/* ================= CG_AddFallScaleFade This is just an optimized CG_AddMoveScaleFade For blood mists that drift down, fade out, and are removed if the view passes through them. There are often 100+ of these, so it needs to be simple. ================= */ static void CG_AddFallScaleFade( localEntity_t *le ) { refEntity_t *re; float c; vec3_t delta; float len; re = &le->refEntity; // fade time c = ( le->endTime - cg.time ) * le->lifeRate; re->shaderRGBA[3] = 0xff * c * le->color[3]; re->origin[2] = le->pos.trBase[2] - ( 1.0 - c ) * le->pos.trDelta[2]; re->radius = le->radius * ( 1.0 - c ) + 16; // if the view would be "inside" the sprite, kill the sprite // so it doesn't add too much overdraw VectorSubtract( re->origin, cg.refdef.vieworg, delta ); len = VectorLength( delta ); if ( len < le->radius ) { CG_FreeLocalEntity( le ); return; } CG_AddRefEntityWithMinLight( re ); }
/* =================== CG_AddRefEntity =================== */ void CG_AddRefEntity( localEntity_t *le ) { if (le->endTime < cg.time) { CG_FreeLocalEntity( le ); return; } CG_AddRefEntityWithMinLight( &le->refEntity ); }
/* ================ CG_AddExplosion ================ */ static void CG_AddExplosion( localEntity_t *ex ) { refEntity_t *ent; ent = &ex->refEntity; // add the entity CG_AddRefEntityWithMinLight(ent); // add the dlight if ( ex->light ) { float light; light = (float)( cg.time - ex->startTime ) / ( ex->endTime - ex->startTime ); if ( light < 0.5 ) { light = 1.0; } else { light = 1.0 - ( light - 0.5 ) * 2; } if ( cg_fadeExplosions.integer ) { trap_R_AddLightToScene(ent->origin, ex->light, light, ex->lightColor[0], ex->lightColor[1], ex->lightColor[2] ); } else { light = ex->light * light; trap_R_AddLightToScene(ent->origin, light, 1.0f, ex->lightColor[0], ex->lightColor[1], ex->lightColor[2] ); } } }
static void CG_AddTestModel (void) { int i; // re-register the model, because the level may have changed cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName ); if (! cg.testModelEntity.hModel ) { CG_Printf ("Can't register model\n"); return; } // if testing a gun, set the origin relative to the view origin if ( cg.testGun ) { VectorCopy( cg.refdef.vieworg, cg.testModelEntity.origin ); VectorCopy( cg.refdef.viewaxis[0], cg.testModelEntity.axis[0] ); VectorCopy( cg.refdef.viewaxis[1], cg.testModelEntity.axis[1] ); VectorCopy( cg.refdef.viewaxis[2], cg.testModelEntity.axis[2] ); // allow the position to be adjusted for (i=0 ; i<3 ; i++) { cg.testModelEntity.origin[i] += cg.refdef.viewaxis[0][i] * cg_gun_x.value; cg.testModelEntity.origin[i] += cg.refdef.viewaxis[1][i] * cg_gun_y.value; cg.testModelEntity.origin[i] += cg.refdef.viewaxis[2][i] * cg_gun_z.value; } } CG_AddRefEntityWithMinLight( &cg.testModelEntity ); }
/* ==================== CG_AddFadeRGB ==================== */ void CG_AddFadeRGB( localEntity_t *le ) { refEntity_t *re; float c; re = &le->refEntity; c = ( le->endTime - cg.time ) * le->lifeRate; c *= 0xff; re->shaderRGBA[0] = le->color[0] * c; re->shaderRGBA[1] = le->color[1] * c; re->shaderRGBA[2] = le->color[2] * c; re->shaderRGBA[3] = le->color[3] * c; CG_AddRefEntityWithMinLight( re ); }
