diff options
Diffstat (limited to 'src/cgame/cg_players.c')
-rw-r--r-- | src/cgame/cg_players.c | 2092 |
1 files changed, 0 insertions, 2092 deletions
diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c deleted file mode 100644 index 2b1b42bf..00000000 --- a/src/cgame/cg_players.c +++ /dev/null @@ -1,2092 +0,0 @@ -// 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 ); - } -} - |