UFO: Alien Invasion
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Go to the source code of this file.
Macros | |
#define | MAPDEBUG_TEXT (1<<1) /* Creates arrows pointing at floors and ceilings at mouse cursor */ |
cvar debug_map options: debug_map is a bit mask, like the developer cvar. There is no ALL bit. 1 (1<<0) = Turn on pathfinding floor tiles. Red can not be entered, green can be reached with current TUs, yellow can be reached but actor does not have needed TUs, and black should never be able to be reached because there is not floor to support an actor there (not tuned for flyers yet) 2 (1<<1) = Turn on cursor debug text display. The information at the top is the ceiling value where the cursor is and the (x, y, z) coordinates for the cursor at the current level. The z value will always match the level - 1. The bottom information is the floor value at teh cursor at the current level and the location of the actual displayed cursor. The distinction is made because our GUI currently always places the cursor on the ground beneath the mouse pointer, even if the ground is a few levels beneath the current level. Eventually, we will need to be able to disable that for actors that can fly and remain in the air between turns, if any. 4 (1<<2) = Turn on obstruction arrows for the floor and the ceiling. These arrows point to the ceiling surface and the floor surface for teh current cell. 8 (1<<3) = Turn on obstruction arrows. These currently look broken from what I've seen in screenshots. These arrows are supposed to point to the brushes that limit movement in a given direction. The arrows either touch the floor/ceiling of the current cell in the tested direction if it is possible to move in that direction, or touch the obstruction (surface) that prevents movement in a given direction. I want to redo these anyhow, as they are meant for map editors to be able to see what surfaces are actually preventing movement at the routing level. Feedback is encouraged. More... | |
#define | MAPDEBUG_PATHING (1<<0) /* Turns on pathing tracing. */ |
#define | MAPDEBUG_CELLS (1<<2) /* Creates arrows pointing at floors and ceilings at mouse cursor */ |
#define | MAPDEBUG_WALLS (1<<3) /* Creates arrows pointing at obstructions in the 8 primary directions */ |
Functions | |
void | CL_ViewRender (void) |
void | CL_ViewUpdateRenderData (void) |
Updates the refdef. More... | |
void | CL_ViewCenterAtGridPosition (const pos3_t pos) |
Centers the camera on a given grid field. More... | |
void | CL_ViewCalcFieldOfViewX (void) |
Calculates refdef's FOV_X. Should generally be called after any changes are made to the zoom level (via cl.cam.zoom) More... | |
void | CL_ViewLoadMedia (void) |
Call before entering a new level, or after vid_restart. More... | |
void | CL_ViewInit (void) |
void | CL_ViewPrecacheModels (void) |
Precaches all models at game startup - for faster access. More... | |
Variables | |
cvar_t * | cl_isometric |
cvar_t * | cl_map_debug |
#define MAPDEBUG_CELLS (1<<2) /* Creates arrows pointing at floors and ceilings at mouse cursor */ |
Definition at line 65 of file cl_view.h.
Referenced by CL_ViewRender().
#define MAPDEBUG_PATHING (1<<0) /* Turns on pathing tracing. */ |
Definition at line 64 of file cl_view.h.
Referenced by CL_ViewRender().
#define MAPDEBUG_TEXT (1<<1) /* Creates arrows pointing at floors and ceilings at mouse cursor */ |
cvar debug_map options: debug_map is a bit mask, like the developer cvar. There is no ALL bit. 1 (1<<0) = Turn on pathfinding floor tiles. Red can not be entered, green can be reached with current TUs, yellow can be reached but actor does not have needed TUs, and black should never be able to be reached because there is not floor to support an actor there (not tuned for flyers yet) 2 (1<<1) = Turn on cursor debug text display. The information at the top is the ceiling value where the cursor is and the (x, y, z) coordinates for the cursor at the current level. The z value will always match the level - 1. The bottom information is the floor value at teh cursor at the current level and the location of the actual displayed cursor. The distinction is made because our GUI currently always places the cursor on the ground beneath the mouse pointer, even if the ground is a few levels beneath the current level. Eventually, we will need to be able to disable that for actors that can fly and remain in the air between turns, if any. 4 (1<<2) = Turn on obstruction arrows for the floor and the ceiling. These arrows point to the ceiling surface and the floor surface for teh current cell. 8 (1<<3) = Turn on obstruction arrows. These currently look broken from what I've seen in screenshots. These arrows are supposed to point to the brushes that limit movement in a given direction. The arrows either touch the floor/ceiling of the current cell in the tested direction if it is possible to move in that direction, or touch the obstruction (surface) that prevents movement in a given direction. I want to redo these anyhow, as they are meant for map editors to be able to see what surfaces are actually preventing movement at the routing level. Feedback is encouraged.
Definition at line 63 of file cl_view.h.
Referenced by HUD_MapDebugCursor(), and HUD_UpdateCursor().
#define MAPDEBUG_WALLS (1<<3) /* Creates arrows pointing at obstructions in the 8 primary directions */ |
Definition at line 66 of file cl_view.h.
