quakespasm/source/view.c
Tyler Young 7364508152 Add dynamic FOV toggle to settings
as above so below
2022-11-27 12:15:07 -05:00

1425 lines
37 KiB
C

/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
Copyright (C) 2010-2014 QuakeSpasm developers
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"
sfx_t *cl_sfx_step[4];
/*
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.
*/
cvar_t scr_ofsx = {"scr_ofsx","0", CVAR_NONE};
cvar_t scr_ofsy = {"scr_ofsy","0", CVAR_NONE};
cvar_t scr_ofsz = {"scr_ofsz","0", CVAR_NONE};
cvar_t cl_rollspeed = {"cl_rollspeed", "200", CVAR_NONE};
cvar_t cl_rollangle = {"cl_rollangle", "2.0", CVAR_NONE};
cvar_t cl_bob = {"cl_bob","0.02", false};
cvar_t cl_bobcycle = {"cl_bobcycle","0.06", false};
cvar_t cl_bobup = {"cl_bobup","0.02", false};//BLUB changed to 0.02
cvar_t cl_sidebobbing = {"cl_sidebobbing","1"};
cvar_t cl_bobside = {"cl_bobside","0.04"};
cvar_t cl_bobsidecycle = {"cl_bobsidecycle","1.2"};
cvar_t cl_bobsideup = {"cl_bobsideup","0.55"};
cvar_t v_kicktime = {"v_kicktime", "0.5", CVAR_NONE};
cvar_t v_kickroll = {"v_kickroll", "0.6", CVAR_NONE};
cvar_t v_kickpitch = {"v_kickpitch", "0.6", CVAR_NONE};
cvar_t v_gunkick = {"v_gunkick", "1", CVAR_NONE}; //johnfitz
cvar_t v_iyaw_cycle = {"v_iyaw_cycle", "2", CVAR_NONE};
cvar_t v_iroll_cycle = {"v_iroll_cycle", "0.5", CVAR_NONE};
cvar_t v_ipitch_cycle = {"v_ipitch_cycle", "1", CVAR_NONE};
cvar_t v_iyaw_level = {"v_iyaw_level", "0.3", CVAR_NONE};
cvar_t v_iroll_level = {"v_iroll_level", "0.1", CVAR_NONE};
cvar_t v_ipitch_level = {"v_ipitch_level", "0.3", CVAR_NONE};
cvar_t v_idlescale = {"v_idlescale", "0", CVAR_NONE};
cvar_t crosshair = {"crosshair", "0", CVAR_ARCHIVE};
cvar_t gl_cshiftpercent = {"gl_cshiftpercent", "100", CVAR_NONE};
cvar_t gl_cshiftpercent_contents = {"gl_cshiftpercent_contents", "100", CVAR_NONE}; // QuakeSpasm
cvar_t gl_cshiftpercent_damage = {"gl_cshiftpercent_damage", "100", CVAR_NONE}; // QuakeSpasm
cvar_t gl_cshiftpercent_bonus = {"gl_cshiftpercent_bonus", "100", CVAR_NONE}; // QuakeSpasm
cvar_t gl_cshiftpercent_powerup = {"gl_cshiftpercent_powerup", "100", CVAR_NONE}; // QuakeSpasm
cvar_t r_viewmodel_quake = {"r_viewmodel_quake", "0", CVAR_ARCHIVE};
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
extern int in_forward, in_forward2, in_back;
extern float cl_forwardspeed;
vec3_t v_punchangles[2]; //johnfitz -- copied from cl.punchangle. 0 is current, 1 is previous value. never the same unless map just loaded
/*
===============
V_CalcRoll
Used by view and sv_user
===============
*/
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 (cl.inwater)
// value *= 6;
if (side < cl_rollspeed.value)
side = side * value / cl_rollspeed.value;
else
side = value;
return side*sign;
}
// /*
// ===============
// V_CalcBob
// ===============
// */
// float V_CalcBob (void)
// {
// float bob;
// float cycle;
// cycle = cl.time - (int)(cl.time/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 velocity in the xy plane
// // (don't count Z, or jumping messes it up)
// bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value;
// //Con_Printf ("speed: %5.1f\n", VectorLength(cl.velocity));
// bob = bob*0.3 + bob*0.7*sin(cycle);
// if (bob > 4)
// bob = 4;
// else if (bob < -7)
// bob = -7;
// return bob;
// }
static int lastSound;
static int canStep;
float PlayStepSound(void)
{
float num;
int sound = 0;
while(1)
{
num = (rand ()&0x7fff) / ((float)0x7fff);
sound = (int)(num * 4);
sound++;
if(sound != lastSound)
break;
}
if(sound == 1)
S_StartSound (cl.viewentity, 4, cl_sfx_step[0], vec3_origin, 1, 1);
else if(sound == 2)
S_StartSound (cl.viewentity, 4, cl_sfx_step[1], vec3_origin, 1, 1);
else if(sound == 3)
S_StartSound (cl.viewentity, 4, cl_sfx_step[2], vec3_origin, 1, 1);
else if(sound == 4)
S_StartSound (cl.viewentity, 4, cl_sfx_step[3], vec3_origin, 1, 1);
lastSound = sound;
return sound;
}
float speed_reduce (int weapontype);
#define VBOB_VAL 5.2
float V_CalcVBob(float speed, float which)
{
float bob = 0;
//float speedMulti = (0.2 + sqrt((cl.velocity[0] * cl.velocity[0]) + (cl.velocity[1] * cl.velocity[1])))/97; We're moving this to parent function to save calculations...
