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05e8ab9538
* Updated TODO * Moved ChangeLog to root * Updated ChangeLog * s/Foobar/Quake III Arena Source Code/ * Biggest patch EVAR. I wonder how many mail boxes this will fill...
876 lines
22 KiB
C
876 lines
22 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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// cg_view.c -- setup all the parameters (position, angle, etc)
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// for a 3D rendering
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#include "cg_local.h"
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/*
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=============================================================================
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MODEL TESTING
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The viewthing and gun positioning tools from Q2 have been integrated and
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enhanced into a single model testing facility.
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Model viewing can begin with either "testmodel <modelname>" or "testgun <modelname>".
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The names must be the full pathname after the basedir, like
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"models/weapons/v_launch/tris.md3" or "players/male/tris.md3"
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Testmodel will create a fake entity 100 units in front of the current view
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position, directly facing the viewer. It will remain immobile, so you can
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move around it to view it from different angles.
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Testgun will cause the model to follow the player around and supress the real
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view weapon model. The default frame 0 of most guns is completely off screen,
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so you will probably have to cycle a couple frames to see it.
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"nextframe", "prevframe", "nextskin", and "prevskin" commands will change the
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frame or skin of the testmodel. These are bound to F5, F6, F7, and F8 in
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q3default.cfg.
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If a gun is being tested, the "gun_x", "gun_y", and "gun_z" variables will let
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you adjust the positioning.
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Note that none of the model testing features update while the game is paused, so
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it may be convenient to test with deathmatch set to 1 so that bringing down the
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console doesn't pause the game.
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=============================================================================
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*/
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/*
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=================
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CG_TestModel_f
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Creates an entity in front of the current position, which
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can then be moved around
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=================
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*/
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void CG_TestModel_f (void) {
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vec3_t angles;
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memset( &cg.testModelEntity, 0, sizeof(cg.testModelEntity) );
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if ( trap_Argc() < 2 ) {
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return;
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}
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Q_strncpyz (cg.testModelName, CG_Argv( 1 ), MAX_QPATH );
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cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName );
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if ( trap_Argc() == 3 ) {
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cg.testModelEntity.backlerp = atof( CG_Argv( 2 ) );
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cg.testModelEntity.frame = 1;
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cg.testModelEntity.oldframe = 0;
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}
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if (! cg.testModelEntity.hModel ) {
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CG_Printf( "Can't register model\n" );
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return;
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}
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VectorMA( cg.refdef.vieworg, 100, cg.refdef.viewaxis[0], cg.testModelEntity.origin );
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angles[PITCH] = 0;
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angles[YAW] = 180 + cg.refdefViewAngles[1];
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angles[ROLL] = 0;
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AnglesToAxis( angles, cg.testModelEntity.axis );
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cg.testGun = qfalse;
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}
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/*
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=================
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CG_TestGun_f
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Replaces the current view weapon with the given model
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=================
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*/
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void CG_TestGun_f (void) {
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CG_TestModel_f();
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cg.testGun = qtrue;
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cg.testModelEntity.renderfx = RF_MINLIGHT | RF_DEPTHHACK | RF_FIRST_PERSON;
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}
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void CG_TestModelNextFrame_f (void) {
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cg.testModelEntity.frame++;
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CG_Printf( "frame %i\n", cg.testModelEntity.frame );
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}
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void CG_TestModelPrevFrame_f (void) {
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cg.testModelEntity.frame--;
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if ( cg.testModelEntity.frame < 0 ) {
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cg.testModelEntity.frame = 0;
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}
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CG_Printf( "frame %i\n", cg.testModelEntity.frame );
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}
