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diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c
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-// Copyright (C) 1999-2000 Id Software, Inc.
-//
-// cg_view.c -- setup all the parameters (position, angle, etc)
-// for a 3D rendering
-
-/*
- * Portions Copyright (C) 2000-2001 Tim Angus
- *
- * This program is free software; you can redistribute it and/or modify it
- * under the terms of the OSML - Open Source Modification License v1.0 as
- * described in the file COPYING which is distributed with this source
- * code.
- *
- * This program 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.
- */
-
-#include "cg_local.h"
-
-
-/*
-=============================================================================
-
- MODEL TESTING
-
-The viewthing and gun positioning tools from Q2 have been integrated and
-enhanced into a single model testing facility.
-
-Model viewing can begin with either "testmodel <modelname>" or "testgun <modelname>".
-
-The names must be the full pathname after the basedir, like
-"models/weapons/v_launch/tris.md3" or "players/male/tris.md3"
-
-Testmodel will create a fake entity 100 units in front of the current view
-position, directly facing the viewer. It will remain immobile, so you can
-move around it to view it from different angles.
-
-Testgun will cause the model to follow the player around and supress the real
-view weapon model. The default frame 0 of most guns is completely off screen,
-so you will probably have to cycle a couple frames to see it.
-
-"nextframe", "prevframe", "nextskin", and "prevskin" commands will change the
-frame or skin of the testmodel. These are bound to F5, F6, F7, and F8 in
-q3default.cfg.
-
-If a gun is being tested, the "gun_x", "gun_y", and "gun_z" variables will let
-you adjust the positioning.
-
-Note that none of the model testing features update while the game is paused, so
-it may be convenient to test with deathmatch set to 1 so that bringing down the
-console doesn't pause the game.
-
-=============================================================================
-*/
-
-/*
-=================
-CG_TestModel_f
-
-Creates an entity in front of the current position, which
-can then be moved around
-=================
-*/
-void CG_TestModel_f( void )
-{
- vec3_t angles;
-
- memset( &cg.testModelEntity, 0, sizeof( cg.testModelEntity ) );
- memset( &cg.testModelBarrelEntity, 0, sizeof( cg.testModelBarrelEntity ) );
-
- if( trap_Argc( ) < 2 )
- return;
-
- Q_strncpyz( cg.testModelName, CG_Argv( 1 ), MAX_QPATH );
- cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName );
-
- Q_strncpyz( cg.testModelBarrelName, CG_Argv( 1 ), MAX_QPATH );
- cg.testModelBarrelName[ strlen( cg.testModelBarrelName ) - 4 ] = '\0';
- Q_strcat( cg.testModelBarrelName, MAX_QPATH, "_barrel.md3" );
- cg.testModelBarrelEntity.hModel = trap_R_RegisterModel( cg.testModelBarrelName );
-
- 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;
-
- if( cg.testModelBarrelEntity.hModel )
- {
- angles[ YAW ] = 0;
- angles[ PITCH ] = 0;
- angles[ ROLL ] = 0;
- AnglesToAxis( angles, cg.testModelBarrelEntity.axis );
- }
-}
-
-/*
-=================
-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 );
- cg.testModelBarrelEntity.hModel = trap_R_RegisterModel( cg.testModelBarrelName );
-
- 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 );
-
- if( cg.testModelBarrelEntity.hModel )
- {
- CG_PositionEntityOnTag( &cg.testModelBarrelEntity, &cg.testModelEntity,
- cg.testModelEntity.hModel, "tag_barrel" );
-
- trap_R_AddRefEntityToScene( &cg.testModelBarrelEntity );
- }
-}
-
-
-
-//============================================================================
-
-
-/*
-=================
-CG_CalcVrect
-
-Sets the coordinates of the rendered window
-=================
-*/
-static void CG_CalcVrect( void )
-{
- int size;
-
- // the intermission should allways be full screen
- if( cg.snap->ps.pm_type == PM_INTERMISSION )
- size = 100;
- else
- {
- // bound normal viewsize
- if( cg_viewsize.integer < 30 )
- {
- trap_Cvar_Set( "cg_viewsize", "30" );
