rpgxef/code/cgame/cg_view.c

1708 lines
50 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 * 0.01;
cg.refdef.width &= ~1;
cg.refdef.height = cgs.glconfig.vidHeight*size * 0.01;
cg.refdef.height &= ~1;
cg.refdef.x = (cgs.glconfig.vidWidth - cg.refdef.width) * 0.5;
cg.refdef.y = (cgs.glconfig.vidHeight - cg.refdef.height) * 0.5;
}
//==============================================================================
/*==============================================================================
New Third Person Camera Code
TiM: Based off of the logic of the camera code in Raven's Jedi Knight series,
however written by me, and tuned down since EF may not be that fast to handle
all of it.
Although I consider copying someone else's logic to be somewhat lame, my programming
skills are not yet at the point I could do this by myself. I understand the concept behind
how the camera is offset and how the relevant angles are calculated, but am unsure how this
is coupled with a non-linear interpolation algorithm.
I am hoping that being able to trace how the JK code works will enlighten me to some
furthur graphical programming methodology
Meanings of CG variables from JKA:
Notes on the camera viewpoint in and out...
cg.refdef.vieworg
--at the start of the function holds the player actor's origin (center of player model).
--it is set to the final view location of the camera at the end of the camera code.
cg.refdef.viewangles
--at the start holds the client's view angles
--it is set to the final view angle of the camera at the end of the camera code.
*/
//TiM: Static Global Variables
#define CAMERA_DAMP_INTERVAL 50
#define CAMERA_SIZE 4
#define MASK_CAMERACLIP (MASK_SOLID|CONTENTS_PLAYERCLIP)
//Bounding Boxes for volume traces
static vec3_t cameraMins = { -CAMERA_SIZE, -CAMERA_SIZE, -CAMERA_SIZE };
static vec3_t cameraMaxs = { CAMERA_SIZE, CAMERA_SIZE, CAMERA_SIZE };
//Directional Vectors
vec3_t cameraForward, cameraUp, cameraRight;
vec3_t cameraFocusAngles, cameraFocusLoc; //location and view angles of the player's head
vec3_t cameraIdealTarget, cameraIdealLoc; //location and view angles of where the camera should be
vec3_t cameraCurTarget={0,0,0}, cameraCurLoc={0,0,0}; //Current view and location of camera
vec3_t CameraOldLoc={0,0,0}, cameraNewLoc={0,0,0}; //Backup data for the lerp func
int cameraLastFrame=0;
float cameraLastYaw=0;
float cameraStiffFactor=0.0f;
qboolean freeRotate;
/*
===============
CG_CalcIdealThirdPersonViewTarget
TiM:
First Function : Calculate the point we should be looking at
as long as nothing is in the way
===============
*/
static void CG_CalcIdealThirdPersonViewTarget ( void ) {
//ATM, vieworg is the base of the feet
VectorCopy ( cg.refdef.vieworg, cameraFocusLoc );
//offset the Z value so it lines up with the eyeheight of the player
if ( freeRotate )
VectorMA( cameraFocusLoc, (float)cg.predictedPlayerState.viewheight * cgs.clientinfo[cg.predictedPlayerState.clientNum].height, cameraUp, cameraFocusLoc );
else
cameraFocusLoc[2] += (float)cg.predictedPlayerState.viewheight * cgs.clientinfo[cg.predictedPlayerState.clientNum].height; //cg.snap->ps.viewheight
// emote based model offset
if ( cg.predictedPlayerState.stats[EMOTES] & EMOTE_LOWER )
{
vec3_t yawForward, forward;
VectorSet( yawForward, 0, cg.predictedPlayerEntity.pe.legs.yawAngle, 0 );
AngleVectors( yawForward, forward, NULL, NULL );
VectorMA( cameraFocusLoc, cgs.clientinfo[cg.predictedPlayerState.clientNum].modelOffset, forward, cameraFocusLoc );
}
//Transfer FocusLoc to CamTarget and use that from there
