📄 ui_players.c
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*/
static qboolean UI_FindClientHeadFile( char *filename, int length, const char *teamName, const char *headModelName, const char *headSkinName, const char *base, const char *ext ) {
char *team, *headsFolder;
int i;
team = "default";
if ( headModelName[0] == '*' ) {
headsFolder = "heads/";
headModelName++;
}
else {
headsFolder = "";
}
while(1) {
for ( i = 0; i < 2; i++ ) {
if ( i == 0 && teamName && *teamName ) {
Com_sprintf( filename, length, "models/players/%s%s/%s/%s%s_%s.%s", headsFolder, headModelName, headSkinName, teamName, base, team, ext );
}
else {
Com_sprintf( filename, length, "models/players/%s%s/%s/%s_%s.%s", headsFolder, headModelName, headSkinName, base, team, ext );
}
if ( UI_FileExists( filename ) ) {
return qtrue;
}
if ( i == 0 && teamName && *teamName ) {
Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", headsFolder, headModelName, teamName, base, headSkinName, ext );
}
else {
Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", headsFolder, headModelName, base, headSkinName, ext );
}
if ( UI_FileExists( filename ) ) {
return qtrue;
}
if ( !teamName || !*teamName ) {
break;
}
}
// if tried the heads folder first
if ( headsFolder[0] ) {
break;
}
headsFolder = "heads/";
}
return qfalse;
}
/*
==========================
UI_RegisterClientSkin
==========================
*/
static qboolean UI_RegisterClientSkin( playerInfo_t *pi, const char *modelName, const char *skinName, const char *headModelName, const char *headSkinName , const char *teamName) {
char filename[MAX_QPATH*2];
if (teamName && *teamName) {
Com_sprintf( filename, sizeof( filename ), "models/players/%s/%s/lower_%s.skin", modelName, teamName, skinName );
} else {
Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower_%s.skin", modelName, skinName );
}
pi->legsSkin = trap_R_RegisterSkin( filename );
if (!pi->legsSkin) {
if (teamName && *teamName) {
Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/%s/lower_%s.skin", modelName, teamName, skinName );
} else {
Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/lower_%s.skin", modelName, skinName );
}
pi->legsSkin = trap_R_RegisterSkin( filename );
}
if (teamName && *teamName) {
Com_sprintf( filename, sizeof( filename ), "models/players/%s/%s/upper_%s.skin", modelName, teamName, skinName );
} else {
Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper_%s.skin", modelName, skinName );
}
pi->torsoSkin = trap_R_RegisterSkin( filename );
if (!pi->torsoSkin) {
if (teamName && *teamName) {
Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/%s/upper_%s.skin", modelName, teamName, skinName );
} else {
Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/upper_%s.skin", modelName, skinName );
}
pi->torsoSkin = trap_R_RegisterSkin( filename );
}
if ( UI_FindClientHeadFile( filename, sizeof(filename), teamName, headModelName, headSkinName, "head", "skin" ) ) {
pi->headSkin = trap_R_RegisterSkin( filename );
}
if ( !pi->legsSkin || !pi->torsoSkin || !pi->headSkin ) {
return qfalse;
}
return qtrue;
}
/*
======================
UI_ParseAnimationFile
======================
*/
static qboolean UI_ParseAnimationFile( const char *filename, animation_t *animations ) {
char *text_p, *prev;
int len;
int i;
char *token;
float fps;
int skip;
char text[20000];
fileHandle_t f;
memset( animations, 0, sizeof( animation_t ) * MAX_ANIMATIONS );
// load the file
len = trap_FS_FOpenFile( filename, &f, FS_READ );
if ( len <= 0 ) {
return qfalse;
}
if ( len >= ( sizeof( text ) - 1 ) ) {
Com_Printf( "File %s too long\n", filename );
return qfalse;
}
trap_FS_Read( text, len, f );
text[len] = 0;
trap_FS_FCloseFile( f );
COM_Compress(text);
// parse the text
text_p = text;
skip = 0; // quite the compiler warning
// read optional parameters
while ( 1 ) {
prev = text_p; // so we can unget
token = COM_Parse( &text_p );
