/*
===========================================================================
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 );
}