VectorCopy( cameraFocusLoc, cameraIdealTarget );
//Add in Horz offset
if ( cg.zoomedLeft ) {
float ratio = cg_thirdPersonRange.value * 0.02f;
if ( ratio > 1.0f ) ratio = 1.0f;
cg_thirdPersonHorzOffset.value += ( cg_thirdPersonZoomRate.value * ratio * 0.075 );
}
if ( cg.zoomedRight ) {
float ratio = cg_thirdPersonRange.value * 0.02f;
if ( ratio > 1.0f ) ratio = 1.0f;
cg_thirdPersonHorzOffset.value -= ( cg_thirdPersonZoomRate.value * ratio * 0.075 );
}
if ( cg_thirdPersonHorzOffset.value ) {
VectorMA( cameraIdealTarget, -cg_thirdPersonHorzOffset.value, cameraRight, cameraIdealTarget );
}
//Add in the vertOffset
if ( cg.zoomedUp ) {
float ratio = cg_thirdPersonRange.value * 0.02f;
if ( ratio > 1.0f ) ratio = 1.0f;
cg_thirdPersonVertOffset.value += ( cg_thirdPersonZoomRate.value * ratio * 0.075 );
}
if ( cg.zoomedDown ) {
float ratio = cg_thirdPersonRange.value * 0.02f;
if ( ratio > 1.0f ) ratio = 1.0f;
cg_thirdPersonVertOffset.value -= ( cg_thirdPersonZoomRate.value * ratio * 0.075 );
}
if ( cg_thirdPersonVertOffset.value ) {
if ( freeRotate )
VectorMA( cameraFocusLoc, cg_thirdPersonVertOffset.value, cameraUp, cameraFocusLoc );
else
cameraIdealTarget[2] += cg_thirdPersonVertOffset.value;
}
}
/*
===============
CG_CalcIdealThirdPersonViewLocation
TiM:
Second Function : Calculate the point we should be looking out
from given all is good :)
===============
*/
static void CG_CalcIdealThirdPersonViewLocation ( void ) {
//float offset;
if ( cg.zoomedForward ) {
cg_thirdPersonRange.value -= ( cg_thirdPersonZoomRate.value * 0.1 );
}
else if ( cg.zoomedBackward ) {
cg_thirdPersonRange.value += ( cg_thirdPersonZoomRate.value * 0.1 );
}
VectorMA( cameraIdealTarget, -cg_thirdPersonRange.value, cameraForward, cameraIdealLoc );
}
/*
===============
CG_ResetThirdPersonViewDamp
TiM:
Third Function : Reset all of the lerp and
set it back to normal
===============
*/
void CG_ResetThirdPersonViewDamp ( void ) {
trace_t tr;
//Clamp the pitch, so it won't cause bugs
if ( !freeRotate )
cameraFocusAngles[PITCH] = Com_Clamp( -89.0f, 89.0f, cameraFocusAngles[PITCH] );
//Take our look directions and calculate vector angles
AngleVectors( cameraFocusAngles, cameraForward, cameraRight, cameraUp );
//Calc ideal cam target now
CG_CalcIdealThirdPersonViewTarget();
//Calc ideal cam view loaction now
CG_CalcIdealThirdPersonViewLocation();
//Take our ideal locations, and then set them to our active variables
VectorCopy( cameraIdealLoc, cameraCurLoc );
VectorCopy( cameraIdealTarget, cameraCurTarget );
//Do a trace from the player's head out to the main location, in case something may be in the way
//This is mainly for stopping things like the camera going thru ceilings n stuff
CG_Trace( &tr, cameraFocusLoc, cameraMins, cameraMaxs, cameraCurTarget, cg.snap->ps.clientNum, MASK_CAMERACLIP );
VectorCopy( tr.endpos, cameraCurTarget );
//Do a trace from the target to our current location to see if there's anything potentially
//blocking our view
CG_Trace( &tr, cameraCurTarget, cameraMins, cameraMaxs, cameraCurLoc, cg.snap->ps.clientNum, MASK_CAMERACLIP );
VectorCopy( tr.endpos, cameraCurLoc );
//Initialise the lerp data
cameraLastFrame = cg.time;
cameraLastYaw = cameraFocusAngles[YAW];
cameraStiffFactor = 0.0f;
}
/*
======================
CG_UpdateThirdPersonTargetDamp
TiM: From the looks of this, target damp lags
the position of the camera behind a certain amount
when the player moves. The end result being a more
fluid movement. :)
Still trying to figure out how lerp actually works.
