diff options
Diffstat (limited to 'src/cgame/cg_players.c')
-rw-r--r-- | src/cgame/cg_players.c | 2092 |
1 files changed, 2092 insertions, 0 deletions
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 ); + } +} + |