/* =================== CG_AddInvulnerabilityJuiced =================== */ void CG_AddInvulnerabilityJuiced( localEntity_t *le ) { int t; t = cg.time - le->startTime; if ( t > 3000 ) { le->refEntity.axis[0][0] = (float) 1.0 + 0.3 * (t - 3000) / 2000; le->refEntity.axis[1][1] = (float) 1.0 + 0.3 * (t - 3000) / 2000; le->refEntity.axis[2][2] = (float) 0.7 + 0.3 * (2000 - (t - 3000)) / 2000; } if ( t > 5000 ) { le->endTime = 0; CG_GibPlayer( le->refEntity.origin ); } else { CG_AddRefEntityWithMinLight( &le->refEntity ); } }
/* ================== CG_AddMoveScaleFade ================== */ static void CG_AddMoveScaleFade( localEntity_t *le ) { refEntity_t *re; float c; vec3_t delta; float len; re = &le->refEntity; if ( le->fadeInTime > le->startTime && cg.time < le->fadeInTime ) { // fade / grow time c = 1.0 - (float) ( le->fadeInTime - cg.time ) / ( le->fadeInTime - le->startTime ); } else { // fade / grow time c = ( le->endTime - cg.time ) * le->lifeRate; } re->shaderRGBA[3] = 0xff * c * le->color[3]; if ( !( le->leFlags & LEF_PUFF_DONT_SCALE ) ) { re->radius = le->radius * ( 1.0 - c ) + 8; } BG_EvaluateTrajectory( &le->pos, cg.time, re->origin ); // if the view would be "inside" the sprite, kill the sprite // so it doesn't add too much overdraw VectorSubtract( re->origin, cg.refdef.vieworg, delta ); len = VectorLength( delta ); if ( len < le->radius ) { CG_FreeLocalEntity( le ); return; } CG_AddRefEntityWithMinLight( re ); }
/* =================== CG_AddInvulnerabilityImpact =================== */ void CG_AddInvulnerabilityImpact( localEntity_t *le ) { CG_AddRefEntityWithMinLight( &le->refEntity ); }
/* ==================== CG_AddKamikaze ==================== */ void CG_AddKamikaze( localEntity_t *le ) { refEntity_t *re; refEntity_t shockwave; float c; vec3_t test, axis[3]; int t; re = &le->refEntity; t = cg.time - le->startTime; VectorClear( test ); AnglesToAxis( test, axis ); if (t > KAMI_SHOCKWAVE_STARTTIME && t < KAMI_SHOCKWAVE_ENDTIME) { if (!(le->leFlags & LEF_SOUND1)) { // trap_S_StartSound (re->origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.kamikazeExplodeSound ); trap_S_StartLocalSound(cgs.media.kamikazeExplodeSound, CHAN_AUTO); le->leFlags |= LEF_SOUND1; } // 1st kamikaze shockwave memset(&shockwave, 0, sizeof(shockwave)); shockwave.hModel = cgs.media.kamikazeShockWave; shockwave.reType = RT_MODEL; shockwave.shaderTime = re->shaderTime; VectorCopy(re->origin, shockwave.origin); c = (float)(t - KAMI_SHOCKWAVE_STARTTIME) / (float)(KAMI_SHOCKWAVE_ENDTIME - KAMI_SHOCKWAVE_STARTTIME); VectorScale( axis[0], c * KAMI_SHOCKWAVE_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[0] ); VectorScale( axis[1], c * KAMI_SHOCKWAVE_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[1] ); VectorScale( axis[2], c * KAMI_SHOCKWAVE_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[2] ); shockwave.nonNormalizedAxes = qtrue; if (t > KAMI_SHOCKWAVEFADE_STARTTIME) { c = (float)(t - KAMI_SHOCKWAVEFADE_STARTTIME) / (float)(KAMI_SHOCKWAVE_ENDTIME - KAMI_SHOCKWAVEFADE_STARTTIME); } else { c = 0; } c *= 0xff; shockwave.shaderRGBA[0] = 0xff - c; shockwave.shaderRGBA[1] = 0xff - c; shockwave.shaderRGBA[2] = 0xff - c; shockwave.shaderRGBA[3] = 0xff - c; CG_AddRefEntityWithMinLight( &shockwave ); } if (t > KAMI_EXPLODE_STARTTIME && t < KAMI_IMPLODE_ENDTIME) { // explosion and implosion c = ( le->endTime - cg.time ) * le->lifeRate; c *= 0xff; re->shaderRGBA[0] = le->color[0] * c; re->shaderRGBA[1] = le->color[1] * c; re->shaderRGBA[2] = le->color[2] * c; re->shaderRGBA[3] = le->color[3] * c; if( t < KAMI_IMPLODE_STARTTIME ) { c = (float)(t - KAMI_EXPLODE_STARTTIME) / (float)(KAMI_IMPLODE_STARTTIME - KAMI_EXPLODE_STARTTIME); } else { if (!