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void CG_TestModelNextSkin_f (void) {
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cg.testModelEntity.skinNum++;
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CG_Printf( "skin %i\n", cg.testModelEntity.skinNum );
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}
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void CG_TestModelPrevSkin_f (void) {
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cg.testModelEntity.skinNum--;
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if ( cg.testModelEntity.skinNum < 0 ) {
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cg.testModelEntity.skinNum = 0;
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}
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CG_Printf( "skin %i\n", cg.testModelEntity.skinNum );
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}
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static void CG_AddTestModel (void) {
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int i;
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// re-register the model, because the level may have changed
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cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName );
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if (! cg.testModelEntity.hModel ) {
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CG_Printf ("Can't register model\n");
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return;
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}
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// if testing a gun, set the origin reletive to the view origin
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if ( cg.testGun ) {
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VectorCopy( cg.refdef.vieworg, cg.testModelEntity.origin );
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VectorCopy( cg.refdef.viewaxis[0], cg.testModelEntity.axis[0] );
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VectorCopy( cg.refdef.viewaxis[1], cg.testModelEntity.axis[1] );
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VectorCopy( cg.refdef.viewaxis[2], cg.testModelEntity.axis[2] );
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// allow the position to be adjusted
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for (i=0 ; i<3 ; i++) {
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cg.testModelEntity.origin[i] += cg.refdef.viewaxis[0][i] * cg_gun_x.value;
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cg.testModelEntity.origin[i] += cg.refdef.viewaxis[1][i] * cg_gun_y.value;
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cg.testModelEntity.origin[i] += cg.refdef.viewaxis[2][i] * cg_gun_z.value;
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}
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}
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trap_R_AddRefEntityToScene( &cg.testModelEntity );
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}
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//============================================================================
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/*
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=================
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CG_CalcVrect
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Sets the coordinates of the rendered window
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=================
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*/
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static void CG_CalcVrect (void) {
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int size;
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// the intermission should allways be full screen
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if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
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size = 100;
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} else {
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// bound normal viewsize
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if (cg_viewsize.integer < 30) {
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trap_Cvar_Set ("cg_viewsize","30");
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size = 30;
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} else if (cg_viewsize.integer > 100) {
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trap_Cvar_Set ("cg_viewsize","100");
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size = 100;
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} else {
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size = cg_viewsize.integer;
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}
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}
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cg.refdef.width = cgs.glconfig.vidWidth*size/100;
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cg.refdef.width &= ~1;
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cg.refdef.height = cgs.glconfig.vidHeight*size/100;
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cg.refdef.height &= ~1;
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cg.refdef.x = (cgs.glconfig.vidWidth - cg.refdef.width)/2;
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cg.refdef.y = (cgs.glconfig.vidHeight - cg.refdef.height)/2;
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}
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//==============================================================================
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/*
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===============
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CG_OffsetThirdPersonView
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===============
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*/
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#define FOCUS_DISTANCE 512
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static void CG_OffsetThirdPersonView( void ) {
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vec3_t forward, right, up;
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vec3_t view;
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vec3_t focusAngles;
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trace_t trace;
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static vec3_t mins = { -4, -4, -4 };
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static vec3_t maxs = { 4, 4, 4 };
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vec3_t focusPoint;
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float focusDist;
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float forwardScale, sideScale;
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cg.refdef.vieworg[2] += cg.predictedPlayerState.viewheight;
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VectorCopy( cg.refdefViewAngles, focusAngles );
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// if dead, look at killer
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if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) {
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focusAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW];
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cg.refdefViewAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW];
