sof2-sdk/code/cgame/cg_view.c
2002-09-24 00:00:00 +00:00

1463 lines
39 KiB
C

// Copyright (C) 2001-2002 Raven Software.
//
// cg_view.c -- setup all the parameters (position, angle, etc)
// for a 3D rendering
#include "cg_local.h"
#if !defined(CL_LIGHT_H_INC)
#include "cg_lights.h"
#endif
/*
=============================================================================
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 supress the real
view weapon model. The default frame 0 of most guns is completely off screen,
so you will probably have to cycle a couple frames to see it.
"nextframe", "prevframe", "nextskin", and "prevskin" commands will change the
frame or skin of the testmodel. These are bound to F5, F6, F7, and F8 in
q3default.cfg.
If a gun is being tested, the "gun_x", "gun_y", and "gun_z" variables will let
you adjust the positioning.
Note that none of the model testing features update while the game is paused, so
it may be convenient to test with deathmatch set to 1 so that bringing down the
console doesn't pause the game.
=============================================================================
*/
/*
=================
CG_TestModel_f
Creates an entity in front of the current position, which
can then be moved around
=================
*/
void CG_TestModel_f (void)
{
vec3_t angles;
memset( &cg.testModelEntity, 0, sizeof(cg.testModelEntity) );
if ( trap_Argc() < 2 )
{
return;
}
Q_strncpyz (cg.testModelName, CG_Argv( 1 ), MAX_QPATH );
cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName );
if ( trap_Argc() == 3 )
{
cg.testModelEntity.backlerp = atof( CG_Argv( 2 ) );
cg.testModelEntity.frame = 1;
cg.testModelEntity.oldframe = 0;
}
if (! cg.testModelEntity.hModel )
{
Com_Printf( "Can't register model\n" );
return;
}
VectorMA( cg.refdef.vieworg, 100, cg.refdef.viewaxis[0], cg.testModelEntity.origin );
angles[PITCH] = 0;
angles[YAW] = 180 + cg.refdef.viewangles[1];
angles[ROLL] = 0;
AnglesToAxis( angles, cg.testModelEntity.axis );
}
void CG_TestModelNextFrame_f (void)
{
cg.testModelEntity.frame++;
Com_Printf( "frame %i\n", cg.testModelEntity.frame );
}
void CG_TestModelPrevFrame_f (void)
{
cg.testModelEntity.frame--;
if ( cg.testModelEntity.frame < 0 )
{
cg.testModelEntity.frame = 0;
}
Com_Printf( "frame %i\n", cg.testModelEntity.frame );
}
void CG_TestModelNextSkin_f (void)
{
cg.testModelEntity.skinNum++;
Com_Printf( "skin %i\n", cg.testModelEntity.skinNum );
}
void CG_TestModelPrevSkin_f (void)
{
cg.testModelEntity.skinNum--;
if ( cg.testModelEntity.skinNum < 0 )
{
cg.testModelEntity.skinNum = 0;
}
Com_Printf( "skin %i\n", cg.testModelEntity.skinNum );
}
static void CG_AddTestModel (void)
{
// re-register the model, because the level may have changed
cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName );
if (! cg.testModelEntity.hModel )
{
Com_Printf ("Can't register model\n");
return;
}
trap_R_AddRefEntityToScene( &cg.testModelEntity );
}
/*
=================
CG_CalcVrect
Sets the coordinates of the rendered window
=================
*/
static void CG_CalcVrect (void)
{
int size;
size = 100;
cg.refdef.width = cgs.glconfig.vidWidth*size/100;
cg.refdef.width &= ~1;
cg.refdef.height = cgs.glconfig.vidHeight*size/100;
cg.refdef.height &= ~1;
cg.refdef.x = (cgs.glconfig.vidWidth - cg.refdef.width)/2;
cg.refdef.y = (cgs.glconfig.vidHeight - cg.refdef.height)/2;
}
//==============================================================================
//==============================================================================
//==============================================================================
// this causes a compiler bug on mac MrC compiler
static void CG_StepOffset( void )
{
int timeDelta;
// smooth out stair climbing
timeDelta = cg.time - cg.stepTime;
if ( timeDelta < STEP_TIME )
{
cg.refdef.vieworg[2] -= cg.stepChange * (STEP_TIME - timeDelta) / STEP_TIME;
}
}
#define CAMERA_DAMP_INTERVAL 50
static vec3_t cameramins = { -4, -4, -4 };
static vec3_t cameramaxs = { 4, 4, 4 };
vec3_t camerafwd, cameraup;
vec3_t cameraFocusAngles, cameraFocusLoc;
vec3_t cameraIdealTarget, cameraIdealLoc;
vec3_t cameraCurTarget={0,0,0}, cameraCurLoc={0,0,0};
vec3_t cameraOldLoc={0,0,0}, cameraNewLoc={0,0,0};
int cameraLastFrame=0;
/*
===============
Notes on the camera viewpoint in and out...
cg.refdef.vieworg
--at the start of the function holds the player actor's origin (center of player model).