(le->leFlags & LEF_SOUND2)) { // trap_S_StartSound (re->origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.kamikazeImplodeSound ); trap_S_StartLocalSound(cgs.media.kamikazeImplodeSound, CHAN_AUTO); le->leFlags |= LEF_SOUND2; } c = (float)(KAMI_IMPLODE_ENDTIME - t) / (float) (KAMI_IMPLODE_ENDTIME - KAMI_IMPLODE_STARTTIME); } VectorScale( axis[0], c * KAMI_BOOMSPHERE_MAXRADIUS / KAMI_BOOMSPHEREMODEL_RADIUS, re->axis[0] ); VectorScale( axis[1], c * KAMI_BOOMSPHERE_MAXRADIUS / KAMI_BOOMSPHEREMODEL_RADIUS, re->axis[1] ); VectorScale( axis[2], c * KAMI_BOOMSPHERE_MAXRADIUS / KAMI_BOOMSPHEREMODEL_RADIUS, re->axis[2] ); re->nonNormalizedAxes = qtrue; CG_AddRefEntityWithMinLight( re ); // add the dlight trap_R_AddLightToScene( re->origin, c * 1000.0, 1.0, 1.0, 1.0, c ); } if (t > KAMI_SHOCKWAVE2_STARTTIME && t < KAMI_SHOCKWAVE2_ENDTIME) { // 2nd kamikaze shockwave if (le->angles.trBase[0] == 0 && le->angles.trBase[1] == 0 && le->angles.trBase[2] == 0) { le->angles.trBase[0] = random() * 360; le->angles.trBase[1] = random() * 360; le->angles.trBase[2] = random() * 360; } memset(&shockwave, 0, sizeof(shockwave)); shockwave.hModel = cgs.media.kamikazeShockWave; shockwave.reType = RT_MODEL; shockwave.shaderTime = re->shaderTime; VectorCopy(re->origin, shockwave.origin); test[0] = le->angles.trBase[0]; test[1] = le->angles.trBase[1]; test[2] = le->angles.trBase[2]; AnglesToAxis( test, axis ); c = (float)(t - KAMI_SHOCKWAVE2_STARTTIME) / (float)(KAMI_SHOCKWAVE2_ENDTIME - KAMI_SHOCKWAVE2_STARTTIME); VectorScale( axis[0], c * KAMI_SHOCKWAVE2_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[0] ); VectorScale( axis[1], c * KAMI_SHOCKWAVE2_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[1] ); VectorScale( axis[2], c * KAMI_SHOCKWAVE2_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[2] ); shockwave.nonNormalizedAxes = qtrue; if (t > KAMI_SHOCKWAVE2FADE_STARTTIME) { c = (float)(t - KAMI_SHOCKWAVE2FADE_STARTTIME) / (float)(KAMI_SHOCKWAVE2_ENDTIME - KAMI_SHOCKWAVE2FADE_STARTTIME); } else { c = 0; } c *= 0xff; shockwave.shaderRGBA[0] = 0xff - c; shockwave.shaderRGBA[1] = 0xff - c; shockwave.shaderRGBA[2] = 0xff - c; shockwave.shaderRGBA[3] = 0xff - c; CG_AddRefEntityWithMinLight( &shockwave ); } }
/* ================ CG_AddFragment ================ */ void CG_AddFragment( localEntity_t *le ) { vec3_t newOrigin; trace_t trace; if ( le->pos.trType == TR_STATIONARY ) { // sink into the ground if near the removal time int t; float oldZ; t = le->endTime - cg.time; if ( t < SINK_TIME ) { // we must use an explicit lighting origin, otherwise the // lighting would be lost as soon as the origin went // into the ground VectorCopy( le->refEntity.origin, le->refEntity.lightingOrigin ); le->refEntity.renderfx |= RF_LIGHTING_ORIGIN; oldZ = le->refEntity.origin[2]; le->refEntity.origin[2] -= 16 * ( 1.0 - (float)t / SINK_TIME ); CG_AddRefEntityWithMinLight( &le->refEntity ); le->refEntity.origin[2] = oldZ; } else { CG_AddRefEntityWithMinLight( &le->refEntity ); } return; } // calculate new position BG_EvaluateTrajectory( &le->pos, cg.time, newOrigin ); // trace a line from previous position to new position CG_Trace( &trace, le->refEntity.origin, NULL, NULL, newOrigin, -1, CONTENTS_SOLID ); if ( trace.fraction == 1.0 ) { // still in free fall VectorCopy( newOrigin, le->refEntity.origin ); if ( le->leFlags & LEF_TUMBLE ) { vec3_t angles; BG_EvaluateTrajectory( &le->angles, cg.time, angles ); AnglesToAxis( angles, le->refEntity.axis ); } CG_AddRefEntityWithMinLight( &le->refEntity ); // add a blood trail if ( le->leBounceSoundType == LEBS_BLOOD ) { CG_BloodTrail( le ); } return; } // if it is in a nodrop zone, remove it // this keeps gibs from waiting at the bottom of pits of death // and floating levels if ( CG_PointContents( trace.endpos, 0 ) & CONTENTS_NODROP ) { CG_FreeLocalEntity( le ); return; } // leave a mark CG_FragmentBounceMark( le, &trace ); // do a bouncy sound CG_FragmentBounceSound( le, &trace ); // reflect the velocity on the trace plane CG_ReflectVelocity( le, &trace ); CG_AddRefEntityWithMinLight( &le->refEntity ); }
static void Main_MenuDraw( void ) { refdef_t refdef; refEntity_t ent; vec3_t origin; vec3_t angles; float adjust; float x, y, w, h; vec4_t color = {0.5, 0, 0, 1}; // setup the refdef memset( &refdef, 0, sizeof( refdef ) ); refdef.rdflags = RDF_NOWORLDMODEL; AxisClear( refdef.viewaxis ); x = 0; y = 0; w = 640; h = 120; CG_AdjustFrom640( &x, &y, &w, &h ); refdef.x = x; refdef.y = y; refdef.width = w; refdef.height = h; adjust = 0; // JDC: Kenneth asked me to stop this 1.0 * sin( (float)uis.realtime / 1000 ); refdef.fov_x = 60 + adjust; refdef.fov_y = 19.6875 + adjust; refdef.time = uis.realtime; origin[0] = 300; origin[1] = 0; origin[2] = -32; trap_R_ClearScene(); // add the model memset( &ent, 0, sizeof(ent) ); adjust = 5.0 * sin( (float)uis.realtime / 5000 ); VectorSet( angles, 0, 180 + adjust, 0 ); AnglesToAxis( angles, ent.axis ); ent.hModel = s_main.bannerModel; VectorCopy( origin, ent.origin ); VectorCopy( origin, ent.lightingOrigin ); ent.renderfx = RF_LIGHTING_ORIGIN | RF_NOSHADOW; VectorCopy( ent.origin, ent.oldorigin ); CG_AddRefEntityWithMinLight( &ent ); trap_R_RenderScene( &refdef ); if (strlen(s_errorMessage.errorMessage)) { UI_DrawProportionalString_AutoWrapped( 320, 192, 600, 20, s_errorMessage.errorMessage, UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, menu_text_color ); } else { // standard menu drawing Menu_Draw( &s_main.menu ); } if (uis.demoversion) { UI_DrawProportionalString( 320, 372, "DEMO FOR MATURE AUDIENCES DEMO", UI_CENTER|UI_SMALLFONT, color ); UI_DrawString( 320, 400, "Quake III Arena(c) 1999-2000, Id Software, Inc. All Rights Reserved", UI_CENTER|UI_SMALLFONT, color ); } else if (uis.demotestversion) { UI_DrawProportionalString( 320, 372, "DEMOTEST FOR MATURE AUDIENCES DEMOTEST", UI_CENTER|UI_SMALLFONT, color ); UI_DrawString( 320, 400, "Quake III Arena(c) 1999-2000, Id Software, Inc. All Rights Reserved", UI_CENTER|UI_SMALLFONT, color ); UI_DrawString( 320, 428, "This test may only be distributed electronically. Physical media (e.g. CD-ROM's, floppies, etc.) redistribution of the demo test is prohibited. Refer to the End User License Agreement for further details.", UI_CENTER|UI_SMALLFONT, color ); } else { UI_DrawString( 320, 450, "Quake III Arena(c) 1999-2000, Id Software, Inc. All Rights Reserved", UI_CENTER|UI_SMALLFONT, color ); } }
