// Copyright (C) 1999-2000 Id Software, Inc. // // cg_weapons.c -- events and effects dealing with weapons /* * Portions Copyright (C) 2000-2001 Tim Angus * * This program is free software; you can redistribute it and/or modify it * under the terms of the OSML - Open Source Modification License v1.0 as * described in the file COPYING which is distributed with this source * code. * * 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. */ #include "cg_local.h" /* ================= CG_RegisterUpgrade The server says this item is used on this level ================= */ void CG_RegisterUpgrade( int upgradeNum ) { upgradeInfo_t *upgradeInfo; char *icon; upgradeInfo = &cg_upgrades[ upgradeNum ]; if( upgradeNum == 0 ) return; if( upgradeInfo->registered ) return; memset( upgradeInfo, 0, sizeof( *upgradeInfo ) ); upgradeInfo->registered = qtrue; if( !BG_FindNameForUpgrade( upgradeNum ) ) CG_Error( "Couldn't find upgrade %i", upgradeNum ); upgradeInfo->humanName = BG_FindHumanNameForUpgrade( upgradeNum ); //la la la la la, i'm not listening! if( upgradeNum == UP_GRENADE ) upgradeInfo->upgradeIcon = cg_weapons[ WP_GRENADE ].weaponIcon; else if( ( icon = BG_FindIconForUpgrade( upgradeNum ) ) ) upgradeInfo->upgradeIcon = trap_R_RegisterShader( icon ); } /* =============== CG_InitUpgrades Precaches upgrades =============== */ void CG_InitUpgrades( void ) { int i; memset( cg_upgrades, 0, sizeof( cg_upgrades ) ); for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) CG_RegisterUpgrade( i ); } /* =============== CG_ParseWeaponModeSection Parse a weapon mode section =============== */ static qboolean CG_ParseWeaponModeSection( weaponInfoMode_t *wim, char **text_p ) { char *token; int i; // read optional parameters while( 1 ) { token = COM_Parse( text_p ); if( !token ) break; if( !Q_stricmp( token, "" ) ) return qfalse; if( !Q_stricmp( token, "missileModel" ) ) { token = COM_Parse( text_p ); if( !token ) break; wim->missileModel = trap_R_RegisterModel( token ); if( !wim->missileModel ) CG_Printf( S_COLOR_RED "ERROR: missile model not found %s\n", token ); continue; } else if( !Q_stricmp( token, "missileSprite" ) ) { int size = 0; token = COM_Parse( text_p ); if( !token ) break; size = atoi( token ); if( size < 0 ) size = 0; token = COM_Parse( text_p ); if( !token ) break; wim->missileSprite = trap_R_RegisterShader( token ); wim->missileSpriteSize = size; wim->usesSpriteMissle = qtrue; if( !wim->missileSprite ) CG_Printf( S_COLOR_RED "ERROR: missile sprite not found %s\n", token ); continue; } else if( !Q_stricmp( token, "missileRotates" ) ) { wim->missileRotates = qtrue; continue; } else if( !Q_stricmp( token, "missileAnimates" ) ) { wim->missileAnimates = qtrue; token = COM_Parse( text_p ); if( !token ) break; wim->missileAnimStartFrame = atoi( token ); token = COM_Parse( text_p ); if( !token ) break; wim->missileAnimNumFrames = atoi( token ); token = COM_Parse( text_p ); if( !token ) break; wim->missileAnimFrameRate = atoi( token ); token = COM_Parse( text_p ); if( !token ) break; wim->missileAnimLooping = atoi( token ); continue; } else if( !Q_stricmp( token, "missileParticleSystem" ) ) { token = COM_Parse( text_p ); if( !token ) break; wim->missileParticleSystem = CG_RegisterParticleSystem( token ); if( !wim->missileParticleSystem ) CG_Printf( S_COLOR_RED "ERROR: missile particle system not found %s\n", token ); continue; } else if( !Q_stricmp( token, "missileTrailSystem" ) ) { token = COM_Parse( text_p ); if( !token ) break; wim->missileTrailSystem = CG_RegisterTrailSystem( token ); if( !wim->missileTrailSystem ) CG_Printf( S_COLOR_RED "ERROR: missile trail system not found %s\n", token ); continue; } else if( !Q_stricmp( token, "muzzleParticleSystem" ) ) { token = COM_Parse( text_p ); if( !token ) break; wim->muzzleParticleSystem = CG_RegisterParticleSystem( token ); if( !wim->muzzleParticleSystem ) CG_Printf( S_COLOR_RED "ERROR: muzzle particle system not found %s\n", token ); continue; } else if( !Q_stricmp( token, "impactParticleSystem" ) ) { token = COM_Parse( text_p ); if( !token ) break; wim->impactParticleSystem = CG_RegisterParticleSystem( token ); if( !wim->impactParticleSystem ) CG_Printf( S_COLOR_RED "ERROR: impact particle system not found %s\n", token ); continue; } else if( !Q_stricmp( token, "impactMark" ) ) { int size = 0; token = COM_Parse( text_p ); if( !token ) break; size = atoi( token ); if( size < 0 ) size = 0; token = COM_Parse( text_p ); if( !token ) break; wim->impactMark = trap_R_RegisterShader( token ); wim->impactMarkSize = size; if( !wim->impactMark ) CG_Printf( S_COLOR_RED "ERROR: impact mark shader not found %s\n", token ); continue; } else if( !Q_stricmp( token, "impactSound" ) ) { int index = 0; token = COM_Parse( text_p ); if( !token ) break; index = atoi( token ); if( index < 0 ) index = 0; else if( index > 3 ) index = 3; token = COM_Parse( text_p ); if( !token ) break; wim->impactSound[ index ] = trap_S_RegisterSound( token, qfalse ); continue; } else if( !Q_stricmp( token, "impactFleshSound" ) ) { int index = 0; token = COM_Parse( text_p ); if( !token ) break; index = atoi( token ); if( index < 0 ) index = 0; else if( index > 3 ) index = 3; token = COM_Parse( text_p ); if( !token ) break; wim->impactFleshSound[ index ] = trap_S_RegisterSound( token, qfalse ); continue; } else if( !Q_stricmp( token, "alwaysImpact" ) ) { wim->alwaysImpact = qtrue; continue; } else if( !Q_stricmp( token, "flashDLightColor" ) ) { for( i = 0 ; i < 3 ; i++ ) { token = COM_Parse( text_p ); if( !token ) break; wim->flashDlightColor[ i ] = atof( token ); } continue; } else if( !Q_stricmp( token, "continuousFlash" ) ) { wim->continuousFlash = qtrue; continue; } else if( !Q_stricmp( token, "missileDlightColor" ) ) { for( i = 0 ; i < 3 ; i++ ) { token = COM_Parse( text_p ); if( !token ) break; wim->missileDlightColor[ i ] = atof( token ); } continue; } else if( !Q_stricmp( token, "missileDlight" ) ) { int size = 0; token = COM_Parse( text_p ); if( !token ) break; size = atoi( token ); if( size < 0 ) size = 0; wim->missileDlight = size; continue; } else if( !Q_stricmp( token, "firingSound" ) ) { token = COM_Parse( text_p ); if( !token ) break; wim->firingSound = trap_S_RegisterSound( token, qfalse ); continue; } else if( !Q_stricmp( token, "missileSound" ) ) { token = COM_Parse( text_p ); if( !token ) break; wim->missileSound = trap_S_RegisterSound( token, qfalse ); continue; } else if( !Q_stricmp( token, "flashSound" ) ) { int index = 0; token = COM_Parse( text_p ); if( !token ) break; index = atoi( token ); if( index < 0 ) index = 0; else if( index > 3 ) index = 3; token = COM_Parse( text_p ); if( !token ) break; wim->flashSound[ index ] = trap_S_RegisterSound( token, qfalse ); continue; } else if( !Q_stricmp( token, "}" ) ) return qtrue; //reached the end of this weapon section else { CG_Printf( S_COLOR_RED "ERROR: unknown token '%s' in weapon section\n", token ); return qfalse; } } return qfalse; } /* ====================== CG_ParseWeaponFile Parses a configuration file describing a weapon ====================== */ static qboolean CG_ParseWeaponFile( const char *filename, weaponInfo_t *wi ) { char *text_p; int len; char *token; char text[ 20000 ]; fileHandle_t f; weaponMode_t weaponMode = WPM_NONE; // load the file len = trap_FS_FOpenFile( filename, &f, FS_READ ); if( len <= 0 ) return qfalse; if( len >= sizeof( text ) - 1 ) { CG_Printf( "File %s too long\n", filename ); return qfalse; } trap_FS_Read( text, len, f ); text[ len ] = 0; trap_FS_FCloseFile( f ); // parse the text text_p = text; // read optional parameters while( 1 ) { token = COM_Parse( &text_p ); if( !token ) break; if( !Q_stricmp( token, "" ) ) break; if( !Q_stricmp( token, "{" ) ) { if( weaponMode == WPM_NONE ) { CG_Printf( S_COLOR_RED "ERROR: weapon mode section started without a declaration\n" ); return qfalse; } else if( !CG_ParseWeaponModeSection( &wi->wim[ weaponMode ], &text_p ) ) { CG_Printf( S_COLOR_RED "ERROR: failed to parse weapon mode section\n" ); return qfalse; } //start parsing ejectors again weaponMode = WPM_NONE; continue; } else if( !Q_stricmp( token, "primary" ) ) { weaponMode = WPM_PRIMARY; continue; } else if( !Q_stricmp( token, "secondary" ) ) { weaponMode = WPM_SECONDARY; continue; } else if( !Q_stricmp( token, "tertiary" ) ) { weaponMode = WPM_TERTIARY; continue; } else if( !Q_stricmp( token, "weaponModel" ) ) { char path[ MAX_QPATH ]; token = COM_Parse( &text_p ); if( !token ) break; wi->weaponModel = trap_R_RegisterModel( token ); if( !wi->weaponModel ) CG_Printf( S_COLOR_RED "ERROR: weapon model not found %s\n", token ); strcpy( path, token ); COM_StripExtension( path, path ); strcat( path, "_flash.md3" ); wi->flashModel = trap_R_RegisterModel( path ); strcpy( path, token ); COM_StripExtension( path, path ); strcat( path, "_barrel.md3" ); wi->barrelModel = trap_R_RegisterModel( path ); strcpy( path, token ); COM_StripExtension( path, path ); strcat( path, "_hand.md3" ); wi->handsModel = trap_R_RegisterModel( path ); if( !wi->handsModel ) wi->handsModel = trap_R_RegisterModel( "models/weapons2/shotgun/shotgun_hand.md3" ); continue; } else if( !Q_stricmp( token, "idleSound" ) ) { token = COM_Parse( &text_p ); if( !token ) break; wi->readySound = trap_S_RegisterSound( token, qfalse ); continue; } else if( !Q_stricmp( token, "icon" ) ) { token = COM_Parse( &text_p ); if( !token ) break; wi->weaponIcon = wi->ammoIcon = trap_R_RegisterShader( token ); if( !wi->weaponIcon ) CG_Printf( S_COLOR_RED "ERROR: weapon icon not found %s\n", token ); continue; } else if( !Q_stricmp( token, "crosshair" ) ) { int size = 0; token = COM_Parse( &text_p ); if( !token ) break; size = atoi( token ); if( size < 0 ) size = 0; token = COM_Parse( &text_p ); if( !token ) break; wi->crossHair = trap_R_RegisterShader( token ); wi->crossHairSize = size; if( !wi->crossHair ) CG_Printf( S_COLOR_RED "ERROR: weapon crosshair not found %s\n", token ); continue; } else if( !Q_stricmp( token, "disableIn3rdPerson" ) ) { wi->disableIn3rdPerson = qtrue; continue; } Com_Printf( S_COLOR_RED "ERROR: unknown token '%s'\n", token ); return qfalse; } return qtrue; } /* ================= CG_RegisterWeapon ================= */ void CG_RegisterWeapon( int weaponNum ) { weaponInfo_t *weaponInfo; char path[ MAX_QPATH ]; vec3_t mins, maxs; int i; weaponInfo = &cg_weapons[ weaponNum ]; if( weaponNum == 0 ) return; if( weaponInfo->registered ) return; memset( weaponInfo, 0, sizeof( *weaponInfo ) ); weaponInfo->registered = qtrue; if( !BG_FindNameForWeapon( weaponNum ) ) CG_Error( "Couldn't find weapon %i", weaponNum ); Com_sprintf( path, MAX_QPATH, "models/weapons/%s/weapon.cfg", BG_FindNameForWeapon( weaponNum ) ); weaponInfo->humanName = BG_FindHumanNameForWeapon( weaponNum ); if( !CG_ParseWeaponFile( path, weaponInfo ) ) Com_Printf( S_COLOR_RED "ERROR: failed to parse %s\n", path ); // calc midpoint for rotation trap_R_ModelBounds( weaponInfo->weaponModel, mins, maxs ); for( i = 0 ; i < 3 ; i++ ) weaponInfo->weaponMidpoint[ i ] = mins[ i ] + 0.5 * ( maxs[ i ] - mins[ i ] ); //FIXME: for( i = WPM_NONE + 1; i < WPM_NUM_WEAPONMODES; i++ ) weaponInfo->wim[ i ].loopFireSound = qfalse; } /* =============== CG_InitWeapons Precaches weapons =============== */ void CG_InitWeapons( void ) { int i; memset( cg_weapons, 0, sizeof( cg_weapons ) ); for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) CG_RegisterWeapon( i ); cgs.media.level2ZapTS = CG_RegisterTrailSystem( "models/weapons/lev2zap/lightning" ); } /* ======================================================================================== VIEW WEAPON ======================================================================================== */ /* ================= CG_MapTorsoToWeaponFrame ================= */ static int CG_MapTorsoToWeaponFrame( clientInfo_t *ci, int frame ) { // change weapon if( frame >= ci->animations[ TORSO_DROP ].firstFrame && frame < ci->animations[ TORSO_DROP ].firstFrame + 9 ) return frame - ci->animations[ TORSO_DROP ].firstFrame + 6; // stand attack if( frame >= ci->animations[ TORSO_ATTACK ].firstFrame && frame < ci->animations[ TORSO_ATTACK ].firstFrame + 6 ) return 1 + frame - ci->animations[ TORSO_ATTACK ].firstFrame; // stand attack 2 if( frame >= ci->animations[ TORSO_ATTACK2 ].firstFrame && frame < ci->animations[ TORSO_ATTACK2 ].firstFrame + 6 ) return 1 + frame - ci->animations[ TORSO_ATTACK2 ].firstFrame; return 0; } /* ============== CG_CalculateWeaponPosition ============== */ static void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles ) { float scale; int delta; float fracsin; float bob; VectorCopy( cg.refdef.vieworg, origin ); VectorCopy( cg.refdefViewAngles, angles ); // on odd legs, invert some angles if( cg.bobcycle & 1 ) scale = -cg.xyspeed; else scale = cg.xyspeed; // gun angles from bobbing //TA: bob amount is class dependant bob = BG_FindBobForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] ); if( bob != 0 ) { angles[ ROLL ] += scale * cg.bobfracsin * 0.005; angles[ YAW ] += scale * cg.bobfracsin * 0.01; angles[ PITCH ] += cg.xyspeed * cg.bobfracsin * 0.005; } // drop the weapon when landing if( !BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_PCLASS ], SCA_NOWEAPONDRIFT ) ) { delta = cg.time - cg.landTime; if( delta < LAND_DEFLECT_TIME ) origin[ 2 ] += cg.landChange*0.25 * delta / LAND_DEFLECT_TIME; else if( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) origin[ 2 ] += cg.landChange*0.25 * ( LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta ) / LAND_RETURN_TIME; // idle drift scale = cg.xyspeed + 40; fracsin = sin( cg.time * 0.001 ); angles[ ROLL ] += scale * fracsin * 0.01; angles[ YAW ] += scale * fracsin * 0.01; angles[ PITCH ] += scale * fracsin * 0.01; } } /* ====================== CG_MachinegunSpinAngle ====================== */ #define SPIN_SPEED 0.9 #define COAST_TIME 1000 static float CG_MachinegunSpinAngle( centity_t *cent ) { int delta; float angle; float speed; delta = cg.time - cent->pe.barrelTime; if( cent->pe.barrelSpinning ) angle = cent->pe.barrelAngle + delta * SPIN_SPEED; else { if( delta > COAST_TIME ) delta = COAST_TIME; speed = 0.5 * ( SPIN_SPEED + (float)( COAST_TIME - delta ) / COAST_TIME ); angle = cent->pe.barrelAngle + delta * speed; } if( cent->pe.barrelSpinning == !( cent->currentState.eFlags & EF_FIRING ) ) { cent->pe.barrelTime = cg.time; cent->pe.barrelAngle = AngleMod( angle ); cent->pe.barrelSpinning = !!