--it is set to the final view location of the camera at the end of the camera code.
cg.refdef.viewangles
--at the start holds the client's view angles
--it is set to the final view angle of the camera at the end of the camera code.
===============
*/
/*
===============
CG_CalcTargetThirdPersonViewLocation
===============
*/
static void CG_CalcIdealThirdPersonViewTarget(void)
{
// Initialize IdealTarget
VectorCopy(cg.refdef.vieworg, cameraFocusLoc);
// Add in the new viewheight
cameraFocusLoc[2] += cg.snap->ps.viewheight;
// Add in a vertical offset from the viewpoint, which puts the actual target above the head, regardless of angle.
VectorMA(cameraFocusLoc, 1, cameraup, cameraIdealTarget);
}
/*
===============
CG_CalcTargetThirdPersonViewLocation
===============
*/
static void CG_CalcIdealThirdPersonViewLocation(void)
{
VectorMA(cameraIdealTarget, -(cg_thirdPersonRange.value), camerafwd, cameraIdealLoc);
}
static void CG_ResetThirdPersonViewDamp(void)
{
trace_t trace;
// Cap the pitch within reasonable limits
if (cameraFocusAngles[PITCH] > 89.0)
{
cameraFocusAngles[PITCH] = 89.0;
}
else if (cameraFocusAngles[PITCH] < -89.0)
{
cameraFocusAngles[PITCH] = -89.0;
}
AngleVectors(cameraFocusAngles, camerafwd, NULL, cameraup);
// Set the cameraIdealTarget
CG_CalcIdealThirdPersonViewTarget();
// Set the cameraIdealLoc
CG_CalcIdealThirdPersonViewLocation();
// Now, we just set everything to the new positions.
VectorCopy(cameraIdealLoc, cameraCurLoc);
VectorCopy(cameraIdealTarget, cameraCurTarget);
// First thing we do is trace from the first person viewpoint out to the new target location.
CG_Trace(&trace, cameraFocusLoc, cameramins, cameramaxs, cameraCurTarget, cg.snap->ps.clientNum, MASK_SOLID|CONTENTS_PLAYERCLIP);
if (trace.fraction <= 1.0)
{
VectorCopy(trace.endpos, cameraCurTarget);
}
// Now we trace from the new target location to the new view location, to make sure there is nothing in the way.
CG_Trace(&trace, cameraCurTarget, cameramins, cameramaxs, cameraCurLoc, cg.snap->ps.clientNum, MASK_SOLID|CONTENTS_PLAYERCLIP);
if (trace.fraction <= 1.0)
{
VectorCopy(trace.endpos, cameraCurLoc);
}
cameraLastFrame = cg.time;
}
// This is called every frame.
static void CG_UpdateThirdPersonTargetDamp(void)
{
trace_t trace;
vec3_t targetdiff;
float dampfactor, dtime, ratio;
float damp = 1.0f;
// Set the cameraIdealTarget
// Automatically get the ideal target, to avoid jittering.
CG_CalcIdealThirdPersonViewTarget();
if ( damp >=1.0)
{ // No damping.
VectorCopy(cameraIdealTarget, cameraCurTarget);
}
else if ( damp >=0.0)
{
// Calculate the difference from the current position to the new one.
VectorSubtract(cameraIdealTarget, cameraCurTarget, targetdiff);
// Now we calculate how much of the difference we cover in the time allotted.
// The equation is (Damp)^(time)
dampfactor = 1.0-damp; // We must exponent the amount LEFT rather than the amount bled off
dtime = (float)(cg.time-cameraLastFrame) * (1.0/(float)CAMERA_DAMP_INTERVAL); // Our dampfactor is geared towards a time interval equal to "1".
// Note that since there are a finite number of "practical" delta millisecond values possible,
// the ratio should be initialized into a chart ultimately.
ratio = powf(dampfactor, (int)dtime);
// This value is how much distance is "left" from the ideal.
VectorMA(cameraIdealTarget, -ratio, targetdiff, cameraCurTarget);
/////////////////////////////////////////////////////////////////////////////////////////////////////////
}
// Now we trace to see if the new location is cool or not.
// First thing we do is trace from the first person viewpoint out to the new target location.
CG_Trace(&trace, cameraFocusLoc, cameramins, cameramaxs, cameraCurTarget, cg.snap->ps.clientNum, MASK_SOLID|CONTENTS_PLAYERCLIP);
if (trace.fraction < 1.0)
{
VectorCopy(trace.endpos, cameraCurTarget);
}
// Note that previously there was an upper limit to the number of physics traces that are done through the world
// for the sake of camera collision, since it wasn't calced per frame. Now it is calculated every frame.
