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/*
* 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"
char *cg_buildableSoundNames[ MAX_BUILDABLE_ANIMATIONS ] =
{
"construct1.wav",
"construct2.wav",
"idle1.wav",
"idle2.wav",
"idle3.wav",
"attack1.wav",
"attack2.wav",
"spawn1.wav",
"spawn2.wav",
"pain1.wav",
"pain2.wav",
"destroy1.wav",
"destroy2.wav",
"destroyed.wav"
};
sfxHandle_t defaultAlienSounds[ MAX_BUILDABLE_ANIMATIONS ];
sfxHandle_t defaultHumanSounds[ MAX_BUILDABLE_ANIMATIONS ];
/*
======================
CG_ParseBuildableAnimationFile
Read a configuration file containing animation counts and rates
models/buildables/hivemind/animation.cfg, etc
======================
*/
static qboolean CG_ParseBuildableAnimationFile( const char *filename, buildable_t buildable )
{
char *text_p, *prev;
int len;
int i;
char *token;
float fps;
char text[ 20000 ];
fileHandle_t f;
animation_t *animations;
animations = cg_buildables[ buildable ].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;
// read information for each frame
for( i = BANIM_NONE + 1; i < MAX_BUILDABLE_ANIMATIONS; i++ )
{
token = COM_Parse( &text_p );
if ( !*token )
break;
animations[ i ].firstFrame = atoi( token );
token = COM_Parse( &text_p );
if ( !*token )
break;
animations[ i ].numFrames = atoi( token );
animations[ i ].reversed = qfalse;
animations[ i ].flipflop = qfalse;
// if numFrames is negative the animation is reversed
if ( animations[ i ].numFrames < 0 )
{
animations[ i ].numFrames = -animations[ i ].numFrames;
animations[ i ].reversed = qtrue;
}
token = COM_Parse( &text_p );
if ( !*token )
break;
animations[i].loopFrames = atoi( token );
token = COM_Parse( &text_p );
if ( !*token )
break;
fps = atof( token );
if ( fps == 0 )
fps = 1;
animations[ i ].frameLerp = 1000 / fps;
animations[ i ].initialLerp = 1000 / fps;
}
if( i != MAX_BUILDABLE_ANIMATIONS )
{
CG_Printf( "Error parsing animation file: %s\n", filename );
return qfalse;
}
return qtrue;
}
/*
======================
CG_ParseBuildableSoundFile
Read a configuration file containing sound properties
sound/buildables/hivemind/sound.cfg, etc
======================
*/
static qboolean CG_ParseBuildableSoundFile( const char *filename, buildable_t buildable )
{
char *text_p, *prev;
int len;
int i;
char *token;
char text[ 20000 ];
fileHandle_t f;
sound_t *sounds;
sounds = cg_buildables[ buildable ].sounds;
// load the file
len = trap_FS_FOpenFile( filename, &f, FS_READ );
if ( len <= 0 )
return qfalse;
if ( len >= sizeof( text ) - 1 )
{
CG_Printf( "File %s too long\n", filename );
return qfalse;
}
trap_FS_Read( text, len, f );
text[len] = 0;
trap_FS_FCloseFile( f );
// parse the text
text_p = text;
// read information for each frame
for( i = BANIM_NONE + 1; i < MAX_BUILDABLE_ANIMATIONS; i++ )
{
token = COM_Parse( &text_p );
if ( !*token )
break;
sounds[ i ].enabled = atoi( token );
token = COM_Parse( &text_p );
if ( !*token )
break;
sounds[ i ].looped = atoi( token );
}
if( i != MAX_BUILDABLE_ANIMATIONS )
{
CG_Printf( "Error parsing sound file: %s\n", filename );
return qfalse;
}
return qtrue;
}
/*
===============
CG_InitBuildables
Initialises the animation db
===============
*/
void CG_InitBuildables( )
{
char filename[ MAX_QPATH ];
char soundfile[ MAX_QPATH ];
char *buildableName;
char *modelFile;
int i;
int j;
fileHandle_t f;
