// Copyright (C) 1999-2000 Id Software, Inc. // // cg_view.c -- setup all the parameters (position, angle, etc) // for a 3D rendering #include "cg_local.h" #include "../game/bg_saga.h" #if !defined(CL_LIGHT_H_INC) #include "cg_lights.h" #endif #define MASK_CAMERACLIP (MASK_SOLID|CONTENTS_PLAYERCLIP) #define CAMERA_SIZE 4 /* ============================================================================= MODEL TESTING The viewthing and gun positioning tools from Q2 have been integrated and enhanced into a single model testing facility. Model viewing can begin with either "testmodel " or "testgun ". The names must be the full pathname after the basedir, like "models/weapons/v_launch/tris.md3" or "players/male/tris.md3" Testmodel will create a fake entity 100 units in front of the current view position, directly facing the viewer. It will remain immobile, so you can move around it to view it from different angles. Testgun will cause the model to follow the player around and supress the real view weapon model. The default frame 0 of most guns is completely off screen, so you will probably have to cycle a couple frames to see it. "nextframe", "prevframe", "nextskin", and "prevskin" commands will change the frame or skin of the testmodel. These are bound to F5, F6, F7, and F8 in q3default.cfg. If a gun is being tested, the "gun_x", "gun_y", and "gun_z" variables will let you adjust the positioning. Note that none of the model testing features update while the game is paused, so it may be convenient to test with deathmatch set to 1 so that bringing down the console doesn't pause the game. ============================================================================= */ /* ================= CG_TestModel_f Creates an entity in front of the current position, which can then be moved around ================= */ void CG_TestModel_f (void) { vec3_t angles; memset( &cg.testModelEntity, 0, sizeof(cg.testModelEntity) ); if ( trap_Argc() < 2 ) { return; } Q_strncpyz (cg.testModelName, CG_Argv( 1 ), MAX_QPATH ); cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName ); if ( trap_Argc() == 3 ) { cg.testModelEntity.backlerp = atof( CG_Argv( 2 ) ); cg.testModelEntity.frame = 1; cg.testModelEntity.oldframe = 0; } if (! cg.testModelEntity.hModel ) { CG_Printf( "Can't register model\n" ); return; } VectorMA( cg.refdef.vieworg, 100, cg.refdef.viewaxis[0], cg.testModelEntity.origin ); angles[PITCH] = 0; angles[YAW] = 180 + cg.refdef.viewangles[1]; angles[ROLL] = 0; AnglesToAxis( angles, cg.testModelEntity.axis ); cg.testGun = qfalse; } /* ================= CG_TestGun_f Replaces the current view weapon with the given model ================= */ void CG_TestGun_f (void) { CG_TestModel_f(); cg.testGun = qtrue; //cg.testModelEntity.renderfx = RF_MINLIGHT | RF_DEPTHHACK | RF_FIRST_PERSON; // rww - 9-13-01 [1-26-01-sof2] cg.testModelEntity.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON; } void CG_TestModelNextFrame_f (void) { cg.testModelEntity.frame++; CG_Printf( "frame %i\n", cg.testModelEntity.frame ); } void CG_TestModelPrevFrame_f (void) { cg.testModelEntity.frame--; if ( cg.testModelEntity.frame < 0 ) { cg.testModelEntity.frame = 0; } CG_Printf( "frame %i\n", cg.testModelEntity.frame ); } void CG_TestModelNextSkin_f (void) { cg.testModelEntity.skinNum++; CG_Printf( "skin %i\n", cg.testModelEntity.skinNum ); } void CG_TestModelPrevSkin_f (void) { cg.testModelEntity.skinNum--; if ( cg.testModelEntity.skinNum < 0 ) { cg.testModelEntity.skinNum = 0; } CG_Printf( "skin %i\n", cg.testModelEntity.skinNum ); } 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 reletive 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; } } trap_R_AddRefEntityToScene( &cg.testModelEntity ); } //============================================================================ /* ================= CG_CalcVrect Sets the coordinates of the rendered window ================= */ static void CG_CalcVrect (void) { int size; // the intermission should allways be full screen if ( cg.snap->ps.pm_type == PM_INTERMISSION ) { size = 100; } else { // bound normal viewsize if (cg_viewsize.integer < 30) { trap_Cvar_Set ("cg_viewsize","30"); size = 30; } else if (cg_viewsize.integer > 100) { trap_Cvar_Set ("cg_viewsize","100"); size = 100; } else { size = cg_viewsize.integer; } } cg.refdef.width = cgs.glconfig.vidWidth*size/100; cg.refdef.width &= ~1; cg.refdef.height = cgs.glconfig.vidHeight*size/100; cg.refdef.height &= ~1; cg.refdef.x = (cgs.glconfig.vidWidth - cg.refdef.width)/2; cg.refdef.y = (cgs.glconfig.vidHeight - cg.refdef.height)/2; } //============================================================================== //============================================================================== //============================================================================== // this causes a compiler bug on mac MrC compiler static void CG_StepOffset( void ) { int timeDelta; // smooth out stair climbing timeDelta = cg.time - cg.stepTime; if ( timeDelta < STEP_TIME ) { cg.refdef.vieworg[2] -= cg.stepChange * (STEP_TIME - timeDelta) / STEP_TIME; } } #define CAMERA_DAMP_INTERVAL 50 static vec3_t cameramins = { -CAMERA_SIZE, -CAMERA_SIZE, -CAMERA_SIZE }; static vec3_t cameramaxs = { CAMERA_SIZE, CAMERA_SIZE, CAMERA_SIZE }; vec3_t camerafwd, cameraup; vec3_t cameraFocusAngles, cameraFocusLoc; vec3_t cameraIdealTarget, cameraIdealLoc; vec3_t cameraCurTarget={0,0,0}, cameraCurLoc={0,0,0}; vec3_t cameraOldLoc={0,0,0}, cameraNewLoc={0,0,0}; int cameraLastFrame=0; float cameraLastYaw=0; float cameraStiffFactor=0.0f; /* =============== Notes on the camera viewpoint in and out... cg.refdef.vieworg --at the start of the function holds the player actor's origin (center of player model). --it is set to the final view location of the camera at the end of the camera code. cg.refdef.viewangles --at the start holds the client's view angles --it is set to the final view angle of the camera at the end of the camera code. =============== */ extern qboolean gCGHasFallVector; extern vec3_t gCGFallVector; /* =============== CG_CalcTargetThirdPersonViewLocation =============== */ static void CG_CalcIdealThirdPersonViewTarget(void) { // Initialize IdealTarget if (gCGHasFallVector) { VectorCopy(gCGFallVector, cameraFocusLoc); } else { VectorCopy(cg.refdef.vieworg, cameraFocusLoc); } // Add in the new viewheight cameraFocusLoc[2] += cg.snap->ps.viewheight; // Add in a vertical offset from the viewpoint, which puts the actual target above the head, regardless of angle. // VectorMA(cameraFocusLoc, thirdPersonVertOffset, cameraup, cameraIdealTarget); // Add in a vertical offset from the viewpoint, which puts the actual target above the head, regardless of angle. VectorCopy( cameraFocusLoc, cameraIdealTarget ); { float vertOffset = cg_thirdPersonVertOffset.value; if (cg.snap && cg.snap->ps.m_iVehicleNum) { centity_t *veh = &cg_entities[cg.snap->ps.m_iVehicleNum]; if (veh->m_pVehicle && veh->m_pVehicle->m_pVehicleInfo->cameraOverride) { //override the range with what the vehicle wants it to be if ( veh->m_pVehicle->m_pVehicleInfo->cameraPitchDependantVertOffset ) { if ( cg.snap->ps.viewangles[PITCH] > 0 ) { vertOffset = 130+cg.predictedPlayerState.viewangles[PITCH]*-10; if ( vertOffset < -170 ) { vertOffset = -170; } } else if ( cg.snap->ps.viewangles[PITCH] < 0 ) { vertOffset = 130+cg.predictedPlayerState.viewangles[PITCH]*-5; if ( vertOffset > 130 ) { vertOffset = 130; } } else { vertOffset = 30; } } else { vertOffset = veh->m_pVehicle->m_pVehicleInfo->cameraVertOffset; } } else if ( veh->m_pVehicle && veh->m_pVehicle->m_pVehicleInfo && veh->m_pVehicle->m_pVehicleInfo->type == VH_ANIMAL ) { vertOffset = 0; } } cameraIdealTarget[2] += vertOffset; } //VectorMA(cameraFocusLoc, cg_thirdPersonVertOffset.value, cameraup, cameraIdealTarget); } /* =============== CG_CalcTargetThirdPersonViewLocation =============== */ static void CG_CalcIdealThirdPersonViewLocation(void) { float thirdPersonRange = cg_thirdPersonRange.value; if (cg.snap && cg.snap->ps.m_iVehicleNum) { centity_t *veh = &cg_entities[cg.snap->ps.m_iVehicleNum]; if (veh->m_pVehicle && veh->m_pVehicle->m_pVehicleInfo->cameraOverride) { //override the range with what the vehicle wants it to be thirdPersonRange = veh->m_pVehicle->m_pVehicleInfo->cameraRange; if ( veh->playerState->hackingTime ) { thirdPersonRange += fabs(((float)veh->playerState->hackingTime)/MAX_STRAFE_TIME) * 100.0f; } } } if ( cg.snap && (cg.snap->ps.eFlags2&EF2_HELD_BY_MONSTER) && cg.snap->ps.hasLookTarget && cg_entities[cg.snap->ps.lookTarget].currentState.NPC_class == CLASS_RANCOR )//only possibility for now, may add Wampa and sand creature later {//stay back //thirdPersonRange = 180.0f; thirdPersonRange = 120.0f; } VectorMA(cameraIdealTarget, -(thirdPersonRange), camerafwd, cameraIdealLoc); } static void CG_ResetThirdPersonViewDamp(void) { trace_t trace; // Cap the pitch within reasonable limits if (cameraFocusAngles[PITCH] > 89.0) { cameraFocusAngles[PITCH] = 89.0; } else if (cameraFocusAngles[PITCH] < -89.0) { cameraFocusAngles[PITCH] = -89.0; } AngleVectors(cameraFocusAngles, camerafwd, NULL, cameraup); // Set the cameraIdealTarget CG_CalcIdealThirdPersonViewTarget(); // Set the cameraIdealLoc CG_CalcIdealThirdPersonViewLocation(); // Now, we just set everything to the new positions. VectorCopy(cameraIdealLoc, cameraCurLoc); VectorCopy(cameraIdealTarget, cameraCurTarget); // First thing we do is trace from the first person viewpoint out to the new target location. CG_Trace(&trace, cameraFocusLoc, cameramins, cameramaxs, cameraCurTarget, cg.snap->ps.clientNum, MASK_CAMERACLIP); if (trace.fraction <= 1.0) { VectorCopy(trace.endpos, cameraCurTarget); } // Now we trace from the new target location to the new view location, to make sure there is nothing in the way. CG_Trace(&trace, cameraCurTarget, cameramins, cameramaxs, cameraCurLoc, cg.snap->ps.clientNum, MASK_CAMERACLIP); if (trace.fraction <= 1.0) { VectorCopy(trace.endpos, cameraCurLoc); } cameraLastFrame = cg.time; cameraLastYaw = cameraFocusAngles[YAW]; cameraStiffFactor = 0.0f; } // This is called every frame. static void CG_UpdateThirdPersonTargetDamp(void) { trace_t trace; vec3_t targetdiff; float dampfactor, dtime, ratio; // Set the cameraIdealTarget // Automatically get the ideal target, to avoid jittering. CG_CalcIdealThirdPersonViewTarget(); if ( cg.predictedVehicleState.hyperSpaceTime && (cg.time-cg.predictedVehicleState.hyperSpaceTime) < HYPERSPACE_TIME ) {//hyperspacing, no damp VectorCopy(cameraIdealTarget, cameraCurTarget); } else if (cg_thirdPersonTargetDamp.value>=1.0||cg.thisFrameTeleport||cg.predictedPlayerState.m_iVehicleNum) { // No damping. VectorCopy(cameraIdealTarget, cameraCurTarget); } else if (cg_thirdPersonTargetDamp.value>=0.0) { // Calculate the difference from the current position to the new one. VectorSubtract(cameraIdealTarget, cameraCurTarget, targetdiff); // Now we calculate how much of the difference we cover in the time allotted. // The equation is (Damp)^(time) dampfactor = 1.0-cg_thirdPersonTargetDamp.value; // We must exponent the amount LEFT rather than the amount bled off dtime = (float)(cg.time-cameraLastFrame) * (1.0/(float)CAMERA_DAMP_INTERVAL); // Our dampfactor is geared towards a time interval equal to "1". // Note that since there are a finite number of "practical" delta millisecond values possible, // the ratio should be initialized into a chart ultimately. ratio = Q_powf(dampfactor, dtime); // This value is how much distance is "left" from the ideal. VectorMA(cameraIdealTarget, -ratio, targetdiff, cameraCurTarget); ///////////////////////////////////////////////////////////////////////////////////////////////////////// } // Now we trace to see if the new location is cool or not. // First thing we do is trace from the first person viewpoint out to the new target location. CG_Trace(&trace, cameraFocusLoc, cameramins, cameramaxs, cameraCurTarget, cg.snap->ps.clientNum, MASK_CAMERACLIP); if (trace.fraction < 1.0) { VectorCopy(trace.endpos, cameraCurTarget); } // Note that previously there was an upper limit to the number of physics traces that are done through the world // for the sake of camera collision, since it wasn't calced per frame. Now it is calculated every frame. // This has the benefit that the camera is a lot smoother now (before it lerped between tested points), // however two full volume traces each frame is a bit scary to think about. } // This can be called every interval, at the user's discretion. extern void CG_CalcEntityLerpPositions( centity_t *cent ); //cg_ents.c static void CG_UpdateThirdPersonCameraDamp(void) { trace_t trace; vec3_t locdiff; float dampfactor, dtime, ratio; // Set the cameraIdealLoc CG_CalcIdealThirdPersonViewLocation(); // First thing we do is calculate the appropriate damping factor for the camera. dampfactor=0.0; if ( cg.predictedVehicleState.hyperSpaceTime && (cg.time-cg.predictedVehicleState.hyperSpaceTime) < HYPERSPACE_TIME ) {//hyperspacing - don't damp camera dampfactor = 1.0f; } else if (cg_thirdPersonCameraDamp.value != 0.0) { float pitch; float dFactor; if (!cg.predictedPlayerState.m_iVehicleNum) { dFactor = cg_thirdPersonCameraDamp.value; } else { dFactor = 1.0f; } // Note that the camera pitch has already been capped off to 89. pitch = Q_fabs(cameraFocusAngles[PITCH]); // The higher the pitch, the larger the factor, so as you look up, it damps a lot less. pitch /= 115.0; dampfactor = (1.0-dFactor)*(pitch*pitch); dampfactor += dFactor; // Now we also multiply in the stiff factor, so that faster yaw changes are stiffer. if (cameraStiffFactor > 0.0f) { // The cameraStiffFactor is how much of the remaining damp below 1 should be shaved off, i.e. approach 1 as stiffening increases. dampfactor += (1.0-dampfactor)*cameraStiffFactor; } } if (dampfactor>=1.0||cg.thisFrameTeleport) { // No damping. VectorCopy(cameraIdealLoc, cameraCurLoc); } else if (dampfactor>=0.0) { // Calculate the difference from the current position to the new one. VectorSubtract(cameraIdealLoc, cameraCurLoc, locdiff); // Now we calculate how much of the difference we cover in the time allotted. // The equation is (Damp)^(time) dampfactor = 1.0-dampfactor; // We must exponent the amount LEFT rather than the amount bled off dtime = (float)(cg.time-cameraLastFrame) * (1.0/(float)CAMERA_DAMP_INTERVAL); // Our dampfactor is geared towards a time interval equal to "1". // Note that since there are a finite number of "practical" delta millisecond values possible, // the ratio should be initialized into a chart ultimately. ratio = Q_powf(dampfactor, dtime); // This value is how much distance is "left" from the ideal. VectorMA(cameraIdealLoc, -ratio, locdiff, cameraCurLoc); ///////////////////////////////////////////////////////////////////////////////////////////////////////// } // Now we trace from the new target location to the new view location, to make sure there is nothing in the way. CG_Trace(&trace, cameraCurTarget, cameramins, cameramaxs, cameraCurLoc, cg.snap->ps.clientNum, MASK_CAMERACLIP); if (trace.fraction < 1.0) { if (trace.entityNum < ENTITYNUM_WORLD && cg_entities[trace.entityNum].currentState.solid == SOLID_BMODEL && cg_entities[trace.entityNum].currentState.eType == ET_MOVER) { //get a different position for movers -rww centity_t *mover = &cg_entities[trace.entityNum]; //this is absolutely hackiful, since we calc view values before we add packet ents and lerp, //if we hit a mover we want to update its lerp pos and force it when we do the trace against //it. if (mover->currentState.pos.trType != TR_STATIONARY && mover->currentState.pos.trType != TR_LINEAR) { int curTr = mover->currentState.pos.trType; vec3_t curTrB; VectorCopy(mover->currentState.pos.trBase, curTrB); //calc lerporigin for this client frame CG_CalcEntityLerpPositions(mover); //force the calc'd lerp to be the base and say we are stationary so we don't try to extrapolate //out further. mover->currentState.pos.trType = TR_STATIONARY; VectorCopy(mover->lerpOrigin, mover->currentState.pos.trBase); //retrace CG_Trace(&trace, cameraCurTarget, cameramins, cameramaxs, cameraCurLoc, cg.snap->ps.clientNum, MASK_CAMERACLIP); //copy old data back in mover->currentState.pos.trType = (trType_t) curTr; VectorCopy(curTrB, mover->currentState.pos.trBase); } if (trace.fraction < 1.0f) { //still hit it, so take the proper trace endpos and use that. VectorCopy(trace.endpos, cameraCurLoc); } } else { VectorCopy( trace.endpos, cameraCurLoc ); } } // Note that previously there was an upper limit to the number of physics traces that are done through the world // for the sake of camera collision, since it wasn't calced per frame. Now it is calculated every frame. // This has the benefit that the camera is a lot smoother now (before it lerped between tested points), // however two full volume traces each frame is a bit scary to think about. } /* ===============` CG_OffsetThirdPersonView =============== */ extern vmCvar_t cg_thirdPersonHorzOffset; extern qboolean BG_UnrestrainedPitchRoll( playerState_t *ps, Vehicle_t *pVeh ); static void CG_OffsetThirdPersonView( void ) { vec3_t diff; float thirdPersonHorzOffset = cg_thirdPersonHorzOffset.value; float deltayaw; if (cg.snap && cg.snap->ps.m_iVehicleNum) { centity_t *veh = &cg_entities[cg.snap->ps.m_iVehicleNum]; if (veh->m_pVehicle && veh->m_pVehicle->m_pVehicleInfo->cameraOverride) { //override the range with what the vehicle wants it to be thirdPersonHorzOffset = veh->m_pVehicle->m_pVehicleInfo->cameraHorzOffset; if ( veh->playerState->hackingTime ) { thirdPersonHorzOffset += (((float)veh->playerState->hackingTime)/MAX_STRAFE_TIME) * -80.0f; } } } cameraStiffFactor = 0.0; // Set camera viewing direction. VectorCopy( cg.refdef.viewangles, cameraFocusAngles ); // if dead, look at killer if ( cg.snap && (cg.snap->ps.eFlags2&EF2_HELD_BY_MONSTER) && cg.snap->ps.hasLookTarget && cg_entities[cg.snap->ps.lookTarget].currentState.NPC_class == CLASS_RANCOR )//only possibility for now, may add Wampa and sand creature later {//being held //vec3_t monsterPos, dir2Me; centity_t *monster = &cg_entities[cg.snap->ps.lookTarget]; VectorSet( cameraFocusAngles, 0, AngleNormalize180(monster->lerpAngles[YAW]+180), 0 ); //make the look angle the vector from his mouth to me /* VectorCopy( monster->lerpOrigin, monsterPos ); monsterPos[2] = cg.snap->ps.origin[2]; VectorSubtract( monsterPos, cg.snap->ps.origin, dir2Me ); vectoangles( dir2Me, cameraFocusAngles ); */ } else if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 ) { cameraFocusAngles[YAW] = cg.snap->ps.stats[STAT_DEAD_YAW]; } else { // Add in the third Person Angle. cameraFocusAngles[YAW] += cg_thirdPersonAngle.value; { float pitchOffset = cg_thirdPersonPitchOffset.value; if (cg.snap && cg.snap->ps.m_iVehicleNum) { centity_t *veh = &cg_entities[cg.snap->ps.m_iVehicleNum]; if (veh->m_pVehicle && veh->m_pVehicle->m_pVehicleInfo->cameraOverride) { //override the range with what the vehicle wants it to be if ( veh->m_pVehicle->m_pVehicleInfo->cameraPitchDependantVertOffset ) { if ( cg.snap->ps.viewangles[PITCH] > 0 ) { pitchOffset = cg.predictedPlayerState.viewangles[PITCH]*-0.75; } else if ( cg.snap->ps.viewangles[PITCH] < 0 ) { pitchOffset = cg.predictedPlayerState.viewangles[PITCH]*-0.75; } else { pitchOffset = 0; } } else { pitchOffset = veh->m_pVehicle->m_pVehicleInfo->cameraPitchOffset; } } } if ( 0 && cg.predictedPlayerState.m_iVehicleNum //in a vehicle && BG_UnrestrainedPitchRoll( &cg.predictedPlayerState, cg_entities[cg.predictedPlayerState.m_iVehicleNum].m_pVehicle ) )//can roll/pitch without restriction { float pitchPerc = ((90.0f-fabs(cameraFocusAngles[ROLL]))/90.0f); cameraFocusAngles[PITCH] += pitchOffset*pitchPerc; if ( cameraFocusAngles[ROLL] > 0 ) { cameraFocusAngles[YAW] -= pitchOffset-(pitchOffset*pitchPerc); } else { cameraFocusAngles[YAW] += pitchOffset-(pitchOffset*pitchPerc); } } else { cameraFocusAngles[PITCH] += pitchOffset; } } } // The next thing to do is to see if we need to calculate a new camera target location. // If we went back in time for some reason, or if we just started, reset the sample. if (cameraLastFrame == 0 || cameraLastFrame > cg.time) { CG_ResetThirdPersonViewDamp(); } else { // Cap the pitch within reasonable limits if ( cg.predictedPlayerState.m_iVehicleNum //in a vehicle && BG_UnrestrainedPitchRoll( &cg.predictedPlayerState, cg_entities[cg.predictedPlayerState.m_iVehicleNum].m_pVehicle ) )//can roll/pitch without restriction {//no clamp on pitch //FIXME: when pitch >= 90 or <= -90, camera rotates oddly... need to CrossProduct not just vectoangles } else { if (cameraFocusAngles[PITCH] > 80.0) { cameraFocusAngles[PITCH] = 80.0; } else if (cameraFocusAngles[PITCH] < -80.0) { cameraFocusAngles[PITCH] = -80.0; } } AngleVectors(cameraFocusAngles, camerafwd, NULL, cameraup); deltayaw = fabs(cameraFocusAngles[YAW] - cameraLastYaw); if (deltayaw > 180.0f) { // Normalize this angle so that it is between 0 and 180. deltayaw = fabs(deltayaw - 360.0f); } cameraStiffFactor = deltayaw / (float)(cg.time-cameraLastFrame); if (cameraStiffFactor < 1.0) { cameraStiffFactor = 0.0; } else if (cameraStiffFactor > 2.5) { cameraStiffFactor = 0.75; } else { // 1 to 2 scales from 0.0 to 0.5 cameraStiffFactor = (cameraStiffFactor-1.0f)*0.5f; } cameraLastYaw = cameraFocusAngles[YAW]; // Move the target to the new location. CG_UpdateThirdPersonTargetDamp(); CG_UpdateThirdPersonCameraDamp(); } // Now interestingly, the Quake method is to calculate a target focus point above the player, and point the camera at it. // We won't do that for now. // We must now take the angle taken from the camera target and location. /*VectorSubtract(cameraCurTarget, cameraCurLoc, diff); VectorNormalize(diff); vectoangles(diff, cg.refdef.viewangles);*/ VectorSubtract(cameraCurTarget, cameraCurLoc, diff); { float dist = VectorNormalize(diff); //under normal circumstances, should never be 0.00000 and so on. if ( !dist || (diff[0] == 0 || diff[1] == 0) ) {//must be hitting something, need some value to calc angles, so use cam forward VectorCopy( camerafwd, diff ); } } if ( 0 && cg.predictedPlayerState.m_iVehicleNum //in a vehicle && BG_UnrestrainedPitchRoll( &cg.predictedPlayerState, cg_entities[cg.predictedPlayerState.m_iVehicleNum].m_pVehicle ) )//can roll/pitch without restriction {//FIXME: this causes camera jerkiness, need to blend the roll? float sav_Roll = cg.refdef.viewangles[ROLL]; vectoangles(diff, cg.refdef.viewangles); cg.refdef.viewangles[ROLL] = sav_Roll; } else { vectoangles(diff, cg.refdef.viewangles); } // Temp: just move the camera to the side a bit if ( thirdPersonHorzOffset != 0.0f ) { AnglesToAxis( cg.refdef.viewangles, cg.refdef.viewaxis ); VectorMA( cameraCurLoc, thirdPersonHorzOffset, cg.refdef.viewaxis[1], cameraCurLoc ); } // ...and of course we should copy the new view location to the proper spot too. VectorCopy(cameraCurLoc, cg.refdef.vieworg); cameraLastFrame=cg.time; } void CG_GetVehicleCamPos( vec3_t camPos ) { VectorCopy( cg.refdef.vieworg, camPos ); } /* =============== CG_OffsetThirdPersonView =============== *//* #define FOCUS_DISTANCE 512 static void CG_OffsetThirdPersonView( void ) { vec3_t forward, right, up; vec3_t view; vec3_t focusAngles; trace_t trace; static vec3_t mins = { -4, -4, -4 }; static vec3_t maxs = { 4, 4, 4 }; vec3_t focusPoint; float focusDist; float forwardScale, sideScale; cg.refdef.vieworg[2] += cg.predictedPlayerState.viewheight; VectorCopy( cg.refdef.viewangles, focusAngles ); // if dead, look at killer if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) { focusAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW]; cg.refdef.viewangles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW]; } if ( focusAngles[PITCH] > 45 ) { focusAngles[PITCH] = 45; // don't go too far overhead } AngleVectors( focusAngles, forward, NULL, NULL ); VectorMA( cg.refdef.vieworg, FOCUS_DISTANCE, forward, focusPoint ); VectorCopy( cg.refdef.vieworg, view ); view[2] += 8; cg.refdef.viewangles[PITCH] *= 0.5; AngleVectors( cg.refdef.viewangles, forward, right, up ); forwardScale = cos( cg_thirdPersonAngle.value / 180 * M_PI ); sideScale = sin( cg_thirdPersonAngle.value / 180 * M_PI ); VectorMA( view, -cg_thirdPersonRange.value * forwardScale, forward, view ); VectorMA( view, -cg_thirdPersonRange.value * sideScale, right, view ); // trace a ray from the origin to the viewpoint to make sure the view isn't // in a solid block. Use an 8 by 8 block to prevent the view from near clipping anything if (!cg_cameraMode.integer) { CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_CAMERACLIP); if ( trace.fraction != 1.0 ) { VectorCopy( trace.endpos, view ); view[2] += (1.0 - trace.fraction) * 32; // try another trace to this position, because a tunnel may have the ceiling // close enogh that this is poking out CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_CAMERACLIP); VectorCopy( trace.endpos, view ); } } VectorCopy( view, cg.refdef.vieworg ); // select pitch to look at focus point from vieword VectorSubtract( focusPoint, cg.refdef.vieworg, focusPoint ); focusDist = sqrt( focusPoint[0] * focusPoint[0] + focusPoint[1] * focusPoint[1] ); if ( focusDist < 1 ) { focusDist = 1; // should never happen } cg.refdef.viewangles[PITCH] = -180 / M_PI * atan2( focusPoint[2], focusDist ); cg.refdef.viewangles[YAW] -= cg_thirdPersonAngle.value; } // this causes a compiler bug on mac MrC compiler static void CG_StepOffset( void ) { int timeDelta; // smooth out stair climbing timeDelta = cg.time - cg.stepTime; if ( timeDelta < STEP_TIME ) { cg.refdef.vieworg[2] -= cg.stepChange * (STEP_TIME - timeDelta) / STEP_TIME; } }*/ /* =============== CG_OffsetFirstPersonView =============== */ static void CG_OffsetFirstPersonView( void ) { float *origin; float *angles; float bob; float ratio; float delta; float speed; float f; vec3_t predictedVelocity; int timeDelta; int kickTime; if ( cg.snap->ps.pm_type == PM_INTERMISSION ) { return; } origin = cg.refdef.vieworg; angles = cg.refdef.viewangles; // if dead, fix the angle and don't add any kick if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 ) { angles[ROLL] = 40; angles[PITCH] = -15; angles[YAW] = cg.snap->ps.stats[STAT_DEAD_YAW]; origin[2] += cg.predictedPlayerState.viewheight; return; } // add angles based on weapon kick kickTime = (cg.time - cg.kick_time); if ( kickTime < 800 ) {//kicks are always 1 second long. Deal with it. float kickPerc = 0.0f; if ( kickTime <= 200 ) {//winding up kickPerc = kickTime/200.0f; } else {//returning to normal kickTime = 800 - kickTime; kickPerc = kickTime/600.0f; } VectorMA( angles, kickPerc, cg.kick_angles, angles ); } // add angles based on damage kick if ( cg.damageTime ) { ratio = cg.time - cg.damageTime; if ( ratio < DAMAGE_DEFLECT_TIME ) { ratio /= DAMAGE_DEFLECT_TIME; angles[PITCH] += ratio * cg.v_dmg_pitch; angles[ROLL] += ratio * cg.v_dmg_roll; } else { ratio = 1.0 - ( ratio - DAMAGE_DEFLECT_TIME ) / DAMAGE_RETURN_TIME; if ( ratio > 0 ) { angles[PITCH] += ratio * cg.v_dmg_pitch; angles[ROLL] += ratio * cg.v_dmg_roll; } } } // add pitch based on fall kick #if 0 ratio = ( cg.time - cg.landTime) / FALL_TIME; if (ratio < 0) ratio = 0; angles[PITCH] += ratio * cg.fall_value; #endif // add angles based on velocity VectorCopy( cg.predictedPlayerState.velocity, predictedVelocity ); delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[0]); angles[PITCH] += delta * cg_runpitch.value; delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[1]); angles[ROLL] -= delta * cg_runroll.value; // add angles based on bob // make sure the bob is visible even at low speeds speed = cg.xyspeed > 200 ? cg.xyspeed : 200; delta = cg.bobfracsin * cg_bobpitch.value * speed; if (cg.predictedPlayerState.pm_flags & PMF_DUCKED) delta *= 3; // crouching angles[PITCH] += delta; delta = cg.bobfracsin * cg_bobroll.value * speed; if (cg.predictedPlayerState.pm_flags & PMF_DUCKED) delta *= 3; // crouching accentuates roll if (cg.bobcycle & 1) delta = -delta; angles[ROLL] += delta; //=================================== // add view height origin[2] += cg.predictedPlayerState.viewheight; // smooth out duck height changes timeDelta = cg.time - cg.duckTime; if ( timeDelta < DUCK_TIME) { cg.refdef.vieworg[2] -= cg.duckChange * (DUCK_TIME - timeDelta) / DUCK_TIME; } // add bob height bob = cg.bobfracsin * cg.xyspeed * cg_bobup.value; if (bob > 6) { bob = 6; } origin[2] += bob; // add fall height delta = cg.time - cg.landTime; if ( delta < LAND_DEFLECT_TIME ) { f = delta / LAND_DEFLECT_TIME; cg.refdef.vieworg[2] += cg.landChange * f; } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) { delta -= LAND_DEFLECT_TIME; f = 1.0 - ( delta / LAND_RETURN_TIME ); cg.refdef.vieworg[2] += cg.landChange * f; } // add step offset CG_StepOffset(); // add kick offset VectorAdd (origin, cg.kick_origin, origin); // pivot the eye based on a neck length #if 0 { #define NECK_LENGTH 8 vec3_t forward, up; cg.refdef.vieworg[2] -= NECK_LENGTH; AngleVectors( cg.refdef.viewangles, forward, NULL, up ); VectorMA( cg.refdef.vieworg, 3, forward, cg.refdef.vieworg ); VectorMA( cg.refdef.vieworg, NECK_LENGTH, up, cg.refdef.vieworg ); } #endif } static void CG_OffsetFighterView( void ) { vec3_t vehFwd, vehRight, vehUp, backDir; vec3_t camOrg, camBackOrg; float horzOffset = cg_thirdPersonHorzOffset.value; float vertOffset = cg_thirdPersonVertOffset.value; float pitchOffset = cg_thirdPersonPitchOffset.value; float yawOffset = cg_thirdPersonAngle.value; float range = cg_thirdPersonRange.value; trace_t trace; centity_t *veh = &cg_entities[cg.predictedPlayerState.m_iVehicleNum]; AngleVectors( cg.refdef.viewangles, vehFwd, vehRight, vehUp ); if ( veh->m_pVehicle && veh->m_pVehicle->m_pVehicleInfo->cameraOverride ) { //override the horizontal offset with what the vehicle wants it to be horzOffset = veh->m_pVehicle->m_pVehicleInfo->cameraHorzOffset; vertOffset = veh->m_pVehicle->m_pVehicleInfo->cameraVertOffset; //NOTE: no yaw offset? pitchOffset = veh->m_pVehicle->m_pVehicleInfo->cameraPitchOffset; range = veh->m_pVehicle->m_pVehicleInfo->cameraRange; if ( veh->playerState->hackingTime ) { horzOffset += (((float)veh->playerState->hackingTime)/MAX_STRAFE_TIME) * -80.0f; range += fabs(((float)veh->playerState->hackingTime)/MAX_STRAFE_TIME) * 100.0f; } } //Set camera viewing position VectorMA( cg.refdef.vieworg, horzOffset, vehRight, camOrg ); VectorMA( camOrg, vertOffset, vehUp, camOrg ); //trace to that pos CG_Trace(&trace, cg.refdef.vieworg, cameramins, cameramaxs, camOrg, cg.snap->ps.clientNum, MASK_CAMERACLIP); if ( trace.fraction < 1.0 ) { VectorCopy( trace.endpos, camOrg ); } // Set camera viewing direction. cg.refdef.viewangles[YAW] += yawOffset; cg.refdef.viewangles[PITCH] += pitchOffset; //Now bring the cam back from that pos and angles at range AngleVectors( cg.refdef.viewangles, backDir, NULL, NULL ); VectorScale( backDir, -1, backDir ); VectorMA( camOrg, range, backDir, camBackOrg ); //trace to that pos CG_Trace(&trace, camOrg, cameramins, cameramaxs, camBackOrg, cg.snap->ps.clientNum, MASK_CAMERACLIP); VectorCopy( trace.endpos, camOrg ); //FIXME: do we need to smooth the org? // ...and of course we should copy the new view location to the proper spot too. VectorCopy(camOrg, cg.refdef.vieworg); } //====================================================================== void CG_ZoomDown_f( void ) { if ( cg.zoomed ) { return; } cg.zoomed = qtrue; cg.zoomTime = cg.time; } void CG_ZoomUp_f( void ) { if ( !cg.zoomed ) { return; } cg.zoomed = qfalse; cg.zoomTime = cg.time; } /* ==================== CG_CalcFovFromX Calcs Y FOV from given X FOV ==================== */ qboolean CG_CalcFOVFromX( float fov_x ) { float x; // float phase; // float v; // int contents; float fov_y; qboolean inwater; x = cg.refdef.width / tan( fov_x / 360 * M_PI ); fov_y = atan2( cg.refdef.height, x ); fov_y = fov_y * 360 / M_PI; // there's a problem with this, it only takes the leafbrushes into account, not the entity brushes, // so if you give slime/water etc properties to a func_door area brush in order to move the whole water // level up/down this doesn't take into account the door position, so warps the view the whole time // whether the water is up or not. Fortunately there's only one slime area in Trek that you can be under, // so lose it... #if 0 /* // warp if underwater contents = CG_PointContents( cg.refdef.vieworg, -1 ); if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ){ phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2; v = WAVE_AMPLITUDE * sin( phase ); fov_x += v; fov_y -= v; inwater = qtrue; } else { inwater = qfalse; } */ #else inwater = qfalse; #endif // set it cg.refdef.fov_x = fov_x; cg.refdef.fov_y = fov_y; #ifdef _XBOX if(cg.widescreen) cg.refdef.fov_x *= 1.125f; #endif return (inwater); } /* ==================== CG_CalcFov Fixed fov at intermissions, otherwise account for fov variable and zooms. ==================== */ #define WAVE_AMPLITUDE 1 #define WAVE_FREQUENCY 0.4 float zoomFov; //this has to be global client-side static int CG_CalcFov( void ) { float x; float phase; float v; float fov_x, fov_y; float f; int inwater; float cgFov = cg_fov.value; if (cgFov < 1) { cgFov = 1; } if (cgFov > 97) { cgFov = 97; } if ( cg.predictedPlayerState.pm_type == PM_INTERMISSION ) { // if in intermission, use a fixed value fov_x = 80;//90; } else { // user selectable if ( cgs.dmflags & DF_FIXED_FOV ) { // dmflag to prevent wide fov for all clients fov_x = 80;//90; } else { fov_x = cgFov; if ( fov_x < 1 ) { fov_x = 1; } else if ( fov_x > 160 ) { fov_x = 160; } } if (cg.predictedPlayerState.zoomMode == 2) { //binoculars if (zoomFov > 40.0f) { zoomFov -= cg.frametime * 0.075f; if (zoomFov < 40.0f) { zoomFov = 40.0f; } else if (zoomFov > cgFov) { zoomFov = cgFov; } } fov_x = zoomFov; } else if (cg.predictedPlayerState.zoomMode) { if (!cg.predictedPlayerState.zoomLocked) { if (zoomFov > 50) { //Now starting out at nearly half zoomed in zoomFov = 50; } zoomFov -= cg.frametime * 0.035f;//0.075f; if (zoomFov < MAX_ZOOM_FOV) { zoomFov = MAX_ZOOM_FOV; } else if (zoomFov > cgFov) { zoomFov = cgFov; } else { // Still zooming static int zoomSoundTime = 0; if (zoomSoundTime < cg.time || zoomSoundTime > cg.time + 10000) { trap_S_StartSound(cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_LOCAL, cgs.media.disruptorZoomLoop); zoomSoundTime = cg.time + 300; } } } if (zoomFov < MAX_ZOOM_FOV) { zoomFov = 50; // hack to fix zoom during vid restart } fov_x = zoomFov; } else { zoomFov = 80; f = ( cg.time - cg.predictedPlayerState.zoomTime ) / ZOOM_OUT_TIME; if ( f > 1.0 ) { fov_x = fov_x; } else { fov_x = cg.predictedPlayerState.zoomFov + f * ( fov_x - cg.predictedPlayerState.zoomFov ); } } } x = cg.refdef.width / tan( fov_x / 360 * M_PI ); fov_y = atan2( cg.refdef.height, x ); fov_y = fov_y * 360 / M_PI; // warp if underwater cg.refdef.viewContents = CG_PointContents( cg.refdef.vieworg, -1 ); if ( cg.refdef.viewContents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ){ phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2; v = WAVE_AMPLITUDE * sin( phase ); fov_x += v; fov_y -= v; inwater = qtrue; } else { inwater = qfalse; } #ifdef _XBOX if(cg.widescreen) fov_x = fov_y * 1.77777f; #endif // set it cg.refdef.fov_x = fov_x; cg.refdef.fov_y = fov_y; if (cg.predictedPlayerState.zoomMode) { cg.zoomSensitivity = zoomFov/cgFov; } else if ( !cg.zoomed ) { cg.zoomSensitivity = 1; } else { cg.zoomSensitivity = cg.refdef.fov_y / 75.0; } return inwater; } /* =============== CG_DamageBlendBlob =============== */ static void CG_DamageBlendBlob( void ) { int t; int maxTime; refEntity_t ent; if ( !cg.damageValue ) { return; } maxTime = DAMAGE_TIME; t = cg.time - cg.damageTime; if ( t <= 0 || t >= maxTime ) { return; } memset( &ent, 0, sizeof( ent ) ); ent.reType = RT_SPRITE; ent.renderfx = RF_FIRST_PERSON; VectorMA( cg.refdef.vieworg, 8, cg.refdef.viewaxis[0], ent.origin ); VectorMA( ent.origin, cg.damageX * -8, cg.refdef.viewaxis[1], ent.origin ); VectorMA( ent.origin, cg.damageY * 8, cg.refdef.viewaxis[2], ent.origin ); ent.radius = cg.damageValue * 3 * ( 1.0 - ((float)t / maxTime) ); if (cg.snap->ps.damageType == 0) { //pure health ent.customShader = cgs.media.viewPainShader; ent.shaderRGBA[0] = 180 * ( 1.0 - ((float)t / maxTime) ); ent.shaderRGBA[1] = 50 * ( 1.0 - ((float)t / maxTime) ); ent.shaderRGBA[2] = 50 * ( 1.0 - ((float)t / maxTime) ); ent.shaderRGBA[3] = 255; } else if (cg.snap->ps.damageType == 1) { //pure shields ent.customShader = cgs.media.viewPainShader_Shields; ent.shaderRGBA[0] = 50 * ( 1.0 - ((float)t / maxTime) ); ent.shaderRGBA[1] = 180 * ( 1.0 - ((float)t / maxTime) ); ent.shaderRGBA[2] = 50 * ( 1.0 - ((float)t / maxTime) ); ent.shaderRGBA[3] = 255; } else { //shields and health ent.customShader = cgs.media.viewPainShader_ShieldsAndHealth; ent.shaderRGBA[0] = 180 * ( 1.0 - ((float)t / maxTime) ); ent.shaderRGBA[1] = 180 * ( 1.0 - ((float)t / maxTime) ); ent.shaderRGBA[2] = 50 * ( 1.0 - ((float)t / maxTime) ); ent.shaderRGBA[3] = 255; } trap_R_AddRefEntityToScene( &ent ); } int cg_actionCamLastTime = 0; vec3_t cg_actionCamLastPos; //action cam routine -rww static qboolean CG_ThirdPersonActionCam(void) { centity_t *cent = &cg_entities[cg.snap->ps.clientNum]; clientInfo_t *ci = &cgs.clientinfo[cg.snap->ps.clientNum]; trace_t tr; vec3_t positionDir; vec3_t desiredAngles; vec3_t desiredPos; vec3_t v; const float smoothFactor = 0.1f*cg_timescale.value; int i; if (!cent->ghoul2) { //if we don't have a g2 instance this frame for whatever reason then do nothing return qfalse; } if (cent->currentState.weapon != WP_SABER) { //just being safe, should not ever happen return qfalse; } if ((cg.time - ci->saber[0].blade[0].trail.lastTime) > 300) { //too long since we last got the blade position return qfalse; } //get direction from base to ent origin VectorSubtract(ci->saber[0].blade[0].trail.base, cent->lerpOrigin, positionDir); VectorNormalize(positionDir); //position the cam based on the direction and saber position VectorMA(cent->lerpOrigin, cg_thirdPersonRange.value*2, positionDir, desiredPos); //trace to the desired pos to see how far that way we can actually go before we hit something //the endpos will be valid for our desiredpos no matter what CG_Trace(&tr, cent->lerpOrigin, NULL, NULL, desiredPos, cent->currentState.number, MASK_SOLID); VectorCopy(tr.endpos, desiredPos); if ((cg.time - cg_actionCamLastTime) > 300) { //do a third person offset first and grab the initial point from that CG_OffsetThirdPersonView(); VectorCopy(cg.refdef.vieworg, cg_actionCamLastPos); } cg_actionCamLastTime = cg.time; //lerp the vieworg to the desired pos from the last valid VectorSubtract(desiredPos, cg_actionCamLastPos, v); if (VectorLength(v) > 64.0f) { //don't bother moving yet if not far from the last pos for (i = 0; i < 3; i++) { cg_actionCamLastPos[i] = (cg_actionCamLastPos[i] + (v[i]*smoothFactor)); cg.refdef.vieworg[i] = cg_actionCamLastPos[i]; } } else { VectorCopy(cg_actionCamLastPos, cg.refdef.vieworg); } //Make sure the point is alright CG_Trace(&tr, cent->lerpOrigin, NULL, NULL, cg.refdef.vieworg, cent->currentState.number, MASK_SOLID); VectorCopy(tr.endpos, cg.refdef.vieworg); VectorSubtract(cent->lerpOrigin, cg.refdef.vieworg, positionDir); vectoangles(positionDir, desiredAngles); //just set the angles for now VectorCopy(desiredAngles, cg.refdef.viewangles); return qtrue; } vec3_t cg_lastTurretViewAngles={0}; qboolean CG_CheckPassengerTurretView( void ) { if ( cg.predictedPlayerState.m_iVehicleNum //in a vehicle && cg.predictedPlayerState.generic1 )//as a passenger {//passenger in a vehicle centity_t *vehCent = &cg_entities[cg.predictedPlayerState.m_iVehicleNum]; if ( vehCent->m_pVehicle && vehCent->m_pVehicle->m_pVehicleInfo && vehCent->m_pVehicle->m_pVehicleInfo->maxPassengers ) {//a vehicle capable of carrying passengers int turretNum; for ( turretNum = 0; turretNum < MAX_VEHICLE_TURRETS; turretNum++ ) { if ( vehCent->m_pVehicle->m_pVehicleInfo->turret[turretNum].iAmmoMax ) {// valid turret if ( vehCent->m_pVehicle->m_pVehicleInfo->turret[turretNum].passengerNum == cg.predictedPlayerState.generic1 ) {//I control this turret //Ah, crap, just look around freely... below method is way too wiggy VectorCopy( cg.predictedPlayerState.origin, cg.refdef.vieworg ); VectorCopy( cg.predictedPlayerState.viewangles, cg.refdef.viewangles ); return qtrue; /* int boltIndex = -1; qboolean hackPosAndAngle = qfalse; if ( vehCent->m_pVehicle->m_iGunnerViewTag[turretNum] != -1 ) { boltIndex = vehCent->m_pVehicle->m_iGunnerViewTag[turretNum]; } else {//crap... guess? hackPosAndAngle = qtrue; if ( vehCent->m_pVehicle->m_pVehicleInfo->turret[turretNum].yawBone ) { boltIndex = trap_G2API_AddBolt( vehCent->ghoul2, 0, vehCent->m_pVehicle->m_pVehicleInfo->turret[turretNum].yawBone ); } else if ( vehCent->m_pVehicle->m_pVehicleInfo->turret[turretNum].pitchBone ) { boltIndex = trap_G2API_AddBolt( vehCent->ghoul2, 0, vehCent->m_pVehicle->m_pVehicleInfo->turret[turretNum].pitchBone ); } else {//well, no way of knowing, so screw it return qfalse; } } if ( boltIndex != -1 ) { mdxaBone_t boltMatrix; vec3_t fwd, up; trap_G2API_GetBoltMatrix_NoRecNoRot(vehCent->ghoul2, 0, boltIndex, &boltMatrix, vehCent->lerpAngles, vehCent->lerpOrigin, cg.time, NULL, vehCent->modelScale); BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, cg.refdef.vieworg); if ( hackPosAndAngle ) { //FIXME: these are assumptions, externalize? BETTER YET: give me a controller view bolt/tag for each turret BG_GiveMeVectorFromMatrix(&boltMatrix, NEGATIVE_X, fwd); BG_GiveMeVectorFromMatrix(&boltMatrix, NEGATIVE_Y, up); VectorMA( cg.refdef.vieworg, 8.0f, fwd, cg.refdef.vieworg ); VectorMA( cg.refdef.vieworg, 4.0f, up, cg.refdef.vieworg ); } else { BG_GiveMeVectorFromMatrix(&boltMatrix, NEGATIVE_Y, fwd); } { vec3_t newAngles, deltaAngles; vectoangles( fwd, newAngles ); AnglesSubtract( newAngles, cg_lastTurretViewAngles, deltaAngles ); VectorMA( cg_lastTurretViewAngles, 0.5f*(float)cg.frametime/100.0f, deltaAngles, cg.refdef.viewangles ); } return qtrue; } */ } } } } } return qfalse; } /* =============== CG_CalcViewValues Sets cg.refdef view values =============== */ void CG_EmplacedView(vec3_t angles); static int CG_CalcViewValues( void ) { qboolean manningTurret = qfalse; playerState_t *ps; memset( &cg.refdef, 0, sizeof( cg.refdef ) ); // strings for in game rendering // Q_strncpyz( cg.refdef.text[0], "Park Ranger", sizeof(cg.refdef.text[0]) ); // Q_strncpyz( cg.refdef.text[1], "19", sizeof(cg.refdef.text[1]) ); // calculate size of 3D view CG_CalcVrect(); ps = &cg.predictedPlayerState; /* if (cg.cameraMode) { vec3_t origin, angles; if (trap_getCameraInfo(cg.time, &origin, &angles)) { VectorCopy(origin, cg.refdef.vieworg); angles[ROLL] = 0; VectorCopy(angles, cg.refdef.viewangles); AnglesToAxis( cg.refdef.viewangles, cg.refdef.viewaxis ); return CG_CalcFov(); } else { cg.cameraMode = qfalse; } } */ // intermission view if ( ps->pm_type == PM_INTERMISSION ) { VectorCopy( ps->origin, cg.refdef.vieworg ); VectorCopy( ps->viewangles, cg.refdef.viewangles ); AnglesToAxis( cg.refdef.viewangles, cg.refdef.viewaxis ); return CG_CalcFov(); } cg.bobcycle = ( ps->bobCycle & 128 ) >> 7; cg.bobfracsin = fabs( sin( ( ps->bobCycle & 127 ) / 127.0 * M_PI ) ); cg.xyspeed = sqrt( ps->velocity[0] * ps->velocity[0] + ps->velocity[1] * ps->velocity[1] ); if (cg.xyspeed > 270) { cg.xyspeed = 270; } manningTurret = CG_CheckPassengerTurretView(); if ( !manningTurret ) {//not manning a turret on a vehicle VectorCopy( ps->origin, cg.refdef.vieworg ); #ifdef VEH_CONTROL_SCHEME_4 if ( cg.predictedPlayerState.m_iVehicleNum )//in a vehicle { Vehicle_t *pVeh = cg_entities[cg.predictedPlayerState.m_iVehicleNum].m_pVehicle; if ( BG_UnrestrainedPitchRoll( &cg.predictedPlayerState, pVeh ) )//can roll/pitch without restriction {//use the vehicle's viewangles to render view! VectorCopy( cg.predictedVehicleState.viewangles, cg.refdef.viewangles ); } else if ( pVeh //valid vehicle data pointer && pVeh->m_pVehicleInfo//valid vehicle info && pVeh->m_pVehicleInfo->type == VH_FIGHTER )//fighter { VectorCopy( cg.predictedVehicleState.viewangles, cg.refdef.viewangles ); cg.refdef.viewangles[PITCH] = AngleNormalize180( cg.refdef.viewangles[PITCH] ); } else { VectorCopy( ps->viewangles, cg.refdef.viewangles ); } } #else// VEH_CONTROL_SCHEME_4 if ( cg.predictedPlayerState.m_iVehicleNum //in a vehicle && BG_UnrestrainedPitchRoll( &cg.predictedPlayerState, cg_entities[cg.predictedPlayerState.m_iVehicleNum].m_pVehicle ) )//can roll/pitch without restriction {//use the vehicle's viewangles to render view! VectorCopy( cg.predictedVehicleState.viewangles, cg.refdef.viewangles ); } #endif// VEH_CONTROL_SCHEME_4 else { VectorCopy( ps->viewangles, cg.refdef.viewangles ); } } VectorCopy( cg.refdef.viewangles, cg_lastTurretViewAngles ); if (cg_cameraOrbit.integer) { if (cg.time > cg.nextOrbitTime) { cg.nextOrbitTime = cg.time + cg_cameraOrbitDelay.integer; cg_thirdPersonAngle.value += cg_cameraOrbit.value; } } // add error decay if ( cg_errorDecay.value > 0 ) { int t; float f; t = cg.time - cg.predictedErrorTime; f = ( cg_errorDecay.value - t ) / cg_errorDecay.value; if ( f > 0 && f < 1 ) { VectorMA( cg.refdef.vieworg, f, cg.predictedError, cg.refdef.vieworg ); } else { cg.predictedErrorTime = 0; } } if (cg.snap->ps.weapon == WP_EMPLACED_GUN && cg.snap->ps.emplacedIndex) { //constrain the view properly for emplaced guns CG_EmplacedView(cg_entities[cg.snap->ps.emplacedIndex].currentState.angles); } //FIX: okay, if manning a turret, let view turn freely, // and use the vehicle chase camera info to place vieworg //if ( !manningTurret ) { if ( cg.predictedPlayerState.m_iVehicleNum //in a vehicle && BG_UnrestrainedPitchRoll( &cg.predictedPlayerState, cg_entities[cg.predictedPlayerState.m_iVehicleNum].m_pVehicle ) )//can roll/pitch without restriction {//use the vehicle's viewangles to render view! CG_OffsetFighterView(); } else if ( cg.renderingThirdPerson ) { // back away from character if (cg_thirdPersonSpecialCam.integer && BG_SaberInSpecial(cg.snap->ps.saberMove)) { //the action cam if (!CG_ThirdPersonActionCam()) { //couldn't do it for whatever reason, resort back to third person then CG_OffsetThirdPersonView(); } } else { CG_OffsetThirdPersonView(); } } else { // offset for local bobbing and kicks CG_OffsetFirstPersonView(); } } // position eye relative to origin AnglesToAxis( cg.refdef.viewangles, cg.refdef.viewaxis ); if ( cg.hyperspace ) { cg.refdef.rdflags |= RDF_NOWORLDMODEL | RDF_HYPERSPACE; } // field of view return CG_CalcFov(); } /* ===================== CG_PowerupTimerSounds ===================== */ static void CG_PowerupTimerSounds( void ) { int i; int t; // powerup timers going away for ( i = 0 ; i < MAX_POWERUPS ; i++ ) { t = cg.snap->ps.powerups[i]; if ( t <= cg.time ) { continue; } if ( t - cg.time >= POWERUP_BLINKS * POWERUP_BLINK_TIME ) { continue; } if ( ( t - cg.time ) / POWERUP_BLINK_TIME != ( t - cg.oldTime ) / POWERUP_BLINK_TIME ) { //trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_ITEM, cgs.media.wearOffSound ); } } } /* ============== CG_DrawSkyBoxPortal ============== */ extern qboolean cg_skyOri; extern vec3_t cg_skyOriPos; extern float cg_skyOriScale; extern qboolean cg_noFogOutsidePortal; void CG_DrawSkyBoxPortal(const char *cstr) { static float lastfov; refdef_t backuprefdef; float fov_x; float fov_y; float x; char *token; float f = 0; lastfov = zoomFov; // for transitions back from zoomed in modes backuprefdef = cg.refdef; token = COM_ParseExt(&cstr, qfalse); if (!token || !token[0]) { CG_Error( "CG_DrawSkyBoxPortal: error parsing skybox configstring\n"); } cg.refdef.vieworg[0] = atof(token); token = COM_ParseExt(&cstr, qfalse); if (!token || !token[0]) { CG_Error( "CG_DrawSkyBoxPortal: error parsing skybox configstring\n"); } cg.refdef.vieworg[1] = atof(token); token = COM_ParseExt(&cstr, qfalse); if (!token || !token[0]) { CG_Error( "CG_DrawSkyBoxPortal: error parsing skybox configstring\n"); } cg.refdef.vieworg[2] = atof(token); token = COM_ParseExt(&cstr, qfalse); if (!token || !token[0]) { CG_Error( "CG_DrawSkyBoxPortal: error parsing skybox configstring\n"); } fov_x = atoi(token); if (!fov_x) { fov_x = cg_fov.value; } // setup fog the first time, ignore this part of the configstring after that token = COM_ParseExt(&cstr, qfalse); if (!token || !token[0]) { CG_Error( "CG_DrawSkyBoxPortal: error parsing skybox configstring. No fog state\n"); } else { vec4_t fogColor; int fogStart, fogEnd; if(atoi(token)) { // this camera has fog token = COM_ParseExt(&cstr, qfalse); if (!token || !token[0]) { CG_Error( "CG_DrawSkyBoxPortal: error parsing skybox configstring. No fog[0]\n"); } fogColor[0] = atof(token); token = COM_ParseExt(&cstr, qfalse); if (!token || !token[0]) { CG_Error( "CG_DrawSkyBoxPortal: error parsing skybox configstring. No fog[1]\n"); } fogColor[1] = atof(token); token = COM_ParseExt(&cstr, qfalse); if (!token || !token[0]) { CG_Error( "CG_DrawSkyBoxPortal: error parsing skybox configstring. No fog[2]\n"); } fogColor[2] = atof(token); token = COM_ParseExt(&cstr, qfalse); if (!token || !token[0]) { fogStart = 0; } else { fogStart = atoi(token); } token = COM_ParseExt(&cstr, qfalse); if (!token || !token[0]) { fogEnd = 0; } else { fogEnd = atoi(token); } } } if ( cg.predictedPlayerState.pm_type == PM_INTERMISSION ) { // if in intermission, use a fixed value fov_x = cg_fov.value; } else { fov_x = cg_fov.value; if ( fov_x < 1 ) { fov_x = 1; } else if ( fov_x > 160 ) { fov_x = 160; } if (cg.predictedPlayerState.zoomMode) { fov_x = zoomFov; } // do smooth transitions for zooming if (cg.predictedPlayerState.zoomMode) { //zoomed/zooming in f = ( cg.time - cg.zoomTime ) / (float)ZOOM_OUT_TIME; if ( f > 1.0 ) { fov_x = zoomFov; } else { fov_x = fov_x + f * ( zoomFov - fov_x ); } lastfov = fov_x; } else { //zooming out f = ( cg.time - cg.zoomTime ) / (float)ZOOM_OUT_TIME; if ( f > 1.0 ) { fov_x = fov_x; } else { fov_x = zoomFov + f * ( fov_x - zoomFov); } } } x = cg.refdef.width / tan( fov_x / 360 * M_PI ); fov_y = atan2( cg.refdef.height, x ); fov_y = fov_y * 360 / M_PI; cg.refdef.fov_x = fov_x; cg.refdef.fov_y = fov_y; cg.refdef.rdflags |= RDF_SKYBOXPORTAL; cg.refdef.rdflags |= RDF_DRAWSKYBOX; cg.refdef.time = cg.time; if ( !cg.hyperspace) { //rww - also had to add this to add effects being rendered in portal sky areas properly. trap_FX_AddScheduledEffects(qtrue); } CG_AddPacketEntities(qtrue); //rww - There was no proper way to put real entities inside the portal view before. //This will put specially flagged entities in the render. if (cg_skyOri) { //ok, we want to orient the sky refdef vieworg based on the normal vieworg's relation to the ori pos vec3_t dif; VectorSubtract(backuprefdef.vieworg, cg_skyOriPos, dif); VectorScale(dif, cg_skyOriScale, dif); VectorAdd(cg.refdef.vieworg, dif, cg.refdef.vieworg); } if (cg_noFogOutsidePortal) { //make sure no fog flag is stripped first, and make sure it is set on the normal refdef cg.refdef.rdflags &= ~RDF_NOFOG; backuprefdef.rdflags |= RDF_NOFOG; } // draw the skybox trap_R_RenderScene( &cg.refdef ); cg.refdef = backuprefdef; } /* ===================== CG_AddBufferedSound ===================== */ void CG_AddBufferedSound( sfxHandle_t sfx ) { if ( !sfx ) return; cg.soundBuffer[cg.soundBufferIn] = sfx; cg.soundBufferIn = (cg.soundBufferIn + 1) % MAX_SOUNDBUFFER; if (cg.soundBufferIn == cg.soundBufferOut) { cg.soundBufferOut++; } } /* ===================== CG_PlayBufferedSounds ===================== */ static void CG_PlayBufferedSounds( void ) { if ( cg.soundTime < cg.time ) { if (cg.soundBufferOut != cg.soundBufferIn && cg.soundBuffer[cg.soundBufferOut]) { trap_S_StartLocalSound(cg.soundBuffer[cg.soundBufferOut], CHAN_ANNOUNCER); cg.soundBuffer[cg.soundBufferOut] = 0; cg.soundBufferOut = (cg.soundBufferOut + 1) % MAX_SOUNDBUFFER; cg.soundTime = cg.time + 750; } } } void CG_UpdateSoundTrackers() { int num; centity_t *cent; for ( num = 0 ; num < ENTITYNUM_NONE ; num++ ) { cent = &cg_entities[num]; if (cent && (cent->currentState.eFlags & EF_SOUNDTRACKER) && cent->currentState.number == num) //make sure the thing is valid at least. { //keep sound for this entity updated in accordance with its attached entity at all times if (cg.snap && cent->currentState.trickedentindex == cg.snap->ps.clientNum) { //this is actually the player, so center the sound origin right on top of us VectorCopy(cg.refdef.vieworg, cent->lerpOrigin); trap_S_UpdateEntityPosition( cent->currentState.number, cent->lerpOrigin ); } else { trap_S_UpdateEntityPosition( cent->currentState.number, cg_entities[cent->currentState.trickedentindex].lerpOrigin ); } } if (cent->currentState.number == num) { //update all looping sounds.. CG_S_UpdateLoopingSounds(num); } } } //========================================================================= /* ================================ Screen Effect stuff starts here ================================ */ #define CAMERA_DEFAULT_FOV 90.0f #define MAX_SHAKE_INTENSITY 16.0f cgscreffects_t cgScreenEffects; void CG_SE_UpdateShake( vec3_t origin, vec3_t angles ) { vec3_t moveDir; float intensity_scale, intensity; int i; if ( cgScreenEffects.shake_duration <= 0 ) return; if ( cg.time > ( cgScreenEffects.shake_start + cgScreenEffects.shake_duration ) ) { cgScreenEffects.shake_intensity = 0; cgScreenEffects.shake_duration = 0; cgScreenEffects.shake_start = 0; return; } cgScreenEffects.FOV = CAMERA_DEFAULT_FOV; cgScreenEffects.FOV2 = CAMERA_DEFAULT_FOV; //intensity_scale now also takes into account FOV with 90.0 as normal intensity_scale = 1.0f - ( (float) ( cg.time - cgScreenEffects.shake_start ) / (float) cgScreenEffects.shake_duration ) * (((cgScreenEffects.FOV+cgScreenEffects.FOV2)/2.0f)/90.0f); intensity = cgScreenEffects.shake_intensity * intensity_scale; for ( i = 0; i < 3; i++ ) { moveDir[i] = ( crandom() * intensity ); } //Move the camera VectorAdd( origin, moveDir, origin ); for ( i=0; i < 2; i++ ) // Don't do ROLL moveDir[i] = ( crandom() * intensity ); //Move the angles VectorAdd( angles, moveDir, angles ); } void CG_SE_UpdateMusic(void) { if (cgScreenEffects.music_volume_multiplier < 0.1) { cgScreenEffects.music_volume_multiplier = 1.0; return; } if (cgScreenEffects.music_volume_time < cg.time) { if (cgScreenEffects.music_volume_multiplier != 1.0 || cgScreenEffects.music_volume_set) { char musMultStr[512]; cgScreenEffects.music_volume_multiplier += 0.1; if (cgScreenEffects.music_volume_multiplier > 1.0) { cgScreenEffects.music_volume_multiplier = 1.0; } Com_sprintf(musMultStr, sizeof(musMultStr), "%f", cgScreenEffects.music_volume_multiplier); trap_Cvar_Set("s_musicMult", musMultStr); if (cgScreenEffects.music_volume_multiplier == 1.0) { cgScreenEffects.music_volume_set = qfalse; } else { cgScreenEffects.music_volume_time = cg.time + 200; } } return; } if (!cgScreenEffects.music_volume_set) { //if the volume_time is >= cg.time, we should have a volume multiplier set char musMultStr[512]; Com_sprintf(musMultStr, sizeof(musMultStr), "%f", cgScreenEffects.music_volume_multiplier); trap_Cvar_Set("s_musicMult", musMultStr); cgScreenEffects.music_volume_set = qtrue; } } /* ================= CG_CalcScreenEffects Currently just for screen shaking (and music volume management) ================= */ void CG_CalcScreenEffects(void) { CG_SE_UpdateShake(cg.refdef.vieworg, cg.refdef.viewangles); CG_SE_UpdateMusic(); } void CGCam_Shake( float intensity, int duration ) { if ( intensity > MAX_SHAKE_INTENSITY ) intensity = MAX_SHAKE_INTENSITY; cgScreenEffects.shake_intensity = intensity; cgScreenEffects.shake_duration = duration; cgScreenEffects.shake_start = cg.time; //JLFRUMBLE #ifdef _XBOX extern void FF_XboxShake(float intensity, int duration); FF_XboxShake(intensity, duration); #endif } void CG_DoCameraShake( vec3_t origin, float intensity, int radius, int time ) { //FIXME: When exactly is the vieworg calculated in relation to the rest of the frame?s vec3_t dir; float dist, intensityScale; float realIntensity; VectorSubtract( cg.refdef.vieworg, origin, dir ); dist = VectorNormalize( dir ); //Use the dir to add kick to the explosion if ( dist > radius ) return; intensityScale = 1 - ( dist / (float) radius ); realIntensity = intensity * intensityScale; CGCam_Shake( realIntensity, time ); } void CGCam_SetMusicMult( float multiplier, int duration ) { if (multiplier < 0.1f) { multiplier = 0.1f; } if (multiplier > 1.0f) { multiplier = 1.0f; } cgScreenEffects.music_volume_multiplier = multiplier; cgScreenEffects.music_volume_time = cg.time + duration; cgScreenEffects.music_volume_set = qfalse; } /* ================================ Screen Effect stuff ends here ================================ */ /* ================= CG_EmplacedView Keep view reasonably constrained in relation to gun -rww ================= */ #include "../namespace_begin.h" int BG_EmplacedView(vec3_t baseAngles, vec3_t angles, float *newYaw, float constraint); #include "../namespace_end.h" void CG_EmplacedView(vec3_t angles) { float yaw; int override; override = BG_EmplacedView(cg.refdef.viewangles, angles, &yaw, cg_entities[cg.snap->ps.emplacedIndex].currentState.origin2[0]); if (override) { cg.refdef.viewangles[YAW] = yaw; AnglesToAxis(cg.refdef.viewangles, cg.refdef.viewaxis); if (override == 2) { trap_SetClientForceAngle(cg.time + 5000, cg.refdef.viewangles); } } //we want to constrain the predicted player state viewangles as well override = BG_EmplacedView(cg.predictedPlayerState.viewangles, angles, &yaw, cg_entities[cg.snap->ps.emplacedIndex].currentState.origin2[0]); if (override) { cg.predictedPlayerState.viewangles[YAW] = yaw; } } //specially add cent's for automap static void CG_AddRefentForAutoMap(centity_t *cent) { refEntity_t ent; vec3_t flat; if (cent->currentState.eFlags & EF_NODRAW) { return; } memset(&ent, 0, sizeof(refEntity_t)); ent.reType = RT_MODEL; VectorCopy(cent->lerpAngles, flat); flat[PITCH] = flat[ROLL] = 0.0f; VectorCopy(cent->lerpOrigin, ent.origin); VectorCopy(flat, ent.angles); AnglesToAxis(flat, ent.axis); if (cent->ghoul2 && (cent->currentState.eType == ET_PLAYER || cent->currentState.eType == ET_NPC || cent->currentState.modelGhoul2)) { //using a ghoul2 model ent.ghoul2 = cent->ghoul2; ent.radius = cent->currentState.g2radius; if (!ent.radius) { ent.radius = 64.0f; } } else { //then assume a standard indexed model ent.hModel = cgs.gameModels[cent->currentState.modelindex]; } trap_R_AddRefEntityToScene(&ent); } //add all entities that would be on the radar void CG_AddRadarAutomapEnts(void) { int i = 0; //first add yourself CG_AddRefentForAutoMap(&cg_entities[cg.predictedPlayerState.clientNum]); while (i < cg.radarEntityCount) { CG_AddRefentForAutoMap(&cg_entities[cg.radarEntities[i]]); i++; } } /* ================ CG_DrawAutoMap Draws the automap scene. -rww ================ */ float cg_autoMapZoom = 512.0f; float cg_autoMapZoomMainOffset = 0.0f; vec3_t cg_autoMapAngle = {90.0f, 0.0f, 0.0f}; autoMapInput_t cg_autoMapInput; int cg_autoMapInputTime = 0; #define SIDEFRAME_WIDTH 16 #define SIDEFRAME_HEIGHT 32 void CG_DrawAutoMap(void) { clientInfo_t *local; refdef_t refdef; trace_t tr; vec3_t fwd; vec3_t playerMins, playerMaxs; int vWidth, vHeight; float hScale, vScale; float x, y, w, h; if (!cg_autoMap.integer) { //don't do anything then return; } if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 ) { //don't show when dead return; } if ( (cg.predictedPlayerState.pm_flags & PMF_FOLLOW) || cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_SPECTATOR ) { //don't show when spec return; } local = &cgs.clientinfo[ cg.predictedPlayerState.clientNum ]; if ( !local->infoValid ) { //don't show if bad ci return; } if (cgs.gametype < GT_TEAM) { //don't show in non-team gametypes return; } if (cg_autoMapInputTime >= cg.time) { if (cg_autoMapInput.up) { cg_autoMapZoom -= cg_autoMapInput.up; if (cg_autoMapZoom < cg_autoMapZoomMainOffset+64.0f) { cg_autoMapZoom = cg_autoMapZoomMainOffset+64.0f; } } if (cg_autoMapInput.down) { cg_autoMapZoom += cg_autoMapInput.down; if (cg_autoMapZoom > cg_autoMapZoomMainOffset+4096.0f) { cg_autoMapZoom = cg_autoMapZoomMainOffset+4096.0f; } } if (cg_autoMapInput.yaw) { cg_autoMapAngle[YAW] += cg_autoMapInput.yaw; } if (cg_autoMapInput.pitch) { cg_autoMapAngle[PITCH] += cg_autoMapInput.pitch; } if (cg_autoMapInput.goToDefaults) { cg_autoMapZoom = 512.0f; VectorSet(cg_autoMapAngle, 90.0f, 0.0f, 0.0f); } } memset( &refdef, 0, sizeof( refdef ) ); refdef.rdflags = (RDF_NOWORLDMODEL|RDF_AUTOMAP); VectorCopy(cg.predictedPlayerState.origin, refdef.vieworg); VectorCopy(cg_autoMapAngle, refdef.viewangles); //scale out in the direction of the view angles base on the zoom factor AngleVectors(refdef.viewangles, fwd, 0, 0); VectorMA(refdef.vieworg, -cg_autoMapZoom, fwd, refdef.vieworg); AnglesToAxis(refdef.viewangles, refdef.viewaxis); refdef.fov_x = 50; refdef.fov_y = 50; //guess this doesn't need to be done every frame, but eh trap_R_GetRealRes(&vWidth, &vHeight); //set scaling values so that the 640x480 will result at 1.0/1.0 hScale = vWidth/640.0f; vScale = vHeight/480.0f; x = cg_autoMapX.value; y = cg_autoMapY.value; w = cg_autoMapW.value; h = cg_autoMapH.value; refdef.x = x*hScale; refdef.y = y*vScale; refdef.width = w*hScale; refdef.height = h*vScale; CG_DrawPic(x-SIDEFRAME_WIDTH, y, SIDEFRAME_WIDTH, h, cgs.media.wireframeAutomapFrame_left); CG_DrawPic(x+w, y, SIDEFRAME_WIDTH, h, cgs.media.wireframeAutomapFrame_right); CG_DrawPic(x-SIDEFRAME_WIDTH, y-SIDEFRAME_HEIGHT, w+(SIDEFRAME_WIDTH*2), SIDEFRAME_HEIGHT, cgs.media.wireframeAutomapFrame_top); CG_DrawPic(x-SIDEFRAME_WIDTH, y+h, w+(SIDEFRAME_WIDTH*2), SIDEFRAME_HEIGHT, cgs.media.wireframeAutomapFrame_bottom); refdef.time = cg.time; trap_R_ClearScene(); CG_AddRadarAutomapEnts(); if (cg.predictedPlayerState.m_iVehicleNum && cg_entities[cg.predictedPlayerState.m_iVehicleNum].currentState.eType == ET_NPC && cg_entities[cg.predictedPlayerState.m_iVehicleNum].currentState.NPC_class == CLASS_VEHICLE && cg_entities[cg.predictedPlayerState.m_iVehicleNum].m_pVehicle && cg_entities[cg.predictedPlayerState.m_iVehicleNum].m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER) { //constantly adjust to current height trap_R_AutomapElevAdj(cg.predictedPlayerState.origin[2]); } else { //Trace down and set the ground elevation as the main automap elevation point VectorSet(playerMins, -15, -15, DEFAULT_MINS_2); VectorSet(playerMaxs, 15, 15, DEFAULT_MAXS_2); VectorCopy(cg.predictedPlayerState.origin, fwd); fwd[2] -= 4096.0f; CG_Trace(&tr, cg.predictedPlayerState.origin, playerMins, playerMaxs, fwd, cg.predictedPlayerState.clientNum, MASK_SOLID); if (!tr.startsolid && !tr.allsolid) { trap_R_AutomapElevAdj(tr.endpos[2]); } } trap_R_RenderScene( &refdef ); } /* ================= CG_DrawActiveFrame Generates and draws a game scene and status information at the given time. ================= */ static qboolean cg_rangedFogging = qfalse; //so we know if we should go back to normal fog float cg_linearFogOverride = 0.0f; //designer-specified override for linear fogging style #include "../namespace_begin.h" extern void BG_VehicleTurnRateForSpeed( Vehicle_t *pVeh, float speed, float *mPitchOverride, float *mYawOverride ); extern qboolean PM_InKnockDown( playerState_t *ps ); #include "../namespace_end.h" extern qboolean cgQueueLoad; extern void