// This has the benefit that the camera is a lot smoother now (before it lerped between tested points),
// however two full volume traces each frame is a bit scary to think about.
}
// This can be called every interval, at the user's discretion.
static void CG_UpdateThirdPersonCameraDamp(void)
{
trace_t trace;
vec3_t locdiff;
float dampfactor, dtime, ratio;
float damp = 1.0f;
// Set the cameraIdealLoc
CG_CalcIdealThirdPersonViewLocation();
// First thing we do is calculate the appropriate damping factor for the camera.
dampfactor=0.0;
if (damp != 0.0)
{
double pitch;
// Note that the camera pitch has already been capped off to 89.
pitch = Q_fabs(cameraFocusAngles[PITCH]);
// The higher the pitch, the larger the factor, so as you look up, it damps a lot less.
pitch /= 89.0;
dampfactor = (1.0-damp)*(pitch*pitch);
dampfactor += damp;
}
if (dampfactor>=1.0)
{ // No damping.
VectorCopy(cameraIdealLoc, cameraCurLoc);
}
else if (dampfactor>=0.0)
{
// Calculate the difference from the current position to the new one.
VectorSubtract(cameraIdealLoc, cameraCurLoc, locdiff);
// Now we calculate how much of the difference we cover in the time allotted.
// The equation is (Damp)^(time)
dampfactor = 1.0-dampfactor; // We must exponent the amount LEFT rather than the amount bled off
dtime = (float)(cg.time-cameraLastFrame) * (1.0/(float)CAMERA_DAMP_INTERVAL); // Our dampfactor is geared towards a time interval equal to "1".
// Note that since there are a finite number of "practical" delta millisecond values possible,
// the ratio should be initialized into a chart ultimately.
ratio = powf(dampfactor, (int)dtime);
// This value is how much distance is "left" from the ideal.
VectorMA(cameraIdealLoc, -ratio, locdiff, cameraCurLoc);
/////////////////////////////////////////////////////////////////////////////////////////////////////////
}
// Now we trace from the new target location to the new view location, to make sure there is nothing in the way.
CG_Trace(&trace, cameraCurTarget, cameramins, cameramaxs, cameraCurLoc, cg.snap->ps.clientNum, MASK_SOLID|CONTENTS_PLAYERCLIP);
if (trace.fraction < 1.0)
{
VectorCopy( trace.endpos, cameraCurLoc );
//FIXME: when the trace hits movers, it gets very very jaggy... ?
/*
//this doesn't actually help any
if ( trace.entityNum != ENTITYNUM_WORLD )
{
centity_t *cent = &cg_entities[trace.entityNum];
gentity_t *gent = &g_entities[trace.entityNum];
if ( cent != NULL && gent != NULL )
{
if ( cent->currentState.pos.trType == TR_LINEAR || cent->currentState.pos.trType == TR_LINEAR_STOP )
{
vec3_t diff;
VectorSubtract( cent->lerpOrigin, gent->currentOrigin, diff );
VectorAdd( cameraCurLoc, diff, cameraCurLoc );
}
}
}
*/
}
// Note that previously there was an upper limit to the number of physics traces that are done through the world
// for the sake of camera collision, since it wasn't calced per frame. Now it is calculated every frame.
// This has the benefit that the camera is a lot smoother now (before it lerped between tested points),
// however two full volume traces each frame is a bit scary to think about.
}
/*
===============`
CG_OffsetThirdPersonView
===============
*/
extern vmCvar_t cg_thirdPersonHorzOffset;
static void CG_OffsetThirdPersonView( void )
{
vec3_t diff;
// Set camera viewing direction.
VectorCopy( cg.refdef.viewangles, cameraFocusAngles );
// if dead, look at killer
if ( 0 && cg.snap->ps.stats[STAT_HEALTH] <= 0 )
{
cameraFocusAngles[YAW] = cg.snap->ps.stats[STAT_DEAD_YAW];
cameraFocusAngles[PITCH] = 90;
}
else
{ // Add in the third Person Angle.
cameraFocusAngles[YAW] += cg_thirdPersonYaw.value;
cameraFocusAngles[PITCH] += cg_thirdPersonPitch.value;
}
// The next thing to do is to see if we need to calculate a new camera target location.
// If we went back in time for some reason, or if we just started, reset the sample.
if (cameraLastFrame == 0 || cameraLastFrame > cg.time)
{
CG_ResetThirdPersonViewDamp();
}
else
{
// Cap the pitch within reasonable limits
if (cameraFocusAngles[PITCH] > 89.0)
{
cameraFocusAngles[PITCH] = 89.0;
}
else if (cameraFocusAngles[PITCH] < -89.0)
{
cameraFocusAngles[PITCH] = -89.0;
}
AngleVectors(cameraFocusAngles, camerafwd, NULL, cameraup);
// Move the target to the new location.