======================
*/
static void CG_UpdateThirdPersonTargetDamp ( void ) {
trace_t tr;
vec3_t targetDiff; //difference between our aimed target and current target
float dampFactor, dampTime, dampRatio;
//Just to be on the safe side, let's set the current ideal data again
CG_CalcIdealThirdPersonViewTarget();
//if the CVAR says no delay, or if we're currently teleporting, don't do the lerp (Or we could make the player sick lol)
if ( cg_thirdPersonTargetDamp.value >= 1.0 || cg.thisFrameTeleport || cg.nextFrameTeleport || freeRotate || cg.thirdPersonNoLerp ) {
VectorCopy( cameraIdealTarget, cameraCurTarget );
}
else if ( cg_thirdPersonTargetDamp.value >= 0.0 ) { //Okay, all's good, so let's get lerping lol
//First, let's get the difference between where we're at, and where we should be
VectorSubtract( cameraIdealTarget, cameraCurTarget, targetDiff );
//Ugh.... maaaaath >.<
//The JKA code says the equation is "(Damp)^(time)", so I'm guessing it's inverse exponential to
//get that cool slowy down effect :)
if ( !freeRotate )
dampFactor = 1.0 - cg_thirdPersonTargetDamp.value; //yeh, I guess this is the inverse exponential bit.
else
dampFactor = 1.0 - Q_fabs( cameraFocusAngles[PITCH] ) / 90.0f;
dampTime = (float)(cg.time - cameraLastFrame) * (1.0f/(float)CAMERA_DAMP_INTERVAL); //chikushou! I don't know how this time factor is caluclated O_o
//Square this number for each unit of dampTime
dampRatio = Q_powf( dampFactor, dampTime);
//Okay, so our current position is calulated as the difference * -ratio + ideal... O_o
VectorMA( cameraIdealTarget, -dampRatio, targetDiff, cameraCurTarget );
}
//Now, let's make sure we didn't lerp our way into a wall or summin
CG_Trace( &tr, cameraFocusLoc, cameraMins, cameraMaxs, cameraCurTarget, cg.snap->ps.clientNum, MASK_CAMERACLIP );
if ( tr.fraction < 1.0 ) {
VectorCopy( tr.endpos, cameraCurTarget );
}
}
/*
===============
CG_UpdateThirdPersonCameraDamp
TiM: Okay, since the above function lagged
the camera's position, logic stands to reason
this one lags the camera's actual angles.
With the dynamic crosshair enabled, this should look pretty damn sweet. :)
Looks somewhat similar to Target Damp
================
*/
static void CG_UpdateThirdPersonCameraDamp ( void ) {
trace_t tr;
vec3_t locationDiff;
float dampFactor=0.0, dampTime, dampRatio;
//Initialise our goal angle
CG_CalcIdealThirdPersonViewLocation();
//If we need to do any damping at all
if ( cg_thirdPersonCameraDamp.value != 0.0 ) {
float pitch;
//get pitch, and make it all positive. Direction don't matter here
pitch = Q_fabs( cameraFocusAngles[PITCH] );
//If we're floating and rotate all around, perform this so the damping isn't so extreme
/*if ( pitch > 89.0f ) {
pitch = 90.0f - ( pitch - 90.0f );
}*/
//The JKA code says these statments are to get it to damp less the more u look up.
