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https://github.com/nzp-team/fteqw.git
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a77bd67602
r4196 | acceptthis | 2013-02-12 19:06:07 +0000 (Tue, 12 Feb 2013) | 9 lines split in/out client frames, so that we can cope with separate packet/movement sequences for nq+prediction. Make default ports a little more explicit. interpolate input frames. should make things smoother when the input rate does not match video rate. fix centering of crosshairs make sure skins are flushed properly on vid_restart, so 24bit skins don't get messed up. keep sounds ticking even when inaudible. qc addressable block now has a max of 2gb. .__variant works as a function argument. NQ clients now receive player physics consistant with QuakeWorld. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4194 fc73d0e0-1445-4013-8a0c-d673dee63da5
1593 lines
39 KiB
C
1593 lines
39 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// view.c -- player eye positioning
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#include "quakedef.h"
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#include "winquake.h"
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#include <ctype.h> // for isdigit();
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cvar_t ffov = SCVAR("ffov", "0");
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/*
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The view is allowed to move slightly from it's true position for bobbing,
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but if it exceeds 8 pixels linear distance (spherical, not box), the list of
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entities sent from the server may not include everything in the pvs, especially
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when crossing a water boudnary.
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*/
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#ifdef SIDEVIEWS
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cvar_t vsec_enabled[SIDEVIEWS] = {SCVAR("v2_enabled", "2"), SCVAR("v3_enabled", "0"), SCVAR("v4_enabled", "0"), SCVAR("v5_enabled", "0")};
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cvar_t vsec_x[SIDEVIEWS] = {SCVAR("v2_x", "0"), SCVAR("v3_x", "0.25"), SCVAR("v4_x", "0.5"), SCVAR("v5_x", "0.75")};
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cvar_t vsec_y[SIDEVIEWS] = {SCVAR("v2_y", "0"), SCVAR("v3_y", "0"), SCVAR("v4_y", "0"), SCVAR("v5_y", "0")};
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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")};
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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")};
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cvar_t vsec_yaw[SIDEVIEWS] = {SCVAR("v2_yaw", "180"), SCVAR("v3_yaw", "90"), SCVAR("v4_yaw", "270"), SCVAR("v5_yaw", "0")};
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#endif
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cvar_t lcd_x = SCVAR("lcd_x", "0"); // FIXME: make this work sometime...
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cvar_t cl_rollspeed = SCVAR("cl_rollspeed", "200");
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cvar_t cl_rollangle = SCVAR("cl_rollangle", "2.0");
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cvar_t v_deathtilt = SCVAR("v_deathtilt", "1");
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cvar_t cl_bob = SCVAR("cl_bob","0.02");
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cvar_t cl_bobcycle = SCVAR("cl_bobcycle","0.6");
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cvar_t cl_bobup = SCVAR("cl_bobup","0.5");
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cvar_t v_kicktime = SCVAR("v_kicktime", "0.5");
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cvar_t v_kickroll = SCVAR("v_kickroll", "0.6");
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cvar_t v_kickpitch = SCVAR("v_kickpitch", "0.6");
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cvar_t v_iyaw_cycle = SCVAR("v_iyaw_cycle", "2");
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cvar_t v_iroll_cycle = SCVAR("v_iroll_cycle", "0.5");
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cvar_t v_ipitch_cycle = SCVAR("v_ipitch_cycle", "1");
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cvar_t v_iyaw_level = SCVAR("v_iyaw_level", "0.3");
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cvar_t v_iroll_level = SCVAR("v_iroll_level", "0.1");
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cvar_t v_ipitch_level = SCVAR("v_ipitch_level", "0.3");
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cvar_t v_idlescale = SCVAR("v_idlescale", "0");
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cvar_t crosshair = SCVARF("crosshair", "1", CVAR_ARCHIVE);
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cvar_t crosshaircolor = SCVARF("crosshaircolor", "255 255 255", CVAR_ARCHIVE);
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cvar_t crosshairsize = SCVARF("crosshairsize", "8", CVAR_ARCHIVE);
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cvar_t cl_crossx = SCVARF("cl_crossx", "0", CVAR_ARCHIVE);
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cvar_t cl_crossy = SCVARF("cl_crossy", "0", CVAR_ARCHIVE);
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cvar_t crosshaircorrect = SCVARF("crosshaircorrect", "0", CVAR_SEMICHEAT);
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cvar_t crosshairimage = SCVAR("crosshairimage", "");
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cvar_t crosshairalpha = SCVAR("crosshairalpha", "1");
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cvar_t gl_cshiftpercent = SCVAR("gl_cshiftpercent", "100");
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cvar_t gl_cshiftenabled = CVARF("gl_polyblend", "1", CVAR_ARCHIVE);
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cvar_t v_bonusflash = SCVAR("v_bonusflash", "1");
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cvar_t v_contentblend = SCVARF("v_contentblend", "1", CVAR_ARCHIVE);
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cvar_t v_damagecshift = SCVAR("v_damagecshift", "1");
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cvar_t v_quadcshift = SCVAR("v_quadcshift", "1");
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cvar_t v_suitcshift = SCVAR("v_suitcshift", "1");
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cvar_t v_ringcshift = SCVAR("v_ringcshift", "1");
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cvar_t v_pentcshift = SCVAR("v_pentcshift", "1");
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cvar_t v_gunkick = SCVAR("v_gunkick", "0");
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cvar_t v_gunkick_q2 = SCVAR("v_gunkick_q2", "1");
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cvar_t v_viewheight = SCVAR("v_viewheight", "0");
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cvar_t v_projectionmode = SCVAR("v_projectionmode", "0");
