dhewm3/neo/game/PlayerView.cpp
Daniel Gibson e24b62d3e0 Use g_hitEffect CVar variable directly instead of getting it by name
No need to do a lookup of the CVar by name every time the player is hit,
we can just access the variable holding it.
2020-05-30 05:41:22 +02:00

727 lines
20 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code 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. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "renderer/RenderWorld.h"
#include "gamesys/SysCvar.h"
#include "gamesys/SaveGame.h"
#include "GameBase.h"
#include "Player.h"
#include "PlayerView.h"
const int IMPULSE_DELAY = 150;
/*
==============
idPlayerView::idPlayerView
==============
*/
idPlayerView::idPlayerView() {
memset( screenBlobs, 0, sizeof( screenBlobs ) );
memset( &view, 0, sizeof( view ) );
player = NULL;
dvMaterial = declManager->FindMaterial( "_scratch" );
tunnelMaterial = declManager->FindMaterial( "textures/decals/tunnel" );
armorMaterial = declManager->FindMaterial( "armorViewEffect" );
berserkMaterial = declManager->FindMaterial( "textures/decals/berserk" );
irGogglesMaterial = declManager->FindMaterial( "textures/decals/irblend" );
bloodSprayMaterial = declManager->FindMaterial( "textures/decals/bloodspray" );
bfgMaterial = declManager->FindMaterial( "textures/decals/bfgvision" );
lagoMaterial = declManager->FindMaterial( LAGO_MATERIAL, false );
bfgVision = false;
dvFinishTime = 0;
kickFinishTime = 0;
kickAngles.Zero();
lastDamageTime = 0.0f;
fadeTime = 0;
fadeRate = 0.0;
fadeFromColor.Zero();
fadeToColor.Zero();
fadeColor.Zero();
shakeAng.Zero();
ClearEffects();
}
/*
==============
idPlayerView::Save
==============
*/
void idPlayerView::Save( idSaveGame *savefile ) const {
int i;
const screenBlob_t *blob;
blob = &screenBlobs[ 0 ];
for( i = 0; i < MAX_SCREEN_BLOBS; i++, blob++ ) {
savefile->WriteMaterial( blob->material );
savefile->WriteFloat( blob->x );
savefile->WriteFloat( blob->y );
savefile->WriteFloat( blob->w );
savefile->WriteFloat( blob->h );
savefile->WriteFloat( blob->s1 );
savefile->WriteFloat( blob->t1 );
savefile->WriteFloat( blob->s2 );
savefile->WriteFloat( blob->t2 );
savefile->WriteInt( blob->finishTime );
savefile->WriteInt( blob->startFadeTime );
savefile->WriteFloat( blob->driftAmount );
}
savefile->WriteInt( dvFinishTime );
savefile->WriteMaterial( dvMaterial );
savefile->WriteInt( kickFinishTime );
savefile->WriteAngles( kickAngles );
savefile->WriteBool( bfgVision );
savefile->WriteMaterial( tunnelMaterial );
savefile->WriteMaterial( armorMaterial );
savefile->WriteMaterial( berserkMaterial );
savefile->WriteMaterial( irGogglesMaterial );
savefile->WriteMaterial( bloodSprayMaterial );
savefile->WriteMaterial( bfgMaterial );
savefile->WriteFloat( lastDamageTime );
savefile->WriteVec4( fadeColor );
savefile->WriteVec4( fadeToColor );
savefile->WriteVec4( fadeFromColor );
savefile->WriteFloat( fadeRate );
savefile->WriteInt( fadeTime );
savefile->WriteAngles( shakeAng );
savefile->WriteObject( player );
savefile->WriteRenderView( view );
}
/*
==============
idPlayerView::Restore
==============
*/
void idPlayerView::Restore( idRestoreGame *savefile ) {
int i;
screenBlob_t *blob;
blob = &screenBlobs[ 0 ];
for( i = 0; i < MAX_SCREEN_BLOBS; i++, blob++ ) {
savefile->ReadMaterial( blob->material );
savefile->ReadFloat( blob->x );
savefile->ReadFloat( blob->y );
savefile->ReadFloat( blob->w );
savefile->ReadFloat( blob->h );
savefile->ReadFloat( blob->s1 );
savefile->ReadFloat( blob->t1 );
savefile->ReadFloat( blob->s2 );
savefile->ReadFloat( blob->t2 );
savefile->ReadInt( blob->finishTime );
savefile->ReadInt( blob->startFadeTime );
savefile->ReadFloat( blob->driftAmount );
}
savefile->ReadInt( dvFinishTime );
savefile->ReadMaterial( dvMaterial );
savefile->ReadInt( kickFinishTime );
savefile->ReadAngles( kickAngles );
savefile->ReadBool( bfgVision );
savefile->ReadMaterial( tunnelMaterial );
