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fteqw/engine/client/view.c
Spoike 49ae9573b8 reworked clipboard handling to avoid stalls when pasting in linux.
made a load of functions static (just code style stuff).
downloads menu now deselects any autoselected items, to avoid confusion.
csqc traces can now hit networked ents. I probably need to make some more tweaks to this.
arg completion for flocate+dir+modelviewer commands.
fix autosave not cycling saves when using the vanilla save format.
fix patch collisions with q3bsp submodels.
md3 now supports framegroups too.
added some more buttons to make xonotic happy.
gl_polyblend 2 shows the screen flashes at the edge of the screen instead of the middle.
colormod no longer applies to fullbrights (matching DP). this fixes an issue with xonotic.
fix uninitialised local that was causing issues with bones used as tags.
rewrote qc search_* to use a dynamic array instead of a linked list. this should make it faster to read when there's many handles open at a time.
fte's saved games can now save buffers properly.
fix issue with raster freetype fonts (read: coloured emoji).
initial support for struct-based classes (instead of entity-based classes). still has issues.
execing configs in untrusted packages will no longer run out of sync (fixing a number of afterquake issues).
fix stupid bug with the te_gunshot/etc builtins.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5317 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-10-11 10:31:23 +00:00

2526 lines
69 KiB
C

/*
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 "glquake.h"
#include <ctype.h> // for isdigit();
cvar_t r_projection = CVARD("r_projection", "0", "0: regular perspective.\n1: stereographic (aka: pannini).\n2: fisheye.\n3: panoramic.\n4: lambert azimuthal equal-area.\n5: Equirectangular");
cvar_t ffov = CVARFD("ffov", "", 0, "Allows you to set a specific field of view for when a custom projection is specified. If empty, will use regular fov cvar, which might get messy.");
#if defined(_WIN32) && !defined(MINIMAL)
//amusing gimmick / easteregg.
#include "winquake.h"
cvar_t itburnsitburnsmakeitstop = CVARFD("itburnsitburnsmakeitstop", "0", CVAR_NOTFROMSERVER, "Ouch");
#endif
/*
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] = {CVAR("v2_enabled", "2"), CVAR("v3_enabled", "0"), CVAR("v4_enabled", "0"), CVAR("v5_enabled", "0")};
cvar_t vsec_x[SIDEVIEWS] = {CVAR("v2_x", "0"), CVAR("v3_x", "0.25"), CVAR("v4_x", "0.5"), CVAR("v5_x", "0.75")};
cvar_t vsec_y[SIDEVIEWS] = {CVAR("v2_y", "0"), CVAR("v3_y", "0"), CVAR("v4_y", "0"), CVAR("v5_y", "0")};
cvar_t vsec_scalex[SIDEVIEWS] = {CVAR("v2_scalex", "0.25"), CVAR("v3_scalex", "0.25"), CVAR("v4_scalex", "0.25"), CVAR("v5_scalex", "0.25")};
cvar_t vsec_scaley[SIDEVIEWS] = {CVAR("v2_scaley", "0.25"), CVAR("v3_scaley", "0.25"), CVAR("v4_scaley", "0.25"), CVAR("v5_scaley", "0.25")};
cvar_t vsec_yaw[SIDEVIEWS] = {CVAR("v2_yaw", "180"), CVAR("v3_yaw", "90"), CVAR("v4_yaw", "270"), CVAR("v5_yaw", "0")};
#endif
cvar_t cl_rollspeed = CVAR("cl_rollspeed", "200");
cvar_t cl_rollangle = CVARD("cl_rollangle", "2.0", "Controls how much the view should tilt while strafing.");
cvar_t v_deathtilt = CVAR("v_deathtilt", "1");
cvar_t cl_bob = CVARD("cl_bob","0.02", "Controls how much the camera position should bob up down as the player runs around.");
cvar_t cl_bobcycle = CVAR("cl_bobcycle","0.6");
cvar_t cl_bobup = CVAR("cl_bobup","0.5");
cvar_t cl_bobmodel = CVARD("cl_bobmodel", "0", "Controls whether the viewmodel should bob up and down as the player runs around.");
cvar_t cl_bobmodel_side = CVAR("cl_bobmodel_side", "0.15");
cvar_t cl_bobmodel_up = CVAR("cl_bobmodel_up", "0.06");
cvar_t cl_bobmodel_speed = CVAR("cl_bobmodel_speed", "7");
cvar_t v_kicktime = CVARD("v_kicktime", "0.5", "This controls how long viewangle changes from taking damage will last.");
cvar_t v_kickroll = CVARD("v_kickroll", "0.6", "This controls part of the strength of viewangle changes from taking damage.");
cvar_t v_kickpitch = CVARD("v_kickpitch", "0.6", "This controls part of the strength of viewangle changes from taking damage.");
cvar_t v_iyaw_cycle = CVAR("v_iyaw_cycle", "2");
cvar_t v_iroll_cycle = CVAR("v_iroll_cycle", "0.5");
cvar_t v_ipitch_cycle = CVAR("v_ipitch_cycle", "1");
cvar_t v_iyaw_level = CVAR("v_iyaw_level", "0.3");
cvar_t v_iroll_level = CVAR("v_iroll_level", "0.1");
cvar_t v_ipitch_level = CVAR("v_ipitch_level", "0.3");
cvar_t v_idlescale = CVAR("v_idlescale", "0");
cvar_t crosshair = CVARF("crosshair", "1", CVAR_ARCHIVE);
cvar_t crosshaircolor = CVARF("crosshaircolor", "255 255 255", CVAR_ARCHIVE);
cvar_t crosshairsize = CVARF("crosshairsize", "8", CVAR_ARCHIVE);
cvar_t cl_crossx = CVARF("cl_crossx", "0", CVAR_ARCHIVE);
cvar_t cl_crossy = CVARF("cl_crossy", "0", CVAR_ARCHIVE);
cvar_t crosshaircorrect = CVARF("crosshaircorrect", "0", CVAR_SEMICHEAT);
cvar_t crosshairimage = CVAR("crosshairimage", "");
cvar_t crosshairalpha = CVAR("crosshairalpha", "1");
cvar_t gl_cshiftpercent = CVAR("gl_cshiftpercent", "100");
cvar_t gl_cshiftenabled = CVARFD("gl_polyblend", "1", CVAR_ARCHIVE, "Controls whether temporary whole-screen colour changes should be honoured or not. Change gl_cshiftpercent if you want to adjust the intensity.\nThis does not affect v_cshift commands sent from the server.");
cvar_t gl_cshiftborder = CVARD("gl_polyblend_edgesize", "128", "This constrains colour shifts to the edge of the screen, with the value specifying the size of those borders.");
cvar_t v_bonusflash = CVARD("v_bonusflash", "1", "Controls the strength of temporary screen flashes when picking up items (gl_polyblend must be enabled).");
cvar_t v_contentblend = CVARFD("v_contentblend", "1", CVAR_ARCHIVE, "Controls the strength of underwater colour tints (gl_polyblend must be enabled).");
cvar_t v_damagecshift = CVARD("v_damagecshift", "1", "Controls the strength of damage-taken colour tints (gl_polyblend must be enabled).");
cvar_t v_quadcshift = CVARD("v_quadcshift", "1", "Controls the strength of quad-damage colour tints (gl_polyblend must be enabled).");
cvar_t v_suitcshift = CVARD("v_suitcshift", "1", "Controls the strength of envirosuit colour tints (gl_polyblend must be enabled).");
cvar_t v_ringcshift = CVARD("v_ringcshift", "1", "Controls the strength of ring-of-invisibility colour tints (gl_polyblend must be enabled).");
cvar_t v_pentcshift = CVARD("v_pentcshift", "1", "Controls the strength of pentagram-of-protection colour tints (gl_polyblend must be enabled).");
cvar_t v_gunkick = CVARD("v_gunkick", "0", "Controls the strength of view angle changes when firing weapons.");
cvar_t v_gunkick_q2 = CVARD("v_gunkick_q2", "1", "Controls the strength of view angle changes when firing weapons (in Quake2).");
cvar_t v_viewmodel_quake = CVARD("r_viewmodel_quake", "0", "Controls whether to use weird viewmodel movements from vanilla quake."); //name comes from MarkV.
cvar_t v_viewheight = CVAR("v_viewheight", "0");
cvar_t v_projectionmode = CVAR("v_projectionmode", "0");
cvar_t v_depthsortentities = CVARAD("v_depthsortentities", "0", "v_reorderentitiesrandomly", "Reorder entities for transparency such that the furthest entities are drawn first, allowing nearer transparent entities to draw over the top of them.");
cvar_t scr_autoid = CVARD("scr_autoid", "1", "Display nametags above all players while spectating.");
cvar_t scr_autoid_team = CVARD("scr_autoid_team", "1", "Display nametags above team members. 0: off. 1: display with half-alpha if occluded. 2: hide when occluded.");
cvar_t scr_autoid_health = CVARD("scr_autoid_health", "1", "Display health as part of nametags (when known).");
cvar_t scr_autoid_armour = CVARD("scr_autoid_armor", "1", "Display armour as part of nametags (when known).");
cvar_t scr_autoid_weapon = CVARD("scr_autoid_weapon", "1", "Display the player's best weapon as part of their nametag (when known).");
cvar_t scr_autoid_teamcolour = CVARD("scr_autoid_teamcolour", STRINGIFY(COLOR_BLUE), "The colour for the text on the nametags of team members.");
cvar_t scr_autoid_enemycolour = CVARD("scr_autoid_enemycolour", STRINGIFY(COLOR_WHITE), "The colour for the text on the nametags of non-team members.");
cvar_t chase_active = CVAR("chase_active", "0");
cvar_t chase_back = CVAR("chase_back", "48");
cvar_t chase_up = CVAR("chase_up", "24");
extern cvar_t cl_chasecam;
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 (playerview_t *pv, qboolean queryold)
{
float cycle;
float hspeed, bob;
vec3_t hvel;
if (pv->spectator)
return 0;
if (cl_bobcycle.value <= 0 || cl.intermissionmode != IM_NONE)
return 0;
if (!pv->onground || cl.paused)
{
pv->bobcltime = cl.time;
return pv->bob; // just use old value. FIXME: diminish over time.