( cent->currentState.eFlags & EF_FIRING ); //TA: um? } return angle; } /* ============= CG_AddPlayerWeapon Used for both the view weapon (ps is valid) and the world modelother character models (ps is NULL) The main player will have this called for BOTH cases, so effects like light and sound should only be done on the world model case. ============= */ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent ) { refEntity_t gun; refEntity_t barrel; refEntity_t flash; vec3_t angles; weapon_t weaponNum; weaponMode_t weaponMode; weaponInfo_t *weapon; qboolean noGunModel; qboolean firing; weaponNum = cent->currentState.weapon; weaponMode = cent->currentState.generic1; if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES ) weaponMode = WPM_PRIMARY; if( ( ( cent->currentState.eFlags & EF_FIRING ) && weaponMode == WPM_PRIMARY ) || ( ( cent->currentState.eFlags & EF_FIRING2 ) && weaponMode == WPM_SECONDARY ) || ( ( cent->currentState.eFlags & EF_FIRING3 ) && weaponMode == WPM_TERTIARY ) ) firing = qtrue; else firing = qfalse; CG_RegisterWeapon( weaponNum ); weapon = &cg_weapons[ weaponNum ]; // add the weapon memset( &gun, 0, sizeof( gun ) ); VectorCopy( parent->lightingOrigin, gun.lightingOrigin ); gun.shadowPlane = parent->shadowPlane; gun.renderfx = parent->renderfx; // set custom shading for railgun refire rate if( ps ) { gun.shaderRGBA[ 0 ] = 255; gun.shaderRGBA[ 1 ] = 255; gun.shaderRGBA[ 2 ] = 255; gun.shaderRGBA[ 3 ] = 255; //set weapon[1/2]Time when respective buttons change state if( cg.weapon1Firing != ( cg.predictedPlayerState.eFlags & EF_FIRING ) ) { cg.weapon1Time = cg.time; cg.weapon1Firing = ( cg.predictedPlayerState.eFlags & EF_FIRING ); } if( cg.weapon2Firing != ( cg.predictedPlayerState.eFlags & EF_FIRING2 ) ) { cg.weapon2Time = cg.time; cg.weapon2Firing = ( cg.predictedPlayerState.eFlags & EF_FIRING2 ); } if( cg.weapon3Firing != ( cg.predictedPlayerState.eFlags & EF_FIRING3 ) ) { cg.weapon3Time = cg.time; cg.weapon3Firing = ( cg.predictedPlayerState.eFlags & EF_FIRING3 ); } } gun.hModel = weapon->weaponModel; noGunModel = ( ( !ps || cg.renderingThirdPerson ) && weapon->disableIn3rdPerson ) || !gun.hModel; if( !ps ) { // add weapon ready sound if( firing && weapon->wim[ weaponMode ].firingSound ) { trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->wim[ weaponMode ].firingSound ); } else if( weapon->readySound ) trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->readySound ); } if( !noGunModel ) { CG_PositionEntityOnTag( &gun, parent, parent->hModel, "tag_weapon" ); trap_R_AddRefEntityToScene( &gun ); // add the spinning barrel if( weapon->barrelModel ) { memset( &barrel, 0, sizeof( barrel ) ); VectorCopy( parent->lightingOrigin, barrel.lightingOrigin ); barrel.shadowPlane = parent->shadowPlane; barrel.renderfx = parent->renderfx; barrel.hModel = weapon->barrelModel; angles[ YAW ] = 0; angles[ PITCH ] = 0; angles[ ROLL ] = CG_MachinegunSpinAngle( cent ); AnglesToAxis( angles, barrel.axis ); CG_PositionRotatedEntityOnTag( &barrel, &gun, weapon->weaponModel, "tag_barrel" ); trap_R_AddRefEntityToScene( &barrel ); } } if( CG_IsParticleSystemValid( ¢->muzzlePS ) ) { if( ps || cg.renderingThirdPerson || cent->currentState.number != cg.predictedPlayerState.clientNum ) { if( noGunModel ) CG_SetAttachmentTag( ¢->muzzlePS->attachment, *parent, parent->hModel, "tag_weapon" ); else CG_SetAttachmentTag( ¢->muzzlePS->attachment, gun, weapon->weaponModel, "tag_flash" ); } //if the PS is infinite disable it when not firing if( !firing && CG_IsParticleSystemInfinite( cent->muzzlePS ) ) CG_DestroyParticleSystem( ¢->muzzlePS ); } // add the flash if( !weapon->wim[ weaponMode ].continuousFlash || !firing ) { // impulse flash if( cg.time - cent->muzzleFlashTime > MUZZLE_FLASH_TIME ) return; } memset( &flash, 0, sizeof( flash ) ); VectorCopy( parent->lightingOrigin, flash.lightingOrigin ); flash.shadowPlane = parent->shadowPlane; flash.renderfx = parent->renderfx; flash.hModel = weapon->flashModel; if( flash.hModel ) { angles[ YAW ] = 0; angles[ PITCH ] = 0; angles[ ROLL ] = crandom( ) * 10; AnglesToAxis( angles, flash.axis ); if( noGunModel ) CG_PositionRotatedEntityOnTag( &flash, parent, parent->hModel, "tag_weapon" ); else CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->weaponModel, "tag_flash" ); trap_R_AddRefEntityToScene( &flash ); } if( ps || cg.renderingThirdPerson || cent->currentState.number != cg.predictedPlayerState.clientNum ) { if( weapon->wim[ weaponMode ].muzzleParticleSystem && cent->muzzlePsTrigger ) { cent->muzzlePS = CG_SpawnNewParticleSystem( weapon->wim[ weaponMode ].muzzleParticleSystem ); if( CG_IsParticleSystemValid( ¢->muzzlePS ) ) { if( noGunModel ) CG_SetAttachmentTag( ¢->muzzlePS->attachment, *parent, parent->hModel, "tag_weapon" ); else