savefile->ReadMaterial( armorMaterial );
savefile->ReadMaterial( berserkMaterial );
savefile->ReadMaterial( irGogglesMaterial );
savefile->ReadMaterial( bloodSprayMaterial );
savefile->ReadMaterial( bfgMaterial );
savefile->ReadFloat( lastDamageTime );
savefile->ReadVec4( fadeColor );
savefile->ReadVec4( fadeToColor );
savefile->ReadVec4( fadeFromColor );
savefile->ReadFloat( fadeRate );
savefile->ReadInt( fadeTime );
savefile->ReadAngles( shakeAng );
savefile->ReadObject( reinterpret_cast<idClass *&>( player ) );
savefile->ReadRenderView( view );
}
/*
==============
idPlayerView::SetPlayerEntity
==============
*/
void idPlayerView::SetPlayerEntity( idPlayer *playerEnt ) {
player = playerEnt;
}
/*
==============
idPlayerView::ClearEffects
==============
*/
void idPlayerView::ClearEffects() {
lastDamageTime = MS2SEC( gameLocal.time - 99999 );
dvFinishTime = ( gameLocal.time - 99999 );
kickFinishTime = ( gameLocal.time - 99999 );
for ( int i = 0 ; i < MAX_SCREEN_BLOBS ; i++ ) {
screenBlobs[i].finishTime = gameLocal.time;
}
fadeTime = 0;
bfgVision = false;
}
/*
==============
idPlayerView::GetScreenBlob
==============
*/
screenBlob_t *idPlayerView::GetScreenBlob() {
screenBlob_t *oldest = &screenBlobs[0];
for ( int i = 1 ; i < MAX_SCREEN_BLOBS ; i++ ) {
if ( screenBlobs[i].finishTime < oldest->finishTime ) {
oldest = &screenBlobs[i];
}
}
return oldest;
}
/*
==============
idPlayerView::DamageImpulse
LocalKickDir is the direction of force in the player's coordinate system,
which will determine the head kick direction
==============
*/
void idPlayerView::DamageImpulse( idVec3 localKickDir, const idDict *damageDef ) {
if ( g_hitEffect.GetBool() ) {
//
// double vision effect
//
if ( lastDamageTime > 0.0f && SEC2MS( lastDamageTime ) + IMPULSE_DELAY > gameLocal.time ) {
// keep shotgun from obliterating the view
return;
}
float dvTime = damageDef->GetFloat( "dv_time" );
if ( dvTime ) {
if ( dvFinishTime < gameLocal.time ) {
dvFinishTime = gameLocal.time;
}
dvFinishTime += g_dvTime.GetFloat() * dvTime;
// don't let it add up too much in god mode
if ( dvFinishTime > gameLocal.time + 5000 ) {
dvFinishTime = gameLocal.time + 5000;
}
}
//
// head angle kick
//
float kickTime = damageDef->GetFloat( "kick_time" );
if ( kickTime ) {
kickFinishTime = gameLocal.time + g_kickTime.GetFloat() * kickTime;
// forward / back kick will pitch view
kickAngles[0] = localKickDir[0];
// side kick will yaw view
kickAngles[1] = localKickDir[1] * 0.5f;
// up / down kick will pitch view
kickAngles[0] += localKickDir[2];
// roll will come from side
kickAngles[2] = localKickDir[1];
float kickAmplitude = damageDef->GetFloat( "kick_amplitude" );
if ( kickAmplitude ) {
kickAngles *= kickAmplitude;
}
}
//
// screen blob
//
float blobTime = damageDef->GetFloat( "blob_time" );
if ( blobTime ) {
screenBlob_t* blob = GetScreenBlob();
blob->startFadeTime = gameLocal.time;
blob->finishTime = gameLocal.time + blobTime * g_blobTime.GetFloat();
const char* materialName = damageDef->GetString( "mtr_blob" );
blob->material = declManager->FindMaterial( materialName );
blob->x = damageDef->GetFloat( "blob_x" );
blob->x += ( gameLocal.random.RandomInt() & 63 ) - 32;
blob->y = damageDef->GetFloat( "blob_y" );
blob->y += ( gameLocal.random.RandomInt() & 63 ) - 32;
float scale = ( 256 + ( ( gameLocal.random.RandomInt() & 63 ) - 32 ) ) / 256.0f;
blob->w = damageDef->GetFloat( "blob_width" ) * g_blobSize.GetFloat() * scale;
blob->h = damageDef->GetFloat( "blob_height" ) * g_blobSize.GetFloat() * scale;
blob->s1 = 0;
blob->t1 = 0;
blob->s2 = 1;
blob->t2 = 1;
}
//
// save lastDamageTime for tunnel vision accentuation
//
lastDamageTime = MS2SEC( gameLocal.time );
}
}
/*
==================
idPlayerView::AddBloodSpray
If we need a more generic way to add blobs then we can do that
but having it localized here lets the material be pre-looked up etc.
