HLua/cl_dll/hud_bench.cpp

1130 lines
23 KiB
C++

//
//-----------------------------------------------------
//
#define BENCH_TIME 10.0
#include "hud.h"
#include "cl_util.h"
#include "const.h"
#include "entity_state.h"
#include "cl_entity.h"
#include "usercmd.h"
#include "pm_defs.h"
#include "event_api.h"
#include "bench.h"
#include <string.h>
#include <stdio.h>
#include "parsemsg.h"
#include "con_nprint.h"
#include "netadr.h"
#include "hud_benchtrace.h"
#include "net_api.h"
#include "entity_types.h"
#ifndef M_PI
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
#endif
#define NUM_BENCH_OBJ 12
#define BENCH_CYCLE_TIME 10.0
#define BENCH_INNER_CYCLE_TIME 4.0
#define BENCH_VIEW_CYCLE_TIME 7.1
#define BENCH_SWEEP 360.0
#define BENCH_RADIUS 80.0
#define BENCH_VIEW_OFFSET 250.0
#define BLEND_IN_SPEED 150.0
#define BENCH_BALLHEIGHT 72.0
#define BENCH_BALL_VIEWDRIFT 60.0;
#define BENCH_RANGE 60.0
// Scale:
// 0 - 100
// 0 is worst
// 100 is best
// PP has 40 - 100 range
// Non-pp has 0 - 60 range
const float weights[3] = { 0.2, 0.3, 0.5 };
const char *g_title = "PowerPlay QoS Test"; //uality of Service Test";
const char *pp_strings[2] =
{
" PowerPlay Detected",
" PowerPlay Not Detected" ,
};
const char *g_stage1[2] =
{
" Stage 1: Testing System Connectivity...",
" Stage 1: %i",
};
const char *g_stage2[2] =
{
" Stage 2: Testing System Performance...",
" Stage 2: %i",
};
const char *g_stage3[2] =
{
" Stage 3: Testing Tracking Accuracy...",
" Stage 3: %i",
};
const char *g_stage4 = " Composite Score: %i";
extern vec3_t v_origin;
static int g_isPowerPlay = 0;
static int g_currentstage = 0;
static int g_renderedBenchmarkDot = 0;
static float g_benchSwitchTime = 0.0;
static float g_benchSwitchTimes[ LAST_STAGE + 1 ] = { 0.0, 10.0, 12.0, 10.0, 5.0 };
#define SCORE_TIME_UP 1.5
DECLARE_MESSAGE(m_Benchmark, Bench);
void VectorAngles( const float *forward, float *angles );
void Bench_SetStage( int stage )
{
g_currentstage = stage;
}
int Bench_GetStage( void )
{
return g_currentstage;
}
float Bench_GetSwitchTime( void )
{
return g_benchSwitchTimes[ min( Bench_GetStage(), LAST_STAGE ) ];
}
int Bench_InStage( int stage )
{
return ( Bench_GetStage() == stage ) ? 1 : 0;
}
void Bench_SetPowerPlay( int set )
{
g_isPowerPlay = set ? 1 : 0;
}
int Bench_GetPowerPlay( void )
{
return g_isPowerPlay;
}
int Bench_Active( void )
{
return g_currentstage != 0 ? 1 : 0;
}
void __CmdFunc_BenchMark( void )
{
gHUD.m_Benchmark.Restart();
}
void CHudBenchmark::Restart( void )
{
Bench_SetStage( FIRST_STAGE );
g_benchSwitchTime = gHUD.m_flTime + g_benchSwitchTimes[ FIRST_STAGE ];
StartNextSection( FIRST_STAGE );
gHUD.m_Benchmark.m_iFlags |= HUD_ACTIVE;
gHUD.m_Benchmark.m_fDrawTime = gHUD.m_flTime + BENCH_TIME;
}
int CHudBenchmark::MsgFunc_Bench(const char *pszName, int iSize, void *pbuf)
{
int section = READ_BYTE();
m_fReceiveTime = gHUD.m_flTime;
m_StoredLatency = ( m_fReceiveTime - m_fSendTime );
m_StoredLatency = min( 1.0, m_StoredLatency );
m_StoredLatency = max( 0.0, m_StoredLatency );
m_StoredPacketLoss = 0.0;
{
char sz[ 256 ];
netadr_t adr;
net_status_t status;
gEngfuncs.pNetAPI->Status( &status );
if ( status.connected )
{
adr = status.remote_address;
