diff options
author | Tim Angus <tim@ngus.net> | 2001-01-03 22:43:20 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2001-01-03 22:43:20 +0000 |
commit | 7cc6c9cbe613b7022ad3b5ae1a8a9bd7811e5e6a (patch) | |
tree | d244805f389a78ce6f3d78fe2ea89ecd7a4ef9bf /src/cgame | |
parent | 6f175bfee2d373b67a94261d26e3106d483099e8 (diff) |
1.27 upgrade
Diffstat (limited to 'src/cgame')
-rw-r--r-- | src/cgame/cg_consolecmds.c | 307 | ||||
-rw-r--r-- | src/cgame/cg_draw.c | 2355 | ||||
-rw-r--r-- | src/cgame/cg_drawtools.c | 854 | ||||
-rw-r--r-- | src/cgame/cg_ents.c | 1016 | ||||
-rw-r--r-- | src/cgame/cg_event.c | 1018 | ||||
-rw-r--r-- | src/cgame/cg_local.h | 1630 | ||||
-rw-r--r-- | src/cgame/cg_main.c | 1132 | ||||
-rw-r--r-- | src/cgame/cg_marks.c | 298 | ||||
-rw-r--r-- | src/cgame/cg_mem.c | 62 | ||||
-rw-r--r-- | src/cgame/cg_players.c | 2092 | ||||
-rw-r--r-- | src/cgame/cg_playerstate.c | 502 | ||||
-rw-r--r-- | src/cgame/cg_predict.c | 615 | ||||
-rw-r--r-- | src/cgame/cg_public.h | 225 | ||||
-rw-r--r-- | src/cgame/cg_scanner.c | 117 | ||||
-rw-r--r-- | src/cgame/cg_servercmds.c | 1021 | ||||
-rw-r--r-- | src/cgame/cg_snapshot.c | 402 | ||||
-rw-r--r-- | src/cgame/cg_syscalls.asm | 99 | ||||
-rw-r--r-- | src/cgame/cg_syscalls.c | 396 | ||||
-rw-r--r-- | src/cgame/cg_view.c | 976 | ||||
-rw-r--r-- | src/cgame/cg_weapons.c | 1994 | ||||
-rw-r--r-- | src/cgame/tr_types.h | 224 |
21 files changed, 17335 insertions, 0 deletions
diff --git a/src/cgame/cg_consolecmds.c b/src/cgame/cg_consolecmds.c new file mode 100644 index 00000000..ef5a79ee --- /dev/null +++ b/src/cgame/cg_consolecmds.c @@ -0,0 +1,307 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// cg_consolecmds.c -- text commands typed in at the local console, or +// executed by a key binding + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program 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, or (at your option) + * any later version. + * + * This program 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 this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "cg_local.h" + + + +void CG_TargetCommand_f( void ) { + int targetNum; + char test[4]; + + targetNum = CG_CrosshairPlayer(); + if (!targetNum ) { + return; + } + + trap_Argv( 1, test, 4 ); + trap_SendConsoleCommand( va( "gc %i %i", targetNum, atoi( test ) ) ); +} + + + +/* +================= +CG_SizeUp_f + +Keybinding command +================= +*/ +static void CG_SizeUp_f (void) { + trap_Cvar_Set("cg_viewsize", va("%i",(int)(cg_viewsize.integer+10))); +} + + +/* +================= +CG_SizeDown_f + +Keybinding command +================= +*/ +static void CG_SizeDown_f (void) { + trap_Cvar_Set("cg_viewsize", va("%i",(int)(cg_viewsize.integer-10))); +} + + +/* +============= +CG_Viewpos_f + +Debugging command to print the current position +============= +*/ +static void CG_Viewpos_f (void) { + CG_Printf ("(%i %i %i) : %i\n", (int)cg.refdef.vieworg[0], + (int)cg.refdef.vieworg[1], (int)cg.refdef.vieworg[2], + (int)cg.refdefViewAngles[YAW]); +} + + +static void CG_ScoresDown_f( void ) { + if ( cg.scoresRequestTime + 2000 < cg.time ) { + // the scores are more than two seconds out of data, + // so request new ones + cg.scoresRequestTime = cg.time; + trap_SendClientCommand( "score" ); + + // leave the current scores up if they were already + // displayed, but if this is the first hit, clear them out + if ( !cg.showScores ) { + cg.showScores = qtrue; + cg.numScores = 0; + } + } else { + // show the cached contents even if they just pressed if it + // is within two seconds + cg.showScores = qtrue; + } +} + +static void CG_ScoresUp_f( void ) { + if ( cg.showScores ) { + cg.showScores = qfalse; + cg.scoreFadeTime = cg.time; + } +} + +static void CG_TellTarget_f( void ) { + int clientNum; + char command[128]; + char message[128]; + + clientNum = CG_CrosshairPlayer(); + if ( clientNum == -1 ) { + return; + } + + trap_Args( message, 128 ); + Com_sprintf( command, 128, "tell %i %s", clientNum, message ); + trap_SendClientCommand( command ); +} + +static void CG_TellAttacker_f( void ) { + int clientNum; + char command[128]; + char message[128]; + + clientNum = CG_LastAttacker(); + if ( clientNum == -1 ) { + return; + } + + trap_Args( message, 128 ); + Com_sprintf( command, 128, "tell %i %s", clientNum, message ); + trap_SendClientCommand( command ); +} + +static void CG_VoiceTellTarget_f( void ) { + int clientNum; + char command[128]; + char message[128]; + + clientNum = CG_CrosshairPlayer(); + if ( clientNum == -1 ) { + return; + } + + trap_Args( message, 128 ); + Com_sprintf( command, 128, "vtell %i %s", clientNum, message ); + trap_SendClientCommand( command ); +} + +static void CG_VoiceTellAttacker_f( void ) { + int clientNum; + char command[128]; + char message[128]; + + clientNum = CG_LastAttacker(); + if ( clientNum == -1 ) { + return; + } + + trap_Args( message, 128 ); + Com_sprintf( command, 128, "vtell %i %s", clientNum, message ); + trap_SendClientCommand( command ); +} + +/* +================== +CG_StartOrbit_f +================== +*/ + +static void CG_StartOrbit_f( void ) { + if (cg_cameraOrbit.value != 0) { + trap_Cvar_Set ("cg_cameraOrbit", "0"); + trap_Cvar_Set("cg_thirdPerson", "0"); + } else { + trap_Cvar_Set("cg_cameraOrbit", "5"); + trap_Cvar_Set("cg_thirdPerson", "1"); + trap_Cvar_Set("cg_thirdPersonAngle", "0"); + trap_Cvar_Set("cg_thirdPersonRange", "100"); + } +} + + +typedef struct { + char *cmd; + void (*function)(void); +} consoleCommand_t; + +static consoleCommand_t commands[] = { + { "testgun", CG_TestGun_f }, + { "testmodel", CG_TestModel_f }, + { "nextframe", CG_TestModelNextFrame_f }, + { "prevframe", CG_TestModelPrevFrame_f }, + { "nextskin", CG_TestModelNextSkin_f }, + { "prevskin", CG_TestModelPrevSkin_f }, + { "viewpos", CG_Viewpos_f }, + { "+scores", CG_ScoresDown_f }, + { "-scores", CG_ScoresUp_f }, + { "+zoom", CG_ZoomDown_f }, + { "-zoom", CG_ZoomUp_f }, + { "sizeup", CG_SizeUp_f }, + { "sizedown", CG_SizeDown_f }, + { "weapnext", CG_NextWeapon_f }, + { "weapprev", CG_PrevWeapon_f }, + { "weapon", CG_Weapon_f }, + { "tell_target", CG_TellTarget_f }, + { "tell_attacker", CG_TellAttacker_f }, + { "vtell_target", CG_VoiceTellTarget_f }, + { "vtell_attacker", CG_VoiceTellAttacker_f }, + { "tcmd", CG_TargetCommand_f }, + { "startOrbit", CG_StartOrbit_f }, + { "loaddeferred", CG_LoadDeferredPlayers } +}; + + +/* +================= +CG_ConsoleCommand + +The string has been tokenized and can be retrieved with +Cmd_Argc() / Cmd_Argv() +================= +*/ +qboolean CG_ConsoleCommand( void ) { + const char *cmd; + int i; + + cmd = CG_Argv(0); + + for ( i = 0 ; i < sizeof( commands ) / sizeof( commands[0] ) ; i++ ) { + if ( !Q_stricmp( cmd, commands[i].cmd ) ) { + commands[i].function(); + return qtrue; + } + } + + return qfalse; +} + + +/* +================= +CG_InitConsoleCommands + +Let the client system know about all of our commands +so it can perform tab completion +================= +*/ +void CG_InitConsoleCommands( void ) { + int i; + + for ( i = 0 ; i < sizeof( commands ) / sizeof( commands[0] ) ; i++ ) { + trap_AddCommand( commands[i].cmd ); + } + + // + // the game server will interpret these commands, which will be automatically + // forwarded to the server after they are not recognized locally + // + trap_AddCommand ("kill"); + trap_AddCommand ("say"); + trap_AddCommand ("say_team"); + trap_AddCommand ("tell"); + trap_AddCommand ("vsay"); + trap_AddCommand ("vsay_team"); + trap_AddCommand ("vtell"); + trap_AddCommand ("vtaunt"); + trap_AddCommand ("vosay"); + trap_AddCommand ("vosay_team"); + trap_AddCommand ("votell"); + trap_AddCommand ("give"); + trap_AddCommand ("god"); + trap_AddCommand ("notarget"); + trap_AddCommand ("noclip"); + trap_AddCommand ("team"); + trap_AddCommand ("follow"); + trap_AddCommand ("levelshot"); + trap_AddCommand ("addbot"); + trap_AddCommand ("setviewpos"); + trap_AddCommand ("callvote"); + trap_AddCommand ("vote"); + trap_AddCommand ("callteamvote"); + trap_AddCommand ("teamvote"); + trap_AddCommand ("stats"); + trap_AddCommand ("teamtask"); + trap_AddCommand ("class"); + trap_AddCommand ("build"); + trap_AddCommand ("buy"); + trap_AddCommand ("itemact"); + trap_AddCommand ("itemdeact"); + trap_AddCommand ("itemtoggle"); + trap_AddCommand ("destroy"); + trap_AddCommand ("torch"); + trap_AddCommand ("menu"); + trap_AddCommand ("defmenu"); + trap_AddCommand ("undefmenu"); + trap_AddCommand ("loaddefered"); // spelled wrong, but not changing for demo +} diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c new file mode 100644 index 00000000..7dad03c3 --- /dev/null +++ b/src/cgame/cg_draw.c @@ -0,0 +1,2355 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// cg_draw.c -- draw all of the graphical elements during +// active (after loading) gameplay + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program 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, or (at your option) + * any later version. + * + * This program 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 this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "cg_local.h" + +int drawTeamOverlayModificationCount = -1; +int sortedTeamPlayers[TEAM_MAXOVERLAY]; +int numSortedTeamPlayers; + +char systemChat[256]; +char teamChat1[256]; +char teamChat2[256]; + +/* +============== +CG_DrawField + +Draws large numbers for status bar and powerups +============== +*/ +static void CG_DrawField (int x, int y, int width, int value) { + char num[16], *ptr; + int l; + int frame; + + if ( width < 1 ) { + return; + } + + // draw number string + if ( width > 5 ) { + width = 5; + } + + switch ( width ) { + case 1: + value = value > 9 ? 9 : value; + value = value < 0 ? 0 : value; + break; + case 2: + value = value > 99 ? 99 : value; + value = value < -9 ? -9 : value; + break; + case 3: + value = value > 999 ? 999 : value; + value = value < -99 ? -99 : value; + break; + case 4: + value = value > 9999 ? 9999 : value; + value = value < -999 ? -999 : value; + break; + } + + Com_sprintf (num, sizeof(num), "%i", value); + l = strlen(num); + if (l > width) + l = width; + x += 2 + CHAR_WIDTH*(width - l); + + ptr = num; + while (*ptr && l) + { + if (*ptr == '-') + frame = STAT_MINUS; + else + frame = *ptr -'0'; + + CG_DrawPic( x,y, CHAR_WIDTH, CHAR_HEIGHT, cgs.media.numberShaders[frame] ); + x += CHAR_WIDTH; + ptr++; + l--; + } +} + + +/* +================ +CG_Draw3DModel + +================ +*/ +void CG_Draw3DModel( float x, float y, float w, float h, qhandle_t model, qhandle_t skin, vec3_t origin, vec3_t angles ) { + refdef_t refdef; + refEntity_t ent; + + if ( !cg_draw3dIcons.integer || !cg_drawIcons.integer ) { + return; + } + + CG_AdjustFrom640( &x, &y, &w, &h ); + + memset( &refdef, 0, sizeof( refdef ) ); + + memset( &ent, 0, sizeof( ent ) ); + AnglesToAxis( angles, ent.axis ); + VectorCopy( origin, ent.origin ); + ent.hModel = model; + ent.customSkin = skin; + ent.renderfx = RF_NOSHADOW; // no stencil shadows + + refdef.rdflags = RDF_NOWORLDMODEL; + + AxisClear( refdef.viewaxis ); + + refdef.fov_x = 30; + refdef.fov_y = 30; + + refdef.x = x; + refdef.y = y; + refdef.width = w; + refdef.height = h; + + refdef.time = cg.time; + + trap_R_ClearScene(); + trap_R_AddRefEntityToScene( &ent ); + trap_R_RenderScene( &refdef ); +} + +/* +================ +CG_DrawHead + +Used for both the status bar and the scoreboard +================ +*/ +void CG_DrawHead( float x, float y, float w, float h, int clientNum, vec3_t headAngles ) { + clipHandle_t cm; + clientInfo_t *ci; + float len; + vec3_t origin; + vec3_t mins, maxs; + + ci = &cgs.clientinfo[ clientNum ]; + + if ( cg_draw3dIcons.integer ) { + cm = ci->headModel; + if ( !cm ) { + return; + } + + // offset the origin y and z to center the head + trap_R_ModelBounds( cm, mins, maxs ); + + origin[2] = -0.5 * ( mins[2] + maxs[2] ); + origin[1] = 0.5 * ( mins[1] + maxs[1] ); + + // calculate distance so the head nearly fills the box + // assume heads are taller than wide + len = 0.7 * ( maxs[2] - mins[2] ); + origin[0] = len / 0.268; // len / tan( fov/2 ) + + // allow per-model tweaking + VectorAdd( origin, ci->headOffset, origin ); + + CG_Draw3DModel( x, y, w, h, ci->headModel, ci->headSkin, origin, headAngles ); + } else if ( cg_drawIcons.integer ) { + CG_DrawPic( x, y, w, h, ci->modelIcon ); + } + + // if they are deferred, draw a cross out + if ( ci->deferred ) { + CG_DrawPic( x, y, w, h, cgs.media.deferShader ); + } +} + +/* +================ +CG_DrawFlagModel + +Used for both the status bar and the scoreboard +================ +*/ +void CG_DrawFlagModel( float x, float y, float w, float h, int team, qboolean force2D ) { + qhandle_t cm; + float len; + vec3_t origin, angles; + vec3_t mins, maxs; + qhandle_t handle; + + if ( !force2D && cg_draw3dIcons.integer ) { + + VectorClear( angles ); + + cm = cgs.media.redFlagModel; + + // offset the origin y and z to center the flag + trap_R_ModelBounds( cm, mins, maxs ); + + origin[2] = -0.5 * ( mins[2] + maxs[2] ); + origin[1] = 0.5 * ( mins[1] + maxs[1] ); + + // calculate distance so the flag nearly fills the box + // assume heads are taller than wide + len = 0.5 * ( maxs[2] - mins[2] ); + origin[0] = len / 0.268; // len / tan( fov/2 ) + + angles[YAW] = 60 * sin( cg.time / 2000.0 );; + + CG_Draw3DModel( x, y, w, h, + team == TEAM_HUMANS ? cgs.media.redFlagModel : cgs.media.blueFlagModel, + 0, origin, angles ); + } else if ( cg_drawIcons.integer ) { + gitem_t *item = BG_FindItemForPowerup( team == TEAM_HUMANS ? PW_REDFLAG : PW_BLUEFLAG ); + + CG_DrawPic( x, y, w, h, cg_items[ ITEM_INDEX(item) ].icon ); + } +} + +/* +================ +CG_DrawStatusBarHead + +================ +*/ +static void CG_DrawStatusBarHead( float x ) { + vec3_t angles; + float size, stretch; + float frac; + + VectorClear( angles ); + + if ( cg.damageTime && cg.time - cg.damageTime < DAMAGE_TIME ) { + frac = (float)(cg.time - cg.damageTime ) / DAMAGE_TIME; + size = ICON_SIZE * 1.25 * ( 1.5 - frac * 0.5 ); + + stretch = size - ICON_SIZE * 1.25; + // kick in the direction of damage + x -= stretch * 0.5 + cg.damageX * stretch * 0.5; + + cg.headStartYaw = 180 + cg.damageX * 45; + + cg.headEndYaw = 180 + 20 * cos( crandom()*M_PI ); + cg.headEndPitch = 5 * cos( crandom()*M_PI ); + + cg.headStartTime = cg.time; + cg.headEndTime = cg.time + 100 + random() * 2000; + } else { + if ( cg.time >= cg.headEndTime ) { + // select a new head angle + cg.headStartYaw = cg.headEndYaw; + cg.headStartPitch = cg.headEndPitch; + cg.headStartTime = cg.headEndTime; + cg.headEndTime = cg.time + 100 + random() * 2000; + + cg.headEndYaw = 180 + 20 * cos( crandom()*M_PI ); + cg.headEndPitch = 5 * cos( crandom()*M_PI ); + } + + size = ICON_SIZE * 1.25; + } + + // if the server was frozen for a while we may have a bad head start time + if ( cg.headStartTime > cg.time ) { + cg.headStartTime = cg.time; + } + + frac = ( cg.time - cg.headStartTime ) / (float)( cg.headEndTime - cg.headStartTime ); + frac = frac * frac * ( 3 - 2 * frac ); + angles[YAW] = cg.headStartYaw + ( cg.headEndYaw - cg.headStartYaw ) * frac; + angles[PITCH] = cg.headStartPitch + ( cg.headEndPitch - cg.headStartPitch ) * frac; + + CG_DrawHead( x, 480 - size, size, size, + cg.snap->ps.clientNum, angles ); +} + +/* +================ +CG_DrawStatusBarFlag + +================ +*/ +static void CG_DrawStatusBarFlag( float x, int team ) { + CG_DrawFlagModel( x, 480 - ICON_SIZE, ICON_SIZE, ICON_SIZE, team, qfalse ); +} + + +/* +================ +CG_DrawTeamBackground + +================ +*/ +void CG_DrawTeamBackground( int x, int y, int w, int h, float alpha, int team ) +{ + vec4_t hcolor; + + hcolor[3] = alpha; + if ( team == TEAM_HUMANS ) { + hcolor[0] = 1; + hcolor[1] = 0; + hcolor[2] = 0; + } else if ( team == TEAM_DROIDS ) { + hcolor[0] = 0; + hcolor[1] = 0; + hcolor[2] = 1; + } else { + return; + } + trap_R_SetColor( hcolor ); + CG_DrawPic( x, y, w, h, cgs.media.teamStatusBar ); + trap_R_SetColor( NULL ); +} + +/* +================ +CG_DrawLighting + +================ +*/ +static void CG_DrawLighting( void ) +{ + centity_t *cent; + byte lum; + static byte lastLum; + vec3_t point, direction; + + cent = &cg_entities[cg.snap->ps.clientNum]; + + VectorCopy( cent->lerpOrigin, point ); + //TA: when wall climbing the viewheight is not straight up + if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING ) + VectorMA( point, 32, cg.predictedPlayerState.grapplePoint, point ); + else + point[ 2 ] += 32; + + AngleVectors( cg.predictedPlayerState.viewangles, direction, NULL, NULL ); + + lum = CG_LightFromDirection( point, direction ); + //CG_Printf( "%d\n", lum ); + if( abs( lastLum - lum ) > 4 ) + lastLum = lum; + + if( BG_activated( UP_NVG, cg.snap->ps.stats ) ) + CG_DrawPic( 0, 0, 640, 480, cgs.media.humanNV ); + + switch( cg.snap->ps.stats[ STAT_PCLASS ] ) + { + case PCL_D_BASE: + case PCL_D_BUILDER: + if( lastLum < 10 ) + CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav80 ); + else if( lastLum >= 10 && lastLum < 16 ) + CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav75 ); + else if( lastLum >= 16 && lastLum < 22 ) + CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav70 ); + else if( lastLum >= 22 && lastLum < 28 ) + CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav65 ); + else if( lastLum >= 28 && lastLum < 34 ) + CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav60 ); + else if( lastLum >= 34 && lastLum < 40 ) + CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav55 ); + else if( lastLum >= 40 && lastLum < 46 ) + CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav50 ); + else if( lastLum >= 46 && lastLum < 53 ) + CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav45 ); + else if( lastLum >= 53 && lastLum < 61 ) + CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav40 ); + else if( lastLum >= 61 && lastLum < 70 ) + CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav35 ); + else if( lastLum >= 70 && lastLum < 80 ) + CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav30 ); + else if( lastLum >= 80 && lastLum < 100 ) + CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav25 ); + else if( lastLum >= 100 && lastLum < 130 ) + CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav20 ); + else if( lastLum >= 130 && lastLum < 180 ) + CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav15 ); + else if( lastLum >= 180 ) + CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav10 ); + break; + } + + //fade to black if stamina is low + if( ( cg.snap->ps.stats[ STAT_STAMINA ] < -800 ) && + ( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) ) + { + vec4_t black = { 0, 0, 0, 0 }; + black[ 3 ] = 1.0 - ( (float)( cg.snap->ps.stats[ STAT_STAMINA ] + 1000 ) / 200.0f ); + trap_R_SetColor( black ); + CG_DrawPic( 0, 0, 640, 480, cgs.media.whiteShader ); + trap_R_SetColor( NULL ); + } +} + +/* +================ +CG_DrawStatusBar + +================ +*/ +static void CG_DrawStatusBar( void ) { + int color; + centity_t *cent; + playerState_t *ps; + int value; + int ammo, clips, maxclips; + vec4_t hcolor; + vec3_t angles; + vec3_t origin; + byte lum; + static byte lastLum; + static float colors[4][4] = { +// { 0.2, 1.0, 0.2, 1.0 } , { 1.0, 0.2, 0.2, 1.0 }, {0.5, 0.5, 0.5, 1} }; + { 0.3f, 0.4f, 0.3f, 1.0f } , // normal + { 1.0f, 0.2f, 0.2f, 1.0f }, // low health + {0.2f, 0.3f, 0.2f, 1.0f}, // weapon firing + { 1.0f, 1.0f, 1.0f, 1.0f } }; // health > 100 + + + if ( cg_drawStatus.integer == 0 ) { + return; + } + + // draw the team background + CG_DrawTeamBackground( 0, 420, 640, 60, 0.33f, cg.snap->ps.persistant[PERS_TEAM] ); + + cent = &cg_entities[cg.snap->ps.clientNum]; + ps = &cg.snap->ps; + + VectorClear( angles ); + + //TA: stop drawing all these silly 3d models on the hud. Saves space and is more realistic. + + // draw any 3D icons first, so the changes back to 2D are minimized + /*if ( cent->currentState.weapon && cg_weapons[ cent->currentState.weapon ].ammoModel ) { + origin[0] = 70; + origin[1] = 0; + origin[2] = 0; + angles[YAW] = 90 + 20 * sin( cg.time / 1000.0 ); + CG_Draw3DModel( CHAR_WIDTH*3 + TEXT_ICON_SPACE, 432, ICON_SIZE, ICON_SIZE, + cg_weapons[ cent->currentState.weapon ].ammoModel, 0, origin, angles ); + }*/ + + //CG_DrawStatusBarHead( 185 + CHAR_WIDTH*3 + TEXT_ICON_SPACE ); + + /*if (cg.predictedPlayerState.powerups[PW_REDFLAG]) + CG_DrawStatusBarFlag( 185 + CHAR_WIDTH*3 + TEXT_ICON_SPACE + ICON_SIZE, TEAM_HUMANS); + else if (cg.predictedPlayerState.powerups[PW_BLUEFLAG]) + CG_DrawStatusBarFlag( 185 + CHAR_WIDTH*3 + TEXT_ICON_SPACE + ICON_SIZE, TEAM_DROIDS);*/ + + /*if ( ps->stats[ STAT_ARMOR ] ) { + origin[0] = 90; + origin[1] = 0; + origin[2] = -10; + angles[YAW] = ( cg.time & 2047 ) * 360 / 2048.0; + CG_Draw3DModel( 370 + CHAR_WIDTH*3 + TEXT_ICON_SPACE, 432, ICON_SIZE, ICON_SIZE, + cgs.media.armorModel, 0, origin, angles ); + }*/ + + // + // ammo + // + if ( cent->currentState.weapon ) { + //TA: must mask off clips and maxClips + if( !BG_infiniteAmmo( cent->currentState.weapon ) ) + BG_unpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, &ammo, &clips, &maxclips ); + else + ammo = -1; + + if ( ammo > -1 ) { + if ( cg.predictedPlayerState.weaponstate == WEAPON_FIRING + && cg.predictedPlayerState.weaponTime > 100 ) { + // draw as dark grey when reloading + color = 2; // dark grey + } else { + if ( ammo >= 0 ) { + color = 0; // green + } else { + color = 1; // red + } + } + trap_R_SetColor( colors[color] ); + + CG_DrawField( 85, 432, 3, ammo); + + if( maxclips ) + CG_DrawField( 20, 432, 1, clips ); + + trap_R_SetColor( NULL ); + + // if we didn't draw a 3D icon, draw a 2D icon for ammo + /*if ( !cg_draw3dIcons.integer && cg_drawIcons.integer ) { + qhandle_t icon; + + icon = cg_weapons[ cg.predictedPlayerState.weapon ].ammoIcon; + if ( icon ) { + CG_DrawPic( CHAR_WIDTH*3 + TEXT_ICON_SPACE, 432, ICON_SIZE, ICON_SIZE, icon ); + } + }*/ + } + } + + // + // stamina + // + #define STAM_HEIGHT 20 + #define STAM_WIDTH 10 + #define STAM_X 5 + #define STAM_Y 435 + if( ps->stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + int stamina = ps->stats[ STAT_STAMINA ]; + int height = (int)( (float)stamina / ( 1000 / STAM_HEIGHT ) ); + vec4_t bcolor = { 0.5, 0.5, 0.5, 0.5 }; + + trap_R_SetColor( bcolor ); // white + CG_DrawPic( STAM_X, STAM_Y, STAM_WIDTH, STAM_HEIGHT * 2, cgs.media.whiteShader ); + + if( stamina > 0 ) + { + trap_R_SetColor( colors[0] ); // green + CG_DrawPic( STAM_X, STAM_Y + ( STAM_HEIGHT - height ), + STAM_WIDTH, height, cgs.media.whiteShader ); + } + + if( stamina < 0 ) + { + trap_R_SetColor( colors[1] ); // red + CG_DrawPic( STAM_X, STAM_Y + STAM_HEIGHT , STAM_WIDTH, -height, cgs.media.whiteShader ); + } + } + + // + // health+armor + // + if( ps->stats[ STAT_PTEAM ] == PTE_DROIDS ) + { + vec4_t fcolor = { 1, 0, 0, 0.5 }; //red half alpha + vec4_t tcolor = { 0.3, 0.8, 1, 1 }; //cyan no alpha + + value = (int)( (float)( (float)ps->stats[STAT_HEALTH] / ps->stats[STAT_MAX_HEALTH] ) * 100 ); + + CG_DrawFadePic( 20, 0, 30, 440, fcolor, tcolor, value, cgs.media.droidHealth ); + + value = (int)( (float)( (float)ps->stats[STAT_ARMOR] / ps->stats[STAT_MAX_HEALTH] ) * 100 ); + + if( value > 0 ) + CG_DrawFadePic( 580, 0, 30, 440, fcolor, tcolor, value, cgs.media.droidHealth ); + } + else + { + value = ps->stats[STAT_HEALTH]; + if ( value > 100 ) { + trap_R_SetColor( colors[0] ); // white + } else if (value > 25) { + trap_R_SetColor( colors[0] ); // green + } else if (value > 0) { + color = (cg.time >> 8) & 1; // flash + trap_R_SetColor( colors[color] ); + } else { + trap_R_SetColor( colors[1] ); // red + } + + // stretch the health up when taking damage + CG_DrawField ( 300, 432, 3, value); + CG_ColorForHealth( hcolor ); + trap_R_SetColor( hcolor ); + + value = ps->stats[STAT_ARMOR]; + if (value > 0 ) + { + trap_R_SetColor( colors[0] ); + CG_DrawField (541, 432, 3, value); + trap_R_SetColor( NULL ); + // if we didn't draw a 3D icon, draw a 2D icon for armor + /*if ( !cg_draw3dIcons.integer && cg_drawIcons.integer ) { + CG_DrawPic( 370 + CHAR_WIDTH*3 + TEXT_ICON_SPACE, 432, ICON_SIZE, ICON_SIZE, cgs.media.armorIcon ); + }*/ + } + } + +} + +/* +=========================================================================================== + + UPPER RIGHT CORNER + +=========================================================================================== +*/ + +/* +================ +CG_DrawAttacker + +================ +*/ +static float CG_DrawAttacker( float y ) { + int t; + float size; + vec3_t angles; + const char *info; + const char *name; + int clientNum; + + if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) { + return y; + } + + if ( !cg.attackerTime ) { + return y; + } + + clientNum = cg.predictedPlayerState.persistant[PERS_ATTACKER]; + if ( clientNum < 0 || clientNum >= MAX_CLIENTS || clientNum == cg.snap->ps.clientNum ) { + return y; + } + + t = cg.time - cg.attackerTime; + if ( t > ATTACKER_HEAD_TIME ) { + cg.attackerTime = 0; + return y; + } + + size = ICON_SIZE * 1.25; + + angles[PITCH] = 0; + angles[YAW] = 180; + angles[ROLL] = 0; + CG_DrawHead( 640 - size, y, size, size, clientNum, angles ); + + info = CG_ConfigString( CS_PLAYERS + clientNum ); + name = Info_ValueForKey( info, "n" ); + y += size; + CG_DrawBigString( 640 - ( Q_PrintStrlen( name ) * BIGCHAR_WIDTH), y, name, 0.5 ); + + return y + BIGCHAR_HEIGHT + 2; +} + +/* +================== +CG_DrawSnapshot +================== +*/ +static float CG_DrawSnapshot( float y ) { + char *s; + int w; + + s = va( "time:%i snap:%i cmd:%i", cg.snap->serverTime, + cg.latestSnapshotNum, cgs.serverCommandSequence ); + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; + + CG_DrawBigString( 635 - w, y + 2, s, 1.0F); + + return y + BIGCHAR_HEIGHT + 4; +} + +/* +================== +CG_DrawFPS +================== +*/ +#define FPS_FRAMES 4 +static float CG_DrawFPS( float y ) { + char *s; + int w; + static int previousTimes[FPS_FRAMES]; + static int index; + int i, total; + int fps; + static int previous; + int t, frameTime; + + // don't use serverTime, because that will be drifting to + // correct for internet lag changes, timescales, timedemos, etc + t = trap_Milliseconds(); + frameTime = t - previous; + previous = t; + + previousTimes[index % FPS_FRAMES] = frameTime; + index++; + if ( index > FPS_FRAMES ) { + // average multiple frames together to smooth changes out a bit + total = 0; + for ( i = 0 ; i < FPS_FRAMES ; i++ ) { + total += previousTimes[i]; + } + if ( !total ) { + total = 1; + } + fps = 1000 * FPS_FRAMES / total; + + s = va( "%ifps", fps ); + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; + + CG_DrawBigString( 635 - w, y + 2, s, 1.0F); + } + + return y + BIGCHAR_HEIGHT + 4; +} + +/* +================= +CG_DrawTimer +================= +*/ +static float CG_DrawTimer( float y ) { + char *s; + int w; + int mins, seconds, tens; + int msec; + + msec = cg.time - cgs.levelStartTime; + + seconds = msec / 1000; + mins = seconds / 60; + seconds -= mins * 60; + tens = seconds / 10; + seconds -= tens * 10; + + s = va( "%i:%i%i", mins, tens, seconds ); + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; + + CG_DrawBigString( 635 - w, y + 2, s, 1.0F); + + return y + BIGCHAR_HEIGHT + 4; +} + + +/* +================= +CG_DrawTeamOverlay +================= +*/ + +static float CG_DrawTeamOverlay( float y, qboolean right, qboolean upper ) { + int x, w, h, xx; + int i, j, len; + const char *p; + vec4_t hcolor; + int pwidth, lwidth; + int plyrs; + char st[16]; + clientInfo_t *ci; + gitem_t *item; + int ret_y, count; + + if ( !cg_drawTeamOverlay.integer ) { + return y; + } + + if ( cg.snap->ps.persistant[PERS_TEAM] != TEAM_HUMANS && + cg.snap->ps.persistant[PERS_TEAM] != TEAM_DROIDS ) { + return y; // Not on any team + } + + plyrs = 0; + + // max player name width + pwidth = 0; + count = (numSortedTeamPlayers > 8) ? 8 : numSortedTeamPlayers; + for (i = 0; i < count; i++) { + ci = cgs.clientinfo + sortedTeamPlayers[i]; + if ( ci->infoValid && ci->team == cg.snap->ps.persistant[PERS_TEAM]) { + plyrs++; + len = CG_DrawStrlen(ci->name); + if (len > pwidth) + pwidth = len; + } + } + + if (!plyrs) + return y; + + if (pwidth > TEAM_OVERLAY_MAXNAME_WIDTH) + pwidth = TEAM_OVERLAY_MAXNAME_WIDTH; + + // max location name width + lwidth = 0; + for (i = 1; i < MAX_LOCATIONS; i++) { + p = CG_ConfigString(CS_LOCATIONS + i); + if (p && *p) { + len = CG_DrawStrlen(p); + if (len > lwidth) + lwidth = len; + } + } + + if (lwidth > TEAM_OVERLAY_MAXLOCATION_WIDTH) + lwidth = TEAM_OVERLAY_MAXLOCATION_WIDTH; + + w = (pwidth + lwidth + 4 + 7) * TINYCHAR_WIDTH; + + if ( right ) + x = 640 - w; + else + x = 0; + + h = plyrs * TINYCHAR_HEIGHT; + + if ( upper ) { + ret_y = y + h; + } else { + y -= h; + ret_y = y; + } + + if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_HUMANS ) { + hcolor[0] = 1; + hcolor[1] = 0; + hcolor[2] = 0; + hcolor[3] = 0.33f; + } else { // if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_DROIDS ) + hcolor[0] = 0; + hcolor[1] = 0; + hcolor[2] = 1; + hcolor[3] = 0.33f; + } + trap_R_SetColor( hcolor ); + CG_DrawPic( x, y, w, h, cgs.media.teamStatusBar ); + trap_R_SetColor( NULL ); + + for (i = 0; i < count; i++) { + ci = cgs.clientinfo + sortedTeamPlayers[i]; + if ( ci->infoValid && ci->team == cg.snap->ps.persistant[PERS_TEAM]) { + + hcolor[0] = hcolor[1] = hcolor[2] = hcolor[3] = 1.0; + + xx = x + TINYCHAR_WIDTH; + + CG_DrawStringExt( xx, y, + ci->name, hcolor, qfalse, qfalse, + TINYCHAR_WIDTH, TINYCHAR_HEIGHT, TEAM_OVERLAY_MAXNAME_WIDTH); + + if (lwidth) { + p = CG_ConfigString(CS_LOCATIONS + ci->location); + if (!p || !*p) + p = "unknown"; + len = CG_DrawStrlen(p); + if (len > lwidth) + len = lwidth; + +// xx = x + TINYCHAR_WIDTH * 2 + TINYCHAR_WIDTH * pwidth + +// ((lwidth/2 - len/2) * TINYCHAR_WIDTH); + xx = x + TINYCHAR_WIDTH * 2 + TINYCHAR_WIDTH * pwidth; + CG_DrawStringExt( xx, y, + p, hcolor, qfalse, qfalse, TINYCHAR_WIDTH, TINYCHAR_HEIGHT, + TEAM_OVERLAY_MAXLOCATION_WIDTH); + } + + CG_GetColorForHealth( ci->health, ci->armor, hcolor ); + + Com_sprintf (st, sizeof(st), "%3i %3i", ci->health, ci->armor); + + xx = x + TINYCHAR_WIDTH * 3 + + TINYCHAR_WIDTH * pwidth + TINYCHAR_WIDTH * lwidth; + + CG_DrawStringExt( xx, y, + st, hcolor, qfalse, qfalse, + TINYCHAR_WIDTH, TINYCHAR_HEIGHT, 0 ); + + // draw weapon icon + xx += TINYCHAR_WIDTH * 3; + + if ( cg_weapons[ci->curWeapon].weaponIcon ) { + CG_DrawPic( xx, y, TINYCHAR_WIDTH, TINYCHAR_HEIGHT, + cg_weapons[ci->curWeapon].weaponIcon ); + } else { + CG_DrawPic( xx, y, TINYCHAR_WIDTH, TINYCHAR_HEIGHT, + cgs.media.deferShader ); + } + + // Draw powerup icons + if (right) { + xx = x; + } else { + xx = x + w - TINYCHAR_WIDTH; + } + /*for (j = 0; j < PW_NUM_POWERUPS; j++) { + if (ci->powerups & (1 << j)) { + gitem_t *item; + + item = BG_FindItemForPowerup( j ); + + CG_DrawPic( xx, y, TINYCHAR_WIDTH, TINYCHAR_HEIGHT, + trap_R_RegisterShader( item->icon ) ); + if (right) { + xx -= TINYCHAR_WIDTH; + } else { + xx += TINYCHAR_WIDTH; + } + } + }*/ + + y += TINYCHAR_HEIGHT; + } + } + + return ret_y; +} + + +/* +===================== +CG_DrawUpperRight + +===================== +*/ +static void CG_DrawUpperRight( void ) { + float y; + + y = 0; + + if ( cgs.gametype >= GT_TEAM && cg_drawTeamOverlay.integer == 1 ) { + y = CG_DrawTeamOverlay( y, qtrue, qtrue ); + } + if ( cg_drawSnapshot.integer ) { + y = CG_DrawSnapshot( y ); + } + if ( cg_drawFPS.integer ) { + y = CG_DrawFPS( y ); + } + if ( cg_drawTimer.integer ) { + y = CG_DrawTimer( y ); + } + if ( cg_drawAttacker.integer ) { + y = CG_DrawAttacker( y ); + } + +} + +/* +=========================================================================================== + + LOWER RIGHT CORNER + +=========================================================================================== +*/ + + +/* +================= +CG_DrawPoints + +Draw the small two score display +================= +*/ +static float CG_DrawPoints( float y ) +{ + const char *s; + int points, totalpoints, buildpoints; + int team; + int x, w; + float y1; + qboolean spectator; + + y -= BIGCHAR_HEIGHT + 8; + + y1 = y; + + + x = 640; + points = cg.snap->ps.persistant[PERS_POINTS]; + totalpoints = cg.snap->ps.persistant[PERS_TOTALPOINTS]; + + team = cg.snap->ps.stats[ STAT_PTEAM ]; + + if( team == PTE_DROIDS ) + buildpoints = cgs.aBuildPoints; + else if( team == PTE_HUMANS ) + buildpoints = cgs.hBuildPoints; + + spectator = ( team == PTE_NONE ); + + if( !spectator ) + { + s = va( "%2i", points ); + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH + 8; + x -= w; + + CG_DrawBigString( x + 2, y, s, 1.0F ); + + s = va( "%2i", totalpoints ); + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH + 8; + x -= w; + + CG_DrawBigString( x + 2, y, s, 1.0F ); + + s = va( "%2i", buildpoints ); + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH + 8; + x -= w; + + CG_DrawBigString( x + 2, y, s, 1.0F ); + } + + return y1 - 8; +} + + +/* +================= +CG_DrawScores + +Draw the small two score display +================= +*/ +static float CG_DrawScores( float y ) { + const char *s; + int s1, s2, score; + int x, w; + int v; + vec4_t color; + float y1; + gitem_t *item; + + s1 = cgs.scores1; + s2 = cgs.scores2; + + y -= BIGCHAR_HEIGHT + 8; + + y1 = y; + + // draw from the right side to left + if ( cgs.gametype >= GT_TEAM ) { + x = 640; + + color[0] = 0; + color[1] = 0; + color[2] = 1; + color[3] = 0.33f; + s = va( "%2i", s2 ); + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH + 8; + x -= w; + CG_FillRect( x, y-4, w, BIGCHAR_HEIGHT+8, color ); + if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_DROIDS ) { + CG_DrawPic( x, y-4, w, BIGCHAR_HEIGHT+8, cgs.media.selectShader ); + } + CG_DrawBigString( x + 4, y, s, 1.0F); + + if ( cgs.gametype == GT_CTF ) { + // Display flag status + item = BG_FindItemForPowerup( PW_BLUEFLAG ); + + if (item) { + y1 = y - BIGCHAR_HEIGHT - 8; + if( cgs.blueflag >= 0 && cgs.blueflag <= 2 ) { + CG_DrawPic( x, y1-4, w, BIGCHAR_HEIGHT+8, cgs.media.blueFlagShader[cgs.blueflag] ); + } + } + } + + color[0] = 1; + color[1] = 0; + color[2] = 0; + color[3] = 0.33f; + s = va( "%2i", s1 ); + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH + 8; + x -= w; + CG_FillRect( x, y-4, w, BIGCHAR_HEIGHT+8, color ); + if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_HUMANS ) { + CG_DrawPic( x, y-4, w, BIGCHAR_HEIGHT+8, cgs.media.selectShader ); + } + CG_DrawBigString( x + 4, y, s, 1.0F); + + if ( cgs.gametype == GT_CTF ) { + // Display flag status + item = BG_FindItemForPowerup( PW_REDFLAG ); + + if (item) { + y1 = y - BIGCHAR_HEIGHT - 8; + if( cgs.redflag >= 0 && cgs.redflag <= 2 ) { + CG_DrawPic( x, y1-4, w, BIGCHAR_HEIGHT+8, cgs.media.redFlagShader[cgs.redflag] ); + } + } + } + + + if ( cgs.gametype >= GT_CTF ) { + v = cgs.capturelimit; + } else { + v = cgs.fraglimit; + } + if ( v ) { + s = va( "%2i", v ); + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH + 8; + x -= w; + CG_DrawBigString( x + 4, y, s, 1.0F); + } + + } else { + qboolean spectator; + + x = 640; + score = cg.snap->ps.persistant[PERS_SCORE]; + spectator = ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR ); + + // always show your score in the second box if not in first place + if ( s1 != score ) { + s2 = score; + } + if ( s2 != SCORE_NOT_PRESENT ) { + s = va( "%2i", s2 ); + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH + 8; + x -= w; + if ( !spectator && score == s2 && score != s1 ) { + color[0] = 1; + color[1] = 0; + color[2] = 0; + color[3] = 0.33f; + CG_FillRect( x, y-4, w, BIGCHAR_HEIGHT+8, color ); + CG_DrawPic( x, y-4, w, BIGCHAR_HEIGHT+8, cgs.media.selectShader ); + } else { + color[0] = 0.5f; + color[1] = 0.5f; + color[2] = 0.5f; + color[3] = 0.33f; + CG_FillRect( x, y-4, w, BIGCHAR_HEIGHT+8, color ); + } + CG_DrawBigString( x + 4, y, s, 1.0F); + } + + // first place + if ( s1 != SCORE_NOT_PRESENT ) { + s = va( "%2i", s1 ); + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH + 8; + x -= w; + if ( !spectator && score == s1 ) { + color[0] = 0; + color[1] = 0; + color[2] = 1; + color[3] = 0.33f; + CG_FillRect( x, y-4, w, BIGCHAR_HEIGHT+8, color ); + CG_DrawPic( x, y-4, w, BIGCHAR_HEIGHT+8, cgs.media.selectShader ); + } else { + color[0] = 0.5f; + color[1] = 0.5f; + color[2] = 0.5f; + color[3] = 0.33f; + CG_FillRect( x, y-4, w, BIGCHAR_HEIGHT+8, color ); + } + CG_DrawBigString( x + 4, y, s, 1.0F); + } + + if ( cgs.fraglimit ) { + s = va( "%2i", cgs.fraglimit ); + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH + 8; + x -= w; + CG_DrawBigString( x + 4, y, s, 1.0F); + } + + } + + return y1 - 8; +} + +/* +================ +CG_DrawPowerups +================ +*/ +static float CG_DrawPowerups( float y ) { + int sorted[MAX_POWERUPS]; + int sortedTime[MAX_POWERUPS]; + int i, j, k; + int active; + playerState_t *ps; + int t; + gitem_t *item; + int x; + int color; + float size; + float f; + static float colors[2][4] = { + { 0.2f, 1.0f, 0.2f, 1.0f } , { 1.0f, 0.2f, 0.2f, 1.0f } }; + + ps = &cg.snap->ps; + + if ( ps->stats[STAT_HEALTH] <= 0 ) { + return y; + } + + // sort the list by time remaining + active = 0; + for ( i = 0 ; i < MAX_POWERUPS ; i++ ) { + if ( !ps->powerups[ i ] ) { + continue; + } + t = ps->powerups[ i ] - cg.time; + // ZOID--don't draw if the power up has unlimited time (999 seconds) + // This is true of the CTF flags + if ( t < 0 || t > 999000) { + continue; + } + + // insert into the list + for ( j = 0 ; j < active ; j++ ) { + if ( sortedTime[j] >= t ) { + for ( k = active - 1 ; k >= j ; k-- ) { + sorted[k+1] = sorted[k]; + sortedTime[k+1] = sortedTime[k]; + } + break; + } + } + sorted[j] = i; + sortedTime[j] = t; + active++; + } + + // draw the icons and timers + x = 640 - ICON_SIZE - CHAR_WIDTH * 2; + for ( i = 0 ; i < active ; i++ ) { + item = BG_FindItemForPowerup( sorted[i] ); + + if (item) { + + color = 1; + + y -= ICON_SIZE; + + trap_R_SetColor( colors[color] ); + CG_DrawField( x, y, 2, sortedTime[ i ] / 1000 ); + + t = ps->powerups[ sorted[i] ]; + if ( t - cg.time >= POWERUP_BLINKS * POWERUP_BLINK_TIME ) { + trap_R_SetColor( NULL ); + } else { + vec4_t modulate; + + f = (float)( t - cg.time ) / POWERUP_BLINK_TIME; + f -= (int)f; + modulate[0] = modulate[1] = modulate[2] = modulate[3] = f; + trap_R_SetColor( modulate ); + } + + if ( cg.powerupActive == sorted[i] && + cg.time - cg.powerupTime < PULSE_TIME ) { + f = 1.0 - ( ( (float)cg.time - cg.powerupTime ) / PULSE_TIME ); + size = ICON_SIZE * ( 1.0 + ( PULSE_SCALE - 1.0 ) * f ); + } else { + size = ICON_SIZE; + } + + CG_DrawPic( 640 - size, y + ICON_SIZE / 2 - size / 2, + size, size, trap_R_RegisterShader( item->icon ) ); + } + } + trap_R_SetColor( NULL ); + + return y; +} + + +/* +===================== +CG_DrawLowerRight + +===================== +*/ +static void CG_DrawLowerRight( void ) { + float y; + + y = 480 - ICON_SIZE; + + if ( cgs.gametype >= GT_TEAM && cg_drawTeamOverlay.integer == 2 ) { + y = CG_DrawTeamOverlay( y, qtrue, qfalse ); + } + + //y = CG_DrawScores( y ); + y = CG_DrawPoints( y ); + y = CG_DrawPowerups( y ); +} + +/* +=================== +CG_DrawPickupItem +=================== +*/ +static int CG_DrawPickupItem( int y ) { + int value; + float *fadeColor; + + if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 ) { + return y; + } + + y -= ICON_SIZE; + + value = cg.itemPickup; + if ( value ) { + fadeColor = CG_FadeColor( cg.itemPickupTime, 3000 ); + if ( fadeColor ) { + CG_RegisterItemVisuals( value ); + trap_R_SetColor( fadeColor ); + CG_DrawPic( 8, y, ICON_SIZE, ICON_SIZE, cg_items[ value ].icon ); + CG_DrawBigString( ICON_SIZE + 16, y + (ICON_SIZE/2 - BIGCHAR_HEIGHT/2), bg_itemlist[ value ].pickup_name, fadeColor[0] ); + trap_R_SetColor( NULL ); + } + } + + return y; +} + +/* +===================== +CG_DrawLowerLeft + +===================== +*/ +static void CG_DrawLowerLeft( void ) { + float y; + + y = 480 - ICON_SIZE; + + if ( cgs.gametype >= GT_TEAM && cg_drawTeamOverlay.integer == 3 ) { + y = CG_DrawTeamOverlay( y, qfalse, qfalse ); + } + + + y = CG_DrawPickupItem( y ); +} + + + +//=========================================================================================== + +/* +================= +CG_DrawTeamInfo +================= +*/ +static void CG_DrawTeamInfo( void ) { + int w, h; + int i, len; + vec4_t hcolor; + int chatHeight; + +#define CHATLOC_Y 420 // bottom end +#define CHATLOC_X 0 + + if (cg_teamChatHeight.integer < TEAMCHAT_HEIGHT) + chatHeight = cg_teamChatHeight.integer; + else + chatHeight = TEAMCHAT_HEIGHT; + if (chatHeight <= 0) + return; // disabled + + if (cgs.teamLastChatPos != cgs.teamChatPos) { + if (cg.time - cgs.teamChatMsgTimes[cgs.teamLastChatPos % chatHeight] > cg_teamChatTime.integer) { + cgs.teamLastChatPos++; + } + + h = (cgs.teamChatPos - cgs.teamLastChatPos) * TINYCHAR_HEIGHT; + + w = 0; + + for (i = cgs.teamLastChatPos; i < cgs.teamChatPos; i++) { + len = CG_DrawStrlen(cgs.teamChatMsgs[i % chatHeight]); + if (len > w) + w = len; + } + w *= TINYCHAR_WIDTH; + w += TINYCHAR_WIDTH * 2; + + if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_HUMANS ) { + hcolor[0] = 1; + hcolor[1] = 0; + hcolor[2] = 0; + hcolor[3] = 0.33f; + } else if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_DROIDS ) { + hcolor[0] = 0; + hcolor[1] = 0; + hcolor[2] = 1; + hcolor[3] = 0.33f; + } else { + hcolor[0] = 0; + hcolor[1] = 1; + hcolor[2] = 0; + hcolor[3] = 0.33f; + } + + trap_R_SetColor( hcolor ); + CG_DrawPic( CHATLOC_X, CHATLOC_Y - h, 640, h, cgs.media.teamStatusBar ); + trap_R_SetColor( NULL ); + + hcolor[0] = hcolor[1] = hcolor[2] = 1.0; + hcolor[3] = 1.0; + + for (i = cgs.teamChatPos - 1; i >= cgs.teamLastChatPos; i--) { + CG_DrawStringExt( CHATLOC_X + TINYCHAR_WIDTH, + CHATLOC_Y - (cgs.teamChatPos - i)*TINYCHAR_HEIGHT, + cgs.teamChatMsgs[i % chatHeight], hcolor, qfalse, qfalse, + TINYCHAR_WIDTH, TINYCHAR_HEIGHT, 0 ); + } + } +} + +/* +=================== +CG_DrawHoldableItem +=================== +*/ +static void CG_DrawHoldableItem( void ) { + int value; + + //TA: not using q3 holdable item code + /*value = cg.snap->ps.stats[STAT_HOLDABLE_ITEM]; + if ( value ) { + CG_RegisterItemVisuals( value ); + CG_DrawPic( 640-ICON_SIZE, (SCREEN_HEIGHT-ICON_SIZE)/2, ICON_SIZE, ICON_SIZE, cg_items[ value ].icon ); + }*/ + +} + + +/* +=================== +CG_DrawReward +=================== +*/ +static void CG_DrawReward( void ) { + float *color; + int i, count; + float x, y; + char buf[32]; + + if ( !cg_drawRewards.integer ) { + return; + } + color = CG_FadeColor( cg.rewardTime, REWARD_TIME ); + if ( !color ) { + if (cg.rewardStack > 0) { + for(i = 0; i < cg.rewardStack; i++) { + cg.rewardSound[i] = cg.rewardSound[i+1]; + cg.rewardShader[i] = cg.rewardShader[i+1]; + cg.rewardCount[i] = cg.rewardCount[i+1]; + } + cg.rewardTime = cg.time; + cg.rewardStack--; + color = CG_FadeColor( cg.rewardTime, REWARD_TIME ); + trap_S_StartLocalSound(cg.rewardSound[0], CHAN_ANNOUNCER); + } else { + return; + } + } + + trap_R_SetColor( color ); + + if ( cg.rewardCount[0] >= 10 ) { + y = 56; + x = 320 - ICON_SIZE/2; + CG_DrawPic( x, y, ICON_SIZE-4, ICON_SIZE-4, cg.rewardShader[0] ); + Com_sprintf(buf, sizeof(buf), "%d", cg.rewardCount[0]); + x = ( SCREEN_WIDTH - SMALLCHAR_WIDTH * CG_DrawStrlen( buf ) ) / 2; + CG_DrawStringExt( x, y+ICON_SIZE, buf, color, qfalse, qtrue, + SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, 0 ); + } + else { + + count = cg.rewardCount[0]; + + y = 56; + x = 320 - count * ICON_SIZE/2; + for ( i = 0 ; i < count ; i++ ) { + CG_DrawPic( x, y, ICON_SIZE-4, ICON_SIZE-4, cg.rewardShader[0] ); + x += ICON_SIZE; + } + } + trap_R_SetColor( NULL ); +} + + +/* +=============================================================================== + +LAGOMETER + +=============================================================================== +*/ + +#define LAG_SAMPLES 128 + + +typedef struct { + int frameSamples[LAG_SAMPLES]; + int frameCount; + int snapshotFlags[LAG_SAMPLES]; + int snapshotSamples[LAG_SAMPLES]; + int snapshotCount; +} lagometer_t; + +lagometer_t lagometer; + +/* +============== +CG_AddLagometerFrameInfo + +Adds the current interpolate / extrapolate bar for this frame +============== +*/ +void CG_AddLagometerFrameInfo( void ) { + int offset; + + offset = cg.time - cg.latestSnapshotTime; + lagometer.frameSamples[ lagometer.frameCount & ( LAG_SAMPLES - 1) ] = offset; + lagometer.frameCount++; +} + +/* +============== +CG_AddLagometerSnapshotInfo + +Each time a snapshot is received, log its ping time and +the number of snapshots that were dropped before it. + +Pass NULL for a dropped packet. +============== +*/ +void CG_AddLagometerSnapshotInfo( snapshot_t *snap ) { + // dropped packet + if ( !snap ) { + lagometer.snapshotSamples[ lagometer.snapshotCount & ( LAG_SAMPLES - 1) ] = -1; + lagometer.snapshotCount++; + return; + } + + // add this snapshot's info + lagometer.snapshotSamples[ lagometer.snapshotCount & ( LAG_SAMPLES - 1) ] = snap->ping; + lagometer.snapshotFlags[ lagometer.snapshotCount & ( LAG_SAMPLES - 1) ] = snap->snapFlags; + lagometer.snapshotCount++; +} + +/* +============== +CG_DrawDisconnect + +Should we draw something differnet for long lag vs no packets? +============== +*/ +static void CG_DrawDisconnect( void ) { + float x, y; + int cmdNum; + usercmd_t cmd; + const char *s; + int w; + + // draw the phone jack if we are completely past our buffers + cmdNum = trap_GetCurrentCmdNumber() - CMD_BACKUP + 1; + trap_GetUserCmd( cmdNum, &cmd ); + if ( cmd.serverTime <= cg.snap->ps.commandTime + || cmd.serverTime > cg.time ) { // special check for map_restart + return; + } + + // also add text in center of screen + s = "Connection Interrupted"; + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; + CG_DrawBigString( 320 - w/2, 100, s, 1.0F); + + // blink the icon + if ( ( cg.time >> 9 ) & 1 ) { + return; + } + + x = 640 - 48; + y = 480 - 48; + + CG_DrawPic( x, y, 48, 48, trap_R_RegisterShader("gfx/2d/net.tga" ) ); +} + + +#define MAX_LAGOMETER_PING 900 +#define MAX_LAGOMETER_RANGE 300 + +/* +============== +CG_DrawLagometer +============== +*/ +static void CG_DrawLagometer( void ) { + int a, x, y, i; + float v; + float ax, ay, aw, ah, mid, range; + int color; + float vscale; + + if ( !cg_lagometer.integer || cgs.localServer ) { + CG_DrawDisconnect(); + return; + } + + // + // draw the graph + // + x = 640 - 48; + y = 480 - 48; + + trap_R_SetColor( NULL ); + CG_DrawPic( x, y, 48, 48, cgs.media.lagometerShader ); + + ax = x; + ay = y; + aw = 48; + ah = 48; + CG_AdjustFrom640( &ax, &ay, &aw, &ah ); + + color = -1; + range = ah / 3; + mid = ay + range; + + vscale = range / MAX_LAGOMETER_RANGE; + + // draw the frame interpoalte / extrapolate graph + for ( a = 0 ; a < aw ; a++ ) { + i = ( lagometer.frameCount - 1 - a ) & (LAG_SAMPLES - 1); + v = lagometer.frameSamples[i]; + v *= vscale; + if ( v > 0 ) { + if ( color != 1 ) { + color = 1; + trap_R_SetColor( g_color_table[ColorIndex(COLOR_YELLOW)] ); + } + if ( v > range ) { + v = range; + } + trap_R_DrawStretchPic ( ax + aw - a, mid - v, 1, v, 0, 0, 0, 0, cgs.media.whiteShader ); + } else if ( v < 0 ) { + if ( color != 2 ) { + color = 2; + trap_R_SetColor( g_color_table[ColorIndex(COLOR_BLUE)] ); + } + v = -v; + if ( v > range ) { + v = range; + } + trap_R_DrawStretchPic( ax + aw - a, mid, 1, v, 0, 0, 0, 0, cgs.media.whiteShader ); + } + } + + // draw the snapshot latency / drop graph + range = ah / 2; + vscale = range / MAX_LAGOMETER_PING; + + for ( a = 0 ; a < aw ; a++ ) { + i = ( lagometer.snapshotCount - 1 - a ) & (LAG_SAMPLES - 1); + v = lagometer.snapshotSamples[i]; + if ( v > 0 ) { + if ( lagometer.snapshotFlags[i] & SNAPFLAG_RATE_DELAYED ) { + if ( color != 5 ) { + color = 5; // YELLOW for rate delay + trap_R_SetColor( g_color_table[ColorIndex(COLOR_YELLOW)] ); + } + } else { + if ( color != 3 ) { + color = 3; + trap_R_SetColor( g_color_table[ColorIndex(COLOR_GREEN)] ); + } + } + v = v * vscale; + if ( v > range ) { + v = range; + } + trap_R_DrawStretchPic( ax + aw - a, ay + ah - v, 1, v, 0, 0, 0, 0, cgs.media.whiteShader ); + } else if ( v < 0 ) { + if ( color != 4 ) { + color = 4; // RED for dropped snapshots + trap_R_SetColor( g_color_table[ColorIndex(COLOR_RED)] ); + } + trap_R_DrawStretchPic( ax + aw - a, ay + ah - range, 1, range, 0, 0, 0, 0, cgs.media.whiteShader ); + } + } + + trap_R_SetColor( NULL ); + + if ( cg_nopredict.integer || cg_synchronousClients.integer ) { + CG_DrawBigString( ax, ay, "snc", 1.0 ); + } + + CG_DrawDisconnect(); +} + + + +/* +=============================================================================== + +CENTER PRINTING + +=============================================================================== +*/ + + +/* +============== +CG_CenterPrint + +Called for important messages that should stay in the center of the screen +for a few moments +============== +*/ +void CG_CenterPrint( const char *str, int y, int charWidth ) { + char *s; + + Q_strncpyz( cg.centerPrint, str, sizeof(cg.centerPrint) ); + + cg.centerPrintTime = cg.time; + cg.centerPrintY = y; + cg.centerPrintCharWidth = charWidth; + + // count the number of lines for centering + cg.centerPrintLines = 1; + s = cg.centerPrint; + while( *s ) { + if (*s == '\n') + cg.centerPrintLines++; + s++; + } +} + + +/* +=================== +CG_DrawCenterString +=================== +*/ +static void CG_DrawCenterString( void ) { + char *start; + int l; + int x, y, w; + float *color; + + if ( !cg.centerPrintTime ) { + return; + } + + color = CG_FadeColor( cg.centerPrintTime, 1000 * cg_centertime.value ); + if ( !color ) { + return; + } + + trap_R_SetColor( color ); + + start = cg.centerPrint; + + y = cg.centerPrintY - cg.centerPrintLines * BIGCHAR_HEIGHT / 2; + + while ( 1 ) { + char linebuffer[1024]; + + for ( l = 0; l < 50; l++ ) { + if ( !start[l] || start[l] == '\n' ) { + break; + } + linebuffer[l] = start[l]; + } + linebuffer[l] = 0; + + w = cg.centerPrintCharWidth * CG_DrawStrlen( linebuffer ); + + x = ( SCREEN_WIDTH - w ) / 2; + + CG_DrawStringExt( x, y, linebuffer, color, qfalse, qtrue, + cg.centerPrintCharWidth, (int)(cg.centerPrintCharWidth * 1.5), 0 ); + + y += cg.centerPrintCharWidth * 1.5; + + while ( *start && ( *start != '\n' ) ) { + start++; + } + if ( !*start ) { + break; + } + start++; + } + + trap_R_SetColor( NULL ); +} + + + +/* +================================================================================ + +CROSSHAIR + +================================================================================ +*/ + + +/* +================= +CG_DrawCrosshair +================= +*/ +static void CG_DrawCrosshair(void) { + float w, h; + qhandle_t hShader; + float f; + float x, y; + int ca; + + if ( !cg_drawCrosshair.integer ) { + return; + } + + if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR) { + return; + } + + if ( cg.renderingThirdPerson ) { + return; + } + + // set color based on health + if ( cg_crosshairHealth.integer ) { + vec4_t hcolor; + + CG_ColorForHealth( hcolor ); + trap_R_SetColor( hcolor ); + } else { + trap_R_SetColor( NULL ); + } + + w = h = cg_crosshairSize.value; + + // pulse the size of the crosshair when picking up items + f = cg.time - cg.itemPickupBlendTime; + if ( f > 0 && f < ITEM_BLOB_TIME ) { + f /= ITEM_BLOB_TIME; + w *= ( 1 + f ); + h *= ( 1 + f ); + } + + x = cg_crosshairX.integer; + y = cg_crosshairY.integer; + CG_AdjustFrom640( &x, &y, &w, &h ); + + ca = cg_drawCrosshair.integer; + if (ca < 0) { + ca = 0; + } + hShader = cgs.media.crosshairShader[ ca % NUM_CROSSHAIRS ]; + + trap_R_DrawStretchPic( x + cg.refdef.x + 0.5 * (cg.refdef.width - w), + y + cg.refdef.y + 0.5 * (cg.refdef.height - h), + w, h, 0, 0, 1, 1, hShader ); +} + + + +/* +================= +CG_ScanForCrosshairEntity +================= +*/ +static void CG_ScanForCrosshairEntity( void ) { + trace_t trace; + vec3_t start, end; + int content; + + VectorCopy( cg.refdef.vieworg, start ); + VectorMA( start, 131072, cg.refdef.viewaxis[0], end ); + + CG_Trace( &trace, start, vec3_origin, vec3_origin, end, + cg.snap->ps.clientNum, CONTENTS_SOLID|CONTENTS_BODY ); + if ( trace.entityNum >= MAX_CLIENTS ) { + return; + } + + // if the player is in fog, don't show it + content = trap_CM_PointContents( trace.endpos, 0 ); + if ( content & CONTENTS_FOG ) { + return; + } + + // if the player is invisible, don't show it + /*if ( cg_entities[ trace.entityNum ].currentState.powerups & ( 1 << PW_INVIS ) ) { + return; + }*/ + + // update the fade timer + cg.crosshairClientNum = trace.entityNum; + cg.crosshairClientTime = cg.time; +} + + +/* +===================== +CG_DrawCrosshairNames +===================== +*/ +static void CG_DrawCrosshairNames( void ) { + float *color; + char *name; + float w; + + if ( !cg_drawCrosshair.integer ) { + return; + } + if ( !cg_drawCrosshairNames.integer ) { + return; + } + if ( cg.renderingThirdPerson ) { + return; + } + + // scan the known entities to see if the crosshair is sighted on one + CG_ScanForCrosshairEntity(); + + // draw the name of the player being looked at + color = CG_FadeColor( cg.crosshairClientTime, 1000 ); + if ( !color ) { + trap_R_SetColor( NULL ); + return; + } + + name = cgs.clientinfo[ cg.crosshairClientNum ].name; + w = CG_DrawStrlen( name ) * BIGCHAR_WIDTH; + CG_DrawBigString( 320 - w / 2, 170, name, color[3] * 0.5f ); + + trap_R_SetColor( NULL ); +} + + + +//============================================================================== + +/* +================= +CG_DrawSpectator +================= +*/ +static void CG_DrawSpectator(void) { + CG_DrawBigString(320 - 9 * 8, 440, "SPECTATOR", 1.0F); + if ( cgs.gametype == GT_TOURNAMENT ) { + CG_DrawBigString(320 - 15 * 8, 460, "waiting to play", 1.0F); + } + if ( cgs.gametype >= GT_TEAM ) { + CG_DrawBigString(320 - 39 * 8, 460, "press ESC and use the JOIN menu to play", 1.0F); + } +} + +/* +================= +CG_DrawVote +================= +*/ +static void CG_DrawVote(void) { + char *s; + int sec; + + if ( !cgs.voteTime ) { + return; + } + + // play a talk beep whenever it is modified + if ( cgs.voteModified ) { + cgs.voteModified = qfalse; + trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND ); + } + + sec = ( VOTE_TIME - ( cg.time - cgs.voteTime ) ) / 1000; + if ( sec < 0 ) { + sec = 0; + } + s = va("VOTE(%i):%s yes:%i no:%i", sec, cgs.voteString, cgs.voteYes, cgs.voteNo ); + CG_DrawSmallString( 0, 58, s, 1.0F ); +} + +/* +================= +CG_DrawTeamVote +================= +*/ +static void CG_DrawTeamVote(void) { + char *s; + int sec, cs_offset; + + if ( cgs.clientinfo->team == TEAM_HUMANS ) + cs_offset = 0; + else if ( cgs.clientinfo->team == TEAM_DROIDS ) + cs_offset = 1; + else + return; + + if ( !cgs.teamVoteTime[cs_offset] ) { + return; + } + + // play a talk beep whenever it is modified + if ( cgs.teamVoteModified[cs_offset] ) { + cgs.teamVoteModified[cs_offset] = qfalse; + trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND ); + } + + sec = ( VOTE_TIME - ( cg.time - cgs.teamVoteTime[cs_offset] ) ) / 1000; + if ( sec < 0 ) { + sec = 0; + } + s = va("TEAMVOTE(%i):%s yes:%i no:%i", sec, cgs.teamVoteString[cs_offset], + cgs.teamVoteYes[cs_offset], cgs.teamVoteNo[cs_offset] ); + CG_DrawSmallString( 0, 90, s, 1.0F ); +} + + +static qboolean CG_DrawScoreboard() { + return CG_DrawOldScoreboard(); +} + +/* +================= +CG_DrawIntermission +================= +*/ +static void CG_DrawIntermission( void ) { + if ( cgs.gametype == GT_SINGLE_PLAYER ) { + CG_DrawCenterString(); + return; + } + + cg.scoreFadeTime = cg.time; + cg.scoreBoardShowing = CG_DrawScoreboard(); +} + +/* +================= +CG_DrawFollow +================= +*/ +static qboolean CG_DrawFollow( void ) { + float x; + vec4_t color; + const char *name; + + if ( !