//was going to multiply by speed in the sine function to step faster when you're moving faster... but it skipped around on points of the sine curve too much
//It's be much more efficient to just have a constant step speed, though it would look really weird, it's the only way to have a constant step
float sprint = 1;
if(cl.stats[STAT_ZOOM] == 3)
sprint = 1.8 * speed_reduce (cl.stats[STAT_ACTIVEWEAPON]);
if(cl.stats[STAT_ZOOM] == 2)
return 0;
if(sprint == 1)
{
if(which == 0)
bob = speed * VBOB_VAL * (1/sprint) * sin((cl.time * 12.5 * sprint));//10
else if(which == 1)
bob = speed * VBOB_VAL * (1/sprint) * sin((cl.time * 6.25 * sprint) - (M_PI * 0.25));//5
else if(which == 2)
bob = speed * VBOB_VAL * (1/sprint) * sin((cl.time * 6.25 * sprint) - (M_PI * 0.25));//5
}
else
{
if(which == 0)
bob = speed * VBOB_VAL * (1/sprint) * cos((cl.time * 6.25 * sprint));
else if(which == 1)
bob = speed * VBOB_VAL * (1/sprint) * cos((cl.time * 12.5 * sprint));
else if(which == 2)
bob = speed * VBOB_VAL * (1/sprint) * cos((cl.time * 6.25 * sprint));
}
if(speed > 0.1 && which == 0)
{
if(canStep && sin(cl.time * 12.5 * sprint) < -0.8)
{
PlayStepSound();
canStep = 0;
}
if(sin(cl.time * 12.5 * sprint) > 0.9)
{
canStep = 1;
}
}
return bob;
}
// Blub's new V_CalcBob code, both side and pitch are in one, dictated by the (which) parameter
float speed_reduce (int weapontype);
float V_CalcBob (float speed,float which)//0 = regular, 1 = side bobbing
{
float bob = 0;
float sprint = 1;
if(cl.stats[STAT_ZOOM] == 3)
sprint = 1.8 * speed_reduce (cl.stats[STAT_ACTIVEWEAPON]);//this gets sprinting speed in comparison to walk speed per weapon
if(cl.stats[STAT_ZOOM] == 2)
return 0;
//12.048 -> 4.3 = 100 -> 36ish, so replace 100 with 36
if(which == 0)
bob = cl_bobup.value * 24 * speed * (sprint * sprint) * sin((cl.time * 12.5 * sprint));//Pitch Bobbing 10
else if(which == 1)
bob = cl_bobside.value * 24 * speed * (sprint * sprint * sprint) * sin((cl.time * 6.25 * sprint) - (M_PI * 0.25));//Yaw Bobbing 5
return bob;
}
//=============================================================================
cvar_t v_centermove = {"v_centermove", "0.15", CVAR_NONE};
cvar_t v_centerspeed = {"v_centerspeed","400", CVAR_NONE};
void V_StartPitchDrift (void)
{
#if 1
if (cl.laststop == cl.time)
{
return; // something else is keeping it from drifting
}
#endif
if (cl.nodrift || !cl.pitchvel)
{
cl.pitchvel = v_centerspeed.value;
cl.nodrift = false;
cl.driftmove = 0;
}
}
void V_StopPitchDrift (void)
{
cl.laststop = cl.time;
cl.nodrift = true;
cl.pitchvel = 0;
}
/*
===============
V_DriftPitch
Moves the client pitch angle towards cl.idealpitch sent by the server.
If the user is adjusting pitch manually, either with lookup/lookdown,
mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
Drifting is enabled when the center view key is hit, mlook is released and
lookspring is non 0, or when
===============
*/
void V_DriftPitch (void)
{
float delta, move;
if (noclip_anglehack || !cl.onground || cls.demoplayback )
//FIXME: noclip_anglehack is set on the server, so in a nonlocal game this won't work.