if ( !token ) {
break;
}
if ( !Q_stricmp( token, "footsteps" ) ) {
token = COM_Parse( &text_p );
if ( !token ) {
break;
}
continue;
} else if ( !Q_stricmp( token, "headoffset" ) ) {
for ( i = 0 ; i < 3 ; i++ ) {
token = COM_Parse( &text_p );
if ( !token ) {
break;
}
}
continue;
} else if ( !Q_stricmp( token, "sex" ) ) {
token = COM_Parse( &text_p );
if ( !token ) {
break;
}
continue;
}
// if it is a number, start parsing animations
if ( token[0] >= '0' && token[0] <= '9' ) {
text_p = prev; // unget the token
break;
}
Com_Printf( "unknown token '%s' is %s\n", token, filename );
}
// read information for each frame
for ( i = 0 ; i < MAX_ANIMATIONS ; i++ ) {
token = COM_Parse( &text_p );
if ( !token ) {
break;
}
animations[i].firstFrame = atoi( token );
// leg only frames are adjusted to not count the upper body only frames
if ( i == LEGS_WALKCR ) {
skip = animations[LEGS_WALKCR].firstFrame - animations[TORSO_GESTURE].firstFrame;
}
if ( i >= LEGS_WALKCR ) {
animations[i].firstFrame -= skip;
}
token = COM_Parse( &text_p );
if ( !token ) {
break;
}
animations[i].numFrames = atoi( token );
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_ANIMATIONS ) {
Com_Printf( "Error parsing animation file: %s", filename );
return qfalse;
}
return qtrue;
}
/*
==========================
UI_RegisterClientModelname
==========================
*/
qboolean UI_RegisterClientModelname( playerInfo_t *pi, const char *modelSkinName, const char *headModelSkinName, const char *teamName ) {
char modelName[MAX_QPATH];
char skinName[MAX_QPATH];
char headModelName[MAX_QPATH];
char headSkinName[MAX_QPATH];
char filename[MAX_QPATH];
char *slash;
pi->torsoModel = 0;
pi->headModel = 0;
if ( !modelSkinName[0] ) {
return qfalse;
}
Q_strncpyz( modelName, modelSkinName, sizeof( modelName ) );
slash = strchr( modelName, '/' );
if ( !slash ) {
// modelName did not include a skin name
Q_strncpyz( skinName, "default", sizeof( skinName ) );
} else {
Q_strncpyz( skinName, slash + 1, sizeof( skinName ) );
*slash = '\0';
}
Q_strncpyz( headModelName, headModelSkinName, sizeof( headModelName ) );
slash = strchr( headModelName, '/' );
if ( !slash ) {
// modelName did not include a skin name
Q_strncpyz( headSkinName, "default", sizeof( skinName ) );
} else {
Q_strncpyz( headSkinName, slash + 1, sizeof( skinName ) );
*slash = '\0';
}
// load cmodels before models so filecache works
Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.md3", modelName );
pi->legsModel = trap_R_RegisterModel( filename );
if ( !pi->legsModel ) {
Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/lower.md3", modelName );
pi->legsModel = trap_R_RegisterModel( filename );
if ( !pi->legsModel ) {
Com_Printf( "Failed to load model file %s\n", filename );
return qfalse;
}
}
Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.md3", modelName );
pi->torsoModel = trap_R_RegisterModel( filename );
if ( !pi->torsoModel ) {
Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/upper.md3", modelName );
pi->torsoModel = trap_R_RegisterModel( filename );
if ( !pi->torsoModel ) {
Com_Printf( "Failed to load model file %s\n", filename );
return qfalse;
}
}
if (headModelName && headModelName[0] == '*' ) {
Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/%s.md3", &headModelName[1], &headModelName[1] );
}
else {
Com_sprintf( filename, sizeof( filename ), "models/players/%s/head.md3", headModelName );
}
pi->headModel = trap_R_RegisterModel( filename );
if ( !pi->headModel && headModelName[0] != '*') {
Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/%s.md3", headModelName, headModelName );
pi->headModel = trap_R_RegisterModel( filename );
}
if (!pi->headModel) {
Com_Printf( "Failed to load model file %s\n", filename );
return qfalse;
}
// if any skins failed to load, fall back to default
if ( !UI_RegisterClientSkin( pi, modelName, skinName, headModelName, headSkinName, teamName) ) {
