//========= Copyright (c) 1996-2002, Valve LLC, All rights reserved. ============ // // Purpose: // // $NoKeywords: $ //============================================================================= // view/refresh setup functions #include "hud.h" #include "cl_util.h" #include "cvardef.h" #include "usercmd.h" #include "const.h" #include "entity_state.h" #include "cl_entity.h" #include "ref_params.h" #include "in_defs.h" // PITCH YAW ROLL #include "pm_movevars.h" #include "pm_shared.h" #include "pm_defs.h" #include "event_api.h" #include "pmtrace.h" #include "screenfade.h" #include "shake.h" #include "hltv.h" // Spectator Mode extern "C" { float vecNewViewAngles[3]; int iHasNewViewAngles; float vecNewViewOrigin[3]; int iHasNewViewOrigin; int iIsSpectator; } #ifndef M_PI #define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h #endif extern "C" { int CL_IsThirdPerson( void ); void CL_CameraOffset( float *ofs ); void DLLEXPORT V_CalcRefdef( struct ref_params_s *pparams ); void PM_ParticleLine( float *start, float *end, int pcolor, float life, float vert ); int PM_GetVisEntInfo( int ent ); int PM_GetPhysEntInfo( int ent ); void InterpolateAngles( float * start, float * end, float * output, float frac ); void NormalizeAngles( float * angles ); float Distance( const float * v1, const float * v2 ); float AngleBetweenVectors( const float * v1, const float * v2 ); float vJumpOrigin[3]; float vJumpAngles[3]; } void V_DropPunchAngle( float frametime, float *ev_punchangle ); void VectorAngles( const float *forward, float *angles ); #include "r_studioint.h" #include "com_model.h" extern engine_studio_api_t IEngineStudio; /* The view is allowed to move slightly from it's true position for bobbing, but if it exceeds 8 pixels linear distance (spherical, not box), the list of entities sent from the server may not include everything in the pvs, especially when crossing a water boudnary. */ extern cvar_t *cl_forwardspeed; extern cvar_t *chase_active; extern cvar_t *scr_ofsx, *scr_ofsy, *scr_ofsz; extern cvar_t *cl_vsmoothing; extern cvar_t *cl_viewbob; extern Vector dead_viewangles; #define CAM_MODE_RELAX 1 #define CAM_MODE_FOCUS 2 vec3_t v_origin, v_angles, v_cl_angles, v_sim_org, v_lastAngles; float v_frametime, v_lastDistance; float v_cameraRelaxAngle = 5.0f; float v_cameraFocusAngle = 35.0f; int v_cameraMode = CAM_MODE_FOCUS; qboolean v_resetCamera = 1; vec3_t g_ev_punchangle; cvar_t *scr_ofsx; cvar_t *scr_ofsy; cvar_t *scr_ofsz; cvar_t *v_centermove; cvar_t *v_centerspeed; cvar_t *cl_bobcycle; cvar_t *cl_bob; cvar_t *cl_bobup; cvar_t *cl_waterdist; cvar_t *cl_chasedist; // These cvars are not registered (so users can't cheat), so set the ->value field directly // Register these cvars in V_Init() if needed for easy tweaking cvar_t v_iyaw_cycle = {"v_iyaw_cycle", "2", 0, 2}; cvar_t v_iroll_cycle = {"v_iroll_cycle", "0.5", 0, 0.5}; cvar_t v_ipitch_cycle = {"v_ipitch_cycle", "1", 0, 1}; cvar_t v_iyaw_level = {"v_iyaw_level", "0.3", 0, 0.3}; cvar_t v_iroll_level = {"v_iroll_level", "0.1", 0, 0.1}; cvar_t v_ipitch_level = {"v_ipitch_level", "0.3", 0, 0.3}; float v_idlescale; // used by TFC for concussion grenade effect //============================================================================= /* void V_NormalizeAngles( float *angles ) { int i; // Normalize angles for( i = 0; i < 3; i++ ) { if( angles[i] > 180.0 ) { angles[i] -= 360.0; } else if( angles[i] < -180.0 ) { angles[i] += 360.0; } } } =================== V_InterpolateAngles Interpolate Euler angles. FIXME: Use Quaternions to avoid discontinuities Frac is 0.0 to 1.0 ( i.e., should probably be clamped, but doesn't have to be ) =================== void V_InterpolateAngles( float *start, float *end, float *output, float frac ) { int i; float ang1, ang2; float d; V_NormalizeAngles( start ); V_NormalizeAngles( end ); for( i = 0 ; i < 3 ; i++ ) { ang1 = start[i]; ang2 = end[i]; d = ang2 - ang1; if( d > 180 ) { d -= 360; } else if( d < -180 ) { d += 360; } output[i] = ang1 + d * frac; } V_NormalizeAngles( output ); } */ // Quakeworld bob code, this fixes jitters in the mutliplayer since the clock (pparams->time) isn't quite linear float V_CalcBob( struct ref_params_s *pparams ) { static double bobtime; static float bob; float cycle; static float lasttime; vec3_t vel; if( pparams->onground == -1 || pparams->time == lasttime ) { // just use old value return bob; } lasttime = pparams->time; bobtime += pparams->frametime; cycle = bobtime - (int)( bobtime / cl_bobcycle->value ) * cl_bobcycle->value; cycle /= cl_bobcycle->value; if( cycle < cl_bobup->value ) { cycle = M_PI * cycle / cl_bobup->value; } else { cycle = M_PI + M_PI * ( cycle - cl_bobup->value )/( 1.0 - cl_bobup->value ); } // bob is proportional to simulated velocity in the xy plane // (don't count Z, or jumping messes it up) VectorCopy( pparams->simvel, vel ); vel[2] = 0; bob = sqrt( vel[0] * vel[0] + vel[1] * vel[1] ) * cl_bob->value; bob = bob * 0.3 + bob * 0.7 * sin(cycle); bob = min( bob, 4 ); bob = max( bob, -7 ); return bob; } /* =============== V_CalcRoll Used by view and sv_user =============== */ float V_CalcRoll( vec3_t angles, vec3_t velocity, float rollangle, float rollspeed ) { float sign; float side; float value; vec3_t forward, right, up; AngleVectors( angles, forward, right, up ); side = DotProduct( velocity, right ); sign = side < 0 ? -1 : 1; side = fabs( side ); value = rollangle; if( side < rollspeed ) { side = side * value / rollspeed; } else { side = value; } return side * sign; } typedef struct pitchdrift_s { float pitchvel; int nodrift; float driftmove; double laststop; } pitchdrift_t; static pitchdrift_t pd; /* =============== V_DriftPitch Moves the client pitch angle towards idealpitch sent by the server. If the user is adjusting pitch manually, either with lookup/lookdown, mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped. =============== */ /* ============================================================================== VIEW RENDERING ============================================================================== */ /* ================== V_CalcGunAngle ================== */ void V_CalcGunAngle( struct ref_params_s *pparams ) { cl_entity_t *viewent; viewent = gEngfuncs.GetViewModel(); if( !viewent ) return; viewent->angles[YAW] = pparams->viewangles[YAW] + pparams->crosshairangle[YAW]; viewent->angles[PITCH] = -pparams->viewangles[PITCH] + pparams->crosshairangle[PITCH] * 0.25; viewent->angles[ROLL] -= v_idlescale * sin( pparams->time * v_iroll_cycle.value ) * v_iroll_level.value; // don't apply all of the v_ipitch to prevent normally unseen parts of viewmodel from coming into view. viewent->angles[PITCH] -= v_idlescale * sin( pparams->time * v_ipitch_cycle.value ) * ( v_ipitch_level.value * 0.5 ); viewent->angles[YAW] -= v_idlescale * sin( pparams->time * v_iyaw_cycle.value ) * v_iyaw_level.value; VectorCopy( viewent->angles, viewent->curstate.angles ); VectorCopy( viewent->angles, viewent->latched.prevangles ); } /* ============== V_AddIdle Idle swaying ============== */ void V_AddIdle( struct ref_params_s *pparams ) { pparams->viewangles[ROLL] += v_idlescale * sin( pparams->time * v_iroll_cycle.value ) * v_iroll_level.value; pparams->viewangles[PITCH] += v_idlescale * sin( pparams->time * v_ipitch_cycle.value ) * v_ipitch_level.value; pparams->viewangles[YAW] += v_idlescale * sin( pparams->time * v_iyaw_cycle.value ) * v_iyaw_level.value; } /* ============== V_CalcViewRoll Roll is induced by movement and damage ============== */ void V_CalcViewRoll( struct ref_params_s *pparams ) { float side; cl_entity_t *viewentity; viewentity = gEngfuncs.GetEntityByIndex( pparams->viewentity ); if( !viewentity ) return; side = V_CalcRoll( viewentity->angles, pparams->simvel, pparams->movevars->rollangle, pparams->movevars->rollspeed ); pparams->viewangles[ROLL] += side; if( pparams->health <= 0 && ( pparams->viewheight[2] != 0 ) ) { // only roll the view if the player is dead and the viewheight[2] is nonzero // this is so deadcam in multiplayer will work. pparams->viewangles[ROLL] = 80; // dead view angle return; } } /* ================== V_CalcIntermissionRefdef ================== */ void V_CalcIntermissionRefdef( struct ref_params_s *pparams ) { cl_entity_t /**ent,*/ *view; float old; // ent is the player model ( visible when out of body ) //ent = gEngfuncs.GetLocalPlayer(); // view is the weapon model (only visible from inside body ) view = gEngfuncs.GetViewModel(); VectorCopy( pparams->simorg, pparams->vieworg ); VectorCopy( pparams->cl_viewangles, pparams->viewangles ); view->model = NULL; // allways idle in intermission old = v_idlescale; v_idlescale = 1; V_AddIdle( pparams ); if( gEngfuncs.IsSpectateOnly() ) { // in HLTV we must go to 'intermission' position by ourself VectorCopy( gHUD.m_Spectator.m_cameraOrigin, pparams->vieworg ); VectorCopy( gHUD.m_Spectator.m_cameraAngles, pparams->viewangles ); } v_idlescale = old; v_cl_angles = pparams->cl_viewangles; v_origin = pparams->vieworg; v_angles = pparams->viewangles; } #define ORIGIN_BACKUP 64 #define ORIGIN_MASK ( ORIGIN_BACKUP - 1 ) typedef struct { float Origins[ORIGIN_BACKUP][3]; float OriginTime[ORIGIN_BACKUP]; float Angles[ORIGIN_BACKUP][3]; float AngleTime[ORIGIN_BACKUP]; int CurrentOrigin; int CurrentAngle; } viewinterp_t; /* ================== V_CalcRefdef ================== */ extern void RenderFog( void ); //LRC void V_CalcNormalRefdef( struct ref_params_s *pparams ) { cl_entity_t *ent, *view; int i; vec3_t angles; float bob, waterOffset; static viewinterp_t ViewInterp; static float oldz = 0; static float lasttime; vec3_t camAngles( 0.0f, 0.0f, 0.0f ), camForward, camRight, camUp; cl_entity_t *pwater; static struct model_s *savedviewmodel; //LRC - if this is the second pass through, then we've just drawn the sky, and now we're setting up the normal view. if (pparams->nextView == 1) { view = gEngfuncs.GetViewModel(); view->model = savedviewmodel; pparams->viewangles[0] = v_angles.x; pparams->viewangles[1] = v_angles.y; pparams->viewangles[2] = v_angles.z; pparams->vieworg[0] = v_origin.x; pparams->vieworg[1] = v_origin.y; pparams->vieworg[2] = v_origin.z; pparams->nextView = 0; return; } //V_DriftPitch ( pparams ); if( gEngfuncs.IsSpectateOnly() ) { ent = gEngfuncs.GetEntityByIndex( g_iUser2 ); } else { // ent is the player model ( visible when out of body ) ent = gEngfuncs.GetLocalPlayer(); } // view is the weapon model (only visible from inside body) view = gEngfuncs.GetViewModel(); //LRC - don't show weapon models when we're drawing the sky. if (gHUD.m_iSkyMode == SKY_ON) { savedviewmodel = view->model; view->model = NULL; } // transform the view offset by the model's matrix to get the offset from // model origin for the view bob = V_CalcBob( pparams ); // refresh position VectorCopy( pparams->simorg, pparams->vieworg ); pparams->vieworg[2] += bob ; VectorAdd( pparams->vieworg, pparams->viewheight, pparams->vieworg ); if( pparams->health <= 0 ) { VectorCopy( dead_viewangles, pparams->viewangles ); } else { VectorCopy( pparams->cl_viewangles, pparams->viewangles ); } gEngfuncs.V_CalcShake(); gEngfuncs.V_ApplyShake( pparams->vieworg, pparams->viewangles, 1.0 ); // never let view origin sit exactly on a node line, because a water plane can // dissapear when viewed with the eye exactly on it. // FIXME, we send origin at 1/128 now, change this? // the server protocol only specifies to 1/16 pixel, so add 1/32 in each axis pparams->vieworg[0] += 1.0 / 32; pparams->vieworg[1] += 1.0 / 32; pparams->vieworg[2] += 1.0 / 32; // Check for problems around water, move the viewer artificially if necessary // -- this prevents drawing errors in GL due to waves waterOffset = 0; if( pparams->waterlevel >= 2 ) { int contents, waterDist, waterEntity; vec3_t point; waterDist = cl_waterdist->value; if( pparams->hardware ) { waterEntity = gEngfuncs.PM_WaterEntity( pparams->simorg ); if( waterEntity >= 0 && waterEntity < pparams->max_entities ) { pwater = gEngfuncs.GetEntityByIndex( waterEntity ); if( pwater && ( pwater->model != NULL ) ) { waterDist += ( pwater->curstate.scale * 16 ); // Add in wave height } } } else { waterEntity = 0; // Don't need this in software } VectorCopy( pparams->vieworg, point ); // Eyes are above water, make sure we're above the waves if( pparams->waterlevel == 2 ) { point[2] -= waterDist; for( i = 0; i < waterDist; i++ ) { contents = gEngfuncs.PM_PointContents( point, NULL ); if( contents > CONTENTS_WATER ) break; point[2] += 1; } waterOffset = ( point[2] + waterDist ) - pparams->vieworg[2]; } else { // eyes are under water. Make sure we're far enough under point[2] += waterDist; for( i = 0; i < waterDist; i++ ) { contents = gEngfuncs.PM_PointContents( point, NULL ); if( contents <= CONTENTS_WATER ) break; point[2] -= 1; } waterOffset = ( point[2] - waterDist ) - pparams->vieworg[2]; } } pparams->vieworg[2] += waterOffset; V_CalcViewRoll( pparams ); V_AddIdle( pparams ); // offsets if( pparams->health <= 0 ) { VectorCopy( dead_viewangles, angles ); } else { VectorCopy( pparams->cl_viewangles, angles ); } AngleVectors( angles, pparams->forward, pparams->right, pparams->up ); // don't allow cheats in multiplayer if( pparams->maxclients <= 1 ) { for( i = 0; i < 3; i++ ) { pparams->vieworg[i] += scr_ofsx->value*pparams->forward[i] + scr_ofsy->value*pparams->right[i] + scr_ofsz->value*pparams->up[i]; } } // Treating cam_ofs[2] as the distance if( CL_IsThirdPerson() ) { vec3_t ofs; ofs[0] = ofs[1] = ofs[2] = 0.0; CL_CameraOffset( (float *)&ofs ); VectorCopy( ofs, camAngles ); camAngles[ROLL] = 0; AngleVectors( camAngles, camForward, camRight, camUp ); for( i = 0; i < 3; i++ ) { pparams->vieworg[i] += -ofs[2] * camForward[i]; } } // Give gun our viewangles if( pparams->health <= 0 ) { VectorCopy( dead_viewangles, view->angles ); } else { VectorCopy( pparams->cl_viewangles, view->angles ); } // set up gun position V_CalcGunAngle( pparams ); // Use predicted origin as view origin. VectorCopy( pparams->simorg, view->origin ); view->origin[2] += waterOffset; VectorAdd( view->origin, pparams->viewheight, view->origin ); // Let the viewmodel shake at about 10% of the amplitude gEngfuncs.V_ApplyShake( view->origin, view->angles, 0.9 ); for( i = 0; i < 3; i++ ) { view->origin[i] += bob * 0.4 * pparams->forward[i]; } view->origin[2] += bob; // throw in a little tilt. view->angles[YAW] -= bob * 0.5; view->angles[ROLL] -= bob * 1; view->angles[PITCH] -= bob * 0.3; if( cl_viewbob && cl_viewbob->value ) VectorCopy( view->angles, view->curstate.angles ); // pushing the view origin down off of the same X/Z plane as the ent's origin will give the // gun a very nice 'shifting' effect when the player looks up/down. If there is a problem // with view model distortion, this may be a cause. (SJB). view->origin[2] -= 1; // fudge position around to keep amount of weapon visible // roughly equal with different FOV if( pparams->viewsize == 110 ) { view->origin[2] += 1; } else if( pparams->viewsize == 100 ) { view->origin[2] += 