// 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_MachineGunEjectBrass ========================== */ static void CG_MachineGunEjectBrass( centity_t *cent ) { localEntity_t *le; refEntity_t *re; vec3_t velocity, xvelocity; vec3_t offset, xoffset; float waterScale = 1.0f; vec3_t v[3]; if ( cg_brassTime.integer <= 0 ) { return; } le = CG_AllocLocalEntity(); re = &le->refEntity; velocity[0] = 0; velocity[1] = -50 + 40 * crandom(); velocity[2] = 100 + 50 * crandom(); le->leType = LE_FRAGMENT; le->startTime = cg.time; le->endTime = le->startTime + cg_brassTime.integer + ( cg_brassTime.integer / 4 ) * random(); le->pos.trType = TR_GRAVITY; le->pos.trTime = cg.time - (rand()&15); AnglesToAxis( cent->lerpAngles, v ); offset[0] = 8; offset[1] = -4; offset[2] = 24; xoffset[0] = offset[0] * v[0][0] + offset[1] * v[1][0] + offset[2] * v[2][0]; xoffset[1] = offset[0] * v[0][1] + offset[1] * v[1][1] + offset[2] * v[2][1]; xoffset[2] = offset[0] * v[0][2] + offset[1] * v[1][2] + offset[2] * v[2][2]; VectorAdd( cent->lerpOrigin, xoffset, re->origin ); VectorCopy( re->origin, le->pos.trBase ); if ( CG_PointContents( re->origin, -1 ) & CONTENTS_WATER ) { waterScale = 0.10f; } xvelocity[0] = velocity[0] * v[0][0] + velocity[1] * v[1][0] + velocity[2] * v[2][0]; xvelocity[1] = velocity[0] * v[0][1] + velocity[1] * v[1][1] + velocity[2] * v[2][1]; xvelocity[2] = velocity[0] * v[0][2] + velocity[1] * v[1][2] + velocity[2] * v[2][2]; VectorScale( xvelocity, waterScale, le->pos.trDelta ); AxisCopy( axisDefault, re->axis ); re->hModel = cgs.media.machinegunBrassModel; le->bounceFactor = 0.4 * waterScale; le->angles.trType = TR_LINEAR; le->angles.trTime = cg.time; le->angles.trBase[0] = rand()&31; le->angles.trBase[1] = rand()&31; le->angles.trBase[2] = rand()&31; le->angles.trDelta[0] = 2; le->angles.trDelta[1] = 1; le->angles.trDelta[2] = 0; le->leFlags = LEF_TUMBLE; le->leBounceSoundType = LEBS_BRASS; le->leMarkType = LEMT_NONE; } /* ========================== CG_ShotgunEjectBrass ========================== */ static void CG_ShotgunEjectBrass( centity_t *cent ) { localEntity_t *le; refEntity_t *re; vec3_t velocity, xvelocity; vec3_t offset, xoffset; vec3_t v[3]; int i; if ( cg_brassTime.integer <= 0 ) { return; } for ( i = 0; i < 2; i++ ) { float waterScale = 1.0f; le = CG_AllocLocalEntity(); re = &le->refEntity; velocity[0] = 60 + 60 * crandom(); if ( i == 0 ) { velocity[1] = 40 + 10 * crandom(); } else { velocity[1] = -40 + 10 * crandom(); } velocity[2] = 100 + 50 * crandom(); le->leType = LE_FRAGMENT; le->startTime = cg.time; le->endTime = le->startTime + cg_brassTime.integer*3 + cg_brassTime.integer * random(); le->pos.trType = TR_GRAVITY; le->pos.trTime = cg.time; AnglesToAxis( cent->lerpAngles, v ); offset[0] = 8; offset[1] = 0; offset[2] = 24; xoffset[0] = offset[0] * v[0][0] + offset[1] * v[1][0] + offset[2] * v[2][0]; xoffset[1] = offset[0] * v[0][1] + offset[1] * v[1][1] + offset[2] * v[2][1]; xoffset[2] = offset[0] * v[0][2] + offset[1] * v[1][2] + offset[2] * v[2][2]; VectorAdd( cent->lerpOrigin, xoffset, re->origin ); VectorCopy( re->origin, le->pos.trBase ); if ( CG_PointContents( re->origin, -1 ) & CONTENTS_WATER ) { waterScale = 0.10f; } xvelocity[0] = velocity[0] * v[0][0] + velocity[1] * v[1][0] + velocity[2] * v[2][0]; xvelocity[1] = velocity[0] * v[0][1] + velocity[1] * v[1][1] + velocity[2] * v[2][1]; xvelocity[2] = velocity[0] * v[0][2] + velocity[1] * v[1][2] + velocity[2] * v[2][2]; VectorScale( xvelocity, waterScale, le->pos.trDelta ); AxisCopy( axisDefault, re->axis ); re->hModel = cgs.media.shotgunBrassModel; le->bounceFactor = 0.3f; le->angles.trType = TR_LINEAR; le->angles.trTime = cg.time; le->angles.trBase[0] = rand()&31; le->angles.trBase[1] = rand()&31; le->angles.trBase[2] = rand()&31; le->angles.trDelta[0] = 1; le->angles.trDelta[1] = 0.5; le->angles.trDelta[2] = 0; le->leFlags = LEF_TUMBLE; le->leBounceSoundType = LEBS_BRASS; le->leMarkType = LEMT_NONE; } } /* ========================== CG_RailTrail ========================== */ void CG_RailTrail( vec3_t start, vec3_t end ) { vec3_t axis[36], move, move2, next_move, vec, temp; float len; int i, j, skip; localEntity_t *le; refEntity_t *re; #define RADIUS 4 #define ROTATION 1 #define SPACING 5 start[2] -= 4; VectorCopy (start, move); VectorSubtract (end, start, vec); len = VectorNormalize (vec); PerpendicularVector(temp, vec); for (i = 0 ; i < 36; i++) { RotatePointAroundVector(axis[i], vec, temp, i * 10);//banshee 2.4 was 10 } le = CG_AllocLocalEntity(); re = &le->refEntity; le->leType = LE_FADE_RGB; le->startTime = cg.time; le->endTime = cg.time + cg_railTrailTime.value; le->lifeRate = 1.0 / ( le->endTime - le->startTime ); re->shaderTime = cg.time / 1000.0f; re->reType = RT_RAIL_CORE; re->customShader = cgs.media.railCoreShader; VectorCopy( start, re->origin ); VectorCopy( end, re->oldorigin ); re->shaderRGBA[0] = 255; re->shaderRGBA[1] = 255; re->shaderRGBA[2] = 255; re->shaderRGBA[3] = 255; le->color[0] = 0.75f; le->color[1] = 0.75f; le->color[2] = 0.75f; le->color[3] = 1.0f; AxisClear( re->axis ); VectorMA(move, 20, vec, move); VectorCopy(move, next_move); VectorScale (vec, SPACING, vec); if (cg_oldRail.integer != 