// 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 Lesser General Public License as published by * the Free Software Foundation; either version 2.1, 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 Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser 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 LGPL 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_PLAYER_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 && ilegsSkin = 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( int pclass ) { int i; clientInfo_t *match; char *modelName; modelName = BG_FindModelNameForClass( pclass ); for ( i = PCL_NONE + 1 ; i < PCL_NUM_CLASSES; i++ ) { match = &cgs.corpseinfo[ i ]; if ( !match->infoValid ) continue; if ( match->deferred ) continue; if ( !Q_stricmp( modelName, match->modelName ) /*&& !Q_stricmp( modelName, match->skinName )*/ ) { // this clientinfo is identical, so use it's handles return i; } } //something has gone horribly 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 ]; //CG_Printf( "%d %d\n", clientNum, (clientNum - MAX_CLIENTS ) ); configstring = CG_ConfigString( clientNum + CS_PRECACHES ); 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_PLAYER_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"); if( cent->currentState.legsAnim & ANIM_WALLCLIMBING && !( cent->currentState.eFlags & EF_DEAD ) && !( cg.intermissionStarted ) ) AnglesToAxis( cent->lerpAngles, torso.axis ); 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"); if( cent->currentState.legsAnim & ANIM_WALLCLIMBING && !( cent->currentState.eFlags & EF_DEAD ) && !( cg.intermissionStarted ) ) AnglesToAxis( cent->lerpAngles, head.axis ); 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 corpseNum; int renderfx; qboolean shadow; float shadowPlane; vec3_t origin, liveZ, deadZ; corpseNum = CG_GetCorpseNum( cent->currentState.clientNum ); if ( corpseNum < 0 || corpseNum >= MAX_CLIENTS ) CG_Error( "Bad corpseNum on corpse entity: %d", corpseNum ); ci = &cgs.corpseinfo[ corpseNum ]; // 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) ); VectorCopy( cent->lerpOrigin, origin ); BG_FindBBoxForClass( cent->currentState.clientNum, liveZ, NULL, NULL, deadZ, NULL ); origin[ 2 ] -= ( liveZ[ 2 ] - deadZ[ 2 ] ); // 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( origin, legs.origin ); VectorCopy( origin, 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( origin, 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( origin, 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 ); } }