785 lines
21 KiB
C++
785 lines
21 KiB
C++
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// RAVEN BEGIN
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// bdube: note that this file is no longer merged with Doom3 updates
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//
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// MERGE_DATE 07/07/2004
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "Game_local.h"
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#if defined(_XENON) && (defined(_PROFILE) || defined(_DEBUG))
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#include "../sys/xenon/ProfilingSupport.h"
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#endif
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const int IMPULSE_DELAY = 150;
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/*
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==============
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idPlayerView::idPlayerView
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==============
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*/
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idPlayerView::idPlayerView() {
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memset( screenBlobs, 0, sizeof( screenBlobs ) );
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memset( &view, 0, sizeof( view ) );
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player = NULL;
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dvMaterial = NULL;
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dvMaterialBlend = NULL;
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tunnelMaterial = NULL;
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armorMaterial = NULL;
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bloodSprayMaterial = NULL;
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bfgVision = false;
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dvFinishTime = 0;
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tvFinishTime = 0;
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tvStartTime = 0;
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kickFinishTime = 0;
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kickAngles.Zero();
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lastDamageTime = 0.0f;
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fadeTime = 0;
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fadeRate = 0.0;
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fadeFromColor.Zero();
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fadeToColor.Zero();
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fadeColor.Zero();
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ClearEffects();
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dvScale = 1.0f;
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shakeScale = 1.0f;
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tvScale = 1.0f;
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}
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/*
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==============
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idPlayerView::Save
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==============
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*/
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void idPlayerView::Save( idSaveGame *savefile ) const {
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int i;
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const screenBlob_t *blob;
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blob = &screenBlobs[ 0 ];
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for( i = 0; i < MAX_SCREEN_BLOBS; i++, blob++ ) {
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savefile->WriteMaterial( blob->material );
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savefile->WriteFloat( blob->x );
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savefile->WriteFloat( blob->y );
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savefile->WriteFloat( blob->w );
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savefile->WriteFloat( blob->h );
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savefile->WriteFloat( blob->s1 );
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savefile->WriteFloat( blob->t1 );
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savefile->WriteFloat( blob->s2 );
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savefile->WriteFloat( blob->t2 );
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savefile->WriteInt( blob->finishTime );
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savefile->WriteInt( blob->startFadeTime );
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savefile->WriteFloat( blob->driftAmount );
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}
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savefile->WriteInt( dvFinishTime );
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savefile->WriteMaterial( dvMaterial );
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savefile->WriteMaterial( dvMaterialBlend ); // cnicholson: Added unsaved var
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savefile->WriteFloat ( dvScale );
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savefile->WriteInt( kickFinishTime );
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savefile->WriteAngles( kickAngles );
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savefile->WriteBool( bfgVision );
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savefile->WriteMaterial( tunnelMaterial );
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savefile->WriteMaterial( armorMaterial );
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savefile->WriteMaterial( bloodSprayMaterial );
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savefile->WriteFloat( lastDamageTime );
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savefile->WriteFloat( shakeFinishTime );
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savefile->WriteFloat( shakeScale );
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savefile->WriteFloat( tvScale );
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savefile->WriteInt( tvFinishTime );
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savefile->WriteInt( tvStartTime );
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savefile->WriteVec4( fadeColor );
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savefile->WriteVec4( fadeToColor );
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savefile->WriteVec4( fadeFromColor );
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savefile->WriteFloat( fadeRate );
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savefile->WriteInt( fadeTime );
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savefile->WriteObject( player );
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savefile->WriteRenderView( view );
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}
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/*
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==============
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idPlayerView::Restore
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==============
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*/
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void idPlayerView::Restore( idRestoreGame *savefile ) {
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int i;
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screenBlob_t *blob;
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blob = &screenBlobs[ 0 ];