sprintf( sz, "%i.%i.%i.%i",
adr.ip[ 0 ], adr.ip[ 1 ], adr.ip[ 2 ], adr.ip[ 3 ] );
if ( adr.type == NA_IP )
{
Trace_StartTrace( &m_nStoredHopCount, &m_nTraceDone, (const char *)sz );
}
else
{
m_nStoredHopCount = 0;
}
}
}
return 1;
}
void CHudBenchmark::StartNextSection( int section )
{
net_status_t status;
switch ( section )
{
case 1:
// Stage 2 requires that we tell the server to "drop" an item
m_fSendTime = gHUD.m_flTime;
m_fReceiveTime = 0.0;
m_StoredLatency = 0.0;
m_StoredPacketLoss = 0.0;
m_nStoredHopCount = 0;
m_nTraceDone = 0;
ServerCmd( "ppdemo 1 start\n" );
break;
case 2:
if ( m_nTraceDone )
{
gEngfuncs.pNetAPI->Status( &status );
gEngfuncs.Con_Printf( "Hops == %i\n", m_nStoredHopCount );
m_StoredPacketLoss = status.packet_loss;
gEngfuncs.Con_Printf( "PL == %i\n", (int)m_StoredPacketLoss );
}
m_nSentFinish = 0; // added by minman
ServerCmd( "ppdemo 2\n" );
break;
case 3:
m_nSentFinish = 0; // added by minman
ServerCmd( "ppdemo 3\n" );
break;
default:
break;
}
m_fStageStarted = gHUD.m_flTime;
g_benchSwitchTime = gHUD.m_flTime + Bench_GetSwitchTime();
}
void CHudBenchmark::CountFrame( float dt )
{
m_nFPSCount++;
m_fAverageFT += dt;
}
static int started = 0;
void Bench_CheckStart( void )
{
const char *level;
if ( !started && !Bench_Active() )
{
level = gEngfuncs.pfnGetLevelName();
if ( level && level[0] && !stricmp( level, "maps/ppdemo.bsp" ) )
{
started = 1;
EngineClientCmd( "ppdemostart\n" );
}
}
}
void CHudBenchmark::Think( void )
{
if ( !Bench_Active() )
return;
Trace_Think();
if ( started )
{
started = 0;
// Clear variable
m_fReceiveTime = 0.0;
m_nFPSCount = 0;
m_fAverageFT = 0.0;
m_nSentFinish = 0;
m_StoredLatency = 0.0;
m_StoredPacketLoss = 0.0;
m_nStoredHopCount = 0;
m_nTraceDone = 0;
m_nObjects = 0;
m_nScoreComputed = 0;
m_nCompositeScore = 0;
m_fAvgScore = 0;
m_fDrawScore = 0.0;
m_fAvgFrameRate = 0.0;
}
if ( gHUD.m_flTime > g_benchSwitchTime )
{
Bench_SetStage( Bench_GetStage() + 1 );
StartNextSection( Bench_GetStage() );
}
if ( Bench_InStage( FIRST_STAGE ) )
{
// Assume 1000 ms lag is the max and that would take all but 2 seconds of this interval to traverse
if ( m_fReceiveTime )
{
float latency = 2.0 * m_StoredLatency;
float switch_time;
float total_time;
latency = max( 0.0, latency );
latency = min( 1.0, latency );
total_time = Bench_GetSwitchTime();
total_time -= 2.0;
switch_time = m_fStageStarted + latency * total_time;
switch_time += 1.0;
if ( gHUD.m_flTime >= switch_time )
{
if ( !m_nSentFinish )
{
g_benchSwitchTime = gHUD.m_flTime + 1.0 + SCORE_TIME_UP;
ServerCmd( "ppdemo 1 finish\n" );
m_nSentFinish = 1;
}
}
else
{
g_benchSwitchTime = gHUD.m_flTime + 10.0;
}
}
}
if ( Bench_InStage( SECOND_STAGE ) )
{
// frametime
static float lasttime;
float elapsed;
float total;
float frac;
float switch_time; // added by minman
if ( lasttime )
{
float dt;
dt = gHUD.m_flTime - lasttime;
if ( dt > 0 )
{
CountFrame( dt );
}
}
lasttime = gHUD.m_flTime;
elapsed = gHUD.m_flTime - m_fStageStarted;
total = Bench_GetSwitchTime();
if ( total )
{
frac = elapsed / total;
// Only takes 1/2 time to get up to maximum speed
frac *= 2.0;
frac = max( 0.0, frac );
frac = min( 1.0, frac );
m_nObjects = (int)(NUM_BENCH_OBJ * frac);
}