- size = 30;
- }
- else if( cg_viewsize.integer > 100 )
- {
- trap_Cvar_Set( "cg_viewsize","100" );
- size = 100;
- }
- else
- size = cg_viewsize.integer;
- }
-
- cg.refdef.width = cgs.glconfig.vidWidth * size / 100;
- cg.refdef.width &= ~1;
-
- cg.refdef.height = cgs.glconfig.vidHeight * size / 100;
- cg.refdef.height &= ~1;
-
- cg.refdef.x = ( cgs.glconfig.vidWidth - cg.refdef.width ) / 2;
- cg.refdef.y = ( cgs.glconfig.vidHeight - cg.refdef.height ) / 2;
-}
-
-//==============================================================================
-
-
-/*
-===============
-CG_OffsetThirdPersonView
-
-===============
-*/
-#define FOCUS_DISTANCE 512
-static void CG_OffsetThirdPersonView( void )
-{
- vec3_t forward, right, up;
- vec3_t view;
- vec3_t focusAngles;
- trace_t trace;
- static vec3_t mins = { -8, -8, -8 };
- static vec3_t maxs = { 8, 8, 8 };
- vec3_t focusPoint;
- float focusDist;
- float forwardScale, sideScale;
- vec3_t surfNormal;
-
- if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING )
- {
- if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING )
- VectorSet( surfNormal, 0.0f, 0.0f, -1.0f );
- else
- VectorCopy( cg.predictedPlayerState.grapplePoint, surfNormal );
- }
- else
- VectorSet( surfNormal, 0.0f, 0.0f, 1.0f );
-
- VectorMA( cg.refdef.vieworg, cg.predictedPlayerState.viewheight, surfNormal, cg.refdef.vieworg );
-
- VectorCopy( cg.refdefViewAngles, focusAngles );
-
- // if dead, look at killer
- if( cg.predictedPlayerState.stats[ STAT_HEALTH ] <= 0 )
- {
- focusAngles[ YAW ] = cg.predictedPlayerState.stats[ STAT_VIEWLOCK ];
- cg.refdefViewAngles[ YAW ] = cg.predictedPlayerState.stats[ STAT_VIEWLOCK ];
- }
-
- //if ( focusAngles[PITCH] > 45 ) {
- // focusAngles[PITCH] = 45; // don't go too far overhead
- //}
- AngleVectors( focusAngles, forward, NULL, NULL );
-
- VectorMA( cg.refdef.vieworg, FOCUS_DISTANCE, forward, focusPoint );
-
- VectorCopy( cg.refdef.vieworg, view );
-
- VectorMA( view, 12, surfNormal, view );
-
- //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
-
- if( !cg_cameraMode.integer )
- {
- CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );
-
- if( trace.fraction != 1.0 )
- {
- VectorCopy( trace.endpos, view );
- view[ 2 ] += ( 1.0 - trace.fraction ) * 32;
- // try another trace to this position, because a tunnel may have the ceiling
- // close enogh that this is poking out
-
- CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );
- VectorCopy( trace.endpos, view );
- }
- }
-
- VectorCopy( view, cg.refdef.vieworg );
-
- // select pitch to look at focus point from vieword
- VectorSubtract( focusPoint, cg.refdef.vieworg, focusPoint );
- focusDist = sqrt( focusPoint[ 0 ] * focusPoint[ 0 ] + focusPoint[ 1 ] * focusPoint[ 1 ] );
- if ( focusDist < 1 ) {
- focusDist = 1; // should never happen
- }
- cg.refdefViewAngles[ PITCH ] = -180 / M_PI * atan2( focusPoint[ 2 ], focusDist );
- cg.refdefViewAngles[ YAW ] -= cg_thirdPersonAngle.value;
-}
-
-
-// this causes a compiler bug on mac MrC compiler
-static void CG_StepOffset( void )
-{
- float steptime;
- int timeDelta;
- vec3_t normal;
- playerState_t *ps = &cg.predictedPlayerState;
-
- if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING )
- {
- if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING )
- VectorSet( normal, 0.0f, 0.0f, -1.0f );
- else
- VectorCopy( ps->grapplePoint, normal );
- }
- else
- VectorSet( normal, 0.0f, 0.0f, 1.0f );
-
- steptime = BG_FindSteptimeForClass( ps->stats[ STAT_PCLASS ] );
-
- // smooth out stair climbing
- timeDelta = cg.time - cg.stepTime;
- if( timeDelta < steptime )
- {
- float stepChange = cg.stepChange
- * (steptime - timeDelta) / steptime;
-
- if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING )
- VectorMA( cg.refdef.vieworg, -stepChange, normal, cg.refdef.vieworg );
- else
- cg.refdef.vieworg[ 2 ] -= stepChange;
- }
-}
-
-#define PCLOUD_ROLL_AMPLITUDE 25.0f
-#define PCLOUD_ROLL_FREQUENCY 0.4f
-#define PCLOUD_ZOOM_AMPLITUDE 15
-#define PCLOUD_ZOOM_FREQUENCY 0.7f
-
-
-/*
-===============
-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;
