stvoy-sp-sdk/cgame/cg_view.cpp

948 lines
25 KiB
C++

// cg_view.c -- setup all the parameters (position, angle, etc)
// for a 3D rendering
#include "cg_local.h"
#include "fx_public.h"
float cg_zoomFov;
#define CG_CAM_ABOVE 2
/*
=============================================================================
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 ( cgi_Argc() < 2 ) {
return;
}
Q_strncpyz (cg.testModelName, CG_Argv( 1 ), MAX_QPATH );
cg.testModelEntity.hModel = cgi_R_RegisterModel( cg.testModelName );
if ( cgi_Argc() == 3 ) {
cg.testModelEntity.backlerp = atof( CG_Argv( 2 ) );
cg.testModelEntity.frame = 1;
cg.testModelEntity.oldframe = 0;
}
if (! cg.testModelEntity.hModel ) {
CG_Printf( "Can't register model\n" );
return;
}
VectorMA( cg.refdef.vieworg, 100, cg.refdef.viewaxis[0], cg.testModelEntity.origin );
angles[PITCH] = 0;
angles[YAW] = 180 + cg.refdefViewAngles[1];
angles[ROLL] = 0;
AnglesToAxis( angles, cg.testModelEntity.axis );
cg.testGun = qfalse;
}
/*
=================
CG_TestGun_f
Replaces the current view weapon with the given model
=================
*/
void CG_TestGun_f (void) {
CG_TestModel_f();
cg.testGun = qtrue;
cg.testModelEntity.renderfx = RF_MINLIGHT | RF_DEPTHHACK | RF_FIRST_PERSON;
}
void CG_TestModelNextFrame_f (void) {
cg.testModelEntity.frame++;
CG_Printf( "frame %i\n", cg.testModelEntity.frame );
}
void CG_TestModelPrevFrame_f (void) {
cg.testModelEntity.frame--;
if ( cg.testModelEntity.frame < 0 ) {
cg.testModelEntity.frame = 0;
}
CG_Printf( "frame %i\n", cg.testModelEntity.frame );
}
void CG_TestModelNextSkin_f (void) {
cg.testModelEntity.skinNum++;
CG_Printf( "skin %i\n", cg.testModelEntity.skinNum );
}
void CG_TestModelPrevSkin_f (void) {
cg.testModelEntity.skinNum--;
if ( cg.testModelEntity.skinNum < 0 ) {
cg.testModelEntity.skinNum = 0;
}
CG_Printf( "skin %i\n", cg.testModelEntity.skinNum );
}
static void CG_AddTestModel (void) {
int i;
// re-register the model, because the level may have changed
/* cg.testModelEntity.hModel = cgi_R_RegisterModel( cg.testModelName );
if (! cg.testModelEntity.hModel ) {
CG_Printf ("Can't register model\n");
return;
}
*/
// if testing a gun, set the origin reletive to the view origin
if ( cg.testGun ) {
VectorCopy( cg.refdef.vieworg, cg.testModelEntity.origin );
VectorCopy( cg.refdef.viewaxis[0], cg.testModelEntity.axis[0] );
VectorCopy( cg.refdef.viewaxis[1], cg.testModelEntity.axis[1] );
VectorCopy( cg.refdef.viewaxis[2], cg.testModelEntity.axis[2] );
// allow the position to be adjusted
for (i=0 ; i<3 ; i++) {
cg.testModelEntity.origin[i] += cg.refdef.viewaxis[0][i] * cg_gun_x.value;
cg.testModelEntity.origin[i] += cg.refdef.viewaxis[1][i] * cg_gun_y.value;
cg.testModelEntity.origin[i] += cg.refdef.viewaxis[2][i] * cg_gun_z.value;
}
}
cgi_R_AddRefEntityToScene( &cg.testModelEntity );
}
//============================================================================
/*
=================
CG_CalcVrect
Sets the coordinates of the rendered window
=================
*/
void CG_CalcVrect (void) {
