diff --git a/source/r_view.c b/source/r_view.c index e4062ee..a6c69c1 100644 --- a/source/r_view.c +++ b/source/r_view.c @@ -27,8 +27,12 @@ */ #ifdef HAVE_CONFIG_H -# include +# include "config.h" #endif + +#include +#include + #include "view.h" #include "bothdefs.h" #include "screen.h" @@ -37,9 +41,6 @@ #include "msg.h" #include "commdef.h" -#include -#include - /* The view is allowed to move slightly from it's true position for bobbing, @@ -49,76 +50,34 @@ when crossing a water boudnary. */ -/* cvar_t lcd_x = {"lcd_x", "0"}; // FIXME: make this work sometime... - CVAR_FIXME */ cvar_t *lcd_x; // FIXME: make this work sometime... -/* cvar_t cl_rollspeed = {"cl_rollspeed", "200"}; - CVAR_FIXME */ cvar_t *cl_rollspeed; -/* cvar_t cl_rollangle = {"cl_rollangle", "2.0"}; - CVAR_FIXME */ cvar_t *cl_rollangle; -/* cvar_t cl_bob = {"cl_bob","0.02", false}; - CVAR_FIXME */ cvar_t *cl_bob; -/* cvar_t cl_bobcycle = {"cl_bobcycle","0.6", false}; - CVAR_FIXME */ cvar_t *cl_bobcycle; -/* cvar_t cl_bobup = {"cl_bobup","0.5", false}; - CVAR_FIXME */ cvar_t *cl_bobup; -/* cvar_t v_kicktime = {"v_kicktime", "0.5", false}; - CVAR_FIXME */ cvar_t *v_kicktime; -/* cvar_t v_kickroll = {"v_kickroll", "0.6", false}; - CVAR_FIXME */ cvar_t *v_kickroll; -/* cvar_t v_kickpitch = {"v_kickpitch", "0.6", false}; - CVAR_FIXME */ cvar_t *v_kickpitch; -/* cvar_t v_iyaw_cycle = {"v_iyaw_cycle", "2", false}; - CVAR_FIXME */ cvar_t *v_iyaw_cycle; -/* cvar_t v_iroll_cycle = {"v_iroll_cycle", "0.5", false}; - CVAR_FIXME */ cvar_t *v_iroll_cycle; -/* cvar_t v_ipitch_cycle = {"v_ipitch_cycle", "1", false}; - CVAR_FIXME */ cvar_t *v_ipitch_cycle; -/* cvar_t v_iyaw_level = {"v_iyaw_level", "0.3", false}; - CVAR_FIXME */ cvar_t *v_iyaw_level; -/* cvar_t v_iroll_level = {"v_iroll_level", "0.1", false}; - CVAR_FIXME */ cvar_t *v_iroll_level; -/* cvar_t v_ipitch_level = {"v_ipitch_level", "0.3", false}; - CVAR_FIXME */ cvar_t *v_ipitch_level; -/* cvar_t v_idlescale = {"v_idlescale", "0", false}; - CVAR_FIXME */ cvar_t *v_idlescale; -/* cvar_t crosshair = {"crosshair", "0", true}; - CVAR_FIXME */ cvar_t *crosshair; -/* cvar_t crosshaircolor = {"crosshaircolor", "79", true}; - CVAR_FIXME */ cvar_t *crosshaircolor; -/* cvar_t cl_crossx = {"cl_crossx", "0", true}; - CVAR_FIXME */ cvar_t *cl_crossx; -/* cvar_t cl_crossy = {"cl_crossy", "0", true}; - CVAR_FIXME */ cvar_t *cl_crossy; -/* cvar_t v_contentblend = {"v_contentblend", "1", false}; - CVAR_FIXME */ cvar_t *v_contentblend; cvar_t *gl_cshiftpercent; @@ -148,15 +107,9 @@ float V_CalcRoll (vec3_t angles, vec3_t velocity) sign = side < 0 ? -1 : 1; side = fabs(side); -/* value = cl_rollangle.value; - CVAR_FIXME */ value = cl_rollangle->value; -/* if (side < cl_rollspeed.value) - CVAR_FIXME */ if (side < cl_rollspeed->value) -/* side = side * value / cl_rollspeed.value; - CVAR_FIXME */ side = side * value / cl_rollspeed->value; else side = value; @@ -185,28 +138,16 @@ float V_CalcBob (void) return bob; // just use old value bobtime += host_frametime; -/* cycle = bobtime - (int)(bobtime/cl_bobcycle.value)*cl_bobcycle.value; - CVAR_FIXME */ cycle = bobtime - (int)(bobtime/cl_bobcycle->value)*cl_bobcycle->value; -/* cycle /= cl_bobcycle.value; - CVAR_FIXME */ cycle /= cl_bobcycle->value; -/* if (cycle < cl_bobup.value) - CVAR_FIXME */ if (cycle < cl_bobup->value) -/* cycle = M_PI * cycle / cl_bobup.value; - CVAR_FIXME */ cycle = M_PI * cycle / cl_bobup->value; else -/* cycle = M_PI + M_PI*(cycle-cl_bobup->value)/(1.0 - cl_bobup.value); - CVAR_FIXME */ cycle = M_PI + M_PI*(cycle-cl_bobup->value)/(1.0 - cl_bobup->value); // bob is proportional to simulated velocity in the xy plane // (don't count Z, or jumping messes it up) -/* bob = sqrt(cl.simvel[0]*cl.simvel[0] + cl.simvel[1]*cl.simvel[1]) * cl_bob.value; - CVAR_FIXME */ bob = sqrt(cl.simvel[0]*cl.simvel[0] + cl.simvel[1]*cl.simvel[1]) * cl_bob->value; bob = bob*0.3 + bob*0.7*sin(cycle); if (bob > 4) @@ -221,11 +162,7 @@ float V_CalcBob (void) //============================================================================= -/* cvar_t v_centermove = {"v_centermove", "0.15", false}; - CVAR_FIXME */ cvar_t *v_centermove; -/* cvar_t v_centerspeed = {"v_centerspeed","500"}; - CVAR_FIXME */ cvar_t *v_centerspeed; @@ -239,8 +176,6 @@ void V_StartPitchDrift (void) #endif if (cl.nodrift || !cl.pitchvel) { -/* cl.pitchvel = v_centerspeed.value; - CVAR_FIXME */ cl.pitchvel = v_centerspeed->value; cl.nodrift = false; cl.driftmove = 0; @@ -286,8 +221,6 @@ void V_DriftPitch (void) else cl.driftmove += host_frametime; -/* if ( cl.driftmove > v_centermove.value) - CVAR_FIXME */ if ( cl.driftmove > v_centermove->value) { V_StartPitchDrift (); @@ -304,8 +237,6 @@ void V_DriftPitch (void) } move = host_frametime * cl.pitchvel; -/* cl.pitchvel += host_frametime * v_centerspeed.value; - CVAR_FIXME */ cl.pitchvel += host_frametime * v_centerspeed->value; //Con_Printf ("move: %f (%f)\n", move, host_frametime); @@ -348,13 +279,10 @@ cshift_t cshift_water = { {130,80,50}, 128 }; cshift_t cshift_slime = { {0,25,5}, 150 }; cshift_t cshift_lava = { {255,80,0}, 150 }; -/* cvar_t v_gamma = {"gamma", "1", true}; - CVAR_FIXME */ cvar_t *v_gamma; byte gammatable[256]; // palette is sent through this - void BuildGammaTable (float g) { int i, inf; @@ -368,11 +296,8 @@ void BuildGammaTable (float g) for (i=0 ; i<256 ; i++) { - inf = 255 * pow ( (i+0.5)/255.5 , g ) + 0.5; - if (inf < 0) - inf = 0; - if (inf > 255) - inf = 255; + inf = 255 * pow ( (i+0.5)/255.5, g) + 0.5; + inf = bound(0, inf, 255); gammatable[i] = inf; } } @@ -386,16 +311,10 @@ qboolean V_CheckGamma (void) { static float oldgammavalue; -/* if (v_gamma.value == oldgammavalue) - CVAR_FIXME */ if (v_gamma->value == oldgammavalue) return false; -/* oldgammavalue = v_gamma.value; - CVAR_FIXME */ oldgammavalue = v_gamma->value; -/* BuildGammaTable (v_gamma.value); - CVAR_FIXME */ BuildGammaTable (v_gamma->value); vid.recalc_refdef = 1; // force a surface cache flush @@ -463,17 +382,11 @@ void V_ParseDamage (void) AngleVectors (cl.simangles, forward, right, up); side = DotProduct (from, right); -/* v_dmg_roll = count*side*v_kickroll.value; - CVAR_FIXME */ v_dmg_roll = count*side*v_kickroll->value; side = DotProduct (from, forward); -/* v_dmg_pitch = count*side*v_kickpitch.value; - CVAR_FIXME */ v_dmg_pitch = count*side*v_kickpitch->value; -/* v_dmg_time = v_kicktime.value; - CVAR_FIXME */ v_dmg_time = v_kicktime->value; } @@ -516,8 +429,6 @@ Underwater, lava, etc each has a color shift */ void V_SetContentsColor (int contents) { -/* if (!v_contentblend.value) { - CVAR_FIXME */ if (!v_contentblend->value) { cl.cshifts[CSHIFT_CONTENTS] = cshift_empty; return; @@ -708,11 +619,7 @@ void V_CalcViewRoll (void) if (v_dmg_time > 0) { -/* r_refdef.viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll; - CVAR_FIXME */ 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; - CVAR_FIXME */ r_refdef.viewangles[PITCH] += v_dmg_time/v_kicktime->value*v_dmg_pitch; v_dmg_time -= host_frametime; } @@ -739,16 +646,10 @@ void V_CalcIntermissionRefdef (void) view->model = NULL; // allways idle in intermission -/* old = v_idlescale.value; - CVAR_FIXME */ old = v_idlescale->value; -/* v_idlescale.value = 1; - CVAR_FIXME */ - v_idlescale->value = 1; + Cvar_SetValue(v_idlescale, 1); V_AddIdle (); -/* v_idlescale.value = old; - CVAR_FIXME */ - v_idlescale->value = old; + Cvar_SetValue(v_idlescale, old); } /* @@ -824,20 +725,12 @@ void V_CalcRefdef (void) // fudge position around to keep amount of weapon visible // roughly equal with different FOV -/* if (scr_viewsize.value == 110) - CVAR_FIXME */ if (scr_viewsize->value == 110) view->origin[2] += 1; -/* else if (scr_viewsize.value == 100) - CVAR_FIXME */ else if (scr_viewsize->value == 100) view->origin[2] += 2; -/* else if (scr_viewsize.value == 90) - CVAR_FIXME */ else if (scr_viewsize->value == 90) view->origin[2] += 1; -/* else if (scr_viewsize.value == 80) - CVAR_FIXME */ else if (scr_viewsize->value == 80) view->origin[2] += 0.5; @@ -916,9 +809,6 @@ void V_RenderView (void) R_PushDlights (); R_RenderView (); - -// if (crosshair->value) -// Draw_Crosshair (); } //============================================================================