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for( i = 0; i < MAX_SCREEN_BLOBS; i++, blob++ ) {
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savefile->ReadMaterial( blob->material );
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savefile->ReadFloat( blob->x );
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savefile->ReadFloat( blob->y );
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savefile->ReadFloat( blob->w );
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savefile->ReadFloat( blob->h );
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savefile->ReadFloat( blob->s1 );
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savefile->ReadFloat( blob->t1 );
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savefile->ReadFloat( blob->s2 );
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savefile->ReadFloat( blob->t2 );
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savefile->ReadInt( blob->finishTime );
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savefile->ReadInt( blob->startFadeTime );
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savefile->ReadFloat( blob->driftAmount );
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}
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savefile->ReadInt( dvFinishTime );
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savefile->ReadMaterial( dvMaterial );
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savefile->ReadMaterial( dvMaterialBlend ); // cnicholson: Added unrestored var
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savefile->ReadFloat( dvScale );
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savefile->ReadInt( kickFinishTime );
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savefile->ReadAngles( kickAngles );
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savefile->ReadBool( bfgVision );
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savefile->ReadMaterial( tunnelMaterial );
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savefile->ReadMaterial( armorMaterial );
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savefile->ReadMaterial( bloodSprayMaterial );
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savefile->ReadFloat( lastDamageTime );
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savefile->ReadFloat( shakeFinishTime );
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savefile->ReadFloat( shakeScale );
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savefile->ReadFloat( tvScale );
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savefile->ReadInt( tvFinishTime );
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savefile->ReadInt ( tvStartTime );
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savefile->ReadVec4( fadeColor );
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savefile->ReadVec4( fadeToColor );
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savefile->ReadVec4( fadeFromColor );
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savefile->ReadFloat( fadeRate );
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savefile->ReadInt( fadeTime );
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savefile->ReadObject( reinterpret_cast<idClass *&>( player ) );
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savefile->ReadRenderView( view );
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}
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/*
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==============
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idPlayerView::SetPlayerEntity
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==============
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*/
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void idPlayerView::SetPlayerEntity( idPlayer *playerEnt ) {
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player = playerEnt;
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const idDict* dict = NULL;
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if( !playerEnt ) {
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return;
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}
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dict = gameLocal.FindEntityDefDict( playerEnt->spawnArgs.GetString("def_playerView"), false );
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if( dict ) {
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dvMaterial = declManager->FindMaterial( dict->GetString("mtr_doubleVision") );
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dvMaterialBlend = declManager->FindMaterial( dict->GetString("mtr_doubleVisionBlend") );
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tunnelMaterial = declManager->FindMaterial( dict->GetString("mtr_tunnel") );
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armorMaterial = declManager->FindMaterial( dict->GetString("mtr_armourEffect") );
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bloodSprayMaterial = declManager->FindMaterial( dict->GetString("mtr_bloodspray") );
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lagoMaterial = declManager->FindMaterial( LAGO_MATERIAL, false );
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}
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}
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/*
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==============
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idPlayerView::ClearEffects
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==============
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*/
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void idPlayerView::ClearEffects() {
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lastDamageTime = MS2SEC( gameLocal.time - 99999 );
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dvFinishTime = ( gameLocal.time - 99999 );
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tvFinishTime = ( gameLocal.time - 99999 );
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tvStartTime = ( gameLocal.time - 99999 );
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kickFinishTime = ( gameLocal.time - 99999 );
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shakeFinishTime = gameLocal.time;
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for ( int i = 0 ; i < MAX_SCREEN_BLOBS ; i++ ) {
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screenBlobs[i].finishTime = gameLocal.time;
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}
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fadeTime = 0;
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bfgVision = false;
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}
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/*
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==============
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idPlayerView::GetScreenBlob
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==============
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*/
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screenBlob_t *idPlayerView::GetScreenBlob() {
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screenBlob_t *oldest = &screenBlobs[0];
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for ( int i = 1 ; i < MAX_SCREEN_BLOBS ; i++ ) {
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if ( screenBlobs[i].finishTime < oldest->finishTime ) {
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oldest = &screenBlobs[i];
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}
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}
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return oldest;
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}