==================
*/
void idPlayerView::AddBloodSpray( float duration ) {
/*
if ( duration <= 0 || bloodSprayMaterial == NULL || g_skipViewEffects.GetBool() ) {
return;
}
// visit this for chainsaw
screenBlob_t *blob = GetScreenBlob();
blob->startFadeTime = gameLocal.time;
blob->finishTime = gameLocal.time + ( duration * 1000 );
blob->material = bloodSprayMaterial;
blob->x = ( gameLocal.random.RandomInt() & 63 ) - 32;
blob->y = ( gameLocal.random.RandomInt() & 63 ) - 32;
blob->driftAmount = 0.5f + gameLocal.random.CRandomFloat() * 0.5;
float scale = ( 256 + ( ( gameLocal.random.RandomInt()&63 ) - 32 ) ) / 256.0f;
blob->w = 600 * g_blobSize.GetFloat() * scale;
blob->h = 480 * g_blobSize.GetFloat() * scale;
float s1 = 0.0f;
float t1 = 0.0f;
float s2 = 1.0f;
float t2 = 1.0f;
if ( blob->driftAmount < 0.6 ) {
s1 = 1.0f;
s2 = 0.0f;
} else if ( blob->driftAmount < 0.75 ) {
t1 = 1.0f;
t2 = 0.0f;
} else if ( blob->driftAmount < 0.85 ) {
s1 = 1.0f;
s2 = 0.0f;
t1 = 1.0f;
t2 = 0.0f;
}
blob->s1 = s1;
blob->t1 = t1;
blob->s2 = s2;
blob->t2 = t2;
*/
}
/*
==================
idPlayerView::WeaponFireFeedback
Called when a weapon fires, generates head twitches, etc
==================
*/
void idPlayerView::WeaponFireFeedback( const idDict *weaponDef ) {
int recoilTime;
recoilTime = weaponDef->GetInt( "recoilTime" );
// don't shorten a damage kick in progress
if ( recoilTime && kickFinishTime < gameLocal.time ) {
idAngles angles;
weaponDef->GetAngles( "recoilAngles", "5 0 0", angles );
kickAngles = angles;
int finish = gameLocal.time + g_kickTime.GetFloat() * recoilTime;
kickFinishTime = finish;
}
}
/*
===================
idPlayerView::CalculateShake
===================
*/
void idPlayerView::CalculateShake() {
idVec3 origin, matrix;
float shakeVolume = gameSoundWorld->CurrentShakeAmplitudeForPosition( gameLocal.time, player->firstPersonViewOrigin );
//
// shakeVolume should somehow be molded into an angle here
// it should be thought of as being in the range 0.0 -> 1.0, although
// since CurrentShakeAmplitudeForPosition() returns all the shake sounds
// the player can hear, it can go over 1.0 too.