switch_time = m_fStageStarted + total;
/* BELOW ADDED BY minman */
if (gHUD.m_flTime >= switch_time)
{
if ( !m_nSentFinish)
{
g_benchSwitchTime = gHUD.m_flTime + SCORE_TIME_UP;
m_nSentFinish = 1;
}
}
else
g_benchSwitchTime = gHUD.m_flTime + 10.0;
}
/* BELOW ADDED BY minman */
if ( Bench_InStage (THIRD_STAGE))
{
float switch_time = m_fStageStarted + Bench_GetSwitchTime();
if (gHUD.m_flTime >= switch_time)
{
if ( !m_nSentFinish)
{
g_benchSwitchTime = gHUD.m_flTime + SCORE_TIME_UP;
m_nSentFinish = 1;
}
}
else
g_benchSwitchTime = gHUD.m_flTime + 10.0;
}
if ( Bench_InStage( FOURTH_STAGE ) )
{
if ( !m_nScoreComputed )
{
m_nScoreComputed = 1;
gHUD.m_Benchmark.SetCompositeScore();
}
}
if ( Bench_GetStage() > LAST_STAGE )
{
m_iFlags &= ~HUD_ACTIVE;
EngineClientCmd( "quit\n" );
}
}
int CHudBenchmark::Init( void )
{
gHUD.AddHudElem( this );
HOOK_COMMAND( "ppdemostart", BenchMark );
HOOK_MESSAGE(Bench);
return 1;
}
int CHudBenchmark::VidInit( void )
{
return 1;
}
int CHudBenchmark::Bench_ScoreForValue( int stage, float raw )
{
int score = 100.0;
int power_play = Bench_GetPowerPlay() ? 1 : 0;
switch ( stage )
{
case 1: // ping
score = 100.0 * ( m_StoredLatency );
score = max( score, 0 );
score = min( score, 100 );
// score is inverted
score = 100 - score;
break;
case 2: // framerate/performance
score = (int)( 100 * m_fAvgFrameRate ) / 72;
score = min( score, 100 );
score = max( score, 0 );
score *= BENCH_RANGE/100.0;
if ( power_play )
{
score += ( 100 - BENCH_RANGE );
}
break;
case 3: // tracking
score = (100 * m_fAvgScore) / 40;
score = max( score, 0 );
score = min( score, 100 );
// score is inverted
score = 100 - score;
score *= BENCH_RANGE/100.0;
if ( power_play )
{
score += ( 100 - BENCH_RANGE );
}
break;
}
return score;
}
void CHudBenchmark::SetCompositeScore( void )
{
int tracking_score = Bench_ScoreForValue( THIRD_STAGE, m_fAvgScore );
int ping_score = Bench_ScoreForValue( FIRST_STAGE, m_StoredLatency );
int frame_score = Bench_ScoreForValue( SECOND_STAGE, m_fAvgFrameRate );
int composite = ( ping_score * weights[ 0 ] + frame_score * weights[ 1 ] + tracking_score * weights[ 2 ] );
composite = min( 100, composite );
composite = max( 0, composite );
m_nCompositeScore = composite;
}
int CHudBenchmark::Draw( float flTime )
{
char sz[ 256 ];
int x, y;
if ( m_fDrawTime < flTime || !Bench_Active() )
{
m_iFlags &= ~HUD_ACTIVE;
return 1;
}
x = 10;
y = 25; //480 - 150;
sprintf( sz, "%s: %s", g_title , pp_strings[ Bench_GetPowerPlay() ? 0 : 1]);
gHUD.DrawHudString( x, y, 320, sz, 251, 237, 7);// , 200, 200); //255, 255, 255 );
y += 20;
// sprintf( sz, pp_strings[ Bench_GetPowerPlay() ? 0 : 1 ] );
// gHUD.DrawHudString( x, y, 320, sz, 31, 200, 200 );
// y += 20;
if ( Bench_InStage( FIRST_STAGE) /*|| Bench_InStage( SECOND_STAGE ) || Bench_InStage( THIRD_STAGE )*/ || Bench_InStage( FOURTH_STAGE ) )
{
if ( m_fReceiveTime && m_nSentFinish )
{
sprintf( sz, g_stage1[1], Bench_ScoreForValue( FIRST_STAGE, m_StoredLatency ));
}
else
{
sprintf( sz, g_stage1[0] );
}
gHUD.DrawHudString( x, y, 320, sz, 255, 255, 255 );
y += 20;
}
if ( Bench_InStage( SECOND_STAGE )/* || Bench_InStage( THIRD_STAGE )*/ || Bench_InStage( FOURTH_STAGE ) )
{
float avg = 0.0;
if ( m_nFPSCount > 0 )
{