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/*
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==============
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idPlayerView::DamageImpulse
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LocalKickDir is the direction of force in the player's coordinate system,
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which will determine the head kick direction
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==============
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*/
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// RAVEN BEGIN
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// jnewquist: Controller rumble
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void idPlayerView::DamageImpulse( idVec3 localKickDir, const idDict *damageDef, int damage ) {
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//
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// double vision effect
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//
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float tvTime = damageDef->GetFloat( "tv_time" );
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if ( tvTime ) {
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tvStartTime = gameLocal.time;
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tvFinishTime = gameLocal.time + tvTime;
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damageDef->GetFloat ( "tv_scale", "1", tvScale );
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}
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if ( lastDamageTime > 0.0f && SEC2MS( lastDamageTime ) + IMPULSE_DELAY > gameLocal.time ) {
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// keep shotgun from obliterating the view
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return;
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}
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//
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// double vision effect
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//
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float dvTime = damageDef->GetFloat( "dv_time" );
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if ( dvTime ) {
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dvFinishTime = gameLocal.time + (g_dvTime.GetFloat() * dvTime);
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damageDef->GetFloat ( "dv_scale", "1", dvScale );
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}
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//
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// head angle kick
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//
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const float modifierScale = 0.25f;
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const float inverseModifier = ( 1.0f - modifierScale );
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float modifier = idMath::ClampFloat( 0.0f, inverseModifier, damage / 100.0f * inverseModifier ) + modifierScale;
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float kickTime = damageDef->GetFloat( "kick_time" );
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if ( kickTime ) {
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kickFinishTime = gameLocal.time + g_kickTime.GetFloat() * kickTime;
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// forward / back kick will pitch view
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kickAngles[0] = localKickDir[0];
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// side kick will yaw view
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kickAngles[1] = localKickDir[1]*0.5f;
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// up / down kick will pitch view
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kickAngles[0] += localKickDir[2];
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// roll will come from side
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kickAngles[2] = localKickDir[1];
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float kickAmplitude = damageDef->GetFloat( "kick_amplitude" );
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if ( kickAmplitude ) {
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kickAngles *= kickAmplitude;
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}
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if ( modifier < kickAmplitude ) {
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modifier = kickAmplitude;
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}
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}
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else {
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kickTime = 500;
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}
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//
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// screen blob
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//
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float blobTime = damageDef->GetFloat( "blob_time" );
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if ( blobTime ) {
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screenBlob_t *blob = GetScreenBlob();
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blob->startFadeTime = gameLocal.time;
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blob->finishTime = gameLocal.time + blobTime * g_blobTime.GetFloat();
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const char *materialName = damageDef->GetString( "mtr_blob" );
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blob->material = declManager->FindMaterial( materialName );
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blob->x = damageDef->GetFloat( "blob_x" );
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blob->x += ( gameLocal.random.RandomInt()&63 ) - 32;
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blob->y = damageDef->GetFloat( "blob_y" );
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blob->y += ( gameLocal.random.RandomInt()&63 ) - 32;
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float scale = ( 256 + ( ( gameLocal.random.RandomInt()&63 ) - 32 ) ) / 256.0f;
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blob->w = damageDef->GetFloat( "blob_width" ) * g_blobSize.GetFloat() * scale;
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blob->h = damageDef->GetFloat( "blob_height" ) * g_blobSize.GetFloat() * scale;
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blob->s1 = 0;
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blob->t1 = 0;
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blob->s2 = 1;
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blob->t2 = 1;
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}
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//
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// save lastDamageTime for tunnel vision accentuation
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//
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lastDamageTime = MS2SEC( gameLocal.time );
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}
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// RAVEN END
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/*
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==================
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idPlayerView::AddBloodSpray
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If we need a more generic way to add blobs then we can do that
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but having it localized here lets the material be pre-looked up etc.