{
cl.driftmove = 0;
cl.pitchvel = 0;
return;
}
// don't count small mouse motion
if (cl.nodrift)
{
if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed)
cl.driftmove = 0;
else
cl.driftmove += host_frametime;
if ( cl.driftmove > v_centermove.value)
{
if (lookspring.value)
V_StartPitchDrift ();
}
return;
}
delta = cl.idealpitch - cl.viewangles[PITCH];
if (!delta)
{
cl.pitchvel = 0;
return;
}
move = host_frametime * cl.pitchvel;
cl.pitchvel += host_frametime * v_centerspeed.value;
//Con_Printf ("move: %f (%f)\n", move, host_frametime);
if (delta > 0)
{
if (move > delta)
{
cl.pitchvel = 0;
move = delta;
}
cl.viewangles[PITCH] += move;
}
else if (delta < 0)
{
if (move > -delta)
{
cl.pitchvel = 0;
move = -delta;
}
cl.viewangles[PITCH] -= move;
}
}
/*
==============================================================================
VIEW BLENDING
==============================================================================
*/
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 };
float v_blend[4]; // rgba 0.0 - 1.0
//johnfitz -- deleted BuildGammaTable(), V_CheckGamma(), gammatable[], and ramps[][]
/*
===============
V_ParseDamage
===============
*/
void V_ParseDamage (void)
{
int armor, blood;
vec3_t from;
int i;
vec3_t forward, right, up;
entity_t *ent;
float side;
float count;
armor = MSG_ReadByte ();
blood = MSG_ReadByte ();
for (i=0 ; i<3 ; i++)
from[i] = MSG_ReadCoord (cl.protocolflags);
count = blood*0.5 + armor*0.5;
if (count < 10)
count = 10;
cl.faceanimtime = cl.time + 0.2; // but sbar face into pain frame
cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
cl.cshifts[CSHIFT_DAMAGE].percent = 0;
if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
cl.cshifts[CSHIFT_DAMAGE].percent = 150;
if (armor > blood)
{
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
}
else if (armor)
{
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
}
else
{
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
}
//
// calculate view angle kicks
//
ent = &cl_entities[cl.viewentity];
VectorSubtract (from, ent->origin, from);
VectorNormalize (from);
AngleVectors (ent->angles, forward, right, up);
side = DotProduct (from, right);
v_dmg_roll = count*side*v_kickroll.value;
side = DotProduct (from, forward);
v_dmg_pitch = count*side*v_kickpitch.value;
v_dmg_time = v_kicktime.value;
}
/*
==================
V_cshift_f
==================
*/
void V_cshift_f (void)
{
cshift_empty.destcolor[0] = atoi(Cmd_Argv(1));
cshift_empty.destcolor[1] = atoi(Cmd_Argv(2));
cshift_empty.destcolor[2] = atoi(Cmd_Argv(3));
cshift_empty.percent = atoi(Cmd_Argv(4));
}
/*
==================
V_BonusFlash_f
When you run over an item, the server sends this command
==================
*/
void V_BonusFlash_f (void)
{
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_SetContentsColor
Underwater, lava, etc each has a color shift
=============
*/
void V_SetContentsColor (int contents)
{
switch (contents)
{
case CONTENTS_EMPTY:
case CONTENTS_SOLID:
case CONTENTS_SKY: //johnfitz -- no blend in sky
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
break;
case CONTENTS_LAVA:
cl.cshifts[CSHIFT_CONTENTS] = cshift_lava;
break;
case CONTENTS_SLIME:
cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
break;
default:
cl.cshifts[CSHIFT_CONTENTS] = cshift_water;
}
}
/*
=============
V_CalcPowerupCshift
=============
*/
void V_CalcPowerupCshift (void)
{
if (cl.items & 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;
}
else if (cl.items & 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;
}
else if (cl.items & 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;
}
else if (cl.items & 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;
}
else
cl.cshifts[CSHIFT_POWERUP].percent = 0;
}
/*
=============
V_CalcBlend
=============
*/
void V_CalcBlend (void)
{
float r, g, b, a, a2;
int j;
cvar_t *cshiftpercent_cvars[NUM_CSHIFTS] = {
&gl_cshiftpercent_contents,
&gl_cshiftpercent_damage,
&gl_cshiftpercent_bonus,
&gl_cshiftpercent_powerup
};
r = 0;
g = 0;
b = 0;
a = 0;
for (j=0 ; j<NUM_CSHIFTS ; j++)
{
if (!gl_cshiftpercent.value)
continue;
//johnfitz -- only apply leaf contents color shifts during intermission
if (cl.intermission && j != CSHIFT_CONTENTS)
continue;
//johnfitz
a2 = ((cl.cshifts[j].percent * gl_cshiftpercent.value) / 100.0) / 255.0;
// QuakeSpasm -- also scale by the specific gl_cshiftpercent_* cvar
a2 *= (cshiftpercent_cvars[j]->value / 100.0);
// QuakeSpasm
if (!a2)
continue;
a = a + a2*(1-a);
a2 = a2/a;
r = r*(1-a2) + cl.cshifts[j].destcolor[0]*a2;
g = g*(1-a2) + cl.cshifts[j].destcolor[1]*a2;
b = b*(1-a2) + cl.cshifts[j].destcolor[2]*a2;
}
v_blend[0] = r/255.0;