CG_ActualLoadDeferredPlayers( void ); static int cg_siegeClassIndex = -2; void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ) { int inwater; const char *cstr; float mSensitivity = cg.zoomSensitivity; float mPitchOverride = 0.0f; float mYawOverride = 0.0f; static centity_t *veh = NULL; #ifdef VEH_CONTROL_SCHEME_4 float mSensitivityOverride = 0.0f; qboolean bUseFighterPitch = qfalse; qboolean isFighter = qfalse; #endif if (cgQueueLoad) { //do this before you start messing around with adding ghoul2 refents and crap CG_ActualLoadDeferredPlayers(); cgQueueLoad = qfalse; } cg.time = serverTime; cg.demoPlayback = demoPlayback; if (cg.snap && ui_myteam.integer != cg.snap->ps.persistant[PERS_TEAM]) { trap_Cvar_Set ( "ui_myteam", va("%i", cg.snap->ps.persistant[PERS_TEAM]) ); } if (cgs.gametype == GT_SIEGE && cg.snap && cg_siegeClassIndex != cgs.clientinfo[cg.snap->ps.clientNum].siegeIndex) { cg_siegeClassIndex = cgs.clientinfo[cg.snap->ps.clientNum].siegeIndex; if (cg_siegeClassIndex == -1) { trap_Cvar_Set("ui_mySiegeClass", ""); } else { trap_Cvar_Set("ui_mySiegeClass", bgSiegeClasses[cg_siegeClassIndex].name); } } // update cvars CG_UpdateCvars(); // if we are only updating the screen as a loading // pacifier, don't even try to read snapshots if ( cg.infoScreenText[0] != 0 ) { CG_DrawInformation(); return; } trap_FX_AdjustTime( cg.time ); CG_RunLightStyles(); // any looped sounds will be respecified as entities // are added to the render list trap_S_ClearLoopingSounds(); // clear all the render lists trap_R_ClearScene(); // set up cg.snap and possibly cg.nextSnap CG_ProcessSnapshots(); trap_ROFF_UpdateEntities(); // if we haven't received any snapshots yet, all // we can draw is the information screen if ( !cg.snap || ( cg.snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) { #if 0 // Transition from zero to negative one on the snapshot timeout. // The reason we do this is because the first client frame is responsible for // some farily slow processing (such as weather) and we dont want to include // that processing time into our calculations if ( !cg.snapshotTimeoutTime ) { cg.snapshotTimeoutTime = -1; } // Transition the snapshot timeout time from -1 to the current time in // milliseconds which will start the timeout. else if ( cg.snapshotTimeoutTime == -1 ) { cg.snapshotTimeoutTime = trap_Milliseconds ( ); } // If we have been waiting too long then just error out if ( cg.snapshotTimeoutTime > 0 && (trap_Milliseconds ( ) - cg.snapshotTimeoutTime > cg_snapshotTimeout.integer * 1000) ) { Com_Error ( ERR_DROP, CG_GetStringEdString("MP_SVGAME", "SNAPSHOT_TIMEOUT")); return; } #endif CG_DrawInformation(); return; } // let the client system know what our weapon and zoom settings are if (cg.snap && cg.snap->ps.saberLockTime > cg.time) { mSensitivity = 0.01f; } else if (cg.predictedPlayerState.weapon == WP_EMPLACED_GUN) { //lower sens for emplaced guns and vehicles mSensitivity = 0.2f; } #ifdef VEH_CONTROL_SCHEME_4 else if (cg.predictedPlayerState.m_iVehicleNum//in a vehicle && !cg.predictedPlayerState.generic1 )//not as a passenger { centity_t *cent = &cg_entities[cg.predictedPlayerState.m_iVehicleNum]; if ( cent->m_pVehicle && cent->m_pVehicle->m_pVehicleInfo && cent->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER ) { BG_VehicleTurnRateForSpeed( cent->m_pVehicle, cent->currentState.speed, &mPitchOverride, &mYawOverride ); //mSensitivityOverride = 5.0f;//old default value mSensitivityOverride = 0.0f; bUseFighterPitch = qtrue; trap_SetUserCmdValue( cg.weaponSelect, mSensitivity, mPitchOverride, mYawOverride, mSensitivityOverride, cg.forceSelect, cg.itemSelect, bUseFighterPitch ); isFighter = qtrue; } } if ( !isFighter ) #endif //VEH_CONTROL_SCHEME_4 { if (cg.predictedPlayerState.m_iVehicleNum) { veh = &cg_entities[cg.predictedPlayerState.m_iVehicleNum]; } if (veh && veh->currentState.eType == ET_NPC && veh->currentState.NPC_class == CLASS_VEHICLE && veh->m_pVehicle && veh->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER && bg_fighterAltControl.integer) { trap_SetUserCmdValue( cg.weaponSelect, mSensitivity, mPitchOverride, mYawOverride, 0.0f, cg.forceSelect, cg.itemSelect, qtrue ); veh = NULL; //this is done because I don't want an extra assign each frame because I am so perfect and super efficient. } else { trap_SetUserCmdValue( cg.weaponSelect, mSensitivity, mPitchOverride, mYawOverride, 0.0f, cg.forceSelect, cg.itemSelect, qfalse ); } } // this counter will be bumped for every valid scene we generate cg.clientFrame++; // update cg.predictedPlayerState CG_PredictPlayerState(); // decide on third person view cg.renderingThirdPerson = cg_thirdPerson.integer || (cg.snap->ps.stats[STAT_HEALTH] <= 0); if (cg.snap->ps.stats[STAT_HEALTH] > 0) { if (cg.predictedPlayerState.weapon == WP_EMPLACED_GUN && cg.predictedPlayerState.emplacedIndex /*&& cg_entities[cg.predictedPlayerState.emplacedIndex].currentState.weapon == WP_NONE*/) { //force third person for e-web and emplaced use cg.renderingThirdPerson = 1; } else if (cg.predictedPlayerState.weapon == WP_SABER || cg.predictedPlayerState.weapon == WP_MELEE || BG_InGrappleMove(cg.predictedPlayerState.torsoAnim) || BG_InGrappleMove(cg.predictedPlayerState.legsAnim) || cg.predictedPlayerState.forceHandExtend == HANDEXTEND_KNOCKDOWN || cg.predictedPlayerState.fallingToDeath || cg.predictedPlayerState.m_iVehicleNum || PM_InKnockDown(&cg.predictedPlayerState)) { if (cg_fpls.integer && cg.predictedPlayerState.weapon == WP_SABER) { //force to first person for fpls cg.renderingThirdPerson = 0; } else { cg.renderingThirdPerson = 1; } } else if (cg.snap->ps.zoomMode) { //always force first person when zoomed cg.renderingThirdPerson = 0; } } if (cg.predictedPlayerState.pm_type == PM_SPECTATOR) { //always first person for spec cg.renderingThirdPerson = 0; } if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR) { cg.renderingThirdPerson = 0; } // build cg.refdef inwater = CG_CalcViewValues(); if (cg_linearFogOverride) { trap_R_SetRangeFog(-cg_linearFogOverride); } else if (cg.predictedPlayerState.zoomMode) { //zooming with binoculars or sniper, set the fog range based on the zoom level -rww cg_rangedFogging = qtrue; //smaller the fov the less fog we have between the view and cull dist trap_R_SetRangeFog(cg.refdef.fov_x*64.0f); } else if (cg_rangedFogging) { //disable it cg_rangedFogging = qfalse; trap_R_SetRangeFog(0.0f); } cstr = CG_ConfigString(CS_SKYBOXORG); if (cstr && cstr[0]) { //we have a skyportal CG_DrawSkyBoxPortal(cstr); } CG_CalcScreenEffects(); // first person blend blobs, done after AnglesToAxis if ( !cg.renderingThirdPerson && cg.predictedPlayerState.pm_type != PM_SPECTATOR ) { CG_DamageBlendBlob(); } // build the render lists if ( !cg.hyperspace ) { CG_AddPacketEntities(qfalse); // adter calcViewValues, so predicted player state is correct CG_AddMarks(); CG_AddParticles (); CG_AddLocalEntities(); CG_DrawMiscEnts(); } CG_AddViewWeapon( &cg.predictedPlayerState ); if ( !cg.hyperspace) { trap_FX_AddScheduledEffects(qfalse); } // add buffered sounds CG_PlayBufferedSounds(); // finish up the rest of the refdef if ( cg.testModelEntity.hModel ) { CG_AddTestModel(); } cg.refdef.time = cg.time; memcpy( cg.refdef.areamask, cg.snap->areamask, sizeof( cg.refdef.areamask ) ); // warning sounds when powerup is wearing off CG_PowerupTimerSounds(); // if there are any entities flagged as sound trackers and attached to other entities, update their sound pos CG_UpdateSoundTrackers(); if (gCGHasFallVector) { vec3_t lookAng; VectorSubtract(cg.snap->ps.origin, cg.refdef.vieworg, lookAng); VectorNormalize(lookAng); vectoangles(lookAng, lookAng); VectorCopy(gCGFallVector, cg.refdef.vieworg); AnglesToAxis(lookAng, cg.refdef.viewaxis); } //This is done from the vieworg to get origin for non-attenuated sounds cstr = CG_ConfigString( CS_GLOBAL_AMBIENT_SET ); if (cstr && cstr[0]) { trap_S_UpdateAmbientSet( cstr, cg.refdef.vieworg ); } // update audio positions trap_S_Respatialize( cg.snap->ps.clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater ); // make sure the lagometerSample and frame timing isn't done twice when in stereo if ( stereoView != STEREO_RIGHT ) { cg.frametime = cg.time - cg.oldTime; if ( cg.frametime < 0 ) { cg.frametime = 0; } cg.oldTime = cg.time; CG_AddLagometerFrameInfo(); } if (cg_timescale.value != cg_timescaleFadeEnd.value) { if (cg_timescale.value < cg_timescaleFadeEnd.value) { cg_timescale.value += cg_timescaleFadeSpeed.value * ((float)cg.frametime) / 1000; if (cg_timescale.value > cg_timescaleFadeEnd.value) cg_timescale.value = cg_timescaleFadeEnd.value; } else { cg_timescale.value -= cg_timescaleFadeSpeed.value * ((float)cg.frametime) / 1000; if (cg_timescale.value < cg_timescaleFadeEnd.value) cg_timescale.value = cg_timescaleFadeEnd.value; } if (cg_timescaleFadeSpeed.value) { trap_Cvar_Set("timescale", va("%f", cg_timescale.value)); } } // actually issue the rendering calls CG_DrawActive( stereoView ); CG_DrawAutoMap(); if ( cg_stats.integer ) { CG_Printf( "cg.clientFrame:%i\n", cg.clientFrame ); } }