CG_SetAttachmentTag( ¢->muzzlePS->attachment, gun, weapon->weaponModel, "tag_flash" ); CG_SetAttachmentCent( ¢->muzzlePS->attachment, cent ); CG_AttachToTag( ¢->muzzlePS->attachment ); } cent->muzzlePsTrigger = qfalse; } // make a dlight for the flash if( weapon->wim[ weaponMode ].flashDlightColor[ 0 ] || weapon->wim[ weaponMode ].flashDlightColor[ 1 ] || weapon->wim[ weaponMode ].flashDlightColor[ 2 ] ) { trap_R_AddLightToScene( flash.origin, 300 + ( rand( ) & 31 ), weapon->wim[ weaponMode ].flashDlightColor[ 0 ], weapon->wim[ weaponMode ].flashDlightColor[ 1 ], weapon->wim[ weaponMode ].flashDlightColor[ 2 ] ); } } } /* ============== CG_AddViewWeapon Add the weapon, and flash for the player's view ============== */ void CG_AddViewWeapon( playerState_t *ps ) { refEntity_t hand; centity_t *cent; clientInfo_t *ci; float fovOffset; vec3_t angles; weaponInfo_t *wi; weapon_t weapon = ps->weapon; weaponMode_t weaponMode = ps->generic1; if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES ) weaponMode = WPM_PRIMARY; CG_RegisterWeapon( weapon ); wi = &cg_weapons[ weapon ]; cent = &cg.predictedPlayerEntity; // &cg_entities[cg.snap->ps.clientNum]; if( ( ps->persistant[PERS_TEAM] == TEAM_SPECTATOR ) || ( ps->stats[ STAT_STATE ] & SS_INFESTING ) || ( ps->stats[ STAT_STATE ] & SS_HOVELING ) ) return; //TA: no weapon carried - can't draw it if( weapon == WP_NONE ) return; if( ps->pm_type == PM_INTERMISSION ) return; //TA: draw a prospective buildable infront of the player if( ( ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) > BA_NONE ) CG_GhostBuildable( ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ); if( weapon == WP_LUCIFER_CANNON && ps->stats[ STAT_MISC ] > 0 ) { if( ps->stats[ STAT_MISC ] > ( LCANNON_TOTAL_CHARGE - ( LCANNON_TOTAL_CHARGE / 3 ) ) ) trap_S_AddLoopingSound( ps->clientNum, ps->origin, vec3_origin, cgs.media.lCannonWarningSound ); } // no gun if in third person view if( cg.renderingThirdPerson ) return; // allow the gun to be completely removed if( !cg_drawGun.integer ) { vec3_t origin; VectorCopy( cg.refdef.vieworg, origin ); VectorMA( origin, -8, cg.refdef.viewaxis[ 2 ], origin ); if( cent->muzzlePS ) CG_SetAttachmentPoint( ¢->muzzlePS->attachment, origin ); //check for particle systems if( wi->wim[ weaponMode ].muzzleParticleSystem && cent->muzzlePsTrigger ) { cent->muzzlePS = CG_SpawnNewParticleSystem( wi->wim[ weaponMode ].muzzleParticleSystem ); if( CG_IsParticleSystemValid( ¢->muzzlePS ) ) { CG_SetAttachmentPoint( ¢->muzzlePS->attachment, origin ); CG_SetAttachmentCent( ¢->muzzlePS->attachment, cent ); CG_AttachToPoint( ¢->muzzlePS->attachment ); } cent->muzzlePsTrigger = qfalse; } return; } // don't draw if testing a gun model if( cg.testGun ) return; // drop gun lower at higher fov //if ( cg_fov.integer > 90 ) { //TA: the client side variable isn't used ( shouldn't iD have done this anyway? ) if( cg.refdef.fov_y > 90 ) fovOffset = -0.4 * ( cg.refdef.fov_y - 90 ); else fovOffset = 0; memset( &hand, 0, sizeof( hand ) ); // set up gun position CG_CalculateWeaponPosition( hand.origin, angles ); VectorMA( hand.origin, cg_gun_x.value, cg.refdef.viewaxis[ 0 ], hand.origin ); VectorMA( hand.origin, cg_gun_y.value, cg.refdef.viewaxis[ 1 ], hand.origin ); VectorMA( hand.origin, ( cg_gun_z.value + fovOffset ), cg.refdef.viewaxis[ 2 ], hand.origin ); if( weapon == WP_LUCIFER_CANNON && ps->stats[ STAT_MISC ] > 0 ) { float fraction = (float)ps->stats[ STAT_MISC ] / (float)LCANNON_TOTAL_CHARGE; VectorMA( hand.origin, random( ) * fraction, cg.refdef.viewaxis[ 0 ], hand.origin ); VectorMA( hand.origin, random( ) * fraction, cg.refdef.viewaxis[ 1 ], hand.origin ); } AnglesToAxis( angles, hand.axis ); // map torso animations to weapon animations if( cg_gun_frame.integer ) { // development tool hand.frame = hand.oldframe = cg_gun_frame.integer; hand.backlerp = 0; } else { // get clientinfo for animation map ci = &cgs.clientinfo[ cent->currentState.clientNum ]; hand.frame = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.frame ); hand.oldframe = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.oldFrame ); hand.backlerp = cent->pe.torso.backlerp; } hand.hModel = wi->handsModel; hand.