diff options
author | Mikko Tiusanen <ams@daug.net> | 2014-05-04 01:18:52 +0300 |
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committer | Mikko Tiusanen <ams@daug.net> | 2014-05-04 01:18:52 +0300 |
commit | 01beb9919b95479d8be040bec74abc5cc67a5e43 (patch) | |
tree | 65f0b79e793848491832756a4c3a32b23668fab3 /src/cgame/cg_buildable.c | |
parent | 191d731da136b7ee959a17e63111c9146219a768 (diff) |
Initial import.
Diffstat (limited to 'src/cgame/cg_buildable.c')
-rw-r--r-- | src/cgame/cg_buildable.c | 1547 |
1 files changed, 1547 insertions, 0 deletions
diff --git a/src/cgame/cg_buildable.c b/src/cgame/cg_buildable.c new file mode 100644 index 0000000..aaeaf11 --- /dev/null +++ b/src/cgame/cg_buildable.c @@ -0,0 +1,1547 @@ +/* +=========================================================================== +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_AlienBuildableExplosion + +Generated a bunch of gibs launching out from a location +=================== +*/ +void CG_AlienBuildableExplosion( vec3_t origin, vec3_t dir, int buildable ) +{ + particleSystem_t *ps; + + trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.alienBuildableExplosion ); + + //particle system + if (buildable == BA_A_OVERMIND) + ps = CG_SpawnNewParticleSystem( cgs.media.alienBuildableDestroyedPS ); + else + ps = CG_SpawnNewParticleSystem( cgs.media.alienBuildableDestroyedPS ); + + if( CG_IsParticleSystemValid( &ps ) ) + { + CG_SetAttachmentPoint( &ps->attachment, origin ); + CG_SetParticleSystemNormal( ps, dir ); + CG_AttachToPoint( &ps->attachment ); + } +} + + +/* +=================== +CG_AlienSPITEFUL_ABCESSExplosion + +Generated a bunch of gibs launching out from a location +=================== +*/ +void CG_AlienSPITEFUL_ABCESSExplosion( 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.alienSpiteful_AbcessDestroyedPS ); + + 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, int buildable ) +{ + particleSystem_t *ps; + + trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.humanBuildableExplosion ); + + //particle system + if (buildable == BA_H_REACTOR) + ps = CG_SpawnNewParticleSystem( cgs.media.humanBuildableDestroyedPS ); + else + 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 228.0f + +/* +================== +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 )->buildTime; + int time; + int creepSize; + 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 ); + VectorCopy( tr.endpos, origin ); + + +// size = CREEP_SIZE * frac; +size = BG_Buildable( cent->currentState.modelindex )->creepSize * frac; + + if( size > 0.0f && tr.fraction < 1.0f ) + CG_ImpactMark( cgs.media.creepShader, //qhandle_t markShader + origin, //const vec3_t origin + cent->currentState.origin2, //const vec3_t dir + 0.0f, //float orientation + 1.0f, //red + 1.0f, //green + 1.0f, //blue + 1.0f, //float alpha + qtrue, //qboolean alphaFade + size, //float radius + qtrue);//qboolean temporary + + + +} + + +/* +====================== +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; + + 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; + + 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; + char *modelFile; + int i; + int j; + fileHandle_t f; + + 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 < BA_NUM_BUILDABLES; i++ ) + { + buildableName = BG_Buildable( i )->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 )->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" ); + //für slime + cgs.media.slimeTS = CG_RegisterTrailSystem( "models/buildables/infestationslime" ); + +} + +/* +=============== +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 )->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 )->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 ) +{ + 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 ] ) ) + { + 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 ]; + + 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 ); + + 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_GhostBuildable( buildable_t buildable ) +{ + refEntity_t ent; + playerState_t *ps; + vec3_t angles, entity_origin; + vec3_t mins, maxs; + trace_t tr; + float scale; + + ps = &cg.predictedPlayerState; + + memset( &ent, 0, sizeof( ent ) ); + + BG_BuildableBoundingBox( buildable, mins, maxs ); + + BG_PositionBuildableRelativeToPlayer( ps, mins, maxs, CG_Trace, entity_origin, angles, &tr ); + + CG_PositionAndOrientateBuildable( ps->viewangles, entity_origin, tr.plane.normal, ps->clientNum, + mins, maxs, ent.axis, ent.origin ); + + //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.redBuildShader; + + //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; + } + else + ent.nonNormalizedAxes = qfalse; + + // 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 )->team; + int health = es->generic1; + float healthFrac = (float)health / BG_Buildable( es->modelindex )->health; + + if( !( es->eFlags & EF_B_SPAWNED ) ) + return; + + + //ORGANIC BULB LIGHT / BA_H_LIGHT - VIA PS + if( es->modelindex == BA_A_ORGANIC_BULB ) + { + if( !CG_IsParticleSystemValid( ¢->buildablePS ) ) + { + cent->buildablePS = CG_SpawnNewParticleSystem( cgs.media.organicbulbPS ); + + if( CG_IsParticleSystemValid( ¢->buildablePS ) ) + { + CG_SetAttachmentCent( ¢->buildablePS->attachment, cent ); + CG_AttachToCent( ¢->buildablePS->attachment ); + } + } + } + + else 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 ) +{ + 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; + + if( BG_Buildable( es->modelindex )->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 + 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 ); + + // hack for shrunken shield + anim = es->torsoAnim & ~( ANIM_FORCEBIT | ANIM_TOGGLEBIT ); + if( es->modelindex == BA_H_SHIELD && + ( anim == BANIM_DESTROYED || !( es->eFlags & EF_B_SPAWNED ) ) ) + maxs[ 2 ] = (int)( maxs[ 2 ] * SHIELD_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; 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 )->transparentTest ) ) ) + { + entNum = tr.entityNum; + VectorCopy( tr.endpos, trOrigin ); + } + else + break; + } + } + // 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; + healthScale = (float)health / BG_Buildable( es->modelindex )->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( CG_WorldToScreen( origin, &x, &y ) ) + { + 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 ); + trap_R_SetColor( NULL ); + 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 ); + } + + { + float nX; + int healthMax; + int healthPoints; + + healthMax = BG_Buildable( es->modelindex )->health; + healthPoints = (int)( healthScale * healthMax ); + if( health > 0 && healthPoints < 1 ) + healthPoints = 1; + nX = picX + ( picW * 0.5f ) - 2.0f - ( ( subH * 4 ) * 0.5f ); + + if( healthPoints > 999 ) + nX -= 0.0f; + else if( healthPoints > 99 ) + nX -= subH * 0.5f; + else if( healthPoints > 9 ) + nX -= subH * 1.0f; + else + nX -= subH * 1.5f; + + CG_DrawField( nX, subY, 4, subH, subH, healthPoints ); + } + + trap_R_SetColor( NULL ); + CG_ClearClipRegion( ); + } +} + +/* +================== +CG_SortDistance +================== +*/ +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 )->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; + + 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; + } + + qsort( buildableList, buildables, sizeof( int ), CG_SortDistance ); + for( i = 0; i < buildables; i++ ) + CG_BuildableStatusDisplay( &cg_entities[ buildableList[ i ] ] ); +} + +#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 )->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; + } + + 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 ); + 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 ); + } + } + + //offset on the Z axis if required + 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 )->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 ); + } + + 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; + + //smoke etc for damaged buildables + CG_BuildableParticleEffects( cent ); +} |