- float bob2;
- vec3_t normal, baseOrigin;
- playerState_t *ps = &cg.predictedPlayerState;
-
- if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING )
- {
- if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING )
- VectorSet( normal, 0.0f, 0.0f, -1.0f );
- else
- VectorCopy( ps->grapplePoint, normal );
- }
- else
- VectorSet( normal, 0.0f, 0.0f, 1.0f );
-
-
- if( cg.snap->ps.pm_type == PM_INTERMISSION )
- return;
-
- origin = cg.refdef.vieworg;
- angles = cg.refdefViewAngles;
-
- VectorCopy( origin, baseOrigin );
-
- // if dead, fix the angle and don't add any kick
- if( cg.snap->ps.stats[ STAT_HEALTH ] <= 0 )
- {
- angles[ ROLL ] = 40;
- angles[ PITCH ] = -15;
- angles[ YAW ] = cg.snap->ps.stats[ STAT_VIEWLOCK ];
- origin[ 2 ] += cg.predictedPlayerState.viewheight;
- return;
- }
-
- // add angles based on weapon kick
- VectorAdd( angles, cg.kick_angles, angles );
-
- // add angles based on damage kick
- if( cg.damageTime )
- {
- ratio = cg.time - cg.damageTime;
- if( ratio < DAMAGE_DEFLECT_TIME )
- {
- ratio /= DAMAGE_DEFLECT_TIME;
- angles[ PITCH ] += ratio * cg.v_dmg_pitch;
- angles[ ROLL ] += ratio * cg.v_dmg_roll;
- }
- else
- {
- ratio = 1.0 - ( ratio - DAMAGE_DEFLECT_TIME ) / DAMAGE_RETURN_TIME;
- if( ratio > 0 )
- {
- angles[ PITCH ] += ratio * cg.v_dmg_pitch;
- angles[ ROLL ] += ratio * cg.v_dmg_roll;
- }
- }
- }
-
- // add pitch based on fall kick
-#if 0
- ratio = ( cg.time - cg.landTime) / FALL_TIME;
- if (ratio < 0)
- ratio = 0;
- angles[PITCH] += ratio * cg.fall_value;
-#endif
-
- // add angles based on velocity
- VectorCopy( cg.predictedPlayerState.velocity, predictedVelocity );
-
- delta = DotProduct( predictedVelocity, cg.refdef.viewaxis[ 0 ] );
- angles[ PITCH ] += delta * cg_runpitch.value;
-
- delta = DotProduct( predictedVelocity, cg.refdef.viewaxis[ 1 ] );
- angles[ ROLL ] -= delta * cg_runroll.value;
-
- // add angles based on bob
- //TA: bob amount is class dependant
-
- if( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR )
- bob2 = 0.0f;
- else
- bob2 = BG_FindBobForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] );
-
-
-#define LEVEL4_FEEDBACK 10.0f
-
- //give a charging player some feedback
- if( ps->weapon == WP_ALEVEL4 )
- {
- if( ps->stats[ STAT_MISC ] > 0 )
- {
- float fraction = (float)ps->stats[ STAT_MISC ] / (float)LEVEL4_CHARGE_TIME;
-
- if( fraction > 1.0f )
- fraction = 1.0f;
-
- bob2 *= ( 1.0f + fraction * LEVEL4_FEEDBACK );
- }
- }
-
- if( bob2 != 0.0f )
- {
- // make sure the bob is visible even at low speeds
- speed = cg.xyspeed > 200 ? cg.xyspeed : 200;
-
- delta = cg.bobfracsin * ( bob2 ) * speed;
- if( cg.predictedPlayerState.pm_flags & PMF_DUCKED )
- delta *= 3; // crouching
-
- angles[ PITCH ] += delta;
- delta = cg.bobfracsin * ( bob2 ) * speed;
- if( cg.predictedPlayerState.pm_flags & PMF_DUCKED )
- delta *= 3; // crouching accentuates roll
-
- if( cg.bobcycle & 1 )
- delta = -delta;
-
- angles[ ROLL ] += delta;
- }
-
-#define LEVEL3_FEEDBACK 20.0f
-
- //provide some feedback for pouncing
- if( cg.predictedPlayerState.weapon == WP_ALEVEL3 ||
- cg.predictedPlayerState.weapon == WP_ALEVEL3_UPG )
- {
- if( cg.predictedPlayerState.stats[ STAT_MISC ] > 0 )
- {
- float fraction1, fraction2;
- vec3_t forward;
-
- AngleVectors( angles, forward, NULL, NULL );
- VectorNormalize( forward );
-
- fraction1 = (float)( cg.time - cg.weapon2Time ) / (float)LEVEL3_POUNCE_CHARGE_TIME;
-
- if( fraction1 > 1.0f )
- fraction1 = 1.0f;
-
- fraction2 = -sin( fraction1 * M_PI / 2 );
-
- VectorMA( origin, LEVEL3_FEEDBACK * fraction2, forward, origin );
- }
- }
-
-#define STRUGGLE_DIST 5.0f
-#define STRUGGLE_TIME 250
-
- //allow the player to struggle a little whilst grabbed
- if( cg.predictedPlayerState.pm_type == PM_GRABBED )
- {
- vec3_t forward, right, up;
- usercmd_t cmd;
- int cmdNum;
- float fFraction, rFraction, uFraction;
- float fFraction2, rFraction2, uFraction2;
-
- cmdNum = trap_GetCurrentCmdNumber();
- trap_GetUserCmd( cmdNum, &cmd );
-
- AngleVectors( angles, forward, right, up );
-
- fFraction = (float)( cg.time - cg.forwardMoveTime ) / STRUGGLE_TIME;