2; } else if( pparams->viewsize == 90 ) { view->origin[2] += 1; } else if( pparams->viewsize == 80 ) { view->origin[2] += 0.5; } // Add in the punchangle, if any VectorAdd( pparams->viewangles, pparams->punchangle, pparams->viewangles ); // Include client side punch, too VectorAdd( pparams->viewangles, (float *)&g_ev_punchangle, pparams->viewangles ); V_DropPunchAngle( pparams->frametime, (float *)&g_ev_punchangle ); // smooth out stair step ups #if 1 if( !pparams->smoothing && pparams->onground && pparams->simorg[2] - oldz > 0 ) { float steptime; steptime = pparams->time - lasttime; if( steptime < 0 ) //FIXME I_Error( "steptime < 0" ); steptime = 0; oldz += steptime * 150; if( oldz > pparams->simorg[2] ) oldz = pparams->simorg[2]; if( pparams->simorg[2] - oldz > 18 ) oldz = pparams->simorg[2]- 18; pparams->vieworg[2] += oldz - pparams->simorg[2]; view->origin[2] += oldz - pparams->simorg[2]; } else { oldz = pparams->simorg[2]; } #endif { static float lastorg[3]; vec3_t delta; VectorSubtract( pparams->simorg, lastorg, delta ); if( Length( delta ) != 0.0 ) { VectorCopy( pparams->simorg, ViewInterp.Origins[ViewInterp.CurrentOrigin & ORIGIN_MASK] ); ViewInterp.OriginTime[ViewInterp.CurrentOrigin & ORIGIN_MASK] = pparams->time; ViewInterp.CurrentOrigin++; VectorCopy( pparams->simorg, lastorg ); } } // Smooth out whole view in multiplayer when on trains, lifts if( cl_vsmoothing && cl_vsmoothing->value && ( pparams->smoothing && ( pparams->maxclients > 1 ) ) ) { int foundidx; float t; if( cl_vsmoothing->value < 0.0 ) { gEngfuncs.Cvar_SetValue( "cl_vsmoothing", 0.0 ); } t = pparams->time - cl_vsmoothing->value; for( i = 1; i < ORIGIN_MASK; i++ ) { foundidx = ViewInterp.CurrentOrigin - 1 - i; if( ViewInterp.OriginTime[foundidx & ORIGIN_MASK] <= t ) break; } if( i < ORIGIN_MASK && ViewInterp.OriginTime[foundidx & ORIGIN_MASK] != 0.0 ) { // Interpolate vec3_t delta; double frac; double dt; vec3_t neworg; dt = ViewInterp.OriginTime[( foundidx + 1 ) & ORIGIN_MASK] - ViewInterp.OriginTime[foundidx & ORIGIN_MASK]; if( dt > 0.0 ) { frac = ( t - ViewInterp.OriginTime[foundidx & ORIGIN_MASK] ) / dt; frac = min( 1.0, frac ); VectorSubtract( ViewInterp.Origins[( foundidx + 1 ) & ORIGIN_MASK], ViewInterp.Origins[foundidx & ORIGIN_MASK], delta ); VectorMA( ViewInterp.Origins[foundidx & ORIGIN_MASK], frac, delta, neworg ); // Dont interpolate large changes if( Length( delta ) < 64 ) { VectorSubtract( neworg, pparams->simorg, delta ); VectorAdd( pparams->simorg, delta, pparams->simorg ); VectorAdd( pparams->vieworg, delta, pparams->vieworg ); VectorAdd( view->origin, delta, view->origin ); } } } } // Store off v_angles before munging for third person v_angles = pparams->viewangles; v_lastAngles = pparams->viewangles; //v_cl_angles = pparams->cl_viewangles; // keep old user mouse angles ! if( CL_IsThirdPerson() ) { VectorCopy( camAngles, pparams->viewangles ); float pitch = camAngles[0]; // Normalize angles if( pitch > 180 ) pitch -= 360.0; else if( pitch < -180 ) pitch += 360; // Player pitch is inverted pitch /= -3.0; // Slam local player's pitch value ent->angles[0] = pitch; ent->curstate.angles[0] = pitch; ent->prevstate.angles[0] = pitch; ent->latched.prevangles[0] = pitch; } // override all previous settings if the viewent isn't the client if( pparams->viewentity > pparams->maxclients ) { cl_entity_t *viewentity; viewentity = gEngfuncs.GetEntityByIndex( pparams->viewentity ); if( viewentity ) { VectorCopy( viewentity->origin, pparams->vieworg ); VectorCopy( viewentity->angles, pparams->viewangles ); // Store off overridden viewangles v_angles = pparams->viewangles; } } lasttime = pparams->time; v_origin = pparams->vieworg; //LRC RenderFog(); // LRC - override the view position if we're drawing a sky, rather than the player's view if (gHUD.m_iSkyMode == SKY_ON && pparams->nextView == 0) { pparams->vieworg[0] = gHUD.m_vecSkyPos.x; pparams->vieworg[1] = gHUD.m_vecSkyPos.y; pparams->vieworg[2] = gHUD.m_vecSkyPos.z; pparams->nextView = 1; } } void V_SmoothInterpolateAngles( float * startAngle, float * endAngle, float * finalAngle, float degreesPerSec ) { float absd, frac, d, threshhold; NormalizeAngles( startAngle ); NormalizeAngles( endAngle ); for( int i = 0; i < 3; i++ ) { d = endAngle[i] - startAngle[i]; if( d > 180.0f ) { d -= 360.0f; } else if( d < -180.0f ) { d += 360.0f; } absd = fabs( d ); if( absd > 0.01f ) { frac = degreesPerSec * v_frametime; threshhold= degreesPerSec / 4; if( absd < threshhold ) { float h = absd / threshhold; h *= h; frac *= h; // slow down last degrees } if( frac > absd ) { finalAngle[i] = endAngle[i]; } else { if( d > 0 ) finalAngle[i] = startAngle[i] + frac; else finalAngle[i] = startAngle[i] - frac; } } else { finalAngle[i] = endAngle[i]; } } NormalizeAngles( finalAngle ); } // Get the origin of the Observer based around the target's position and angles void V_GetChaseOrigin( float * angles, float * origin, float distance, float * returnvec ) { vec3_t vecEnd; vec3_t forward; vec3_t