cg_gun_z.value; +    } +  } + +  trap_R_AddRefEntityToScene( &cg.testModelEntity ); + +  if( cg.testModelBarrelEntity.hModel ) +  { +    CG_PositionEntityOnTag( &cg.testModelBarrelEntity, &cg.testModelEntity, +        cg.testModelEntity.hModel, "tag_barrel" ); + +    trap_R_AddRefEntityToScene( &cg.testModelBarrelEntity ); +  } +} + + + +//============================================================================ + + +/* +================= +CG_CalcVrect + +Sets the coordinates of the rendered window +================= +*/ +static void CG_CalcVrect( void ) +{ +  int   size; + +  // the intermission should allways be full screen +  if( cg.snap->ps.pm_type == PM_INTERMISSION ) +    size = 100; +  else +    size = cg_viewsize.integer; + +  cg.refdef.width = cgs.glconfig.vidWidth * size / 100; +  cg.refdef.width &= ~1; + +  cg.refdef.height = cgs.glconfig.vidHeight * size / 100; +  cg.refdef.height &= ~1; + +  cg.refdef.x = ( cgs.glconfig.vidWidth - cg.refdef.width ) / 2; +  cg.refdef.y = ( cgs.glconfig.vidHeight - cg.refdef.height ) / 2; +} + +//============================================================================== + +/* +=============== +CG_OffsetThirdPersonView + +=============== +*/ +void CG_OffsetThirdPersonView( void ) +{ +  int i; +  vec3_t        forward, right, up; +  vec3_t        view; +  trace_t       trace; +  static vec3_t mins = { -8, -8, -8 }; +  static vec3_t maxs = { 8, 8, 8 }; +  vec3_t        focusPoint; +  vec3_t        surfNormal; +  int           cmdNum; +  usercmd_t     cmd, oldCmd; +  float         range; +  vec3_t        mouseInputAngles; +  vec3_t        rotationAngles; +  vec3_t        axis[ 3 ], rotaxis[ 3 ]; +  float         deltaPitch; +  static float  pitch; +  static vec3_t killerPos = { 0, 0, 0 }; + +  // If cg_thirdpersonShoulderViewMode == 2, do shoulder view instead +  // If cg_thirdpersonShoulderViewMode == 1, do shoulder view when chasing +  //   a wallwalker because it's really erratic to watch +  if( ( cg_thirdPersonShoulderViewMode.integer == 2 ) || +      ( ( cg_thirdPersonShoulderViewMode.integer == 1 ) && +        ( cg.snap->ps.stats[ STAT_STATE ] & SS_WALLCLIMBING ) && +        ( cg.snap->ps.stats[ STAT_HEALTH ] > 0 ) ) ) +  { +    CG_OffsetShoulderView( ); +    return; +  } + +  BG_GetClientNormal( &cg.predictedPlayerState, surfNormal ); +  // Set the view origin to the class's view height +  VectorMA( cg.refdef.vieworg, cg.predictedPlayerState.viewheight, surfNormal, cg.refdef.vieworg ); + +  // Set the focus point where the camera will look (at the player's vieworg) +  VectorCopy( cg.refdef.vieworg, focusPoint ); + +  // If player is dead, we want the player to be between us and the killer +  // so pretend that the player was looking at the killer, then place cam behind them. +  if( cg.predictedPlayerState.stats[ STAT_HEALTH ] <= 0 ) +  { +    int killerEntNum = cg.predictedPlayerState.stats[ STAT_VIEWLOCK ]; + +    // already looking at ourself +    if( killerEntNum != cg.snap->ps.clientNum ) +    { +      vec3_t lookDirection; +      if( cg.wasDeadLastFrame == qfalse || !cg_staticDeathCam.integer ) +      { +        VectorCopy( cg_entities[ killerEntNum ].lerpOrigin, killerPos ); +        cg.wasDeadLastFrame = qtrue; +      } +      VectorSubtract( killerPos, cg.refdef.vieworg, lookDirection ); +      vectoangles( lookDirection, cg.refdefViewAngles ); +    } +  } + +  // get and rangecheck cg_thirdPersonRange +  range = cg_thirdPersonRange.value; +  if( range > 150.0f ) range = 150.0f; +  if( range < 30.0f ) range = 30.0f; + +  // Calculate the angle of the camera's position around the player. +  // Unless in demo, PLAYING in third person, or in dead-third-person cam, allow the player  +  // to control camera position offsets using the mouse position. +  if( cg.demoPlayback ||  +    ( ( cg.snap->ps.pm_flags & PMF_FOLLOW ) &&  +      ( cg.predictedPlayerState.stats[ STAT_HEALTH ] > 0 ) ) ) +  { +    // Collect our input values from the mouse. +    cmdNum = trap_GetCurrentCmdNumber(); +    trap_GetUserCmd( cmdNum, &cmd ); +    trap_GetUserCmd( cmdNum - 1, &oldCmd ); + +    // Prevent pitch from wrapping and clamp it within a [-75, 90] range. +    // Cgame has no access to ps.delta_angles[] here, so we need to reproduce +    // it ourselves. +    deltaPitch = SHORT2ANGLE( cmd.angles[ PITCH ] - oldCmd.angles[ PITCH ] ); +    if( fabs(deltaPitch) < 200.0f ) +    { +      pitch += deltaPitch; +    } + +    mouseInputAngles[ PITCH ] = pitch; +    mouseInputAngles[ YAW ] = -1.0f * SHORT2ANGLE( cmd.angles[ YAW ] ); // yaw is inverted +    mouseInputAngles[ ROLL ] = 0.0f; + +    for( i = 0; i < 3; i++ ) +      mouseInputAngles[ i ] = AngleNormalize180( mouseInputAngles[ i ] ); + +    // Set the rotation angles to be the view angles offset by the mouse input +    // Ignore the original pitch though; it's too jerky otherwise +    if( !cg_thirdPersonPitchFollow.integer )  +      cg.refdefViewAngles[ PITCH ] = 0.0f; + +    for( i = 0; i < 3; i++ ) +    { +      rotationAngles[ i ] = AngleNormalize180(cg.refdefViewAngles[ i ]) + mouseInputAngles[ i ]; +      AngleNormalize180( rotationAngles[ i ] ); +    } + +    // Don't let pitch go too high/too low or the camera flips around and +    // that's really annoying. +    // However, when we're not on the floor or ceiling (wallwalk) pitch  +    // may not be pitch, so just let it go. +    if( surfNormal[ 2 ] > 0.5f || surfNormal[ 2 ] < -0.5f )  +    { +      if( rotationAngles[ PITCH ] > 85.0f ) +        rotationAngles[ PITCH ] = 85.0f; +      else if( rotationAngles[ PITCH ] < -85.0f ) +        rotationAngles[ PITCH ] = -85.0f; +    } + +    // Perform the rotations specified by rotationAngles. +    AnglesToAxis( rotationAngles, axis ); +    if( !( cg.snap->ps.stats[ STAT_STATE ] & SS_WALLCLIMBING ) || +        !BG_RotateAxis( cg.snap->ps.grapplePoint, axis, rotaxis, qfalse, +                        cg.snap->ps.eFlags & EF_WALLCLIMBCEILING ) ) +      AxisCopy( axis, rotaxis ); + +    // Convert the new axis back to angles. +    AxisToAngles( rotaxis, rotationAngles ); +  } +  else  +  { +    if( cg.predictedPlayerState.stats[ STAT_HEALTH ] > 0 ) +    { +      // If we're playing the game in third person, the viewangles already +      // take care of our mouselook, so just use them. +      for( i = 0; i < 3; i++ ) +        rotationAngles[ i ] = cg.refdefViewAngles[ i ]; +    } +    else // dead +    { +      rotationAngles[ PITCH ] = 20.0f; +      rotationAngles[ YAW ] = cg.refdefViewAngles[ YAW ]; +    } +  } + +  rotationAngles[ YAW ] -= cg_thirdPersonAngle.value; + +  // Move the camera range distance back. +  AngleVectors( rotationAngles, forward, right, up ); +  VectorCopy( cg.refdef.vieworg, view ); +  VectorMA( view, -range, forward, view ); + +  // Ensure that the current camera position isn't out of bounds and that there +  // is nothing between the camera and the player. +  if( !cg_cameraMode.integer ) +  { +    // Trace a ray from the origin to the viewpoint to make sure the view isn't +    // in a solid block.  Use an 8 by 8 block to prevent the view from near clipping anything +    CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID ); + +    if( trace.fraction != 1.0f ) +    { +      VectorCopy( trace.endpos, view ); +      view[ 2 ] += ( 1.0f - trace.fraction ) * 32; +      // Try another trace to this position, because a tunnel may have the ceiling +      // close enogh that this is poking out. + +      CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID ); +      VectorCopy( trace.endpos, view ); +    } +  } + +  // Set the camera position to what we calculated. +  VectorCopy( view, cg.refdef.vieworg ); + +  // The above checks may have moved the camera such that the existing viewangles +  // may not still face the player. Recalculate them to do so. +  // but if we're dead, don't bother because we'd rather see what killed us +  if( cg.predictedPlayerState.stats[ STAT_HEALTH ] > 0 ) +  { +    VectorSubtract( focusPoint, cg.refdef.vieworg, focusPoint ); +    vectoangles( focusPoint, cg.refdefViewAngles ); +  } +} + + +/* +=============== +CG_OffsetShoulderView + +=============== +*/ +void CG_OffsetShoulderView( void ) +{ +  int            i; +  int            cmdNum; +  usercmd_t      cmd, oldCmd; +  vec3_t         rotationAngles; +  vec3_t         axis[ 3 ], rotaxis[ 3 ]; +  float          deltaMousePitch; +  static float   mousePitch; +  vec3_t         forward, right, up; +  classConfig_t* classConfig; + +  // Ignore following pitch; it's too jerky otherwise. +  if( !cg_thirdPersonPitchFollow.integer )  +    cg.refdefViewAngles[ PITCH ] = 0.0f; +     +  AngleVectors( cg.refdefViewAngles, forward, right, up ); + +  classConfig = BG_ClassConfig( cg.snap->ps.stats[ STAT_CLASS ] ); +  VectorMA( cg.refdef.vieworg, classConfig->shoulderOffsets[ 0 ], forward, cg.refdef.vieworg ); +  VectorMA( cg.refdef.vieworg, classConfig->shoulderOffsets[ 1 ], right, cg.refdef.vieworg ); +  VectorMA( cg.refdef.vieworg, classConfig->shoulderOffsets[ 2 ], up, cg.refdef.vieworg ); + +  // If someone is playing like this, the rest is already taken care of +  // so just get the firstperson effects and leave. +  if( !cg.demoPlayback && !( cg.snap->ps.pm_flags & PMF_FOLLOW ) ) +  { +    CG_OffsetFirstPersonView(); +    return; +  } + +  // Get mouse input for camera rotation.  +  cmdNum = trap_GetCurrentCmdNumber(); +  trap_GetUserCmd( cmdNum, &cmd ); +  trap_GetUserCmd( cmdNum - 1, &oldCmd ); + +  // Prevent pitch from wrapping and clamp it within a [30, -50] range. +  // Cgame has no access to ps.delta_angles[] here, so we need to reproduce +  // it ourselves here. +  deltaMousePitch = SHORT2ANGLE( cmd.angles[ PITCH ] - oldCmd.angles[ PITCH ] ); +  if( fabs(deltaMousePitch) < 200.0f ) +    mousePitch += deltaMousePitch; + +  // Handle pitch. +  rotationAngles[ PITCH ] = mousePitch; + +  rotationAngles[ PITCH ] = AngleNormalize180( rotationAngles[ PITCH ] + AngleNormalize180( cg.refdefViewAngles[ PITCH ] ) ); +  if( rotationAngles [ PITCH ] < -90.0f ) rotationAngles [ PITCH ] = -90.0f; +  if( rotationAngles [ PITCH ] > 90.0f ) rotationAngles [ PITCH ] = 90.0f; + +  // Yaw and Roll are much easier. +  rotationAngles[ YAW ] = SHORT2ANGLE( cmd.angles[ YAW ] ) + cg.refdefViewAngles[ YAW ]; +  rotationAngles[ ROLL ] = 0.0f; + +  // Perform the rotations. +  AnglesToAxis( rotationAngles, axis ); +  if( !