}
pv->bobtime += cl.time - pv->bobcltime;
pv->bobcltime = cl.time;
cycle = pv->bobtime - (int)(pv->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)
hspeed = DotProduct(pv->simvel, pv->gravitydir);
VectorMA(pv->simvel, hspeed, pv->gravitydir, hvel);
hspeed = VectorLength(hvel);
hspeed = bound(0, hspeed, 400);
bob = hspeed * bound(0, cl_bob.value, 0.05);
pv->bob = bob*0.3 + bob*0.7*sin(cycle);
return pv->bob;
}
//=============================================================================
cvar_t v_centermove = CVAR("v_centermove", "0.15");
cvar_t v_centerspeed = CVAR("v_centerspeed","500");
void V_StartPitchDrift (playerview_t *pv)
{
#if 1
if (pv->laststop == cl.time)
{
return; // something else is keeping it from drifting
}
#endif
if (pv->nodrift || !pv->pitchvel)
{
pv->pitchvel = v_centerspeed.value;
pv->nodrift = false;
pv->driftmove = 0;
}
}
void V_StopPitchDrift (playerview_t *pv)
{
pv->laststop = cl.time;
pv->nodrift = true;
pv->pitchvel = 0;
}
void V_CenterView_f(void)
{
int pnum = CL_TargettedSplit(false);
V_StartPitchDrift(&cl.playerview[pnum]);
}
/*
===============
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 (playerview_t *pv)
{
float delta, move;
if (!pv->onground || cls.demoplayback )
{
pv->driftmove = 0;
pv->pitchvel = 0;
return;
}
// don't count small mouse motion
if (pv->nodrift)
{
if (Length(pv->simvel) < 200)
pv->driftmove = 0;
else
pv->driftmove += host_frametime;
if ( pv->driftmove > v_centermove.value)
{
V_StartPitchDrift (pv);
}
return;
}
delta = 0 - pv->viewangles[PITCH];
if (!delta)
{
pv->pitchvel = 0;
return;
}
move = host_frametime * pv->pitchvel;
pv->pitchvel += host_frametime * v_centerspeed.value;
//Con_Printf ("move: %f (%f)\n", move, host_frametime);
if (delta > 0)
{
if (move > delta)
{
pv->pitchvel = 0;
move = delta;
}
pv->viewangles[PITCH] += move;
}
else if (delta < 0)
{
if (move > -delta)
{
pv->pitchvel = 0;
move = -delta;
}
pv->viewangles[PITCH] -= move;
}
}
/*
==============================================================================
PALETTE FLASHES
==============================================================================
*/
static void QDECL V_Gamma_Callback(struct cvar_s *var, char *oldvalue);
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 = CVARFCD("gamma", "1.0", CVAR_ARCHIVE|CVAR_RENDERERCALLBACK, V_Gamma_Callback, "Controls how bright the screen is. Setting this to anything but 1 without hardware gamma requires glsl support and can noticably harm your framerate.");
cvar_t v_contrast = CVARFCD("contrast", "1.0", CVAR_ARCHIVE, V_Gamma_Callback, "Scales colour values linearly to make your screen easier to see. Setting this to anything but 1 without hardware gamma will reduce your framerates a little.");
cvar_t v_brightness = CVARFCD("brightness", "0.0", CVAR_ARCHIVE, V_Gamma_Callback, "Brightness is how much 'white' to add to each and every pixel on the screen.");
qbyte gammatable[256]; // palette is sent through this
qboolean gammaworks;
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
=================
*/
static void QDECL V_Gamma_Callback(struct cvar_s *var, char *oldvalue)
{
BuildGammaTable (v_gamma.value, v_contrast.value, v_brightness.value);
V_UpdatePalette (true);
}
#if defined(_WIN32) && !defined(_XBOX)
void W32_BlowChunk(vec3_t pos, float radius)
{
vec3_t center;
if (Matrix4x4_CM_Project(pos, center, r_refdef.viewangles, r_refdef.vieworg, r_refdef.fov_x, r_refdef.fov_y))
{
int mid_x = center[0]*r_refdef.vrect.width+r_refdef.vrect.x;
int mid_y = (1-center[1])*r_refdef.vrect.height+r_refdef.vrect.y;
HRGN tmp = CreateRectRgn(0,0,0,0);
HRGN newrgn = CreateRectRgn(0,0,0,0);
HRGN oldrgn = CreateRectRgn(0,0,0,0);
HRGN hole = CreateEllipticRgn(mid_x-radius, mid_y-radius, mid_x+radius, mid_y+radius);
if (GetWindowRgn(mainwindow, oldrgn) <= NULLREGION)
{
RECT rect;
DeleteObject(oldrgn);
GetWindowRect(mainwindow, &rect);
oldrgn = CreateRectRgn(0,0,rect.right-rect.left,rect.bottom-rect.top);
}
CombineRgn(tmp, oldrgn, hole, RGN_XOR);
CombineRgn(newrgn, oldrgn, tmp, RGN_AND);
DeleteObject(oldrgn);
DeleteObject(hole);
DeleteObject(tmp);
SetWindowRgn(mainwindow, newrgn, TRUE);
}
}
#endif
/*
===============
V_ParseDamage
===============
*/
void V_ParseDamage (playerview_t *pv)
{
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 ();
pv->faceanimtime = cl.time + 0.2; // but sbar face into pain frame
#if defined(_WIN32) && !defined(MINIMAL) && !defined(_XBOX)
if (itburnsitburnsmakeitstop.value > 0)
W32_BlowChunk(from, (armor+blood) * itburnsitburnsmakeitstop.value);
#endif
#ifdef CSQC_DAT
if (CSQC_Parse_Damage(pv-cl.playerview, armor, blood, from))
return;
#endif
count = blood*0.5 + armor*0.5;
if (count < 10)
count = 10;
#ifdef ANDROID
//later versions of android might support strength values, but the simple standard interface is duration only.
Sys_Vibrate(count);
#endif
if (v_damagecshift.value >= 0)
pv->cshifts[CSHIFT_DAMAGE].percent += 3*count*v_damagecshift.value;
else
pv->cshifts[CSHIFT_DAMAGE].percent += 3*count;
if (pv->cshifts[CSHIFT_DAMAGE].percent < 0)
pv->cshifts[CSHIFT_DAMAGE].percent = 0;
if (pv->cshifts[CSHIFT_DAMAGE].percent > 150)
pv->cshifts[CSHIFT_DAMAGE].percent = 150;
if (armor > blood)
{
pv->cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
pv->cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
pv->cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
}
else if (armor)
{
pv->cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
pv->cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
pv->cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
}
else
{
pv->cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
pv->cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
pv->cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
}
//
// calculate view angle kicks
//
VectorSubtract (from, pv->simorg, from);
VectorNormalize (from);
AngleVectors (pv->simangles, forward, right, up);
side = DotProduct (from, right);
pv->v_dmg_roll = count*side*v_kickroll.value;
side = DotProduct (from, forward);
pv->v_dmg_pitch = count*side*v_kickpitch.value;
pv->v_dmg_time = v_kicktime.value;
}
/*
==================
V_cshift_f
==================
*/
void V_cshift_f (void)
{
int r, g, b, p;
playerview_t *pv = &cl.playerview[CL_TargettedSplit(true)];
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
pv->cshifts[CSHIFT_SERVER].destcolor[0] = r;
pv->cshifts[CSHIFT_SERVER].destcolor[1] = g;
pv->cshifts[CSHIFT_SERVER].destcolor[2] = b;
pv->cshifts[CSHIFT_SERVER].percent = p;
return;
}
if (Cmd_Argc() != 5 && Cmd_Argc() != 1)
{
Con_Printf("v_cshift: v_cshift <r> <g> <b> <alpha>\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)
{
playerview_t *pv = &cl.playerview[CL_TargettedSplit(true)];
float frac;
if (!gl_cshiftenabled.ival)
frac = 0;
else if (Cmd_FromGamecode())
frac = v_bonusflash.value;
else
frac = 1;
{
//still adheres to gl_cshiftpercent even when forced.