vecStart; pmtrace_t *trace; int maxLoops = 8; int ignoreent = -1; // first, ignore no entity cl_entity_t *ent = NULL; // Trace back from the target using the player's view angles AngleVectors( angles, forward, NULL, NULL ); VectorScale( forward, -1, forward ); VectorCopy( origin, vecStart ); VectorMA( vecStart, distance , forward, vecEnd ); while( maxLoops > 0 ) { trace = gEngfuncs.PM_TraceLine( vecStart, vecEnd, PM_TRACELINE_PHYSENTSONLY, 2, ignoreent ); // WARNING! trace->ent is is the number in physent list not the normal entity number if( trace->ent <= 0) break; // we hit the world or nothing, stop trace ent = gEngfuncs.GetEntityByIndex( PM_GetPhysEntInfo( trace->ent ) ); if( ent == NULL ) break; // hit non-player solid BSP , stop here if( ent->curstate.solid == SOLID_BSP && !ent->player ) break; // if close enought to end pos, stop, otherwise continue trace if( Distance( trace->endpos, vecEnd ) < 1.0f ) { break; } else { ignoreent = trace->ent; // ignore last hit entity VectorCopy( trace->endpos, vecStart ); } maxLoops--; } /* if( ent ) { gEngfuncs.Con_Printf( "Trace loops %i , entity %i, model %s, solid %i\n",(8-maxLoops),ent->curstate.number, ent->model->name , ent->curstate.solid ); } */ VectorMA( trace->endpos, 4, trace->plane.normal, returnvec ); v_lastDistance = Distance( trace->endpos, origin ); // real distance without offset } /*void V_GetDeathCam( cl_entity_t * ent1, cl_entity_t * ent2, float * angle, float * origin ) { float newAngle[3]; float newOrigin[3]; float distance = 168.0f; v_lastDistance += v_frametime * 96.0f; // move unit per seconds back if( v_resetCamera ) v_lastDistance = 64.0f; if( distance > v_lastDistance ) distance = v_lastDistance; VectorCopy( ent1->origin, newOrigin ); if( ent1->player ) newOrigin[2] += 17; // head level of living player // get new angle towards second target if( ent2 ) { VectorSubtract( ent2->origin, ent1->origin, newAngle ); VectorAngles( newAngle, newAngle ); newAngle[0] = -newAngle[0]; } else { // if no second target is given, look down to dead player newAngle[0] = 90.0f; newAngle[1] = 0.0f; newAngle[2] = 0; } // and smooth view V_SmoothInterpolateAngles( v_lastAngles, newAngle, angle, 120.0f ); V_GetChaseOrigin( angle, newOrigin, distance, origin ); VectorCopy( angle, v_lastAngles ); }*/ void V_GetSingleTargetCam( cl_entity_t * ent1, float * angle, float * origin ) { float newAngle[3]; float newOrigin[3]; int flags = gHUD.m_Spectator.m_iObserverFlags; // see is target is a dead player qboolean deadPlayer = ent1->player && ( ent1->curstate.solid == SOLID_NOT ); float dfactor = ( flags & DRC_FLAG_DRAMATIC ) ? -1.0f : 1.0f; float distance = 112.0f + ( 16.0f * dfactor ); // get close if dramatic; // go away in final scenes or if player just died if( flags & DRC_FLAG_FINAL ) distance *= 2.0f; else if( deadPlayer ) distance *= 1.5f; // let v_lastDistance float smoothly away v_lastDistance += v_frametime * 32.0f; // move unit per seconds back if( distance > v_lastDistance ) distance = v_lastDistance; VectorCopy( ent1->origin, newOrigin ); if( ent1->player ) { if( deadPlayer ) newOrigin[2] += 2; //laying on ground else newOrigin[2] += 17; // head level of living player } else newOrigin[2]+= 8; // object, tricky, must be above bomb in CS // we have no second target, choose view direction based on // show front of primary target VectorCopy( ent1->angles, newAngle ); // show dead players from front, normal players back if( flags & DRC_FLAG_FACEPLAYER ) newAngle[1] += 180.0f; newAngle[0] += 12.5f * dfactor; // lower angle if dramatic // if final scene (bomb), show from real high pos if( flags & DRC_FLAG_FINAL ) newAngle[0] = 22.5f; // choose side of object/player if( flags & DRC_FLAG_SIDE ) newAngle[1] += 22.5f; else newAngle[1] -= 22.5f; V_SmoothInterpolateAngles( v_lastAngles, newAngle, angle, 120.0f ); // HACK, if player is dead don't clip against his dead body, can't check this V_GetChaseOrigin( angle, newOrigin, distance, origin ); } float MaxAngleBetweenAngles( float *a1, float *a2 ) { float d, maxd = 0.0f; NormalizeAngles( a1 ); NormalizeAngles( a2 ); for( int i = 0; i < 3; i++ ) { d = a2[i] - a1[i]; if( d > 180 ) { d -= 360; } else if( d < -180 ) { d += 360; } d = fabs( d ); if( d > maxd ) maxd = d; } return maxd; } void V_GetDoubleTargetsCam( cl_entity_t *ent1, cl_entity_t *ent2, float *angle, float *origin ) { float newAngle[3], newOrigin[3], tempVec[3]; int flags = gHUD.m_Spectator.m_iObserverFlags; float dfactor = ( flags & DRC_FLAG_DRAMATIC ) ? -1.0f : 1.0f; float distance = 112.0f + ( 16.0f * dfactor ); // get close if dramatic; // go away in final scenes or if player just died if( flags & DRC_FLAG_FINAL ) distance *= 2.0f; // let v_lastDistance float smoothly away v_lastDistance += v_frametime * 32.0f; // move unit per seconds back if( distance > v_lastDistance ) distance = v_lastDistance; VectorCopy( ent1->origin, newOrigin ); if( ent1->player ) newOrigin[2] += 17; // head level of living player else newOrigin[2] += 8; // object, tricky, must be