v_blend[1] = g/255.0;
v_blend[2] = b/255.0;
v_blend[3] = a;
if (v_blend[3] > 1)
v_blend[3] = 1;
if (v_blend[3] < 0)
v_blend[3] = 0;
}
/*
=============
V_UpdateBlend -- johnfitz -- V_UpdatePalette cleaned up and renamed
=============
*/
void V_UpdateBlend (void)
{
int i, j;
qboolean blend_changed;
V_CalcPowerupCshift ();
blend_changed = false;
for (i=0 ; i<NUM_CSHIFTS ; i++)
{
if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent)
{
blend_changed = true;
cl.prev_cshifts[i].percent = cl.cshifts[i].percent;
}
for (j=0 ; j<3 ; j++)
if (cl.cshifts[i].destcolor[j] != cl.prev_cshifts[i].destcolor[j])
{
blend_changed = true;
cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j];
}
}
// drop the damage value
cl.cshifts[CSHIFT_DAMAGE].percent -= host_frametime*150;
if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
cl.cshifts[CSHIFT_DAMAGE].percent = 0;
// drop the bonus value
cl.cshifts[CSHIFT_BONUS].percent -= host_frametime*100;
if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
cl.cshifts[CSHIFT_BONUS].percent = 0;
if (blend_changed)
V_CalcBlend ();
}
#ifdef VITA
void DoGamma()
{
glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA);
//if we do this twice, we double the brightening effect for a wider range of gamma's
glColor4f (1, 1, 1, vid_gamma.value);
glBegin (GL_QUADS);
glVertex2f (0, 0);
glVertex2f (1, 0);
glVertex2f (1, 1);
glVertex2f (0, 1);
glEnd ();
glBegin (GL_QUADS);
glVertex2f (0, 0);
glVertex2f (1, 0);
glVertex2f (1, 1);
glVertex2f (0, 1);
glEnd ();
}
#endif
/*
============
V_PolyBlend -- johnfitz -- moved here from gl_rmain.c, and rewritten to use glOrtho
============
*/
void V_PolyBlend (void)
{
if (!gl_polyblend.value
#ifndef VITA
|| !v_blend[3]
#endif
)
return;
GL_DisableMultitexture();
glDisable (GL_ALPHA_TEST);
glDisable (GL_TEXTURE_2D);
glDisable (GL_DEPTH_TEST);
glEnable (GL_BLEND);
glMatrixMode(GL_PROJECTION);
glLoadIdentity ();
glOrtho (0, 1, 1, 0, -99999, 99999);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity ();
#ifdef VITA
if (v_blend[3]) {
#endif
glColor4fv (v_blend);
glBegin (GL_QUADS);
glVertex2f (0, 0);
glVertex2f (1, 0);
glVertex2f (1, 1);
glVertex2f (0, 1);
glEnd ();
#ifdef VITA
}
if (vid_gamma.value < 1)
DoGamma();
#endif
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable (GL_BLEND);
glEnable (GL_DEPTH_TEST);
glEnable (GL_TEXTURE_2D);
glEnable (GL_ALPHA_TEST);
}
/*
==============================================================================
VIEW RENDERING
==============================================================================
*/
float angledelta (float a)
{
a = anglemod(a);
if (a > 180)
a -= 360;
return a;
}
static float OldYawTheta;
static float OldPitchTheta;
static float lastUpVelocity;
static float VerticalOffset;
static float cVerticalOffset;
vec3_t CWeaponOffset;//blubs declared this
vec3_t CWeaponRot;
/*
==================
CalcGunAngle
==================
*/
void CalcGunAngle (void)
{
float yaw, pitch, move;
static float oldyaw = 0;
static float oldpitch = 0;
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;
//=========Strafe-Roll=========
//Creating backup
CWeaponRot[PITCH] = cl.viewent.angles[PITCH] * -1;
CWeaponRot[YAW] = cl.viewent.angles[YAW] * -1;
CWeaponRot[ROLL] = cl.viewent.angles[ROLL] * -1;
float side;
side = V_CalcRoll (cl_entities[cl.viewentity].angles, cl.velocity);
cl.viewent.angles[ROLL] = angledelta(cl.viewent.angles[ROLL] - ((cl.viewent.angles[ROLL] - (side * 5)) * 0.5));
//^^^ Model swaying
if(cl.stats[STAT_ZOOM] == 1)
{
cl.viewent.angles[YAW] = (r_refdef.viewangles[YAW] + yaw) - (angledelta((r_refdef.viewangles[YAW] + yaw) - OldYawTheta ) * 0.3);//0.6
}
else
{
cl.viewent.angles[YAW] = (r_refdef.viewangles[YAW] + yaw) - (angledelta((r_refdef.viewangles[YAW] + yaw) - OldYawTheta ) * 0.6);//0.6
}
cl.viewent.angles[PITCH] = -1 * ((r_refdef.viewangles[PITCH] + pitch) - (angledelta((r_refdef.viewangles[PITCH] + pitch) + OldPitchTheta ) * 0.2));
OldYawTheta = cl.viewent.angles[YAW];
OldPitchTheta = cl.viewent.angles[PITCH];
//cl.viewent.angles[YAW] = r_refdef.viewangles[YAW] + yaw;
//cl.viewent.angles[PITCH] = - (r_refdef.viewangles[PITCH] + pitch);
cl.viewent.angles[ROLL] -= v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
cl.viewent.angles[PITCH] -= v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
cl.viewent.angles[YAW] -= v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
cl.viewent2.angles[ROLL] = cl.viewent.angles[ROLL] -= v_idlescale.value * sinf(cl.time*v_iroll_cycle.value * 2) * v_iroll_level.value;
cl.viewent2.angles[PITCH] = cl.viewent.angles[PITCH] -= v_idlescale.value * sinf(cl.time*v_ipitch_cycle.value * 2) * v_ipitch_level.value;