memset( cg_buildables, 0, sizeof( cg_buildables ) );
//default sounds
for( j = BANIM_NONE + 1; j < MAX_BUILDABLE_ANIMATIONS; j++ )
{
strcpy( soundfile, cg_buildableSoundNames[ j - 1 ] );
Com_sprintf( filename, sizeof( filename ), "sound/buildables/alien/%s", soundfile );
defaultAlienSounds[ j ] = trap_S_RegisterSound( filename, qfalse );
Com_sprintf( filename, sizeof( filename ), "sound/buildables/human/%s", soundfile );
defaultHumanSounds[ j ] = trap_S_RegisterSound( filename, qfalse );
}
cg.buildablesFraction = 0.0f;
for( i = BA_NONE + 1; i < BA_NUM_BUILDABLES; i++ )
{
buildableName = BG_FindNameForBuildable( i );
//animation.cfg
Com_sprintf( filename, sizeof( filename ), "models/buildables/%s/animation.cfg", buildableName );
if ( !CG_ParseBuildableAnimationFile( filename, i ) )
Com_Printf( "Failed to load animation file %s\n", filename );
//sound.cfg
Com_sprintf( filename, sizeof( filename ), "sound/buildables/%s/sound.cfg", buildableName );
if ( !CG_ParseBuildableSoundFile( filename, i ) )
Com_Printf( "Failed to load sound file %s\n", filename );
//models
for( j = 0; j <= 3; j++ )
{
if( modelFile = BG_FindModelsForBuildable( i, j ) )
cg_buildables[ i ].models[ j ] = trap_R_RegisterModel( modelFile );
}
//sounds
for( j = BANIM_NONE + 1; j < MAX_BUILDABLE_ANIMATIONS; j++ )
{
strcpy( soundfile, cg_buildableSoundNames[ j - 1 ] );
Com_sprintf( filename, sizeof( filename ), "sound/buildables/%s/%s", buildableName, soundfile );
if( cg_buildables[ i ].sounds[ j ].enabled )
{
if( trap_FS_FOpenFile( filename, &f, FS_READ ) > 0 )
{
//file exists so close it
trap_FS_FCloseFile( f );
cg_buildables[ i ].sounds[ j ].sound = trap_S_RegisterSound( filename, qfalse );
}
else
{
//file doesn't exist - use default
if( BG_FindTeamForBuildable( i ) == BIT_ALIENS )
cg_buildables[ i ].sounds[ j ].sound = defaultAlienSounds[ j ];
else
cg_buildables[ i ].sounds[ j ].sound = defaultHumanSounds[ j ];
}
}
}
cg.buildablesFraction = (float)i / (float)( BA_NUM_BUILDABLES - 1 );
trap_UpdateScreen( );
}
}
/*
===============
CG_SetBuildableLerpFrameAnimation
may include ANIM_TOGGLEBIT
===============
*/
static void CG_SetBuildableLerpFrameAnimation( buildable_t buildable, lerpFrame_t *lf, int newAnimation )
{
animation_t *anim;
lf->animationNumber = newAnimation;
newAnimation &= ~ANIM_TOGGLEBIT;
if( newAnimation < 0 || newAnimation >= MAX_BUILDABLE_ANIMATIONS )
CG_Error( "Bad animation number: %i", newAnimation );
anim = &cg_buildables[ buildable ].animations[ newAnimation ];
//this item has just spawned so lf->frameTime will be zero
if( !lf->animation )
lf->frameTime = cg.time + 1000; //1 sec delay before starting the spawn anim
lf->animation = anim;
lf->animationTime = lf->frameTime + anim->initialLerp;
if( cg_debugAnim.integer )
CG_Printf( "Anim: %i\n", newAnimation );
}
/*
===============
CG_RunBuildableLerpFrame
Sets cg.snap, cg.oldFrame, and cg.backlerp
cg.time should be between oldFrameTime and frameTime after exit
===============
*/
static void CG_RunBuildableLerpFrame( centity_t *cent )
{
int f, numFrames;
buildable_t buildable = cent->currentState.modelindex;
lerpFrame_t *lf = ¢->lerpFrame;
animation_t *anim;
buildableAnimNumber_t newAnimation = cent->buildableAnim;
// 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_SetBuildableLerpFrameAnimation( buildable, lf, newAnimation );