int size;
// the intermission should allways be full screen
if ( cg.snap && cg.snap->ps.pm_type == PM_INTERMISSION ) {
size = 100;
} else {
// bound normal viewsize
if (cg_viewsize.integer < 30) {
cgi_Cvar_Set ("cg_viewsize","30");
size = 30;
} else if (cg_viewsize.integer > 100) {
cgi_Cvar_Set ("cg_viewsize","100");
size = 100;
} else {
size = cg_viewsize.integer;
}
}
cg.refdef.width = cgs.glconfig.vidWidth * size * 0.01;
cg.refdef.width &= ~1;
cg.refdef.height = cgs.glconfig.vidHeight * size * 0.01;
cg.refdef.height &= ~1;
cg.refdef.x = (cgs.glconfig.vidWidth - cg.refdef.width) * 0.5;
cg.refdef.y = (cgs.glconfig.vidHeight - cg.refdef.height) * 0.5;
}
//==============================================================================
/*
===============
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.predicted_player_state.viewheight;
VectorCopy( cg.refdefViewAngles, focusAngles );
// if dead, look at killer
if ( cg.predicted_player_state.stats[STAT_HEALTH] <= 0 ) {
focusAngles[YAW] = cg.predicted_player_state.stats[STAT_DEAD_YAW];
cg.refdefViewAngles[YAW] = cg.predicted_player_state.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.refdefViewAngles[PITCH] *= 0.5;
AngleVectors( cg.refdefViewAngles, 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
CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predicted_player_state.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.predicted_player_state.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.refdefViewAngles[PITCH] = -180 / M_PI * atan2( focusPoint[2], focusDist );
cg.refdefViewAngles[YAW] -= cg_thirdPersonAngle.value;
}
#define MIN_CAMERA_HEIGHT 75
#define MIN_CAMERA_PITCH 40
#define MAX_CAMERA_PITCH 90
//----------------------------------------------
static void CG_OffsetThirdPersonOverheadView( void ) {
vec3_t view, angs;
trace_t trace;
static vec3_t mins = { -4, -4, -4 };
static vec3_t maxs = { 4, 4, 4 };
VectorCopy( cg.refdef.vieworg, view );
// Move straight up from the player, making sure to always go at least the min camera height,
// otherwise, the camera will clip into the head of the player.
if ( cg_thirdPersonRange.value < MIN_CAMERA_HEIGHT )
{
view[2] += MIN_CAMERA_HEIGHT;
}
else
{
view[2] += cg_thirdPersonRange.value;
}
// Now adjust the camera angles, but we shouldn't adjust the viewAngles...only the viewAxis
VectorCopy( cg.refdefViewAngles, angs );
angs[PITCH] = cg_thirdPersonAngle.integer;
// Simple clamp to weed out any really obviously nasty angles
if ( angs[PITCH] < MIN_CAMERA_PITCH )
{
angs[PITCH] = MIN_CAMERA_PITCH;
}
else if ( angs[PITCH] > MAX_CAMERA_PITCH )
{
angs[PITCH] = MAX_CAMERA_PITCH;
}
// Convert our new desired camera angles and store them where they will get used by the engine
// when setting up the actual camera view.
AnglesToAxis( angs, cg.refdef.viewaxis );
cg.refdefViewAngles[PITCH] = 0;
g_entities[0].client->ps.delta_angles[PITCH] = 0;
// Trace a ray from the origin to the viewpoint to make sure the view isn't
// in a solid block.
CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predicted_player_state.clientNum, MASK_SOLID );
if ( trace.fraction != 1.0 )
{
VectorCopy( trace.endpos, cg.refdef.vieworg );
}
else
{
VectorCopy( view, cg.refdef.vieworg );
}
}
// this causes a compiler bug on mac MrC compiler
static void CG_StepOffset( void ) {
int timeDelta;
// smooth out stair climbing
timeDelta = cg.time - cg.stepTime;
if ( timeDelta < STEP_TIME ) {
cg.refdef.vieworg[2] -= cg.stepChange
* (STEP_TIME - timeDelta) / STEP_TIME;
}
}
/*
===============
CG_OffsetFirstPersonView
===============
*/
static void CG_OffsetFirstPersonView( void ) {
float *origin;
float *angles;
float bob;
float ratio;
float delta;
float speed;
float f;
vec3_t predictedVelocity;
int timeDelta;
if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
return;
}
origin = cg.refdef.vieworg;
angles = cg.refdefViewAngles;
// if dead, fix the angle and don't add any kick
if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 ) {
angles[ROLL] = 40;
angles[PITCH] = -15;
angles[YAW] = cg.snap->ps.stats[STAT_DEAD_YAW];
origin[2] += cg.predicted_player_state.viewheight;
return;
}
// add angles based on weapon kick
VectorAdd (angles, cg.kick_angles, angles);
// add angles based on damage kick
if ( cg.damageTime ) {
ratio = cg.time - cg.damageTime;
if ( ratio < DAMAGE_DEFLECT_TIME ) {
ratio /= DAMAGE_DEFLECT_TIME;
angles[PITCH] += ratio * cg.v_dmg_pitch;
angles[ROLL] += ratio * cg.v_dmg_roll;
} else {
ratio = 1.0 - ( ratio - DAMAGE_DEFLECT_TIME ) / DAMAGE_RETURN_TIME;
if ( ratio > 0 ) {
angles[PITCH] += ratio * cg.v_dmg_pitch;
angles[ROLL] += ratio * cg.v_dmg_roll;
}
}
}
// add pitch based on fall kick
#if 0
ratio = ( cg.time - cg.landTime) / FALL_TIME;
if (ratio < 0)
ratio = 0;
angles[PITCH] += ratio * cg.fall_value;
#endif
// add angles based on velocity
VectorCopy( cg.predicted_player_state.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.predicted_player_state.pm_flags & PMF_DUCKED)
delta *= 3; // crouching
angles[PITCH] += delta;
delta = cg.bobfracsin * cg_bobroll.value * speed;
if (cg.predicted_player_state.pm_flags & PMF_DUCKED)
delta *= 3; // crouching accentuates roll
if (cg.bobcycle & 1)
delta = -delta;
angles[ROLL] += delta;
//===================================
// add view height
origin[2] += cg.predicted_player_state.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();
if(cg.snap->ps.leanofs != 0)
{
vec3_t right;
//add leaning offset
//FIXME: when crouching, this bounces up and down?!
cg.refdefViewAngles[2] += (float)cg.snap->ps.leanofs/2;
AngleVectors(cg.refdefViewAngles, NULL, right, NULL);
VectorMA(cg.refdef.vieworg, (float)cg.snap->ps.leanofs, right, cg.refdef.vieworg);
}
// pivot the eye based on a neck length
#if 0
{
#define NECK_LENGTH 8
vec3_t forward, up;
cg.refdef.vieworg[2] -= NECK_LENGTH;
AngleVectors( cg.refdefViewAngles, forward, NULL, up );
VectorMA( cg.refdef.vieworg, 3, forward, cg.refdef.vieworg );
VectorMA( cg.refdef.vieworg, NECK_LENGTH, up, cg.refdef.vieworg );
}
#endif
{
centity_t *playerCent = &cg_entities[0];
if ( playerCent && playerCent->gent && playerCent->gent->client )
{
VectorCopy( cg.refdef.vieworg, playerCent->gent->client->renderInfo.eyePoint );
VectorCopy( cg.refdefViewAngles, playerCent->gent->client->renderInfo.eyeAngles );
}
}
}
//======================================================================
void CG_ZoomDown_f( void )
{
// Ignore zoom requests when yer paused
if ( cg_paused.integer || in_camera )
{
return;
}
//Captain Proton has no zoom technology
if ( cg.weaponSelect == WP_PROTON_GUN )
{
cg.zoomLocked = qfalse;
cg.zoomed = qfalse;
return;
}
// The zoom hasn't been started yet, so do it now
if ( !cg.zoomed )
{
cg.zoomLocked = qfalse;
cg.zoomed = qtrue;
cg_zoomFov = cg_fov.value;
cg.zoomTime = cg.time;
cgi_S_StartSound( cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.zoomStart );
return;
}
// Can only snap out of the zoom mode if it has already been locked (CG_ZoomUp_f has been called)
if ( cg.zoomLocked )
{
// Snap out of zoom mode
cg.zoomed = qfalse;
cg.zoomTime = cg.time;
cgi_S_StartSound( cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.zoomEnd );
}
}
void CG_ZoomUp_f( void )
{
// Ignore zoom requests when yer paused
if ( cg_paused.integer || in_camera )
{
return;
}
if ( cg.zoomed ) {
// Freeze the zoom mode
cg.zoomLocked = qtrue;
}
}
/*
====================
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_SLIME | CONTENTS_LAVA ) ){
phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
v = WAVE_AMPLITUDE * sin( phase );
fov_x += v;
fov_y -= v;
inwater = qtrue;
}
else {
inwater = qfalse;
}
*/
#else
inwater = qfalse;
#endif
// set it
cg.refdef.fov_x = fov_x;
cg.refdef.fov_y = fov_y;
return (inwater);
}
/*
====================
CG_CalcFov
Fixed fov at intermissions, otherwise account for fov variable and zooms.
