mirror of
https://git.code.sf.net/p/quake/newtree
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198 lines
4.7 KiB
C
198 lines
4.7 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 1999,2000 contributors of the QuakeForge project
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Please see the file "AUTHORS" for a list of contributors
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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 <string.h>
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#include <stdio.h>
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#include "bothdefs.h" // needed by: common.h, net.h, client.h
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#include "common.h"
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#include "bspfile.h" // needed by: glquake.h
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#include "vid.h"
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#include "sys.h"
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#include "zone.h" // needed by: client.h, gl_model.h
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#include "mathlib.h" // needed by: protocol.h, render.h, client.h,
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// modelgen.h, glmodel.h
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#include "wad.h"
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#include "draw.h"
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#include "cvar.h"
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#include "net.h" // needed by: client.h
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#include "protocol.h" // needed by: client.h
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#include "cmd.h"
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#include "sbar.h"
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#include "render.h" // needed by: client.h, model.h, glquake.h
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#include "client.h" // need cls in this file
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#include "model.h" // needed by: glquake.h
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#include "console.h"
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#include "glquake.h"
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extern byte *host_basepal;
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extern double host_frametime;
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extern int onground;
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extern byte gammatable[256];
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cvar_t gl_cshiftpercent = {"gl_cshiftpercent", "100", false};
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byte ramps[3][256];
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float v_blend[4];
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void V_CalcPowerupCshift (void);
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qboolean V_CheckGamma (void);
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/*
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=============
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V_CalcBlend
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=============
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*/
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void V_CalcBlend (void)
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{
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float r, g, b, a, a2;
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int j;
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r = 0;
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g = 0;
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b = 0;
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a = 0;
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for (j=0 ; j<NUM_CSHIFTS ; j++)
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{
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if (!gl_cshiftpercent.value)
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continue;
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a2 = ((cl.cshifts[j].percent * gl_cshiftpercent.value) / 100.0) / 255.0;
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// a2 = (cl.cshifts[j].percent/2)/255.0;
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if (!a2)
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continue;
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a = a + a2*(1-a);
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//Con_Printf ("j:%i a:%f\n", j, a);
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a2 = a2/a;
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r = r*(1-a2) + cl.cshifts[j].destcolor[0]*a2;
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g = g*(1-a2) + cl.cshifts[j].destcolor[1]*a2;
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b = b*(1-a2) + cl.cshifts[j].destcolor[2]*a2;
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}
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v_blend[0] = r/255.0;
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v_blend[1] = g/255.0;
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v_blend[2] = b/255.0;
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v_blend[3] = a;
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if (v_blend[3] > 1)
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v_blend[3] = 1;
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if (v_blend[3] < 0)
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v_blend[3] = 0;
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}
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/*
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=============
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V_UpdatePalette
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=============
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*/
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void V_UpdatePalette (void)
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{
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int i, j;
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qboolean new;
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byte *basepal, *newpal;
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byte pal[768];
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float r,g,b,a;
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int ir, ig, ib;
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qboolean force;
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V_CalcPowerupCshift ();
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new = false;
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for (i=0 ; i<NUM_CSHIFTS ; i++)
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{
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if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent)
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{
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new = true;
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cl.prev_cshifts[i].percent = cl.cshifts[i].percent;
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}
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for (j=0 ; j<3 ; j++)
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if (cl.cshifts[i].destcolor[j] != cl.prev_cshifts[i].destcolor[j])
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{
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new = true;
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cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j];
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}
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}
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// drop the damage value
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cl.cshifts[CSHIFT_DAMAGE].percent -= host_frametime*150;
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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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// drop the bonus value
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cl.cshifts[CSHIFT_BONUS].percent -= host_frametime*100;
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if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
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cl.cshifts[CSHIFT_BONUS].percent = 0;
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force = V_CheckGamma ();
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if (!new && !force)
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return;
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V_CalcBlend ();
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//Con_Printf("b: %4.2f %4.2f %4.2f %4.6f\n", v_blend[0], v_blend[1], v_blend[2], v_blend[3]);
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a = v_blend[3];
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r = 255*v_blend[0]*a;
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g = 255*v_blend[1]*a;
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b = 255*v_blend[2]*a;
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a = 1-a;
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for (i=0 ; i<256 ; i++)
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{
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ir = i*a + r;
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ig = i*a + g;
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ib = i*a + b;
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if (ir > 255)
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ir = 255;
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if (ig > 255)
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ig = 255;
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if (ib > 255)
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ib = 255;
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ramps[0][i] = gammatable[ir];
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ramps[1][i] = gammatable[ig];
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ramps[2][i] = gammatable[ib];
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}
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basepal = host_basepal;
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newpal = pal;
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for (i=0 ; i<256 ; i++)
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{
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ir = basepal[0];
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ig = basepal[1];
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ib = basepal[2];
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basepal += 3;
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newpal[0] = ramps[0][ir];
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newpal[1] = ramps[1][ig];
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newpal[2] = ramps[2][ib];
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newpal += 3;
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}
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VID_ShiftPalette (pal);
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}
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