q3rally/engine/code/cgame/cg_view.c
q3rally f47d51f34c tweaked the direct steering mode a little bit
updated menu entries in q3r options
version upcount
2021-08-04 22:04:44 +00:00

1147 lines
31 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2002-2009 Q3Rally Team (Per Thormann - perle@q3rally.com)
This file is part of q3rally source code.
q3rally 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 2 of the License,
or (at your option) any later version.
q3rally 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 q3rally; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
// cg_view.c -- setup all the parameters (position, angle, etc)
// for a 3D rendering
#include "cg_local.h"
/*
=============================================================================
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 <modelname>" or "testgun <modelname>".
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 suppress 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;
cg.testGun = qfalse;
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.refdefViewAngles[1];
angles[ROLL] = 0;
AnglesToAxis( angles, cg.testModelEntity.axis );
}
/*
=================
CG_TestGun_f
Replaces the current view weapon with the given model
=================
*/
void CG_TestGun_f (void) {
CG_TestModel_f();
if ( !cg.testModelEntity.hModel ) {
return;
}
cg.testGun = qtrue;
cg.testModelEntity.renderfx = RF_MINLIGHT | 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 relative to the view origin
if ( cg.testGun ) {
VectorCopy( cg.refdef.vieworg, cg.testModelEntity.origin );
VectorCopy( cg.refdef.viewaxis[0], cg.testModelEntity.axis[0] );
VectorCopy( cg.refdef.viewaxis[1], cg.testModelEntity.axis[1] );
VectorCopy( cg.refdef.viewaxis[2], cg.testModelEntity.axis[2] );
// allow the position to be adjusted
for (i=0 ; i<3 ; i++) {
cg.testModelEntity.origin[i] += cg.refdef.viewaxis[0][i] * cg_gun_x.value;
cg.testModelEntity.origin[i] += cg.refdef.viewaxis[1][i] * cg_gun_y.value;
cg.testModelEntity.origin[i] += cg.refdef.viewaxis[2][i] * cg_gun_z.value;
}
}
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;
}
//==============================================================================
/*
===============
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;
// STONELANCE dont need this
// cg.refdef.vieworg[2] += cg.predictedPlayerState.viewheight;
// END
VectorCopy( cg.refdefViewAngles, focusAngles );
// if dead, look at killer
// STONELANCE - free look after dead, remove stat_dead_yaw or use it for observer cam?
/*
if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) {
focusAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW];
cg.refdefViewAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW];
}
*/
// END
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 );
// Q3Rally Code Start
// view[2] += 8;
// END
cg.refdefViewAngles[PITCH] *= 0.5;
AngleVectors( cg.refdefViewAngles, forward, right, up );
// Q3Rally Code Start
// forwardScale = cos( cg_thirdPersonAngle.value / 180 * M_PI );
// sideScale = sin( cg_thirdPersonAngle.value / 180 * M_PI );
forwardScale = cos( cg_thirdPersonAngle.value * M_PI_180 );
sideScale = sin( cg_thirdPersonAngle.value * M_PI_180 );
// END
VectorMA( view, -cg_thirdPersonRange.value * forwardScale, forward, view );
VectorMA( view, -cg_thirdPersonRange.value * sideScale, right, view );
// Q3Rally Code Start
VectorMA( view, cg_thirdPersonHeight.value, up, view );
// END
// 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_SOLID );
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 enough that this is poking out
CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );
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
}
// Q3Rally Code Start
// cg.refdefViewAngles[PITCH] = -180 / M_PI * atan2( focusPoint[2], focusDist );
cg.refdefViewAngles[PITCH] = -M_180_PI * atan2( focusPoint[2], focusDist );
// END
cg.refdefViewAngles[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;
if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
return;
}
origin = cg.refdef.vieworg;
angles = cg.refdefViewAngles;
// 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 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
// Q3Rally Code Start
// if (cg.bobcycle & 1)
// delta = -delta;
// END
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();
// 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.refdefViewAngles, forward, NULL, up );
VectorMA( cg.refdef.vieworg, 3, forward, cg.refdef.vieworg );
VectorMA( cg.refdef.vieworg, NECK_LENGTH, up, cg.refdef.vieworg );
}
#endif
}
//======================================================================
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_CalcFov
Fixed fov at intermissions, otherwise account for fov variable and zooms.