if ( !UI_RegisterClientSkin( pi, modelName, "default", headModelName, "default", teamName ) ) {
Com_Printf( "Failed to load skin file: %s : %s\n", modelName, skinName );
return qfalse;
}
}
// load the animations
Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", modelName );
if ( !UI_ParseAnimationFile( filename, pi->animations ) ) {
Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/animation.cfg", modelName );
if ( !UI_ParseAnimationFile( filename, pi->animations ) ) {
Com_Printf( "Failed to load animation file %s\n", filename );
return qfalse;
}
}
return qtrue;
}
/*
===============
UI_PlayerInfo_SetModel
===============
*/
void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model, const char *headmodel, char *teamName ) {
memset( pi, 0, sizeof(*pi) );
UI_RegisterClientModelname( pi, model, headmodel, teamName );
pi->weapon = WP_MACHINEGUN;
pi->currentWeapon = pi->weapon;
pi->lastWeapon = pi->weapon;
pi->pendingWeapon = -1;
pi->weaponTimer = 0;
pi->chat = qfalse;
pi->newModel = qtrue;
UI_PlayerInfo_SetWeapon( pi, pi->weapon );
}
/*
===============
UI_PlayerInfo_SetInfo
===============
*/
void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_t viewAngles, vec3_t moveAngles, weapon_t weaponNumber, qboolean chat ) {
int currentAnim;
weapon_t weaponNum;
pi->chat = chat;
// view angles
VectorCopy( viewAngles, pi->viewAngles );
// move angles
VectorCopy( moveAngles, pi->moveAngles );
if ( pi->newModel ) {
pi->newModel = qfalse;
jumpHeight = 0;
pi->pendingLegsAnim = 0;
UI_ForceLegsAnim( pi, legsAnim );
pi->legs.yawAngle = viewAngles[YAW];
pi->legs.yawing = qfalse;
pi->pendingTorsoAnim = 0;
UI_ForceTorsoAnim( pi, torsoAnim );
pi->torso.yawAngle = viewAngles[YAW];
pi->torso.yawing = qfalse;
if ( weaponNumber != -1 ) {
pi->weapon = weaponNumber;
pi->currentWeapon = weaponNumber;
pi->lastWeapon = weaponNumber;
pi->pendingWeapon = -1;
pi->weaponTimer = 0;
UI_PlayerInfo_SetWeapon( pi, pi->weapon );
}
return;
}
// weapon
if ( weaponNumber == -1 ) {
pi->pendingWeapon = -1;
pi->weaponTimer = 0;
}
else if ( weaponNumber != WP_NONE ) {
pi->pendingWeapon = weaponNumber;
pi->weaponTimer = dp_realtime + UI_TIMER_WEAPON_DELAY;
}
weaponNum = pi->lastWeapon;
pi->weapon = weaponNum;
if ( torsoAnim == BOTH_DEATH1 || legsAnim == BOTH_DEATH1 ) {
torsoAnim = legsAnim = BOTH_DEATH1;
pi->weapon = pi->currentWeapon = WP_NONE;
UI_PlayerInfo_SetWeapon( pi, pi->weapon );
jumpHeight = 0;
pi->pendingLegsAnim = 0;
UI_ForceLegsAnim( pi, legsAnim );
pi->pendingTorsoAnim = 0;
UI_ForceTorsoAnim( pi, torsoAnim );
return;
}
// leg animation
currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT;
if ( legsAnim != LEGS_JUMP && ( currentAnim == LEGS_JUMP || currentAnim == LEGS_LAND ) ) {
pi->pendingLegsAnim = legsAnim;
}
else if ( legsAnim != currentAnim ) {
jumpHeight = 0;
pi->pendingLegsAnim = 0;
UI_ForceLegsAnim( pi, legsAnim );
}
// torso animation
if ( torsoAnim == TORSO_STAND || torsoAnim == TORSO_STAND2 ) {
if ( weaponNum == WP_NONE || weaponNum == WP_GAUNTLET ) {
torsoAnim = TORSO_STAND2;
}
else {
torsoAnim = TORSO_STAND;
}
}
if ( torsoAnim == TORSO_ATTACK || torsoAnim == TORSO_ATTACK2 ) {
if ( weaponNum == WP_NONE || weaponNum == WP_GAUNTLET ) {
torsoAnim = TORSO_ATTACK2;
}
else {
torsoAnim = TORSO_ATTACK;
}
pi->muzzleFlashTime = dp_realtime + UI_TIMER_MUZZLE_FLASH;
//FIXME play firing sound here
}
currentAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT;
if ( weaponNum != pi->currentWeapon || currentAnim == TORSO_RAISE || currentAnim == TORSO_DROP ) {
pi->pendingTorsoAnim = torsoAnim;
}
else if ( ( currentAnim == TORSO_GESTURE || currentAnim == TORSO_ATTACK ) && ( torsoAnim != currentAnim ) ) {
pi->pendingTorsoAnim = torsoAnim;
}
else if ( torsoAnim != currentAnim ) {
pi->pendingTorsoAnim = 0;
UI_ForceTorsoAnim( pi, torsoAnim );
}
}
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