// Copyright (C) 1999-2000 Id Software, Inc. // // cg_view.c -- setup all the parameters (position, angle, etc) // for a 3D rendering #include "cg_local.h" #include "cg_screenfx.h" #define MAX_SHAKE_INTENSITY 16.0f #define FRAMES_DOOR 16 /* ============================================================================= 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 " or "testgun ". 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 ) { 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_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 = trap_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; } } trap_R_AddRefEntityToScene( &cg.testModelEntity ); } //============================================================================ /* ================= CG_CalcVrect Sets the coordinates of the rendered window ================= */ static void CG_CalcVrect (void) { int size; // the intermission should allways be full screen if ( cg.snap->ps.pm_type == PM_INTERMISSION ) { size = 100; } else { // bound normal viewsize if (cg_viewsize.integer < 30) { trap_Cvar_Set ("cg_viewsize","30"); size = 30; } else if (cg_viewsize.integer > 100) { trap_Cvar_Set ("cg_viewsize","100"); size = 100; } else { size = cg_viewsize.integer; } } 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; } //============================================================================== /* =============== 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; char medicrevive[32]; int medicrevive_int; vec3_t camPlayerPos; //TiM cg.refdef.vieworg[2] += cg.predictedPlayerState.viewheight; VectorCopy( cg.refdefViewAngles, focusAngles ); VectorCopy( cg.refdef.vieworg, camPlayerPos); //Copy the values b4 we offset; //RPG-X: TiM - Incorporated offsets so third person can be more dynamic //Woo! I figured out how AngleVectors and VectorMA work!! ^_^ AngleVectors( cg.refdefViewAngles, NULL, right, NULL); VectorMA( cg.refdef.vieworg, cg_thirdPersonHorzOffset.value, right, cg.refdef.vieworg ); //cg.refdef.vieworg[0] += cg_thirdPersonHorzOffset.value; cg.refdef.vieworg[2] += cg_thirdPersonVertOffset.value; // if dead, look at killer //RPG-X: Fix camera movment when play dies with medics revive turned on trap_Cvar_VariableStringBuffer( "rpg_medicsrevive", medicrevive, 32 ); medicrevive_int = atoi(medicrevive); //TiM: Meh, you don't spin around to look at your killer in real life. O_o //Plus, this screws up the model system :( /*if(medicrevive_int == 1){ if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 1 ) { focusAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW]; cg.refdefViewAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW]; } }else{ if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) { focusAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW]; cg.refdefViewAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW]; } }*/ if ( focusAngles[PITCH] > 89 ) { focusAngles[PITCH] = 89; // don't go too far overhead } else if ( focusAngles[PITCH] < -89 ) { focusAngles[PITCH] = -89; } AngleVectors( focusAngles, forward, NULL, NULL ); VectorMA( cg.refdef.vieworg, FOCUS_DISTANCE, forward, focusPoint ); VectorCopy( cg.refdef.vieworg, view ); view[2] += 16; 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 //TiM : Sometimes if the value of these variables is set to extreme numbers, they'll go thru walls. O_o //This trace function is to fix that. //If player is using these CVARs... if ( cg_thirdPersonVertOffset.value != 0 || cg_thirdPersonHorzOffset.value != 0) { //Do a trace from playermodel's head to our view location CG_Trace( &trace, camPlayerPos, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID ); //Okay, the trace hit something... O_o if ( trace.fraction != 1.0 ) { //copy where it hit to our view origin. :) VectorCopy( trace.endpos, cg.refdef.vieworg ); } } 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.refdefViewAngles[PITCH] = -180 / M_PI * atan2( focusPoint[2], focusDist ); cg.refdefViewAngles[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; char medicrevive[32]; int medicrevive_int; 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 //RPG-X: Fix camera movment when play dies with medics revive turned on trap_Cvar_VariableStringBuffer( "rpg_medicsrevive", medicrevive, 32 ); medicrevive_int = atoi(medicrevive); if(medicrevive_int == 1){ if ( cg.snap->ps.stats[STAT_HEALTH] <= 1 ) { angles[ROLL] = 40; angles[PITCH] = -15; angles[YAW] = cg.snap->ps.stats[STAT_DEAD_YAW]; origin[2] += cg.predictedPlayerState.viewheight; return; } }else{ 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.predictedPlayerState.