avg = m_fAverageFT / (float)m_nFPSCount;
m_fAvgFrameRate = 1.0 / avg;
}
if ( m_nSentFinish /* Bench_InStage( THIRD_STAGE ) */|| Bench_InStage( FOURTH_STAGE ) )
{
sprintf( sz, g_stage2[1], Bench_ScoreForValue( SECOND_STAGE, m_fAvgFrameRate ) );
}
else
{
sprintf( sz, g_stage2[0] );
}
gHUD.DrawHudString( x, y, 320, sz, 255, 255, 255 );
y += 20;
}
if ( Bench_InStage( THIRD_STAGE ) || Bench_InStage( FOURTH_STAGE ) )
{
if ( m_nSentFinish || Bench_InStage( FOURTH_STAGE ) )
{
sprintf( sz, g_stage3[1], Bench_ScoreForValue( THIRD_STAGE, m_fAvgScore ) );
}
else
{
sprintf( sz, g_stage3[0] );
}
gHUD.DrawHudString( x, y, 320, sz, 255, 255, 255 );
y += 20;
}
if ( Bench_InStage( FOURTH_STAGE ) )
{
sprintf( sz, g_stage4, m_nCompositeScore );
gHUD.DrawHudString( x, y, 320, sz, 31, 200, 200 );
}
m_fDrawTime = gHUD.m_flTime + BENCH_TIME;
return 1;
}
#define SCORE_AVG 0.9
void CHudBenchmark::SetScore( float score )
{
// added by minman
if (m_nSentFinish)
return;
m_fDrawScore = score;
m_fDrawTime = gHUD.m_flTime + BENCH_TIME;
m_fAvgScore = ( SCORE_AVG ) * m_fAvgScore + ( 1.0 - SCORE_AVG ) * m_fDrawScore;
}
void Bench_SetDotAdded( int dot )
{
g_renderedBenchmarkDot = dot;
}
int Bench_GetDotAdded( void )
{
return g_renderedBenchmarkDot;
}
void Bench_SpotPosition( vec3_t dot, vec3_t target )
{
// Compute new score
vec3_t delta;
VectorSubtract( target, dot, delta );
gHUD.m_Benchmark.SetScore( delta.Length() );
}
typedef struct model_s
{
char name[64];
qboolean needload; // bmodels and sprites don't cache normally
int type;
int numframes;
int synctype;
int flags;
//
// volume occupied by the model
//
vec3_t mins, maxs;
} model_t;
static vec3_t g_dotorg;
vec3_t g_aimorg;
float g_fZAdjust = 0.0;
void Bench_CheckEntity( int type, struct cl_entity_s *ent, const char *modelname )
{
if ( Bench_InStage( THIRD_STAGE ) && !stricmp( modelname, "*3" ) )
{
model_t *pmod;
vec3_t v;
pmod = (model_t *)( ent->model );
VectorAdd( pmod->mins, pmod->maxs, v );
VectorScale( v, 0.5, v );
VectorAdd( v, ent->origin, g_aimorg );
}
if ( Bench_InStage( THIRD_STAGE ) && strstr( modelname, "ppdemodot" ) )
{
Bench_SetDotAdded( 1 );
VectorCopy( ent->origin, g_dotorg );
// Adjust end position
if ( Bench_Active() && Bench_InStage( THIRD_STAGE ) )
{
static float fZAdjust = 0.0;
static float fLastTime;
float dt;
float fRate = Bench_GetPowerPlay() ? 4.0 : 8.0;
float fBounds = Bench_GetPowerPlay() ? 8.0 : 15.0;
dt = gHUD.m_flTime - fLastTime;
if ( dt > 0.0 && dt < 1.0 )
{
fZAdjust += gEngfuncs.pfnRandomFloat( -fRate, fRate );
fZAdjust = min( fBounds, fZAdjust );
fZAdjust = max( -fBounds, fZAdjust );
ent->origin[2] += fZAdjust;
g_fZAdjust = fZAdjust;
}
fLastTime = gHUD.m_flTime;
}
}
}
void NormalizeVector( vec3_t v )
{
int i;
for ( i = 0; i < 3; i++ )
{
while ( v[i] < -180.0 )
{
v[i] += 360.0;
}
while ( v[i] > 180.0 )
{
v[i] -= 360.0;
}
}
}
float g_flStartTime;
int HUD_SetupBenchObjects( cl_entity_t *bench, int plindex, vec3_t origin )
{
int i, j;
vec3_t ang;
float offset;
struct model_s *mdl;
int index;
vec3_t forward, right, up;
vec3_t farpoint;
vec3_t centerspot;
pmtrace_t tr;
ang = vec3_origin;
//ang[1] = 90.0;
// Determine forward vector
AngleVectors ( ang, forward, right, up );