====================
*/
#define WAVE_AMPLITUDE 1
#define WAVE_FREQUENCY 0.4
static int CG_CalcFov( void ) {
float x;
float phase;
float v;
int contents;
float fov_x, fov_y;
float zoomFov;
float f;
int inwater;
if ( cg.predictedPlayerState.pm_type == PM_INTERMISSION ) {
// if in intermission, use a fixed value
fov_x = 90;
} else {
// user selectable
if ( cgs.dmflags & DF_FIXED_FOV ) {
// dmflag to prevent wide fov for all clients
fov_x = 90;
} else {
fov_x = cg_fov.value;
if ( fov_x < 1 ) {
fov_x = 1;
} else if ( fov_x > 160 ) {
fov_x = 160;
}
}
// account for zooms
zoomFov = cg_zoomFov.value;
if ( zoomFov < 1 ) {
zoomFov = 1;
} else if ( zoomFov > 160 ) {
zoomFov = 160;
}
if ( cg.zoomed ) {
f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME;
if ( f > 1.0 ) {
fov_x = zoomFov;
} else {
fov_x = fov_x + f * ( zoomFov - fov_x );
}
} else {
f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME;
if ( f <= 1.0 ) {
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;
// 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;
}
// set it
cg.refdef.fov_x = fov_x;
cg.refdef.fov_y = fov_y;
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_blood.integer) {
return;
}
if ( !cg.damageValue ) {
return;
}
//if (cg.cameraMode) {
// return;
//}
// ragePro systems can't fade blends, so don't obscure the screen
if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO ) {
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;
ent.customShader = cgs.media.viewBloodShader;
ent.shaderRGBA[0] = 255;
ent.shaderRGBA[1] = 255;
ent.shaderRGBA[2] = 255;
ent.shaderRGBA[3] = 200 * ( 1.0 - ((float)t / maxTime) );
trap_R_AddRefEntityToScene( &ent );
}
/*
===============
CG_CalcViewValues
Sets cg.refdef view values
===============
*/
// Q3Rally Code Start
static vec3_t oldAngles; // used for joystick and keyboard control modes
// END
static int CG_CalcViewValues( void ) {
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.refdefViewAngles);
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
return CG_CalcFov();
} else {
cg.cameraMode = qfalse;
}
}
*/
// Q3Rally Code Start
{
usercmd_t latestCmd;
int current = trap_GetCurrentCmdNumber();
trap_GetUserCmd( current, &latestCmd );
PM_UpdateViewAngles( ps, &latestCmd, cg_controlMode.integer );
}
// END
// intermission view
if ( ps->pm_type == PM_INTERMISSION ) {
VectorCopy( ps->origin, cg.refdef.vieworg );
// STONELANCE (uses new way of sending view angles)
// VectorCopy( ps->viewangles, cg.refdefViewAngles );
cg.refdefViewAngles[PITCH] = SHORT2ANGLE(ps->damagePitch);
cg.refdefViewAngles[YAW] = SHORT2ANGLE(ps->damageYaw);
cg.refdefViewAngles[ROLL] = 0;
// END
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
return CG_CalcFov();
}
// Q3Rally Code Start
/*
cg.bobcycle = cg.bobfracsin = cg.xyspeed = 0;
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] );
*/
VectorCopy( ps->origin, cg.refdef.vieworg );
// VectorCopy( ps->viewangles, cg.refdefViewAngles );
if ( ps->pm_flags & PMF_OBSERVE )
{
vec3_t forward, right, up;
VectorCopy( ps->viewangles, cg.refdefViewAngles );
/*
if (!cg_paused.integer){