float minfrac = atof(Cmd_Argv(5));
if (frac < minfrac)
frac = minfrac;
}
frac *= gl_cshiftpercent.value / 100.0;
if (frac)
{
if (Cmd_Argc() > 1)
{ //this is how I understand DP expects them.
pv->cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1))*255;
pv->cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2))*255;
pv->cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3))*255;
pv->cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4))*255*frac;
}
else
{
pv->cshifts[CSHIFT_BONUS].destcolor[0] = 215;
pv->cshifts[CSHIFT_BONUS].destcolor[1] = 186;
pv->cshifts[CSHIFT_BONUS].destcolor[2] = 69;
pv->cshifts[CSHIFT_BONUS].percent = 50*frac;
}
}
}
void V_DarkFlash_f (void)
{
playerview_t *pv = &cl.playerview[CL_TargettedSplit(true)];
float frac;
if (!gl_cshiftenabled.ival)
frac = 0;
else
frac = 1;
frac *= gl_cshiftpercent.value / 100.0;
pv->cshifts[CSHIFT_BONUS].destcolor[0] = 0;
pv->cshifts[CSHIFT_BONUS].destcolor[1] = 0;
pv->cshifts[CSHIFT_BONUS].destcolor[2] = 0;
pv->cshifts[CSHIFT_BONUS].percent = 255*frac;
}
void V_WhiteFlash_f (void)
{
playerview_t *pv = &cl.playerview[CL_TargettedSplit(true)];
float frac;
if (!gl_cshiftenabled.ival)
frac = 0;
else
frac = 1;
frac *= gl_cshiftpercent.value / 100.0;
pv->cshifts[CSHIFT_BONUS].destcolor[0] = 255;
pv->cshifts[CSHIFT_BONUS].destcolor[1] = 255;
pv->cshifts[CSHIFT_BONUS].destcolor[2] = 255;
pv->cshifts[CSHIFT_BONUS].percent = 255*frac;
}
/*
=============
V_SetContentsColor
Underwater, lava, etc each has a color shift
FIXME: Uses Q1 contents
=============
*/
void V_SetContentsColor (int contents)
{
int i;
playerview_t *pv = r_refdef.playerview;
if (contents & FTECONTENTS_LAVA)
pv->cshifts[CSHIFT_CONTENTS] = cshift_lava;
else if (contents & (FTECONTENTS_SLIME | FTECONTENTS_SOLID))
pv->cshifts[CSHIFT_CONTENTS] = cshift_slime;
else if (contents & FTECONTENTS_WATER)
pv->cshifts[CSHIFT_CONTENTS] = cshift_water;
else
pv->cshifts[CSHIFT_CONTENTS] = cshift_empty;
pv->cshifts[CSHIFT_CONTENTS].percent *= v_contentblend.value;
if (pv->cshifts[CSHIFT_CONTENTS].percent)
{ //bound contents so it can't go negative
if (pv->cshifts[CSHIFT_CONTENTS].percent < 0)
pv->cshifts[CSHIFT_CONTENTS].percent = 0;
for (i = 0; i < 3; i++)
if (pv->cshifts[CSHIFT_CONTENTS].destcolor[0] < 0)
pv->cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
}
}
/*
=============
V_CalcPowerupCshift
=============
*/
void V_CalcPowerupCshift (playerview_t *pv)
{
#ifdef QUAKESTATS
int im = pv->stats[STAT_ITEMS];
if (im & IT_QUAD)
{
pv->cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
pv->cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
pv->cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
pv->cshifts[CSHIFT_POWERUP].percent = 30*v_quadcshift.value;
}
else if (im & IT_SUIT)
{
pv->cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
pv->cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
pv->cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
pv->cshifts[CSHIFT_POWERUP].percent = 20*v_suitcshift.value;
}
else if (im & IT_INVISIBILITY)
{
pv->cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
pv->cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
pv->cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
pv->cshifts[CSHIFT_POWERUP].percent = 100*v_ringcshift.value;
}
else if (im & IT_INVULNERABILITY)
{
pv->cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
pv->cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
pv->cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
pv->cshifts[CSHIFT_POWERUP].percent = 30*v_pentcshift.value;
}
else
pv->cshifts[CSHIFT_POWERUP].percent = 0;
if (pv->cshifts[CSHIFT_POWERUP].percent<0)
pv->cshifts[CSHIFT_POWERUP].percent=0;
#endif
}
/*
=============
V_CalcBlend
=============
*/
void V_CalcBlend (float *hw_blend)
{
extern qboolean r2d_canhwgamma;
float a2;
int j, seat;
float *blend;
playerview_t *pv;
memset(hw_blend, 0, sizeof(float)*4);
for (seat = 0; seat < cl.splitclients; seat++)
{
pv = &cl.playerview[seat];
memset(pv->screentint, 0, sizeof(pv->screentint));
memset(pv->bordertint, 0, sizeof(pv->bordertint));
//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<NUM_CSHIFTS ; j++)
{
if (j != CSHIFT_SERVER && j != CSHIFT_BONUS)
{
if (!gl_cshiftpercent.value || !gl_cshiftenabled.ival)
continue;
a2 = ((pv->cshifts[j].percent * gl_cshiftpercent.value) / 100.0) / 255.0;
}
else
{
a2 = pv->cshifts[j].percent / 255.0; //don't allow modification of this one.
}
if (a2 <= 0)
continue;
if (j == CSHIFT_SERVER)
{
/*server blend always goes into sw, ALWAYS*/
blend = pv->screentint;
}
else
{
/*flashing things should not change hardware gamma ramps - windows is too slow*/
/*splitscreen should only use hw gamma ramps if they're all equal, and they're probably not*/
/*hw blends may also not be supported or may be disabled*/
if (gl_cshiftenabled.value)
blend = pv->bordertint; //show the colours only on the borders so we don't blind ourselves
else if (j == CSHIFT_BONUS || j == CSHIFT_DAMAGE || gl_nohwblend.ival || !r2d_canhwgamma || cl.splitclients > 1)
blend = pv->screentint;
else //powerup or contents?
blend = hw_blend;
}
blend[3] = blend[3] + a2*(1-blend[3]);
a2 = a2/blend[3];
blend[0] = blend[0]*(1-a2) + pv->cshifts[j].destcolor[0]*a2/255.0;
blend[1] = blend[1]*(1-a2) + pv->cshifts[j].destcolor[1]*a2/255.0;
blend[2] = blend[2]*(1-a2) + pv->cshifts[j].destcolor[2]*a2/255.0;
}
if (pv->screentint[3] > 1)
pv->screentint[3] = 1;
if (pv->screentint[3] < 0)
pv->screentint[3] = 0;
}
for (; seat < MAX_SPLITS; seat++)
{
pv = &cl.playerview[seat];
memset(pv->screentint, 0, sizeof(pv->screentint));
memset(pv->bordertint, 0, sizeof(pv->bordertint));
}
if (hw_blend[3] > 1)
hw_blend[3] = 1;
if (hw_blend[3] < 0)
hw_blend[3] = 0;
}
/*
=============
V_UpdatePalette
=============
*/
void V_UpdatePalette (qboolean force)
{
extern qboolean r2d_canhwgamma;
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;
for (i = 0; i < MAX_SPLITS; i++)
{
playerview_t *pv = &cl.playerview[i];
V_CalcPowerupCshift(pv);
// drop the damage value
pv->cshifts[CSHIFT_DAMAGE].percent -= ftime*150;
if (pv->cshifts[CSHIFT_DAMAGE].percent <= 0)
pv->cshifts[CSHIFT_DAMAGE].percent = 0;
// drop the bonus value
pv->cshifts[CSHIFT_BONUS].percent -= ftime*100;
if (pv->cshifts[CSHIFT_BONUS].percent <= 0)
pv->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;
static unsigned short allramps[3*2048];
unsigned int rampsize = min(vid.gammarampsize, countof(allramps)/3);
unsigned short *ramps[3] = {&allramps[0],&allramps[rampsize],&allramps[rampsize*2]};
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;
a *= 256.0/rampsize;
for (i=0 ; i < rampsize; 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;
//FIXME: shit precision
ramps[0][i] = gammatable[ir]<<8;
ramps[1][i] = gammatable[ig]<<8;
ramps[2][i] = gammatable[ib]<<8;
#ifdef _WIN32
//'In fact, any entry in the ramp must be within 32768 of the identity value'
//so lets try to bound it so that it doesn't randomly fail.