cl.viewent2.angles[YAW] = cl.viewent.angles[YAW] -= v_idlescale.value * sinf(cl.time*v_iyaw_cycle.value * 2) * v_iyaw_level.value;
//Evaluating total offset
CWeaponRot[PITCH] -= cl.viewent.angles[PITCH];
CWeaponRot[YAW] += cl.viewent.angles[YAW];
CWeaponRot[ROLL] += cl.viewent.angles[ROLL];
}
/*
==============
V_BoundOffsets
==============
*/
void V_BoundOffsets (void)
{
entity_t *ent;
ent = &cl_entities[cl.viewentity];
// absolutely bound refresh reletive to entity clipping hull
// so the view can never be inside a solid wall
if (r_refdef.vieworg[0] < ent->origin[0] - 14)
r_refdef.vieworg[0] = ent->origin[0] - 14;
else if (r_refdef.vieworg[0] > ent->origin[0] + 14)
r_refdef.vieworg[0] = ent->origin[0] + 14;
if (r_refdef.vieworg[1] < ent->origin[1] - 14)
r_refdef.vieworg[1] = ent->origin[1] - 14;
else if (r_refdef.vieworg[1] > ent->origin[1] + 14)
r_refdef.vieworg[1] = ent->origin[1] + 14;
if (r_refdef.vieworg[2] < ent->origin[2] - 22)
r_refdef.vieworg[2] = ent->origin[2] - 22;
else if (r_refdef.vieworg[2] > ent->origin[2] + 30)
r_refdef.vieworg[2] = ent->origin[2] + 30;
}
/*
==============
V_AddIdle
Idle swaying
==============
*/
void V_AddIdle (void)
{
r_refdef.viewangles[ROLL] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
r_refdef.viewangles[PITCH] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
r_refdef.viewangles[YAW] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
}
/*
==============
V_CalcViewRoll
Roll is induced by movement and damage
==============
*/
void V_CalcViewRoll (void)
{
float side;
side = V_CalcRoll (cl_entities[cl.viewentity].angles, cl.velocity);
r_refdef.viewangles[ROLL] += side;
if (v_dmg_time > 0)
{
r_refdef.viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
r_refdef.viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
v_dmg_time -= host_frametime;
}
if (cl.stats[STAT_HEALTH] <= 0)
{
r_refdef.viewangles[ROLL] = 80; // dead view angle
return;
}
}
/*
==================
V_CalcIntermissionRefdef
==================
*/
void V_CalcIntermissionRefdef (void)
{
entity_t *ent, *view, *view2;
float old;
// ent is the player model (visible when out of body)
ent = &cl_entities[cl.viewentity];
// view is the weapon model (only visible from inside body)
view = &cl.viewent;
view2 = &cl.viewent2;
VectorCopy (ent->origin, r_refdef.vieworg);
VectorCopy (ent->angles, r_refdef.viewangles);
view->model = NULL;
view2->model = NULL;
// allways idle in intermission
old = v_idlescale.value;
v_idlescale.value = 1;
V_AddIdle ();
v_idlescale.value = old;
}
extern double crosshair_spread_time;
void DropRecoilKick (void)
{
float len;
if (crosshair_spread_time > sv.time)
return;
len = VectorNormalize (cl.gun_kick);
//Con_Printf ("len = %f\n",len);
len = len - 5*host_frametime;
if (len < 0)
len = 0;
VectorScale (cl.gun_kick, len, cl.gun_kick);
//Con_Printf ("len final = %f\n",len);
}
/*
==================
V_CalcRefdef
==================
*/
static vec3_t cADSOfs;
vec3_t lastPunchAngle;
void V_CalcRefdef (void)
{
/*
entity_t *ent, *view;
int i;
vec3_t forward, right, up;
vec3_t angles;
float bob;
static float oldz = 0;
static vec3_t punch = {0,0,0}; //johnfitz -- v_gunkick
float delta; //johnfitz -- v_gunkick
V_DriftPitch ();
// ent is the player model (visible when out of body)
ent = &cl_entities[cl.viewentity];
// view is the weapon model (only visible from inside body)
view = &cl.viewent;
// transform the view offset by the model's matrix to get the offset from
// model origin for the view
ent->angles[YAW] = cl.viewangles[YAW]; // the model should face the view dir
ent->angles[PITCH] = -cl.viewangles[PITCH]; // the model should face the view dir
float speed = (0.2 + sqrt((cl.velocity[0] * cl.velocity[0]) + (cl.velocity[1] * cl.velocity[1])));
float bobside = 0;
speed = speed/190;
if (cl_sidebobbing.value) {
bobside = V_CalcBob(speed, 1);
}
bob = V_CalcBob (speed, 0);
//============================ Weapon Bobbing Code Block=================================
for (i=0 ; i<3 ; i++)
{
if (cl_sidebobbing.value)
{
view->origin[i] += right[i]*bobside*0.4;
view->origin[i] += up[i]*bob*0.5;
// view2->origin[i] += right[i]*bobside*0.2;
// view2->origin[i] += up[i]*bob*0.2;
// mz->origin[i] += right[i]*bobside*0.2;
// mz->origin[i] += up[i]*bob*0.2;
}
else
{
view->origin[i] += forward[i]*bob*0.4;
// view2->origin[i] += forward[i]*bob*0.4;
// mz->origin[i] += forward[i]*bob*0.4;
}
}
// refresh position
VectorCopy (ent->origin, r_refdef.vieworg);
r_refdef.vieworg[2] += cl.viewheight + bob;
vec3_t vbob;
vbob[0] = V_CalcVBob(speed,0) * cl_bob.value * 50;//cl_bob * 50 undo each other, but we want to give some control to people to limit view bobbing
