Example #1
0
/*
==================
CG_GhostBuildable
==================
*/
void CG_GhostBuildable( buildable_t buildable )
{
  refEntity_t     ent;
  playerState_t   *ps;
  vec3_t          angles, entity_origin;
  vec3_t          mins, maxs;
  trace_t         tr;
  float           scale;

  ps = &cg.predictedPlayerState;

  memset( &ent, 0, sizeof( ent ) );

  BG_BuildableBoundingBox( buildable, mins, maxs );

  BG_PositionBuildableRelativeToPlayer( ps, mins, maxs, CG_Trace, entity_origin, angles, &tr );

  CG_PositionAndOrientateBuildable( ps->viewangles, entity_origin, tr.plane.normal, ps->clientNum,
                                    mins, maxs, ent.axis, ent.origin );

  //offset on the Z axis if required
  VectorMA( ent.origin, BG_BuildableConfig( buildable )->zOffset, 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;

  //rescale the model
  scale = BG_BuildableConfig( buildable )->modelScale;

  if( scale != 1.0f )
  {
    VectorScale( ent.axis[ 0 ], scale, ent.axis[ 0 ] );
    VectorScale( ent.axis[ 1 ], scale, ent.axis[ 1 ] );
    VectorScale( ent.axis[ 2 ], scale, ent.axis[ 2 ] );

    ent.nonNormalizedAxes = qtrue;
  }
  else
    ent.nonNormalizedAxes = qfalse;

  // add to refresh list
  trap_R_AddRefEntityToScene( &ent );
}
Example #2
0
/*
===============
CG_InitBuildables

Initialises the animation db
===============
*/
void CG_InitBuildables( void )
{
  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_Buildable( i )->name;

    //animation.cfg
    Com_sprintf( filename, sizeof( filename ), "models/buildables/%s/animation.cfg", buildableName );
    if ( !CG_ParseBuildableAnimationFile( filename, i ) )
      Com_Printf( S_COLOR_YELLOW "WARNING: 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( S_COLOR_YELLOW "WARNING: failed to load sound file %s\n", filename );

    //models
    for( j = 0; j <= 3; j++ )
    {
      modelFile = BG_BuildableConfig( i )->models[ j ];
      if( strlen( modelFile ) > 0 )
        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_Buildable( i )->team == TEAM_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( );
  }

  cgs.media.teslaZapTS = CG_RegisterTrailSystem( "models/buildables/tesla/zap" );
  //f\FCr slime
  cgs.media.slimeTS = CG_RegisterTrailSystem( "models/buildables/infestationslime" );

}
Example #3
0
/*
==================
CG_Buildable
==================
*/
void CG_Buildable( centity_t *cent )
{
  refEntity_t     ent;
  entityState_t   *es = &cent->currentState;
  vec3_t          angles;
  vec3_t          surfNormal, xNormal, mins, maxs;
  vec3_t          refNormal = { 0.0f, 0.0f, 1.0f };
  float           rotAngle;
  team_t          team = BG_Buildable( es->modelindex )->team;
  float           scale;
  int             health;

  //must be before EF_NODRAW check
  if( team == TEAM_ALIENS )
    CG_Creep( cent );

  // if set to invisible, skip
  if( es->eFlags & EF_NODRAW )
  {
    if( CG_IsParticleSystemValid( &cent->buildablePS ) )
      CG_DestroyParticleSystem( &cent->buildablePS );

    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 );

  VectorCopy( es->angles, angles );
  BG_BuildableBoundingBox( es->modelindex, mins, maxs );

  if( es->pos.trType == TR_STATIONARY )
  {
    // Positioning a buildable involves potentially up to two traces, and
    // seeing as buildables rarely move, we cache the results and recalculate
    // only if the buildable moves or changes orientation
    if( VectorCompare( cent->buildableCache.cachedOrigin, cent->lerpOrigin ) &&
        VectorCompare( cent->buildableCache.cachedNormal, surfNormal ) )
    {
      VectorCopy( cent->buildableCache.axis[ 0 ], ent.axis[ 0 ] );
      VectorCopy( cent->buildableCache.axis[ 1 ], ent.axis[ 1 ] );
      VectorCopy( cent->buildableCache.axis[ 2 ], ent.axis[ 2 ] );
      VectorCopy( cent->buildableCache.origin, ent.origin );
    }
    else
    {
      CG_PositionAndOrientateBuildable( angles, ent.origin, surfNormal,
                                        es->number, mins, maxs, ent.axis,
                                        ent.origin );
      VectorCopy( ent.axis[ 0 ], cent->buildableCache.axis[ 0 ] );
      VectorCopy( ent.axis[ 1 ], cent->buildableCache.axis[ 1 ] );
      VectorCopy( ent.axis[ 2 ], cent->buildableCache.axis[ 2 ] );
      VectorCopy( ent.origin, cent->buildableCache.origin );
      VectorCopy( cent->lerpOrigin, cent->buildableCache.cachedOrigin );
      VectorCopy( surfNormal, cent->buildableCache.cachedNormal );
    }
  }