CG_UpdateThirdPersonTargetDamp();
CG_UpdateThirdPersonCameraDamp();
}
// Now interestingly, the Quake method is to calculate a target focus point above the player, and point the camera at it.
// We won't do that for now.
// We must now take the angle taken from the camera target and location.
VectorSubtract(cameraCurTarget, cameraCurLoc, diff);
VectorNormalize(diff);
vectoangles(diff, cg.refdef.viewangles);
// Temp: just move the camera to the side a bit
if ( cg_thirdPersonHorzOffset.value != 0.0f )
{
AnglesToAxis( cg.refdef.viewangles, cg.refdef.viewaxis );
VectorMA( cameraCurLoc, cg_thirdPersonHorzOffset.value, cg.refdef.viewaxis[1], cameraCurLoc );
}
// ...and of course we should copy the new view location to the proper spot too.
VectorCopy(cameraCurLoc, cg.refdef.vieworg);
cameraLastFrame=cg.time;
}
/*
===============
CG_OffsetThirdPersonView
===============
*//*
#define FOCUS_DISTANCE 512
static void CG_OffsetThirdPersonView( void ) {
vec3_t forward, right, up;
vec3_t view;
vec3_t focusAngles;
trace_t trace;
static vec3_t mins = { -4, -4, -4 };
static vec3_t maxs = { 4, 4, 4 };
vec3_t focusPoint;
float focusDist;
float forwardScale, sideScale;
cg.refdef.vieworg[2] += cg.predictedPlayerState.viewheight;
VectorCopy( cg.refdef.viewangles, focusAngles );
// if dead, look at killer
if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) {
focusAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW];
cg.refdef.viewangles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW];
}
if ( focusAngles[PITCH] > 45 ) {
focusAngles[PITCH] = 45; // don't go too far overhead
}
AngleVectors( focusAngles, forward, NULL, NULL );
VectorMA( cg.refdef.vieworg, FOCUS_DISTANCE, forward, focusPoint );
VectorCopy( cg.refdef.vieworg, view );
view[2] += 8;
cg.refdef.viewangles[PITCH] *= 0.5;
AngleVectors( cg.refdef.viewangles, forward, right, up );
forwardScale = cos( cg_thirdPersonAngle.value / 180 * M_PI );
sideScale = sin( cg_thirdPersonAngle.value / 180 * M_PI );
VectorMA( view, -cg_thirdPersonRange.value * forwardScale, forward, view );
VectorMA( view, -cg_thirdPersonRange.value * sideScale, right, view );
// trace a ray from the origin to the viewpoint to make sure the view isn't
// in a solid block. Use an 8 by 8 block to prevent the view from near clipping anything
if (!cg_cameraMode.integer) {
CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_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 enogh 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
}
cg.refdef.viewangles[PITCH] = -180 / M_PI * atan2( focusPoint[2], focusDist );
cg.refdef.viewangles[YAW] -= cg_thirdPersonAngle.value;
}
// this causes a compiler bug on mac MrC compiler
static void CG_StepOffset( void ) {
int timeDelta;
// smooth out stair climbing
timeDelta = cg.time - cg.stepTime;
if ( timeDelta < STEP_TIME ) {
cg.refdef.vieworg[2] -= cg.stepChange
* (STEP_TIME - timeDelta) / STEP_TIME;
}
}*/
/*
===============
CG_OffsetFirstPersonView
===============
*/
static void CG_OffsetFirstPersonView( void )
{
float *origin;
float *angles;
float bob;
float ratio;
float delta;
float speed;
float f;
vec3_t predictedVelocity;
int timeDelta;
if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
return;
}
origin = cg.refdef.vieworg;
angles = cg.refdef.viewangles;
// If dead, fall to the ground
if ( cg.snap->ps.pm_type == PM_DEAD )
{
int atime;