//Makes sense. Still looking how tho lol
pitch /= 115.0; //magic number I guess lol.
dampFactor = (1.0-cg_thirdPersonCameraDamp.value) * ( pitch * pitch );
dampFactor += cg_thirdPersonCameraDamp.value;
//the stiff factor is based off speed, so faster yaw changes seem stiffer
if ( cameraStiffFactor > 0.0f ) {
dampFactor += ( 1.0 - dampFactor) * cameraStiffFactor;
}
}
//if our result meant no damping, or we're actively teleporting
//sigh I guess we'll need to disable dampin upon rotation. it causes absolute hell at the model's polar angles
if ( dampFactor >= 1.0 || cg.thisFrameTeleport || cg.nextFrameTeleport || freeRotate || cg.thirdPersonNoLerp ) {
VectorCopy( cameraIdealLoc, cameraCurLoc );
}
else if ( dampFactor >= 0.0 ) {
//First, let's get the difference between where we're at, and where we should be
VectorSubtract( cameraIdealLoc, cameraCurLoc, locationDiff );
//Ugh.... maaaaath >.<
//The JKA code says the equation is "(Damp)^(time)", so I'm guessing it's inverse exponential to
//get that cool slowy down effect :)
dampFactor = 1.0 - dampFactor; //yeh, I guess this is the inverse exponential bit.
dampTime = (float)(cg.time - cameraLastFrame) * (1.0/(float)CAMERA_DAMP_INTERVAL); //chikushou! I don't know how this time factor is caluclated O_o
//Square this number for each unit of dampTime
dampRatio = Q_powf( dampFactor, dampTime);
//Okay, so our current position is calulated as the difference * -ratio + ideal... O_o
VectorMA( cameraIdealLoc, -dampRatio, locationDiff, cameraCurLoc );
}
//Now do a trace to see if we're all good for this loc
CG_Trace( &tr, cameraCurTarget, cameraMins, cameraMaxs, cameraCurLoc, cg.snap->ps.clientNum, MASK_CAMERACLIP );
//Now Raven added a huge hacky code tidbit at this stage regarding being on moving entities
//I'll see if I can get away without instituting it...
if ( tr.fraction < 1.0 ) {
VectorCopy( tr.endpos, cameraCurLoc );
}
}
/*
===============
CG_OffsetThirdPersonView
TiM: The end is nigh!
So, all of the funky code above is
finally consolidated into this main function.
Let's see if I can understand this in any way lol
===============
*/
static void CG_OffsetThirdPersonView( void ) {
vec3_t diff;
float deltaYaw;
qboolean neg=qfalse;
cameraStiffFactor = 0.0f;
//TiM: change the math a tad if we're in free rotate mode
if ( cg.predictedPlayerEntity.currentState.eFlags & EF_FULL_ROTATE )
freeRotate = qtrue;
else
freeRotate = qfalse;
//copy in our raw data values
VectorCopy( cg.refdefViewAngles, cameraFocusAngles );
//Add a rotation offset for viewAngle
if ( cg.zoomAngleRight ) {
cg_thirdPersonAngle.value -= ( cg_thirdPersonZoomRate.value * 0.1 );
}
if ( cg.zoomAngleLeft ) {
cg_thirdPersonAngle.value += ( cg_thirdPersonZoomRate.value * 0.1 );
}
cameraFocusAngles[YAW] -= cg_thirdPersonAngle.value; //TiM - offset so it swings the right way lol
//Add in pitch
if ( cg.zoomPitchUp ) {
cg_thirdPersonPitchOffset.value += ( cg_thirdPersonZoomRate.value * 0.075 );
cg_thirdPersonPitchOffset.value = Com_Clamp( -89.0f, 89.0f, cg_thirdPersonPitchOffset.value );
}
if ( cg.zoomPitchDown ) {
cg_thirdPersonPitchOffset.value -= ( cg_thirdPersonZoomRate.value * 0.075 );
cg_thirdPersonPitchOffset.value = Com_Clamp( -89.0f, 89.0f, cg_thirdPersonPitchOffset.value );
}
cameraFocusAngles[PITCH] += cg_thirdPersonPitchOffset.value;
//if something messed up, or we're just starting, initiliaze sample
if ( cameraLastFrame == 0 || cameraLastFrame > cg.time ) {
