/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. 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. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // view.c -- player eye positioning #include "quakedef.h" #include "winquake.h" #include // for isdigit(); cvar_t ffov = SCVAR("ffov", "0"); /* 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. */ #ifdef SIDEVIEWS cvar_t vsec_enabled[SIDEVIEWS] = {SCVAR("v2_enabled", "2"), SCVAR("v3_enabled", "0"), SCVAR("v4_enabled", "0"), SCVAR("v5_enabled", "0")}; cvar_t vsec_x[SIDEVIEWS] = {SCVAR("v2_x", "0"), SCVAR("v3_x", "0.25"), SCVAR("v4_x", "0.5"), SCVAR("v5_x", "0.75")}; cvar_t vsec_y[SIDEVIEWS] = {SCVAR("v2_y", "0"), SCVAR("v3_y", "0"), SCVAR("v4_y", "0"), SCVAR("v5_y", "0")}; cvar_t vsec_scalex[SIDEVIEWS] = {SCVAR("v2_scalex", "0.25"), SCVAR("v3_scalex", "0.25"), SCVAR("v4_scalex", "0.25"), SCVAR("v5_scalex", "0.25")}; cvar_t vsec_scaley[SIDEVIEWS] = {SCVAR("v2_scaley", "0.25"), SCVAR("v3_scaley", "0.25"), SCVAR("v4_scaley", "0.25"), SCVAR("v5_scaley", "0.25")}; cvar_t vsec_yaw[SIDEVIEWS] = {SCVAR("v2_yaw", "180"), SCVAR("v3_yaw", "90"), SCVAR("v4_yaw", "270"), SCVAR("v5_yaw", "0")}; #endif cvar_t cl_rollspeed = SCVAR("cl_rollspeed", "200"); cvar_t cl_rollangle = SCVAR("cl_rollangle", "2.0"); cvar_t v_deathtilt = SCVAR("v_deathtilt", "1"); cvar_t cl_bob = SCVAR("cl_bob","0.02"); cvar_t cl_bobcycle = SCVAR("cl_bobcycle","0.6"); cvar_t cl_bobup = SCVAR("cl_bobup","0.5"); cvar_t v_kicktime = SCVAR("v_kicktime", "0.5"); cvar_t v_kickroll = SCVAR("v_kickroll", "0.6"); cvar_t v_kickpitch = SCVAR("v_kickpitch", "0.6"); cvar_t v_iyaw_cycle = SCVAR("v_iyaw_cycle", "2"); cvar_t v_iroll_cycle = SCVAR("v_iroll_cycle", "0.5"); cvar_t v_ipitch_cycle = SCVAR("v_ipitch_cycle", "1"); cvar_t v_iyaw_level = SCVAR("v_iyaw_level", "0.3"); cvar_t v_iroll_level = SCVAR("v_iroll_level", "0.1"); cvar_t v_ipitch_level = SCVAR("v_ipitch_level", "0.3"); cvar_t v_idlescale = SCVAR("v_idlescale", "0"); cvar_t crosshair = SCVARF("crosshair", "1", CVAR_ARCHIVE); cvar_t crosshaircolor = SCVARF("crosshaircolor", "255 255 255", CVAR_ARCHIVE); cvar_t crosshairsize = SCVARF("crosshairsize", "8", CVAR_ARCHIVE); cvar_t cl_crossx = SCVARF("cl_crossx", "0", CVAR_ARCHIVE); cvar_t cl_crossy = SCVARF("cl_crossy", "0", CVAR_ARCHIVE); cvar_t crosshaircorrect = SCVARF("crosshaircorrect", "0", CVAR_SEMICHEAT); cvar_t crosshairimage = SCVAR("crosshairimage", ""); cvar_t crosshairalpha = SCVAR("crosshairalpha", "1"); cvar_t gl_cshiftpercent = SCVAR("gl_cshiftpercent", "100"); cvar_t gl_cshiftenabled = CVARF("gl_polyblend", "1", CVAR_ARCHIVE); cvar_t v_bonusflash = SCVAR("v_bonusflash", "1"); cvar_t v_contentblend = SCVARF("v_contentblend", "1", CVAR_ARCHIVE); cvar_t v_damagecshift = SCVAR("v_damagecshift", "1"); cvar_t v_quadcshift = SCVAR("v_quadcshift", "1"); cvar_t v_suitcshift = SCVAR("v_suitcshift", "1"); cvar_t v_ringcshift = SCVAR("v_ringcshift", "1"); cvar_t v_pentcshift = SCVAR("v_pentcshift", "1"); cvar_t v_gunkick = SCVAR("v_gunkick", "0"); cvar_t v_gunkick_q2 = SCVAR("v_gunkick_q2", "1"); cvar_t v_viewheight = SCVAR("v_viewheight", "0"); cvar_t v_projectionmode = SCVAR("v_projectionmode", "0"); cvar_t scr_autoid = SCVAR("scr_autoid", "1"); extern cvar_t cl_chasecam; float v_dmg_time[MAX_SPLITS], v_dmg_roll[MAX_SPLITS], v_dmg_pitch[MAX_SPLITS]; player_state_t *view_message; /* =============== V_CalcRoll =============== */ float V_CalcRoll (vec3_t angles, vec3_t velocity) { vec3_t forward, right, up; float sign; float side; float value; AngleVectors (angles, forward, right, up); side = DotProduct (velocity, right); sign = side < 0 ? -1 : 1; side = fabs(side); value = cl_rollangle.value; if (side < cl_rollspeed.value) side = side * value / cl_rollspeed.value; else side = value; return side*sign; } /* =============== V_CalcBob =============== */ float V_CalcBob (int pnum, qboolean queryold) { static double bobtime[MAX_SPLITS]; static double cltime[MAX_SPLITS]; static float bob[MAX_SPLITS]; float cycle; if (cl.spectator) return 0; if (!cl.onground[pnum] || cl.paused) return bob[pnum]; // just use old value if (cl_bobcycle.value <= 0) return 0; bobtime[pnum] += cl.time - cltime[pnum]; cltime[pnum] = cl.time; cycle = bobtime[pnum] - (int)(bobtime[pnum]/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) bob[pnum] = sqrt(cl.playerview[pnum].simvel[0]*cl.playerview[pnum].simvel[0] + cl.playerview[pnum].simvel[1]*cl.playerview[pnum].simvel[1]) * cl_bob.value; bob[pnum] = bob[pnum]*0.3 + bob[pnum]*0.7*sin(cycle); if (bob[pnum] > 4) bob[pnum] = 