int htime;
float f;
atime = (cg.time - cg.deathTime);
if ( atime > 450)
{
atime = 450;
}
htime = (cg.time - cg.deathTime);
if ( htime > 350)
{
htime = 350;
}
f = (float)atime / 450.0f;
cg.refdef.viewangles[ROLL] += ((cg.deathTime&0x100)?-1:1) * 40 * f;
cg.refdef.viewangles[PITCH] -= ((cg.deathTime&0x010)?-1:1) * 20 * f;
cg.refdef.viewangles[YAW] -= ((cg.deathTime&0x001)?-1:1) * 40 * f;
f = (float)htime / 400.0f;
cg.refdef.vieworg[2] += (f * cg.predictedPlayerState.viewheight * 0.90f);
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;
if ( cg.v_dmg_roll != 255 )
{
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;
if ( cg.v_dmg_roll != 255 )
{
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) && (cg.predictedPlayerState.groundEntityNum!=ENTITYNUM_NONE))
delta *= 3; // crouching
angles[PITCH] += delta;
delta = cg.bobfracsin * cg_bobroll.value * speed;
if ((cg.predictedPlayerState.pm_flags & PMF_DUCKED) && (cg.predictedPlayerState.groundEntityNum!=ENTITYNUM_NONE))
delta *= 3; // crouching accentuates roll
if (cg.bobcycle & 1)
delta = -delta;
angles[ROLL] += delta;
//===================================
// add view height
origin[2] += cg.predictedPlayerState.viewheight;
// smooth out duck height changes
timeDelta = cg.time - cg.duckTime;
if ( timeDelta < DUCK_TIME) {
cg.refdef.vieworg[2] -= cg.duckChange
* (DUCK_TIME - timeDelta) / DUCK_TIME;
}
// add bob height
bob = cg.bobfracsin * cg.xyspeed * cg_bobup.value;
if (bob > 6) {
bob = 6;
}
origin[2] += bob;
// add fall height
delta = cg.time - cg.landTime;
if ( delta < LAND_DEFLECT_TIME ) {
f = delta / LAND_DEFLECT_TIME;
cg.refdef.vieworg[2] += cg.landChange * f;
} else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) {
delta -= LAND_DEFLECT_TIME;
f = 1.0 - ( delta / LAND_RETURN_TIME );
cg.refdef.vieworg[2] += cg.landChange * f;
}
// add step offset
CG_StepOffset();
// add kick offset
if( cg.predictedPlayerState.pm_flags & PMF_LEANING )
{
float leanOffset;
leanOffset = (float)(cg.predictedPlayerState.leanTime - LEAN_TIME) / LEAN_TIME * LEAN_OFFSET;
angles[ROLL] += leanOffset / 4;
BG_ApplyLeanOffset ( &cg.predictedPlayerState, origin );
}
// Make sure view doesnt invert on itself
angles[PITCH] = Com_Clampf ( -89, 89, angles[PITCH] );
}
/*
====================
CG_CalcFovFromX
Calcs Y FOV from given X FOV
====================
*/
#define WAVE_AMPLITUDE 1
#define WAVE_FREQUENCY 0.4
qboolean CG_CalcFOVFromX( float fov_x )
{
float x;
// float phase;
// float v;
// int contents;
float fov_y;
qboolean inwater;
x = cg.refdef.width / tan( fov_x / 360 * M_PI );
fov_y = atan2( cg.refdef.height, x );
fov_y = fov_y * 360 / M_PI;
// there's a problem with this, it only takes the leafbrushes into account, not the entity brushes,
// so if you give slime/water etc properties to a func_door area brush in order to move the whole water
// level up/down this doesn't take into account the door position, so warps the view the whole time
// whether the water is up or not. Fortunately there's only one slime area in Trek that you can be under,
// so lose it...
#if 0
/*
// warp if underwater
contents = CG_PointContents( cg.refdef.vieworg, -1 );
if ( contents & ( CONTENTS_WATER | CONTENTS_LAVA ) ){
phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
v = WAVE_AMPLITUDE * sin( phase );
fov_x += v;
fov_y -= v;
inwater = qtrue;
}
else {
inwater = qfalse;
}
*/
#else