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==================
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*/
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void idPlayerView::AddBloodSpray( float duration ) {
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/*
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if ( duration <= 0 || bloodSprayMaterial == NULL || g_skipViewEffects.GetBool() ) {
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return;
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}
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// visit this for chainsaw
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screenBlob_t *blob = GetScreenBlob();
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blob->startFadeTime = gameLocal.time;
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blob->finishTime = gameLocal.time + ( duration * 1000 );
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blob->material = bloodSprayMaterial;
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blob->x = ( gameLocal.random.RandomInt() & 63 ) - 32;
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blob->y = ( gameLocal.random.RandomInt() & 63 ) - 32;
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blob->driftAmount = 0.5f + gameLocal.random.CRandomFloat() * 0.5;
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float scale = ( 256 + ( ( gameLocal.random.RandomInt()&63 ) - 32 ) ) / 256.0f;
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blob->w = 600 * g_blobSize.GetFloat() * scale;
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blob->h = 480 * g_blobSize.GetFloat() * scale;
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float s1 = 0.0f;
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float t1 = 0.0f;
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float s2 = 1.0f;
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float t2 = 1.0f;
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if ( blob->driftAmount < 0.6 ) {
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s1 = 1.0f;
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s2 = 0.0f;
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} else if ( blob->driftAmount < 0.75 ) {
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t1 = 1.0f;
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t2 = 0.0f;
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} else if ( blob->driftAmount < 0.85 ) {
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s1 = 1.0f;
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s2 = 0.0f;
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t1 = 1.0f;
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t2 = 0.0f;
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}
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blob->s1 = s1;
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blob->t1 = t1;
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blob->s2 = s2;
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blob->t2 = t2;
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*/
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}
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/*
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==================
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idPlayerView::WeaponFireFeedback
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Called when a weapon fires, generates head twitches, etc
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==================
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*/
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void idPlayerView::WeaponFireFeedback( const idDict *weaponDef ) {
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int recoilTime;
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recoilTime = weaponDef->GetInt( "recoilTime" );
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// don't shorten a damage kick in progress
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if ( recoilTime && recoilTime > (kickFinishTime - gameLocal.time) ) {
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idAngles angles;
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weaponDef->GetAngles( "recoilAngles", "5 0 0", angles );
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kickAngles = angles;
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int finish = gameLocal.time + g_kickTime.GetFloat() * recoilTime;
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kickFinishTime = finish;
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}
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}
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/*