ir = (i<<8)|i;
ramps[0][i] = bound(ir-32767, ramps[0][i], ir+32767);
ramps[1][i] = bound(ir-32767, ramps[1][i], ir+32767);
ramps[2][i] = bound(ir-32767, ramps[2][i], ir+32767);
#endif
}
if (qrenderer)
{
applied = rf->VID_ApplyGammaRamps (rampsize, allramps);
if (!applied && r2d_canhwgamma)
rf->VID_ApplyGammaRamps (0, NULL);
r2d_canhwgamma = applied;
}
}
RSpeedEnd(RSPEED_PALETTEFLASHES);
}
/*
=============
V_UpdatePalette
=============
*/
void V_ClearCShifts (void)
{
int i, seat;
for (seat = 0; seat < MAX_SPLITS; seat++)
for (i = 0; i < NUM_CSHIFTS; i++)
cl.playerview[seat].cshifts[i].percent = 0;
}
/*
==============================================================================
VIEW RENDERING
==============================================================================
*/
float angledelta (float a)
{
a = anglemod(a);
if (a > 180)
a -= 360;
return a;
}
/*
==================
CalcGunAngle
==================
*/
void V_CalcGunPositionAngle (playerview_t *pv, float bob)
{
float yaw, pitch, move;
static float oldyaw = 0;
static float oldpitch = 0;
vec3_t vw_angles;
int i;
float xyspeed;
vec3_t xyvel;
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;
vw_angles[YAW] = r_refdef.viewangles[YAW] + yaw;
vw_angles[PITCH] = r_refdef.viewangles[PITCH] + pitch;
vw_angles[YAW] = r_refdef.viewangles[YAW];
vw_angles[PITCH] = r_refdef.viewangles[PITCH];
vw_angles[ROLL] = r_refdef.viewangles[ROLL];
AngleVectors(vw_angles, pv->vw_axis[0], pv->vw_axis[1], pv->vw_axis[2]);
VectorInverse(pv->vw_axis[1]);
VectorCopy (r_refdef.vieworg, pv->vw_origin);
for (i=0 ; i<3 ; i++)
{
pv->vw_origin[i] += pv->vw_axis[0][i]*bob*0.4;
// pv->vw_origin[i] += pv->vw_axis[1][i]*sin(cl.time*5.5342452354235)*0.1;
// pv->vw_origin[i] += pv->vw_axis[2][i]*bob*0.8;
}
VectorMA(pv->simvel, -DotProduct(pv->simvel, pv->gravitydir), pv->gravitydir, xyvel);
xyspeed = VectorLength(xyvel);
//FIXME: clamp
//FIXME: cl_followmodel should lag the viewmodel's position relative to the view
//FIXME: cl_leanmodel should lag the viewmodel's angles relative to the view
if (cl_bobmodel.value)
{ //bobmodel causes the viewmodel to bob relative to the view.
float s = pv->bobtime * cl_bobmodel_speed.value, v;
v = xyspeed * 0.01 * cl_bobmodel_side.value * /*cl_viewmodel_scale.value * */sin(s);
VectorMA(pv->vw_origin, v, pv->vw_axis[1], pv->vw_origin);
v = xyspeed * 0.01 * cl_bobmodel_up.value * /*cl_viewmodel_scale.value * */cos(2*s);
VectorMA(pv->vw_origin, v, pv->vw_axis[2], pv->vw_origin);
}
// fudge position around to keep amount of weapon visible
// roughly equal with different FOV
//FIXME: should use y fov, not viewsize.
if (r_refdef.drawsbar && v_viewmodel_quake.ival) //no sbar = no viewsize cvar.
{
if (scr_viewsize.value == 110)
pv->vw_origin[2] += 1;
else if (scr_viewsize.value == 100)
pv->vw_origin[2] += 2;
else if (scr_viewsize.value == 90)
pv->vw_origin[2] += 1;
else if (scr_viewsize.value == 80)
pv->vw_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 (playerview_t *pv)
{
//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;
// pv->viewent.angles[ROLL] -= v_idlescale.value * sin(cl.time*roll_cycle) * roll_level;
// pv->viewent.angles[PITCH] -= v_idlescale.value * sin(cl.time*pitch_cycle) * pitch_level;
// pv->viewent.angles[YAW] -= v_idlescale.value * sin(cl.time*yaw_cycle) * yaw_level;
}
/*
==============
V_CalcViewRoll
Roll is induced by movement and damage
==============
*/
void V_CalcViewRoll (playerview_t *pv)
{
float side;
float adjspeed;
side = V_CalcRoll (pv->simangles, pv->simvel);
adjspeed = fabs(cl_rollangle.value);
if (adjspeed<1)
adjspeed=1;
if (adjspeed>45)
adjspeed = 45;
adjspeed*=20;
if (side > pv->rollangle)
{
pv->rollangle += host_frametime * adjspeed;
if (pv->rollangle > side)
pv->rollangle = side;
}
else if (side < pv->rollangle)
{
pv->rollangle -= host_frametime * adjspeed;
if (pv->rollangle < side)
pv->rollangle = side;
}
r_refdef.viewangles[ROLL] += pv->rollangle;
if (pv->v_dmg_time > 0)
{
r_refdef.viewangles[ROLL] += pv->v_dmg_time/v_kicktime.value*pv->v_dmg_roll;
r_refdef.viewangles[PITCH] += pv->v_dmg_time/v_kicktime.value*pv->v_dmg_pitch;
pv->v_dmg_time -= host_frametime;
}
}
/*
==================
V_CalcIntermissionRefdef
==================
*/
void V_CalcIntermissionRefdef (playerview_t *pv)
{
float old;
VectorCopy (pv->simorg, r_refdef.vieworg);
VectorCopy (pv->simangles, r_refdef.viewangles);
if (cl.intermissionmode == IM_H2FINALE)
VectorMA(r_refdef.vieworg, -pv->viewheight, pv->gravitydir, r_refdef.vieworg);
// always idle in intermission
old = v_idlescale.value;
v_idlescale.value = 1;
V_AddIdle (pv);
v_idlescale.value = old;
}
float CalcFov (float fov_x, float width, float height)
{
float a;
float x;
if (fov_x <= 0 || fov_x > 179)
Sys_Error ("Bad fov: %f", fov_x);
x = fov_x/360*M_PI;
x = tan(x);
x = width/x;
a = atan (height/x);
a = a*360/M_PI;
return a;
}
static void V_CalcAFov(float afov, float *x, float *y, float w, float h)
{
extern cvar_t scr_fov_mode;
extern cvar_t r_stereo_separation;
int mode = scr_fov_mode.ival;
#ifdef FTE_TARGET_WEB
if (r_refdef.stereomethod == STEREO_WEBVR)
w *= 0.5;
#endif
if (r_refdef.stereomethod == STEREO_CROSSEYED && r_stereo_separation.value)
w *= 0.5;
afov = bound(0.001, afov, 170);
restart:
switch(mode)
{
default:
case 0: //maj-
if (h > w)
{ //fov specified is interpreted as the horizontal fov at quake's original res: 640*432 (ie: with the sbar removed)...
// afov = CalcFov(afov, 640, 432);
mode = 3; //vertical
}
else
mode = 2; //horizontal
goto restart;
case 1: //min+
if (h < w)
mode = 3; //vertical
else
mode = 2; //horizontal
goto restart;
case 2: //horizontal
*x = afov;
*y = CalcFov(afov, w, h);
if (*y > 170)
{
*y = 170;
*x = CalcFov(170, h, w);
}
break;
case 3: //vertical
*y = afov;
*x = CalcFov(afov, h, w);
if (*x > 170)
{ //don't allow screwed fovs.
*x = 170;
*y = CalcFov(afov, w, h);
}
break;
}
}
void V_ApplyAFov(playerview_t *pv)
{
//explicit fov overrides aproximate fov.
//aproximate fov is our regular fov value. explicit is settable by gamecode for weird aspect ratios
if (!r_refdef.fov_x || !r_refdef.fov_y)
{
float afov = r_refdef.afov;
if (!afov) //make sure its sensible.
{
afov = scr_fov.value;
#ifdef QUAKESTATS
if (pv && pv->statsf[STAT_VIEWZOOM]) //match dp - viewzoom only happens when defaulted.
afov *= pv->statsf[STAT_VIEWZOOM]/STAT_VIEWZOOM_SCALE;
#endif
}
V_CalcAFov(afov, &r_refdef.fov_x, &r_refdef.fov_y, (r_refdef.vrect.width*r_refdef.pxrect.width)/vid.fbvwidth, (r_refdef.vrect.height*r_refdef.pxrect.height)/vid.fbvheight);
}
if (!r_refdef.fovv_x || !r_refdef.fovv_y)
{
float afov = scr_fov_viewmodel.value;
if (afov)
V_CalcAFov(afov, &r_refdef.fovv_x, &r_refdef.fovv_y, (r_refdef.vrect.width*r_refdef.pxrect.width)/vid.fbvwidth, (r_refdef.vrect.height*r_refdef.pxrect.height)/vid.fbvheight);
else
{
r_refdef.fovv_x = r_refdef.fov_x;
r_refdef.fovv_y = r_refdef.fov_y;
}
}
if (r_refdef.useperspective)
{
if (r_refdef.mindist < 1)
r_refdef.mindist = 1;
if (r_refdef.maxdist && r_refdef.maxdist < 100)
r_refdef.maxdist = 0; //small values should just use infinite.