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.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) delta *= 3; // crouching angles[PITCH] += delta; delta = cg.bobfracsin * cg_bobroll.value * speed; if (cg.predictedPlayerState.pm_flags & PMF_DUCKED) 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 VectorAdd (origin, cg.kick_origin, origin); // 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 } /* ------------------------- CGCam_Shake ------------------------- */ void CG_CameraShake( float intensity, int duration ) { if ( intensity > MAX_SHAKE_INTENSITY ) intensity = MAX_SHAKE_INTENSITY; cg.shake_intensity = intensity; cg.shake_duration = duration; cg.shake_start = cg.time; } /* ------------------------- CG_UpdateShake This doesn't actually affect the camera's info, but passed information instead ------------------------- */ void CG_UpdateCameraShake( vec3_t origin, vec3_t angles ) { vec3_t moveDir; float intensity_scale, intensity; int i; if ( cg.shake_duration <= 0 ) return; if ( cg.time > ( cg.shake_start + cg.shake_duration ) ) { cg.shake_intensity = 0; cg.shake_duration = 0; cg.shake_start = 0; return; } //intensity_scale now also takes into account FOV with 90.0 as normal intensity_scale = 1.0f - ( (float) ( cg.time - cg.shake_start ) / (float) cg.shake_duration ) * (cg.refdef.fov_x/90.0f); intensity = cg.shake_intensity * intensity_scale; for (i=0; i < 3; i++ ) moveDir[i] = ( crandom() * intensity ); //FIXME: Lerp //Move the camera VectorAdd( origin, moveDir, origin ); for ( i=0; i < 3; i++ ) moveDir[i] = ( crandom() * intensity ); //FIXME: Lerp //Move the angles VectorAdd( angles, moveDir, angles ); } //====================================================================== void CG_ZoomDown_f( void ) { if ( cg.snap->ps.persistant[PERS_CLASS] == PC_NOCLASS || cg.snap->ps.persistant[PERS_CLASS] != PC_SECURITY && cg.snap->ps.persistant[PERS_CLASS] != PC_ALPHAOMEGA22 && cg.snap->ps.persistant[PERS_CLASS] != PC_ADMIN ) {//in a class-based game, only these can zoom cg.zoomed = qfalse; cg.zoomLocked = qfalse; return; } // The zoom hasn't been started yet, so do it now if ( !cg.zoomed ) { cg.zoomLocked = qfalse; cg.zoomed = qtrue; cg_zoomFov.value = cg_fov.value; cg.zoomTime = cg.time; trap_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; trap_S_StartSound( cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.zoomEnd ); } } void CG_ZoomUp_f( void ) { if ( cg.zoomed ) { // Freeze the zoom mode cg.zoomLocked = qtrue; } } /* ==================== CG_CalcFov Fixed fov at intermissions, otherwise account for fov variable and zooms. ==================== */ #define WAVE_AMPLITUDE 1 #define WAVE_FREQUENCY 0.4 #define FOV_MAX 120 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 = 80; } else { fov_x = cg_fov.value; if ( fov_x < 1 ) { fov_x = 1; } else if ( fov_x > FOV_MAX ) { fov_x = FOV_MAX; } } // account for zooms zoomFov = cg_zoomFov.value; if ( zoomFov < 1 ) { zoomFov = 1; } else if ( zoomFov > FOV_MAX) { zoomFov = FOV_MAX; } // Disable zooming when in third person if ( cg.zoomed && !cg.renderingThirdPerson ) { if ( !cg.zoomLocked ) { // Interpolate current zoom level cg_zoomFov.value = 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.value < MAX_ZOOM_FOV ) { cg_zoomFov.value = MAX_ZOOM_FOV; } else if ( cg_zoomFov.value > cg_fov.value ) { cg_zoomFov.value = cg_fov.value; } else {//still zooming static zoomSoundTime = 0; if ( zoomSoundTime < cg.time ) { trap_S_StartSound( cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_LOCAL, cgs.media.zoomLoop ); zoomSoundTime = cg.time + 300; } } } fov_x = cg_zoomFov.value; } else { f = ( cg.time - cg.zoomTime ) / (float)ZOOM_OUT_TIME; if ( f > 1.0 ) { fov_x = fov_x; } else { fov_x = zoomFov + f * ( fov_x - zoomFov ); } } } if (cg.predictedPlayerState.introTime > cg.time) { // The stuff is "holodecking in". fov_x = 80; } 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_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; // 