/* =========================================================================== Wolfenstein: Enemy Territory GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Wolfenstein: Enemy Territory GPL Source Code (“Wolf ET Source Code”). Wolf ET Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Wolf ET Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Wolf ET Source Code. If not, see . In addition, the Wolf: ET Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Wolf ET Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ // cg_view.c -- setup all the parameters (position, angle, etc) // for a 3D rendering #include "cg_local.h" //======================== extern pmove_t cg_pmove; //======================== /* ============================================================================= 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_MINLIGHT | RF_DEPTHHACK | RF_FIRST_PERSON; } void CG_TestModelNextFrame_f( void ) { cg.testModelEntity.frame++; CG_Printf( "frame %i\n", cg.testModelEntity.frame ); } void CG_TestModelPrevFrame_f( void ) { cg.testModelEntity.frame--; if ( cg.testModelEntity.frame < 0 ) { cg.testModelEntity.frame = 0; } CG_Printf( "frame %i\n", cg.testModelEntity.frame ); } void CG_TestModelNextSkin_f( void ) { cg.testModelEntity.skinNum++; CG_Printf( "skin %i\n", cg.testModelEntity.skinNum ); } void CG_TestModelPrevSkin_f( void ) { cg.testModelEntity.skinNum--; if ( cg.testModelEntity.skinNum < 0 ) { cg.testModelEntity.skinNum = 0; } CG_Printf( "skin %i\n", cg.testModelEntity.skinNum ); } static void CG_AddTestModel( void ) { int i; // re-register the model, because the level may have changed cg.testModelEntity.hModel = 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 float letterbox_frac = 1.0f; // used for transitioning to letterbox for cutscenes // TODO: add to cg. // TTimo: unused void CG_Letterbox( float xsize, float ysize, qboolean center ) { // normal aspect is xx:xx // letterbox is yy:yy (85% of 'normal' height) if ( cg_letterbox.integer ) { float lbheight, lbdiff; lbheight = ysize * 0.85; lbdiff = ysize - lbheight; if ( !center ) { int offset = ( cgs.glconfig.vidHeight * ( .5f * lbdiff ) ) / 100; offset &= ~1; cg.refdef.y += offset; } ysize = lbheight; // if(letterbox_frac != 0) { // letterbox_frac -= 0.01f; // (SA) TODO: make non fps dependant // if(letterbox_frac < 0) // letterbox_frac = 0; // ysize += (lbdiff * letterbox_frac); // } // } else { // if(letterbox_frac != 1) { // letterbox_frac += 0.01f; // (SA) TODO: make non fps dependant // if(letterbox_frac > 1) // letterbox_frac = 1; // ysize = lbheight + (lbdiff * letterbox_frac); // } } cg.refdef.width = cgs.glconfig.vidWidth * xsize / 100; cg.refdef.width &= ~1; cg.refdef.height = cgs.glconfig.vidHeight * ysize / 100; cg.refdef.height &= ~1; if ( center ) { cg.refdef.x = ( cgs.glconfig.vidWidth - cg.refdef.width ) / 2; cg.refdef.y = ( cgs.glconfig.vidHeight - cg.refdef.height ) / 2; } } static void CG_CalcVrect( void ) { if ( cg.showGameView ) { float x, y, w, h; x = LIMBO_3D_X; y = LIMBO_3D_Y; w = LIMBO_3D_W; h = LIMBO_3D_H; CG_AdjustFrom640( &x, &y, &w, &h ); cg.refdef.x = x; cg.refdef.y = y; cg.refdef.width = w; cg.refdef.height = h; CG_Letterbox( ( LIMBO_3D_W / 640.f ) * 100, ( LIMBO_3D_H / 480.f ) * 100, qfalse ); return; } CG_Letterbox( 100, 100, qtrue ); } //============================================================================== /* =============== CG_OffsetThirdPersonView =============== */ #define FOCUS_DISTANCE 400 //800 //512 void CG_OffsetThirdPersonView( void ) { vec3_t forward, right, up; vec3_t view; vec3_t focusAngles; trace_t trace; static vec3_t mins = { -4, -4, -4 }; static vec3_t maxs = { 4, 4, 4 }; vec3_t focusPoint; float focusDist; float forwardScale, sideScale; cg.refdef_current->vieworg[2] += cg.predictedPlayerState.viewheight; VectorCopy( cg.refdefViewAngles, focusAngles ); // rain - if dead, look at medic or allow freelook if none in range if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) { // rain - #254 - force yaw to 0 if we're tracking a medic if ( cg.snap->ps.viewlocked != 7 ) { // rain - do short2angle AFTER the network part focusAngles[YAW] = SHORT2ANGLE( cg.predictedPlayerState.stats[STAT_DEAD_YAW] ); cg.refdefViewAngles[YAW] = SHORT2ANGLE( cg.predictedPlayerState.stats[STAT_DEAD_YAW] ); } } if ( focusAngles[PITCH] > 45 ) { focusAngles[PITCH] = 45; // don't go too far overhead } AngleVectors( focusAngles, forward, NULL, NULL ); if ( cg_thirdPerson.integer == 2 ) { VectorCopy( cg.predictedPlayerState.origin, focusPoint ); } else { VectorMA( cg.refdef_current->vieworg, FOCUS_DISTANCE, forward, focusPoint ); } VectorCopy( cg.refdef_current->vieworg, view ); view[2] += 8; cg.refdefViewAngles[PITCH] *= 0.5; AngleVectors( cg.refdefViewAngles, forward, right, up ); forwardScale = cos( cg_thirdPersonAngle.value / 180 * M_PI ); sideScale = sin( cg_thirdPersonAngle.value / 180 * M_PI ); VectorMA( view, -cg_thirdPersonRange.value * forwardScale, forward, view ); VectorMA( view, -cg_thirdPersonRange.value * sideScale, right, view ); // trace a ray from the origin to the viewpoint to make sure the view isn't // in a solid block. Use an 8 by 8 block to prevent the view from near clipping anything CG_Trace( &trace, cg.refdef_current->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_current->vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID ); VectorCopy( trace.endpos, view ); } VectorCopy( view, cg.refdef_current->vieworg ); // select pitch to look at focus point from vieword