(cg.snap->ps.pm_flags & PMF_FOLLOW) ) { + return qfalse; + } + color[0] = 1; + color[1] = 1; + color[2] = 1; + color[3] = 1; + + + CG_DrawBigString( 320 - 9 * 8, 24, "following", 1.0F ); + + name = cgs.clientinfo[ cg.snap->ps.clientNum ].name; + + x = 0.5 * ( 640 - GIANT_WIDTH * CG_DrawStrlen( name ) ); + + CG_DrawStringExt( x, 40, name, color, qtrue, qtrue, GIANT_WIDTH, GIANT_HEIGHT, 0 ); + + return qtrue; +} + + + +/* +================= +CG_DrawAmmoWarning +================= +*/ +static void CG_DrawAmmoWarning( void ) { + const char *s; + int w; + + if ( cg_drawAmmoWarning.integer == 0 ) { + return; + } + + if ( !cg.lowAmmoWarning ) { + return; + } + + if ( cg.lowAmmoWarning == 2 ) { + s = "OUT OF AMMO"; + } else { + s = "LOW AMMO WARNING"; + } + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; + CG_DrawBigString(320 - w / 2, 64, s, 1.0F); +} + +/* +================= +CG_DrawWarmup +================= +*/ +static void CG_DrawWarmup( void ) { + int w; + int sec; + int i; + float scale; + clientInfo_t *ci1, *ci2; + int cw; + const char *s; + + sec = cg.warmup; + if ( !sec ) { + return; + } + + if ( sec < 0 ) { + s = "Waiting for players"; + w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; + CG_DrawBigString(320 - w / 2, 24, s, 1.0F); + cg.warmupCount = 0; + return; + } + + if (cgs.gametype == GT_TOURNAMENT) { + // find the two active players + ci1 = NULL; + ci2 = NULL; + for ( i = 0 ; i < cgs.maxclients ; i++ ) { + if ( cgs.clientinfo[i].infoValid && cgs.clientinfo[i].team == TEAM_FREE ) { + if ( !ci1 ) { + ci1 = &cgs.clientinfo[i]; + } else { + ci2 = &cgs.clientinfo[i]; + } + } + } + + if ( ci1 && ci2 ) { + s = va( "%s vs %s", ci1->name, ci2->name ); + w = CG_DrawStrlen( s ); + if ( w > 640 / GIANT_WIDTH ) { + cw = 640 / w; + } else { + cw = GIANT_WIDTH; + } + CG_DrawStringExt( 320 - w * cw/2, 20,s, colorWhite, + qfalse, qtrue, cw, (int)(cw * 1.5f), 0 ); + } + } else { + if ( cgs.gametype == GT_FFA ) { + s = "Free For All"; + } else if ( cgs.gametype == GT_TEAM ) { + s = "Team Deathmatch"; + } else if ( cgs.gametype == GT_CTF ) { + s = "Capture the Flag"; + } else { + s = ""; + } + w = CG_DrawStrlen( s ); + if ( w > 640 / GIANT_WIDTH ) { + cw = 640 / w; + } else { + cw = GIANT_WIDTH; + } + CG_DrawStringExt( 320 - w * cw/2, 25,s, colorWhite, + qfalse, qtrue, cw, (int)(cw * 1.1f), 0 ); + } + + sec = ( sec - cg.time ) / 1000; + if ( sec < 0 ) { + cg.warmup = 0; + sec = 0; + } + s = va( "Starts in: %i", sec + 1 ); + if ( sec != cg.warmupCount ) { + cg.warmupCount = sec; + switch ( sec ) { + case 0: + trap_S_StartLocalSound( cgs.media.count1Sound, CHAN_ANNOUNCER ); + break; + case 1: + trap_S_StartLocalSound( cgs.media.count2Sound, CHAN_ANNOUNCER ); + break; + case 2: + trap_S_StartLocalSound( cgs.media.count3Sound, CHAN_ANNOUNCER ); + break; + default: + break; + } + } + scale = 0.45f; + switch ( cg.warmupCount ) { + case 0: + cw = 28; + scale = 0.54f; + break; + case 1: + cw = 24; + scale = 0.51f; + break; + case 2: + cw = 20; + scale = 0.48f; + break; + default: + cw = 16; + scale = 0.45f; + break; + } + + w = CG_DrawStrlen( s ); + CG_DrawStringExt( 320 - w * cw/2, 70, s, colorWhite, + qfalse, qtrue, cw, (int)(cw * 1.5), 0 ); +} + +//================================================================================== + +/* +================= +CG_Draw2D +================= +*/ +static void CG_Draw2D( void ) { + + // if we are taking a levelshot for the menu, don't draw anything + if ( cg.levelShot ) { + return; + } + + if ( cg_draw2D.integer == 0 ) { + return; + } + + if ( cg.snap->ps.pm_type == PM_INTERMISSION ) { + CG_DrawIntermission(); + return; + } + + if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR ) { + CG_DrawSpectator(); + CG_DrawCrosshair(); + CG_DrawCrosshairNames(); + } else { + // don't draw any status if dead or the scoreboard is being explicitly shown + if ( !cg.showScores && cg.snap->ps.stats[STAT_HEALTH] > 0 ) { + CG_DrawLighting(); + CG_DrawStatusBar(); + CG_DrawAmmoWarning(); + CG_DrawCrosshair(); + CG_DrawCrosshairNames(); + CG_DrawWeaponSelect(); + CG_DrawHoldableItem(); + CG_DrawReward(); + } + if ( cgs.gametype >= GT_TEAM ) { + CG_DrawTeamInfo(); + } + if( cg.snap->ps.weapon == WP_SCANNER ) + CG_Scanner(); + } + + CG_DrawVote(); + CG_DrawTeamVote(); + + CG_DrawLagometer(); + + CG_DrawUpperRight(); + + CG_DrawLowerRight(); + + CG_DrawLowerLeft(); + + if ( !CG_DrawFollow() ) { + CG_DrawWarmup(); + } + + // don't draw center string if scoreboard is up + cg.scoreBoardShowing = CG_DrawScoreboard(); + if ( !cg.scoreBoardShowing) { + CG_DrawCenterString(); + } +} + + +static void CG_DrawTourneyScoreboard() { + CG_DrawOldTourneyScoreboard(); +} + + +/* +===================== +CG_DrawActive + +Perform all drawing needed to completely fill the screen +===================== +*/ +void CG_DrawActive( stereoFrame_t stereoView ) { + float separation; + vec3_t baseOrg; + + // optionally draw the info screen instead + if ( !cg.snap ) { + CG_DrawInformation(); + return; + } + + // optionally draw the tournement scoreboard instead + if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR && + ( cg.snap->ps.pm_flags & PMF_SCOREBOARD ) ) { + CG_DrawTourneyScoreboard(); + return; + } + + switch ( stereoView ) { + case STEREO_CENTER: + separation = 0; + break; + case STEREO_LEFT: + separation = -cg_stereoSeparation.value / 2; + break; + case STEREO_RIGHT: + separation = cg_stereoSeparation.value / 2; + break; + default: + separation = 0; + CG_Error( "CG_DrawActive: Undefined stereoView" ); + } + + + // clear around the rendered view if sized down + CG_TileClear(); + + // offset vieworg appropriately if we're doing stereo separation + VectorCopy( cg.refdef.vieworg, baseOrg ); + if ( separation != 0 ) { + VectorMA( cg.refdef.vieworg, -separation, cg.refdef.viewaxis[1], cg.refdef.vieworg ); + } + + // draw 3D view + trap_R_RenderScene( &cg.refdef ); + + // restore original viewpoint if running stereo + if ( separation != 0 ) { + VectorCopy( baseOrg, cg.refdef.vieworg ); + } + + // draw status bar and other floating elements + CG_Draw2D(); +} + + + diff --git a/src/cgame/cg_drawtools.c b/src/cgame/cg_drawtools.c new file mode 100644 index 00000000..e968fd8d --- /dev/null +++ b/src/cgame/cg_drawtools.c @@ -0,0 +1,854 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// cg_drawtools.c -- helper functions called by cg_draw, cg_scoreboard, cg_info, etc + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program 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, or (at your option) + * any later version. + * + * This program 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 this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "cg_local.h" + +/* +================ +CG_AdjustFrom640 + +Adjusted for resolution and screen aspect ratio +================ +*/ +void CG_AdjustFrom640( float *x, float *y, float *w, float *h ) { +#if 0 + // adjust for wide screens + if ( cgs.glconfig.vidWidth * 480 > cgs.glconfig.vidHeight * 640 ) { + *x += 0.5 * ( cgs.glconfig.vidWidth - ( cgs.glconfig.vidHeight * 640 / 480 ) ); + } +#endif + // scale for screen sizes + *x *= cgs.screenXScale; + *y *= cgs.screenYScale; + *w *= cgs.screenXScale; + *h *= cgs.screenYScale; +} + +/* +================ +CG_FillRect + +Coordinates are 640*480 virtual values +================= +*/ +void CG_FillRect( float x, float y, float width, float height, const float *color ) { + trap_R_SetColor( color ); + + CG_AdjustFrom640( &x, &y, &width, &height ); + trap_R_DrawStretchPic( x, y, width, height, 0, 0, 0, 0, cgs.media.whiteShader ); + + trap_R_SetColor( NULL ); +} + + +/* +================ +CG_DrawSides + +Coords are virtual 640x480 +================ +*/ +void CG_DrawSides(float x, float y, float w, float h, float size) { + CG_AdjustFrom640( &x, &y, &w, &h ); + size *= cgs.screenXScale; + trap_R_DrawStretchPic( x, y, size, h, 0, 0, 0, 0, cgs.media.whiteShader ); + trap_R_DrawStretchPic( x + w - size, y, size, h, 0, 0, 0, 0, cgs.media.whiteShader ); +} + +void CG_DrawTopBottom(float x, float y, float w, float h, float size) { + CG_AdjustFrom640( &x, &y, &w, &h ); + size *= cgs.screenYScale; + trap_R_DrawStretchPic( x, y, w, size, 0, 0, 0, 0, cgs.media.whiteShader ); + trap_R_DrawStretchPic( x, y + h - size, w, size, 0, 0, 0, 0, cgs.media.whiteShader ); +} + + +/* +================ +CG_DrawRect + +Coordinates are 640*480 virtual values +================= +*/ +void CG_DrawRect( float x, float y, float width, float height, float size, const float *color ) { + trap_R_SetColor( color ); + + CG_DrawTopBottom(x, y, width, height, size); + CG_DrawSides(x, y, width, height, size); + + trap_R_SetColor( NULL ); +} + + +/* +================ +CG_DrawPic + +Coordinates are 640*480 virtual values +================= +*/ +void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader ) { + CG_AdjustFrom640( &x, &y, &width, &height ); + trap_R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader ); +} + + + +/* +================ +CG_DrawFadePic + +Coordinates are 640*480 virtual values +================= +*/ +void CG_DrawFadePic( float x, float y, float width, float height, vec4_t fcolor, vec4_t tcolor, float amount, qhandle_t hShader ) +{ + vec4_t finalcolor; + float inverse; + + inverse = 100 - amount; + + CG_AdjustFrom640( &x, &y, &width, &height ); + + finalcolor[0] = ( ( inverse * fcolor[0] ) + ( amount * tcolor[0] ) ) / 100; + finalcolor[1] = ( ( inverse * fcolor[1] ) + ( amount * tcolor[1] ) ) / 100; + finalcolor[2] = ( ( inverse * fcolor[2] ) + ( amount * tcolor[2] ) ) / 100; + finalcolor[3] = ( ( inverse * fcolor[3] ) + ( amount * tcolor[3] ) ) / 100; + + trap_R_SetColor( finalcolor ); + trap_R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader ); + trap_R_SetColor( NULL ); +} + + +/* +=============== +CG_DrawChar + +Coordinates and size in 640*480 virtual screen size +=============== +*/ +void CG_DrawChar( int x, int y, int width, int height, int ch ) { + int row, col; + float frow, fcol; + float size; + float ax, ay, aw, ah; + + ch &= 255; + + if ( ch == ' ' ) { + return; + } + + ax = x; + ay = y; + aw = width; + ah = height; + CG_AdjustFrom640( &ax, &ay, &aw, &ah ); + + row = ch>>4; + col = ch&15; + + frow = row*0.0625; + fcol = col*0.0625; + size = 0.0625; + + trap_R_DrawStretchPic( ax, ay, aw, ah, + fcol, frow, + fcol + size, frow + size, + cgs.media.charsetShader ); +} + + +/* +================== +CG_DrawStringExt + +Draws a multi-colored string with a drop shadow, optionally forcing +to a fixed color. + +Coordinates are at 640 by 480 virtual resolution +================== +*/ +void CG_DrawStringExt( int x, int y, const char *string, const float *setColor, + qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars ) { + vec4_t color; + const char *s; + int xx; + int cnt; + + if (maxChars <= 0) + maxChars = 32767; // do them all! + + // draw the drop shadow + if (shadow) { + color[0] = color[1] = color[2] = 0; + color[3] = setColor[3]; + trap_R_SetColor( color ); + s = string; + xx = x; + cnt = 0; + while ( *s && cnt < maxChars) { + if ( Q_IsColorString( s ) ) { + s += 2; + continue; + } + CG_DrawChar( xx + 2, y + 2, charWidth, charHeight, *s ); + cnt++; + xx += charWidth; + s++; + } + } + + // draw the colored text + s = string; + xx = x; + cnt = 0; + trap_R_SetColor( setColor ); + while ( *s && cnt < maxChars) { + if ( Q_IsColorString( s ) ) { + if ( !forceColor ) { + memcpy( color, g_color_table[ColorIndex(*(s+1))], sizeof( color ) ); + color[3] = setColor[3]; + trap_R_SetColor( color ); + } + s += 2; + continue; + } + CG_DrawChar( xx, y, charWidth, charHeight, *s ); + xx += charWidth; + cnt++; + s++; + } + trap_R_SetColor( NULL ); +} + +void CG_DrawBigString( int x, int y, const char *s, float alpha ) { + float color[4]; + + color[0] = color[1] = color[2] = 1.0; + color[3] = alpha; + CG_DrawStringExt( x, y, s, color, qfalse, qtrue, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, 0 ); +} + +void CG_DrawBigStringColor( int x, int y, const char *s, vec4_t color ) { + CG_DrawStringExt( x, y, s, color, qtrue, qtrue, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, 0 ); +} + +void CG_DrawSmallString( int x, int y, const char *s, float alpha ) { + float color[4]; + + color[0] = color[1] = color[2] = 1.0; + color[3] = alpha; + CG_DrawStringExt( x, y, s, color, qfalse, qfalse, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, 0 ); +} + +void CG_DrawSmallStringColor( int x, int y, const char *s, vec4_t color ) { + CG_DrawStringExt( x, y, s, color, qtrue, qfalse, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, 0 ); +} + +/* +================= +CG_DrawStrlen + +Returns character count, skiping color escape codes +================= +*/ +int CG_DrawStrlen( const char *str ) { + const char *s = str; + int count = 0; + + while ( *s ) { + if ( Q_IsColorString( s ) ) { + s += 2; + } else { + count++; + s++; + } + } + + return count; +} + +/* +============= +CG_TileClearBox + +This repeats a 64*64 tile graphic to fill the screen around a sized down +refresh window. +============= +*/ +static void CG_TileClearBox( int x, int y, int w, int h, qhandle_t hShader ) { + float s1, t1, s2, t2; + + s1 = x/64.0; + t1 = y/64.0; + s2 = (x+w)/64.0; + t2 = (y+h)/64.0; + trap_R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, hShader ); +} + + + +/* +============== +CG_TileClear + +Clear around a sized down screen +============== +*/ +void CG_TileClear( void ) { + int top, bottom, left, right; + int w, h; + + w = cgs.glconfig.vidWidth; + h = cgs.glconfig.vidHeight; + + if ( cg.refdef.x == 0 && cg.refdef.y == 0 && + cg.refdef.width == w && cg.refdef.height == h ) { + return; // full screen rendering + } + + top = cg.refdef.y; + bottom = top + cg.refdef.height-1; + left = cg.refdef.x; + right = left + cg.refdef.width-1; + + // clear above view screen + CG_TileClearBox( 0, 0, w, top, cgs.media.backTileShader ); + + // clear below view screen + CG_TileClearBox( 0, bottom, w, h - bottom, cgs.media.backTileShader ); + + // clear left of view screen + CG_TileClearBox( 0, top, left, bottom - top + 1, cgs.media.backTileShader ); + + // clear right of view screen + CG_TileClearBox( right, top, w - right, bottom - top + 1, cgs.media.backTileShader ); +} + + + +/* +================ +CG_FadeColor +================ +*/ +float *CG_FadeColor( int startMsec, int totalMsec ) { + static vec4_t color; + int t; + + if ( startMsec == 0 ) { + return NULL; + } + + t = cg.time - startMsec; + + if ( t >= totalMsec ) { + return NULL; + } + + // fade out + if ( totalMsec - t < FADE_TIME ) { + color[3] = ( totalMsec - t ) * 1.0/FADE_TIME; + } else { + color[3] = 1.0; + } + color[0] = color[1] = color[2] = 1; + + return color; +} + + +/* +================ +CG_TeamColor +================ +*/ +float *CG_TeamColor( int team ) { + static vec4_t red = {1, 0.2f, 0.2f, 1}; + static vec4_t blue = {0.2f, 0.2f, 1, 1}; + static vec4_t other = {1, 1, 1, 1}; + static vec4_t spectator = {0.7f, 0.7f, 0.7f, 1}; + + switch ( team ) { + case TEAM_HUMANS: + return red; + case TEAM_DROIDS: + return blue; + case TEAM_SPECTATOR: + return spectator; + default: + return other; + } +} + + + +/* +================= +CG_GetColorForHealth +================= +*/ +void CG_GetColorForHealth( int health, int armor, vec4_t hcolor ) { + int count; + int max; + + // calculate the total points of damage that can + // be sustained at the current health / armor level + if ( health <= 0 ) { + VectorClear( hcolor ); // black + hcolor[3] = 1; + return; + } + count = armor; + max = health * ARMOR_PROTECTION / ( 1.0 - ARMOR_PROTECTION ); + if ( max < count ) { + count = max; + } + health += count; + + // set the color based on health + hcolor[0] = 1.0; + hcolor[3] = 1.0; + if ( health >= 100 ) { + hcolor[2] = 1.0; + } else if ( health < 66 ) { + hcolor[2] = 0; + } else { + hcolor[2] = ( health - 66 ) / 33.0; + } + + if ( health > 60 ) { + hcolor[1] = 1.0; + } else if ( health < 30 ) { + hcolor[1] = 0; + } else { + hcolor[1] = ( health - 30 ) / 30.0; + } +} + +/* +================= +CG_ColorForHealth +================= +*/ +void CG_ColorForHealth( vec4_t hcolor ) { + + CG_GetColorForHealth( cg.snap->ps.stats[STAT_HEALTH], + cg.snap->ps.stats[STAT_ARMOR], hcolor ); +} + + + + +/* +================= +UI_DrawProportionalString2 +================= +*/ +static int propMap[128][3] = { +{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, +{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, + +{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, +{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, + +{0, 0, PROP_SPACE_WIDTH}, // SPACE +{11, 122, 7}, // ! +{154, 181, 14}, // " +{55, 122, 17}, // # +{79, 122, 18}, // $ +{101, 122, 23}, // % +{153, 122, 18}, // & +{9, 93, 7}, // ' +{207, 122, 8}, // ( +{230, 122, 9}, // ) +{177, 122, 18}, // * +{30, 152, 18}, // + +{85, 181, 7}, // , +{34, 93, 11}, // - +{110, 181, 6}, // . +{130, 152, 14}, // / + +{22, 64, 17}, // 0 +{41, 64, 12}, // 1 +{58, 64, 17}, // 2 +{78, 64, 18}, // 3 +{98, 64, 19}, // 4 +{120, 64, 18}, // 5 +{141, 64, 18}, // 6 +{204, 64, 16}, // 7 +{162, 64, 17}, // 8 +{182, 64, 18}, // 9 +{59, 181, 7}, // : +{35,181, 7}, // ; +{203, 152, 14}, // < +{56, 93, 14}, // = +{228, 152, 14}, // > +{177, 181, 18}, // ? + +{28, 122, 22}, // @ +{5, 4, 18}, // A +{27, 4, 18}, // B +{48, 4, 18}, // C +{69, 4, 17}, // D +{90, 4, 13}, // E +{106, 4, 13}, // F +{121, 4, 18}, // G +{143, 4, 17}, // H +{164, 4, 8}, // I +{175, 4, 16}, // J +{195, 4, 18}, // K +{216, 4, 12}, // L +{230, 4, 23}, // M +{6, 34, 18}, // N +{27, 34, 18}, // O + +{48, 34, 18}, // P +{68, 34, 18}, // Q +{90, 34, 17}, // R +{110, 34, 18}, // S +{130, 34, 14}, // T +{146, 34, 18}, // U +{166, 34, 19}, // V +{185, 34, 29}, // W +{215, 34, 18}, // X +{234, 34, 18}, // Y +{5, 64, 14}, // Z +{60, 152, 7}, // [ +{106, 151, 13}, // '\' +{83, 152, 7}, // ] +{128, 122, 17}, // ^ +{4, 152, 21}, // _ + +{134, 181, 5}, // ' +{5, 4, 18}, // A +{27, 4, 18}, // B +{48, 4, 18}, // C +{69, 4, 17}, // D +{90, 4, 13}, // E +{106, 4, 13}, // F +{121, 4, 18}, // G +{143, 4, 17}, // H +{164, 4, 8}, // I +{175, 4, 16}, // J +{195, 4, 18}, // K +{216, 4, 12}, // L +{230, 4, 23}, // M +{6, 34, 18}, // N +{27, 34, 18}, // O + +{48, 34, 18}, // P +{68, 34, 18}, // Q +{90, 34, 17}, // R +{110, 34, 18}, // S +{130, 34, 14}, // T +{146, 34, 18}, // U +{166, 34, 19}, // V +{185, 34, 29}, // W +{215, 34, 18}, // X +{234, 34, 18}, // Y +{5, 64, 14}, // Z +{153, 152, 13}, // { +{11, 181, 5}, // | +{180, 152, 13}, // } +{79, 93, 17}, // ~ +{0, 0, -1} // DEL +}; + +static int propMapB[26][3] = { +{11, 12, 33}, +{49, 12, 31}, +{85, 12, 31}, +{120, 12, 30}, +{156, 12, 21}, +{183, 12, 21}, +{207, 12, 32}, + +{13, 55, 30}, +{49, 55, 13}, +{66, 55, 29}, +{101, 55, 31}, +{135, 55, 21}, +{158, 55, 40}, +{204, 55, 32}, + +{12, 97, 31}, +{48, 97, 31}, +{82, 97, 30}, +{118, 97, 30}, +{153, 97, 30}, +{185, 97, 25}, +{213, 97, 30}, + +{11, 139, 32}, +{42, 139, 51}, +{93, 139, 32}, +{126, 139, 31}, +{158, 139, 25}, +}; + +#define PROPB_GAP_WIDTH 4 +#define PROPB_SPACE_WIDTH 12 +#define PROPB_HEIGHT 36 + +/* +================= +UI_DrawBannerString +================= +*/ +static void UI_DrawBannerString2( int x, int y, const char* str, vec4_t color ) +{ + const char* s; + char ch; + float ax; + float ay; + float aw; + float ah; + float frow; + float fcol; + float fwidth; + float fheight; + + // draw the colored text + trap_R_SetColor( color ); + + ax = x * cgs.screenXScale + cgs.screenXBias; + ay = y * cgs.screenXScale; + + s = str; + while ( *s ) + { + ch = *s & 127; + if ( ch == ' ' ) { + ax += ((float)PROPB_SPACE_WIDTH + (float)PROPB_GAP_WIDTH)* cgs.screenXScale; + } + else if ( ch >= 'A' && ch <= 'Z' ) { + ch -= 'A'; + fcol = (float)propMapB[ch][0] / 256.0f; + frow = (float)propMapB[ch][1] / 256.0f; + fwidth = (float)propMapB[ch][2] / 256.0f; + fheight = (float)PROPB_HEIGHT / 256.0f; + aw = (float)propMapB[ch][2] * cgs.screenXScale; + ah = (float)PROPB_HEIGHT * cgs.screenXScale; + trap_R_DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol+fwidth, frow+fheight, cgs.media.charsetPropB ); + ax += (aw + (float)PROPB_GAP_WIDTH * cgs.screenXScale); + } + s++; + } + + trap_R_SetColor( NULL ); +} + +void UI_DrawBannerString( int x, int y, const char* str, int style, vec4_t color ) { + const char * s; + int ch; + int width; + vec4_t drawcolor; + + // find the width of the drawn text + s = str; + width = 0; + while ( *s ) { + ch = *s; + if ( ch == ' ' ) { + width += PROPB_SPACE_WIDTH; + } + else if ( ch >= 'A' && ch <= 'Z' ) { + width += propMapB[ch - 'A'][2] + PROPB_GAP_WIDTH; + } + s++; + } + width -= PROPB_GAP_WIDTH; + + switch( style & UI_FORMATMASK ) { + case UI_CENTER: + x -= width / 2; + break; + + case UI_RIGHT: + x -= width; + break; + + case UI_LEFT: + default: + break; + } + + if ( style & UI_DROPSHADOW ) { + drawcolor[0] = drawcolor[1] = drawcolor[2] = 0; + drawcolor[3] = color[3]; + UI_DrawBannerString2( x+2, y+2, str, drawcolor ); + } + + UI_DrawBannerString2( x, y, str, color ); +} + + +int UI_ProportionalStringWidth( const char* str ) { + const char * s; + int ch; + int charWidth; + int width; + + s = str; + width = 0; + while ( *s ) { + ch = *s & 127; + charWidth = propMap[ch][2]; + if ( charWidth != -1 ) { + width += charWidth; + width += PROP_GAP_WIDTH; + } + s++; + } + + width -= PROP_GAP_WIDTH; + return width; +} + +static void UI_DrawProportionalString2( int x, int y, const char* str, vec4_t color, float sizeScale, qhandle_t charset ) +{ + const char* s; + char ch; + float ax; + float ay; + float aw; + float ah; + float frow; + float fcol; + float fwidth; + float fheight; + + // draw the colored text + trap_R_SetColor( color ); + + ax = x * cgs.screenXScale + cgs.screenXBias; + ay = y * cgs.screenXScale; + + s = str; + while ( *s ) + { + ch = *s & 127; + if ( ch == ' ' ) { + aw = (float)PROP_SPACE_WIDTH * cgs.screenXScale * sizeScale; + } else if ( propMap[ch][2] != -1 ) { + fcol = (float)propMap[ch][0] / 256.0f; + frow = (float)propMap[ch][1] / 256.0f; + fwidth = (float)propMap[ch][2] / 256.0f; + fheight = (float)PROP_HEIGHT / 256.0f; + aw = (float)propMap[ch][2] * cgs.screenXScale * sizeScale; + ah = (float)PROP_HEIGHT * cgs.screenXScale * sizeScale; + trap_R_DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol+fwidth, frow+fheight, charset ); + } else { + aw = 0; + } + + ax += (aw + (float)PROP_GAP_WIDTH * cgs.screenXScale * sizeScale); + s++; + } + + trap_R_SetColor( NULL ); +} + +/* +================= +UI_ProportionalSizeScale +================= +*/ +float UI_ProportionalSizeScale( int style ) { + if( style & UI_SMALLFONT ) { + return 0.75; + } + + return 1.00; +} + + +/* +================= +UI_DrawProportionalString +================= +*/ +void UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color ) { + vec4_t drawcolor; + int width; + float sizeScale; + + sizeScale = UI_ProportionalSizeScale( style ); + + switch( style & UI_FORMATMASK ) { + case UI_CENTER: + width = UI_ProportionalStringWidth( str ) * sizeScale; + x -= width / 2; + break; + + case UI_RIGHT: + width = UI_ProportionalStringWidth( str ) * sizeScale; + x -= width; + break; + + case UI_LEFT: + default: + break; + } + + if ( style & UI_DROPSHADOW ) { + drawcolor[0] = drawcolor[1] = drawcolor[2] = 0; + drawcolor[3] = color[3]; + UI_DrawProportionalString2( x+2, y+2, str, drawcolor, sizeScale, cgs.media.charsetProp ); + } + + if ( style & UI_INVERSE ) { + drawcolor[0] = color[0] * 0.8; + drawcolor[1] = color[1] * 0.8; + drawcolor[2] = color[2] * 0.8; + drawcolor[3] = color[3]; + UI_DrawProportionalString2( x, y, str, drawcolor, sizeScale, cgs.media.charsetProp ); + return; + } + + if ( style & UI_PULSE ) { + drawcolor[0] = color[0] * 0.8; + drawcolor[1] = color[1] * 0.8; + drawcolor[2] = color[2] * 0.8; + drawcolor[3] = color[3]; + UI_DrawProportionalString2( x, y, str, color, sizeScale, cgs.media.charsetProp ); + + drawcolor[0] = color[0]; + drawcolor[1] = color[1]; + drawcolor[2] = color[2]; + drawcolor[3] = 0.5 + 0.5 * sin( cg.time / PULSE_DIVISOR ); + UI_DrawProportionalString2( x, y, str, drawcolor, sizeScale, cgs.media.charsetPropGlow ); + return; + } + + UI_DrawProportionalString2( x, y, str, color, sizeScale, cgs.media.charsetProp ); +} + diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c new file mode 100644 index 00000000..fc0783f7 --- /dev/null +++ b/src/cgame/cg_ents.c @@ -0,0 +1,1016 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// cg_ents.c -- present snapshot entities, happens every single frame + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program 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, or (at your option) + * any later version. + * + * This program 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 this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "cg_local.h" + + +/* +====================== +CG_PositionEntityOnTag + +Modifies the entities position and axis by the given +tag location +====================== +*/ +void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent, + qhandle_t parentModel, char *tagName ) { + int i; + orientation_t lerped; + + // lerp the tag + trap_R_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame, + 1.0 - parent->backlerp, tagName ); + + // FIXME: allow origin offsets along tag? + VectorCopy( parent->origin, entity->origin ); + for ( i = 0 ; i < 3 ; i++ ) { + VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin ); + } + + // had to cast away the const to avoid compiler problems... + MatrixMultiply( lerped.axis, ((refEntity_t *)parent)->axis, entity->axis ); + entity->backlerp = parent->backlerp; +} + + +/* +====================== +CG_PositionRotatedEntityOnTag + +Modifies the entities position and axis by the given +tag location +====================== +*/ +void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent, + qhandle_t parentModel, char *tagName ) { + int i; + orientation_t lerped; + vec3_t tempAxis[3]; + +//AxisClear( entity->axis ); + // lerp the tag + trap_R_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame, + 1.0 - parent->backlerp, tagName ); + + // FIXME: allow origin offsets along tag? + VectorCopy( parent->origin, entity->origin ); + for ( i = 0 ; i < 3 ; i++ ) { + VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin ); + } + + // had to cast away the const to avoid compiler problems... + MatrixMultiply( entity->axis, lerped.axis, tempAxis ); + MatrixMultiply( tempAxis, ((refEntity_t *)parent)->axis, entity->axis ); +} + + + +/* +========================================================================== + +FUNCTIONS CALLED EACH FRAME + +========================================================================== +*/ + +/* +====================== +CG_SetEntitySoundPosition + +Also called by event processing code +====================== +*/ +void CG_SetEntitySoundPosition( centity_t *cent ) { + if ( cent->currentState.solid == SOLID_BMODEL ) { + vec3_t origin; + float *v; + + v = cgs.inlineModelMidpoints[ cent->currentState.modelindex ]; + VectorAdd( cent->lerpOrigin, v, origin ); + trap_S_UpdateEntityPosition( cent->currentState.number, origin ); + } else { + trap_S_UpdateEntityPosition( cent->currentState.number, cent->lerpOrigin ); + } +} + +/* +================== +CG_EntityEffects + +Add continuous entity effects, like local entity emission and lighting +================== +*/ +static void CG_EntityEffects( centity_t *cent ) { + + // update sound origins + CG_SetEntitySoundPosition( cent ); + + // add loop sound + if ( cent->currentState.loopSound ) { + if (cent->currentState.eType != ET_SPEAKER) { + trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, + cgs.gameSounds[ cent->currentState.loopSound ] ); + } else { + trap_S_AddRealLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, + cgs.gameSounds[ cent->currentState.loopSound ] ); + } + } + + + // constant light glow + if ( cent->currentState.constantLight && cent->currentState.eType != ET_TORCH ) + { + int cl; + int i, r, g, b; + + cl = cent->currentState.constantLight; + r = cl & 255; + g = ( cl >> 8 ) & 255; + b = ( cl >> 16 ) & 255; + i = ( ( cl >> 24 ) & 255 ) * 4; + trap_R_AddLightToScene( cent->lerpOrigin, i, r, g, b ); + } + +} + + +/* +================== +CG_General +================== +*/ +static void CG_General( centity_t *cent ) { + refEntity_t ent; + entityState_t *s1; + + s1 = ¢->currentState; + + // if set to invisible, skip + if (!s1->modelindex) { + return; + } + + memset (&ent, 0, sizeof(ent)); + + // set frame + + ent.frame = s1->frame; + ent.oldframe = ent.frame; + ent.backlerp = 0; + + VectorCopy( cent->lerpOrigin, ent.origin); + VectorCopy( cent->lerpOrigin, ent.oldorigin); + + ent.hModel = cgs.gameModels[s1->modelindex]; + + // player model + if (s1->number == cg.snap->ps.clientNum) { + ent.renderfx |= RF_THIRD_PERSON; // only draw from mirrors + } + + // convert angles to axis + AnglesToAxis( cent->lerpAngles, ent.axis ); + + // add to refresh list + trap_R_AddRefEntityToScene (&ent); +} + +/* +================== +CG_Speaker + +Speaker entities can automatically play sounds +================== +*/ +static void CG_Speaker( centity_t *cent ) { + if ( ! cent->currentState.clientNum ) { // FIXME: use something other than clientNum... + return; // not auto triggering + } + + if ( cg.time < cent->miscTime ) { + return; + } + + trap_S_StartSound (NULL, cent->currentState.number, CHAN_ITEM, cgs.gameSounds[cent->currentState.eventParm] ); + + // ent->s.frame = ent->wait * 10; + // ent->s.clientNum = ent->random * 10; + cent->miscTime = cg.time + cent->currentState.frame * 100 + cent->currentState.clientNum * 100 * crandom(); +} + +/* +================== +CG_Item +================== +*/ +static void CG_Item( centity_t *cent ) { + refEntity_t ent; + entityState_t *es; + gitem_t *item; + int msec; + float frac; + float scale; + weaponInfo_t *wi; + + + es = ¢->currentState; + if ( es->modelindex >= bg_numItems ) { + CG_Error( "Bad item index %i on entity", es->modelindex ); + } + + // if set to invisible, skip + if ( !es->modelindex || ( es->eFlags & EF_NODRAW ) ) { + return; + } + + item = &bg_itemlist[ es->modelindex ]; + if ( cg_simpleItems.integer && item->giType != IT_TEAM ) { + memset( &ent, 0, sizeof( ent ) ); + ent.reType = RT_SPRITE; + VectorCopy( cent->lerpOrigin, ent.origin ); + ent.radius = 14; + ent.customShader = cg_items[es->modelindex].icon; + ent.shaderRGBA[0] = 255; + ent.shaderRGBA[1] = 255; + ent.shaderRGBA[2] = 255; + ent.shaderRGBA[3] = 255; + trap_R_AddRefEntityToScene(&ent); + return; + } + + // items bob up and down continuously + scale = 0.005 + cent->currentState.number * 0.00001; + cent->lerpOrigin[2] += 4 + cos( ( cg.time + 1000 ) * scale ) * 4; + + memset (&ent, 0, sizeof(ent)); + + // autorotate at one of two speeds + if ( item->giType == IT_HEALTH ) { + VectorCopy( cg.autoAnglesFast, cent->lerpAngles ); + AxisCopy( cg.autoAxisFast, ent.axis ); + } else { + VectorCopy( cg.autoAngles, cent->lerpAngles ); + AxisCopy( cg.autoAxis, ent.axis ); + } + + // the weapons have their origin where they attatch to player + // models, so we need to offset them or they will rotate + // eccentricly + wi = NULL; + if ( item->giType == IT_WEAPON ) { + + wi = &cg_weapons[item->giTag]; + cent->lerpOrigin[0] -= + wi->weaponMidpoint[0] * ent.axis[0][0] + + wi->weaponMidpoint[1] * ent.axis[1][0] + + wi->weaponMidpoint[2] * ent.axis[2][0]; + cent->lerpOrigin[1] -= + wi->weaponMidpoint[0] * ent.axis[0][1] + + wi->weaponMidpoint[1] * ent.axis[1][1] + + wi->weaponMidpoint[2] * ent.axis[2][1]; + cent->lerpOrigin[2] -= + wi->weaponMidpoint[0] * ent.axis[0][2] + + wi->weaponMidpoint[1] * ent.axis[1][2] + + wi->weaponMidpoint[2] * ent.axis[2][2]; + + cent->lerpOrigin[2] += 8; // an extra height boost + } + + ent.hModel = cg_items[es->modelindex].models[0]; + + VectorCopy( cent->lerpOrigin, ent.origin); + VectorCopy( cent->lerpOrigin, ent.oldorigin); + + ent.nonNormalizedAxes = qfalse; + + // if just respawned, slowly scale up + msec = cg.time - cent->miscTime; + if ( msec >= 0 && msec < ITEM_SCALEUP_TIME ) { + frac = (float)msec / ITEM_SCALEUP_TIME; + VectorScale( ent.axis[0], frac, ent.axis[0] ); + VectorScale( ent.axis[1], frac, ent.axis[1] ); + VectorScale( ent.axis[2], frac, ent.axis[2] ); + ent.nonNormalizedAxes = qtrue; + } else { + frac = 1.0; + } + + // items without glow textures need to keep a minimum light value + // so they are always visible + if ( ( item->giType == IT_WEAPON ) || + ( item->giType == IT_ARMOR ) ) { + ent.renderfx |= RF_MINLIGHT; + } + + // increase the size of the weapons when they are presented as items + if ( item->giType == IT_WEAPON ) { + VectorScale( ent.axis[0], 1.5, ent.axis[0] ); + VectorScale( ent.axis[1], 1.5, ent.axis[1] ); + VectorScale( ent.axis[2], 1.5, ent.axis[2] ); + ent.nonNormalizedAxes = qtrue; + } + + // add to refresh list + trap_R_AddRefEntityToScene(&ent); + + // accompanying rings / spheres for powerups + if ( !cg_simpleItems.integer ) + { + vec3_t spinAngles; + + VectorClear( spinAngles ); + + if ( item->giType == IT_HEALTH || item->giType == IT_POWERUP ) + { + if ( ( ent.hModel = cg_items[es->modelindex].models[1] ) != 0 ) + { + if ( item->giType == IT_POWERUP ) + { + ent.origin[2] += 12; + spinAngles[1] = ( cg.time & 1023 ) * 360 / -1024.0f; + } + AnglesToAxis( spinAngles, ent.axis ); + + // scale up if respawning + if ( frac != 1.0 ) { + VectorScale( ent.axis[0], frac, ent.axis[0] ); + VectorScale( ent.axis[1], frac, ent.axis[1] ); + VectorScale( ent.axis[2], frac, ent.axis[2] ); + ent.nonNormalizedAxes = qtrue; + } + trap_R_AddRefEntityToScene( &ent ); + } + } + } +} + + +/* +================== +CG_Buildable +================== +*/ +static void CG_Buildable( centity_t *cent ) { + refEntity_t ent; + refEntity_t ent2; + entityState_t *es; + gitem_t *item; + int msec; + float frac; + float scale; + + es = ¢->currentState; + if ( es->modelindex >= bg_numItems ) { + CG_Error( "Bad item index %i on entity", es->modelindex ); + } + + // if set to invisible, skip + if ( !es->modelindex || ( es->eFlags & EF_NODRAW ) ) { + return; + } + + item = &bg_itemlist[ es->modelindex ]; + + memset (&ent, 0, sizeof(ent)); + + VectorCopy( es->angles, cent->lerpAngles ); + AnglesToAxis( cent->lerpAngles, ent.axis ); + + ent.hModel = cg_items[es->modelindex].models[0]; + + VectorCopy( cent->lerpOrigin, ent.origin); + VectorCopy( cent->lerpOrigin, ent.oldorigin); + + ent.nonNormalizedAxes = qfalse; + + // if just respawned, slowly scale up + msec = cg.time - cent->miscTime; + if ( msec >= 0 && msec < ITEM_SCALEUP_TIME ) { + frac = (float)msec / ITEM_SCALEUP_TIME; + VectorScale( ent.axis[0], frac, ent.axis[0] ); + VectorScale( ent.axis[1], frac, ent.axis[1] ); + VectorScale( ent.axis[2], frac, ent.axis[2] ); + ent.nonNormalizedAxes = qtrue; + } else { + frac = 1.0; + } + + + //TA: might be useful later: + // items without glow textures need to keep a minimum light value + // so they are always visible + /*if ( ( item->giType == IT_WEAPON ) || + ( item->giType == IT_ARMOR ) ) { + ent.renderfx |= RF_MINLIGHT; + }*/ + + //turret barrel bit + if( cg_items[ es->modelindex ].models[ 1 ] != 0 ) + { + vec3_t turretOrigin; + + memset( &ent2, 0, sizeof( ent2 ) ); + + AnglesToAxis( es->angles2, ent2.axis ); + + ent2.hModel = cg_items[ es->modelindex ].models[ 1 ]; + + VectorCopy( cent->lerpOrigin, turretOrigin ); + turretOrigin[ 2 ] += 5; + + VectorCopy( turretOrigin, ent2.origin ); + VectorCopy( turretOrigin, ent2.oldorigin ); + + ent2.nonNormalizedAxes = qfalse; + + trap_R_AddRefEntityToScene( &ent2 ); + } + + // add to refresh list + trap_R_AddRefEntityToScene(&ent); +} + + +//============================================================================ + +/* +=============== +CG_Missile +=============== +*/ +static void CG_Missile( centity_t *cent ) { + refEntity_t ent; + entityState_t *s1; + const weaponInfo_t *weapon; + + s1 = ¢->currentState; + if ( s1->weapon > WP_NUM_WEAPONS ) { + s1->weapon = 0; + } + weapon = &cg_weapons[s1->weapon]; + + // calculate the axis + VectorCopy( s1->angles, cent->lerpAngles); + + // add trails + if ( weapon->missileTrailFunc ) + { + weapon->missileTrailFunc( cent, weapon ); + } + + // add dynamic light + if ( weapon->missileDlight ) { + trap_R_AddLightToScene(cent->lerpOrigin, weapon->missileDlight, + weapon->missileDlightColor[0], weapon->missileDlightColor[1], weapon->missileDlightColor[2] ); + } + + // add missile sound + if ( weapon->missileSound ) { + vec3_t velocity; + + BG_EvaluateTrajectoryDelta( ¢->currentState.pos, cg.time, velocity ); + + trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, velocity, weapon->missileSound ); + } + + // create the render entity + memset (&ent, 0, sizeof(ent)); + VectorCopy( cent->lerpOrigin, ent.origin); + VectorCopy( cent->lerpOrigin, ent.oldorigin); + + if( cent->currentState.weapon == WP_PLASMAGUN ) + { + ent.reType = RT_SPRITE; + ent.radius = 16; + ent.rotation = 0; + ent.customShader = cgs.media.plasmaBallShader; + trap_R_AddRefEntityToScene( &ent ); + return; + } + + if( cent->currentState.weapon == WP_FLAMER ) + { + ent.reType = RT_SPRITE; + ent.radius = ( ( cg.time - s1->pos.trTime ) * ( cg.time - s1->pos.trTime ) ) / 6000; + ent.rotation = 0; + ent.customShader = cgs.media.flameShader; + trap_R_AddRefEntityToScene( &ent ); + return; + } + + // flicker between two skins + ent.skinNum = cg.clientFrame & 1; + ent.hModel = weapon->missileModel; + ent.renderfx = weapon->missileRenderfx | RF_NOSHADOW; + + // convert direction of travel into axis + if ( VectorNormalize2( s1->pos.trDelta, ent.axis[0] ) == 0 ) { + ent.axis[0][2] = 1; + } + + // spin as it moves + if ( s1->pos.trType != TR_STATIONARY ) { + RotateAroundDirection( ent.axis, cg.time / 4 ); + } else { + RotateAroundDirection( ent.axis, s1->time ); + } + + // add to refresh list, possibly with quad glow + CG_AddRefEntityWithPowerups( &ent, s1->powerups, TEAM_FREE ); +} + +/* +=============== +CG_Grapple + +This is called when the grapple is sitting up against the wall +=============== +*/ +static void CG_Grapple( centity_t *cent ) { + refEntity_t ent; + entityState_t *s1; + const weaponInfo_t *weapon; + + s1 = ¢->currentState; + if ( s1->weapon > WP_NUM_WEAPONS ) { + s1->weapon = 0; + } + weapon = &cg_weapons[s1->weapon]; + + // calculate the axis + VectorCopy( s1->angles, cent->lerpAngles); + +#if 0 // FIXME add grapple pull sound here..? + // add missile sound + if ( weapon->missileSound ) { + trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->missileSound ); + } +#endif + + // Will draw cable if needed + CG_GrappleTrail ( cent, weapon ); + + // create the render entity + memset (&ent, 0, sizeof(ent)); + VectorCopy( cent->lerpOrigin, ent.origin); + VectorCopy( cent->lerpOrigin, ent.oldorigin); + + // flicker between two skins + ent.skinNum = cg.clientFrame & 1; + ent.hModel = weapon->missileModel; + ent.renderfx = weapon->missileRenderfx | RF_NOSHADOW; + + // convert direction of travel into axis + if ( VectorNormalize2( s1->pos.trDelta, ent.axis[0] ) == 0 ) { + ent.axis[0][2] = 1; + } + + trap_R_AddRefEntityToScene( &ent ); +} + +/* +=============== +CG_Mover +=============== +*/ +static void CG_Mover( centity_t *cent ) { + refEntity_t ent; + entityState_t *s1; + + s1 = ¢->currentState; + + // create the render entity + memset (&ent, 0, sizeof(ent)); + VectorCopy( cent->lerpOrigin, ent.origin); + VectorCopy( cent->lerpOrigin, ent.oldorigin); + AnglesToAxis( cent->lerpAngles, ent.axis ); + + ent.renderfx = RF_NOSHADOW; + + // flicker between two skins (FIXME?) + ent.skinNum = ( cg.time >> 6 ) & 1; + + // get the model, either as a bmodel or a modelindex + if ( s1->solid == SOLID_BMODEL ) { + ent.hModel = cgs.inlineDrawModel[s1->modelindex]; + } else { + ent.hModel = cgs.gameModels[s1->modelindex]; + } + + // add to refresh list + trap_R_AddRefEntityToScene(&ent); + + // add the secondary model + if ( s1->modelindex2 ) { + ent.skinNum = 0; + ent.hModel = cgs.gameModels[s1->modelindex2]; + trap_R_AddRefEntityToScene(&ent); + } + +} + +/* +=============== +CG_Beam + +Also called as an event +=============== +*/ +void CG_Beam( centity_t *cent ) { + refEntity_t ent; + entityState_t *s1; + + s1 = ¢->currentState; + + // create the render entity + memset (&ent, 0, sizeof(ent)); + VectorCopy( s1->pos.trBase, ent.origin ); + VectorCopy( s1->origin2, ent.oldorigin ); + AxisClear( ent.axis ); + ent.reType = RT_BEAM; + + ent.renderfx = RF_NOSHADOW; + + // add to refresh list + trap_R_AddRefEntityToScene(&ent); +} + + +/* +=============== +CG_Portal +=============== +*/ +static void CG_Portal( centity_t *cent ) { + refEntity_t ent; + entityState_t *s1; + + s1 = ¢->currentState; + + // create the render entity + memset (&ent, 0, sizeof(ent)); + VectorCopy( cent->lerpOrigin, ent.origin ); + VectorCopy( s1->origin2, ent.oldorigin ); + ByteToDir( s1->eventParm, ent.axis[0] ); + PerpendicularVector( ent.axis[1], ent.axis[0] ); + + // negating this tends to get the directions like they want + // we really should have a camera roll value + VectorSubtract( vec3_origin, ent.axis[1], ent.axis[1] ); + + CrossProduct( ent.axis[0], ent.axis[1], ent.axis[2] ); + ent.reType = RT_PORTALSURFACE; + ent.oldframe = s1->powerups; + ent.frame = s1->frame; // rotation speed + ent.skinNum = s1->clientNum/256.0 * 360; // roll offset + + // add to refresh list + trap_R_AddRefEntityToScene(&ent); +} + +//============================================================================ + +/* +=============== +CG_TorchLight +=============== +*/ +static void CG_TorchLight( centity_t *cent ) +{ + float r, g, b; + int i, j, k; + byte lum; + + r = ( (float)( cent->currentState.constantLight & 0xFF ) ) / 255.0; + g = ( (float)( ( cent->currentState.constantLight >> 8 ) & 0xFF ) ) / 255.0; + b = ( (float)( ( cent->currentState.constantLight >> 16 ) & 0xFF ) ) / 255.0; + i = ( cent->currentState.constantLight >> 24 ) & 0xFF; + + lum = CG_AmbientLight( cent->lerpOrigin ); + + if( lum > 32 ) + { + k = 1; + } + else if( lum <= 32 ) + { + k = 2; + r *= 1.0f - ( (float)lum / 64.0f ); + g *= 1.0f - ( (float)lum / 64.0f ); + b *= 1.0f - ( (float)lum / 64.0f ); + } + + for( j = 0; j <= k; j++ ) + trap_R_AddLightToScene(cent->lerpOrigin, i*2, r, g, b ); +} + +/* +========================= +CG_AdjustPositionForMover + +Also called by client movement prediction code +========================= +*/ +void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out ) { + centity_t *cent; + vec3_t oldOrigin, origin, deltaOrigin; + vec3_t oldAngles, angles, deltaAngles; + + if ( moverNum <= 0 || moverNum >= ENTITYNUM_MAX_NORMAL ) { + VectorCopy( in, out ); + return; + } + + cent = &cg_entities[ moverNum ]; + if ( cent->currentState.eType != ET_MOVER ) { + VectorCopy( in, out ); + return; + } + + BG_EvaluateTrajectory( ¢->currentState.pos, fromTime, oldOrigin ); + BG_EvaluateTrajectory( ¢->currentState.apos, fromTime, oldAngles ); + + BG_EvaluateTrajectory( ¢->currentState.pos, toTime, origin ); + BG_EvaluateTrajectory( ¢->currentState.apos, toTime, angles ); + + VectorSubtract( origin, oldOrigin, deltaOrigin ); + VectorSubtract( angles, oldAngles, deltaAngles ); + + VectorAdd( in, deltaOrigin, out ); + + // FIXME: origin change when on a rotating object +} + + +/* +============================= +CG_InterpolateEntityPosition +============================= +*/ +static void CG_InterpolateEntityPosition( centity_t *cent ) { + vec3_t current, next; + float f; + + // it would be an internal error to find an entity that interpolates without + // a snapshot ahead of the current one + if ( cg.nextSnap == NULL ) { + CG_Error( "CG_InterpoateEntityPosition: cg.nextSnap == NULL" ); + } + + f = cg.frameInterpolation; + + // this will linearize a sine or parabolic curve, but it is important + // to not extrapolate player positions if more recent data is available + BG_EvaluateTrajectory( ¢->currentState.pos, cg.snap->serverTime, current ); + BG_EvaluateTrajectory( ¢->nextState.pos, cg.nextSnap->serverTime, next ); + + cent->lerpOrigin[0] = current[0] + f * ( next[0] - current[0] ); + cent->lerpOrigin[1] = current[1] + f * ( next[1] - current[1] ); + cent->lerpOrigin[2] = current[2] + f * ( next[2] - current[2] ); + + BG_EvaluateTrajectory( ¢->currentState.apos, cg.snap->serverTime, current ); + BG_EvaluateTrajectory( ¢->nextState.apos, cg.nextSnap->serverTime, next ); + + cent->lerpAngles[0] = LerpAngle( current[0], next[0], f ); + cent->lerpAngles[1] = LerpAngle( current[1], next[1], f ); + cent->lerpAngles[2] = LerpAngle( current[2], next[2], f ); + +} + +/* +=============== +CG_CalcEntityLerpPositions + +=============== +*/ +static void CG_CalcEntityLerpPositions( centity_t *cent ) { + // if this player does not want to see extrapolated players + if ( !cg_smoothClients.integer ) { + // make sure the clients use TR_INTERPOLATE + if ( cent->currentState.number < MAX_CLIENTS ) { + cent->currentState.pos.trType = TR_INTERPOLATE; + cent->nextState.pos.trType = TR_INTERPOLATE; + } + } + + if ( cent->interpolate && cent->currentState.pos.trType == TR_INTERPOLATE ) { + CG_InterpolateEntityPosition( cent ); + return; + } + + // first see if we can interpolate between two snaps for + // linear extrapolated clients + if ( cent->interpolate && cent->currentState.pos.trType == TR_LINEAR_STOP && + cent->currentState.number < MAX_CLIENTS) { + CG_InterpolateEntityPosition( cent ); + return; + } + + // just use the current frame and evaluate as best we can + BG_EvaluateTrajectory( ¢->currentState.pos, cg.time, cent->lerpOrigin ); + BG_EvaluateTrajectory( ¢->currentState.apos, cg.time, cent->lerpAngles ); + + // adjust for riding a mover if it wasn't rolled into the predicted + // player state + if ( cent != &cg.predictedPlayerEntity ) { + CG_AdjustPositionForMover( cent->lerpOrigin, cent->currentState.groundEntityNum, + cg.snap->serverTime, cg.time, cent->lerpOrigin ); + } +} + + + +/* +=============== +CG_AddCEntity + +=============== +*/ +static void CG_AddCEntity( centity_t *cent ) { + // event-only entities will have been dealt with already + if ( cent->currentState.eType >= ET_EVENTS ) { + return; + } + + // calculate the current origin + CG_CalcEntityLerpPositions( cent ); + + // add automatic effects + CG_EntityEffects( cent ); + + switch ( cent->currentState.eType ) { + default: + CG_Error( "Bad entity type: %i\n", cent->currentState.eType ); + break; + case ET_INVISIBLE: + case ET_PUSH_TRIGGER: + case ET_TELEPORT_TRIGGER: + break; + case ET_GENERAL: + CG_General( cent ); + break; + case ET_CORPSE: + CG_Corpse( cent ); + break; + case ET_PLAYER: + CG_Player( cent ); + break; + case ET_ITEM: + CG_Item( cent ); + break; + case ET_BUILDABLE: + CG_Buildable( cent ); + break; + case ET_CREEP: + CG_Creep( cent ); + break; + case ET_MISSILE: + CG_Missile( cent ); + break; + case ET_TORCH: + CG_TorchLight( cent ); + break; + case ET_MOVER: + CG_Mover( cent ); + break; + case ET_BEAM: + CG_Beam( cent ); + break; + case ET_PORTAL: + CG_Portal( cent ); + break; + case ET_SPEAKER: + CG_Speaker( cent ); + break; + case ET_GRAPPLE: + CG_Grapple( cent ); + break; + } +} + +/* +=============== +CG_AddPacketEntities + +=============== +*/ +void CG_AddPacketEntities( void ) { + int num; + centity_t *cent; + playerState_t *ps; + + // set cg.frameInterpolation + if ( cg.nextSnap ) { + int delta; + + delta = (cg.nextSnap->serverTime - cg.snap->serverTime); + if ( delta == 0 ) { + cg.frameInterpolation = 0; + } else { + cg.frameInterpolation = (float)( cg.time - cg.snap->serverTime ) / delta; + } + } else { + cg.frameInterpolation = 0; // actually, it should never be used, because + // no entities should be marked as interpolating + } + + // the auto-rotating items will all have the same axis + cg.autoAngles[0] = 0; + cg.autoAngles[1] = ( cg.time & 2047 ) * 360 / 2048.0; + cg.autoAngles[2] = 0; + + cg.autoAnglesFast[0] = 0; + cg.autoAnglesFast[1] = ( cg.time & 1023 ) * 360 / 1024.0f; + cg.autoAnglesFast[2] = 0; + + AnglesToAxis( cg.autoAngles, cg.autoAxis ); + AnglesToAxis( cg.autoAnglesFast, cg.autoAxisFast ); + + // generate and add the entity from the playerstate + ps = &cg.predictedPlayerState; + BG_PlayerStateToEntityState( ps, &cg.predictedPlayerEntity.currentState, qfalse ); + CG_AddCEntity( &cg.predictedPlayerEntity ); + + // lerp the non-predicted value for lightning gun origins + CG_CalcEntityLerpPositions( &cg_entities[ cg.snap->ps.clientNum ] ); + + //TA: "empty" item position arrays + cgIP.numDroidItems = 0; + cgIP.numHumanItems = 0; + cgIP.numDroidClients = 0; + cgIP.numHumanClients = 0; + + for ( num = 0 ; num < cg.snap->numEntities ; num++ ) + { + cent = &cg_entities[ cg.snap->entities[ num ].number ]; + + if( cent->currentState.eType == ET_BUILDABLE ) + { + //TA: add to list of item positions (for creep) + if( cent->currentState.modelindex2 == BIT_DROIDS ) + { + VectorCopy( cent->lerpOrigin, cgIP.droidItemPositions[ cgIP.numDroidItems ] ); + cgIP.droidItemTimes[ cgIP.numDroidItems ] = cent->miscTime; + cgIP.numDroidItems++; + } + else if( cent->currentState.modelindex2 == BIT_HUMANS ) + { + VectorCopy( cent->lerpOrigin, cgIP.humanItemPositions[ cgIP.numHumanItems ] ); + cgIP.numHumanItems++; + } + } + + if( cent->currentState.eType == ET_PLAYER ) + { + int team = cent->currentState.powerups & 0x00FF; + int class = ( cent->currentState.powerups & 0xFF00 ) >> 8; + + if( team == PTE_DROIDS ) + { + VectorCopy( cent->lerpOrigin, cgIP.droidClientPositions[ cgIP.numDroidClients ] ); + cgIP.droidClientClass = class; + cgIP.numDroidClients++; + } + else if( team == PTE_HUMANS ) + { + VectorCopy( cent->lerpOrigin, cgIP.humanClientPositions[ cgIP.numHumanClients ] ); + cgIP.humanClientClass = class; + cgIP.numHumanClients++; + } + } + } + + //Com_Printf( "%d %d\n", cgIP.numDroidClients, cgIP.numHumanClients ); + + // add each entity sent over by the server + for ( num = 0 ; num < cg.snap->numEntities ; num++ ) { + cent = &cg_entities[ cg.snap->entities[ num ].number ]; + CG_AddCEntity( cent ); + } +} + diff --git a/src/cgame/cg_event.c b/src/cgame/cg_event.c new file mode 100644 index 00000000..d1372885 --- /dev/null +++ b/src/cgame/cg_event.c @@ -0,0 +1,1018 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// cg_event.c -- handle entity events at snapshot or playerstate transitions + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program 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, or (at your option) + * any later version. + * + * This program 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 this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "cg_local.h" + +// for the voice chats +#include "../ta_ui/menudef.h" + +//========================================================================== + +/* +=================== +CG_PlaceString + +Also called by scoreboard drawing +=================== +*/ +const char *CG_PlaceString( int rank ) { + static char str[64]; + char *s, *t; + + if ( rank & RANK_TIED_FLAG ) { + rank &= ~RANK_TIED_FLAG; + t = "Tied for "; + } else { + t = ""; + } + + if ( rank == 1 ) { + s = S_COLOR_BLUE "1st" S_COLOR_WHITE; // draw in blue + } else if ( rank == 2 ) { + s = S_COLOR_RED "2nd" S_COLOR_WHITE; // draw in red + } else if ( rank == 3 ) { + s = S_COLOR_YELLOW "3rd" S_COLOR_WHITE; // draw in yellow + } else if ( rank == 11 ) { + s = "11th"; + } else if ( rank == 12 ) { + s = "12th"; + } else if ( rank == 13 ) { + s = "13th"; + } else if ( rank % 10 == 1 ) { + s = va("%ist", rank); + } else if ( rank % 10 == 2 ) { + s = va("%ind", rank); + } else if ( rank % 10 == 3 ) { + s = va("%ird", rank); + } else { + s = va("%ith", rank); + } + + Com_sprintf( str, sizeof( str ), "%s%s", t, s ); + return str; +} + +/* +============= +CG_Obituary +============= +*/ +static void CG_Obituary( entityState_t *ent ) { + int mod; + int target, attacker; + char *message; + char *message2; + const char *targetInfo; + const char *attackerInfo; + char targetName[32]; + char attackerName[32]; + gender_t gender; + clientInfo_t *ci; + + target = ent->otherEntityNum; + attacker = ent->otherEntityNum2; + mod = ent->eventParm; + + if ( target < 0 || target >= MAX_CLIENTS ) { + CG_Error( "CG_Obituary: target out of range" ); + } + ci = &cgs.clientinfo[target]; + + if ( attacker < 0 || attacker >= MAX_CLIENTS ) { + attacker = ENTITYNUM_WORLD; + attackerInfo = NULL; + } else { + attackerInfo = CG_ConfigString( CS_PLAYERS + attacker ); + } + + targetInfo = CG_ConfigString( CS_PLAYERS + target ); + if ( !targetInfo ) { + return; + } + Q_strncpyz( targetName, Info_ValueForKey( targetInfo, "n" ), sizeof(targetName) - 2); + strcat( targetName, S_COLOR_WHITE ); + + message2 = ""; + + // check for single client messages + + switch( mod ) { + case MOD_SUICIDE: + message = "suicides"; + break; + case MOD_FALLING: + message = "cratered"; + break; + case MOD_CRUSH: + message = "was squished"; + break; + case MOD_WATER: + message = "sank like a rock"; + break; + case MOD_SLIME: + message = "melted"; + break; + case MOD_LAVA: + message = "does a back flip into the lava"; + break; + case MOD_TARGET_LASER: + message = "saw the light"; + break; + case MOD_TRIGGER_HURT: + message = "was in the wrong place"; + break; + case MOD_HSPAWN: + message = "should have run further"; + break; + case MOD_ASPAWN: + message = "was melted by the acid blood"; + break; + default: + message = NULL; + break; + } + + if (attacker == target) { + gender = ci->gender; + switch (mod) { + case MOD_GRENADE_SPLASH: + if ( gender == GENDER_FEMALE ) + message = "tripped on her own grenade"; + else if ( gender == GENDER_NEUTER ) + message = "tripped on its own grenade"; + else + message = "tripped on his own grenade"; + break; + case MOD_ROCKET_SPLASH: + if ( gender == GENDER_FEMALE ) + message = "blew herself up"; + else if ( gender == GENDER_NEUTER ) + message = "blew itself up"; + else + message = "blew himself up"; + break; + case MOD_FLAMER_SPLASH: + if ( gender == GENDER_FEMALE ) + message = "toasted herself"; + else if ( gender == GENDER_NEUTER ) + message = "toasted itself"; + else + message = "toasted himself"; + break; + case MOD_BFG_SPLASH: + message = "should have used a smaller gun"; + break; + default: + if ( gender == GENDER_FEMALE ) + message = "killed herself"; + else if ( gender == GENDER_NEUTER ) + message = "killed itself"; + else + message = "killed himself"; + break; + } + } + + if (message) { + CG_Printf( "%s %s.