4; else if (bob[pnum] < -7) bob[pnum] = -7; return bob[pnum]; } //============================================================================= cvar_t v_centermove = SCVAR("v_centermove", "0.15"); cvar_t v_centerspeed = SCVAR("v_centerspeed","500"); void V_StartPitchDrift (int pnum) { #if 1 if (cl.playerview[pnum].laststop == cl.time) { return; // something else is keeping it from drifting } #endif if (cl.playerview[pnum].nodrift || !cl.playerview[pnum].pitchvel) { cl.playerview[pnum].pitchvel = v_centerspeed.value; cl.playerview[pnum].nodrift = false; cl.playerview[pnum].driftmove = 0; } } void V_StopPitchDrift (int pnum) { cl.playerview[pnum].laststop = cl.time; cl.playerview[pnum].nodrift = true; cl.playerview[pnum].pitchvel = 0; } /* =============== V_DriftPitch Moves the client pitch angle towards cl.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. Drifting is enabled when the center view key is hit, mlook is released and lookspring is non 0, or when =============== */ void V_DriftPitch (int pnum) { float delta, move; if (!cl.onground || cls.demoplayback ) { cl.playerview[pnum].driftmove = 0; cl.playerview[pnum].pitchvel = 0; return; } // don't count small mouse motion if (cl.playerview[pnum].nodrift) { if ( fabs(cl.outframes[(cl.movesequence-1)&UPDATE_MASK].cmd[pnum].forwardmove) < 200) cl.playerview[pnum].driftmove = 0; else cl.playerview[pnum].driftmove += host_frametime; if ( cl.playerview[pnum].driftmove > v_centermove.value) { V_StartPitchDrift (pnum); } return; } delta = 0 - cl.playerview[pnum].viewangles[PITCH]; if (!delta) { cl.playerview[pnum].pitchvel = 0; return; } move = host_frametime * cl.playerview[pnum].pitchvel; cl.playerview[pnum].pitchvel += host_frametime * v_centerspeed.value; //Con_Printf ("move: %f (%f)\n", move, host_frametime); if (delta > 0) { if (move > delta) { cl.playerview[pnum].pitchvel = 0; move = delta; } cl.playerview[pnum].viewangles[PITCH] += move; } else if (delta < 0) { if (move > -delta) { cl.playerview[pnum].pitchvel = 0; move = -delta; } cl.playerview[pnum].viewangles[PITCH] -= move; } } /* ============================================================================== PALETTE FLASHES ============================================================================== */ cshift_t cshift_empty = { {130,80,50}, 0 }; cshift_t cshift_water = { {130,80,50}, 128 }; cshift_t cshift_slime = { {0,25,5}, 150 }; cshift_t cshift_lava = { {255,80,0}, 150 }; cshift_t cshift_server = { {130,80,50}, 0 }; cvar_t v_gamma = SCVARF("gamma", "0.8", CVAR_ARCHIVE|CVAR_RENDERERCALLBACK); cvar_t v_contrast = SCVARF("contrast", "1.3", CVAR_ARCHIVE); cvar_t v_brightness = SCVARF("brightness", "0.0", CVAR_ARCHIVE); qbyte gammatable[256]; // palette is sent through this unsigned short ramps[3][256]; //extern qboolean gammaworks; float sw_blend[4]; // rgba 0.0 - 1.0 float hw_blend[4]; // rgba 0.0 - 1.0 /* void BuildGammaTable (float g) { int i, inf; if (g == 1.0) { for (i=0 ; i<256 ; i++) gammatable[i] = i; return; } for (i=0 ; i<256 ; i++) { inf = 255 * pow ( (i+0.5)/255.5 , g ) + 0.5; if (inf < 0) inf = 0; if (inf > 255) inf = 255; gammatable[i] = inf; } }*/ void BuildGammaTable (float g, float c, float b) { int i, inf; // g = bound (0.1, g, 3); // c = bound (1, c, 3); if (g == 1 && c == 1) { for (i = 0; i < 256; i++) gammatable[i] = i; return; } for (i = 0; i < 256; i++) { //the 0.5s are for rounding. inf = 255 * (pow ((i + 0.5) / 255.5 * c, g) + b) + 0.5; if (inf < 0) inf = 0; else if (inf > 255) inf = 255; gammatable[i] = inf; } } /* ================= V_CheckGamma ================= */ #if defined(GLQUAKE) || defined(D3DQUAKE) void GLV_Gamma_Callback(struct cvar_s *var, char *oldvalue) { BuildGammaTable (v_gamma.value, v_contrast.value, v_brightness.value); vid.recalc_refdef = 1; // force a surface cache flush V_UpdatePalette (true); } #endif /* =============== V_ParseDamage =============== */ void V_ParseDamage (int pnum) { int armor, blood; vec3_t from; int i; vec3_t forward, right, up; float side; float count; armor = MSG_ReadByte (); blood = MSG_ReadByte (); for (i=0 ; i<3 ; i++) from[i] = MSG_ReadCoord (); count = blood*0.5 + armor*0.5; if (count < 10) count = 10; #ifdef ANDROID Sys_Vibrate(count); #endif if (v_damagecshift.value >= 0) count *= v_damagecshift.value; cl.playerview[pnum].faceanimtime = cl.time + 0.2; // but sbar face into pain frame cl.cshifts[CSHIFT_DAMAGE].percent += 3*count; if (cl.cshifts[CSHIFT_DAMAGE].percent < 0) cl.cshifts[CSHIFT_DAMAGE].percent = 0; if (cl.cshifts[CSHIFT_DAMAGE].percent > 