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}
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if ( focusAngles[PITCH] > 45 ) {
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focusAngles[PITCH] = 45; // don't go too far overhead
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}
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AngleVectors( focusAngles, forward, NULL, NULL );
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VectorMA( cg.refdef.vieworg, FOCUS_DISTANCE, forward, focusPoint );
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VectorCopy( cg.refdef.vieworg, view );
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view[2] += 8;
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cg.refdefViewAngles[PITCH] *= 0.5;
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AngleVectors( cg.refdefViewAngles, forward, right, up );
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forwardScale = cos( cg_thirdPersonAngle.value / 180 * M_PI );
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sideScale = sin( cg_thirdPersonAngle.value / 180 * M_PI );
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VectorMA( view, -cg_thirdPersonRange.value * forwardScale, forward, view );
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VectorMA( view, -cg_thirdPersonRange.value * sideScale, right, view );
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// trace a ray from the origin to the viewpoint to make sure the view isn't
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// in a solid block. Use an 8 by 8 block to prevent the view from near clipping anything
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if (!cg_cameraMode.integer) {
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CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );
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if ( trace.fraction != 1.0 ) {
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VectorCopy( trace.endpos, view );
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view[2] += (1.0 - trace.fraction) * 32;
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// try another trace to this position, because a tunnel may have the ceiling
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// close enogh that this is poking out
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CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );
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VectorCopy( trace.endpos, view );
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}
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}
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VectorCopy( view, cg.refdef.vieworg );
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// select pitch to look at focus point from vieword
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VectorSubtract( focusPoint, cg.refdef.vieworg, focusPoint );
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focusDist = sqrt( focusPoint[0] * focusPoint[0] + focusPoint[1] * focusPoint[1] );
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if ( focusDist < 1 ) {
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focusDist = 1; // should never happen
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}
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cg.refdefViewAngles[PITCH] = -180 / M_PI * atan2( focusPoint[2], focusDist );
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cg.refdefViewAngles[YAW] -= cg_thirdPersonAngle.value;
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}
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// this causes a compiler bug on mac MrC compiler
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static void CG_StepOffset( void ) {
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int timeDelta;
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// smooth out stair climbing
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timeDelta = cg.time - cg.stepTime;
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if ( timeDelta < STEP_TIME ) {
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cg.refdef.vieworg[2] -= cg.stepChange
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* (STEP_TIME - timeDelta) / STEP_TIME;
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}
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}
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/*
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===============
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CG_OffsetFirstPersonView
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===============
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*/
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static void CG_OffsetFirstPersonView( void ) {
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float *origin;
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float *angles;
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float bob;
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float ratio;
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float delta;
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float speed;
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float f;
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vec3_t predictedVelocity;
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int timeDelta;
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if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
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return;
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}
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origin = cg.refdef.vieworg;
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angles = cg.refdefViewAngles;
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// if dead, fix the angle and don't add any kick
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if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 ) {
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angles[ROLL] = 40;
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angles[PITCH] = -15;
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angles[YAW] = cg.snap->ps.stats[STAT_DEAD_YAW];
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origin[2] += cg.predictedPlayerState.viewheight;
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return;
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}
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// add angles based on weapon kick
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VectorAdd (angles, cg.kick_angles, angles);
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// add angles based on damage kick
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if ( cg.damageTime ) {
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ratio = cg.time - cg.damageTime;
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if ( ratio < DAMAGE_DEFLECT_TIME ) {
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ratio /= DAMAGE_DEFLECT_TIME;
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angles[PITCH] += ratio * cg.v_dmg_pitch;
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angles[ROLL] += ratio * cg.v_dmg_roll;
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} else {
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ratio = 1.0 - ( ratio - DAMAGE_DEFLECT_TIME ) / DAMAGE_RETURN_TIME;