vbob[1] = V_CalcVBob(speed,1) * cl_bob.value * 50;
vbob[2] = V_CalcVBob(speed,2) * cl_bob.value * 50;
r_refdef.viewangles[YAW] = angledelta(r_refdef.viewangles[YAW] + (vbob[0] * 0.1));
r_refdef.viewangles[PITCH] = angledelta(r_refdef.viewangles[PITCH] + (vbob[1] * 0.1));
r_refdef.viewangles[ROLL] = anglemod(r_refdef.viewangles[ROLL] + (vbob[2] * 0.05));
// 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 1/16 pixel, so add 1/32 in each axis
r_refdef.vieworg[0] += 1.0/32;
r_refdef.vieworg[1] += 1.0/32;
r_refdef.vieworg[2] += 1.0/32;
VectorCopy (cl.viewangles, r_refdef.viewangles);
V_CalcViewRoll ();
V_AddIdle ();
// offsets
angles[PITCH] = -ent->angles[PITCH]; // because entity pitches are actually backward
angles[YAW] = ent->angles[YAW];
angles[ROLL] = ent->angles[ROLL];
AngleVectors (angles, forward, right, up);
if (cl.maxclients <= 1) //johnfitz -- moved cheat-protection here from V_RenderView
for (i=0 ; i<3 ; i++)
r_refdef.vieworg[i] += scr_ofsx.value*forward[i] + scr_ofsy.value*right[i] + scr_ofsz.value*up[i];
V_BoundOffsets ();
// set up gun position
VectorCopy (cl.viewangles, view->angles);
CalcGunAngle ();
VectorCopy (ent->origin, view->origin);
view->origin[2] += cl.viewheight;
for (i=0 ; i<3 ; i++)
view->origin[i] += forward[i]*bob*0.4;
view->origin[2] += bob;
//johnfitz -- removed all gun position fudging code (was used to keep gun from getting covered by sbar)
//MarkV -- restored this with r_viewmodel_quake cvar
if (r_viewmodel_quake.value)
{
if (scr_viewsize.value == 110)
view->origin[2] += 1;
else if (scr_viewsize.value == 100)
view->origin[2] += 2;
else if (scr_viewsize.value == 90)
view->origin[2] += 1;
else if (scr_viewsize.value == 80)
view->origin[2] += 0.5;
}
view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
view->frame = cl.stats[STAT_WEAPONFRAME];
view->colormap = vid.colormap;
//johnfitz -- v_gunkick
if (v_gunkick.value == 1) //original quake kick
VectorAdd (r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
if (v_gunkick.value == 2) //lerped kick
{
for (i=0; i<3; i++)
if (punch[i] != v_punchangles[0][i])
{
//speed determined by how far we need to lerp in 1/10th of a second
delta = (v_punchangles[0][i]-v_punchangles[1][i]) * host_frametime * 10;
if (delta > 0)
punch[i] = q_min(punch[i]+delta, v_punchangles[0][i]);
else if (delta < 0)
punch[i] = q_max(punch[i]+delta, v_punchangles[0][i]);
}
VectorAdd (r_refdef.viewangles, punch, r_refdef.viewangles);
}
//johnfitz
// smooth out stair step ups
if (!noclip_anglehack && cl.onground && ent->origin[2] - oldz > 0) //johnfitz -- added exception for noclip
//FIXME: noclip_anglehack is set on the server, so in a nonlocal game this won't work.
{
float steptime;
steptime = cl.time - cl.oldtime;
if (steptime < 0)
//FIXME I_Error ("steptime < 0");
steptime = 0;
oldz += steptime * 80;
if (oldz > ent->origin[2])
oldz = ent->origin[2];
if (ent->origin[2] - oldz > 12)
oldz = ent->origin[2] - 12;
r_refdef.vieworg[2] += oldz - ent->origin[2];
view->origin[2] += oldz - ent->origin[2];
}
else
oldz = ent->origin[2];
if (chase_active.value)
Chase_UpdateForDrawing (); //johnfitz
*/
entity_t *ent, *view, *view2;
int i;
vec3_t forward, right, up;
vec3_t angles;
static float oldz = 0;
V_DriftPitch ();
DropRecoilKick();
// ent is the player model (visible when out of body)
ent = &cl_entities[cl.viewentity];
// view is the weapon model (only visible from inside body)
view = &cl.viewent;
view2 = &cl.viewent2;
ent->angles[YAW] = cl.viewangles[YAW];
ent->angles[PITCH] = -cl.viewangles[PITCH];
// refresh position
VectorCopy (ent->origin, r_refdef.vieworg);
r_refdef.vieworg[2] += cl.viewheight;
// 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 1/16 pixel, so add 1/32 in each axis
r_refdef.vieworg[0] += 1.0/32;
r_refdef.vieworg[1] += 1.0/32;
r_refdef.vieworg[2] += 1.0/32;
VectorCopy (cl.viewangles, r_refdef.viewangles);
V_CalcViewRoll ();
V_AddIdle ();
// offsets
angles[PITCH] = -ent->angles[PITCH]; // because entity pitches are actually backwards
angles[YAW] = ent->angles[YAW];
angles[ROLL] = ent->angles[ROLL];
AngleVectors (angles, forward, right, up);
for (i=0 ; i<3 ; i++)
r_refdef.vieworg[i] += scr_ofsx.value*forward[i]
+ scr_ofsy.value*right[i]
+ scr_ofsz.value*up[i];
V_BoundOffsets ();
// set up gun position
VectorCopy (cl.viewangles, view->angles);
CalcGunAngle ();
view->angles[PITCH] = view->angles[PITCH] - cl.gun_kick[PITCH];
view->angles[YAW] = view->angles[YAW] + cl.gun_kick[YAW];
VectorCopy (ent->origin, view->origin);
view->origin[2] += cl.viewheight;
// motolegacy -- z axis offset increases (somewhere???) when viewheight is >= 32.. just
// hack it back down to where it needs to be.