150) cl.cshifts[CSHIFT_DAMAGE].percent = 150; if (armor > blood) { cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200; cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100; cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100; } else if (armor) { cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220; cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50; cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50; } else { cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255; cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0; cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0; } // // calculate view angle kicks // VectorSubtract (from, cl.playerview[pnum].simorg, from); VectorNormalize (from); AngleVectors (cl.playerview[pnum].simangles, forward, right, up); side = DotProduct (from, right); v_dmg_roll[pnum] = count*side*v_kickroll.value; side = DotProduct (from, forward); v_dmg_pitch[pnum] = count*side*v_kickpitch.value; v_dmg_time[pnum] = v_kicktime.value; } /* ================== V_cshift_f ================== */ void V_cshift_f (void) { int r, g, b, p; r = g = b = p = 0; if (Cmd_Argc() >= 5) { r = atoi(Cmd_Argv(1)); g = atoi(Cmd_Argv(2)); b = atoi(Cmd_Argv(3)); p = atoi(Cmd_Argv(4)); } if (Cmd_FromGamecode()) { if (Cmd_Argc() >= 5) { qboolean term = false; int i; char *c = Cmd_Argv(4); // malice jumbles commands into a v_cshift so this attempts to fix while (isdigit(*c) || *c == '.') c++; if (*c) { Cbuf_AddText(c, RESTRICT_SERVER); term = true; } for (i = 5; i < Cmd_Argc(); i++) { Cbuf_AddText(" ", RESTRICT_SERVER); Cbuf_AddText(Cmd_Argv(i), RESTRICT_SERVER); term = true; } if (term) Cbuf_AddText("\n", RESTRICT_SERVER); } else if (Cmd_Argc() > 1) Con_DPrintf("broken v_cshift from gamecode\n"); // ensure we always clear out or set for nehahra cl.cshifts[CSHIFT_SERVER].destcolor[0] = r; cl.cshifts[CSHIFT_SERVER].destcolor[1] = g; cl.cshifts[CSHIFT_SERVER].destcolor[2] = b; cl.cshifts[CSHIFT_SERVER].percent = p; return; } if (Cmd_Argc() != 5 && Cmd_Argc() != 1) { Con_Printf("v_cshift: v_cshift \n"); return; } cshift_empty.destcolor[0] = r; cshift_empty.destcolor[1] = g; cshift_empty.destcolor[2] = b; cshift_empty.percent = p; } /* ================== V_BonusFlash_f When you run over an item, the server sends this command ================== */ void V_BonusFlash_f (void) { if (v_bonusflash.value || !Cmd_FromGamecode()) { cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215; cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186; cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69; cl.cshifts[CSHIFT_BONUS].percent = 50*v_bonusflash.value; } } void V_DarkFlash_f (void) { cl.cshifts[CSHIFT_BONUS].destcolor[0] = 0; cl.cshifts[CSHIFT_BONUS].destcolor[1] = 0; cl.cshifts[CSHIFT_BONUS].destcolor[2] = 0; cl.cshifts[CSHIFT_BONUS].percent = 255; } void V_WhiteFlash_f (void) { cl.cshifts[CSHIFT_BONUS].destcolor[0] = 255; cl.cshifts[CSHIFT_BONUS].destcolor[1] = 255; cl.cshifts[CSHIFT_BONUS].destcolor[2] = 255; cl.cshifts[CSHIFT_BONUS].percent = 255; } /* ============= V_SetContentsColor Underwater, lava, etc each has a color shift FIXME: Uses Q1 contents ============= */ void V_SetContentsColor (int contents) { int i; if (contents & FTECONTENTS_LAVA) cl.cshifts[CSHIFT_CONTENTS] = cshift_lava; else if (contents & (FTECONTENTS_SLIME | FTECONTENTS_SOLID)) cl.cshifts[CSHIFT_CONTENTS] = cshift_slime; else if (contents & FTECONTENTS_WATER) cl.cshifts[CSHIFT_CONTENTS] = cshift_water; else cl.cshifts[CSHIFT_CONTENTS] = cshift_empty; cl.cshifts[CSHIFT_CONTENTS].percent *= v_contentblend.value; if (cl.cshifts[CSHIFT_CONTENTS].percent) { //bound contents so it can't go negative if (cl.cshifts[CSHIFT_CONTENTS].percent < 0) cl.cshifts[CSHIFT_CONTENTS].percent = 0; for (i = 0; i < 3; i++) if (cl.cshifts[CSHIFT_CONTENTS].destcolor[0] < 0) cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0; } } /* ============= V_CalcPowerupCshift ============= */ void V_CalcPowerupCshift (void) { int im = 0; int s; //we only have one palette, so combine the mask for (s = 0; s < cl.splitclients; s++) im |= cl.playerview[s].stats[STAT_ITEMS]; if (im & IT_QUAD) { cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0; cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0; cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255; cl.cshifts[CSHIFT_POWERUP].percent = 30*v_quadcshift.value; } else if (im & IT_SUIT) { cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0; cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255; cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0; cl.cshifts[CSHIFT_POWERUP].percent = 20*v_suitcshift.value; } else if (im & IT_INVISIBILITY) { cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100; cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100; cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100; cl.cshifts[CSHIFT_POWERUP].percent = 100*v_ringcshift.value; } else if (im & IT_INVULNERABILITY) { cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255; cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255; cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0; cl.cshifts[CSHIFT_POWERUP].percent = 30*v_pentcshift.value; } else cl.cshifts[CSHIFT_POWERUP].percent = 0; if (cl.cshifts[CSHIFT_POWERUP].percent<0) cl.cshifts[CSHIFT_POWERUP].percent=0; } /* ============= V_CalcBlend ============= */ void V_CalcBlend (float *hw_blend) { extern qboolean r2d_noshadergamma; float a2; int j; float *blend; memset(hw_blend, 0, sizeof(float)*4); memset(sw_blend, 0, sizeof(float)*4); //don't apply it to the server, we'll blend the two later if the user has no hardware gamma (if they do have it, we use just the server specified value) This way we avoid winnt users having a cheat with flashbangs and stuff. for (j=0 ; j 1) hw_blend[3] = 1; if (hw_blend[3] < 0) hw_blend[3] = 0; if (sw_blend[3] > 1) sw_blend[3] = 1; if (sw_blend[3] < 0) sw_blend[3] = 0; } /* ============= V_UpdatePalette ============= */ void V_UpdatePalette (qboolean force) { extern qboolean r2d_noshadergamma; int i; float newhw_blend[4]; int ir, ig, ib; float ftime; qboolean applied; static double oldtime; RSpeedMark(); ftime = cl.time - oldtime; oldtime = cl.time; if (ftime < 0) ftime = 0; V_CalcPowerupCshift (); // drop the damage value cl.cshifts[CSHIFT_DAMAGE].percent -= ftime*150; if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0) cl.cshifts[CSHIFT_DAMAGE].percent = 0; // drop the bonus value cl.cshifts[CSHIFT_BONUS].percent -= ftime*100; if (cl.cshifts[CSHIFT_BONUS].percent <= 0) cl.cshifts[CSHIFT_BONUS].percent = 0; V_CalcBlend(newhw_blend); if (hw_blend[0] != newhw_blend[0] || hw_blend[1] != newhw_blend[1] || hw_blend[2] != newhw_blend[2] || hw_blend[3] != newhw_blend[3] || force) { float r,g,b,a; Vector4Copy(newhw_blend, hw_blend); a = hw_blend[3]; r = 255*hw_blend[0]*a; g = 255*hw_blend[1]*a; b = 255*hw_blend[2]*a; a = 1-a; for (i=0 ; i<256 ; i++) { ir = i*a + r; ig = i*a + g; ib = i*a + b; if (ir > 255) ir = 255; if (ig > 255) ig = 255; if (ib > 255) ib = 255; ramps[0][i] = gammatable[ir]<<8; ramps[1][i] = gammatable[ig]<<8; ramps[2][i] = gammatable[ib]<<8; } applied = rf->VID_ApplyGammaRamps ((unsigned short*)ramps); if (!applied && r2d_noshadergamma) rf->VID_ApplyGammaRamps (NULL); r2d_noshadergamma = applied; } RSpeedEnd(RSPEED_PALETTEFLASHES); } /* ============= V_UpdatePalette ============= */ void V_ClearCShifts (void) { int i; for (i = 0; i < NUM_CSHIFTS; i++) cl.cshifts[i].percent = 0; } /* ============================================================================== VIEW RENDERING ============================================================================== */ float angledelta (float a) { a = anglemod(a); if (a > 180) a -= 360; return a; } /* ================== CalcGunAngle ================== */ void V_CalcGunPositionAngle (int pnum, float bob) { float yaw, pitch, move; static float oldyaw = 0; static float oldpitch = 0; int i; yaw = r_refdef.viewangles[YAW]; pitch = -r_refdef.viewangles[PITCH]; yaw = angledelta(yaw - r_refdef.viewangles[YAW]) * 0.4; if (yaw > 10) yaw = 10; if (yaw < -10) yaw = -10; pitch = angledelta(-pitch - r_refdef.viewangles[PITCH]) * 0.4; if (pitch > 10) pitch = 10; if (pitch < -10) pitch = -10; move = host_frametime*20; if (yaw > oldyaw) { if (oldyaw + move < yaw) yaw = oldyaw + move; } else { if (oldyaw - move > yaw) yaw = oldyaw - move; } if (pitch > oldpitch) { if (oldpitch + move < pitch) pitch = oldpitch + move; } else { if (oldpitch - move > pitch) pitch = oldpitch - move; } oldyaw = yaw; oldpitch = pitch; cl.viewent[pnum].angles[YAW] = r_refdef.viewangles[YAW] + yaw; cl.viewent[pnum].angles[PITCH] = r_refdef.viewangles[PITCH] + pitch; cl.viewent[pnum].angles[YAW] = r_refdef.viewangles[YAW]; cl.viewent[pnum].angles[PITCH] = r_refdef.viewangles[PITCH]; cl.viewent[pnum].angles[ROLL] = r_refdef.viewangles[ROLL]; AngleVectors(cl.viewent[pnum].angles, cl.viewent[pnum].axis[0], cl.viewent[pnum].axis[1], cl.viewent[pnum].axis[2]); VectorInverse(cl.viewent[pnum].axis[1]); cl.viewent[pnum].angles[PITCH]*=-1; VectorCopy (r_refdef.vieworg, cl.viewent[pnum].origin); for (i=0 ; i<3 ; i++) { cl.viewent[pnum].origin[i] += cl.viewent[pnum].axis[0][i]*bob*0.4; // cl.viewent[pnum].origin[i] += cl.viewent[pnum].axis[1][i]*sin(cl.time*5.5342452354235)*0.1; // cl.viewent[pnum].origin[i] += cl.viewent[pnum].axis[2][i]*bob*0.8; } // fudge position around to keep amount of weapon visible // roughly equal with different FOV if (scr_viewsize.value == 110) cl.viewent[pnum].origin[2] += 1; else if (scr_viewsize.value == 100) cl.viewent[pnum].origin[2] += 2; else if (scr_viewsize.value == 90) cl.viewent[pnum].origin[2] += 1; else if (scr_viewsize.value == 80) cl.viewent[pnum].origin[2] += 0.5; } /* ============== V_BoundOffsets ============== */ void V_BoundOffsets (int pnum) { // absolutely bound refresh reletive to entity clipping hull // so the view can never be inside a solid wall if (r_refdef.vieworg[0] < cl.playerview[pnum].simorg[0] - 14) r_refdef.vieworg[0] = cl.playerview[pnum].simorg[0] - 14; else if (r_refdef.vieworg[0] > cl.playerview[pnum].simorg[0] + 14) r_refdef.vieworg[0] = cl.playerview[pnum].simorg[0] + 14; if (r_refdef.vieworg[1] < cl.playerview[pnum].simorg[1] - 14) r_refdef.vieworg[1] = cl.playerview[pnum].simorg[1] - 14; else if (r_refdef.vieworg[1] > cl.playerview[pnum].simorg[1] + 14) r_refdef.vieworg[1] = cl.playerview[pnum].simorg[1] + 14; if (r_refdef.vieworg[2] < cl.playerview[pnum].simorg[2] - 22) r_refdef.vieworg[2] = cl.playerview[pnum].simorg[2] - 22; else if (r_refdef.vieworg[2] > cl.playerview[pnum].simorg[2] + 30) r_refdef.vieworg[2] = cl.playerview[pnum].simorg[2] + 30; } /* ============== V_AddIdle Idle swaying ============== */ void V_AddIdle (int pnum) { //defaults: for use if idlescale is locked and the var isn't. float yaw_cycle = 2; float roll_cycle = 0.5; float pitch_cycle = 1; float yaw_level = 0.3; float roll_level = 0.1; float pitch_level = 0.3; if (v_iyaw_cycle.flags & CVAR_SERVEROVERRIDE || !(v_idlescale.flags & CVAR_SERVEROVERRIDE)) yaw_cycle = v_iyaw_cycle.value; if (v_iroll_cycle.flags & CVAR_SERVEROVERRIDE || !(v_idlescale.flags & CVAR_SERVEROVERRIDE)) roll_cycle = v_iroll_cycle.value; if (v_ipitch_cycle.flags & CVAR_SERVEROVERRIDE || !(v_idlescale.flags & CVAR_SERVEROVERRIDE)) pitch_cycle = v_ipitch_cycle.value; if (v_iyaw_level.flags & CVAR_SERVEROVERRIDE || !(v_idlescale.flags & CVAR_SERVEROVERRIDE)) yaw_level = v_iyaw_level.value; if (v_iroll_level.flags & CVAR_SERVEROVERRIDE || !(v_idlescale.flags & CVAR_SERVEROVERRIDE)) roll_level = v_iroll_level.value; if (v_ipitch_level.flags & CVAR_SERVEROVERRIDE || !(v_idlescale.flags & CVAR_SERVEROVERRIDE)) pitch_level = v_ipitch_level.value; r_refdef.viewangles[ROLL] += v_idlescale.value * sin(cl.time*roll_cycle) * roll_level; r_refdef.viewangles[PITCH] += v_idlescale.value * sin(cl.time*pitch_cycle) * pitch_level; r_refdef.viewangles[YAW] += v_idlescale.value * sin(cl.time*yaw_cycle) * yaw_level; cl.viewent[pnum].angles[ROLL] -= v_idlescale.value * sin(cl.time*roll_cycle) * roll_level; cl.viewent[pnum].angles[PITCH] -= v_idlescale.value * sin(cl.time*pitch_cycle) * pitch_level; cl.viewent[pnum].angles[YAW] -= v_idlescale.value * sin(cl.time*yaw_cycle) * yaw_level; } /* ============== V_CalcViewRoll Roll is induced by movement and damage ============== */ void V_CalcViewRoll (int pnum) { float side; float adjspeed; side = V_CalcRoll (cl.playerview[pnum].simangles, cl.playerview[pnum].simvel); adjspeed = fabs(cl_rollangle.value); if (adjspeed<1) adjspeed=1; if (adjspeed>45) adjspeed = 45; adjspeed*=20; if (side > cl.playerview[pnum].rollangle) { cl.playerview[pnum].rollangle += host_frametime * adjspeed; if (cl.playerview[pnum].rollangle > side) cl.playerview[pnum].rollangle = side; } else if (side < cl.playerview[pnum].rollangle) { cl.playerview[pnum].rollangle -= host_frametime * adjspeed; if (cl.playerview[pnum].rollangle < side) cl.playerview[pnum].rollangle = side; } r_refdef.viewangles[ROLL] += cl.playerview[pnum].rollangle; if (v_dmg_time[pnum] > 0) { r_refdef.viewangles[ROLL] += v_dmg_time[pnum]/v_kicktime.value*v_dmg_roll[pnum]; r_refdef.viewangles[PITCH] += v_dmg_time[pnum]/v_kicktime.value*v_dmg_pitch[pnum]; v_dmg_time[pnum] -= host_frametime; } } /* ================== V_CalcIntermissionRefdef ================== */ void V_CalcIntermissionRefdef (int pnum) { entity_t *view; float old; // view is the weapon model view = &cl.viewent[pnum]; VectorCopy (cl.playerview[pnum].simorg, r_refdef.vieworg); VectorCopy (cl.playerview[pnum].simangles, r_refdef.viewangles); view->model = NULL; // always idle in intermission old = v_idlescale.value; v_idlescale.value = 1; V_AddIdle (pnum); v_idlescale.value = old; } /* ================== V_CalcRefdef ================== */ void V_CalcRefdef (int pnum) { entity_t *view; int i; float bob; float viewheight; r_refdef.currentplayernum = pnum; #ifdef Q2CLIENT if (cls.protocol == CP_QUAKE2) return; #endif VectorCopy(cl.fog_colour, r_refdef.gfog_rgbd); r_refdef.gfog_rgbd[3] = cl.fog_density / 64; // view is the weapon model (only visible from inside body) view = &cl.viewent[pnum]; if (v_viewheight.value < -7) bob=-7; else if (v_viewheight.value > 4) bob=4; else if (v_viewheight.value) bob=v_viewheight.value; else bob = V_CalcBob (pnum, false); // refresh position from simulated origin VectorCopy (cl.playerview[pnum].simorg, r_refdef.vieworg); r_refdef.useperspective = true; // never let it sit exactly on a node line, because a water plane can // dissapear when viewed with the eye exactly on it. // the server protocol only specifies to 1/8 pixel, so add 1/16 in each axis r_refdef.vieworg[0] += 1.0/16; r_refdef.vieworg[1] += 1.0/16; r_refdef.vieworg[2] += 1.0/16; if (cl.playerview[pnum].fixangle) { if (cl.playerview[pnum].oldfixangle) { float frac, move; if (cl.gametime <= cl.oldgametime) frac = 1; else { frac = (realtime - cl.gametimemark) / (cl.gametime - cl.oldgametime); frac = bound(0, frac, 1); } for (i = 0; i < 3; i++) { move = cl.playerview[pnum].fixangles[i] - cl.playerview[pnum].oldfixangles[i]; if (move >= 180) move -= 360; if (move <= -180) move += 360; r_refdef.viewangles[i] = cl.playerview[pnum].oldfixangles[i] + frac * move; } } else { VectorCopy (cl.playerview[pnum].fixangles, r_refdef.viewangles); } } else { VectorCopy (cl.playerview[pnum].simangles, r_refdef.viewangles); } V_CalcViewRoll (pnum); V_AddIdle (pnum); viewheight = cl.viewheight[pnum]; if (viewheight == DEFAULT_VIEWHEIGHT) { if (view_message && view_message->flags & PF_GIB) viewheight = 8; // gib view height else if (view_message && view_message->flags & PF_DEAD) viewheight = 16; // corpse view height } viewheight += cl.crouch[pnum]; if (cl.playerview[pnum].stats[STAT_HEALTH] < 0 && spec_track[pnum] >= 0 && v_deathtilt.value) // PF_GIB will also set PF_DEAD { if (!cl.spectator || !cl_chasecam.ival) r_refdef.viewangles[ROLL] = 80*v_deathtilt.value; // dead view angle } else { // v_viewheight only affects the view if the player is alive viewheight += bob; } VectorMA(r_refdef.vieworg, -viewheight, cl.playerview[pnum].gravitydir, r_refdef.vieworg); // set up gun position V_CalcGunPositionAngle (pnum, bob); if (cl.playerview[pnum].stats[STAT_HEALTH] > 0 && (unsigned int)cl.playerview[pnum].stats[STAT_WEAPON] >= MAX_MODELS) view->model = NULL; else view->model = cl.model_precache[cl.playerview[pnum].stats[STAT_WEAPON]]; #ifdef HLCLIENT if (!CLHL_AnimateViewEntity(view)) #endif view->framestate.g[FS_REG].frame[0] = cl.playerview[pnum].stats[STAT_WEAPONFRAME]; // set up the refresh position if (v_gunkick.value) r_refdef.viewangles[PITCH] += cl.punchangle[pnum]*v_gunkick.value; r_refdef.time = realtime; // smooth out stair step ups { extern model_t *loadmodel; loadmodel = cl.worldmodel; } } /* ============= DropPunchAngle ============= */ void DropPunchAngle (int pnum) { if (cl.punchangle[pnum] < 0) { cl.punchangle[pnum] += 10*host_frametime; if (cl.punchangle[pnum] > 0) cl.punchangle[pnum] = 0; } else { cl.punchangle[pnum] -= 10*host_frametime; if (cl.punchangle[pnum] < 0) cl.punchangle[pnum] = 0; } } /* ================== V_RenderView The player's clipping box goes from (-16 -16 -24) to (16 16 32) from the entity origin, so any view position inside that will be valid ================== */ extern vrect_t scr_vrect; qboolean r_secondaryview; #ifdef SIDEVIEWS #ifdef PEXT_VIEW2 entity_t *CL_EntityNum(int num) { int i; for (i=0 ; i 4 #pragma warning "Please change this function to cope with the new MAX_SPLITS value" #endif switch(cl.splitclients) { case 1: vrect->width = scr_vrect.width; vrect->height = scr_vrect.height; vrect->x = scr_vrect.x; vrect->y = scr_vrect.y; if (scr_chatmode == 2) { vrect->height/=2; vrect->y += vrect->height; } break; case 2: //horizontal bands case 3: #ifdef GLQUAKE if (qrenderer == QR_OPENGL && vid.rotpixelwidth > vid.rotpixelheight * 2 && ffov.value >= 0 /*panoramic view always stacks player views*/ ) { //over twice as wide as high, assume dual moniter, horizontal. vrect->width = vid.width/cl.splitclients; vrect->height = vid.height; vrect->x = 0 + vrect->width*pnum; vrect->y = 0; } else #endif { //stack them vertically vrect->width = vid.width; vrect->height = vid.height/cl.splitclients; vrect->x = 0; vrect->y = 0 + vrect->height*pnum; } break; case 4: //4 squares vrect->width = vid.width/2; vrect->height = vid.height/2; vrect->x = (pnum&1) * vrect->width; vrect->y = (pnum&2)/2 * vrect->height; break; default: Sys_Error("cl.splitclients is invalid."); } r_refdef.fov_x = scr_fov.value; if (cl.playerview[pnum].stats[STAT_VIEWZOOM]) r_refdef.fov_x *= cl.playerview[pnum].stats[STAT_VIEWZOOM]/255.0f; ws = 1; if (r_stereo_method.ival == 5 && r_stereo_separation.value) ws = 0.5; if (ws*vrect->width < (vrect->height*640)/432) { r_refdef.fov_y = CalcFov(r_refdef.fov_x, (ws*vrect->width*vid.pixelwidth)/vid.width, (vrect->height*vid.pixelheight)/vid.height); // r_refdef.fov_x = CalcFov(r_refdef.fov_y, 432, 640); } else { r_refdef.fov_y = CalcFov(r_refdef.fov_x, 640, 432); r_refdef.fov_x = CalcFov(r_refdef.fov_y, vrect->height, vrect->width*ws); } } void Draw_ExpandedString(int x, int y, conchar_t *str); extern vec3_t nametagorg[MAX_CLIENTS]; extern qboolean nametagseen[MAX_CLIENTS]; void R_DrawNameTags(void) { conchar_t buffer[256]; int i; int len; vec3_t center; vec3_t tagcenter; if (!cl.spectator && !cls.demoplayback) return; if (!scr_autoid.ival) return; if (cls.state != ca_active || !cl.validsequence) return; #ifdef GLQUAKE if (qrenderer == QR_OPENGL) { void GL_Set2D (qboolean flipped); GL_Set2D(false); } #endif for (i = 0; i < MAX_CLIENTS; i++) { if (!nametagseen[i]) continue; if (i == cl.playernum[r_refdef.currentplayernum]) continue; // Don't draw tag for the local player if (cl.players[i].spectator) continue; if (i == Cam_TrackNum(r_refdef.currentplayernum)) continue; if (TP_IsPlayerVisible(nametagorg[i])) { VectorCopy(nametagorg[i], tagcenter); tagcenter[2] += 32; if (!Matrix4x4_CM_Project(tagcenter, center, r_refdef.viewangles, r_refdef.vieworg, r_refdef.fov_x, r_refdef.fov_y)) continue; len = COM_ParseFunString(CON_WHITEMASK, cl.players[i].name, buffer, sizeof(buffer), false) - buffer; Draw_ExpandedString(center[0]*r_refdef.vrect.width+r_refdef.vrect.x - len*4, (1-center[1])*r_refdef.vrect.height+r_refdef.vrect.y, buffer); } } } void R2D_PolyBlend (void); void V_RenderPlayerViews(int plnum) { int oldnuments; int oldstris; #ifdef SIDEVIEWS int viewnum; #endif SCR_VRectForPlayer(&r_refdef.vrect, plnum); // cl.simangles[plnum][ROLL] = 0; // FIXME @@@ DropPunchAngle (plnum); if (cl.intermission) { // intermission / finale rendering V_CalcIntermissionRefdef (plnum); } else { V_DriftPitch (plnum); V_CalcRefdef (plnum); } oldnuments = cl_numvisedicts; oldstris = cl_numstris; CL_LinkViewModel (); Cam_SelfTrack(plnum); R_RenderView (); R2D_PolyBlend (); R_DrawNameTags(); cl_numvisedicts = oldnuments; cl_numstris = oldstris; if (scr_chatmode == 2) { extern vec3_t desired_position[MAX_SPLITS]; vec3_t dir; r_refdef.vrect.y -= r_refdef.vrect.height; vid.recalc_refdef=true; r_secondaryview = 2; VectorSubtract(r_refdef.vieworg, desired_position[plnum], dir); VectorAngles(dir, NULL, r_refdef.viewangles); r_refdef.viewangles[0] = -r_refdef.viewangles[0]; //flip the pitch. :( VectorCopy(desired_position[plnum], r_refdef.vieworg); R_RenderView (); vid.recalc_refdef=true; } #ifdef SIDEVIEWS /* //adjust main view height to strip off the rearviews at the top if (vsecwidth >= 1) { r_refdef.vrect.y -= vsecheight; r_refdef.vrect.height += vsecheight; } */ for (viewnum = 0; viewnum < SIDEVIEWS; viewnum++) if (vsec_scalex[viewnum].value>0&&vsec_scaley[viewnum].value>0 && ((vsec_enabled[viewnum].value && vsec_enabled[viewnum].value != 2 && cls.allow_rearview) //rearview if v2_enabled = 1 and not 2 || (vsec_enabled[viewnum].value && cl.playerview[plnum].stats[STAT_VIEW2]&&viewnum==0))) //v2 enabled if v2_enabled is non-zero { vrect_t oldrect; vec3_t oldangles; vec3_t oldposition; // int oldviewent; struct entity_s *e; float ofx; float ofy; vid.recalc_refdef=true; r_secondaryview = true; if (vsec_x[viewnum].value < 0) vsec_x[viewnum].value = 0; if (vsec_y[viewnum].value < 0) vsec_y[viewnum].value = 0; if (vsec_scalex[viewnum].value+vsec_x[viewnum].value > 1) continue; if (vsec_scaley[viewnum].value+vsec_y[viewnum].value > 1) continue; oldrect = r_refdef.vrect; memcpy(oldangles, r_refdef.viewangles, sizeof(vec3_t)); memcpy(oldposition, r_refdef.vieworg, sizeof(vec3_t)); ofx = r_refdef.fov_x; ofy = r_refdef.fov_y; r_refdef.vrect.x += r_refdef.vrect.width*vsec_x[viewnum].value; r_refdef.vrect.y += r_refdef.vrect.height*vsec_y[viewnum].value; r_refdef.vrect.width *= vsec_scalex[viewnum].value; r_refdef.vrect.height *= vsec_scaley[viewnum].value; #ifdef