rpg-x2/cg_view_bak.c
2011-06-01 14:20:56 +02:00

1066 lines
27 KiB
C

// 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 <modelname>" or "testgun <modelname>".
The names must be the full pathname after the basedir, like
"models/weapons/v_launch/tris.md3" or "players/male/tris.md3"
Testmodel will create a fake entity 100 units in front of the current view
position, directly facing the viewer. It will remain immobile, so you can
move around it to view it from different angles.
Testgun will cause the model to follow the player around and supress the real
view weapon model. The default frame 0 of most guns is completely off screen,
so you will probably have to cycle a couple frames to see it.
"nextframe", "prevframe", "nextskin", and "prevskin" commands will change the
frame or skin of the testmodel. These are bound to F5, F6, F7, and F8 in
q3default.cfg.
If a gun is being tested, the "gun_x", "gun_y", and "gun_z" variables will let
you adjust the positioning.
Note that none of the model testing features update while the game is paused, so
it may be convenient to test with deathmatch set to 1 so that bringing down the
console doesn't pause the game.
=============================================================================
*/
/*
=================
CG_TestModel_f
Creates an entity in front of the current position, which
can then be moved around
=================
*/
void CG_TestModel_f (void) {
vec3_t angles;
memset( &cg.testModelEntity, 0, sizeof(cg.testModelEntity) );
if ( trap_Argc() < 2 ) {
return;
}
Q_strncpyz (cg.testModelName, CG_Argv( 1 ), MAX_QPATH );
cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName );
if ( trap_Argc() == 3 ) {
cg.testModelEntity.backlerp = atof( CG_Argv( 2 ) );
cg.testModelEntity.frame = 1;
cg.testModelEntity.oldframe = 0;
}
if (! cg.testModelEntity.hModel ) {
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 );
}
}