newtree/source/r_view.c
Zephaniah E. Hull 13bd5ce012 The init sequence cleanup!
Also broke up client.h into a lot of smaller headers.
Oh, software rendering works again.

And yes, this does hit a hell of a lot of files.
2000-10-29 15:35:24 +00:00

831 lines
18 KiB
C

/*
r_view.c
player eye positioning
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include <stdlib.h>
#include <math.h>
#include "view.h"
#include "bothdefs.h"
#include "screen.h"
#include "cmd.h"
#include "r_local.h"
#include "msg.h"
#include "commdef.h"
#include "quakedef.h"
/*
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 *cl_rollspeed;
cvar_t *cl_rollangle;
cvar_t *cl_bob;
cvar_t *cl_bobcycle;
cvar_t *cl_bobup;
cvar_t *v_kicktime;
cvar_t *v_kickroll;
cvar_t *v_kickpitch;
cvar_t *v_iyaw_cycle;
cvar_t *v_iroll_cycle;
cvar_t *v_ipitch_cycle;
cvar_t *v_iyaw_level;
cvar_t *v_iroll_level;
cvar_t *v_ipitch_level;
cvar_t *v_idlescale;
cvar_t *crosshair;
cvar_t *crosshaircolor;
cvar_t *cl_crossx;
cvar_t *cl_crossy;
cvar_t *v_contentblend;
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
extern int in_forward, in_forward2, in_back;
frame_t *view_frame;
player_state_t *view_message;
void BuildGammaTable (float, float);
/*
===============
V_CalcRoll
===============
*/
float V_CalcRoll (vec3_t angles, vec3_t velocity)
{
vec3_t forward, right, up;
float sign;
float side;
float value;
AngleVectors (angles, forward, right, up);
side = DotProduct (velocity, right);
sign = side < 0 ? -1 : 1;
side = fabs(side);
value = cl_rollangle->value;
if (side < cl_rollspeed->value)
side = side * value / cl_rollspeed->value;
else
side = value;
return side*sign;
}
/*
===============
V_CalcBob
===============
*/
float V_CalcBob (void)
{
static double bobtime;
static float bob;
float cycle;
if (cl.spectator)
return 0;
if (onground == -1)
return bob; // just use old value
bobtime += host_frametime;
cycle = bobtime - (int)(bobtime/cl_bobcycle->value)*cl_bobcycle->value;
cycle /= cl_bobcycle->value;
if (cycle < cl_bobup->value)
cycle = M_PI * cycle / cl_bobup->value;
else
cycle = M_PI + M_PI*(cycle-cl_bobup->value)/(1.0 - cl_bobup->value);
// bob is proportional to simulated velocity in the xy plane
// (don't count Z, or jumping messes it up)
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)
bob = 4;
else if (bob < -7)
bob = -7;
return bob;
}
//=============================================================================
cvar_t *v_centermove;
cvar_t *v_centerspeed;
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 (view_message->onground == -1 || cls.demoplayback )
{
cl.driftmove = 0;
cl.pitchvel = 0;
return;
}
// don't count small mouse motion
if (cl.nodrift)
{
if ( fabs(cl.frames[(cls.netchan.outgoing_sequence-1)&UPDATE_MASK].cmd.forwardmove) < 200)
cl.driftmove = 0;
else
cl.driftmove += host_frametime;
if ( cl.driftmove > v_centermove->value)
{
V_StartPitchDrift ();
}
return;
}
delta = 0 - 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;
}
}
/*
==============================================================================
PALETTE FLASHES
==============================================================================
*/
cvar_t *gl_cshiftpercent;
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 };
cvar_t *brightness;
cvar_t *contrast;
byte gammatable[256]; // palette is sent through this
/*
=================
V_CheckGamma
=================
*/
qboolean V_CheckGamma (void)
{
static float oldbrightness;
static float oldcontrast;
if ((brightness->value == oldbrightness) && contrast->value == oldcontrast)
return false;
oldbrightness = brightness->value;
oldcontrast = contrast->value;
BuildGammaTable (brightness->value, contrast->value);
vid.recalc_refdef = 1; // force a surface cache flush
return true;
}
/*
===============
