1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
|
/*
===========================================================================
Copyright (C) 2000-2009 Darklegion Development
This file is part of Tremulous.
Tremulous 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 2 of the License,
or (at your option) any later version.
Tremulous 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 Tremulous; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "cg_local.h"
static entityPos_t entityPositions;
#define HUMAN_SCANNER_UPDATE_PERIOD 700
/*
=============
CG_UpdateEntityPositions
Update this client's perception of entity positions
=============
*/
void CG_UpdateEntityPositions( void )
{
centity_t *cent = NULL;
int i;
if( cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_HUMANS )
{
if( entityPositions.lastUpdateTime + HUMAN_SCANNER_UPDATE_PERIOD > cg.time )
return;
}
VectorCopy( cg.refdef.vieworg, entityPositions.origin );
VectorCopy( cg.refdefViewAngles, entityPositions.vangles );
entityPositions.lastUpdateTime = cg.time;
entityPositions.numAlienBuildables = 0;
entityPositions.numHumanBuildables = 0;
entityPositions.numAlienClients = 0;
entityPositions.numHumanClients = 0;
for( i = 0; i < cg.snap->numEntities; i++ )
{
cent = &cg_entities[ cg.snap->entities[ i ].number ];
if( cent->currentState.eType == ET_BUILDABLE &&
!( cent->currentState.eFlags & EF_DEAD ) )
{
if( BG_Buildable(cent->currentState.modelindex,NULL)->cuboid )
if( !BG_CuboidAttributes(cent->currentState.modelindex)->detectable )
continue; //forget about undetectable cuboids
// add to list of item positions (for creep)
if( cent->currentState.modelindex2 == TEAM_ALIENS )
{
VectorCopy( cent->lerpOrigin, entityPositions.alienBuildablePos[
entityPositions.numAlienBuildables ] );
entityPositions.alienBuildableTimes[
entityPositions.numAlienBuildables ] = cent->miscTime;
if( entityPositions.numAlienBuildables < MAX_GENTITIES )
entityPositions.numAlienBuildables++;
}
else if( cent->currentState.modelindex2 == TEAM_HUMANS )
{
VectorCopy( cent->lerpOrigin, entityPositions.humanBuildablePos[
entityPositions.numHumanBuildables ] );
if( entityPositions.numHumanBuildables < MAX_GENTITIES )
entityPositions.numHumanBuildables++;
}
}
else if( cent->currentState.eType == ET_PLAYER )
{
int team = cent->currentState.misc & 0x00FF;
if( team == TEAM_ALIENS )
{
VectorCopy( cent->lerpOrigin, entityPositions.alienClientPos[
entityPositions.numAlienClients ] );
if( entityPositions.numAlienClients < MAX_CLIENTS )
entityPositions.numAlienClients++;
}
else if( team == TEAM_HUMANS )
{
VectorCopy( cent->lerpOrigin, entityPositions.humanClientPos[
entityPositions.numHumanClients ] );
if( entityPositions.numHumanClients < MAX_CLIENTS )
entityPositions.numHumanClients++;
}
}
}
}
#define STALKWIDTH (2.0f * cgDC.aspectScale)
#define BLIPX (16.0f * cgDC.aspectScale)
#define BLIPY 8.0f
#define FAR_ALPHA 0.8f
#define NEAR_ALPHA 1.2f
/*
=============
CG_DrawBlips
Draw blips and stalks for the human scanner
=============
*/
static void CG_DrawBlips( rectDef_t *rect, vec3_t origin, vec4_t colour )
{
vec3_t drawOrigin;
vec3_t up = { 0, 0, 1 };
float alphaMod = 1.0f;
float timeFractionSinceRefresh = 1.0f -
( (float)( cg.time - entityPositions.lastUpdateTime ) /
(float)HUMAN_SCANNER_UPDATE_PERIOD );
vec4_t localColour;
Vector4Copy( colour, localColour );
RotatePointAroundVector( drawOrigin, up, origin, -entityPositions.vangles[ 1 ] - 90 );
drawOrigin[ 0 ] /= ( 2 * HELMET_RANGE / rect->w );
drawOrigin[ 1 ] /= ( 2 * HELMET_RANGE / rect->h );
drawOrigin[ 2 ] /= ( 2 * HELMET_RANGE / rect->w );
alphaMod = FAR_ALPHA +