( cg.snap->ps.stats[ STAT_STATE ] & SS_WALLCLIMBING ) || +      !BG_RotateAxis( cg.snap->ps.grapplePoint, axis, rotaxis, qfalse, +                      cg.snap->ps.eFlags & EF_WALLCLIMBCEILING ) ) +    AxisCopy( axis, rotaxis ); + +  AxisToAngles( rotaxis, rotationAngles ); + +  // Actually set the viewangles. +  for( i = 0; i < 3; i++ ) +    cg.refdefViewAngles[ i ] = rotationAngles[ i ]; + +  // Now run the first person stuff so we get various effects added. +  CG_OffsetFirstPersonView( ); +} + +// this causes a compiler bug on mac MrC compiler +static void CG_StepOffset( void ) +{ +  float         steptime; +  int           timeDelta; +  vec3_t        normal; +  playerState_t *ps = &cg.predictedPlayerState; + +  BG_GetClientNormal( ps, normal ); + +  steptime = BG_Class( ps->stats[ STAT_CLASS ] )->steptime; + +  // smooth out stair climbing +  timeDelta = cg.time - cg.stepTime; +  if( timeDelta < steptime ) +  { +    float stepChange = cg.stepChange +      * (steptime - timeDelta) / steptime; + +    VectorMA( cg.refdef.vieworg, -stepChange, normal, cg.refdef.vieworg ); +  } +} + +#define PCLOUD_ROLL_AMPLITUDE     25.0f +#define PCLOUD_ROLL_FREQUENCY     0.4f +#define PCLOUD_ZOOM_AMPLITUDE     15 +#define PCLOUD_ZOOM_FREQUENCY     0.625f // 2.5s / 4 +#define PCLOUD_DISORIENT_DURATION 2500 + + +/* +=============== +CG_OffsetFirstPersonView + +=============== +*/ +void CG_OffsetFirstPersonView( void ) +{ +  float         *origin; +  float         *angles; +  float         bob; +  float         ratio; +  float         delta; +  float         speed; +  float         f; +  vec3_t        predictedVelocity; +  int           timeDelta; +  float         bob2; +  vec3_t        normal, baseOrigin; +  playerState_t *ps = &cg.predictedPlayerState; + +  BG_GetClientNormal( ps, normal ); + +  if( cg.snap->ps.pm_type == PM_INTERMISSION ) +    return; + +  origin = cg.refdef.vieworg; +  angles = cg.refdefViewAngles; + +  VectorCopy( origin, baseOrigin ); + +  // if dead, fix the angle and don't add any kick +  if( cg.snap->ps.stats[ STAT_HEALTH ] <= 0 ) +  { +    angles[ ROLL ] = 40; +    angles[ PITCH ] = -15; +    angles[ YAW ] = cg.snap->ps.stats[ STAT_VIEWLOCK ]; +    origin[ 2 ] += cg.predictedPlayerState.viewheight; +    return; +  } + +  // add angles based on damage kick +  if( cg.damageTime ) +  { +    ratio = cg.time - cg.damageTime; +    if( ratio < DAMAGE_DEFLECT_TIME ) +    { +      ratio /= DAMAGE_DEFLECT_TIME; +      angles[ PITCH ] += ratio * cg.v_dmg_pitch; +      angles[ ROLL ] += ratio * cg.v_dmg_roll; +    } +    else +    { +      ratio = 1.0 - ( ratio - DAMAGE_DEFLECT_TIME ) / DAMAGE_RETURN_TIME; +      if( ratio > 0 ) +      { +        angles[ PITCH ] += ratio * cg.v_dmg_pitch; +        angles[ ROLL ] += ratio * cg.v_dmg_roll; +      } +    } +  } + +  // add pitch based on fall kick +#if 0 +  ratio = ( cg.time - cg.landTime) / FALL_TIME; +  if (ratio < 0) +    ratio = 0; +  angles[PITCH] += ratio * cg.fall_value; +#endif + +  // add angles based on velocity +  VectorCopy( cg.predictedPlayerState.velocity, predictedVelocity ); + +  delta = DotProduct( predictedVelocity, cg.refdef.viewaxis[ 0 ] ); +  angles[ PITCH ] += delta * cg_runpitch.value; + +  delta = DotProduct( predictedVelocity, cg.refdef.viewaxis[ 1 ] ); +  angles[ ROLL ] -= delta * cg_runroll.value; + +  // add angles based on bob +  // bob amount is class dependant + +  if( cg.snap->ps.persistant[ PERS_SPECSTATE ] != SPECTATOR_NOT ) +    bob2 = 0.0f; +  else +    bob2 = BG_Class( cg.predictedPlayerState.stats[ STAT_CLASS ] )->bob; + + +#define LEVEL4_FEEDBACK  10.0f + +  //give a charging player some feedback +  if( ps->weapon == WP_ALEVEL4 ) +  { +    if( ps->stats[ STAT_MISC ] > 0 ) +    { +      float fraction = (float)ps->stats[ STAT_MISC ] / +                       LEVEL4_TRAMPLE_CHARGE_MAX; + +      if( fraction > 1.0f ) +        fraction = 1.0f; + +      bob2 *= ( 1.0f + fraction * LEVEL4_FEEDBACK ); +    } +  } + +  if( bob2 != 0.0f ) +  { +    // make sure the bob is visible even at low speeds +    speed = cg.xyspeed > 200 ? cg.xyspeed : 200; + +    delta = cg.bobfracsin * ( bob2 ) * speed; +    if( cg.predictedPlayerState.pm_flags & PMF_DUCKED ) +      delta *= 3;   // crouching + +    angles[ PITCH ] += delta; +    delta = cg.bobfracsin * ( bob2 ) * speed; +    if( cg.predictedPlayerState.pm_flags & PMF_DUCKED ) +      delta *= 3;   // crouching accentuates roll + +    if( cg.bobcycle & 1 ) +      delta = -delta; + +    angles[ ROLL ] += delta; +  } + +#define LEVEL3_FEEDBACK  20.0f + +  //provide some feedback for pouncing +  if( ( cg.predictedPlayerState.weapon == WP_ALEVEL3 || +        cg.predictedPlayerState.weapon == WP_ALEVEL3_UPG ) && +      cg.predictedPlayerState.stats[ STAT_MISC ] > 0 ) +  { +    float fraction1, fraction2; +    vec3_t forward; + +    AngleVectors( angles, forward, NULL, NULL ); +    VectorNormalize( forward ); + +    fraction1 = (float)cg.predictedPlayerState.stats[ STAT_MISC ] / +                LEVEL3_POUNCE_TIME_UPG; +    if( fraction1 > 1.0f ) +      fraction1 = 1.0f; + +    fraction2 = -sin( fraction1 * M_PI / 2 ); + +    VectorMA( origin, LEVEL3_FEEDBACK * fraction2, forward, origin ); +  } + +#define STRUGGLE_DIST 5.0f +#define STRUGGLE_TIME 250 + +  //allow the player to struggle a little whilst grabbed +  if( cg.predictedPlayerState.pm_type == PM_GRABBED ) +  { +    vec3_t    forward, right, up; +    usercmd_t cmd; +    int       cmdNum; +    float     fFraction, rFraction, uFraction; +    float     fFraction2, rFraction2, uFraction2; + +    cmdNum = trap_GetCurrentCmdNumber(); +    trap_GetUserCmd( cmdNum, &cmd ); + +    AngleVectors( angles, forward, right, up ); + +    fFraction = (float)( cg.time - cg.forwardMoveTime ) / STRUGGLE_TIME; +    rFraction = (float)( cg.time - cg.rightMoveTime ) / STRUGGLE_TIME; +    uFraction = (float)( cg.time - cg.upMoveTime ) / STRUGGLE_TIME; + +    if( fFraction > 1.0f ) +      fFraction = 1.0f; +    if( rFraction > 1.0f ) +      rFraction = 1.0f; +    if( uFraction > 1.0f ) +      uFraction = 1.0f; + +    fFraction2 = -sin( fFraction * M_PI / 2 ); +    rFraction2 = -sin( rFraction * M_PI / 2 ); +    uFraction2 = -sin( uFraction * M_PI / 2 ); + +    if( cmd.forwardmove > 0 ) +      VectorMA( origin, STRUGGLE_DIST * fFraction, forward, origin ); +    else if( cmd.forwardmove < 0 ) +      VectorMA( origin, -STRUGGLE_DIST * fFraction, forward, origin ); +    else +      cg.forwardMoveTime = cg.time; + +    if( cmd.rightmove > 0 ) +      VectorMA( origin, STRUGGLE_DIST * rFraction, right, origin ); +    else if( cmd.rightmove < 0 ) +      VectorMA( origin, -STRUGGLE_DIST * rFraction, right, origin ); +    else +      cg.rightMoveTime = cg.time; + +    if( cmd.upmove > 0 ) +      VectorMA( origin, STRUGGLE_DIST * uFraction, up, origin ); +    else if( cmd.upmove < 0 ) +      VectorMA( origin, -STRUGGLE_DIST * uFraction, up, origin ); +    else +      cg.upMoveTime = cg.time; +  } + +  if( ( cg.predictedPlayerEntity.currentState.eFlags & EF_POISONCLOUDED ) && +      ( cg.time - cg.poisonedTime < PCLOUD_DISORIENT_DURATION) && +      !( cg.snap->ps.pm_flags & PMF_FOLLOW ) ) +  { +    float scale, fraction, pitchFraction; +     +    scale = 1.0f - (float)( cg.time - cg.poisonedTime ) / +            BG_PlayerPoisonCloudTime( &cg.predictedPlayerState ); +    if( scale < 0.0f ) +      scale = 0.0f; + +    fraction = sin( ( cg.time - cg.poisonedTime ) / 500.0f * M_PI * PCLOUD_ROLL_FREQUENCY ) * +               scale; +    pitchFraction = sin( ( cg.time - cg.poisonedTime ) / 200.0f * M_PI * PCLOUD_ROLL_FREQUENCY ) * +                    scale; + +    angles[ ROLL ] += fraction * PCLOUD_ROLL_AMPLITUDE; +    angles[ YAW ] += fraction * PCLOUD_ROLL_AMPLITUDE; +    angles[ PITCH ] += pitchFraction * PCLOUD_ROLL_AMPLITUDE / 2.0f; +  } + +  // this *feels* more realisitic for humans +  if( cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_HUMANS && +      ( cg.predictedPlayerState.pm_type == PM_NORMAL || +        cg.predictedPlayerState.pm_type == PM_JETPACK ) ) +  { +    angles[PITCH] += cg.bobfracsin * bob2 * 0.5; + +    // heavy breathing effects //FIXME: sound +    if( cg.predictedPlayerState.stats[ STAT_STAMINA ] < STAMINA_BREATHING_LEVEL ) +    { +      float deltaBreath = ( cg.predictedPlayerState.stats[ STAT_STAMINA ] - +                            STAMINA_BREATHING_LEVEL ) / -250.0; +      float deltaAngle = cos( (float)cg.time/150.0 ) * deltaBreath; + +      deltaAngle += ( deltaAngle < 0 ? -deltaAngle : deltaAngle ) * 0.5; + +      angles[ PITCH ] -= deltaAngle; +    } +  } + +//=================================== + +  // add view height +  VectorMA( origin, ps->viewheight, normal, origin ); + +  // smooth out duck height changes +  timeDelta = cg.time - cg.duckTime; +  if( timeDelta < DUCK_TIME) +  { +    cg.refdef.vieworg[ 2 ] -= cg.duckChange +      * ( DUCK_TIME - timeDelta ) / DUCK_TIME; +  } + +  // add bob height +  bob = cg.bobfracsin * cg.xyspeed * bob2; + +  if( bob > 6 ) +    bob = 6; + +  VectorMA( origin, bob, normal, origin ); + +  // add fall height +  delta = cg.time - cg.landTime; + +  if( delta < LAND_DEFLECT_TIME ) +  { +    f = delta / LAND_DEFLECT_TIME; +    cg.refdef.vieworg[ 2 ] += cg.landChange * f; +  } +  else if( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) +  { +    delta -= LAND_DEFLECT_TIME; +    f = 1.0 - ( delta / LAND_RETURN_TIME ); +    cg.refdef.vieworg[ 2 ] += cg.landChange * f; +  } + +  // add step offset +  CG_StepOffset( ); +} + +//====================================================================== + +/* +==================== +CG_CalcFov + +Fixed fov at intermissions, otherwise account for fov variable and zooms. +==================== +*/ +#define WAVE_AMPLITUDE  1.0f +#define WAVE_FREQUENCY  0.4f + +#define FOVWARPTIME     400.0f +#define BASE_FOV_Y      73.739792f // atan2( 3, 4 / tan( 90 ) ) +#define MAX_FOV_Y       120.0f +#define MAX_FOV_WARP_Y  127.5f + +static int CG_CalcFov( void ) +{ +  float     y; +  float     phase; +  float     v; +  int       contents; +  float     fov_x, fov_y; +  float     zoomFov; +  float     f; +  int       inwater; +  int       attribFov; +  usercmd_t cmd; +  usercmd_t oldcmd; +  int       cmdNum; + +  cmdNum = trap_GetCurrentCmdNumber( ); +  trap_GetUserCmd( cmdNum, &cmd ); +  trap_GetUserCmd( cmdNum - 1, &oldcmd ); + +  // switch follow modes if necessary: cycle between free -> follow -> third-person follow +  if( cmd.buttons & BUTTON_USE_HOLDABLE && !( oldcmd.buttons & BUTTON_USE_HOLDABLE ) ) +  { +    if ( cg.snap->ps.pm_flags & PMF_FOLLOW )  +    { +      if( !cg.chaseFollow ) +        cg.chaseFollow = qtrue; +      else +      { +        cg.chaseFollow = qfalse; +        trap_SendClientCommand( "follow\n" ); +      } +    } +    else if ( cg.snap->ps.persistant[ PERS_SPECSTATE ] != SPECTATOR_NOT ) +      trap_SendClientCommand( "follow\n" ); +  } + +  if( cg.predictedPlayerState.pm_type == PM_INTERMISSION || +      ( cg.snap->ps.persistant[ PERS_SPECSTATE ] != SPECTATOR_NOT ) ||  +      ( cg.renderingThirdPerson ) ) +  { +    // if in intermission or third person, use a fixed value +    fov_y = BASE_FOV_Y; +  } +  else +  { +    // don't lock the fov globally - we need to be able to change it +    attribFov = BG_Class( cg.predictedPlayerState.stats[ STAT_CLASS ] )->fov * 0.75f; +    fov_y = attribFov; + +    if ( fov_y < 1.0f ) +      fov_y = 1.0f; +    else if ( fov_y > MAX_FOV_Y ) +      fov_y = MAX_FOV_Y; + +    if( cg.spawnTime > ( cg.time - FOVWARPTIME ) && +        BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_CLASS ], SCA_FOVWARPS ) ) +    { +      float fraction = (float)( cg.time - cg.spawnTime ) / FOVWARPTIME; + +      fov_y = MAX_FOV_WARP_Y - ( ( MAX_FOV_WARP_Y - fov_y ) * fraction ); +    } + +    // account for zooms +    zoomFov = BG_Weapon( cg.predictedPlayerState.weapon )->zoomFov * 0.75f; +    if ( zoomFov < 1.0f ) +      zoomFov = 1.0f; +    else if ( zoomFov > attribFov ) +      zoomFov = attribFov; + +    // only do all the zoom stuff if the client CAN zoom +    // FIXME: zoom control is currently hard coded to BUTTON_ATTACK2 +    if( BG_Weapon( cg.predictedPlayerState.weapon )->canZoom ) +    { +      if ( cg.zoomed ) +      { +        f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME; + +        if ( f > 1.0f ) +          fov_y = zoomFov; +        else +          fov_y = fov_y + f * ( zoomFov - fov_y ); + +        // BUTTON_ATTACK2 isn't held so unzoom next time +        if( !