====================
*/
static qboolean CG_CalcFov( void ) {
float fov_x;
float f;
if ( cg.predicted_player_state.pm_type == PM_INTERMISSION ) {
// if in intermission, use a fixed value
fov_x = 80;
} else {
// user selectable
fov_x = cg_fov.value;
if ( fov_x < 1 ) {
fov_x = 1;
} else if ( fov_x > 160 ) {
fov_x = 160;
}
// Disable zooming when in third person
if ( cg.zoomed && !cg.renderingThirdPerson )
{
if ( !cg.zoomLocked )
{
// Interpolate current zoom level
cg_zoomFov = cg_fov.value - ((float)( cg.time - cg.zoomTime ) / ZOOM_IN_TIME + ZOOM_START_PERCENT)
* ( cg_fov.value - MAX_ZOOM_FOV );
// Clamp zoomFov
if ( cg_zoomFov < MAX_ZOOM_FOV )
cg_zoomFov = MAX_ZOOM_FOV;
else if ( cg_zoomFov > cg_fov.value )
cg_zoomFov = cg_fov.value;
else
{//still zooming
static zoomSoundTime = 0;
if ( zoomSoundTime < cg.time )
{
cgi_S_StartSound( cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_LOCAL, cgs.media.zoomLoop );
zoomSoundTime = cg.time + 300;
}
}
}
fov_x = cg_zoomFov;
} else {
f = ( cg.time - cg.zoomTime ) / ZOOM_OUT_TIME;
if ( f > 1.0 ) {
fov_x = fov_x;
} else {
fov_x = cg_zoomFov + f * ( fov_x - cg_zoomFov );
}
}
}
return ( CG_CalcFOVFromX( fov_x ) );
}
/*
===============
CG_DamageBlendBlob
===============
*/
static void CG_DamageBlendBlob( void )
{
int t;
int maxTime;
refEntity_t ent;
if ( !cg.damageValue ) {
return;
}
// ragePro systems can't fade blends, so don't obscure the screen
if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO ) {
return;
}
maxTime = DAMAGE_TIME;
t = cg.time - cg.damageTime;
if ( t <= 0 || t >= maxTime ) {
return;
}
memset( &ent, 0, sizeof( ent ) );
ent.reType = RT_SPRITE;
ent.renderfx = RF_FIRST_PERSON;
VectorMA( cg.refdef.vieworg, 8, cg.refdef.viewaxis[0], ent.origin );
VectorMA( ent.origin, cg.damageX * -8, cg.refdef.viewaxis[1], ent.origin );
VectorMA( ent.origin, cg.damageY * 8, cg.refdef.viewaxis[2], ent.origin );
ent.radius = cg.damageValue * 3 * ( 1.0 - ((float)t / maxTime) );
ent.customShader = cgs.media.borgEyeFlareShader;
ent.shaderRGBA[0] = 180 * ( 1.0 - ((float)t / maxTime) );
ent.shaderRGBA[1] = 50 * ( 1.0 - ((float)t / maxTime) );
ent.shaderRGBA[2] = 50 * ( 1.0 - ((float)t / maxTime) );
ent.shaderRGBA[3] = 255;
cgi_R_AddRefEntityToScene( &ent );
}
/*
===============
CG_CalcViewValues
Sets cg.refdef view values
===============
*/
static qboolean CG_CalcViewValues( void ) {
playerState_t *ps;
memset( &cg.refdef, 0, sizeof( cg.refdef ) );
// calculate size of 3D view
CG_CalcVrect();
ps = &cg.predicted_player_state;
// intermission view
if ( ps->pm_type == PM_INTERMISSION ) {
VectorCopy( ps->origin, cg.refdef.vieworg );
VectorCopy( ps->viewangles, cg.refdefViewAngles );
AnglesToAxis( cg.refdefViewAngles, 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.refdefViewAngles );
// 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 ) {
// back away from character
if ( cg_thirdPerson.integer == CG_CAM_ABOVE)
{
CG_OffsetThirdPersonOverheadView();
}
else
{
CG_OffsetThirdPersonView();
}
} else {
// offset for local bobbing and kicks
CG_OffsetFirstPersonView();
}
// shake the camera if necessary
CGCam_UpdateShake( cg.refdef.vieworg, cg.refdefViewAngles );
// Doing this when the camera is directly above will look bad
if ( cg_thirdPerson.integer != CG_CAM_ABOVE )
{
// position eye reletive to origin
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
}
if ( cg.hyperspace ) {
cg.refdef.rdflags |= RDF_NOWORLDMODEL | RDF_HYPERSPACE;