// Try to find the laserdot sprite model and retrieve the modelindex for it
mdl = gEngfuncs.CL_LoadModel( "models/spikeball.mdl", &index );
if ( !mdl )
return 0;
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
// Store off the old count
gEngfuncs.pEventAPI->EV_PushPMStates();
// Now add in all of the players.
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( plindex );
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
centerspot = origin;
centerspot[2] -= 512;
gEngfuncs.pEventAPI->EV_PlayerTrace( (float *)&origin, (float *)&centerspot, PM_NORMAL, -1, &tr );
centerspot = tr.endpos;
centerspot[2] += BENCH_BALLHEIGHT;
// Move center out from here
centerspot = centerspot + BENCH_VIEW_OFFSET * forward;
g_flStartTime = gHUD.m_flTime;
for ( i = 0; i < NUM_BENCH_OBJ; i++ )
{
offset = ( float ) i / (float) ( NUM_BENCH_OBJ - 1 );
ang[ 0 ] = 0;
ang[ 2 ] = 0;
ang[ 1 ] = BENCH_SWEEP * offset;
// normalize
NormalizeVector( ang );
// Determine forward vector
AngleVectors ( ang, forward, right, up );
bench[ i ].model = mdl;
bench[ i ].curstate.modelindex = index;
// Set up dot info.
bench[ i ].curstate.movetype = MOVETYPE_NONE;
bench[ i ].curstate.solid = SOLID_NOT;
// Get a far point for ray trace
farpoint = centerspot + BENCH_RADIUS * forward;
gEngfuncs.pEventAPI->EV_PlayerTrace( (float *)&centerspot, (float *)&farpoint, PM_NORMAL, -1, &tr );
// Move dot to trace endpoint
bench[ i ].origin = tr.endpos;
bench[ i ].curstate.origin = bench[ i ].origin;
//bench[ i ].curstate.gravity = 0.5;
for ( j = 0; j < 2; j++ )
{
// bench[ i ].curstate.velocity[ j ] = gEngfuncs.pfnRandomLong( -300, 300 );
}
//bench[ i ].curstate.velocity[ 2 ] = gEngfuncs.pfnRandomLong( 0, 50 );
bench[ i ].curstate.velocity = vec3_origin;
bench[ i ].curstate.angles[ 2 ] = 0.0;
bench[ i ].curstate.angles[ 0 ] = 0.0;
bench[ i ].curstate.angles[ 1 ] = 0.0; // gEngfuncs.pfnRandomLong( -180, 180 );
for ( j = 0; j < 3; j++ )
{
// angular velocity
bench[ i ].baseline.angles[ 0 ] = gEngfuncs.pfnRandomLong( -300, 300 );
//bench[ i ].baseline.angles[ 0 ] = 0;
bench[ i ].baseline.angles[ 2 ] = 0;
bench[ i ].baseline.angles[ 1 ] = gEngfuncs.pfnRandomLong( -300, 300 );
}
bench[ i ].curstate.renderamt = 0;
// Force no interpolation, etc., probably not necessary
bench[ i ].prevstate = bench[ i ].curstate;
}
gEngfuncs.pEventAPI->EV_PopPMStates();
return 1;
}
void HUD_CreateBenchObjects( vec3_t origin )
{
static cl_entity_t bench[ NUM_BENCH_OBJ ];
cl_entity_t *player;
vec3_t forward, right, up;
vec3_t farpoint;
vec3_t centerspot;
static int first = true;
static int failed = false;
static float last_time;
float frametime;
float frac;
float frac2;
float dt;
pmtrace_t tr;
int i = 0;
if ( gHUD.m_flTime == last_time )
return;
frametime = gHUD.m_flTime - last_time;
last_time = gHUD.m_flTime;
if ( frametime <= 0.0 )
return;
if ( failed )
return;
player = gEngfuncs.GetLocalPlayer();
if ( !player )
{
failed = true;
return;
}
if ( first )
{
first = false;
if ( !HUD_SetupBenchObjects( bench, player->index - 1, origin ) )
{
failed = true;
return;
}
}
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
// Store off the old count
gEngfuncs.pEventAPI->EV_PushPMStates();
// Now add in all of the players.