( cmd.buttons & BUTTON_ATTACK2 ) ) +        { +          cg.zoomed   = qfalse; +          cg.zoomTime = MIN( cg.time,  +              cg.time + cg.time - cg.zoomTime - ZOOM_TIME ); +        } +      } +      else +      { +        f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME; + +        if ( f > 1.0f ) +          fov_y = fov_y; +        else +          fov_y = zoomFov + f * ( fov_y - zoomFov ); + +        // BUTTON_ATTACK2 is held so zoom next time +        if( cmd.buttons & BUTTON_ATTACK2 ) +        { +          cg.zoomed   = qtrue; +          cg.zoomTime = MIN( cg.time,  +              cg.time + cg.time - cg.zoomTime - ZOOM_TIME ); +        } +      } +    } +  } + +  y = cg.refdef.height / tan( 0.5f * DEG2RAD( fov_y ) ); +  fov_x = atan2( cg.refdef.width, y ); +  fov_x = 2.0f * RAD2DEG( fov_x ); + +  // warp if underwater +  contents = CG_PointContents( cg.refdef.vieworg, -1 ); + +  if( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) +  { +    phase = cg.time / 1000.0f * WAVE_FREQUENCY * M_PI * 2.0f; +    v = WAVE_AMPLITUDE * sin( phase ); +    fov_x += v; +    fov_y -= v; +    inwater = qtrue; +  } +  else +    inwater = qfalse; + +  if( ( cg.predictedPlayerEntity.currentState.eFlags & EF_POISONCLOUDED ) && +      ( cg.time - cg.poisonedTime < PCLOUD_DISORIENT_DURATION) && +      cg.predictedPlayerState.stats[ STAT_HEALTH ] > 0 && +      !( cg.snap->ps.pm_flags & PMF_FOLLOW ) ) +  { +    float scale = 1.0f - (float)( cg.time - cg.poisonedTime ) / +                  BG_PlayerPoisonCloudTime( &cg.predictedPlayerState ); +       +    phase = ( cg.time - cg.poisonedTime ) / 1000.0f * PCLOUD_ZOOM_FREQUENCY * M_PI * 2.0f; +    v = PCLOUD_ZOOM_AMPLITUDE * sin( phase ) * scale; +    fov_x += v; +    fov_y += v; +  } + + +  // set it +  cg.refdef.fov_x = fov_x; +  cg.refdef.fov_y = fov_y; + +  if( !cg.zoomed ) +    cg.zoomSensitivity = 1.0f; +  else +    cg.zoomSensitivity = cg.refdef.fov_y / 75.0f; + +  return inwater; +} + + + +#define NORMAL_HEIGHT 64.0f +#define NORMAL_WIDTH  6.0f + +/* +=============== +CG_DrawSurfNormal + +Draws a vector against +the surface player is looking at +=============== +*/ +static void CG_DrawSurfNormal( void ) +{ +  trace_t     tr; +  vec3_t      end, temp; +  polyVert_t  normal[ 4 ]; +  vec4_t      color = { 0.0f, 255.0f, 0.0f, 128.0f }; + +  VectorMA( cg.refdef.vieworg, 8192, cg.refdef.viewaxis[ 0 ], end ); + +  CG_Trace( &tr, cg.refdef.vieworg, NULL, NULL, end, cg.predictedPlayerState.clientNum, MASK_SOLID ); + +  VectorCopy( tr.endpos, normal[ 0 ].xyz ); +  normal[ 0 ].st[ 0 ] = 0; +  normal[ 0 ].st[ 1 ] = 0; +  Vector4Copy( color, normal[ 0 ].modulate ); + +  VectorMA( tr.endpos, NORMAL_WIDTH, cg.refdef.viewaxis[ 1 ], temp ); +  VectorCopy( temp, normal[ 1 ].xyz); +  normal[ 1 ].st[ 0 ] = 0; +  normal[ 1 ].st[ 1 ] = 1; +  Vector4Copy( color, normal[ 1 ].modulate ); + +  VectorMA( tr.endpos, NORMAL_HEIGHT, tr.plane.normal, temp ); +  VectorMA( temp, NORMAL_WIDTH, cg.refdef.viewaxis[ 1 ], temp ); +  VectorCopy( temp, normal[ 2 ].xyz ); +  normal[ 2 ].st[ 0 ] = 1; +  normal[ 2 ].st[ 1 ] = 1; +  Vector4Copy( color, normal[ 2 ].modulate ); + +  VectorMA( tr.endpos, NORMAL_HEIGHT, tr.plane.normal, temp ); +  VectorCopy( temp, normal[ 3 ].xyz ); +  normal[ 3 ].st[ 0 ] = 1; +  normal[ 3 ].st[ 1 ] = 0; +  Vector4Copy( color, normal[ 3 ].modulate ); + +  trap_R_AddPolyToScene( cgs.media.outlineShader, 4, normal ); +} + +/* +=============== +CG_addSmoothOp +=============== +*/ +void CG_addSmoothOp( vec3_t rotAxis, float rotAngle, float timeMod ) +{ +  int i; + +  //iterate through smooth array +  for( i = 0; i < MAXSMOOTHS; i++ ) +  { +    //found an unused index in the smooth array +    if( cg.sList[ i ].time + cg_wwSmoothTime.integer < cg.time ) +    { +      //copy to array and stop +      VectorCopy( rotAxis, cg.sList[ i ].rotAxis ); +      cg.sList[ i ].rotAngle = rotAngle; +      cg.sList[ i ].time = cg.time; +      cg.sList[ i ].timeMod = timeMod; +      return; +    } +  } + +  //no free indices in the smooth array +} + +/* +=============== +CG_smoothWWTransitions +=============== +*/ +static void CG_smoothWWTransitions( playerState_t *ps, const vec3_t in, vec3_t out ) +{ +  vec3_t    surfNormal, rotAxis, temp; +  vec3_t    refNormal     = { 0.0f, 0.0f,  1.0f }; +  vec3_t    ceilingNormal = { 0.0f, 0.0f, -1.0f }; +  int       i; +  float     stLocal, sFraction, rotAngle; +  float     smoothTime, timeMod; +  qboolean  performed = qfalse; +  vec3_t    inAxis[ 3 ], lastAxis[ 3 ], outAxis[ 3 ]; + +  if( cg.snap->ps.pm_flags & PMF_FOLLOW ) +  { +    VectorCopy( in, out ); +    return; +  } + +  //set surfNormal +  BG_GetClientNormal( ps, surfNormal ); + +  AnglesToAxis( in, inAxis ); + +  //if we are moving from one surface to another smooth the transition +  if( !VectorCompare( surfNormal, cg.lastNormal ) ) +  { +    //if we moving from the ceiling to the floor special case +    //( x product of colinear vectors is undefined) +    if( VectorCompare( ceilingNormal, cg.lastNormal ) && +        VectorCompare( refNormal,     surfNormal ) ) +    { +      AngleVectors( in, temp, NULL, NULL ); +      ProjectPointOnPlane( rotAxis, temp, refNormal ); +      VectorNormalize( rotAxis ); +      rotAngle = 180.0f; +      timeMod = 1.5f; +    } +    else +    { +      AnglesToAxis( cg.lastVangles, lastAxis ); +      rotAngle = DotProduct( inAxis[ 0 ], lastAxis[ 0 ] ) + +                 DotProduct( inAxis[ 1 ], lastAxis[ 1 ] ) + +                 DotProduct( inAxis[ 2 ], lastAxis[ 2 ] ); + +      rotAngle = RAD2DEG( acos( ( rotAngle - 1.0f ) / 2.0f ) ); + +      CrossProduct( lastAxis[ 0 ], inAxis[ 0 ], temp ); +      VectorCopy( temp, rotAxis ); +      CrossProduct( lastAxis[ 1 ], inAxis[ 1 ], temp ); +      VectorAdd( rotAxis, temp, rotAxis ); +      CrossProduct( lastAxis[ 2 ], inAxis[ 2 ], temp ); +      VectorAdd( rotAxis, temp, rotAxis ); + +      VectorNormalize( rotAxis ); + +      timeMod = 1.0f; +    } + +    //add the op +    CG_addSmoothOp( rotAxis, rotAngle, timeMod ); +  } + +  //iterate through ops +  for( i = MAXSMOOTHS - 1; i >= 0; i-- ) +  { +    smoothTime = (int)( cg_wwSmoothTime.integer * cg.sList[ i ].timeMod ); + +    //if this op has time remaining, perform it +    if( cg.time < cg.sList[ i ].time + smoothTime ) +    { +      stLocal = 1.0f - ( ( ( cg.sList[ i ].time + smoothTime ) - cg.time ) / smoothTime ); +      sFraction = -( cos( stLocal * M_PI ) + 1.0f ) / 2.0f; + +      RotatePointAroundVector( outAxis[ 0 ], cg.sList[ i ].rotAxis, +        inAxis[ 0 ], sFraction * cg.sList[ i ].rotAngle ); +      RotatePointAroundVector( outAxis[ 1 ], cg.sList[ i ].rotAxis, +        inAxis[ 1 ], sFraction * cg.sList[ i ].rotAngle ); +      RotatePointAroundVector( outAxis[ 2 ], cg.sList[ i ].rotAxis, +        inAxis[ 2 ], sFraction * cg.sList[ i ].rotAngle ); + +      AxisCopy( outAxis, inAxis ); +      performed = qtrue; +    } +  } + +  //if we performed any ops then return the smoothed angles +  //otherwise simply return the in angles +  if( performed ) +    AxisToAngles( outAxis, out ); +  else +    VectorCopy( in, out ); + +  //copy the current normal to the lastNormal +  VectorCopy( in, cg.lastVangles ); +  VectorCopy( surfNormal, cg.lastNormal ); +} + +/* +=============== +CG_smoothWJTransitions +=============== +*/ +static void CG_smoothWJTransitions( playerState_t *ps, const vec3_t in, vec3_t out ) +{ +  int       i; +  float     stLocal, sFraction; +  qboolean  performed = qfalse; +  vec3_t    inAxis[ 3 ], outAxis[ 3 ]; + +  if( cg.snap->ps.pm_flags & PMF_FOLLOW ) +  { +    VectorCopy( in, out ); +    return; +  } + +  AnglesToAxis( in, inAxis ); + +  //iterate through ops +  for( i = MAXSMOOTHS - 1; i >= 0; i-- ) +  { +    //if this op has time remaining, perform it +    if( cg.time < cg.sList[ i ].time + cg_wwSmoothTime.integer ) +    { +      stLocal = ( ( cg.sList[ i ].time + cg_wwSmoothTime.integer ) - cg.time ) / cg_wwSmoothTime.integer; +      sFraction = 1.0f - ( ( cos( stLocal * M_PI * 2.0f ) + 1.0f ) / 2.0f ); + +      RotatePointAroundVector( outAxis[ 0 ], cg.sList[ i ].rotAxis, +        inAxis[ 0 ], sFraction * cg.sList[ i ].rotAngle ); +      RotatePointAroundVector( outAxis[ 1 ], cg.sList[ i ].rotAxis, +        inAxis[ 1 ], sFraction * cg.sList[ i ].rotAngle ); +      RotatePointAroundVector( outAxis[ 2 ], cg.sList[ i ].rotAxis, +        inAxis[ 2 ], sFraction * cg.sList[ i ].rotAngle ); + +      AxisCopy( outAxis, inAxis ); +      performed = qtrue; +    } +  } + +  //if we performed any ops then return the smoothed angles +  //otherwise simply return the in angles +  if( performed ) +    AxisToAngles( outAxis, out ); +  else +    VectorCopy( in, out ); +} + + +/* +=============== +CG_CalcViewValues + +Sets cg.refdef view values +=============== +*/ +static int CG_CalcViewValues( void ) +{ +  playerState_t *ps; + +  memset( &cg.refdef, 0, sizeof( cg.refdef ) ); + +  // calculate size of 3D view +  CG_CalcVrect( ); + +  ps = &cg.predictedPlayerState; + +  // intermission view +  if( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_FREEZE || +      ps->pm_type == PM_SPECTATOR ) +  { +    VectorCopy( ps->origin, cg.refdef.vieworg ); +    VectorCopy( ps->viewangles, cg.refdefViewAngles ); +    AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis ); + +    return CG_CalcFov( ); +  } + +  cg.bobcycle = ( ps->bobCycle & 128 ) >> 7; +  cg.bobfracsin = fabs( sin( ( ps->bobCycle & 127 ) / 127.0 * M_PI ) ); +  cg.xyspeed = sqrt( ps->velocity[ 0 ] * ps->velocity[ 0 ] + +    ps->velocity[ 1 ] * ps->velocity[ 1 ] ); + +  // the bob velocity should't get too fast to avoid jerking +  if( cg.xyspeed > 300.0f ) +    cg.xyspeed = 300.0f; + +  VectorCopy( ps->origin, cg.refdef.vieworg ); + +  if( BG_ClassHasAbility( ps->stats[ STAT_CLASS ], SCA_WALLCLIMBER ) ) +    CG_smoothWWTransitions( ps, ps->viewangles, cg.refdefViewAngles ); +  else if( BG_ClassHasAbility( ps->stats[ STAT_CLASS ], SCA_WALLJUMPER ) ) +    CG_smoothWJTransitions( ps, ps->viewangles, cg.refdefViewAngles ); +  else +    VectorCopy( ps->viewangles, cg.refdefViewAngles ); + +  //clumsy logic, but it needs to be this way round because the CS propogation +  //delay screws things up otherwise +  if( !BG_ClassHasAbility( ps->stats[ STAT_CLASS ], SCA_WALLJUMPER ) ) +  { +    if( !( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) ) +      VectorSet( cg.lastNormal, 0.0f, 0.0f, 1.0f ); +  } + +  // add error decay +  if( cg_errorDecay.value > 0 ) +  { +    int   t; +    float f; + +    t = cg.time - cg.predictedErrorTime; +    f = ( cg_errorDecay.value - t ) / cg_errorDecay.value; + +    if( f > 0 && f < 1 ) +      VectorMA( cg.refdef.vieworg, f, cg.predictedError, cg.refdef.vieworg ); +    else +      cg.predictedErrorTime = 0; +  } + +  //shut off the poison cloud effect if it's still on the go +  if( cg.snap->ps.stats[ STAT_HEALTH ] <= 0 ) +  { +    if( CG_IsParticleSystemValid( &cg.poisonCloudPS ) ) +      CG_DestroyParticleSystem( &cg.poisonCloudPS ); +  } +  else +    cg.wasDeadLastFrame = qfalse; + +  if( cg.renderingThirdPerson ) +  { +    // back away from character +    CG_OffsetThirdPersonView( ); +  } +  else +  { +    // offset for local bobbing and kicks +    CG_OffsetFirstPersonView( ); +  } + +  // position eye reletive to origin +  AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis ); + +  if( cg.hyperspace ) +    cg.refdef.rdflags |= RDF_NOWORLDMODEL | RDF_HYPERSPACE; + +  //draw the surface normal looking at +  if( cg_drawSurfNormal.integer ) +    CG_DrawSurfNormal( ); + +  // field of view +  return CG_CalcFov( ); +} + +/* +===================== +CG_AddBufferedSound +===================== +*/ +void CG_AddBufferedSound( sfxHandle_t sfx ) +{ +  if( !sfx ) +    return; + +  cg.soundBuffer[ cg.soundBufferIn ] = sfx; +  cg.soundBufferIn = ( cg.soundBufferIn + 1 ) % MAX_SOUNDBUFFER; + +  if( cg.soundBufferIn == cg.soundBufferOut ) +    cg.soundBufferOut++; +} + +/* +===================== +CG_PlayBufferedSounds +===================== +*/ +static void CG_PlayBufferedSounds( void ) +{ +  if( cg.soundTime < cg.time ) +  { +    if( cg.soundBufferOut != cg.soundBufferIn && cg.soundBuffer[ cg.soundBufferOut ] ) +    { +      trap_S_StartLocalSound( cg.soundBuffer[ cg.soundBufferOut ], CHAN_ANNOUNCER ); +      cg.soundBuffer[ cg.soundBufferOut ] = 0; +      cg.soundBufferOut = ( cg.soundBufferOut + 1 ) % MAX_SOUNDBUFFER; +      cg.soundTime = cg.time + 750; +    } +  } +} + +//========================================================================= + +/* +================= +CG_DrawActiveFrame + +Generates and draws a game scene and status information at the given time. +================= +*/ +void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ) +{ +  int   inwater; + +  cg.time = serverTime; +  cg.demoPlayback = demoPlayback; + +  // update cvars +  CG_UpdateCvars( ); + +  // if we are only updating the screen as a loading +  // pacifier, don't even try to read snapshots +  if( cg.infoScreenText[ 0 ] != 0 ) +  { +    CG_DrawLoadingScreen( ); +    return; +  } + +  // any looped sounds will be respecified as entities +  // are added to the render list +  trap_S_ClearLoopingSounds( qfalse ); + +  // clear all the render lists +  trap_R_ClearScene( ); + +  // set up cg.snap and possibly cg.nextSnap +  CG_ProcessSnapshots( ); + +  // if we haven't received any snapshots yet, all +  // we can draw is the information screen +  if( !cg.snap || ( cg.snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) +  { +    CG_DrawLoadingScreen( ); +    return; +  } + +  // let the client system know what our weapon and zoom settings are +  trap_SetUserCmdValue( cg.weaponSelect, cg.zoomSensitivity ); + +  // this counter will be bumped for every valid scene we generate +  cg.clientFrame++; + +  // update cg.predictedPlayerState +  CG_PredictPlayerState( ); + +  // decide on third person view +  cg.renderingThirdPerson = ( cg_thirdPerson.integer || ( cg.snap->ps.stats[ STAT_HEALTH ] <= 0 ) ||  +                            ( cg.chaseFollow && cg.snap->ps.pm_flags & PMF_FOLLOW) ); + +  // update speedometer +  CG_AddSpeed( ); + +  // build cg.refdef +  inwater = CG_CalcViewValues( ); + +  // build the render lists +  if( !cg.hyperspace ) +  { +    CG_AddPacketEntities( );     // after calcViewValues, so predicted player state is correct +    CG_AddMarks( ); +  } + +  CG_AddViewWeapon( &cg.predictedPlayerState ); + +  //after CG_AddViewWeapon +  if( !cg.hyperspace ) +  { +    CG_AddParticles( ); +    CG_DrawCuboidParticles( ); +    CG_AddTrails( ); +  } + +  // add buffered sounds +  CG_PlayBufferedSounds( ); + +  // finish up the rest of the refdef +  if( cg.testModelEntity.hModel ) +    CG_AddTestModel( ); + +  cg.refdef.time = cg.time; +  memcpy( cg.refdef.areamask, cg.snap->areamask, sizeof( cg.refdef.areamask ) ); + +  //remove expired console lines +  if( cg.consoleLines[ 0 ].time + cg_consoleLatency.integer < cg.time && cg_consoleLatency.integer > 0 ) +    CG_RemoveNotifyLine( ); + +  // update audio positions +  trap_S_Respatialize( cg.snap->ps.clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater ); + +  // make sure the lagometerSample and frame timing isn't done twice when in stereo +  if( stereoView != STEREO_RIGHT ) +  { +    cg.frametime = cg.time - cg.oldTime; + +    if( cg.frametime < 0 ) +      cg.frametime = 0; + +    cg.oldTime = cg.time; +    CG_AddLagometerFrameInfo( ); +  } + +  if( cg_timescale.value != cg_timescaleFadeEnd.value ) +  { +    if( cg_timescale.value < cg_timescaleFadeEnd.value ) +    { +      cg_timescale.value += cg_timescaleFadeSpeed.value * ( (float)cg.frametime ) / 1000; +      if( cg_timescale.value > cg_timescaleFadeEnd.value ) +        cg_timescale.value = cg_timescaleFadeEnd.value; +    } +    else +    { +      cg_timescale.value -= cg_timescaleFadeSpeed.value * ( (float)cg.frametime ) / 1000; +      if( cg_timescale.value < cg_timescaleFadeEnd.value ) +        cg_timescale.value = cg_timescaleFadeEnd.value; +    } + +    if( cg_timescaleFadeSpeed.value ) +      trap_Cvar_Set( "timescale", va( "%f", cg_timescale.value ) ); +  } + +  // actually issue the rendering calls +  CG_DrawActive( stereoView ); + +  if( cg_stats.integer ) +    CG_Printf( "cg.clientFrame:%i\n", cg.clientFrame ); +} + diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c new file mode 100644 index 0000000..2bb23ff --- /dev/null +++ b/src/cgame/cg_weapons.c @@ -0,0 +1,2075 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2009 Darklegion Development + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA +=========================================================================== +*/ + +// cg_weapons.c -- events and effects dealing with weapons + + +#include "cg_local.h" + +/* +================= +CG_RegisterUpgrade + +The server says this item is used on this level +================= +*/ +void CG_RegisterUpgrade( int upgradeNum ) +{ +  upgradeInfo_t   *upgradeInfo; +  char            *icon; + +  if( upgradeNum <= UP_NONE || upgradeNum >= UP_NUM_UPGRADES ) +  { +    CG_Error( "CG_RegisterUpgrade: out of range: %d", upgradeNum ); +    return; +  } + +  upgradeInfo = &cg_upgrades[ upgradeNum ]; + +  if( upgradeInfo->registered ) +  { +    CG_Printf( "CG_RegisterUpgrade: already registered: (%d) %s\n", upgradeNum, +      BG_Upgrade( upgradeNum )->name ); +    return; +  } + +  upgradeInfo->registered = qtrue; + +  if( !BG_Upgrade( upgradeNum )->name[ 0 ] ) +    CG_Error( "Couldn't find upgrade %i", upgradeNum ); + +  upgradeInfo->humanName = BG_Upgrade( upgradeNum )->humanName; + +  //la la la la la, i'm not listening! +  if( upgradeNum == UP_GRENADE ) +    upgradeInfo->upgradeIcon = cg_weapons[ WP_GRENADE ].weaponIcon; +  else if( ( icon = BG_Upgrade( upgradeNum )->icon ) ) +    upgradeInfo->upgradeIcon = trap_R_RegisterShader( icon ); +} + +/* +=============== +CG_InitUpgrades + +Precaches upgrades +=============== +*/ +void CG_InitUpgrades( void ) +{ +  int   i; + +  Com_Memset( cg_upgrades, 0, sizeof( cg_upgrades ) ); + +  for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) +    CG_RegisterUpgrade( i ); +} + + +/* +=============== +CG_ParseWeaponModeSection + +Parse a weapon mode section +=============== +*/ +static qboolean CG_ParseWeaponModeSection( weaponInfoMode_t *wim, char **text_p ) +{ +  char  *token; +  int   i; + +  // read optional parameters +  while( 1 ) +  { +    token = COM_Parse( text_p ); + +    if( !token ) +      break; + +    if( !Q_stricmp( token, "" ) ) +      return qfalse; + +    if( !Q_stricmp( token, "missileModel" ) ) +    { +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      wim->missileModel = trap_R_RegisterModel( token ); + +      if( !wim->missileModel ) +        CG_Printf( S_COLOR_RED "ERROR: missile model not found %s\n", token ); + +      continue; +    } +    else if( !Q_stricmp( token, "missileSprite" ) ) +    { +      int size = 0; + +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      size = atoi( token ); + +      if( size < 0 ) +        size = 0; + +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      wim->missileSprite = trap_R_RegisterShader( token ); +      wim->missileSpriteSize = size; +      wim->usesSpriteMissle = qtrue; + +      if( !wim->missileSprite ) +        CG_Printf( S_COLOR_RED "ERROR: missile sprite not found %s\n", token ); + +      continue; +    } +    else if( !Q_stricmp( token, "missileSpriteCharge" ) ) +    { +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      wim->missileSpriteCharge = atof( token ); + +      continue; +    } +    else if( !Q_stricmp( token, "missileRotates" ) ) +    { +      wim->missileRotates = qtrue; + +      continue; +    } +    else if( !Q_stricmp( token, "missileAnimates" ) ) +    { +      wim->missileAnimates = qtrue; + +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      wim->missileAnimStartFrame = atoi( token ); + +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      wim->missileAnimNumFrames = atoi( token ); + +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      wim->missileAnimFrameRate = atoi( token ); + +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      wim->missileAnimLooping = atoi( token ); + +      continue; +    } +    else if( !Q_stricmp( token, "missileParticleSystem" ) ) +    { +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      wim->missileParticleSystem = CG_RegisterParticleSystem( token ); + +      if( !wim->missileParticleSystem ) +        CG_Printf( S_COLOR_RED "ERROR: missile particle system not found %s\n", token ); + +      continue; +    } +    else if( !Q_stricmp( token, "missileTrailSystem" ) ) +    { +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      wim->missileTrailSystem = CG_RegisterTrailSystem( token ); + +      if( !wim->missileTrailSystem ) +        CG_Printf( S_COLOR_RED "ERROR: missile trail system not found %s\n", token ); + +      continue; +    } +    else if( !Q_stricmp( token, "muzzleParticleSystem" ) ) +    { +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      wim->muzzleParticleSystem = CG_RegisterParticleSystem( token ); + +      if( !wim->muzzleParticleSystem ) +        CG_Printf( S_COLOR_RED "ERROR: muzzle particle system not found %s\n", token ); + +      continue; +    } +    else if( !Q_stricmp( token, "impactParticleSystem" ) ) +    { +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      wim->impactParticleSystem = CG_RegisterParticleSystem( token ); + +      if( !wim->impactParticleSystem ) +        CG_Printf( S_COLOR_RED "ERROR: impact particle system not found %s\n", token ); + +      continue; +    } +    else if( !Q_stricmp( token, "impactMark" ) ) +    { +      int size = 0; + +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      size = atoi( token ); + +      if( size < 0 ) +        size = 0; + +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      wim->impactMark = trap_R_RegisterShader( token ); +      wim->impactMarkSize = size; + +      if( !wim->impactMark ) +        CG_Printf( S_COLOR_RED "ERROR: impact mark shader not found %s\n", token ); + +      continue; +    } +    else if( !Q_stricmp( token, "impactSound" ) ) +    { +      int index = 0; + +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      index = atoi( token ); + +      if( index < 0 ) +        index = 0; +      else if( index > 3 ) +        index = 3; + +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      wim->impactSound[ index ] = trap_S_RegisterSound( token, qfalse ); + +      continue; +    } +    else if( !Q_stricmp( token, "impactFleshSound" ) ) +    { +      int index = 0; + +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      index = atoi( token ); + +      if( index < 0 ) +        index = 0; +      else if( index > 3 ) +        index = 3; + +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      wim->impactFleshSound[ index ] = trap_S_RegisterSound( token, qfalse ); + +      continue; +    } +    else if( !Q_stricmp( token, "alwaysImpact" ) ) +    { +      wim->alwaysImpact = qtrue; + +      continue; +    } +    else if( !Q_stricmp( token, "flashDLightColor" ) ) +    { +      for( i = 0 ; i < 3 ; i++ ) +      { +        token = COM_Parse( text_p ); +        if( !token ) +          break; + +        wim->flashDlightColor[ i ] = atof( token ); +      } + +      continue; +    } +    else if( !Q_stricmp( token, "continuousFlash" ) ) +    { +      wim->continuousFlash = qtrue; + +      continue; +    } +    else if( !Q_stricmp( token, "missileDlightColor" ) ) +    { +      for( i = 0 ; i < 3 ; i++ ) +      { +        token = COM_Parse( text_p ); +        if( !token ) +          break; + +        wim->missileDlightColor[ i ] = atof( token ); +      } + +      continue; +    } +    else if( !Q_stricmp( token, "missileDlight" ) ) +    { +      int size = 0; + +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      size = atoi( token ); + +      if( size < 0 ) +        size = 0; + +      wim->missileDlight = size; + +      continue; +    } +    else if( !Q_stricmp( token, "firingSound" ) ) +    { +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      wim->firingSound = trap_S_RegisterSound( token, qfalse ); + +      continue; +    } +    else if( !Q_stricmp( token, "missileSound" ) ) +    { +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      wim->missileSound = trap_S_RegisterSound( token, qfalse ); + +      continue; +    } +    else if( !Q_stricmp( token, "flashSound" ) ) +    { +      int index = 0; + +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      index = atoi( token ); + +      if( index < 0 ) +        index = 0; +      else if( index > 3 ) +        index = 3; + +      token = COM_Parse( text_p ); +      if( !token ) +        break; + +      wim->flashSound[ index ] = trap_S_RegisterSound( token, qfalse ); + +      continue; +    } +    else if( !Q_stricmp( token, "}" ) ) +      return qtrue; //reached the end of this weapon section +    else +    { +      CG_Printf( S_COLOR_RED "ERROR: unknown token '%s' in weapon section\n", token ); +      return qfalse; +    } +  } + +  return qfalse; +} + + +/* +====================== +CG_ParseWeaponFile + +Parses a configuration file describing a weapon +====================== +*/ +static qboolean CG_ParseWeaponFile( const char *filename, weaponInfo_t *wi ) +{ +  char          *text_p; +  int           len; +  char          *token; +  char          text[ 20000 ]; +  fileHandle_t  f; +  weaponMode_t  weaponMode = WPM_NONE; + +  // load the file +  len = trap_FS_FOpenFile( filename, &f, FS_READ ); +  if( len < 0 ) +    return qfalse; + +  if( len == 0 || len >= sizeof( text ) - 1 ) +  { +    trap_FS_FCloseFile( f ); +    CG_Printf( "File %s is %s\n", filename, len == 0 ? "empty" : "too long" ); +    return qfalse; +  } + +  trap_FS_Read( text, len, f ); +  text[ len ] = 0; +  trap_FS_FCloseFile( f ); + +  // parse the text +  text_p = text; + +  // read optional parameters +  while( 1 ) +  { +    token = COM_Parse( &text_p ); + +    if( !token ) +      break; + +    if( !Q_stricmp( token, "" ) ) +      break; + +    if( !Q_stricmp( token, "{" ) ) +    { +      if( weaponMode == WPM_NONE ) +      { +        CG_Printf( S_COLOR_RED "ERROR: weapon mode section started without a declaration\n" ); +        return qfalse; +      } +      else if( !CG_ParseWeaponModeSection( &wi->wim[ weaponMode ], &text_p ) ) +      { +        CG_Printf( S_COLOR_RED "ERROR: failed to parse weapon mode section\n" ); +        return qfalse; +      } + +      //start parsing ejectors again +      weaponMode = WPM_NONE; + +      continue; +    } +    else if( !Q_stricmp( token, "primary" ) ) +    { +      weaponMode = WPM_PRIMARY; +      continue; +    } +    else if( !Q_stricmp( token, "secondary" ) ) +    { +      weaponMode = WPM_SECONDARY; +      continue; +    } +    else if( !Q_stricmp( token, "tertiary" ) ) +    { +      weaponMode = WPM_TERTIARY; +      continue; +    } +    else if( !Q_stricmp( token, "weaponModel" ) ) +    { +      char path[ MAX_QPATH ]; + +      token = COM_Parse( &text_p ); +      if( !token ) +        break; + +      wi->weaponModel = trap_R_RegisterModel( token ); + +      if( !wi->weaponModel ) +        CG_Printf( S_COLOR_RED "ERROR: weapon model not found %s\n", token ); + +      strcpy( path, token ); +      COM_StripExtension( path, path, MAX_QPATH ); +      strcat( path, "_flash.md3" ); +      wi->flashModel = trap_R_RegisterModel( path ); + +      strcpy( path, token ); +      COM_StripExtension( path, path, MAX_QPATH ); +      strcat( path, "_barrel.md3" ); +      wi->barrelModel = trap_R_RegisterModel( path ); + +      strcpy( path, token ); +      COM_StripExtension( path, path, MAX_QPATH ); +      strcat( path, "_hand.md3" ); +      wi->handsModel = trap_R_RegisterModel( path ); + +      continue; +    } +    else if( !Q_stricmp( token, "weaponModel3rdPerson" ) ) +    { +      char path[ MAX_QPATH ]; + +      token = COM_Parse( &text_p ); +      if( !token ) +        break; + +      wi->weaponModel3rdPerson = trap_R_RegisterModel( token ); + +      if( !wi->weaponModel3rdPerson ) +      { +        CG_Printf( S_COLOR_RED "ERROR: 3rd person weapon " +            "model not found %s\n", token ); +      } + +      strcpy( path, token ); +      COM_StripExtension( path, path, MAX_QPATH ); +      strcat( path, "_flash.md3" ); +      wi->flashModel3rdPerson = trap_R_RegisterModel( path ); + +      strcpy( path, token ); +      COM_StripExtension( path, path, MAX_QPATH ); +      strcat( path, "_barrel.md3" ); +      wi->barrelModel3rdPerson = trap_R_RegisterModel( path ); + +      continue; +    } +    else if( !Q_stricmp( token, "idleSound" ) ) +    { +      token = COM_Parse( &text_p ); +      if( !token ) +        break; + +      wi->readySound = trap_S_RegisterSound( token, qfalse ); + +      continue; +    } +    else if( !Q_stricmp( token, "icon" ) ) +    { +      token = COM_Parse( &text_p ); +      if( !token ) +        break; + +      wi->weaponIcon = wi->ammoIcon = trap_R_RegisterShader( token ); + +      if( !wi->weaponIcon ) +        CG_Printf( S_COLOR_RED "ERROR: weapon icon not found %s\n", token ); + +      continue; +    } +    else if( !Q_stricmp( token, "crosshair" ) ) +    { +      int size = 0; + +      token = COM_Parse( &text_p ); +      if( !token ) +        break; + +      size = atoi( token ); + +      if( size < 0 ) +        size = 0; + +      token = COM_Parse( &text_p ); +      if( !token ) +        break; + +      wi->crossHair = trap_R_RegisterShader( token ); +      wi->crossHairSize = size; + +      if( !wi->crossHair ) +        CG_Printf( S_COLOR_RED "ERROR: weapon crosshair not found %s\n", token ); + +      continue; +    } +    else if( !Q_stricmp( token, "disableIn3rdPerson" ) ) +    { +      wi->disableIn3rdPerson = qtrue; + +      continue; +    } + +    Com_Printf( S_COLOR_RED "ERROR: unknown token '%s'\n", token ); +    return qfalse; +  } + +  return qtrue; +} + +/* +================= +CG_RegisterWeapon +================= +*/ +void CG_RegisterWeapon( int weaponNum ) +{ +  weaponInfo_t  *weaponInfo; +  char          path[ MAX_QPATH ]; +  vec3_t        mins, maxs; +  int           i; + +  if( weaponNum <= WP_NONE || weaponNum >= WP_NUM_WEAPONS ) +  { +    CG_Error( "CG_RegisterWeapon: out of range: %d", weaponNum ); +    return; +  } + +  weaponInfo = &cg_weapons[ weaponNum ]; + +  if( weaponInfo->registered ) +  { +    CG_Printf( "CG_RegisterWeapon: already registered: (%d) %s\n", weaponNum, +      BG_Weapon( weaponNum )->name ); +    return; +  } + +  weaponInfo->registered = qtrue; + +  if( !BG_Weapon( weaponNum )->name[ 0 ] ) +    CG_Error( "Couldn't find weapon %i", weaponNum ); + +  Com_sprintf( path, MAX_QPATH, "models/weapons/%s/weapon.cfg", BG_Weapon( weaponNum )->name ); + +  weaponInfo->humanName = BG_Weapon( weaponNum )->humanName; + +  if( !CG_ParseWeaponFile( path, weaponInfo ) ) +    Com_Printf( S_COLOR_RED "ERROR: failed to parse %s\n", path ); + +  // calc midpoint for rotation +  trap_R_ModelBounds( weaponInfo->weaponModel, mins, maxs ); +  for( i = 0 ; i < 3 ; i++ ) +    weaponInfo->weaponMidpoint[ i ] = mins[ i ] + 0.5 * ( maxs[ i ] - mins[ i ] ); +} + +/* +=============== +CG_InitWeapons + +Precaches weapons +=============== +*/ +void CG_InitWeapons( void ) +{ +  int   i; + +  Com_Memset( cg_weapons, 0, sizeof( cg_weapons ) ); + +  for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) +    CG_RegisterWeapon( i ); + +  cgs.media.level2ZapTS = CG_RegisterTrailSystem( "models/weapons/lev2zap/lightning" ); +} + + +/* +======================================================================================== + +VIEW WEAPON + +======================================================================================== +*/ + +/* +=============== +CG_SetWeaponLerpFrameAnimation + +may include ANIM_TOGGLEBIT +=============== +*/ +static void CG_SetWeaponLerpFrameAnimation( weapon_t weapon, lerpFrame_t *lf, int newAnimation ) +{ +  animation_t *anim; + +  lf->animationNumber = newAnimation; +  newAnimation &= ~ANIM_TOGGLEBIT; + +  if( newAnimation < 0 || newAnimation >= MAX_WEAPON_ANIMATIONS ) +    CG_Error( "Bad animation number: %i", newAnimation ); + +  anim = &cg_weapons[ weapon ].animations[ newAnimation ]; + +  lf->animation = anim; +  lf->animationTime = lf->frameTime + anim->initialLerp; + +  if( cg_debugAnim.integer ) +    CG_Printf( "Anim: %i\n", newAnimation ); +} + +/* +=============== +CG_WeaponAnimation +=============== +*/ +static void CG_WeaponAnimation( centity_t *cent, int *old, int *now, float *backLerp ) +{ +  lerpFrame_t   *lf = ¢->pe.weapon; +  entityState_t *es = ¢->currentState; + +  // see if the animation sequence is switching +  if( es->weaponAnim != lf->animationNumber || !lf->animation ) +    CG_SetWeaponLerpFrameAnimation( es->weapon, lf, es->weaponAnim ); + +  CG_RunLerpFrame( lf, 1.0f ); + +  *old      = lf->oldFrame; +  *now      = lf->frame; +  *backLerp = lf->backlerp; +} + +/* +================= +CG_MapTorsoToWeaponFrame + +================= +*/ +static int CG_MapTorsoToWeaponFrame( clientInfo_t *ci, int frame ) +{ + +  // change weapon +  if( frame >= ci->animations[ TORSO_DROP ].firstFrame && +      frame < ci->animations[ TORSO_DROP ].firstFrame + 9 ) +    return frame - ci->animations[ TORSO_DROP ].firstFrame + 6; + +  // stand attack +  if( frame >= ci->animations[ TORSO_ATTACK ].firstFrame && +      frame < ci->animations[ TORSO_ATTACK ].firstFrame + 6 ) +    return 1 + frame - ci->animations[ TORSO_ATTACK ].firstFrame; + +  // stand attack 2 +  if( frame >= ci->animations[ TORSO_ATTACK2 ].firstFrame && +      frame < ci->animations[ TORSO_ATTACK2 ].firstFrame + 6 ) +    return 1 + frame - ci->animations[ TORSO_ATTACK2 ].firstFrame; + +  return 0; +} + + +/* +============== +CG_CalculateWeaponPosition +============== +*/ +static void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles ) +{ +  