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===================
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idPlayerView::CalculateShake
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===================
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*/
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// RAVEN BEGIN
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// jnewquist: Controller rumble
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float idPlayerView::CalculateShake( idAngles &shakeAngleOffset ) const {
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idVec3 origin, matrix;
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float shakeVolume = soundSystem->CurrentShakeAmplitudeForPosition( SOUNDWORLD_GAME, gameLocal.time, player->firstPersonViewOrigin );
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//
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// shakeVolume should somehow be molded into an angle here
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// it should be thought of as being in the range 0.0 -> 1.0, although
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// since CurrentShakeAmplitudeForPosition() returns all the shake sounds
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// the player can hear, it can go over 1.0 too.
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//
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shakeAngleOffset[0] = gameLocal.random.CRandomFloat() * shakeVolume;
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shakeAngleOffset[1] = gameLocal.random.CRandomFloat() * shakeVolume;
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shakeAngleOffset[2] = gameLocal.random.CRandomFloat() * shakeVolume;
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return shakeVolume;
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}
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// RAVEN END
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/*
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===================
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idPlayerView::AngleOffset
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kickVector, a world space direction that the attack should
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===================
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*/
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idAngles idPlayerView::AngleOffset() const {
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idAngles ang;
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ang.Zero();
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if ( gameLocal.time < kickFinishTime ) {
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float offset = kickFinishTime - gameLocal.time;
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ang = kickAngles * offset * offset * g_kickAmplitude.GetFloat();
|
||
|
|
||
|
for ( int i = 0 ; i < 3 ; i++ ) {
|
||
|
if ( ang[i] > 70.0f ) {
|
||
|
ang[i] = 70.0f;
|
||
|
} else if ( ang[i] < -70.0f ) {
|
||
|
ang[i] = -70.0f;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return ang;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idPlayerView::ShakeOffsets
|
||
|
===================
|
||
|
*/
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Controller rumble
|
||
|
void idPlayerView::ShakeOffsets( idVec3 &shakeOffset, idAngles &shakeAngleOffset, const idBounds bounds ) const {
|
||
|
float shakeVolume = 0.0f;
|
||
|
shakeOffset.Zero();
|
||
|
shakeAngleOffset.Zero();
|
||
|
|
||
|
if( gameLocal.isMultiplayer ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
shakeVolume = CalculateShake( shakeAngleOffset );
|
||
|
|
||
|
if( gameLocal.time < shakeFinishTime ) {
|
||
|
float offset = ( shakeFinishTime - gameLocal.time ) * shakeScale * 0.001f;
|
||
|
|
||
|
shakeOffset[0] = idMath::ClampFloat( bounds[0][0] - 1.0f, bounds[1][0] + 1.0f, rvRandom::flrand( -offset, offset ) );
|
||
|
shakeOffset[1] = idMath::ClampFloat( bounds[0][1] - 1.0f, bounds[1][1] + 1.0f, rvRandom::flrand( -offset, offset ) );
|
||
|
shakeOffset[2] = idMath::ClampFloat( bounds[0][2] - 1.0f, bounds[1][2] + 1.0f, rvRandom::flrand( -offset, offset ) );
|
||
|
|
||
|
shakeAngleOffset[0] = idMath::ClampFloat( -70.0f, 70.0f, rvRandom::flrand( -offset, offset ) );
|
||
|
shakeAngleOffset[1] = idMath::ClampFloat( -70.0f, 70.0f, rvRandom::flrand( -offset, offset ) );
|
||
|
shakeAngleOffset[2] = idMath::ClampFloat( -70.0f, 70.0f, rvRandom::flrand( -offset, offset ) );
|
||
|
}
|
||
|
}
|
||
|
// RAVEN END
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
idPlayerView::SingleView
|
||
|
==================
|
||
|
*/
|
||