above bomb in CS // get new angle towards second target VectorSubtract( ent2->origin, ent1->origin, newAngle ); VectorAngles( newAngle, newAngle ); newAngle[0] = -newAngle[0]; // set angle diffrent in Dramtaic scenes newAngle[0] += 12.5f * dfactor; // lower angle if dramatic if( flags & DRC_FLAG_SIDE ) newAngle[1] += 22.5f; else newAngle[1] -= 22.5f; float d = MaxAngleBetweenAngles( v_lastAngles, newAngle ); if( ( d < v_cameraFocusAngle) && ( v_cameraMode == CAM_MODE_RELAX ) ) { // difference is to small and we are in relax camera mode, keep viewangles VectorCopy( v_lastAngles, newAngle ); } else if( ( d < v_cameraRelaxAngle ) && ( v_cameraMode == CAM_MODE_FOCUS ) ) { // we catched up with our target, relax again v_cameraMode = CAM_MODE_RELAX; } else { // target move too far away, focus camera again v_cameraMode = CAM_MODE_FOCUS; } // and smooth view, if not a scene cut if( v_resetCamera || ( v_cameraMode == CAM_MODE_RELAX ) ) { VectorCopy( newAngle, angle ); } else { V_SmoothInterpolateAngles( v_lastAngles, newAngle, angle, 180.0f ); } V_GetChaseOrigin( newAngle, newOrigin, distance, origin ); // move position up, if very close at target if( v_lastDistance < 64.0f ) origin[2] += 16.0f * ( 1.0f - ( v_lastDistance / 64.0f ) ); // calculate angle to second target VectorSubtract( ent2->origin, origin, tempVec ); VectorAngles( tempVec, tempVec ); tempVec[0] = -tempVec[0]; /* take middle between two viewangles InterpolateAngles( newAngle, tempVec, newAngle, 0.5f ); */ } void V_GetDirectedChasePosition(cl_entity_t *ent1, cl_entity_t *ent2,float *angle, float *origin) { if( v_resetCamera ) { v_lastDistance = 4096.0f; // v_cameraMode = CAM_MODE_FOCUS; } if( ( ent2 == (cl_entity_t*)0xFFFFFFFF ) || ( ent1->player && ( ent1->curstate.solid == SOLID_NOT ) ) ) { // we have no second target or player just died V_GetSingleTargetCam( ent1, angle, origin ); } else if( ent2 ) { // keep both target in view V_GetDoubleTargetsCam( ent1, ent2, angle, origin ); } else { // second target disappeard somehow (dead) // keep last good viewangle float newOrigin[3]; int flags = gHUD.m_Spectator.m_iObserverFlags; float dfactor = ( flags & DRC_FLAG_DRAMATIC ) ? -1.0f : 1.0f; float distance = 112.0f + ( 16.0f * dfactor ); // get close if dramatic; // go away in final scenes or if player just died if( flags & DRC_FLAG_FINAL ) distance *= 2.0f; // let v_lastDistance float smoothly away v_lastDistance+= v_frametime * 32.0f; // move unit per seconds back if( distance > v_lastDistance ) distance = v_lastDistance; VectorCopy( ent1->origin, newOrigin ); if( ent1->player ) newOrigin[2] += 17; // head level of living player else newOrigin[2] += 8; // object, tricky, must be above bomb in CS V_GetChaseOrigin( angle, newOrigin, distance, origin ); } VectorCopy( angle, v_lastAngles ); } void V_GetChasePos( int target, float *cl_angles, float *origin, float *angles ) { cl_entity_t *ent = NULL; if( target ) { ent = gEngfuncs.GetEntityByIndex( target ); } if( !ent ) { // just copy a save in-map position VectorCopy( vJumpAngles, angles ); VectorCopy( vJumpOrigin, origin ); return; } if( gHUD.m_Spectator.m_autoDirector->value ) { if( g_iUser3 ) V_GetDirectedChasePosition( ent, gEngfuncs.GetEntityByIndex( g_iUser3 ), angles, origin ); else V_GetDirectedChasePosition( ent, (cl_entity_t*)0xFFFFFFFF, angles, origin ); } else { if( cl_angles == NULL ) // no mouse angles given, use entity angles ( locked mode ) { VectorCopy( ent->angles, angles); angles[0] *= -1; } else VectorCopy( cl_angles, angles ); VectorCopy( ent->origin, origin ); origin[2] += 28; // DEFAULT_VIEWHEIGHT - some offset V_GetChaseOrigin( angles, origin, cl_chasedist->value, origin ); } v_resetCamera = false; } void V_ResetChaseCam() { v_resetCamera = true; } void V_GetInEyePos( int target, float *origin, float *angles ) { if( !target ) { // just copy a save in-map position VectorCopy ( vJumpAngles, angles ); VectorCopy ( vJumpOrigin, origin ); return; }; cl_entity_t *ent = gEngfuncs.GetEntityByIndex( target ); if( !ent ) return; VectorCopy( ent->origin, origin ); VectorCopy( ent->angles, angles ); angles[PITCH] *= -3.0f; // see CL_ProcessEntityUpdate() if( ent->curstate.solid == SOLID_NOT ) { angles[ROLL] = 80; // dead view angle origin[2] += -8 ; // PM_DEAD_VIEWHEIGHT } else if( ent->curstate.usehull == 1 ) origin[2] += 12; // VEC_DUCK_VIEW; else // exacty eye position can't be caluculated since it depends on // client values like cl_bobcycle, this offset matches the default values origin[2] += 28; // DEFAULT_VIEWHEIGHT } void V_GetMapFreePosition( float *cl_angles, float *origin, float *angles ) { vec3_t forward; vec3_t zScaledTarget; VectorCopy( cl_angles, angles ); // modify angles since we don't wanna see map's bottom angles[0] = 51.25f + 38.75f * ( angles[0] / 90.0f ); zScaledTarget[0] = gHUD.m_Spectator.m_mapOrigin[0]; zScaledTarget[1] = gHUD.m_Spectator.m_mapOrigin[1]; zScaledTarget[2] = gHUD.m_Spectator.m_mapOrigin[2] * ( ( 90.0f - angles[0] ) / 90.0f ); AngleVectors( angles, forward, NULL, NULL ); VectorNormalize( forward ); VectorMA( zScaledTarget, -( 4096.0f / gHUD.m_Spectator.m_mapZoom ), forward, origin ); } void V_GetMapChasePosition( int target, float *cl_angles, float *origin, float *angles ) { vec3_t forward; if( target ) { cl_entity_t *ent = gEngfuncs.GetEntityByIndex( target ); if( gHUD.m_Spectator.m_autoDirector->value ) { // this is done to get the angles made by director mode V_GetChasePos( target, cl_angles, origin, angles ); VectorCopy( ent->origin, origin ); // keep fix chase angle horizontal angles[0] = 45.0f; } else { VectorCopy( cl_angles, angles ); VectorCopy( ent->origin, origin ); // modify angles since we don't wanna see map's bottom angles[0] = 51.25f + 38.75f * ( angles[0] / 90.0f ); } } else { // keep out roaming position, but modify angles VectorCopy( cl_angles, angles ); angles[0] = 51.25f + 38.75f * ( angles[0] / 90.0f ); } origin[2] *= ( ( 90.0f - angles[0] ) / 90.0f ); angles[2] = 0.0f; // don't roll angle (if chased player is dead) AngleVectors( angles, forward, NULL, NULL ); VectorNormalize( forward ); VectorMA( origin, -1536, forward, origin ); } int V_FindViewModelByWeaponModel( int weaponindex ) { static const char *modelmap[][2] = { { "models/p_crossbow.mdl", "models/v_crossbow.mdl" }, { "models/p_crowbar.mdl", "models/v_crowbar.mdl" }, { "models/p_egon.mdl", "models/v_egon.mdl" }, { "models/p_gauss.mdl", "models/v_gauss.mdl" }, { "models/p_9mmhandgun.mdl", "models/v_9mmhandgun.mdl" }, { "models/p_grenade.mdl", "models/v_grenade.mdl" }, { "models/p_hgun.mdl", "models/v_hgun.mdl" }, { "models/p_9mmAR.mdl", "models/v_9mmAR.mdl" }, { "models/p_357.mdl", "models/v_357.mdl" }, { "models/p_rpg.mdl", "models/v_rpg.mdl" }, { "models/p_shotgun.mdl", "models/v_shotgun.mdl" }, { "models/p_squeak.mdl", "models/v_squeak.mdl" }, { "models/p_tripmine.mdl", "models/v_tripmine.mdl" }, { "models/p_satchel_radio.mdl", "models/v_satchel_radio.mdl" }, { "models/p_satchel.mdl", "models/v_satchel.mdl" }, { NULL, NULL } }; struct model_s *weaponModel = IEngineStudio.GetModelByIndex( weaponindex ); if( weaponModel ) { int len = strlen( weaponModel->name ); int i = 0; while( modelmap[i][0] != NULL ) { if( !strnicmp( weaponModel->name, modelmap[i][0], len ) ) { return gEngfuncs.pEventAPI->EV_FindModelIndex( modelmap[i][1] ); } i++; } return 0; } else return 0; } /* ================== V_CalcSpectatorRefdef ================== */ void V_CalcSpectatorRefdef( struct ref_params_s * pparams ) { static vec3_t velocity( 0.0f, 0.0f, 0.0f ); static int lastWeaponModelIndex = 0; static int lastViewModelIndex = 0; cl_entity_t *ent = gEngfuncs.GetEntityByIndex( g_iUser2 ); pparams->onlyClientDraw = false; // refresh position VectorCopy( pparams->simorg, v_sim_org ); // get old values VectorCopy( pparams->cl_viewangles, v_cl_angles ); VectorCopy( pparams->viewangles, v_angles ); VectorCopy( pparams->vieworg, v_origin ); if( ( g_iUser1 == OBS_IN_EYE || gHUD.m_Spectator.m_pip->value == INSET_IN_EYE ) && ent ) { // calculate player velocity float timeDiff = ent->curstate.msg_time - ent->prevstate.msg_time; if( timeDiff > 0 ) { vec3_t distance; VectorSubtract( ent->prevstate.origin, ent->curstate.origin, distance ); VectorScale( distance, 1 / timeDiff, distance ); velocity[0] = velocity[0] * 0.9f + distance[0] * 0.1f; velocity[1] = velocity[1] * 0.9f + distance[1] * 0.1f; velocity[2] = velocity[2] * 0.9f + distance[2] * 0.1f; VectorCopy( velocity, pparams->simvel ); } // predict missing client data and set weapon model ( in HLTV mode or inset in eye mode ) if( gEngfuncs.IsSpectateOnly() ) { V_GetInEyePos( g_iUser2, pparams->simorg, pparams->cl_viewangles ); pparams->health = 1; cl_entity_t *gunModel = gEngfuncs.GetViewModel(); if( lastWeaponModelIndex != ent->curstate.weaponmodel ) { // weapon model changed lastWeaponModelIndex = ent->curstate.weaponmodel; lastViewModelIndex = V_FindViewModelByWeaponModel( lastWeaponModelIndex ); if( lastViewModelIndex ) { gEngfuncs.pfnWeaponAnim( 0, 0 ); // reset weapon animation } else { // model not found gunModel->model = NULL; // disable weapon model lastWeaponModelIndex = lastViewModelIndex = 0; } } if( lastViewModelIndex ) { gunModel->model = IEngineStudio.GetModelByIndex( lastViewModelIndex ); gunModel->curstate.modelindex = lastViewModelIndex; gunModel->curstate.frame = 0; gunModel->curstate.colormap = 0; gunModel->index = g_iUser2; } else { gunModel->model = NULL; // disable weaopn model } } else { // only get viewangles from entity VectorCopy( ent->angles, pparams->cl_viewangles ); pparams->cl_viewangles[PITCH] *= -3.0f; // see CL_ProcessEntityUpdate() } } v_frametime = pparams->frametime; if( pparams->nextView == 0 ) { // first renderer cycle, full screen switch( g_iUser1 ) { case OBS_CHASE_LOCKED: V_GetChasePos( g_iUser2, NULL, v_origin, v_angles ); break; case OBS_CHASE_FREE: V_GetChasePos( g_iUser2, v_cl_angles, v_origin, v_angles ); break; case OBS_ROAMING: VectorCopy( v_cl_angles, v_angles ); VectorCopy( v_sim_org, v_origin ); break; case OBS_IN_EYE: V_CalcNormalRefdef( pparams ); break; case OBS_MAP_FREE: pparams->onlyClientDraw = true; V_GetMapFreePosition( v_cl_angles, v_origin, v_angles ); break; case OBS_MAP_CHASE: pparams->onlyClientDraw = true; V_GetMapChasePosition( g_iUser2, v_cl_angles, v_origin, v_angles ); break; } if( gHUD.m_Spectator.m_pip->value ) pparams->nextView = 1; // force a second renderer view gHUD.m_Spectator.m_iDrawCycle = 0; } else { // second renderer cycle, inset window // set inset parameters pparams->viewport[0] = XRES( gHUD.m_Spectator.m_OverviewData.insetWindowX ); // change viewport to inset window pparams->viewport[1] = YRES( gHUD.m_Spectator.m_OverviewData.insetWindowY ); pparams->viewport[2] = XRES( gHUD.m_Spectator.m_OverviewData.insetWindowWidth ); pparams->viewport[3] = YRES( gHUD.m_Spectator.m_OverviewData.insetWindowHeight ); pparams->nextView = 0; // on further view // override some settings in certain modes switch( (int)gHUD.m_Spectator.m_pip->value ) { case INSET_CHASE_FREE: V_GetChasePos( g_iUser2, v_cl_angles, v_origin, v_angles ); break; case INSET_IN_EYE: V_CalcNormalRefdef( pparams ); break; case INSET_MAP_FREE: pparams->onlyClientDraw = true; V_GetMapFreePosition( v_cl_angles, v_origin, v_angles ); break; case INSET_MAP_CHASE: pparams->onlyClientDraw = true; if( g_iUser1 == OBS_ROAMING ) V_GetMapChasePosition( 0, v_cl_angles, v_origin, v_angles ); else V_GetMapChasePosition( g_iUser2, v_cl_angles, v_origin, v_angles ); break; } gHUD.m_Spectator.m_iDrawCycle = 1; } // write back new values into pparams VectorCopy( v_cl_angles, pparams->cl_viewangles ); VectorCopy( v_angles, pparams->viewangles ) VectorCopy( v_origin, pparams->vieworg ); } void DLLEXPORT V_CalcRefdef( struct ref_params_s *pparams ) { // intermission / finale rendering if( pparams->intermission ) { V_CalcIntermissionRefdef( pparams ); } else if( pparams->spectator || g_iUser1 ) // g_iUser true if in spectator mode { V_CalcSpectatorRefdef( pparams ); } else if( !pparams->paused ) { V_CalcNormalRefdef( pparams ); } /* // Example of how to overlay the whole screen with red at 50 % alpha #define SF_TEST #if defined SF_TEST { screenfade_t sf; gEngfuncs.pfnGetScreenFade( &sf ); sf.fader = 255; sf.fadeg = 0; sf.fadeb = 0; sf.fadealpha = 128; sf.fadeFlags = FFADE_STAYOUT | FFADE_OUT; gEngfuncs.pfnSetScreenFade( &sf ); } #endif */ } /* ============= V_DropPunchAngle ============= */ void V_DropPunchAngle( float frametime, float *ev_punchangle ) { float len; len = VectorNormalize( ev_punchangle ); len -= ( 10.0 + len * 0.5 ) * frametime; len = max( len, 0.0 ); VectorScale( ev_punchangle, len, ev_punchangle ); } /* ============= V_PunchAxis Client side punch effect ============= */ void V_PunchAxis( int axis, float punch ) { g_ev_punchangle[axis] = punch; } /* ============= V_Init ============= */ void V_Init( void ) { scr_ofsx = gEngfuncs.pfnRegisterVariable( "scr_ofsx","0", 0 ); scr_ofsy = gEngfuncs.pfnRegisterVariable( "scr_ofsy","0", 0 ); scr_ofsz = gEngfuncs.pfnRegisterVariable( "scr_ofsz","0", 0 ); v_centermove = gEngfuncs.pfnRegisterVariable( "v_centermove", "0.15", 0 ); v_centerspeed = gEngfuncs.pfnRegisterVariable( "v_centerspeed","500", 0 ); cl_bobcycle = gEngfuncs.pfnRegisterVariable( "cl_bobcycle","0.8", 0 );// best default for my experimental gun wag (sjb) cl_bob = gEngfuncs.pfnRegisterVariable( "cl_bob","0.01", 0 );// best default for my experimental gun wag (sjb) cl_bobup = gEngfuncs.pfnRegisterVariable( "cl_bobup","0.5", 0 ); cl_waterdist = gEngfuncs.pfnRegisterVariable( "cl_waterdist","4", 0 ); cl_chasedist = gEngfuncs.pfnRegisterVariable( "cl_chasedist","112", 0 ); } //#define TRACE_TEST #if defined( TRACE_TEST ) extern float in_fov; /* ==================== CalcFov ==================== */ float CalcFov( float fov_x, float width, float height ) { float a; float x; if( fov_x < 1 || fov_x > 179 ) fov_x = 90; // error, set to 90 x = width / tan( fov_x / 360 * M_PI ); a = atan ( height / x ); a = a * 360 / M_PI; return a; } int hitent = -1; void V_Move( int mx, int my ) { float fov; float fx, fy; float dx, dy; float c_x, c_y; float dX, dY; vec3_t forward, up, right; vec3_t newangles; vec3_t farpoint; pmtrace_t tr; fov = CalcFov( in_fov, (float)ScreenWidth, (float)ScreenHeight ); c_x = (float)ScreenWidth / 2.0; c_y = (float)ScreenHeight / 2.0; dx = (float)mx - c_x; dy = (float)my - c_y; // Proportion we moved in each direction fx = dx / c_x; fy = dy / c_y; dX = fx * in_fov / 2.0 ; dY = fy * fov / 2.0; newangles = v_angles; newangles[YAW] -= dX; newangles[PITCH] += dY; // Now rotate v_forward around that point AngleVectors( newangles, forward, right, up ); farpoint = v_origin + 8192 * forward; // Trace tr = *( gEngfuncs.PM_TraceLine( (float *)&v_origin, (float *)&farpoint, PM_TRACELINE_PHYSENTSONLY, 2 /*point sized hull*/, -1 ) ); if( tr.fraction != 1.0 && tr.ent != 0 ) { hitent = PM_GetPhysEntInfo( tr.ent ); PM_ParticleLine( (float *)&v_origin, (float *)&tr.endpos, 5, 1.0, 0.0 ); } else { hitent = -1; } } #endif