( ( drawOrigin[ 1 ] + ( rect->h / 2.0f ) ) / rect->h ) * ( NEAR_ALPHA - FAR_ALPHA );
localColour[ 3 ] *= alphaMod;
localColour[ 3 ] *= ( 0.5f + ( timeFractionSinceRefresh * 0.5f ) );
if( localColour[ 3 ] > 1.0f )
localColour[ 3 ] = 1.0f;
else if( localColour[ 3 ] < 0.0f )
localColour[ 3 ] = 0.0f;
trap_R_SetColor( localColour );
if( drawOrigin[ 2 ] > 0 )
CG_DrawPic( rect->x + ( rect->w / 2 ) - ( STALKWIDTH / 2 ) - drawOrigin[ 0 ],
rect->y + ( rect->h / 2 ) + drawOrigin[ 1 ] - drawOrigin[ 2 ],
STALKWIDTH, drawOrigin[ 2 ], cgs.media.scannerLineShader );
else
CG_DrawPic( rect->x + ( rect->w / 2 ) - ( STALKWIDTH / 2 ) - drawOrigin[ 0 ],
rect->y + ( rect->h / 2 ) + drawOrigin[ 1 ],
STALKWIDTH, -drawOrigin[ 2 ], cgs.media.scannerLineShader );
CG_DrawPic( rect->x + ( rect->w / 2 ) - ( BLIPX / 2 ) - drawOrigin[ 0 ],
rect->y + ( rect->h / 2 ) - ( BLIPY / 2 ) + drawOrigin[ 1 ] - drawOrigin[ 2 ],
BLIPX, BLIPY, cgs.media.scannerBlipShader );
trap_R_SetColor( NULL );
}
#define BLIPX2 (24.0f * cgDC.aspectScale)
#define BLIPY2 24.0f
/*
=============
CG_DrawDir
Draw dot marking the direction to an enemy
=============
*/
static void CG_DrawDir( rectDef_t *rect, vec3_t origin, vec4_t colour )
{
vec3_t drawOrigin;
vec3_t noZOrigin;
vec3_t normal, antinormal, normalDiff;
vec3_t view, noZview;
vec3_t up = { 0.0f, 0.0f, 1.0f };
vec3_t top = { 0.0f, -1.0f, 0.0f };
float angle;
playerState_t *ps = &cg.snap->ps;
BG_GetClientNormal( ps, normal );
AngleVectors( entityPositions.vangles, view, NULL, NULL );
ProjectPointOnPlane( noZOrigin, origin, normal );
ProjectPointOnPlane( noZview, view, normal );
VectorNormalize( noZOrigin );
VectorNormalize( noZview );
//calculate the angle between the images of the blip and the view
angle = RAD2DEG( acos( DotProduct( noZOrigin, noZview ) ) );
CrossProduct( noZOrigin, noZview, antinormal );
VectorNormalize( antinormal );
//decide which way to rotate
VectorSubtract( normal, antinormal, normalDiff );
if( VectorLength( normalDiff ) < 1.0f )
angle = 360.0f - angle;
RotatePointAroundVector( drawOrigin, up, top, angle );
trap_R_SetColor( colour );
CG_DrawPic( rect->x + ( rect->w / 2 ) - ( BLIPX2 / 2 ) - drawOrigin[ 0 ] * ( rect->w / 2 ),
rect->y + ( rect->h / 2 ) - ( BLIPY2 / 2 ) + drawOrigin[ 1 ] * ( rect->h / 2 ),
BLIPX2, BLIPY2, cgs.media.scannerBlipShader );
trap_R_SetColor( NULL );
}
/*
=============
CG_BasivisionBlip
=============
*/
void CG_BasivisionBlip( vec3_t origin, float size, qhandle_t shader, float flareSize, qhandle_t flare )
{
float x, y;
if( !CG_WorldToScreen( origin, &x, &y ) )
return;
size = size * 1000 / Distance( origin, entityPositions.origin );
if( shader )
CG_DrawPic( x - ( size * cgDC.aspectScale ) / 2, y - size / 2, size * cgDC.aspectScale, size,
cgs.media.basivisionBlipShader );
if( flare )
CG_DrawPic( x - ( flareSize * cgDC.aspectScale ) / 2, y - flareSize / 2, flareSize * cgDC.aspectScale, flareSize,
cgs.media.basivisionFlareShader );
}
/*
=============
CG_AlienSense
=============
*/
void CG_AlienSense( rectDef_t *rect )
{
int i;
vec3_t origin;
vec3_t relOrigin;
vec4_t buildable = { 1.0f, 0.0f, 0.0f, 0.7f };
vec4_t client = { 0.0f, 0.0f, 1.0f, 0.7f };
VectorCopy( entityPositions.origin, origin );
if( BG_UpgradeIsActive( UP_NIGHTVISION, cg.predictedPlayerState.stats ) )
{
for( i = 0; i < entityPositions.numHumanBuildables; i++ )
CG_BasivisionBlip( entityPositions.humanBuildablePos[ i ],
0, 0,
150, cgs.media.basivisionBlipShader );
for( i = 0; i < entityPositions.numHumanClients; i++ )
CG_BasivisionBlip( entityPositions.humanClientPos[ i ],
60, cgs.media.basivisionBlipShader,
80, cgs.media.basivisionFlareShader );
}
else
{