CG_ResetThirdPersonViewDamp();
}
else {
//Cap the final angles :)
if ( !freeRotate ) {
cameraFocusAngles[PITCH] = Com_Clamp( -80.0, 89.0, cameraFocusAngles[PITCH] );
}
AngleVectors( cameraFocusAngles, cameraForward, cameraRight, cameraUp );
deltaYaw = fabs( cameraFocusAngles[YAW] - cameraLastYaw );
//if we exceeded our norms, stick it back
if (deltaYaw > 180.0f ) {
deltaYaw = fabs( deltaYaw - 360.0f );
}
cameraStiffFactor = deltaYaw / (float)(cg.time-cameraLastFrame);
if ( cameraStiffFactor < 1.0 ) {
cameraStiffFactor = 0.0;
}
else if ( cameraStiffFactor > 2.5 ) {
cameraStiffFactor = 0.75;
}
else {
cameraStiffFactor = (cameraStiffFactor-1.0f)*0.5f;
}
cameraLastYaw = cameraFocusAngles[YAW];
CG_UpdateThirdPersonTargetDamp();
CG_UpdateThirdPersonCameraDamp();
}
VectorSubtract( cameraCurTarget, cameraCurLoc, diff );
//if we're hitting something, use cameraForward to calc new angles
if ( VectorNormalize(diff) == 0 || diff[0] == 0 || diff[1] == 0 ) {
VectorCopy( cameraForward, diff );
}
//Hack-a-dood-do. vectoangles cannot comprehend if a player is upside-down.
//It assumes it's just an opposite direction vector, so everything is rendered the right way up. >.<
//To fix this, I'll hackily copy the viewangle pitch data, and then reset the angles afterwards
if ( freeRotate && Q_fabs( cg.refdefViewAngles[PITCH] ) > 90.0f )
neg = qtrue;
vectoangles( diff, cg.refdefViewAngles );
//Also if rotating, provide an offset when players turn fully upside down
if ( freeRotate && neg ) {
cg.refdefViewAngles[ROLL] -= 180; //AngleNormalize360( cg.refdefViewAngles[YAW] - 180);
}
/*if ( cg_thirdPersonHorzOffset.value != 0.0f ) {
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
VectorMA( cameraCurLoc, cg_thirdPersonHorzOffset.value, cg.refdef.viewaxis[1], cameraCurLoc );
}*/
//And update our origin lol
VectorCopy( cameraCurLoc, cg.refdef.vieworg );
cameraLastFrame = cg.time;
}
#define FOCUS_DISTANCE 512 //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;
cg.refdef.vieworg[2] += cg.predictedPlayerState.viewheight * cgs.clientinfo[cg.predictedPlayerState.clientNum].height;
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_entities[cg.predictedPlayerState.clientNum].pe.legs.yawAngle;
cg.refdefViewAngles[YAW] = cg_entities[cg.predictedPlayerState.clientNum].pe.legs.yawAngle;
//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_entities[cg.predictedPlayerState.clientNum].pe.legs.yawAngle;
cg.refdefViewAngles[YAW] = cg_entities[cg.predictedPlayerState.clientNum].pe.legs.yawAngle;
//focusAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW];
//cg.refdefViewAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW];
}
}
if ( focusAngles[PITCH] > 89.9 )
{
focusAngles[PITCH] = 89.9f; // don't go too far overhead - has to be under 90 or bad things happen
}
else if ( focusAngles[PITCH] < -89.9 ) //89 - Stop from going through legs
{
focusAngles[PITCH] = -89.9f;
}
if ( cg.refdefViewAngles[PITCH] > 89.9 )
{
cg.refdefViewAngles[PITCH] = 89.9f; // don't go too far overhead - has to be under 90 or bad things happen
}
else if ( cg.refdefViewAngles[PITCH] < -79.9 ) //89 - Stop from going through legs
{
cg.refdefViewAngles[PITCH] = -79.9f;
}
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 );
//VectorScale( forward, cg_thirdPersonAngle.value, normalize );
forwardScale = VectorNormalize( forward ); //cos( cg_thirdPersonAngle.value / 180 * M_PI );