0) { // nudge down a bit so it isn't exactly in center re->origin[2] -= 8; re->oldorigin[2] -= 8; return; } skip = -1; j = 18; for (i = 0; i < len; i += SPACING) { if (i != skip) { skip = i + SPACING; le = CG_AllocLocalEntity(); re = &le->refEntity; le->leFlags = LEF_PUFF_DONT_SCALE; le->leType = LE_MOVE_SCALE_FADE; le->startTime = cg.time; le->endTime = cg.time + (i>>1) + 600; le->lifeRate = 1.0 / (le->endTime - le->startTime); re->shaderTime = cg.time / 1000.0f; re->reType = RT_SPRITE; re->radius = 1.1f; re->customShader = cgs.media.railRingsShader; re->shaderRGBA[0] = 255; re->shaderRGBA[1] = 255; re->shaderRGBA[2] = 255; re->shaderRGBA[3] = 255; le->color[0] = 0.75f; le->color[1] = 0.75f; le->color[2] = 0.75f; le->color[3] = 1.0f; le->pos.trType = TR_LINEAR; le->pos.trTime = cg.time; VectorCopy( move, move2); VectorMA(move2, RADIUS , axis[j], move2); VectorCopy(move2, le->pos.trBase); le->pos.trDelta[0] = axis[j][0]*6; le->pos.trDelta[1] = axis[j][1]*6; le->pos.trDelta[2] = axis[j][2]*6; } VectorAdd (move, vec, move); j = j + ROTATION < 36 ? j + ROTATION : (j + ROTATION) % 36; } } /* ========================== CG_TeslaTrail ========================== */ void CG_TeslaTrail( vec3_t start, vec3_t end ) { localEntity_t *le; refEntity_t *re; start[ 2 ] += 12; //nudge up a bit so the bolt comes from the sphere //add a bunch of bolt segments le = CG_AllocLocalEntity(); re = &le->refEntity; le->leType = LE_FADE_RGB; le->startTime = cg.time; le->endTime = cg.time + cg_teslaTrailTime.value; le->lifeRate = 1.0 / ( le->endTime - le->startTime ); re->shaderTime = cg.time / 1000.0f; re->reType = RT_RAIL_CORE; re->customShader = cgs.media.lightningShader; VectorCopy( start, re->origin ); VectorCopy( end, re->oldorigin ); re->shaderRGBA[0] = 255; re->shaderRGBA[1] = 255; re->shaderRGBA[2] = 255; re->shaderRGBA[3] = 255; le->color[0] = 1.0f; le->color[1] = 1.0f; le->color[2] = 1.0f; le->color[3] = 1.0f; AxisClear( re->axis ); } /* ========================== CG_RocketTrail ========================== */ static void CG_RocketTrail( centity_t *ent, const weaponInfo_t *wi ) { int step; vec3_t origin, lastPos; int t; int startTime, contents; int lastContents; entityState_t *es; vec3_t up; localEntity_t *smoke; if ( cg_noProjectileTrail.integer ) { return; } up[0] = 0; up[1] = 0; up[2] = 0; step = 50; es = &ent->currentState; startTime = ent->trailTime; t = step * ( (startTime + step) / step ); BG_EvaluateTrajectory( &es->pos, cg.time, origin ); contents = CG_PointContents( origin, -1 ); // if object (e.g. grenade) is stationary, don't toss up smoke if ( es->pos.trType == TR_STATIONARY ) { ent->trailTime = cg.time; return; } BG_EvaluateTrajectory( &es->pos, ent->trailTime, lastPos ); lastContents = CG_PointContents( lastPos, -1 ); ent->trailTime = cg.time; if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) { if ( contents & lastContents & CONTENTS_WATER ) { CG_BubbleTrail( lastPos, origin, 8 ); } return; } for ( ; t <= ent->trailTime ; t += step ) { BG_EvaluateTrajectory( &es->pos, t, lastPos ); smoke = CG_SmokePuff( lastPos, up, wi->trailRadius, 1, 1, 1, 0.33f, wi->wiTrailTime, t, 0, 0, cgs.media.smokePuffShader ); // use the optimized local entity add smoke->leType = LE_SCALE_FADE; } } /* ========================== CG_PlasmaTrail ========================== */ static void CG_PlasmaTrail( centity_t *cent, const weaponInfo_t *wi ) { localEntity_t *le; refEntity_t *re; entityState_t *es; vec3_t velocity, xvelocity, origin; vec3_t offset, xoffset; vec3_t v[3]; int t, startTime, step; float waterScale = 1.0f; if ( cg_noProjectileTrail.integer || cg_oldPlasma.integer ) { return; } step = 50; es = ¢->currentState; startTime = cent->trailTime; t = step * ( (startTime + step) / step ); BG_EvaluateTrajectory( &es->pos, cg.time, origin ); le = CG_AllocLocalEntity(); re = &le->refEntity; velocity[0] = 60 - 120 * crandom(); velocity[1] = 40 - 80 * crandom(); velocity[2] = 100 - 200 * crandom(); le->leType = LE_MOVE_SCALE_FADE; le->leFlags = LEF_TUMBLE; le->leBounceSoundType = LEBS_NONE; le->leMarkType = LEMT_NONE; le->startTime = cg.time; le->endTime = le->startTime + 600; le->pos.trType = TR_GRAVITY; le->pos.trTime = cg.time; AnglesToAxis( cent->lerpAngles, v ); offset[0] = 2; offset[1] = 2; offset[2] = 2; xoffset[0] = offset[0] * v[0][0] + offset[1] * v[1][0] + offset[2] * v[2][0]; xoffset[1] = offset[0] * v[0][1] + offset[1] * v[1][1] + offset[2] * v[2][1]; xoffset[2] = offset[0] * v[0][2] + offset[1] * v[1][2] + offset[2] * v[2][2]; VectorAdd( origin, xoffset, re->origin ); VectorCopy( re->origin, le->pos.trBase ); if ( CG_PointContents( re->origin, -1 ) & CONTENTS_WATER ) { waterScale = 0.10f; } xvelocity[0] = velocity[0] * v[0][0] + velocity[1] * v[1][0] + velocity[2] * v[2][0]; xvelocity[1] = velocity[0] * v[0][1] + velocity[1] * v[1][1] + velocity[2] * v[2][1]; xvelocity[2] = velocity[0] * v[0][2] + velocity[1] * v[1][2] + velocity[2] * v[2][2]; VectorScale( xvelocity, waterScale, le->pos.trDelta ); AxisCopy( axisDefault, re->axis ); re->shaderTime = cg.time / 1000.0f; re->reType = RT_SPRITE; re->radius = 0.25f; re->customShader = cgs.media.railRingsShader; le->bounceFactor = 0.3f; re->shaderRGBA[0] = wi->flashDlightColor[0] * 