inwater = qfalse;
#endif
// set it
cg.refdef.fov_x = fov_x;
cg.refdef.fov_y = fov_y;
return (inwater);
}
/*
====================
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;
}
}
// If cheats arent enabled then 80 is the lowest and 100 is the highest
if ( !cg.cheats )
{
if ( fov_x < 80 )
{
fov_x = 80;
}
else if ( fov_x > 100 )
{
fov_x = 100;
}
}
if ( cg.predictedPlayerState.pm_flags & PMF_ZOOMED )
{
zoomFov = (float)weaponData[cg.predictedPlayerState.weapon].zoom[cg.predictedPlayerState.zoomFov].fov;
if (!cg.predictedPlayerState.pm_flags & PMF_ZOOM_LOCKED )
{
zoomFov -= cg.frametime * 0.05f;
if (zoomFov < MAX_ZOOM_FOV)
{
zoomFov = MAX_ZOOM_FOV;
}
else if (zoomFov > cg_fov.value)
{
zoomFov = cg_fov.value;
}
else
{ // Still zooming
static zoomSoundTime = 0;
if (zoomSoundTime < cg.time || zoomSoundTime > cg.time + 10000)
{
zoomSoundTime = cg.time + 300;
}
}
}
fov_x = zoomFov;
}
else
{
zoomFov = (float)weaponData[cg.predictedPlayerState.weapon].zoom[cg.predictedPlayerState.zoomFov].fov;
f = ( cg.time - cg.predictedPlayerState.zoomTime ) / ZOOM_OUT_TIME;
if ( f > 1.0 )
{
fov_x = fov_x;
}
else
{
fov_x = zoomFov + f * ( fov_x - zoomFov );
}
}
}
x = cg.refdef.width / tan( fov_x / 360 * M_PI );
fov_y = atan2( cg.refdef.height, x );
fov_y = fov_y * 360 / M_PI;
// warp if underwater
contents = CG_PointContents( cg.refdef.vieworg, -1 );
if ( contents & ( CONTENTS_WATER | 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.predictedPlayerState.pm_flags&PMF_ZOOMED) )
{
cg.zoomSensitivity = 1;
}
else
{
cg.zoomSensitivity = cg.refdef.fov_y / 75.0;
}
return inwater;
}
static void CG_DamageBlendBlob( void )
{
int t = 250;
int maxTime = DAMAGE_TIME;
vec3_t lineStart;
vec3_t lineEnd;
vec3_t rgb1;
vec3_t rgb2;
qboolean dmgIsToTheLeft;
qboolean dmgIsAbove;
qboolean unknownDir;
float alphaVal;
float cvarScale;
if (cg_damageindicator.value <= 0)
{
return;
}
t = cg.time - cg.damageTime;
if ( t <= 0 || t >= maxTime )
{
return;
}
// here we use cg.damageY as a value to indicate how much above you the damage is and
//cg.damageX as a value to indicate how much to your left the damage is
// draw a "line" using the cgs.media.damageDirShader
dmgIsToTheLeft = (cg.damageX > 0);
dmgIsAbove = (cg.damageY < 0);
unknownDir = (cg.v_dmg_roll == 255);
alphaVal = ( 1.0 - ((float)t / maxTime) );
cvarScale = 1.0f * cg_damageindicator.value;
VectorSet(rgb1, 1, 1, 1);
VectorSet(rgb2, 1, 1, 1);
// draw the left/right indicator if it's far enough from center
if ( (fabs(cg.damageX) > 25) || unknownDir)
{
VectorMA(cg.refdef.vieworg, 20, cg.refdef.viewaxis[0], lineStart);
VectorMA(lineStart, (dmgIsToTheLeft?6:-6), cg.refdef.viewaxis[1], lineStart);
VectorMA(lineStart, (dmgIsToTheLeft?2:-2)*cvarScale, cg.refdef.viewaxis[1], lineEnd);
trap_FX_AddLine( lineStart, lineEnd,
5.0f*cvarScale, 5.0f*cvarScale, 0.0f,
alphaVal, alphaVal, 0.0f,
rgb1, rgb2, 0.0f,
1, cgs.media.damageDirShader, FX_DEPTH_HACK );
}
if (unknownDir)
{
// dmg from unknown direction...display all four directions
VectorMA(cg.refdef.vieworg, 20, cg.refdef.viewaxis[0], lineStart);
VectorMA(lineStart, (dmgIsToTheLeft?-6:6), cg.refdef.viewaxis[1], lineStart);
VectorMA(lineStart, (dmgIsToTheLeft?-2:2)*cvarScale, cg.refdef.viewaxis[1], lineEnd);
trap_FX_AddLine( lineStart, lineEnd,
5.0f*cvarScale, 5.0f*cvarScale, 0.0f,
alphaVal, alphaVal, 0.0f,
rgb1, rgb2, 0.0f,
1, cgs.media.damageDirShader, FX_DEPTH_HACK );