}
}
/*
=================
v_ApplyRefdef
called to apply any dirty refdef bits and recalculates pending data.
=================
*/
void V_ApplyRefdef (void)
{
#ifdef QUAKEHUD
float size;
int h;
qboolean full = false;
#endif
// force the status bar to redraw
Sbar_Changed ();
//========================================
if (r_refdef.playerview->gamerectknown != cls.framecount)
{
r_refdef.playerview->gamerectknown = cls.framecount;
r_refdef.playerview->gamerect = r_refdef.grect;
}
#ifndef QUAKEHUD
r_refdef.vrect = r_refdef.grect;
#else
// intermission is always full screen
if (cl.intermissionmode != IM_NONE || !r_refdef.drawsbar)
size = 120;
else
size = scr_viewsize.value;
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2) //q2 never has a hud.
sb_lines = 0;
else
#endif
if (size >= 120)
sb_lines = 0; // no status bar at all
else if (size >= 110)
sb_lines = 24; // no inventory
else
sb_lines = 24+16+8;
if (scr_viewsize.value >= 100.0)
{
full = true;
size = 100.0;
}
else
size = scr_viewsize.value;
if (cl.intermissionmode != IM_NONE || !r_refdef.drawsbar)
{
full = true;
size = 100.0;
sb_lines = 0;
}
size /= 100.0;
if (cl_sbar.value!=1 && full)
h = r_refdef.grect.height;
else
h = r_refdef.grect.height - sb_lines;
if (h < 0)
h = 0;
r_refdef.vrect.width = r_refdef.grect.width * size;
if (r_refdef.vrect.width < 96)
r_refdef.vrect.width = 96; // min for icons
r_refdef.vrect.height = r_refdef.grect.height * size;
if (cl_sbar.value==1 || !full)
{
if (r_refdef.vrect.height > r_refdef.grect.height - sb_lines)
r_refdef.vrect.height = r_refdef.grect.height - sb_lines;
}
else if (r_refdef.vrect.height > r_refdef.grect.height)
r_refdef.vrect.height = r_refdef.grect.height;
if (r_refdef.vrect.height < 0)
r_refdef.vrect.height = 0;
r_refdef.vrect.x = (r_refdef.grect.width - r_refdef.vrect.width)/2;
if (full)
r_refdef.vrect.y = 0;
else
r_refdef.vrect.y = (h - r_refdef.vrect.height)/2;
r_refdef.vrect.x += r_refdef.grect.x;
r_refdef.vrect.y += r_refdef.grect.y;
#endif
if (r_refdef.dirty & RDFD_FOV)
V_ApplyAFov(r_refdef.playerview);
r_refdef.dirty = 0;
if (chase_active.ival && cls.allow_cheats)
V_EditExternalModels(0, NULL, 0);
if (v_depthsortentities.ival)
V_DepthSortEntities(r_refdef.vieworg);
}
//if the view entities differ, removes all externalmodel flags except for adding it to the new entity, and removes weaponmodels.
//returns the number of view entities that were stripped out
int V_EditExternalModels(int newviewentity, entity_t *viewentities, int maxviewenties)
{
int i;
int viewents = 0;
for (i = 0; i < cl_numvisedicts; )
{
if (cl_visedicts[i].keynum == newviewentity && newviewentity)
cl_visedicts[i].flags |= RF_EXTERNALMODEL;
else
cl_visedicts[i].flags &= ~RF_EXTERNALMODEL;
if (cl_visedicts[i].flags & RF_WEAPONMODEL)
{
if (viewents < maxviewenties)
viewentities[viewents++] = cl_visedicts[i];
memmove(&cl_visedicts[i], &cl_visedicts[i+1], sizeof(*cl_visedicts) * (cl_numvisedicts-(i+1)));
cl_numvisedicts--;
}
else
i++;
}
return viewents;
}
//this is for transparency effects, so we actually want the furthest first
//this is contrary for overdraw performance, but transparency doesn't work like that
//we use angles[0] to hold distance. the renderer shouldn't be using it anyway.
static int QDECL V_DepthSortTwoEntities(const void *p1,const void *p2)
{
const entity_t *a = p1;
const entity_t *b = p2;
if (a->angles[0] < b->angles[0])
return -1;
if (a->angles[0] > b->angles[0])
return 1;
return 0;
}
void V_DepthSortEntities(float *vieworg)
{
int i;
vec3_t disp;
for (i = 0; i < cl_numvisedicts; i++)
{
if (cl_visedicts[i].flags & RF_WEAPONMODEL)
{ //weapon models have their own extra matrix thing going on. don't mess up because of it.
cl_visedicts[i].angles[0] = 0;
continue;
}
if (cl_visedicts[i].rtype == RT_MODEL && cl_visedicts[i].model && cl_visedicts[i].model->type == mod_brush)
{
VectorAdd(cl_visedicts[i].model->maxs, cl_visedicts[i].model->mins, disp);
VectorMA(cl_visedicts[i].origin, 0.5, disp, disp);
VectorSubtract(disp, vieworg, disp);
}
else
{
VectorSubtract(cl_visedicts[i].origin, vieworg, disp);
}
cl_visedicts[i].angles[0] = DotProduct(disp,disp); //don't bother with sqrts
}
qsort(cl_visedicts, cl_numvisedicts, sizeof(cl_visedicts[0]), V_DepthSortTwoEntities);
}
/*
clears the refdef to defaults.
*/
void V_ClearRefdef(playerview_t *pv)
{
r_refdef.playerview = pv;
r_refdef.dirty = ~0;
r_refdef.grect.x = 0;
r_refdef.grect.y = 0;
r_refdef.grect.width = vid.fbvwidth;//vid.width;
r_refdef.grect.height = vid.fbvheight;//vid.height;
r_refdef.afov = scr_fov.value; //will have a better value applied if fov is bad. this allows setting.
r_refdef.fov_x = 0;
r_refdef.fov_y = 0;
r_refdef.fovv_x = 0;
r_refdef.fovv_y = 0;
r_refdef.drawsbar = (cl.intermissionmode == IM_NONE);
r_refdef.flags = 0;
r_refdef.areabitsknown = false;
// memset(r_refdef.postprocshader, 0, sizeof(r_refdef.postprocshader));
// memset(r_refdef.postprocsize, 0, sizeof(r_refdef.postprocsize));
// r_refdef.postproccube = 0;
}
/*
==================
V_CalcRefdef
==================
*/
void V_CalcRefdef (playerview_t *pv)
{
float bob;
float viewheight;
r_refdef.playerview = pv;
memset(&r_refdef.globalfog, 0, sizeof(r_refdef.globalfog));
r_refdef.time = cl.servertime;
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2)
{
VectorCopy (pv->simorg, r_refdef.vieworg);
VectorCopy (pv->simangles, r_refdef.viewangles);
return;
}
#endif
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 (pv, false);
// refresh position from simulated origin
VectorCopy (pv->simorg, r_refdef.vieworg);
r_refdef.useperspective = true;
r_refdef.mindist = bound(0.1, gl_mindist.value, 4);
r_refdef.maxdist = gl_maxdist.value;
// 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;
VectorCopy (pv->simangles, r_refdef.viewangles);
V_CalcViewRoll (pv);
V_AddIdle (pv);
viewheight = pv->viewheight;
if (viewheight == DEFAULT_VIEWHEIGHT && cls.protocol == CP_QUAKEWORLD && !(cls.z_ext & Z_EXT_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
}
#ifdef QUAKESTATS
if (pv->stats[STAT_HEALTH] < 0 && (!pv->spectator || pv->cam_state == CAM_EYECAM) && v_deathtilt.value) // PF_GIB will also set PF_DEAD
{
if (!pv->spectator || cl_chasecam.ival)
r_refdef.viewangles[ROLL] = 80*v_deathtilt.value; // dead view angle
}
else
#endif
{
// v_viewheight only affects the view if the player is alive
viewheight += bob;
}
viewheight += pv->crouch;
VectorMA(r_refdef.vieworg, -viewheight, pv->gravitydir, r_refdef.vieworg);
// set up gun position
V_CalcGunPositionAngle (pv, bob);
// set up the refresh position
if (v_gunkick.value)
{
r_refdef.viewangles[PITCH] += pv->punchangle_cl*v_gunkick.value;
VectorMA(r_refdef.viewangles, v_gunkick.value, pv->punchangle_sv, r_refdef.viewangles);
VectorMA(r_refdef.vieworg, v_gunkick.value, pv->punchorigin, r_refdef.vieworg);
}
if (chase_active.ival && cls.allow_cheats) //cheat restriction might be lifted some time when any wallhacks are solved.