VectorSubtract( focusPoint, cg.refdef_current->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; // Ridah if ( timeDelta < 0 ) { cg.stepTime = cg.time; } if ( timeDelta < STEP_TIME ) { cg.refdef_current->vieworg[2] -= cg.stepChange * ( STEP_TIME - timeDelta ) / STEP_TIME; } } /* ================ CG_KickAngles ================ */ void CG_KickAngles( void ) { const vec3_t centerSpeed = {2400, 2400, 2400}; const float recoilCenterSpeed = 200; const float recoilIgnoreCutoff = 15; const float recoilMaxSpeed = 50; const vec3_t maxKickAngles = {10,10,10}; float idealCenterSpeed, kickChange; int i, frametime, t; float ft; #define STEP 20 char buf[32]; // NERVE - SMF // this code is frametime-dependant, so split it up into small chunks //cg.kickAngles[PITCH] = 0; cg.recoilPitchAngle = 0; for ( t = cg.frametime; t > 0; t -= STEP ) { if ( t > STEP ) { frametime = STEP; } else { frametime = t; } ft = ( (float)frametime / 1000 ); // kickAngles is spring-centered for ( i = 0; i < 3; i++ ) { if ( cg.kickAVel[i] || cg.kickAngles[i] ) { // apply centering forces to kickAvel if ( cg.kickAngles[i] && frametime ) { idealCenterSpeed = -( 2.0 * ( cg.kickAngles[i] > 0 ) - 1.0 ) * centerSpeed[i]; if ( idealCenterSpeed ) { cg.kickAVel[i] += idealCenterSpeed * ft; } } // add the kickAVel to the kickAngles kickChange = cg.kickAVel[i] * ft; if ( cg.kickAngles[i] && ( cg.kickAngles[i] < 0 ) != ( kickChange < 0 ) ) { // slower when returning to center kickChange *= 0.06; } // check for crossing back over the center point if ( !cg.kickAngles[i] || ( ( cg.kickAngles[i] + kickChange ) < 0 ) == ( cg.kickAngles[i] < 0 ) ) { cg.kickAngles[i] += kickChange; if ( !cg.kickAngles[i] && frametime ) { cg.kickAVel[i] = 0; } else if ( fabs( cg.kickAngles[i] ) > maxKickAngles[i] ) { cg.kickAngles[i] = maxKickAngles[i] * ( ( 2 * ( cg.kickAngles[i] > 0 ) ) - 1 ); cg.kickAVel[i] = 0; // force Avel to return us to center rather than keep going outside range } } else { // about to cross, so just zero it out cg.kickAngles[i] = 0; cg.kickAVel[i] = 0; } } } // recoil is added to input viewangles per frame if ( cg.recoilPitch ) { // apply max recoil if ( fabs( cg.recoilPitch ) > recoilMaxSpeed ) { if ( cg.recoilPitch > 0 ) { cg.recoilPitch = recoilMaxSpeed; } else { cg.recoilPitch = -recoilMaxSpeed; } } // apply centering forces to kickAvel if ( frametime ) { idealCenterSpeed = -( 2.0 * ( cg.recoilPitch > 0 ) - 1.0 ) * recoilCenterSpeed * ft; if ( idealCenterSpeed ) { if ( fabs( idealCenterSpeed ) < fabs( cg.recoilPitch ) ) { cg.recoilPitch += idealCenterSpeed; } else { // back zero out cg.recoilPitch = 0; } } } } if ( fabs( cg.recoilPitch ) > recoilIgnoreCutoff ) { cg.recoilPitchAngle += cg.recoilPitch * ft; } } // NERVE - SMF - only change cg_recoilPitch cvar when we need to trap_Cvar_VariableStringBuffer( "cg_recoilPitch", buf, sizeof( buf ) ); if ( atof( buf ) != cg.recoilPitchAngle ) { // encode the kick angles into a 24bit number, for sending to the client exe trap_Cvar_Set( "cg_recoilPitch", va( "%f", cg.recoilPitchAngle ) ); } } /* CG_Concussive */ void CG_Concussive( centity_t *cent ) { float length; // vec3_t dir, forward; vec3_t vec; // float dot; // float pitchRecoilAdd, pitchAdd; float yawRandom; vec3_t recoil; // if ( !cg.renderingThirdPerson && cent->currentState.density == cg.snap->ps.clientNum ) { // pitchRecoilAdd = 0; pitchAdd = 0; yawRandom = 0; // VectorSubtract( cg.snap->ps.origin, cent->currentState.origin, vec ); length = VectorLength( vec ); // pitchAdd = 12+rand()%3; // yawRandom = 6; if ( length > 1024 ) { return; } pitchAdd = ( 32 / length ) * 64; yawRandom = ( 32 / length ) * 64; // recoil[YAW] = crandom()*yawRandom; if ( rand() % 100 > 50 ) { recoil[YAW] = -yawRandom; } else { recoil[YAW] = yawRandom; } recoil[ROLL] = -recoil[YAW]; // why not recoil[PITCH] = -pitchAdd; // scale it up a bit (easier to modify this while tweaking) VectorScale( recoil, 30, recoil ); // set the recoil VectorCopy( recoil, cg.kickAVel ); // set the recoil cg.recoilPitch -= pitchRecoilAdd; } } /* ============== CG_ZoomSway sway for scoped weapons. this takes aimspread into account so the view settles after a bit ============== */ static void CG_ZoomSway( void ) { float spreadfrac; float phase; if ( !cg.zoomval ) { // not zoomed return; } if ( cg.snap->ps.eFlags & EF_MG42_ACTIVE || cg.snap->ps.eFlags & EF_AAGUN_ACTIVE ) { // don't draw when on mg_42 return; } spreadfrac = (float)cg.snap->ps.aimSpreadScale / 255.0; phase = cg.time / 1000.0 * ZOOM_PITCH_FREQUENCY * M_PI * 2; cg.refdefViewAngles[PITCH] += ZOOM_PITCH_AMPLITUDE * sin( phase ) * ( spreadfrac + ZOOM_PITCH_MIN_AMPLITUDE ); phase = cg.time / 1000.0 * ZOOM_YAW_FREQUENCY * M_PI * 2; cg.refdefViewAngles[YAW] += ZOOM_YAW_AMPLITUDE * sin( phase ) * ( spreadfrac + ZOOM_YAW_MIN_AMPLITUDE ); } /* =============== 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; qboolean useLastValidBob = qfalse; if ( cg.snap->ps.pm_type == PM_INTERMISSION ) { return; } origin = cg.refdef_current->vieworg; angles = cg.refdefViewAngles; if ( cg.snap->ps.weapon == WP_MOBILE_MG42_SET ) { float yawDiff = cg.refdefViewAngles[YAW] - cg.pmext.mountedWeaponAngles[YAW]; vec3_t forward, point; float oldZ = origin[2]; AngleVectors( cg.pmext.mountedWeaponAngles, forward, NULL, NULL ); if ( yawDiff > 180 ) { yawDiff -= 360; } else if ( yawDiff < -180 ) { yawDiff += 360; } VectorMA( origin, 31, forward, point ); AngleVectors( cg.refdefViewAngles, forward, NULL, NULL ); VectorMA( point, -32, forward, origin ); origin[2] = oldZ; } else if ( cg.snap->ps.weapon == WP_MORTAR_SET ) { float yawDiff = cg.refdefViewAngles[YAW] - cg.pmext.mountedWeaponAngles[YAW]; vec3_t forward, point; float oldZ = origin[2]; AngleVectors( cg.pmext.mountedWeaponAngles, forward, NULL, NULL ); if ( yawDiff > 180 ) { yawDiff -= 360; } else if ( yawDiff < -180 ) { yawDiff += 360; } VectorMA( origin, 31, forward, point ); AngleVectors( cg.refdefViewAngles, forward, NULL, NULL ); VectorMA( point, -32, forward, origin ); origin[2] = oldZ; } // if dead, fix the angle and don't add any kick if ( !