Referenced by CL_ViewRender().
Calculates refdef's FOV_X. Should generally be called after any changes are made to the zoom level (via cl.cam.zoom)
Definition at line 189 of file cl_view.cpp.
References clientBattleScape_s::cam, cl, cl_camzoommin, cl_isometric, rendererData_t::fieldOfViewX, FOV, cvar_s::integer, refdef, cvar_s::value, and camera_s::zoom.
Referenced by CL_CameraMove(), CL_CameraZoomIn(), CL_CameraZoomOut(), CL_ClearState(), CL_StartGame(), and SEQ_SetCamera().
Centers the camera on a given grid field.
Definition at line 289 of file cl_view.cpp.
References clientBattleScape_s::cam, cl, Cvar_SetValue(), camera_s::origin, PosToVec, and VectorCopy.
Referenced by CL_CenterView(), CL_NextAlien_f(), CL_NextAlienVisibleFromActor_f(), CL_PrevAlien_f(), and CL_StartGame().
Definition at line 298 of file cl_view.cpp.
References cl_map_draw_rescue_zone, CVAR_ARCHIVE, and Cvar_Get().
Referenced by CL_Init().
Call before entering a new level, or after vid_restart.
Definition at line 48 of file cl_view.cpp.
References _, cl, CL_GetConfigString(), CL_GetConfigStringInteger(), CL_ParticleRegisterArt(), CL_SpawnParseEntitystring(), CL_ViewUpdateRenderData(), CM_InlineModel(), Cmd_ExecuteString(), Com_Error(), CS_LIGHTMAP, CS_MAPTITLE, CS_MAPZONE, CS_MODELS, CS_NAME, CS_POSITIONS, CS_TILES, csi, ERR_DROP, GAME_InitMissionBriefing(), i, LE_GetDrawModel(), LE_GetNextInUse(), LM_Register(), clientBattleScape_s::mapTiles, MAX_MODELS, le_s::model1, le_s::model2, clientBattleScape_s::model_clip, clientBattleScape_s::model_draw, le_s::modelnum1, le_s::modelnum2, name, csi_s::numODs, R_FindModel(), R_ModBeginLoading(), rendererData_t::ready, refdef, SCR_DrawLoading(), and SCR_EndLoadingPlaque().
Referenced by CL_RequestNextDownload().
Precaches all models at game startup - for faster access.
Definition at line 152 of file cl_view.cpp.
References CL_PrecacheCharacterModels(), cls, Com_DPrintf(), csi, DEBUG_CLIENT, f, i, INVSH_GetItemByIDX(), objDef_s::isDummy, objDef_s::model, client_static_s::modelPool, csi_s::numODs, R_FindModel(), R_SwitchModelMemPoolTag(), SCR_DrawLoadingScreen(), and objDef_s::type.
Referenced by CL_InitAfter(), and VID_Restart_f().
Definition at line 225 of file cl_view.cpp.
References rendererData_t::aliasCount, rendererData_t::batchCount, rendererData_t::brushCount, ca_active, cl, CL_AddActorPathing(), CL_AddPathing(), CL_AddTargeting(), CL_DisplayFloorArrows(), CL_DisplayObstructionArrows(), CL_ViewUpdateRenderData(), cls, rendererData_t::FFPToShaderCount, cvar_s::integer, LE_AddToScene(), LM_AddToScene(), MAPDEBUG_CELLS, MAPDEBUG_PATHING, MAPDEBUG_WALLS, clientBattleScape_s::mapTiles, rendererData_t::mapTiles, rendererData_t::numEntities, R_RenderFrame(), r_threadstate, RDF_NOWORLDMODEL, rendererData_t::ready, refdef, rendererData_t::rendererFlags, rendererData_t::shaderToFFPCount, rendererData_t::shaderToShaderCount, client_static_s::state, renderer_threadstate_s::state, THREAD_BSP, viddef, viddef_t::viewHeight, and viddef_t::viewWidth.
Referenced by SCR_UpdateScreen().
Updates the refdef.
Definition at line 210 of file cl_view.cpp.
References camera_s::angles, clientBattleScape_s::cam, camera_s::camorg, cl, CL_ViewCalcFieldOfViewY(), cl_worldlevel, cvar_s::integer, refdef, clientBattleScape_s::time, rendererData_t::time, VectorCopy, viddef, rendererData_t::viewAngles, viddef_t::viewHeight, rendererData_t::viewOrigin, viddef_t::viewWidth, and rendererData_t::worldlevel.
Referenced by CL_ViewLoadMedia(), CL_ViewRender(), and SEQ_Render3D().
cvar_t* cl_isometric |
Definition at line 77 of file cl_input.cpp.
Referenced by CL_CameraMove(), CL_GetWorldCoordsUnderMouse(), CL_ViewCalcFieldOfViewX(), and SEQ_SetCamera().
cvar_t* cl_map_debug |
Definition at line 41 of file cl_view.cpp.
Referenced by CL_InitLocal(), HUD_MapDebugCursor(), and HUD_UpdateCursor().