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( player->index - 1 );
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
dt = gHUD.m_flTime - g_flStartTime;
if ( dt < 0 )
return;
frac = dt / BENCH_CYCLE_TIME;
if ( frac > 1.0 )
{
frac = frac - (float)(int)frac;
}
frac2 = dt /BENCH_INNER_CYCLE_TIME;
if ( frac2 > 1.0 )
{
frac2 = frac2 - (float)(int)frac2;
}
// Determine forward vector
AngleVectors ( vec3_origin, forward, right, up );
centerspot = origin;
centerspot[2] -= 512;
gEngfuncs.pEventAPI->EV_PlayerTrace( (float *)&origin, (float *)&centerspot, PM_NORMAL, -1, &tr );
centerspot = tr.endpos;
centerspot[2] += BENCH_BALLHEIGHT;
// Move center out from here
centerspot = centerspot + BENCH_VIEW_OFFSET * forward;
for ( i = 0; i < NUM_BENCH_OBJ; i++ )
{
int j;
float jitter = 0.0;
float jfrac;
float offset;
float ofs_radius = 5.0;
vec3_t ang;
offset = ( float ) i / (float) ( NUM_BENCH_OBJ - 1 );
ang[ 0 ] = 0;
ang[ 2 ] = 0;
ang[ 1 ] = BENCH_SWEEP * offset + frac * 360.0;
// normalize
NormalizeVector( ang );
// Determine forward vector
AngleVectors ( ang, forward, right, up );
// Get a far point for ray trace
farpoint = centerspot + ( BENCH_RADIUS + ofs_radius * sin( BENCH_SWEEP * offset + frac2 * 2 * M_PI ) ) * forward;
farpoint[2] += 10 * cos( BENCH_SWEEP * offset + frac2 * 2 * M_PI );
gEngfuncs.pEventAPI->EV_PlayerTrace( (float *)&centerspot, (float *)&farpoint, PM_NORMAL, -1, &tr );
// Add angular velocity
VectorMA( bench[ i ].curstate.angles, frametime, bench[ i ].baseline.angles, bench[ i ].curstate.angles );
NormalizeVector( bench[ i ].curstate.angles );
jfrac = ( (float)gHUD.m_Benchmark.GetObjects() / (float)NUM_BENCH_OBJ );
// Adjust velocity
//bench[ i ].curstate.velocity[ 2 ] -= bench[ i ].curstate.gravity * frametime * 800;
/*
// Did we hit something?