- rFraction = (float)( cg.time - cg.rightMoveTime ) / STRUGGLE_TIME;
- uFraction = (float)( cg.time - cg.upMoveTime ) / STRUGGLE_TIME;
-
- if( fFraction > 1.0f )
- fFraction = 1.0f;
- if( rFraction > 1.0f )
- rFraction = 1.0f;
- if( uFraction > 1.0f )
- uFraction = 1.0f;
-
- fFraction2 = -sin( fFraction * M_PI / 2 );
- rFraction2 = -sin( rFraction * M_PI / 2 );
- uFraction2 = -sin( uFraction * M_PI / 2 );
-
- if( cmd.forwardmove > 0 )
- VectorMA( origin, STRUGGLE_DIST * fFraction, forward, origin );
- else if( cmd.forwardmove < 0 )
- VectorMA( origin, -STRUGGLE_DIST * fFraction, forward, origin );
- else
- cg.forwardMoveTime = cg.time;
-
- if( cmd.rightmove > 0 )
- VectorMA( origin, STRUGGLE_DIST * rFraction, right, origin );
- else if( cmd.rightmove < 0 )
- VectorMA( origin, -STRUGGLE_DIST * rFraction, right, origin );
- else
- cg.rightMoveTime = cg.time;
-
- if( cmd.upmove > 0 )
- VectorMA( origin, STRUGGLE_DIST * uFraction, up, origin );
- else if( cmd.upmove < 0 )
- VectorMA( origin, -STRUGGLE_DIST * uFraction, up, origin );
- else
- cg.upMoveTime = cg.time;
- }
-
- if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_POISONCLOUDED &&
- !( cg.snap->ps.pm_flags & PMF_FOLLOW ) )
- {
- float fraction = sin( ( (float)cg.time / 1000.0f ) * M_PI * 2 * PCLOUD_ROLL_FREQUENCY );
- float pitchFraction = sin( ( (float)cg.time / 1000.0f ) * M_PI * 5 * PCLOUD_ROLL_FREQUENCY );
-
- fraction *= 1.0f - ( ( cg.time - cg.poisonedTime ) / (float)LEVEL1_PCLOUD_TIME );
- pitchFraction *= 1.0f - ( ( cg.time - cg.poisonedTime ) / (float)LEVEL1_PCLOUD_TIME );
-
- angles[ ROLL ] += fraction * PCLOUD_ROLL_AMPLITUDE;
- angles[ YAW ] += fraction * PCLOUD_ROLL_AMPLITUDE;
- angles[ PITCH ] += pitchFraction * PCLOUD_ROLL_AMPLITUDE / 2.0f;
- }
-
- //TA: this *feels* more realisitic for humans
- if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_HUMANS )
- {
- angles[PITCH] += cg.bobfracsin * bob2 * 0.5;
-
- //TA: heavy breathing effects //FIXME: sound
- if( cg.predictedPlayerState.stats[ STAT_STAMINA ] < 0 )
- {
- float deltaBreath = (float)(
- cg.predictedPlayerState.stats[ STAT_STAMINA ] < 0 ?
- -cg.predictedPlayerState.stats[ STAT_STAMINA ] :
- cg.predictedPlayerState.stats[ STAT_STAMINA ] ) / 200.0;
- float deltaAngle = cos( (float)cg.time/150.0 ) * deltaBreath;
-
- deltaAngle += ( deltaAngle < 0 ? -deltaAngle : deltaAngle ) * 0.5;
-
- angles[ PITCH ] -= deltaAngle;
- }
- }
-
-//===================================
-
- // add view height
- //TA: when wall climbing the viewheight is not straight up
- if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING )
- VectorMA( origin, ps->viewheight, normal, origin );
- else
- origin[ 2 ] += cg.predictedPlayerState.viewheight;
-
- // smooth out duck height changes
- timeDelta = cg.time - cg.duckTime;
- if( timeDelta < DUCK_TIME)
- {
- cg.refdef.vieworg[ 2 ] -= cg.duckChange
- * ( DUCK_TIME - timeDelta ) / DUCK_TIME;
- }
-
- // add bob height
- bob = cg.bobfracsin * cg.xyspeed * bob2;
-
- if( bob > 6 )
- bob = 6;
-
- //TA: likewise for bob
- if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING )
- VectorMA( origin, bob, normal, origin );
- else
- origin[ 2 ] += bob;
-
-
- // add fall height
- delta = cg.time - cg.landTime;
-
- if( delta < LAND_DEFLECT_TIME )
- {
- f = delta / LAND_DEFLECT_TIME;
- cg.refdef.vieworg[ 2 ] += cg.landChange * f;
- }
- else if( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME )
- {
- delta -= LAND_DEFLECT_TIME;
- f = 1.0 - ( delta / LAND_RETURN_TIME );
- cg.refdef.vieworg[ 2 ] += cg.landChange * f;
- }
-
- // add step offset
- CG_StepOffset( );
-
- // add kick offset
-
- VectorAdd (origin, cg.kick_origin, origin);
-}
-
-//======================================================================
-
-void CG_ZoomDown_f( void )
-{
- if( cg.zoomed )
- return;
-
- cg.zoomed = qtrue;
- cg.zoomTime = cg.time;
-}
-
-void CG_ZoomUp_f( void )
-{
- if( !cg.zoomed )
- return;
-
- cg.zoomed = qfalse;
- cg.zoomTime = cg.time;
-}
-
-
-/*
-====================
-CG_CalcFov
-
-Fixed fov at intermissions, otherwise account for fov variable and zooms.