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if ( ratio > 0 ) {
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angles[PITCH] += ratio * cg.v_dmg_pitch;
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angles[ROLL] += ratio * cg.v_dmg_roll;
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}
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}
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}
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// add pitch based on fall kick
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#if 0
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ratio = ( cg.time - cg.landTime) / FALL_TIME;
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if (ratio < 0)
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ratio = 0;
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angles[PITCH] += ratio * cg.fall_value;
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#endif
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// add angles based on velocity
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VectorCopy( cg.predictedPlayerState.velocity, predictedVelocity );
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delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[0]);
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angles[PITCH] += delta * cg_runpitch.value;
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delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[1]);
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angles[ROLL] -= delta * cg_runroll.value;
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// add angles based on bob
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// make sure the bob is visible even at low speeds
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speed = cg.xyspeed > 200 ? cg.xyspeed : 200;
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delta = cg.bobfracsin * cg_bobpitch.value * speed;
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if (cg.predictedPlayerState.pm_flags & PMF_DUCKED)
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delta *= 3; // crouching
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angles[PITCH] += delta;
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delta = cg.bobfracsin * cg_bobroll.value * speed;
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if (cg.predictedPlayerState.pm_flags & PMF_DUCKED)
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delta *= 3; // crouching accentuates roll
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if (cg.bobcycle & 1)
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delta = -delta;
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angles[ROLL] += delta;
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//===================================
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// add view height
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origin[2] += cg.predictedPlayerState.viewheight;
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// smooth out duck height changes
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timeDelta = cg.time - cg.duckTime;
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if ( timeDelta < DUCK_TIME) {
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cg.refdef.vieworg[2] -= cg.duckChange
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* (DUCK_TIME - timeDelta) / DUCK_TIME;
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}
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// add bob height
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bob = cg.bobfracsin * cg.xyspeed * cg_bobup.value;
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if (bob > 6) {
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bob = 6;
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}
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origin[2] += bob;
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// add fall height
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delta = cg.time - cg.landTime;
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if ( delta < LAND_DEFLECT_TIME ) {
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f = delta / LAND_DEFLECT_TIME;
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cg.refdef.vieworg[2] += cg.landChange * f;
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} else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) {
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delta -= LAND_DEFLECT_TIME;
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f = 1.0 - ( delta / LAND_RETURN_TIME );
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cg.refdef.vieworg[2] += cg.landChange * f;
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}
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// add step offset
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CG_StepOffset();
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// add kick offset
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VectorAdd (origin, cg.kick_origin, origin);
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// pivot the eye based on a neck length
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#if 0
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{
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#define NECK_LENGTH 8
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vec3_t forward, up;
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cg.refdef.vieworg[2] -= NECK_LENGTH;
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AngleVectors( cg.refdefViewAngles, forward, NULL, up );
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VectorMA( cg.refdef.vieworg, 3, forward, cg.refdef.vieworg );
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VectorMA( cg.refdef.vieworg, NECK_LENGTH, up, cg.refdef.vieworg );
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}
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#endif
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}
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//======================================================================
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void CG_ZoomDown_f( void ) {
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if ( cg.zoomed ) {
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return;
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}
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cg.zoomed = qtrue;
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cg.zoomTime = cg.time;
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}
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void CG_ZoomUp_f( void ) {
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if ( !cg.zoomed ) {
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return;
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}
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cg.zoomed = qfalse;
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cg.zoomTime = cg.time;
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}
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/*
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====================
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CG_CalcFov
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Fixed fov at intermissions, otherwise account for fov variable and zooms.
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====================