63; re->shaderRGBA[1] = wi->flashDlightColor[1] * 63; re->shaderRGBA[2] = wi->flashDlightColor[2] * 63; re->shaderRGBA[3] = 63; le->color[0] = wi->flashDlightColor[0] * 0.2; le->color[1] = wi->flashDlightColor[1] * 0.2; le->color[2] = wi->flashDlightColor[2] * 0.2; le->color[3] = 0.25f; le->angles.trType = TR_LINEAR; le->angles.trTime = cg.time; le->angles.trBase[0] = rand()&31; le->angles.trBase[1] = rand()&31; le->angles.trBase[2] = rand()&31; le->angles.trDelta[0] = 1; le->angles.trDelta[1] = 0.5; le->angles.trDelta[2] = 0; } /* ========================== CG_GrappleTrail ========================== */ void CG_GrappleTrail( centity_t *ent, const weaponInfo_t *wi ) { vec3_t origin; entityState_t *es; vec3_t forward, up; refEntity_t beam; es = &ent->currentState; BG_EvaluateTrajectory( &es->pos, cg.time, origin ); ent->trailTime = cg.time; memset( &beam, 0, sizeof( beam ) ); //FIXME adjust for muzzle position VectorCopy ( cg_entities[ ent->currentState.otherEntityNum ].lerpOrigin, beam.origin ); beam.origin[2] += 26; AngleVectors( cg_entities[ ent->currentState.otherEntityNum ].lerpAngles, forward, NULL, up ); VectorMA( beam.origin, -6, up, beam.origin ); VectorCopy( origin, beam.oldorigin ); if (Distance( beam.origin, beam.oldorigin ) < 64 ) return; // Don't draw if close beam.reType = RT_LIGHTNING; beam.customShader = cgs.media.lightningShader; AxisClear( beam.axis ); beam.shaderRGBA[0] = 0xff; beam.shaderRGBA[1] = 0xff; beam.shaderRGBA[2] = 0xff; beam.shaderRGBA[3] = 0xff; trap_R_AddRefEntityToScene( &beam ); } /* ========================== CG_GrenadeTrail ========================== */ static void CG_GrenadeTrail( centity_t *ent, const weaponInfo_t *wi ) { CG_RocketTrail( ent, wi ); } /* ================= CG_RegisterUpgrade The server says this item is used on this level ================= */ void CG_RegisterUpgrade( int upgradeNum ) { upgradeInfo_t *upgradeInfo; char path[MAX_QPATH]; int i; 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 ); if( icon = BG_FindIconForUpgrade( upgradeNum ) ) upgradeInfo->upgradeIcon = trap_R_RegisterShader( icon ); } /* =============== CG_InitUpgrades Precaches upgrades =============== */ void CG_InitUpgrades( ) { int i; memset( cg_upgrades, 0, sizeof( cg_upgrades ) ); for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) CG_RegisterUpgrade( i ); } /* ================= CG_RegisterWeapon The server says this item is used on this level ================= */ void CG_RegisterWeapon( int weaponNum ) { weaponInfo_t *weaponInfo; char path[MAX_QPATH]; vec3_t mins, maxs; int i; char *icon, *model; 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 ); weaponInfo->humanName = BG_FindHumanNameForWeapon( weaponNum ); // load cmodel before model so filecache works if( model = BG_FindModelsForWeapon( weaponNum, 0 ) ) weaponInfo->weaponModel = trap_R_RegisterModel( model ); // 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] ); if( icon = BG_FindIconForWeapon( weaponNum ) ) { weaponInfo->weaponIcon = trap_R_RegisterShader( icon ); weaponInfo->ammoIcon = trap_R_RegisterShader( icon ); } strcpy( path, model ); COM_StripExtension( path, path ); strcat( path, "_flash.md3" ); weaponInfo->flashModel = trap_R_RegisterModel( path ); strcpy( path, model ); COM_StripExtension( path, path ); strcat( path, "_barrel.md3" ); weaponInfo->barrelModel = trap_R_RegisterModel( path ); strcpy( path, model ); COM_StripExtension( path, path ); strcat( path, "_hand.md3" ); weaponInfo->handsModel = trap_R_RegisterModel( path ); if ( !weaponInfo->handsModel ) { weaponInfo->handsModel = trap_R_RegisterModel( "models/weapons2/shotgun/shotgun_hand.md3" ); } weaponInfo->loopFireSound = qfalse; switch( weaponNum ) { case WP_TESLAGEN: case WP_AREA_ZAP: case WP_DIRECT_ZAP: MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f ); weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/melee/fsthum.wav", qfalse ); weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/lightning/lg_hum.wav", qfalse ); weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/lightning/lg_fire.wav", qfalse ); cgs.media.lightningShader = trap_R_RegisterShader( "models/ammo/tesla/tesla_bolt"); cgs.media.lightningExplosionModel = trap_R_RegisterModel( "models/weaphits/crackle.md3" ); cgs.media.sfx_lghit = trap_S_RegisterSound( "sound/weapons/lightning/lg_fire.wav", qfalse ); break; case WP_MACHINEGUN: MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 ); weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf1b.wav", qfalse ); weaponInfo->flashSound[1] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf2b.wav", qfalse ); weaponInfo->flashSound[2] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf3b.wav", qfalse ); weaponInfo->flashSound[3] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf4b.wav", qfalse ); weaponInfo->ejectBrassFunc = CG_MachineGunEjectBrass; cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" ); break; case WP_MASS_DRIVER: MAKERGB( weaponInfo->flashDlightColor, 0, 0, 1 ); weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf1b.wav", qfalse ); weaponInfo->flashSound[1] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf2b.wav", qfalse ); weaponInfo->flashSound[2] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf3b.wav", qfalse ); weaponInfo->flashSound[3] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf4b.wav", qfalse ); break; case WP_CHAINGUN: MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 ); weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf1b.wav", qfalse ); weaponInfo->flashSound[1] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf2b.wav", qfalse ); weaponInfo->flashSound[2] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf3b.wav", qfalse ); weaponInfo->flashSound[3] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf4b.wav", qfalse ); weaponInfo->ejectBrassFunc = CG_MachineGunEjectBrass; cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" ); break; case WP_LOCKBLOB_LAUNCHER: weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/trapper/trapper.md3" ); /* weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/rocket/rockfly.wav", qfalse ); weaponInfo->missileTrailFunc = CG_RocketTrail; weaponInfo->missileDlight = 200; weaponInfo->wiTrailTime = 2000; weaponInfo->trailRadius = 64; MAKERGB( weaponInfo->missileDlightColor, 1, 0.75f, 0 ); MAKERGB( weaponInfo->flashDlightColor, 1, 0.75f, 0 );*/ weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/rocket/rocklf1a.wav", qfalse ); /*cgs.media.rocketExplosionShader = trap_R_RegisterShader( "rocketExplosion" );*/ break; case WP_FLAMER: weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/flamer/fireloop.wav", qfalse ); MAKERGB( weaponInfo->flashDlightColor, 0.25, 0.1, 0 ); //weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/railgun/railgf1a.wav", qfalse ); /*cgs.media.flameExplShader = trap_R_RegisterShader( "rocketExplosion" );*/ break; case WP_PLASMAGUN: weaponInfo->missileTrailFunc = CG_PlasmaTrail; weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/plasma/lasfly.wav", qfalse ); MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f ); weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/plasma/hyprbf1a.wav", qfalse ); cgs.media.plasmaExplosionShader = trap_R_RegisterShader( "plasmaExplosion" ); cgs.media.railRingsShader = trap_R_RegisterShader( "railDisc" ); break; case WP_PULSE_RIFLE: weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/plasma/lasfly.wav", qfalse ); MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f ); weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/plasma/hyprbf1a.wav", qfalse ); cgs.media.plasmaExplosionShader = trap_R_RegisterShader( "plasmaExplosion" ); cgs.media.railRingsShader = trap_R_RegisterShader( "railDisc" ); break; case WP_VENOM: MAKERGB( weaponInfo->flashDlightColor, 0, 0, 0 ); weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse ); break; case WP_GRAB_CLAW: MAKERGB( weaponInfo->flashDlightColor, 0, 0, 0 ); weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse ); break; case WP_POUNCE: MAKERGB( weaponInfo->flashDlightColor, 0, 0, 0 ); weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse ); break; case WP_ABUILD: case WP_ABUILD2: case WP_HBUILD: case WP_HBUILD2: //nowt break; default: MAKERGB( weaponInfo->flashDlightColor, 1, 1, 1 ); weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/rocket/rocklf1a.wav", qfalse ); break; } } /* =============== CG_InitWeapons Precaches weapons =============== */ void CG_InitWeapons( ) { int i; memset( cg_weapons, 0, sizeof( cg_weapons ) ); for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) CG_RegisterWeapon( i ); } /* ======================================================================================== 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_ATTACK].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; } //TA: huh? why drop the weapon when stair climbing... just as well this isn't actually used :) #if 0 // drop the weapon when stair climbing delta = cg.time - cg.stepTime; if ( delta < STEP_TIME/2 ) { origin[2] -= cg.stepChange*0.25 * delta / (STEP_TIME/2); } else if ( delta < STEP_TIME ) { origin[2] -= cg.stepChange*0.25 * (STEP_TIME - delta) / (STEP_TIME/2); } #endif // 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_LightningBolt Origin will be the exact tag point, which is slightly different than the muzzle point used for determining hits. The cent should be the non-predicted cent if it is from the player, so the endpoint will reflect the simulated strike (lagging the predicted angle) =============== */ static void CG_LightningBolt( centity_t *cent, vec3_t origin ) { trace_t trace; refEntity_t beam; vec3_t forward; vec3_t muzzlePoint, endPoint; if ( cent->currentState.weapon != WP_TESLAGEN ) { return; } memset( &beam, 0, sizeof( beam ) ); // CPMA "true" lightning if ((cent->currentState.number == cg.predictedPlayerState.clientNum) && (cg_trueLightning.value != 0)) { vec3_t angle; int i; for (i = 0; i < 3; i++) { float a = cent->lerpAngles[i] - cg.refdefViewAngles[i]; if (a > 180) { a -= 360; } if (a < -180) { a += 360; } angle[i] = cg.refdefViewAngles[i] + a * (1.0 - cg_trueLightning.value); if (angle[i] < 0) { angle[i] += 360; } if (angle[i] > 360) { angle[i] -= 360; } } AngleVectors(angle, forward, NULL, NULL ); VectorCopy(cent->lerpOrigin, muzzlePoint ); // VectorCopy(cg.refdef.vieworg, muzzlePoint ); } else { // !CPMA AngleVectors( cent->lerpAngles, forward, NULL, NULL ); VectorCopy(cent->lerpOrigin, muzzlePoint ); } // FIXME: crouch muzzlePoint[2] += DEFAULT_VIEWHEIGHT; VectorMA( muzzlePoint, 14, forward, muzzlePoint ); // project forward by the lightning range VectorMA( muzzlePoint, LIGHTNING_RANGE, forward, endPoint ); // see if it hit a wall CG_Trace( &trace, muzzlePoint, vec3_origin, vec3_origin, endPoint, cent->currentState.number, MASK_SHOT ); // this is the endpoint VectorCopy( trace.endpos, beam.oldorigin ); // use the provided origin, even though it may be slightly // different than the muzzle origin VectorCopy( origin, beam.origin ); beam.reType = RT_LIGHTNING; beam.customShader = cgs.media.lightningShader; trap_R_AddRefEntityToScene( &beam ); // add the impact flare if it hit something if ( trace.fraction < 1.0 ) { vec3_t angles; vec3_t dir; VectorSubtract( beam.oldorigin, beam.origin, dir ); VectorNormalize( dir ); memset( &beam, 0, sizeof( beam ) ); beam.hModel = cgs.media.lightningExplosionModel; VectorMA( trace.endpos, -16, dir, beam.origin ); // make a random orientation angles[0] = rand() % 360; angles[1] = rand() % 360; angles[2] = rand() % 360; AnglesToAxis( angles, beam.axis ); trap_R_AddRefEntityToScene( &beam ); } } /* =============== CG_FlameTrail =============== */ static void CG_FlameTrail( centity_t *cent, vec3_t origin ) { vec3_t forward, right, up; vec3_t muzzlePoint; vec3_t velocity; vec3_t pVelocity; if( cent->currentState.weapon != WP_FLAMER ) return; //not time for the next ball yet if( cg.time < cent->flamerTime ) return; if( cent->currentState.clientNum == cg.predictedPlayerState.clientNum && !cg.renderingThirdPerson ) { AngleVectors( cg.refdefViewAngles, forward, right, up ); VectorCopy( cg.refdef.vieworg, muzzlePoint ); VectorScale( cg.predictedPlayerState.velocity, FIREBALL_LAG, pVelocity ); } else { AngleVectors( cent->lerpAngles, forward, right, up ); VectorCopy( cent->lerpOrigin, muzzlePoint ); //FIXME: this is gonna look weird when crouching muzzlePoint[ 2 ] += DEFAULT_VIEWHEIGHT; VectorScale( cent->currentState.pos.trDelta, FIREBALL_LAG, pVelocity ); } VectorMA( pVelocity, FIREBALL_SPEED, forward, velocity ); //FIXME: tweak these numbers when (if?) the flamer model is done VectorMA( muzzlePoint, 24.0f, forward, muzzlePoint ); VectorMA( muzzlePoint, 6.0f, right, muzzlePoint ); VectorMA( muzzlePoint, -6.0f, up, muzzlePoint ); CG_LaunchSprite( muzzlePoint, velocity, vec3_origin, 0.1f, 4.0f, 40.0f, 255.0f, 255.0f, rand( ) % 360, cg.time, FIREBALL_LIFETIME, cgs.media.flameShader[ 0 ], qfalse, qfalse ); //set next ball time cent->flamerTime = cg.time + FIREBALL_GAP; } /* =============== CG_SpawnRailTrail Origin will be the exact tag point, which is slightly different than the muzzle point used for determining hits. =============== */ static void CG_SpawnRailTrail( centity_t *cent, vec3_t origin ) { /* if ( cent->currentState.weapon != WP_RAILGUN ) return; if ( !cent->pe.railgunFlash ) return; cent->pe.railgunFlash = qtrue; CG_RailTrail( origin, cent->pe.railgunImpact );*/ } /* ====================== 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); } return angle; } /* ======================== CG_AddWeaponWithPowerups ======================== */ static void CG_AddWeaponWithPowerups( refEntity_t *gun, int powerups ) { // add powerup effects /*if ( powerups & ( 1 << PW_INVIS ) ) { gun->customShader = cgs.media.invisShader; trap_R_AddRefEntityToScene( gun ); } else*/ { trap_R_AddRefEntityToScene( gun ); /*if ( powerups & ( 1 << PW_BATTLESUIT ) ) { gun->customShader = cgs.media.battleWeaponShader; trap_R_AddRefEntityToScene( gun ); } if ( powerups & ( 1 << PW_QUAD ) ) { gun->customShader = cgs.media.quadWeaponShader; trap_R_AddRefEntityToScene( gun ); }*/ } } /* ============= 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; weaponInfo_t *weapon; centity_t *nonPredictedCent; weaponNum = cent->currentState.weapon; 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 ) { /* if ( cg.predictedPlayerState.weapon == WP_RAILGUN && cg.predictedPlayerState.weaponstate == WEAPON_FIRING ) { float f; f = (float)cg.predictedPlayerState.weaponTime / 1500; gun.shaderRGBA[1] = 0; gun.shaderRGBA[0] = gun.shaderRGBA[2] = 255 * ( 1.0 - f ); } else*/ { 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 ); } } gun.hModel = weapon->weaponModel; if (!gun.hModel) { return; } if ( !ps ) { // add weapon ready sound cent->pe.lightningFiring = qfalse; if ( ( cent->currentState.eFlags & EF_FIRING ) && weapon->firingSound ) { // lightning gun and guantlet make a different sound when fire is held down trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->firingSound ); cent->pe.lightningFiring = qtrue; } else if ( weapon->readySound ) { trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->readySound ); } } CG_PositionEntityOnTag( &gun, parent, parent->hModel, "tag_weapon"); CG_AddWeaponWithPowerups( &gun, cent->currentState.powerups ); // 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" ); CG_AddWeaponWithPowerups( &barrel, cent->currentState.powerups ); } // make sure we aren't looking at cg.predictedPlayerEntity for LG nonPredictedCent = &cg_entities[cent->currentState.clientNum]; // if the index of the nonPredictedCent is not the same as the clientNum // then this is a fake player (like on teh single player podiums), so // go ahead and use the cent if( ( nonPredictedCent - cg_entities ) != cent->currentState.clientNum ) { nonPredictedCent = cent; } // add the flash if ( ( weaponNum == WP_TESLAGEN || weaponNum == WP_FLAMER ) && ( nonPredictedCent->currentState.eFlags & EF_FIRING ) ) { // continuous flash } else { // impulse flash if ( cg.time - cent->muzzleFlashTime > MUZZLE_FLASH_TIME && !cent->pe.railgunFlash ) { 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) { return; } angles[YAW] = 0; angles[PITCH] = 0; angles[ROLL] = crandom() * 10; AnglesToAxis( angles, flash.axis ); // colorize the railgun blast /* if ( weaponNum == WP_RAILGUN ) { clientInfo_t *ci; ci = &cgs.clientinfo[ cent->currentState.clientNum ]; flash.shaderRGBA[0] = 255 * ci->color1[0]; flash.shaderRGBA[1] = 255 * ci->color1[1]; flash.shaderRGBA[2] = 255 * ci->color1[2]; }*/ CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->weaponModel, "tag_flash"); trap_R_AddRefEntityToScene( &flash ); if ( ps || cg.renderingThirdPerson || cent->currentState.number != cg.predictedPlayerState.clientNum ) { // add lightning bolt CG_LightningBolt( nonPredictedCent, flash.origin ); CG_FlameTrail( nonPredictedCent, flash.origin ); // add rail trail CG_SpawnRailTrail( cent, flash.origin ); // make a dlight for the flash if ( weapon->flashDlightColor[0] || weapon->flashDlightColor[1] || weapon->flashDlightColor[2] ) { trap_R_AddLightToScene( flash.origin, 300 + (rand()&31), weapon->flashDlightColor[0], weapon->flashDlightColor[1], weapon->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 *weapon; 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( ps->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 ); // 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; if ( cg.predictedPlayerState.eFlags & EF_FIRING ) { // special hack for lightning gun... // TA: and flamer VectorCopy( cg.refdef.vieworg, origin ); VectorMA( origin, -8, cg.refdef.viewaxis[2], origin ); CG_LightningBolt( &cg_entities[ps->clientNum], origin ); CG_FlameTrail( &cg_entities[ps->clientNum], origin ); } 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; cent = &cg.predictedPlayerEntity; // &cg_entities[cg.snap->ps.clientNum]; CG_RegisterWeapon( ps->weapon ); weapon = &cg_weapons[ ps->weapon ]; 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 ); 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 = weapon->handsModel; hand.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON | RF_MINLIGHT; // add everything onto the hand CG_AddPlayerWeapon( &hand, ps, &cg.predictedPlayerEntity ); } /* ============================================================================== WEAPON SELECTION ============================================================================== */ /* =================== CG_DrawWeaponSelect =================== */ void CG_DrawWeaponSelect( void ) { int i; //int count; int x, y, w; char *name; float *color; int ammo, clips, maxclips; // don't display if dead if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) { return; } color = CG_FadeColor( cg.weaponSelectTime, WEAPON_SELECT_TIME ); if ( !color ) { return; } trap_R_SetColor( color ); // showing weapon select clears pickup item display, but not the blend blob cg.itemPickupTime = 0; /*// count the number of weapons owned count = 0; for ( i = WP_GAUNTLET; i < WP_NUM_WEAPONS; i++ ) { if ( BG_gotWeapon( i, cg.snap->ps.stats ) ) { count++; } }*/ //x = 320 - count * 20; //y = 380; x = 10; y = 10; for ( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) { if( !BG_gotWeapon( i, cg.snap->ps.stats ) ) continue; CG_RegisterWeapon( i ); // draw weapon icon CG_DrawPic( x, y, 16, 16, cg_weapons[i].weaponIcon ); // draw selection marker if ( i == cg.weaponSelect ) { CG_DrawPic( x-2, y-2, 20, 20, cgs.media.selectShader ); } BG_unpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips, &maxclips ); // no ammo cross on top if ( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( i ) ) { CG_DrawPic( x, y, 16, 16, cgs.media.noammoShader ); } y += 20; } for ( i = UP_TORCH; i < UP_NUM_UPGRADES; i++ ) { if( !BG_gotItem( i, cg.snap->ps.stats ) ) continue; CG_RegisterUpgrade( i ); // draw weapon icon CG_DrawPic( x, y, 16, 16, cg_upgrades[i].upgradeIcon ); // draw selection marker if ( i == ( cg.weaponSelect - 32 ) ) { CG_DrawPic( x-2, y-2, 20, 20, cgs.media.selectShader ); } y += 20; } //TA: yuck! :) if( y == 10 ) { trap_R_SetColor( NULL ); return; } // draw the selected name if( cg.weaponSelect <= 32 ) { if( cg_weapons[ cg.weaponSelect ].registered ) { name = cg_weapons[ cg.weaponSelect ].humanName; if ( name ) { w = CG_DrawStrlen( name ) * BIGCHAR_WIDTH; x = ( SCREEN_WIDTH - w ) / 2; CG_DrawBigStringColor(x, y - 22, name, color); } } } else if( cg.weaponSelect > 32 ) { if( cg_upgrades[ cg.weaponSelect - 32 ].registered ) { name = cg_upgrades[ cg.weaponSelect - 32 ].humanName; if ( name ) { w = CG_DrawStrlen( name ) * BIGCHAR_WIDTH; x = ( SCREEN_WIDTH - w ) / 2; CG_DrawBigStringColor(x, y - 22, name, color); } } } trap_R_SetColor( NULL ); } /* =============== CG_WeaponSelectable =============== */ static qboolean CG_WeaponSelectable( int i ) { int ammo, clips, maxclips; BG_unpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips, &maxclips ); if ( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( i ) ) { return qfalse; } if ( !BG_gotWeapon( i, cg.snap->ps.stats ) ) { return qfalse; } return qtrue; } /* =============== CG_ItemSelectable =============== */ static qboolean CG_ItemSelectable( int i ) { if( !BG_gotItem( i, cg.snap->ps.stats ) ) { return qfalse; } return qtrue; } /* =============== CG_NextWeapon_f =============== */ void CG_NextWeapon_f( void ) { int i; int original; if ( !cg.snap ) { return; } if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) { 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 == WP_GAUNTLET ) { continue; // never cycle to gauntlet }*/ if( cg.weaponSelect <= 32 ) { if ( CG_WeaponSelectable( cg.weaponSelect ) ) { break; } } else if( cg.weaponSelect > 32 ) { if ( CG_ItemSelectable( 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 ) { 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 == WP_GAUNTLET ) { continue; // never cycle to gauntlet }*/ if( cg.weaponSelect <= 32 ) { if ( CG_WeaponSelectable( cg.weaponSelect ) ) { break; } } else if( cg.weaponSelect > 32 ) { if ( CG_ItemSelectable( 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_gotWeapon( num, cg.snap->ps.stats ) ) { return; // don't have the weapon } cg.weaponSelect = num; } /* =================== CG_OutOfAmmoChange The current weapon has just run out of ammo =================== */ void CG_OutOfAmmoChange( void ) { int i; //TA: mwhaha, must manually change weapons /*cg.weaponSelectTime = cg.time; for ( i = 31 ; i > 0 ; i-- ) { if ( CG_WeaponSelectable( i ) ) { cg.weaponSelect = i; break; } }*/ } /* =================================================================================================== WEAPON EVENTS =================================================================================================== */ /* ================ CG_FireWeapon Caused by an EV_FIRE_WEAPON event ================ */ void CG_FireWeapon( centity_t *cent ) { entityState_t *ent; int c; weaponInfo_t *weap; ent = ¢->currentState; if ( ent->weapon == WP_NONE ) { return; } if ( ent->weapon >= WP_NUM_WEAPONS ) { CG_Error( "CG_FireWeapon: ent->weapon >= WP_NUM_WEAPONS" ); return; } weap = &cg_weapons[ ent->weapon ]; // mark the entity as muzzle flashing, so when it is added it will // append the flash to the weapon model cent->muzzleFlashTime = cg.time; // lightning gun only does this this on initial press if ( ent->weapon == WP_TESLAGEN ) { if ( cent->pe.lightningFiring ) { return; } } // play quad sound if needed /*if ( cent->currentState.powerups & ( 1 << PW_QUAD ) ) { trap_S_StartSound (NULL, cent->currentState.number, CHAN_ITEM, cgs.media.quadSound ); }*/ // play a sound for ( c = 0 ; c < 4 ; c++ ) { if ( !weap->flashSound[c] ) { break; } } if ( c > 0 ) { c = rand() % c; if ( weap->flashSound[c] ) { trap_S_StartSound( NULL, ent->number, CHAN_WEAPON, weap->flashSound[c] ); } } // do brass ejection if ( weap->ejectBrassFunc && cg_brassTime.integer > 0 ) { weap->ejectBrassFunc( cent ); } } /* ================= CG_MissileHitWall Caused by an EV_MISSILE_MISS event, or directly by local bullet tracing ================= */ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, impactSound_t soundType ) { qhandle_t mod; qhandle_t mark; qhandle_t shader; sfxHandle_t sfx; float radius; float light; vec3_t lightColor; localEntity_t *le; int r; qboolean alphaFade; qboolean isSprite; int duration; vec3_t sprOrg; vec3_t sprVel; mark = 0; radius = 32; sfx = 0; mod = 0; shader = 0; light = 0; lightColor[0] = 1; lightColor[1] = 1; lightColor[2] = 0; // set defaults isSprite = qfalse; duration = 600; switch( weapon ) { default: case WP_TESLAGEN: case WP_AREA_ZAP: case WP_DIRECT_ZAP: mod = cgs.media.lightningExplosionModel; shader = cgs.media.lightningShader; sfx = cgs.media.sfx_lghit; mark = cgs.media.energyMarkShader; radius = 24; break; case WP_LOCKBLOB_LAUNCHER: sfx = cgs.media.gibBounce1Sound; mark = cgs.media.greenBloodMarkShader; radius = 64; isSprite = qtrue; break; case WP_FLAMER: sfx = cgs.media.sfx_flamerexp; mark = cgs.media.burnMarkShader; radius = 32; break; case WP_PLASMAGUN: mod = cgs.media.ringFlashModel; shader = cgs.media.plasmaExplosionShader; sfx = cgs.media.sfx_plasmaexp; mark = cgs.media.energyMarkShader; radius = 16; break; case WP_PULSE_RIFLE: mod = cgs.media.ringFlashModel; shader = cgs.media.plasmaExplosionShader; sfx = cgs.media.sfx_plasmaexp; mark = cgs.media.energyMarkShader; radius = 16; break; case WP_MASS_DRIVER: shader = cgs.media.bulletExplosionShader; mark = cgs.media.bulletMarkShader; break; case WP_MACHINEGUN: case WP_CHAINGUN: mod = cgs.media.bulletFlashModel; shader = cgs.media.bulletExplosionShader; mark = cgs.media.bulletMarkShader; r = rand() & 3; if ( r == 0 ) { sfx = cgs.media.sfx_ric1; } else if ( r == 1 ) { sfx = cgs.media.sfx_ric2; } else { sfx = cgs.media.sfx_ric3; } radius = 8; break; } if ( sfx ) { trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, sfx ); } // // create