( cg.snap->ps.pm_flags & PMF_LIMBO ) && cg.snap->ps.stats[STAT_HEALTH] <= 0 ) { angles[ROLL] = 40; angles[PITCH] = -15; // rain - #254 - force yaw to 0 if we're tracking a medic // rain - medic tracking doesn't seem to happen in this case? if ( cg.snap->ps.viewlocked == 7 ) { angles[YAW] = 0; } else { // rain - do short2angle AFTER the network part angles[YAW] = SHORT2ANGLE( 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 ); // RF, add new weapon kick angles CG_KickAngles(); VectorAdd( angles, cg.kickAngles, angles ); // RF, pitch is already added //angles[0] -= cg.kickAngles[PITCH]; // 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_current->viewaxis[0] ); angles[PITCH] += delta * cg_runpitch.value; delta = DotProduct( predictedVelocity, cg.refdef_current->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; if ( !cg.bobfracsin && cg.lastvalidBobfracsin > 0 ) { // 200 msec to get back to center from 1 // that's 1/200 per msec = 0.005 per msec cg.lastvalidBobfracsin -= 0.005 * cg.frametime; useLastValidBob = qtrue; } delta = useLastValidBob ? cg.lastvalidBobfracsin * cg_bobpitch.value * speed : cg.bobfracsin * cg_bobpitch.value * speed; if ( cg.predictedPlayerState.pm_flags & PMF_DUCKED ) { delta *= 3; // crouching } angles[PITCH] += delta; delta = useLastValidBob ? cg.lastvalidBobfracsin * cg_bobroll.value * speed : cg.bobfracsin * cg_bobroll.value * speed; if ( cg.predictedPlayerState.pm_flags & PMF_DUCKED ) { delta *= 3; // crouching accentuates roll } if ( useLastValidBob ) { if ( cg.lastvalidBobcycle & 1 ) { delta = -delta; } } else if ( cg.bobcycle & 1 ) { delta = -delta; } angles[ROLL] += delta; /*if (cg.predictedPlayerState.eFlags & EF_PRONE) { delta = useLastValidBob ? cg.lastvalidBobfracsin * cg_bobyaw.value * speed * 15 : cg.bobfracsin * cg_bobyaw.value * speed * 15; if( useLastValidBob ) { if( cg.lastvalidBobcycle & 1 ) delta = -delta; } else if (cg.bobcycle & 1) delta = -delta; angles[YAW] += delta; }*/ //=================================== // add view height origin[2] += cg.predictedPlayerState.viewheight; // smooth out duck height changes timeDelta = cg.time - cg.duckTime; if ( cg.predictedPlayerState.eFlags & EF_PRONE ) { if ( timeDelta < 0 ) { // Ridah cg.duckTime = cg.time - PRONE_TIME; } if ( timeDelta < PRONE_TIME ) { cg.refdef_current->vieworg[2] -= cg.duckChange * ( PRONE_TIME - timeDelta ) / PRONE_TIME; } } else { if ( timeDelta < 0 ) { // Ridah cg.duckTime = cg.time - DUCK_TIME; } if ( timeDelta < DUCK_TIME ) { cg.refdef_current->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 < 0 ) { // Ridah cg.landTime = cg.time - ( LAND_DEFLECT_TIME + LAND_RETURN_TIME ); } if ( delta < LAND_DEFLECT_TIME ) { f = delta / LAND_DEFLECT_TIME; cg.refdef_current->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_current->vieworg[2] += cg.landChange * f; } // add step offset CG_StepOffset(); CG_ZoomSway(); // adjust for 'lean' if ( cg.predictedPlayerState.leanf != 0 ) { //add leaning offset vec3_t right; cg.refdefViewAngles[2] += cg.predictedPlayerState.leanf / 2.0f; AngleVectors( cg.refdefViewAngles, NULL, right, NULL ); VectorMA( cg.refdef_current->vieworg, cg.predictedPlayerState.leanf, right, cg.refdef_current->vieworg ); } // 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_current->vieworg[2] -= NECK_LENGTH; AngleVectors( cg.refdefViewAngles, forward, NULL, up ); VectorMA( cg.refdef_current->vieworg, 3, forward, cg.refdef_current->vieworg ); VectorMA( cg.refdef_current->vieworg, NECK_LENGTH, up, cg.refdef_current->vieworg ); } #endif } //====================================================================== // // Zoom controls // // probably move to server variables float zoomTable[ZOOM_MAX_ZOOMS][2] = { // max {out,in} {0, 0}, {36, 8}, // binoc {20, 4}, // sniper {60, 20}, // snooper {55, 55}, // fg42 {55, 55} // mg42 }; void CG_AdjustZoomVal( float val, int type ) { cg.zoomval += val; if ( cg.zoomval > zoomTable[type][ZOOM_OUT] ) { cg.zoomval = zoomTable[type][ZOOM_OUT]; } if ( cg.zoomval < zoomTable[type][ZOOM_IN] ) { cg.zoomval = zoomTable[type][ZOOM_IN]; } } void CG_ZoomIn_f( void ) { // Gordon: fixed being able to "latch" your zoom by weaponcheck + quick zoomin // OSP - change for zoom view in demos if ( cg_entities[cg.snap->ps.clientNum].currentState.weapon == WP_GARAND_SCOPE ) { CG_AdjustZoomVal( -( cg_zoomStepSniper.value ), ZOOM_SNIPER ); } else if ( cg_entities[cg.snap->ps.clientNum].currentState.weapon == WP_K43_SCOPE ) { CG_AdjustZoomVal( -( cg_zoomStepSniper.value ), ZOOM_SNIPER ); } else if ( cg.zoomedBinoc ) { CG_AdjustZoomVal( -( cg_zoomStepSniper.value ), ZOOM_SNIPER ); // JPW NERVE per atvi request all use same vals to match menu (was zoomStepBinoc, ZOOM_BINOC); } } void CG_ZoomOut_f( void ) { if ( cg_entities[cg.snap->ps.clientNum].currentState.weapon == WP_GARAND_SCOPE ) { CG_AdjustZoomVal( cg_zoomStepSniper.value, ZOOM_SNIPER ); } else if ( cg_entities[cg.snap->ps.clientNum].currentState.weapon == WP_K43_SCOPE ) { CG_AdjustZoomVal( cg_zoomStepSniper.value, ZOOM_SNIPER ); } else if ( cg.zoomedBinoc ) { CG_AdjustZoomVal( cg_zoomStepSniper.value, ZOOM_SNIPER ); // JPW NERVE per atvi request BINOC); } } /* ============== CG_Zoom ============== */ void CG_Zoom( void ) { // OSP - Fix for demo playback if ( ( cg.snap->ps.pm_flags & PMF_FOLLOW ) || cg.demoPlayback ) { cg.predictedPlayerState.eFlags = cg.snap->ps.eFlags; cg.predictedPlayerState.weapon = cg.snap->ps.weapon; // check for scope wepon in use, and switch to if necessary // OSP - spec/demo scaling allowances if ( cg.predictedPlayerState.weapon == WP_FG42SCOPE ) { cg.zoomval = ( cg.zoomval == 0 ) ? cg_zoomDefaultSniper.value : cg.zoomval; // JPW NERVE was DefaultFG, changed per atvi req } else if ( cg.predictedPlayerState.weapon == WP_GARAND_SCOPE ) { cg.zoomval = ( cg.zoomval == 0 ) ? cg_zoomDefaultSniper.value : cg.zoomval; } else if ( cg.predictedPlayerState.weapon == WP_K43_SCOPE ) { cg.zoomval = ( cg.zoomval == 0 ) ? cg_zoomDefaultSniper.value : cg.zoomval; } else if ( !( cg.predictedPlayerState.eFlags & EF_ZOOMING ) ) { cg.zoomval = 0; } } if ( cg.predictedPlayerState.eFlags & EF_ZOOMING ) { if ( cg.zoomedBinoc ) { return; } cg.zoomedBinoc = qtrue; cg.zoomTime = cg.time; cg.zoomval = cg_zoomDefaultSniper.value; // JPW NERVE was DefaultBinoc, changed per atvi req } else { if ( cg.zoomedBinoc ) { cg.zoomedBinoc = qfalse; cg.zoomTime = cg.time; // check for scope weapon in use, and switch to if necessary if ( cg.weaponSelect == WP_FG42SCOPE ) { cg.zoomval = cg_zoomDefaultSniper.value; // JPW NERVE was DefaultFG, changed per atvi req } else if ( cg.weaponSelect == WP_GARAND_SCOPE ) { cg.zoomval = cg_zoomDefaultSniper.value; } else if ( cg.weaponSelect == WP_K43_SCOPE ) { cg.zoomval = cg_zoomDefaultSniper.value; } else { cg.zoomval = 0; } } else { //bani - we now sanity check to make sure we can't zoom non-zoomable weapons //zinx - fix for #423 - don't sanity check while following if ( !( ( cg.snap->ps.pm_flags & PMF_FOLLOW ) || cg.demoPlayback ) ) { switch ( cg.weaponSelect ) { case WP_FG42SCOPE: case WP_GARAND_SCOPE: case WP_K43_SCOPE: break; default: cg.zoomval = 0; break; } } } } } /* ==================== CG_CalcFov Fixed fov at intermissions, otherwise account for fov variable and zooms. ==================== */ #define WAVE_AMPLITUDE 1 #define WAVE_FREQUENCY 0.4 static int CG_CalcFov( void ) { static float lastfov = 90; // for transitions back from zoomed in modes float x; float phase; float v; int contents; float fov_x, fov_y; float zoomFov; float f; int inwater; CG_Zoom(); if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 && !( cg.snap->ps.pm_flags & PMF_FOLLOW ) ) { cg.zoomedBinoc = qfalse; cg.zoomTime = 0; cg.zoomval = 0; } if ( cg.predictedPlayerState.pm_type == PM_INTERMISSION ) { // if in intermission, use a fixed value fov_x = 90; } else { fov_x = cg_fov.value; if ( !developer.integer ) { if ( fov_x < 90 ) { fov_x = 90; } else if ( fov_x > 160 ) { fov_x = 160; } } if ( !cg.renderingThirdPerson || developer.integer ) { // account for zooms if ( cg.zoomval ) { zoomFov = cg.zoomval; // (SA) use user scrolled amount if ( zoomFov < 1 ) { zoomFov = 1; } else if ( zoomFov > 160 ) { zoomFov = 160; } } else { zoomFov = lastfov; } // do smooth transitions for the binocs if ( cg.zoomedBinoc ) { // binoc zooming in f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME; if ( f > 1.0 ) { fov_x = zoomFov; } else { fov_x = fov_x + f * ( zoomFov - fov_x ); } lastfov = fov_x; } else if ( cg.zoomval ) { // zoomed by sniper/snooper fov_x = cg.zoomval; lastfov = fov_x; } else { // binoc zooming out f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME; if ( f > 1.0 ) { fov_x = fov_x; } else { fov_x = zoomFov + f * ( fov_x - zoomFov ); } } } } cg.refdef_current->rdflags &= ~RDF_SNOOPERVIEW; // Arnout: mg42 zoom if ( cg.snap->ps.persistant[PERS_HWEAPON_USE] ) { fov_x = 55; } else if ( cg.snap->ps.weapon == WP_MOBILE_MG42_SET ) { fov_x = 55; } else if ( cg.snap->ps.eFlags & EF_MOUNTEDTANK ) { fov_x = 75; } if ( cg.showGameView ) { fov_x = fov_y = 60.f; } // Arnout: this is weird... (but ensures square pixel ratio!) x = cg.refdef_current->width / tan( fov_x / 360 * M_PI ); fov_y = atan2( cg.refdef_current->height, x ); fov_y = fov_y * 360 / M_PI; // And this seems better - but isn't really //fov_y = fov_x / cgs.glconfig.windowAspect; // warp if underwater //if ( cg_pmove.waterlevel == 3 ) { 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; cg.refdef_current->rdflags |= RDF_UNDERWATER; } else { cg.refdef_current->rdflags &= ~RDF_UNDERWATER; inwater = qfalse; } // set it cg.refdef_current->fov_x = fov_x; cg.refdef_current->fov_y = fov_y; /* if( cg.predictedPlayerState.eFlags & EF_PRONE ) { cg.zoomSensitivity = cg.refdef.fov_y / 500.0; } else */ // rain - allow freelook when dead until we tap out into limbo if ( cg.snap->ps.pm_type == PM_FREEZE || ( cg.snap->ps.pm_type == PM_DEAD && ( cg.snap->ps.pm_flags & PMF_LIMBO ) ) || cg.snap->ps.pm_flags & PMF_TIME_LOCKPLAYER ) { // No movement for pauses cg.zoomSensitivity = 0; } else if ( !cg.zoomedBinoc ) { // NERVE - SMF - fix for zoomed in/out movement bug if ( cg.zoomval ) { cg.zoomSensitivity = 0.6 * ( cg.zoomval / 90.f ); // NERVE - SMF - changed to get less sensitive as you zoom in // cg.zoomSensitivity = 0.1; } else { cg.zoomSensitivity = 1; } // -NERVE - SMF } else { cg.zoomSensitivity = cg.refdef_current->fov_y / 75.0; } return inwater; } /* ============== CG_UnderwaterSounds ============== */ #define UNDERWATER_BIT 16 static void CG_UnderwaterSounds( void ) { // trap_S_AddLoopingSound( cent->lerpOrigin, vec3_origin, cgs.media.underWaterSound, 255, 0 ); trap_S_AddLoopingSound( cg.snap->ps.origin, vec3_origin, cgs.media.underWaterSound, 255 | ( 1 << UNDERWATER_BIT ), 0 ); } /* =============== CG_DamageBlendBlob =============== */ static void CG_DamageBlendBlob( void ) { int t,i; int maxTime; refEntity_t ent; qboolean pointDamage; viewDamage_t *vd; float redFlash; // Gordon: no damage blend blobs if in limbo or spectator, and in the limbo menu if ( ( cg.snap->ps.pm_flags & PMF_LIMBO || cgs.clientinfo[cg.clientNum].team == TEAM_SPECTATOR ) && cg.showGameView ) { return; } // ragePro systems can't fade blends, so don't obscure the screen if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO ) { return; } redFlash = 0; for ( i = 0; i < MAX_VIEWDAMAGE; i++ ) { vd = &cg.viewDamage[i]; if ( !vd->damageValue ) { continue; } maxTime = vd->damageDuration; t = cg.time - vd->damageTime; if ( t <= 0 || t >= maxTime ) { vd->damageValue = 0; continue; } pointDamage = !( !vd->damageX && !vd->damageY ); // if not point Damage, only do flash blend if ( !pointDamage ) { redFlash += 10.0 * ( 1.0 - (float)t / maxTime ); continue; } memset( &ent, 0, sizeof( ent ) ); ent.reType = RT_SPRITE; ent.renderfx = RF_FIRST_PERSON; VectorMA( cg.refdef_current->vieworg, 8, cg.refdef_current->viewaxis[0], ent.origin ); VectorMA( ent.origin, vd->damageX * -8, cg.refdef_current->viewaxis[1], ent.origin ); VectorMA( ent.origin, vd->damageY * 8, cg.refdef_current->viewaxis[2], ent.origin ); ent.radius = vd->damageValue * 0.4 * ( 0.5 + 0.5 * (float)t / maxTime ) * ( 0.75 + 0.5 * fabs( sin( vd->damageTime ) ) ); ent.customShader = cgs.media.viewBloodAni[(int)( floor( ( (float)t / maxTime ) * 4.9 ) )]; //cgs.media.viewBloodShader; ent.shaderRGBA[0] = 255; ent.shaderRGBA[1] = 255; ent.shaderRGBA[2] = 255; ent.shaderRGBA[3] = 255 * ( ( cg_bloodDamageBlend.value > 1.0f ) ? 1.0f : ( cg_bloodDamageBlend.value < 0.0f ) ? 0.0f : cg_bloodDamageBlend.value ); trap_R_AddRefEntityToScene( &ent ); redFlash += ent.radius; } } /* =============== CG_DrawScreenFade =============== */ static void CG_DrawScreenFade( void ) { /* moved over to cg_draw.c static int lastTime; int elapsed, time; refEntity_t ent; if (cgs.fadeStartTime + cgs.fadeDuration < cg.time) { cgs.fadeAlphaCurrent = cgs.fadeAlpha; } else if (cgs.fadeAlphaCurrent != cgs.fadeAlpha) { elapsed = (time = trap_Milliseconds()) - lastTime; // we need to use trap_Milliseconds() here since the cg.time gets modified upon reloading lastTime = time; if (elapsed < 500 && elapsed > 0) { if (cgs.fadeAlphaCurrent > cgs.fadeAlpha) { cgs.fadeAlphaCurrent -= ((float)elapsed/(float)cgs.fadeDuration); if (cgs.fadeAlphaCurrent < cgs.fadeAlpha) cgs.fadeAlphaCurrent = cgs.fadeAlpha; } else { cgs.fadeAlphaCurrent += ((float)elapsed/(float)cgs.fadeDuration); if (cgs.fadeAlphaCurrent > cgs.fadeAlpha) cgs.fadeAlphaCurrent = cgs.fadeAlpha; } } } // now draw the fade if (cgs.fadeAlphaCurrent > 0.0) { memset( &ent, 0, sizeof( ent ) ); ent.reType = RT_SPRITE; ent.renderfx = RF_FIRST_PERSON; VectorMA( cg.refdef_current->vieworg, 8, cg.refdef_current->viewaxis[0], ent.origin ); ent.radius = 80; // occupy entire screen ent.customShader = cgs.media.viewFadeBlack; ent.shaderRGBA[3] = (int)(255.0 * cgs.fadeAlphaCurrent); trap_R_AddRefEntityToScene( &ent ); } */ } /* =============== CG_CalcViewValues Sets cg.refdef view values =============== */ int CG_CalcViewValues( void ) { playerState_t *ps; memset( cg.refdef_current, 0, sizeof( cg.refdef ) ); // strings for in game rendering // Q_strncpyz( cg.refdef.text[0], "Park Ranger", sizeof(cg.refdef_current->text[0]) ); // Q_strncpyz( cg.refdef.text[1], "19", sizeof(cg.refdef_current->text[1]) ); // calculate size of 3D view CG_CalcVrect(); ps = &cg.predictedPlayerState; if ( cg.cameraMode ) { vec3_t origin, angles; float fov = 90; float x; if ( trap_getCameraInfo( CAM_PRIMARY, cg.time, &origin, &angles, &fov ) ) { VectorCopy( origin, cg.refdef_current->vieworg ); angles[ROLL] = 0; angles[PITCH] = -angles[PITCH]; // (SA) compensate for reversed pitch (this makes the game match the editor, however I'm guessing the real fix is to be done there) VectorCopy( angles, cg.refdefViewAngles ); AnglesToAxis( cg.refdefViewAngles, cg.refdef_current->viewaxis ); x = cg.refdef.width / tan( fov / 360 * M_PI ); cg.refdef_current->fov_y = atan2( cg.refdef_current->height, x ); cg.refdef_current->fov_y = cg.refdef_current->fov_y * 360 / M_PI; cg.refdef_current->fov_x = fov; // FIXME: this is really really bad trap_SendClientCommand( va( "setCameraOrigin %f %f %f", origin[0], origin[1], origin[2] ) ); return 0; } else { cg.cameraMode = qfalse; trap_Cvar_Set( "cg_letterbox", "0" ); trap_SendClientCommand( "stopCamera" ); trap_stopCamera( CAM_PRIMARY ); // camera off in client CG_Fade( 0, 0, 0, 255, 0, 0 ); // go black CG_Fade( 0, 0, 0, 0, cg.time + 200, 1500 ); // then fadeup } } // intermission view if ( ps->pm_type == PM_INTERMISSION ) { VectorCopy( ps->origin, cg.refdef_current->vieworg ); VectorCopy( ps->viewangles, cg.refdefViewAngles ); AnglesToAxis( cg.refdefViewAngles, cg.refdef_current->viewaxis ); return CG_CalcFov(); } if ( cg.bobfracsin > 0 && !ps->bobCycle ) { cg.lastvalidBobcycle = cg.bobcycle; cg.lastvalidBobfracsin = cg.bobfracsin; } 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] ); if ( cg.showGameView ) { VectorCopy( cgs.ccPortalPos, cg.refdef_current->vieworg ); if ( cg.showGameView && cgs.ccPortalEnt != -1 ) { vec3_t vec; VectorSubtract( cg_entities[cgs.ccPortalEnt].lerpOrigin, cg.refdef_current->vieworg, vec ); vectoangles( vec, cg.refdefViewAngles ); } else { VectorCopy( cgs.ccPortalAngles, cg.refdefViewAngles ); } } else if ( cg.renderingThirdPerson && ( ps->eFlags & EF_MG42_ACTIVE || ps->eFlags & EF_AAGUN_ACTIVE ) ) { // Arnout: see if we're attached to a gun centity_t *mg42 = &cg_entities[ps->viewlocked_entNum]; vec3_t forward; AngleVectors( ps->viewangles, forward, NULL, NULL ); VectorMA( mg42->currentState.pos.trBase, -36, forward, cg.refdef_current->vieworg ); cg.refdef_current->vieworg[2] = ps->origin[2]; VectorCopy( ps->viewangles, cg.refdefViewAngles ); } else if ( ps->eFlags & EF_MOUNTEDTANK ) { centity_t *tank = &cg_entities[cg_entities[cg.snap->ps.clientNum].tagParent]; VectorCopy( tank->mountedMG42Player.origin, cg.refdef_current->vieworg ); VectorCopy( ps->viewangles, cg.refdefViewAngles ); } else { VectorCopy( ps->origin, cg.refdef_current->vieworg ); VectorCopy( ps->viewangles, cg.refdefViewAngles ); } if ( !cg.showGameView ) { // 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_current->vieworg, f, cg.predictedError, cg.refdef_current->vieworg ); } else { cg.predictedErrorTime = 0; } } // Ridah, lock the viewangles if the game has told us to if ( ps->viewlocked ) { /* if (ps->viewlocked == 4) { centity_t *tent; tent = &cg_entities[ps->viewlocked_entNum]; VectorCopy (tent->currentState.apos.trBase, cg.refdefViewAngles); } else */ // DHM - Nerve :: don't bother evaluating if set to 7 (look at medic) if ( ps->viewlocked != 7 && ps->viewlocked != 3 && ps->viewlocked != 2 ) { BG_EvaluateTrajectory( &cg_entities[ps->viewlocked_entNum].currentState.apos, cg.time, cg.refdefViewAngles, qtrue, cg_entities[ps->viewlocked_entNum].currentState.effect2Time ); } if ( ps->viewlocked == 2 ) { cg.refdefViewAngles[0] += crandom(); cg.refdefViewAngles[1] += crandom(); } } if ( cg.renderingThirdPerson ) { // back away from character CG_OffsetThirdPersonView(); } else { // offset for local bobbing and kicks CG_OffsetFirstPersonView(); if ( cg.editingSpeakers ) { CG_SetViewanglesForSpeakerEditor(); } } // Ridah, lock the viewangles if the game has told us to if ( ps->viewlocked == 7 ) { centity_t *tent; vec3_t vec; tent = &cg_entities[ps->viewlocked_entNum]; VectorCopy( tent->lerpOrigin, vec ); VectorSubtract( vec, cg.refdef_current->vieworg, vec ); vectoangles( vec, cg.refdefViewAngles ); } else if ( ps->viewlocked == 4 ) { vec3_t fwd; AngleVectors( cg.refdefViewAngles, fwd, NULL, NULL ); VectorMA( cg_entities[ps->viewlocked_entNum].lerpOrigin, 16, fwd, cg.refdef_current->vieworg ); } else if ( ps->viewlocked ) { vec3_t fwd; float oldZ; // set our position to be behind it oldZ = cg.refdef_current->vieworg[2]; AngleVectors( cg.refdefViewAngles, fwd, NULL, NULL ); if ( cg.predictedPlayerState.eFlags & EF_AAGUN_ACTIVE ) { VectorMA( cg_entities[ps->viewlocked_entNum].lerpOrigin, 0, fwd, cg.refdef_current->vieworg ); } else { VectorMA( cg_entities[ps->viewlocked_entNum].lerpOrigin, -34, fwd, cg.refdef_current->vieworg ); } cg.refdef_current->vieworg[2] = oldZ; } // done. } // position eye reletive to origin AnglesToAxis( cg.refdefViewAngles, cg.refdef_current->viewaxis ); if ( cg.hyperspace ) { cg.refdef.rdflags |= RDF_NOWORLDMODEL | RDF_HYPERSPACE; } // field of view return CG_CalcFov(); } //========================================================================= char* CG_MustParse( char** pString, const char* pErrorMsg ) { char* token = COM_Parse( pString ); if ( !*token ) { CG_Error( pErrorMsg ); } return token; } void CG_ParseSkyBox( void ) { int fogStart, fogEnd; char *cstr, *token; vec4_t fogColor; cstr = (char*)CG_ConfigString( CS_SKYBOXORG ); if ( !*cstr ) { cg.skyboxEnabled = qfalse; return; } token = CG_MustParse( &cstr, "CG_ParseSkyBox: error parsing skybox configstring\n" ); cg.skyboxViewOrg[0] = atof( token ); token = CG_MustParse( &cstr, "CG_ParseSkyBox: error parsing skybox configstring\n" ); cg.skyboxViewOrg[1] = atof( token ); token = CG_MustParse( &cstr, "CG_ParseSkyBox: error parsing skybox configstring\n" ); cg.skyboxViewOrg[2] = atof( token ); token = CG_MustParse( &cstr, "CG_ParseSkyBox: error parsing skybox configstring\n" ); cg.skyboxViewFov = atoi( token ); if ( !cg.skyboxViewFov ) { cg.skyboxViewFov = 90; } // setup fog the first time, ignore this part of the configstring after that token = CG_MustParse( &cstr, "CG_ParseSkyBox: error parsing skybox configstring. No fog state\n" ); if ( atoi( token ) ) { // this camera has fog token = CG_MustParse( &cstr, "CG_DrawSkyBoxPortal: error parsing skybox configstring. No fog[0]\n" ); fogColor[0] = atof( token ); token = CG_MustParse( &cstr, "CG_DrawSkyBoxPortal: error parsing skybox configstring. No fog[1]\n" ); fogColor[1] = atof( token ); token = CG_MustParse( &cstr, "CG_DrawSkyBoxPortal: error parsing skybox configstring. No fog[2]\n" ); fogColor[2] = atof( token ); token = COM_ParseExt( &cstr, qfalse ); fogStart = atoi( token ); token = COM_ParseExt( &cstr, qfalse ); fogEnd = atoi( token ); trap_R_SetFog( FOG_PORTALVIEW, fogStart, fogEnd, fogColor[0], fogColor[1], fogColor[2], 1.1f ); } else { trap_R_SetFog( FOG_PORTALVIEW, 0, 0, 0, 0, 0, 0 ); // init to null } cg.skyboxEnabled = qtrue; } /* ============== CG_ParseTagConnects ============== */ void CG_ParseTagConnects( void ) { int i; for ( i = CS_TAGCONNECTS; i < CS_TAGCONNECTS + MAX_TAGCONNECTS; i++ ) { CG_ParseTagConnect( i ); } } void CG_ParseTagConnect( int tagNum ) { char *token, *pString = (char*)CG_ConfigString( tagNum ); // Gordon: bleh, i hate that cast away of the const int entNum; if ( !