\n", targetName, message); + return; + } + + // check for kill messages from the current clientNum + if ( attacker == cg.snap->ps.clientNum ) { + char *s; + + if ( cgs.gametype < GT_TEAM ) { + s = va("You fragged %s\n%s place with %i", targetName, + CG_PlaceString( cg.snap->ps.persistant[PERS_RANK] + 1 ), + cg.snap->ps.persistant[PERS_SCORE] ); + } else { + s = va("You fragged %s", targetName ); + } + CG_CenterPrint( s, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH ); + + // print the text message as well + } + + // check for double client messages + if ( !attackerInfo ) { + attacker = ENTITYNUM_WORLD; + strcpy( attackerName, "noname" ); + } else { + Q_strncpyz( attackerName, Info_ValueForKey( attackerInfo, "n" ), sizeof(attackerName) - 2); + strcat( attackerName, S_COLOR_WHITE ); + // check for kill messages about the current clientNum + if ( target == cg.snap->ps.clientNum ) { + Q_strncpyz( cg.killerName, attackerName, sizeof( cg.killerName ) ); + } + } + + if ( attacker != ENTITYNUM_WORLD ) { + switch (mod) { + case MOD_GRAPPLE: + message = "was caught by"; + break; + case MOD_GAUNTLET: + message = "was pummeled by"; + break; + case MOD_MACHINEGUN: + message = "was machinegunned by"; + break; + case MOD_CHAINGUN: + message = "was chaingunned by"; + break; + case MOD_SHOTGUN: + message = "was gunned down by"; + break; + case MOD_GRENADE: + message = "ate"; + message2 = "'s grenade"; + break; + case MOD_GRENADE_SPLASH: + message = "was shredded by"; + message2 = "'s shrapnel"; + break; + case MOD_ROCKET: + message = "ate"; + message2 = "'s rocket"; + break; + case MOD_ROCKET_SPLASH: + message = "almost dodged"; + message2 = "'s rocket"; + break; + case MOD_FLAMER: + message = "was toasted by"; + message2 = "'s flamer"; + break; + case MOD_FLAMER_SPLASH: + message = "was toasted by"; + message2 = "'s flamer"; + break; + case MOD_RAILGUN: + message = "was railed by"; + break; + case MOD_LIGHTNING: + message = "was electrocuted by"; + break; + case MOD_VENOM: + message = "was biten by"; + break; + case MOD_BFG: + case MOD_BFG_SPLASH: + message = "was blasted by"; + message2 = "'s BFG"; + break; + case MOD_TELEFRAG: + message = "tried to invade"; + message2 = "'s personal space"; + break; + default: + message = "was killed by"; + break; + } + + if (message) { + CG_Printf( "%s %s %s%s\n", + targetName, message, attackerName, message2); + return; + } + } + + // we don't know what it was + CG_Printf( "%s died.\n", targetName ); +} + +//========================================================================== + +/* +=============== +CG_UseItem +=============== +*/ +static void CG_UseItem( centity_t *cent ) { + clientInfo_t *ci; + int itemNum, clientNum; + gitem_t *item; + entityState_t *es; + + es = ¢->currentState; + + itemNum = (es->event & ~EV_EVENT_BITS) - EV_USE_ITEM0; + if ( itemNum < 0 || itemNum > HI_NUM_HOLDABLE ) { + itemNum = 0; + } + + // print a message if the local player + if ( es->number == cg.snap->ps.clientNum ) { + if ( !itemNum ) { + CG_CenterPrint( "No item to use", SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH ); + } else { + item = BG_FindItemForHoldable( itemNum ); + CG_CenterPrint( va("Use %s", item->pickup_name), SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH ); + } + } + + switch ( itemNum ) { + default: + case HI_NONE: + trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.useNothingSound ); + break; + + case HI_TELEPORTER: + break; + + case HI_MEDKIT: + clientNum = cent->currentState.clientNum; + if ( clientNum >= 0 && clientNum < MAX_CLIENTS ) { + ci = &cgs.clientinfo[ clientNum ]; + ci->medkitUsageTime = cg.time; + } + trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.medkitSound ); + break; + } + +} + +/* +================ +CG_ItemPickup + +A new item was picked up this frame +================ +*/ +static void CG_ItemPickup( int itemNum ) { + cg.itemPickup = itemNum; + cg.itemPickupTime = cg.time; + cg.itemPickupBlendTime = cg.time; + // see if it should be the grabbed weapon + if ( bg_itemlist[itemNum].giType == IT_WEAPON ) { + // select it immediately + if ( cg_autoswitch.integer && bg_itemlist[itemNum].giTag != WP_MACHINEGUN ) { + cg.weaponSelectTime = cg.time; + cg.weaponSelect = bg_itemlist[itemNum].giTag; + } + } + +} + + +/* +================ +CG_PainEvent + +Also called by playerstate transition +================ +*/ +void CG_PainEvent( centity_t *cent, int health ) { + char *snd; + + // don't do more than two pain sounds a second + if ( cg.time - cent->pe.painTime < 500 ) { + return; + } + + if ( health < 25 ) { + snd = "*pain25_1.wav"; + } else if ( health < 50 ) { + snd = "*pain50_1.wav"; + } else if ( health < 75 ) { + snd = "*pain75_1.wav"; + } else { + snd = "*pain100_1.wav"; + } + trap_S_StartSound( NULL, cent->currentState.number, CHAN_VOICE, + CG_CustomSound( cent->currentState.number, snd ) ); + + // save pain time for programitic twitch animation + cent->pe.painTime = cg.time; + cent->pe.painDirection ^= 1; +} + + +/* +============== +CG_Menu +============== +*/ +void CG_Menu( centity_t *cent, int eventParm ) +{ + switch( eventParm ) + { + case MN_TEAM: + trap_SendConsoleCommand( "menu teammenu\n" ); + break; + + case MN_DROID: + trap_SendConsoleCommand( "menu aclassmenu\n" ); + break; + + case MN_HUMAN: + trap_SendConsoleCommand( "menu hsitemmenu\n" ); + break; + + case MN_ABUILD: + trap_SendConsoleCommand( "menu abuildmenu\n" ); + break; + + case MN_HBUILD: + trap_SendConsoleCommand( "menu hbuildmenu\n" ); + break; + + default: + Com_Printf( "cgame: debug: no such menu no %d\n", eventParm ); + + } +} + +/* +============== +CG_EntityEvent + +An entity has an event value +also called by CG_CheckPlayerstateEvents +============== +*/ +#define DEBUGNAME(x) if(cg_debugEvents.integer){CG_Printf(x"\n");} +void CG_EntityEvent( centity_t *cent, vec3_t position ) { + entityState_t *es; + int event; + vec3_t dir; + const char *s; + int clientNum; + clientInfo_t *ci; + int steptime; + + BG_unpackAttributes( NULL, NULL, &steptime, cg.predictedPlayerState.stats ); + + es = ¢->currentState; + event = es->event & ~EV_EVENT_BITS; + + if ( cg_debugEvents.integer ) { + CG_Printf( "ent:%3i event:%3i ", es->number, event ); + } + + if ( !event ) { + DEBUGNAME("ZEROEVENT"); + return; + } + + clientNum = es->clientNum; + if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) { + clientNum = 0; + } + ci = &cgs.clientinfo[ clientNum ]; + + switch ( event ) { + // + // movement generated events + // + case EV_FOOTSTEP: + DEBUGNAME("EV_FOOTSTEP"); + if (cg_footsteps.integer) { + trap_S_StartSound (NULL, es->number, CHAN_BODY, + cgs.media.footsteps[ ci->footsteps ][rand()&3] ); + } + break; + case EV_FOOTSTEP_METAL: + DEBUGNAME("EV_FOOTSTEP_METAL"); + if (cg_footsteps.integer) { + trap_S_StartSound (NULL, es->number, CHAN_BODY, + cgs.media.footsteps[ FOOTSTEP_METAL ][rand()&3] ); + } + break; + case EV_FOOTSTEP_SQUELCH: + DEBUGNAME("EV_FOOTSTEP_SQUELCH"); + if (cg_footsteps.integer) { + trap_S_StartSound (NULL, es->number, CHAN_BODY, + cgs.media.footsteps[ FOOTSTEP_FLESH ][rand()&3] ); + } + break; + case EV_FOOTSPLASH: + DEBUGNAME("EV_FOOTSPLASH"); + if (cg_footsteps.integer) { + trap_S_StartSound (NULL, es->number, CHAN_BODY, + cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] ); + } + break; + case EV_FOOTWADE: + DEBUGNAME("EV_FOOTWADE"); + if (cg_footsteps.integer) { + trap_S_StartSound (NULL, es->number, CHAN_BODY, + cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] ); + } + break; + case EV_SWIM: + DEBUGNAME("EV_SWIM"); + if (cg_footsteps.integer) { + trap_S_StartSound (NULL, es->number, CHAN_BODY, + cgs.media.footsteps[ FOOTSTEP_SPLASH ][rand()&3] ); + } + break; + + + case EV_FALL_SHORT: + DEBUGNAME("EV_FALL_SHORT"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.landSound ); + if ( clientNum == cg.predictedPlayerState.clientNum ) { + // smooth landing z changes + cg.landChange = -8; + cg.landTime = cg.time; + } + break; + case EV_FALL_MEDIUM: + DEBUGNAME("EV_FALL_MEDIUM"); + // use normal pain sound + trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*pain100_1.wav" ) ); + if ( clientNum == cg.predictedPlayerState.clientNum ) { + // smooth landing z changes + cg.landChange = -16; + cg.landTime = cg.time; + } + break; + case EV_FALL_FAR: + DEBUGNAME("EV_FALL_FAR"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*fall1.wav" ) ); + cent->pe.painTime = cg.time; // don't play a pain sound right after this + if ( clientNum == cg.predictedPlayerState.clientNum ) { + // smooth landing z changes + cg.landChange = -24; + cg.landTime = cg.time; + } + break; + + case EV_STEP_4: + case EV_STEP_8: + case EV_STEP_12: + case EV_STEP_16: // smooth out step up transitions + DEBUGNAME("EV_STEP"); + { + float oldStep; + int delta; + int step; + + if ( clientNum != cg.predictedPlayerState.clientNum ) { + break; + } + // if we are interpolating, we don't need to smooth steps + if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) || + cg_nopredict.integer || cg_synchronousClients.integer ) { + break; + } + // check for stepping up before a previous step is completed + delta = cg.time - cg.stepTime; + if (delta < steptime) { + oldStep = cg.stepChange * (steptime - delta) / steptime; + } else { + oldStep = 0; + } + + // add this amount + step = 4 * (event - EV_STEP_4 + 1 ); + cg.stepChange = oldStep + step; + if ( cg.stepChange > MAX_STEP_CHANGE ) { + cg.stepChange = MAX_STEP_CHANGE; + } + cg.stepTime = cg.time; + break; + } + + case EV_JUMP_PAD: + DEBUGNAME("EV_JUMP_PAD"); +// CG_Printf( "EV_JUMP_PAD w/effect #%i\n", es->eventParm ); + { + localEntity_t *smoke; + vec3_t up = {0, 0, 1}; + + + smoke = CG_SmokePuff( cent->lerpOrigin, up, + 32, + 1, 1, 1, 0.33f, + 1000, + cg.time, 0, + LEF_PUFF_DONT_SCALE, + cgs.media.smokePuffShader ); + } + // boing sound at origin, jump sound on player + trap_S_StartSound ( cent->lerpOrigin, -1, CHAN_VOICE, cgs.media.jumpPadSound ); + trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) ); + break; + + case EV_JUMP: + DEBUGNAME("EV_JUMP"); + trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) ); + break; + case EV_TAUNT: + DEBUGNAME("EV_TAUNT"); + trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*taunt.wav" ) ); + break; + case EV_WATER_TOUCH: + DEBUGNAME("EV_WATER_TOUCH"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrInSound ); + break; + case EV_WATER_LEAVE: + DEBUGNAME("EV_WATER_LEAVE"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrOutSound ); + break; + case EV_WATER_UNDER: + DEBUGNAME("EV_WATER_UNDER"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.watrUnSound ); + break; + case EV_WATER_CLEAR: + DEBUGNAME("EV_WATER_CLEAR"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*gasp.wav" ) ); + break; + + case EV_ITEM_PICKUP: + DEBUGNAME("EV_ITEM_PICKUP"); + { + gitem_t *item; + int index; + + index = es->eventParm; // player predicted + + if ( index < 1 || index >= bg_numItems ) { + break; + } + item = &bg_itemlist[ index ]; + + // powerups and team items will have a separate global sound, this one + // will be played at prediction time + if ( item->giType == IT_POWERUP || item->giType == IT_TEAM) { + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.n_healthSound ); + } else { + trap_S_StartSound (NULL, es->number, CHAN_AUTO, trap_S_RegisterSound( item->pickup_sound, qfalse ) ); + } + + // show icon and name on status bar + if ( es->number == cg.snap->ps.clientNum ) { + CG_ItemPickup( index ); + } + } + break; + + case EV_GLOBAL_ITEM_PICKUP: + DEBUGNAME("EV_GLOBAL_ITEM_PICKUP"); + { + gitem_t *item; + int index; + + index = es->eventParm; // player predicted + + if ( index < 1 || index >= bg_numItems ) { + break; + } + item = &bg_itemlist[ index ]; + // powerup pickups are global + if( item->pickup_sound ) { + trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, trap_S_RegisterSound( item->pickup_sound, qfalse ) ); + } + + // show icon and name on status bar + if ( es->number == cg.snap->ps.clientNum ) { + CG_ItemPickup( index ); + } + } + break; + + // + // weapon events + // + case EV_NOAMMO: + DEBUGNAME("EV_NOAMMO"); +// trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.noAmmoSound ); + if ( es->number == cg.snap->ps.clientNum ) { + CG_OutOfAmmoChange(); + } + break; + case EV_CHANGE_WEAPON: + DEBUGNAME("EV_CHANGE_WEAPON"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.selectSound ); + break; + case EV_FIRE_WEAPON: + DEBUGNAME("EV_FIRE_WEAPON"); + CG_FireWeapon( cent ); + break; + + case EV_USE_ITEM0: + DEBUGNAME("EV_USE_ITEM0"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM1: + DEBUGNAME("EV_USE_ITEM1"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM2: + DEBUGNAME("EV_USE_ITEM2"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM3: + DEBUGNAME("EV_USE_ITEM3"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM4: + DEBUGNAME("EV_USE_ITEM4"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM5: + DEBUGNAME("EV_USE_ITEM5"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM6: + DEBUGNAME("EV_USE_ITEM6"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM7: + DEBUGNAME("EV_USE_ITEM7"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM8: + DEBUGNAME("EV_USE_ITEM8"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM9: + DEBUGNAME("EV_USE_ITEM9"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM10: + DEBUGNAME("EV_USE_ITEM10"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM11: + DEBUGNAME("EV_USE_ITEM11"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM12: + DEBUGNAME("EV_USE_ITEM12"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM13: + DEBUGNAME("EV_USE_ITEM13"); + CG_UseItem( cent ); + break; + case EV_USE_ITEM14: + DEBUGNAME("EV_USE_ITEM14"); + CG_UseItem( cent ); + break; + + //================================================================= + + // + // other events + // + case EV_PLAYER_TELEPORT_IN: + DEBUGNAME("EV_PLAYER_TELEPORT_IN"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.teleInSound ); + CG_SpawnEffect( position); + break; + + case EV_PLAYER_TELEPORT_OUT: + DEBUGNAME("EV_PLAYER_TELEPORT_OUT"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.teleOutSound ); + CG_SpawnEffect( position); + break; + + case EV_ITEM_POP: + DEBUGNAME("EV_ITEM_POP"); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.respawnSound ); + break; + case EV_ITEM_RESPAWN: + DEBUGNAME("EV_ITEM_RESPAWN"); + cent->miscTime = cg.time; // scale up from this + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.respawnSound ); + break; + + //TA: make droid items "grow" + case EV_ITEM_GROW: + DEBUGNAME("EV_ITEM_GROW"); + cent->miscTime = cg.time; // scale up from this + break; + + case EV_GRENADE_BOUNCE: + DEBUGNAME("EV_GRENADE_BOUNCE"); + if ( rand() & 1 ) { + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.hgrenb1aSound ); + } else { + trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.hgrenb2aSound ); + } + break; + + // + // missile impacts + // + case EV_MISSILE_HIT: + DEBUGNAME("EV_MISSILE_HIT"); + ByteToDir( es->eventParm, dir ); + CG_MissileHitPlayer( es->weapon, position, dir, es->otherEntityNum ); + break; + + case EV_MISSILE_MISS: + DEBUGNAME("EV_MISSILE_MISS"); + ByteToDir( es->eventParm, dir ); + CG_MissileHitWall( es->weapon, 0, position, dir, IMPACTSOUND_DEFAULT ); + break; + + case EV_MISSILE_MISS_METAL: + DEBUGNAME("EV_MISSILE_MISS_METAL"); + ByteToDir( es->eventParm, dir ); + CG_MissileHitWall( es->weapon, 0, position, dir, IMPACTSOUND_METAL ); + break; + + case EV_ITEM_EXPLOSION: + DEBUGNAME("EV_ITEM_EXPLOSION"); + ByteToDir( es->eventParm, dir ); + CG_Explosion( 0, position, dir ); + break; + + case EV_RAILTRAIL: + DEBUGNAME("EV_RAILTRAIL"); + cent->currentState.weapon = WP_RAILGUN; + // if the end was on a nomark surface, don't make an explosion + if ( es->eventParm != 255 ) { + ByteToDir( es->eventParm, dir ); + CG_MissileHitWall( es->weapon, es->clientNum, position, dir, IMPACTSOUND_DEFAULT ); + } + CG_RailTrail( ci, es->origin2, es->pos.trBase ); + break; + + case EV_BULLET_HIT_WALL: + DEBUGNAME("EV_BULLET_HIT_WALL"); + ByteToDir( es->eventParm, dir ); + CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD ); + break; + + case EV_BULLET_HIT_FLESH: + DEBUGNAME("EV_BULLET_HIT_FLESH"); + CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qtrue, es->eventParm ); + break; + + case EV_SHOTGUN: + DEBUGNAME("EV_SHOTGUN"); + CG_ShotgunFire( es ); + break; + + case EV_GENERAL_SOUND: + DEBUGNAME("EV_GENERAL_SOUND"); + if ( cgs.gameSounds[ es->eventParm ] ) { + trap_S_StartSound (NULL, es->number, CHAN_VOICE, cgs.gameSounds[ es->eventParm ] ); + } else { + s = CG_ConfigString( CS_SOUNDS + es->eventParm ); + trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, s ) ); + } + break; + + case EV_GLOBAL_SOUND: // play from the player's head so it never diminishes + DEBUGNAME("EV_GLOBAL_SOUND"); + if ( cgs.gameSounds[ es->eventParm ] ) { + trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.gameSounds[ es->eventParm ] ); + } else { + s = CG_ConfigString( CS_SOUNDS + es->eventParm ); + trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, CG_CustomSound( es->number, s ) ); + } + break; + + case EV_PAIN: + // local player sounds are triggered in CG_CheckLocalSounds, + // so ignore events on the player + DEBUGNAME("EV_PAIN"); + if ( cent->currentState.number != cg.snap->ps.clientNum ) { + CG_PainEvent( cent, es->eventParm ); + } + break; + + case EV_DEATH1: + case EV_DEATH2: + case EV_DEATH3: + DEBUGNAME("EV_DEATHx"); + trap_S_StartSound( NULL, es->number, CHAN_VOICE, + CG_CustomSound( es->number, va("*death%i.wav", event - EV_DEATH1 + 1) ) ); + break; + + + case EV_OBITUARY: + DEBUGNAME("EV_OBITUARY"); + CG_Obituary( es ); + break; + + // + // powerup events + // + case EV_POWERUP_QUAD: + DEBUGNAME("EV_POWERUP_QUAD"); + if ( es->number == cg.snap->ps.clientNum ) { + cg.powerupActive = PW_QUAD; + cg.powerupTime = cg.time; + } + trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.quadSound ); + break; + case EV_POWERUP_BATTLESUIT: + DEBUGNAME("EV_POWERUP_BATTLESUIT"); + if ( es->number == cg.snap->ps.clientNum ) { + cg.powerupActive = PW_BATTLESUIT; + cg.powerupTime = cg.time; + } + trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.protectSound ); + break; + case EV_POWERUP_REGEN: + DEBUGNAME("EV_POWERUP_REGEN"); + if ( es->number == cg.snap->ps.clientNum ) { + cg.powerupActive = PW_REGEN; + cg.powerupTime = cg.time; + } + trap_S_StartSound (NULL, es->number, CHAN_ITEM, cgs.media.regenSound ); + break; + + case EV_GIB_PLAYER: + DEBUGNAME("EV_GIB_PLAYER"); + trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.gibSound ); + CG_GibPlayer( cent->lerpOrigin ); + break; + + case EV_GIB_GENERIC: + DEBUGNAME("EV_GIB_GENERIC"); + trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.gibSound ); + CG_GenericGib( cent->lerpOrigin ); + break; + + case EV_STOPLOOPINGSOUND: + DEBUGNAME("EV_STOPLOOPINGSOUND"); + trap_S_StopLoopingSound( es->number ); + es->loopSound = 0; + break; + + case EV_DEBUG_LINE: + DEBUGNAME("EV_DEBUG_LINE"); + CG_Beam( cent ); + break; + + case EV_MENU: + DEBUGNAME("EV_MENU"); + CG_Menu( cent, es->eventParm ); + break; + + default: + DEBUGNAME("UNKNOWN"); + CG_Error( "Unknown event: %i", event ); + break; + } + +} + + +/* +============== +CG_CheckEvents + +============== +*/ +void CG_CheckEvents( centity_t *cent ) { + // check for event-only entities + if ( cent->currentState.eType > ET_EVENTS ) { + if ( cent->previousEvent ) { + return; // already fired + } + cent->previousEvent = 1; + + cent->currentState.event = cent->currentState.eType - ET_EVENTS; + } else { + // check for events riding with another entity + if ( cent->currentState.event == cent->previousEvent ) { + return; + } + cent->previousEvent = cent->currentState.event; + if ( ( cent->currentState.event & ~EV_EVENT_BITS ) == 0 ) { + return; + } + } + + // calculate the position at exactly the frame time + BG_EvaluateTrajectory( ¢->currentState.pos, cg.snap->serverTime, cent->lerpOrigin ); + CG_SetEntitySoundPosition( cent ); + + CG_EntityEvent( cent, cent->lerpOrigin ); +} + diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h new file mode 100644 index 00000000..bbf15533 --- /dev/null +++ b/src/cgame/cg_local.h @@ -0,0 +1,1630 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program 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, or (at your option) + * any later version. + * + * This program 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 this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "../game/q_shared.h" +#include "tr_types.h" +#include "../game/bg_public.h" +#include "cg_public.h" + +// The entire cgame module is unloaded and reloaded on each level change, +// so there is NO persistant data between levels on the client side. +// If you absolutely need something stored, it can either be kept +// by the server in the server stored userinfos, or stashed in a cvar. + + +#define POWERUP_BLINKS 5 + +#define POWERUP_BLINK_TIME 1000 +#define FADE_TIME 200 +#define PULSE_TIME 200 +#define DAMAGE_DEFLECT_TIME 100 +#define DAMAGE_RETURN_TIME 400 +#define DAMAGE_TIME 500 +#define LAND_DEFLECT_TIME 150 +#define LAND_RETURN_TIME 300 +#define STEP_TIME 200 +#define DUCK_TIME 100 +#define PAIN_TWITCH_TIME 200 +#define WEAPON_SELECT_TIME 1400 +#define ITEM_SCALEUP_TIME 1000 +#define ZOOM_TIME 150 +#define ITEM_BLOB_TIME 200 +#define MUZZLE_FLASH_TIME 20 +#define SINK_TIME 1000 // time for fragments to sink into ground before going away +#define ATTACKER_HEAD_TIME 10000 +#define REWARD_TIME 3000 + +#define PULSE_SCALE 1.5 // amount to scale up the icons when activating + +#define MAX_STEP_CHANGE 32 + +#define MAX_VERTS_ON_POLY 10 +#define MAX_MARK_POLYS 256 + +#define STAT_MINUS 10 // num frame for '-' stats digit + +#define ICON_SIZE 48 +#define CHAR_WIDTH 32 +#define CHAR_HEIGHT 48 +#define TEXT_ICON_SPACE 4 + +#define TEAMCHAT_WIDTH 80 +#define TEAMCHAT_HEIGHT 8 + +// very large characters +#define GIANT_WIDTH 32 +#define GIANT_HEIGHT 48 + +#define NUM_CROSSHAIRS 10 + +#define TEAM_OVERLAY_MAXNAME_WIDTH 12 +#define TEAM_OVERLAY_MAXLOCATION_WIDTH 16 + +#define DEFAULT_MODEL "sarge" +#define DEFAULT_TEAM_MODEL "sarge" +#define DEFAULT_TEAM_HEAD "sarge" + +#define DEFAULT_REDTEAM_NAME "Stroggs" +#define DEFAULT_BLUETEAM_NAME "Pagans" + +typedef enum { + FOOTSTEP_NORMAL, + FOOTSTEP_BOOT, + FOOTSTEP_FLESH, + FOOTSTEP_MECH, + FOOTSTEP_ENERGY, + FOOTSTEP_METAL, + FOOTSTEP_SPLASH, + + FOOTSTEP_TOTAL +} footstep_t; + +typedef enum { + IMPACTSOUND_DEFAULT, + IMPACTSOUND_METAL, + IMPACTSOUND_FLESH +} impactSound_t; + + +//================================================= + +// player entities need to track more information +// than any other type of entity. + +// note that not every player entity is a client entity, +// because corpses after respawn are outside the normal +// client numbering range + +// when changing animation, set animationTime to frameTime + lerping time +// The current lerp will finish out, then it will lerp to the new animation +typedef struct { + int oldFrame; + int oldFrameTime; // time when ->oldFrame was exactly on + + int frame; + int frameTime; // time when ->frame will be exactly on + + float backlerp; + + float yawAngle; + qboolean yawing; + float pitchAngle; + qboolean pitching; + + int animationNumber; // may include ANIM_TOGGLEBIT + animation_t *animation; + int animationTime; // time when the first frame of the animation will be exact +} lerpFrame_t; + + +typedef struct { + lerpFrame_t legs, torso, flag; + int painTime; + int painDirection; // flip from 0 to 1 + int lightningFiring; + + // railgun trail spawning + vec3_t railgunImpact; + qboolean railgunFlash; + + // machinegun spinning + float barrelAngle; + int barrelTime; + qboolean barrelSpinning; +} playerEntity_t; + +//================================================= + + + +// centity_t have a direct corespondence with gentity_t in the game, but +// only the entityState_t is directly communicated to the cgame +typedef struct centity_s { + entityState_t currentState; // from cg.frame + entityState_t nextState; // from cg.nextFrame, if available + qboolean interpolate; // true if next is valid to interpolate to + qboolean currentValid; // true if cg.frame holds this entity + + int muzzleFlashTime; // move to playerEntity? + int previousEvent; + int teleportFlag; + + int trailTime; // so missile trails can handle dropped initial packets + int dustTrailTime; + int miscTime; + + playerEntity_t pe; + + int errorTime; // decay the error from this time + vec3_t errorOrigin; + vec3_t errorAngles; + + qboolean extrapolated; // false if origin / angles is an interpolation + vec3_t rawOrigin; + vec3_t rawAngles; + + vec3_t beamEnd; + + // exact interpolated position of entity on this frame + vec3_t lerpOrigin; + vec3_t lerpAngles; + + //TA: value to store corpse number + int corpseNum; +} centity_t; + + +//====================================================================== + +// local entities are created as a result of events or predicted actions, +// and live independantly from all server transmitted entities + +typedef struct markPoly_s { + struct markPoly_s *prevMark, *nextMark; + int time; + qhandle_t markShader; + qboolean alphaFade; // fade alpha instead of rgb + float color[4]; + poly_t poly; + polyVert_t verts[MAX_VERTS_ON_POLY]; +} markPoly_t; + + +typedef enum { + LE_MARK, + LE_EXPLOSION, + LE_SPRITE_EXPLOSION, + LE_FRAGMENT, + LE_MOVE_SCALE_FADE, + LE_FALL_SCALE_FADE, + LE_FADE_RGB, + LE_SCALE_FADE +} leType_t; + +typedef enum { + LEF_PUFF_DONT_SCALE = 0x0001, // do not scale size over time + LEF_TUMBLE = 0x0002 // tumble over time, used for ejecting shells +} leFlag_t; + +typedef enum { + LEMT_NONE, + LEMT_BURN, + LEMT_BLOOD, + LEMT_GREENBLOOD, //TA: when droids are injured + LEMT_BANG //TA: human item explosions +} leMarkType_t; // fragment local entities can leave marks on walls + +typedef enum { + LEBS_NONE, + LEBS_BLOOD, + LEBS_BANG, //TA: human item explosions + LEBS_BRASS +} leBounceSoundType_t; // fragment local entities can make sounds on impacts + +typedef struct localEntity_s { + struct localEntity_s *prev, *next; + leType_t leType; + int leFlags; + + int startTime; + int endTime; + int fadeInTime; + + float lifeRate; // 1.0 / (endTime - startTime) + + trajectory_t pos; + trajectory_t angles; + + float bounceFactor; // 0.0 = no bounce, 1.0 = perfect + + float color[4]; + + float radius; + + float light; + vec3_t lightColor; + + leMarkType_t leMarkType; // mark to leave on fragment impact + leBounceSoundType_t leBounceSoundType; + + refEntity_t refEntity; +} localEntity_t; + +//====================================================================== + + +typedef struct { + int client; + int score; + int ping; + int time; + int scoreFlags; + int powerUps; + int accuracy; + int impressiveCount; + int excellentCount; + int guantletCount; + int defendCount; + int assistCount; + int captures; + qboolean perfect; + int team; +} score_t; + +// each client has an associated clientInfo_t +// that contains media references necessary to present the +// client model and other color coded effects +// this is regenerated each time a client's configstring changes, +// usually as a result of a userinfo (name, model, etc) change +#define MAX_CUSTOM_SOUNDS 32 +typedef struct { + qboolean infoValid; + + char name[MAX_QPATH]; + team_t team; + + int botSkill; // 0 = not bot, 1-5 = bot + + vec3_t color; + + int score; // updated by score servercmds + int location; // location index for team mode + int health; // you only get this info about your teammates + int armor; + int curWeapon; + + int handicap; + int wins, losses; // in tourney mode + + int teamTask; // task in teamplay (offence/defence) + qboolean teamLeader; // true when this is a team leader + + int powerups; // so can display quad/flag status + + int medkitUsageTime; + int invulnerabilityStartTime; + int invulnerabilityStopTime; + + int breathPuffTime; + + // when clientinfo is changed, the loading of models/skins/sounds + // can be deferred until you are dead, to prevent hitches in + // gameplay + char modelName[MAX_QPATH]; + char skinName[MAX_QPATH]; + char headModelName[MAX_QPATH]; + char headSkinName[MAX_QPATH]; + char redTeam[MAX_TEAMNAME]; + char blueTeam[MAX_TEAMNAME]; + + qboolean deferred; + + qboolean newAnims; // true if using the new mission pack animations + + vec3_t headOffset; // move head in icon views + footstep_t footsteps; + gender_t gender; // from model + + qhandle_t legsModel; + qhandle_t legsSkin; + + qhandle_t torsoModel; + qhandle_t torsoSkin; + + qhandle_t headModel; + qhandle_t headSkin; + + qhandle_t modelIcon; + + animation_t animations[MAX_TOTALANIMATIONS]; + + sfxHandle_t sounds[MAX_CUSTOM_SOUNDS]; +} clientInfo_t; + + +// each WP_* weapon enum has an associated weaponInfo_t +// that contains media references necessary to present the +// weapon and its effects +typedef struct weaponInfo_s { + qboolean registered; + gitem_t *item; + + qhandle_t handsModel; // the hands don't actually draw, they just position the weapon + qhandle_t weaponModel; + qhandle_t barrelModel; + qhandle_t flashModel; + + vec3_t weaponMidpoint; // so it will rotate centered instead of by tag + + float flashDlight; + vec3_t flashDlightColor; + sfxHandle_t flashSound[4]; // fast firing weapons randomly choose + + qhandle_t weaponIcon; + qhandle_t ammoIcon; + + qhandle_t ammoModel; + + qhandle_t missileModel; + sfxHandle_t missileSound; + void (*missileTrailFunc)( centity_t *, const struct weaponInfo_s *wi ); + float missileDlight; + vec3_t missileDlightColor; + int missileRenderfx; + + void (*ejectBrassFunc)( centity_t * ); + + float trailRadius; + float wiTrailTime; + + sfxHandle_t readySound; + sfxHandle_t firingSound; + qboolean loopFireSound; +} weaponInfo_t; + +typedef struct upgradeInfo_s { + qboolean registered; + gitem_t *item; + + qhandle_t upgradeIcon; +} upgradeInfo_t; + + +// each IT_* item has an associated itemInfo_t +// that constains media references necessary to present the +// item and its effects +typedef struct { + qboolean registered; + qhandle_t models[MAX_ITEM_MODELS]; + qhandle_t icon; +} itemInfo_t; + + +typedef struct { + int itemNum; +} powerupInfo_t; + +#define MAX_SKULLTRAIL 10 + +typedef struct { + vec3_t positions[MAX_SKULLTRAIL]; + int numpositions; +} skulltrail_t; + + +#define MAX_REWARDSTACK 10 +#define MAX_SOUNDBUFFER 20 + +//====================================================================== + +// all cg.stepTime, cg.duckTime, cg.landTime, etc are set to cg.time when the action +// occurs, and they will have visible effects for #define STEP_TIME or whatever msec after + +#define MAX_PREDICTED_EVENTS 16 + +typedef struct { + int clientFrame; // incremented each frame + + int clientNum; + + qboolean demoPlayback; + qboolean levelShot; // taking a level menu screenshot + int deferredPlayerLoading; + qboolean loading; // don't defer players at initial startup + qboolean intermissionStarted; // don't play voice rewards, because game will end shortly + + // there are only one or two snapshot_t that are relevent at a time + int latestSnapshotNum; // the number of snapshots the client system has received + int latestSnapshotTime; // the time from latestSnapshotNum, so we don't need to read the snapshot yet + + snapshot_t *snap; // cg.snap->serverTime <= cg.time + snapshot_t *nextSnap; // cg.nextSnap->serverTime > cg.time, or NULL + snapshot_t activeSnapshots[2]; + + float frameInterpolation; // (float)( cg.time - cg.frame->serverTime ) / (cg.nextFrame->serverTime - cg.frame->serverTime) + + qboolean thisFrameTeleport; + qboolean nextFrameTeleport; + + int frametime; // cg.time - cg.oldTime + + int time; // this is the time value that the client + // is rendering at. + int oldTime; // time at last frame, used for missile trails and prediction checking + + int physicsTime; // either cg.snap->time or cg.nextSnap->time + + int timelimitWarnings; // 5 min, 1 min, overtime + int fraglimitWarnings; + + qboolean mapRestart; // set on a map restart to set back the weapon + + qboolean renderingThirdPerson; // during deaths, chasecams, etc + + // prediction state + qboolean hyperspace; // true if prediction has hit a trigger_teleport + playerState_t predictedPlayerState; + centity_t predictedPlayerEntity; + qboolean validPPS; // clear until the first call to CG_PredictPlayerState + int predictedErrorTime; + vec3_t predictedError; + + int eventSequence; + int predictableEvents[MAX_PREDICTED_EVENTS]; + + float stepChange; // for stair up smoothing + int stepTime; + + float duckChange; // for duck viewheight smoothing + int duckTime; + + float landChange; // for landing hard + int landTime; + + // input state sent to server + int weaponSelect; + + // auto rotating items + vec3_t autoAngles; + vec3_t autoAxis[3]; + vec3_t autoAnglesFast; + vec3_t autoAxisFast[3]; + + // view rendering + refdef_t refdef; + vec3_t refdefViewAngles; // will be converted to refdef.viewaxis + + // zoom key + qboolean zoomed; + int zoomTime; + float zoomSensitivity; + + // information screen text during loading + char infoScreenText[MAX_STRING_CHARS]; + + // scoreboard + int scoresRequestTime; + int numScores; + int selectedScore; + int teamScores[2]; + score_t scores[MAX_CLIENTS]; + qboolean showScores; + qboolean scoreBoardShowing; + int scoreFadeTime; + char killerName[MAX_NAME_LENGTH]; + char spectatorList[MAX_STRING_CHARS]; // list of names + int spectatorLen; // length of list + float spectatorWidth; // width in device units + int spectatorTime; // next time to offset + int spectatorPaintX; // current paint x + int spectatorPaintX2; // current paint x + int spectatorOffset; // current offset from start + int spectatorPaintLen; // current offset from start + + // skull trails + skulltrail_t skulltrails[MAX_CLIENTS]; + + // centerprinting + int centerPrintTime; + int centerPrintCharWidth; + int centerPrintY; + char centerPrint[1024]; + int centerPrintLines; + + // low ammo warning state + int lowAmmoWarning; // 1 = low, 2 = empty + + // kill timers for carnage reward + int lastKillTime; + + // crosshair client ID + int crosshairClientNum; + int crosshairClientTime; + + // powerup active flashing + int powerupActive; + int powerupTime; + + // attacking player + int attackerTime; + int voiceTime; + + // reward medals + int rewardStack; + int rewardTime; + int rewardCount[MAX_REWARDSTACK]; + qhandle_t rewardShader[MAX_REWARDSTACK]; + qhandle_t rewardSound[MAX_REWARDSTACK]; + + // sound buffer mainly for announcer sounds + int soundBufferIn; + int soundBufferOut; + int soundTime; + qhandle_t soundBuffer[MAX_SOUNDBUFFER]; + + // warmup countdown + int warmup; + int warmupCount; + + //========================== + + int itemPickup; + int itemPickupTime; + int itemPickupBlendTime; // the pulse around the crosshair is timed seperately + + int weaponSelectTime; + int weaponAnimation; + int weaponAnimationTime; + + // blend blobs + float damageTime; + float damageX, damageY, damageValue; + + // status bar head + float headYaw; + float headEndPitch; + float headEndYaw; + int headEndTime; + float headStartPitch; + float headStartYaw; + int headStartTime; + + // view movement + float v_dmg_time; + float v_dmg_pitch; + float v_dmg_roll; + + vec3_t kick_angles; // weapon kicks + vec3_t kick_origin; + + // temp working variables for player view + float bobfracsin; + int bobcycle; + float xyspeed; + int nextOrbitTime; + + // development tool + refEntity_t testModelEntity; + char testModelName[MAX_QPATH]; + qboolean testGun; + +} cg_t; + + +// all of the model, shader, and sound references that are +// loaded at gamestate time are stored in cgMedia_t +// Other media that can be tied to clients, weapons, or items are +// stored in the clientInfo_t, itemInfo_t, weaponInfo_t, and powerupInfo_t +typedef struct { + qhandle_t charsetShader; + qhandle_t charsetProp; + qhandle_t charsetPropGlow; + qhandle_t charsetPropB; + qhandle_t whiteShader; + + qhandle_t redCubeModel; + qhandle_t blueCubeModel; + qhandle_t redCubeIcon; + qhandle_t blueCubeIcon; + + qhandle_t redFlagModel; + qhandle_t blueFlagModel; + qhandle_t neutralFlagModel; + qhandle_t redFlagShader[3]; + qhandle_t blueFlagShader[3]; + qhandle_t flagShader[4]; +#ifdef NEW_ANIMS + qhandle_t flagPoleModel; + qhandle_t flagFlapModel; + + qhandle_t redFlagFlapSkin; + qhandle_t blueFlagFlapSkin; + qhandle_t neutralFlagFlapSkin; + + qhandle_t redFlagBaseModel; + qhandle_t blueFlagBaseModel; + qhandle_t neutralFlagBaseModel; + + qhandle_t overloadBaseModel; + qhandle_t overloadTargetModel; + qhandle_t overloadLightsModel; + qhandle_t overloadEnergyModel; + + qhandle_t harvesterModel; + qhandle_t harvesterRedSkin; + qhandle_t harvesterBlueSkin; + qhandle_t harvesterNeutralModel; +#endif + + qhandle_t armorModel; + qhandle_t armorIcon; + + qhandle_t teamStatusBar; + + qhandle_t deferShader; + + // gib explosions + qhandle_t gibAbdomen; + qhandle_t gibArm; + qhandle_t gibChest; + qhandle_t gibFist; + qhandle_t gibFoot; + qhandle_t gibForearm; + qhandle_t gibIntestine; + qhandle_t gibLeg; + qhandle_t gibSkull; + qhandle_t gibBrain; + + qhandle_t smoke2; + + qhandle_t machinegunBrassModel; + qhandle_t shotgunBrassModel; + + qhandle_t railRingsShader; + qhandle_t railCoreShader; + + qhandle_t lightningShader; + + qhandle_t friendShader; + + qhandle_t balloonShader; + qhandle_t connectionShader; + + qhandle_t selectShader; + qhandle_t viewBloodShader; + qhandle_t tracerShader; + qhandle_t crosshairShader[NUM_CROSSHAIRS]; + qhandle_t lagometerShader; + qhandle_t backTileShader; + qhandle_t noammoShader; + + qhandle_t smokePuffShader; + qhandle_t smokePuffRageProShader; + qhandle_t shotgunSmokePuffShader; + qhandle_t plasmaBallShader; + qhandle_t waterBubbleShader; + qhandle_t bloodTrailShader; + + //TA: extra stuff + qhandle_t explosionShader; + qhandle_t greenBloodTrailShader; + qhandle_t greenBloodMarkShader; + qhandle_t greenBloodExplosionShader; + qhandle_t explosionTrailShader; + + qhandle_t humanNV; + qhandle_t droidNav10; + qhandle_t droidNav15; + qhandle_t droidNav20; + qhandle_t droidNav25; + qhandle_t droidNav30; + qhandle_t droidNav35; + qhandle_t droidNav40; + qhandle_t droidNav45; + qhandle_t droidNav50; + qhandle_t droidNav55; + qhandle_t droidNav60; + qhandle_t droidNav65; + qhandle_t droidNav70; + qhandle_t droidNav75; + qhandle_t droidNav80; + qhandle_t droidHealth; + + qhandle_t flameShader; + qhandle_t flameExplShader; + qhandle_t creepShader; + + qhandle_t scannerShader; + qhandle_t scannerBlipShader; + qhandle_t scannerLineShader; + + + qhandle_t numberShaders[11]; + + qhandle_t shadowMarkShader; + + qhandle_t botSkillShaders[5]; + + // wall mark shaders + qhandle_t wakeMarkShader; + qhandle_t bloodMarkShader; + qhandle_t bulletMarkShader; + qhandle_t burnMarkShader; + qhandle_t holeMarkShader; + qhandle_t energyMarkShader; + + // powerup shaders + qhandle_t quadShader; + qhandle_t redQuadShader; + qhandle_t quadWeaponShader; + qhandle_t invisShader; + qhandle_t regenShader; + qhandle_t battleSuitShader; + qhandle_t battleWeaponShader; + qhandle_t hastePuffShader; + qhandle_t redKamikazeShader; + qhandle_t blueKamikazeShader; + + // weapon effect models + qhandle_t bulletFlashModel; + qhandle_t ringFlashModel; + qhandle_t dishFlashModel; + qhandle_t lightningExplosionModel; + + // weapon effect shaders + qhandle_t railExplosionShader; + qhandle_t plasmaExplosionShader; + qhandle_t bulletExplosionShader; + qhandle_t rocketExplosionShader; + qhandle_t grenadeExplosionShader; + qhandle_t bfgExplosionShader; + qhandle_t bloodExplosionShader; + + // special effects models + qhandle_t teleportEffectModel; + qhandle_t teleportEffectShader; + + // scoreboard headers + qhandle_t scoreboardName; + qhandle_t scoreboardPing; + qhandle_t scoreboardScore; + qhandle_t scoreboardTime; + + // medals shown during gameplay + qhandle_t medalImpressive; + qhandle_t medalExcellent; + qhandle_t medalGauntlet; + qhandle_t medalDefend; + qhandle_t medalAssist; + qhandle_t medalCapture; + + // sounds + sfxHandle_t quadSound; + sfxHandle_t tracerSound; + sfxHandle_t selectSound; + sfxHandle_t useNothingSound; + sfxHandle_t wearOffSound; + sfxHandle_t footsteps[FOOTSTEP_TOTAL][4]; + sfxHandle_t sfx_lghit1; + sfxHandle_t sfx_lghit2; + sfxHandle_t sfx_lghit3; + sfxHandle_t sfx_ric1; + sfxHandle_t sfx_ric2; + sfxHandle_t sfx_ric3; + sfxHandle_t sfx_railg; + sfxHandle_t sfx_rockexp; + sfxHandle_t sfx_plasmaexp; + sfxHandle_t gibSound; + sfxHandle_t gibBounce1Sound; + sfxHandle_t gibBounce2Sound; + sfxHandle_t gibBounce3Sound; + sfxHandle_t teleInSound; + sfxHandle_t teleOutSound; + sfxHandle_t noAmmoSound; + sfxHandle_t respawnSound; + sfxHandle_t talkSound; + sfxHandle_t landSound; + sfxHandle_t fallSound; + sfxHandle_t jumpPadSound; + + sfxHandle_t oneMinuteSound; + sfxHandle_t fiveMinuteSound; + sfxHandle_t suddenDeathSound; + + sfxHandle_t threeFragSound; + sfxHandle_t twoFragSound; + sfxHandle_t oneFragSound; + + sfxHandle_t hitSound; + sfxHandle_t hitSoundHighArmor; + sfxHandle_t hitSoundLowArmor; + sfxHandle_t hitTeamSound; + sfxHandle_t impressiveSound; + sfxHandle_t excellentSound; + sfxHandle_t deniedSound; + sfxHandle_t humiliationSound; + sfxHandle_t assistSound; + sfxHandle_t defendSound; + sfxHandle_t firstImpressiveSound; + sfxHandle_t firstExcellentSound; + sfxHandle_t firstHumiliationSound; + + sfxHandle_t takenLeadSound; + sfxHandle_t tiedLeadSound; + sfxHandle_t lostLeadSound; + + sfxHandle_t voteNow; + sfxHandle_t votePassed; + sfxHandle_t voteFailed; + + sfxHandle_t watrInSound; + sfxHandle_t watrOutSound; + sfxHandle_t watrUnSound; + + sfxHandle_t flightSound; + sfxHandle_t medkitSound; + + sfxHandle_t weaponHoverSound; + + // teamplay sounds + sfxHandle_t captureAwardSound; + sfxHandle_t redScoredSound; + sfxHandle_t blueScoredSound; + sfxHandle_t redLeadsSound; + sfxHandle_t blueLeadsSound; + sfxHandle_t teamsTiedSound; + + sfxHandle_t captureYourTeamSound; + sfxHandle_t captureOpponentSound; + sfxHandle_t returnYourTeamSound; + sfxHandle_t returnOpponentSound; + sfxHandle_t takenYourTeamSound; + sfxHandle_t takenOpponentSound; + + sfxHandle_t redFlagReturnedSound; + sfxHandle_t blueFlagReturnedSound; + sfxHandle_t neutralFlagReturnedSound; + sfxHandle_t enemyTookYourFlagSound; + sfxHandle_t enemyTookTheFlagSound; + sfxHandle_t yourTeamTookEnemyFlagSound; + sfxHandle_t yourTeamTookTheFlagSound; + sfxHandle_t youHaveFlagSound; + sfxHandle_t yourBaseIsUnderAttackSound; + sfxHandle_t holyShitSound; + + // tournament sounds + sfxHandle_t count3Sound; + sfxHandle_t count2Sound; + sfxHandle_t count1Sound; + sfxHandle_t countFightSound; + sfxHandle_t countPrepareSound; + + qhandle_t cursor; + qhandle_t selectCursor; + qhandle_t sizeCursor; + + sfxHandle_t regenSound; + sfxHandle_t protectSound; + sfxHandle_t n_healthSound; + sfxHandle_t hgrenb1aSound; + sfxHandle_t hgrenb2aSound; + sfxHandle_t wstbimplSound; + sfxHandle_t wstbimpmSound; + sfxHandle_t wstbimpdSound; + sfxHandle_t wstbactvSound; + +} cgMedia_t; + + +// The client game static (cgs) structure hold everything +// loaded or calculated from the gamestate. It will NOT +// be cleared when a tournement restart is done, allowing +// all clients to begin playing instantly +typedef struct { + gameState_t gameState; // gamestate from server + glconfig_t glconfig; // rendering configuration + float screenXScale; // derived from glconfig + float screenYScale; + float screenXBias; + + int serverCommandSequence; // reliable command stream counter + int processedSnapshotNum;// the number of snapshots cgame has requested + + qboolean localServer; // detected on startup by checking sv_running + + // parsed from serverinfo + gametype_t gametype; + int dmflags; + int teamflags; + int fraglimit; + int capturelimit; + int timelimit; + int maxclients; + char mapname[MAX_QPATH]; + char redTeam[MAX_QPATH]; + char blueTeam[MAX_QPATH]; + + int voteTime; + int voteYes; + int voteNo; + qboolean voteModified; // beep whenever changed + char voteString[MAX_STRING_TOKENS]; + + int teamVoteTime[2]; + int teamVoteYes[2]; + int teamVoteNo[2]; + qboolean teamVoteModified[2]; // beep whenever changed + char teamVoteString[2][MAX_STRING_TOKENS]; + + int levelStartTime; + + int scores1, scores2; // from configstrings + int redflag, blueflag; // flag status from configstrings + int flagStatus; + + qboolean newHud; + + int hBuildPoints, aBuildPoints; + + // + // locally derived information from gamestate + // + qhandle_t gameModels[MAX_MODELS]; + sfxHandle_t gameSounds[MAX_SOUNDS]; + + int numInlineModels; + qhandle_t inlineDrawModel[MAX_MODELS]; + vec3_t inlineModelMidpoints[MAX_MODELS]; + + clientInfo_t clientinfo[MAX_CLIENTS]; + //TA: corpse info + clientInfo_t corpseinfo[MAX_CLIENTS]; + + // teamchat width is *3 because of embedded color codes + char teamChatMsgs[TEAMCHAT_HEIGHT][TEAMCHAT_WIDTH*3+1]; + int teamChatMsgTimes[TEAMCHAT_HEIGHT]; + int teamChatPos; + int teamLastChatPos; + + int cursorX; + int cursorY; + qboolean eventHandling; + qboolean mouseCaptured; + qboolean sizingHud; + void *capturedItem; + qhandle_t activeCursor; + + // orders + int currentOrder; + qboolean orderPending; + int orderTime; + int currentVoiceClient; + int acceptOrderTime; + int acceptTask; + int acceptLeader; + char acceptVoice[MAX_NAME_LENGTH]; + + // media + cgMedia_t media; +} cgs_t; + +//============================================================================== + +extern cgs_t cgs; +extern cg_t cg; +extern centity_t cg_entities[MAX_GENTITIES]; + +//TA: weapon limit expanded: +//extern weaponInfo_t cg_weapons[MAX_WEAPONS]; +extern weaponInfo_t cg_weapons[32]; +//TA: upgrade infos: +extern upgradeInfo_t cg_upgrades[32]; + +extern itemInfo_t cg_items[MAX_ITEMS]; +extern markPoly_t cg_markPolys[MAX_MARK_POLYS]; + +//TA: +typedef struct +{ + vec3_t droidItemPositions[ MAX_ITEMS ]; + int droidItemTimes[ MAX_ITEMS ]; + int numDroidItems; + + vec3_t humanItemPositions[ MAX_ITEMS ]; + int numHumanItems; + + vec3_t droidClientPositions[ MAX_CLIENTS ]; + int droidClientClass; + int numDroidClients; + + vec3_t humanClientPositions[ MAX_CLIENTS ]; + int humanClientClass; + int numHumanClients; + +} cgItemPos_t; + +extern cgItemPos_t cgIP; + + +extern vmCvar_t cg_centertime; +extern vmCvar_t cg_runpitch; +extern vmCvar_t cg_runroll; +extern vmCvar_t cg_bobup; +extern vmCvar_t cg_bobpitch; +extern vmCvar_t cg_bobroll; +extern vmCvar_t cg_swingSpeed; +extern vmCvar_t cg_shadows; +extern vmCvar_t cg_gibs; +extern vmCvar_t cg_drawTimer; +extern vmCvar_t cg_drawFPS; +extern vmCvar_t cg_drawSnapshot; +extern vmCvar_t cg_draw3dIcons; +extern vmCvar_t cg_drawIcons; +extern vmCvar_t cg_drawAmmoWarning; +extern vmCvar_t cg_drawCrosshair; +extern vmCvar_t cg_drawCrosshairNames; +extern vmCvar_t cg_drawRewards; +extern vmCvar_t cg_drawTeamOverlay; +extern vmCvar_t cg_teamOverlayUserinfo; +extern vmCvar_t cg_crosshairX; +extern vmCvar_t cg_crosshairY; +extern vmCvar_t cg_crosshairSize; +extern vmCvar_t cg_crosshairHealth; +extern vmCvar_t cg_drawStatus; +extern vmCvar_t cg_draw2D; +extern vmCvar_t cg_animSpeed; +extern vmCvar_t cg_debugAnim; +extern vmCvar_t cg_debugPosition; +extern vmCvar_t cg_debugEvents; +extern vmCvar_t cg_railTrailTime; +extern vmCvar_t cg_errorDecay; +extern vmCvar_t cg_nopredict; +extern vmCvar_t cg_noPlayerAnims; +extern vmCvar_t cg_showmiss; +extern vmCvar_t cg_footsteps; +extern vmCvar_t cg_addMarks; +extern vmCvar_t cg_brassTime; +extern vmCvar_t cg_gun_frame; +extern vmCvar_t cg_gun_x; +extern vmCvar_t cg_gun_y; +extern vmCvar_t cg_gun_z; +extern vmCvar_t cg_drawGun; +extern vmCvar_t cg_viewsize; +extern vmCvar_t cg_tracerChance; +extern vmCvar_t cg_tracerWidth; +extern vmCvar_t cg_tracerLength; +extern vmCvar_t cg_autoswitch; +extern vmCvar_t cg_ignore; +extern vmCvar_t cg_simpleItems; +extern vmCvar_t cg_fov; +extern vmCvar_t cg_zoomFov; +extern vmCvar_t cg_thirdPersonRange; +extern vmCvar_t cg_thirdPersonAngle; +extern vmCvar_t cg_thirdPerson; +extern vmCvar_t cg_stereoSeparation; +extern vmCvar_t cg_lagometer; +extern vmCvar_t cg_drawAttacker; +extern vmCvar_t cg_synchronousClients; +extern vmCvar_t cg_teamChatTime; +extern vmCvar_t cg_teamChatHeight; +extern vmCvar_t cg_stats; +extern vmCvar_t cg_forceModel; +extern vmCvar_t cg_buildScript; +extern vmCvar_t cg_paused; +extern vmCvar_t cg_blood; +extern vmCvar_t cg_predictItems; +extern vmCvar_t cg_deferPlayers; +extern vmCvar_t cg_drawFriend; +extern vmCvar_t cg_teamChatsOnly; +extern vmCvar_t cg_noVoiceChats; +extern vmCvar_t cg_noVoiceText; +extern vmCvar_t cg_scorePlum; +extern vmCvar_t cg_smoothClients; +extern vmCvar_t pmove_fixed; +extern vmCvar_t pmove_msec; +//extern vmCvar_t cg_pmove_fixed; +extern vmCvar_t cg_cameraOrbit; +extern vmCvar_t cg_cameraOrbitDelay; +extern vmCvar_t cg_timescaleFadeEnd; +extern vmCvar_t cg_timescaleFadeSpeed; +extern vmCvar_t cg_timescale; +extern vmCvar_t cg_cameraMode; +extern vmCvar_t cg_smallFont; +extern vmCvar_t cg_bigFont; +extern vmCvar_t cg_noTaunt; +extern vmCvar_t cg_creepRes; +extern vmCvar_t cg_drawSurfNormal; + +// +// cg_main.c +// +const char *CG_ConfigString( int index ); +const char *CG_Argv( int arg ); + +void QDECL CG_Printf( const char *msg, ... ); +void QDECL CG_Error( const char *msg, ... ); + +void CG_StartMusic( void ); + +void CG_UpdateCvars( void ); + +int CG_CrosshairPlayer( void ); +int CG_LastAttacker( void ); +void CG_LoadMenus(const char *menuFile); +void CG_KeyEvent(int key, qboolean down); +void CG_MouseEvent(int x, int y); +void CG_EventHandling(int type); +void CG_RankRunFrame( void ); +void CG_SetScoreSelection(void *menu); +score_t *CG_GetSelectedScore(); +void CG_BuildSpectatorString(); + + +// +// cg_view.c +// +void CG_TestModel_f (void); +void CG_TestGun_f (void); +void CG_TestModelNextFrame_f (void); +void CG_TestModelPrevFrame_f (void); +void CG_TestModelNextSkin_f (void); +void CG_TestModelPrevSkin_f (void); +void CG_ZoomDown_f( void ); +void CG_ZoomUp_f( void ); +void CG_AddBufferedSound( sfxHandle_t sfx); +void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ); + + +// +// cg_drawtools.c +// +void CG_AdjustFrom640( float *x, float *y, float *w, float *h ); +void CG_FillRect( float x, float y, float width, float height, const float *color ); +void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader ); +//TA: draw a pic weighted between two colors. <- hmm me is turning into a yank. +void CG_DrawFadePic( float x, float y, float width, float height, vec4_t fcolor, vec4_t tcolor, float amount, qhandle_t hShader ); +void CG_DrawString( float x, float y, const char *string, + float charWidth, float charHeight, const float *modulate ); + + +void CG_DrawStringExt( int x, int y, const char *string, const float *setColor, + qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars ); +void CG_DrawBigString( int x, int y, const char *s, float alpha ); +void CG_DrawBigStringColor( int x, int y, const char *s, vec4_t color ); +void CG_DrawSmallString( int x, int y, const char *s, float alpha ); +void CG_DrawSmallStringColor( int x, int y, const char *s, vec4_t color ); + +int CG_DrawStrlen( const char *str ); + +float *CG_FadeColor( int startMsec, int totalMsec ); +float *CG_TeamColor( int team ); +void CG_TileClear( void ); +void CG_ColorForHealth( vec4_t hcolor ); +void CG_GetColorForHealth( int health, int armor, vec4_t hcolor ); + +void UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color ); +void CG_DrawRect( float x, float y, float width, float height, float size, const float *color ); +void CG_DrawSides(float x, float y, float w, float h, float size); +void CG_DrawTopBottom(float x, float y, float w, float h, float size); + + +// +// cg_draw.c +// +extern int sortedTeamPlayers[TEAM_MAXOVERLAY]; +extern int numSortedTeamPlayers; +extern int drawTeamOverlayModificationCount; +extern char systemChat[256]; +extern char teamChat1[256]; +extern char teamChat2[256]; + +void CG_AddLagometerFrameInfo( void ); +void CG_AddLagometerSnapshotInfo( snapshot_t *snap ); +void CG_CenterPrint( const char *str, int y, int charWidth ); +void CG_DrawHead( float x, float y, float w, float h, int clientNum, vec3_t headAngles ); +void CG_DrawActive( stereoFrame_t stereoView ); +void CG_DrawFlagModel( float x, float y, float w, float h, int team, qboolean force2D ); +void CG_DrawTeamBackground( int x, int y, int w, int h, float alpha, int team ); +void CG_OwnerDraw(float x, float y, float w, float h, float text_x, float text_y, int ownerDraw, int ownerDrawFlags, int align, float special, float scale, vec4_t color, qhandle_t shader, int textStyle); +void CG_Text_Paint(float x, float y, float scale, vec4_t color, const char *text, float adjust, int limit, int style); +int CG_Text_Width(const char *text, float scale, int limit); +int CG_Text_Height(const char *text, float scale, int limit); +void CG_SelectPrevPlayer(); +void CG_SelectNextPlayer(); +float CG_GetValue(int ownerDraw); +qboolean CG_OwnerDrawVisible(int flags); +void CG_RunMenuScript(char **args); +void CG_ShowResponseHead(); +void CG_SetPrintString(int type, const char *p); +void CG_InitTeamChat(); +void CG_GetTeamColor(vec4_t *color); +const char *CG_GetGameStatusText(); +const char *CG_GetKillerText(); +void CG_Draw3DModel( float x, float y, float w, float h, qhandle_t model, qhandle_t skin, vec3_t origin, vec3_t angles ); +void CG_Text_PaintChar(float x, float y, float width, float height, float scale, float s, float t, float s2, float t2, qhandle_t hShader); +void CG_CheckOrderPending(); +const char *CG_GameTypeString(); +qboolean CG_YourTeamHasFlag(); +qboolean CG_OtherTeamHasFlag(); +qhandle_t CG_StatusHandle(int task); + +// +// cg_player.c +// +void CG_Player( centity_t *cent ); +void CG_Corpse( centity_t *cent ); +void CG_ResetPlayerEntity( centity_t *cent ); +void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, int team ); +void CG_NewClientInfo( int clientNum ); +void CG_PrecacheClientInfo( int clientNum ); +sfxHandle_t CG_CustomSound( int clientNum, const char *soundName ); + +// +// cg_predict.c +// +void CG_BuildSolidList( void ); +int CG_PointContents( const vec3_t point, int passEntityNum ); +void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, + int skipNumber, int mask ); +void CG_PredictPlayerState( void ); +void CG_LoadDeferredPlayers( void ); + + +// +// cg_events.c +// +void CG_CheckEvents( centity_t *cent ); +const char *CG_PlaceString( int rank ); +void CG_EntityEvent( centity_t *cent, vec3_t position ); +void CG_PainEvent( centity_t *cent, int health ); + + +// +// cg_ents.c +// +void CG_SetEntitySoundPosition( centity_t *cent ); +void CG_AddPacketEntities( void ); +void CG_Beam( centity_t *cent ); +void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out ); + +void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent, + qhandle_t parentModel, char *tagName ); +void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent, + qhandle_t parentModel, char *tagName ); + + + + +// +// cg_weapons.c +// +void CG_NextWeapon_f( void ); +void CG_PrevWeapon_f( void ); +void CG_Weapon_f( void ); + +void CG_RegisterWeapon( int weaponNum ); +void CG_RegisterItemVisuals( int itemNum ); + +void CG_FireWeapon( centity_t *cent ); +void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, impactSound_t soundType ); +void CG_Explosion( int clientNum, vec3_t origin, vec3_t dir ); +void CG_MissileHitPlayer( int weapon, vec3_t origin, vec3_t dir, int entityNum ); +void CG_ShotgunFire( entityState_t *es ); +void CG_Bullet( vec3_t origin, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum ); + +void CG_RailTrail( clientInfo_t *ci, vec3_t start, vec3_t end ); +void CG_GrappleTrail( centity_t *ent, const weaponInfo_t *wi ); +void CG_AddViewWeapon (playerState_t *ps); +void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent ); +void CG_DrawWeaponSelect( void ); + +void CG_OutOfAmmoChange( void ); // should this be in pmove? + + +// +// cg_creep.c +// +void CG_Creep( centity_t *cent ); + +// +// cg_scanner.c +// +void CG_Scanner( void ); + +// +// cg_marks.c +// +void CG_InitMarkPolys( void ); +void CG_AddMarks( void ); +void CG_ImpactMark( qhandle_t markShader, + const vec3_t origin, const vec3_t dir, + float orientation, + float r, float g, float b, float a, + qboolean alphaFade, + float radius, qboolean temporary ); + +// +// cg_localents.c +// +void CG_InitLocalEntities( void ); +localEntity_t *CG_AllocLocalEntity( void ); +void CG_AddLocalEntities( void ); + +// +// cg_effects.c +// +localEntity_t *CG_SmokePuff( const vec3_t p, + const vec3_t vel, + float radius, + float r, float g, float b, float a, + float duration, + int startTime, + int fadeInTime, + int leFlags, + qhandle_t hShader ); +void CG_BubbleTrail( vec3_t start, vec3_t end, float spacing ); +void CG_SpawnEffect( vec3_t org ); +void CG_GibPlayer( vec3_t playerOrigin ); +void CG_BigExplode( vec3_t playerOrigin ); + +void CG_Bleed( vec3_t origin, int entityNum ); + +localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir, + qhandle_t hModel, qhandle_t shader, int msec, + qboolean isSprite ); + +// +// cg_snapshot.c +// +void CG_ProcessSnapshots( void ); + +// +// cg_info.c +// +void CG_LoadingString( const char *s ); +void CG_LoadingItem( int itemNum ); +void CG_LoadingClient( int clientNum ); +void CG_DrawInformation( void ); + +// +// cg_scoreboard.c +// +qboolean CG_DrawOldScoreboard( void ); +void CG_DrawOldTourneyScoreboard( void ); + +// +// cg_consolecmds.c +// +qboolean CG_ConsoleCommand( void ); +void CG_InitConsoleCommands( void ); + +// +// cg_servercmds.c +// +void CG_ExecuteNewServerCommands( int latestSequence ); +void CG_ParseServerinfo( void ); +void CG_SetConfigValues( void ); +void CG_LoadVoiceChats( void ); +void CG_ShaderStateChanged(void); +void CG_VoiceChatLocal( int mode, qboolean voiceOnly, int clientNum, int color, const char *cmd ); +void CG_PlayBufferedVoiceChats( void ); + +// +// cg_playerstate.c +// +void CG_Respawn( void ); +void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops ); +void CG_CheckChangedPredictableEvents( playerState_t *ps ); + +// +//cg_mem.c +// +void *CG_Alloc( int size ); + +//=============================================== + +// +// system traps +// These functions are how the cgame communicates with the main game system +// + + +// print message on the local console +void trap_Print( const char *fmt ); + +// abort the game +void trap_Error( const char *fmt ); + +// milliseconds should only be used for performance tuning, never +// for anything game related. Get time from the CG_DrawActiveFrame parameter +int trap_Milliseconds( void ); + +// console variable interaction +void trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags ); +void trap_Cvar_Update( vmCvar_t *vmCvar ); +void trap_Cvar_Set( const char *var_name, const char *value ); +void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize ); + +// ServerCommand and ConsoleCommand parameter access +int trap_Argc( void ); +void trap_Argv( int n, char *buffer, int bufferLength ); +void trap_Args( char *buffer, int bufferLength ); + +// filesystem access +// returns length of file +int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ); +void trap_FS_Read( void *buffer, int len, fileHandle_t f ); +void trap_FS_Write( const void *buffer, int len, fileHandle_t f ); +void trap_FS_FCloseFile( fileHandle_t f ); + +// add commands to the local console as if they were typed in +// for map changing, etc. The command is not executed immediately, +// but will be executed in order the next time console commands +// are processed +void trap_SendConsoleCommand( const char *text ); + +// register a command name so the console can perform command completion. +// FIXME: replace this with a normal console command "defineCommand"? +void trap_AddCommand( const char *cmdName ); + +// send a string to the server over the network +void trap_SendClientCommand( const char *s ); + +// force a screen update, only used during gamestate load +void trap_UpdateScreen( void ); + +// model collision +void trap_CM_LoadMap( const char *mapname ); +int trap_CM_NumInlineModels( void ); +clipHandle_t trap_CM_InlineModel( int index ); // 0 = world, 1+ = bmodels +clipHandle_t trap_CM_TempBoxModel( const vec3_t mins, const vec3_t maxs ); +int trap_CM_PointContents( const vec3_t p, clipHandle_t model ); +int trap_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles ); +void trap_CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end, + const vec3_t mins, const vec3_t maxs, + clipHandle_t model, int brushmask ); +void trap_CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end, + const vec3_t mins, const vec3_t maxs, + clipHandle_t model, int brushmask, + const vec3_t origin, const vec3_t angles ); + +// Returns the projection of a polygon onto the solid brushes in the world +int trap_CM_MarkFragments( int numPoints, const vec3_t *points, + const vec3_t projection, + int maxPoints, vec3_t pointBuffer, + int maxFragments, markFragment_t *fragmentBuffer ); + +// normal sounds will have their volume dynamically changed as their entity +// moves and the listener moves +void trap_S_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx ); +void trap_S_StopLoopingSound(int entnum); + +// a local sound is always played full volume +void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum ); +void trap_S_ClearLoopingSounds( qboolean killall ); +void trap_S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ); +void trap_S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ); +void trap_S_UpdateEntityPosition( int entityNum, const vec3_t origin ); + +// repatialize recalculates the volumes of sound as they should be heard by the +// given entityNum and position +void trap_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater ); +sfxHandle_t trap_S_RegisterSound( const char *sample, qboolean compressed ); // returns buzz if not found +void trap_S_StartBackgroundTrack( const char *intro, const char *loop ); // empty name stops music +void trap_S_StopBackgroundTrack( void ); + + +void trap_R_LoadWorldMap( const char *mapname ); + +// all media should be registered during level startup to prevent +// hitches during gameplay +qhandle_t trap_R_RegisterModel( const char *name ); // returns rgb axis if not found +qhandle_t trap_R_RegisterSkin( const char *name ); // returns all white if not found +qhandle_t trap_R_RegisterShader( const char *name ); // returns all white if not found +qhandle_t trap_R_RegisterShaderNoMip( const char *name ); // returns all white if not found + +// a scene is built up by calls to R_ClearScene and the various R_Add functions. +// Nothing is drawn until R_RenderScene is called. +void trap_R_ClearScene( void ); +void trap_R_AddRefEntityToScene( const refEntity_t *re ); + +// polys are intended for simple wall marks, not really for doing +// significant construction +void trap_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts ); +void trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ); +int trap_R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir ); +void trap_R_RenderScene( const refdef_t *fd ); +void trap_R_SetColor( const float *rgba ); // NULL = 1,1,1,1 +void trap_R_DrawStretchPic( float x, float y, float w, float h, + float s1, float t1, float s2, float t2, qhandle_t hShader ); +void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs ); +int trap_R_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame, + float frac, const char *tagName ); +void trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset ); + +// The glconfig_t will not change during the life of a cgame. +// If it needs to change, the entire cgame will be restarted, because +// all the qhandle_t are then invalid. +void trap_GetGlconfig( glconfig_t *glconfig ); + +// the gamestate should be grabbed at startup, and whenever a +// configstring changes +void trap_GetGameState( gameState_t *gamestate ); + +// cgame will poll each frame to see if a newer snapshot has arrived +// that it is interested in. The time is returned seperately so that +// snapshot latency can be calculated. +void trap_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime ); + +// a snapshot get can fail if the snapshot (or the entties it holds) is so +// old that it has fallen out of the client system queue +qboolean trap_GetSnapshot( int snapshotNumber, snapshot_t *snapshot ); + +// retrieve a text command from the server stream +// the current snapshot will hold the number of the most recent command +// qfalse can be returned if the client system handled the command +// argc() / argv() can be used to examine the parameters of the command +qboolean trap_GetServerCommand( int serverCommandNumber ); + +// returns the most recent command number that can be passed to GetUserCmd +// this will always be at least one higher than the number in the current +// snapshot, and it may be quite a few higher if it is a fast computer on +// a lagged connection +int trap_GetCurrentCmdNumber( void ); + +qboolean trap_GetUserCmd( int cmdNumber, usercmd_t *ucmd ); + +// used for the weapon select and zoom +void trap_SetUserCmdValue( int stateValue, float sensitivityScale ); + +// aids for VM testing +void testPrintInt( char *string, int i ); +void testPrintFloat( char *string, float f ); + +int trap_MemoryRemaining( void ); +void trap_R_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font); +qboolean trap_Key_IsDown( int keynum ); +int trap_Key_GetCatcher( void ); +void trap_Key_SetCatcher( int catcher ); +int trap_Key_GetKey( const char *binding ); + +//TA: um... +//typedef enum { +// SYSTEM_PRINT, +// CHAT_PRINT, +// TEAMCHAT_PRINT +//}; + + +int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits); +e_status trap_CIN_StopCinematic(int handle); +e_status trap_CIN_RunCinematic (int handle); +void trap_CIN_DrawCinematic (int handle); +void trap_CIN_SetExtents (int handle, int x, int y, int w, int h); + +void trap_SnapVector( float *v ); + diff --git a/src/cgame/cg_main.c b/src/cgame/cg_main.c new file mode 100644 index 00000000..da803ac0 --- /dev/null +++ b/src/cgame/cg_main.c @@ -0,0 +1,1132 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// cg_main.c -- initialization and primary entry point for cgame + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program 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, or (at your option) + * any later version. + * + * This program 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 this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "cg_local.h" + +int forceModelModificationCount = -1; + +void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ); +void CG_Shutdown( void ); + +/* +================ +vmMain + +This is the only way control passes into the module. +This must be the very first function compiled into the .q3vm file +================ +*/ +int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11 ) { + switch ( command ) { + case CG_INIT: + CG_Init( arg0, arg1, arg2 ); + return 0; + case CG_SHUTDOWN: + CG_Shutdown(); + return 0; + case CG_CONSOLE_COMMAND: + return CG_ConsoleCommand(); + case CG_DRAW_ACTIVE_FRAME: + CG_DrawActiveFrame( arg0, arg1, arg2 ); + return 0; + case CG_CROSSHAIR_PLAYER: + return CG_CrosshairPlayer(); + case CG_LAST_ATTACKER: + return CG_LastAttacker(); + case CG_KEY_EVENT: + CG_KeyEvent(arg0, arg1); + return 0; + case CG_MOUSE_EVENT: + CG_MouseEvent(arg0, arg1); + return 0; + case CG_EVENT_HANDLING: + CG_EventHandling(arg0); + return 0; + default: + CG_Error( "vmMain: unknown command %i", command ); + break; + } + return -1; +} + + +cg_t cg; +cgs_t cgs; +centity_t cg_entities[MAX_GENTITIES]; + +//TA: weapons limit expanded: +//weaponInfo_t cg_weapons[MAX_WEAPONS]; +weaponInfo_t cg_weapons[32]; +upgradeInfo_t cg_upgrades[32]; + +itemInfo_t cg_items[MAX_ITEMS]; + +//TA: +cgItemPos_t cgIP; + + +vmCvar_t cg_railTrailTime; +vmCvar_t cg_centertime; +vmCvar_t cg_runpitch; +vmCvar_t cg_runroll; +vmCvar_t cg_bobup; +vmCvar_t cg_bobpitch; +vmCvar_t cg_bobroll; +vmCvar_t cg_swingSpeed; +vmCvar_t cg_shadows; +vmCvar_t cg_gibs; +vmCvar_t cg_drawTimer; +vmCvar_t cg_drawFPS; +vmCvar_t cg_drawSnapshot; +vmCvar_t cg_draw3dIcons; +vmCvar_t cg_drawIcons; +vmCvar_t cg_drawAmmoWarning; +vmCvar_t cg_drawCrosshair; +vmCvar_t cg_drawCrosshairNames; +vmCvar_t cg_drawRewards; +vmCvar_t cg_crosshairSize; +vmCvar_t cg_crosshairX; +vmCvar_t cg_crosshairY; +vmCvar_t cg_crosshairHealth; +vmCvar_t cg_draw2D; +vmCvar_t cg_drawStatus; +vmCvar_t cg_animSpeed; +vmCvar_t cg_debugAnim; +vmCvar_t cg_debugPosition; +vmCvar_t cg_debugEvents; +vmCvar_t cg_errorDecay; +vmCvar_t cg_nopredict; +vmCvar_t cg_noPlayerAnims; +vmCvar_t cg_showmiss; +vmCvar_t cg_footsteps; +vmCvar_t cg_addMarks; +vmCvar_t cg_brassTime; +vmCvar_t cg_viewsize; +vmCvar_t cg_drawGun; +vmCvar_t cg_gun_frame; +vmCvar_t cg_gun_x; +vmCvar_t cg_gun_y; +vmCvar_t cg_gun_z; +vmCvar_t cg_tracerChance; +vmCvar_t cg_tracerWidth; +vmCvar_t cg_tracerLength; +vmCvar_t cg_autoswitch; +vmCvar_t cg_ignore; +vmCvar_t cg_simpleItems; +vmCvar_t cg_fov; +vmCvar_t cg_zoomFov; +vmCvar_t cg_thirdPerson; +vmCvar_t cg_thirdPersonRange; +vmCvar_t cg_thirdPersonAngle; +vmCvar_t cg_stereoSeparation; +vmCvar_t cg_lagometer; +vmCvar_t cg_drawAttacker; +vmCvar_t cg_synchronousClients; +vmCvar_t cg_teamChatTime; +vmCvar_t cg_teamChatHeight; +vmCvar_t cg_stats; +vmCvar_t cg_buildScript; +vmCvar_t cg_forceModel; +vmCvar_t cg_paused; +vmCvar_t cg_blood; +vmCvar_t cg_predictItems; +vmCvar_t cg_deferPlayers; +vmCvar_t cg_drawTeamOverlay; +vmCvar_t cg_teamOverlayUserinfo; +vmCvar_t cg_drawFriend; +vmCvar_t cg_teamChatsOnly; +vmCvar_t cg_noVoiceChats; +vmCvar_t cg_noVoiceText; +vmCvar_t cg_hudFiles; +vmCvar_t cg_scorePlum; +vmCvar_t cg_smoothClients; +vmCvar_t pmove_fixed; +//vmCvar_t cg_pmove_fixed; +vmCvar_t pmove_msec; +vmCvar_t cg_pmove_msec; +vmCvar_t cg_cameraMode; +vmCvar_t cg_cameraOrbit; +vmCvar_t cg_cameraOrbitDelay; +vmCvar_t cg_timescaleFadeEnd; +vmCvar_t cg_timescaleFadeSpeed; +vmCvar_t cg_timescale; +vmCvar_t cg_smallFont; +vmCvar_t cg_bigFont; +vmCvar_t cg_noTaunt; +vmCvar_t cg_creepRes; +vmCvar_t cg_drawSurfNormal; + + +typedef struct { + vmCvar_t *vmCvar; + char *cvarName; + char *defaultString; + int cvarFlags; +} cvarTable_t; + +cvarTable_t cvarTable[] = { + { &cg_ignore, "cg_ignore", "0", 0 }, // used for debugging + { &cg_autoswitch, "cg_autoswitch", "1", CVAR_ARCHIVE }, + { &cg_drawGun, "cg_drawGun", "1", CVAR_ARCHIVE }, + { &cg_zoomFov, "cg_zoomfov", "22.5", CVAR_ARCHIVE }, + { &cg_fov, "cg_fov", "90", CVAR_ARCHIVE }, + { &cg_viewsize, "cg_viewsize", "100", CVAR_ARCHIVE }, + { &cg_stereoSeparation, "cg_stereoSeparation", "0.4", CVAR_ARCHIVE }, + { &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE }, + { &cg_gibs, "cg_gibs", "1", CVAR_ARCHIVE }, + { &cg_draw2D, "cg_draw2D", "1", CVAR_ARCHIVE }, + { &cg_drawStatus, "cg_drawStatus", "1", CVAR_ARCHIVE }, + { &cg_drawTimer, "cg_drawTimer", "0", CVAR_ARCHIVE }, + { &cg_drawFPS, "cg_drawFPS", "0", CVAR_ARCHIVE }, + { &cg_drawSnapshot, "cg_drawSnapshot", "0", CVAR_ARCHIVE }, + { &cg_draw3dIcons, "cg_draw3dIcons", "1", CVAR_ARCHIVE }, + { &cg_drawIcons, "cg_drawIcons", "1", CVAR_ARCHIVE }, + { &cg_drawAmmoWarning, "cg_drawAmmoWarning", "1", CVAR_ARCHIVE }, + { &cg_drawAttacker, "cg_drawAttacker", "1", CVAR_ARCHIVE }, + { &cg_drawCrosshair, "cg_drawCrosshair", "4", CVAR_ARCHIVE }, + { &cg_drawCrosshairNames, "cg_drawCrosshairNames", "1", CVAR_ARCHIVE }, + { &cg_drawRewards, "cg_drawRewards", "1", CVAR_ARCHIVE }, + { &cg_crosshairSize, "cg_crosshairSize", "24", CVAR_ARCHIVE }, + { &cg_crosshairHealth, "cg_crosshairHealth", "1", CVAR_ARCHIVE }, + { &cg_crosshairX, "cg_crosshairX", "0", CVAR_ARCHIVE }, + { &cg_crosshairY, "cg_crosshairY", "0", CVAR_ARCHIVE }, + { &cg_brassTime, "cg_brassTime", "2500", CVAR_ARCHIVE }, + { &cg_simpleItems, "cg_simpleItems", "0", CVAR_ARCHIVE }, + { &cg_addMarks, "cg_marks", "1", CVAR_ARCHIVE }, + { &cg_lagometer, "cg_lagometer", "1", CVAR_ARCHIVE }, + { &cg_railTrailTime, "cg_railTrailTime", "400", CVAR_ARCHIVE }, + { &cg_gun_x, "cg_gunX", "0", CVAR_CHEAT }, + { &cg_gun_y, "cg_gunY", "0", CVAR_CHEAT }, + { &cg_gun_z, "cg_gunZ", "0", CVAR_CHEAT }, + { &cg_centertime, "cg_centertime", "3", CVAR_CHEAT }, + { &cg_runpitch, "cg_runpitch", "0.002", CVAR_ARCHIVE}, + { &cg_runroll, "cg_runroll", "0.005", CVAR_ARCHIVE }, + { &cg_bobup , "cg_bobup", "0.005", CVAR_ARCHIVE }, + { &cg_bobpitch, "cg_bobpitch", "0.002", CVAR_ARCHIVE }, + { &cg_bobroll, "cg_bobroll", "0.002", CVAR_ARCHIVE }, + { &cg_swingSpeed, "cg_swingSpeed", "0.3", CVAR_CHEAT }, + { &cg_animSpeed, "cg_animspeed", "1", CVAR_CHEAT }, + { &cg_debugAnim, "cg_debuganim", "0", CVAR_CHEAT }, + { &cg_debugPosition, "cg_debugposition", "0", CVAR_CHEAT }, + { &cg_debugEvents, "cg_debugevents", "0", CVAR_CHEAT }, + { &cg_errorDecay, "cg_errordecay", "100", 0 }, + { &cg_nopredict, "cg_nopredict", "0", 0 }, + { &cg_noPlayerAnims, "cg_noplayeranims", "0", CVAR_CHEAT }, + { &cg_showmiss, "cg_showmiss", "0", 0 }, + { &cg_footsteps, "cg_footsteps", "1", CVAR_CHEAT }, + { &cg_tracerChance, "cg_tracerchance", "0.4", CVAR_CHEAT }, + { &cg_tracerWidth, "cg_tracerwidth", "1", CVAR_CHEAT }, + { &cg_tracerLength, "cg_tracerlength", "100", CVAR_CHEAT }, + { &cg_thirdPersonRange, "cg_thirdPersonRange", "40", CVAR_CHEAT }, + { &cg_thirdPersonAngle, "cg_thirdPersonAngle", "0", CVAR_CHEAT }, + { &cg_thirdPerson, "cg_thirdPerson", "0", CVAR_CHEAT }, + { &cg_teamChatTime, "cg_teamChatTime", "3000", CVAR_ARCHIVE }, + { &cg_teamChatHeight, "cg_teamChatHeight", "0", CVAR_ARCHIVE }, + { &cg_forceModel, "cg_forceModel", "0", CVAR_ARCHIVE }, + { &cg_predictItems, "cg_predictItems", "1", CVAR_ARCHIVE }, + { &cg_deferPlayers, "cg_deferPlayers", "1", CVAR_ARCHIVE }, + { &cg_drawTeamOverlay, "cg_drawTeamOverlay", "0", CVAR_ARCHIVE }, + { &cg_teamOverlayUserinfo, "teamoverlay", "0", CVAR_ROM | CVAR_USERINFO }, + { &cg_stats, "cg_stats", "0", 0 }, + { &cg_drawFriend, "cg_drawFriend", "1", CVAR_ARCHIVE }, + { &cg_teamChatsOnly, "cg_teamChatsOnly", "0", CVAR_ARCHIVE }, + { &cg_noVoiceChats, "cg_noVoiceChats", "0", CVAR_ARCHIVE }, + { &cg_noVoiceText, "cg_noVoiceText", "0", CVAR_ARCHIVE }, + { &cg_creepRes, "cg_creepRes", "16", CVAR_ARCHIVE }, + { &cg_drawSurfNormal, "cg_drawSurfNormal", "0", CVAR_CHEAT }, + + // the following variables are created in other parts of the system, + // but we also reference them here + + { &cg_buildScript, "com_buildScript", "0", 0 }, // force loading of all possible data amd error on failures + { &cg_paused, "cl_paused", "0", CVAR_ROM }, + { &cg_blood, "com_blood", "1", CVAR_ARCHIVE }, + { &cg_synchronousClients, "g_synchronousClients", "0", 0 }, // communicated by systeminfo + { &cg_cameraOrbit, "cg_cameraOrbit", "0", CVAR_CHEAT}, + { &cg_cameraOrbitDelay, "cg_cameraOrbitDelay", "50", CVAR_ARCHIVE}, + { &cg_timescaleFadeEnd, "cg_timescaleFadeEnd", "1", 0}, + { &cg_timescaleFadeSpeed, "cg_timescaleFadeSpeed", "0", 0}, + { &cg_timescale, "timescale", "1", 0}, + { &cg_scorePlum, "cg_scorePlums", "1", CVAR_USERINFO | CVAR_ARCHIVE}, + { &cg_smoothClients, "cg_smoothClients", "0", CVAR_USERINFO | CVAR_ARCHIVE}, + { &cg_cameraMode, "com_cameraMode", "0", CVAR_CHEAT}, + + { &pmove_fixed, "pmove_fixed", "0", 0}, + { &pmove_msec, "pmove_msec", "8", 0}, + { &cg_noTaunt, "cg_noTaunt", "0", CVAR_ARCHIVE}, + { &cg_smallFont, "ui_smallFont", "0.25", CVAR_ARCHIVE}, + { &cg_bigFont, "ui_bigFont", "0.4", CVAR_ARCHIVE}, + +// { &cg_pmove_fixed, "cg_pmove_fixed", "0", CVAR_USERINFO | CVAR_ARCHIVE } +}; + +int cvarTableSize = sizeof( cvarTable ) / sizeof( cvarTable[0] ); + +/* +================= +CG_RegisterCvars +================= +*/ +void CG_RegisterCvars( void ) { + int i; + cvarTable_t *cv; + char var[MAX_TOKEN_CHARS]; + + for ( i = 0, cv = cvarTable ; i < cvarTableSize ; i++, cv++ ) { + trap_Cvar_Register( cv->vmCvar, cv->cvarName, + cv->defaultString, cv->cvarFlags ); + } + + // see if we are also running the server on this machine + trap_Cvar_VariableStringBuffer( "sv_running", var, sizeof( var ) ); + cgs.localServer = atoi( var ); + forceModelModificationCount = cg_forceModel.modificationCount; + + trap_Cvar_Register(NULL, "model", DEFAULT_MODEL, CVAR_USERINFO | CVAR_ARCHIVE ); + trap_Cvar_Register(NULL, "headmodel", DEFAULT_MODEL, CVAR_USERINFO | CVAR_ARCHIVE ); + trap_Cvar_Register(NULL, "team_model", DEFAULT_TEAM_MODEL, CVAR_USERINFO | CVAR_ARCHIVE ); + trap_Cvar_Register(NULL, "team_headmodel", DEFAULT_TEAM_HEAD, CVAR_USERINFO | CVAR_ARCHIVE ); +} + + +/* +=================== +CG_ForceModelChange +=================== +*/ +static void CG_ForceModelChange( void ) { + int i; + + for (i=0 ; i<MAX_CLIENTS ; i++) { + const char *clientInfo; + + clientInfo = CG_ConfigString( CS_PLAYERS+i ); + if ( !clientInfo[0] ) { + continue; + } + CG_NewClientInfo( i ); + } +} + + +/* +================= +CG_UpdateCvars +================= +*/ +void CG_UpdateCvars( void ) { + int i; + cvarTable_t *cv; + + for ( i = 0, cv = cvarTable ; i < cvarTableSize ; i++, cv++ ) { + trap_Cvar_Update( cv->vmCvar ); + } + + // check for modications here + + // If team overlay is on, ask for updates from the server. If its off, + // let the server know so we don't receive it + if ( drawTeamOverlayModificationCount != cg_drawTeamOverlay.modificationCount ) { + drawTeamOverlayModificationCount = cg_drawTeamOverlay.modificationCount; + + if ( cg_drawTeamOverlay.integer > 0 ) { + trap_Cvar_Set( "teamoverlay", "1" ); + } else { + trap_Cvar_Set( "teamoverlay", "0" ); + } + // FIXME E3 HACK + trap_Cvar_Set( "teamoverlay", "1" ); + } + + // if force model changed + if ( forceModelModificationCount != cg_forceModel.modificationCount ) { + forceModelModificationCount = cg_forceModel.modificationCount; + CG_ForceModelChange(); + } +} + + +int CG_CrosshairPlayer( void ) { + if ( cg.time > ( cg.crosshairClientTime + 1000 ) ) { + return -1; + } + return cg.crosshairClientNum; +} + + +int CG_LastAttacker( void ) { + if ( !cg.attackerTime ) { + return -1; + } + return cg.snap->ps.persistant[PERS_ATTACKER]; +} + + +void QDECL CG_Printf( const char *msg, ... ) { + va_list argptr; + char text[1024]; + + va_start (argptr, msg); + vsprintf (text, msg, argptr); + va_end (argptr); + + trap_Print( text ); +} + +void QDECL CG_Error( const char *msg, ... ) { + va_list argptr; + char text[1024]; + + va_start (argptr, msg); + vsprintf (text, msg, argptr); + va_end (argptr); + + trap_Error( text ); +} + +#ifndef CGAME_HARD_LINKED +// this is only here so the functions in q_shared.c and bg_*.c can link (FIXME) + +void QDECL Com_Error( int level, const char *error, ... ) { + va_list argptr; + char text[1024]; + + va_start (argptr, error); + vsprintf (text, error, argptr); + va_end (argptr); + + CG_Error( "%s", text); +} + +void QDECL Com_Printf( const char *msg, ... ) { + va_list argptr; + char text[1024]; + + va_start (argptr, msg); + vsprintf (text, msg, argptr); + va_end (argptr); + + CG_Printf ("%s", text); +} + +#endif + + + +/* +================ +CG_Argv +================ +*/ +const char *CG_Argv( int arg ) { + static char buffer[MAX_STRING_CHARS]; + + trap_Argv( arg, buffer, sizeof( buffer ) ); + + return buffer; +} + + +//======================================================================== + +/* +================= +CG_RegisterItemSounds + +The server says this item is used on this level +================= +*/ +static void CG_RegisterItemSounds( int itemNum ) { + gitem_t *item; + char data[MAX_QPATH]; + char *s, *start; + int len; + + item = &bg_itemlist[ itemNum ]; + + if( item->pickup_sound ) { + trap_S_RegisterSound( item->pickup_sound, qfalse ); + } + + // parse the space seperated precache string for other media + s = item->sounds; + if (!s || !s[0]) + return; + + while (*s) { + start = s; + while (*s && *s != ' ') { + s++; + } + + len = s-start; + if (len >= MAX_QPATH || len < 5) { + CG_Error( "PrecacheItem: %s has bad precache string", + item->classname); + return; + } + memcpy (data, start, len); + data[len] = 0; + if ( *s ) { + s++; + } + + if ( !strcmp(data+len-3, "wav" )) { + trap_S_RegisterSound( data, qfalse ); + } + } +} + + +/* +================= +CG_RegisterSounds + +called during a precache command +================= +*/ +static void CG_RegisterSounds( void ) { + int i; + char items[MAX_ITEMS+1]; + char name[MAX_QPATH]; + const char *soundName; + + // voice commands + + cgs.media.oneMinuteSound = trap_S_RegisterSound( "sound/feedback/1_minute.wav", qfalse ); + cgs.media.fiveMinuteSound = trap_S_RegisterSound( "sound/feedback/5_minute.wav", qfalse ); + cgs.media.suddenDeathSound = trap_S_RegisterSound( "sound/feedback/sudden_death.wav", qfalse ); + cgs.media.oneFragSound = trap_S_RegisterSound( "sound/feedback/1_frag.wav", qfalse ); + cgs.media.twoFragSound = trap_S_RegisterSound( "sound/feedback/2_frags.wav", qfalse ); + cgs.media.threeFragSound = trap_S_RegisterSound( "sound/feedback/3_frags.wav", qfalse ); + cgs.media.count3Sound = trap_S_RegisterSound( "sound/feedback/three.wav", qfalse ); + cgs.media.count2Sound = trap_S_RegisterSound( "sound/feedback/two.wav", qfalse ); + cgs.media.count1Sound = trap_S_RegisterSound( "sound/feedback/one.wav", qfalse ); + cgs.media.countFightSound = trap_S_RegisterSound( "sound/feedback/fight.wav", qfalse ); + cgs.media.countPrepareSound = trap_S_RegisterSound( "sound/feedback/prepare.wav", qfalse ); + + if ( cgs.gametype >= GT_TEAM || cg_buildScript.integer ) { + cgs.media.captureAwardSound = trap_S_RegisterSound( "sound/teamplay/flagcapture_yourteam.wav", qfalse ); + cgs.media.redLeadsSound = trap_S_RegisterSound( "sound/feedback/redleads.wav", qfalse ); + cgs.media.blueLeadsSound = trap_S_RegisterSound( "sound/feedback/blueleads.wav", qfalse ); + cgs.media.teamsTiedSound = trap_S_RegisterSound( "sound/feedback/teamstied.wav", qfalse ); + cgs.media.hitTeamSound = trap_S_RegisterSound( "sound/feedback/hit_teammate.wav", qfalse ); + + cgs.media.redScoredSound = trap_S_RegisterSound( "sound/teamplay/voc_red_scores.wav", qfalse ); + cgs.media.blueScoredSound = trap_S_RegisterSound( "sound/teamplay/voc_blue_scores.wav", qfalse ); + + cgs.media.captureYourTeamSound = trap_S_RegisterSound( "sound/teamplay/flagcapture_yourteam.wav", qfalse ); + cgs.media.captureOpponentSound = trap_S_RegisterSound( "sound/teamplay/flagcapture_opponent.wav", qfalse ); + + cgs.media.returnYourTeamSound = trap_S_RegisterSound( "sound/teamplay/flagreturn_yourteam.wav", qfalse ); + cgs.media.returnOpponentSound = trap_S_RegisterSound( "sound/teamplay/flagreturn_opponent.wav", qfalse ); + + cgs.media.takenYourTeamSound = trap_S_RegisterSound( "sound/teamplay/flagtaken_yourteam.wav", qfalse ); + cgs.media.takenOpponentSound = trap_S_RegisterSound( "sound/teamplay/flagtaken_opponent.wav", qfalse ); + + if ( cgs.gametype == GT_CTF || cg_buildScript.integer ) { + cgs.media.redFlagReturnedSound = trap_S_RegisterSound( "sound/teamplay/voc_red_returned.wav", qfalse ); + cgs.media.blueFlagReturnedSound = trap_S_RegisterSound( "sound/teamplay/voc_blue_returned.wav", qfalse ); + cgs.media.enemyTookYourFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_enemy_flag.wav", qfalse ); + cgs.media.yourTeamTookEnemyFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_team_flag.wav", qfalse ); + } + + cgs.media.youHaveFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_you_flag.wav", qfalse ); + cgs.media.holyShitSound = trap_S_RegisterSound("sound/feedback/voc_holyshit.wav", qfalse); + cgs.media.neutralFlagReturnedSound = trap_S_RegisterSound( "sound/teamplay/flagreturn_opponent.wav", qfalse ); + cgs.media.yourTeamTookTheFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_team_1flag.wav", qfalse ); + cgs.media.enemyTookTheFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_enemy_1flag.wav", qfalse ); + } + + cgs.media.tracerSound = trap_S_RegisterSound( "sound/weapons/machinegun/buletby1.wav", qfalse ); + cgs.media.selectSound = trap_S_RegisterSound( "sound/weapons/change.wav", qfalse ); + cgs.media.wearOffSound = trap_S_RegisterSound( "sound/items/wearoff.wav", qfalse ); + cgs.media.useNothingSound = trap_S_RegisterSound( "sound/items/use_nothing.wav", qfalse ); + cgs.media.gibSound = trap_S_RegisterSound( "sound/player/gibsplt1.wav", qfalse ); + cgs.media.gibBounce1Sound = trap_S_RegisterSound( "sound/player/gibimp1.wav", qfalse ); + cgs.media.gibBounce2Sound = trap_S_RegisterSound( "sound/player/gibimp2.wav", qfalse ); + cgs.media.gibBounce3Sound = trap_S_RegisterSound( "sound/player/gibimp3.wav", qfalse ); + + cgs.media.teleInSound = trap_S_RegisterSound( "sound/world/telein.wav", qfalse ); + cgs.media.teleOutSound = trap_S_RegisterSound( "sound/world/teleout.wav", qfalse ); + cgs.media.respawnSound = trap_S_RegisterSound( "sound/items/respawn1.wav", qfalse ); + + cgs.media.noAmmoSound = trap_S_RegisterSound( "sound/weapons/noammo.wav", qfalse ); + + cgs.media.talkSound = trap_S_RegisterSound( "sound/player/talk.wav", qfalse ); + cgs.media.landSound = trap_S_RegisterSound( "sound/player/land1.wav", qfalse); + + cgs.media.hitSound = trap_S_RegisterSound( "sound/feedback/hit.wav", qfalse ); + + cgs.media.impressiveSound = trap_S_RegisterSound( "sound/feedback/impressive.wav", qfalse ); + cgs.media.excellentSound = trap_S_RegisterSound( "sound/feedback/excellent.wav", qfalse ); + cgs.media.deniedSound = trap_S_RegisterSound( "sound/feedback/denied.wav", qfalse ); + cgs.media.humiliationSound = trap_S_RegisterSound( "sound/feedback/humiliation.wav", qfalse ); + cgs.media.assistSound = trap_S_RegisterSound( "sound/feedback/assist.wav", qfalse ); + cgs.media.defendSound = trap_S_RegisterSound( "sound/feedback/defense.wav", qfalse ); + + cgs.media.takenLeadSound = trap_S_RegisterSound( "sound/feedback/takenlead.wav", qfalse); + cgs.media.tiedLeadSound = trap_S_RegisterSound( "sound/feedback/tiedlead.wav", qfalse); + cgs.media.lostLeadSound = trap_S_RegisterSound( "sound/feedback/lostlead.wav", qfalse); + + cgs.media.watrInSound = trap_S_RegisterSound( "sound/player/watr_in.wav", qfalse); + cgs.media.watrOutSound = trap_S_RegisterSound( "sound/player/watr_out.wav", qfalse); + cgs.media.watrUnSound = trap_S_RegisterSound( "sound/player/watr_un.wav", qfalse); + + cgs.media.jumpPadSound = trap_S_RegisterSound ("sound/world/jumppad.wav", qfalse ); + + for (i=0 ; i<4 ; i++) { + Com_sprintf (name, sizeof(name), "sound/player/footsteps/step%i.wav", i+1); + cgs.media.footsteps[FOOTSTEP_NORMAL][i] = trap_S_RegisterSound (name, qfalse); + + Com_sprintf (name, sizeof(name), "sound/player/footsteps/boot%i.wav", i+1); + cgs.media.footsteps[FOOTSTEP_BOOT][i] = trap_S_RegisterSound (name, qfalse); + + Com_sprintf (name, sizeof(name), "sound/player/footsteps/flesh%i.wav", i+1); + cgs.media.footsteps[FOOTSTEP_FLESH][i] = trap_S_RegisterSound (name, qfalse); + + Com_sprintf (name, sizeof(name), "sound/player/footsteps/mech%i.wav", i+1); + cgs.media.footsteps[FOOTSTEP_MECH][i] = trap_S_RegisterSound (name, qfalse); + + Com_sprintf (name, sizeof(name), "sound/player/footsteps/energy%i.wav", i+1); + cgs.media.footsteps[FOOTSTEP_ENERGY][i] = trap_S_RegisterSound (name, qfalse); + + Com_sprintf (name, sizeof(name), "sound/player/footsteps/splash%i.wav", i+1); + cgs.media.footsteps[FOOTSTEP_SPLASH][i] = trap_S_RegisterSound (name, qfalse); + + Com_sprintf (name, sizeof(name), "sound/player/footsteps/clank%i.wav", i+1); + cgs.media.footsteps[FOOTSTEP_METAL][i] = trap_S_RegisterSound (name, qfalse); + } + + // only register the items that the server says we need + strcpy( items, CG_ConfigString( CS_ITEMS ) ); + + for ( i = 1 ; i < bg_numItems ; i++ ) { + //if ( items[ i ] == '1' || cg_buildScript.integer ) { + CG_RegisterItemSounds( i ); + //} + } + + for ( i = 1 ; i < MAX_SOUNDS ; i++ ) { + soundName = CG_ConfigString( CS_SOUNDS+i ); + if ( !soundName[0] ) { + break; + } + if ( soundName[0] == '*' ) { + continue; // custom sound + } + cgs.gameSounds[i] = trap_S_RegisterSound( soundName, qfalse ); + } + + // FIXME: only needed with item + cgs.media.flightSound = trap_S_RegisterSound( "sound/items/flight.wav", qfalse ); + cgs.media.medkitSound = trap_S_RegisterSound ("sound/items/use_medkit.wav", qfalse); + cgs.media.quadSound = trap_S_RegisterSound("sound/items/damage3.wav", qfalse); + cgs.media.sfx_ric1 = trap_S_RegisterSound ("sound/weapons/machinegun/ric1.wav", qfalse); + cgs.media.sfx_ric2 = trap_S_RegisterSound ("sound/weapons/machinegun/ric2.wav", qfalse); + cgs.media.sfx_ric3 = trap_S_RegisterSound ("sound/weapons/machinegun/ric3.wav", qfalse); + cgs.media.sfx_railg = trap_S_RegisterSound ("sound/weapons/railgun/railgf1a.wav", qfalse); + cgs.media.sfx_rockexp = trap_S_RegisterSound ("sound/weapons/rocket/rocklx1a.wav", qfalse); + cgs.media.sfx_plasmaexp = trap_S_RegisterSound ("sound/weapons/plasma/plasmx1a.wav", qfalse); + + cgs.media.regenSound = trap_S_RegisterSound("sound/items/regen.wav", qfalse); + cgs.media.protectSound = trap_S_RegisterSound("sound/items/protect3.wav", qfalse); + cgs.media.n_healthSound = trap_S_RegisterSound("sound/items/n_health.wav", qfalse ); + cgs.media.hgrenb1aSound = trap_S_RegisterSound("sound/weapons/grenade/hgrenb1a.wav", qfalse); + cgs.media.hgrenb2aSound = trap_S_RegisterSound("sound/weapons/grenade/hgrenb2a.wav", qfalse); + cgs.media.wstbimplSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbimpl.wav", qfalse); + cgs.media.wstbimpmSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbimpm.wav", qfalse); + cgs.media.wstbimpdSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbimpd.wav", qfalse); + cgs.media.wstbactvSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbactv.wav", qfalse); +} + + +//=================================================================================== + + +/* +================= +CG_RegisterGraphics + +This function may execute for a couple of minutes with a slow disk. +================= +*/ +static void CG_RegisterGraphics( void ) { + int i; + char items[MAX_ITEMS+1]; + static char *sb_nums[11] = { + "gfx/2d/numbers/zero_32b", + "gfx/2d/numbers/one_32b", + "gfx/2d/numbers/two_32b", + "gfx/2d/numbers/three_32b", + "gfx/2d/numbers/four_32b", + "gfx/2d/numbers/five_32b", + "gfx/2d/numbers/six_32b", + "gfx/2d/numbers/seven_32b", + "gfx/2d/numbers/eight_32b", + "gfx/2d/numbers/nine_32b", + "gfx/2d/numbers/minus_32b", + }; + + // clear any references to old media + memset( &cg.refdef, 0, sizeof( cg.refdef ) ); + trap_R_ClearScene(); + + CG_LoadingString( cgs.mapname ); + + trap_R_LoadWorldMap( cgs.mapname ); + + // precache status bar pics + CG_LoadingString( "game media" ); + + for ( i=0 ; i<11 ; i++) { + cgs.media.numberShaders[i] = trap_R_RegisterShader( sb_nums[i] ); + } + + cgs.media.botSkillShaders[0] = trap_R_RegisterShader( "menu/art/skill1.tga" ); + cgs.media.botSkillShaders[1] = trap_R_RegisterShader( "menu/art/skill2.tga" ); + cgs.media.botSkillShaders[2] = trap_R_RegisterShader( "menu/art/skill3.tga" ); + cgs.media.botSkillShaders[3] = trap_R_RegisterShader( "menu/art/skill4.tga" ); + cgs.media.botSkillShaders[4] = trap_R_RegisterShader( "menu/art/skill5.tga" ); + + cgs.media.viewBloodShader = trap_R_RegisterShader( "viewBloodBlend" ); + + cgs.media.deferShader = trap_R_RegisterShaderNoMip( "gfx/2d/defer.tga" ); + + cgs.media.scoreboardName = trap_R_RegisterShaderNoMip( "menu/tab/name.tga" ); + cgs.media.scoreboardPing = trap_R_RegisterShaderNoMip( "menu/tab/ping.tga" ); + cgs.media.scoreboardScore = trap_R_RegisterShaderNoMip( "menu/tab/score.tga" ); + cgs.media.scoreboardTime = trap_R_RegisterShaderNoMip( "menu/tab/time.tga" ); + + cgs.media.smokePuffShader = trap_R_RegisterShader( "smokePuff" ); + cgs.media.smokePuffRageProShader = trap_R_RegisterShader( "smokePuffRagePro" ); + cgs.media.shotgunSmokePuffShader = trap_R_RegisterShader( "shotgunSmokePuff" ); + cgs.media.plasmaBallShader = trap_R_RegisterShader( "sprites/plasma1" ); + cgs.media.bloodTrailShader = trap_R_RegisterShader( "bloodTrail" ); + cgs.media.lagometerShader = trap_R_RegisterShader("lagometer" ); + cgs.media.connectionShader = trap_R_RegisterShader( "disconnected" ); + + + //TA: extra stuff + cgs.media.explosionShader = trap_R_RegisterShader( "grenadeExplosion" ); + cgs.media.greenBloodTrailShader = trap_R_RegisterShader( "greenBloodTrail" ); + cgs.media.greenBloodExplosionShader = trap_R_RegisterShader( "greenBloodExplosion" ); + cgs.media.greenBloodMarkShader = trap_R_RegisterShader( "greenBloodMark" ); + cgs.media.explosionTrailShader = trap_R_RegisterShader( "explosionTrail" ); + + cgs.media.flameShader = trap_R_RegisterShader( "sprites/flameball" ); + cgs.media.creepShader = trap_R_RegisterShader( "creep" ); + + cgs.media.scannerBlipShader = trap_R_RegisterShader( "gfx/2d/droidhealth" ); + cgs.media.scannerLineShader = trap_R_RegisterShader( "gfx/2d/func/mult2" ); + cgs.media.scannerShader = trap_R_RegisterShader( "gfx/2d/scanner" ); + + cgs.media.waterBubbleShader = trap_R_RegisterShader( "waterBubble" ); + + cgs.media.tracerShader = trap_R_RegisterShader( "gfx/misc/tracer" ); + cgs.media.selectShader = trap_R_RegisterShader( "gfx/2d/select" ); + + for ( i = 0 ; i < NUM_CROSSHAIRS ; i++ ) { + cgs.media.crosshairShader[i] = trap_R_RegisterShader( va("gfx/2d/crosshair%c", 'a'+i) ); + } + + cgs.media.backTileShader = trap_R_RegisterShader( "gfx/2d/backtile" ); + cgs.media.noammoShader = trap_R_RegisterShader( "icons/noammo" ); + + // powerup shaders + cgs.media.quadShader = trap_R_RegisterShader("powerups/quad" ); + cgs.media.quadWeaponShader = trap_R_RegisterShader("powerups/quadWeapon" ); + cgs.media.battleSuitShader = trap_R_RegisterShader("powerups/battleSuit" ); + cgs.media.battleWeaponShader = trap_R_RegisterShader("powerups/battleWeapon" ); + cgs.media.invisShader = trap_R_RegisterShader("powerups/invisibility" ); + cgs.media.regenShader = trap_R_RegisterShader("powerups/regen" ); + cgs.media.hastePuffShader = trap_R_RegisterShader("hasteSmokePuff" ); + + if ( cgs.gametype == GT_CTF || cg_buildScript.integer ) { + cgs.media.redCubeModel = trap_R_RegisterModel( "models/powerups/orb/r_orb.md3" ); + cgs.media.blueCubeModel = trap_R_RegisterModel( "models/powerups/orb/b_orb.md3" ); + cgs.media.redCubeIcon = trap_R_RegisterShader( "icons/skull_red" ); + cgs.media.blueCubeIcon = trap_R_RegisterShader( "icons/skull_blue" ); + } + + if ( cgs.gametype == GT_CTF || cg_buildScript.integer ) { + cgs.media.redFlagModel = trap_R_RegisterModel( "models/flags/r_flag.md3" ); + cgs.media.blueFlagModel = trap_R_RegisterModel( "models/flags/b_flag.md3" ); + cgs.media.redFlagShader[0] = trap_R_RegisterShaderNoMip( "icons/iconf_red1" ); + cgs.media.redFlagShader[1] = trap_R_RegisterShaderNoMip( "icons/iconf_red2" ); + cgs.media.redFlagShader[2] = trap_R_RegisterShaderNoMip( "icons/iconf_red3" ); + cgs.media.blueFlagShader[0] = trap_R_RegisterShaderNoMip( "icons/iconf_blu1" ); + cgs.media.blueFlagShader[1] = trap_R_RegisterShaderNoMip( "icons/iconf_blu2" ); + cgs.media.blueFlagShader[2] = trap_R_RegisterShaderNoMip( "icons/iconf_blu3" ); + } + + if ( cgs.gametype >= GT_TEAM || cg_buildScript.integer ) { + cgs.media.friendShader = trap_R_RegisterShader( "sprites/foe" ); + cgs.media.redQuadShader = trap_R_RegisterShader("powerups/blueflag" ); + cgs.media.teamStatusBar = trap_R_RegisterShader( "gfx/2d/colorbar.tga" ); + } + + //TA: screenfades + cgs.media.humanNV = trap_R_RegisterShader( "humanNV" ); + cgs.media.droidNav10 = trap_R_RegisterShader( "droidNav10" ); + cgs.media.droidNav15 = trap_R_RegisterShader( "droidNav15" ); + cgs.media.droidNav20 = trap_R_RegisterShader( "droidNav20" ); + cgs.media.droidNav25 = trap_R_RegisterShader( "droidNav25" ); + cgs.media.droidNav30 = trap_R_RegisterShader( "droidNav30" ); + cgs.media.droidNav35 = trap_R_RegisterShader( "droidNav35" ); + cgs.media.droidNav40 = trap_R_RegisterShader( "droidNav40" ); + cgs.media.droidNav45 = trap_R_RegisterShader( "droidNav45" ); + cgs.media.droidNav50 = trap_R_RegisterShader( "droidNav50" ); + cgs.media.droidNav55 = trap_R_RegisterShader( "droidNav55" ); + cgs.media.droidNav60 = trap_R_RegisterShader( "droidNav60" ); + cgs.media.droidNav65 = trap_R_RegisterShader( "droidNav65" ); + cgs.media.droidNav70 = trap_R_RegisterShader( "droidNav70" ); + cgs.media.droidNav75 = trap_R_RegisterShader( "droidNav75" ); + cgs.media.droidNav80 = trap_R_RegisterShader( "droidNav80" ); + cgs.media.droidHealth = trap_R_RegisterShader( "gfx/2d/droidhealth.tga" ); + + cgs.media.armorModel = trap_R_RegisterModel( "models/powerups/armor/armor_yel.md3" ); + cgs.media.armorIcon = trap_R_RegisterShaderNoMip( "icons/iconr_yellow" ); + + cgs.media.machinegunBrassModel = trap_R_RegisterModel( "models/weapons2/shells/m_shell.md3" ); + cgs.media.shotgunBrassModel = trap_R_RegisterModel( "models/weapons2/shells/s_shell.md3" ); + + cgs.media.gibAbdomen = trap_R_RegisterModel( "models/gibs/abdomen.md3" ); + cgs.media.gibArm = trap_R_RegisterModel( "models/gibs/arm.md3" ); + cgs.media.gibChest = trap_R_RegisterModel( "models/gibs/chest.md3" ); + cgs.media.gibFist = trap_R_RegisterModel( "models/gibs/fist.md3" ); + cgs.media.gibFoot = trap_R_RegisterModel( "models/gibs/foot.md3" ); + cgs.media.gibForearm = trap_R_RegisterModel( "models/gibs/forearm.md3" ); + cgs.media.gibIntestine = trap_R_RegisterModel( "models/gibs/intestine.md3" ); + cgs.media.gibLeg = trap_R_RegisterModel( "models/gibs/leg.md3" ); + cgs.media.gibSkull = trap_R_RegisterModel( "models/gibs/skull.md3" ); + cgs.media.gibBrain = trap_R_RegisterModel( "models/gibs/brain.md3" ); + + cgs.media.smoke2 = trap_R_RegisterModel( "models/weapons2/shells/s_shell.md3" ); + + cgs.media.balloonShader = trap_R_RegisterShader( "sprites/balloon3" ); + + cgs.media.bloodExplosionShader = trap_R_RegisterShader( "bloodExplosion" ); + + cgs.media.bulletFlashModel = trap_R_RegisterModel("models/weaphits/bullet.md3"); + cgs.media.ringFlashModel = trap_R_RegisterModel("models/weaphits/ring02.md3"); + cgs.media.dishFlashModel = trap_R_RegisterModel("models/weaphits/boom01.md3"); + cgs.media.teleportEffectModel = trap_R_RegisterModel( "models/misc/telep.md3" ); + cgs.media.teleportEffectShader = trap_R_RegisterShader( "teleportEffect" ); + + cgs.media.medalImpressive = trap_R_RegisterShaderNoMip( "medal_impressive" ); + cgs.media.medalExcellent = trap_R_RegisterShaderNoMip( "medal_excellent" ); + cgs.media.medalGauntlet = trap_R_RegisterShaderNoMip( "medal_gauntlet" ); + cgs.media.medalDefend = trap_R_RegisterShaderNoMip( "medal_defend" ); + cgs.media.medalAssist = trap_R_RegisterShaderNoMip( "medal_assist" ); + cgs.media.medalCapture = trap_R_RegisterShaderNoMip( "medal_capture" ); + + + memset( cg_items, 0, sizeof( cg_items ) ); + memset( cg_weapons, 0, sizeof( cg_weapons ) ); + memset( cg_upgrades, 0, sizeof( cg_upgrades ) ); + + // only register the items that the server says we need + strcpy( items, CG_ConfigString( CS_ITEMS) ); + + for ( i = 1 ; i < bg_numItems ; i++ ) { + if ( items[ i ] == '1' || cg_buildScript.integer ) { + CG_LoadingItem( i ); + CG_RegisterItemVisuals( i ); + } + } + + // wall marks + cgs.media.bulletMarkShader = trap_R_RegisterShader( "gfx/damage/bullet_mrk" ); + cgs.media.burnMarkShader = trap_R_RegisterShader( "gfx/damage/burn_med_mrk" ); + cgs.media.holeMarkShader = trap_R_RegisterShader( "gfx/damage/hole_lg_mrk" ); + cgs.media.energyMarkShader = trap_R_RegisterShader( "gfx/damage/plasma_mrk" ); + cgs.media.shadowMarkShader = trap_R_RegisterShader( "markShadow" ); + cgs.media.wakeMarkShader = trap_R_RegisterShader( "wake" ); + cgs.media.bloodMarkShader = trap_R_RegisterShader( "bloodMark" ); + + // register the inline models + cgs.numInlineModels = trap_CM_NumInlineModels(); + for ( i = 1 ; i < cgs.numInlineModels ; i++ ) { + char name[10]; + vec3_t mins, maxs; + int j; + + Com_sprintf( name, sizeof(name), "*%i", i ); + cgs.inlineDrawModel[i] = trap_R_RegisterModel( name ); + trap_R_ModelBounds( cgs.inlineDrawModel[i], mins, maxs ); + for ( j = 0 ; j < 3 ; j++ ) { + cgs.inlineModelMidpoints[i][j] = mins[j] + 0.5 * ( maxs[j] - mins[j] ); + } + } + + // register all the server specified models + for (i=1 ; i<MAX_MODELS ; i++) { + const char *modelName; + + modelName = CG_ConfigString( CS_MODELS+i ); + if ( !modelName[0] ) { + break; + } + cgs.gameModels[i] = trap_R_RegisterModel( modelName ); + } +} + + +/* +======================= +CG_BuildSpectatorString + +======================= +*/ +void CG_BuildSpectatorString() { + int i; + cg.spectatorList[0] = 0; + for (i = 0; i < MAX_CLIENTS; i++) { + if (cgs.clientinfo[i].infoValid && cgs.clientinfo[i].team == TEAM_SPECTATOR ) { + Q_strcat(cg.spectatorList, sizeof(cg.spectatorList), va("%s ", cgs.clientinfo[i].name)); + } + } + i = strlen(cg.spectatorList); + if (i != cg.spectatorLen) { + cg.spectatorLen = i; + cg.spectatorWidth = -1; + } +} + + + +/* +=================== +CG_RegisterClients + +=================== +*/ +static void CG_RegisterClients( void ) { + int i; + + CG_LoadingClient(cg.clientNum); + CG_NewClientInfo(cg.clientNum); + + for (i=0 ; i<MAX_CLIENTS+MAX_PRECACHES; i++) { + const char *clientInfo; + + if (cg.clientNum == i) { + continue; + } + + clientInfo = CG_ConfigString( CS_PLAYERS+i ); + if ( !clientInfo[0] ) { + continue; + } + CG_LoadingClient( i ); + + if( i < MAX_CLIENTS ) + { + CG_NewClientInfo( i ); + } + else + { + CG_PrecacheClientInfo( i ); + } + } + + CG_BuildSpectatorString(); +} + +//=========================================================================== + +/* +================= +CG_ConfigString +================= +*/ +const char *CG_ConfigString( int index ) { + if ( index < 0 || index >= MAX_CONFIGSTRINGS ) { + CG_Error( "CG_ConfigString: bad index: %i", index ); + } + return cgs.gameState.stringData + cgs.gameState.stringOffsets[ index ]; +} + +//================================================================== + +/* +====================== +CG_StartMusic + +====================== +*/ +void CG_StartMusic( void ) { + char *s; + char parm1[MAX_QPATH], parm2[MAX_QPATH]; + + // start the background music + s = (char *)CG_ConfigString( CS_MUSIC ); + Q_strncpyz( parm1, COM_Parse( &s ), sizeof( parm1 ) ); + Q_strncpyz( parm2, COM_Parse( &s ), sizeof( parm2 ) ); + + trap_S_StartBackgroundTrack( parm1, parm2 ); +} + + +/* +================= +CG_Init + +Called after every level change or subsystem restart +Will perform callbacks to make the loading info screen update. +================= +*/ +void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ) { + const char *s; + + // clear everything + memset( &cgs, 0, sizeof( cgs ) ); + memset( &cg, 0, sizeof( cg ) ); + memset( cg_entities, 0, sizeof(cg_entities) ); + memset( cg_upgrades, 0, sizeof(cg_upgrades) ); + memset( cg_items, 0, sizeof(cg_items) ); + + cg.clientNum = clientNum; + + cgs.processedSnapshotNum = serverMessageNum; + cgs.serverCommandSequence = serverCommandSequence; + + // load a few needed things before we do any screen updates + cgs.media.charsetShader = trap_R_RegisterShader( "gfx/2d/bigchars" ); + cgs.media.whiteShader = trap_R_RegisterShader( "white" ); + cgs.media.charsetProp = trap_R_RegisterShaderNoMip( "menu/art/font1_prop.tga" ); + cgs.media.charsetPropGlow = trap_R_RegisterShaderNoMip( "menu/art/font1_prop_glo.tga" ); + cgs.media.charsetPropB = trap_R_RegisterShaderNoMip( "menu/art/font2_prop.tga" ); + + //TA: dyn memory + CG_InitMemory( ); + + CG_RegisterCvars(); + + CG_InitConsoleCommands(); + + //cg.weaponSelect = WP_MACHINEGUN; + //TA: if it does weird things, this is why: + cg.weaponSelect = WP_NONE; + + cgs.redflag = cgs.blueflag = -1; // For compatibily, default to unset for + cgs.flagStatus = -1; + // old servers + + // get the rendering configuration from the client system + trap_GetGlconfig( &cgs.glconfig ); + cgs.screenXScale = cgs.glconfig.vidWidth / 640.0; + cgs.screenYScale = cgs.glconfig.vidHeight / 480.0; + + // get the gamestate from the client system + trap_GetGameState( &cgs.gameState ); + + // check version + s = CG_ConfigString( CS_GAME_VERSION ); + if ( strcmp( s, GAME_VERSION ) ) { + CG_Error( "Client/Server game mismatch: %s/%s", GAME_VERSION, s ); + } + + s = CG_ConfigString( CS_LEVEL_START_TIME ); + cgs.levelStartTime = atoi( s ); + + CG_ParseServerinfo(); + + // load the new map + CG_LoadingString( "collision map" ); + + trap_CM_LoadMap( cgs.mapname ); + + cg.loading = qtrue; // force players to load instead of defer + + CG_LoadingString( "sounds" ); + + CG_RegisterSounds(); + + CG_LoadingString( "graphics" ); + + CG_RegisterGraphics(); + + CG_LoadingString( "clients" ); + + CG_RegisterClients(); // if low on memory, some clients will be deferred + + cg.loading = qfalse; // future players will be deferred + + CG_InitLocalEntities(); + + CG_InitMarkPolys(); + + // remove the last loading update + cg.infoScreenText[0] = 0; + + // Make sure we have update values (scores) + CG_SetConfigValues(); + + CG_StartMusic(); + + CG_LoadingString( "" ); + + CG_ShaderStateChanged(); + + trap_S_ClearLoopingSounds( qtrue ); +} + +/* +================= +CG_Shutdown + +Called before every level change or subsystem restart +================= +*/ +void CG_Shutdown( void ) { + // some mods may need to do cleanup work here, + // like closing files or archiving session data +} + +/* +================== +CG_EventHandling +================== + type 0 - no event handling + 1 - team menu + 2 - hud editor + +*/ +void CG_EventHandling(int type) { +} + + + +void CG_KeyEvent(int key, qboolean down) { +} + +void CG_MouseEvent(int x, int y) { +} + diff --git a/src/cgame/cg_marks.c b/src/cgame/cg_marks.c new file mode 100644 index 00000000..00fc89c2 --- /dev/null +++ b/src/cgame/cg_marks.c @@ -0,0 +1,298 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// cg_marks.c -- wall marks + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program 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, or (at your option) + * any later version. + * + * This program 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 this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "cg_local.h" + +/* +=================================================================== + +MARK POLYS + +=================================================================== +*/ + + +markPoly_t cg_activeMarkPolys; // double linked list +markPoly_t *cg_freeMarkPolys; // single linked list +markPoly_t cg_markPolys[MAX_MARK_POLYS]; +static int markTotal; + +/* +=================== +CG_InitMarkPolys + +This is called at startup and for tournement restarts +=================== +*/ +void CG_InitMarkPolys( void ) { + int i; + + memset( cg_markPolys, 0, sizeof(cg_markPolys) ); + + cg_activeMarkPolys.nextMark = &cg_activeMarkPolys; + cg_activeMarkPolys.prevMark = &cg_activeMarkPolys; + cg_freeMarkPolys = cg_markPolys; + for ( i = 0 ; i < MAX_MARK_POLYS - 1 ; i++ ) { + cg_markPolys[i].nextMark = &cg_markPolys[i+1]; + } +} + + +/* +================== +CG_FreeMarkPoly +================== +*/ +void CG_FreeMarkPoly( markPoly_t *le ) { + if ( !le->prevMark ) { + CG_Error( "CG_FreeLocalEntity: not active" ); + } + + // remove from the doubly linked active list + le->prevMark->nextMark = le->nextMark; + le->nextMark->prevMark = le->prevMark; + + // the free list is only singly linked + le->nextMark = cg_freeMarkPolys; + cg_freeMarkPolys = le; +} + +/* +=================== +CG_AllocMark + +Will allways succeed, even if it requires freeing an old active mark +=================== +*/ +markPoly_t *CG_AllocMark( void ) { + markPoly_t *le; + int time; + + if ( !cg_freeMarkPolys ) { + // no free entities, so free the one at the end of the chain + // remove the oldest active entity + time = cg_activeMarkPolys.prevMark->time; + while (cg_activeMarkPolys.prevMark && time == cg_activeMarkPolys.prevMark->time) { + CG_FreeMarkPoly( cg_activeMarkPolys.prevMark ); + } + } + + le = cg_freeMarkPolys; + cg_freeMarkPolys = cg_freeMarkPolys->nextMark; + + memset( le, 0, sizeof( *le ) ); + + // link into the active list + le->nextMark = cg_activeMarkPolys.nextMark; + le->prevMark = &cg_activeMarkPolys; + cg_activeMarkPolys.nextMark->prevMark = le; + cg_activeMarkPolys.nextMark = le; + return le; +} + + + +/* +================= +CG_ImpactMark + +origin should be a point within a unit of the plane +dir should be the plane normal + +temporary marks will not be stored or randomly oriented, but immediately +passed to the renderer. +================= +*/ +#define MAX_MARK_FRAGMENTS 128 +#define MAX_MARK_POINTS 384 + +void CG_ImpactMark( qhandle_t markShader, const vec3_t origin, const vec3_t dir, + float orientation, float red, float green, float blue, float alpha, + qboolean alphaFade, float radius, qboolean temporary ) { + vec3_t axis[3]; + float texCoordScale; + vec3_t originalPoints[4]; + byte colors[4]; + int i, j; + int numFragments; + markFragment_t markFragments[MAX_MARK_FRAGMENTS], *mf; + vec3_t markPoints[MAX_MARK_POINTS]; + vec3_t projection; + + if ( !cg_addMarks.integer ) { + return; + } + + if ( radius <= 0 ) { + CG_Error( "CG_ImpactMark called with <= 0 radius" ); + } + + //if ( markTotal >= MAX_MARK_POLYS ) { + // return; + //} + + // create the texture axis + VectorNormalize2( dir, axis[0] ); + PerpendicularVector( axis[1], axis[0] ); + RotatePointAroundVector( axis[2], axis[0], axis[1], orientation ); + CrossProduct( axis[0], axis[2], axis[1] ); + + texCoordScale = 0.5 * 1.0 / radius; + + // create the full polygon + for ( i = 0 ; i < 3 ; i++ ) { + originalPoints[0][i] = origin[i] - radius * axis[1][i] - radius * axis[2][i]; + originalPoints[1][i] = origin[i] + radius * axis[1][i] - radius * axis[2][i]; + originalPoints[2][i] = origin[i] + radius * axis[1][i] + radius * axis[2][i]; + originalPoints[3][i] = origin[i] - radius * axis[1][i] + radius * axis[2][i]; + } + + // get the fragments + VectorScale( dir, -20, projection ); + numFragments = trap_CM_MarkFragments( 4, (void *)originalPoints, + projection, MAX_MARK_POINTS, markPoints[0], + MAX_MARK_FRAGMENTS, markFragments ); + + colors[0] = red * 255; + colors[1] = green * 255; + colors[2] = blue * 255; + colors[3] = alpha * 255; + + for ( i = 0, mf = markFragments ; i < numFragments ; i++, mf++ ) { + polyVert_t *v; + polyVert_t verts[MAX_VERTS_ON_POLY]; + markPoly_t *mark; + + // we have an upper limit on the complexity of polygons + // that we store persistantly + if ( mf->numPoints > MAX_VERTS_ON_POLY ) { + mf->numPoints = MAX_VERTS_ON_POLY; + } + for ( j = 0, v = verts ; j < mf->numPoints ; j++, v++ ) { + vec3_t delta; + + VectorCopy( markPoints[mf->firstPoint + j], v->xyz ); + + VectorSubtract( v->xyz, origin, delta ); + v->st[0] = 0.5 + DotProduct( delta, axis[1] ) * texCoordScale; + v->st[1] = 0.5 + DotProduct( delta, axis[2] ) * texCoordScale; + *(int *)v->modulate = *(int *)colors; + } + + // if it is a temporary (shadow) mark, add it immediately and forget about it + if ( temporary ) { + trap_R_AddPolyToScene( markShader, mf->numPoints, verts ); + continue; + } + + // otherwise save it persistantly + mark = CG_AllocMark(); + mark->time = cg.time; + mark->alphaFade = alphaFade; + mark->markShader = markShader; + mark->poly.numVerts = mf->numPoints; + mark->color[0] = red; + mark->color[1] = green; + mark->color[2] = blue; + mark->color[3] = alpha; + memcpy( mark->verts, verts, mf->numPoints * sizeof( verts[0] ) ); + markTotal++; + } +} + + +/* +=============== +CG_AddMarks +=============== +*/ +#define MARK_TOTAL_TIME 10000 +#define MARK_FADE_TIME 1000 + +void CG_AddMarks( void ) { + int j; + markPoly_t *mp, *next; + int t; + int fade; + + if ( !cg_addMarks.integer ) { + return; + } + + mp = cg_activeMarkPolys.nextMark; + for ( ; mp != &cg_activeMarkPolys ; mp = next ) { + // grab next now, so if the local entity is freed we + // still have it + next = mp->nextMark; + + // see if it is time to completely remove it + if ( cg.time > mp->time + MARK_TOTAL_TIME ) { + CG_FreeMarkPoly( mp ); + continue; + } + + // fade out the energy bursts + if ( mp->markShader == cgs.media.energyMarkShader ) { + + fade = 450 - 450 * ( (cg.time - mp->time ) / 3000.0 ); + if ( fade < 255 ) { + if ( fade < 0 ) { + fade = 0; + } + if ( mp->verts[0].modulate[0] != 0 ) { + for ( j = 0 ; j < mp->poly.numVerts ; j++ ) { + mp->verts[j].modulate[0] = mp->color[0] * fade; + mp->verts[j].modulate[1] = mp->color[1] * fade; + mp->verts[j].modulate[2] = mp->color[2] * fade; + } + } + } + } + + // fade all marks out with time + t = mp->time + MARK_TOTAL_TIME - cg.time; + if ( t < MARK_FADE_TIME ) { + fade = 255 * t / MARK_FADE_TIME; + if ( mp->alphaFade ) { + for ( j = 0 ; j < mp->poly.numVerts ; j++ ) { + mp->verts[j].modulate[3] = fade; + } + } else { + for ( j = 0 ; j < mp->poly.numVerts ; j++ ) { + mp->verts[j].modulate[0] = mp->color[0] * fade; + mp->verts[j].modulate[1] = mp->color[1] * fade; + mp->verts[j].modulate[2] = mp->color[2] * fade; + } + } + } + + + trap_R_AddPolyToScene( mp->markShader, mp->poly.numVerts, mp->verts ); + } +} + diff --git a/src/cgame/cg_mem.c b/src/cgame/cg_mem.c new file mode 100644 index 00000000..1b0b2093 --- /dev/null +++ b/src/cgame/cg_mem.c @@ -0,0 +1,62 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// +// g_mem.c +// +//TA: hack to provide dynanmic allocation clientside + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program 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, or (at your option) + * any later version. + * + * This program 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 this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "cg_local.h" + + +#define POOLSIZE (256 * 1024) + +static char memoryPool[POOLSIZE]; +static int allocPoint; + +void *CG_Alloc( int size ) { + char *p; + + /*if ( g_debugAlloc.integer ) { + G_Printf( "CG_Alloc of %i bytes (%i left)\n", size, POOLSIZE - allocPoint - ( ( size + 31 ) & ~31 ) ); + }*/ + + if ( allocPoint + size > POOLSIZE ) { + CG_Error( "CG_Alloc: failed on allocation of %u bytes\n", size ); + return NULL; + } + + p = &memoryPool[allocPoint]; + + allocPoint += ( size + 31 ) & ~31; + + return p; +} + +void CG_InitMemory( void ) { + allocPoint = 0; +} + diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c new file mode 100644 index 00000000..2b1b42bf --- /dev/null +++ b/src/cgame/cg_players.c @@ -0,0 +1,2092 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// cg_players.c -- handle the media and animation for player entities + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program 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, or (at your option) + * any later version. + * + * This program 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 this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "cg_local.h" + +char *cg_customSoundNames[MAX_CUSTOM_SOUNDS] = { + "*death1.wav", + "*death2.wav", + "*death3.wav", + "*jump1.wav", + "*pain25_1.wav", + "*pain50_1.wav", + "*pain75_1.wav", + "*pain100_1.wav", + "*falling1.wav", + "*gasp.wav", + "*drown.wav", + "*fall1.wav", + "*taunt.wav" +}; + + +/* +================ +CG_CustomSound + +================ +*/ +sfxHandle_t CG_CustomSound( int clientNum, const char *soundName ) { + clientInfo_t *ci; + int i; + + if ( soundName[0] != '*' ) { + return trap_S_RegisterSound( soundName, qfalse ); + } + + if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) { + clientNum = 0; + } + ci = &cgs.clientinfo[ clientNum ]; + + for ( i = 0 ; i < MAX_CUSTOM_SOUNDS && cg_customSoundNames[i] ; i++ ) { + if ( !strcmp( soundName, cg_customSoundNames[i] ) ) { + return ci->sounds[i]; + } + } + + CG_Error( "Unknown custom sound: %s", soundName ); + return 0; +} + + + +/* +============================================================================= + +CLIENT INFO + +============================================================================= +*/ + +/* +====================== +CG_ParseAnimationFile + +Read a configuration file containing animation coutns and rates +models/players/visor/animation.cfg, etc +====================== +*/ +static qboolean CG_ParseAnimationFile( const char *filename, clientInfo_t *ci ) { + char *text_p, *prev; + int len; + int i; + char *token; + float fps; + int skip; + char text[20000]; + fileHandle_t f; + animation_t *animations; + + animations = ci->animations; + + // 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; + skip = 0; // quite the compiler warning + + ci->footsteps = FOOTSTEP_NORMAL; + VectorClear( ci->headOffset ); + ci->gender = GENDER_MALE; + + // read optional parameters + while ( 1 ) { + prev = text_p; // so we can unget + token = COM_Parse( &text_p ); + if ( !token ) { + break; + } + if ( !Q_stricmp( token, "footsteps" ) ) { + token = COM_Parse( &text_p ); + if ( !token ) { + break; + } + if ( !Q_stricmp( token, "default" ) || !Q_stricmp( token, "normal" ) ) { + ci->footsteps = FOOTSTEP_NORMAL; + } else if ( !Q_stricmp( token, "boot" ) ) { + ci->footsteps = FOOTSTEP_BOOT; + } else if ( !Q_stricmp( token, "flesh" ) ) { + ci->footsteps = FOOTSTEP_FLESH; + } else if ( !Q_stricmp( token, "mech" ) ) { + ci->footsteps = FOOTSTEP_MECH; + } else if ( !Q_stricmp( token, "energy" ) ) { + ci->footsteps = FOOTSTEP_ENERGY; + } else { + CG_Printf( "Bad footsteps parm in %s: %s\n", filename, token ); + } + continue; + } else if ( !Q_stricmp( token, "headoffset" ) ) { + for ( i = 0 ; i < 3 ; i++ ) { + token = COM_Parse( &text_p ); + if ( !token ) { + break; + } + ci->headOffset[i] = atof( token ); + } + continue; + } else if ( !Q_stricmp( token, "sex" ) ) { + token = COM_Parse( &text_p ); + if ( !token ) { + break; + } + if ( token[0] == 'f' || token[0] == 'F' ) { + ci->gender = GENDER_FEMALE; + } else if ( token[0] == 'n' || token[0] == 'N' ) { + ci->gender = GENDER_NEUTER; + } else { + ci->gender = GENDER_MALE; + } + continue; + } + + // if it is a number, start parsing animations + if ( token[0] >= '0' && token[0] <= '9' ) { + text_p = prev; // unget the token + break; + } + Com_Printf( "unknown token '%s' is %s\n", token, filename ); + } + + // read information for each frame + for ( i = 0 ; i < MAX_ANIMATIONS ; i++ ) { + + token = COM_Parse( &text_p ); + if ( !