  //offset on the Z axis if required
  VectorMA( ent.origin, BG_BuildableConfig( es->modelindex )->zOffset, 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 ];

  if( !( es->eFlags & EF_B_SPAWNED ) )
  {
    sfxHandle_t prebuildSound = cgs.media.humanBuildablePrebuild;

    if( team == TEAM_HUMANS )
    {
      ent.customShader = cgs.media.humanSpawningShader;
      prebuildSound = cgs.media.humanBuildablePrebuild;
    }
    else if( team == TEAM_ALIENS )
      prebuildSound = cgs.media.alienBuildablePrebuild;

    trap_S_AddLoopingSound( es->number, cent->lerpOrigin, vec3_origin, prebuildSound );
  }

  CG_BuildableAnimation( cent, &ent.oldframe, &ent.frame, &ent.backlerp );

  //rescale the model
  scale = BG_BuildableConfig( es->modelindex )->modelScale;

  if( scale != 1.0f )
  {
    VectorScale( ent.axis[ 0 ], scale, ent.axis[ 0 ] );
    VectorScale( ent.axis[ 1 ], scale, ent.axis[ 1 ] );
    VectorScale( ent.axis[ 2 ], scale, ent.axis[ 2 ] );

    ent.nonNormalizedAxes = qtrue;
  }
  else
    ent.nonNormalizedAxes = qfalse;

  if( CG_PlayerIsBuilder( es->modelindex ) && CG_BuildableRemovalPending( es->number ) )
    ent.customShader = cgs.media.redBuildShader;

  //add to refresh list
  trap_R_AddRefEntityToScene( &ent );

  CrossProduct( surfNormal, refNormal, xNormal );
  VectorNormalize( xNormal );
  rotAngle = RAD2DEG( acos( DotProduct( surfNormal, refNormal ) ) );

  //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;

    turretBarrel.customShader = ent.customShader;

    if( scale != 1.0f )
    {
      VectorScale( turretBarrel.axis[ 0 ], scale, turretBarrel.axis[ 0 ] );
      VectorScale( turretBarrel.axis[ 1 ], scale, turretBarrel.axis[ 1 ] );
      VectorScale( turretBarrel.axis[ 2 ], scale, turretBarrel.axis[ 2 ] );

      turretBarrel.nonNormalizedAxes = qtrue;
    }
    else
      turretBarrel.nonNormalizedAxes = qfalse;

    if( CG_PlayerIsBuilder( es->modelindex ) && CG_BuildableRemovalPending( es->number ) )
      turretBarrel.customShader = cgs.media.redBuildShader;

    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;

    turretTop.customShader = ent.customShader;

    if( scale != 1.0f )
    {
      VectorScale( turretTop.axis[ 0 ], scale, turretTop.axis[ 0 ] );
      VectorScale( turretTop.axis[ 1 ], scale, turretTop.axis[ 1 ] );
      VectorScale( turretTop.axis[ 2 ], scale, turretTop.axis[ 2 ] );

      turretTop.nonNormalizedAxes = qtrue;
    }
    else
      turretTop.nonNormalizedAxes = qfalse;

    if( CG_PlayerIsBuilder( es->modelindex ) && CG_BuildableRemovalPending( es->number ) )
      turretTop.customShader = cgs.media.redBuildShader;

    trap_R_AddRefEntityToScene( &turretTop );
  }

  //weapon effects for turrets
  if( es->eFlags & EF_FIRING )
  {
    weaponInfo_t  *weapon = &cg_weapons[ es->weapon ];

    if( cg.time - cent->muzzleFlashTime > MUZZLE_FLASH_TIME ||
        BG_Buildable( es->modelindex )->turretProjType == WP_TESLAGEN )
    {
      if( weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 0 ] ||
          weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 1 ] ||
          weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 2 ] )
      {
        trap_R_AddLightToScene( cent->lerpOrigin, 300 + ( rand( ) & 31 ),
            weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 0 ],
            weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 1 ],
            weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 2 ] );
      }
    }

    if( weapon->wim[ WPM_PRIMARY ].firingSound )
    {
      trap_S_AddLoopingSound( es->number, cent->lerpOrigin, vec3_origin,
          weapon->wim[ WPM_PRIMARY ].firingSound );
    }
    else if( weapon->readySound )
      trap_S_AddLoopingSound( es->number, cent->lerpOrigin, vec3_origin, weapon->readySound );
  }

  health = es->generic1;

  if( health < cent->lastBuildableHealth &&
      ( es->eFlags & EF_B_SPAWNED ) )
  {
    if( cent->lastBuildableDamageSoundTime + BUILDABLE_SOUND_PERIOD < cg.time )
    {
      if( team == TEAM_HUMANS )
      {
        int i = rand( ) % 4;
        trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.humanBuildableDamage[ i ] );
      }
      else if( team == TEAM_ALIENS )
        trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.alienBuildableDamage );

      cent->lastBuildableDamageSoundTime = cg.time;
    }
  }

  cent->lastBuildableHealth = health;

  //smoke etc for damaged buildables
  CG_BuildableParticleEffects( cent );
}