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authorTim Angus <tim@ngus.net>2003-03-29 05:47:59 +0000
committerTim Angus <tim@ngus.net>2003-03-29 05:47:59 +0000
commitb8111f05848c2778ca1cb201e4c24df5fcdd0c26 (patch)
tree82685aeef9f1c65152be2c682cac837e18e35e36 /src/cgame/cg_weapons.c
parent81ee503696d9d5973713afba2afc06b82e41fca8 (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.c417
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" );
}