if( !cg_buildables[ buildable ].sounds[ newAnimation ].looped &&
cg_buildables[ buildable ].sounds[ newAnimation ].enabled )
trap_S_StartSound( cent->lerpOrigin, cent->currentState.number, CHAN_AUTO,
cg_buildables[ buildable ].sounds[ newAnimation ].sound );
}
if( cg_buildables[ buildable ].sounds[ lf->animationNumber ].looped &&
cg_buildables[ buildable ].sounds[ lf->animationNumber ].enabled )
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,
cg_buildables[ buildable ].sounds[ lf->animationNumber ].sound );
// 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;
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;
cent->buildableAnim = cent->currentState.torsoAnim;
}
}
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_BuildableAnimation
===============
*/
static void CG_BuildableAnimation( centity_t *cent, int *old, int *now, float *backLerp )
{
//if no animation is set default to idle anim
if( cent->buildableAnim == BANIM_NONE )
cent->buildableAnim = cent->currentState.torsoAnim;
CG_RunBuildableLerpFrame( cent );
*old = cent->lerpFrame.oldFrame;
*now = cent->lerpFrame.frame;
*backLerp = cent->lerpFrame.backlerp;
}
#define TRACE_DEPTH 128.0f
/*
==================
CG_GhostBuildable
==================
*/
void CG_GhostBuildable( buildable_t buildable )
{
refEntity_t ent;
playerState_t *ps;
vec3_t angles, forward, player_origin, entity_origin, target_origin, normal, cross;
vec3_t mins, maxs, start, end;
float distance;
trace_t tr;
ps = &cg.predictedPlayerState;
memset ( &ent, 0, sizeof( ent ) );
if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING )
{
if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING )
VectorSet( normal, 0.0f, 0.0f, -1.0f );
else
VectorCopy( cg.predictedPlayerState.grapplePoint, normal );
}
else
VectorSet( normal, 0.0f, 0.0f, 1.0f );
VectorCopy( cg.predictedPlayerState.viewangles, angles );
AngleVectors( angles, forward, NULL, NULL );
CrossProduct( forward, normal, cross );
VectorNormalize( cross );
CrossProduct( normal, cross, forward );
VectorNormalize( forward );
VectorCopy( ps->origin, player_origin );
distance = BG_FindBuildDistForClass( ps->stats[ STAT_PCLASS ] );
VectorMA( player_origin, distance, forward, entity_origin );
VectorCopy( entity_origin, target_origin );
VectorMA( entity_origin, 32, normal, entity_origin );
VectorMA( target_origin, -128, normal, target_origin );
BG_FindBBoxForBuildable( buildable, mins, maxs );
CG_Trace( &tr, entity_origin, mins, maxs, target_origin, ps->clientNum, MASK_PLAYERSOLID );
VectorCopy( tr.endpos, entity_origin );
VectorMA( entity_origin, 0.1f, normal, entity_origin );
AngleVectors( angles, forward, NULL, NULL );
VectorCopy( tr.plane.normal, ent.axis[ 2 ] );
ProjectPointOnPlane( ent.axis[ 0 ], forward, ent.axis[ 2 ] );
if( !VectorNormalize( ent.axis[ 0 ] ) )
{
AngleVectors( angles, NULL, NULL, forward );
ProjectPointOnPlane( ent.axis[ 0 ], forward, ent.axis[ 2 ] );
VectorNormalize( ent.axis[ 0 ] );
}
CrossProduct( ent.axis[ 0 ], ent.axis[ 2 ], ent.axis[ 1 ] );
ent.axis[ 1 ][ 0 ] = -ent.axis[ 1 ][ 0 ];
ent.axis[ 1 ][ 1 ] = -ent.axis[ 1 ][ 1 ];
ent.axis[ 1 ][ 2 ] = -ent.axis[ 1 ][ 2 ];
VectorMA( entity_origin, -TRACE_DEPTH, tr.plane.normal, end );
VectorMA( entity_origin, 1.0f, tr.plane.normal, start );
CG_CapTrace( &tr, start, mins, maxs, end, ps->clientNum, MASK_PLAYERSOLID );
