// RAVEN BEGIN // bdube: note that this file is no longer merged with Doom3 updates // // MERGE_DATE 07/07/2004 #include "../idlib/precompiled.h" #pragma hdrstop #include "Game_local.h" #if defined(_XENON) && (defined(_PROFILE) || defined(_DEBUG)) #include "../sys/xenon/ProfilingSupport.h" #endif const int IMPULSE_DELAY = 150; /* ============== idPlayerView::idPlayerView ============== */ idPlayerView::idPlayerView() { memset( screenBlobs, 0, sizeof( screenBlobs ) ); memset( &view, 0, sizeof( view ) ); player = NULL; dvMaterial = NULL; dvMaterialBlend = NULL; tunnelMaterial = NULL; armorMaterial = NULL; bloodSprayMaterial = NULL; bfgVision = false; dvFinishTime = 0; tvFinishTime = 0; tvStartTime = 0; kickFinishTime = 0; kickAngles.Zero(); lastDamageTime = 0.0f; fadeTime = 0; fadeRate = 0.0; fadeFromColor.Zero(); fadeToColor.Zero(); fadeColor.Zero(); ClearEffects(); dvScale = 1.0f; shakeScale = 1.0f; tvScale = 1.0f; } /* ============== idPlayerView::Save ============== */ void idPlayerView::Save( idSaveGame *savefile ) const { int i; const screenBlob_t *blob; blob = &screenBlobs[ 0 ]; for( i = 0; i < MAX_SCREEN_BLOBS; i++, blob++ ) { savefile->WriteMaterial( blob->material ); savefile->WriteFloat( blob->x ); savefile->WriteFloat( blob->y ); savefile->WriteFloat( blob->w ); savefile->WriteFloat( blob->h ); savefile->WriteFloat( blob->s1 ); savefile->WriteFloat( blob->t1 ); savefile->WriteFloat( blob->s2 ); savefile->WriteFloat( blob->t2 ); savefile->WriteInt( blob->finishTime ); savefile->WriteInt( blob->startFadeTime ); savefile->WriteFloat( blob->driftAmount ); } savefile->WriteInt( dvFinishTime ); savefile->WriteMaterial( dvMaterial ); savefile->WriteMaterial( dvMaterialBlend ); // cnicholson: Added unsaved var savefile->WriteFloat ( dvScale ); savefile->WriteInt( kickFinishTime ); savefile->WriteAngles( kickAngles ); savefile->WriteBool( bfgVision ); savefile->WriteMaterial( tunnelMaterial ); savefile->WriteMaterial( armorMaterial ); savefile->WriteMaterial( bloodSprayMaterial ); savefile->WriteFloat( lastDamageTime ); savefile->WriteFloat( shakeFinishTime ); savefile->WriteFloat( shakeScale ); savefile->WriteFloat( tvScale ); savefile->WriteInt( tvFinishTime ); savefile->WriteInt( tvStartTime ); savefile->WriteVec4( fadeColor ); savefile->WriteVec4( fadeToColor ); savefile->WriteVec4( fadeFromColor ); savefile->WriteFloat( fadeRate ); savefile->WriteInt( fadeTime ); savefile->WriteObject( player ); savefile->WriteRenderView( view ); } /* ============== idPlayerView::Restore ============== */ void idPlayerView::Restore( idRestoreGame *savefile ) { int i; screenBlob_t *blob; blob = &screenBlobs[ 0 ]; for( i = 0; i < MAX_SCREEN_BLOBS; i++, blob++ ) { savefile->ReadMaterial( blob->material ); savefile->ReadFloat( blob->x ); savefile->ReadFloat( blob->y ); savefile->ReadFloat( blob->w ); savefile->ReadFloat( blob->h ); savefile->ReadFloat( blob->s1 ); savefile->ReadFloat( blob->t1 ); savefile->ReadFloat( blob->s2 ); savefile->ReadFloat( blob->t2 ); savefile->ReadInt( blob->finishTime ); savefile->ReadInt( blob->startFadeTime ); savefile->ReadFloat( blob->driftAmount ); } savefile->ReadInt( dvFinishTime ); savefile->ReadMaterial( dvMaterial ); savefile->ReadMaterial( dvMaterialBlend ); // cnicholson: Added unrestored var savefile->ReadFloat( dvScale ); savefile->ReadInt( kickFinishTime ); savefile->ReadAngles( kickAngles ); savefile->ReadBool( bfgVision ); savefile->ReadMaterial( tunnelMaterial ); savefile->ReadMaterial( armorMaterial ); savefile->ReadMaterial( bloodSprayMaterial ); savefile->ReadFloat( lastDamageTime ); savefile->ReadFloat( shakeFinishTime ); savefile->ReadFloat( shakeScale ); savefile->ReadFloat( tvScale ); savefile->ReadInt( tvFinishTime ); savefile->ReadInt ( tvStartTime ); savefile->ReadVec4( fadeColor ); savefile->ReadVec4( fadeToColor ); savefile->ReadVec4( fadeFromColor ); savefile->ReadFloat( fadeRate ); savefile->ReadInt( fadeTime ); savefile->ReadObject( reinterpret_cast( player ) ); savefile->ReadRenderView( view ); } /* ============== idPlayerView::SetPlayerEntity ============== */ void idPlayerView::SetPlayerEntity( idPlayer *playerEnt ) { player = playerEnt; const idDict* dict = NULL; if( !playerEnt ) { return; } dict = gameLocal.FindEntityDefDict( playerEnt->spawnArgs.GetString("def_playerView"), false ); if( dict ) { dvMaterial = declManager->FindMaterial( dict->GetString("mtr_doubleVision") ); dvMaterialBlend = declManager->FindMaterial( dict->GetString("mtr_doubleVisionBlend") ); tunnelMaterial = declManager->FindMaterial( dict->GetString("mtr_tunnel") ); armorMaterial = declManager->FindMaterial( dict->GetString("mtr_armourEffect") ); bloodSprayMaterial = declManager->FindMaterial( dict->GetString("mtr_bloodspray") ); } } /* ============== idPlayerView::ClearEffects ============== */ void idPlayerView::ClearEffects() { lastDamageTime = MS2SEC( gameLocal.time - 99999 ); dvFinishTime = ( gameLocal.time - 99999 ); tvFinishTime = ( gameLocal.time - 99999 ); tvStartTime = ( gameLocal.time - 99999 ); kickFinishTime = ( gameLocal.time - 99999 ); shakeFinishTime = gameLocal.time; for ( int i = 0 ; i < MAX_SCREEN_BLOBS ; i++ ) { screenBlobs[i].finishTime = gameLocal.time; } fadeTime = 0; bfgVision = false; } /* ============== idPlayerView::GetScreenBlob ============== */ screenBlob_t *idPlayerView::GetScreenBlob() { screenBlob_t *oldest = &screenBlobs[0]; for ( int i = 1 ; i < MAX_SCREEN_BLOBS ; i++ ) { if ( screenBlobs[i].finishTime < oldest->finishTime ) { oldest = &screenBlobs[i]; } } return oldest; } /* ============== idPlayerView::DamageImpulse LocalKickDir is the direction of force in the player's coordinate system, which will determine the head kick direction ============== */ // RAVEN BEGIN // jnewquist: Controller rumble void idPlayerView::DamageImpulse( idVec3 localKickDir, const idDict *damageDef, int damage ) { // // double vision effect // float tvTime = damageDef->GetFloat( "tv_time" ); if ( tvTime ) { tvStartTime = gameLocal.time; tvFinishTime = gameLocal.time + tvTime; damageDef->GetFloat ( "tv_scale", "1", tvScale ); } if ( lastDamageTime > 0.0f && SEC2MS( lastDamageTime ) + IMPULSE_DELAY > gameLocal.time ) { // keep shotgun from obliterating the view return; } // // double vision effect // float dvTime = damageDef->GetFloat( "dv_time" ); if ( dvTime ) { dvFinishTime = gameLocal.time + (g_dvTime.GetFloat() * dvTime); damageDef->GetFloat ( "dv_scale", "1", dvScale ); } // // head angle kick // const float modifierScale = 0.25f; const float inverseModifier = ( 1.0f - modifierScale ); float modifier = idMath::ClampFloat( 0.0f, inverseModifier, damage / 100.0f * inverseModifier ) + modifierScale; float kickTime = damageDef->GetFloat( "kick_time" ); if ( kickTime ) { kickFinishTime = gameLocal.time + g_kickTime.GetFloat() * kickTime; // forward / back kick will pitch view kickAngles[0] = localKickDir[0]; // side kick will yaw view kickAngles[1] = localKickDir[1]*0.5f; // up / down kick will pitch view kickAngles[0] += localKickDir[2]; // roll will come from side kickAngles[2] = localKickDir[1]; float kickAmplitude = damageDef->GetFloat( "kick_amplitude" ); if ( kickAmplitude ) { kickAngles *= kickAmplitude; } if ( modifier < kickAmplitude ) { modifier = kickAmplitude; } } else { kickTime = 500; } // // screen blob // float blobTime = damageDef->GetFloat( "blob_time" ); if ( blobTime ) { screenBlob_t *blob = GetScreenBlob(); blob->startFadeTime = gameLocal.time; blob->finishTime = gameLocal.time + blobTime * g_blobTime.GetFloat(); const char *materialName = damageDef->GetString( "mtr_blob" ); blob->material = declManager->FindMaterial( materialName ); blob->x = damageDef->GetFloat( "blob_x" ); blob->x += ( gameLocal.random.RandomInt()&63 ) - 32; blob->y = damageDef->GetFloat( "blob_y" ); blob->y += ( gameLocal.random.RandomInt()&63 ) - 32; float scale = ( 256 + ( ( gameLocal.random.RandomInt()&63 ) - 32 ) ) / 256.0f; blob->w = damageDef->GetFloat( "blob_width" ) * g_blobSize.GetFloat() * scale; blob->h = damageDef->GetFloat( "blob_height" ) * g_blobSize.GetFloat() * scale; blob->s1 = 0; blob->t1 = 0; blob->s2 = 1; blob->t2 = 1; } // // save lastDamageTime for tunnel vision accentuation // lastDamageTime = MS2SEC( gameLocal.time ); } // RAVEN END /* ================== idPlayerView::AddBloodSpray If we need a more generic way to add blobs then we can do that but having it localized here lets the material be pre-looked up etc. ================== */ void idPlayerView::AddBloodSpray( float duration ) { /* if ( duration <= 0 || bloodSprayMaterial == NULL || g_skipViewEffects.GetBool() ) { return; } // visit this for chainsaw screenBlob_t *blob = GetScreenBlob(); blob->startFadeTime = gameLocal.time; blob->finishTime = gameLocal.time + ( duration * 1000 ); blob->material = bloodSprayMaterial; blob->x = ( gameLocal.random.RandomInt() & 63 ) - 32; blob->y = ( gameLocal.random.RandomInt() & 63 ) - 32; blob->driftAmount = 0.5f + gameLocal.random.CRandomFloat() * 0.5; float scale = ( 256 + ( ( gameLocal.random.RandomInt()&63 ) - 32 ) ) / 256.0f; blob->w = 600 * g_blobSize.GetFloat() * scale; blob->h = 480 * g_blobSize.GetFloat() * scale; float s1 = 0.0f; float t1 = 0.0f; float s2 = 1.0f; float t2 = 1.0f; if ( blob->driftAmount < 0.6 ) { s1 = 1.0f; s2 = 0.0f; } else if ( blob->driftAmount < 0.75 ) { t1 = 1.0f; t2 = 0.0f; } else if ( blob->driftAmount < 0.85 ) { s1 = 1.0f; s2 = 0.0f; t1 = 1.0f; t2 = 0.0f; } blob->s1 = s1; blob->t1 = t1; blob->s2 = s2; blob->t2 = t2; */ } /* ================== idPlayerView::WeaponFireFeedback Called when a weapon fires, generates head twitches, etc ================== */ void idPlayerView::WeaponFireFeedback( const idDict *weaponDef ) { int recoilTime; recoilTime = weaponDef->GetInt( "recoilTime" ); // don't shorten a damage kick in progress if ( recoilTime && recoilTime > (kickFinishTime - gameLocal.time) ) { idAngles angles; weaponDef->GetAngles( "recoilAngles", "5 0 0", angles ); kickAngles = angles; int finish = gameLocal.time + g_kickTime.GetFloat() * recoilTime; kickFinishTime = finish; } } /* =================== idPlayerView::CalculateShake =================== */ // RAVEN BEGIN // jnewquist: Controller rumble float idPlayerView::CalculateShake( idAngles &shakeAngleOffset ) const { idVec3 origin, matrix; float shakeVolume = soundSystem->CurrentShakeAmplitudeForPosition( SOUNDWORLD_GAME, gameLocal.time, player->firstPersonViewOrigin ); // // shakeVolume should somehow be molded into an angle here // it should be thought of as being in the range 0.0 -> 1.0, although // since CurrentShakeAmplitudeForPosition() returns all the shake sounds // the player can hear, it can go over 1.0 too. // shakeAngleOffset[0] = gameLocal.random.CRandomFloat() * shakeVolume; shakeAngleOffset[1] = gameLocal.random.CRandomFloat() * shakeVolume; shakeAngleOffset[2] = gameLocal.random.CRandomFloat() * shakeVolume; return shakeVolume; } // RAVEN END /* =================== idPlayerView::AngleOffset kickVector, a world space direction that the attack should =================== */ idAngles idPlayerView::AngleOffset() const { idAngles ang; ang.Zero(); if ( gameLocal.time < kickFinishTime ) { float offset = kickFinishTime - gameLocal.time; ang = kickAngles * offset * offset * g_kickAmplitude.GetFloat(); for ( int i = 0 ; i < 3 ; i++ ) { if ( ang[i] > 70.0f ) { ang[i] = 70.0f; } else if ( ang[i] < -70.0f ) { ang[i] = -70.0f; } } } return ang; } /* =================== idPlayerView::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() && gameLocal.isClient && !( gameLocal.GetDemoState() == DEMO_PLAYING && ( gameLocal.IsServerDemoPlaying() || gameLocal.IsTimeDemo() ) ) ) { gameLocal.lagometer.Draw(); } } // RAVEN END