//
shakeAng[0] = gameLocal.random.CRandomFloat() * shakeVolume;
shakeAng[1] = gameLocal.random.CRandomFloat() * shakeVolume;
shakeAng[2] = gameLocal.random.CRandomFloat() * shakeVolume;
}
/*
===================
idPlayerView::ShakeAxis
===================
*/
idMat3 idPlayerView::ShakeAxis() const {
return shakeAng.ToMat3();
}
/*
===================
idPlayerView::AngleOffset
kickVector, a world space direction that the attack should
===================
*/
idAngles idPlayerView::AngleOffset() const {
idAngles ang;
ang.Zero();
if ( gameLocal.time < kickFinishTime ) {
float offset = kickFinishTime - gameLocal.time;
ang = kickAngles * offset * offset * g_kickAmplitude.GetFloat();
for ( int i = 0 ; i < 3 ; i++ ) {
if ( ang[i] > 70.0f ) {
ang[i] = 70.0f;
} else if ( ang[i] < -70.0f ) {
ang[i] = -70.0f;
}
}
}
return ang;
}
/*
==================
idPlayerView::SingleView
==================
*/
void idPlayerView::SingleView( idUserInterface *hud, const renderView_t *view ) {
// normal rendering
if ( !view ) {
return;
}
// place the sound origin for the player
gameSoundWorld->PlaceListener( view->vieworg, view->viewaxis, player->entityNumber + 1, gameLocal.time, hud ? hud->State().GetString( "location" ) : "Undefined" );
// if the objective system is up, don't do normal drawing
if ( player->objectiveSystemOpen ) {
player->objectiveSystem->Redraw( gameLocal.time );
return;
}
// hack the shake in at the very last moment, so it can't cause any consistency problems
renderView_t hackedView = *view;
hackedView.viewaxis = hackedView.viewaxis * ShakeAxis();
gameRenderWorld->RenderScene( &hackedView );
if ( player->spectating ) {
return;
}
// draw screen blobs
if ( !pm_thirdPerson.GetBool() && !g_skipViewEffects.GetBool() ) {
for ( int i = 0 ; i < MAX_SCREEN_BLOBS ; i++ ) {
screenBlob_t *blob = &screenBlobs[i];
if ( blob->finishTime <= gameLocal.time ) {
continue;
}
blob->y += blob->driftAmount;
float fade = (float)( blob->finishTime - gameLocal.time ) / ( blob->finishTime - blob->startFadeTime );
if ( fade > 1.0f ) {
fade = 1.0f;
}
if ( fade ) {
renderSystem->SetColor4( 1,1,1,fade );
renderSystem->DrawStretchPic( blob->x, blob->y, blob->w, blob->h,blob->s1, blob->t1, blob->s2, blob->t2, blob->material );
}
}
player->DrawHUD( hud );
// armor impulse feedback
float armorPulse = ( gameLocal.time - player->lastArmorPulse ) / 250.0f;
if ( armorPulse > 0.0f && armorPulse < 1.0f ) {
renderSystem->SetColor4( 1, 1, 1, 1.0 - armorPulse );
renderSystem->DrawStretchPic( 0, 0, 640, 480, 0, 0, 1, 1, armorMaterial );
}
// tunnel vision
float health = 0.0f;
if ( g_testHealthVision.GetFloat() != 0.0f ) {
health = g_testHealthVision.GetFloat();
} else {
health = player->health;
}
float alpha = health / 100.0f;
if ( alpha < 0.0f ) {
alpha = 0.0f;
}
if ( alpha > 1.0f ) {
alpha = 1.0f;
}
if ( alpha < 1.0f ) {
renderSystem->SetColor4( ( player->health <= 0.0f ) ? MS2SEC( gameLocal.time ) : lastDamageTime, 1.0f, 1.0f, ( player->health <= 0.0f ) ? 0.0f : alpha );
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, tunnelMaterial );
}
if ( player->PowerUpActive(BERSERK) ) {
int berserkTime = player->inventory.powerupEndTime[ BERSERK ] - gameLocal.time;
if ( berserkTime > 0 ) {
// start fading if within 10 seconds of going away
alpha = (berserkTime < 10000) ? (float)berserkTime / 10000 : 1.0f;
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, alpha );
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, berserkMaterial );
}
}
if ( bfgVision ) {
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, bfgMaterial );
}
}
// test a single material drawn over everything
if ( g_testPostProcess.GetString()[0] ) {
const idMaterial *mtr = declManager->FindMaterial( g_testPostProcess.GetString(), false );
if ( !mtr ) {
common->Printf( "Material not found.\n" );
g_testPostProcess.SetString( "" );
} else {
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, mtr );
}
}
}
/*
===================
idPlayerView::DoubleVision
===================
*/
void idPlayerView::DoubleVision( idUserInterface *hud, const renderView_t *view, int offset ) {
if ( !g_doubleVision.GetBool() ) {
SingleView( hud, view );
return;
}
float scale = offset * g_dvAmplitude.GetFloat();
if ( scale > 0.5f ) {
scale = 0.5f;
}
float shift = scale * sin( sqrtf( offset ) * g_dvFrequency.GetFloat() );