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON | RF_MINLIGHT; // add everything onto the hand CG_AddPlayerWeapon( &hand, ps, &cg.predictedPlayerEntity ); } /* ============================================================================== WEAPON SELECTION ============================================================================== */ /* =============== CG_WeaponSelectable =============== */ static qboolean CG_WeaponSelectable( weapon_t weapon ) { //int ammo, clips; // //BG_UnpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips ); // //TA: this is a pain in the ass //if( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( i ) ) // return qfalse; if( !BG_InventoryContainsWeapon( weapon, cg.snap->ps.stats ) ) return qfalse; return qtrue; } /* =============== CG_UpgradeSelectable =============== */ static qboolean CG_UpgradeSelectable( upgrade_t upgrade ) { if( !BG_InventoryContainsUpgrade( upgrade, cg.snap->ps.stats ) ) return qfalse; return qtrue; } #define ICON_BORDER 4 /* =================== CG_DrawItemSelect =================== */ void CG_DrawItemSelect( rectDef_t *rect, vec4_t color ) { int i; int x = rect->x; int y = rect->y; int width = rect->w; int height = rect->h; int iconsize; int items[ 64 ]; int numItems = 0, selectedItem = 0; int length; int selectWindow; qboolean vertical; centity_t *cent; playerState_t *ps; cent = &cg_entities[ cg.snap->ps.clientNum ]; ps = &cg.snap->ps; // don't display if dead if( cg.predictedPlayerState.stats[ STAT_HEALTH ] <= 0 ) return; if( !( cg.snap->ps.pm_flags & PMF_FOLLOW ) ) { // first make sure that whatever it selected is actually selectable if( cg.weaponSelect <= 32 && !CG_WeaponSelectable( cg.weaponSelect ) ) CG_NextWeapon_f( ); else if( cg.weaponSelect > 32 && !CG_UpgradeSelectable( cg.weaponSelect ) ) CG_NextWeapon_f( ); } // showing weapon select clears pickup item display, but not the blend blob cg.itemPickupTime = 0; if( height > width ) { vertical = qtrue; iconsize = width; length = height / width; } else if( height <= width ) { vertical = qfalse; iconsize = height; length = width / height; } selectWindow = length / 2; for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) { if( !BG_InventoryContainsWeapon( i, cg.snap->ps.stats ) ) continue; if( i == cg.weaponSelect ) selectedItem = numItems; CG_RegisterWeapon( i ); items[ numItems ] = i; numItems++; } for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) { if( !BG_InventoryContainsUpgrade( i, cg.snap->ps.stats ) ) continue; if( i == cg.weaponSelect - 32 ) selectedItem = numItems; CG_RegisterUpgrade( i ); items[ numItems ] = i + 32; numItems++; } for( i = 0; i < length; i++ ) { int displacement = i - selectWindow; int item = displacement + selectedItem; if( ( item >= 0 ) && ( item < numItems ) ) { trap_R_SetColor( color ); if( items[ item ] <= 32 ) CG_DrawPic( x, y, iconsize, iconsize, cg_weapons[ items[ item ] ].weaponIcon ); else if( items[ item ] > 32 ) CG_DrawPic( x, y, iconsize, iconsize, cg_upgrades[ items[ item ] - 32 ].upgradeIcon ); trap_R_SetColor( NULL ); /* if( displacement == 0 ) CG_DrawPic( x, y, iconsize, iconsize, cgs.media.selectShader );*/ } if( vertical ) y += iconsize; else x += iconsize; } } /* =================== CG_DrawItemSelectText =================== */ void CG_DrawItemSelectText( rectDef_t *rect, float scale, int textStyle ) { int x, w; char *name; float *color; color = CG_FadeColor( cg.weaponSelectTime, WEAPON_SELECT_TIME ); if( !color ) return; trap_R_SetColor( color ); // draw the selected name if( cg.weaponSelect <= 32 ) { if( cg_weapons[ cg.weaponSelect ].registered && BG_InventoryContainsWeapon( cg.weaponSelect, cg.snap->ps.stats ) ) { if( ( name = cg_weapons[ cg.weaponSelect ].humanName ) ) { w = CG_Text_Width( name, scale, 0 ); x = rect->x + rect->w / 2; CG_Text_Paint( x - w / 2, rect->y + rect->h, scale, color, name, 0, 0, textStyle ); } } } else if( cg.weaponSelect > 32 ) { if( cg_upgrades[ cg.weaponSelect - 32 ].registered && BG_InventoryContainsUpgrade( cg.weaponSelect - 32, cg.snap->ps.stats ) ) { if( ( name = cg_upgrades[ cg.weaponSelect - 32 ].humanName ) ) { w = CG_Text_Width( name, scale, 0 ); x = rect->x + rect->w / 2; CG_Text_Paint( x - w / 2, rect->y + rect->h, scale, color, name, 0, 0, textStyle ); } } } trap_R_SetColor( NULL ); } /* =============== CG_NextWeapon_f =============== */ void CG_NextWeapon_f( void ) { int i; int original; if( !cg.snap ) return; if( cg.snap->ps.pm_flags & PMF_FOLLOW ) { trap_SendClientCommand( "followprev\n" ); return; } cg.weaponSelectTime = cg.time; original = cg.weaponSelect; for( i = 0; i < 64; i++ ) { cg.weaponSelect++; if( cg.weaponSelect == 64 ) cg.weaponSelect = 0; if( cg.weaponSelect <= 32 ) { if( CG_WeaponSelectable( cg.weaponSelect ) ) break; } else if( cg.weaponSelect > 32 ) { if( CG_UpgradeSelectable( cg.weaponSelect - 32 ) ) break; } } if( i == 64 ) cg.weaponSelect = original; } /* =============== CG_PrevWeapon_f =============== */ void CG_PrevWeapon_f( void ) { int i; int original; if( !cg.snap ) return; if( cg.snap->ps.pm_flags & PMF_FOLLOW ) { trap_SendClientCommand( "follownext\n" ); return; } cg.weaponSelectTime = cg.time; original = cg.weaponSelect; for( i = 0; i < 64; i++ ) { cg.weaponSelect--; if( cg.weaponSelect == -1 ) cg.weaponSelect = 63; if( cg.weaponSelect <= 32 ) { if( CG_WeaponSelectable( cg.weaponSelect ) ) break; } else if( cg.weaponSelect > 32 ) { if( CG_UpgradeSelectable( cg.weaponSelect - 32 ) ) break; } } if( i == 64 ) cg.weaponSelect = original; } /* =============== CG_Weapon_f =============== */ void CG_Weapon_f( void ) { int num; if( !cg.snap ) return; if( cg.snap->ps.pm_flags & PMF_FOLLOW ) return; num = atoi( CG_Argv( 1 ) ); if( num < 1 || num > 31 ) return; cg.weaponSelectTime = cg.time; if( !BG_InventoryContainsWeapon( num, cg.snap->ps.stats ) ) return; // don't have the weapon cg.weaponSelect = num; } /* =================================================================================================== WEAPON EVENTS =================================================================================================== */ /* ================ CG_FireWeapon Caused by an EV_FIRE_WEAPON event ================ */ void CG_FireWeapon( centity_t *cent, weaponMode_t weaponMode ) { entityState_t *es; int c; weaponInfo_t *wi; weapon_t weaponNum; es = ¢->currentState; weaponNum = es->weapon; if( weaponNum == WP_NONE ) return; if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES ) weaponMode = WPM_PRIMARY; if( weaponNum >= WP_NUM_WEAPONS ) { CG_Error( "CG_FireWeapon: ent->weapon >= WP_NUM_WEAPONS" ); return; } wi = &cg_weapons[ weaponNum ]; // mark the entity as muzzle flashing, so when it is added it will // append the flash to the weapon model cent->muzzleFlashTime = cg.time; if( wi->wim[ weaponMode ].muzzleParticleSystem ) { if( !CG_IsParticleSystemValid( ¢->muzzlePS ) || !CG_IsParticleSystemInfinite( cent->muzzlePS ) ) cent->muzzlePsTrigger = qtrue; } // play a sound for( c = 0; c < 4; c++ ) { if( !wi->wim[ weaponMode ].flashSound[ c ] ) break; } if( c > 0 ) { c = rand( ) % c; if( wi->wim[ weaponMode ].flashSound[ c ] ) trap_S_StartSound( NULL, es->number, CHAN_WEAPON, wi->wim[ weaponMode ].flashSound[ c ] ); } } /* ================= CG_MissileHitWall Caused by an EV_MISSILE_MISS event, or directly by local bullet tracing ================= */ void CG_MissileHitWall( weapon_t weaponNum, weaponMode_t weaponMode, int clientNum, vec3_t origin, vec3_t dir, impactSound_t soundType ) { qhandle_t mark = 0; qhandle_t ps = 0; int c; float radius = 1.0f; weaponInfo_t *weapon = &cg_weapons[ weaponNum ]; if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES ) weaponMode = WPM_PRIMARY; mark = weapon->wim[ weaponMode ].impactMark; radius = weapon->wim[ weaponMode ].impactMarkSize; ps = weapon->wim[ weaponMode ].impactParticleSystem; if( soundType == IMPACTSOUND_FLESH ) { //flesh sound for( c = 0; c < 4; c++ ) { if( !weapon->wim[ weaponMode ].impactFleshSound[ c ] ) break; } if( c > 0 ) { c = rand( ) % c; if( weapon->wim[ weaponMode ].impactFleshSound[ c ] ) trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, weapon->wim[ weaponMode ].impactFleshSound[ c ] ); } } else { //normal sound for( c = 0; c < 4; c++ ) { if( !weapon->wim[ weaponMode ].impactSound[ c ] ) break; } if( c > 0 ) { c = rand( ) % c; if( weapon->wim[ weaponMode ].impactSound[ c ] ) trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, weapon->wim[ weaponMode ].impactSound[ c ] ); } } //create impact particle system if( ps ) { particleSystem_t *partSystem = CG_SpawnNewParticleSystem( ps ); if( CG_IsParticleSystemValid( &partSystem ) ) { CG_SetAttachmentPoint( &partSystem->attachment, origin ); CG_SetParticleSystemNormal( partSystem, dir ); CG_AttachToPoint( &partSystem->attachment ); } } // // impact mark // if( radius > 0.0f ) CG_ImpactMark( mark, origin, dir, random( ) * 360, 1, 1, 1, 1, qfalse, radius, qfalse ); } /* ================= CG_MissileHitPlayer ================= */ void CG_MissileHitPlayer( weapon_t weaponNum, weaponMode_t weaponMode, vec3_t origin, vec3_t dir, int entityNum ) { vec3_t normal; weaponInfo_t *weapon = &cg_weapons[ weaponNum ]; VectorCopy( dir, normal ); VectorInverse( normal ); CG_Bleed( origin, normal, entityNum ); if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES ) weaponMode = WPM_PRIMARY; if( weapon->wim[ weaponMode ].alwaysImpact ) CG_MissileHitWall( weaponNum, weaponMode, 0, origin, dir, IMPACTSOUND_FLESH ); } /* ============================================================================ BULLETS ============================================================================ */ /* =============== CG_Tracer =============== */ void CG_Tracer( vec3_t source, vec3_t dest ) { vec3_t forward, right; polyVert_t verts[ 4 ]; vec3_t line; float len, begin, end; vec3_t start, finish; vec3_t midpoint; // tracer VectorSubtract( dest, source, forward ); len = VectorNormalize( forward ); // start at least a little ways from the muzzle if( len < 100 ) return; begin = 50 + random( ) * ( len - 60 ); end = begin + cg_tracerLength.value; if( end > len ) end = len; VectorMA( source, begin, forward, start ); VectorMA( source, end, forward, finish ); line[ 0 ] = DotProduct( forward, cg.refdef.viewaxis[ 1 ] ); line[ 1 ] = DotProduct( forward, cg.refdef.viewaxis[ 