if ( tr.fraction != 1.0 && !tr.inwater )
{
float damp;
float proj;
vec3_t traceNormal;
int j;
traceNormal = tr.plane.normal;
damp = 0.9;
// Reflect velocity
if ( damp != 0 )
{
proj = DotProduct( bench[ i ].curstate.velocity, traceNormal );
VectorMA( bench[ i ].curstate.velocity, -proj*2, traceNormal, bench[ i ].curstate.velocity );
// Reflect rotation (fake)
for ( j = 0 ; j < 3; j++ )
{
if ( bench[ i ].curstate.velocity[ j ] > 1000.0 )
{
bench[ i ].curstate.velocity[ j ] = 1000.0;
}
else if ( bench[ i ].curstate.velocity[ j ] < -1000.0 )
{
bench[ i ].curstate.velocity[ j ] = -1000.0;
}
}
bench[ i ].baseline.angles[1] = -bench[ i ].baseline.angles[1];
VectorScale( bench[ i ].curstate.velocity, damp, bench[ i ].curstate.velocity );
}
}
*/
if ( i == ( NUM_BENCH_OBJ - 1 ) )
{
g_aimorg = tr.endpos;
}
if ( Bench_GetPowerPlay() )
{
jitter = 0.5;
}
else
{
jitter = 8.0;
}
jitter *= jfrac;
for ( j = 0; j < 2; j++ )
{
tr.endpos[ j ] += gEngfuncs.pfnRandomFloat( -jitter, jitter );
}
// Add to visedicts list for rendering
// Move dot to trace endpoint
bench[ i ].origin = tr.endpos;
bench[ i ].curstate.origin = bench[ i ].origin;
bench[ i ].angles = bench[ i ].curstate.angles;
// Force no interpolation, etc., probably not necessary
bench[ i ].prevstate = bench[ i ].curstate;
if ( ( NUM_BENCH_OBJ - i - 1 ) < gHUD.m_Benchmark.GetObjects() )
{
if ( bench[ i ].curstate.renderamt == 255 )
{
bench[i].curstate.rendermode = kRenderNormal;
}
else
{
bench[i].curstate.renderamt += BLEND_IN_SPEED * frametime;
bench[i].curstate.renderamt = min( 255, bench[i].curstate.renderamt );
bench[i].curstate.rendermode = kRenderTransAlpha;
}
gEngfuncs.CL_CreateVisibleEntity( ET_NORMAL, &bench[ i ] );
}
}
gEngfuncs.pEventAPI->EV_PopPMStates();
}
void Bench_AddObjects( void )
{
if ( Bench_GetDotAdded() )
{
Bench_SpotPosition( g_dotorg, g_aimorg );
Bench_SetDotAdded( 0 );
}
if ( Bench_InStage( SECOND_STAGE ) )
{
HUD_CreateBenchObjects( v_origin );
}
}
static vec3_t v_stochastic;
void Bench_SetViewAngles( int recalc_wander, float *viewangles, float frametime, struct usercmd_s *cmd )
{
if ( !Bench_Active() )
return;
int i;
vec3_t lookdir;
// Clear stochastic offset between runs
if ( Bench_InStage( FIRST_STAGE ) )
{
VectorCopy( vec3_origin, v_stochastic );
}
if ( Bench_InStage( SECOND_STAGE ) || Bench_InStage( THIRD_STAGE ) )
{
VectorSubtract( g_aimorg, v_origin, lookdir );
VectorNormalize( lookdir );
VectorAngles( (float *)&lookdir, viewangles );
viewangles[0] = -viewangles[0];
/*
if ( recalc_wander )
{
float fmag = 2.0;
if ( Bench_GetPowerPlay() )
{
fmag = 10.0;
}
for ( i = 0; i < 2; i++ )
{
v_stochastic[ i ] += frametime * gEngfuncs.pfnRandomFloat( -fmag, fmag );
v_stochastic[ i ] = max( -15.0, v_stochastic[ i ] );
v_stochastic[ i ] = min( 15.0, v_stochastic[ i ] );
}
v_stochastic[ 2 ] = 0.0;
}
*/
VectorAdd( viewangles, v_stochastic, viewangles );
for ( i = 0; i < 3; i++ )
{
if ( viewangles[ i ] > 180 )
viewangles[ i ] -= 360;
if ( viewangles[ i ] < -180 )
viewangles[ i ] += 360;
}
}
else
{
VectorCopy( vec3_origin, viewangles )
if ( Bench_InStage( FIRST_STAGE ) )
{
viewangles[ 1 ] = -90;
}
}
if ( cmd )
{
if ( Bench_InStage( THIRD_STAGE ) )
{
cmd->buttons = IN_ATTACK;
}
else
{
cmd->buttons = 0;
}
}
}
void Bench_SetViewOrigin( float *vieworigin, float frametime )
{
float dt;
float frac;
float offset_amt = BENCH_BALL_VIEWDRIFT;
float drift;
vec3_t ang, right;
vec3_t move;
if ( !Bench_InStage( SECOND_STAGE ) )
return;
dt = gHUD.m_flTime - g_flStartTime;
if ( dt < 0 )
return;
frac = dt / BENCH_VIEW_CYCLE_TIME;
frac *= 2 * M_PI;
drift = sin( frac ) * offset_amt;
ang = vec3_origin;
AngleVectors( ang, NULL, right, NULL );
// offset along right axis
move = right * drift;
VectorAdd( vieworigin, move, vieworigin );
}