shift = fabs( shift );
// if double vision, render to a texture
renderSystem->CropRenderSize( 512, 256, true );
SingleView( hud, view );
renderSystem->CaptureRenderToImage( "_scratch" );
renderSystem->UnCrop();
// carry red tint if in berserk mode
idVec4 color(1, 1, 1, 1);
if ( gameLocal.time < player->inventory.powerupEndTime[ BERSERK ] ) {
color.y = 0;
color.z = 0;
}
renderSystem->SetColor4( color.x, color.y, color.z, 1.0f );
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, shift, 1, 1, 0, dvMaterial );
renderSystem->SetColor4( color.x, color.y, color.z, 0.5f );
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1-shift, 0, dvMaterial );
}
/*
===================
idPlayerView::BerserkVision
===================
*/
void idPlayerView::BerserkVision( idUserInterface *hud, const renderView_t *view ) {
renderSystem->CropRenderSize( 512, 256, true );
SingleView( hud, view );
renderSystem->CaptureRenderToImage( "_scratch" );
renderSystem->UnCrop();
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, dvMaterial );
}
/*
=================
idPlayerView::Flash
flashes the player view with the given color
=================
*/
void idPlayerView::Flash(idVec4 color, int time ) {
Fade(idVec4(0, 0, 0, 0), time);
fadeFromColor = colorWhite;
}
/*
=================
idPlayerView::Fade
used for level transition fades
assumes: color.w is 0 or 1
=================
*/
void idPlayerView::Fade( idVec4 color, int time ) {
if ( !fadeTime ) {
fadeFromColor.Set( 0.0f, 0.0f, 0.0f, 1.0f - color[ 3 ] );
} else {
fadeFromColor = fadeColor;
}
fadeToColor = color;
if ( time <= 0 ) {
fadeRate = 0;
time = 0;
fadeColor = fadeToColor;
} else {
fadeRate = 1.0f / ( float )time;
}
if ( gameLocal.realClientTime == 0 && time == 0 ) {
fadeTime = 1;
} else {
fadeTime = gameLocal.realClientTime + time;
}
}
/*
=================
idPlayerView::ScreenFade
=================
*/
void idPlayerView::ScreenFade() {
int msec;
float t;
if ( !fadeTime ) {
return;
}
msec = fadeTime - gameLocal.realClientTime;
if ( msec <= 0 ) {
fadeColor = fadeToColor;
if ( fadeColor[ 3 ] == 0.0f ) {
fadeTime = 0;
}
} else {
t = ( float )msec * fadeRate;
fadeColor = fadeFromColor * t + fadeToColor * ( 1.0f - t );
}
if ( fadeColor[ 3 ] != 0.0f ) {
renderSystem->SetColor4( fadeColor[ 0 ], fadeColor[ 1 ], fadeColor[ 2 ], fadeColor[ 3 ] );
renderSystem->DrawStretchPic( 0, 0, 640, 480, 0, 0, 1, 1, declManager->FindMaterial( "_white" ) );
}
}
/*
===================
idPlayerView::InfluenceVision
===================
*/
void idPlayerView::InfluenceVision( idUserInterface *hud, const renderView_t *view ) {
float distance = 0.0f;
float pct = 1.0f;
if ( player->GetInfluenceEntity() ) {
distance = ( player->GetInfluenceEntity()->GetPhysics()->GetOrigin() - player->GetPhysics()->GetOrigin() ).Length();
if ( player->GetInfluenceRadius() != 0.0f && distance < player->GetInfluenceRadius() ) {
pct = distance / player->GetInfluenceRadius();
pct = 1.0f - idMath::ClampFloat( 0.0f, 1.0f, pct );
}
}
if ( player->GetInfluenceMaterial() ) {
SingleView( hud, view );
renderSystem->CaptureRenderToImage( "_currentRender" );
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, pct );
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, player->GetInfluenceMaterial() );
} else if ( player->GetInfluenceEntity() == NULL ) {
SingleView( hud, view );
return;
} else {
int offset = 25 + sinf( gameLocal.time );
DoubleVision( hud, view, pct * offset );
}
}
/*
===================
idPlayerView::RenderPlayerView
===================
*/
void idPlayerView::RenderPlayerView( idUserInterface *hud ) {
const renderView_t *view = player->GetRenderView();
if ( g_skipViewEffects.GetBool() ) {
SingleView( hud, view );
} else {
if ( player->GetInfluenceMaterial() || player->GetInfluenceEntity() ) {
InfluenceVision( hud, view );
} else if ( gameLocal.time < dvFinishTime ) {
DoubleVision( hud, view, dvFinishTime - gameLocal.time );
} else if ( player->PowerUpActive( BERSERK ) ) {
BerserkVision( hud, view );
} else {
SingleView( hud, view );
}
ScreenFade();
}
if ( net_clientLagOMeter.GetBool() && lagoMaterial && gameLocal.isClient ) {
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
renderSystem->DrawStretchPic( 10.0f, 380.0f, 64.0f, 64.0f, 0.0f, 0.0f, 1.0f, 1.0f, lagoMaterial );
}
}