V_ParseDamage
===============
*/
void V_ParseDamage (void)
{
int armor, blood;
vec3_t from;
int i;
vec3_t forward, right, up;
float side;
float count;
armor = MSG_ReadByte ();
blood = MSG_ReadByte ();
for (i=0 ; i<3 ; i++)
from[i] = MSG_ReadCoord ();
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
//
VectorSubtract (from, cl.simorg, from);
VectorNormalize (from);
AngleVectors (cl.simangles, 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)
{
if (!v_contentblend->int_val) {
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
return;
}
switch (contents) {
case CONTENTS_EMPTY:
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
break;
case CONTENTS_LAVA:
cl.cshifts[CSHIFT_CONTENTS] = cshift_lava;
break;
case CONTENTS_SOLID:
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.stats[STAT_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.stats[STAT_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.stats[STAT_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.stats[STAT_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;
}
/*
==============================================================================
VIEW RENDERING
==============================================================================
*/
float angledelta (float a)
{
a = anglemod(a);
if (a > 180)
a -= 360;
return a;
}
/*
==================
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;
yaw = bound (-10, yaw, 10);
pitch = angledelta(-pitch - r_refdef.viewangles[PITCH]) * 0.4;
pitch = bound (-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.angles[YAW] = r_refdef.viewangles[YAW] + yaw;
cl.viewent.angles[PITCH] = - (r_refdef.viewangles[PITCH] + pitch);
}
/*
==============
V_BoundOffsets
==============
*/
void V_BoundOffsets (void)
{
// absolutely bound refresh reletive to entity clipping hull
// so the view can never be inside a solid wall
if (r_refdef.vieworg[0] < cl.simorg[0] - 14)
r_refdef.vieworg[0] = cl.simorg[0] - 14;
else if (r_refdef.vieworg[0] > cl.simorg[0] + 14)
r_refdef.vieworg[0] = cl.simorg[0] + 14;
if (r_refdef.vieworg[1] < cl.simorg[1] - 14)
r_refdef.vieworg[1] = cl.simorg[1] - 14;
else if (r_refdef.vieworg[1] > cl.simorg[1] + 14)
r_refdef.vieworg[1] = cl.simorg[1] + 14;
if (r_refdef.vieworg[2] < cl.simorg[2] - 22)
r_refdef.vieworg[2] = cl.simorg[2] - 22;
else if (r_refdef.vieworg[2] > cl.simorg[2] + 30)
r_refdef.vieworg[2] = cl.simorg[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;
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;
}
/*
==============
V_CalcViewRoll
Roll is induced by movement and damage
==============
*/
void V_CalcViewRoll (void)
{
float side;
side = V_CalcRoll (cl.simangles, cl.simvel);
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;
}
}
/*
==================
V_CalcIntermissionRefdef
==================
*/
void V_CalcIntermissionRefdef (void)
{
entity_t *view;
float old;
// view is the weapon model
view = &cl.viewent;
VectorCopy (cl.simorg, r_refdef.vieworg);
VectorCopy (cl.simangles, r_refdef.viewangles);
view->model = NULL;
// allways idle in intermission
old = v_idlescale->value;
Cvar_SetValue(v_idlescale, 1);
V_AddIdle ();
Cvar_SetValue(v_idlescale, old);
}
/*
==================
V_CalcRefdef
==================
*/
void V_CalcRefdef (void)
{
entity_t *view;
int i;
vec3_t forward, right, up;
float bob;
static float oldz = 0;
int zofs = 22;
if (cl.stdver)
zofs = cl.stats[STAT_VIEWHEIGHT];
V_DriftPitch ();
// view is the weapon model (only visible from inside body)
view = &cl.viewent;
bob = V_CalcBob ();
// refresh position from simulated origin
VectorCopy (cl.simorg, r_refdef.vieworg);
r_refdef.vieworg[2] += bob;
// never let it sit exactly on a node line, because a water plane can
// dissapear when viewed with the eye exactly on it.