-====================
-*/
-#define WAVE_AMPLITUDE 1
-#define WAVE_FREQUENCY 0.4
-
-#define FOVWARPTIME 400.0
-
-static int CG_CalcFov( void )
-{
- float x;
- float phase;
- float v;
- int contents;
- float fov_x, fov_y;
- float zoomFov;
- float f;
- int inwater;
- int attribFov;
-
- if( cg.predictedPlayerState.pm_type == PM_INTERMISSION ||
- ( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR ) )
- {
- // if in intermission, use a fixed value
- fov_x = 90;
- }
- else
- {
- //TA: don't lock the fov globally - we need to be able to change it
- attribFov = BG_FindFovForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] );
- fov_x = attribFov;
-
- if ( fov_x < 1 )
- fov_x = 1;
- else if ( fov_x > 160 )
- fov_x = 160;
-
- if( cg.spawnTime > ( cg.time - FOVWARPTIME ) &&
- BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_PCLASS ], SCA_FOVWARPS ) )
- {
- float temp, temp2;
-
- temp = (float)( cg.time - cg.spawnTime ) / FOVWARPTIME;
- temp2 = ( 180 - fov_x ) * temp;
-
- //Com_Printf( "%f %f\n", temp*100, temp2*100 );
-
- fov_x = 180 - temp2;
- }
-
- // account for zooms
- zoomFov = BG_FindZoomFovForWeapon( cg.predictedPlayerState.weapon );
- if ( zoomFov < 1 )
- zoomFov = 1;
- else if ( zoomFov > attribFov )
- zoomFov = attribFov;
-
- //TA: only do all the zoom stuff if the client CAN zoom
- if( BG_WeaponCanZoom( cg.predictedPlayerState.weapon ) )
- {
- if ( cg.zoomed )
- {
- f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME;
-
- if ( f > 1.0 )
- fov_x = zoomFov;
- else
- fov_x = fov_x + f * ( zoomFov - fov_x );
- }
- else
- {
- f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME;
-
- if ( f > 1.0 )
- fov_x = fov_x;
- else
- fov_x = zoomFov + f * ( fov_x - zoomFov );
- }
- }
- }
-
- x = cg.refdef.width / tan( fov_x / 360 * M_PI );
- fov_y = atan2( cg.refdef.height, x );
- fov_y = fov_y * 360 / M_PI;
-
- // warp if underwater
- contents = CG_PointContents( cg.refdef.vieworg, -1 );
-
- if( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) )
- {
- phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
- v = WAVE_AMPLITUDE * sin( phase );
- fov_x += v;
- fov_y -= v;
- inwater = qtrue;
- }
- else
- inwater = qfalse;
-
- if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_POISONCLOUDED &&
- cg.predictedPlayerState.stats[ STAT_HEALTH ] > 0 &&
- !( cg.snap->ps.pm_flags & PMF_FOLLOW ) )
- {
- phase = cg.time / 1000.0 * PCLOUD_ZOOM_FREQUENCY * M_PI * 2;
- v = PCLOUD_ZOOM_AMPLITUDE * sin( phase );
- v *= 1.0f - ( ( cg.time - cg.poisonedTime ) / (float)LEVEL1_PCLOUD_TIME );
- fov_x += v;
- fov_y += v;
- }
-
-
- // set it
- cg.refdef.fov_x = fov_x;
- cg.refdef.fov_y = fov_y;
-
- if( !cg.zoomed )
- cg.zoomSensitivity = 1;
- else
- cg.zoomSensitivity = cg.refdef.fov_y / 75.0;
-
- return inwater;
-}
-
-
-
-#define NORMAL_HEIGHT 64.0f
-#define NORMAL_WIDTH 6.0f
-
-/*
-===============
-CG_DrawSurfNormal
-
-Draws a vector against
-the surface player is looking at
-===============
-*/
-static void CG_DrawSurfNormal( void )
-{
- trace_t tr;
- vec3_t end, temp;
- polyVert_t normal[ 4 ];
- vec4_t color = { 0.0f, 255.0f, 0.0f, 128.0f };
-
- VectorMA( cg.refdef.vieworg, 8192, cg.refdef.viewaxis[ 0 ], end );
-
- CG_Trace( &tr, cg.refdef.vieworg, NULL, NULL, end, cg.predictedPlayerState.clientNum, MASK_SOLID );
-
- VectorCopy( tr.endpos, normal[ 0 ].xyz );
- normal[ 0 ].st[ 0 ] = 0;
- normal[ 0 ].st[ 1 ] = 0;
- Vector4Copy( color, normal[ 0 ].modulate );
-
- VectorMA( tr.endpos, NORMAL_WIDTH, cg.refdef.viewaxis[ 1 ], temp );
- VectorCopy( temp, normal[ 1 ].xyz);
- normal[ 1 ].st[ 0 ] = 0;
- normal[ 1 ].st[ 1 ] = 1;
- Vector4Copy( color, normal[ 1 ].modulate );
-
- VectorMA( tr.endpos, NORMAL_HEIGHT, tr.plane.normal, temp );
- VectorMA( temp, NORMAL_WIDTH, cg.refdef.viewaxis[ 1 ], temp );
- VectorCopy( temp, normal[ 2 ].xyz );
- normal[ 2 ].st[ 0 ] = 1;
- normal[ 2 ].st[ 1 ] = 1;
- Vector4Copy( color, normal[ 2 ].modulate );
-