}
// draw the above/below indicator
if ( (fabs(cg.damageY) > 15) || unknownDir)
{
VectorMA(cg.refdef.vieworg, 20, cg.refdef.viewaxis[0], lineStart);
VectorMA(lineStart, (dmgIsAbove?6:-6), cg.refdef.viewaxis[2], lineStart);
VectorMA(lineStart, (dmgIsAbove?2:-2)*cvarScale, cg.refdef.viewaxis[2], lineEnd);
trap_FX_AddLine( lineStart, lineEnd,
5.0f*cvarScale, 5.0f*cvarScale, 0.0f,
alphaVal, alphaVal, 0.0f,
rgb1, rgb2, 0.0f,
1, cgs.media.damageDirShader, FX_DEPTH_HACK );
}
if (unknownDir)
{
VectorMA(cg.refdef.vieworg, 20, cg.refdef.viewaxis[0], lineStart);
VectorMA(lineStart, (dmgIsAbove?-6:6), cg.refdef.viewaxis[2], lineStart);
VectorMA(lineStart, (dmgIsAbove?-2:2)*cvarScale, cg.refdef.viewaxis[2], lineEnd);
trap_FX_AddLine( lineStart, lineEnd,
5.0f*cvarScale, 5.0f*cvarScale, 0.0f,
alphaVal, alphaVal, 0.0f,
rgb1, rgb2, 0.0f,
1, cgs.media.damageDirShader, FX_DEPTH_HACK );
}
}
/*
===============
CG_CalcViewValues
Sets cg.refdef view values
===============
*/
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.refdef.viewangles);
AnglesToAxis( cg.refdef.viewangles, cg.refdef.viewaxis );
return CG_CalcFov();
} else {
cg.cameraMode = qfalse;
}
}
*/
// intermission view
if ( ps->pm_type == PM_INTERMISSION )
{
VectorCopy( ps->origin, cg.refdef.vieworg );
VectorCopy( ps->viewangles, cg.refdef.viewangles );
AnglesToAxis( cg.refdef.viewangles, cg.refdef.viewaxis );
return CG_CalcFov();
}
cg.bobcycle = ( ps->bobCycle & 128 ) >> 7;
cg.bobfracsin = fabs( sin( ( ps->bobCycle & 127 ) / 127.0 * M_PI ) );
cg.xyspeed = sqrt( ps->velocity[0] * ps->velocity[0] +
ps->velocity[1] * ps->velocity[1] );
VectorCopy( ps->origin, cg.refdef.vieworg );
VectorCopy( ps->viewangles, cg.refdef.viewangles );
if (cg_cameraOrbit.integer)
{
if (cg.time > cg.nextOrbitTime)
{
cg.nextOrbitTime = cg.time + cg_cameraOrbitDelay.integer;
cg_thirdPersonYaw.value += cg_cameraOrbit.value;
}
}
// add error decay
if ( cg_errorDecay.value > 0 )
{
int t;
float f;
t = cg.time - cg.predictedErrorTime;
f = ( cg_errorDecay.value - t ) / cg_errorDecay.value;
if ( f > 0 && f < 1 ) {
VectorMA( cg.refdef.vieworg, f, cg.predictedError, cg.refdef.vieworg );
} else {
cg.predictedErrorTime = 0;
}
}
if ( cg.renderingThirdPerson && !(cg.snap->ps.pm_flags & PMF_ZOOMED) )
{
// back away from character
CG_OffsetThirdPersonView();
}
else
{
// offset for local bobbing and kicks
CG_OffsetFirstPersonView();
}
CG_UpdateCameraShake ( cg.refdef.vieworg, cg.refdef.viewangles );
// position eye reletive to origin
AnglesToAxis( cg.refdef.viewangles, cg.refdef.viewaxis );
if ( cg.hyperspace ) {
cg.refdef.rdflags |= RDF_NOWORLDMODEL | RDF_HYPERSPACE;
}
// field of view
return CG_CalcFov();
}
/*
=====================
CG_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_UpdateRogerWilco
Updates the roger wilco team you are on
=================
*/
void CG_UpdateRogerWilco ( void )
{
qboolean dead = qfalse;
if ( !rw_enabled.integer )
{
return;
}
if ( cgs.clientinfo[cg.clientNum].team != TEAM_SPECTATOR )
{
if ( cgs.gametypeData->respawnType == RT_NONE )
{
if ( cg.predictedPlayerState.pm_flags & (PMF_GHOST|PMF_FOLLOW) || cg.predictedPlayerState.pm_type == PM_DEAD )
{
dead = qtrue;
}
}
}
trap_RW_SetTeam(cgs.clientinfo[cg.clientNum].team, dead);
}
/*
=================
CG_DrawActiveFrame
Generates and draws a game scene and status information at the given time.