{
vec3_t axis[3];
vec3_t camorg, camdir;
trace_t tr;
float len;
//r_refdef.viewangles[0] += chase_pitch.value;
//r_refdef.viewangles[1] += chase_yaw.value;
//r_refdef.viewangles[2] += chase_roll.value;
if (chase_active.ival >= 2)
r_refdef.viewangles[0] = 90;
if (chase_active.ival >= 3)
r_refdef.viewangles[1] = 0;
AngleVectors(r_refdef.viewangles, axis[0], axis[1], axis[2]);
VectorScale(axis[0], -chase_back.value, camdir);
if (pv->pmovetype == PM_6DOF)
VectorMA(camdir, chase_up.value, axis[2], camdir);
else
VectorMA(camdir, -chase_up.value, pv->gravitydir, camdir);
len = VectorLength(camdir);
VectorMA(r_refdef.vieworg, (len+128)/len, camdir, camorg); //push it 128qu further
if (cl.worldmodel && cl.worldmodel->funcs.NativeTrace)
{
cl.worldmodel->funcs.NativeTrace(cl.worldmodel, 0, 0, NULL, r_refdef.vieworg, camorg, vec3_origin, vec3_origin, true, MASK_WORLDSOLID, &tr);
if (!tr.startsolid)
{
if (tr.fraction < 1)
{
//we found a plane, bisect it weirdly to push 4qu infront
float d1,d2, frac;
VectorMA(r_refdef.vieworg, 1, camdir, camorg);
d1 = DotProduct(r_refdef.vieworg, tr.plane.normal) - (tr.plane.dist+4);
d2 = DotProduct(camorg, tr.plane.normal) - (tr.plane.dist+4);
frac = d1 / (d1-d2);
frac = bound(0, frac, 1);
VectorMA(r_refdef.vieworg, frac, camdir, r_refdef.vieworg);
}
else
VectorMA(r_refdef.vieworg, 1, camdir, r_refdef.vieworg);
}
}
}
}
/*
=============
DropPunchAngle
=============
*/
void DropPunchAngle (playerview_t *pv)
{
if (pv->punchangle_cl < 0)
{
pv->punchangle_cl += 10*host_frametime;
if (pv->punchangle_cl > 0)
pv->punchangle_cl = 0;
}
else
{
pv->punchangle_cl -= 10*host_frametime;
if (pv->punchangle_cl < 0)
pv->punchangle_cl = 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
==================
*/
qboolean r_secondaryview;
#ifdef SIDEVIEWS
#ifdef PEXT_VIEW2
entity_t *CL_EntityNum(int num)
{
int i;
for (i=0 ; i<cl_numvisedicts ; i++)
{
if (cl_visedicts[i].keynum == num)
return &cl_visedicts[i];
}
return NULL;
}
#endif
#endif
static qboolean SCR_VRectForPlayer(vrect_t *vrect, int pnum, unsigned maxseats)
{
int w = 1, h = 1;
while (w*h < maxseats)
{
//spread them out so they're all fair.
//panorama always stacks vertically, using the full width, because we can.
if (vid.fbvwidth/(w*16.0) > vid.fbvheight/(h*10.0) && r_projection.ival != PROJ_PANORAMA)
w++;
else
h++;
}
vrect->width = vid.fbvwidth/(float)w;
vrect->height = vid.fbvheight/(float)h;
vrect->x = (pnum%w) * vrect->width;
vrect->y = (pnum/w) * vrect->height;
return pnum < w*h;
}
void Draw_ExpandedString(float x, float y, conchar_t *str);
static void SCR_DrawAutoID(vec3_t org, player_info_t *pl, qboolean isteam)
{
conchar_t buffer[256];
int len;
vec3_t center;
vec3_t tagcenter;
float alpha;
qboolean obscured;
int x, y;
int r;
float barwidth;
qboolean haveinfo;
unsigned int textflags;
int h;
char *pname;
int health;
int armour;
unsigned int items;
static vec4_t healthcolours[] =
{
{0.7, 0.45, 0.45, 1},
{0.3, 0, 0, 1},
{1, 0, 0, 1},
{1, 0.4, 0, 1},
{1, 1, 1, 1}
};
#ifdef QUAKESTATS
static vec4_t armourcolours[] =
{
{25, 170, 0, 0.2},
{25, 170, 0, 1},
{225, 220, 0, 0.2},
{225, 220, 0, 1},
{255, 0, 0, 0.2},
{255, 0, 0, 1}
};
extern cvar_t tp_name_sg,tp_name_ssg,tp_name_ng,tp_name_sng,tp_name_gl,tp_name_rl,tp_name_lg;
static cvar_t *wbitnames[] =
{
&tp_name_sg,
&tp_name_ssg,
&tp_name_ng,
&tp_name_sng,
&tp_name_gl,
&tp_name_rl,
&tp_name_lg
};
#endif
VectorCopy(org, tagcenter);
tagcenter[2] += 32;
if (!Matrix4x4_CM_Project(tagcenter, center, r_refdef.viewangles, r_refdef.vieworg, r_refdef.fov_x, r_refdef.fov_y))
return; //behind the camera
if (center[0] < 0 || center[0] > 1 || center[1] < 0 || center[1] > 1)
return; //off the side of the screen
obscured = !TP_IsPlayerVisible(org);
if (obscured && !isteam)
return; //only teammembers are drawn when obscured
if (isteam)
textflags = scr_autoid_teamcolour.ival << CON_FGSHIFT;
else
textflags = scr_autoid_enemycolour.ival << CON_FGSHIFT;
if (obscured)
{
if (scr_autoid_team.ival == 2)
return;
textflags |= CON_HALFALPHA;
alpha = 0.25;
}
else
alpha = 1;
x = center[0]*r_refdef.vrect.width+r_refdef.vrect.x;
y = (1-center[1])*r_refdef.vrect.height+r_refdef.vrect.y;
#ifdef QUAKESTATS
if (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV)
{
health = pl->statsf[STAT_HEALTH];
armour = pl->statsf[STAT_ARMOR];
items = pl->stats[STAT_ITEMS];
pname = pl->name;
haveinfo = true;
}
else
#endif
{
health = pl->tinfo.health;
armour = pl->tinfo.armour;
items = pl->tinfo.items;
pname = ((*pl->tinfo.nick)?pl->tinfo.nick:(cl.teamfortress?"-":pl->name));
haveinfo = pl->tinfo.time > cl.time;
}
if (strcmp(pname, "-")) //a tinfo nick of - hides names. this can be used for TF to hide names for spies.
{
y -= 8;
len = COM_ParseFunString(textflags, pname, buffer, sizeof(buffer), false) - buffer;
Draw_ExpandedString(x - len*4, y, buffer);
}
if (!haveinfo)
return; //we don't trust the info that we have, so no ids.
h = 0;
barwidth = 32;
//display health bar
if (scr_autoid_health.ival)
{
float frac = health / 100.0;
if (frac < 0)
frac = 0;
r = frac;
frac -= r;
if (r > countof(healthcolours)-2)
{
r = countof(healthcolours)-2;
frac = 1;
}
h += 8;
y -= 8;
R2D_ImageColours(healthcolours[r][0], healthcolours[r][1], healthcolours[r][2], healthcolours[r][3]*alpha);
R2D_FillBlock(x - barwidth*0.5 + barwidth * frac, y, barwidth * (1-frac), 8);
r++;
R2D_ImageColours(healthcolours[r][0], healthcolours[r][1], healthcolours[r][2], healthcolours[r][3]*alpha);
R2D_FillBlock(x - barwidth*0.5, y, barwidth * frac, 8);
}
if (health <= 0) //armour+weapons are not relevant when dead
return;
#ifdef QUAKESTATS
if (scr_autoid_armour.ival)
{
//display armour bar above that
if (items & IT_ARMOR3)
r = 4, health = 200;
else if (items & IT_ARMOR2)
r = 2, health = 150;
else if (items & IT_ARMOR1)
r = 0, health = 100;
else r = -1;
if (r >= 0)
{
h += 8;
y -= 8;
armour = bound(0, armour, health);
barwidth = 32;
R2D_ImageColours(armourcolours[r][0], armourcolours[r][1], armourcolours[r][2], armourcolours[r][3]*alpha);
R2D_FillBlock(x - barwidth*0.5 + barwidth * armour/(float)health, y, barwidth * (health-armour)/(float)health, 8);
r++;
R2D_ImageColours(armourcolours[r][0], armourcolours[r][1], armourcolours[r][2], armourcolours[r][3]*alpha);
R2D_FillBlock(x - barwidth*0.5, y, barwidth * armour/(float)health, 8);
}
}
if (scr_autoid_weapon.ival)
{
if (h < 8)
h = 8;
y += (h-8)/2;
for (r = countof(wbitnames)-1; r>=0; r--)
if (items & (1<<r))
break;
R2D_ImageColours(1, 1, 1, 1);
if (r >= 0)
{
len = COM_ParseFunString(textflags, wbitnames[r]->string, buffer, sizeof(buffer), false) - buffer;
if (textflags & CON_HALFALPHA)
{
for (r = 0; r < len; r++)
if (!(buffer[r] & CON_RICHFORECOLOUR))
buffer[r] |= CON_HALFALPHA;
}
if (len && (buffer[0] & CON_CHARMASK) == '{' && (buffer[len-1] & CON_CHARMASK) == '}')
{ //these are often surrounded by {} to make them white in chat messages, and recoloured.