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 CG_OffsetThirdPersonView(); } else { // offset for local bobbing and kicks CG_OffsetFirstPersonView(); } // shake the camera if necessary CG_UpdateCameraShake( cg.refdef.vieworg, cg.refdefViewAngles ); // 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]; // kef -- hack hack hack. additionally, hack. if ( (PW_OUCH == i) || (PW_GHOST == i)) { continue; } 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_IntroModel This is when the player is starting the level. ============= */ void CG_AddIntroModel(playerState_t *ps, int time) { static int soundpoint=0, lasttime=999999; refEntity_t doorbox; float alpha; byte a; //char pClass[MAX_QPATH]; //char pRank[MAX_QPATH]; if (lasttime > time) { // Restart everything. soundpoint=0; } lasttime=time; // add the model memset( &doorbox, 0, sizeof( doorbox ) ); VectorCopy( cg.refdef.vieworg, doorbox.lightingOrigin ); doorbox.shaderRGBA[0] = 255; doorbox.shaderRGBA[1] = 255; doorbox.shaderRGBA[2] = 255; doorbox.shaderRGBA[3] = 255; doorbox.hModel = cgs.media.doorbox; if (!doorbox.hModel) { return; } VectorMA(cg.refdef.vieworg, 25, cg.refdef.viewaxis[0], doorbox.origin); VectorMA(doorbox.origin, -35, cg.refdef.viewaxis[2], doorbox.origin); AnglesToAxis(cg.refdefViewAngles, doorbox.axis); VectorScale(doorbox.axis[0], -1.0, doorbox.axis[0]); VectorScale(doorbox.axis[1], -1.0, doorbox.axis[1]); if (soundpoint <= 0) { // First part... "Prepare to compete." if (time >= TIME_INIT) { soundpoint = 1; trap_S_StartSound( cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.holoInitSound ); } doorbox.frame = 0; } else if (soundpoint == 1) { // Second part... Open door after "prepare". if (time >= TIME_DOOR_START) { soundpoint = 2; trap_S_StartSound( cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.holoDoorSound ); } doorbox.frame = 0; } else if (soundpoint == 2) { // Third part... Fade in after opening door. if (time >= TIME_FADE_START) { soundpoint = 3; trap_S_StartSound( cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.holoFadeSound ); doorbox.frame = FRAMES_DOOR-1; } else { doorbox.frame = ((float)(time - TIME_DOOR_START) / 100.0) + 1; if (doorbox.frame >= FRAMES_DOOR) { doorbox.frame=FRAMES_DOOR-1; } else { doorbox.oldframe = doorbox.frame-1; doorbox.backlerp = (float)(doorbox.frame) - ((float)(time - TIME_DOOR_START) / 100.0); } } } else { // Final part... Fade out the model. alpha = 1.0 - ((float)(time - TIME_FADE_START) / (float)TIME_FADE_DUR); if (alpha<0.0) { alpha=0.0; } a=255.0*alpha; if (a<=0) { // An alpha of zero defaults to opaque... Makes sense, why even send something that is 100% transparent? a=1; /* trap_Cvar_VariableStringBuffer( "ui_playerclass", pClass, sizeof(pClass) ); trap_Cvar_VariableStringBuffer( "ui_playerrank", pRank, sizeof(pRank) ); if ( !strcmp( pClass, "maker" ) || !strcmp( pClass, "alphaomega22" ) ) { trap_SendClientCommand( "class command" ); trap_SendClientCommand( va( "rank %s", pRank) ); } trap_SendClientCommand( va( "class %s", pClass) ); trap_SendClientCommand( va( "rank %s", pRank) );*/ } doorbox.shaderRGBA[0] = 255; doorbox.shaderRGBA[1] = 255; doorbox.shaderRGBA[2] = 255; doorbox.shaderRGBA[3] = a; doorbox.frame = FRAMES_DOOR-1; } doorbox.renderfx |= (RF_DEPTHHACK|RF_FORCE_ENT_ALPHA|RF_FULLBRIGHT); trap_R_AddRefEntityToScene(&doorbox); } //========================================================================= /* ================= 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(); // 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_DrawFullScreenFX(); } // build the render lists if ( !cg.hyperspace ) { CG_AddPacketEntities(); // adter calcViewValues, so predicted player state is correct CG_AddMarks(); CG_AddLocalEntities(); } if (cg.predictedPlayerState.introTime > cg.time) { // Render the holodeck doors CG_AddIntroModel(&cg.predictedPlayerState, TIME_INTRO - (cg.predictedPlayerState.introTime - cg.time)); } CG_AddViewWeapon( &cg.predictedPlayerState ); // 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 trap_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; 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 ) { CG_Printf( "cg.clientFrame:%i\n", cg.clientFrame ); } }