*token ) { +#ifdef NEW_ANIMS + if( i >= TORSO_GETFLAG && i <= TORSO_NEGATIVE ) { + animations[i].firstFrame = animations[TORSO_GESTURE].firstFrame; + animations[i].frameLerp = animations[TORSO_GESTURE].frameLerp; + animations[i].initialLerp = animations[TORSO_GESTURE].initialLerp; + animations[i].loopFrames = animations[TORSO_GESTURE].loopFrames; + animations[i].numFrames = animations[TORSO_GESTURE].numFrames; + animations[i].reversed = qfalse; + animations[i].flipflop = qfalse; + continue; + } +#endif + break; + } + animations[i].firstFrame = atoi( token ); + // leg only frames are adjusted to not count the upper body only frames + if ( i == LEGS_WALKCR ) { + skip = animations[LEGS_WALKCR].firstFrame - animations[TORSO_GESTURE].firstFrame; + } + if ( i >= LEGS_WALKCR && i<TORSO_GETFLAG ) { + animations[i].firstFrame -= skip; + } + + 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_ANIMATIONS ) { + CG_Printf( "Error parsing animation file: %s", filename ); + return qfalse; + } + // crouch backward animation + memcpy(&animations[LEGS_BACKCR], &animations[LEGS_WALKCR], sizeof(animation_t)); + animations[LEGS_BACKCR].reversed = qtrue; + // walk backward animation + memcpy(&animations[LEGS_BACKWALK], &animations[LEGS_WALK], sizeof(animation_t)); + animations[LEGS_BACKWALK].reversed = qtrue; + // flag moving fast + animations[FLAG_RUN].firstFrame = 0; + animations[FLAG_RUN].numFrames = 16; + animations[FLAG_RUN].loopFrames = 16; + animations[FLAG_RUN].frameLerp = 1000 / 15; + animations[FLAG_RUN].initialLerp = 1000 / 15; + animations[FLAG_RUN].reversed = qfalse; + // flag not moving or moving slowly + animations[FLAG_STAND].firstFrame = 16; + animations[FLAG_STAND].numFrames = 5; + animations[FLAG_STAND].loopFrames = 0; + animations[FLAG_STAND].frameLerp = 1000 / 20; + animations[FLAG_STAND].initialLerp = 1000 / 20; + animations[FLAG_STAND].reversed = qfalse; + // flag speeding up + animations[FLAG_STAND2RUN].firstFrame = 16; + animations[FLAG_STAND2RUN].numFrames = 5; + animations[FLAG_STAND2RUN].loopFrames = 1; + animations[FLAG_STAND2RUN].frameLerp = 1000 / 15; + animations[FLAG_STAND2RUN].initialLerp = 1000 / 15; + animations[FLAG_STAND2RUN].reversed = qtrue; + // + // new anims changes + // +// animations[TORSO_GETFLAG].flipflop = qtrue; +// animations[TORSO_GUARDBASE].flipflop = qtrue; +// animations[TORSO_PATROL].flipflop = qtrue; +// animations[TORSO_AFFIRMATIVE].flipflop = qtrue; +// animations[TORSO_NEGATIVE].flipflop = qtrue; + // + return qtrue; +} + +/* +========================== +CG_RegisterClientSkin +========================== +*/ +static qboolean CG_RegisterClientSkin( clientInfo_t *ci, const char *modelName, const char *skinName ) { + char filename[MAX_QPATH]; + + Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower_%s.skin", modelName, skinName ); + ci->legsSkin = trap_R_RegisterSkin( filename ); + if (!ci->legsSkin) { + Com_Printf( "Leg skin load failure: %s\n", filename ); + } + + Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper_%s.skin", modelName, skinName ); + ci->torsoSkin = trap_R_RegisterSkin( filename ); + if (!ci->torsoSkin) { + Com_Printf( "Torso skin load failure: %s\n", filename ); + } + + Com_sprintf( filename, sizeof( filename ), "models/players/%s/head_%s.skin", modelName, skinName ); + ci->headSkin = trap_R_RegisterSkin( filename ); + if (!ci->headSkin) { + Com_Printf( "Head skin load failure: %s\n", filename ); + } + + if ( !ci->legsSkin || !ci->torsoSkin || !ci->headSkin ) { + return qfalse; + } + + return qtrue; +} + +/* +========================== +CG_RegisterClientModelname +========================== +*/ +static qboolean CG_RegisterClientModelname( clientInfo_t *ci, const char *modelName, const char *skinName ) { + char filename[MAX_QPATH]; + + // load cmodels before models so filecache works + + Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.md3", modelName ); + ci->legsModel = trap_R_RegisterModel( filename ); + if ( !ci->legsModel ) { + Com_Printf( "Failed to load model file %s\n", filename ); + return qfalse; + } + + Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.md3", modelName ); + ci->torsoModel = trap_R_RegisterModel( filename ); + if ( !ci->torsoModel ) { + Com_Printf( "Failed to load model file %s\n", filename ); + return qfalse; + } + + Com_sprintf( filename, sizeof( filename ), "models/players/%s/head.md3", modelName ); + ci->headModel = trap_R_RegisterModel( filename ); + if ( !ci->headModel ) { + Com_Printf( "Failed to load model file %s\n", filename ); + return qfalse; + } + + // if any skins failed to load, return failure + if ( !CG_RegisterClientSkin( ci, modelName, skinName ) ) { + Com_Printf( "Failed to load skin file: %s : %s\n", modelName, skinName ); + return qfalse; + } + + // load the animations + Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", modelName ); + if ( !CG_ParseAnimationFile( filename, ci ) ) { + Com_Printf( "Failed to load animation file %s\n", filename ); + return qfalse; + } + + Com_sprintf( filename, sizeof( filename ), "models/players/%s/icon_%s.tga", modelName, skinName ); + ci->modelIcon = trap_R_RegisterShaderNoMip( filename ); + if ( !ci->modelIcon ) { + Com_Printf( "Failed to load icon file: %s\n", filename ); + return qfalse; + } + + return qtrue; +} + +/* +==================== +CG_ColorFromString +==================== +*/ +static void CG_ColorFromString( const char *v, vec3_t color ) { + int val; + + VectorClear( color ); + + val = atoi( v ); + + if ( val < 1 || val > 7 ) { + VectorSet( color, 1, 1, 1 ); + return; + } + + if ( val & 1 ) { + color[2] = 1.0f; + } + if ( val & 2 ) { + color[1] = 1.0f; + } + if ( val & 4 ) { + color[0] = 1.0f; + } +} + + +/* +=================== +CG_LoadClientInfo + +Load it now, taking the disk hits. +This will usually be deferred to a safe time +=================== +*/ +static void CG_LoadClientInfo( clientInfo_t *ci ) { + const char *dir, *fallback; + int i; + const char *s; + int clientNum; + + if ( !CG_RegisterClientModelname( ci, ci->modelName, ci->skinName ) ) { + if ( cg_buildScript.integer ) { + CG_Error( "CG_RegisterClientModelname( %s, %s ) failed", ci->modelName, ci->skinName ); + } + + // fall back + if ( cgs.gametype >= GT_TEAM ) { + // keep skin name + if ( !CG_RegisterClientModelname( ci, DEFAULT_MODEL, ci->skinName ) ) { + CG_Error( "DEFAULT_MODEL / skin (%s/%s) failed to register", + DEFAULT_MODEL, ci->skinName ); + } + } else { + if ( !CG_RegisterClientModelname( ci, DEFAULT_MODEL, "default" ) ) { + CG_Error( "DEFAULT_MODEL (%s) failed to register", DEFAULT_MODEL ); + } + } + } + + // sounds + dir = ci->modelName; + fallback = DEFAULT_MODEL; + + for ( i = 0 ; i < MAX_CUSTOM_SOUNDS ; i++ ) { + s = cg_customSoundNames[i]; + if ( !s ) { + break; + } + ci->sounds[i] = trap_S_RegisterSound( va("sound/player/%s/%s", dir, s + 1), qfalse ); + if ( !ci->sounds[i] ) { + ci->sounds[i] = trap_S_RegisterSound( va("sound/player/%s/%s", fallback, s + 1), qfalse ); + } + } + + ci->deferred = qfalse; + + // reset any existing players and bodies, because they might be in bad + // frames for this new model + if( clientNum <= MAX_CLIENTS ) + { + clientNum = ci - cgs.clientinfo; + for ( i = 0 ; i < MAX_GENTITIES ; i++ ) { + if ( cg_entities[i].currentState.clientNum == clientNum + && cg_entities[i].currentState.eType == ET_PLAYER ) { + CG_ResetPlayerEntity( &cg_entities[i] ); + } + } + } +} + +/* +====================== +CG_CopyClientInfoModel +====================== +*/ +static void CG_CopyClientInfoModel( clientInfo_t *from, clientInfo_t *to ) { + VectorCopy( from->headOffset, to->headOffset ); + to->footsteps = from->footsteps; + to->gender = from->gender; + + to->legsModel = from->legsModel; + to->legsSkin = from->legsSkin; + to->torsoModel = from->torsoModel; + to->torsoSkin = from->torsoSkin; + to->headModel = from->headModel; + to->headSkin = from->headSkin; + to->modelIcon = from->modelIcon; + + memcpy( to->animations, from->animations, sizeof( to->animations ) ); + memcpy( to->sounds, from->sounds, sizeof( to->sounds ) ); +} + + +/* +====================== +CG_GetCorpseNum +====================== +*/ +static int CG_GetCorpseNum( clientInfo_t *ci ) { + int i; + clientInfo_t *match; + + for ( i = 0 ; i < cgs.maxclients ; i++ ) { + match = &cgs.corpseinfo[ i ]; + if ( !match->infoValid ) { + continue; + } + if ( match->deferred ) { + continue; + } + if ( !Q_stricmp( ci->modelName, match->modelName ) + && !Q_stricmp( ci->skinName, match->skinName ) ) { + // this clientinfo is identical, so use it's handles + + return i; + } + } + + //something has gone badly wrong + return -1; +} + + +/* +====================== +CG_ScanForExistingClientInfo +====================== +*/ +static qboolean CG_ScanForExistingClientInfo( clientInfo_t *ci ) { + int i; + clientInfo_t *match; + + for ( i = 0 ; i < cgs.maxclients ; i++ ) { + match = &cgs.clientinfo[ i ]; + if ( !match->infoValid ) { + continue; + } + if ( match->deferred ) { + continue; + } + if ( !Q_stricmp( ci->modelName, match->modelName ) + && !Q_stricmp( ci->skinName, match->skinName ) ) { + // this clientinfo is identical, so use it's handles + + ci->deferred = qfalse; + + CG_CopyClientInfoModel( match, ci ); + + return qtrue; + } + } + + // nothing matches, so defer the load + return qfalse; +} + +/* +====================== +CG_SetDeferredClientInfo + +We aren't going to load it now, so grab some other +client's info to use until we have some spare time. +====================== +*/ +static void CG_SetDeferredClientInfo( clientInfo_t *ci ) { + int i; + clientInfo_t *match; + + // if we are in teamplay, only grab a model if the skin is correct + if ( cgs.gametype >= GT_TEAM ) { + for ( i = 0 ; i < cgs.maxclients ; i++ ) { + match = &cgs.clientinfo[ i ]; + if ( !match->infoValid ) { + continue; + } + if ( Q_stricmp( ci->skinName, match->skinName ) ) { + continue; + } + ci->deferred = qtrue; + CG_CopyClientInfoModel( match, ci ); + return; + } + + // load the full model, because we don't ever want to show + // an improper team skin. This will cause a hitch for the first + // player, when the second enters. Combat shouldn't be going on + // yet, so it shouldn't matter + CG_LoadClientInfo( ci ); + return; + } + + // find the first valid clientinfo and grab its stuff + for ( i = 0 ; i < cgs.maxclients ; i++ ) { + match = &cgs.clientinfo[ i ]; + if ( !match->infoValid ) { + continue; + } + + ci->deferred = qtrue; + CG_CopyClientInfoModel( match, ci ); + return; + } + + // we should never get here... + CG_Printf( "CG_SetDeferredClientInfo: no valid clients!\n" ); + + CG_LoadClientInfo( ci ); +} + + +/* +====================== +CG_PrecacheClientInfo +====================== +*/ +void CG_PrecacheClientInfo( int clientNum ) { + clientInfo_t *ci; + clientInfo_t newInfo; + const char *configstring; + const char *v; + char *slash; + + ci = &cgs.corpseinfo[ clientNum - MAX_CLIENTS ]; + + //CG_Printf( "%d %d\n", clientNum, (clientNum - MAX_CLIENTS ) ); + + configstring = CG_ConfigString( clientNum + CS_PLAYERS ); + if ( !configstring[0] ) { + return; // player just left + } + + // build into a temp buffer so the defer checks can use + // the old value + memset( &newInfo, 0, sizeof( newInfo ) ); + + // isolate the player's name + v = Info_ValueForKey(configstring, "n"); + Q_strncpyz( newInfo.name, v, sizeof( newInfo.name ) ); + + // colors + v = Info_ValueForKey( configstring, "c1" ); + CG_ColorFromString( v, newInfo.color ); + + // bot skill + v = Info_ValueForKey( configstring, "skill" ); + newInfo.botSkill = atoi( v ); + + // handicap + v = Info_ValueForKey( configstring, "hc" ); + newInfo.handicap = atoi( v ); + + // wins + v = Info_ValueForKey( configstring, "w" ); + newInfo.wins = atoi( v ); + + // losses + v = Info_ValueForKey( configstring, "l" ); + newInfo.losses = atoi( v ); + + // team + v = Info_ValueForKey( configstring, "t" ); + newInfo.team = atoi( v ); + + // team task + v = Info_ValueForKey( configstring, "tt" ); + newInfo.teamTask = atoi(v); + + // team leader + v = Info_ValueForKey( configstring, "tl" ); + newInfo.teamLeader = atoi(v); + + v = Info_ValueForKey( configstring, "g_redteam" ); + Q_strncpyz(newInfo.redTeam, v, MAX_TEAMNAME); + + v = Info_ValueForKey( configstring, "g_blueteam" ); + Q_strncpyz(newInfo.blueTeam, v, MAX_TEAMNAME); + + // model + v = Info_ValueForKey( configstring, "model" ); + Q_strncpyz( newInfo.modelName, v, sizeof( newInfo.modelName ) ); + + slash = strchr( newInfo.modelName, '/' ); + if ( !slash ) { + // modelName didn not include a skin name + Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) ); + } else { + Q_strncpyz( newInfo.skinName, slash + 1, sizeof( newInfo.skinName ) ); + // truncate modelName + *slash = 0; + } + + //CG_Printf( "PCI: %s\n", v ); + + // head model + v = Info_ValueForKey( configstring, "hmodel" ); + Q_strncpyz( newInfo.headModelName, v, sizeof( newInfo.headModelName ) ); + + slash = strchr( newInfo.headModelName, '/' ); + if ( !slash ) { + // modelName didn not include a skin name + Q_strncpyz( newInfo.headSkinName, "default", sizeof( newInfo.headSkinName ) ); + } else { + Q_strncpyz( newInfo.headSkinName, slash + 1, sizeof( newInfo.headSkinName ) ); + // truncate modelName + *slash = 0; + } + + newInfo.deferred = qfalse; + newInfo.infoValid = qtrue; + CG_LoadClientInfo( &newInfo ); + *ci = newInfo; +} + + +/* +====================== +CG_NewClientInfo +====================== +*/ +void CG_NewClientInfo( int clientNum ) { + clientInfo_t *ci; + clientInfo_t newInfo; + const char *configstring; + const char *v; + char *slash; + + ci = &cgs.clientinfo[clientNum]; + + configstring = CG_ConfigString( clientNum + CS_PLAYERS ); + if ( !configstring[0] ) { + memset( ci, 0, sizeof( *ci ) ); + return; // player just left + } + + // build into a temp buffer so the defer checks can use + // the old value + memset( &newInfo, 0, sizeof( newInfo ) ); + + // isolate the player's name + v = Info_ValueForKey(configstring, "n"); + Q_strncpyz( newInfo.name, v, sizeof( newInfo.name ) ); + + // colors + v = Info_ValueForKey( configstring, "c1" ); + CG_ColorFromString( v, newInfo.color ); + + // bot skill + v = Info_ValueForKey( configstring, "skill" ); + newInfo.botSkill = atoi( v ); + + // handicap + v = Info_ValueForKey( configstring, "hc" ); + newInfo.handicap = atoi( v ); + + // wins + v = Info_ValueForKey( configstring, "w" ); + newInfo.wins = atoi( v ); + + // losses + v = Info_ValueForKey( configstring, "l" ); + newInfo.losses = atoi( v ); + + // team + v = Info_ValueForKey( configstring, "t" ); + newInfo.team = atoi( v ); + + // team task + v = Info_ValueForKey( configstring, "tt" ); + newInfo.teamTask = atoi(v); + + // team leader + v = Info_ValueForKey( configstring, "tl" ); + newInfo.teamLeader = atoi(v); + + v = Info_ValueForKey( configstring, "g_redteam" ); + Q_strncpyz(newInfo.redTeam, v, MAX_TEAMNAME); + + v = Info_ValueForKey( configstring, "g_blueteam" ); + Q_strncpyz(newInfo.blueTeam, v, MAX_TEAMNAME); + + // model + v = Info_ValueForKey( configstring, "model" ); + Q_strncpyz( newInfo.modelName, v, sizeof( newInfo.modelName ) ); + + slash = strchr( newInfo.modelName, '/' ); + if ( !slash ) { + // modelName didn not include a skin name + Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) ); + } else { + Q_strncpyz( newInfo.skinName, slash + 1, sizeof( newInfo.skinName ) ); + // truncate modelName + *slash = 0; + } + + //CG_Printf( "NCI: %s\n", v ); + + // head model + v = Info_ValueForKey( configstring, "hmodel" ); + Q_strncpyz( newInfo.headModelName, v, sizeof( newInfo.headModelName ) ); + + slash = strchr( newInfo.headModelName, '/' ); + if ( !slash ) { + // modelName didn not include a skin name + Q_strncpyz( newInfo.headSkinName, "default", sizeof( newInfo.headSkinName ) ); + } else { + Q_strncpyz( newInfo.headSkinName, slash + 1, sizeof( newInfo.headSkinName ) ); + // truncate modelName + *slash = 0; + } + + // scan for an existing clientinfo that matches this modelname + // so we can avoid loading checks if possible + if ( !CG_ScanForExistingClientInfo( &newInfo ) ) { + qboolean forceDefer; + + forceDefer = trap_MemoryRemaining() < 4000000; + + // if we are defering loads, just have it pick the first valid + //TA: we should only defer models when ABSOLUTELY TOTALLY necessary since models are precached + if ( forceDefer ) //|| ( cg_deferPlayers.integer && !cg_buildScript.integer && !cg.loading ) ) + { + // keep whatever they had if it won't violate team skins + if ( ci->infoValid && + ( cgs.gametype < GT_TEAM || !Q_stricmp( newInfo.skinName, ci->skinName ) ) ) + { + CG_CopyClientInfoModel( ci, &newInfo ); + newInfo.deferred = qtrue; + } + else + { + // use whatever is available + CG_SetDeferredClientInfo( &newInfo ); + } + + // if we are low on memory, leave them with this model + if ( forceDefer ) + { + CG_Printf( "Memory is low. Using deferred model.\n" ); + newInfo.deferred = qfalse; + } + } + else + { + CG_LoadClientInfo( &newInfo ); + } + } + + // replace whatever was there with the new one + newInfo.infoValid = qtrue; + *ci = newInfo; +} + + + +/* +====================== +CG_LoadDeferredPlayers + +Called each frame when a player is dead +and the scoreboard is up +so deferred players can be loaded +====================== +*/ +void CG_LoadDeferredPlayers( void ) { + int i; + clientInfo_t *ci; + + // scan for a deferred player to load + for ( i = 0, ci = cgs.clientinfo ; i < cgs.maxclients ; i++, ci++ ) { + if ( ci->infoValid && ci->deferred ) { + // if we are low on memory, leave it deferred + if ( trap_MemoryRemaining() < 4000000 ) { + CG_Printf( "Memory is low. Using deferred model.\n" ); + ci->deferred = qfalse; + continue; + } + CG_LoadClientInfo( ci ); +// break; + } + } +} + +/* +============================================================================= + +PLAYER ANIMATION + +============================================================================= +*/ + + +/* +=============== +CG_SetLerpFrameAnimation + +may include ANIM_TOGGLEBIT +=============== +*/ +static void CG_SetLerpFrameAnimation( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation ) { + animation_t *anim; + + lf->animationNumber = newAnimation; + newAnimation &= ~( ANIM_TOGGLEBIT | ANIM_WALLCLIMBING ); + + if ( newAnimation < 0 || newAnimation >= MAX_TOTALANIMATIONS ) { + CG_Error( "Bad animation number: %i", newAnimation ); + } + + anim = &ci->animations[ newAnimation ]; + + lf->animation = anim; + lf->animationTime = lf->frameTime + anim->initialLerp; + + if ( cg_debugAnim.integer ) { + CG_Printf( "Anim: %i\n", newAnimation ); + } +} + +/* +=============== +CG_RunLerpFrame + +Sets cg.snap, cg.oldFrame, and cg.backlerp +cg.time should be between oldFrameTime and frameTime after exit +=============== +*/ +static void CG_RunLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation, float speedScale ) { + int f, numFrames; + animation_t *anim; + + // debugging tool to get no animations + if ( cg_animSpeed.integer == 0 ) { + lf->oldFrame = lf->frame = lf->backlerp = 0; + return; + } + + // see if the animation sequence is switching + if ( newAnimation != lf->animationNumber || !lf->animation ) { + CG_SetLerpFrameAnimation( ci, lf, newAnimation ); + } + + // if we have passed the current frame, move it to + // oldFrame and calculate a new frame + if ( cg.time >= lf->frameTime ) { + lf->oldFrame = lf->frame; + lf->oldFrameTime = lf->frameTime; + + // get the next frame based on the animation + anim = lf->animation; + if ( !anim->frameLerp ) { + return; // shouldn't happen + } + if ( cg.time < lf->animationTime ) { + lf->frameTime = lf->animationTime; // initial lerp + } else { + lf->frameTime = lf->oldFrameTime + anim->frameLerp; + } + f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp; + f *= speedScale; // adjust for haste, etc + numFrames = anim->numFrames; + if (anim->flipflop) { + numFrames *= 2; + } + if ( f >= numFrames ) { + f -= numFrames; + if ( anim->loopFrames ) { + f %= anim->loopFrames; + f += anim->numFrames - anim->loopFrames; + } else { + f = numFrames - 1; + // the animation is stuck at the end, so it + // can immediately transition to another sequence + lf->frameTime = cg.time; + } + } + if ( anim->reversed ) { + lf->frame = anim->firstFrame + anim->numFrames - 1 - f; + } + else if (anim->flipflop && f>=anim->numFrames) { + lf->frame = anim->firstFrame + anim->numFrames - 1 - (f%anim->numFrames); + } + else { + lf->frame = anim->firstFrame + f; + } + if ( cg.time > lf->frameTime ) { + lf->frameTime = cg.time; + if ( cg_debugAnim.integer ) { + CG_Printf( "Clamp lf->frameTime\n"); + } + } + } + + if ( lf->frameTime > cg.time + 200 ) { + lf->frameTime = cg.time; + } + + if ( lf->oldFrameTime > cg.time ) { + lf->oldFrameTime = cg.time; + } + // calculate current lerp value + if ( lf->frameTime == lf->oldFrameTime ) { + lf->backlerp = 0; + } else { + lf->backlerp = 1.0 - (float)( cg.time - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime ); + } +} + + +/* +=============== +CG_ClearLerpFrame +=============== +*/ +static void CG_ClearLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int animationNumber ) { + lf->frameTime = lf->oldFrameTime = cg.time; + CG_SetLerpFrameAnimation( ci, lf, animationNumber ); + lf->oldFrame = lf->frame = lf->animation->firstFrame; +} + + +/* +=============== +CG_PlayerAnimation +=============== +*/ +static void CG_PlayerAnimation( centity_t *cent, int *legsOld, int *legs, float *legsBackLerp, + int *torsoOld, int *torso, float *torsoBackLerp ) { + clientInfo_t *ci; + int clientNum; + float speedScale; + + clientNum = cent->currentState.clientNum; + + if ( cg_noPlayerAnims.integer ) { + *legsOld = *legs = *torsoOld = *torso = 0; + return; + } + + /*if ( cent->currentState.powerups & ( 1 << PW_HASTE ) ) { + speedScale = 1.5; + } else*/ { + speedScale = 1; + } + + ci = &cgs.clientinfo[ clientNum ]; + + // do the shuffle turn frames locally + if ( cent->pe.legs.yawing && ( cent->currentState.legsAnim & ~( ANIM_TOGGLEBIT | ANIM_WALLCLIMBING ) ) == LEGS_IDLE ) { + CG_RunLerpFrame( ci, ¢->pe.legs, LEGS_TURN, speedScale ); + } else { + CG_RunLerpFrame( ci, ¢->pe.legs, cent->currentState.legsAnim, speedScale ); + } + + *legsOld = cent->pe.legs.oldFrame; + *legs = cent->pe.legs.frame; + *legsBackLerp = cent->pe.legs.backlerp; + + CG_RunLerpFrame( ci, ¢->pe.torso, cent->currentState.torsoAnim, speedScale ); + + *torsoOld = cent->pe.torso.oldFrame; + *torso = cent->pe.torso.frame; + *torsoBackLerp = cent->pe.torso.backlerp; +} + +/* +============================================================================= + +PLAYER ANGLES + +============================================================================= +*/ + +/* +================== +CG_SwingAngles +================== +*/ +static void CG_SwingAngles( float destination, float swingTolerance, float clampTolerance, + float speed, float *angle, qboolean *swinging ) { + float swing; + float move; + float scale; + + if ( !*swinging ) { + // see if a swing should be started + swing = AngleSubtract( *angle, destination ); + if ( swing > swingTolerance || swing < -swingTolerance ) { + *swinging = qtrue; + } + } + + if ( !*swinging ) { + return; + } + + // modify the speed depending on the delta + // so it doesn't seem so linear + swing = AngleSubtract( destination, *angle ); + scale = fabs( swing ); + if ( scale < swingTolerance * 0.5 ) { + scale = 0.5; + } else if ( scale < swingTolerance ) { + scale = 1.0; + } else { + scale = 2.0; + } + + // swing towards the destination angle + if ( swing >= 0 ) { + move = cg.frametime * scale * speed; + if ( move >= swing ) { + move = swing; + *swinging = qfalse; + } + *angle = AngleMod( *angle + move ); + } else if ( swing < 0 ) { + move = cg.frametime * scale * -speed; + if ( move <= swing ) { + move = swing; + *swinging = qfalse; + } + *angle = AngleMod( *angle + move ); + } + + // clamp to no more than tolerance + swing = AngleSubtract( destination, *angle ); + if ( swing > clampTolerance ) { + *angle = AngleMod( destination - (clampTolerance - 1) ); + } else if ( swing < -clampTolerance ) { + *angle = AngleMod( destination + (clampTolerance - 1) ); + } +} + +/* +================= +CG_AddPainTwitch +================= +*/ +static void CG_AddPainTwitch( centity_t *cent, vec3_t torsoAngles ) { + int t; + float f; + + t = cg.time - cent->pe.painTime; + if ( t >= PAIN_TWITCH_TIME ) { + return; + } + + f = 1.0 - (float)t / PAIN_TWITCH_TIME; + + if ( cent->pe.painDirection ) { + torsoAngles[ROLL] += 20 * f; + } else { + torsoAngles[ROLL] -= 20 * f; + } +} + + +/* +=============== +CG_PlayerAngles + +Handles seperate torso motion + + legs pivot based on direction of movement + + head always looks exactly at cent->lerpAngles + + if motion < 20 degrees, show in head only + if < 45 degrees, also show in torso +=============== +*/ +static void CG_PlayerAngles( centity_t *cent, vec3_t legs[3], vec3_t torso[3], vec3_t head[3] ) { + vec3_t legsAngles, torsoAngles, headAngles; + float dest; + static int movementOffsets[8] = { 0, 22, 45, -22, 0, 22, -45, -22 }; + vec3_t velocity; + float speed; + int dir; + + VectorCopy( cent->lerpAngles, headAngles ); + headAngles[YAW] = AngleMod( headAngles[YAW] ); + VectorClear( legsAngles ); + VectorClear( torsoAngles ); + + // --------- yaw ------------- + + // allow yaw to drift a bit + if ( ( cent->currentState.legsAnim & ~( ANIM_TOGGLEBIT | ANIM_WALLCLIMBING ) ) != LEGS_IDLE + || ( cent->currentState.torsoAnim & ~(ANIM_TOGGLEBIT | ANIM_WALLCLIMBING ) ) != TORSO_STAND ) { + // if not standing still, always point all in the same direction + cent->pe.torso.yawing = qtrue; // always center + cent->pe.torso.pitching = qtrue; // always center + cent->pe.legs.yawing = qtrue; // always center + } + + // adjust legs for movement dir + if ( cent->currentState.eFlags & EF_DEAD ) { + // don't let dead bodies twitch + dir = 0; + } else { + //TA: did use angles2.. now uses time2.. looks a bit funny but time2 isn't used othwise + dir = cent->currentState.time2; + if ( dir < 0 || dir > 7 ) { + CG_Error( "Bad player movement angle" ); + } + } + legsAngles[YAW] = headAngles[YAW] + movementOffsets[ dir ]; + torsoAngles[YAW] = headAngles[YAW] + 0.25 * movementOffsets[ dir ]; + + // torso + CG_SwingAngles( torsoAngles[YAW], 25, 90, cg_swingSpeed.value, ¢->pe.torso.yawAngle, ¢->pe.torso.yawing ); + CG_SwingAngles( legsAngles[YAW], 40, 90, cg_swingSpeed.value, ¢->pe.legs.yawAngle, ¢->pe.legs.yawing ); + + torsoAngles[YAW] = cent->pe.torso.yawAngle; + legsAngles[YAW] = cent->pe.legs.yawAngle; + + // --------- pitch ------------- + + // only show a fraction of the pitch angle in the torso + if ( headAngles[PITCH] > 180 ) { + dest = (-360 + headAngles[PITCH]) * 0.75f; + } else { + dest = headAngles[PITCH] * 0.75f; + } + CG_SwingAngles( dest, 15, 30, 0.1f, ¢->pe.torso.pitchAngle, ¢->pe.torso.pitching ); + torsoAngles[PITCH] = cent->pe.torso.pitchAngle; + + // --------- roll ------------- + + + // lean towards the direction of travel + VectorCopy( cent->currentState.pos.trDelta, velocity ); + speed = VectorNormalize( velocity ); + if ( speed ) { + vec3_t axis[3]; + float side; + + speed *= 0.05f; + + AnglesToAxis( legsAngles, axis ); + side = speed * DotProduct( velocity, axis[1] ); + legsAngles[ROLL] -= side; + + side = speed * DotProduct( velocity, axis[0] ); + legsAngles[PITCH] += side; + } + + // pain twitch + CG_AddPainTwitch( cent, torsoAngles ); + + // pull the angles back out of the hierarchial chain + AnglesSubtract( headAngles, torsoAngles, headAngles ); + AnglesSubtract( torsoAngles, legsAngles, torsoAngles ); + AnglesToAxis( legsAngles, legs ); + AnglesToAxis( torsoAngles, torso ); + AnglesToAxis( headAngles, head ); +} + + +//========================================================================== + +/* +=============== +CG_HasteTrail +=============== +*/ +static void CG_HasteTrail( centity_t *cent ) { + localEntity_t *smoke; + vec3_t origin; + int anim; + + if ( cent->trailTime > cg.time ) { + return; + } + anim = cent->pe.legs.animationNumber & ~( ANIM_TOGGLEBIT | ANIM_WALLCLIMBING ); + if ( anim != LEGS_RUN && anim != LEGS_BACK ) { + return; + } + + cent->trailTime += 100; + if ( cent->trailTime < cg.time ) { + cent->trailTime = cg.time; + } + + VectorCopy( cent->lerpOrigin, origin ); + origin[2] -= 16; + + smoke = CG_SmokePuff( origin, vec3_origin, + 8, + 1, 1, 1, 1, + 500, + cg.time, + 0, + 0, + cgs.media.hastePuffShader ); + + // use the optimized local entity add + smoke->leType = LE_SCALE_FADE; +} + +/* +=============== +CG_TrailItem +=============== +*/ +static void CG_TrailItem( centity_t *cent, qhandle_t hModel ) { + refEntity_t ent; + vec3_t angles; + vec3_t axis[3]; + + VectorCopy( cent->lerpAngles, angles ); + angles[PITCH] = 0; + angles[ROLL] = 0; + AnglesToAxis( angles, axis ); + + memset( &ent, 0, sizeof( ent ) ); + VectorMA( cent->lerpOrigin, -16, axis[0], ent.origin ); + ent.origin[2] += 16; + angles[YAW] += 90; + AnglesToAxis( angles, ent.axis ); + + ent.hModel = hModel; + trap_R_AddRefEntityToScene( &ent ); +} + + +/* +=============== +CG_PlayerPowerups +=============== +*/ +#ifdef NEW_ANIMS +static void CG_PlayerPowerups( centity_t *cent, refEntity_t *torso ) { +#else +static void CG_PlayerPowerups( centity_t *cent ) { +#endif + int powerups; + clientInfo_t *ci; + + /*powerups = cent->currentState.powerups; + if ( !powerups ) { + return; + } + + // quad gives a dlight + if ( powerups & ( 1 << PW_QUAD ) ) { + trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 0.2, 0.2, 1 ); + } + + // flight plays a looped sound + if ( powerups & ( 1 << PW_FLIGHT ) ) { + trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, cgs.media.flightSound ); + } + + // redflag + if ( powerups & ( 1 << PW_REDFLAG ) ) { + CG_TrailItem( cent, cgs.media.redFlagModel ); + trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 1, 0.2, 0.2 ); + } + + // blueflag + if ( powerups & ( 1 << PW_BLUEFLAG ) ) { + CG_TrailItem( cent, cgs.media.blueFlagModel ); + trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 0.2, 0.2, 1 ); + } + + // haste leaves smoke trails + if ( powerups & ( 1 << PW_HASTE ) ) { + CG_HasteTrail( cent ); + }*/ +} + + +/* +=============== +CG_PlayerFloatSprite + +Float a sprite over the player's head +=============== +*/ +static void CG_PlayerFloatSprite( centity_t *cent, qhandle_t shader ) { + int rf; + refEntity_t ent; + + if ( cent->currentState.number == cg.snap->ps.clientNum && !cg.renderingThirdPerson ) { + rf = RF_THIRD_PERSON; // only show in mirrors + } else { + rf = 0; + } + + memset( &ent, 0, sizeof( ent ) ); + VectorCopy( cent->lerpOrigin, ent.origin ); + ent.origin[2] += 48; + ent.reType = RT_SPRITE; + ent.customShader = shader; + ent.radius = 10; + ent.renderfx = rf; + ent.shaderRGBA[0] = 255; + ent.shaderRGBA[1] = 255; + ent.shaderRGBA[2] = 255; + ent.shaderRGBA[3] = 255; + trap_R_AddRefEntityToScene( &ent ); +} + + + +/* +=============== +CG_PlayerSprites + +Float sprites over the player's head +=============== +*/ +static void CG_PlayerSprites( centity_t *cent ) { + int team; + + if ( cent->currentState.eFlags & EF_CONNECTION ) { + CG_PlayerFloatSprite( cent, cgs.media.connectionShader ); + return; + } + + if ( cent->currentState.eFlags & EF_TALK ) { + CG_PlayerFloatSprite( cent, cgs.media.balloonShader ); + return; + } + + if ( cent->currentState.eFlags & EF_AWARD_IMPRESSIVE ) { + CG_PlayerFloatSprite( cent, cgs.media.medalImpressive ); + return; + } + + if ( cent->currentState.eFlags & EF_AWARD_EXCELLENT ) { + CG_PlayerFloatSprite( cent, cgs.media.medalExcellent ); + return; + } + + if ( cent->currentState.eFlags & EF_AWARD_GAUNTLET ) { + CG_PlayerFloatSprite( cent, cgs.media.medalGauntlet ); + return; + } + + team = cgs.clientinfo[ cent->currentState.clientNum ].team; + if ( !(cent->currentState.eFlags & EF_DEAD) && + cg.snap->ps.persistant[PERS_TEAM] == team && + cgs.gametype >= GT_TEAM) { + if (cg_drawFriend.integer) { + CG_PlayerFloatSprite( cent, cgs.media.friendShader ); + } + return; + } +} + +/* +=============== +CG_PlayerShadow + +Returns the Z component of the surface being shadowed + + should it return a full plane instead of a Z? +=============== +*/ +#define SHADOW_DISTANCE 128 +static qboolean CG_PlayerShadow( centity_t *cent, float *shadowPlane ) { + vec3_t end, mins = {-15, -15, 0}, maxs = {15, 15, 2}; + trace_t trace; + float alpha; + + *shadowPlane = 0; + + if ( cg_shadows.integer == 0 ) { + return qfalse; + } + + // no shadows when invisible + /*if ( cent->currentState.powerups & ( 1 << PW_INVIS ) ) { + return qfalse; + }*/ + + // send a trace down from the player to the ground + VectorCopy( cent->lerpOrigin, end ); + end[2] -= SHADOW_DISTANCE; + + trap_CM_BoxTrace( &trace, cent->lerpOrigin, end, mins, maxs, 0, MASK_PLAYERSOLID ); + + // no shadow if too high + if ( trace.fraction == 1.0 ) { + return qfalse; + } + + *shadowPlane = trace.endpos[2] + 1; + + if ( cg_shadows.integer != 1 ) { // no mark for stencil or projection shadows + return qtrue; + } + + // fade the shadow out with height + alpha = 1.0 - trace.fraction; + + // add the mark as a temporary, so it goes directly to the renderer + // without taking a spot in the cg_marks array + CG_ImpactMark( cgs.media.shadowMarkShader, trace.endpos, trace.plane.normal, + cent->pe.legs.yawAngle, alpha,alpha,alpha,1, qfalse, 24, qtrue ); + + return qtrue; +} + + +/* +=============== +CG_PlayerSplash + +Draw a mark at the water surface +=============== +*/ +static void CG_PlayerSplash( centity_t *cent ) { + vec3_t start, end; + trace_t trace; + int contents; + polyVert_t verts[4]; + + if ( !cg_shadows.integer ) { + return; + } + + VectorCopy( cent->lerpOrigin, end ); + end[2] -= 24; + + // if the feet aren't in liquid, don't make a mark + // this won't handle moving water brushes, but they wouldn't draw right anyway... + contents = trap_CM_PointContents( end, 0 ); + if ( !( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) ) { + return; + } + + VectorCopy( cent->lerpOrigin, start ); + start[2] += 32; + + // if the head isn't out of liquid, don't make a mark + contents = trap_CM_PointContents( start, 0 ); + if ( contents & ( CONTENTS_SOLID | CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) { + return; + } + + // trace down to find the surface + trap_CM_BoxTrace( &trace, start, end, NULL, NULL, 0, ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ); + + if ( trace.fraction == 1.0 ) { + return; + } + + // create a mark polygon + VectorCopy( trace.endpos, verts[0].xyz ); + verts[0].xyz[0] -= 32; + verts[0].xyz[1] -= 32; + verts[0].st[0] = 0; + verts[0].st[1] = 0; + verts[0].modulate[0] = 255; + verts[0].modulate[1] = 255; + verts[0].modulate[2] = 255; + verts[0].modulate[3] = 255; + + VectorCopy( trace.endpos, verts[1].xyz ); + verts[1].xyz[0] -= 32; + verts[1].xyz[1] += 32; + verts[1].st[0] = 0; + verts[1].st[1] = 1; + verts[1].modulate[0] = 255; + verts[1].modulate[1] = 255; + verts[1].modulate[2] = 255; + verts[1].modulate[3] = 255; + + VectorCopy( trace.endpos, verts[2].xyz ); + verts[2].xyz[0] += 32; + verts[2].xyz[1] += 32; + 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; + + VectorCopy( trace.endpos, verts[3].xyz ); + verts[3].xyz[0] += 32; + verts[3].xyz[1] -= 32; + verts[3].st[0] = 1; + 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.wakeMarkShader, 4, verts ); +} + + + +/* +=============== +CG_AddRefEntityWithPowerups + +Adds a piece with modifications or duplications for powerups +Also called by CG_Missile for quad rockets, but nobody can tell... +=============== +*/ +void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, int team ) { + + /*if ( powerups & ( 1 << PW_INVIS ) ) { + ent->customShader = cgs.media.invisShader; + trap_R_AddRefEntityToScene( ent ); + } else {*/ + trap_R_AddRefEntityToScene( ent ); + + /*if ( powerups & ( 1 << PW_QUAD ) ) + { + if (team == TEAM_HUMANS) + ent->customShader = cgs.media.redQuadShader; + else + ent->customShader = cgs.media.quadShader; + trap_R_AddRefEntityToScene( ent ); + } + if ( powerups & ( 1 << PW_REGEN ) ) { + if ( ( ( cg.time / 100 ) % 10 ) == 1 ) { + ent->customShader = cgs.media.regenShader; + trap_R_AddRefEntityToScene( ent ); + } + } + if ( powerups & ( 1 << PW_BATTLESUIT ) ) { + ent->customShader = cgs.media.battleSuitShader; + trap_R_AddRefEntityToScene( ent ); + } + }*/ +} + + +/* +================= +CG_LightVerts +================= +*/ +int CG_LightVerts( vec3_t normal, int numVerts, polyVert_t *verts ) +{ + int i, j; + float incoming; + vec3_t ambientLight; + vec3_t lightDir; + vec3_t directedLight; + + trap_R_LightForPoint( verts[0].xyz, ambientLight, directedLight, lightDir ); + + for (i = 0; i < numVerts; i++) { + incoming = DotProduct (normal, lightDir); + if ( incoming <= 0 ) { + verts[i].modulate[0] = ambientLight[0]; + verts[i].modulate[1] = ambientLight[1]; + verts[i].modulate[2] = ambientLight[2]; + verts[i].modulate[3] = 255; + continue; + } + j = ( ambientLight[0] + incoming * directedLight[0] ); + if ( j > 255 ) { + j = 255; + } + verts[i].modulate[0] = j; + + j = ( ambientLight[1] + incoming * directedLight[1] ); + if ( j > 255 ) { + j = 255; + } + verts[i].modulate[1] = j; + + j = ( ambientLight[2] + incoming * directedLight[2] ); + if ( j > 255 ) { + j = 255; + } + verts[i].modulate[2] = j; + + verts[i].modulate[3] = 255; + } + return qtrue; +} + + +/* +================= +CG_LightFromDirection +================= +*/ +int CG_LightFromDirection( vec3_t point, vec3_t direction ) +{ + int i, j; + float incoming; + vec3_t ambientLight; + vec3_t lightDir; + vec3_t directedLight; + vec3_t result; + + trap_R_LightForPoint( point, ambientLight, directedLight, lightDir ); + + incoming = DotProduct (direction, lightDir); + if ( incoming <= 0 ) { + result[0] = ambientLight[0]; + result[1] = ambientLight[1]; + result[2] = ambientLight[2]; + return (int)((float)( result[0] + result[1] + result[2] ) / 3.0f ); + } + + j = ( ambientLight[0] + incoming * directedLight[0] ); + if ( j > 255 ) { + j = 255; + } + result[0] = j; + + j = ( ambientLight[1] + incoming * directedLight[1] ); + if ( j > 255 ) { + j = 255; + } + result[1] = j; + + j = ( ambientLight[2] + incoming * directedLight[2] ); + if ( j > 255 ) { + j = 255; + } + result[2] = j; + + return (int)((float)( result[0] + result[1] + result[2] ) / 3.0f ); +} + + +/* +================= +CG_AmbientLight +================= +*/ +int CG_AmbientLight( vec3_t point ) +{ + vec3_t ambientLight; + vec3_t lightDir; + vec3_t directedLight; + vec3_t result; + + trap_R_LightForPoint( point, ambientLight, directedLight, lightDir ); + + result[0] = ambientLight[0]; + result[1] = ambientLight[1]; + result[2] = ambientLight[2]; + return (int)((float)( result[0] + result[1] + result[2] ) / 3.0f ); +} + + +/* +=============== +CG_Player +=============== +*/ +void CG_Player( centity_t *cent ) { + clientInfo_t *ci; + refEntity_t legs; + refEntity_t torso; + refEntity_t head; + int clientNum; + int renderfx; + qboolean shadow; + float shadowPlane; + + // the client number is stored in clientNum. It can't be derived + // from the entity number, because a single client may have + // multiple corpses on the level using the same clientinfo + clientNum = cent->currentState.clientNum; + if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) { + CG_Error( "Bad clientNum on player entity"); + } + ci = &cgs.clientinfo[ clientNum ]; + + // it is possible to see corpses from disconnected players that may + // not have valid clientinfo + if ( !ci->infoValid ) { + return; + } + + // get the player model information + renderfx = 0; + if ( cent->currentState.number == cg.snap->ps.clientNum) { + if (!cg.renderingThirdPerson) { + renderfx = RF_THIRD_PERSON; // only draw in mirrors + } else { + if (cg_cameraMode.integer) { + return; + } + } + } + + memset( &legs, 0, sizeof(legs) ); + memset( &torso, 0, sizeof(torso) ); + memset( &head, 0, sizeof(head) ); + + // get the rotation information + CG_PlayerAngles( cent, legs.axis, torso.axis, head.axis ); + + // get the animation state (after rotation, to allow feet shuffle) + CG_PlayerAnimation( cent, &legs.oldframe, &legs.frame, &legs.backlerp, + &torso.oldframe, &torso.frame, &torso.backlerp ); + +#ifndef NEW_ANIMS + // add powerups floating behind the player + //CG_PlayerPowerups( cent ); +#endif + + // add the talk baloon or disconnect icon + CG_PlayerSprites( cent ); + + // add the shadow + //TA: but only for humans + if( ( cent->currentState.powerups & 0xFF ) == PTE_HUMANS ) + shadow = CG_PlayerShadow( cent, &shadowPlane ); + + // add a water splash if partially in and out of water + CG_PlayerSplash( cent ); + + if ( cg_shadows.integer == 3 && shadow ) { + renderfx |= RF_SHADOW_PLANE; + } + renderfx |= RF_LIGHTING_ORIGIN; // use the same origin for all + + // + // add the legs + // + legs.hModel = ci->legsModel; + legs.customSkin = ci->legsSkin; + + VectorCopy( cent->lerpOrigin, legs.origin ); + + VectorCopy( cent->lerpOrigin, legs.lightingOrigin ); + legs.shadowPlane = shadowPlane; + legs.renderfx = renderfx; + VectorCopy (legs.origin, legs.oldorigin); // don't positionally lerp at all + + //TA: rotate the model so it sits on a wall + if( cent->currentState.legsAnim & ANIM_WALLCLIMBING && + !( cent->currentState.eFlags & EF_DEAD ) && + !