mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-11-30 08:01:02 +00:00
e24b62d3e0
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.
727 lines
20 KiB
C++
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 );
|
|
}
|
|
}
|