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*/
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#define WAVE_AMPLITUDE 1
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#define WAVE_FREQUENCY 0.4
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static int CG_CalcFov( void ) {
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float x;
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float phase;
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float v;
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int contents;
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float fov_x, fov_y;
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float zoomFov;
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float f;
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int inwater;
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if ( cg.predictedPlayerState.pm_type == PM_INTERMISSION ) {
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// if in intermission, use a fixed value
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fov_x = 90;
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} else {
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// user selectable
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if ( cgs.dmflags & DF_FIXED_FOV ) {
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// dmflag to prevent wide fov for all clients
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fov_x = 90;
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} else {
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fov_x = cg_fov.value;
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if ( fov_x < 1 ) {
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fov_x = 1;
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} else if ( fov_x > 160 ) {
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fov_x = 160;
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}
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}
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// account for zooms
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zoomFov = cg_zoomFov.value;
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if ( zoomFov < 1 ) {
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zoomFov = 1;
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} else if ( zoomFov > 160 ) {
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zoomFov = 160;
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}
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if ( cg.zoomed ) {
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f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME;
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if ( f > 1.0 ) {
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fov_x = zoomFov;
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} else {
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fov_x = fov_x + f * ( zoomFov - fov_x );
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}
|
|
} else {
|
|
f = ( cg.time - cg.zoomTime ) / (float)ZOOM_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_SLIME | CONTENTS_LAVA ) ){
|
|
phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
|
|
v = WAVE_AMPLITUDE * sin( phase );
|
|
fov_x += v;
|
|
fov_y -= v;
|
|
inwater = qtrue;
|
|
}
|
|
else {
|
|
inwater = qfalse;
|
|
}
|
|
|
|
|
|
// set it
|
|
cg.refdef.fov_x = fov_x;
|
|
cg.refdef.fov_y = fov_y;
|
|
|
|
if ( !cg.zoomed ) {
|
|
cg.zoomSensitivity = 1;
|
|
} else {
|
|
cg.zoomSensitivity = cg.refdef.fov_y / 75.0;
|
|
}
|
|
|
|
return inwater;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_DamageBlendBlob
|
|
|
|
===============
|
|
*/
|
|
static void CG_DamageBlendBlob( void ) {
|
|
int t;
|
|
int maxTime;
|
|
refEntity_t ent;
|
|
|
|
if ( !cg.damageValue ) {
|
|
return;
|
|
}
|
|
|
|
//if (cg.cameraMode) {
|
|
// return;
|
|
//}
|
|
|
|
// ragePro systems can't fade blends, so don't obscure the screen
|
|
if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO ) {
|
|
return;
|
|
}
|
|
|
|
maxTime = DAMAGE_TIME;
|
|
t = cg.time - cg.damageTime;
|
|
if ( t <= 0 || t >= maxTime ) {
|
|
return;
|
|
}
|
|
|
|
|
|
memset( &ent, 0, sizeof( ent ) );
|
|
ent.reType = RT_SPRITE;
|
|
ent.renderfx = RF_FIRST_PERSON;
|
|
|
|
VectorMA( cg.refdef.vieworg, 8, cg.refdef.viewaxis[0], ent.origin );
|
|
VectorMA( ent.origin, cg.damageX * -8, cg.refdef.viewaxis[1], ent.origin );
|
|
VectorMA( ent.origin, cg.damageY * 8, cg.refdef.viewaxis[2], ent.origin );
|
|
|
|
ent.radius = cg.damageValue * 3;
|
|
ent.customShader = cgs.media.viewBloodShader;
|
|
ent.shaderRGBA[0] = 255;
|
|
ent.shaderRGBA[1] = 255;
|
|
ent.shaderRGBA[2] = 255;
|
|
ent.shaderRGBA[3] = 200 * ( 1.0 - ((float)t / maxTime) );
|
|
trap_R_AddRefEntityToScene( &ent );
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_CalcViewValues
|
|
|
|
Sets cg.refdef view values
|
|
===============
|
|
*/
|
|
static int CG_CalcViewValues( void ) {
|
|
playerState_t *ps;
|
|
|
|
memset( &cg.refdef, 0, sizeof( cg.refdef ) );
|
|
|
|
// strings for in game rendering
|
|
// Q_strncpyz( cg.refdef.text[0], "Park Ranger", sizeof(cg.refdef.text[0]) );
|
|
// Q_strncpyz( cg.refdef.text[1], "19", sizeof(cg.refdef.text[1]) );
|
|
|
|
// calculate size of 3D view
|
|
CG_CalcVrect();
|
|
|
|
ps = &cg.predictedPlayerState;
|
|
/*
|
|
if (cg.cameraMode) {
|
|
vec3_t origin, angles;
|
|
if (trap_getCameraInfo(cg.time, &origin, &angles)) {
|
|
VectorCopy(origin, cg.refdef.vieworg);
|
|
angles[ROLL] = 0;
|
|
VectorCopy(angles, cg.refdefViewAngles);
|
|
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
|
|
return CG_CalcFov();
|
|
} else {
|
|
cg.cameraMode = qfalse;
|
|
}
|
|
}
|
|
*/
|
|
// 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 );
|
|
|
|
if (cg_cameraOrbit.integer) {
|
|
if (cg.time > cg.nextOrbitTime) {
|
|
cg.nextOrbitTime = cg.time + cg_cameraOrbitDelay.integer;
|
|
cg_thirdPersonAngle.value += cg_cameraOrbit.value;
|
|
}
|
|
}
|
|
// add error decay
|
|
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
|
|
CG_OffsetThirdPersonView();
|
|
} else {
|
|
// offset for local bobbing and kicks
|
|
CG_OffsetFirstPersonView();
|
|
}
|
|
|
|
// 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 ) {
|
|
trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_ITEM, cgs.media.wearOffSound );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
CG_AddBufferedSound
|
|
=====================
|
|
*/
|
|
void CG_AddBufferedSound( sfxHandle_t sfx ) {
|
|
if ( !sfx )
|
|
return;
|
|
cg.soundBuffer[cg.soundBufferIn] = sfx;
|
|
cg.soundBufferIn = (cg.soundBufferIn + 1) % MAX_SOUNDBUFFER;
|
|
if (cg.soundBufferIn == cg.soundBufferOut) {
|
|
cg.soundBufferOut++;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
CG_PlayBufferedSounds
|
|
=====================
|
|
*/
|
|
static void CG_PlayBufferedSounds( void ) {
|
|
if ( cg.soundTime < cg.time ) {
|
|
if (cg.soundBufferOut != cg.soundBufferIn && cg.soundBuffer[cg.soundBufferOut]) {
|
|
trap_S_StartLocalSound(cg.soundBuffer[cg.soundBufferOut], CHAN_ANNOUNCER);
|
|
cg.soundBuffer[cg.soundBufferOut] = 0;
|
|
cg.soundBufferOut = (cg.soundBufferOut + 1) % MAX_SOUNDBUFFER;
|
|
cg.soundTime = cg.time + 750;
|
|
}
|
|
}
|
|
}
|
|
|
|
//=========================================================================
|
|
|
|
/*
|
|
=================
|
|
CG_DrawActiveFrame
|
|
|
|
Generates and draws a game scene and status information at the given time.