//draw human buildables
for( i = 0; i < entityPositions.numHumanBuildables; i++ )
{
VectorClear( relOrigin );
VectorSubtract( entityPositions.humanBuildablePos[ i ], origin, relOrigin );
if( VectorLength( relOrigin ) < ALIENSENSE_RANGE )
CG_DrawDir( rect, relOrigin, buildable );
}
//draw human clients
for( i = 0; i < entityPositions.numHumanClients; i++ )
{
VectorClear( relOrigin );
VectorSubtract( entityPositions.humanClientPos[ i ], origin, relOrigin );
if( VectorLength( relOrigin ) < ALIENSENSE_RANGE )
CG_DrawDir( rect, relOrigin, client );
}
}
}
/*
=============
CG_Scanner
=============
*/
void CG_Scanner( rectDef_t *rect, qhandle_t shader, vec4_t color )
{
int i;
vec3_t origin;
vec3_t relOrigin;
vec4_t hIabove;
vec4_t hIbelow;
vec4_t aIabove = { 1.0f, 0.0f, 0.0f, 0.75f };
vec4_t aIbelow = { 1.0f, 0.0f, 0.0f, 0.5f };
Vector4Copy( color, hIabove );
hIabove[ 3 ] *= 1.5f;
Vector4Copy( color, hIbelow );
VectorCopy( entityPositions.origin, origin );
//draw human buildables below scanner plane
for( i = 0; i < entityPositions.numHumanBuildables; i++ )
{
VectorClear( relOrigin );
VectorSubtract( entityPositions.humanBuildablePos[ i ], origin, relOrigin );
if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] < 0 ) )
CG_DrawBlips( rect, relOrigin, hIbelow );
}
//draw alien buildables below scanner plane
for( i = 0; i < entityPositions.numAlienBuildables; i++ )
{
VectorClear( relOrigin );
VectorSubtract( entityPositions.alienBuildablePos[ i ], origin, relOrigin );
if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] < 0 ) )
CG_DrawBlips( rect, relOrigin, aIbelow );
}
//draw human clients below scanner plane
for( i = 0; i < entityPositions.numHumanClients; i++ )
{
VectorClear( relOrigin );
VectorSubtract( entityPositions.humanClientPos[ i ], origin, relOrigin );
if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] < 0 ) )
CG_DrawBlips( rect, relOrigin, hIbelow );
}
//draw alien buildables below scanner plane
for( i = 0; i < entityPositions.numAlienClients; i++ )
{
VectorClear( relOrigin );
VectorSubtract( entityPositions.alienClientPos[ i ], origin, relOrigin );
if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] < 0 ) )
CG_DrawBlips( rect, relOrigin, aIbelow );
}
if( !cg_disableScannerPlane.integer )
{
trap_R_SetColor( color );
CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader );
trap_R_SetColor( NULL );
}
//draw human buildables above scanner plane
for( i = 0; i < entityPositions.numHumanBuildables; i++ )
{
VectorClear( relOrigin );
VectorSubtract( entityPositions.humanBuildablePos[ i ], origin, relOrigin );
if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] > 0 ) )
CG_DrawBlips( rect, relOrigin, hIabove );
}
//draw alien buildables above scanner plane
for( i = 0; i < entityPositions.numAlienBuildables; i++ )
{
VectorClear( relOrigin );
VectorSubtract( entityPositions.alienBuildablePos[ i ], origin, relOrigin );
if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] > 0 ) )
CG_DrawBlips( rect, relOrigin, aIabove );
}
//draw human clients above scanner plane
for( i = 0; i < entityPositions.numHumanClients; i++ )
{
VectorClear( relOrigin );
VectorSubtract( entityPositions.humanClientPos[ i ], origin, relOrigin );
if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] > 0 ) )
CG_DrawBlips( rect, relOrigin, hIabove );
}
//draw alien clients above scanner plane
for( i = 0; i < entityPositions.numAlienClients; i++ )
{
VectorClear( relOrigin );
VectorSubtract( entityPositions.alienClientPos[ i ], origin, relOrigin );
if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] > 0 ) )
CG_DrawBlips( rect, relOrigin, aIabove );
}
}
|