|
void idPlayerView::SingleView( idUserInterface *hud, const renderView_t *view, int renderFlags ) {
|
||
|
// normal rendering
|
||
|
if ( !view ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !( RF_GUI_ONLY & renderFlags ) ) {
|
||
|
// jscott: portal sky rendering with KRABS
|
||
|
idCamera *portalSky = gameLocal.GetPortalSky();
|
||
|
if( portalSky ) {
|
||
|
renderView_t portalSkyView = *view;
|
||
|
portalSky->GetViewParms( &portalSkyView );
|
||
|
gameRenderWorld->RenderScene( &portalSkyView, ( renderFlags & ( ~RF_PRIMARY_VIEW ) ) | RF_DEFER_COMMAND_SUBMIT | RF_PORTAL_SKY );
|
||
|
}
|
||
|
gameRenderWorld->RenderScene( view, renderFlags | RF_PENUMBRA_MAP );
|
||
|
}
|
||
|
|
||
|
if ( RF_NO_GUI & renderFlags ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// draw screen blobs
|
||
|
if ( !pm_thirdPerson.GetBool() && !g_skipViewEffects.GetBool() ) {
|
||
|
for ( int i = 0 ; i < MAX_SCREEN_BLOBS ; i++ ) {
|
||
|
screenBlob_t *blob = &screenBlobs[i];
|
||
|
if ( blob->finishTime <= gameLocal.time ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
blob->y += blob->driftAmount;
|
||
|
|
||
|
float fade = (float)( blob->finishTime - gameLocal.time ) / ( blob->finishTime - blob->startFadeTime );
|
||
|
if ( fade > 1.0f ) {
|
||
|
fade = 1.0f;
|
||
|
}
|
||
|
if ( fade ) {
|
||
|
renderSystem->SetColor4( 1,1,1,fade );
|
||
|
renderSystem->DrawStretchPic( blob->x, blob->y, blob->w, blob->h,blob->s1, blob->t1, blob->s2, blob->t2, blob->material );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Render tunnel vision
|
||
|
if ( gameLocal.time < tvFinishTime ) {
|
||
|
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, tvScale * ((float)(tvFinishTime - gameLocal.time) / (float)(tvFinishTime - tvStartTime)) );
|
||
|
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, tunnelMaterial );
|
||
|
}
|
||
|
|
||
|
player->DrawHUD( hud );
|
||
|
|
||
|
|
||
|
/*
|
||
|
// tunnel vision
|
||
|
float health = 0.0f;
|
||
|
if ( g_testHealthVision.GetFloat() != 0.0f ) {
|
||
|
health = g_testHealthVision.GetFloat();
|
||
|
} else {
|
||
|
health = player->health;
|
||
|
}
|
||
|
float alpha = health / 100.0f;
|
||
|
if ( alpha < 0.0f ) {
|
||
|
alpha = 0.0f;
|
||
|
}
|
||
|
if ( alpha > 1.0f ) {
|
||
|
alpha = 1.0f;
|
||
|
}
|
||
|
|
||
|
if ( alpha < 1.0f ) {
|
||
|
renderSystem->SetColor4( ( player->health <= 0.0f ) ? MS2SEC( gameLocal.time ) : lastDamageTime, 1.0f, 1.0f, ( player->health <= 0.0f ) ? 0.0f : alpha );
|
||
|
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, tunnelMaterial );
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
|
||
|
|
||
|
// Render the object system
|
||
|
// RAVEN BEGIN
|
||
|
// twhitaker: always draw objective system
|
||
|
if ( player->objectiveSystem ) {
|
||
|
player->objectiveSystem->Redraw( gameLocal.time );
|
||
|
}
|
||
|
// RAVEN END
|
||
|
}
|
||
|
|
||
|
// test a single material drawn over everything
|
||
|
if ( g_testPostProcess.GetString()[0] ) {
|
||
|
const idMaterial *mtr = declManager->FindMaterial( g_testPostProcess.GetString(), false );
|
||
|
if ( !mtr ) {
|
||
|
common->Printf( "Material not found.\n" );
|
||
|
g_testPostProcess.SetString( "" );
|
||
|
} else {
|
||
|
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
|
||
|
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, mtr );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idPlayerView::DoubleVision
|
||
|
===================
|
||
|
*/
|
||
|
void idPlayerView::DoubleVision( idUserInterface *hud, const renderView_t *view, int offset ) {
|
||
|
|
||
|
if ( !g_doubleVision.GetBool() ) {
|
||
|
SingleView( hud, view, RF_NO_GUI );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
float scale = offset * g_dvAmplitude.GetFloat() * dvScale;
|
||
|
if( scale < 0.0f ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( scale > 0.5f ) {
|
||
|
scale = 0.5f;
|
||
|
}
|
||
|
float shift = scale * idMath::Sin( idMath::Sqrt ( offset ) * g_dvFrequency.GetFloat() );
|
||
|
shift = fabs( shift );
|
||
|
|
||
|
// if double vision, render to a texture
|
||
|
renderSystem->CropRenderSize( 512, 256, true );
|
||
|
SingleView( hud, view, RF_NO_GUI );
|
||
|
renderSystem->CaptureRenderToImage( "_scratch" );
|
||
|
renderSystem->UnCrop();
|
||
|
|
||
|
// carry red tint if in berserk mode
|
||
|
idVec4 color(1, 1, 1, 1);
|
||
|
|
||
|
renderSystem->SetColor4( color.x, color.y, color.z, 1.0f );
|
||
|
// RAVEN BEGIN
|
||
|
// jnewquist: Call DrawStretchCopy, which will flip the texcoords for D3D
|
||
|
renderSystem->DrawStretchCopy( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, shift, 1, 1, 0, dvMaterial );
|
||
|
renderSystem->DrawStretchCopy( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1-shift, 0, dvMaterialBlend );
