/* =========================================================================== 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_AlienSpitefulAbcessExplosion Generated a bunch of gibs launching out from a location =================== */ void CG_AlienSpitefulAbcessExplosion( 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" ); //f\FCr 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_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; if( cg.warping ) { ent.customShader = cgs.media.warpingEnvironmentShader; } //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; if( cg.warping ) { turretBarrel.customShader = cgs.media.warpingEnvironmentShader; } 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; if( cg.warping ) { turretTop.customShader = cgs.media.warpingEnvironmentShader; } 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 ); }