VectorMA( entity_origin, tr.fraction * -TRACE_DEPTH, tr.plane.normal, ent.origin );
VectorCopy( ent.origin, ent.lightingOrigin );
VectorCopy( ent.origin, ent.oldorigin ); // don't positionally lerp at all
ent.hModel = cg_buildables[ buildable ].models[ 0 ];
if( ps->stats[ STAT_BUILDABLE ] & SB_VALID_TOGGLEBIT )
ent.customShader = cgs.media.greenBuildShader;
else
ent.customShader = cgs.media.redBuildShader;
ent.nonNormalizedAxes = qfalse;
// add to refresh list
trap_R_AddRefEntityToScene( &ent );
}
#define MAX_SMOKE_TIME 500
#define MIN_SMOKE_TIME 100
#define SMOKE_SPREAD 89.0f
#define SMOKE_LIFETIME 1000
#define MAX_SPARK_TIME 5000
#define MIN_SPARK_TIME 800
#define SPARK_SPREAD 80.0f
#define SPARK_LIFETIME 1500
#define BLEED_TIME 1500
#define BLEED_SPREAD 80.0f
#define BLEED_LIFETIME 1000
#define MAX_BLEED_BLOBS 6
/*
==================
CG_BuildableParticleEffects
==================
*/
static void CG_BuildableParticleEffects( centity_t *cent )
{
entityState_t *es = ¢->currentState;
buildableTeam_t team = BG_FindTeamForBuildable( es->modelindex );
int health = es->generic1 & ~( B_POWERED_TOGGLEBIT | B_DCCED_TOGGLEBIT );
float healthFrac = (float)health / 63.0f;
int smokeTime, sparkTime, i, bleedBlobs;
vec3_t origin;
vec3_t acc = { 0.0f, 0.0f, 50.0f };
vec3_t grav = { 0.0f, 0.0f, -DEFAULT_GRAVITY };
vec3_t vel = { 0.0f, 0.0f, 0.0f };
VectorCopy( cent->lerpOrigin, origin );
if( team == BIT_HUMANS )
{
//hack to move particle origin away from ground
origin[ 2 ] += 8.0f;
if( healthFrac < 0.33f && cent->buildableSmokeTime < cg.time )
{
//smoke
smokeTime = healthFrac * 3 * MAX_SMOKE_TIME;
if( smokeTime < MIN_SMOKE_TIME )
smokeTime = MIN_SMOKE_TIME;
VectorSet( vel, 0.0f, 0.0f, 50.0f );
CG_LaunchSprite( origin, vel, acc, SMOKE_SPREAD,
0.5f, 10.0f, 50.0f, 128.0f, 0.0f,
rand( ) % 360, cg.time, cg.time,
SMOKE_LIFETIME + ( crandom( ) * ( SMOKE_LIFETIME / 2 ) ),
cgs.media.smokePuffShader, qfalse, qfalse );
cent->buildableSmokeTime = cg.time + smokeTime;
}
if( healthFrac < 0.2f && cent->buildableSparkTime < cg.time )
{
//sparks
sparkTime = healthFrac * 5 * MAX_SPARK_TIME;
if( sparkTime < MIN_SPARK_TIME )
sparkTime = MIN_SPARK_TIME;
for( i = 0; i < 3; i++ )
{
qhandle_t spark;
if( rand( ) % 1 )
spark = cgs.media.gibSpark1;
else
spark = cgs.media.gibSpark2;
VectorSet( vel, 0.0f, 0.0f, 200.0f );
VectorSet( grav, 0.0f, 0.0f, DEFAULT_GRAVITY );
CG_LaunchSprite( origin, vel, grav, SPARK_SPREAD,
0.6f, 4.0f, 2.0f, 255.0f, 0.0f,
rand( ) % 360, cg.time, cg.time,
SPARK_LIFETIME + ( crandom( ) * ( SPARK_LIFETIME / 2 ) ),
spark, qfalse, qfalse );
}
cent->buildableSparkTime = cg.time + sparkTime;
}
}
else if( team == BIT_ALIENS )
{
//bleed a bit if damaged
if( healthFrac < 0.33f && cent->buildableBleedTime < cg.time )
{
VectorScale( es->origin2, 100.0f, vel );
VectorSet( grav, 0.0f, 0.0f, -DEFAULT_GRAVITY/4 );
bleedBlobs = ( 1.0f - ( healthFrac * 3 ) ) * MAX_BLEED_BLOBS + 1;
for( i = 0; i < bleedBlobs; i++ )
{
CG_LaunchSprite( origin, vel, grav, BLEED_SPREAD,
0.0f, 4.0f, 20.0f, 255.0f, 0.0f,
rand( ) % 360, cg.time, cg.time,
BLEED_LIFETIME + ( crandom( ) * ( BLEED_LIFETIME / 2 ) ),
cgs.media.greenBloodTrailShader, qfalse, qfalse );
}
cent->buildableBleedTime = cg.time + BLEED_TIME;
}
}
}
#define HEALTH_BAR_WIDTH 50.0f
#define HEALTH_BAR_HEIGHT 15.0f
/*
==================
CG_BuildableHealthBar
==================
*/