Com_Printf("pitch: angles2 %f, damage %f, viewangle %f\n", cg.predictedPlayerEntity.currentState.angles2[PITCH], SHORT2ANGLE(ps->damagePitch), ps->viewangles[PITCH]);
Com_Printf("yaw: angles2 %f, damage %f, viewangle %f\n", cg.predictedPlayerEntity.currentState.angles2[YAW], SHORT2ANGLE(ps->damageYaw), ps->viewangles[YAW]);
Com_Printf( "origin: %f %f %f, vel %f %f %f\n", cg.refdef.vieworg[0], cg.refdef.vieworg[1], cg.refdef.vieworg[2], ps->velocity[0], ps->velocity[1], ps->velocity[2] );
}
*/
AngleVectors(cg.refdefViewAngles, forward, right, up);
VectorMA(cg.refdef.vieworg, ps->velocity[0], forward, cg.refdef.vieworg);
VectorMA(cg.refdef.vieworg, ps->velocity[1], right, cg.refdef.vieworg);
VectorMA(cg.refdef.vieworg, ps->velocity[2], up, cg.refdef.vieworg);
}
else if (cgs.clientinfo[cg.snap->ps.clientNum].controlMode == CT_JOYSTICK || ps->pm_flags & PMF_FOLLOW ){
float angle, f, scale;
VectorCopy( ps->viewangles, cg.refdefViewAngles );
cg.refdefViewAngles[YAW] = AngleNormalize360(cg.refdefViewAngles[YAW]);
// cg.refdefViewAngles[PITCH] = AngleNormalize180(cg.refdefViewAngles[PITCH]);
cg.refdefViewAngles[PITCH] = 0;
cg.refdefViewAngles[ROLL] = 0;
angle = abs(AngleDifference(cg.refdefViewAngles[YAW], oldAngles[YAW]));
scale = floor(angle / 10 + 1); //changed back to 10 from 5
scale *= (1 + cg_tightCamTracking.value); // changed from 1 to 2
f = scale * cg.frametime / 1000.0F;
if (f > 1)
f = 1;
if (f < 0)
f = 0;
cg.refdefViewAngles[YAW] = LerpAngle(oldAngles[YAW], cg.refdefViewAngles[YAW], f);
// cg.refdefViewAngles[PITCH] = LerpAngle(oldAngles[PITCH], cg.refdefViewAngles[PITCH], f);
cg.refdefViewAngles[YAW] = AngleNormalize360(cg.refdefViewAngles[YAW]);
// cg.refdefViewAngles[PITCH] = AngleNormalize180(cg.refdefViewAngles[PITCH]);
VectorCopy(cg.refdefViewAngles, oldAngles);
}
else {
// if( !cg_paused.integer )
// Com_Printf( "5 predictedPlayerState damageYaw %d\n", ps->damageYaw );
cg.refdefViewAngles[PITCH] = SHORT2ANGLE(ps->damagePitch);
cg.refdefViewAngles[YAW] = SHORT2ANGLE(ps->damageYaw);
cg.refdefViewAngles[ROLL] = 0;
}
// rear view mirror setup
if( cg_drawRearView.integer )
{
AnglesToAxis( ps->viewangles, cg.mirrorRefdef.viewaxis );
VectorInverse( cg.mirrorRefdef.viewaxis[0] );
VectorInverse( cg.mirrorRefdef.viewaxis[1] );
VectorCopy( ps->origin, cg.mirrorRefdef.vieworg );
VectorMA( cg.mirrorRefdef.vieworg, 16, cg.mirrorRefdef.viewaxis[2], cg.mirrorRefdef.vieworg );
}
/* TBB - minimap view setup
todo: make the viewpoint as high as possible,
and not following player movement
may have to set new standard in level design
(center the entire map to origin)
*/
if( cg_drawMMap.integer )
{
vec3_t angles;
vec3_t temp[3]; //temporary viewaxis 3x3 matrix
//vec3_t tempvec; //temporary vector
#if 1
// Use car yaw to rotate map.
angles[ROLL] = 0;
angles[PITCH] = 0;
angles[YAW] = ps->viewangles[YAW];
#else
// Use third-person mouse view (not car viewpoint)
angles[ROLL] = 0;
angles[PITCH] = 0; // SHORT2ANGLE(ps->damagePitch);
angles[YAW] = SHORT2ANGLE(ps->damageYaw);
#endif
AnglesToAxis( angles, cg.mmapRefdef.viewaxis );
// Make top face screen.