the explosion // if ( mod ) { le = CG_MakeExplosion( origin, dir, mod, shader, duration, isSprite ); le->light = light; VectorCopy( lightColor, le->lightColor ); /* if ( weapon == WP_RAILGUN ) { // colorize with client color VectorCopy( cgs.clientinfo[clientNum].color1, le->color ); }*/ } // // impact mark // // plasma fades alpha, all others fade color alphaFade = ( mark == cgs.media.energyMarkShader || mark == cgs.media.greenBloodMarkShader ); /* if( weapon == WP_RAILGUN ) { float *color; // colorize with client color color = cgs.clientinfo[clientNum].color2; CG_ImpactMark( mark, origin, dir, random()*360, color[0],color[1], color[2],1, alphaFade, radius, qfalse ); } else*/ { CG_ImpactMark( mark, origin, dir, random()*360, 1,1,1,1, alphaFade, radius, qfalse ); } } /* ================= CG_MissileHitPlayer ================= */ void CG_MissileHitPlayer( int weapon, vec3_t origin, vec3_t dir, int entityNum ) { CG_Bleed( origin, entityNum ); // some weapons will make an explosion with the blood, while // others will just make the blood switch ( weapon ) { /* case WP_GRENADE_LAUNCHER: case WP_ROCKET_LAUNCHER: CG_MissileHitWall( weapon, 0, origin, dir, IMPACTSOUND_FLESH ); break;*/ default: break; } } /* ============================================================================ SHOTGUN TRACING ============================================================================ */ /* ================ CG_ShotgunPellet ================ */ static void CG_ShotgunPellet( vec3_t start, vec3_t end, int skipNum ) { trace_t tr; int sourceContentType, destContentType; CG_Trace( &tr, start, NULL, NULL, end, skipNum, MASK_SHOT ); sourceContentType = trap_CM_PointContents( start, 0 ); destContentType = trap_CM_PointContents( tr.endpos, 0 ); // FIXME: should probably move this cruft into CG_BubbleTrail if ( sourceContentType == destContentType ) { if ( sourceContentType & CONTENTS_WATER ) { CG_BubbleTrail( start, tr.endpos, 32 ); } } else if ( sourceContentType & CONTENTS_WATER ) { trace_t trace; trap_CM_BoxTrace( &trace, end, start, NULL, NULL, 0, CONTENTS_WATER ); CG_BubbleTrail( start, trace.endpos, 32 ); } else if ( destContentType & CONTENTS_WATER ) { trace_t trace; trap_CM_BoxTrace( &trace, start, end, NULL, NULL, 0, CONTENTS_WATER ); CG_BubbleTrail( tr.endpos, trace.endpos, 32 ); } if ( tr.surfaceFlags & SURF_NOIMPACT ) { return; } if ( cg_entities[tr.entityNum].currentState.eType == ET_PLAYER ) { /*CG_MissileHitPlayer( WP_SHOTGUN, tr.endpos, tr.plane.normal, tr.entityNum );*/ } else { if ( tr.surfaceFlags & SURF_NOIMPACT ) { // SURF_NOIMPACT will not make a flame puff or a mark return; } if ( tr.surfaceFlags & SURF_METALSTEPS ) { /*CG_MissileHitWall( WP_SHOTGUN, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_METAL );*/ } else { /*CG_MissileHitWall( WP_SHOTGUN, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_DEFAULT );*/ } } } /* ================ 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; // 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 < DEFAULT_SHOTGUN_COUNT ; i++ ) { r = Q_crandom( &seed ) * DEFAULT_SHOTGUN_SPREAD * 16; u = Q_crandom( &seed ) * DEFAULT_SHOTGUN_SPREAD * 16; VectorMA( origin, 8192 * 16, forward, end); VectorMA (end, r, right, end); VectorMA (end, u, up, end); CG_ShotgunPellet( origin, end, otherEntNum ); } } /* ============== CG_ShotgunFire ============== */ void CG_ShotgunFire( entityState_t *es ) { vec3_t v; int contents; VectorSubtract( es->origin2, es->pos.trBase, v ); VectorNormalize( v ); VectorScale( v, 32, v ); VectorAdd( es->pos.trBase, v, v ); if ( cgs.glconfig.hardwareType != GLHW_RAGEPRO ) { // ragepro can't alpha fade, so don't even bother with smoke vec3_t up; contents = trap_CM_PointContents( es->pos.trBase, 0 ); if ( !( contents & CONTENTS_WATER ) ) { VectorSet( up, 0, 0, 8 ); CG_SmokePuff( v, up, 32, 1, 1, 1, 0.33f, 900, cg.time, 0, LEF_PUFF_DONT_SCALE, cgs.media.shotgunSmokePuffShader ); } } CG_ShotgunPattern( es->pos.trBase, es->origin2, es->eventParm, es->otherEntityNum ); } /* ============================================================================ 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 ) { trace_t trace; int sourceContentType, destContentType; 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 ) ) { sourceContentType = trap_CM_PointContents( start, 0 ); destContentType = trap_CM_PointContents( end, 0 ); // do a complete bubble trail if necessary if ( ( sourceContentType == destContentType ) && ( sourceContentType & CONTENTS_WATER ) ) { CG_BubbleTrail( start, end, 32 ); } // bubble trail from water into air else if ( ( sourceContentType & CONTENTS_WATER ) ) { trap_CM_BoxTrace( &trace, end, start, NULL, NULL, 0, CONTENTS_WATER ); CG_BubbleTrail( start, trace.endpos, 32 ); } // bubble trail from air into water else if ( ( destContentType & CONTENTS_WATER ) ) { trap_CM_BoxTrace( &trace, start, end, NULL, NULL, 0, CONTENTS_WATER ); CG_BubbleTrail( trace.endpos, end, 32 ); } // draw a tracer if ( random() < cg_tracerChance.value ) { CG_Tracer( start, end ); } } } // impact splash and mark if ( flesh ) { CG_Bleed( end, fleshEntityNum ); } else { CG_MissileHitWall( WP_MACHINEGUN, 0, end, normal, IMPACTSOUND_DEFAULT ); } }