*pString ) { return; } token = CG_MustParse( &pString, "Invalid TAGCONNECT configstring\n" ); entNum = atoi( token ); if ( entNum < 0 || entNum >= MAX_GENTITIES ) { CG_Error( "Invalid TAGCONNECT entitynum\n" ); } token = CG_MustParse( &pString, "Invalid TAGCONNECT configstring\n" ); cg_entities[entNum].tagParent = atoi( token ); if ( cg_entities[entNum].tagParent < 0 || cg_entities[entNum].tagParent >= MAX_GENTITIES ) { CG_Error( "Invalid TAGCONNECT tagparent\n" ); } token = CG_MustParse( &pString, "Invalid TAGCONNECT configstring\n" ); Q_strncpyz( cg_entities[entNum].tagName, token, MAX_QPATH ); } /* ============== CG_DrawSkyBoxPortal ============== */ void CG_DrawSkyBoxPortal( qboolean fLocalView ) { refdef_t rd; static float lastfov = 90; // for transitions back from zoomed in modes if ( !cg_skybox.integer || !cg.skyboxEnabled ) { return; } memcpy( &rd, cg.refdef_current, sizeof( refdef_t ) ); VectorCopy( cg.skyboxViewOrg, rd.vieworg ); // Updates for window views... remove me when things have been verified #if 0 fov_x = cg.skyboxViewFov; if ( cg.predictedPlayerState.pm_type == PM_INTERMISSION ) { // if in intermission, use a fixed value fov_x = 90; } else { // user selectable fov_x = cg_fov.value; if ( fov_x < 1 ) { fov_x = 1; } else if ( fov_x > 160 ) { fov_x = 160; } // account for zooms if ( cg.zoomval ) { zoomFov = cg.zoomval; // (SA) use user scrolled amount if ( zoomFov < 1 ) { zoomFov = 1; } else if ( zoomFov > 160 ) { zoomFov = 160; } } else { zoomFov = lastfov; } // do smooth transitions for the binocs if ( cg.zoomedBinoc ) { // binoc zooming in f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME; if ( f > 1.0 ) { fov_x = zoomFov; } else { fov_x = fov_x + f * ( zoomFov - fov_x ); } lastfov = fov_x; } else if ( cg.zoomval ) { // zoomed by sniper/snooper fov_x = cg.zoomval; lastfov = fov_x; } else { // binoc zooming out f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME; if ( f > 1.0 ) { fov_x = fov_x; } else { fov_x = zoomFov + f * ( fov_x - zoomFov ); } } } cg.refdef_current->rdflags &= ~RDF_SNOOPERVIEW; // Arnout: mg42 zoom if ( cg.snap->ps.persistant[PERS_HWEAPON_USE] || cg.predictedPlayerState.pm_flags & PMF_PRONE_BIPOD ) { fov_x = 55; } cg.refdef_current->time = cg.time; x = cg.refdef_current->width / tan( fov_x / 360 * M_PI ); fov_y = atan2( cg.refdef_current->height, x ); fov_y = fov_y * 360 / M_PI; cg.refdef_current->fov_x = fov_x; cg.refdef_current->fov_y = fov_y; cg.refdef_current->rdflags |= RDF_SKYBOXPORTAL; // draw the skybox trap_R_RenderScene( cg.refdef_current ); cg.refdef = backuprefdef; #endif if ( fLocalView ) { float fov_x; float fov_y; float x; float zoomFov; float f; if ( cg.predictedPlayerState.pm_type == PM_INTERMISSION ) { // if in intermission, use a fixed value fov_x = 90; } else { // user selectable fov_x = cg_fov.value; if ( fov_x < 1 ) { fov_x = 1; } else if ( fov_x > 160 ) { fov_x = 160; } // account for zooms if ( cg.zoomval ) { zoomFov = cg.zoomval; // (SA) use user scrolled amount if ( zoomFov < 1 ) { zoomFov = 1; } else if ( zoomFov > 160 ) { zoomFov = 160; } } else { zoomFov = lastfov; } // do smooth transitions for the binocs if ( cg.zoomedBinoc ) { // binoc zooming in f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME; fov_x = ( f > 1.0 ) ? zoomFov : fov_x + f * ( zoomFov - fov_x ); lastfov = fov_x; } else if ( cg.zoomval ) { // zoomed by sniper/snooper fov_x = cg.zoomval; lastfov = fov_x; } else { // binoc zooming out f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME; fov_x = ( f > 1.0 ) ? fov_x : zoomFov + f * ( fov_x - zoomFov ); } } rd.rdflags &= ~RDF_SNOOPERVIEW; if ( BG_PlayerMounted( cg.snap->ps.eFlags ) || cg.predictedPlayerState.weapon == WP_MOBILE_MG42_SET ) { fov_x = 55; } x = rd.width / tan( fov_x / 360 * M_PI ); fov_y = atan2( rd.height, x ); fov_y = fov_y * 360 / M_PI; rd.fov_x = fov_x; rd.fov_y = fov_y; } rd.time = cg.time; rd.rdflags |= RDF_SKYBOXPORTAL; // draw the skybox trap_R_RenderScene( &rd ); } //========================================================================= /* ** Frustum code */ // some culling bits typedef struct plane_s { vec3_t normal; float dist; } plane_t; static plane_t frustum[4]; // // CG_SetupFrustum // void CG_SetupFrustum( void ) { int i; float xs, xc; float ang; ang = cg.refdef_current->fov_x / 180 * M_PI * 0.5f; xs = sin( ang ); xc = cos( ang ); VectorScale( cg.refdef_current->viewaxis[0], xs, frustum[0].normal ); VectorMA( frustum[0].normal, xc, cg.refdef_current->viewaxis[1], frustum[0].normal ); VectorScale( cg.refdef_current->viewaxis[0], xs, frustum[1].normal ); VectorMA( frustum[1].normal, -xc, cg.refdef_current->viewaxis[1], frustum[1].normal ); ang = cg.refdef.fov_y / 180 * M_PI * 0.5f; xs = sin( ang ); xc = cos( ang ); VectorScale( cg.refdef_current->viewaxis[0], xs, frustum[2].normal ); VectorMA( frustum[2].normal, xc, cg.refdef_current->viewaxis[2], frustum[2].normal ); VectorScale( cg.refdef_current->viewaxis[0], xs, frustum[3].normal ); VectorMA( frustum[3].normal, -xc, cg.refdef_current->viewaxis[2], frustum[3].normal ); for ( i = 0 ; i < 4 ; i++ ) { frustum[i].dist = DotProduct( cg.refdef_current->vieworg, frustum[i].normal ); } } // // CG_CullPoint - returns true if culled // qboolean CG_CullPoint( vec3_t pt ) { int i; plane_t *frust; // check against frustum planes for ( i = 0 ; i < 4 ; i++ ) { frust = &frustum[i]; if ( ( DotProduct( pt, frust->normal ) - frust->dist ) < 0 ) { return( qtrue ); } } return( qfalse ); } qboolean CG_CullPointAndRadius( const vec3_t pt, vec_t radius ) { int i; plane_t *frust; // check against frustum planes for ( i = 0 ; i < 4 ; i++ ) { frust = &frustum[i]; if ( ( DotProduct( pt, frust->normal ) - frust->dist ) < -radius ) { return( qtrue ); } } return( qfalse ); } //========================================================================= extern void CG_SetupDlightstyles( void ); //#define DEBUGTIME_ENABLED #ifdef DEBUGTIME_ENABLED #define DEBUGTIME elapsed = ( trap_Milliseconds() - dbgTime ); if ( dbgCnt++ == 1 ) {CG_Printf( "t%i:%i ", dbgCnt, elapsed = ( trap_Milliseconds() - dbgTime ) ); } dbgTime += elapsed; #else #define DEBUGTIME #endif #ifdef _DEBUG //#define FAKELAG #ifdef FAKELAG extern int snapshotDelayTime; #endif // FAKELAG #endif // _DEBUG /* ================= CG_DrawActiveFrame Generates and draws a game scene and status information at the given time. ================= */ //static int lightningtime = 0; //static int lightningsequencetime = 0; //static int lightningsequencecounter = 0; qboolean CG_CalcMuzzlePoint( int entityNum, vec3_t muzzle ); void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ) { int inwater; #ifdef DEBUGTIME_ENABLED int dbgTime = trap_Milliseconds(),elapsed; int dbgCnt = 0; #endif cg.time = serverTime; cgDC.realTime = cg.time; cg.demoPlayback = demoPlayback; #ifdef FAKELAG cg.time -= snapshotDelayTime; #endif // _DEBUG #ifdef DEBUGTIME_ENABLED CG_Printf( "\n" ); #endif DEBUGTIME // update cvars CG_UpdateCvars(); DEBUGTIME // 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( qfalse ); return; } CG_PB_ClearPolyBuffers(); CG_UpdatePMLists(); // any looped sounds will be respecified as entities // are added to the render list trap_S_ClearLoopingSounds(); CG_UpdateBufferedSoundScripts(); DEBUGTIME // set up cg.snap and possibly cg.nextSnap CG_ProcessSnapshots(); DEBUGTIME // 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( qfalse ); return; } // check for server set weapons we might not know about // (FIXME: this is a hack for the time being since a scripted "selectweapon" does // not hit the first snap, the server weapon set in cg_playerstate.c line 219 doesn't // do the trick) if ( !cg.weaponSelect && cg.snap->ps.weapon ) { cg.weaponSelect = cg.snap->ps.weapon; cg.weaponSelectTime = cg.time; } if ( cg.weaponSelect == WP_FG42SCOPE ) { float spd; spd = VectorLength( cg.snap->ps.velocity ); if ( spd > 180.0f ) { CG_FinishWeaponChange( WP_FG42SCOPE, WP_FG42 ); } } DEBUGTIME if ( !cg.lightstylesInited ) { CG_SetupDlightstyles(); } DEBUGTIME // if we have been told not to render, don't if ( cg_norender.integer ) { return; } // this counter will be bumped for every valid scene we generate cg.clientFrame++; // update cg.predictedPlayerState CG_PredictPlayerState(); DEBUGTIME // OSP -- MV handling if ( cg.mvCurrentMainview != NULL && cg.snap->ps.pm_type != PM_INTERMISSION ) { CG_mvDraw( cg.mvCurrentMainview ); // FIXME: not valid for demo playback cg.zoomSensitivity = mv_sensitivity.value / int_sensitivity.value; } else { // clear all the render lists trap_R_ClearScene(); DEBUGTIME // decide on third person view cg.renderingThirdPerson = cg_thirdPerson.integer || ( cg.snap->ps.stats[STAT_HEALTH] <= 0 ) || cg.showGameView; // build cg.refdef inwater = CG_CalcViewValues(); CG_SetupFrustum(); DEBUGTIME // RF, draw the skyboxportal CG_DrawSkyBoxPortal( qtrue ); DEBUGTIME if ( inwater ) { CG_UnderwaterSounds(); } DEBUGTIME // first person blend blobs, done after AnglesToAxis if ( !cg.renderingThirdPerson ) { CG_DamageBlendBlob(); } DEBUGTIME // build the render lists if ( !cg.hyperspace ) { CG_AddPacketEntities(); // adter calcViewValues, so predicted player state is correct CG_AddMarks(); DEBUGTIME CG_AddScriptSpeakers(); DEBUGTIME // Rafael particles CG_AddParticles(); // done. DEBUGTIME CG_AddLocalEntities(); DEBUGTIME CG_AddSmokeSprites(); DEBUGTIME CG_AddAtmosphericEffects(); } // Rafael mg42 if ( !cg.showGameView && !cgs.dbShowing ) { if ( !cg.snap->ps.persistant[PERS_HWEAPON_USE] ) { CG_AddViewWeapon( &cg.predictedPlayerState ); } else { if ( cg.time - cg.predictedPlayerEntity.overheatTime < 3000 ) { vec3_t muzzle; CG_CalcMuzzlePoint( cg.snap->ps.clientNum, muzzle ); muzzle[2] -= 32; if ( !( rand() % 3 ) ) { float alpha; alpha = 1.0f - ( (float)( cg.time - cg.predictedPlayerEntity.overheatTime ) / 3000.0f ); alpha *= 0.25f; // .25 max alpha CG_ParticleImpactSmokePuffExtended( cgs.media.smokeParticleShader, muzzle, 1000, 8, 20, 30, alpha, 8.f ); } } } } // NERVE - SMF - play buffered voice chats CG_PlayBufferedVoiceChats(); DEBUGTIME // Ridah, trails if ( !cg.hyperspace ) { CG_AddFlameChunks(); CG_AddTrails(); // this must come last, so the trails dropped this frame get drawn } // done. DEBUGTIME // 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 ) ); DEBUGTIME // 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(); } DEBUGTIME // Ridah, fade the screen CG_DrawScreenFade(); DEBUGTIME // DHM - Nerve :: let client system know our predicted origin trap_SetClientLerpOrigin( cg.refdef.vieworg[0], cg.refdef.vieworg[1], cg.refdef.vieworg[2] ); // actually issue the rendering calls CG_DrawActive( stereoView ); DEBUGTIME // update audio positions trap_S_Respatialize( cg.snap->ps.clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater ); } if ( cg_stats.integer ) { CG_Printf( "cg.clientFrame:%i\n", cg.clientFrame ); } DEBUGTIME // let the client system know what our weapon, holdable item and zoom settings are trap_SetUserCmdValue( cg.weaponSelect, cg.showGameView ? 0x01 : 0x00, cg.zoomSensitivity, cg.identifyClientRequest ); }