buffer[len-1] = 0;
Draw_ExpandedString(x + barwidth*0.5 + 4, y, buffer+1);
}
else
Draw_ExpandedString(x + barwidth*0.5 + 4, y, buffer);
}
}
#else
(void)items;
(void)armour;
#endif
}
#include "pr_common.h"
msurface_t *Mod_GetSurfaceNearPoint(model_t *model, vec3_t point);
char *Shader_GetShaderBody(shader_t *s, char *fname, size_t fnamesize);
extern vec3_t nametagorg[MAX_CLIENTS];
extern qboolean nametagseen[MAX_CLIENTS];
extern cvar_t r_showshaders, r_showfields, r_projection;
void R_DrawNameTags(void)
{
int i;
lerpents_t *le;
qboolean isteam;
char *ourteam;
int ourcolour;
if (r_projection.ival) //we don't actually know how to transform the points unless the projection is coded in advance. and it isn't.
return;
if (cls.protocol == CP_QUAKE2)
return; //FIXME: q2 has its own ent logic, which messes stuff up here.
if (r_showfields.ival)
{
world_t *w = NULL;
wedict_t *e;
vec3_t org;
vec3_t screenspace;
vec3_t diff;
if (!cls.allow_cheats)
{
vec2_t scale = {8,8};
float x = 0.5*r_refdef.vrect.width+r_refdef.vrect.x;
float y = (1-0.5)*r_refdef.vrect.height+r_refdef.vrect.y;
R_DrawTextField(x, y, vid.width - x, vid.height - y, "r_showfields requires sv_cheats 1", CON_WHITEMASK, CPRINT_TALIGN|CPRINT_LALIGN, font_console, scale);
w = NULL;
}
else if ((r_showfields.ival & 3) == 1)
{
#ifndef CLIENTONLY
w = &sv.world;
#endif
}
else if ((r_showfields.ival & 3) == 2)
{
#ifdef CSQC_DAT
extern world_t csqc_world;
w = &csqc_world;
#endif
}
else if ((r_showfields.ival & 3) == 3)
{
inframe_t *frame;
packet_entities_t *pak;
entity_state_t *state;
model_t *mod;
frame = &cl.inframes[cl.parsecount & UPDATE_MASK];
pak = &frame->packet_entities;
for (i=0 ; i<pak->num_entities ; i++)
{
state = &pak->entities[i];
mod = cl.model_precache[state->modelindex];
if (mod && mod->loadstate == MLS_LOADED)
VectorInterpolate(mod->mins, 0.5, mod->maxs, org);
else
VectorClear(org);
VectorAdd(org, state->origin, org);
if (Matrix4x4_CM_Project(org, screenspace, r_refdef.viewangles, r_refdef.vieworg, r_refdef.fov_x, r_refdef.fov_y))
{
char *entstr;
int x, y;
entstr = va("%i", state->number);
if (entstr)
{
vec2_t scale = {8,8};
x = screenspace[0]*r_refdef.vrect.width+r_refdef.vrect.x;
y = (1-screenspace[1])*r_refdef.vrect.height+r_refdef.vrect.y;
R_DrawTextField(x, y, vid.width - x, vid.height - y, entstr, CON_WHITEMASK, CPRINT_TALIGN|CPRINT_LALIGN, font_default, scale);
}
}
}
}
if (w && w->progs)
{
int best = 0;
float bestscore = 0, score = 0;
for (i = 1; i < w->num_edicts; i++)
{
e = WEDICT_NUM_PB(w->progs, i);
if (ED_ISFREE(e))
continue;
VectorInterpolate(e->v->mins, 0.5, e->v->maxs, org);
VectorAdd(org, e->v->origin, org);
VectorSubtract(org, r_refdef.vieworg, diff);
if (DotProduct(diff, diff) < 16*16)
continue; //ignore stuff too close(like the player themselves)
VectorNormalize(diff);
score = DotProduct(diff, vpn);// r_refdef.viewaxis[0]);
if (score > bestscore)
{
int hitent;
vec3_t imp;
if (CL_TraceLine(r_refdef.vieworg, org, imp, NULL, &hitent)>=1 || hitent == i)
{
best = i;
bestscore = score;
}
}
}
if (best)
{
e = WEDICT_NUM_PB(w->progs, best);
VectorInterpolate(e->v->mins, 0.5, e->v->maxs, org);
VectorAdd(org, e->v->origin, org);
if (Matrix4x4_CM_Project(org, screenspace, r_refdef.viewangles, r_refdef.vieworg, r_refdef.fov_x, r_refdef.fov_y))
{
char asciibuffer[8192];
char *entstr;
size_t buflen;
int x, y;
sprintf(asciibuffer, "entity %i ", e->entnum);
buflen = strlen(asciibuffer);
entstr = w->progs->saveent(w->progs, asciibuffer, &buflen, sizeof(asciibuffer), (edict_t*)e); //will save just one entities vars
if (entstr)
{
vec2_t scale = {8,8};
x = screenspace[0]*r_refdef.vrect.width+r_refdef.vrect.x;
y = (1-screenspace[1])*r_refdef.vrect.height+r_refdef.vrect.y;
R_DrawTextField(x, y, vid.width - x, vid.height - y, entstr, CON_WHITEMASK, CPRINT_TALIGN|CPRINT_LALIGN, font_console, scale);
}
}
}
}
}
#if defined(CSQC_DAT) || !defined(CLIENTONLY)
if (r_showshaders.ival && cl.worldmodel && cl.worldmodel->loadstate == MLS_LOADED)
{
trace_t trace;
char *str;
vec3_t targ;
vec2_t scale = {12,12};
msurface_t *surf;
VectorMA(r_refdef.vieworg, 8192, vpn, targ);
cl.worldmodel->funcs.NativeTrace(cl.worldmodel, 0, PE_FRAMESTATE, NULL, r_refdef.vieworg, targ, vec3_origin, vec3_origin, false, ~0, &trace);
surf = Mod_GetSurfaceNearPoint(cl.worldmodel, trace.endpos);
if (surf)
{
shader_t *shader = surf->texinfo->texture->shader;
char fname[MAX_QPATH];
char *body = shader?Shader_GetShaderBody(shader, fname, countof(fname)):NULL;
if (body)
{
str = va("%s:\n%s\n{%s\n", fname, surf->texinfo->texture->name, body);
Z_Free(body);
}
else
str = va("hit '%s'", surf->texinfo->texture->name);
}
else
str = "hit nothing";
R_DrawTextField(r_refdef.vrect.x + r_refdef.vrect.width/4, r_refdef.vrect.y, r_refdef.vrect.width/2, r_refdef.vrect.height, str, CON_WHITEMASK, CPRINT_LALIGN, font_console, scale);
}
#endif
if (((!r_refdef.playerview->spectator && !cls.demoplayback) || !scr_autoid.ival) && (!cl.teamplay || !scr_autoid_team.ival))
return;
if (cls.state != ca_active || !cl.validsequence || cl.intermissionmode != IM_NONE)
return;
if (r_refdef.playerview->cam_state != CAM_FREECAM && r_refdef.playerview->cam_spec_track >= 0)
{
ourteam = cl.players[r_refdef.playerview->cam_spec_track].team;
ourcolour = cl.players[r_refdef.playerview->cam_spec_track].rbottomcolor;
}
else
{
ourteam = cl.players[r_refdef.playerview->playernum].team;
ourcolour = cl.players[r_refdef.playerview->playernum].rbottomcolor;
}
for (i = 0; i < cl.allocated_client_slots; i++)
{
if (!*cl.players[i].name)
continue; //slot is empty.
if (!nametagseen[i])
{
if (i+1 < cl.maxlerpents && cl.lerpentssequence && cl.lerpents[i+1].sequence == cl.lerpentssequence)
{
le = &cl.lerpents[i+1];
VectorCopy(le->origin, nametagorg[i]);
}
else if (cl.lerpplayers[i].sequence == cl.lerpentssequence)
{
le = &cl.lerpplayers[i];
VectorCopy(le->origin, nametagorg[i]);
}
else if (cl.players[i].tinfo.time > cl.time)
VectorCopy(cl.players[i].tinfo.org, nametagorg[i]);
else
continue;
}
//while cl.lerpplayers exists, it tends to not be configured properly.
if (i == r_refdef.playerview->playernum)
continue; // Don't draw tag for the local player
if (cl.players[i].spectator)
continue;
if (i == Cam_TrackNum(r_refdef.playerview)) //no tag for the player that you're tracking, either.
continue;
if (!cl.teamplay || !scr_autoid_team.ival)
isteam = false;
else if ((cl.teamfortress && !r_refdef.playerview->spectator) || cls.protocol == CP_NETQUAKE) //teamfortress should go by their colours instead, because spies. primarily this is to allow enemy spies to appear through walls as well as your own team (note that the qc will also need tinfo stuff for tf, to avoid issues with just checking player names).
isteam = cl.players[i].rbottomcolor == ourcolour;
else
isteam = !strcmp(cl.players[i].team, ourteam);
if (!isteam)
if ((!r_refdef.playerview->spectator && !cls.demoplayback) || !scr_autoid.ival)
continue; //only show our team when playing, too cheaty otherwise.