|
||
|
// RAVEN END
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idPlayerView::Flash
|
||
|
|
||
|
flashes the player view with the given color
|
||
|
=================
|
||
|
*/
|
||
|
void idPlayerView::Flash(idVec4 color, int time ) {
|
||
|
Fade(idVec4(0, 0, 0, 0), time);
|
||
|
fadeFromColor = colorWhite;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idPlayerView::Fade
|
||
|
|
||
|
used for level transition fades
|
||
|
assumes: color.w is 0 or 1
|
||
|
=================
|
||
|
*/
|
||
|
void idPlayerView::Fade( idVec4 color, int time ) {
|
||
|
|
||
|
if ( !fadeTime ) {
|
||
|
fadeFromColor.Set( 0.0f, 0.0f, 0.0f, 1.0f - color[ 3 ] );
|
||
|
} else {
|
||
|
fadeFromColor = fadeColor;
|
||
|
}
|
||
|
fadeToColor = color;
|
||
|
|
||
|
if ( time <= 0 ) {
|
||
|
fadeRate = 0;
|
||
|
time = 0;
|
||
|
fadeColor = fadeToColor;
|
||
|
} else {
|
||
|
fadeRate = 1.0f / ( float )time;
|
||
|
}
|
||
|
|
||
|
if ( gameLocal.realClientTime == 0 && time == 0 ) {
|
||
|
fadeTime = 1;
|
||
|
} else {
|
||
|
fadeTime = gameLocal.realClientTime + time;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
idPlayerView::ScreenFade
|
||
|
=================
|
||
|
*/
|
||
|
void idPlayerView::ScreenFade() {
|
||
|
int msec;
|
||
|
float t;
|
||
|
|
||
|
if ( !fadeTime ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
msec = fadeTime - gameLocal.realClientTime;
|
||
|
|
||
|
if ( msec <= 0 ) {
|
||
|
fadeColor = fadeToColor;
|
||
|
if ( fadeColor[ 3 ] == 0.0f ) {
|
||
|
fadeTime = 0;
|
||
|
}
|
||
|
} else {
|
||
|
t = ( float )msec * fadeRate;
|
||
|
fadeColor = fadeFromColor * t + fadeToColor * ( 1.0f - t );
|
||
|
}
|
||
|
|
||
|
if ( fadeColor[ 3 ] != 0.0f ) {
|
||
|
renderSystem->SetColor4( fadeColor[ 0 ], fadeColor[ 1 ], fadeColor[ 2 ], fadeColor[ 3 ] );
|
||
|
renderSystem->DrawStretchPic( 0, 0, 640, 480, 0, 0, 1, 1, declManager->FindMaterial( "_white" ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idPlayerView::InfluenceVision
|
||
|
===================
|
||
|
*/
|
||
|
void idPlayerView::InfluenceVision( idUserInterface *hud, const renderView_t *view ) {
|
||
|
|
||
|
float distance = 0.0f;
|
||
|
float pct = 1.0f;
|
||
|
if ( player->GetInfluenceEntity() ) {
|
||
|
distance = ( player->GetInfluenceEntity()->GetPhysics()->GetOrigin() - player->GetPhysics()->GetOrigin() ).Length();
|
||
|
if ( player->GetInfluenceRadius() != 0.0f && distance < player->GetInfluenceRadius() ) {
|
||
|
pct = distance / player->GetInfluenceRadius();
|
||
|
pct = 1.0f - idMath::ClampFloat( 0.0f, 1.0f, pct );
|
||
|
}
|
||
|
}
|
||
|
if ( player->GetInfluenceMaterial() ) {
|
||
|
SingleView( hud, view );
|
||
|
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, pct );
|
||
|
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, player->GetInfluenceMaterial() );
|
||
|
} else if ( player->GetInfluenceEntity() == NULL ) {
|
||
|
SingleView( hud, view, RF_NO_GUI );
|
||
|
return;
|
||
|
} else {
|
||
|
int offset = 25 + idMath::Sin ( gameLocal.time );
|
||
|
DoubleVision( hud, view, pct * offset );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
idPlayerView::RenderPlayerView
|
||
|
===================
|
||
|
*/
|
||
|
void idPlayerView::RenderPlayerView( idUserInterface *hud ) {
|
||
|
if ( !player ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
const renderView_t *view = player->GetRenderView();
|
||
|
if ( !view ) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
bool guiRendered = false;
|
||
|
|
||
|
// place the sound origin for the player
|
||
|
soundSystem->PlaceListener( view->vieworg, view->viewaxis, player->entityNumber + 1, gameLocal.time, "Undefined" );
|
||
|
|
||
|
if ( g_skipViewEffects.GetBool() ) {
|
||
|
SingleView( hud, view );
|
||
|
} else {
|
||
|
if ( player->GetInfluenceMaterial() || player->GetInfluenceEntity() ) {
|
||
|
InfluenceVision( hud, view );
|
||
|
guiRendered = true;
|
||
|
} else if ( g_doubleVision.GetBool() && gameLocal.time < dvFinishTime ) {
|
||
|
DoubleVision( hud, view, dvFinishTime - gameLocal.time );
|
||
|
guiRendered = false;
|
||
|
} else {
|
||
|
SingleView( hud, view, RF_NO_GUI | RF_PRIMARY_VIEW );
|
||
|
}
|
||
|
|
||
|
// Now draw GUI's.
|
||
|
if ( !guiRendered ) {
|
||
|
SingleView( hud, view, RF_GUI_ONLY );
|
||
|
}
|
||
|
|
||
|
ScreenFade();
|
||
|
}
|
||
|
|
||
|
if ( net_clientLagOMeter.GetBool() && lagoMaterial && gameLocal.isClient && !( gameLocal.GetDemoState() == DEMO_PLAYING && ( gameLocal.IsServerDemo() || gameLocal.IsTimeDemo() ) ) ) {
|
||
|
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
|
||
|
renderSystem->DrawStretchPic( 10.0f, 380.0f, 64.0f, 64.0f, 0.0f, 0.0f, 1.0f, 1.0f, lagoMaterial );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// RAVEN END
|