( cg.intermissionStarted ) ) + { + vec3_t forward, surfNormal; + trace_t tr; + + VectorCopy( cent->currentState.angles2, surfNormal ); + + /*CG_Printf( "%d: ", cent->currentState.number ); + CG_Printf( "%f ", surfNormal[ 0 ] ); + CG_Printf( "%f ", surfNormal[ 1 ] ); + CG_Printf( "%f ", surfNormal[ 2 ] ); + CG_Printf( "\n" );*/ + + AngleVectors( cent->lerpAngles, forward, NULL, NULL ); + VectorCopy( surfNormal, legs.axis[2] ); + ProjectPointOnPlane( legs.axis[0], forward, legs.axis[2] ); + if( !VectorNormalize( legs.axis[0] ) ) + { + AngleVectors( cent->lerpAngles, NULL, NULL, forward ); + ProjectPointOnPlane( legs.axis[0], forward, legs.axis[2] ); + VectorNormalize( legs.axis[0] ); + } + CrossProduct( legs.axis[0], legs.axis[2], legs.axis[1] ); + legs.axis[1][0] = -legs.axis[1][0]; + legs.axis[1][1] = -legs.axis[1][1]; + legs.axis[1][2] = -legs.axis[1][2]; + + VectorCopy( legs.origin, legs.lightingOrigin ); + VectorCopy( legs.origin, legs.oldorigin ); // don't positionally lerp at all + } + + + //CG_AddRefEntityWithPowerups( &legs, cent->currentState.powerups, ci->team ); + trap_R_AddRefEntityToScene( &legs ); + + // if the model failed, allow the default nullmodel to be displayed + if (!legs.hModel) { + return; + } + + // + // add the torso + // + torso.hModel = ci->torsoModel; + if (!torso.hModel) { + return; + } + + torso.customSkin = ci->torsoSkin; + + VectorCopy( cent->lerpOrigin, torso.lightingOrigin ); + + CG_PositionRotatedEntityOnTag( &torso, &legs, ci->legsModel, "tag_torso"); + + torso.shadowPlane = shadowPlane; + torso.renderfx = renderfx; + + //CG_AddRefEntityWithPowerups( &torso, cent->currentState.powerups, ci->team ); + trap_R_AddRefEntityToScene( &torso ); + + // + // add the head + // + head.hModel = ci->headModel; + if (!head.hModel) { + return; + } + head.customSkin = ci->headSkin; + + VectorCopy( cent->lerpOrigin, head.lightingOrigin ); + + CG_PositionRotatedEntityOnTag( &head, &torso, ci->torsoModel, "tag_head"); + + head.shadowPlane = shadowPlane; + head.renderfx = renderfx; + + //CG_AddRefEntityWithPowerups( &head, cent->currentState.powerups, ci->team ); + trap_R_AddRefEntityToScene( &head ); + + // + // add the gun / barrel / flash + // + CG_AddPlayerWeapon( &torso, NULL, cent ); +} + +/* +=============== +CG_Corpse +=============== +*/ +void CG_Corpse( centity_t *cent ) +{ + clientInfo_t *ci; + refEntity_t legs; + refEntity_t torso; + refEntity_t head; + int clientNum; + int renderfx; + qboolean shadow; + float shadowPlane; + + //if this is the first time the function has been run set cent->corpseNum + if( cent->corpseNum < 1 ) + { + ci = &cgs.clientinfo[ cent->currentState.clientNum ]; + cent->corpseNum = CG_GetCorpseNum( ci ) + 1; + if ( cent->corpseNum < 1 || cent->corpseNum >= MAX_CLIENTS + 1 ) + { + CG_Error( "Bad corpseNum on corpse entity: %d", cent->corpseNum ); + } + } + + ci = &cgs.corpseinfo[ cent->corpseNum - 1 ]; + + // it is possible to see corpses from disconnected players that may + // not have valid clientinfo + if ( !ci->infoValid ) { + return; + } + + memset( &legs, 0, sizeof(legs) ); + memset( &torso, 0, sizeof(torso) ); + memset( &head, 0, sizeof(head) ); + + // get the rotation information + CG_PlayerAngles( cent, legs.axis, torso.axis, head.axis ); + + //set the correct frame (should always be dead) + if ( cg_noPlayerAnims.integer ) + legs.oldframe = legs.frame = torso.oldframe = torso.frame = 0; + else + { + CG_RunLerpFrame( ci, ¢->pe.legs, cent->currentState.legsAnim, 1 ); + legs.oldframe = cent->pe.legs.oldFrame; + legs.frame = cent->pe.legs.frame; + legs.backlerp = cent->pe.legs.backlerp; + + CG_RunLerpFrame( ci, ¢->pe.torso, cent->currentState.torsoAnim, 1 ); + torso.oldframe = cent->pe.torso.oldFrame; + torso.frame = cent->pe.torso.frame; + torso.backlerp = cent->pe.torso.backlerp; + } + + + // add the shadow + shadow = CG_PlayerShadow( cent, &shadowPlane ); + + // get the player model information + renderfx = 0; + if ( cg_shadows.integer == 3 && shadow ) { + renderfx |= RF_SHADOW_PLANE; + } + renderfx |= RF_LIGHTING_ORIGIN; // use the same origin for all + + // + // add the legs + // + legs.hModel = ci->legsModel; + legs.customSkin = ci->legsSkin; + + VectorCopy( cent->lerpOrigin, legs.origin ); + + VectorCopy( cent->lerpOrigin, legs.lightingOrigin ); + legs.shadowPlane = shadowPlane; + legs.renderfx = renderfx; + VectorCopy (legs.origin, legs.oldorigin); // don't positionally lerp at all + + //CG_AddRefEntityWithPowerups( &legs, cent->currentState.powerups, ci->team ); + trap_R_AddRefEntityToScene( &legs ); + + // if the model failed, allow the default nullmodel to be displayed + if (!legs.hModel) { + return; + } + + // + // add the torso + // + torso.hModel = ci->torsoModel; + if (!torso.hModel) { + return; + } + + torso.customSkin = ci->torsoSkin; + + VectorCopy( cent->lerpOrigin, torso.lightingOrigin ); + + CG_PositionRotatedEntityOnTag( &torso, &legs, ci->legsModel, "tag_torso"); + + torso.shadowPlane = shadowPlane; + torso.renderfx = renderfx; + + //CG_AddRefEntityWithPowerups( &torso, cent->currentState.powerups, ci->team ); + trap_R_AddRefEntityToScene( &torso ); + + // + // add the head + // + head.hModel = ci->headModel; + if (!head.hModel) { + return; + } + head.customSkin = ci->headSkin; + + VectorCopy( cent->lerpOrigin, head.lightingOrigin ); + + CG_PositionRotatedEntityOnTag( &head, &torso, ci->torsoModel, "tag_head"); + + head.shadowPlane = shadowPlane; + head.renderfx = renderfx; + + //CG_AddRefEntityWithPowerups( &head, cent->currentState.powerups, ci->team ); + trap_R_AddRefEntityToScene( &head ); +} + + +//===================================================================== + +/* +=============== +CG_ResetPlayerEntity + +A player just came into view or teleported, so reset all animation info +=============== +*/ +void CG_ResetPlayerEntity( centity_t *cent ) { + cent->errorTime = -99999; // guarantee no error decay added + cent->extrapolated = qfalse; + + CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ], ¢->pe.legs, cent->currentState.legsAnim ); + CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ], ¢->pe.torso, cent->currentState.torsoAnim ); + + BG_EvaluateTrajectory( ¢->currentState.pos, cg.time, cent->lerpOrigin ); + BG_EvaluateTrajectory( ¢->currentState.apos, cg.time, cent->lerpAngles ); + + VectorCopy( cent->lerpOrigin, cent->rawOrigin ); + VectorCopy( cent->lerpAngles, cent->rawAngles ); + + memset( ¢->pe.legs, 0, sizeof( cent->pe.legs ) ); + cent->pe.legs.yawAngle = cent->rawAngles[YAW]; + cent->pe.legs.yawing = qfalse; + cent->pe.legs.pitchAngle = 0; + cent->pe.legs.pitching = qfalse; + + memset( ¢->pe.torso, 0, sizeof( cent->pe.legs ) ); + cent->pe.torso.yawAngle = cent->rawAngles[YAW]; + cent->pe.torso.yawing = qfalse; + cent->pe.torso.pitchAngle = cent->rawAngles[PITCH]; + cent->pe.torso.pitching = qfalse; + + if ( cg_debugPosition.integer ) { + CG_Printf("%i ResetPlayerEntity yaw=%i\n", cent->currentState.number, cent->pe.torso.yawAngle ); + } +} + diff --git a/src/cgame/cg_playerstate.c b/src/cgame/cg_playerstate.c new file mode 100644 index 00000000..3477f108 --- /dev/null +++ b/src/cgame/cg_playerstate.c @@ -0,0 +1,502 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// cg_playerstate.c -- this file acts on changes in a new playerState_t +// With normal play, this will be done after local prediction, but when +// following another player or playing back a demo, it will be checked +// when the snapshot transitions like all the other entities + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program 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, or (at your option) + * any later version. + * + * This program 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 this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "cg_local.h" + +/* +============== +CG_CheckAmmo + +If the ammo has gone low enough to generate the warning, play a sound +============== +*/ +void CG_CheckAmmo( void ) { + int i; + int total; + int previous; + int ammo, clips, maxclips; + + // see about how many seconds of ammo we have remaining + total = 0; + for ( i = WP_MACHINEGUN ; i < WP_NUM_WEAPONS ; i++ ) { + if ( !BG_gotWeapon( i, cg.snap->ps.stats ) ) { + continue; + } + + BG_unpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips, &maxclips ); + + switch ( i ) { + case WP_ROCKET_LAUNCHER: + case WP_GRENADE_LAUNCHER: + case WP_RAILGUN: + case WP_SHOTGUN: + total += ammo * 1000; + break; + default: + if( clips ) + total += 5000; + total += ammo * 200; + break; + } + if ( total >= 5000 || BG_infiniteAmmo( i ) ) { + cg.lowAmmoWarning = 0; + return; + } + } + + previous = cg.lowAmmoWarning; + + if ( total == 0 ) { + cg.lowAmmoWarning = 2; + } else { + cg.lowAmmoWarning = 1; + } + + // play a sound on transitions + if ( cg.lowAmmoWarning != previous ) { + trap_S_StartLocalSound( cgs.media.noAmmoSound, CHAN_LOCAL_SOUND ); + } +} + +/* +============== +CG_DamageFeedback +============== +*/ +void CG_DamageFeedback( int yawByte, int pitchByte, int damage ) { + float left, front, up; + float kick; + int health; + float scale; + vec3_t dir; + vec3_t angles; + float dist; + float yaw, pitch; + + // show the attacking player's head and name in corner + cg.attackerTime = cg.time; + + // the lower on health you are, the greater the view kick will be + health = cg.snap->ps.stats[STAT_HEALTH]; + if ( health < 40 ) { + scale = 1; + } else { + scale = 40.0 / health; + } + kick = damage * scale; + + if (kick < 5) + kick = 5; + if (kick > 10) + kick = 10; + + // if yaw and pitch are both 255, make the damage always centered (falling, etc) + if ( yawByte == 255 && pitchByte == 255 ) { + cg.damageX = 0; + cg.damageY = 0; + cg.v_dmg_roll = 0; + cg.v_dmg_pitch = -kick; + } else { + // positional + pitch = pitchByte / 255.0 * 360; + yaw = yawByte / 255.0 * 360; + + angles[PITCH] = pitch; + angles[YAW] = yaw; + angles[ROLL] = 0; + + AngleVectors( angles, dir, NULL, NULL ); + VectorSubtract( vec3_origin, dir, dir ); + + front = DotProduct (dir, cg.refdef.viewaxis[0] ); + left = DotProduct (dir, cg.refdef.viewaxis[1] ); + up = DotProduct (dir, cg.refdef.viewaxis[2] ); + + dir[0] = front; + dir[1] = left; + dir[2] = 0; + dist = VectorLength( dir ); + if ( dist < 0.1 ) { + dist = 0.1f; + } + + cg.v_dmg_roll = kick * left; + + cg.v_dmg_pitch = -kick * front; + + if ( front <= 0.1 ) { + front = 0.1f; + } + cg.damageX = -left / front; + cg.damageY = up / dist; + } + + // clamp the position + if ( cg.damageX > 1.0 ) { + cg.damageX = 1.0; + } + if ( cg.damageX < - 1.0 ) { + cg.damageX = -1.0; + } + + if ( cg.damageY > 1.0 ) { + cg.damageY = 1.0; + } + if ( cg.damageY < - 1.0 ) { + cg.damageY = -1.0; + } + + // don't let the screen flashes vary as much + if ( kick > 10 ) { + kick = 10; + } + cg.damageValue = kick; + cg.v_dmg_time = cg.time + DAMAGE_TIME; + cg.damageTime = cg.snap->serverTime; +} + + + + +/* +================ +CG_Respawn + +A respawn happened this snapshot +================ +*/ +void CG_Respawn( void ) { + // no error decay on player movement + cg.thisFrameTeleport = qtrue; + + // display weapons available + cg.weaponSelectTime = cg.time; + + // select the weapon the server says we are using + cg.weaponSelect = cg.snap->ps.weapon; +} + +extern char *eventnames[]; + +/* +============== +CG_CheckPlayerstateEvents + +============== +*/ +void CG_CheckPlayerstateEvents( playerState_t *ps, playerState_t *ops ) { + int i; + int event; + centity_t *cent; + + if ( ps->externalEvent && ps->externalEvent != ops->externalEvent ) { + cent = &cg_entities[ ps->clientNum ]; + cent->currentState.event = ps->externalEvent; + cent->currentState.eventParm = ps->externalEventParm; + CG_EntityEvent( cent, cent->lerpOrigin ); + } + + cent = &cg.predictedPlayerEntity; // cg_entities[ ps->clientNum ]; + + // go through the predictable events buffer + for ( i = ps->eventSequence - MAX_PS_EVENTS ; i < ps->eventSequence ; i++ ) { + // if we have a new predictable event + if ( i >= ops->eventSequence + // or the server told us to play another event instead of a predicted event we already issued + // or something the server told us changed our prediction causing a different event + || (i > ops->eventSequence - MAX_PS_EVENTS && ps->events[i & (MAX_PS_EVENTS-1)] != ops->events[i & (MAX_PS_EVENTS-1)]) ) { + + event = ps->events[ i & (MAX_PS_EVENTS-1) ]; + + cent->currentState.event = event; + cent->currentState.eventParm = ps->eventParms[ i & (MAX_PS_EVENTS-1) ]; + CG_EntityEvent( cent, cent->lerpOrigin ); + cg.predictableEvents[ i & (MAX_PREDICTED_EVENTS-1) ] = event; + + cg.eventSequence++; + } + } +} + + +/* +================== +CG_CheckChangedPredictableEvents +================== +*/ +void CG_CheckChangedPredictableEvents( playerState_t *ps ) { + int i; + int event; + centity_t *cent; + + cent = &cg.predictedPlayerEntity; + for ( i = ps->eventSequence - MAX_PS_EVENTS ; i < ps->eventSequence ; i++ ) { + // + if (i >= cg.eventSequence) { + continue; + } + // if this event is not further back in than the maximum predictable events we remember + if (i > cg.eventSequence - MAX_PREDICTED_EVENTS) { + // if the new playerstate event is different from a previously predicted one + if ( ps->events[i & (MAX_PS_EVENTS-1)] != cg.predictableEvents[i & (MAX_PREDICTED_EVENTS-1) ] ) { + + event = ps->events[ i & (MAX_PS_EVENTS-1) ]; + cent->currentState.event = event; + cent->currentState.eventParm = ps->eventParms[ i & (MAX_PS_EVENTS-1) ]; + CG_EntityEvent( cent, cent->lerpOrigin ); + + cg.predictableEvents[ i & (MAX_PREDICTED_EVENTS-1) ] = event; + + if ( cg_showmiss.integer ) { + CG_Printf("WARNING: changed predicted event\n"); + } + } + } + } +} + +/* +================== +pushReward +================== +*/ +static void pushReward(sfxHandle_t sfx, qhandle_t shader, int rewardCount) { + if (cg.rewardStack < (MAX_REWARDSTACK-1)) { + cg.rewardStack++; + cg.rewardSound[cg.rewardStack] = sfx; + cg.rewardShader[cg.rewardStack] = shader; + cg.rewardCount[cg.rewardStack] = rewardCount; + } +} + + +/* +================== +CG_CheckLocalSounds +================== +*/ +void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) { + int highScore, health, armor, reward; + sfxHandle_t sfx; + + // don't play the sounds if the player just changed teams + if ( ps->persistant[PERS_TEAM] != ops->persistant[PERS_TEAM] ) { + return; + } + + // hit changes + if ( ps->persistant[PERS_HITS] > ops->persistant[PERS_HITS] ) { + /*armor = ps->persistant[PERS_ATTACKEE_ARMOR] & 0xff; + health = ps->persistant[PERS_ATTACKEE_ARMOR] >> 8;*/ + trap_S_StartLocalSound( cgs.media.hitSound, CHAN_LOCAL_SOUND ); + } else if ( ps->persistant[PERS_HITS] < ops->persistant[PERS_HITS] ) { + trap_S_StartLocalSound( cgs.media.hitTeamSound, CHAN_LOCAL_SOUND ); + } + + // health changes of more than -1 should make pain sounds + if ( ps->stats[STAT_HEALTH] < ops->stats[STAT_HEALTH] - 1 ) { + if ( ps->stats[STAT_HEALTH] > 0 ) { + CG_PainEvent( &cg.predictedPlayerEntity, ps->stats[STAT_HEALTH] ); + } + } + + + // if we are going into the intermission, don't start any voices + if ( cg.intermissionStarted ) { + return; + } + + // reward sounds + reward = qfalse; + /*if (ps->persistant[PERS_CAPTURES] != ops->persistant[PERS_CAPTURES]) { + pushReward(cgs.media.captureAwardSound, cgs.media.medalCapture, ps->persistant[PERS_CAPTURES]); + reward = qtrue; + //Com_Printf("capture\n"); + } + if (ps->persistant[PERS_IMPRESSIVE_COUNT] != ops->persistant[PERS_IMPRESSIVE_COUNT]) { + sfx = cgs.media.impressiveSound; + pushReward(sfx, cgs.media.medalImpressive, ps->persistant[PERS_IMPRESSIVE_COUNT]); + reward = qtrue; + //Com_Printf("impressive\n"); + } + if (ps->persistant[PERS_EXCELLENT_COUNT] != ops->persistant[PERS_EXCELLENT_COUNT]) { + sfx = cgs.media.excellentSound; + pushReward(sfx, cgs.media.medalExcellent, ps->persistant[PERS_EXCELLENT_COUNT]); + reward = qtrue; + //Com_Printf("excellent\n"); + } + if (ps->persistant[PERS_GAUNTLET_FRAG_COUNT] != ops->persistant[PERS_GAUNTLET_FRAG_COUNT]) { + sfx = cgs.media.humiliationSound; + pushReward(sfx, cgs.media.medalGauntlet, ps->persistant[PERS_GAUNTLET_FRAG_COUNT]); + reward = qtrue; + //Com_Printf("guantlet frag\n"); + } + if (ps->persistant[PERS_DEFEND_COUNT] != ops->persistant[PERS_DEFEND_COUNT]) { + pushReward(cgs.media.defendSound, cgs.media.medalDefend, ps->persistant[PERS_DEFEND_COUNT]); + reward = qtrue; + //Com_Printf("defend\n"); + } + if (ps->persistant[PERS_ASSIST_COUNT] != ops->persistant[PERS_ASSIST_COUNT]) { + pushReward(cgs.media.assistSound, cgs.media.medalAssist, ps->persistant[PERS_ASSIST_COUNT]); + reward = qtrue; + //Com_Printf("assist\n"); + }*/ + // if any of the player event bits changed + /*if (ps->persistant[PERS_PLAYEREVENTS] != ops->persistant[PERS_PLAYEREVENTS]) { + if ((ps->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_DENIEDREWARD) != + (ops->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_DENIEDREWARD)) { + trap_S_StartLocalSound( cgs.media.deniedSound, CHAN_ANNOUNCER ); + } + else if ((ps->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_GAUNTLETREWARD) != + (ops->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_GAUNTLETREWARD)) { + trap_S_StartLocalSound( cgs.media.humiliationSound, CHAN_ANNOUNCER ); + } + else if ((ps->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_HOLYSHIT) != + (ops->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_HOLYSHIT)) { + trap_S_StartLocalSound( cgs.media.holyShitSound, CHAN_ANNOUNCER ); + } + reward = qtrue; + }*/ + + // check for flag pickup + /*if ( cgs.gametype >= GT_TEAM ) { + if ((ps->powerups[PW_REDFLAG] != ops->powerups[PW_REDFLAG] && ps->powerups[PW_REDFLAG]) || + (ps->powerups[PW_BLUEFLAG] != ops->powerups[PW_BLUEFLAG] && ps->powerups[PW_BLUEFLAG]) || + (ps->powerups[PW_NEUTRALFLAG] != ops->powerups[PW_NEUTRALFLAG] && ps->powerups[PW_NEUTRALFLAG]) ) + { + trap_S_StartLocalSound( cgs.media.youHaveFlagSound, CHAN_ANNOUNCER ); + } + }*/ + + // lead changes + /*if (!reward) { + // + if ( !cg.warmup ) { + // never play lead changes during warmup + if ( ps->persistant[PERS_RANK] != ops->persistant[PERS_RANK] ) { + if ( cgs.gametype < GT_TEAM) { + if ( ps->persistant[PERS_RANK] == 0 ) { + CG_AddBufferedSound(cgs.media.takenLeadSound); + } else if ( ps->persistant[PERS_RANK] == RANK_TIED_FLAG ) { + CG_AddBufferedSound(cgs.media.tiedLeadSound); + } else if ( ( ops->persistant[PERS_RANK] & ~RANK_TIED_FLAG ) == 0 ) { + CG_AddBufferedSound(cgs.media.lostLeadSound); + } + } + } + } + }*/ + + // timelimit warnings + if ( cgs.timelimit > 0 ) { + int msec; + + msec = cg.time - cgs.levelStartTime; + if ( !( cg.timelimitWarnings & 4 ) && msec > ( cgs.timelimit * 60 + 2 ) * 1000 ) { + cg.timelimitWarnings |= 1 | 2 | 4; + trap_S_StartLocalSound( cgs.media.suddenDeathSound, CHAN_ANNOUNCER ); + } + else if ( !( cg.timelimitWarnings & 2 ) && msec > (cgs.timelimit - 1) * 60 * 1000 ) { + cg.timelimitWarnings |= 1 | 2; + trap_S_StartLocalSound( cgs.media.oneMinuteSound, CHAN_ANNOUNCER ); + } + else if ( cgs.timelimit > 5 && !( cg.timelimitWarnings & 1 ) && msec > (cgs.timelimit - 5) * 60 * 1000 ) { + cg.timelimitWarnings |= 1; + trap_S_StartLocalSound( cgs.media.fiveMinuteSound, CHAN_ANNOUNCER ); + } + } + + // fraglimit warnings + if ( cgs.fraglimit > 0 && cgs.gametype < GT_CTF) { + highScore = cgs.scores1; + if ( !( cg.fraglimitWarnings & 4 ) && highScore == (cgs.fraglimit - 1) ) { + cg.fraglimitWarnings |= 1 | 2 | 4; + CG_AddBufferedSound(cgs.media.oneFragSound); + } + else if ( cgs.fraglimit > 2 && !( cg.fraglimitWarnings & 2 ) && highScore == (cgs.fraglimit - 2) ) { + cg.fraglimitWarnings |= 1 | 2; + CG_AddBufferedSound(cgs.media.twoFragSound); + } + else if ( cgs.fraglimit > 3 && !( cg.fraglimitWarnings & 1 ) && highScore == (cgs.fraglimit - 3) ) { + cg.fraglimitWarnings |= 1; + CG_AddBufferedSound(cgs.media.threeFragSound); + } + } +} + + +/* +=============== +CG_TransitionPlayerState + +=============== +*/ +void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops ) { + // check for changing follow mode + if ( ps->clientNum != ops->clientNum ) { + cg.thisFrameTeleport = qtrue; + // make sure we don't get any unwanted transition effects + *ops = *ps; + } + + // damage events (player is getting wounded) + if ( ps->damageEvent != ops->damageEvent && ps->damageCount ) { + CG_DamageFeedback( ps->damageYaw, ps->damagePitch, ps->damageCount ); + } + + // respawning + if ( ps->persistant[PERS_SPAWN_COUNT] != ops->persistant[PERS_SPAWN_COUNT] ) { + CG_Respawn(); + } + + if ( cg.mapRestart ) { + CG_Respawn(); + cg.mapRestart = qfalse; + } + + if ( cg.snap->ps.pm_type != PM_INTERMISSION + && ps->persistant[PERS_TEAM] != TEAM_SPECTATOR ) { + CG_CheckLocalSounds( ps, ops ); + } + + // check for going low on ammo + CG_CheckAmmo(); + + // run events + CG_CheckPlayerstateEvents( ps, ops ); + + // smooth the ducking viewheight change + if ( ps->viewheight != ops->viewheight ) { + cg.duckChange = ps->viewheight - ops->viewheight; + cg.duckTime = cg.time; + } +} + diff --git a/src/cgame/cg_predict.c b/src/cgame/cg_predict.c new file mode 100644 index 00000000..0b9505ba --- /dev/null +++ b/src/cgame/cg_predict.c @@ -0,0 +1,615 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// cg_predict.c -- this file generates cg.predictedPlayerState by either +// interpolating between snapshots from the server or locally predicting +// ahead the client's movement. +// It also handles local physics interaction, like fragments bouncing off walls + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program 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, or (at your option) + * any later version. + * + * This program 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 this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "cg_local.h" + +static pmove_t cg_pmove; + +static int cg_numSolidEntities; +static centity_t *cg_solidEntities[MAX_ENTITIES_IN_SNAPSHOT]; +static int cg_numTriggerEntities; +static centity_t *cg_triggerEntities[MAX_ENTITIES_IN_SNAPSHOT]; + +/* +==================== +CG_BuildSolidList + +When a new cg.snap has been set, this function builds a sublist +of the entities that are actually solid, to make for more +efficient collision detection +==================== +*/ +void CG_BuildSolidList( void ) { + int i; + centity_t *cent; + snapshot_t *snap; + entityState_t *ent; + + cg_numSolidEntities = 0; + cg_numTriggerEntities = 0; + + if ( cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport ) { + snap = cg.nextSnap; + } else { + snap = cg.snap; + } + + for ( i = 0 ; i < snap->numEntities ; i++ ) { + cent = &cg_entities[ snap->entities[ i ].number ]; + ent = ¢->currentState; + + if ( ent->eType == ET_ITEM || ent->eType == ET_PUSH_TRIGGER || ent->eType == ET_TELEPORT_TRIGGER ) { + cg_triggerEntities[cg_numTriggerEntities] = cent; + cg_numTriggerEntities++; + continue; + } + + if ( cent->nextState.solid ) { + cg_solidEntities[cg_numSolidEntities] = cent; + cg_numSolidEntities++; + continue; + } + } +} + +/* +==================== +CG_ClipMoveToEntities + +==================== +*/ +static void CG_ClipMoveToEntities ( const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, + int skipNumber, int mask, trace_t *tr ) { + int i, x, zd, zu; + trace_t trace; + entityState_t *ent; + clipHandle_t cmodel; + vec3_t bmins, bmaxs; + vec3_t origin, angles; + centity_t *cent; + + for ( i = 0 ; i < cg_numSolidEntities ; i++ ) { + cent = cg_solidEntities[ i ]; + ent = ¢->currentState; + + if ( ent->number == skipNumber ) { + continue; + } + + if ( ent->solid == SOLID_BMODEL ) { + // special value for bmodel + cmodel = trap_CM_InlineModel( ent->modelindex ); + VectorCopy( cent->lerpAngles, angles ); + BG_EvaluateTrajectory( ¢->currentState.pos, cg.physicsTime, origin ); + } else { + // encoded bbox + x = (ent->solid & 255); + zd = ((ent->solid>>8) & 255); + zu = ((ent->solid>>16) & 255) - 32; + + bmins[0] = bmins[1] = -x; + bmaxs[0] = bmaxs[1] = x; + bmins[2] = -zd; + bmaxs[2] = zu; + + cmodel = trap_CM_TempBoxModel( bmins, bmaxs ); + VectorCopy( vec3_origin, angles ); + VectorCopy( cent->lerpOrigin, origin ); + } + + + trap_CM_TransformedBoxTrace ( &trace, start, end, + mins, maxs, cmodel, mask, origin, angles); + + if (trace.allsolid || trace.fraction < tr->fraction) { + trace.entityNum = ent->number; + *tr = trace; + } else if (trace.startsolid) { + tr->startsolid = qtrue; + } + if ( tr->allsolid ) { + return; + } + } +} + +/* +================ +CG_Trace +================ +*/ +void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, + int skipNumber, int mask ) { + trace_t t; + + trap_CM_BoxTrace ( &t, start, end, mins, maxs, 0, mask); + t.entityNum = t.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE; + // check all other solid models + CG_ClipMoveToEntities (start, mins, maxs, end, skipNumber, mask, &t); + + *result = t; +} + +/* +================ +CG_PointContents +================ +*/ +int CG_PointContents( const vec3_t point, int passEntityNum ) { + int i; + entityState_t *ent; + centity_t *cent; + clipHandle_t cmodel; + int contents; + + contents = trap_CM_PointContents (point, 0); + + for ( i = 0 ; i < cg_numSolidEntities ; i++ ) { + cent = cg_solidEntities[ i ]; + + ent = ¢->currentState; + + if ( ent->number == passEntityNum ) { + continue; + } + + if (ent->solid != SOLID_BMODEL) { // special value for bmodel + continue; + } + + cmodel = trap_CM_InlineModel( ent->modelindex ); + if ( !cmodel ) { + continue; + } + + contents |= trap_CM_TransformedPointContents( point, cmodel, ent->origin, ent->angles ); + } + + return contents; +} + + +/* +======================== +CG_InterpolatePlayerState + +Generates cg.predictedPlayerState by interpolating between +cg.snap->player_state and cg.nextFrame->player_state +======================== +*/ +static void CG_InterpolatePlayerState( qboolean grabAngles ) { + float f; + int i; + playerState_t *out; + snapshot_t *prev, *next; + + out = &cg.predictedPlayerState; + prev = cg.snap; + next = cg.nextSnap; + + *out = cg.snap->ps; + + // if we are still allowing local input, short circuit the view angles + if ( grabAngles ) { + usercmd_t cmd; + int cmdNum; + + cmdNum = trap_GetCurrentCmdNumber(); + trap_GetUserCmd( cmdNum, &cmd ); + + PM_UpdateViewAngles( out, &cmd ); + } + + // if the next frame is a teleport, we can't lerp to it + if ( cg.nextFrameTeleport ) { + return; + } + + if ( !next || next->serverTime <= prev->serverTime ) { + return; + } + + f = (float)( cg.time - prev->serverTime ) / ( next->serverTime - prev->serverTime ); + + i = next->ps.bobCycle; + if ( i < prev->ps.bobCycle ) { + i += 256; // handle wraparound + } + out->bobCycle = prev->ps.bobCycle + f * ( i - prev->ps.bobCycle ); + + for ( i = 0 ; i < 3 ; i++ ) { + out->origin[i] = prev->ps.origin[i] + f * (next->ps.origin[i] - prev->ps.origin[i] ); + if ( !grabAngles ) { + out->viewangles[i] = LerpAngle( + prev->ps.viewangles[i], next->ps.viewangles[i], f ); + } + out->velocity[i] = prev->ps.velocity[i] + + f * (next->ps.velocity[i] - prev->ps.velocity[i] ); + } + +} + +/* +=================== +CG_TouchItem +=================== +*/ +static void CG_TouchItem( centity_t *cent ) { + gitem_t *item; + int ammo, clips, maxclips; + + BG_unpackAmmoArray( item->giTag, cg.predictedPlayerState.ammo, cg.predictedPlayerState.powerups, &ammo, &clips, &maxclips ); + + if ( !cg_predictItems.integer ) { + return; + } + if ( !BG_PlayerTouchesItem( &cg.predictedPlayerState, ¢->currentState, cg.time ) ) { + return; + } + + // never pick an item up twice in a prediction + if ( cent->miscTime == cg.time ) { + return; + } + + if ( !BG_CanItemBeGrabbed( cgs.gametype, ¢->currentState, &cg.predictedPlayerState ) ) { + return; // can't hold it + } + + item = &bg_itemlist[ cent->currentState.modelindex ]; + + // grab it + BG_AddPredictableEventToPlayerstate( EV_ITEM_PICKUP, cent->currentState.modelindex , &cg.predictedPlayerState); + + // remove it from the frame so it won't be drawn + cent->currentState.eFlags |= EF_NODRAW; + + // don't touch it again this prediction + cent->miscTime = cg.time; + + // if its a weapon, give them some predicted ammo so the autoswitch will work + if ( item->giType == IT_WEAPON ) { + BG_packWeapon( item->giTag, cg.predictedPlayerState.stats ); + if ( ammo == 0 && clips == 0 ) { + BG_packAmmoArray( item->giTag, cg.predictedPlayerState.ammo, cg.predictedPlayerState.powerups, 1, 0, 0 ); + } + } +} + + +/* +========================= +CG_TouchTriggerPrediction + +Predict push triggers and items +========================= +*/ +static void CG_TouchTriggerPrediction( void ) { + int i; + trace_t trace; + entityState_t *ent; + clipHandle_t cmodel; + centity_t *cent; + qboolean spectator; + + // dead clients don't activate triggers + if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) { + return; + } + + spectator = ( cg.predictedPlayerState.pm_type == PM_SPECTATOR ); + + if ( cg.predictedPlayerState.pm_type != PM_NORMAL && !spectator ) { + return; + } + + for ( i = 0 ; i < cg_numTriggerEntities ; i++ ) { + cent = cg_triggerEntities[ i ]; + ent = ¢->currentState; + + if ( ent->eType == ET_ITEM && !spectator ) { + CG_TouchItem( cent ); + continue; + } + + if ( ent->solid != SOLID_BMODEL ) { + continue; + } + + cmodel = trap_CM_InlineModel( ent->modelindex ); + if ( !cmodel ) { + continue; + } + + trap_CM_BoxTrace( &trace, cg.predictedPlayerState.origin, cg.predictedPlayerState.origin, + cg_pmove.mins, cg_pmove.maxs, cmodel, -1 ); + + if ( !trace.startsolid ) { + continue; + } + + if ( ent->eType == ET_TELEPORT_TRIGGER ) { + cg.hyperspace = qtrue; + } else if ( ent->eType == ET_PUSH_TRIGGER ) { + BG_TouchJumpPad( &cg.predictedPlayerState, ent ); + } + } + + // if we didn't touch a jump pad this pmove frame + if ( cg.predictedPlayerState.jumppad_frame != cg.predictedPlayerState.pmove_framecount ) { + cg.predictedPlayerState.jumppad_frame = 0; + cg.predictedPlayerState.jumppad_ent = 0; + } +} + + + +/* +================= +CG_PredictPlayerState + +Generates cg.predictedPlayerState for the current cg.time +cg.predictedPlayerState is guaranteed to be valid after exiting. + +For demo playback, this will be an interpolation between two valid +playerState_t. + +For normal gameplay, it will be the result of predicted usercmd_t on +top of the most recent playerState_t received from the server. + +Each new snapshot will usually have one or more new usercmd over the last, +but we simulate all unacknowledged commands each time, not just the new ones. +This means that on an internet connection, quite a few pmoves may be issued +each frame. + +OPTIMIZE: don't re-simulate unless the newly arrived snapshot playerState_t +differs from the predicted one. Would require saving all intermediate +playerState_t during prediction. + +We detect prediction errors and allow them to be decayed off over several frames +to ease the jerk. +================= +*/ +void CG_PredictPlayerState( void ) { + int cmdNum, current; + playerState_t oldPlayerState; + qboolean moved; + usercmd_t oldestCmd; + usercmd_t latestCmd; + + cg.hyperspace = qfalse; // will be set if touching a trigger_teleport + + // if this is the first frame we must guarantee + // predictedPlayerState is valid even if there is some + // other error condition + if ( !cg.validPPS ) { + cg.validPPS = qtrue; + cg.predictedPlayerState = cg.snap->ps; + } + + + // demo playback just copies the moves + if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) ) { + CG_InterpolatePlayerState( qfalse ); + return; + } + + // non-predicting local movement will grab the latest angles + if ( cg_nopredict.integer || cg_synchronousClients.integer ) { + CG_InterpolatePlayerState( qtrue ); + return; + } + + // prepare for pmove + cg_pmove.ps = &cg.predictedPlayerState; + cg_pmove.trace = CG_Trace; + cg_pmove.pointcontents = CG_PointContents; + if ( cg_pmove.ps->pm_type == PM_DEAD ) { + cg_pmove.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; + } + else { + cg_pmove.tracemask = MASK_PLAYERSOLID; + } + if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR ) { + cg_pmove.tracemask &= ~CONTENTS_BODY; // spectators can fly through bodies + } + cg_pmove.noFootsteps = ( cgs.dmflags & DF_NO_FOOTSTEPS ) > 0; + + // save the state before the pmove so we can detect transitions + oldPlayerState = cg.predictedPlayerState; + + current = trap_GetCurrentCmdNumber(); + + // if we don't have the commands right after the snapshot, we + // can't accurately predict a current position, so just freeze at + // the last good position we had + cmdNum = current - CMD_BACKUP + 1; + trap_GetUserCmd( cmdNum, &oldestCmd ); + if ( oldestCmd.serverTime > cg.snap->ps.commandTime + && oldestCmd.serverTime < cg.time ) { // special check for map_restart + if ( cg_showmiss.integer ) { + CG_Printf ("exceeded PACKET_BACKUP on commands\n"); + } + return; + } + + // get the latest command so we can know which commands are from previous map_restarts + trap_GetUserCmd( current, &latestCmd ); + + // get the most recent information we have, even if + // the server time is beyond our current cg.time, + // because predicted player positions are going to + // be ahead of everything else anyway + if ( cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport ) { + cg.predictedPlayerState = cg.nextSnap->ps; + cg.physicsTime = cg.nextSnap->serverTime; + } else { + cg.predictedPlayerState = cg.snap->ps; + cg.physicsTime = cg.snap->serverTime; + } + + if ( pmove_msec.integer < 8 ) { + trap_Cvar_Set("pmove_msec", "8"); + } + else if (pmove_msec.integer > 33) { + trap_Cvar_Set("pmove_msec", "33"); + } + + cg_pmove.pmove_fixed = pmove_fixed.integer;// | cg_pmove_fixed.integer; + cg_pmove.pmove_msec = pmove_msec.integer; + + // run cmds + moved = qfalse; + for ( cmdNum = current - CMD_BACKUP + 1 ; cmdNum <= current ; cmdNum++ ) { + // get the command + trap_GetUserCmd( cmdNum, &cg_pmove.cmd ); + + if ( cg_pmove.pmove_fixed ) { + PM_UpdateViewAngles( cg_pmove.ps, &cg_pmove.cmd ); + } + + // don't do anything if the time is before the snapshot player time + if ( cg_pmove.cmd.serverTime <= cg.predictedPlayerState.commandTime ) { + continue; + } + + // don't do anything if the command was from a previous map_restart + if ( cg_pmove.cmd.serverTime > latestCmd.serverTime ) { + continue; + } + + // check for a prediction error from last frame + // on a lan, this will often be the exact value + // from the snapshot, but on a wan we will have + // to predict several commands to get to the point + // we want to compare + if ( cg.predictedPlayerState.commandTime == oldPlayerState.commandTime ) { + vec3_t delta; + float len; + + if ( cg.thisFrameTeleport ) { + // a teleport will not cause an error decay + VectorClear( cg.predictedError ); + if ( cg_showmiss.integer ) { + CG_Printf( "PredictionTeleport\n" ); + } + cg.thisFrameTeleport = qfalse; + } else { + vec3_t adjusted; + CG_AdjustPositionForMover( cg.predictedPlayerState.origin, + cg.predictedPlayerState.groundEntityNum, cg.physicsTime, cg.oldTime, adjusted ); + + if ( cg_showmiss.integer ) { + if (!VectorCompare( oldPlayerState.origin, adjusted )) { + CG_Printf("prediction error\n"); + } + } + VectorSubtract( oldPlayerState.origin, adjusted, delta ); + len = VectorLength( delta ); + if ( len > 0.1 ) { + if ( cg_showmiss.integer ) { + CG_Printf("Prediction miss: %f\n", len); + } + if ( cg_errorDecay.integer ) { + int t; + float f; + + t = cg.time - cg.predictedErrorTime; + f = ( cg_errorDecay.value - t ) / cg_errorDecay.value; + if ( f < 0 ) { + f = 0; + } + if ( f > 0 && cg_showmiss.integer ) { + CG_Printf("Double prediction decay: %f\n", f); + } + VectorScale( cg.predictedError, f, cg.predictedError ); + } else { + VectorClear( cg.predictedError ); + } + VectorAdd( delta, cg.predictedError, cg.predictedError ); + cg.predictedErrorTime = cg.oldTime; + } + } + } + + // don't predict gauntlet firing, which is only supposed to happen + // when it actually inflicts damage + cg_pmove.gauntletHit = qfalse; + + if ( cg_pmove.pmove_fixed ) { + cg_pmove.cmd.serverTime = ((cg_pmove.cmd.serverTime + pmove_msec.integer-1) / pmove_msec.integer) * pmove_msec.integer; + } + + Pmove (&cg_pmove); + + moved = qtrue; + + // add push trigger movement effects + CG_TouchTriggerPrediction(); + + // check for predictable events that changed from previous predictions + //CG_CheckChangedPredictableEvents(&cg.predictedPlayerState); + } + + if ( cg_showmiss.integer > 1 ) { + CG_Printf( "[%i : %i] ", cg_pmove.cmd.serverTime, cg.time ); + } + + if ( !moved ) { + if ( cg_showmiss.integer ) { + CG_Printf( "not moved\n" ); + } + return; + } + + // adjust for the movement of the groundentity + CG_AdjustPositionForMover( cg.predictedPlayerState.origin, + cg.predictedPlayerState.groundEntityNum, + cg.physicsTime, cg.time, cg.predictedPlayerState.origin ); + + if ( cg_showmiss.integer ) { + if (cg.predictedPlayerState.eventSequence > oldPlayerState.eventSequence + MAX_PS_EVENTS) { + CG_Printf("WARNING: dropped event\n"); + } + } + + // fire events and other transition triggered things + CG_TransitionPlayerState( &cg.predictedPlayerState, &oldPlayerState ); + + if ( cg_showmiss.integer ) { + if (cg.eventSequence > cg.predictedPlayerState.eventSequence) { + CG_Printf("WARNING: double event\n"); + cg.eventSequence = cg.predictedPlayerState.eventSequence; + } + } +} + + diff --git a/src/cgame/cg_public.h b/src/cgame/cg_public.h new file mode 100644 index 00000000..6da3b293 --- /dev/null +++ b/src/cgame/cg_public.h @@ -0,0 +1,225 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program 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, or (at your option) + * any later version. + * + * This program 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 this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#define CMD_BACKUP 64 +#define CMD_MASK (CMD_BACKUP - 1) +// allow a lot of command backups for very fast systems +// multiple commands may be combined into a single packet, so this +// needs to be larger than PACKET_BACKUP + + +#define MAX_ENTITIES_IN_SNAPSHOT 256 + +// snapshots are a view of the server at a given time + +// Snapshots are generated at regular time intervals by the server, +// but they may not be sent if a client's rate level is exceeded, or +// they may be dropped by the network. +typedef struct { + int snapFlags; // SNAPFLAG_RATE_DELAYED, etc + int ping; + + int serverTime; // server time the message is valid for (in msec) + + byte areamask[MAX_MAP_AREA_BYTES]; // portalarea visibility bits + + playerState_t ps; // complete information about the current player at this time + + int numEntities; // all of the entities that need to be presented + entityState_t entities[MAX_ENTITIES_IN_SNAPSHOT]; // at the time of this snapshot + + int numServerCommands; // text based server commands to execute when this + int serverCommandSequence; // snapshot becomes current +} snapshot_t; + +enum { + CGAME_EVENT_NONE, + CGAME_EVENT_TEAMMENU, + CGAME_EVENT_SCOREBOARD, + CGAME_EVENT_EDITHUD +}; + +/* +================================================================== + +functions imported from the main executable + +================================================================== +*/ + +#define CGAME_IMPORT_API_VERSION 4 + +typedef enum { + CG_PRINT, + CG_ERROR, + CG_MILLISECONDS, + CG_CVAR_REGISTER, + CG_CVAR_UPDATE, + CG_CVAR_SET, + CG_CVAR_VARIABLESTRINGBUFFER, + CG_ARGC, + CG_ARGV, + CG_ARGS, + CG_FS_FOPENFILE, + CG_FS_READ, + CG_FS_WRITE, + CG_FS_FCLOSEFILE, + CG_SENDCONSOLECOMMAND, + CG_ADDCOMMAND, + CG_SENDCLIENTCOMMAND, + CG_UPDATESCREEN, + CG_CM_LOADMAP, + CG_CM_NUMINLINEMODELS, + CG_CM_INLINEMODEL, + CG_CM_LOADMODEL, + CG_CM_TEMPBOXMODEL, + CG_CM_POINTCONTENTS, + CG_CM_TRANSFORMEDPOINTCONTENTS, + CG_CM_BOXTRACE, + CG_CM_TRANSFORMEDBOXTRACE, + CG_CM_MARKFRAGMENTS, + CG_S_STARTSOUND, + CG_S_STARTLOCALSOUND, + CG_S_CLEARLOOPINGSOUNDS, + CG_S_ADDLOOPINGSOUND, + CG_S_UPDATEENTITYPOSITION, + CG_S_RESPATIALIZE, + CG_S_REGISTERSOUND, + CG_S_STARTBACKGROUNDTRACK, + CG_R_LOADWORLDMAP, + CG_R_REGISTERMODEL, + CG_R_REGISTERSKIN, + CG_R_REGISTERSHADER, + CG_R_CLEARSCENE, + CG_R_ADDREFENTITYTOSCENE, + CG_R_ADDPOLYTOSCENE, + CG_R_ADDLIGHTTOSCENE, + CG_R_RENDERSCENE, + CG_R_SETCOLOR, + CG_R_DRAWSTRETCHPIC, + CG_R_MODELBOUNDS, + CG_R_LERPTAG, + CG_GETGLCONFIG, + CG_GETGAMESTATE, + CG_GETCURRENTSNAPSHOTNUMBER, + CG_GETSNAPSHOT, + CG_GETSERVERCOMMAND, + CG_GETCURRENTCMDNUMBER, + CG_GETUSERCMD, + CG_SETUSERCMDVALUE, + CG_R_REGISTERSHADERNOMIP, + CG_MEMORY_REMAINING, + CG_R_REGISTERFONT, + CG_KEY_ISDOWN, + CG_KEY_GETCATCHER, + CG_KEY_SETCATCHER, + CG_KEY_GETKEY, + CG_PC_ADD_GLOBAL_DEFINE, + CG_PC_LOAD_SOURCE, + CG_PC_FREE_SOURCE, + CG_PC_READ_TOKEN, + CG_PC_SOURCE_FILE_AND_LINE, + CG_S_STOPBACKGROUNDTRACK, + CG_REAL_TIME, + CG_SNAPVECTOR, + CG_REMOVECOMMAND, + CG_R_LIGHTFORPOINT, + CG_CIN_PLAYCINEMATIC, + CG_CIN_STOPCINEMATIC, + CG_CIN_RUNCINEMATIC, + CG_CIN_DRAWCINEMATIC, + CG_CIN_SETEXTENTS, + CG_R_REMAP_SHADER, + CG_S_ADDREALLOOPINGSOUND, + CG_S_STOPLOOPINGSOUND, + + CG_MEMSET = 100, + CG_MEMCPY, + CG_STRNCPY, + CG_SIN, + CG_COS, + CG_ATAN2, + CG_SQRT, + CG_FLOOR, + CG_CEIL, + + CG_TESTPRINTINT, + CG_TESTPRINTFLOAT, + CG_ACOS +} cgameImport_t; + + +/* +================================================================== + +functions exported to the main executable + +================================================================== +*/ + +typedef enum { + CG_INIT, +// void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ) + // called when the level loads or when the renderer is restarted + // all media should be registered at this time + // cgame will display loading status by calling SCR_Update, which + // will call CG_DrawInformation during the loading process + // reliableCommandSequence will be 0 on fresh loads, but higher for + // demos, tourney restarts, or vid_restarts + + CG_SHUTDOWN, +// void (*CG_Shutdown)( void ); + // oportunity to flush and close any open files + + CG_CONSOLE_COMMAND, +// qboolean (*CG_ConsoleCommand)( void ); + // a console command has been issued locally that is not recognized by the + // main game system. + // use Cmd_Argc() / Cmd_Argv() to read the command, return qfalse if the + // command is not known to the game + + CG_DRAW_ACTIVE_FRAME, +// void (*CG_DrawActiveFrame)( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ); + // Generates and draws a game scene and status information at the given time. + // If demoPlayback is set, local movement prediction will not be enabled + + CG_CROSSHAIR_PLAYER, +// int (*CG_CrosshairPlayer)( void ); + + CG_LAST_ATTACKER, +// int (*CG_LastAttacker)( void ); + + CG_KEY_EVENT, +// void (*CG_KeyEvent)( int key, qboolean down ); + + CG_MOUSE_EVENT, +// void (*CG_MouseEvent)( int dx, int dy ); + CG_EVENT_HANDLING +// void (*CG_EventHandling)(int type); +} cgameExport_t; + +//---------------------------------------------- diff --git a/src/cgame/cg_scanner.c b/src/cgame/cg_scanner.c new file mode 100644 index 00000000..336b9864 --- /dev/null +++ b/src/cgame/cg_scanner.c @@ -0,0 +1,117 @@ +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program 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, or (at your option) + * any later version. + * + * This program 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 this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "cg_local.h" + +void CG_Scanner( ) +{ + int i; + vec3_t origin; + vec3_t relOrigin; + vec3_t drawOrigin; + vec3_t up = { 0, 0, 1 }; + vec4_t hIabove = { 0, 1, 0, 1 }; + vec4_t hIbelow = { 0, 0.5, 0, 1 }; + vec4_t aIabove = { 1, 0, 0, 1 }; + vec4_t aIbelow = { 0.5, 0, 0, 1 }; + + VectorCopy( cg.refdef.vieworg, origin ); + + for( i = 0; i < cgIP.numHumanItems; i++ ) + { + VectorClear( relOrigin ); + VectorSubtract( cgIP.humanItemPositions[ i ], origin, relOrigin ); + + if( VectorLength( relOrigin ) < 1000 && ( relOrigin[ 2 ] < 0 ) ) + { + RotatePointAroundVector( drawOrigin, up, relOrigin, -cg.refdefViewAngles[ 1 ]-90 ); + drawOrigin[ 0 ] /= ( 1000 / 180 ); + drawOrigin[ 1 ] /= ( 1000 / 40 ); + drawOrigin[ 2 ] /= ( 1000 / 180 ); + + trap_R_SetColor( hIbelow ); + CG_DrawPic( 319 - drawOrigin[ 0 ], 360 + drawOrigin[ 1 ], 2, -drawOrigin[ 2 ], cgs.media.scannerLineShader ); + CG_DrawPic( 312 - drawOrigin[ 0 ], 356 + drawOrigin[ 1 ] - drawOrigin[ 2 ], 16, 8, cgs.media.scannerBlipShader ); + trap_R_SetColor( NULL ); + } + } + + for( i = 0; i < cgIP.numDroidItems; i++ ) + { + VectorClear( relOrigin ); + VectorSubtract( cgIP.droidItemPositions[ i ], origin, relOrigin ); + + if( VectorLength( relOrigin ) < 1000 && ( relOrigin[ 2 ] < 0 ) ) + { + RotatePointAroundVector( drawOrigin, up, relOrigin, -cg.refdefViewAngles[ 1 ]-90 ); + drawOrigin[ 0 ] /= ( 1000 / 180 ); + drawOrigin[ 1 ] /= ( 1000 / 40 ); + drawOrigin[ 2 ] /= ( 1000 / 180 ); + + trap_R_SetColor( aIbelow ); + CG_DrawPic( 319 - drawOrigin[ 0 ], 360 + drawOrigin[ 1 ], 2, -drawOrigin[ 2 ], cgs.media.scannerLineShader ); + CG_DrawPic( 312 - drawOrigin[ 0 ], 356 + drawOrigin[ 1 ] - drawOrigin[ 2 ], 16, 8, cgs.media.scannerBlipShader ); + trap_R_SetColor( NULL ); + } + } + + CG_DrawPic( 140, 320, 360, 80, cgs.media.scannerShader ); + + for( i = 0; i < cgIP.numHumanItems; i++ ) + { + VectorClear( relOrigin ); + VectorSubtract( cgIP.humanItemPositions[ i ], origin, relOrigin ); + + if( VectorLength( relOrigin ) < 1000 && ( relOrigin[ 2 ] > 0 ) ) + { + RotatePointAroundVector( drawOrigin, up, relOrigin, -cg.refdefViewAngles[ 1 ]-90 ); + drawOrigin[ 0 ] /= ( 1000 / 180 ); + drawOrigin[ 1 ] /= ( 1000 / 40 ); + drawOrigin[ 2 ] /= ( 1000 / 180 ); + + trap_R_SetColor( hIabove ); + CG_DrawPic( 319 - drawOrigin[ 0 ], 360 + drawOrigin[ 1 ], 2, -drawOrigin[ 2 ], cgs.media.scannerLineShader ); + CG_DrawPic( 312 - drawOrigin[ 0 ], 356 + drawOrigin[ 1 ] - drawOrigin[ 2 ], 16, 8, cgs.media.scannerBlipShader ); + trap_R_SetColor( NULL ); + } + } + for( i = 0; i < cgIP.numDroidItems; i++ ) + { + VectorClear( relOrigin ); + VectorSubtract( cgIP.droidItemPositions[ i ], origin, relOrigin ); + + if( VectorLength( relOrigin ) < 1000 && ( relOrigin[ 2 ] > 0 ) ) + { + RotatePointAroundVector( drawOrigin, up, relOrigin, -cg.refdefViewAngles[ 1 ]-90 ); + drawOrigin[ 0 ] /= ( 1000 / 180 ); + drawOrigin[ 1 ] /= ( 1000 / 40 ); + drawOrigin[ 2 ] /= ( 1000 / 180 ); + + trap_R_SetColor( aIabove ); + CG_DrawPic( 319 - drawOrigin[ 0 ], 360 + drawOrigin[ 1 ], 2, -drawOrigin[ 2 ], cgs.media.scannerLineShader ); + CG_DrawPic( 312 - drawOrigin[ 0 ], 356 + drawOrigin[ 1 ] - drawOrigin[ 2 ], 16, 8, cgs.media.scannerBlipShader ); + trap_R_SetColor( NULL ); + } + } +} diff --git a/src/cgame/cg_servercmds.c b/src/cgame/cg_servercmds.c new file mode 100644 index 00000000..31264077 --- /dev/null +++ b/src/cgame/cg_servercmds.c @@ -0,0 +1,1021 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// cg_servercmds.c -- reliably sequenced text commands sent by the server +// these are processed at snapshot transition time, so there will definately +// be a valid snapshot this frame + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program 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, or (at your option) + * any later version. + * + * This program 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 this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "cg_local.h" + +#include "../ta_ui/menudef.h" + +typedef struct { + const char *order; + int taskNum; +} orderTask_t; + +static const orderTask_t validOrders[] = { + /*{ VOICECHAT_GETFLAG, TEAMTASK_OFFENSE }, + { VOICECHAT_OFFENSE, TEAMTASK_OFFENSE }, + { VOICECHAT_DEFEND, TEAMTASK_DEFENSE }, + { VOICECHAT_DEFENDFLAG, TEAMTASK_DEFENSE }, + { VOICECHAT_PATROL, TEAMTASK_PATROL }, + { VOICECHAT_CAMP, TEAMTASK_CAMP }, + { VOICECHAT_FOLLOWME, TEAMTASK_FOLLOW }, + { VOICECHAT_RETURNFLAG, TEAMTASK_RETRIEVE }, + { VOICECHAT_FOLLOWFLAGCARRIER, TEAMTASK_ESCORT }*/ + { NULL, 0 } +}; + +static const int numValidOrders = sizeof(validOrders) / sizeof(orderTask_t); + +/* +================= +CG_ParseScores + +================= +*/ +static void CG_ParseScores( void ) { + int i, powerups; + + cg.numScores = atoi( CG_Argv( 1 ) ); + if ( cg.numScores > MAX_CLIENTS ) { + cg.numScores = MAX_CLIENTS; + } + + cg.teamScores[0] = atoi( CG_Argv( 2 ) ); + cg.teamScores[1] = atoi( CG_Argv( 3 ) ); + + memset( cg.scores, 0, sizeof( cg.scores ) ); + for ( i = 0 ; i < cg.numScores ; i++ ) { + // + cg.scores[i].client = atoi( CG_Argv( i * 14 + 4 ) ); + cg.scores[i].score = atoi( CG_Argv( i * 14 + 5 ) ); + cg.scores[i].ping = atoi( CG_Argv( i * 14 + 6 ) ); + cg.scores[i].time = atoi( CG_Argv( i * 14 + 7 ) ); + cg.scores[i].scoreFlags = atoi( CG_Argv( i * 14 + 8 ) ); + powerups = atoi( CG_Argv( i * 14 + 9 ) ); + cg.scores[i].accuracy = atoi(CG_Argv(i * 14 + 10)); + cg.scores[i].impressiveCount = atoi(CG_Argv(i * 14 + 11)); + cg.scores[i].excellentCount = atoi(CG_Argv(i * 14 + 12)); + cg.scores[i].guantletCount = atoi(CG_Argv(i * 14 + 13)); + cg.scores[i].defendCount = atoi(CG_Argv(i * 14 + 14)); + cg.scores[i].assistCount = atoi(CG_Argv(i * 14 + 15)); + cg.scores[i].perfect = atoi(CG_Argv(i * 14 + 16)); + cg.scores[i].captures = atoi(CG_Argv(i * 14 + 17)); + + if ( cg.scores[i].client < 0 || cg.scores[i].client >= MAX_CLIENTS ) { + cg.scores[i].client = 0; + } + cgs.clientinfo[ cg.scores[i].client ].score = cg.scores[i].score; + cgs.clientinfo[ cg.scores[i].client ].powerups = powerups; + + cg.scores[i].team = cgs.clientinfo[cg.scores[i].client].team; + } + +} + +/* +================= +CG_ParseTeamInfo + +================= +*/ +static void CG_ParseTeamInfo( void ) { + int i; + int client; + + numSortedTeamPlayers = atoi( CG_Argv( 1 ) ); + + for ( i = 0 ; i < numSortedTeamPlayers ; i++ ) { + client = atoi( CG_Argv( i * 6 + 2 ) ); + + sortedTeamPlayers[i] = client; + + cgs.clientinfo[ client ].location = atoi( CG_Argv( i * 6 + 3 ) ); + cgs.clientinfo[ client ].health = atoi( CG_Argv( i * 6 + 4 ) ); + cgs.clientinfo[ client ].armor = atoi( CG_Argv( i * 6 + 5 ) ); + cgs.clientinfo[ client ].curWeapon = atoi( CG_Argv( i * 6 + 6 ) ); + cgs.clientinfo[ client ].powerups = atoi( CG_Argv( i * 6 + 7 ) ); + } +} + + +/* +================ +CG_ParseServerinfo + +This is called explicitly when the gamestate is first received, +and whenever the server updates any serverinfo flagged cvars +================ +*/ +void CG_ParseServerinfo( void ) { + const char *info; + char *mapname; + + info = CG_ConfigString( CS_SERVERINFO ); + cgs.gametype = atoi( Info_ValueForKey( info, "g_gametype" ) ); + trap_Cvar_Set("g_gametype", va("%i", cgs.gametype)); + cgs.dmflags = atoi( Info_ValueForKey( info, "dmflags" ) ); + cgs.teamflags = atoi( Info_ValueForKey( info, "teamflags" ) ); + cgs.fraglimit = atoi( Info_ValueForKey( info, "fraglimit" ) ); + cgs.capturelimit = atoi( Info_ValueForKey( info, "capturelimit" ) ); + cgs.timelimit = atoi( Info_ValueForKey( info, "timelimit" ) ); + cgs.maxclients = atoi( Info_ValueForKey( info, "sv_maxclients" ) ); + mapname = Info_ValueForKey( info, "mapname" ); + Com_sprintf( cgs.mapname, sizeof( cgs.mapname ), "maps/%s.bsp", mapname ); + Q_strncpyz( cgs.redTeam, Info_ValueForKey( info, "g_redTeam" ), sizeof(cgs.redTeam) ); + trap_Cvar_Set("g_redTeam", cgs.redTeam); + Q_strncpyz( cgs.blueTeam, Info_ValueForKey( info, "g_blueTeam" ), sizeof(cgs.blueTeam) ); + trap_Cvar_Set("g_blueTeam", cgs.blueTeam); +} + +/* +================== +CG_ParseWarmup +================== +*/ +static void CG_ParseWarmup( void ) { + const char *info; + int warmup; + + info = CG_ConfigString( CS_WARMUP ); + + warmup = atoi( info ); + cg.warmupCount = -1; + + if ( warmup == 0 && cg.warmup ) { + + } else if ( warmup > 0 && cg.warmup <= 0 ) { + trap_S_StartLocalSound( cgs.media.countPrepareSound, CHAN_ANNOUNCER ); + } + + cg.warmup = warmup; +} + +/* +================ +CG_SetConfigValues + +Called on load to set the initial values from configure strings +================ +*/ +void CG_SetConfigValues( void ) { + const char *s; + + cgs.scores1 = atoi( CG_ConfigString( CS_SCORES1 ) ); + cgs.scores2 = atoi( CG_ConfigString( CS_SCORES2 ) ); + + cgs.aBuildPoints = atoi( CG_ConfigString( CS_ABPOINTS ) ); + cgs.hBuildPoints = atoi( CG_ConfigString( CS_HBPOINTS ) ); + + cgs.levelStartTime = atoi( CG_ConfigString( CS_LEVEL_START_TIME ) ); + if( cgs.gametype == GT_CTF ) { + s = CG_ConfigString( CS_FLAGSTATUS ); + cgs.redflag = s[0] - '0'; + cgs.blueflag = s[1] - '0'; + } + cg.warmup = atoi( CG_ConfigString( CS_WARMUP ) ); +} + + +/* +===================== +CG_ShaderStateChanged +===================== +*/ +void CG_ShaderStateChanged(void) { + char originalShader[MAX_QPATH]; + char newShader[MAX_QPATH]; + char timeOffset[16]; + const char *o; + char *n,*t; + + o = CG_ConfigString( CS_SHADERSTATE ); + while (o && *o) { + n = strstr(o, "="); + if (n && *n) { + strncpy(originalShader, o, n-o); + originalShader[n-o] = 0; + n++; + t = strstr(n, ":"); + if (t && *t) { + strncpy(newShader, n, t-n); + newShader[t-n] = 0; + } else { + break; + } + t++; + o = strstr(t, "@"); + if (o) { + strncpy(timeOffset, t, o-t); + timeOffset[o-t] = 0; + o++; + trap_R_RemapShader( originalShader, newShader, timeOffset ); + } + } else { + break; + } + } +} + + +/* +================ +CG_ConfigStringModified + +================ +*/ +static void CG_ConfigStringModified( void ) { + const char *str; + int num; + + num = atoi( CG_Argv( 1 ) ); + + // get the gamestate from the client system, which will have the + // new configstring already integrated + trap_GetGameState( &cgs.gameState ); + + // look up the individual string that was modified + str = CG_ConfigString( num ); + + // do something with it if necessary + if ( num == CS_MUSIC ) { + CG_StartMusic(); + } else if ( num == CS_SERVERINFO ) { + CG_ParseServerinfo(); + } else if ( num == CS_WARMUP ) { + CG_ParseWarmup(); + } else if ( num == CS_SCORES1 ) { + cgs.scores1 = atoi( str ); + } else if ( num == CS_SCORES2 ) { + cgs.scores2 = atoi( str ); + } else if ( num == CS_ABPOINTS ) { + cgs.aBuildPoints = atoi( str ); + } else if ( num == CS_HBPOINTS ) { + cgs.hBuildPoints = atoi( str ); + } else if ( num == CS_LEVEL_START_TIME ) { + cgs.levelStartTime = atoi( str ); + } else if ( num == CS_VOTE_TIME ) { + cgs.voteTime = atoi( str ); + cgs.voteModified = qtrue; + } else if ( num == CS_VOTE_YES ) { + cgs.voteYes = atoi( str ); + cgs.voteModified = qtrue; + } else if ( num == CS_VOTE_NO ) { + cgs.voteNo = atoi( str ); + cgs.voteModified = qtrue; + } else if ( num == CS_VOTE_STRING ) { + Q_strncpyz( cgs.voteString, str, sizeof( cgs.voteString ) ); + } else if ( num >= CS_TEAMVOTE_TIME && num <= CS_TEAMVOTE_TIME + 1) { + cgs.teamVoteTime[num-CS_TEAMVOTE_TIME] = atoi( str ); + cgs.teamVoteModified[num-CS_TEAMVOTE_TIME] = qtrue; + } else if ( num >= CS_TEAMVOTE_YES && num <= CS_TEAMVOTE_YES + 1) { + cgs.teamVoteYes[num-CS_TEAMVOTE_YES] = atoi( str ); + cgs.teamVoteModified[num-CS_TEAMVOTE_YES] = qtrue; + } else if ( num >= CS_TEAMVOTE_NO && num <= CS_TEAMVOTE_NO + 1) { + cgs.teamVoteNo[num-CS_TEAMVOTE_NO] = atoi( str ); + cgs.teamVoteModified[num-CS_TEAMVOTE_NO] = qtrue; + } else if ( num >= CS_TEAMVOTE_STRING && num <= CS_TEAMVOTE_STRING + 1) { + Q_strncpyz( cgs.teamVoteString[num-CS_TEAMVOTE_STRING], str, sizeof( cgs.teamVoteString ) ); + } else if ( num == CS_INTERMISSION ) { + cg.intermissionStarted = atoi( str ); + } else if ( num >= CS_MODELS && num < CS_MODELS+MAX_MODELS ) { + cgs.gameModels[ num-CS_MODELS ] = trap_R_RegisterModel( str ); + } else if ( num >= CS_SOUNDS && num < CS_SOUNDS+MAX_MODELS ) { + if ( str[0] != '*' ) { // player specific sounds don't register here + cgs.gameSounds[ num-CS_SOUNDS] = trap_S_RegisterSound( str, qfalse ); + } + } else if ( num >= CS_PLAYERS && num < CS_PLAYERS+MAX_CLIENTS ) { + CG_NewClientInfo( num - CS_PLAYERS ); + CG_BuildSpectatorString(); + } else if ( num == CS_FLAGSTATUS ) { + if( cgs.gametype == GT_CTF ) { + // format is rb where its red/blue, 0 is at base, 1 is taken, 2 is dropped + cgs.redflag = str[0] - '0'; + cgs.blueflag = str[1] - '0'; + } + } + else if ( num == CS_SHADERSTATE ) { + CG_ShaderStateChanged(); + } + +} + + +/* +======================= +CG_AddToTeamChat + +======================= +*/ +static void CG_AddToTeamChat( const char *str ) { + int len; + char *p, *ls; + int lastcolor; + int chatHeight; + + if (cg_teamChatHeight.integer < TEAMCHAT_HEIGHT) { + chatHeight = cg_teamChatHeight.integer; + } else { + chatHeight = TEAMCHAT_HEIGHT; + } + + if (chatHeight <= 0 || cg_teamChatTime.integer <= 0) { + // team chat disabled, dump into normal chat + cgs.teamChatPos = cgs.teamLastChatPos = 0; + return; + } + + len = 0; + + p = cgs.teamChatMsgs[cgs.teamChatPos % chatHeight]; + *p = 0; + + lastcolor = '7'; + + ls = NULL; + while (*str) { + if (len > TEAMCHAT_WIDTH - 1) { + if (ls) { + str -= (p - ls); + str++; + p -= (p - ls); + } + *p = 0; + + cgs.teamChatMsgTimes[cgs.teamChatPos % chatHeight] = cg.time; + + cgs.teamChatPos++; + p = cgs.teamChatMsgs[cgs.teamChatPos % chatHeight]; + *p = 0; + *p++ = Q_COLOR_ESCAPE; + *p++ = lastcolor; + len = 0; + ls = NULL; + } + + if ( Q_IsColorString( str ) ) { + *p++ = *str++; + lastcolor = *str; + *p++ = *str++; + continue; + } + if (*str == ' ') { + ls = p; + } + *p++ = *str++; + len++; + } + *p = 0; + + cgs.teamChatMsgTimes[cgs.teamChatPos % chatHeight] = cg.time; + cgs.teamChatPos++; + + if (cgs.teamChatPos - cgs.teamLastChatPos > chatHeight) + cgs.teamLastChatPos = cgs.teamChatPos - chatHeight; +} + + + +/* +=============== +CG_MapRestart + +The server has issued a map_restart, so the next snapshot +is completely new and should not be interpolated to. + +A tournement restart will clear everything, but doesn't +require a reload of all the media +=============== +*/ +static void CG_MapRestart( void ) { + if ( cg_showmiss.integer ) { + CG_Printf( "CG_MapRestart\n" ); + } + + CG_InitLocalEntities(); + CG_InitMarkPolys(); + + // make sure the "3 frags left" warnings play again + cg.fraglimitWarnings = 0; + + cg.timelimitWarnings = 0; + + cg.intermissionStarted = qfalse; + + cgs.voteTime = 0; + + cg.mapRestart = qtrue; + + CG_StartMusic(); + + trap_S_ClearLoopingSounds(qtrue); + + // we really should clear more parts of cg here and stop sounds + + // play the "fight" sound if this is a restart without warmup + if ( cg.warmup == 0 /* && cgs.gametype == GT_TOURNAMENT */) { + trap_S_StartLocalSound( cgs.media.countFightSound, CHAN_ANNOUNCER ); + CG_CenterPrint( "FIGHT!", 120, GIANTCHAR_WIDTH*2 ); + } +} + +#define MAX_VOICEFILESIZE 16384 +#define MAX_VOICEFILES 8 +#define MAX_VOICECHATS 64 +#define MAX_VOICESOUNDS 64 +#define MAX_CHATSIZE 64 +#define MAX_HEADMODELS 64 + +typedef struct voiceChat_s +{ + char id[64]; + int numSounds; + sfxHandle_t sounds[MAX_VOICESOUNDS]; + char chats[MAX_VOICESOUNDS][MAX_CHATSIZE]; +} voiceChat_t; + +typedef struct voiceChatList_s +{ + char name[64]; + int gender; + int numVoiceChats; + voiceChat_t voiceChats[MAX_VOICECHATS]; +} voiceChatList_t; + +typedef struct headModelVoiceChat_s +{ + char headmodel[64]; + int voiceChatNum; +} headModelVoiceChat_t; + +voiceChatList_t voiceChatLists[MAX_VOICEFILES]; +headModelVoiceChat_t headModelVoiceChat[MAX_HEADMODELS]; + +/* +================= +CG_ParseVoiceChats +================= +*/ +int CG_ParseVoiceChats( const char *filename, voiceChatList_t *voiceChatList, int maxVoiceChats ) { + int len, i; + fileHandle_t f; + char buf[MAX_VOICEFILESIZE]; + char **p, *ptr; + char *token; + voiceChat_t *voiceChats; + qboolean compress; + + compress = qtrue; + if (cg_buildScript.integer) { + compress = qfalse; + } + + len = trap_FS_FOpenFile( filename, &f, FS_READ ); + if ( !f ) { + trap_Print( va( S_COLOR_RED "voice chat file not found: %s\n", filename ) ); + return qfalse; + } + if ( len >= MAX_VOICEFILESIZE ) { + trap_Print( va( S_COLOR_RED "voice chat file too large: %s is %i, max allowed is %i", filename, len, MAX_VOICEFILESIZE ) ); + trap_FS_FCloseFile( f ); + return qfalse; + } + + trap_FS_Read( buf, len, f ); + buf[len] = 0; + trap_FS_FCloseFile( f ); + + ptr = buf; + p = &ptr; + + Com_sprintf(voiceChatList->name, sizeof(voiceChatList->name), "%s", filename); + voiceChats = voiceChatList->voiceChats; + for ( i = 0; i < maxVoiceChats; i++ ) { + voiceChats[i].id[0] = 0; + } + token = COM_ParseExt(p, qtrue); + if (!token || token[0] == 0) { + return qtrue; + } + if (!Q_stricmp(token, "female")) { + voiceChatList->gender = GENDER_FEMALE; + } + else if (!Q_stricmp(token, "male")) { + voiceChatList->gender = GENDER_MALE; + } + else if (!Q_stricmp(token, "neuter")) { + voiceChatList->gender = GENDER_NEUTER; + } + else { + trap_Print( va( S_COLOR_RED "expected gender not found in voice chat file: %s\n", filename ) ); + return qfalse; + } + + voiceChatList->numVoiceChats = 0; + while ( 1 ) { + token = COM_ParseExt(p, qtrue); + if (!token || token[0] == 0) { + return qtrue; + } + Com_sprintf(voiceChats[voiceChatList->numVoiceChats].id, sizeof( voiceChats[voiceChatList->numVoiceChats].id ), "%s", token); + token = COM_ParseExt(p, qtrue); + if (Q_stricmp(token, "{")) { + trap_Print( va( S_COLOR_RED "expected { found %s in voice chat file: %s\n", token, filename ) ); + return qfalse; + } + voiceChats[voiceChatList->numVoiceChats].numSounds = 0; + while(1) { + token = COM_ParseExt(p, qtrue); + if (!token || token[0] == 0) { + return qtrue; + } + if (!Q_stricmp(token, "}")) + break; + voiceChats[voiceChatList->numVoiceChats].sounds[voiceChats[voiceChatList->numVoiceChats].numSounds] = + trap_S_RegisterSound( token , compress ); + token = COM_ParseExt(p, qtrue); + if (!token || token[0] == 0) { + return qtrue; + } + Com_sprintf(voiceChats[voiceChatList->numVoiceChats].chats[ + voiceChats[voiceChatList->numVoiceChats].numSounds], MAX_CHATSIZE, "%s", token); + voiceChats[voiceChatList->numVoiceChats].numSounds++; + if (voiceChats[voiceChatList->numVoiceChats].numSounds >= MAX_VOICESOUNDS) + break; + } + voiceChatList->numVoiceChats++; + if (voiceChatList->numVoiceChats >= maxVoiceChats) + return qtrue; + } + return qtrue; +} + +/* +================= +CG_LoadVoiceChats +================= +*/ +void CG_LoadVoiceChats( void ) { + int size; + + size = trap_MemoryRemaining(); + CG_ParseVoiceChats( "scripts/female1.voice", &voiceChatLists[0], MAX_VOICECHATS ); + CG_ParseVoiceChats( "scripts/female2.voice", &voiceChatLists[1], MAX_VOICECHATS ); + CG_ParseVoiceChats( "scripts/female3.voice", &voiceChatLists[2], MAX_VOICECHATS ); + CG_ParseVoiceChats( "scripts/male1.voice", &voiceChatLists[3], MAX_VOICECHATS ); + CG_ParseVoiceChats( "scripts/male2.voice", &voiceChatLists[4], MAX_VOICECHATS ); + CG_ParseVoiceChats( "scripts/male3.voice", &voiceChatLists[5], MAX_VOICECHATS ); + CG_ParseVoiceChats( "scripts/male4.voice", &voiceChatLists[6], MAX_VOICECHATS ); + CG_ParseVoiceChats( "scripts/male5.voice", &voiceChatLists[7], MAX_VOICECHATS ); + CG_Printf("voice chat memory size = %d\n", size - trap_MemoryRemaining()); +} + +/* +================= +CG_HeadModelVoiceChats +================= +*/ +int CG_HeadModelVoiceChats( char *filename ) { + int len, i; + fileHandle_t f; + char buf[MAX_VOICEFILESIZE]; + char **p, *ptr; + char *token; + + len = trap_FS_FOpenFile( filename, &f, FS_READ ); + if ( !f ) { + trap_Print( va( "voice chat file not found: %s\n", filename ) ); + return -1; + } + if ( len >= MAX_VOICEFILESIZE ) { + trap_Print( va( S_COLOR_RED "voice chat file too large: %s is %i, max allowed is %i", filename, len, MAX_VOICEFILESIZE ) ); + trap_FS_FCloseFile( f ); + return -1; + } + + trap_FS_Read( buf, len, f ); + buf[len] = 0; + trap_FS_FCloseFile( f ); + + ptr = buf; + p = &ptr; + + token = COM_ParseExt(p, qtrue); + if (!token || token[0] == 0) { + return -1; + } + + for ( i = 0; i < MAX_VOICEFILES; i++ ) { + if ( !Q_stricmp(token, voiceChatLists[i].name) ) { + return i; + } + } + + //FIXME: maybe try to load the .voice file which name is stored in token? + + return -1; +} + +/* +================= +CG_GetVoiceChat +================= +*/ +int CG_GetVoiceChat( voiceChatList_t *voiceChatList, const char *id, sfxHandle_t *snd, char **chat) { + int i, rnd; + + for ( i = 0; i < voiceChatList->numVoiceChats; i++ ) { + if ( !Q_stricmp( id, voiceChatList->voiceChats[i].id ) ) { + rnd = random() * voiceChatList->voiceChats[i].numSounds; + *snd = voiceChatList->voiceChats[i].sounds[rnd]; + *chat = voiceChatList->voiceChats[i].chats[rnd]; + return qtrue; + } + } + return qfalse; +} + +/* +================= +CG_VoiceChatListForClient +================= +*/ +voiceChatList_t *CG_VoiceChatListForClient( int clientNum ) { + clientInfo_t *ci; + int voiceChatNum, i, j, k, gender; + char filename[128], *headModelName; + + if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) { + clientNum = 0; + } + ci = &cgs.clientinfo[ clientNum ]; + + headModelName = ci->headModelName; + if (headModelName[0] == '*') + headModelName++; + // find the voice file for the head model the client uses + for ( i = 0; i < MAX_HEADMODELS; i++ ) { + if (!Q_stricmp(headModelVoiceChat[i].headmodel, headModelName)) { + break; + } + } + if (i < MAX_HEADMODELS) { + return &voiceChatLists[headModelVoiceChat[i].voiceChatNum]; + } + // find a <headmodelname>.vc file + for ( i = 0; i < MAX_HEADMODELS; i++ ) { + if (!strlen(headModelVoiceChat[i].headmodel)) { + Com_sprintf(filename, sizeof(filename), "scripts/%s.vc", headModelName); + voiceChatNum = CG_HeadModelVoiceChats(filename); + if (voiceChatNum == -1) + break; + Com_sprintf(headModelVoiceChat[i].headmodel, sizeof ( headModelVoiceChat[i].headmodel ), + "%s", headModelName); + headModelVoiceChat[i].voiceChatNum = voiceChatNum; + return &voiceChatLists[headModelVoiceChat[i].voiceChatNum]; + } + } + gender = ci->gender; + for (k = 0; k < 2; k++) { + // just pick the first with the right gender + for ( i = 0; i < MAX_VOICEFILES; i++ ) { + if (strlen(voiceChatLists[i].name)) { + if (voiceChatLists[i].gender == gender) { + // store this head model with voice chat for future reference + for ( j = 0; j < MAX_HEADMODELS; j++ ) { + if (!strlen(headModelVoiceChat[j].headmodel)) { + Com_sprintf(headModelVoiceChat[j].headmodel, sizeof ( headModelVoiceChat[j].headmodel ), + "%s", headModelName); + headModelVoiceChat[j].voiceChatNum = i; + break; + } + } + return &voiceChatLists[i]; + } + } + } + // fall back to male gender because we don't have neuter in the mission pack + if (gender == GENDER_MALE) + break; + gender = GENDER_MALE; + } + // store this head model with voice chat for future reference + for ( j = 0; j < MAX_HEADMODELS; j++ ) { + if (!strlen(headModelVoiceChat[j].headmodel)) { + Com_sprintf(headModelVoiceChat[j].headmodel, sizeof ( headModelVoiceChat[j].headmodel ), + "%s", headModelName); + headModelVoiceChat[j].voiceChatNum = 0; + break; + } + } + // just return the first voice chat list + return &voiceChatLists[0]; +} + +#define MAX_VOICECHATBUFFER 32 + +typedef struct bufferedVoiceChat_s +{ + int clientNum; + sfxHandle_t snd; + int voiceOnly; + char cmd[MAX_SAY_TEXT]; + char message[MAX_SAY_TEXT]; +} bufferedVoiceChat_t; + +bufferedVoiceChat_t voiceChatBuffer[MAX_VOICECHATBUFFER]; +int voiceChatBufferIn, voiceChatBufferOut; +int voiceChatTime; + +/* +================= +CG_PlayVoiceChat +================= +*/ +void CG_PlayVoiceChat( bufferedVoiceChat_t *vchat ) { + // if we are going into the intermission, don't start any voices + if ( cg.intermissionStarted ) { + return; + } + + if ( !cg_noVoiceChats.integer ) { + trap_S_StartLocalSound( vchat->snd, CHAN_VOICE); + } + if (!vchat->voiceOnly && !cg_noVoiceText.integer) { + CG_AddToTeamChat( vchat->message ); + CG_Printf( "%s\n", vchat->message ); + } + voiceChatBuffer[voiceChatBufferOut].snd = 0; +} + +/* +===================== +CG_PlayBufferedVoieChats +===================== +*/ +void CG_PlayBufferedVoiceChats( void ) { + if ( voiceChatTime < cg.time ) { + if (voiceChatBufferOut != voiceChatBufferIn && voiceChatBuffer[voiceChatBufferOut].snd) { + // + CG_PlayVoiceChat(&voiceChatBuffer[voiceChatBufferOut]); + // + voiceChatBufferOut = (voiceChatBufferOut + 1) % MAX_VOICECHATBUFFER; + voiceChatTime = cg.time + 1000; + } + } +} + +/* +===================== +CG_AddBufferedVoiceChat +===================== +*/ +void CG_AddBufferedVoiceChat( bufferedVoiceChat_t *vchat ) { + // if we are going into the intermission, don't start any voices + if ( cg.intermissionStarted ) { + return; + } + + memcpy(&voiceChatBuffer[voiceChatBufferIn], vchat, sizeof(bufferedVoiceChat_t)); + voiceChatBufferIn = (voiceChatBufferIn + 1) % MAX_VOICECHATBUFFER; + if (voiceChatBufferIn == voiceChatBufferOut) { + CG_PlayVoiceChat( &voiceChatBuffer[voiceChatBufferOut] ); + voiceChatBufferOut++; + } +} + +/* +================= +CG_VoiceChatLocal +================= +*/ +void CG_VoiceChatLocal( int mode, qboolean voiceOnly, int clientNum, int color, const char *cmd ) { + char *chat; + voiceChatList_t *voiceChatList; + clientInfo_t *ci; + sfxHandle_t snd; + bufferedVoiceChat_t vchat; + + // if we are going into the intermission, don't start any voices + if ( cg.intermissionStarted ) { + return; + } + + if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) { + clientNum = 0; + } + ci = &cgs.clientinfo[ clientNum ]; + + cgs.currentVoiceClient = clientNum; + + voiceChatList = CG_VoiceChatListForClient( clientNum ); + + if ( CG_GetVoiceChat( voiceChatList, cmd, &snd, &chat ) ) { + // + if ( mode == SAY_TEAM || !cg_teamChatsOnly.integer ) { + vchat.clientNum = clientNum; + vchat.snd = snd; + vchat.voiceOnly = voiceOnly; + Q_strncpyz(vchat.cmd, cmd, sizeof(vchat.cmd)); + if ( mode == SAY_TELL ) { + Com_sprintf(vchat.message, sizeof(vchat.message), "[%s]: %c%c%s", ci->name, Q_COLOR_ESCAPE, color, chat); + } + else if ( mode == SAY_TEAM ) { + Com_sprintf(vchat.message, sizeof(vchat.message), "(%s): %c%c%s", ci->name, Q_COLOR_ESCAPE, color, chat); + } + else { + Com_sprintf(vchat.message, sizeof(vchat.message), "%s: %c%c%s", ci->name, Q_COLOR_ESCAPE, color, chat); + } + CG_AddBufferedVoiceChat(&vchat); + } + } +} + +/* +================= +CG_VoiceChat +================= +*/ +void CG_VoiceChat( int mode ) { + const char *cmd; + int clientNum, color; + qboolean voiceOnly; + + voiceOnly = atoi(CG_Argv(1)); + clientNum = atoi(CG_Argv(2)); + color = atoi(CG_Argv(3)); + cmd = CG_Argv(4); + + if (cg_noTaunt.integer != 0) { + /*if (!strcmp(cmd, VOICECHAT_KILLINSULT) || !strcmp(cmd, VOICECHAT_TAUNT) || \ + !strcmp(cmd, VOICECHAT_DEATHINSULT) || !strcmp(cmd, VOICECHAT_KILLGAUNTLET) || \ + !strcmp(cmd, VOICECHAT_PRAISE)) { + return; + }*/ + } + + CG_VoiceChatLocal( mode, voiceOnly, clientNum, color, cmd ); +} + +/* +================= +CG_RemoveChatEscapeChar +================= +*/ +static void CG_RemoveChatEscapeChar( char *text ) { + int i, l; + + l = 0; + for ( i = 0; text[i]; i++ ) { + if (text[i] == '\x19') + continue; + text[l++] = text[i]; + } + text[l] = '\0'; +} + +/* +================= +CG_ServerCommand + +The string has been tokenized and can be retrieved with +Cmd_Argc() / Cmd_Argv() +================= +*/ +static void CG_ServerCommand( void ) { + const char *cmd; + char text[MAX_SAY_TEXT]; + + cmd = CG_Argv(0); + + if ( !cmd[0] ) { + // server claimed the command + return; + } + + if ( !strcmp( cmd, "cp" ) ) { + CG_CenterPrint( CG_Argv(1), SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH ); + return; + } + + if ( !strcmp( cmd, "cs" ) ) { + CG_ConfigStringModified(); + return; + } + + if ( !strcmp( cmd, "print" ) ) { + CG_Printf( "%s", CG_Argv(1) ); + return; + } + + if ( !strcmp( cmd, "chat" ) ) { + if ( !cg_teamChatsOnly.integer ) { + trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND ); + Q_strncpyz( text, CG_Argv(1), MAX_SAY_TEXT ); + CG_RemoveChatEscapeChar( text ); + CG_Printf( "%s\n", text ); + } + return; + } + + if ( !strcmp( cmd, "tchat" ) ) { + trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND ); + Q_strncpyz( text, CG_Argv(1), MAX_SAY_TEXT ); + CG_RemoveChatEscapeChar( text ); + CG_AddToTeamChat( text ); + CG_Printf( "%s\n", text ); + return; + } + if ( !strcmp( cmd, "vchat" ) ) { + CG_VoiceChat( SAY_ALL ); + return; + } + + if ( !strcmp( cmd, "vtchat" ) ) { + CG_VoiceChat( SAY_TEAM ); + return; + } + + if ( !strcmp( cmd, "vtell" ) ) { + CG_VoiceChat( SAY_TELL ); + return; + } + + if ( !strcmp( cmd, "scores" ) ) { + CG_ParseScores(); + return; + } + + if ( !strcmp( cmd, "tinfo" ) ) { + CG_ParseTeamInfo(); + return; + } + + if ( !strcmp( cmd, "map_restart" ) ) { + CG_MapRestart(); + return; + } + + if ( Q_stricmp (cmd, "remapShader") == 0 ) { + if (trap_Argc() == 4) { + trap_R_RemapShader(CG_Argv(1), CG_Argv(2), CG_Argv(3)); + } + } + + // loaddeferred can be both a servercmd and a consolecmd + if ( !strcmp( cmd, "loaddefered" ) ) { // FIXME: spelled wrong, but not changing for demo + CG_LoadDeferredPlayers(); + return; + } + + // clientLevelShot is sent before taking a special screenshot for + // the menu system during development + if ( !strcmp( cmd, "clientLevelShot" ) ) { + cg.levelShot = qtrue; + return; + } + + CG_Printf( "Unknown client game command: %s\n", cmd ); +} + + +/* +==================== +CG_ExecuteNewServerCommands + +Execute all of the server commands that were received along +with this this snapshot. +==================== +*/ +void CG_ExecuteNewServerCommands( int latestSequence ) { + while ( cgs.serverCommandSequence < latestSequence ) { + if ( trap_GetServerCommand( ++cgs.serverCommandSequence ) ) { + CG_ServerCommand(); + } + } +} diff --git a/src/cgame/cg_snapshot.c b/src/cgame/cg_snapshot.c new file mode 100644 index 00000000..be64bc89 --- /dev/null +++ b/src/cgame/cg_snapshot.c @@ -0,0 +1,402 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// cg_snapshot.c -- things that happen on snapshot transition, +// not necessarily every single rendered frame + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program 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, or (at your option) + * any later version. + * + * This program 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 this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "cg_local.h" + + + +/* +================== +CG_ResetEntity +================== +*/ +static void CG_ResetEntity( centity_t *cent ) { + // if an event is set, assume it is new enough to use + // if the event had timed out, it would have been cleared + cent->previousEvent = 0; + + cent->trailTime = cg.snap->serverTime; + + VectorCopy (cent->currentState.origin, cent->lerpOrigin); + VectorCopy (cent->currentState.angles, cent->lerpAngles); + if ( cent->currentState.eType == ET_PLAYER ) { + CG_ResetPlayerEntity( cent ); + } +} + +/* +=============== +CG_TransitionEntity + +cent->nextState is moved to cent->currentState and events are fired +=============== +*/ +static void CG_TransitionEntity( centity_t *cent ) { + cent->currentState = cent->nextState; + cent->currentValid = qtrue; + + // reset if the entity wasn't in the last frame or was teleported + if ( !cent->interpolate ) { + CG_ResetEntity( cent ); + } + + // clear the next state. if will be set by the next CG_SetNextSnap + cent->interpolate = qfalse; + + // check for events + CG_CheckEvents( cent ); +} + + +/* +================== +CG_SetInitialSnapshot + +This will only happen on the very first snapshot, or +on tourney restarts. All other times will use +CG_TransitionSnapshot instead. + +FIXME: Also called by map_restart? +================== +*/ +void CG_SetInitialSnapshot( snapshot_t *snap ) { + int i; + centity_t *cent; + entityState_t *state; + + cg.snap = snap; + + BG_PlayerStateToEntityState( &snap->ps, &cg_entities[ snap->ps.clientNum ].currentState, qfalse ); + + // sort out solid entities + CG_BuildSolidList(); + + CG_ExecuteNewServerCommands( snap->serverCommandSequence ); + + // set our local weapon selection pointer to + // what the server has indicated the current weapon is + CG_Respawn(); + + for ( i = 0 ; i < cg.snap->numEntities ; i++ ) { + state = &cg.snap->entities[ i ]; + cent = &cg_entities[ state->number ]; + + memcpy(¢->currentState, state, sizeof(entityState_t)); + //cent->currentState = *state; + cent->interpolate = qfalse; + cent->currentValid = qtrue; + + CG_ResetEntity( cent ); + + // check for events + CG_CheckEvents( cent ); + } +} + + +/* +=================== +CG_TransitionSnapshot + +The transition point from snap to nextSnap has passed +=================== +*/ +static void CG_TransitionSnapshot( void ) { + centity_t *cent; + snapshot_t *oldFrame; + int i; + + if ( !cg.snap ) { + CG_Error( "CG_TransitionSnapshot: NULL cg.snap" ); + } + if ( !cg.nextSnap ) { + CG_Error( "CG_TransitionSnapshot: NULL cg.nextSnap" ); + } + + // execute any server string commands before transitioning entities + CG_ExecuteNewServerCommands( cg.nextSnap->serverCommandSequence ); + + // if we had a map_restart, set everthing with initial + if ( !cg.snap ) { + } + + // clear the currentValid flag for all entities in the existing snapshot + for ( i = 0 ; i < cg.snap->numEntities ; i++ ) { + cent = &cg_entities[ cg.snap->entities[ i ].number ]; + cent->currentValid = qfalse; + } + + // move nextSnap to snap and do the transitions + oldFrame = cg.snap; + cg.snap = cg.nextSnap; + + BG_PlayerStateToEntityState( &cg.snap->ps, &cg_entities[ cg.snap->ps.clientNum ].currentState, qfalse ); + cg_entities[ cg.snap->ps.clientNum ].interpolate = qfalse; + + for ( i = 0 ; i < cg.snap->numEntities ; i++ ) { + cent = &cg_entities[ cg.snap->entities[ i ].number ]; + CG_TransitionEntity( cent ); + } + + cg.nextSnap = NULL; + + // check for playerstate transition events + if ( oldFrame ) { + playerState_t *ops, *ps; + + ops = &oldFrame->ps; + ps = &cg.snap->ps; + // teleporting checks are irrespective of prediction + if ( ( ps->eFlags ^ ops->eFlags ) & EF_TELEPORT_BIT ) { + cg.thisFrameTeleport = qtrue; // will be cleared by prediction code + } + + // if we are not doing client side movement prediction for any + // reason, then the client events and view changes will be issued now + if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) + || cg_nopredict.integer || cg_synchronousClients.integer ) { + CG_TransitionPlayerState( ps, ops ); + } + + } + +} + + +/* +=================== +CG_SetNextSnap + +A new snapshot has just been read in from the client system. +=================== +*/ +static void CG_SetNextSnap( snapshot_t *snap ) { + int num; + entityState_t *es; + centity_t *cent; + + cg.nextSnap = snap; + + BG_PlayerStateToEntityState( &snap->ps, &cg_entities[ snap->ps.clientNum ].nextState, qfalse ); + cg_entities[ cg.snap->ps.clientNum ].interpolate = qtrue; + + // check for extrapolation errors + for ( num = 0 ; num < snap->numEntities ; num++ ) { + es = &snap->entities[num]; + cent = &cg_entities[ es->number ]; + + memcpy(¢->nextState, es, sizeof(entityState_t)); + //cent->nextState = *es; + + // if this frame is a teleport, or the entity wasn't in the + // previous frame, don't interpolate + if ( !cent->currentValid || ( ( cent->currentState.eFlags ^ es->eFlags ) & EF_TELEPORT_BIT ) ) { + cent->interpolate = qfalse; + } else { + cent->interpolate = qtrue; + } + } + + // if the next frame is a teleport for the playerstate, we + // can't interpolate during demos + if ( cg.snap && ( ( snap->ps.eFlags ^ cg.snap->ps.eFlags ) & EF_TELEPORT_BIT ) ) { + cg.nextFrameTeleport = qtrue; + } else { + cg.nextFrameTeleport = qfalse; + } + + // if changing follow mode, don't interpolate + if ( cg.nextSnap->ps.clientNum != cg.snap->ps.clientNum ) { + cg.nextFrameTeleport = qtrue; + } + + // if changing server restarts, don't interpolate + if ( ( cg.nextSnap->snapFlags ^ cg.snap->snapFlags ) & SNAPFLAG_SERVERCOUNT ) { + cg.nextFrameTeleport = qtrue; + } + + // sort out solid entities + CG_BuildSolidList(); +} + + +/* +======================== +CG_ReadNextSnapshot + +This is the only place new snapshots are requested +This may increment cgs.processedSnapshotNum multiple +times if the client system fails to return a +valid snapshot. +======================== +*/ +static snapshot_t *CG_ReadNextSnapshot( void ) { + qboolean r; + snapshot_t *dest; + + if ( cg.latestSnapshotNum > cgs.processedSnapshotNum + 1000 ) { + CG_Printf( "WARNING: CG_ReadNextSnapshot: way out of range, %i > %i", + cg.latestSnapshotNum, cgs.processedSnapshotNum ); + } + + while ( cgs.processedSnapshotNum < cg.latestSnapshotNum ) { + // decide which of the two slots to load it into + if ( cg.snap == &cg.activeSnapshots[0] ) { + dest = &cg.activeSnapshots[1]; + } else { + dest = &cg.activeSnapshots[0]; + } + + // try to read the snapshot from the client system + cgs.processedSnapshotNum++; + r = trap_GetSnapshot( cgs.processedSnapshotNum, dest ); + + // FIXME: why would trap_GetSnapshot return a snapshot with the same server time + if ( cg.snap && r && dest->serverTime == cg.snap->serverTime ) { + //continue; + } + + // if it succeeded, return + if ( r ) { + CG_AddLagometerSnapshotInfo( dest ); + return dest; + } + + // a GetSnapshot will return failure if the snapshot + // never arrived, or is so old that its entities + // have been shoved off the end of the circular + // buffer in the client system. + + // record as a dropped packet + CG_AddLagometerSnapshotInfo( NULL ); + + // If there are additional snapshots, continue trying to + // read them. + } + + // nothing left to read + return NULL; +} + + +/* +============ +CG_ProcessSnapshots + +We are trying to set up a renderable view, so determine +what the simulated time is, and try to get snapshots +both before and after that time if available. + +If we don't have a valid cg.snap after exiting this function, +then a 3D game view cannot be rendered. This should only happen +right after the initial connection. After cg.snap has been valid +once, it will never turn invalid. + +Even if cg.snap is valid, cg.nextSnap may not be, if the snapshot +hasn't arrived yet (it becomes an extrapolating situation instead +of an interpolating one) + +============ +*/ +void CG_ProcessSnapshots( void ) { + snapshot_t *snap; + int n; + + // see what the latest snapshot the client system has is + trap_GetCurrentSnapshotNumber( &n, &cg.latestSnapshotTime ); + if ( n != cg.latestSnapshotNum ) { + if ( n < cg.latestSnapshotNum ) { + // this should never happen + CG_Error( "CG_ProcessSnapshots: n < cg.latestSnapshotNum" ); + } + cg.latestSnapshotNum = n; + } + + // If we have yet to receive a snapshot, check for it. + // Once we have gotten the first snapshot, cg.snap will + // always have valid data for the rest of the game + while ( !cg.snap ) { + snap = CG_ReadNextSnapshot(); + if ( !snap ) { + // we can't continue until we get a snapshot + return; + } + + // set our weapon selection to what + // the playerstate is currently using + if ( !( snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) { + CG_SetInitialSnapshot( snap ); + } + } + + // loop until we either have a valid nextSnap with a serverTime + // greater than cg.time to interpolate towards, or we run + // out of available snapshots + do { + // if we don't have a nextframe, try and read a new one in + if ( !cg.nextSnap ) { + snap = CG_ReadNextSnapshot(); + + // if we still don't have a nextframe, we will just have to + // extrapolate + if ( !snap ) { + break; + } + + CG_SetNextSnap( snap ); + + // if time went backwards, we have a level restart + if ( cg.nextSnap->serverTime < cg.snap->serverTime ) { + CG_Error( "CG_ProcessSnapshots: Server time went backwards" ); + } + } + + // if our time is < nextFrame's, we have a nice interpolating state + if ( cg.time >= cg.snap->serverTime && cg.time < cg.nextSnap->serverTime ) { + break; + } + + // we have passed the transition from nextFrame to frame + CG_TransitionSnapshot(); + } while ( 1 ); + + // assert our valid conditions upon exiting + if ( cg.snap == NULL ) { + CG_Error( "CG_ProcessSnapshots: cg.snap == NULL" ); + } + if ( cg.time < cg.snap->serverTime ) { + // this can happen right after a vid_restart + cg.time = cg.snap->serverTime; + } + if ( cg.nextSnap != NULL && cg.nextSnap->serverTime <= cg.time ) { + CG_Error( "CG_ProcessSnapshots: cg.nextSnap->serverTime <= cg.time" ); + } + +} + diff --git a/src/cgame/cg_syscalls.asm b/src/cgame/cg_syscalls.asm new file mode 100644 index 00000000..3298ef73 --- /dev/null +++ b/src/cgame/cg_syscalls.asm @@ -0,0 +1,99 @@ +code + +equ trap_Print -1 +equ trap_Error -2 +equ trap_Milliseconds -3 +equ trap_Cvar_Register -4 +equ trap_Cvar_Update -5 +equ trap_Cvar_Set -6 +equ trap_Cvar_VariableStringBuffer -7 +equ trap_Argc -8 +equ trap_Argv -9 +equ trap_Args -10 +equ trap_FS_FOpenFile -11 +equ trap_FS_Read -12 +equ trap_FS_Write -13 +equ trap_FS_FCloseFile -14 +equ trap_SendConsoleCommand -15 +equ trap_AddCommand -16 +equ trap_SendClientCommand -17 +equ trap_UpdateScreen -18 +equ trap_CM_LoadMap -19 +equ trap_CM_NumInlineModels -20 +equ trap_CM_InlineModel -21 +equ trap_CM_LoadModel -22 +equ trap_CM_TempBoxModel -23 +equ trap_CM_PointContents -24 +equ trap_CM_TransformedPointContents -25 +equ trap_CM_BoxTrace -26 +equ trap_CM_TransformedBoxTrace -27 +equ trap_CM_MarkFragments -28 +equ trap_S_StartSound -29 +equ trap_S_StartLocalSound -30 +equ trap_S_ClearLoopingSounds -31 +equ trap_S_AddLoopingSound -32 +equ trap_S_UpdateEntityPosition -33 +equ trap_S_Respatialize -34 +equ trap_S_RegisterSound -35 +equ trap_S_StartBackgroundTrack -36 +equ trap_R_LoadWorldMap -37 +equ trap_R_RegisterModel -38 +equ trap_R_RegisterSkin -39 +equ trap_R_RegisterShader -40 +equ trap_R_ClearScene -41 +equ trap_R_AddRefEntityToScene -42 +equ trap_R_AddPolyToScene -43 +equ trap_R_AddLightToScene -44 +equ trap_R_RenderScene -45 +equ trap_R_SetColor -46 +equ trap_R_DrawStretchPic -47 +equ trap_R_ModelBounds -48 +equ trap_R_LerpTag -49 +equ trap_GetGlconfig -50 +equ trap_GetGameState -51 +equ trap_GetCurrentSnapshotNumber -52 +equ trap_GetSnapshot -53 +equ trap_GetServerCommand -54 +equ trap_GetCurrentCmdNumber -55 +equ trap_GetUserCmd -56 +equ trap_SetUserCmdValue -57 +equ trap_R_RegisterShaderNoMip -58 +equ trap_MemoryRemaining -59 +equ trap_R_RegisterFont -60 +equ trap_Key_IsDown -61 +equ trap_Key_GetCatcher -62 +equ trap_Key_SetCatcher -63 +equ trap_Key_GetKey -64 +equ trap_PC_AddGlobalDefine -65 +equ trap_PC_LoadSource -66 +equ trap_PC_FreeSource -67 +equ trap_PC_ReadToken -68 +equ trap_PC_SourceFileAndLine -69 +equ trap_S_StopBackgroundTrack -70 +equ trap_RealTime -71 +equ trap_SnapVector -72 +equ trap_RemoveCommand -73 +equ trap_R_LightForPoint -74 +equ trap_CIN_PlayCinematic -75 +equ trap_CIN_StopCinematic -76 +equ trap_CIN_RunCinematic -77 +equ trap_CIN_DrawCinematic -78 +equ trap_CIN_SetExtents -79 +equ trap_R_RemapShader -80 +equ trap_S_AddRealLoopingSound -81 +equ trap_S_StopLoopingSound -82 + + +equ memset -101 +equ memcpy -102 +equ strncpy -103 +equ sin -104 +equ cos -105 +equ atan2 -106 +equ sqrt -107 +equ floor -108 +equ ceil -109 +equ testPrintInt -110 +equ testPrintFloat -111 +equ acos -112 + diff --git a/src/cgame/cg_syscalls.c b/src/cgame/cg_syscalls.c new file mode 100644 index 00000000..3e2e05fa --- /dev/null +++ b/src/cgame/cg_syscalls.c @@ -0,0 +1,396 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// cg_syscalls.c -- this file is only included when building a dll +// cg_syscalls.asm is included instead when building a qvm + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program 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, or (at your option) + * any later version. + * + * This program 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 this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "cg_local.h" + +static int (QDECL *syscall)( int arg, ... ) = (int (QDECL *)( int, ...))-1; + + +void dllEntry( int (QDECL *syscallptr)( int arg,... ) ) { + syscall = syscallptr; +} + + +int PASSFLOAT( float x ) { + float floatTemp; + floatTemp = x; + return *(int *)&floatTemp; +} + +void trap_Print( const char *fmt ) { + syscall( CG_PRINT, fmt ); +} + +void trap_Error( const char *fmt ) { + syscall( CG_ERROR, fmt ); +} + +int trap_Milliseconds( void ) { + return syscall( CG_MILLISECONDS ); +} + +void trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags ) { + syscall( CG_CVAR_REGISTER, vmCvar, varName, defaultValue, flags ); +} + +void trap_Cvar_Update( vmCvar_t *vmCvar ) { + syscall( CG_CVAR_UPDATE, vmCvar ); +} + +void trap_Cvar_Set( const char *var_name, const char *value ) { + syscall( CG_CVAR_SET, var_name, value ); +} + +void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize ) { + syscall( CG_CVAR_VARIABLESTRINGBUFFER, var_name, buffer, bufsize ); +} + +int trap_Argc( void ) { + return syscall( CG_ARGC ); +} + +void trap_Argv( int n, char *buffer, int bufferLength ) { + syscall( CG_ARGV, n, buffer, bufferLength ); +} + +void trap_Args( char *buffer, int bufferLength ) { + syscall( CG_ARGS, buffer, bufferLength ); +} + +int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ) { + return syscall( CG_FS_FOPENFILE, qpath, f, mode ); +} + +void trap_FS_Read( void *buffer, int len, fileHandle_t f ) { + syscall( CG_FS_READ, buffer, len, f ); +} + +void trap_FS_Write( const void *buffer, int len, fileHandle_t f ) { + syscall( CG_FS_WRITE, buffer, len, f ); +} + +void trap_FS_FCloseFile( fileHandle_t f ) { + syscall( CG_FS_FCLOSEFILE, f ); +} + +void trap_SendConsoleCommand( const char *text ) { + syscall( CG_SENDCONSOLECOMMAND, text ); +} + +void trap_AddCommand( const char *cmdName ) { + syscall( CG_ADDCOMMAND, cmdName ); +} + +void trap_RemoveCommand( const char *cmdName ) { + syscall( CG_REMOVECOMMAND, cmdName ); +} + +void trap_SendClientCommand( const char *s ) { + syscall( CG_SENDCLIENTCOMMAND, s ); +} + +void trap_UpdateScreen( void ) { + syscall( CG_UPDATESCREEN ); +} + +void trap_CM_LoadMap( const char *mapname ) { + syscall( CG_CM_LOADMAP, mapname ); +} + +int trap_CM_NumInlineModels( void ) { + return syscall( CG_CM_NUMINLINEMODELS ); +} + +clipHandle_t trap_CM_InlineModel( int index ) { + return syscall( CG_CM_INLINEMODEL, index ); +} + +clipHandle_t trap_CM_TempBoxModel( const vec3_t mins, const vec3_t maxs ) { + return syscall( CG_CM_TEMPBOXMODEL, mins, maxs ); +} + +int trap_CM_PointContents( const vec3_t p, clipHandle_t model ) { + return syscall( CG_CM_POINTCONTENTS, p, model ); +} + +int trap_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles ) { + return syscall( CG_CM_TRANSFORMEDPOINTCONTENTS, p, model, origin, angles ); +} + +void trap_CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end, + const vec3_t mins, const vec3_t maxs, + clipHandle_t model, int brushmask ) { + syscall( CG_CM_BOXTRACE, results, start, end, mins, maxs, model, brushmask ); +} + +void trap_CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end, + const vec3_t mins, const vec3_t maxs, + clipHandle_t model, int brushmask, + const vec3_t origin, const vec3_t angles ) { + syscall( CG_CM_TRANSFORMEDBOXTRACE, results, start, end, mins, maxs, model, brushmask, origin, angles ); +} + +int trap_CM_MarkFragments( int numPoints, const vec3_t *points, + const vec3_t projection, + int maxPoints, vec3_t pointBuffer, + int maxFragments, markFragment_t *fragmentBuffer ) { + return syscall( CG_CM_MARKFRAGMENTS, numPoints, points, projection, maxPoints, pointBuffer, maxFragments, fragmentBuffer ); +} + +void trap_S_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx ) { + syscall( CG_S_STARTSOUND, origin, entityNum, entchannel, sfx ); +} + +void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum ) { + syscall( CG_S_STARTLOCALSOUND, sfx, channelNum ); +} + +void trap_S_ClearLoopingSounds( qboolean killall ) { + syscall( CG_S_CLEARLOOPINGSOUNDS, killall ); +} + +void trap_S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ) { + syscall( CG_S_ADDLOOPINGSOUND, entityNum, origin, velocity, sfx ); +} + +void trap_S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ) { + syscall( CG_S_ADDREALLOOPINGSOUND, entityNum, origin, velocity, sfx ); +} + +void trap_S_StopLoopingSound( int entityNum ) { + syscall( CG_S_STOPLOOPINGSOUND, entityNum ); +} + +void trap_S_UpdateEntityPosition( int entityNum, const vec3_t origin ) { + syscall( CG_S_UPDATEENTITYPOSITION, entityNum, origin ); +} + +void trap_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater ) { + syscall( CG_S_RESPATIALIZE, entityNum, origin, axis, inwater ); +} + +sfxHandle_t trap_S_RegisterSound( const char *sample, qboolean compressed ) { + return syscall( CG_S_REGISTERSOUND, sample, compressed ); +} + +void trap_S_StartBackgroundTrack( const char *intro, const char *loop ) { + syscall( CG_S_STARTBACKGROUNDTRACK, intro, loop ); +} + +void trap_R_LoadWorldMap( const char *mapname ) { + syscall( CG_R_LOADWORLDMAP, mapname ); +} + +qhandle_t trap_R_RegisterModel( const char *name ) { + return syscall( CG_R_REGISTERMODEL, name ); +} + +qhandle_t trap_R_RegisterSkin( const char *name ) { + return syscall( CG_R_REGISTERSKIN, name ); +} + +qhandle_t trap_R_RegisterShader( const char *name ) { + return syscall( CG_R_REGISTERSHADER, name ); +} + +qhandle_t trap_R_RegisterShaderNoMip( const char *name ) { + return syscall( CG_R_REGISTERSHADERNOMIP, name ); +} + +void trap_R_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font) { + syscall(CG_R_REGISTERFONT, fontName, pointSize, font ); +} + +void trap_R_ClearScene( void ) { + syscall( CG_R_CLEARSCENE ); +} + +void trap_R_AddRefEntityToScene( const refEntity_t *re ) { + syscall( CG_R_ADDREFENTITYTOSCENE, re ); +} + +void trap_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts ) { + syscall( CG_R_ADDPOLYTOSCENE, hShader, numVerts, verts ); +} + +int trap_R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir ) { + return syscall( CG_R_LIGHTFORPOINT, point, ambientLight, directedLight, lightDir ); +} + +void trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ) { + syscall( CG_R_ADDLIGHTTOSCENE, org, PASSFLOAT(intensity), PASSFLOAT(r), PASSFLOAT(g), PASSFLOAT(b) ); +} + +void trap_R_RenderScene( const refdef_t *fd ) { + syscall( CG_R_RENDERSCENE, fd ); +} + +void trap_R_SetColor( const float *rgba ) { + syscall( CG_R_SETCOLOR, rgba ); +} + +void trap_R_DrawStretchPic( float x, float y, float w, float h, + float s1, float t1, float s2, float t2, qhandle_t hShader ) { + syscall( CG_R_DRAWSTRETCHPIC, PASSFLOAT(x), PASSFLOAT(y), PASSFLOAT(w), PASSFLOAT(h), PASSFLOAT(s1), PASSFLOAT(t1), PASSFLOAT(s2), PASSFLOAT(t2), hShader ); +} + +void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs ) { + syscall( CG_R_MODELBOUNDS, model, mins, maxs ); +} + +int trap_R_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame, + float frac, const char *tagName ) { + return syscall( CG_R_LERPTAG, tag, mod, startFrame, endFrame, PASSFLOAT(frac), tagName ); +} + +void trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset ) { + syscall( CG_R_REMAP_SHADER, oldShader, newShader, timeOffset ); +} + +void trap_GetGlconfig( glconfig_t *glconfig ) { + syscall( CG_GETGLCONFIG, glconfig ); +} + +void trap_GetGameState( gameState_t *gamestate ) { + syscall( CG_GETGAMESTATE, gamestate ); +} + +void trap_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime ) { + syscall( CG_GETCURRENTSNAPSHOTNUMBER, snapshotNumber, serverTime ); +} + +qboolean trap_GetSnapshot( int snapshotNumber, snapshot_t *snapshot ) { + return syscall( CG_GETSNAPSHOT, snapshotNumber, snapshot ); +} + +qboolean trap_GetServerCommand( int serverCommandNumber ) { + return syscall( CG_GETSERVERCOMMAND, serverCommandNumber ); +} + +int trap_GetCurrentCmdNumber( void ) { + return syscall( CG_GETCURRENTCMDNUMBER ); +} + +qboolean trap_GetUserCmd( int cmdNumber, usercmd_t *ucmd ) { + return syscall( CG_GETUSERCMD, cmdNumber, ucmd ); +} + +void trap_SetUserCmdValue( int stateValue, float sensitivityScale ) { + syscall( CG_SETUSERCMDVALUE, stateValue, PASSFLOAT(sensitivityScale) ); +} + +void testPrintInt( char *string, int i ) { + syscall( CG_TESTPRINTINT, string, i ); +} + +void testPrintFloat( char *string, float f ) { + syscall( CG_TESTPRINTFLOAT, string, PASSFLOAT(f) ); +} + +int trap_MemoryRemaining( void ) { + return syscall( CG_MEMORY_REMAINING ); +} + +qboolean trap_Key_IsDown( int keynum ) { + return syscall( CG_KEY_ISDOWN, keynum ); +} + +int trap_Key_GetCatcher( void ) { + return syscall( CG_KEY_GETCATCHER ); +} + +void trap_Key_SetCatcher( int catcher ) { + syscall( CG_KEY_SETCATCHER, catcher ); +} + +int trap_Key_GetKey( const char *binding ) { + return syscall( CG_KEY_GETKEY, binding ); +} + +int trap_PC_AddGlobalDefine( char *define ) { + return syscall( CG_PC_ADD_GLOBAL_DEFINE, define ); +} + +int trap_PC_LoadSource( const char *filename ) { + return syscall( CG_PC_LOAD_SOURCE, filename ); +} + +int trap_PC_FreeSource( int handle ) { + return syscall( CG_PC_FREE_SOURCE, handle ); +} + +int trap_PC_ReadToken( int handle, pc_token_t *pc_token ) { + return syscall( CG_PC_READ_TOKEN, handle, pc_token ); +} + +int trap_PC_SourceFileAndLine( int handle, char *filename, int *line ) { + return syscall( CG_PC_SOURCE_FILE_AND_LINE, handle, filename, line ); +} + +void trap_S_StopBackgroundTrack( void ) { + syscall( CG_S_STOPBACKGROUNDTRACK ); +} + +int trap_RealTime(qtime_t *qtime) { + return syscall( CG_REAL_TIME, qtime ); +} + +void trap_SnapVector( float *v ) { + syscall( CG_SNAPVECTOR, v ); +} + +// this returns a handle. arg0 is the name in the format "idlogo.roq", set arg1 to NULL, alteredstates to qfalse (do not alter gamestate) +int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits) { + return syscall(CG_CIN_PLAYCINEMATIC, arg0, xpos, ypos, width, height, bits); +} + +// stops playing the cinematic and ends it. should always return FMV_EOF +// cinematics must be stopped in reverse order of when they are started +e_status trap_CIN_StopCinematic(int handle) { + return syscall(CG_CIN_STOPCINEMATIC, handle); +} + + +// will run a frame of the cinematic but will not draw it. Will return FMV_EOF if the end of the cinematic has been reached. +e_status trap_CIN_RunCinematic (int handle) { + return syscall(CG_CIN_RUNCINEMATIC, handle); +} + + +// draws the current frame +void trap_CIN_DrawCinematic (int handle) { + syscall(CG_CIN_DRAWCINEMATIC, handle); +} + + +// allows you to resize the animation dynamically +void trap_CIN_SetExtents (int handle, int x, int y, int w, int h) { + syscall(CG_CIN_SETEXTENTS, handle, x, y, w, h); +} + diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c new file mode 100644 index 00000000..e4550a71 --- /dev/null +++ b/src/cgame/cg_view.c @@ -0,0 +1,976 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// cg_view.c -- setup all the parameters (position, angle, etc) +// for a 3D rendering + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program 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, or (at your option) + * any later version. + * + * This program 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 this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "cg_local.h" + + +/* +============================================================================= + + MODEL TESTING + +The viewthing and gun positioning tools from Q2 have been integrated and +enhanced into a single model testing facility. + +Model viewing can begin with either "testmodel <modelname>" or "testgun <modelname>". + +The names must be the full pathname after the basedir, like +"models/weapons/v_launch/tris.md3" or "players/male/tris.md3" + +Testmodel will create a fake entity 100 units in front of the current view +position, directly facing the viewer. It will remain immobile, so you can +move around it to view it from different angles. + +Testgun will cause the model to follow the player around and supress the real +view weapon model. The default frame 0 of most guns is completely off screen, +so you will probably have to cycle a couple frames to see it. + +"nextframe", "prevframe", "nextskin", and "prevskin" commands will change the +frame or skin of the testmodel. These are bound to F5, F6, F7, and F8 in +q3default.cfg. + +If a gun is being tested, the "gun_x", "gun_y", and "gun_z" variables will let +you adjust the positioning. + +Note that none of the model testing features update while the game is paused, so +it may be convenient to test with deathmatch set to 1 so that bringing down the +console doesn't pause the game. + +============================================================================= +*/ + +/* +================= +CG_TestModel_f + +Creates an entity in front of the current position, which +can then be moved around +================= +*/ +void CG_TestModel_f (void) { + vec3_t angles; + + memset( &cg.testModelEntity, 0, sizeof(cg.testModelEntity) ); + if ( trap_Argc() < 2 ) { + return; + } + + Q_strncpyz (cg.testModelName, CG_Argv( 1 ), MAX_QPATH ); + cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName ); + + if ( trap_Argc() == 3 ) { + cg.testModelEntity.backlerp = atof( CG_Argv( 2 ) ); + cg.testModelEntity.frame = 1; + cg.testModelEntity.oldframe = 0; + } + if (! cg.testModelEntity.hModel ) { + CG_Printf( "Can't register model\n" ); + return; + } + + VectorMA( cg.refdef.vieworg, 100, cg.refdef.viewaxis[0], cg.testModelEntity.origin ); + + angles[PITCH] = 0; + angles[YAW] = 180 + cg.refdefViewAngles[1]; + angles[ROLL] = 0; + + AnglesToAxis( angles, cg.testModelEntity.axis ); + cg.testGun = qfalse; +} + +/* +================= +CG_TestGun_f + +Replaces the current view weapon with the given model +================= +*/ +void CG_TestGun_f (void) { + CG_TestModel_f(); + cg.testGun = qtrue; + cg.testModelEntity.renderfx = RF_MINLIGHT | RF_DEPTHHACK | RF_FIRST_PERSON; +} + + +void CG_TestModelNextFrame_f (void) { + cg.testModelEntity.frame++; + CG_Printf( "frame %i\n", cg.testModelEntity.frame ); +} + +void CG_TestModelPrevFrame_f (void) { + cg.testModelEntity.frame--; + if ( cg.testModelEntity.frame < 0 ) { + cg.testModelEntity.frame = 0; + } + CG_Printf( "frame %i\n", cg.testModelEntity.frame ); +} + +void CG_TestModelNextSkin_f (void) { + cg.testModelEntity.skinNum++; + CG_Printf( "skin %i\n", cg.testModelEntity.skinNum ); +} + +void CG_TestModelPrevSkin_f (void) { + cg.testModelEntity.skinNum--; + if ( cg.testModelEntity.skinNum < 0 ) { + cg.testModelEntity.skinNum = 0; + } + CG_Printf( "skin %i\n", cg.testModelEntity.skinNum ); +} + +static void CG_AddTestModel (void) { + int i; + + // re-register the model, because the level may have changed + cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName ); + if (! cg.testModelEntity.hModel ) { + CG_Printf ("Can't register model\n"); + return; + } + + // if testing a gun, set the origin reletive to the view origin + if ( cg.testGun ) { + VectorCopy( cg.refdef.vieworg, cg.testModelEntity.origin ); + VectorCopy( cg.refdef.viewaxis[0], cg.testModelEntity.axis[0] ); + VectorCopy( cg.refdef.viewaxis[1], cg.testModelEntity.axis[1] ); + VectorCopy( cg.refdef.viewaxis[2], cg.testModelEntity.axis[2] ); + + // allow the position to be adjusted + for (i=0 ; i<3 ; i++) { + cg.testModelEntity.origin[i] += cg.refdef.viewaxis[0][i] * cg_gun_x.value; + cg.testModelEntity.origin[i] += cg.refdef.viewaxis[1][i] * cg_gun_y.value; + cg.testModelEntity.origin[i] += cg.refdef.viewaxis[2][i] * cg_gun_z.value; + } + } + + trap_R_AddRefEntityToScene( &cg.testModelEntity ); +} + + + +//============================================================================ + + +/* +================= +CG_CalcVrect + +Sets the coordinates of the rendered window +================= +*/ +static void CG_CalcVrect (void) { + int size; + + // the intermission should allways be full screen + if ( cg.snap->ps.pm_type == PM_INTERMISSION ) { + size = 100; + } else { + // bound normal viewsize + if (cg_viewsize.integer < 30) { + trap_Cvar_Set ("cg_viewsize","30"); + size = 30; + } else if (cg_viewsize.integer > 100) { + trap_Cvar_Set ("cg_viewsize","100"); + size = 100; + } else { + size = cg_viewsize.integer; + } + + } + cg.refdef.width = cgs.glconfig.vidWidth*size/100; + cg.refdef.width &= ~1; + + cg.refdef.height = cgs.glconfig.vidHeight*size/100; + cg.refdef.height &= ~1; + + cg.refdef.x = (cgs.glconfig.vidWidth - cg.refdef.width)/2; + cg.refdef.y = (cgs.glconfig.vidHeight - cg.refdef.height)/2; +} + +//============================================================================== + + +/* +=============== +CG_OffsetThirdPersonView + +=============== +*/ +#define FOCUS_DISTANCE 512 +static void CG_OffsetThirdPersonView( void ) { + vec3_t forward, right, up; + vec3_t view; + vec3_t focusAngles; + trace_t trace; + static vec3_t mins = { -4, -4, -4 }; + static vec3_t maxs = { 4, 4, 4 }; + vec3_t focusPoint; + float focusDist; + float forwardScale, sideScale; + + //TA: when wall climbing the viewheight is not straight up + if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING ) + VectorMA( cg.refdef.vieworg, cg.predictedPlayerState.viewheight, cg.predictedPlayerState.grapplePoint, cg.refdef.vieworg ); + else + cg.refdef.vieworg[2] += cg.predictedPlayerState.viewheight; + + VectorCopy( cg.refdefViewAngles, focusAngles ); + + // if dead, look at killer + if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) { + focusAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW]; + cg.refdefViewAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW]; + } + + //if ( focusAngles[PITCH] > 45 ) { + // focusAngles[PITCH] = 45; // don't go too far overhead + //} + AngleVectors( focusAngles, forward, NULL, NULL ); + + VectorMA( cg.refdef.vieworg, FOCUS_DISTANCE, forward, focusPoint ); + + VectorCopy( cg.refdef.vieworg, view ); + + //TA: when wall climbing the viewheight is not straight up + if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING ) + VectorMA( view, 8, cg.predictedPlayerState.grapplePoint, view ); + else + view[2] += 8; + + //cg.refdefViewAngles[PITCH] *= 0.5; + + AngleVectors( cg.refdefViewAngles, forward, right, up ); + + forwardScale = cos( cg_thirdPersonAngle.value / 180 * M_PI ); + sideScale = sin( cg_thirdPersonAngle.value / 180 * M_PI ); + VectorMA( view, -cg_thirdPersonRange.value * forwardScale, forward, view ); + VectorMA( view, -cg_thirdPersonRange.value * sideScale, right, view ); + + // trace a ray from the origin to the viewpoint to make sure the view isn't + // in a solid block. Use an 8 by 8 block to prevent the view from near clipping anything + + if (!cg_cameraMode.integer) { + CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID ); + + if ( trace.fraction != 1.0 ) { + VectorCopy( trace.endpos, view ); + view[2] += (1.0 - trace.fraction) * 32; + // try another trace to this position, because a tunnel may have the ceiling + // close enogh that this is poking out + + CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID ); + VectorCopy( trace.endpos, view ); + } + } + + VectorCopy( view, cg.refdef.vieworg ); + + // select pitch to look at focus point from vieword + VectorSubtract( focusPoint, cg.refdef.vieworg, focusPoint ); + focusDist = sqrt( focusPoint[0] * focusPoint[0] + focusPoint[1] * focusPoint[1] ); + if ( focusDist < 1 ) { + focusDist = 1; // should never happen + } + cg.refdefViewAngles[PITCH] = -180 / M_PI * atan2( focusPoint[2], focusDist ); + cg.refdefViewAngles[YAW] -= cg_thirdPersonAngle.value; +} + + +// this causes a compiler bug on mac MrC compiler +static void CG_StepOffset( void ) { + int timeDelta; + int steptime; + + BG_unpackAttributes( NULL, NULL, &steptime, cg.predictedPlayerState.stats ); + + // smooth out stair climbing + timeDelta = cg.time - cg.stepTime; + if ( timeDelta < steptime ) { + cg.refdef.vieworg[2] -= cg.stepChange + * (steptime - timeDelta) / steptime; + } +} + +/* +=============== +CG_OffsetFirstPersonView + +=============== +*/ +static void CG_OffsetFirstPersonView( void ) { + float *origin; + float *angles; + float bob; + float ratio; + float delta; + float speed; + float f; + vec3_t predictedVelocity; + int timeDelta; + int bob2; + + if ( cg.snap->ps.pm_type == PM_INTERMISSION ) { + return; + } + + origin = cg.refdef.vieworg; + angles = cg.refdefViewAngles; + + // if dead, fix the angle and don't add any kick + if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 ) { + angles[ROLL] = 40; + angles[PITCH] = -15; + angles[YAW] = cg.snap->ps.stats[STAT_DEAD_YAW]; + origin[2] += cg.predictedPlayerState.viewheight; + return; + } + + // add angles based on weapon kick + VectorAdd (angles, cg.kick_angles, angles); + + // add angles based on damage kick + if ( cg.damageTime ) { + ratio = cg.time - cg.damageTime; + if ( ratio < DAMAGE_DEFLECT_TIME ) { + ratio /= DAMAGE_DEFLECT_TIME; + angles[PITCH] += ratio * cg.v_dmg_pitch; + angles[ROLL] += ratio * cg.v_dmg_roll; + } else { + ratio = 1.0 - ( ratio - DAMAGE_DEFLECT_TIME ) / DAMAGE_RETURN_TIME; + if ( ratio > 0 ) { + angles[PITCH] += ratio * cg.v_dmg_pitch; + angles[ROLL] += ratio * cg.v_dmg_roll; + } + } + } + + // add pitch based on fall kick +#if 0 + ratio = ( cg.time - cg.landTime) / FALL_TIME; + if (ratio < 0) + ratio = 0; + angles[PITCH] += ratio * cg.fall_value; +#endif + + // add angles based on velocity + VectorCopy( cg.predictedPlayerState.velocity, predictedVelocity ); + + delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[0]); + angles[PITCH] += delta * cg_runpitch.value; + + delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[1]); + angles[ROLL] -= delta * cg_runroll.value; + + // add angles based on bob + //TA: bob amount is class dependant + BG_unpackAttributes( NULL, &bob2, NULL, cg.predictedPlayerState.stats ); + if( bob2 != 0 ) + { + // make sure the bob is visible even at low speeds + speed = cg.xyspeed > 200 ? cg.xyspeed : 200; + + delta = cg.bobfracsin * ( bob2 / 1000.0 ) * speed; + if (cg.predictedPlayerState.pm_flags & PMF_DUCKED) + delta *= 3; // crouching + angles[PITCH] += delta; + delta = cg.bobfracsin * ( bob2 / 1000.0 ) * speed; + if (cg.predictedPlayerState.pm_flags & PMF_DUCKED) + delta *= 3; // crouching accentuates roll + if (cg.bobcycle & 1) + delta = -delta; + angles[ROLL] += delta; + } + + //TA: this *feels* more realisitic for humans + if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + angles[PITCH] += cg.bobfracsin * bob2 * 0.5; + + //TA: heavy breathing effects + if( cg.predictedPlayerState.stats[ STAT_STAMINA ] < 0 ) + { + float deltaBreath = (float)( + cg.predictedPlayerState.stats[ STAT_STAMINA ] < 0 ? + -cg.predictedPlayerState.stats[ STAT_STAMINA ] : + cg.predictedPlayerState.stats[ STAT_STAMINA ] ) / 200.0; + float deltaAngle = cos( (float)cg.time/150.0 ) * deltaBreath; + + deltaAngle += ( deltaAngle < 0 ? -deltaAngle : deltaAngle ) * 0.5; + + angles[ PITCH ] -= deltaAngle; + } + } + +//=================================== + + // add view height + //TA: when wall climbing the viewheight is not straight up + if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING ) + VectorMA( origin, cg.predictedPlayerState.viewheight, cg.predictedPlayerState.grapplePoint, origin ); + else + origin[2] += cg.predictedPlayerState.viewheight; + + // smooth out duck height changes + timeDelta = cg.time - cg.duckTime; + if ( timeDelta < DUCK_TIME) { + cg.refdef.vieworg[2] -= cg.duckChange + * (DUCK_TIME - timeDelta) / DUCK_TIME; + } + + // add bob height + bob = cg.bobfracsin * cg.xyspeed * cg_bobup.value; + if (bob > 6) { + bob = 6; + } + + //TA: likewise for bob + if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING ) + VectorMA( origin, bob, cg.predictedPlayerState.grapplePoint, origin ); + else + origin[2] += bob; + + + // add fall height + delta = cg.time - cg.landTime; + if ( delta < LAND_DEFLECT_TIME ) { + f = delta / LAND_DEFLECT_TIME; + cg.refdef.vieworg[2] += cg.landChange * f; + } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) { + delta -= LAND_DEFLECT_TIME; + f = 1.0 - ( delta / LAND_RETURN_TIME ); + cg.refdef.vieworg[2] += cg.landChange * f; + } + + // add step offset + CG_StepOffset(); + + // add kick offset + + VectorAdd (origin, cg.kick_origin, origin); + + // pivot the eye based on a neck length +#if 0 + { +#define NECK_LENGTH 8 + vec3_t forward, up; + + cg.refdef.vieworg[2] -= NECK_LENGTH; + AngleVectors( cg.refdefViewAngles, forward, NULL, up ); + VectorMA( cg.refdef.vieworg, 3, forward, cg.refdef.vieworg ); + VectorMA( cg.refdef.vieworg, NECK_LENGTH, up, cg.refdef.vieworg ); + } +#endif +} + +//====================================================================== + +void CG_ZoomDown_f( void ) { + if ( cg.zoomed ) { + return; + } + cg.zoomed = qtrue; + cg.zoomTime = cg.time; +} + +void CG_ZoomUp_f( void ) { + if ( !cg.zoomed ) { + return; + } + cg.zoomed = qfalse; + cg.zoomTime = cg.time; +} + + +/* +==================== +CG_CalcFov + +Fixed fov at intermissions, otherwise account for fov variable and zooms. +==================== +*/ +#define WAVE_AMPLITUDE 1 +#define WAVE_FREQUENCY 0.4 + +static int CG_CalcFov( void ) { + float x; + float phase; + float v; + int contents; + float fov_x, fov_y; + float zoomFov; + float f; + int inwater; + int attribFov; + int a; + float b; + + BG_unpackAttributes( &attribFov, NULL, NULL, cg.predictedPlayerState.stats ); + + if ( cg.predictedPlayerState.pm_type == PM_INTERMISSION ) { + // if in intermission, use a fixed value + fov_x = 90; + } + else + { + //TA: don't lock the fov globally - we need to be able to change it + fov_x = attribFov; + + if ( fov_x < 1 ) + fov_x = 1; + else if ( fov_x > 160 ) + fov_x = 160; + } + + // account for zooms + zoomFov = cg_zoomFov.value; + if ( zoomFov < 1 ) + zoomFov = 1; + else if ( zoomFov > attribFov ) + zoomFov = attribFov; + + //TA: only do all the zoom stuff if the client CAN zoom + if( cg.predictedPlayerState.stats[ STAT_ABILITIES ] & SCA_CANZOOM ) + { + if ( cg.zoomed ) + { + f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME; + + if ( f > 1.0 ) + fov_x = zoomFov; + else + fov_x = fov_x + f * ( zoomFov - fov_x ); + } + else + { + f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME; + + if ( f > 1.0 ) + fov_x = fov_x; + else + fov_x = zoomFov + f * ( fov_x - zoomFov ); + } + } + + x = cg.refdef.width / tan( fov_x / 360 * M_PI ); + fov_y = atan2( cg.refdef.height, x ); + fov_y = fov_y * 360 / M_PI; + + // warp if underwater + contents = CG_PointContents( cg.refdef.vieworg, -1 ); + if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ){ + phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2; + v = WAVE_AMPLITUDE * sin( phase ); + fov_x += v; + fov_y -= v; + inwater = qtrue; + } + else { + inwater = qfalse; + } + + + // set it + cg.refdef.fov_x = fov_x; + cg.refdef.fov_y = fov_y; + + if ( !cg.zoomed ) { + cg.zoomSensitivity = 1; + } else { + cg.zoomSensitivity = cg.refdef.fov_y / 75.0; + } + + return inwater; +} + + + +/* +=============== +CG_DamageBlendBlob + +=============== +*/ +static void CG_DamageBlendBlob( void ) { + int t; + int maxTime; + refEntity_t ent; + + if ( !cg.damageValue ) { + return; + } + + // ragePro systems can't fade blends, so don't obscure the screen + if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO ) { + return; + } + + maxTime = DAMAGE_TIME; + t = cg.time - cg.damageTime; + if ( t <= 0 || t >= maxTime ) { + return; + } + + + memset( &ent, 0, sizeof( ent ) ); + ent.reType = RT_SPRITE; + ent.renderfx = RF_FIRST_PERSON; + + VectorMA( cg.refdef.vieworg, 8, cg.refdef.viewaxis[0], ent.origin ); + VectorMA( ent.origin, cg.damageX * -8, cg.refdef.viewaxis[1], ent.origin ); + VectorMA( ent.origin, cg.damageY * 8, cg.refdef.viewaxis[2], ent.origin ); + + ent.radius = cg.damageValue * 3; + ent.customShader = cgs.media.viewBloodShader; + ent.shaderRGBA[0] = 255; + ent.shaderRGBA[1] = 255; + ent.shaderRGBA[2] = 255; + ent.shaderRGBA[3] = 200 * ( 1.0 - ((float)t / maxTime) ); + trap_R_AddRefEntityToScene( &ent ); +} + + +/* +=============== +CG_DrawSurfNormal + +Draws a vector against +the surface player is looking at +=============== +*/ +static void CG_DrawSurfNormal( void ) +{ + trace_t tr; + vec3_t end, temp; + vec3_t up = { 0, 5, 0 }; + polyVert_t normal[4]; + + VectorMA( cg.refdef.vieworg, 8192, cg.refdef.viewaxis[ 0 ], end ); + + CG_Trace( &tr, cg.refdef.vieworg, NULL, NULL, end, cg.predictedPlayerState.clientNum, MASK_SOLID ); + //CG_Printf( "%f %f %f\n", tr.plane.normal[ 0 ], tr.plane.normal[ 1 ], tr.plane.normal[ 2 ] ); + + VectorCopy( tr.endpos, normal[0].xyz ); + normal[0].st[0] = 0; + normal[0].st[1] = 0; + normal[0].modulate[0] = 255; + normal[0].modulate[1] = 255; + normal[0].modulate[2] = 255; + normal[0].modulate[3] = 255; + + VectorAdd( up, tr.endpos, temp ); + VectorCopy( temp, normal[1].xyz); + normal[1].st[0] = 0; + normal[1].st[1] = 1; + normal[1].modulate[0] = 255; + normal[1].modulate[1] = 255; + normal[1].modulate[2] = 255; + normal[1].modulate[3] = 255; + + VectorMA( tr.endpos, 64, tr.plane.normal, temp ); + VectorAdd( temp, up, temp ); + VectorCopy( temp, normal[2].xyz ); + normal[2].st[0] = 1; + normal[2].st[1] = 