diff options
author | Tim Angus <tim@ngus.net> | 2003-03-29 05:47:59 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2003-03-29 05:47:59 +0000 |
commit | b8111f05848c2778ca1cb201e4c24df5fcdd0c26 (patch) | |
tree | 82685aeef9f1c65152be2c682cac837e18e35e36 /src/cgame/cg_weapons.c | |
parent | 81ee503696d9d5973713afba2afc06b82e41fca8 (diff) |
* Rewrote the weapon loader to reference a set of weapon.cfg files
* Removed the code deprecated by the above change
* Fixed a typo in tremulous.h
Diffstat (limited to 'src/cgame/cg_weapons.c')
-rw-r--r-- | src/cgame/cg_weapons.c | 417 |
1 files changed, 259 insertions, 158 deletions
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c index d4b458ec..f592d583 100644 --- a/src/cgame/cg_weapons.c +++ b/src/cgame/cg_weapons.c @@ -147,6 +147,7 @@ void CG_AlienZap( vec3_t start, vec3_t end, int srcENum, int destENum ) VectorCopy( end, re->oldorigin ); } + /* ================= CG_RegisterUpgrade @@ -199,16 +200,258 @@ void CG_InitUpgrades( void ) } /* +====================== +CG_ParseWeaponFile + +Parses a configuration file describing a weapon +====================== +*/ +static qboolean CG_ParseWeaponFile( const char *filename, weaponInfo_t *wi ) +{ + char *text_p; + int i; + int len; + char *token; + char text[ 20000 ]; + fileHandle_t f; + + // load the file + len = trap_FS_FOpenFile( filename, &f, FS_READ ); + if( len <= 0 ) + return qfalse; + + if( len >= sizeof( text ) - 1 ) + { + CG_Printf( "File %s too long\n", filename ); + 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, "" ) ) + return; + + 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( "Weapon model not found %s: %s\n", filename, token ); + + strcpy( path, token ); + COM_StripExtension( path, path ); + strcat( path, "_flash.md3" ); + wi->flashModel = trap_R_RegisterModel( path ); + + strcpy( path, token ); + COM_StripExtension( path, path ); + strcat( path, "_barrel.md3" ); + wi->barrelModel = trap_R_RegisterModel( path ); + + strcpy( path, token ); + COM_StripExtension( path, path ); + strcat( path, "_hand.md3" ); + wi->handsModel = trap_R_RegisterModel( path ); + + if( !wi->handsModel ) + wi->handsModel = trap_R_RegisterModel( "models/weapons2/shotgun/shotgun_hand.md3" ); + + continue; + } + else if( !Q_stricmp( token, "missileModel" ) ) + { + token = COM_Parse( &text_p ); + if( !token ) + break; + + wi->missileModel = trap_R_RegisterModel( token ); + + if( !wi->missileModel ) + CG_Printf( "Missile model not found %s: %s\n", filename, token ); + + continue; + } + else if( !Q_stricmp( token, "flashDLightColor" ) ) + { + for( i = 0 ; i < 3 ; i++ ) + { + token = COM_Parse( &text_p ); + if( !token ) + break; + + wi->flashDlightColor[ i ] = atof( token ); + } + + continue; + } + else if( !Q_stricmp( token, "missileDlightColor" ) ) + { + for( i = 0 ; i < 3 ; i++ ) + { + token = COM_Parse( &text_p ); + if( !token ) + break; + + wi->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; + + wi->missileDlight = size; + + continue; + } + else if( !Q_stricmp( token, "idleSound" ) ) + { + token = COM_Parse( &text_p ); + if( !token ) + break; + + wi->readySound = trap_S_RegisterSound( token, qfalse ); + + if( !wi->readySound ) + CG_Printf( "Weapon idle sound not found %s: %s\n", filename, token ); + + continue; + } + else if( !Q_stricmp( token, "firingSound" ) ) + { + token = COM_Parse( &text_p ); + if( !token ) + break; + + wi->firingSound = trap_S_RegisterSound( token, qfalse ); + + if( !wi->firingSound ) + CG_Printf( "Weapon firing sound not found %s: %s\n", filename, token ); + + continue; + } + else if( !Q_stricmp( token, "missileSound" ) ) + { + token = COM_Parse( &text_p ); + if( !token ) + break; + + wi->missileSound = trap_S_RegisterSound( token, qfalse ); + + if( !wi->missileSound ) + CG_Printf( "Weapon missile sound not found %s: %s\n", filename, token ); + + 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; + + wi->flashSound[ index ] = trap_S_RegisterSound( token, qfalse ); + + if( !wi->flashSound[ index ] ) + CG_Printf( "Weapon flash sound %d not found %s: %s\n", index, filename, token ); + + 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( "Weapon icon shader not found %s: %s\n", filename, 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( "Weapon crosshair not found %s: %s\n", filename, token ); + + continue; + } + + Com_Printf( "unknown token '%s' in %s\n", token, filename ); + } + + return qtrue; +} + +/* ================= CG_RegisterWeapon - -The server says this item is used on this level ================= */ void CG_RegisterWeapon( int weaponNum ) { weaponInfo_t *weaponInfo; - char path[MAX_QPATH]; + char path[ MAX_QPATH ]; vec3_t mins, maxs; int i; char *icon, *model; @@ -227,175 +470,24 @@ void CG_RegisterWeapon( int weaponNum ) if( !BG_FindNameForWeapon( weaponNum ) ) CG_Error( "Couldn't find weapon %i", weaponNum ); + Com_sprintf( path, MAX_QPATH, "models/weapons/%s/weapon.cfg", BG_FindNameForWeapon( weaponNum ) ); + weaponInfo->humanName = BG_FindHumanNameForWeapon( weaponNum ); - // load cmodel before model so filecache works - if( model = BG_FindModelsForWeapon( weaponNum, 0 ) ) - weaponInfo->weaponModel = trap_R_RegisterModel( model ); - + CG_ParseWeaponFile( path, weaponInfo ); + // 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 ] ); - if( icon = BG_FindIconForWeapon( weaponNum ) ) - { - weaponInfo->weaponIcon = trap_R_RegisterShader( icon ); - weaponInfo->ammoIcon = trap_R_RegisterShader( icon ); - } - - strcpy( path, model ); - COM_StripExtension( path, path ); - strcat( path, "_flash.md3" ); - weaponInfo->flashModel = trap_R_RegisterModel( path ); - - strcpy( path, model ); - COM_StripExtension( path, path ); - strcat( path, "_barrel.md3" ); - weaponInfo->barrelModel = trap_R_RegisterModel( path ); - - strcpy( path, model ); - COM_StripExtension( path, path ); - strcat( path, "_hand.md3" ); - weaponInfo->handsModel = trap_R_RegisterModel( path ); - - if( !weaponInfo->handsModel ) - weaponInfo->handsModel = trap_R_RegisterModel( "models/weapons2/shotgun/shotgun_hand.md3" ); - weaponInfo->loopFireSound = qfalse; switch( weaponNum ) { - case WP_TESLAGEN: - MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f ); - weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/melee/fsthum.wav", qfalse ); - weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/lightning/lg_hum.wav", qfalse ); - - weaponInfo->flashSound[ 0 ] = trap_S_RegisterSound( "sound/weapons/lightning/lg_fire.wav", qfalse ); - cgs.media.lightningShader = trap_R_RegisterShader( "models/ammo/tesla/tesla_bolt"); - cgs.media.lightningExplosionModel = trap_R_RegisterModel( "models/weaphits/crackle.md3" ); - cgs.media.sfx_lghit = trap_S_RegisterSound( "sound/weapons/lightning/lg_fire.wav", qfalse ); - break; - - case WP_AREA_ZAP: - case WP_DIRECT_ZAP: - MAKERGB( weaponInfo->flashDlightColor, 0.0f, 0.0f, 0.0f ); - - weaponInfo->flashSound[ 0 ] = trap_S_RegisterSound( "sound/weapons/lightning/lg_fire.wav", qfalse ); - cgs.media.lightningShader = trap_R_RegisterShader( "models/ammo/tesla/tesla_bolt"); - cgs.media.sfx_lghit = trap_S_RegisterSound( "sound/weapons/lightning/lg_fire.wav", qfalse ); - break; - case WP_MACHINEGUN: - MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 ); - weaponInfo->flashSound[ 0 ] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf1b.wav", qfalse ); - weaponInfo->flashSound[ 1 ] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf2b.wav", qfalse ); - weaponInfo->flashSound[ 2 ] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf3b.wav", qfalse ); - weaponInfo->flashSound[ 3 ] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf4b.wav", qfalse ); - weaponInfo->ejectBrassFunc = CG_MachineGunEjectBrass; - cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" ); - break; - - case WP_MASS_DRIVER: - MAKERGB( weaponInfo->flashDlightColor, 0, 0, 1 ); - weaponInfo->flashSound[ 0 ] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf1b.wav", qfalse ); - weaponInfo->flashSound[ 1 ] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf2b.wav", qfalse ); - weaponInfo->flashSound[ 2 ] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf3b.wav", qfalse ); - weaponInfo->flashSound[ 3 ] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf4b.wav", qfalse ); - break; - case WP_CHAINGUN: - MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 ); - weaponInfo->flashSound[ 0 ] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf1b.wav", qfalse ); - weaponInfo->flashSound[ 1 ] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf2b.wav", qfalse ); - weaponInfo->flashSound[ 2 ] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf3b.wav", qfalse ); - weaponInfo->flashSound[ 3 ] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf4b.wav", qfalse ); weaponInfo->ejectBrassFunc = CG_MachineGunEjectBrass; - cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" ); - break; - - case WP_LOCKBLOB_LAUNCHER: - /* weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/rocket/rockfly.wav", qfalse ); - weaponInfo->missileTrailFunc = CG_RocketTrail; - weaponInfo->missileDlight = 200; - weaponInfo->wiTrailTime = 2000; - weaponInfo->trailRadius = 64; - MAKERGB( weaponInfo->missileDlightColor, 1, 0.75f, 0 ); - MAKERGB( weaponInfo->flashDlightColor, 1, 0.75f, 0 );*/ - weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/grenade1.md3" ); - weaponInfo->flashSound[ 0 ] = trap_S_RegisterSound( "sound/weapons/rocket/rocklf1a.wav", qfalse ); - /*cgs.media.rocketExplosionShader = trap_R_RegisterShader( "rocketExplosion" );*/ - break; - - case WP_FLAMER: - weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/flamer/fireloop.wav", qfalse ); - MAKERGB( weaponInfo->flashDlightColor, 0.25f, 0.1f, 0 ); - MAKERGB( weaponInfo->missileDlightColor, 0.25f, 0.1f, 0 ); - weaponInfo->missileDlight = 200; - //weaponInfo->flashSound[ 0 ] = trap_S_RegisterSound( "sound/weapons/railgun/railgf1a.wav", qfalse ); - /*cgs.media.flameExplShader = trap_R_RegisterShader( "rocketExplosion" );*/ - break; - - case WP_PULSE_RIFLE: - weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/plasma/lasfly.wav", qfalse ); - MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f ); - weaponInfo->flashSound[ 0 ] = trap_S_RegisterSound( "sound/weapons/plasma/hyprbf1a.wav", qfalse ); - cgs.media.plasmaExplosionShader = trap_R_RegisterShader( "plasmaExplosion" ); - break; - - case WP_LAS_GUN: - MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 ); - weaponInfo->flashSound[ 0 ] = trap_S_RegisterSound( "sound/weapons/plasma/hyprbf1a.wav", qfalse ); - cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" ); - break; - - case WP_LUCIFER_CANON: - weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/bfg/bfg_hum.wav", qfalse ); - MAKERGB( weaponInfo->flashDlightColor, 1, 0.7f, 1 ); - weaponInfo->flashSound[ 0 ] = trap_S_RegisterSound( "sound/weapons/bfg/bfg_fire.wav", qfalse ); - cgs.media.bfgExplosionShader = trap_R_RegisterShader( "bfgExplosion" ); - weaponInfo->missileModel = trap_R_RegisterModel( "models/weaphits/bfg.md3" ); - weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/rocket/rockfly.wav", qfalse ); - break; - - case WP_VENOM: - MAKERGB( weaponInfo->flashDlightColor, 0, 0, 0 ); - weaponInfo->flashSound[ 0 ] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse ); - break; - - case WP_PAIN_SAW: - MAKERGB( weaponInfo->flashDlightColor, 0, 0, 0 ); - weaponInfo->flashSound[ 0 ] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse ); - break; - - case WP_GRAB_CLAW: - case WP_GRAB_CLAW_UPG: - MAKERGB( weaponInfo->flashDlightColor, 0, 0, 0 ); - weaponInfo->flashSound[ 0 ] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse ); - break; - - case WP_POUNCE: - case WP_POUNCE_UPG: - MAKERGB( weaponInfo->flashDlightColor, 0, 0, 0 ); - weaponInfo->flashSound[ 0 ] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse ); - weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/grenade1.md3" ); - break; - - case WP_GROUND_POUND: - MAKERGB( weaponInfo->flashDlightColor, 0, 0, 0 ); - weaponInfo->flashSound[ 0 ] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse ); - break; - - case WP_ABUILD: - case WP_ABUILD2: - case WP_HBUILD: - case WP_HBUILD2: - //nowt - break; - - default: - MAKERGB( weaponInfo->flashDlightColor, 1, 1, 1 ); - weaponInfo->flashSound[ 0 ] = trap_S_RegisterSound( "sound/weapons/rocket/rocklf1a.wav", qfalse ); break; } } @@ -415,6 +507,15 @@ void CG_InitWeapons( void ) for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) CG_RegisterWeapon( i ); + + cgs.media.lightningShader = trap_R_RegisterShader( "models/ammo/tesla/tesla_bolt"); + cgs.media.lightningExplosionModel = trap_R_RegisterModel( "models/weaphits/crackle.md3" ); + cgs.media.sfx_lghit = trap_S_RegisterSound( "sound/weapons/lightning/lg_fire.wav", qfalse ); + cgs.media.lightningShader = trap_R_RegisterShader( "models/ammo/tesla/tesla_bolt"); + cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" ); + cgs.media.plasmaExplosionShader = trap_R_RegisterShader( "plasmaExplosion" ); + cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" ); + cgs.media.bfgExplosionShader = trap_R_RegisterShader( "bfgExplosion" ); } |