/* =============== UI_DrawPlayer =============== */ void UI_DrawPlayer( float x, float y, float w, float h, uiPlayerInfo_t *pi, int time ) { refdef_t refdef; refEntity_t legs = {0}; refEntity_t torso = {0}; refEntity_t head = {0}; #ifdef TA_WEAPSYS refEntity_t gun[MAX_HANDS] = {0}; #else refEntity_t gun = {0}; #endif refEntity_t barrel = {0}; refEntity_t flash = {0}; vec3_t origin; int renderfx; vec3_t mins = {-16, -16, -24}; vec3_t maxs = {16, 16, 32}; float len; float xx; float xscale; float yscale; #ifdef TA_WEAPSYS int i; vec3_t angles; #ifdef TURTLEARENA // PLAYERS char *newTagNames[3] = { "tag_hand_primary", "tag_hand_secondary", NULL }; #endif char *originalTagNames[3] = { "tag_weapon", "tag_flag", NULL }; #endif if ( !pi->legsModel || !pi->torsoModel || !pi->headModel #ifdef TA_PLAYERSYS || !pi->playercfg.animations[0].numFrames ) { #else || !pi->animations[0].numFrames ) { #endif return; } // this allows the ui to cache the player model on the main menu if (w == 0 || h == 0) { return; } dp_realtime = time; if ( pi->pendingWeapon != WP_NUM_WEAPONS && dp_realtime > pi->weaponTimer ) { pi->weapon = pi->pendingWeapon; pi->lastWeapon = pi->pendingWeapon; pi->pendingWeapon = WP_NUM_WEAPONS; pi->weaponTimer = 0; #ifndef TA_WEAPSYS_EX if( pi->currentWeapon != pi->weapon ) { trap_S_StartLocalSound( weaponChangeSound, CHAN_LOCAL ); } #endif } CG_AdjustFrom640( &x, &y, &w, &h ); y -= jumpHeight; memset( &refdef, 0, sizeof( refdef ) ); memset( &legs, 0, sizeof(legs) ); memset( &torso, 0, sizeof(torso) ); memset( &head, 0, sizeof(head) ); refdef.rdflags = RDF_NOWORLDMODEL; AxisClear( refdef.viewaxis ); refdef.x = x; refdef.y = y; refdef.width = w; refdef.height = h; if ( ui_stretch.integer ) { xscale = cgs.screenXScaleStretch; yscale = cgs.screenYScaleStretch; } else { xscale = cgs.screenXScale; yscale = cgs.screenYScale; } refdef.fov_x = (int)((float)refdef.width / xscale / 640.0f * 90.0f); xx = refdef.width / xscale / tan( refdef.fov_x / 360 * M_PI ); refdef.fov_y = atan2( refdef.height / yscale, xx ); refdef.fov_y *= ( 360 / (float)M_PI ); // calculate distance so the player nearly fills the box len = 0.7 * ( maxs[2] - mins[2] ); origin[0] = len / tan( DEG2RAD(refdef.fov_x) * 0.5 ); origin[1] = 0.5 * ( mins[1] + maxs[1] ); origin[2] = -0.5 * ( mins[2] + maxs[2] ); refdef.time = dp_realtime; trap_R_ClearScene(); // get the rotation information UI_PlayerAngles( pi, legs.axis, torso.axis, head.axis ); // get the animation state (after rotation, to allow feet shuffle) UI_PlayerAnimation( pi, &legs.oldframe, &legs.frame, &legs.backlerp, &torso.oldframe, &torso.frame, &torso.backlerp ); renderfx = RF_LIGHTING_ORIGIN | RF_NOSHADOW; // // add the legs // legs.hModel = pi->legsModel; legs.customSkin = CG_AddSkinToFrame( &pi->modelSkin ); VectorCopy( origin, legs.origin ); VectorCopy( origin, legs.lightingOrigin ); legs.renderfx = renderfx; VectorCopy (legs.origin, legs.oldorigin); Byte4Copy( pi->c1RGBA, legs.shaderRGBA ); CG_AddRefEntityWithMinLight( &legs ); if (!legs.hModel) { return; } // // add the torso // torso.hModel = pi->torsoModel; if (!torso.hModel) { return; } torso.customSkin = legs.customSkin; VectorCopy( origin, torso.lightingOrigin ); UI_PositionRotatedEntityOnTag( &torso, &legs, pi->legsModel, "tag_torso"); torso.renderfx = renderfx; Byte4Copy( pi->c1RGBA, torso.shaderRGBA ); CG_AddRefEntityWithMinLight( &torso ); // // add the head // head.hModel = pi->headModel; if (!head.hModel) { return; } head.customSkin = legs.customSkin; VectorCopy( origin, head.lightingOrigin ); UI_PositionRotatedEntityOnTag( &head, &torso, pi->torsoModel, "tag_head"); head.renderfx = renderfx; Byte4Copy( pi->c1RGBA, head.shaderRGBA ); CG_AddRefEntityWithMinLight( &head ); // // add the gun // if ( pi->currentWeapon != WP_NONE ) { #ifdef TA_WEAPSYS // get hands from cent for (i = 0; i < MAX_HANDS; i++) { memset( &gun[i], 0, sizeof(gun[i]) ); gun[i].hModel = pi->weaponModel[i]; VectorCopy( origin, gun[i].lightingOrigin ); gun[i].renderfx = renderfx; Byte4Copy( pi->c1RGBA, gun[i].shaderRGBA ); if (!originalTagNames[i] #ifdef TURTLEARENA // PLAYERS || !newTagNames[i] #endif ) { break; } if (!gun[i].hModel) { continue; } if ( #ifdef TURTLEARENA // PLAYERS !UI_PositionEntityOnTag( &gun[i], &torso, pi->torsoModel, newTagNames[i]) && #endif !UI_PositionEntityOnTag( &gun[i], &torso, pi->torsoModel, originalTagNames[i])) { // Failed to find tag continue; } CG_AddRefEntityWithMinLight( &gun[i] ); } #else memset( &gun, 0, sizeof(gun) ); gun.hModel = pi->weaponModel; Byte4Copy( pi->c1RGBA, gun.shaderRGBA ); VectorCopy( origin, gun.lightingOrigin ); UI_PositionEntityOnTag( &gun, &torso, pi->torsoModel, "tag_weapon"); gun.renderfx = renderfx; CG_AddRefEntityWithMinLight( &gun ); #endif } // // add the spinning barrel // #ifdef TA_WEAPSYS for (i = 0; i < MAX_HANDS; i++) #else if ( pi->barrelModel ) #endif { #ifdef TA_WEAPSYS if (!pi->barrelModel[i]) continue; #else vec3_t angles; #endif memset( &barrel, 0, sizeof(barrel) ); VectorCopy( origin, barrel.lightingOrigin ); barrel.renderfx = renderfx; #ifdef TA_WEAPSYS barrel.hModel = pi->barrelModel[i]; VectorClear(angles); if (bg_weapongroupinfo[pi->realWeapon].weapon[0]->barrelSpin != BS_NONE) { angles[bg_weapongroupinfo[pi->realWeapon].weapon[0]->barrelSpin] = UI_MachinegunSpinAngle( pi ); } #else barrel.hModel = pi->barrelModel; angles[YAW] = 0; angles[PITCH] = 0; angles[ROLL] = UI_MachinegunSpinAngle( pi ); #endif AnglesToAxis( angles, barrel.axis ); #ifdef TA_WEAPSYS UI_PositionRotatedEntityOnTag( &barrel, &gun[i], pi->weaponModel[i], "tag_barrel"); #else UI_PositionRotatedEntityOnTag( &barrel, &gun, pi->weaponModel, "tag_barrel"); #endif CG_AddRefEntityWithMinLight( &barrel ); } // // add muzzle flash // if ( dp_realtime <= pi->muzzleFlashTime ) { #ifdef TA_WEAPSYS vec3_t *flashDlightColor; for (i = 0; i < MAX_HANDS; i++) { memset( &flash, 0, sizeof(flash) ); flash.hModel = pi->flashModel[i]; flashDlightColor = &pi->flashDlightColor[i]; Byte4Copy( pi->c1RGBA, flash.shaderRGBA ); if (!flash.hModel) continue; VectorCopy( origin, flash.lightingOrigin ); UI_PositionEntityOnTag( &flash, &gun[i], pi->weaponModel[i], "tag_flash"); flash.renderfx = renderfx; trap_R_AddRefEntityToScene( &flash ); // make a dlight for the flash if ( *flashDlightColor[0] || *flashDlightColor[1] || *flashDlightColor[2] ) { trap_R_AddLightToScene( flash.origin, 200 + (rand()&31), 1.0f, *flashDlightColor[0], *flashDlightColor[1], *flashDlightColor[2] ); } } #else if ( pi->flashModel ) { memset( &flash, 0, sizeof(flash) ); flash.hModel = pi->flashModel; Byte4Copy( pi->c1RGBA, flash.shaderRGBA ); VectorCopy( origin, flash.lightingOrigin ); UI_PositionEntityOnTag( &flash, &gun, pi->weaponModel, "tag_flash"); flash.renderfx = renderfx; CG_AddRefEntityWithMinLight( &flash ); } // make a dlight for the flash if ( pi->flashDlightColor[0] || pi->flashDlightColor[1] || pi->flashDlightColor[2] ) { trap_R_AddJuniorLightToScene( flash.origin, 200 + (rand()&31), 1.0f, pi->flashDlightColor[0], pi->flashDlightColor[1], pi->flashDlightColor[2] ); } #endif } // // add the chat icon // if ( pi->chat ) { #ifdef TA_DATA // shaders UI_PlayerFloatSprite( pi, torso.origin, trap_R_RegisterShaderNoMip( "sprites/talkBalloon" ) ); #else UI_PlayerFloatSprite( pi, torso.origin, trap_R_RegisterShaderNoMip( "sprites/balloon3" ) ); #endif } // // add an accent light // origin[0] -= 100; // + = behind, - = in front origin[1] += 100; // + = left, - = right origin[2] += 100; // + = above, - = below trap_R_AddJuniorLightToScene( origin, 500, 1.0, 1.0, 1.0, 1.0 ); origin[0] -= 100; origin[1] -= 100; origin[2] -= 100; trap_R_AddJuniorLightToScene( origin, 500, 1.0, 1.0, 0.0, 0.0 ); trap_R_RenderScene( &refdef ); } /* ========================== UI_FileExists ========================== */ static qboolean UI_FileExists(const char *filename) { int len; len = trap_FS_FOpenFile( filename, NULL, FS_READ ); if (len>0) { return qtrue; } return qfalse; }
/* =============== UI_DrawPlayer =============== */ void UI_DrawPlayer( float x, float y, float w, float h, uiPlayerInfo_t *pi, int time ) { refdef_t refdef; refEntity_t legs = {0}; refEntity_t torso = {0}; refEntity_t head = {0}; refEntity_t gun = {0}; refEntity_t barrel = {0}; refEntity_t flash = {0}; vec3_t origin; int renderfx; vec3_t mins = {-16, -16, -24}; vec3_t maxs = {16, 16, 32}; float len; float xx; float xscale; float yscale; if ( !pi->legsModel || !pi->torsoModel || !pi->headModel || !pi->animations[0].numFrames ) { return; } // this allows the ui to cache the player model on the main menu if (w == 0 || h == 0) { return; } dp_realtime = time; if ( pi->pendingWeapon != WP_NUM_WEAPONS && dp_realtime > pi->weaponTimer ) { pi->weapon = pi->pendingWeapon; pi->lastWeapon = pi->pendingWeapon; pi->pendingWeapon = WP_NUM_WEAPONS; pi->weaponTimer = 0; if( pi->currentWeapon != pi->weapon ) { trap_S_StartLocalSound( weaponChangeSound, CHAN_LOCAL ); } } CG_AdjustFrom640( &x, &y, &w, &h ); y -= jumpHeight; memset( &refdef, 0, sizeof( refdef ) ); memset( &legs, 0, sizeof(legs) ); memset( &torso, 0, sizeof(torso) ); memset( &head, 0, sizeof(head) ); refdef.rdflags = RDF_NOWORLDMODEL; AxisClear( refdef.viewaxis ); refdef.x = x; refdef.y = y; refdef.width = w; refdef.height = h; if ( ui_stretch.integer ) { xscale = cgs.screenXScaleStretch; yscale = cgs.screenYScaleStretch; } else { xscale = cgs.screenXScale; yscale = cgs.screenYScale; } refdef.fov_x = (int)((float)refdef.width / xscale / 640.0f * 90.0f); xx = refdef.width / xscale / tan( refdef.fov_x / 360 * M_PI ); refdef.fov_y = atan2( refdef.height / yscale, xx ); refdef.fov_y *= ( 360 / (float)M_PI ); // calculate distance so the player nearly fills the box len = 0.7 * ( maxs[2] - mins[2] ); origin[0] = len / tan( DEG2RAD(refdef.fov_x) * 0.5 ); origin[1] = 0.5 * ( mins[1] + maxs[1] ); origin[2] = -0.5 * ( mins[2] + maxs[2] ); refdef.time = dp_realtime; trap_R_ClearScene(); // get the rotation