|
|
=================
|
|
*/
|
|
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;
|
|
}
|
|
|
|
// any looped sounds will be respecified as entities
|
|
// are added to the render list
|
|
trap_S_ClearLoopingSounds(qfalse);
|
|
|
|
// clear all the render lists
|
|
trap_R_ClearScene();
|
|
|
|
// set up cg.snap and possibly cg.nextSnap
|
|
CG_ProcessSnapshots();
|
|
|
|
// if we haven't received any snapshots yet, all
|
|
// we can draw is the information screen
|
|
if ( !cg.snap || ( cg.snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) {
|
|
CG_DrawInformation();
|
|
return;
|
|
}
|
|
|
|
// let the client system know what our weapon and zoom settings are
|
|
trap_SetUserCmdValue( cg.weaponSelect, cg.zoomSensitivity );
|
|
|
|
// this counter will be bumped for every valid scene we generate
|
|
cg.clientFrame++;
|
|
|
|
// update cg.predictedPlayerState
|
|
CG_PredictPlayerState();
|
|
|
|
// decide on third person view
|
|
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();
|
|
}
|
|
|
|
// build the render lists
|
|
if ( !cg.hyperspace ) {
|
|
CG_AddPacketEntities(); // adter calcViewValues, so predicted player state is correct
|
|
CG_AddMarks();
|
|
CG_AddParticles ();
|
|
CG_AddLocalEntities();
|
|
}
|
|
CG_AddViewWeapon( &cg.predictedPlayerState );
|
|
|
|
// 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 ) );
|
|
|
|
// warning sounds when powerup is wearing off
|
|
CG_PowerupTimerSounds();
|
|
|
|
// update audio positions
|
|
trap_S_Respatialize( cg.snap->ps.clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater );
|
|
|
|
// make sure the lagometerSample and frame timing isn't done twice when in stereo
|
|
if ( stereoView != STEREO_RIGHT ) {
|
|
cg.frametime = cg.time - cg.oldTime;
|
|
if ( cg.frametime < 0 ) {
|
|
cg.frametime = 0;
|
|
}
|
|
cg.oldTime = cg.time;
|
|
CG_AddLagometerFrameInfo();
|
|
}
|
|
if (cg_timescale.value != cg_timescaleFadeEnd.value) {
|
|
if (cg_timescale.value < cg_timescaleFadeEnd.value) {
|
|
cg_timescale.value += cg_timescaleFadeSpeed.value * ((float)cg.frametime) / 1000;
|
|
if (cg_timescale.value > cg_timescaleFadeEnd.value)
|
|
cg_timescale.value = cg_timescaleFadeEnd.value;
|
|
}
|
|
else {
|
|
cg_timescale.value -= cg_timescaleFadeSpeed.value * ((float)cg.frametime) / 1000;
|
|
if (cg_timescale.value < cg_timescaleFadeEnd.value)
|
|
cg_timescale.value = cg_timescaleFadeEnd.value;
|
|
}
|
|
if (cg_timescaleFadeSpeed.value) {
|
|
trap_Cvar_Set("timescale", va("%f", cg_timescale.value));
|
|
}
|
|
}
|
|
|
|
// actually issue the rendering calls
|
|
CG_DrawActive( stereoView );
|
|
|
|
if ( cg_stats.integer ) {
|
|
CG_Printf( "cg.clientFrame:%i\n", cg.clientFrame );
|
|
}
|
|
|
|
|
|
}
|
|
|