}
// field of view
return CG_CalcFov();
}
/*
=====================
CG_PowerupTimerSounds
=====================
*/
static void CG_PowerupTimerSounds( void ) {
/* int i;
int t;
// powerup timers going away
for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
t = cg.snap->ps.powerups[i];
if ( t <= cg.time ) {
continue;
}
if ( t - cg.time >= POWERUP_BLINKS * POWERUP_BLINK_TIME ) {
continue;
}
if ( ( t - cg.time ) / POWERUP_BLINK_TIME != ( t - cg.oldTime ) / POWERUP_BLINK_TIME ) {
cgi_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_ITEM, cgs.media.wearOffSound );
}
}
*/
}
//=========================================================================
/*
=================
CG_DrawActiveFrame
Generates and draws a game scene and status information at the given time.
=================
*/
extern void CG_BuildSolidList( void );
void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
qboolean inwater = qfalse;
cg.time = serverTime;
CG_BuildSolidList();
// update cvars
CG_UpdateCvars();
// if we are only updating the screen as a loading
// pacifier, don't even try to read snapshots
if ( cg.infoScreenText[0] != 0 ) {
CG_DrawInformation();
return;
}
// any looped sounds will be respecified as entities
// are added to the render list
cgi_S_ClearLoopingSounds();
// clear all the render lists
cgi_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_DrawInformation();
return;
}
// let the client system know what our weapon and zoom settings are
cgi_SetUserCmdValue( cg.weaponSelect, cg.refdef.fov_y / 75.0 );
// this counter will be bumped for every valid scene we generate
cg.clientFrame++;
// update cg.predicted_player_state
CG_PredictPlayerState();
// decide on third person view
cg.renderingThirdPerson = cg_thirdPerson.integer || (cg.snap->ps.stats[STAT_HEALTH] <= 0);
if ( in_camera )
{
// The camera takes over the view
CGCam_RenderScene();
}
else
{
//Finish any fading that was happening
CGCam_UpdateFade();
// build cg.refdef
inwater = CG_CalcViewValues();
}
//This is done from the vieworg to get origin for non-attenuated sounds
cgi_S_UpdateAmbientSet( CG_ConfigString( CS_AMBIENT_SET ), cg.refdef.vieworg );
// first person blend blobs, done after AnglesToAxis
if ( !cg.renderingThirdPerson ) {
CG_DamageBlendBlob();
}
// build the render lists
if ( !cg.hyperspace ) {
CG_AddPacketEntities(); // adter calcViewValues, so predicted player state is correct
CG_AddMarks();
CG_AddLocalEntities();
}
// Don't draw the in-view weapon when in camera mode
if ( !in_camera && !cg_pano.integer )
CG_AddViewWeapon( &cg.predicted_player_state );
// 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
cgi_S_Respatialize( cg.snap->ps.clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater );
// warning sounds when powerup is wearing off
CG_PowerupTimerSounds();
// make sure the lagometerSample and frame timing isn't done twice when in stereo
if ( stereoView != STEREO_RIGHT ) {
cg.frametime = cg.time - cg.oldTime;
cg.oldTime = cg.time;
}
//Add all effects
if (cg.frametime >= 0) {
FX_Add();
}
if ( cg_pano.integer ) { // let's grab a panorama!
cg.levelShot = qtrue; //hide the 2d
VectorClear(cg.refdefViewAngles);
cg.refdefViewAngles[YAW] = -360 * cg_pano.integer/cg_panoNumShots.integer; //choose angle
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
CG_DrawActive( stereoView );
cg.levelShot = qfalse;
} else {
// actually issue the rendering calls
CG_DrawActive( stereoView );
}
}