///VectorScale( right, cg_thirdPersonAngle.value, normalize );
sideScale = VectorNormalize( right );//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;
// emote based model offset
if ( cg.predictedPlayerState.stats[EMOTES] & EMOTE_LOWER )
{
vec3_t yawForward, forward;
VectorSet( yawForward, 0, cg.predictedPlayerEntity.pe.legs.yawAngle, 0 );
AngleVectors( yawForward, forward, NULL, NULL );
VectorMA( origin, cgs.clientinfo[cg.predictedPlayerState.clientNum].modelOffset, forward, origin );
//CG_Printf(S_COLOR_RED "%i\n", cgs.clientinfo[cg.predictedPlayerState.clientNum].modelOffset );
}
// 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];
angles[YAW] = cg_entities[cg.predictedPlayerState.clientNum].pe.legs.yawAngle;
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];
angles[YAW] = cg_entities[cg.predictedPlayerState.clientNum].pe.legs.yawAngle;
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;
origin[2] += (float)cg.predictedPlayerState.viewheight * cgs.clientinfo[cg.predictedPlayerState.clientNum].height;
//TiM: Model system enhancements
// 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);
//TiM : For rotated players
//if ( (cg.predictedPlayerEntity.currentState.eFlags & EF_FULL_ROTATE) && Q_fabs( angles[PITCH] ) > 89 )
//angles[ROLL] += 180;
// pivot the eye based on a neck length
//#if 0
{
#define NECK_LENGTH 8//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, qboolean addRumbleSound )
{
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
-------------------------
*/
extern void CG_ClientShakeCamera( void );
void CG_UpdateCameraShake( vec3_t origin, vec3_t angles )
{
vec3_t curOrigin, curAngle; //moveDir,
//vec3_t zero = {0, 0, 0};
float intensity_scale, intensity;
//float ranIntensity;
float ratio;
int i;
//TiM - restart a server loop shake
if ( cg.shake_duration <= 0 && cg.shake_serverIndex > (cg.time - cgs.levelStartTime ) ) {
CG_ClientShakeCamera();
}
if ( cg.shake_duration <= 0 ) {
//VectorSet( cg.shake_LastOrigin, 0, 0, 0 );
//VectorSet( cg.shake_LastAngle, 0, 0, 0 );
//VectorSet( cg.shake_LerpOrigin, 0, 0, 0 );
//VectorSet( cg.shake_LerpAngle, 0, 0, 0 );
memset( &cg.shake_LastOrigin, 0, sizeof( cg.shake_LastOrigin ) );
memset( &cg.shake_LastAngle, 0, sizeof( cg.shake_LastAngle ) );
memset( &cg.shake_LerpOrigin, 0, sizeof( cg.shake_LerpOrigin ) );
memset( &cg.shake_LerpAngle, 0, sizeof( cg.shake_LerpAngle ) );
return;
}
//This is designed to try and make it lerp back to normal at the end
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;
//LerpCode
if ( cg.time > cg.shake_nextLerp ) {
VectorCopy( cg.shake_LerpOrigin, cg.shake_LastOrigin );
VectorCopy( cg.shake_LerpAngle, cg.shake_LastAngle );
//ranIntensity = flrandom( ( 10000.0f * ( 1.0f - Q_fabs( intensity ) ) ), ( 30000.0f * ( 1.0f - Q_fabs( intensity ) )) );
cg.shake_lastLerp = cg.shake_nextLerp;
//cg.shake_nextLerp = cg.time + (int)ranIntensity;
cg.shake_nextLerp = cg.time + irandom( 30, 40 );
if( cg.shake_nextLerp > ( cg.shake_start + cg.shake_duration ) ) {
cg.shake_nextLerp = (cg.shake_start + cg.shake_duration);
VectorSet( cg.shake_LerpOrigin, 0, 0, 0 );
VectorSet( cg.shake_LerpAngle, 0, 0, 0 );
}
else {
for (i=0; i < 3; i++ ) {
cg.shake_LerpOrigin[i] = ( crandom() * intensity );
cg.shake_LerpAngle[i] = ( crandom() * intensity );
}
//If we're moving out of our boundary, away from the player... >.<
//clamp it bak in by inverting it