static void CG_BuildableHealthBar( centity_t *cent )
{
vec3_t origin, origin2, down, right, back, downLength, rightLength;
float rimWidth = HEALTH_BAR_HEIGHT / 15.0f;
float doneWidth, leftWidth, progress;
int health;
qhandle_t shader;
entityState_t *es;
vec3_t mins, maxs;
es = ¢->currentState;
health = es->generic1 & ~( B_POWERED_TOGGLEBIT | B_DCCED_TOGGLEBIT );
progress = (float)health / 63.0f;
if( progress < 0.0f )
progress = 0.0f;
else if( progress > 1.0f )
progress = 1.0f;
if( progress < 0.33f )
shader = cgs.media.redBuildShader;
else
shader = cgs.media.greenBuildShader;
doneWidth = ( HEALTH_BAR_WIDTH - 2 * rimWidth ) * progress;
leftWidth = ( HEALTH_BAR_WIDTH - 2 * rimWidth ) - doneWidth;
VectorCopy( cg.refdef.viewaxis[ 2 ], down );
VectorInverse( down );
VectorCopy( cg.refdef.viewaxis[ 1 ], right );
VectorInverse( right );
VectorSubtract( cg.refdef.vieworg, cent->lerpOrigin, back );
VectorNormalize( back );
VectorCopy( cent->lerpOrigin, origin );
BG_FindBBoxForBuildable( es->modelindex, mins, maxs );
VectorMA( origin, 48.0f, es->origin2, origin );
VectorMA( origin, -HEALTH_BAR_WIDTH / 2.0f, right, origin );
VectorMA( origin, maxs[ 0 ] + 8.0f, back, origin );
VectorCopy( origin, origin2 );
VectorScale( right, rimWidth + doneWidth, rightLength );
VectorScale( down, HEALTH_BAR_HEIGHT, downLength );
CG_DrawPlane( origin2, downLength, rightLength, shader );
VectorMA( origin, rimWidth + doneWidth, right, origin2 );
VectorScale( right, leftWidth, rightLength );
VectorScale( down, rimWidth, downLength );
CG_DrawPlane( origin2, downLength, rightLength, shader );
VectorMA( origin, rimWidth + doneWidth, right, origin2 );
VectorMA( origin2, HEALTH_BAR_HEIGHT - rimWidth, down, origin2 );
VectorScale( right, leftWidth, rightLength );
VectorScale( down, rimWidth, downLength );
CG_DrawPlane( origin2, downLength, rightLength, shader );
VectorMA( origin, HEALTH_BAR_WIDTH - rimWidth, right, origin2 );
VectorScale( right, rimWidth, rightLength );
VectorScale( down, HEALTH_BAR_HEIGHT, downLength );
CG_DrawPlane( origin2, downLength, rightLength, shader );
if( !( es->generic1 & B_POWERED_TOGGLEBIT ) &&
BG_FindTeamForBuildable( es->modelindex ) == BIT_HUMANS )
{
VectorMA( origin, 15.0f, right, origin2 );
VectorMA( origin2, HEALTH_BAR_HEIGHT + 5.0f, down, origin2 );
VectorScale( right, HEALTH_BAR_WIDTH / 2.0f - 5.0f, rightLength );
VectorScale( down, HEALTH_BAR_WIDTH / 2.0f - 5.0f, downLength );
CG_DrawPlane( origin2, downLength, rightLength, cgs.media.noPowerShader );
}
}
/*
==================
CG_Buildable
==================
*/
void CG_Buildable( centity_t *cent )
{
refEntity_t ent;
entityState_t *es;
vec3_t angles;
vec3_t forward, surfNormal, xNormal, end, start, mins, maxs;
vec3_t refNormal = { 0.0f, 0.0f, 1.0f };
float rotAngle;
trace_t tr;
es = ¢->currentState;
//add creep
if( es->modelindex2 == BIT_ALIENS )
CG_Creep( cent );
// if set to invisible, skip
if ( !es->modelindex || ( es->eFlags & EF_NODRAW ) )
return;
memset ( &ent, 0, sizeof( ent ) );
VectorCopy( cent->lerpOrigin, ent.origin );
VectorCopy( cent->lerpOrigin, ent.oldorigin );
VectorCopy( cent->lerpOrigin, ent.lightingOrigin );
VectorCopy( es->origin2, surfNormal );
CrossProduct( surfNormal, refNormal, xNormal );
VectorNormalize( xNormal );
rotAngle = RAD2DEG( acos( DotProduct( surfNormal, refNormal ) ) );
VectorCopy( es->angles, angles );