float         scale; +  int           delta; +  float         fracsin; +  float         bob; +  weaponInfo_t  *weapon; + +  weapon = &cg_weapons[ cg.predictedPlayerState.weapon ]; + +  VectorCopy( cg.refdef.vieworg, origin ); +  VectorCopy( cg.refdefViewAngles, angles ); + +  // on odd legs, invert some angles +  if( cg.bobcycle & 1 ) +    scale = -cg.xyspeed; +  else +    scale = cg.xyspeed; + +  // gun angles from bobbing +  // bob amount is class dependant +  bob = BG_Class( cg.predictedPlayerState.stats[ STAT_CLASS ] )->bob; + +  if( bob != 0 ) +  { +    angles[ ROLL ] += scale * cg.bobfracsin * 0.005; +    angles[ YAW ] += scale * cg.bobfracsin * 0.01; +    angles[ PITCH ] += cg.xyspeed * cg.bobfracsin * 0.005; +  } + +  // drop the weapon when landing +  if( !weapon->noDrift ) +  { +    delta = cg.time - cg.landTime; +    if( delta < LAND_DEFLECT_TIME ) +      origin[ 2 ] += cg.landChange*0.25 * delta / LAND_DEFLECT_TIME; +    else if( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) +      origin[ 2 ] += cg.landChange*0.25 * +        ( LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta ) / LAND_RETURN_TIME; + +    // idle drift +    scale = cg.xyspeed + 40; +    fracsin = sin( cg.time * 0.001 ); +    angles[ ROLL ] += scale * fracsin * 0.01; +    angles[ YAW ] += scale * fracsin * 0.01; +    angles[ PITCH ] += scale * fracsin * 0.01; +  } +} + + +/* +====================== +CG_MachinegunSpinAngle +====================== +*/ +#define   SPIN_SPEED  0.9 +#define   COAST_TIME  1000 +static float CG_MachinegunSpinAngle( centity_t *cent, qboolean firing ) +{ +  int   delta; +  float angle; +  float speed; + +  delta = cg.time - cent->pe.barrelTime; +  if( cent->pe.barrelSpinning ) +    angle = cent->pe.barrelAngle + delta * SPIN_SPEED; +  else +  { +    if( delta > COAST_TIME ) +      delta = COAST_TIME; + +    speed = 0.5 * ( SPIN_SPEED + (float)( COAST_TIME - delta ) / COAST_TIME ); +    angle = cent->pe.barrelAngle + delta * speed; +  } + +  if( cent->pe.barrelSpinning == !firing ) +  { +    cent->pe.barrelTime = cg.time; +    cent->pe.barrelAngle = AngleMod( angle ); +    cent->pe.barrelSpinning = firing; +  } + +  return angle; +} + + +/* +============= +CG_AddPlayerWeapon + +Used for both the view weapon (ps is valid) and the world modelother character models (ps is NULL) +The main player will have this called for BOTH cases, so effects like light and +sound should only be done on the world model case. +============= +*/ +void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent ) +{ +  refEntity_t   gun; +  refEntity_t   barrel; +  refEntity_t   flash; +  vec3_t        angles; +  weapon_t      weaponNum; +  weaponMode_t  weaponMode; +  weaponInfo_t  *weapon; +  qboolean      noGunModel; +  qboolean      firing; + +  weaponNum = cent->currentState.weapon; +  weaponMode = cent->currentState.generic1; + +  if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES ) +    weaponMode = WPM_PRIMARY; + +  if( ( ( cent->currentState.eFlags & EF_FIRING ) && weaponMode == WPM_PRIMARY ) || +      ( ( cent->currentState.eFlags & EF_FIRING2 ) && weaponMode == WPM_SECONDARY ) || +      ( ( cent->currentState.eFlags & EF_FIRING3 ) && weaponMode == WPM_TERTIARY ) ) +    firing = qtrue; +  else +    firing = qfalse; + +  weapon = &cg_weapons[ weaponNum ]; +  if( !weapon->registered ) +  { +    Com_Printf( S_COLOR_YELLOW "WARNING: CG_AddPlayerWeapon: weapon %d (%s) " +        "is not registered\n", weaponNum, BG_Weapon( weaponNum )->name ); +    return; +  } + +  // add the weapon +  Com_Memset( &gun, 0, sizeof( gun ) ); +  Com_Memset( &barrel, 0, sizeof( barrel ) ); +  Com_Memset( &flash, 0, sizeof( flash ) ); + +  VectorCopy( parent->lightingOrigin, gun.lightingOrigin ); +  gun.shadowPlane = parent->shadowPlane; +  gun.renderfx = parent->renderfx; + +  if( ps ) +  { +    gun.shaderRGBA[ 0 ] = 255; +    gun.shaderRGBA[ 1 ] = 255; +    gun.shaderRGBA[ 2 ] = 255; +    gun.shaderRGBA[ 3 ] = 255; + +    //set weapon[1/2]Time when respective buttons change state +    if( cg.weapon1Firing != ( cg.predictedPlayerState.eFlags & EF_FIRING ) ) +    { +      cg.weapon1Time = cg.time; +      cg.weapon1Firing = ( cg.predictedPlayerState.eFlags & EF_FIRING ); +    } + +    if( cg.weapon2Firing != ( cg.predictedPlayerState.eFlags & EF_FIRING2 ) ) +    { +      cg.weapon2Time = cg.time; +      cg.weapon2Firing = ( cg.predictedPlayerState.eFlags & EF_FIRING2 ); +    } + +    if( cg.weapon3Firing != ( cg.predictedPlayerState.eFlags & EF_FIRING3 ) ) +    { +      cg.weapon3Time = cg.time; +      cg.weapon3Firing = ( cg.predictedPlayerState.eFlags & EF_FIRING3 ); +    } +  } + +  if( !ps ) +  { +    gun.hModel = weapon->weaponModel3rdPerson; + +    if( !gun.hModel ) +      gun.hModel = weapon->weaponModel; +  } +  else +    gun.hModel = weapon->weaponModel; + +  noGunModel = ( ( !ps || cg.renderingThirdPerson ) && weapon->disableIn3rdPerson ) || !gun.hModel; + +  if( !ps ) +  { +    // add weapon ready sound +    if( firing && weapon->wim[ weaponMode ].firingSound ) +    { +      trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, +                              weapon->wim[ weaponMode ].firingSound ); +    } +    else if( weapon->readySound ) +      trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->readySound ); +  } + +  // Lucifer cannon charge warning beep +  if( weaponNum == WP_LUCIFER_CANNON && +      ( cent->currentState.eFlags & EF_WARN_CHARGE ) && +      cg.snap->ps.stats[ STAT_TEAM ] != TEAM_ALIENS ) +  { +    trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, +                            vec3_origin, ps ? cgs.media.lCannonWarningSound : +                                              cgs.media.lCannonWarningSound2 ); +  } + +  if( !noGunModel ) +  { +    CG_PositionEntityOnTag( &gun, parent, parent->hModel, "tag_weapon" ); +    CG_WeaponAnimation( cent, &gun.oldframe, &gun.frame, &gun.backlerp ); + +    trap_R_AddRefEntityToScene( &gun ); + +    if( !ps ) +    { +      barrel.hModel = weapon->barrelModel3rdPerson; + +      if( !barrel.hModel ) +        barrel.hModel = weapon->barrelModel; +    } +    else +      barrel.hModel = weapon->barrelModel; + +    // add the spinning barrel +    if( barrel.hModel ) +    { +      VectorCopy( parent->lightingOrigin, barrel.lightingOrigin ); +      barrel.shadowPlane = parent->shadowPlane; +      barrel.renderfx = parent->renderfx; + +      angles[ YAW ] = 0; +      angles[ PITCH ] = 0; +      angles[ ROLL ] = CG_MachinegunSpinAngle( cent, firing ); +      AnglesToAxis( angles, barrel.axis ); + +      CG_PositionRotatedEntityOnTag( &barrel, &gun, gun.hModel, "tag_barrel" ); + +      trap_R_AddRefEntityToScene( &barrel ); +    } +  } + +  if( CG_IsParticleSystemValid( ¢->muzzlePS ) ) +  { +    if( ps || cg.renderingThirdPerson || +        cent->currentState.number != cg.predictedPlayerState.clientNum ) +    { +      if( noGunModel ) +        CG_SetAttachmentTag( ¢->muzzlePS->attachment, *parent, parent->hModel, "tag_weapon" ); +      else +        CG_SetAttachmentTag( ¢->muzzlePS->attachment, gun, gun.hModel, "tag_flash" ); +    } + +    //if the PS is infinite disable it when not firing +    if( !firing && CG_IsParticleSystemInfinite( cent->muzzlePS ) ) +      CG_DestroyParticleSystem( ¢->muzzlePS ); +  } + +  // add the flash +  if( !weapon->wim[ weaponMode ].continuousFlash || !firing ) +  { +    // impulse flash +    if( cg.time - cent->muzzleFlashTime > MUZZLE_FLASH_TIME ) +      return; +  } + +  VectorCopy( parent->lightingOrigin, flash.lightingOrigin ); +  flash.shadowPlane = parent->shadowPlane; +  flash.renderfx = parent->renderfx; + +  if( !ps ) +  { +    flash.hModel = weapon->flashModel3rdPerson; + +    if( !flash.hModel ) +      flash.hModel = weapon->flashModel; +  } +  else +    flash.hModel = weapon->flashModel; + +  if( flash.hModel ) +  { +    angles[ YAW ] = 0; +    angles[ PITCH ] = 0; +    angles[ ROLL ] = crandom( ) * 10; +    AnglesToAxis( angles, flash.axis ); + +    if( noGunModel ) +      CG_PositionRotatedEntityOnTag( &flash, parent, parent->hModel, "tag_weapon" ); +    else +      CG_PositionRotatedEntityOnTag( &flash, &gun, gun.hModel, "tag_flash" ); + +    trap_R_AddRefEntityToScene( &flash ); +  } + +  if( ps || cg.renderingThirdPerson || +      cent->currentState.number != cg.predictedPlayerState.clientNum ) +  { +    if( weapon->wim[ weaponMode ].muzzleParticleSystem && cent->muzzlePsTrigger ) +    { +      cent->muzzlePS = CG_SpawnNewParticleSystem( weapon->wim[ weaponMode ].muzzleParticleSystem ); + +      if( CG_IsParticleSystemValid( ¢->muzzlePS ) ) +      { +        if( noGunModel ) +          CG_SetAttachmentTag( ¢->muzzlePS->attachment, *parent, parent->hModel, "tag_weapon" ); +        else +          CG_SetAttachmentTag( ¢->muzzlePS->attachment, gun, gun.hModel, "tag_flash" ); + +        CG_SetAttachmentCent( ¢->muzzlePS->attachment, cent ); +        CG_AttachToTag( ¢->muzzlePS->attachment ); +      } + +      cent->muzzlePsTrigger = qfalse; +    } + +    // make a dlight for the flash +    if( weapon->wim[ weaponMode ].flashDlightColor[ 0 ] || +        weapon->wim[ weaponMode ].flashDlightColor[ 1 ] || +        weapon->wim[ weaponMode ].flashDlightColor[ 2 ] ) +    { +      trap_R_AddLightToScene( flash.origin, 300 + ( rand( ) & 31 ), +          weapon->wim[ weaponMode ].flashDlightColor[ 0 ], +          weapon->wim[ weaponMode ].flashDlightColor[ 1 ], +          weapon->wim[ weaponMode ].flashDlightColor[ 2 ] ); +    } +  } +} + +/* +============== +CG_AddViewWeapon + +Add the weapon, and flash for the player's view +============== +*/ + +#define WEAPON_CLICK_REPEAT 500 + +void CG_AddViewWeapon( playerState_t *ps ) +{ +  refEntity_t   hand; +  centity_t     *cent; +  clientInfo_t  *ci; +  float         fovOffset; +  vec3_t        angles; +  weaponInfo_t  *wi; +  weapon_t      weapon = ps->weapon; +  weaponMode_t  weaponMode = ps->generic1; +  vec3_t cuboidSize; + +  // no weapon carried - can't draw it +  if( weapon == WP_NONE ) +    return; + +  if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES ) +    weaponMode = WPM_PRIMARY; + +  wi = &cg_weapons[ weapon ]; +  if( !wi->registered ) +  { +    Com_Printf( S_COLOR_YELLOW "WARNING: CG_AddViewWeapon: weapon %d (%s) " +        "is not registered\n", weapon, BG_Weapon( weapon )->name ); +    return; +  } +  cent = &cg.predictedPlayerEntity; // &cg_entities[cg.snap->ps.clientNum]; + +  if( ps->persistant[PERS_SPECSTATE] != SPECTATOR_NOT ) +    return; + +  if( ps->pm_type == PM_INTERMISSION ) +    return; + +  // draw a prospective buildable infront of the player +  if( ( ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) > BA_NONE ) +   CG_GhostBuildable( ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT, cg.cuboidSelection ); + +  // no gun if in third person view +  if( cg.renderingThirdPerson ) +    return; + +  // allow the gun to be completely removed +  if( !cg_drawGun.integer ) +  { +    vec3_t origin; + +    VectorCopy( cg.refdef.vieworg, origin ); +    VectorMA( origin, -8, cg.refdef.viewaxis[ 2 ], origin ); + +    if( cent->muzzlePS ) +      CG_SetAttachmentPoint( ¢->muzzlePS->attachment, origin ); + +    //check for particle systems +    if( wi->wim[ weaponMode ].muzzleParticleSystem && cent->muzzlePsTrigger ) +    { +      cent->muzzlePS = CG_SpawnNewParticleSystem( wi->wim[ weaponMode ].muzzleParticleSystem ); + +      if( CG_IsParticleSystemValid( ¢->muzzlePS ) ) +      { +        CG_SetAttachmentPoint( ¢->muzzlePS->attachment, origin ); +        CG_SetAttachmentCent( ¢->muzzlePS->attachment, cent ); +        CG_AttachToPoint( ¢->muzzlePS->attachment ); +      } +      cent->muzzlePsTrigger = qfalse; +    } + +    return; +  } + +  // don't draw if testing a gun model +  if( cg.testGun ) +    return; + +  // drop gun lower at higher fov +  if( cg.refdef.fov_y > 90 ) +    fovOffset = -0.4 * ( cg.refdef.fov_y - 90 ); +  else +    fovOffset = 0; + +  Com_Memset( &hand, 0, sizeof( hand ) ); + +  // set up gun position +  CG_CalculateWeaponPosition( hand.origin, angles ); + +  VectorMA( hand.origin, cg_gun_x.value, cg.refdef.viewaxis[ 0 ], hand.origin ); +  VectorMA( hand.origin, cg_gun_y.value, cg.refdef.viewaxis[ 1 ], hand.origin ); +  VectorMA( hand.origin, ( cg_gun_z.value + fovOffset ), cg.refdef.viewaxis[ 2 ], hand.origin ); + +  // Lucifer Cannon vibration effect +  if( weapon == WP_LUCIFER_CANNON && ps->stats[ STAT_MISC ] > 0 ) +  { +    float fraction; + +    fraction = (float)ps->stats[ STAT_MISC ] / LCANNON_CHARGE_TIME_MAX; +    VectorMA( hand.origin, random( ) * fraction, cg.refdef.viewaxis[ 0 ], +              hand.origin ); +    VectorMA( hand.origin, random( ) * fraction, cg.refdef.viewaxis[ 1 ], +              hand.origin ); +  } + +  AnglesToAxis( angles, hand.axis ); + +  // map torso animations to weapon animations +  if( cg_gun_frame.integer ) +  { +    // development tool +    hand.frame = hand.oldframe = cg_gun_frame.integer; +    hand.backlerp = 0; +  } +  else +  { +    // get clientinfo for animation map +    ci = &cgs.clientinfo[ cent->currentState.clientNum ]; +    hand.frame = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.frame ); +    hand.oldframe = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.oldFrame ); +    hand.backlerp = cent->pe.torso.backlerp; +  } + +  hand.hModel = wi->handsModel; +  hand.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON | RF_MINLIGHT; + +  // add everything onto the hand +  CG_AddPlayerWeapon( &hand, ps, &cg.predictedPlayerEntity ); +} + +/* +============================================================================== + +WEAPON SELECTION + +============================================================================== +*/ + +/* +=============== +CG_WeaponSelectable +=============== +*/ +static qboolean CG_WeaponSelectable( weapon_t weapon ) +{ +  if( !BG_InventoryContainsWeapon( weapon, cg.snap->ps.stats ) ) +    return qfalse; + +  return qtrue; +} + + +/* +=============== +CG_UpgradeSelectable +=============== +*/ +static qboolean CG_UpgradeSelectable( upgrade_t upgrade ) +{ +  if( !BG_InventoryContainsUpgrade( upgrade, cg.snap->ps.stats ) ) +    return qfalse; + +  return BG_Upgrade( upgrade )->usable; +} + + +#define ICON_BORDER 4 + +/* +=================== +CG_DrawItemSelect +=================== +*/ +void CG_DrawItemSelect( rectDef_t *rect, vec4_t color ) +{ +  int           i; +  float         x = rect->x; +  float         y = rect->y; +  float         width = rect->w; +  float         height = rect->h; +  float         iconWidth; +  float         iconHeight; +  int           items[ 64 ]; +  int           colinfo[ 64 ]; +  int           numItems = 0, selectedItem = 0; +  int           length; +  qboolean      vertical; +  centity_t *cent; +  playerState_t *ps; + +  cent = &cg_entities[ cg.snap->ps.clientNum ]; +  ps = &cg.snap->ps; + +  // don't display if dead +  if( cg.predictedPlayerState.stats[ STAT_HEALTH ] <= 0 ) +    return; + +  if( !( cg.snap->ps.pm_flags & PMF_FOLLOW ) ) +  { +    // first make sure that whatever it selected is actually selectable +    if( cg.weaponSelect < 32 ) +    { +      if( !CG_WeaponSelectable( cg.weaponSelect ) ) +        CG_NextWeapon_f( ); +    } +    else +    { +      if( !CG_UpgradeSelectable( cg.weaponSelect - 32 ) ) +        CG_NextWeapon_f( ); +    } +  } + +  // showing weapon select clears pickup item display, but not the blend blob +  cg.itemPickupTime = 0; + +  // put all weapons in the items list +  for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) +  { +    if( !BG_InventoryContainsWeapon( i, cg.snap->ps.stats ) ) +      continue; + +    if( !ps->ammo && !ps->clips && !BG_Weapon( i )->infiniteAmmo ) +      colinfo[ numItems ] = 1; +    else +      colinfo[ numItems ] = 0; + +    if( i == cg.weaponSelect ) +      selectedItem = numItems; + +    if( !cg_weapons[ i ].registered ) +    { +      Com_Printf( S_COLOR_YELLOW "WARNING: CG_DrawItemSelect: weapon %d (%s) " +  	"is not registered\n", i, BG_Weapon( i )->name ); +      continue; +    } +    items[ numItems ] = i; +    numItems++; +  } + +  // put all upgrades in the weapons list +  for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) +  { +    if( !BG_InventoryContainsUpgrade( i, cg.snap->ps.stats ) ) +      continue; +    colinfo[ numItems ] = 0; +    if( !BG_Upgrade( i )->usable ) +      colinfo[ numItems ] = 2; + +    if( i == cg.weaponSelect - 32 ) +      selectedItem = numItems; + +    if( !cg_upgrades[ i ].registered ) +    { +      Com_Printf( S_COLOR_YELLOW "WARNING: CG_DrawItemSelect: upgrade %d (%s) " +  	"is not registered\n", i, BG_Upgrade( i )->name ); +      continue; +    } +    items[ numItems ] = i + 32; +    numItems++; +  } + +  // compute the length of the display window and determine orientation +  vertical = height > width; +  if( vertical ) +  { +    iconWidth = width * cgDC.aspectScale; +    iconHeight = width; +    length = height / ( width * cgDC.aspectScale ); +  } +  else +  { +    iconWidth = height * cgDC.aspectScale; +    iconHeight = height; +    length = width / ( height * cgDC.aspectScale ); +  } + +  // render icon ring +  for( i = 0; i < length; i++ ) +  { +    int item = i - length / 2 + selectedItem; + +    if( item < 0 ) +      item += length; +    else if( item >= length ) +      item -= length; +    if( item >= 0 && item < numItems ) +    { +      switch( colinfo[ item ] ) +      { +       case 0: +         color = colorCyan; +         break; +       case 1: +         color = colorRed; +         break; +       case 2: +         color = colorMdGrey; +         break; +      } +      color[3] = 0.5; +      trap_R_SetColor( color ); + +      if( items[ item ] < 32 ) +        CG_DrawPic( x, y, iconWidth, iconHeight, +                    cg_weapons[ items[ item ] ].weaponIcon ); +      else +        CG_DrawPic( x, y, iconWidth, iconHeight, +                    cg_upgrades[ items[ item ] - 32 ].upgradeIcon ); +    } +    if( vertical ) +      y += iconHeight; +    else +      x += iconWidth; +  } +  trap_R_SetColor( NULL ); +} + + +/* +=================== +CG_DrawItemSelectText +=================== +*/ +void CG_DrawItemSelectText( rectDef_t *rect, float scale, int textStyle ) +{ +  int x, w; +  char  *name; +  float *color; + +  color = CG_FadeColor( cg.weaponSelectTime, WEAPON_SELECT_TIME ); +  if( !color ) +    return; + +  trap_R_SetColor( color ); + +  // draw the selected name +  if( cg.weaponSelect < 32 ) +  { +    if( cg_weapons[ cg.weaponSelect ].registered && +        BG_InventoryContainsWeapon( cg.weaponSelect, cg.snap->ps.stats ) ) +    { +      if( ( name = cg_weapons[ cg.weaponSelect ].humanName ) ) +      { +        w = UI_Text_Width( name, scale ); +        x = rect->x + rect->w / 2; +        UI_Text_Paint( x - w / 2, rect->y + rect->h, scale, color, name, 0, 0, textStyle ); +      } +    } +  } +  else +  { +    if( cg_upgrades[ cg.weaponSelect - 32 ].registered && +        BG_InventoryContainsUpgrade( cg.weaponSelect - 32, cg.snap->ps.stats ) ) +    { +      if( ( name = cg_upgrades[ cg.weaponSelect - 32 ].humanName ) ) +      { +        w = UI_Text_Width( name, scale ); +        x = rect->x + rect->w / 2; +        UI_Text_Paint( x - w / 2, rect->y + rect->h, scale, color, name, 0, 0, textStyle ); +      } +    } +  } + +  trap_R_SetColor( NULL ); +} + + +/* +=============== +CG_NextWeapon_f +=============== +*/ +void CG_NextWeapon_f( void ) +{ +  int   i; +  int   original; + +  if( !cg.snap ) +    return; + +  if( cg.snap->ps.pm_flags & PMF_FOLLOW ) +  { +    trap_SendClientCommand( "followprev\n" ); +    return; +  } +   +  if( BG_Buildable(cg.snap->ps.stats[STAT_BUILDABLE]&~SB_VALID_TOGGLEBIT,NULL)->cuboid ) +  { +   CG_CuboidResize(qtrue); +   return; +  } +   +  cg.weaponSelectTime = cg.time; +  original = cg.weaponSelect; + +  for( i = 0; i < 64; i++ ) +  { +    cg.weaponSelect++; +    if( cg.weaponSelect == 64 ) +      cg.weaponSelect = 0; + +    if( cg.weaponSelect < 32 ) +    { +      if( CG_WeaponSelectable( cg.weaponSelect ) ) +        break; +    } +    else +    { +      if( CG_UpgradeSelectable( cg.weaponSelect - 32 ) ) +        break; +    } +  } + +  if( i == 64 ) +    cg.weaponSelect = original; +} + +/* +=============== +CG_PrevWeapon_f +=============== +*/ +void CG_PrevWeapon_f( void ) +{ +  int   i; +  int   original; + +  if( !cg.snap ) +    return; + +  if( cg.snap->ps.pm_flags & PMF_FOLLOW ) +  { +    trap_SendClientCommand( "follownext\n" ); +    return; +  } +   +  if( BG_Buildable(cg.snap->ps.stats[STAT_BUILDABLE]&~SB_VALID_TOGGLEBIT,NULL)->cuboid ) +  { +   CG_CuboidResize(qfalse); +   return; +  } + +  cg.weaponSelectTime = cg.time; +  original = cg.weaponSelect; + +  for( i = 0; i < 64; i++ ) +  { +    cg.weaponSelect--; +    if( cg.weaponSelect == -1 ) +      cg.weaponSelect = 63; + +    if( cg.weaponSelect < 32 ) +    { +      if( CG_WeaponSelectable( cg.weaponSelect ) ) +        break; +    } +    else +    { +      if( CG_UpgradeSelectable( cg.weaponSelect - 32 ) ) +        break; +    } +  } + +  if( i == 64 ) +    cg.weaponSelect = original; +} + +/* +=============== +CG_Weapon_f +=============== +*/ +void CG_Weapon_f( void ) +{ +  int   num; + +  if( !cg.snap ) +    return; + +  if( cg.snap->ps.pm_flags & PMF_FOLLOW ) +    return; + +  num = atoi( CG_Argv( 1 ) ); + +  if( num < 1 || num > 31 ) +    return; + +  cg.weaponSelectTime = cg.time; + +  if( !BG_InventoryContainsWeapon( num, cg.snap->ps.stats ) ) +    return;   // don't have the weapon + +  cg.weaponSelect = num; +} + + +/* +=================================================================================================== + +WEAPON EVENTS + +=================================================================================================== +*/ + +/* +================ +CG_FireWeapon + +Caused by an EV_FIRE_WEAPON event +================ +*/ +void CG_FireWeapon( centity_t *cent, weaponMode_t weaponMode ) +{ +  entityState_t     *es; +  int               c; +  weaponInfo_t      *wi; +  weapon_t          weaponNum; + +  es = ¢->currentState; + +  weaponNum = es->weapon; + +  if( weaponNum == WP_NONE ) +    return; + +  if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES ) +    weaponMode = WPM_PRIMARY; + +  if( weaponNum >= WP_NUM_WEAPONS ) +  { +    CG_Error( "CG_FireWeapon: ent->weapon >= WP_NUM_WEAPONS" ); +    return; +  } + +  wi = &cg_weapons[ weaponNum ]; + +  // mark the entity as muzzle flashing, so when it is added it will +  // append the flash to the weapon model +  cent->muzzleFlashTime = cg.time; + +  if( wi->wim[ weaponMode ].muzzleParticleSystem ) +  { +    if( !CG_IsParticleSystemValid( ¢->muzzlePS ) || +        !CG_IsParticleSystemInfinite( cent->muzzlePS ) ) +      cent->muzzlePsTrigger = qtrue; +  } + +  // play a sound +  for( c = 0; c < 4; c++ ) +  { +    if( !wi->wim[ weaponMode ].flashSound[ c ] ) +      break; +  } + +  if( c > 0 ) +  { +    c = rand( ) % c; +    if( wi->wim[ weaponMode ].flashSound[ c ] ) +      trap_S_StartSound( NULL, es->number, CHAN_WEAPON, wi->wim[ weaponMode ].flashSound[ c ] ); +  } +} + + +/* +================= +CG_MissileHitWall + +Caused by an EV_MISSILE_MISS event, or directly by local bullet tracing +================= +*/ +void CG_MissileHitWall( weapon_t weaponNum, weaponMode_t weaponMode, int clientNum, +                        vec3_t origin, vec3_t dir, impactSound_t soundType, int charge ) +{ +  qhandle_t           mark = 0; +  qhandle_t           ps = 0; +  int                 c; +  float               radius = 1.0f; +  weaponInfo_t        *weapon = &cg_weapons[ weaponNum ]; + +  if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES ) +    weaponMode = WPM_PRIMARY; + +  mark = weapon->wim[ weaponMode ].impactMark; +  radius = weapon->wim[ weaponMode ].impactMarkSize; +  ps = weapon->wim[ weaponMode ].impactParticleSystem; + +  if( soundType == IMPACTSOUND_FLESH ) +  { +    //flesh sound +    for( c = 0; c < 4; c++ ) +    { +      if( !weapon->wim[ weaponMode ].impactFleshSound[ c ] ) +        break; +    } + +    if( c > 0 ) +    { +      c = rand( ) % c; +      if( weapon->wim[ weaponMode ].impactFleshSound[ c ] ) +        trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, weapon->wim[ weaponMode ].impactFleshSound[ c ] ); +    } +  } +  else +  { +    //normal sound +    for( c = 0; c < 4; c++ ) +    { +      if( !weapon->wim[ weaponMode ].impactSound[ c ] ) +        break; +    } + +    if( c > 0 ) +    { +      c = rand( ) % c; +      if( weapon->wim[ weaponMode ].impactSound[ c ] ) +        trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, weapon->wim[ weaponMode ].impactSound[ c ] ); +    } +  } + +  //create impact particle system +  if( ps ) +  { +    particleSystem_t *partSystem = CG_SpawnNewParticleSystem( ps ); + +    if( CG_IsParticleSystemValid( &partSystem ) ) +    { +      CG_SetAttachmentPoint( &partSystem->attachment, origin ); +      CG_SetParticleSystemNormal( partSystem, dir ); +      CG_AttachToPoint( &partSystem->attachment ); +      partSystem->charge = charge; +    } +  } + +  // +  // impact mark +  // +  if( radius > 0.0f ) +    CG_ImpactMark( mark, origin, dir, random( ) * 360, 1, 1, 1, 1, qfalse, radius, qfalse ); +} + + +/* +================= +CG_MissileHitEntity +================= +*/ +void CG_MissileHitEntity( weapon_t weaponNum, weaponMode_t weaponMode, +    vec3_t origin, vec3_t dir, int entityNum, int charge ) +{ +  vec3_t        normal; +  weaponInfo_t  *weapon = &cg_weapons[ weaponNum ]; + +  VectorCopy( dir, normal ); +  VectorInverse( normal ); + +  CG_Bleed( origin, normal, entityNum ); + +  if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES ) +    weaponMode = WPM_PRIMARY; + +  // always impact! +  //if( weapon->wim[ weaponMode ].alwaysImpact ) +  { +    int sound; + +    if( cg_entities[ entityNum ].currentState.eType == ET_PLAYER ) +    { +      // Players +      sound = IMPACTSOUND_FLESH; +    } +    else if( cg_entities[ entityNum ].currentState.eType == ET_BUILDABLE && +             BG_Buildable( cg_entities[ entityNum ].currentState.modelindex, NULL )->team == TEAM_ALIENS ) +    { +      // Alien buildables +      sound = IMPACTSOUND_FLESH; +    } +    else +      sound = IMPACTSOUND_DEFAULT; +           +    CG_MissileHitWall( weaponNum, weaponMode, 0, origin, dir, sound, charge ); +  } +} + + +/* +============================================================================ + +BULLETS + +============================================================================ +*/ + + +/* +=============== +CG_Tracer +=============== +*/ +void CG_Tracer( vec3_t source, vec3_t dest ) +{ +  vec3_t      forward, right; +  polyVert_t  verts[ 4 ]; +  vec3_t      line; +  float       len, begin, end; +  vec3_t      start, finish; +  vec3_t      midpoint; + +  // tracer +  VectorSubtract( dest, source, forward ); +  len = VectorNormalize( forward ); + +  // start at least a little ways from the muzzle +  if( len < 100 ) +    return; + +  begin = 50 + random( ) * ( len - 60 ); +  end = begin + cg_tracerLength.value; +  if( end > len ) +    end = len; + +  VectorMA( source, begin, forward, start ); +  VectorMA( source, end, forward, finish ); + +  line[ 0 ] = DotProduct( forward, cg.refdef.viewaxis[ 1 ] ); +  line[ 1 ] = DotProduct( forward, cg.refdef.viewaxis[ 2 ] ); + +  VectorScale( cg.refdef.viewaxis[ 1 ], line[ 1 ], right ); +  VectorMA( right, -line[ 0 ], cg.refdef.viewaxis[ 2 ], right ); +  VectorNormalize( right ); + +  VectorMA( finish, cg_tracerWidth.value, right, verts[ 0 ].xyz ); +  verts[ 0 ].st[ 0 ] = 0; +  verts[ 0 ].st[ 1 ] = 1; +  verts[ 0 ].modulate[ 0 ] = 255; +  verts[ 0 ].modulate[ 1 ] = 255; +  verts[ 0 ].modulate[ 2 ] = 255; +  verts[ 0 ].modulate[ 3 ] = 255; + +  VectorMA( finish, -cg_tracerWidth.value, right, verts[ 1 ].xyz ); +  verts[ 1 ].st[ 0 ] = 1; +  verts[ 1 ].st[ 1 ] = 0; +  verts[ 1 ].modulate[ 0 ] = 255; +  verts[ 1 ].modulate[ 1 ] = 255; +  verts[ 1 ].modulate[ 2 ] = 255; +  verts[ 1 ].modulate[ 3 ] = 255; + +  VectorMA( start, -cg_tracerWidth.value, right, verts[ 2 ].xyz ); +  verts[ 2 ].st[ 0 ] = 1; +  verts[ 2 ].st[ 1 ] = 1; +  verts[ 2 ].modulate[ 0 ] = 255; +  verts[ 2 ].modulate[ 1 ] = 255; +  verts[ 2 ].modulate[ 2 ] = 255; +  verts[ 2 ].modulate[ 3 ] = 255; + +  VectorMA( start, cg_tracerWidth.value, right, verts[ 3 ].xyz ); +  verts[ 3 ].st[ 0 ] = 0; +  verts[ 3 ].st[ 1 ] = 0; +  verts[ 3 ].modulate[ 0 ] = 255; +  verts[ 3 ].modulate[ 1 ] = 255; +  verts[ 3 ].modulate[ 2 ] = 255; +  verts[ 3 ].modulate[ 3 ] = 255; + +  trap_R_AddPolyToScene( cgs.media.tracerShader, 4, verts ); + +  midpoint[ 0 ] = ( start[ 0 ] + finish[ 0 ] ) * 0.5; +  midpoint[ 1 ] = ( start[ 1 ] + finish[ 1 ] ) * 0.5; +  midpoint[ 2 ] = ( start[ 2 ] + finish[ 2 ] ) * 0.5; + +  // add the tracer sound +  trap_S_StartSound( midpoint, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.tracerSound ); +} + + +/* +====================== +CG_CalcMuzzlePoint +====================== +*/ +static qboolean CG_CalcMuzzlePoint( int entityNum, vec3_t muzzle ) +{ +  vec3_t    forward; +  centity_t *cent; +  int       anim; + +  if( entityNum == cg.snap->ps.clientNum ) +  { +    VectorCopy( cg.snap->ps.origin, muzzle ); +    muzzle[ 2 ] += cg.snap->ps.viewheight; +    AngleVectors( cg.snap->ps.viewangles, forward, NULL, NULL ); +    VectorMA( muzzle, 14, forward, muzzle ); +    return qtrue; +  } + +  cent = &cg_entities[entityNum]; + +  if( !cent->currentValid ) +    return qfalse; + +  VectorCopy( cent->currentState.pos.trBase, muzzle ); + +  AngleVectors( cent->currentState.apos.trBase, forward, NULL, NULL ); +  anim = cent->currentState.legsAnim & ~ANIM_TOGGLEBIT; + +  if( anim == LEGS_WALKCR || anim == LEGS_IDLECR ) +    muzzle[ 2 ] += CROUCH_VIEWHEIGHT; +  else +    muzzle[ 2 ] += DEFAULT_VIEWHEIGHT; + +  VectorMA( muzzle, 14, forward, muzzle ); + +  return qtrue; + +} + + +/* +====================== +CG_Bullet + +Renders bullet effects. +====================== +*/ +void CG_Bullet( vec3_t end, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum ) +{ +  vec3_t  start; + +  // if the shooter is currently valid, calc a source point and possibly +  // do trail effects +  if( sourceEntityNum >= 0 && cg_tracerChance.value > 0 ) +  { +    if( CG_CalcMuzzlePoint( sourceEntityNum, start ) ) +    { +      // draw a tracer +      if( random( ) < cg_tracerChance.value ) +        CG_Tracer( start, end ); +    } +  } + +  // impact splash and mark +  if( flesh ) +    CG_Bleed( end, normal, fleshEntityNum ); +  else +    CG_MissileHitWall( WP_MACHINEGUN, WPM_PRIMARY, 0, end, normal, IMPACTSOUND_DEFAULT, 0 ); +} + +/* +============================================================================ + +SHOTGUN TRACING + +============================================================================ +*/ + +/* +================ +CG_ShotgunPattern + +Perform the same traces the server did to locate the +hit splashes +================ +*/ +static void CG_ShotgunPattern( vec3_t origin, vec3_t origin2, int seed, int otherEntNum ) +{ +  int       i; +  float     r, u; +  vec3_t    end; +  vec3_t    forward, right, up; +  trace_t   tr; + +  // derive the right and up vectors from the forward vector, because +  // the client won't have any other information +  VectorNormalize2( origin2, forward ); +  PerpendicularVector( right, forward ); +  CrossProduct( forward, right, up ); + +  // generate the "random" spread pattern +  for( i = 0; i < SHOTGUN_PELLETS; i++ ) +  { +    r = Q_crandom( &seed ) * SHOTGUN_SPREAD * 16; +    u = Q_crandom( &seed ) * SHOTGUN_SPREAD * 16; +    VectorMA( origin, 8192 * 16, forward, end ); +    VectorMA( end, r, right, end ); +    VectorMA( end, u, up, end ); + +    CG_Trace( &tr, origin, NULL, NULL, end, otherEntNum, MASK_SHOT ); + +    if( !( tr.surfaceFlags & SURF_NOIMPACT ) ) +    { +      if( cg_entities[ tr.entityNum ].currentState.eType == ET_PLAYER || +          cg_entities[ tr.entityNum ].currentState.eType == ET_BUILDABLE ) +        CG_MissileHitEntity( WP_SHOTGUN, WPM_PRIMARY, tr.endpos, tr.plane.normal, tr.entityNum, 0 ); +      else if( tr.surfaceFlags & SURF_METALSTEPS ) +        CG_MissileHitWall( WP_SHOTGUN, WPM_PRIMARY, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_METAL, 0 ); +      else +        CG_MissileHitWall( WP_SHOTGUN, WPM_PRIMARY, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_DEFAULT, 0 ); +    } +  } +} + +/* +============== +CG_ShotgunFire +============== +*/ +void CG_ShotgunFire( entityState_t *es ) +{ +  vec3_t  v; + +  VectorSubtract( es->origin2, es->pos.trBase, v ); +  VectorNormalize( v ); +  VectorScale( v, 32, v ); +  VectorAdd( es->pos.trBase, v, v ); + +  CG_ShotgunPattern( es->pos.trBase, es->origin2, es->eventParm, es->otherEntityNum ); +} + +/* +================= +CG_Bleed + +This is the spurt of blood when a character gets hit +================= +*/ +void CG_Bleed( vec3_t origin, vec3_t normal, int entityNum ) +{ +  team_t            team; +  qhandle_t         bleedPS; +  particleSystem_t  *ps; + +  if( !cg_blood.integer ) +    return; + +  if( cg_entities[ entityNum ].currentState.eType == ET_PLAYER ) +  { +    team = cgs.clientinfo[ entityNum ].team; +    if( team == TEAM_ALIENS ) +      bleedPS = cgs.media.alienBleedPS; +    else if( team == TEAM_HUMANS ) +      bleedPS = cgs.media.humanBleedPS; +    else +      return; +  } +  else if( cg_entities[ entityNum ].currentState.eType == ET_BUILDABLE ) +  { +    //ew +    team = BG_Buildable( cg_entities[ entityNum ].currentState.modelindex, NULL )->team; +    if( team == TEAM_ALIENS ) +      bleedPS = cgs.media.alienBuildableBleedPS; +    else if( team == TEAM_HUMANS ) +      bleedPS = cgs.media.humanBuildableBleedPS; +    else +      return; +  } +  else +    return; + +  ps = CG_SpawnNewParticleSystem( bleedPS ); + +  if( CG_IsParticleSystemValid( &ps ) ) +  { +    CG_SetAttachmentPoint( &ps->attachment, origin ); +    CG_SetAttachmentCent( &ps->attachment, &cg_entities[ entityNum ] ); +    CG_AttachToPoint( &ps->attachment ); + +    CG_SetParticleSystemNormal( ps, normal ); +  } +} +  | 