- VectorMA( tr.endpos, NORMAL_HEIGHT, tr.plane.normal, temp );
- VectorCopy( temp, normal[ 3 ].xyz );
- normal[ 3 ].st[ 0 ] = 1;
- normal[ 3 ].st[ 1 ] = 0;
- Vector4Copy( color, normal[ 3 ].modulate );
-
- trap_R_AddPolyToScene( cgs.media.outlineShader, 4, normal );
-}
-
-/*
-===============
-CG_addSmoothOp
-===============
-*/
-void CG_addSmoothOp( vec3_t rotAxis, float rotAngle, float timeMod )
-{
- int i;
-
- //iterate through smooth array
- for( i = 0; i < MAXSMOOTHS; i++ )
- {
- //found an unused index in the smooth array
- if( cg.sList[ i ].time + cg_wwSmoothTime.integer < cg.time )
- {
- //copy to array and stop
- VectorCopy( rotAxis, cg.sList[ i ].rotAxis );
- cg.sList[ i ].rotAngle = rotAngle;
- cg.sList[ i ].time = cg.time;
- cg.sList[ i ].timeMod = timeMod;
- return;
- }
- }
-
- //no free indices in the smooth array
-}
-
-/*
-===============
-CG_smoothWWTransitions
-===============
-*/
-static void CG_smoothWWTransitions( playerState_t *ps, const vec3_t in, vec3_t out )
-{
- vec3_t surfNormal, rotAxis, temp;
- vec3_t refNormal = { 0.0f, 0.0f, 1.0f };
- vec3_t ceilingNormal = { 0.0f, 0.0f, -1.0f };
- int i;
- float stLocal, sFraction, rotAngle;
- float smoothTime, timeMod;
- qboolean performed = qfalse;
- vec3_t inAxis[ 3 ], lastAxis[ 3 ], outAxis[ 3 ];
-
- if( cg.snap->ps.pm_flags & PMF_FOLLOW )
- {
- VectorCopy( in, out );
- return;
- }
-
- //set surfNormal
- if( !( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) )
- VectorCopy( ps->grapplePoint, surfNormal );
- else
- VectorCopy( ceilingNormal, surfNormal );
-
- AnglesToAxis( in, inAxis );
-
- //if we are moving from one surface to another smooth the transition
- if( !VectorCompare( surfNormal, cg.lastNormal ) )
- {
- //if we moving from the ceiling to the floor special case
- //( x product of colinear vectors is undefined)
- if( VectorCompare( ceilingNormal, cg.lastNormal ) &&
- VectorCompare( refNormal, surfNormal ) )
- {
- AngleVectors( in, temp, NULL, NULL );
- ProjectPointOnPlane( rotAxis, temp, refNormal );
- VectorNormalize( rotAxis );
- rotAngle = 180.0f;
- timeMod = 1.5f;
- }
- else
- {
- AnglesToAxis( cg.lastVangles, lastAxis );
- rotAngle = DotProduct( inAxis[ 0 ], lastAxis[ 0 ] ) +
- DotProduct( inAxis[ 1 ], lastAxis[ 1 ] ) +
- DotProduct( inAxis[ 2 ], lastAxis[ 2 ] );
-
- rotAngle = RAD2DEG( acos( ( rotAngle - 1.0f ) / 2.0f ) );
-
- CrossProduct( lastAxis[ 0 ], inAxis[ 0 ], temp );
- VectorCopy( temp, rotAxis );
- CrossProduct( lastAxis[ 1 ], inAxis[ 1 ], temp );
- VectorAdd( rotAxis, temp, rotAxis );
- CrossProduct( lastAxis[ 2 ], inAxis[ 2 ], temp );
- VectorAdd( rotAxis, temp, rotAxis );
-
- VectorNormalize( rotAxis );
-
- timeMod = 1.0f;
- }
-
- //add the op
- CG_addSmoothOp( rotAxis, rotAngle, timeMod );
- }
-
- //iterate through ops
- for( i = MAXSMOOTHS - 1; i >= 0; i-- )
- {
- smoothTime = (int)( cg_wwSmoothTime.integer * cg.sList[ i ].timeMod );
-
- //if this op has time remaining, perform it
- if( cg.time < cg.sList[ i ].time + smoothTime )
- {
- stLocal = 1.0f - ( ( ( cg.sList[ i ].time + smoothTime ) - cg.time ) / smoothTime );
- sFraction = -( cos( stLocal * M_PI ) + 1.0f ) / 2.0f;
-
- RotatePointAroundVector( outAxis[ 0 ], cg.sList[ i ].rotAxis,
- inAxis[ 0 ], sFraction * cg.sList[ i ].rotAngle );
- RotatePointAroundVector( outAxis[ 1 ], cg.sList[ i ].rotAxis,
- inAxis[ 1 ], sFraction * cg.sList[ i ].rotAngle );
- RotatePointAroundVector( outAxis[ 2 ], cg.sList[ i ].rotAxis,
- inAxis[ 2 ], sFraction * cg.sList[ i ].rotAngle );
-
- AxisCopy( outAxis, inAxis );
- performed = qtrue;
- }
- }
-
- //if we performed any ops then return the smoothed angles
- //otherwise simply return the in angles
- if( performed )
- AxisToAngles( outAxis, out );
- else
- VectorCopy( in, out );
-
- //copy the current normal to the lastNormal
- VectorCopy( in, cg.lastVangles );
- VectorCopy( surfNormal, cg.lastNormal );
-}
-
-/*
-===============
-CG_smoothWJTransitions