information UI_PlayerAngles( pi, legs.axis, torso.axis, head.axis ); // get the animation state (after rotation, to allow feet shuffle) UI_PlayerAnimation( pi, &legs.oldframe, &legs.frame, &legs.backlerp, &torso.oldframe, &torso.frame, &torso.backlerp ); renderfx = RF_LIGHTING_ORIGIN | RF_NOSHADOW; // // add the legs // legs.hModel = pi->legsModel; legs.customSkin = CG_AddSkinToFrame( &pi->modelSkin ); VectorCopy( origin, legs.origin ); VectorCopy( origin, legs.lightingOrigin ); legs.renderfx = renderfx; VectorCopy (legs.origin, legs.oldorigin); Byte4Copy( pi->c1RGBA, legs.shaderRGBA ); CG_AddRefEntityWithMinLight( &legs ); if (!legs.hModel) { return; } // // add the torso // torso.hModel = pi->torsoModel; if (!torso.hModel) { return; } torso.customSkin = legs.customSkin; VectorCopy( origin, torso.lightingOrigin ); UI_PositionRotatedEntityOnTag( &torso, &legs, pi->legsModel, "tag_torso"); torso.renderfx = renderfx; Byte4Copy( pi->c1RGBA, torso.shaderRGBA ); CG_AddRefEntityWithMinLight( &torso ); // // add the head // head.hModel = pi->headModel; if (!head.hModel) { return; } head.customSkin = legs.customSkin; VectorCopy( origin, head.lightingOrigin ); UI_PositionRotatedEntityOnTag( &head, &torso, pi->torsoModel, "tag_head"); head.renderfx = renderfx; Byte4Copy( pi->c1RGBA, head.shaderRGBA ); CG_AddRefEntityWithMinLight( &head ); // // add the gun // if ( pi->currentWeapon != WP_NONE ) { memset( &gun, 0, sizeof(gun) ); gun.hModel = pi->weaponModel; Byte4Copy( pi->c1RGBA, gun.shaderRGBA ); VectorCopy( origin, gun.lightingOrigin ); UI_PositionEntityOnTag( &gun, &torso, pi->torsoModel, "tag_weapon"); gun.renderfx = renderfx; CG_AddRefEntityWithMinLight( &gun ); } // // add the spinning barrel // if ( pi->barrelModel ) { vec3_t angles; memset( &barrel, 0, sizeof(barrel) ); VectorCopy( origin, barrel.lightingOrigin ); barrel.renderfx = renderfx; barrel.hModel = pi->barrelModel; angles[YAW] = 0; angles[PITCH] = 0; angles[ROLL] = UI_MachinegunSpinAngle( pi ); AnglesToAxis( angles, barrel.axis ); UI_PositionRotatedEntityOnTag( &barrel, &gun, pi->weaponModel, "tag_barrel"); CG_AddRefEntityWithMinLight( &barrel ); } // // add muzzle flash // if ( dp_realtime <= pi->muzzleFlashTime ) { if ( pi->flashModel ) { memset( &flash, 0, sizeof(flash) ); flash.hModel = pi->flashModel; Byte4Copy( pi->c1RGBA, flash.shaderRGBA ); VectorCopy( origin, flash.lightingOrigin ); UI_PositionEntityOnTag( &flash, &gun, pi->weaponModel, "tag_flash"); flash.renderfx = renderfx; CG_AddRefEntityWithMinLight( &flash ); } // make a dlight for the flash if ( pi->flashDlightColor[0] || pi->flashDlightColor[1] || pi->flashDlightColor[2] ) { trap_R_AddJuniorLightToScene( flash.origin, 200 + (rand()&31), 1.0f, pi->flashDlightColor[0], pi->flashDlightColor[1], pi->flashDlightColor[2] ); } } // // add the chat icon // if ( pi->chat ) { UI_PlayerFloatSprite( pi, torso.origin, trap_R_RegisterShaderNoMip( "sprites/balloon3" ) ); } // // add an accent light // origin[0] -= 100; // + = behind, - = in front origin[1] += 100; // + = left, - = right origin[2] += 100; // + = above, - = below trap_R_AddJuniorLightToScene( origin, 500, 1.0, 1.0, 1.0, 1.0 ); origin[0] -= 100; origin[1] -= 100; origin[2] -= 100; trap_R_AddJuniorLightToScene( origin, 500, 1.0, 1.0, 0.0, 0.0 ); trap_R_RenderScene( &refdef ); }