2 ] ); VectorScale( cg.refdef.viewaxis[ 1 ], line[ 1 ], right ); VectorMA( right, -line[ 0 ], cg.refdef.viewaxis[ 2 ], right ); VectorNormalize( right ); VectorMA( finish, cg_tracerWidth.value, right, verts[ 0 ].xyz ); verts[ 0 ].st[ 0 ] = 0; verts[ 0 ].st[ 1 ] = 1; verts[ 0 ].modulate[ 0 ] = 255; verts[ 0 ].modulate[ 1 ] = 255; verts[ 0 ].modulate[ 2 ] = 255; verts[ 0 ].modulate[ 3 ] = 255; VectorMA( finish, -cg_tracerWidth.value, right, verts[ 1 ].xyz ); verts[ 1 ].st[ 0 ] = 1; verts[ 1 ].st[ 1 ] = 0; verts[ 1 ].modulate[ 0 ] = 255; verts[ 1 ].modulate[ 1 ] = 255; verts[ 1 ].modulate[ 2 ] = 255; verts[ 1 ].modulate[ 3 ] = 255; VectorMA( start, -cg_tracerWidth.value, right, verts[ 2 ].xyz ); verts[ 2 ].st[ 0 ] = 1; verts[ 2 ].st[ 1 ] = 1; verts[ 2 ].modulate[ 0 ] = 255; verts[ 2 ].modulate[ 1 ] = 255; verts[ 2 ].modulate[ 2 ] = 255; verts[ 2 ].modulate[ 3 ] = 255; VectorMA( start, cg_tracerWidth.value, right, verts[ 3 ].xyz ); verts[ 3 ].st[ 0 ] = 0; verts[ 3 ].st[ 1 ] = 0; verts[ 3 ].modulate[ 0 ] = 255; verts[ 3 ].modulate[ 1 ] = 255; verts[ 3 ].modulate[ 2 ] = 255; verts[ 3 ].modulate[ 3 ] = 255; trap_R_AddPolyToScene( cgs.media.tracerShader, 4, verts ); midpoint[ 0 ] = ( start[ 0 ] + finish[ 0 ] ) * 0.5; midpoint[ 1 ] = ( start[ 1 ] + finish[ 1 ] ) * 0.5; midpoint[ 2 ] = ( start[ 2 ] + finish[ 2 ] ) * 0.5; // add the tracer sound trap_S_StartSound( midpoint, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.tracerSound ); } /* ====================== CG_CalcMuzzlePoint ====================== */ static qboolean CG_CalcMuzzlePoint( int entityNum, vec3_t muzzle ) { vec3_t forward; centity_t *cent; int anim; if( entityNum == cg.snap->ps.clientNum ) { VectorCopy( cg.snap->ps.origin, muzzle ); muzzle[ 2 ] += cg.snap->ps.viewheight; AngleVectors( cg.snap->ps.viewangles, forward, NULL, NULL ); VectorMA( muzzle, 14, forward, muzzle ); return qtrue; } cent = &cg_entities[entityNum]; if( !cent->currentValid ) return qfalse; VectorCopy( cent->currentState.pos.trBase, muzzle ); AngleVectors( cent->currentState.apos.trBase, forward, NULL, NULL ); anim = cent->currentState.legsAnim & ~ANIM_TOGGLEBIT; if( anim == LEGS_WALKCR || anim == LEGS_IDLECR ) muzzle[ 2 ] += CROUCH_VIEWHEIGHT; else muzzle[ 2 ] += DEFAULT_VIEWHEIGHT; VectorMA( muzzle, 14, forward, muzzle ); return qtrue; } /* ====================== CG_Bullet Renders bullet effects. ====================== */ void CG_Bullet( vec3_t end, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum ) { vec3_t start; // if the shooter is currently valid, calc a source point and possibly // do trail effects if( sourceEntityNum >= 0 && cg_tracerChance.value > 0 ) { if( CG_CalcMuzzlePoint( sourceEntityNum, start ) ) { // draw a tracer if( random( ) < cg_tracerChance.value ) CG_Tracer( start, end ); } } // impact splash and mark if( flesh ) CG_Bleed( end, normal, fleshEntityNum ); else CG_MissileHitWall( WP_MACHINEGUN, WPM_PRIMARY, 0, end, normal, IMPACTSOUND_DEFAULT ); } /* ============================================================================ SHOTGUN TRACING ============================================================================ */ /* ================ CG_ShotgunPattern Perform the same traces the server did to locate the hit splashes ================ */ static void CG_ShotgunPattern( vec3_t origin, vec3_t origin2, int seed, int otherEntNum ) { int i; float r, u; vec3_t end; vec3_t forward, right, up; trace_t tr; // derive the right and up vectors from the forward vector, because // the client won't have any other information VectorNormalize2( origin2, forward ); PerpendicularVector( right, forward ); CrossProduct( forward, right, up ); // generate the "random" spread pattern for( i = 0; i < SHOTGUN_PELLETS; i++ ) { r = Q_crandom( &seed ) * SHOTGUN_SPREAD * 16; u = Q_crandom( &seed ) * SHOTGUN_SPREAD * 16; VectorMA( origin, 8192 * 16, forward, end ); VectorMA( end, r, right, end ); VectorMA( end, u, up, end ); CG_Trace( &tr, origin, NULL, NULL, end, otherEntNum, MASK_SHOT ); if( !( tr.surfaceFlags & SURF_NOIMPACT ) ) { if( cg_entities[ tr.entityNum ].currentState.eType == ET_PLAYER ) CG_MissileHitPlayer( WP_SHOTGUN, WPM_PRIMARY, tr.endpos, tr.plane.normal, tr.entityNum ); else if( tr.surfaceFlags & SURF_METALSTEPS ) CG_MissileHitWall( WP_SHOTGUN, WPM_PRIMARY, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_METAL ); else CG_MissileHitWall( WP_SHOTGUN, WPM_PRIMARY, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_DEFAULT ); } } } /* ============== CG_ShotgunFire ============== */ void CG_ShotgunFire( entityState_t *es ) { vec3_t v; VectorSubtract( es->origin2, es->pos.trBase, v ); VectorNormalize( v ); VectorScale( v, 32, v ); VectorAdd( es->pos.trBase, v, v ); CG_ShotgunPattern( es->pos.trBase, es->origin2, es->eventParm, es->otherEntityNum ); }