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cvar_t scr_autoid = SCVAR("scr_autoid", "1");
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extern cvar_t cl_chasecam;
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float v_dmg_time[MAX_SPLITS], v_dmg_roll[MAX_SPLITS], v_dmg_pitch[MAX_SPLITS];
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player_state_t *view_message;
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/*
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===============
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V_CalcRoll
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===============
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*/
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float V_CalcRoll (vec3_t angles, vec3_t velocity)
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{
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vec3_t forward, right, up;
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float sign;
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float side;
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float value;
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AngleVectors (angles, forward, right, up);
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side = DotProduct (velocity, right);
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sign = side < 0 ? -1 : 1;
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side = fabs(side);
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value = cl_rollangle.value;
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if (side < cl_rollspeed.value)
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side = side * value / cl_rollspeed.value;
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else
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side = value;
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return side*sign;
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}
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/*
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===============
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V_CalcBob
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===============
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*/
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float V_CalcBob (int pnum, qboolean queryold)
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{
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static double bobtime[MAX_SPLITS];
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static double cltime[MAX_SPLITS];
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static float bob[MAX_SPLITS];
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float cycle;
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if (cl.spectator)
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return 0;
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if (!cl.onground[pnum] || cl.paused)
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return bob[pnum]; // just use old value
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if (cl_bobcycle.value <= 0)
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return 0;
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bobtime[pnum] += cl.time - cltime[pnum];
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cltime[pnum] = cl.time;
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cycle = bobtime[pnum] - (int)(bobtime[pnum]/cl_bobcycle.value)*cl_bobcycle.value;
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cycle /= cl_bobcycle.value;
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if (cycle < cl_bobup.value)
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cycle = M_PI * cycle / cl_bobup.value;
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else
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cycle = M_PI + M_PI*(cycle-cl_bobup.value)/(1.0 - cl_bobup.value);
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// bob is proportional to simulated velocity in the xy plane
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// (don't count Z, or jumping messes it up)
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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;
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bob[pnum] = bob[pnum]*0.3 + bob[pnum]*0.7*sin(cycle);
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if (bob[pnum] > 4)
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bob[pnum] = 4;
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else if (bob[pnum] < -7)
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bob[pnum] = -7;
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return bob[pnum];
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}
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//=============================================================================
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cvar_t v_centermove = SCVAR("v_centermove", "0.15");
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cvar_t v_centerspeed = SCVAR("v_centerspeed","500");
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void V_StartPitchDrift (int pnum)
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{
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#if 1
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if (cl.playerview[pnum].laststop == cl.time)
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{
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return; // something else is keeping it from drifting
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}
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#endif
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if (cl.playerview[pnum].nodrift || !cl.playerview[pnum].pitchvel)
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{
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cl.playerview[pnum].pitchvel = v_centerspeed.value;
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cl.playerview[pnum].nodrift = false;
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cl.playerview[pnum].driftmove = 0;
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}
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}
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void V_StopPitchDrift (int pnum)
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{
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cl.playerview[pnum].laststop = cl.time;
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cl.playerview[pnum].nodrift = true;
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cl.playerview[pnum].pitchvel = 0;
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}
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/*
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===============
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V_DriftPitch
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Moves the client pitch angle towards cl.idealpitch sent by the server.