for ( i = 0; i < 3; i++ ) {
if ( ( cg.shake_LerpOrigin[i] + cg.shake_LastOrigin[i] ) > ( origin[i] * intensity ) ) {
cg.shake_LerpOrigin[i] = -(cg.shake_LerpOrigin[i]);
}
if ( ( cg.shake_LerpAngle[i] + cg.shake_LastAngle[i] ) > ( angles[i] * intensity ) ) {
cg.shake_LerpAngle[i] = -(cg.shake_LerpAngle[i]);
}
}
/*i = 0;
while ( 1 ) {
if ( ( cg.shake_LerpOrigin[i] + cg.shake_LastOrigin[i] ) > ( origin[i] * intensity ) || ( cg.shake_LerpAngle[i] + cg.shake_LastAngle[i] ) > ( angles[i] * intensity ) ) {
cg.shake_LerpOrigin[i] = crandom() * intensity;
cg.shake_LerpAngle[i] = crandom() * intensity;
}
else {
if ( i == 2 ) {
break;
}
}
i++;
if ( i == 3 ) {
i= 0;
}
}*/
}
}
//Com_Printf( S_COLOR_RED "NextLerp: %i, origin = { %f, %f, %f }\n", cg.shake_nextLerp, origin[0], origin[1], origin[2] );
//FIXME: Lerp
//TiM : Doing that
ratio = ((float)( cg.time - cg.shake_lastLerp ) / (float)( cg.shake_nextLerp - cg.shake_lastLerp ) );
if (ratio < 0 )
ratio = 0.0f;
else if (ratio > 1 )
ratio = 1.0f;
for ( i = 0; i < 3; i++ ) {
curOrigin[i] = ratio * (float)( (origin[i] + cg.shake_LerpOrigin[i] ) - ( origin[i] + cg.shake_LastOrigin[i] ) ); //origin
}
//Move the camera
//VectorAdd( origin, curOrigin, origin );
VectorAdd( origin, cg.shake_LastOrigin, origin );
VectorAdd( origin, curOrigin, origin );
/*for ( i=0; i < 3; i++ )
moveDir[i] = ( crandom() * intensity );*/
for ( i =0; i < 3; i++ ) {
curAngle[i] = ratio * (float)( ( angles[i] + cg.shake_LerpAngle[i] ) - ( angles[i] + cg.shake_LastAngle[i] ) ); //angles
}
//FIXME: Lerp
//Move the angles
//VectorAdd( angles, curAngle, angles );
VectorAdd( angles, cg.shake_LastAngle, angles );
VectorAdd( angles, curAngle, angles );
//Com_Printf( S_COLOR_RED "ratio: %f, origin = { %f, %f, %f }\n", ratio, origin[0], origin[1], origin[2] );
}
//======================================================================
void CG_ZoomDown_f( void )
{
//if we're not holding a rifle or TR-116, don't draw
if ( !( cg.snap->ps.weapon == WP_6 || cg.snap->ps.weapon == WP_7 ) ) {
cg.zoomed = qfalse;
cg.zoomLocked = qfalse;
return;
}
/*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;
if ( cg.snap->ps.weapon == WP_7 ) {
trap_S_StartSound( cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.zoomStart116 );
}
else {
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;
if ( cg.snap->ps.weapon == WP_7 ) {
trap_S_StartSound( cg.refdef.vieworg, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.zoomEnd116 );
}
else {
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;
qboolean warpEffect=qfalse;
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 int 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 //TiM Also do it if we're critically injured
contents = CG_PointContents( cg.refdef.vieworg, -1 );
warpEffect = ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) )
|| ( !cg.renderingThirdPerson && cg.predictedPlayerState.stats[STAT_HEALTH] <= INJURED_MODE_HEALTH && cg.predictedPlayerState.stats[STAT_HEALTH] > 1 );
if ( warpEffect ){
//phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
phase = cg.time * 0.001 * 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 && ps->pm_type != PM_CCAM ) {
// 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 );
//TiM - As far as I can see, all this does is cause flashy
//effects on-screen when a player teleports the hide the delay.
//This probably doesn't really apply to us now...