AxisCopy( cg.mmapRefdef.viewaxis, temp );
temp[2][0] = cg.mmapRefdef.viewaxis[0][0];
temp[2][1] = cg.mmapRefdef.viewaxis[0][1];
temp[2][2] = cg.mmapRefdef.viewaxis[0][2];
temp[0][0] = -cg.mmapRefdef.viewaxis[2][0];
temp[0][1] = -cg.mmapRefdef.viewaxis[2][1];
temp[0][2] = -cg.mmapRefdef.viewaxis[2][2];
AxisCopy( temp, cg.mmapRefdef.viewaxis );
//VectorInverse( cg.mirrorRefdef.viewaxis[0] );
//VectorInverse( cg.mirrorRefdef.viewaxis[1] );
//VectorInverse( cg.mirrorRefdef.viewaxis[2] );
//RotateAroundDirection( cg.mmapRefdef.viewaxis, -30 ); //only rotates yaw/forward (x-axis) dir
//AngleVectors(cg.refdefViewAngles, forward, right, up); //player view angle defined
/* pitch downward -90degrees off origin, very high and stationary 8192 */
//VectorInverse( cg.mmapRefdef.viewaxis[0] );
//VectorInverse( cg.mmapRefdef.viewaxis[1] );
//VectorInverse( cg.mmapRefdef.viewaxis[2] );
//VectorCopy( cg.mmapRefdef.viewaxis[0], cg.mmapRefdef.viewaxis[2] );
//VectorInverse( cg.mmapRefdef.viewaxis[2] );
//VectorClear( temp );
//temp[3] = 0, 0, 0;
//temp[3][3] = { {1, 1, 0}, {0, 0, 0}, {0, 0, 1} } ;
/* official
cg.mmapRefdef.vieworg[0] = 0; // + : forward
cg.mmapRefdef.vieworg[1] = 0; // + : left
cg.mmapRefdef.vieworg[2] = 512; // + : up
*/
VectorCopy( ps->origin, cg.mmapRefdef.vieworg );
//VectorAdd( temp, cg.mmapRefdef.vieworg, cg.mmapRefdef.vieworg );
cg.mmapRefdef.vieworg[0] += 0; // behind player
cg.mmapRefdef.vieworg[1] += 0; // dont need
cg.mmapRefdef.vieworg[2] += 8192; // above player
//VectorMA( cg.mmapRefdef.vieworg, 16, cg.mmapRefdef.viewaxis[ROLL], cg.mmapRefdef.vieworg );
//VectorMA( cg.mmapRefdef.vieworg, 2, cg.mmapRefdef.viewaxis[PITCH], cg.mmapRefdef.vieworg );
// draw a 2D icon for other players, instead of rendering
// in 3d
/*
if ( !cg_draw3dIcons.integer && cg_drawIcons.integer ) {
qhandle_t icon_player;
icon_player = cg_weapons[ cg.predictedPlayerState.weapon ].ammoIcon;
if ( icon_player ) {
CG_DrawPic( CHAR_WIDTH*3 + TEXT_ICON_SPACE, 432, ICON_SIZE, ICON_SIZE, icon_player );
}
}*/
}
/* if we didn't draw a 3D icon, draw a 2D icon for ammo
if ( !cg_draw3dIcons.integer && cg_drawIcons.integer ) {
qhandle_t icon;
icon = cg_weapons[ cg.predictedPlayerState.weapon ].ammoIcon;
if ( icon ) {
CG_DrawPic( CHAR_WIDTH*3 + TEXT_ICON_SPACE, 432, ICON_SIZE, ICON_SIZE, icon );
}*/
//TBB FIN
// END
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
// Q3Rally Code Start
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 );
// Q3Rally Code Start
VectorMA( cg.mirrorRefdef.vieworg, f, cg.predictedError, cg.mirrorRefdef.vieworg );
// END
} else {
cg.predictedErrorTime = 0;
}
}
// Q3Rally Code Start
if ((!isRaceObserver( ps->clientNum )
&& ps->persistant[PERS_TEAM] != TEAM_SPECTATOR) || ps->pm_flags & PMF_FOLLOW)
{
// END
if ( cg.renderingThirdPerson ) {
// back away from character
CG_OffsetThirdPersonView();
} else {
// offset for local bobbing and kicks
CG_OffsetFirstPersonView();
}
// Q3Rally Code Start
}
// END
// position eye relative to origin
AnglesToAxis( cg.refdefViewAngles, 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;
}
// Q3Rally Code Start
if( i == PW_TURBO && ( t - cg.time ) / POWERUP_BLINK_TIME != ( t - cg.oldTime ) / POWERUP_BLINK_TIME )
trap_S_StartSound( cg.snap->ps.origin, cg.snap->ps.clientNum, CHAN_ITEM, cgs.media.turboSound );
// END
if ( t - cg.time >= POWERUP_BLINKS * POWERUP_BLINK_TIME ) {
continue;
}
// Q3Rally Code Start
// if ( ( t - cg.time ) / POWERUP_BLINK_TIME != ( t - cg.oldTime ) / POWERUP_BLINK_TIME ) {
if ( i != PW_TURBO && ( t - cg.time ) / POWERUP_BLINK_TIME != ( t - cg.oldTime ) / POWERUP_BLINK_TIME ) {
// END
trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_ITEM, cgs.media.wearOffSound );
}
}
}
/*
=====================
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;
}
}
}
//=========================================================================
/*
=================
CG_DrawActiveFrame
Generates and draws a game scene and status information at the given time.