BG_FindBBoxForBuildable( es->modelindex, mins, maxs );
AngleVectors( angles, forward, NULL, NULL );
VectorCopy( surfNormal, ent.axis[ 2 ] );
ProjectPointOnPlane( ent.axis[ 0 ], forward, ent.axis[ 2 ] );
if( !VectorNormalize( ent.axis[ 0 ] ) )
{
AngleVectors( angles, NULL, NULL, forward );
ProjectPointOnPlane( ent.axis[ 0 ], forward, ent.axis[ 2 ] );
VectorNormalize( ent.axis[ 0 ] );
}
CrossProduct( ent.axis[ 0 ], ent.axis[ 2 ], ent.axis[ 1 ] );
ent.axis[ 1 ][ 0 ] = -ent.axis[ 1 ][ 0 ];
ent.axis[ 1 ][ 1 ] = -ent.axis[ 1 ][ 1 ];
ent.axis[ 1 ][ 2 ] = -ent.axis[ 1 ][ 2 ];
if( es->pos.trType == TR_STATIONARY )
{
VectorMA( ent.origin, -TRACE_DEPTH, surfNormal, end );
VectorMA( ent.origin, 1.0f, surfNormal, start );
CG_CapTrace( &tr, start, mins, maxs, end, es->number, MASK_PLAYERSOLID );
VectorMA( ent.origin, tr.fraction * -TRACE_DEPTH, surfNormal, ent.origin );
}
VectorCopy( ent.origin, ent.oldorigin ); // don't positionally lerp at all
VectorCopy( ent.origin, ent.lightingOrigin );
ent.hModel = cg_buildables[ es->modelindex ].models[ 0 ];
ent.nonNormalizedAxes = qfalse;
//run animations
CG_BuildableAnimation( cent, &ent.oldframe, &ent.frame, &ent.backlerp );
// add to refresh list
trap_R_AddRefEntityToScene(&ent);
//turret barrel bit
if( cg_buildables[ es->modelindex ].models[ 1 ] )
{
refEntity_t turretBarrel;
vec3_t flatAxis[ 3 ];
memset( &turretBarrel, 0, sizeof( turretBarrel ) );
turretBarrel.hModel = cg_buildables[ es->modelindex ].models[ 1 ];
CG_PositionEntityOnTag( &turretBarrel, &ent, ent.hModel, "tag_turret" );
VectorCopy( cent->lerpOrigin, turretBarrel.lightingOrigin );
AnglesToAxis( es->angles2, flatAxis );
RotatePointAroundVector( turretBarrel.axis[ 0 ], xNormal, flatAxis[ 0 ], -rotAngle );
RotatePointAroundVector( turretBarrel.axis[ 1 ], xNormal, flatAxis[ 1 ], -rotAngle );
RotatePointAroundVector( turretBarrel.axis[ 2 ], xNormal, flatAxis[ 2 ], -rotAngle );
turretBarrel.oldframe = ent.oldframe;
turretBarrel.frame = ent.frame;
turretBarrel.backlerp = ent.backlerp;
trap_R_AddRefEntityToScene( &turretBarrel );
}
//turret barrel bit
if( cg_buildables[ es->modelindex ].models[ 2 ] )
{
refEntity_t turretTop;
vec3_t flatAxis[ 3 ];
vec3_t swivelAngles;
memset( &turretTop, 0, sizeof( turretTop ) );
VectorCopy( es->angles2, swivelAngles );
swivelAngles[ PITCH ] = 0.0f;
turretTop.hModel = cg_buildables[ es->modelindex ].models[ 2 ];
CG_PositionRotatedEntityOnTag( &turretTop, &ent, ent.hModel, "tag_turret" );
VectorCopy( cent->lerpOrigin, turretTop.lightingOrigin );
AnglesToAxis( swivelAngles, flatAxis );
RotatePointAroundVector( turretTop.axis[ 0 ], xNormal, flatAxis[ 0 ], -rotAngle );
RotatePointAroundVector( turretTop.axis[ 1 ], xNormal, flatAxis[ 1 ], -rotAngle );
RotatePointAroundVector( turretTop.axis[ 2 ], xNormal, flatAxis[ 2 ], -rotAngle );
turretTop.oldframe = ent.oldframe;
turretTop.frame = ent.frame;
turretTop.backlerp = ent.backlerp;
trap_R_AddRefEntityToScene( &turretTop );
}
switch( cg.predictedPlayerState.weapon )
{
case WP_ABUILD:
case WP_ABUILD2:
case WP_HBUILD:
case WP_HBUILD2:
if( BG_FindTeamForBuildable( es->modelindex ) ==
BG_FindTeamForWeapon( cg.predictedPlayerState.weapon ) )
CG_BuildableHealthBar( cent );
break;
default:
break;
}
//smoke etc for damaged buildables
CG_BuildableParticleEffects( cent );
}
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