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diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c
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+// 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, &cent->pe.legs, LEGS_TURN, speedScale );
+ } else {
+ CG_RunLerpFrame( ci, &cent->pe.legs, cent->currentState.legsAnim, speedScale );
+ }
+
+ *legsOld = cent->pe.legs.oldFrame;
+ *legs = cent->pe.legs.frame;
+ *legsBackLerp = cent->pe.legs.backlerp;
+
+ CG_RunLerpFrame( ci, &cent->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, &cent->pe.torso.yawAngle, &cent->pe.torso.yawing );
+ CG_SwingAngles( legsAngles[YAW], 40, 90, cg_swingSpeed.value, &cent->pe.legs.yawAngle, &cent->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, &cent->pe.torso.pitchAngle, &cent->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, &cent->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, &cent->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 ], &cent->pe.legs, cent->currentState.legsAnim );
+ CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ], &cent->pe.torso, cent->currentState.torsoAnim );
+
+ BG_EvaluateTrajectory( &cent->currentState.pos, cg.time, cent->lerpOrigin );
+ BG_EvaluateTrajectory( &cent->currentState.apos, cg.time, cent->lerpAngles );
+
+ VectorCopy( cent->lerpOrigin, cent->rawOrigin );
+ VectorCopy( cent->lerpAngles, cent->rawAngles );
+
+ memset( &cent->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( &cent->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 );
+ }
+}
+