SCR_DrawAutoID(nametagorg[i], &cl.players[i], isteam);
}
}
void R2D_PolyBlend (void);
void V_RenderPlayerViews(playerview_t *pv)
{
int oldnuments;
int oldstris;
#ifdef SIDEVIEWS
int viewnum;
#endif
// cl.simangles[plnum][ROLL] = 0; // FIXME @@@
DropPunchAngle (pv);
Cam_SelfTrack(pv);
oldnuments = cl_numvisedicts;
oldstris = cl_numstris;
CL_LinkViewModel ();
if (cl.intermissionmode != IM_NONE)
{ // intermission / finale rendering
V_CalcIntermissionRefdef (pv);
}
else
{
V_DriftPitch (pv);
V_CalcRefdef (pv);
}
V_ApplyRefdef();
R_RenderView ();
R2D_PolyBlend ();
R_DrawNameTags();
if(cl.intermissionmode == IM_NONE)
R2D_DrawCrosshair();
cl_numvisedicts = oldnuments;
cl_numstris = oldstris;
r_secondaryview = 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) //rearview if v2_enabled = 1 and not 2
|| (vsec_enabled[viewnum].value && pv->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;
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;
r_refdef.fov_x = 0;
r_refdef.fov_y = 0;
V_ApplyAFov(NULL);
#ifdef PEXT_VIEW2
//secondary view entity.
e=NULL;
if (viewnum==0&&pv->stats[STAT_VIEW2])
{
e = CL_EntityNum (pv->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];
if (e->keynum >= 1 && e->keynum <= cl.allocated_client_slots)
{
r_refdef.viewangles[PITCH] *= 3;
r_refdef.vieworg[2] += pv->statsf[STAT_VIEWHEIGHT];
}
V_EditExternalModels(e->keynum, NULL, 0);
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)
{
V_EditExternalModels(pv->viewentity, NULL, 0);
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;
}
#endif
r_refdef.externalview = false;
}
#include "shader.h"
void V_RenderView (void)
{
int seatnum;
int maxseats = cl.splitclients;
Surf_LessenStains();
if (cls.state != ca_active)
return;
if (cl.intermissionmode != IM_NONE)
maxseats = 1;
R_PushDlights ();
r_secondaryview = 0;
for (seatnum = 0; seatnum < cl.splitclients && seatnum < maxseats; seatnum++)
{
V_ClearRefdef(&cl.playerview[seatnum]);
if (seatnum)
{
//should be enough to just hack a few things.
V_EditExternalModels(r_refdef.playerview->viewentity, NULL, 0);
}
else
{
if (r_worldentity.model && r_worldentity.model->loadstate == MLS_LOADED)
{
RSpeedMark();
CL_AllowIndependantSendCmd(false);
CL_SetSolidEntities ();
CL_TransitionEntities();
CL_PredictMove ();
// build a refresh entity list
CL_EmitEntities ();
CL_AllowIndependantSendCmd(true);
RSpeedEnd(RSPEED_LINKENTITIES);
}
}
if (R2D_Flush)
R2D_Flush();
SCR_VRectForPlayer(&r_refdef.grect, seatnum, maxseats);
V_RenderPlayerViews(r_refdef.playerview);
#ifdef PLUGINS
Plug_SBar (r_refdef.playerview);
#else
if (Sbar_ShouldDraw(r_refdef.playerview))
{
SCR_TileClear (sb_lines);
Sbar_Draw (r_refdef.playerview);
Sbar_DrawScoreboard (r_refdef.playerview);
}
else
SCR_TileClear (0);
#endif
}
if (seatnum > 1)
{
int extra = 0;
for (; ; seatnum++, extra++)
{
if (!SCR_VRectForPlayer(&r_refdef.grect, seatnum, maxseats))
break;
switch(extra)
{
#ifdef QUAKEHUD
case 0: //show a mini-console.
{
console_t *con = &con_main;
extern cvar_t gl_conback;
shader_t *conback;
if (*gl_conback.string && (conback = R_RegisterPic(gl_conback.string, NULL)) && R_GetShaderSizes(conback, NULL, NULL, true) > 0)
R2D_Image(r_refdef.grect.x, r_refdef.grect.y, r_refdef.grect.width, r_refdef.grect.height, 0, 0, 1, 1, conback);
else if ((conback = R_RegisterPic("gfx/conback.lmp", NULL)) && R_GetShaderSizes(conback, NULL, NULL, true) > 0)
R2D_Image(r_refdef.grect.x, r_refdef.grect.y, r_refdef.grect.width, r_refdef.grect.height, 0, 0, 1, 1, conback);
else
R2D_TileClear (r_refdef.grect.x, r_refdef.grect.y, r_refdef.grect.width, r_refdef.grect.height);
if (!scr_conlines)
{
int gah;
Font_BeginString(font_console, 0, 0, &gah, &gah);
Con_DrawOneConsole(con, con->flags & CONF_KEYFOCUSED, font_console, r_refdef.grect.x+8, r_refdef.grect.y, r_refdef.grect.width-16, r_refdef.grect.height-Font_CharHeight(), 0);
}
}
break;
case 1: //show some scores, because we can.
{ //FIXME: show ALL tracked players.
int tmp;
R2D_TileClear (r_refdef.grect.x, r_refdef.grect.y, r_refdef.grect.width, r_refdef.grect.height);
r_refdef.playerview = &cl.playerview[0];
tmp = r_refdef.playerview->sb_showscores;
r_refdef.playerview->sb_showscores = true;
Sbar_DrawScoreboard (r_refdef.playerview);
r_refdef.playerview->sb_showscores = tmp;
}
break;
case 2:
{
static playerview_t cam_view;
vec3_t dir;
int track = cl.playerview[0].cam_spec_track;
if (track < 0)
track = cl.playerview[0].playernum;
if (cam_view.cam_state == CAM_FREECAM || cam_view.cam_spec_track != track)
cam_view.cam_state = CAM_PENDING;
cam_view.playernum = -1;//cl.playerview[0].playernum;
cam_view.cam_spec_track = track;
cam_view.viewentity = 0;
cam_view.nolocalplayer = true;
cam_view.spectator = true;
Cam_Track(&cam_view, NULL);
VectorSubtract(cl.playerview[0].simorg, cam_view.cam_desired_position, dir);
VectorAngles(dir, NULL, cam_view.simangles, false);
VectorCopy(cam_view.cam_desired_position, cam_view.simorg);
V_ClearRefdef(&cam_view);
V_EditExternalModels(0, NULL, 0);
V_RenderPlayerViews(r_refdef.playerview);
}
break;
#endif
default: //wow, loads. nothing to show though.
R2D_TileClear (r_refdef.grect.x, r_refdef.grect.y, r_refdef.grect.width, r_refdef.grect.height);
break;
}
}
}
r_refdef.playerview = NULL;
}
//============================================================================
/*
=============
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_CenterView_f);
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 (&v_depthsortentities, 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 (&gl_cshiftborder, 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 (&cl_bobmodel, VIEWVARS);
Cvar_Register (&cl_bobmodel_side, VIEWVARS);
Cvar_Register (&cl_bobmodel_up, VIEWVARS);
Cvar_Register (&cl_bobmodel_speed, 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);
Cvar_Register (&scr_autoid_team, VIEWVARS);
Cvar_Register (&scr_autoid_health, VIEWVARS);
Cvar_Register (&scr_autoid_armour, VIEWVARS);
Cvar_Register (&scr_autoid_weapon, VIEWVARS);
Cvar_Register (&scr_autoid_teamcolour, VIEWVARS);
Cvar_Register (&scr_autoid_enemycolour, 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);
Cvar_Register (&r_projection, 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);
Cvar_Register (&chase_active, VIEWVARS);
Cvar_Register (&chase_back, VIEWVARS);
Cvar_Register (&chase_up, VIEWVARS);
#if defined(_WIN32) && !defined(MINIMAL)
Cvar_Register (&itburnsitburnsmakeitstop, VIEWVARS);
#endif
}