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If the user is adjusting pitch manually, either with lookup/lookdown,
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mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
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Drifting is enabled when the center view key is hit, mlook is released and
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lookspring is non 0, or when
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===============
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*/
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void V_DriftPitch (int pnum)
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{
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float delta, move;
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if (!cl.onground || cls.demoplayback )
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{
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cl.playerview[pnum].driftmove = 0;
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cl.playerview[pnum].pitchvel = 0;
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return;
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}
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// don't count small mouse motion
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if (cl.playerview[pnum].nodrift)
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{
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if ( fabs(cl.outframes[(cl.movesequence-1)&UPDATE_MASK].cmd[pnum].forwardmove) < 200)
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cl.playerview[pnum].driftmove = 0;
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else
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cl.playerview[pnum].driftmove += host_frametime;
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if ( cl.playerview[pnum].driftmove > v_centermove.value)
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{
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V_StartPitchDrift (pnum);
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}
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return;
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}
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delta = 0 - cl.playerview[pnum].viewangles[PITCH];
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if (!delta)
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{
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cl.playerview[pnum].pitchvel = 0;
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return;
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}
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move = host_frametime * cl.playerview[pnum].pitchvel;
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cl.playerview[pnum].pitchvel += host_frametime * v_centerspeed.value;
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//Con_Printf ("move: %f (%f)\n", move, host_frametime);
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if (delta > 0)
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{
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if (move > delta)
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{
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cl.playerview[pnum].pitchvel = 0;
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move = delta;
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}
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cl.playerview[pnum].viewangles[PITCH] += move;
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}
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else if (delta < 0)
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{
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if (move > -delta)
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{
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cl.playerview[pnum].pitchvel = 0;
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move = -delta;
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}
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cl.playerview[pnum].viewangles[PITCH] -= move;
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}
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}
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/*
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==============================================================================
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PALETTE FLASHES
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==============================================================================
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*/
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cshift_t cshift_empty = { {130,80,50}, 0 };
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cshift_t cshift_water = { {130,80,50}, 128 };
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cshift_t cshift_slime = { {0,25,5}, 150 };
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cshift_t cshift_lava = { {255,80,0}, 150 };
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cshift_t cshift_server = { {130,80,50}, 0 };
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cvar_t v_gamma = SCVARF("gamma", "0.8", CVAR_ARCHIVE|CVAR_RENDERERCALLBACK);
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cvar_t v_contrast = SCVARF("contrast", "1.4", CVAR_ARCHIVE);
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qbyte gammatable[256]; // palette is sent through this
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unsigned short ramps[3][256];
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//extern qboolean gammaworks;
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float sw_blend[4]; // rgba 0.0 - 1.0
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float hw_blend[4]; // rgba 0.0 - 1.0
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/*
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void BuildGammaTable (float g)
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{
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int i, inf;
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if (g == 1.0)
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{
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for (i=0 ; i<256 ; i++)
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gammatable[i] = i;
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return;
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}
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for (i=0 ; i<256 ; i++)
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{
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inf = 255 * pow ( (i+0.5)/255.5 , g ) + 0.5;
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if (inf < 0)
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inf = 0;
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if (inf > 255)
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inf = 255;
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gammatable[i] = inf;
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}
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}*/
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void BuildGammaTable (float g, float c)
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{
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int i, inf;
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// g = bound (0.1, g, 3);
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// c = bound (1, c, 3);
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if (g == 1 && c == 1)
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{
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for (i = 0; i < 256; i++)
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gammatable[i] = i;
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return;
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}
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for (i = 0; i < 256; i++)
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{
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inf = 255 * pow ((i + 0.5) / 255.5 * c, g) + 0.5;
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if (inf < 0)
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inf = 0;
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else if (inf > 255)
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inf = 255;
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gammatable[i] = inf;
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}
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}
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/*
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=================
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V_CheckGamma
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=================
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*/
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#if defined(GLQUAKE) || defined(D3DQUAKE)
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void GLV_Gamma_Callback(struct cvar_s *var, char *oldvalue)