=================
*/
// Q3Rally Code Start
//static int soundTime = 0;
// END
void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ) {
int inwater;
// Q3Rally Code Start
//int index;
// END
cg.time = serverTime;
cg.demoPlayback = demoPlayback;
// 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;
}
// any looped sounds will be respecified as entities
// are added to the render list
trap_S_ClearLoopingSounds(qfalse);
// clear all the render lists
trap_R_ClearScene();
// set up cg.snap and possibly cg.nextSnap
CG_ProcessSnapshots();
// 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 ) ) {
CG_DrawInformation();
return;
}
// let the client system know what our weapon and zoom settings are
trap_SetUserCmdValue( cg.weaponSelect, cg.zoomSensitivity );
// this counter will be bumped for every valid scene we generate
cg.clientFrame++;
// update cg.predictedPlayerState
CG_PredictPlayerState();
// Q3Rally Code Start - FIXME: remove for incar views
if( !cg_thirdPerson.integer )
trap_Cvar_Set( "cg_thirdPerson", "1" );
// END
// decide on third person view
cg.renderingThirdPerson = cg.snap->ps.persistant[PERS_TEAM] != TEAM_SPECTATOR
&& (cg_thirdPerson.integer || (cg.snap->ps.stats[STAT_HEALTH] <= 0));
// build cg.refdef
inwater = CG_CalcViewValues();
// first person blend blobs, done after AnglesToAxis
if ( !cg.renderingThirdPerson ) {
CG_DamageBlendBlob();
}
// build the render lists
if ( !cg.hyperspace ) {
CG_AddPacketEntities(); // adter calcViewValues, so predicted player state is correct
CG_AddMarks();
CG_AddParticles ();
CG_AddLocalEntities();
// Q3Rally Code Start
// used for q3f atmospheric effects
CG_AddAtmosphericEffects();
// END
}
CG_AddViewWeapon( &cg.predictedPlayerState );
// add buffered sounds
CG_PlayBufferedSounds();
#ifdef MISSIONPACK
// play buffered voice chats
CG_PlayBufferedVoiceChats();
#endif
// 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();
// 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 );
if ( cg_stats.integer ) {
CG_Printf( "cg.clientFrame:%i\n", cg.clientFrame );
}
// Q3Rally Code Start
// play local rally sounds
// play engine sounds
/*
if( cg.snap->ps.persistant[PERS_TEAM] != TEAM_SPECTATOR )
{
index = (int) (10.0f * (cg.predictedPlayerState.stats[STAT_RPM] - CP_RPM_MIN) / (CP_RPM_MAX - CP_RPM_MIN));
trap_S_AddRealLoopingSound( cg.predictedPlayerState.clientNum,
cg.predictedPlayerState.origin,
cg.predictedPlayerState.velocity,
cgs.clientinfo[cg.predictedPlayerState.clientNum].sounds[index] );
}
*/
/*
if ( soundTime + 200 < cg.time ) {
soundTime = cg.time;
trap_S_StartSound( cg.predictedPlayerState.origin,
cg.predictedPlayerState.clientNum,
CHAN_AUTO,
cgs.clientinfo[cg.predictedPlayerState.clientNum].sounds[index] );
}
*/
// END
}