-===============
-*/
-static void CG_smoothWJTransitions( playerState_t *ps, const vec3_t in, vec3_t out )
-{
- int i;
- float stLocal, sFraction;
- qboolean performed = qfalse;
- vec3_t inAxis[ 3 ], outAxis[ 3 ];
-
- if( cg.snap->ps.pm_flags & PMF_FOLLOW )
- {
- VectorCopy( in, out );
- return;
- }
-
- AnglesToAxis( in, inAxis );
-
- //iterate through ops
- for( i = MAXSMOOTHS - 1; i >= 0; i-- )
- {
- //if this op has time remaining, perform it
- if( cg.time < cg.sList[ i ].time + cg_wwSmoothTime.integer )
- {
- stLocal = ( ( cg.sList[ i ].time + cg_wwSmoothTime.integer ) - cg.time ) / cg_wwSmoothTime.integer;
- sFraction = 1.0f - ( ( cos( stLocal * M_PI * 2.0f ) + 1.0f ) / 2.0f );
-
- RotatePointAroundVector( outAxis[ 0 ], cg.sList[ i ].rotAxis,
- inAxis[ 0 ], sFraction * cg.sList[ i ].rotAngle );
- RotatePointAroundVector( outAxis[ 1 ], cg.sList[ i ].rotAxis,
- inAxis[ 1 ], sFraction * cg.sList[ i ].rotAngle );
- RotatePointAroundVector( outAxis[ 2 ], cg.sList[ i ].rotAxis,
- inAxis[ 2 ], sFraction * cg.sList[ i ].rotAngle );
-
- AxisCopy( outAxis, inAxis );
- performed = qtrue;
- }
- }
-
- //if we performed any ops then return the smoothed angles
- //otherwise simply return the in angles
- if( performed )
- AxisToAngles( outAxis, out );
- else
- VectorCopy( in, out );
-}
-
-
-/*
-===============
-CG_CalcViewValues
-
-Sets cg.refdef view values
-===============
-*/
-static int CG_CalcViewValues( void )
-{
- playerState_t *ps;
-
- memset( &cg.refdef, 0, sizeof( cg.refdef ) );
-
- // calculate size of 3D view
- CG_CalcVrect( );
-
- ps = &cg.predictedPlayerState;
-
- // intermission view
- if( ps->pm_type == PM_INTERMISSION )
- {
- VectorCopy( ps->origin, cg.refdef.vieworg );
- VectorCopy( ps->viewangles, cg.refdefViewAngles );
- AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
-
- return CG_CalcFov( );
- }
-
- cg.bobcycle = ( ps->bobCycle & 128 ) >> 7;
- cg.bobfracsin = fabs( sin( ( ps->bobCycle & 127 ) / 127.0 * M_PI ) );
- cg.xyspeed = sqrt( ps->velocity[ 0 ] * ps->velocity[ 0 ] +
- ps->velocity[ 1 ] * ps->velocity[ 1 ] );
-
- VectorCopy( ps->origin, cg.refdef.vieworg );
-
- if( BG_ClassHasAbility( ps->stats[ STAT_PCLASS ], SCA_WALLCLIMBER ) )
- CG_smoothWWTransitions( ps, ps->viewangles, cg.refdefViewAngles );
- else if( BG_ClassHasAbility( ps->stats[ STAT_PCLASS ], SCA_WALLJUMPER ) )
- CG_smoothWJTransitions( ps, ps->viewangles, cg.refdefViewAngles );
- else
- VectorCopy( ps->viewangles, cg.refdefViewAngles );
-
- //clumsy logic, but it needs to be this way round because the CS propogation
- //delay screws things up otherwise
- if( !BG_ClassHasAbility( ps->stats[ STAT_PCLASS ], SCA_WALLJUMPER ) )
- {
- if( !( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) )
- VectorSet( cg.lastNormal, 0.0f, 0.0f, 1.0f );
- }
-
- // add error decay
- if( cg_errorDecay.value > 0 )
- {
- int t;
- float f;
-
- t = cg.time - cg.predictedErrorTime;
- f = ( cg_errorDecay.value - t ) / cg_errorDecay.value;
-
- if( f > 0 && f < 1 )
- VectorMA( cg.refdef.vieworg, f, cg.predictedError, cg.refdef.vieworg );
- else
- cg.predictedErrorTime = 0;
- }
-
- //shut off the poison cloud effect if it's still on the go
- if( cg.snap->ps.stats[ STAT_HEALTH ] <= 0 )
- {
- if( CG_IsParticleSystemValid( &cg.poisonCloudPS ) )
- CG_DestroyParticleSystem( &cg.poisonCloudPS );
- }
-
- if( cg.renderingThirdPerson )
- {
- // back away from character
- CG_OffsetThirdPersonView( );
- }
- else
- {
- // offset for local bobbing and kicks
- CG_OffsetFirstPersonView( );
- }
-
- // position eye reletive to origin
- AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
-
- if( cg.hyperspace )
- cg.refdef.rdflags |= RDF_NOWORLDMODEL | RDF_HYPERSPACE;
-
- //draw the surface normal looking at
- if( cg_drawSurfNormal.integer )
- CG_DrawSurfNormal( );
-
- // field of view
- return CG_CalcFov( );
-}
-
-/*
-=====================
-CG_AddBufferedSound
-=====================