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{
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BuildGammaTable (v_gamma.value, v_contrast.value);
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vid.recalc_refdef = 1; // force a surface cache flush
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V_UpdatePalette (true);
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}
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#endif
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/*
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===============
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V_ParseDamage
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===============
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*/
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void V_ParseDamage (int pnum)
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{
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int armor, blood;
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vec3_t from;
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int i;
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vec3_t forward, right, up;
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float side;
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float count;
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armor = MSG_ReadByte ();
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blood = MSG_ReadByte ();
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for (i=0 ; i<3 ; i++)
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from[i] = MSG_ReadCoord ();
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count = blood*0.5 + armor*0.5;
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if (count < 10)
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count = 10;
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#ifdef ANDROID
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Sys_Vibrate(count);
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#endif
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if (v_damagecshift.value >= 0)
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count *= v_damagecshift.value;
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cl.playerview[pnum].faceanimtime = cl.time + 0.2; // but sbar face into pain frame
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cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
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if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
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cl.cshifts[CSHIFT_DAMAGE].percent = 0;
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if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
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cl.cshifts[CSHIFT_DAMAGE].percent = 150;
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if (armor > blood)
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{
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cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
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}
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else if (armor)
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{
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cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
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}
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else
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{
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cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
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}
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//
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// calculate view angle kicks
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//
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VectorSubtract (from, cl.playerview[pnum].simorg, from);
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VectorNormalize (from);
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AngleVectors (cl.playerview[pnum].simangles, forward, right, up);
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side = DotProduct (from, right);
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v_dmg_roll[pnum] = count*side*v_kickroll.value;
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side = DotProduct (from, forward);
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v_dmg_pitch[pnum] = count*side*v_kickpitch.value;
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v_dmg_time[pnum] = v_kicktime.value;
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}
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/*
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==================
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V_cshift_f
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==================
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*/
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void V_cshift_f (void)
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{
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int r, g, b, p;
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r = g = b = p = 0;
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if (Cmd_Argc() >= 5)
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{
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r = atoi(Cmd_Argv(1));
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g = atoi(Cmd_Argv(2));
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b = atoi(Cmd_Argv(3));
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p = atoi(Cmd_Argv(4));
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}
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if (Cmd_FromGamecode())
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{
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if (Cmd_Argc() >= 5)
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{
|
|
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 <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)
|
|
{
|
|
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)
|
|
{
|
|
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<NUM_CSHIFTS ; j++)
|
|
{
|
|
if (j != CSHIFT_SERVER)
|
|
{
|
|
if (!gl_cshiftpercent.value || !gl_cshiftenabled.ival)
|
|
continue;
|
|
|
|
a2 = ((cl.cshifts[j].percent * gl_cshiftpercent.value) / 100.0) / 255.0;
|
|
}
|
|
else
|
|
{
|
|
a2 = cl.cshifts[j].percent / 255.0; //don't allow modification of this one.
|
|
}
|
|
|
|
if (!a2)
|
|
continue;
|
|
|
|
if (j == CSHIFT_SERVER)
|
|
{
|
|
/*server blend always goes into sw, ALWAYS*/
|
|
blend = sw_blend;
|
|
}
|
|
else
|
|
{
|
|
if (j == CSHIFT_BONUS || j == CSHIFT_DAMAGE || gl_nohwblend.ival)
|
|
blend = sw_blend;
|
|
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) + cl.cshifts[j].destcolor[0]*a2/255.0;
|
|
blend[1] = blend[1]*(1-a2) + cl.cshifts[j].destcolor[1]*a2/255.0;
|
|
blend[2] = blend[2]*(1-a2) + cl.cshifts[j].destcolor[2]*a2/255.0;
|
|
}
|
|
|
|
if (hw_blend[3] > 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)
|
|
{
|
|
int i;
|
|
float newhw_blend[4];
|
|
int ir, ig, ib;
|
|
float ftime;
|
|
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;
|
|
}
|
|
|
|
VID_ShiftPalette (NULL);
|
|
}
|
|
|
|
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;
|
|
|
|
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);
|
|
|
|
if (cl.viewheight[pnum] == DEFAULT_VIEWHEIGHT)
|
|
{
|
|
if (view_message && view_message->flags & PF_GIB)
|
|
r_refdef.vieworg[2] += 8; // gib view height
|
|
else if (view_message && view_message->flags & PF_DEAD)
|
|
r_refdef.vieworg[2] -= 16; // corpse view height
|
|
else
|
|
r_refdef.vieworg[2] += DEFAULT_VIEWHEIGHT;
|
|
}
|
|
else
|
|
r_refdef.vieworg[2] += cl.viewheight[pnum];
|
|
|
|
r_refdef.vieworg[2] += cl.crouch[pnum];
|
|
|
|
if (view_message && view_message->flags & PF_DEAD && 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
|
|
r_refdef.vieworg[2] += bob;
|
|
}
|
|
|
|
// 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<cl_numvisedicts ; i++)
|
|
{
|
|
if (cl_visedicts[i].keynum == num)
|
|
return &cl_visedicts[i];
|
|
}
|
|
return NULL;
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
float CalcFov (float fov_x, float width, float height);
|
|
void SCR_VRectForPlayer(vrect_t *vrect, int pnum)
|
|
{
|
|
#if MAX_SPLITS > 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;
|
|
|
|
if (vrect->width < (vrect->height*640)/432)
|
|
{
|
|
r_refdef.fov_y = CalcFov(r_refdef.fov_x, (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);
|
|
}
|
|
}
|
|
|
|
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)
|
|
{
|
|
float s;
|
|
memcpy(r_refdef.viewangles, e->angles, sizeof(vec3_t));
|
|
memcpy(r_refdef.vieworg, e->origin, sizeof(vec3_t));
|
|
// cl.viewentity = cl.viewentity2;
|
|
|
|
// s = (realtime - e->lerptime)*10;
|
|
// if (s > 1) s=1;
|
|
s=0;
|
|
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); // no gamma yet
|
|
Cvar_Register (&v_gamma, VIEWVARS);
|
|
Cvar_Register (&v_contrast, VIEWVARS);
|
|
}
|