if (cl.viewheight >= 32)
view->origin[2] -= 2;
//Storing base location, later to calculate total offset
CWeaponOffset[0]= view->origin[0] * -1;
CWeaponOffset[1]= view->origin[1] * -1;
CWeaponOffset[2]= view->origin[2] * -1;
//Angle Vectors used by landing and iron sights, so do it here
vec3_t temp_up,temp_right,temp_forward;
AngleVectors (r_refdef.viewangles,temp_forward, temp_right, temp_up);
//============================================================ Fall Landing Buffering ============================================================
if(lastUpVelocity < cl.velocity[2] - 5)//We've had a dramatic change in velocity
{
VerticalOffset = (lastUpVelocity - cl.velocity[2])/25;
if(VerticalOffset < -15)
{
VerticalOffset = -15;
}
}
cVerticalOffset += (VerticalOffset - cVerticalOffset) * 0.3;
temp_up[0] *= cVerticalOffset;
temp_up[1] *= cVerticalOffset;
temp_up[2] *= cVerticalOffset;
view->origin[0] +=(temp_up[0]);
view->origin[1] +=(temp_up[1]);
view->origin[2] +=(temp_up[2]);
if(cVerticalOffset > VerticalOffset - 2 && cVerticalOffset < VerticalOffset + 2)//Close enough to goal
{
VerticalOffset = 0;
}
lastUpVelocity = cl.velocity[2];
//============================================================ Engine-Side Iron Sights ============================================================
AngleVectors (r_refdef.viewangles, temp_forward, temp_right, temp_up);
vec3_t ADSOffset;
if(cl.stats[STAT_ZOOM] == 1 || cl.stats[STAT_ZOOM] == 2)
{
ADSOffset[0] = sv_player->v.ADS_Offset[0];
ADSOffset[1] = sv_player->v.ADS_Offset[1];
ADSOffset[2] = sv_player->v.ADS_Offset[2];
ADSOffset[0] = ADSOffset[0]/1000;
ADSOffset[1] = ADSOffset[1]/1000;
ADSOffset[2] = ADSOffset[2]/1000;
}
else
{
ADSOffset[0] = 0;
ADSOffset[1] = 0;
}
//Side offset
cADSOfs [0] += (ADSOffset[0] - cADSOfs[0]) * 0.25;
cADSOfs [1] = (ADSOffset[1] /*- cADSOfs[1]*/) * 0.25; // naievil -- removed this because it caused some viewmodel errors
temp_right[0] *= cADSOfs[0];
temp_right[1] *= cADSOfs[0];
temp_right[2] *= cADSOfs[0];
temp_up[0] *= cADSOfs[1];
temp_up[1] *= cADSOfs[1];
temp_up[2] *= (cADSOfs[1] * 4); // motolegacy -- another vmodel hack: standard ADS offsets don't go up enough
view->origin[0] +=(temp_right[0] + temp_up[0]);
view->origin[1] +=(temp_right[1] + temp_up[1]);
view->origin[2] +=(temp_right[2] + temp_up[2]);
float speed = (0.2 + sqrt((cl.velocity[0] * cl.velocity[0]) + (cl.velocity[1] * cl.velocity[1])));
speed = speed/190;
float bob, bobside = 0;
if (cl_sidebobbing.value)
bobside = V_CalcBob(speed,1);
bob = V_CalcBob (speed,0);
//============================ Weapon Bobbing Code Block=================================
for (i=0 ; i<3 ; i++)
{
if (cl_sidebobbing.value)
{
view->origin[i] += right[i]*bobside*0.4;
view->origin[i] += up[i]*bob*0.5;
}
else
{
view->origin[i] += forward[i]*bob*0.4;
}
}
//=============================== Added View Bobbing Code Block (Blubs wuz here)=======================
vec3_t vbob;
vbob[0] = V_CalcVBob(speed,0) * cl_bob.value * 50;
vbob[1] = V_CalcVBob(speed,1) * cl_bob.value * 50;
vbob[2] = V_CalcVBob(speed,2) * cl_bob.value * 50;
r_refdef.viewangles[YAW] = angledelta(r_refdef.viewangles[YAW] + (vbob[0] * 0.1));
r_refdef.viewangles[PITCH] = angledelta(r_refdef.viewangles[PITCH] + (vbob[1] * 0.1));
r_refdef.viewangles[ROLL] = anglemod(r_refdef.viewangles[ROLL] + (vbob[2] * 0.05));
//Here we finally set CWeaponOffset by the total weapon model offset, used for mzfl which uses CWeaponOffset variable.