-*/
-void CG_AddBufferedSound( sfxHandle_t sfx )
-{
- if( !sfx )
- return;
-
- cg.soundBuffer[ cg.soundBufferIn ] = sfx;
- cg.soundBufferIn = ( cg.soundBufferIn + 1 ) % MAX_SOUNDBUFFER;
-
- if( cg.soundBufferIn == cg.soundBufferOut )
- cg.soundBufferOut++;
-}
-
-/*
-=====================
-CG_PlayBufferedSounds
-=====================
-*/
-static void CG_PlayBufferedSounds( void )
-{
- if( cg.soundTime < cg.time )
- {
- if( cg.soundBufferOut != cg.soundBufferIn && cg.soundBuffer[ cg.soundBufferOut ] )
- {
- trap_S_StartLocalSound( cg.soundBuffer[ cg.soundBufferOut ], CHAN_ANNOUNCER );
- cg.soundBuffer[ cg.soundBufferOut ] = 0;
- cg.soundBufferOut = ( cg.soundBufferOut + 1 ) % MAX_SOUNDBUFFER;
- cg.soundTime = cg.time + 750;
- }
- }
-}
-
-//=========================================================================
-
-/*
-=================
-CG_DrawActiveFrame
-
-Generates and draws a game scene and status information at the given time.
-=================
-*/
-void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback )
-{
- int inwater;
-
- cg.time = serverTime;
- cg.demoPlayback = demoPlayback;
-
- // update cvars
- CG_UpdateCvars( );
-
- // if we are only updating the screen as a loading
- // pacifier, don't even try to read snapshots
- if( cg.infoScreenText[ 0 ] != 0 )
- {
- CG_DrawLoadingScreen( );
- return;
- }
-
- // any looped sounds will be respecified as entities
- // are added to the render list
- trap_S_ClearLoopingSounds( qfalse );
-
- // clear all the render lists
- trap_R_ClearScene( );
-
- // set up cg.snap and possibly cg.nextSnap
- CG_ProcessSnapshots( );
-
- // if we haven't received any snapshots yet, all
- // we can draw is the information screen
- if( !cg.snap || ( cg.snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) )
- {
- CG_DrawLoadingScreen( );
- return;
- }
-
- // let the client system know what our weapon and zoom settings are
- trap_SetUserCmdValue( cg.weaponSelect, cg.zoomSensitivity );
-
- // this counter will be bumped for every valid scene we generate
- cg.clientFrame++;
-
- // update cg.predictedPlayerState
- CG_PredictPlayerState( );
-
- // decide on third person view
- cg.renderingThirdPerson = cg_thirdPerson.integer || ( cg.snap->ps.stats[ STAT_HEALTH ] <= 0 );
-
- // build cg.refdef
- inwater = CG_CalcViewValues( );
-
- // build the render lists
- if( !cg.hyperspace )
- {
- CG_AddPacketEntities( ); // after calcViewValues, so predicted player state is correct
- CG_AddMarks( );
- }
-
- CG_AddViewWeapon( &cg.predictedPlayerState );
-
- //after CG_AddViewWeapon
- if( !cg.hyperspace )
- {
- CG_AddParticles( );
- CG_AddTrails( );
- }
-
- // add buffered sounds
- CG_PlayBufferedSounds( );
-
- // 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 ) );
-
- //remove expired console lines
- if( cg.consoleLines[ 0 ].time + cg_consoleLatency.integer < cg.time && cg_consoleLatency.integer > 0 )
- CG_RemoveConsoleLine( );
-
- // update audio positions
- trap_S_Respatialize( cg.snap->ps.clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater );
-
- // 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( );
- }
-
- if( cg_timescale.value != cg_timescaleFadeEnd.value )
- {
- if( cg_timescale.value < cg_timescaleFadeEnd.value )
- {
- cg_timescale.value += cg_timescaleFadeSpeed.value * ( (float)cg.frametime ) / 1000;
- if( cg_timescale.value > cg_timescaleFadeEnd.value )
- cg_timescale.value = cg_timescaleFadeEnd.value;
- }
- else
- {
- cg_timescale.value -= cg_timescaleFadeSpeed.value * ( (float)cg.frametime ) / 1000;
- if( cg_timescale.value < cg_timescaleFadeEnd.value )
- cg_timescale.value = cg_timescaleFadeEnd.value;
- }
-
- if( cg_timescaleFadeSpeed.value )
- trap_Cvar_Set( "timescale", va( "%f", cg_timescale.value ) );
- }
-
- // actually issue the rendering calls
- CG_DrawActive( stereoView );
-
- if( cg_stats.integer )
- CG_Printf( "cg.clientFrame:%i\n", cg.clientFrame );
-}
-