1; + normal[2].modulate[0] = 255; + normal[2].modulate[1] = 255; + normal[2].modulate[2] = 255; + normal[2].modulate[3] = 255; + + VectorMA( tr.endpos, 64, tr.plane.normal, temp ); + VectorCopy( temp, normal[3].xyz ); + normal[3].st[0] = 1; + normal[3].st[1] = 0; + normal[3].modulate[0] = 255; + normal[3].modulate[1] = 255; + normal[3].modulate[2] = 255; + normal[3].modulate[3] = 255; + + trap_R_AddPolyToScene( cgs.media.whiteShader, 4, normal ); +} + + +/* +=============== +CG_CalcViewValues + +Sets cg.refdef view values +=============== +*/ +static int CG_CalcViewValues( void ) { + playerState_t *ps; + + memset( &cg.refdef, 0, sizeof( cg.refdef ) ); + + // strings for in game rendering + // Q_strncpyz( cg.refdef.text[0], "Park Ranger", sizeof(cg.refdef.text[0]) ); + // Q_strncpyz( cg.refdef.text[1], "19", sizeof(cg.refdef.text[1]) ); + + // calculate size of 3D view + CG_CalcVrect(); + + ps = &cg.predictedPlayerState; + + // intermission view + if ( ps->pm_type == PM_INTERMISSION ) { + VectorCopy( ps->origin, cg.refdef.vieworg ); + VectorCopy( ps->viewangles, cg.refdefViewAngles ); + AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis ); + return CG_CalcFov(); + } + + cg.bobcycle = ( ps->bobCycle & 128 ) >> 7; + cg.bobfracsin = fabs( sin( ( ps->bobCycle & 127 ) / 127.0 * M_PI ) ); + cg.xyspeed = sqrt( ps->velocity[0] * ps->velocity[0] + + ps->velocity[1] * ps->velocity[1] ); + + + VectorCopy( ps->origin, cg.refdef.vieworg ); + VectorCopy( ps->viewangles, cg.refdefViewAngles ); + + if (cg_cameraOrbit.integer) { + if (cg.time > cg.nextOrbitTime) { + cg.nextOrbitTime = cg.time + cg_cameraOrbitDelay.integer; + cg_thirdPersonAngle.value += cg_cameraOrbit.value; + } + } + // add error decay + if ( cg_errorDecay.value > 0 ) { + int t; + float f; + + t = cg.time - cg.predictedErrorTime; + f = ( cg_errorDecay.value - t ) / cg_errorDecay.value; + if ( f > 0 && f < 1 ) { + VectorMA( cg.refdef.vieworg, f, cg.predictedError, cg.refdef.vieworg ); + } else { + cg.predictedErrorTime = 0; + } + } + + if ( cg.renderingThirdPerson ) { + // back away from character + CG_OffsetThirdPersonView(); + } else { + // offset for local bobbing and kicks + CG_OffsetFirstPersonView(); + } + + // position eye reletive to origin + AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis ); + + if ( cg.hyperspace ) { + cg.refdef.rdflags |= RDF_NOWORLDMODEL | RDF_HYPERSPACE; + } + + //draw the surface normal looking at + if( cg_drawSurfNormal.integer ) + CG_DrawSurfNormal( ); + + // field of view + return CG_CalcFov(); +} + + +/* +===================== +CG_PowerupTimerSounds +===================== +*/ +static void CG_PowerupTimerSounds( void ) { + int i; + int t; + + // powerup timers going away + for ( i = 0 ; i < MAX_POWERUPS ; i++ ) { + t = cg.snap->ps.powerups[i]; + if ( t <= cg.time ) { + continue; + } + if ( t - cg.time >= POWERUP_BLINKS * POWERUP_BLINK_TIME ) { + continue; + } + if ( ( t - cg.time ) / POWERUP_BLINK_TIME != ( t - cg.oldTime ) / POWERUP_BLINK_TIME ) { + trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_ITEM, cgs.media.wearOffSound ); + } + } +} + +/* +===================== +CG_AddBufferedSound +===================== +*/ +void CG_AddBufferedSound( sfxHandle_t sfx ) { + if ( !sfx ) + return; + cg.soundBuffer[cg.soundBufferIn] = sfx; + cg.soundBufferIn = (cg.soundBufferIn + 1) % MAX_SOUNDBUFFER; + if (cg.soundBufferIn == cg.soundBufferOut) { + cg.soundBufferOut++; + } +} + +/* +===================== +CG_PlayBufferedSounds +===================== +*/ +static void CG_PlayBufferedSounds( void ) { + if ( cg.soundTime < cg.time ) { + if (cg.soundBufferOut != cg.soundBufferIn && cg.soundBuffer[cg.soundBufferOut]) { + trap_S_StartLocalSound(cg.soundBuffer[cg.soundBufferOut], CHAN_ANNOUNCER); + cg.soundBuffer[cg.soundBufferOut] = 0; + cg.soundBufferOut = (cg.soundBufferOut + 1) % MAX_SOUNDBUFFER; + cg.soundTime = cg.time + 750; + } + } +} + +//========================================================================= + +/* +================= +CG_DrawActiveFrame + +Generates and draws a game scene and status information at the given time. +================= +*/ +void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ) { + int inwater; + + cg.time = serverTime; + cg.demoPlayback = demoPlayback; + + // update cvars + CG_UpdateCvars(); + + // if we are only updating the screen as a loading + // pacifier, don't even try to read snapshots + if ( cg.infoScreenText[0] != 0 ) { + CG_DrawInformation(); + return; + } + + // any looped sounds will be respecified as entities + // are added to the render list + trap_S_ClearLoopingSounds(qfalse); + + // clear all the render lists + trap_R_ClearScene(); + + // set up cg.snap and possibly cg.nextSnap + CG_ProcessSnapshots(); + + // if we haven't received any snapshots yet, all + // we can draw is the information screen + if ( !cg.snap || ( cg.snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) { + CG_DrawInformation(); + return; + } + + // let the client system know what our weapon and zoom settings are + trap_SetUserCmdValue( cg.weaponSelect, cg.zoomSensitivity ); + + // this counter will be bumped for every valid scene we generate + cg.clientFrame++; + + // update cg.predictedPlayerState + CG_PredictPlayerState(); + + // decide on third person view + cg.renderingThirdPerson = cg_thirdPerson.integer || (cg.snap->ps.stats[STAT_HEALTH] <= 0); + + // build cg.refdef + inwater = CG_CalcViewValues(); + + // first person blend blobs, done after AnglesToAxis + if ( !cg.renderingThirdPerson ) { + CG_DamageBlendBlob(); + } + + // build the render lists + if ( !cg.hyperspace ) { + CG_AddPacketEntities(); // adter calcViewValues, so predicted player state is correct + CG_AddMarks(); + CG_AddLocalEntities(); + } + CG_AddViewWeapon( &cg.predictedPlayerState ); + + // add buffered sounds + CG_PlayBufferedSounds(); + + // play buffered voice chats + CG_PlayBufferedVoiceChats(); + + // finish up the rest of the refdef + if ( cg.testModelEntity.hModel ) { + CG_AddTestModel(); + } + cg.refdef.time = cg.time; + memcpy( cg.refdef.areamask, cg.snap->areamask, sizeof( cg.refdef.areamask ) ); + + // warning sounds when powerup is wearing off + CG_PowerupTimerSounds(); + + // update audio positions + trap_S_Respatialize( cg.snap->ps.clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater ); + + // make sure the lagometerSample and frame timing isn't done twice when in stereo + if ( stereoView != STEREO_RIGHT ) { + cg.frametime = cg.time - cg.oldTime; + if ( cg.frametime < 0 ) { + cg.frametime = 0; + } + cg.oldTime = cg.time; + CG_AddLagometerFrameInfo(); + } + if (cg_timescale.value != cg_timescaleFadeEnd.value) { + if (cg_timescale.value < cg_timescaleFadeEnd.value) { + cg_timescale.value += cg_timescaleFadeSpeed.value * ((float)cg.frametime) / 1000; + if (cg_timescale.value > cg_timescaleFadeEnd.value) + cg_timescale.value = cg_timescaleFadeEnd.value; + } + else { + cg_timescale.value -= cg_timescaleFadeSpeed.value * ((float)cg.frametime) / 1000; + if (cg_timescale.value < cg_timescaleFadeEnd.value) + cg_timescale.value = cg_timescaleFadeEnd.value; + } + if (cg_timescaleFadeSpeed.value) { + trap_Cvar_Set("timescale", va("%f", cg_timescale.value)); + } + } + + // actually issue the rendering calls + CG_DrawActive( stereoView ); + + if ( cg_stats.integer ) { + CG_Printf( "cg.clientFrame:%i\n", cg.clientFrame ); + } +} + diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c new file mode 100644 index 00000000..a5535586 --- /dev/null +++ b/src/cgame/cg_weapons.c @@ -0,0 +1,1994 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// cg_weapons.c -- events and effects dealing with weapons + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program 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, or (at your option) + * any later version. + * + * This program 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 this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "cg_local.h" + +/* +========================== +CG_MachineGunEjectBrass +========================== +*/ +static void CG_MachineGunEjectBrass( centity_t *cent ) { + localEntity_t *le; + refEntity_t *re; + vec3_t velocity, xvelocity; + vec3_t offset, xoffset; + float waterScale = 1.0f; + vec3_t v[3]; + + if ( cg_brassTime.integer <= 0 ) { + return; + } + + le = CG_AllocLocalEntity(); + re = &le->refEntity; + + velocity[0] = 0; + velocity[1] = -50 + 40 * crandom(); + velocity[2] = 100 + 50 * crandom(); + + le->leType = LE_FRAGMENT; + le->startTime = cg.time; + le->endTime = le->startTime + cg_brassTime.integer + ( cg_brassTime.integer / 4 ) * random(); + + le->pos.trType = TR_GRAVITY; + le->pos.trTime = cg.time - (rand()&15); + + AnglesToAxis( cent->lerpAngles, v ); + + offset[0] = 8; + offset[1] = -4; + offset[2] = 24; + + xoffset[0] = offset[0] * v[0][0] + offset[1] * v[1][0] + offset[2] * v[2][0]; + xoffset[1] = offset[0] * v[0][1] + offset[1] * v[1][1] + offset[2] * v[2][1]; + xoffset[2] = offset[0] * v[0][2] + offset[1] * v[1][2] + offset[2] * v[2][2]; + VectorAdd( cent->lerpOrigin, xoffset, re->origin ); + + VectorCopy( re->origin, le->pos.trBase ); + + if ( CG_PointContents( re->origin, -1 ) & CONTENTS_WATER ) { + waterScale = 0.10f; + } + + xvelocity[0] = velocity[0] * v[0][0] + velocity[1] * v[1][0] + velocity[2] * v[2][0]; + xvelocity[1] = velocity[0] * v[0][1] + velocity[1] * v[1][1] + velocity[2] * v[2][1]; + xvelocity[2] = velocity[0] * v[0][2] + velocity[1] * v[1][2] + velocity[2] * v[2][2]; + VectorScale( xvelocity, waterScale, le->pos.trDelta ); + + AxisCopy( axisDefault, re->axis ); + re->hModel = cgs.media.machinegunBrassModel; + + le->bounceFactor = 0.4 * waterScale; + + le->angles.trType = TR_LINEAR; + le->angles.trTime = cg.time; + le->angles.trBase[0] = rand()&31; + le->angles.trBase[1] = rand()&31; + le->angles.trBase[2] = rand()&31; + le->angles.trDelta[0] = 2; + le->angles.trDelta[1] = 1; + le->angles.trDelta[2] = 0; + + le->leFlags = LEF_TUMBLE; + le->leBounceSoundType = LEBS_BRASS; + le->leMarkType = LEMT_NONE; +} + +/* +========================== +CG_ShotgunEjectBrass +========================== +*/ +static void CG_ShotgunEjectBrass( centity_t *cent ) { + localEntity_t *le; + refEntity_t *re; + vec3_t velocity, xvelocity; + vec3_t offset, xoffset; + vec3_t v[3]; + int i; + + if ( cg_brassTime.integer <= 0 ) { + return; + } + + for ( i = 0; i < 2; i++ ) { + float waterScale = 1.0f; + + le = CG_AllocLocalEntity(); + re = &le->refEntity; + + velocity[0] = 60 + 60 * crandom(); + if ( i == 0 ) { + velocity[1] = 40 + 10 * crandom(); + } else { + velocity[1] = -40 + 10 * crandom(); + } + velocity[2] = 100 + 50 * crandom(); + + le->leType = LE_FRAGMENT; + le->startTime = cg.time; + le->endTime = le->startTime + cg_brassTime.integer*3 + cg_brassTime.integer * random(); + + le->pos.trType = TR_GRAVITY; + le->pos.trTime = cg.time; + + AnglesToAxis( cent->lerpAngles, v ); + + offset[0] = 8; + offset[1] = 0; + offset[2] = 24; + + xoffset[0] = offset[0] * v[0][0] + offset[1] * v[1][0] + offset[2] * v[2][0]; + xoffset[1] = offset[0] * v[0][1] + offset[1] * v[1][1] + offset[2] * v[2][1]; + xoffset[2] = offset[0] * v[0][2] + offset[1] * v[1][2] + offset[2] * v[2][2]; + VectorAdd( cent->lerpOrigin, xoffset, re->origin ); + VectorCopy( re->origin, le->pos.trBase ); + if ( CG_PointContents( re->origin, -1 ) & CONTENTS_WATER ) { + waterScale = 0.10f; + } + + xvelocity[0] = velocity[0] * v[0][0] + velocity[1] * v[1][0] + velocity[2] * v[2][0]; + xvelocity[1] = velocity[0] * v[0][1] + velocity[1] * v[1][1] + velocity[2] * v[2][1]; + xvelocity[2] = velocity[0] * v[0][2] + velocity[1] * v[1][2] + velocity[2] * v[2][2]; + VectorScale( xvelocity, waterScale, le->pos.trDelta ); + + AxisCopy( axisDefault, re->axis ); + re->hModel = cgs.media.shotgunBrassModel; + le->bounceFactor = 0.3f; + + le->angles.trType = TR_LINEAR; + le->angles.trTime = cg.time; + le->angles.trBase[0] = rand()&31; + le->angles.trBase[1] = rand()&31; + le->angles.trBase[2] = rand()&31; + le->angles.trDelta[0] = 1; + le->angles.trDelta[1] = 0.5; + le->angles.trDelta[2] = 0; + + le->leFlags = LEF_TUMBLE; + le->leBounceSoundType = LEBS_BRASS; + le->leMarkType = LEMT_NONE; + } +} + + +/* +========================== +CG_RailTrail +========================== +*/ +void CG_RailTrail( clientInfo_t *ci, vec3_t start, vec3_t end ) { + localEntity_t *le; + refEntity_t *re; + + // + // rings + // + le = CG_AllocLocalEntity(); + re = &le->refEntity; + + le->leType = LE_FADE_RGB; + le->startTime = cg.time; + le->endTime = cg.time + cg_railTrailTime.value; + le->lifeRate = 1.0 / ( le->endTime - le->startTime ); + + re->shaderTime = cg.time / 1000.0f; + re->reType = RT_RAIL_RINGS; + re->customShader = cgs.media.railRingsShader; + + VectorCopy( start, re->origin ); + VectorCopy( end, re->oldorigin ); + + // nudge down a bit so it isn't exactly in center + re->origin[2] -= 8; + re->oldorigin[2] -= 8; + + le->color[0] = ci->color[0] * 0.75; + le->color[1] = ci->color[1] * 0.75; + le->color[2] = ci->color[2] * 0.75; + le->color[3] = 1.0f; + + AxisClear( re->axis ); + + // + // core + // + le = CG_AllocLocalEntity(); + re = &le->refEntity; + + le->leType = LE_FADE_RGB; + le->startTime = cg.time; + le->endTime = cg.time + cg_railTrailTime.value; + le->lifeRate = 1.0 / ( le->endTime - le->startTime ); + + re->shaderTime = cg.time / 1000.0f; + re->reType = RT_RAIL_CORE; + re->customShader = cgs.media.railCoreShader; + + VectorCopy( start, re->origin ); + VectorCopy( end, re->oldorigin ); + + // nudge down a bit so it isn't exactly in center + re->origin[2] -= 8; + re->oldorigin[2] -= 8; + + le->color[0] = ci->color[0] * 0.75; + le->color[1] = ci->color[1] * 0.75; + le->color[2] = ci->color[2] * 0.75; + le->color[3] = 1.0f; + + AxisClear( re->axis ); +} + +/* +========================== +CG_RocketTrail +========================== +*/ +static void CG_RocketTrail( centity_t *ent, const weaponInfo_t *wi ) { + int step; + vec3_t origin, lastPos; + int t; + int startTime, contents; + int lastContents; + entityState_t *es; + vec3_t up; + localEntity_t *smoke; + + up[0] = 0; + up[1] = 0; + up[2] = 0; + + step = 50; + + es = &ent->currentState; + startTime = ent->trailTime; + t = step * ( (startTime + step) / step ); + + BG_EvaluateTrajectory( &es->pos, cg.time, origin ); + contents = CG_PointContents( origin, -1 ); + + // if object (e.g. grenade) is stationary, don't toss up smoke + if ( es->pos.trType == TR_STATIONARY ) { + ent->trailTime = cg.time; + return; + } + + BG_EvaluateTrajectory( &es->pos, ent->trailTime, lastPos ); + lastContents = CG_PointContents( lastPos, -1 ); + + ent->trailTime = cg.time; + + if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) { + if ( contents & lastContents & CONTENTS_WATER ) { + CG_BubbleTrail( lastPos, origin, 8 ); + } + return; + } + + for ( ; t <= ent->trailTime ; t += step ) { + BG_EvaluateTrajectory( &es->pos, t, lastPos ); + + smoke = CG_SmokePuff( lastPos, up, + wi->trailRadius, + 1, 1, 1, 0.33f, + wi->wiTrailTime, + t, + 0, + 0, + cgs.media.smokePuffShader ); + // use the optimized local entity add + smoke->leType = LE_SCALE_FADE; + } + +} + +/* +========================== +CG_GrappleTrail +========================== +*/ +void CG_GrappleTrail( centity_t *ent, const weaponInfo_t *wi ) { + vec3_t origin; + entityState_t *es; + vec3_t forward, up; + refEntity_t beam; + + es = &ent->currentState; + + BG_EvaluateTrajectory( &es->pos, cg.time, origin ); + ent->trailTime = cg.time; + + memset( &beam, 0, sizeof( beam ) ); + //FIXME adjust for muzzle position + VectorCopy ( cg_entities[ ent->currentState.otherEntityNum ].lerpOrigin, beam.origin ); + beam.origin[2] += 26; + AngleVectors( cg_entities[ ent->currentState.otherEntityNum ].lerpAngles, forward, NULL, up ); + VectorMA( beam.origin, -6, up, beam.origin ); + VectorCopy( origin, beam.oldorigin ); + + if (Distance( beam.origin, beam.oldorigin ) < 64 ) + return; // Don't draw if close + + beam.reType = RT_LIGHTNING; + beam.customShader = cgs.media.lightningShader; + + AxisClear( beam.axis ); + beam.shaderRGBA[0] = 0xff; + beam.shaderRGBA[1] = 0xff; + beam.shaderRGBA[2] = 0xff; + beam.shaderRGBA[3] = 0xff; + trap_R_AddRefEntityToScene( &beam ); +} + +/* +========================== +CG_GrenadeTrail +========================== +*/ +static void CG_GrenadeTrail( centity_t *ent, const weaponInfo_t *wi ) { + CG_RocketTrail( ent, wi ); +} + +/* +================= +CG_RegisterUpgrade + +The server says this item is used on this level +================= +*/ +void CG_RegisterUpgrade( int upgradeNum ) { + upgradeInfo_t *upgradeInfo; + gitem_t *item; + char path[MAX_QPATH]; + int i; + + upgradeInfo = &cg_upgrades[ upgradeNum ]; + + if ( upgradeNum == 0 ) { + return; + } + + if ( upgradeInfo->registered ) { + return; + } + + memset( upgradeInfo, 0, sizeof( *upgradeInfo ) ); + upgradeInfo->registered = qtrue; + + for ( item = bg_itemlist + 1 ; item->classname ; item++ ) { + if ( item->giType == IT_UPGRADE && item->giTag == upgradeNum ) { + upgradeInfo->item = item; + break; + } + } + if ( !item->classname ) { + CG_Error( "Couldn't find upgrade %i", upgradeNum ); + } + CG_RegisterItemVisuals( item - bg_itemlist ); + + upgradeInfo->upgradeIcon = trap_R_RegisterShader( item->icon ); +} + +/* +================= +CG_RegisterWeapon + +The server says this item is used on this level +================= +*/ +void CG_RegisterWeapon( int weaponNum ) { + weaponInfo_t *weaponInfo; + gitem_t *item, *ammo; + char path[MAX_QPATH]; + vec3_t mins, maxs; + int i; + + weaponInfo = &cg_weapons[weaponNum]; + + if ( weaponNum == 0 ) { + return; + } + + if ( weaponInfo->registered ) { + return; + } + + memset( weaponInfo, 0, sizeof( *weaponInfo ) ); + weaponInfo->registered = qtrue; + + for ( item = bg_itemlist + 1 ; item->classname ; item++ ) { + if ( item->giType == IT_WEAPON && item->giTag == weaponNum ) { + weaponInfo->item = item; + break; + } + } + if ( !item->classname ) { + CG_Error( "Couldn't find weapon %i", weaponNum ); + } + CG_RegisterItemVisuals( item - bg_itemlist ); + + // load cmodel before model so filecache works + weaponInfo->weaponModel = trap_R_RegisterModel( item->world_model[0] ); + + // 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] ); + } + + weaponInfo->weaponIcon = trap_R_RegisterShader( item->icon ); + weaponInfo->ammoIcon = trap_R_RegisterShader( item->icon ); + + for ( ammo = bg_itemlist + 1 ; ammo->classname ; ammo++ ) { + if ( ammo->giType == IT_AMMO && ammo->giTag == weaponNum ) { + break; + } + } + if ( ammo->classname && ammo->world_model[0] ) { + weaponInfo->ammoModel = trap_R_RegisterModel( ammo->world_model[0] ); + } + + strcpy( path, item->world_model[0] ); + COM_StripExtension( path, path ); + strcat( path, "_flash.md3" ); + weaponInfo->flashModel = trap_R_RegisterModel( path ); + + strcpy( path, item->world_model[0] ); + COM_StripExtension( path, path ); + strcat( path, "_barrel.md3" ); + weaponInfo->barrelModel = trap_R_RegisterModel( path ); + + strcpy( path, item->world_model[0] ); + 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_GAUNTLET: + MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f ); + weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/melee/fstrun.wav", qfalse ); + weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse ); + break; + + case WP_LIGHTNING: + 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( "lightningBolt"); + cgs.media.lightningExplosionModel = trap_R_RegisterModel( "models/weaphits/crackle.md3" ); + cgs.media.sfx_lghit1 = trap_S_RegisterSound( "sound/weapons/lightning/lg_hit.wav", qfalse ); + cgs.media.sfx_lghit2 = trap_S_RegisterSound( "sound/weapons/lightning/lg_hit2.wav", qfalse ); + cgs.media.sfx_lghit3 = trap_S_RegisterSound( "sound/weapons/lightning/lg_hit3.wav", qfalse ); + + break; + + case WP_GRAPPLING_HOOK: + MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f ); + weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/rocket/rocket.md3" ); + weaponInfo->missileTrailFunc = CG_GrappleTrail; + weaponInfo->missileDlight = 200; + weaponInfo->wiTrailTime = 2000; + weaponInfo->trailRadius = 64; + MAKERGB( weaponInfo->missileDlightColor, 1, 0.75f, 0 ); + weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/melee/fsthum.wav", qfalse ); + weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/melee/fstrun.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_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_SHOTGUN: + MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 ); + weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/shotgun/sshotf1b.wav", qfalse ); + weaponInfo->ejectBrassFunc = CG_ShotgunEjectBrass; + break; + + case WP_ROCKET_LAUNCHER: + weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/rocket/rocket.md3" ); + 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->flashSound[0] = trap_S_RegisterSound( "sound/weapons/rocket/rocklf1a.wav", qfalse ); + cgs.media.rocketExplosionShader = trap_R_RegisterShader( "rocketExplosion" ); + break; + + case WP_GRENADE_LAUNCHER: + weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/grenade1.md3" ); + weaponInfo->missileTrailFunc = CG_GrenadeTrail; + weaponInfo->wiTrailTime = 700; + weaponInfo->trailRadius = 32; + MAKERGB( weaponInfo->flashDlightColor, 1, 0.70f, 0 ); + weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/grenade/grenlf1a.wav", qfalse ); + cgs.media.grenadeExplosionShader = trap_R_RegisterShader( "grenadeExplosion" ); + break; + + case WP_FLAMER: + weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/plasma/lasfly.wav", qfalse ); + MAKERGB( weaponInfo->flashDlightColor, 0.25, 0.1, 0 ); + weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/plasma/rg_hum.wav", qfalse ); + cgs.media.flameExplShader = trap_R_RegisterShader( "rocketExplosion" ); + break; + + case WP_PLASMAGUN: + 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_RAILGUN: + weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/railgun/rg_hum.wav", qfalse ); + MAKERGB( weaponInfo->flashDlightColor, 1, 0.5f, 0 ); + weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/railgun/railgf1a.wav", qfalse ); + cgs.media.railExplosionShader = trap_R_RegisterShader( "railExplosion" ); + cgs.media.railRingsShader = trap_R_RegisterShader( "railDisc" ); + cgs.media.railCoreShader = trap_R_RegisterShader( "railCore" ); + break; + + case WP_BFG: + 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_ABUILD: + case WP_HBUILD: + case WP_SCANNER: + //nowt + break; + + default: + MAKERGB( weaponInfo->flashDlightColor, 1, 1, 1 ); + weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/rocket/rocklf1a.wav", qfalse ); + break; + } +} + +/* +================= +CG_RegisterItemVisuals + +The server says this item is used on this level +================= +*/ +void CG_RegisterItemVisuals( int itemNum ) { + itemInfo_t *itemInfo; + gitem_t *item; + int i; + + itemInfo = &cg_items[ itemNum ]; + if ( itemInfo->registered ) { + return; + } + + item = &bg_itemlist[ itemNum ]; + + memset( itemInfo, 0, sizeof( &itemInfo ) ); + itemInfo->registered = qtrue; + + itemInfo->icon = trap_R_RegisterShader( item->icon ); + + if ( item->giType == IT_WEAPON ) { + CG_RegisterWeapon( item->giTag ); + } + + for( i = 0; i < 4; i++ ) + { + if( item->world_model[ i ] ) + itemInfo->models[i] = trap_R_RegisterModel( item->world_model[i] ); + } + +} + + +/* +======================================================================================== + +VIEW WEAPON + +======================================================================================== +*/ + +/* +================= +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_ATTACK].firstFrame; + } + + return 0; +} + + +/* +============== +CG_CalculateWeaponPosition +============== +*/ +static void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles ) { + float scale; + int delta; + float fracsin; + int bob; + + 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 + //TA: bob amount is class dependant + BG_unpackAttributes( NULL, &bob, NULL, cg.predictedPlayerState.stats ); + 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( !( cg.predictedPlayerState.stats[ STAT_ABILITIES ] & SCA_NOWEAPONDRIFT ) ) + { + 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; + } + + //TA: huh? why drop the weapon when stair climbing... just as well this isn't actually used :) +#if 0 + // drop the weapon when stair climbing + delta = cg.time - cg.stepTime; + if ( delta < STEP_TIME/2 ) { + origin[2] -= cg.stepChange*0.25 * delta / (STEP_TIME/2); + } else if ( delta < STEP_TIME ) { + origin[2] -= cg.stepChange*0.25 * (STEP_TIME - delta) / (STEP_TIME/2); + } +#endif + + // 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_LightningBolt + +Origin will be the exact tag point, which is slightly +different than the muzzle point used for determining hits. +The cent should be the non-predicted cent if it is from the player, +so the endpoint will reflect the simulated strike (lagging the predicted +angle) +=============== +*/ +static void CG_LightningBolt( centity_t *cent, vec3_t origin ) { + trace_t trace; + refEntity_t beam; + vec3_t forward; + vec3_t muzzlePoint, endPoint; + + if ( cent->currentState.weapon != WP_LIGHTNING ) { + return; + } + + memset( &beam, 0, sizeof( beam ) ); + + // find muzzle point for this frame + VectorCopy( cent->lerpOrigin, muzzlePoint ); + AngleVectors( cent->lerpAngles, forward, NULL, NULL ); + + // FIXME: crouch + muzzlePoint[2] += DEFAULT_VIEWHEIGHT; + + VectorMA( muzzlePoint, 14, forward, muzzlePoint ); + + // project forward by the lightning range + VectorMA( muzzlePoint, LIGHTNING_RANGE, forward, endPoint ); + + // see if it hit a wall + CG_Trace( &trace, muzzlePoint, vec3_origin, vec3_origin, endPoint, + cent->currentState.number, MASK_SHOT ); + + // this is the endpoint + VectorCopy( trace.endpos, beam.oldorigin ); + + // use the provided origin, even though it may be slightly + // different than the muzzle origin + VectorCopy( origin, beam.origin ); + + beam.reType = RT_LIGHTNING; + beam.customShader = cgs.media.lightningShader; + trap_R_AddRefEntityToScene( &beam ); + + // add the impact flare if it hit something + if ( trace.fraction < 1.0 ) { + vec3_t angles; + vec3_t dir; + + VectorSubtract( beam.oldorigin, beam.origin, dir ); + VectorNormalize( dir ); + + memset( &beam, 0, sizeof( beam ) ); + beam.hModel = cgs.media.lightningExplosionModel; + + VectorMA( trace.endpos, -16, dir, beam.origin ); + + // make a random orientation + angles[0] = rand() % 360; + angles[1] = rand() % 360; + angles[2] = rand() % 360; + AnglesToAxis( angles, beam.axis ); + trap_R_AddRefEntityToScene( &beam ); + } +} + + +/* +=============== +CG_SpawnRailTrail + +Origin will be the exact tag point, which is slightly +different than the muzzle point used for determining hits. +=============== +*/ +static void CG_SpawnRailTrail( centity_t *cent, vec3_t origin ) { + clientInfo_t *ci; + + if ( cent->currentState.weapon != WP_RAILGUN ) { + return; + } + if ( !cent->pe.railgunFlash ) { + return; + } + cent->pe.railgunFlash = qtrue; + ci = &cgs.clientinfo[ cent->currentState.clientNum ]; + CG_RailTrail( ci, origin, cent->pe.railgunImpact ); +} + + +/* +====================== +CG_MachinegunSpinAngle +====================== +*/ +#define SPIN_SPEED 0.9 +#define COAST_TIME 1000 +static float CG_MachinegunSpinAngle( centity_t *cent ) { + 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 == !(cent->currentState.eFlags & EF_FIRING) ) { + cent->pe.barrelTime = cg.time; + cent->pe.barrelAngle = AngleMod( angle ); + cent->pe.barrelSpinning = !!(cent->currentState.eFlags & EF_FIRING); + } + + return angle; +} + + +/* +======================== +CG_AddWeaponWithPowerups +======================== +*/ +static void CG_AddWeaponWithPowerups( refEntity_t *gun, int powerups ) { + // add powerup effects + /*if ( powerups & ( 1 << PW_INVIS ) ) { + gun->customShader = cgs.media.invisShader; + trap_R_AddRefEntityToScene( gun ); + } else*/ { + trap_R_AddRefEntityToScene( gun ); + + /*if ( powerups & ( 1 << PW_BATTLESUIT ) ) { + gun->customShader = cgs.media.battleWeaponShader; + trap_R_AddRefEntityToScene( gun ); + } + if ( powerups & ( 1 << PW_QUAD ) ) { + gun->customShader = cgs.media.quadWeaponShader; + trap_R_AddRefEntityToScene( gun ); + }*/ + } +} + + +/* +============= +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; + weaponInfo_t *weapon; + centity_t *nonPredictedCent; + + weaponNum = cent->currentState.weapon; + + CG_RegisterWeapon( weaponNum ); + weapon = &cg_weapons[weaponNum]; + + // add the weapon + memset( &gun, 0, sizeof( gun ) ); + VectorCopy( parent->lightingOrigin, gun.lightingOrigin ); + gun.shadowPlane = parent->shadowPlane; + gun.renderfx = parent->renderfx; + + // set custom shading for railgun refire rate + if ( ps ) { + if ( cg.predictedPlayerState.weapon == WP_RAILGUN + && cg.predictedPlayerState.weaponstate == WEAPON_FIRING ) { + float f; + + f = (float)cg.predictedPlayerState.weaponTime / 1500; + gun.shaderRGBA[1] = 0; + gun.shaderRGBA[0] = + gun.shaderRGBA[2] = 255 * ( 1.0 - f ); + } else { + gun.shaderRGBA[0] = 255; + gun.shaderRGBA[1] = 255; + gun.shaderRGBA[2] = 255; + gun.shaderRGBA[3] = 255; + } + } + + gun.hModel = weapon->weaponModel; + if (!gun.hModel) { + return; + } + + if ( !ps ) { + // add weapon ready sound + cent->pe.lightningFiring = qfalse; + if ( ( cent->currentState.eFlags & EF_FIRING ) && weapon->firingSound ) { + // lightning gun and guantlet make a different sound when fire is held down + trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->firingSound ); + cent->pe.lightningFiring = qtrue; + } else if ( weapon->readySound ) { + trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->readySound ); + } + } + + CG_PositionEntityOnTag( &gun, parent, parent->hModel, "tag_weapon"); + + CG_AddWeaponWithPowerups( &gun, cent->currentState.powerups ); + + // add the spinning barrel + if( weapon->barrelModel ) { + memset( &barrel, 0, sizeof( barrel ) ); + VectorCopy( parent->lightingOrigin, barrel.lightingOrigin ); + barrel.shadowPlane = parent->shadowPlane; + barrel.renderfx = parent->renderfx; + + barrel.hModel = weapon->barrelModel; + angles[YAW] = 0; + angles[PITCH] = 0; + angles[ROLL] = CG_MachinegunSpinAngle( cent ); + AnglesToAxis( angles, barrel.axis ); + + CG_PositionRotatedEntityOnTag( &barrel, &gun, weapon->weaponModel, "tag_barrel" ); + + CG_AddWeaponWithPowerups( &barrel, cent->currentState.powerups ); + } + + // make sure we aren't looking at cg.predictedPlayerEntity for LG + nonPredictedCent = &cg_entities[cent->currentState.clientNum]; + + // if the index of the nonPredictedCent is not the same as the clientNum + // then this is a fake player (like on teh single player podiums), so + // go ahead and use the cent + if( ( nonPredictedCent - cg_entities ) != cent->currentState.clientNum ) { + nonPredictedCent = cent; + } + + // add the flash + if ( ( weaponNum == WP_LIGHTNING || weaponNum == WP_GAUNTLET || weaponNum == WP_GRAPPLING_HOOK ) + && ( nonPredictedCent->currentState.eFlags & EF_FIRING ) ) + { + // continuous flash + } else { + // impulse flash + if ( cg.time - cent->muzzleFlashTime > MUZZLE_FLASH_TIME && !cent->pe.railgunFlash ) { + return; + } + } + + memset( &flash, 0, sizeof( flash ) ); + VectorCopy( parent->lightingOrigin, flash.lightingOrigin ); + flash.shadowPlane = parent->shadowPlane; + flash.renderfx = parent->renderfx; + + flash.hModel = weapon->flashModel; + if (!flash.hModel) { + return; + } + angles[YAW] = 0; + angles[PITCH] = 0; + angles[ROLL] = crandom() * 10; + AnglesToAxis( angles, flash.axis ); + + // colorize the railgun blast + if ( weaponNum == WP_RAILGUN ) { + clientInfo_t *ci; + + ci = &cgs.clientinfo[ cent->currentState.clientNum ]; + flash.shaderRGBA[0] = 255 * ci->color[0]; + flash.shaderRGBA[1] = 255 * ci->color[1]; + flash.shaderRGBA[2] = 255 * ci->color[2]; + } + + CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->weaponModel, "tag_flash"); + trap_R_AddRefEntityToScene( &flash ); + + if ( ps || cg.renderingThirdPerson || + cent->currentState.number != cg.predictedPlayerState.clientNum ) { + // add lightning bolt + CG_LightningBolt( nonPredictedCent, flash.origin ); + + // add rail trail + CG_SpawnRailTrail( cent, flash.origin ); + + // make a dlight for the flash + if ( weapon->flashDlightColor[0] || weapon->flashDlightColor[1] || weapon->flashDlightColor[2] ) { + trap_R_AddLightToScene( flash.origin, 300 + (rand()&31), weapon->flashDlightColor[0], + weapon->flashDlightColor[1], weapon->flashDlightColor[2] ); + } + } +} + +/* +============== +CG_AddViewWeapon + +Add the weapon, and flash for the player's view +============== +*/ +void CG_AddViewWeapon( playerState_t *ps ) { + refEntity_t hand; + centity_t *cent; + clientInfo_t *ci; + float fovOffset; + vec3_t angles; + weaponInfo_t *weapon; + + if ( ps->persistant[PERS_TEAM] == TEAM_SPECTATOR ) { + return; + } + + if ( ps->pm_type == PM_INTERMISSION ) { + return; + } + + // 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; + + if ( cg.predictedPlayerState.eFlags & EF_FIRING ) { + // special hack for lightning gun... + VectorCopy( cg.refdef.vieworg, origin ); + VectorMA( origin, -8, cg.refdef.viewaxis[2], origin ); + CG_LightningBolt( &cg_entities[ps->clientNum], origin ); + } + return; + } + + // don't draw if testing a gun model + if ( cg.testGun ) { + return; + } + + // drop gun lower at higher fov + //if ( cg_fov.integer > 90 ) { + //TA: the client side variable isn't used ( shouldn't iD have done this anyway? ) + if( cg.refdef.fov_y > 90 ) + fovOffset = -0.2 * ( cg.refdef.fov_y - 90 ); + else + fovOffset = 0; + + cent = &cg.predictedPlayerEntity; // &cg_entities[cg.snap->ps.clientNum]; + CG_RegisterWeapon( ps->weapon ); + weapon = &cg_weapons[ ps->weapon ]; + + 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 ); + + 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 = weapon->handsModel; + hand.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON | RF_MINLIGHT; + + // add everything onto the hand + CG_AddPlayerWeapon( &hand, ps, &cg.predictedPlayerEntity ); +} + +/* +============================================================================== + +WEAPON SELECTION + +============================================================================== +*/ + +/* +=================== +CG_DrawWeaponSelect + +=================== +*/ +void CG_DrawWeaponSelect( void ) { + int i; + //int count; + int x, y, w; + char *name; + float *color; + int ammo, clips, maxclips; + + // don't display if dead + if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) { + return; + } + + color = CG_FadeColor( cg.weaponSelectTime, WEAPON_SELECT_TIME ); + if ( !color ) { + return; + } + trap_R_SetColor( color ); + + // showing weapon select clears pickup item display, but not the blend blob + cg.itemPickupTime = 0; + + /*// count the number of weapons owned + count = 0; + for ( i = WP_GAUNTLET; i < WP_NUM_WEAPONS; i++ ) { + if ( BG_gotWeapon( i, cg.snap->ps.stats ) ) { + count++; + } + }*/ + + //x = 320 - count * 20; + //y = 380; + + x = 10; + y = 10; + + for ( i = WP_GAUNTLET; i < WP_NUM_WEAPONS; i++ ) { + if( !BG_gotWeapon( i, cg.snap->ps.stats ) ) + continue; + + CG_RegisterWeapon( i ); + + // draw weapon icon + CG_DrawPic( x, y, 16, 16, cg_weapons[i].weaponIcon ); + + // draw selection marker + if ( i == cg.weaponSelect ) { + CG_DrawPic( x-2, y-2, 20, 20, cgs.media.selectShader ); + } + + BG_unpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips, &maxclips ); + + // no ammo cross on top + if ( !ammo && !clips && !BG_infiniteAmmo( i ) ) { + CG_DrawPic( x, y, 16, 16, cgs.media.noammoShader ); + } + + y += 20; + } + + for ( i = UP_TORCH; i < UP_NUM_UPGRADES; i++ ) { + if( !BG_gotItem( i, cg.snap->ps.stats ) ) + continue; + + CG_RegisterUpgrade( i ); + + // draw weapon icon + CG_DrawPic( x, y, 16, 16, cg_upgrades[i].upgradeIcon ); + + // draw selection marker + if ( i == ( cg.weaponSelect - 32 ) ) { + CG_DrawPic( x-2, y-2, 20, 20, cgs.media.selectShader ); + } + + y += 20; + } + + // draw the selected name + if( cg.weaponSelect <= 32 ) + { + if ( cg_weapons[ cg.weaponSelect ].item ) { + name = cg_weapons[ cg.weaponSelect ].item->pickup_name; + if ( name ) { + w = CG_DrawStrlen( name ) * BIGCHAR_WIDTH; + x = ( SCREEN_WIDTH - w ) / 2; + CG_DrawBigStringColor(x, y - 22, name, color); + } + } + } + else if( cg.weaponSelect > 32 ) + { + if ( cg_upgrades[ cg.weaponSelect - 32 ].item ) { + name = cg_upgrades[ cg.weaponSelect - 32 ].item->pickup_name; + if ( name ) { + w = CG_DrawStrlen( name ) * BIGCHAR_WIDTH; + x = ( SCREEN_WIDTH - w ) / 2; + CG_DrawBigStringColor(x, y - 22, name, color); + } + } + } + + trap_R_SetColor( NULL ); +} + + +/* +=============== +CG_WeaponSelectable +=============== +*/ +static qboolean CG_WeaponSelectable( int i ) +{ + int ammo, clips, maxclips; + + BG_unpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips, &maxclips ); + + if ( !ammo && !clips && !BG_infiniteAmmo( i ) ) { + return qfalse; + } + if ( !BG_gotWeapon( i, cg.snap->ps.stats ) ) { + return qfalse; + } + + return qtrue; +} + + +/* +=============== +CG_ItemSelectable +=============== +*/ +static qboolean CG_ItemSelectable( int i ) +{ + if( !BG_gotItem( i, cg.snap->ps.stats ) ) { + return qfalse; + } + + return qtrue; +} + + +/* +=============== +CG_NextWeapon_f +=============== +*/ +void CG_NextWeapon_f( void ) { + int i; + int original; + + if ( !cg.snap ) { + return; + } + if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) { + 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 == WP_GAUNTLET ) { + continue; // never cycle to gauntlet + }*/ + + if( cg.weaponSelect <= 32 ) + { + if ( CG_WeaponSelectable( cg.weaponSelect ) ) { + break; + } + } + else if( cg.weaponSelect > 32 ) + { + if ( CG_ItemSelectable( 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 ) { + 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 == WP_GAUNTLET ) { + continue; // never cycle to gauntlet + }*/ + if( cg.weaponSelect <= 32 ) + { + if ( CG_WeaponSelectable( cg.weaponSelect ) ) { + break; + } + } + else if( cg.weaponSelect > 32 ) + { + if ( CG_ItemSelectable( 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_gotWeapon( num, cg.snap->ps.stats ) ) { + return; // don't have the weapon + } + + cg.weaponSelect = num; +} + +/* +=================== +CG_OutOfAmmoChange + +The current weapon has just run out of ammo +=================== +*/ +void CG_OutOfAmmoChange( void ) { + int i; + + //TA: mwhaha, must manually change weapons + /*cg.weaponSelectTime = cg.time; + + for ( i = 31 ; i > 0 ; i-- ) { + if ( CG_WeaponSelectable( i ) ) { + cg.weaponSelect = i; + break; + } + }*/ +} + + + +/* +=================================================================================================== + +WEAPON EVENTS + +=================================================================================================== +*/ + +/* +================ +CG_FireWeapon + +Caused by an EV_FIRE_WEAPON event +================ +*/ +void CG_FireWeapon( centity_t *cent ) { + entityState_t *ent; + int c; + weaponInfo_t *weap; + + ent = ¢->currentState; + if ( ent->weapon == WP_NONE ) { + return; + } + if ( ent->weapon >= WP_NUM_WEAPONS ) { + CG_Error( "CG_FireWeapon: ent->weapon >= WP_NUM_WEAPONS" ); + return; + } + weap = &cg_weapons[ ent->weapon ]; + + // mark the entity as muzzle flashing, so when it is added it will + // append the flash to the weapon model + cent->muzzleFlashTime = cg.time; + + // lightning gun only does this this on initial press + if ( ent->weapon == WP_LIGHTNING ) { + if ( cent->pe.lightningFiring ) { + return; + } + } + + // play quad sound if needed + /*if ( cent->currentState.powerups & ( 1 << PW_QUAD ) ) { + trap_S_StartSound (NULL, cent->currentState.number, CHAN_ITEM, cgs.media.quadSound ); + }*/ + + // play a sound + for ( c = 0 ; c < 4 ; c++ ) { + if ( !weap->flashSound[c] ) { + break; + } + } + if ( c > 0 ) { + c = rand() % c; + if ( weap->flashSound[c] ) + { + trap_S_StartSound( NULL, ent->number, CHAN_WEAPON, weap->flashSound[c] ); + } + } + + // do brass ejection + if ( weap->ejectBrassFunc && cg_brassTime.integer > 0 ) { + weap->ejectBrassFunc( cent ); + } +} + + +/* +================= +CG_MissileHitWall + +Caused by an EV_MISSILE_MISS event, or directly by local bullet tracing +================= +*/ +void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, impactSound_t soundType ) { + qhandle_t mod; + qhandle_t mark; + qhandle_t shader; + sfxHandle_t sfx; + float radius; + float light; + vec3_t lightColor; + localEntity_t *le; + int r; + qboolean alphaFade; + qboolean isSprite; + int duration; + + mark = 0; + radius = 32; + sfx = 0; + mod = 0; + shader = 0; + light = 0; + lightColor[0] = 1; + lightColor[1] = 1; + lightColor[2] = 0; + + // set defaults + isSprite = qfalse; + duration = 600; + + switch ( weapon ) { + default: + case WP_LIGHTNING: + // no explosion at LG impact, it is added with the beam + r = rand() & 3; + if ( r < 2 ) { + sfx = cgs.media.sfx_lghit2; + } else if ( r == 2 ) { + sfx = cgs.media.sfx_lghit1; + } else { + sfx = cgs.media.sfx_lghit3; + } + mark = cgs.media.holeMarkShader; + radius = 12; + break; + case WP_GRENADE_LAUNCHER: + mod = cgs.media.dishFlashModel; + shader = cgs.media.grenadeExplosionShader; + sfx = cgs.media.sfx_rockexp; + mark = cgs.media.burnMarkShader; + radius = 64; + light = 300; + isSprite = qtrue; + break; + case WP_ROCKET_LAUNCHER: + mod = cgs.media.dishFlashModel; + shader = cgs.media.rocketExplosionShader; + sfx = cgs.media.sfx_rockexp; + mark = cgs.media.burnMarkShader; + radius = 64; + light = 300; + isSprite = qtrue; + duration = 1000; + lightColor[0] = 1; + lightColor[1] = 0.75; + lightColor[2] = 0.0; + break; + case WP_RAILGUN: + mod = cgs.media.ringFlashModel; + shader = cgs.media.railExplosionShader; + sfx = cgs.media.sfx_plasmaexp; + mark = cgs.media.energyMarkShader; + radius = 24; + break; + case WP_FLAMER: + mod = cgs.media.dishFlashModel; + shader = cgs.media.flameExplShader; + sfx = cgs.media.sfx_lghit2; + mark = cgs.media.burnMarkShader; + radius = 48; + isSprite = qtrue; + break; + case WP_PLASMAGUN: + mod = cgs.media.ringFlashModel; + shader = cgs.media.plasmaExplosionShader; + sfx = cgs.media.sfx_plasmaexp; + mark = cgs.media.energyMarkShader; + radius = 16; + break; + case WP_BFG: + mod = cgs.media.dishFlashModel; + shader = cgs.media.bfgExplosionShader; + sfx = cgs.media.sfx_rockexp; + mark = cgs.media.burnMarkShader; + radius = 32; + isSprite = qtrue; + break; + case WP_SHOTGUN: + mod = cgs.media.bulletFlashModel; + shader = cgs.media.bulletExplosionShader; + mark = cgs.media.bulletMarkShader; + sfx = 0; + radius = 4; + break; + case WP_MACHINEGUN: + mod = cgs.media.bulletFlashModel; + shader = cgs.media.bulletExplosionShader; + mark = cgs.media.bulletMarkShader; + case WP_CHAINGUN: + mod = cgs.media.bulletFlashModel; + shader = cgs.media.bulletExplosionShader; + mark = cgs.media.bulletMarkShader; + + r = rand() & 3; + if ( r < 2 ) { + sfx = cgs.media.sfx_ric1; + } else if ( r == 2 ) { + sfx = cgs.media.sfx_ric2; + } else { + sfx = cgs.media.sfx_ric3; + } + + radius = 8; + break; + } + + if ( sfx ) { + trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, sfx ); + } + + // + // create the explosion + // + if ( mod ) { + le = CG_MakeExplosion( origin, dir, + mod, shader, + duration, isSprite ); + le->light = light; + VectorCopy( lightColor, le->lightColor ); + if ( weapon == WP_RAILGUN ) { + // colorize with client color + VectorCopy( cgs.clientinfo[clientNum].color, le->color ); + } + } + + // + // impact mark + // + alphaFade = (mark == cgs.media.energyMarkShader); // plasma fades alpha, all others fade color + if ( weapon == WP_RAILGUN ) { + float *color; + + // colorize with client color + color = cgs.clientinfo[clientNum].color; + CG_ImpactMark( mark, origin, dir, random()*360, color[0],color[1], color[2],1, alphaFade, radius, qfalse ); + } else { + CG_ImpactMark( mark, origin, dir, random()*360, 1,1,1,1, alphaFade, radius, qfalse ); + } +} + + +/* +================= +CG_MissileHitPlayer +================= +*/ +void CG_MissileHitPlayer( int weapon, vec3_t origin, vec3_t dir, int entityNum ) { + CG_Bleed( origin, entityNum ); + + // some weapons will make an explosion with the blood, while + // others will just make the blood + switch ( weapon ) { + case WP_GRENADE_LAUNCHER: + case WP_ROCKET_LAUNCHER: + CG_MissileHitWall( weapon, 0, origin, dir, IMPACTSOUND_FLESH ); + break; + default: + break; + } +} + + + +/* +============================================================================ + +SHOTGUN TRACING + +============================================================================ +*/ + +/* +================ +CG_ShotgunPellet +================ +*/ +static void CG_ShotgunPellet( vec3_t start, vec3_t end, int skipNum ) { + trace_t tr; + int sourceContentType, destContentType; + + CG_Trace( &tr, start, NULL, NULL, end, skipNum, MASK_SHOT ); + + sourceContentType = trap_CM_PointContents( start, 0 ); + destContentType = trap_CM_PointContents( tr.endpos, 0 ); + + // FIXME: should probably move this cruft into CG_BubbleTrail + if ( sourceContentType == destContentType ) { + if ( sourceContentType & CONTENTS_WATER ) { + CG_BubbleTrail( start, tr.endpos, 32 ); + } + } else if ( sourceContentType & CONTENTS_WATER ) { + trace_t trace; + + trap_CM_BoxTrace( &trace, end, start, NULL, NULL, 0, CONTENTS_WATER ); + CG_BubbleTrail( start, trace.endpos, 32 ); + } else if ( destContentType & CONTENTS_WATER ) { + trace_t trace; + + trap_CM_BoxTrace( &trace, start, end, NULL, NULL, 0, CONTENTS_WATER ); + CG_BubbleTrail( tr.endpos, trace.endpos, 32 ); + } + + if ( tr.surfaceFlags & SURF_NOIMPACT ) { + return; + } + + if ( cg_entities[tr.entityNum].currentState.eType == ET_PLAYER ) { + CG_MissileHitPlayer( WP_SHOTGUN, tr.endpos, tr.plane.normal, tr.entityNum ); + } else { + if ( tr.surfaceFlags & SURF_NOIMPACT ) { + // SURF_NOIMPACT will not make a flame puff or a mark + return; + } + if ( tr.surfaceFlags & SURF_METALSTEPS ) { + CG_MissileHitWall( WP_SHOTGUN, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_METAL ); + } else { + CG_MissileHitWall( WP_SHOTGUN, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_DEFAULT ); + } + } +} + +/* +================ +CG_ShotgunPattern + +Perform the same traces the server did to locate the +hit splashes (FIXME: ranom seed isn't synce anymore) +================ +*/ +static void CG_ShotgunPattern( vec3_t origin, vec3_t origin2, int otherEntNum ) { + int i; + float r, u; + vec3_t end; + vec3_t forward, right, up; + + // 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 < DEFAULT_SHOTGUN_COUNT ; i++ ) { + r = crandom() * DEFAULT_SHOTGUN_SPREAD * 16; + u = crandom() * DEFAULT_SHOTGUN_SPREAD * 16; + VectorMA( origin, 8192 * 16, forward, end); + VectorMA (end, r, right, end); + VectorMA (end, u, up, end); + + CG_ShotgunPellet( origin, end, otherEntNum ); + } +} + +/* +============== +CG_ShotgunFire +============== +*/ +void CG_ShotgunFire( entityState_t *es ) { + vec3_t v; + int contents; + + VectorSubtract( es->origin2, es->pos.trBase, v ); + VectorNormalize( v ); + VectorScale( v, 32, v ); + VectorAdd( es->pos.trBase, v, v ); + if ( cgs.glconfig.hardwareType != GLHW_RAGEPRO ) { + // ragepro can't alpha fade, so don't even bother with smoke + vec3_t up; + + contents = trap_CM_PointContents( es->pos.trBase, 0 ); + if ( !( contents & CONTENTS_WATER ) ) { + VectorSet( up, 0, 0, 8 ); + CG_SmokePuff( v, up, 32, 1, 1, 1, 0.33f, 900, cg.time, 0, LEF_PUFF_DONT_SCALE, cgs.media.shotgunSmokePuffShader ); + } + } + CG_ShotgunPattern( es->pos.trBase, es->origin2, es->otherEntityNum ); +} + +/* +============================================================================ + +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 ) { + trace_t trace; + int sourceContentType, destContentType; + 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 ) ) { + sourceContentType = trap_CM_PointContents( start, 0 ); + destContentType = trap_CM_PointContents( end, 0 ); + + // do a complete bubble trail if necessary + if ( ( sourceContentType == destContentType ) && ( sourceContentType & CONTENTS_WATER ) ) { + CG_BubbleTrail( start, end, 32 ); + } + // bubble trail from water into air + else if ( ( sourceContentType & CONTENTS_WATER ) ) { + trap_CM_BoxTrace( &trace, end, start, NULL, NULL, 0, CONTENTS_WATER ); + CG_BubbleTrail( start, trace.endpos, 32 ); + } + // bubble trail from air into water + else if ( ( destContentType & CONTENTS_WATER ) ) { + trap_CM_BoxTrace( &trace, start, end, NULL, NULL, 0, CONTENTS_WATER ); + CG_BubbleTrail( trace.endpos, end, 32 ); + } + + // draw a tracer + if ( random() < cg_tracerChance.value ) { + CG_Tracer( start, end ); + } + } + } + + // impact splash and mark + if ( flesh ) { + CG_Bleed( end, fleshEntityNum ); + } else { + CG_MissileHitWall( WP_MACHINEGUN, 0, end, normal, IMPACTSOUND_DEFAULT ); + } + +} diff --git a/src/cgame/tr_types.h b/src/cgame/tr_types.h new file mode 100644 index 00000000..c1cd2264 --- /dev/null +++ b/src/cgame/tr_types.h @@ -0,0 +1,224 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program 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, or (at your option) + * any later version. + * + * This program 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 this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#ifndef __TR_TYPES_H +#define __TR_TYPES_H + + +#define MAX_DLIGHTS 32 // can't be increased, because bit flags are used on surfaces +#define MAX_ENTITIES 1023 // can't be increased without changing drawsurf bit packing + +// renderfx flags +#define RF_MINLIGHT 1 // allways have some light (viewmodel, some items) +#define RF_THIRD_PERSON 2 // don't draw through eyes, only mirrors (player bodies, chat sprites) +#define RF_FIRST_PERSON 4 // only draw through eyes (view weapon, damage blood blob) +#define RF_DEPTHHACK 8 // for view weapon Z crunching +#define RF_NOSHADOW 64 // don't add stencil shadows + +#define RF_LIGHTING_ORIGIN 128 // use refEntity->lightingOrigin instead of refEntity->origin + // for lighting. This allows entities to sink into the floor + // with their origin going solid, and allows all parts of a + // player to get the same lighting +#define RF_SHADOW_PLANE 256 // use refEntity->shadowPlane +#define RF_WRAP_FRAMES 512 // mod the model frames by the maxframes to allow continuous + // animation without needing to know the frame count + +// refdef flags +#define RDF_NOWORLDMODEL 1 // used for player configuration screen +#define RDF_HYPERSPACE 4 // teleportation effect + +typedef struct { + vec3_t xyz; + float st[2]; + byte modulate[4]; +} polyVert_t; + +typedef struct poly_s { + qhandle_t hShader; + int numVerts; + polyVert_t *verts; +} poly_t; + +typedef enum { + RT_MODEL, + RT_POLY, + RT_SPRITE, + RT_BEAM, + RT_RAIL_CORE, + RT_RAIL_RINGS, + RT_LIGHTNING, + RT_PORTALSURFACE, // doesn't draw anything, just info for portals + + RT_MAX_REF_ENTITY_TYPE +} refEntityType_t; + +typedef struct { + refEntityType_t reType; + int renderfx; + + qhandle_t hModel; // opaque type outside refresh + + // most recent data + vec3_t lightingOrigin; // so multi-part models can be lit identically (RF_LIGHTING_ORIGIN) + float shadowPlane; // projection shadows go here, stencils go slightly lower + + vec3_t axis[3]; // rotation vectors + qboolean nonNormalizedAxes; // axis are not normalized, i.e. they have scale + float origin[3]; // also used as MODEL_BEAM's "from" + int frame; // also used as MODEL_BEAM's diameter + + // previous data for frame interpolation + float oldorigin[3]; // also used as MODEL_BEAM's "to" + int oldframe; + float backlerp; // 0.0 = current, 1.0 = old + + // texturing + int skinNum; // inline skin index + qhandle_t customSkin; // NULL for default skin + qhandle_t customShader; // use one image for the entire thing + + // misc + byte shaderRGBA[4]; // colors used by rgbgen entity shaders + float shaderTexCoord[2]; // texture coordinates used by tcMod entity modifiers + float shaderTime; // subtracted from refdef time to control effect start times + + // extra sprite information + float radius; + float rotation; +} refEntity_t; + + +#define MAX_RENDER_STRINGS 8 +#define MAX_RENDER_STRING_LENGTH 32 + +typedef struct { + int x, y, width, height; + float fov_x, fov_y; + vec3_t vieworg; + vec3_t viewaxis[3]; // transformation matrix + + // time in milliseconds for shader effects and other time dependent rendering issues + int time; + + int rdflags; // RDF_NOWORLDMODEL, etc + + // 1 bits will prevent the associated area from rendering at all + byte areamask[MAX_MAP_AREA_BYTES]; + + // text messages for deform text shaders + char text[MAX_RENDER_STRINGS][MAX_RENDER_STRING_LENGTH]; +} refdef_t; + + +typedef enum { + STEREO_CENTER, + STEREO_LEFT, + STEREO_RIGHT +} stereoFrame_t; + + +/* +** glconfig_t +** +** Contains variables specific to the OpenGL configuration +** being run right now. These are constant once the OpenGL +** subsystem is initialized. +*/ +typedef enum { + TC_NONE, + TC_S3TC +} textureCompression_t; + +typedef enum { + GLDRV_ICD, // driver is integrated with window system + // WARNING: there are tests that check for + // > GLDRV_ICD for minidriverness, so this + // should always be the lowest value in this + // enum set + GLDRV_STANDALONE, // driver is a non-3Dfx standalone driver + GLDRV_VOODOO // driver is a 3Dfx standalone driver +} glDriverType_t; + +typedef enum { + GLHW_GENERIC, // where everthing works the way it should + GLHW_3DFX_2D3D, // Voodoo Banshee or Voodoo3, relevant since if this is + // the hardware type then there can NOT exist a secondary + // display adapter + GLHW_RIVA128, // where you can't interpolate alpha + GLHW_RAGEPRO, // where you can't modulate alpha on alpha textures + GLHW_PERMEDIA2 // where you don't have src*dst +} glHardwareType_t; + +typedef struct { + char renderer_string[MAX_STRING_CHARS]; + char vendor_string[MAX_STRING_CHARS]; + char version_string[MAX_STRING_CHARS]; + char extensions_string[BIG_INFO_STRING]; + + int maxTextureSize; // queried from GL + int maxActiveTextures; // multitexture ability + + int colorBits, depthBits, stencilBits; + + glDriverType_t driverType; + glHardwareType_t hardwareType; + + qboolean deviceSupportsGamma; + textureCompression_t textureCompression; + qboolean textureEnvAddAvailable; + + int vidWidth, vidHeight; + // aspect is the screen's physical width / height, which may be different + // than scrWidth / scrHeight if the pixels are non-square + // normal screens should be 4/3, but wide aspect monitors may be 16/9 + float windowAspect; + + int displayFrequency; + + // synonymous with "does rendering consume the entire screen?", therefore + // a Voodoo or Voodoo2 will have this set to TRUE, as will a Win32 ICD that + // used CDS. + qboolean isFullscreen; + qboolean stereoEnabled; + qboolean smpActive; // dual processor +} glconfig_t; + + +#if !defined _WIN32 + +#define _3DFX_DRIVER_NAME "libMesaVoodooGL.so" +#define OPENGL_DRIVER_NAME "libGL.so" + +#else + +#define _3DFX_DRIVER_NAME "3dfxvgl" +#define OPENGL_DRIVER_NAME "opengl32" + +#endif // !defined _WIN32 + + +#endif // __TR_TYPES_H |