=================
*/
void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ) {
int inwater;
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;
}
trap_FX_AdjustTime( cg.time );
CG_UpdateRogerWilco ( );
CG_RunLightStyles();
// 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;
}
// Handle last weapon selection
if ( cg.weaponSelect != cg.weaponOldSelect )
{
cg.weaponLastSelect = cg.weaponOldSelect;
cg.weaponOldSelect = cg.weaponSelect;
}
// let the client system know what our weapon and zoom settings are
if ( cg.weaponMenuUp )
{
trap_SetUserCmdValue( (cg.weaponMenuSelect | WP_DELAYED_CHANGE_BIT), cg.zoomSensitivity );
}
else
{
trap_SetUserCmdValue( cg.weaponSelect, cg.zoomSensitivity );
}
// this counter will be bumped for every valid scene we generate
cg.clientFrame++;
// update cg.predictedPlayerState
CG_PredictPlayerState();
// update the scores from the playerstate
if ( cgs.scores1 != cg.predictedPlayerState.persistant[PERS_RED_SCORE] )
{
cgs.scores1 = cg.predictedPlayerState.persistant[PERS_RED_SCORE];
trap_Cvar_Set ( "ui_info_redscore", va("%d", cgs.scores1 ) );
}
if ( cgs.scores2 != cg.predictedPlayerState.persistant[PERS_BLUE_SCORE] )
{
cgs.scores2 = cg.predictedPlayerState.persistant[PERS_BLUE_SCORE];
trap_Cvar_Set ( "ui_info_bluescore", va("%d", cgs.scores2 ) );
}
// decide on third person view
if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR || (cg.snap->ps.pm_flags & PMF_GHOST))
{
cg.renderingThirdPerson = qfalse;
}
else if ( cg.snap->ps.pm_type == PM_DEAD )
{
cg.renderingThirdPerson = cg_thirdPerson.integer;
}
else
{
if ( cg.snap->ps.pm_flags & PMF_ZOOMED )
{
cg.renderingThirdPerson = qfalse;
}
else if ( cg.snap->ps.pm_flags & PMF_FOLLOW )
{
if ( cg.snap->ps.pm_flags & PMF_FOLLOWFIRST )
{
cg.renderingThirdPerson = qfalse;
}
else
{
cg.renderingThirdPerson = qtrue;
}
}
else
{
cg.renderingThirdPerson = 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();
}
// Load deferred models
if ( cg.deferredPlayerLoading > 10 )
{
CG_LoadDeferredPlayers();
cg.deferredPlayerLoading = 0;
}
// build the render lists
if ( !cg.hyperspace )
{
CG_AddPacketEntities(); // adter calcViewValues, so predicted player state is correct
CG_AddLocalEntities();
CG_DrawMiscEnts();
}
if ( cg.snap->ps.stats[STAT_HEALTH] > 0 )
{
CG_AnimateViewWeapon(&cg.predictedPlayerState);
CG_AddViewWeapon( &cg.predictedPlayerState );
}
if ( !cg.hyperspace )
{
trap_FX_AddScheduledEffects();
}
// add buffered sounds
CG_PlayBufferedSounds();
// play buffered voice chats
CG_PlayBufferedVoiceChats();
// 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 ) );
// update audio positions
if ( !cg.mMapChange )
{
trap_AS_UpdateAmbientSet( CG_ConfigString( CS_AMBIENT_SOUNDSETS ), cg.refdef.vieworg ); // MUST be before trap_S_Respatialize()! -ste
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();
}
// actually issue the rendering calls
CG_DrawActive( stereoView );
if ( cg_stats.integer )
{
Com_Printf( "cg.clientFrame:%i\n", cg.clientFrame );
}
}
/*
=================
CG_CameraShake
Shakes the camera a bit (used in grenades)
=================
*/
#define MAX_SHAKE_INTENSITY 2.0f
#define DEFAULT_EXPLOSION_RADIUS 400
void CG_CameraShake ( float* origin, float intensity, int radius, int time )
{
vec3_t dir;
float dist, intensityScale;
float realIntensity;
VectorSubtract( cg.refdef.vieworg, origin, dir );
dist = VectorNormalize( dir );
// Apparently the SoF2 camera shake function takes a time, but not a radius.
// when someone feels like fixing this, we can be a bit more flexible
radius = DEFAULT_EXPLOSION_RADIUS;
//Use the dir to add kick to the explosion
if ( dist > radius )
return;
intensityScale = 1 - ( dist / (float) radius );
realIntensity = intensity * intensityScale;
if ( realIntensity > MAX_SHAKE_INTENSITY )
realIntensity = MAX_SHAKE_INTENSITY;
cg.shakeIntensity = realIntensity;
cg.shakeDuration = time;
cg.shakeStart = cg.time;
}
/*
=================
CG_UpdateCameraShake
Updates the camera shake
=================
*/
void CG_UpdateCameraShake ( vec3_t origin, vec3_t angles )
{
vec3_t moveDir;
float intensity_scale;
float intensity;
int i;
if ( cg.shakeDuration <= 0 )
return;
if ( cg.time > ( cg.shakeStart + cg.shakeDuration ) )
{
cg.shakeIntensity = 0;
cg.shakeDuration = 0;
cg.shakeStart = 0;
return;
}
//intensity_scale now also takes into account FOV with 90.0 as normal
intensity_scale = 1.0f - ( (float) ( cg.time - cg.shakeStart ) / (float) cg.shakeDuration ) * (((cg.refdef.fov_x+cg.refdef.fov_y)/2.0f)/90.0f);
intensity = cg.shakeIntensity * intensity_scale;
for ( i = 0; i < 3; i++ )
{
moveDir[i] = flrand(-intensity, intensity );
}
//FIXME: Lerp
//Move the camera
VectorAdd( origin, moveDir, origin );
for ( i = 0; i < 3; i++ )
{
moveDir[i] = flrand(-intensity, intensity );
}
//FIXME: Lerp
//Move the angles
VectorAdd( angles, moveDir, angles );
}