diff options
author | Mikko Tiusanen <ams@daug.net> | 2014-05-04 01:18:52 +0300 |
---|---|---|
committer | Mikko Tiusanen <ams@daug.net> | 2014-05-04 01:18:52 +0300 |
commit | 01beb9919b95479d8be040bec74abc5cc67a5e43 (patch) | |
tree | 65f0b79e793848491832756a4c3a32b23668fab3 /src/cgame/cg_weapons.c | |
parent | 191d731da136b7ee959a17e63111c9146219a768 (diff) |
Initial import.
Diffstat (limited to 'src/cgame/cg_weapons.c')
-rw-r--r-- | src/cgame/cg_weapons.c | 2106 |
1 files changed, 2106 insertions, 0 deletions
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c new file mode 100644 index 0000000..2b41d13 --- /dev/null +++ b/src/cgame/cg_weapons.c @@ -0,0 +1,2106 @@ +/* +=========================================================================== +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( upgradeNum == UP_MINE ) + upgradeInfo->upgradeIcon = cg_weapons[ WP_MINE ].weaponIcon; + else if( upgradeNum == UP_SMOKE ) + upgradeInfo->upgradeIcon = cg_weapons[ WP_SMOKE ].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( (weaponNum == WP_FLAMER) && + + ( 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.FlamerWarningSound : + cgs.media.FlamerWarningSound2 ); + } + if( !noGunModel ) + { + CG_PositionEntityOnTag( &gun, parent, parent->hModel, "tag_weapon" ); + + if( cent->currentState.eFlags & EF_MOVER_STOP ) + { + if( cg.snap->ps.stats[ STAT_TEAM ] != TEAM_HUMANS ) + gun.customShader = cgs.media.invisibleShader; + else + gun.customShader = cgs.media.invisibleShaderTeam; + } + + 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" ); + + if( cent->currentState.eFlags & EF_MOVER_STOP ) + { + if( cg.snap->ps.stats[ STAT_TEAM ] != TEAM_HUMANS ) + barrel.customShader = cgs.media.invisibleShader; + else + barrel.customShader = cgs.media.invisibleShaderTeam; + } + + 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; + + + // 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 ); + + // 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 || weapon == WP_FLAMER) && 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 ); + } + + // Rifle FireMode2 vibration effect + + + if( weapon == WP_MACHINEGUN && weaponMode == WPM_SECONDARY && ( cent->currentState.eFlags & EF_FIRING2 ) ) + + { + VectorMA( hand.origin, random( ) * 0, cg.refdef.viewaxis[ 0 ], + hand.origin ); + VectorMA( hand.origin, random( ) * 3, 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; + } + + 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; + } + + 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; + + 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 )->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 )->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 ); + } +} + |