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 ) { // 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 = ( 170 - fov_x ) * temp; //Com_Printf( "%f %f\n", temp*100, temp2*100 ); fov_x = 170 - temp2; } // account for zooms //zoomFov = BG_FindZoomFovForWeapon( cg.predictedPlayerState.weapon ); zoomFov = cg_zoomFov.value; if ( zoomFov < 1 ) zoomFov = 1; else if ( zoomFov > attribFov ) zoomFov = attribFov; //TA: only do all the zoom stuff if the client CAN zoom 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; }
//@Jkent: Is there a way to get access to R_customheight/width and/or r_height/width? (Get the newer height-dependant FOV rather than width-dependant as 1.1 widescreens actually have smaller FOVs) 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; usercmd_t cmd; int cmdNum; cmdNum = trap_GetCurrentCmdNumber( ); trap_GetUserCmd( cmdNum, &cmd ); 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 { // 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 = ( 170 - fov_x ) * temp; //Com_Printf( "%f %f\n", temp*100, temp2*100 ); fov_x = 170 - temp2; } // account for zooms zoomFov = BG_FindZoomFovForWeapon( cg.predictedPlayerState.weapon ); if ( zoomFov < 1 ) zoomFov = 1; else if ( zoomFov > attribFov ) zoomFov = attribFov; // only do all the zoom stuff if the client CAN zoom // FIXME: zoom control is currently hard coded to BUTTON_ATTACK2 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 ); // BUTTON_ATTACK2 isn't held so unzoom next time if( !( cmd.buttons & BUTTON_ATTACK2 ) ) { cg.zoomed = qfalse; cg.zoomTime = cg.time; } } 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 ); // BUTTON_ATTACK2 is held so zoom next time if( cmd.buttons & BUTTON_ATTACK2 ) { cg.zoomed = qtrue; cg.zoomTime = cg.time; } } } } 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 = (7 + (90/cg.refdef.fov_y))/8;//1; else cg.zoomSensitivity = cg.refdef.fov_y / 75.0; return inwater; }