CWeaponOffset[0] += view->origin[0];
CWeaponOffset[1] += view->origin[1];
CWeaponOffset[2] += view->origin[2];
view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
view->frame = cl.stats[STAT_WEAPONFRAME];
view->skinnum = cl.stats[STAT_WEAPONSKIN];
view->colormap = vid.colormap;
view2->model = cl.model_precache[cl.stats[STAT_WEAPON2]];
view2->frame = cl.stats[STAT_WEAPON2FRAME];
view2->skinnum = cl.stats[STAT_WEAPON2SKIN];
view2->colormap = vid.colormap;
//blubs's punchangle interpolation
lastPunchAngle[0] += (cl.punchangle[0] - lastPunchAngle[0]) * 0.5;
lastPunchAngle[1] += (cl.punchangle[1] - lastPunchAngle[1]) * 0.5;
lastPunchAngle[2] += (cl.punchangle[2] - lastPunchAngle[2]) * 0.5;
VectorAdd (r_refdef.viewangles, lastPunchAngle, r_refdef.viewangles);
VectorAdd (r_refdef.viewangles, cl.gun_kick, r_refdef.viewangles);
// smooth out stair step ups
if (cl.onground && ent->origin[2] - oldz > 0)
{
float steptime;
steptime = cl.time - cl.oldtime;
if (steptime < 0)
//FIXME I_Error ("steptime < 0");
steptime = 0;
oldz += steptime * 80;
if (oldz > ent->origin[2])
oldz = ent->origin[2];
if (ent->origin[2] - oldz > 12)
oldz = ent->origin[2] - 12;
r_refdef.vieworg[2] += oldz - ent->origin[2];
view->origin[2] += oldz - ent->origin[2];
}
else
oldz = ent->origin[2];
// Naievil -- fixme third person
//if (chase_active.value)
// Chase_Update ();
view2->origin[0] = view->origin[0];
view2->origin[1] = view->origin[1];
view2->origin[2] = view->origin[2];
view2->angles[0] = view->angles[0];
view2->angles[1] = view->angles[1];
view2->angles[2] = view->angles[2];
}
/*
==================
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;
void V_RenderView (void)
{
if (con_forcedup)
return;
if (cl.intermission)
V_CalcIntermissionRefdef ();
else if (!cl.paused /* && (cl.maxclients > 1 || key_dest == key_game) */)
V_CalcRefdef ();
//johnfitz -- removed lcd code
R_RenderView ();
V_PolyBlend (); //johnfitz -- moved here from R_Renderview ();
}
/*
==============================================================================
INIT
==============================================================================
*/
/*
=============
V_Init
=============
*/
void V_Init (void)
{
Cmd_AddCommand ("v_cshift", V_cshift_f);
Cmd_AddCommand ("bf", V_BonusFlash_f);
Cmd_AddCommand ("centerview", V_StartPitchDrift);
Cvar_RegisterVariable (&v_centermove);
Cvar_RegisterVariable (&v_centerspeed);
Cvar_RegisterVariable (&v_iyaw_cycle);
Cvar_RegisterVariable (&v_iroll_cycle);
Cvar_RegisterVariable (&v_ipitch_cycle);
Cvar_RegisterVariable (&v_iyaw_level);
Cvar_RegisterVariable (&v_iroll_level);
Cvar_RegisterVariable (&v_ipitch_level);
Cvar_RegisterVariable (&v_idlescale);
Cvar_RegisterVariable (&crosshair);
Cvar_RegisterVariable (&gl_cshiftpercent);
Cvar_RegisterVariable (&gl_cshiftpercent_contents); // QuakeSpasm
Cvar_RegisterVariable (&gl_cshiftpercent_damage); // QuakeSpasm
Cvar_RegisterVariable (&gl_cshiftpercent_bonus); // QuakeSpasm
Cvar_RegisterVariable (&gl_cshiftpercent_powerup); // QuakeSpasm
Cvar_RegisterVariable (&scr_ofsx);
Cvar_RegisterVariable (&scr_ofsy);
Cvar_RegisterVariable (&scr_ofsz);
Cvar_RegisterVariable (&cl_rollspeed);
Cvar_RegisterVariable (&cl_rollangle);
Cvar_RegisterVariable (&cl_bob);
Cvar_RegisterVariable (&cl_bobcycle);
Cvar_RegisterVariable (&cl_bobup);
Cvar_RegisterVariable (&v_kicktime);
Cvar_RegisterVariable (&v_kickroll);
Cvar_RegisterVariable (&v_kickpitch);
Cvar_RegisterVariable (&v_gunkick); //johnfitz
Cvar_RegisterVariable (&r_viewmodel_quake); //MarkV
}