/*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;
}
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);
}*/
void CG_DrawEVAHelmet ( playerState_t *ps )
{
refEntity_t helmet;
if ( !ps->powerups[PW_EVOSUIT] && !( cgs.clientinfo[ps->clientNum].isHazardModel && ps->powerups[PW_BOLTON] ) ) {
return;
}
memset( &helmet, 0, sizeof(helmet) );
VectorCopy( ps->origin, helmet.lightingOrigin );
helmet.renderfx = RF_LIGHTING_ORIGIN | RF_DEPTHHACK | RF_FIRST_PERSON;
helmet.hModel = cgs.media.evaInterior;
if ( !helmet.hModel ) {
CG_Printf("EVA Helmet Model not found\n");
return;
}
VectorCopy( cg.refdef.vieworg, helmet.origin );
AxisCopy( cg.refdef.viewaxis, helmet.axis );
VectorMA( helmet.origin, 6, cg.refdef.viewaxis[0], helmet.origin );
CG_AddRefEntityWithPowerups( &helmet,
cg.predictedPlayerEntity.currentState.powerups,
cg.predictedPlayerEntity.currentState.eFlags,
&cg.predictedPlayerEntity.beamData,
cg.predictedPlayerEntity.cloakTime,
cg.predictedPlayerEntity.decloakTime,
qfalse );
}
//=========================================================================
/*
=================
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;
char cvarYaw[16]; //an uber long floating point value lol
float yaw;
cg.time = serverTime;
cg.demoPlayback = demoPlayback;
//RPG-X: TiM - Set up for giant uber rant.
//GARRRRRGGGGGGGGGGGGGGGGGGGGGGGGGHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!! ->O_O<-
//Here's me looking at the BFP mod, wondering how the gravynuggets they managed
//to flip the yaw value when the players rotated beyond the normal view axis.
//I developed a totally l33tzor rotational offset algorithm that came oh so close
//to working, but after noticing a little inconsistancy in their rotation ingame, I realised
//all they did was change the player's mouse yaw CVAR to invert!!!! O_O
//Ohhhhh I just lost several years of my life and the use of my wrists.....
//Probably just as well we disabled the RPG-X online webcam... that wasn't pretty. O_o
//load our yaw value
trap_Cvar_VariableStringBuffer( "m_yaw", cvarYaw, sizeof( cvarYaw ) );
yaw = atof ( cvarYaw );
if ( cg.predictedPlayerEntity.currentState.eFlags & EF_FULL_ROTATE
&& Q_fabs( cg.predictedPlayerEntity.lerpAngles[PITCH] ) > 89.0f )
{
if ( yaw > 0.0f )
{
//yaw = -yaw;
//trap_Cvar_Set( "m_yaw", va( "%f", yaw ) );
trap_Cvar_Set( "m_yaw", va( "-%s", cvarYaw ) );
//CG_Printf( S_COLOR_RED "%f\n", yaw );
}
}
else { //ugh... I hope no one plays with their yaws inverted. >.< This MAY need to be CVAR controlled
if ( yaw < 0.0f )
{
char *tmp = cvarYaw;
if ( tmp[0] == '-') tmp++; //erase the neg sign
//trap_Cvar_Set( "m_yaw", va( "%f", Q_fabs( yaw ) ) );
trap_Cvar_Set( "m_yaw", va( "%s", tmp ) );
}
}
// 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.zoomed && cg.predictedPlayerState.pm_type != PM_SPECTATOR ) || (cg.snap->ps.stats[STAT_HEALTH] <= 1 ) ; //TiM - So we'll always be first person in zooming //0
// build cg.refdef
inwater = CG_CalcViewValues();
// first person blend blobs, done after AnglesToAxis
if ( !cg.renderingThirdPerson )
{
CG_DrawFullScreenFX();
CG_DrawEVAHelmet( &cg.predictedPlayerState );
}
// 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
//TiM - Not really needed :P
//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 );
}
//TiM - Reset the lerp code at the end of this frame.
if ( cg.thirdPersonNoLerp )
cg.thirdPersonNoLerp = qfalse;
}