PEXT_VIEW2 //secondary view entity. e=NULL; if (viewnum==0&&cl.playerview[plnum].stats[STAT_VIEW2]) { e = CL_EntityNum (cl.playerview[plnum].stats[STAT_VIEW2]); } if (e) { memcpy(r_refdef.viewangles, e->angles, sizeof(vec3_t)); memcpy(r_refdef.vieworg, e->origin, sizeof(vec3_t)); // cl.viewentity = cl.viewentity2; r_refdef.vieworg[0]=r_refdef.vieworg[0];//*s+(1-s)*e->lerporigin[0]; r_refdef.vieworg[1]=r_refdef.vieworg[1];//*s+(1-s)*e->lerporigin[1]; r_refdef.vieworg[2]=r_refdef.vieworg[2];//*s+(1-s)*e->lerporigin[2]; r_refdef.viewangles[0]=e->angles[0];//*s+(1-s)*e->msg_angles[1][0]; r_refdef.viewangles[1]=e->angles[1];//*s+(1-s)*e->msg_angles[1][1]; r_refdef.viewangles[2]=e->angles[2];//*s+(1-s)*e->msg_angles[1][2]; r_refdef.viewangles[PITCH] *= -1; r_refdef.externalview = true; //show the player R_RenderView (); // r_framecount = old_framecount; } else #endif { //rotate the view, keeping pitch and roll. r_refdef.viewangles[YAW] += vsec_yaw[viewnum].value; r_refdef.viewangles[ROLL] += sin(vsec_yaw[viewnum].value / 180 * 3.14) * r_refdef.viewangles[PITCH]; r_refdef.viewangles[PITCH] *= -cos((vsec_yaw[viewnum].value / 180 * 3.14)+3.14); if (vsec_enabled[viewnum].value!=2) { R_RenderView (); } } r_refdef.vrect = oldrect; memcpy(r_refdef.viewangles, oldangles, sizeof(vec3_t)); memcpy(r_refdef.vieworg, oldposition, sizeof(vec3_t)); r_refdef.fov_x = ofx; r_refdef.fov_y = ofy; vid.recalc_refdef=true; } #endif r_refdef.externalview = false; } void V_RenderView (void) { int viewnum; R_LessenStains(); if (cls.state != ca_active) return; if (r_worldentity.model) { RSpeedMark(); CL_AllowIndependantSendCmd(false); CL_TransitionEntities(); CL_PredictMove (); // build a refresh entity list CL_EmitEntities (); CL_AllowIndependantSendCmd(true); RSpeedEnd(RSPEED_LINKENTITIES); } R_PushDlights (); r_secondaryview = 0; for (viewnum = 0; viewnum < cl.splitclients; viewnum++) { V_RenderPlayerViews(viewnum); } } //============================================================================ /* ============= V_Init ============= */ void V_Init (void) { #define VIEWVARS "View variables" #ifdef SIDEVIEWS int i; #endif Cmd_AddCommand ("v_cshift", V_cshift_f); Cmd_AddCommand ("bf", V_BonusFlash_f); Cmd_AddCommand ("df", V_DarkFlash_f); Cmd_AddCommand ("wf", V_WhiteFlash_f); // Cmd_AddCommand ("centerview", V_StartPitchDrift); Cvar_Register (&v_centermove, VIEWVARS); Cvar_Register (&v_centerspeed, VIEWVARS); Cvar_Register (&v_idlescale, VIEWVARS); Cvar_Register (&v_iyaw_cycle, VIEWVARS); Cvar_Register (&v_iroll_cycle, VIEWVARS); Cvar_Register (&v_ipitch_cycle, VIEWVARS); Cvar_Register (&v_iyaw_level, VIEWVARS); Cvar_Register (&v_iroll_level, VIEWVARS); Cvar_Register (&v_ipitch_level, VIEWVARS); Cvar_Register (&v_contentblend, VIEWVARS); Cvar_Register (&v_damagecshift, VIEWVARS); Cvar_Register (&v_quadcshift, VIEWVARS); Cvar_Register (&v_suitcshift, VIEWVARS); Cvar_Register (&v_ringcshift, VIEWVARS); Cvar_Register (&v_pentcshift, VIEWVARS); Cvar_Register (&v_gunkick, VIEWVARS); Cvar_Register (&v_gunkick_q2, VIEWVARS); Cvar_Register (&v_bonusflash, VIEWVARS); Cvar_Register (&v_viewheight, VIEWVARS); Cvar_Register (&crosshaircolor, VIEWVARS); Cvar_Register (&crosshair, VIEWVARS); Cvar_Register (&crosshairsize, VIEWVARS); Cvar_Register (&crosshaircorrect, VIEWVARS); Cvar_Register (&crosshairimage, VIEWVARS); Cvar_Register (&crosshairalpha, VIEWVARS); Cvar_Register (&cl_crossx, VIEWVARS); Cvar_Register (&cl_crossy, VIEWVARS); Cvar_Register (&gl_cshiftpercent, VIEWVARS); Cvar_Register (&gl_cshiftenabled, VIEWVARS); Cvar_Register (&cl_rollspeed, VIEWVARS); Cvar_Register (&cl_rollangle, VIEWVARS); Cvar_Register (&cl_bob, VIEWVARS); Cvar_Register (&cl_bobcycle, VIEWVARS); Cvar_Register (&cl_bobup, VIEWVARS); Cvar_Register (&v_kicktime, VIEWVARS); Cvar_Register (&v_kickroll, VIEWVARS); Cvar_Register (&v_kickpitch, VIEWVARS); Cvar_Register (&v_deathtilt, VIEWVARS); Cvar_Register (&scr_autoid, VIEWVARS); #ifdef SIDEVIEWS #define SECONDARYVIEWVARS "Secondary view vars" for (i = 0; i < SIDEVIEWS; i++) { Cvar_Register (&vsec_enabled[i], SECONDARYVIEWVARS); Cvar_Register (&vsec_x[i], SECONDARYVIEWVARS); Cvar_Register (&vsec_y[i], SECONDARYVIEWVARS); Cvar_Register (&vsec_scalex[i], SECONDARYVIEWVARS); Cvar_Register (&vsec_scaley[i], SECONDARYVIEWVARS); Cvar_Register (&vsec_yaw[i], SECONDARYVIEWVARS); } #endif Cvar_Register (&ffov, VIEWVARS); BuildGammaTable (1.0, 1.0, 0.0); // no gamma yet Cvar_Register (&v_gamma, VIEWVARS); Cvar_Register (&v_contrast, VIEWVARS); Cvar_Register (&v_brightness, VIEWVARS); }