// the server protocol only specifies to 1/8 pixel, so add 1/16 in each axis
r_refdef.vieworg[0] += 1.0/16;
r_refdef.vieworg[1] += 1.0/16;
r_refdef.vieworg[2] += 1.0/16;
VectorCopy (cl.simangles, r_refdef.viewangles);
V_CalcViewRoll ();
V_AddIdle ();
if (view_message->flags & PF_GIB)
r_refdef.vieworg[2] += 8; // gib view height
else if (view_message->flags & PF_DEAD)
r_refdef.vieworg[2] -= 16; // corpse view height
else
r_refdef.vieworg[2] += zofs; // view height
if (view_message->flags & PF_DEAD) // PF_GIB will also set PF_DEAD
r_refdef.viewangles[ROLL] = 80; // dead view angle
// offsets
AngleVectors (cl.simangles, forward, right, up);
// set up gun position
VectorCopy (cl.simangles, view->angles);
CalcGunAngle ();
VectorCopy (cl.simorg, view->origin);
view->origin[2] += zofs;
for (i=0 ; i<3 ; i++)
{
view->origin[i] += forward[i]*bob*0.4;
// view->origin[i] += right[i]*bob*0.4;
// view->origin[i] += up[i]*bob*0.8;
}
view->origin[2] += bob;
// fudge position around to keep amount of weapon visible
// roughly equal with different FOV
if (scr_viewsize->int_val == 110)
view->origin[2] += 1;
else if (scr_viewsize->int_val == 100)
view->origin[2] += 2;
else if (scr_viewsize->int_val == 90)
view->origin[2] += 1;
else if (scr_viewsize->int_val == 80)
view->origin[2] += 0.5;
if (view_message->flags & (PF_GIB|PF_DEAD) )
view->model = NULL;
else
view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
view->frame = view_message->weaponframe;
view->colormap = vid.colormap;
// LordHavoc: make gun visible
view->alpha = 1;
view->colormod[0] = view->colormod[1] = view->colormod[2] = 1;
// set up the refresh position
r_refdef.viewangles[PITCH] += cl.punchangle;
// smooth out stair step ups
if ( (view_message->onground != -1) && (cl.simorg[2] - oldz > 0) )
{
float steptime;
steptime = host_frametime;
oldz += steptime * 80;
if (oldz > cl.simorg[2])
oldz = cl.simorg[2];
if (cl.simorg[2] - oldz > 12)
oldz = cl.simorg[2] - 12;
r_refdef.vieworg[2] += oldz - cl.simorg[2];
view->origin[2] += oldz - cl.simorg[2];
}
else
oldz = cl.simorg[2];
}
/*
=============
DropPunchAngle
=============
*/
void DropPunchAngle (void)
{
cl.punchangle -= 10*host_frametime;
if (cl.punchangle < 0)
cl.punchangle = 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;
void V_RenderView (void)
{
// if (cl.simangles[ROLL])
// Sys_Error ("cl.simangles[ROLL]"); // DEBUG
cl.simangles[ROLL] = 0; // FIXME @@@
if (cls.state != ca_active)
return;
view_frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
view_message = &view_frame->playerstate[cl.playernum];
DropPunchAngle ();
if (cl.intermission)
{ // intermission / finale rendering
V_CalcIntermissionRefdef ();
}
else
{
V_CalcRefdef ();
}
R_PushDlights (vec3_origin);
R_RenderView ();
}
//============================================================================
/*
=============
V_Init
=============
*/
void V_Init (void)
{
Cmd_AddCommand ("v_cshift", V_cshift_f);
Cmd_AddCommand ("bf", V_BonusFlash_f);
Cmd_AddCommand ("centerview", V_StartPitchDrift);
BuildGammaTable (1.0, 1.0); // no gamma yet
}
void V_Init_Cvars (void)
{
v_centermove = Cvar_Get("v_centermove", "0.15", CVAR_NONE, "None");
v_centerspeed = Cvar_Get("v_centerspeed", "500", CVAR_NONE, "None");
v_iyaw_cycle = Cvar_Get("v_iyaw_cycle", "2", CVAR_NONE, "None");
v_iroll_cycle = Cvar_Get("v_iroll_cycle", "0.5", CVAR_NONE, "None");
v_ipitch_cycle = Cvar_Get("v_ipitch_cycle", "1", CVAR_NONE, "None");
v_iyaw_level = Cvar_Get("v_iyaw_level", "0.3", CVAR_NONE, "None");
v_iroll_level = Cvar_Get("v_iroll_level", "0.1", CVAR_NONE, "None");
v_ipitch_level = Cvar_Get("v_ipitch_level", "0.3", CVAR_NONE, "None");
v_contentblend = Cvar_Get("v_contentblend", "1", CVAR_NONE, "None");
v_idlescale = Cvar_Get("v_idlescale", "0", CVAR_NONE, "None");
crosshaircolor = Cvar_Get("crosshaircolor", "79", CVAR_ARCHIVE, "None");
crosshair = Cvar_Get("crosshair", "0", CVAR_ARCHIVE, "None");
cl_crossx = Cvar_Get("cl_crossx", "0", CVAR_ARCHIVE, "None");
cl_crossy = Cvar_Get("cl_crossy", "0", CVAR_ARCHIVE, "None");
cl_rollspeed = Cvar_Get("cl_rollspeed", "200", CVAR_NONE, "None");
cl_rollangle = Cvar_Get("cl_rollangle", "2.0", CVAR_NONE, "None");
cl_bob = Cvar_Get("cl_bob", "0.02", CVAR_NONE, "None");
cl_bobcycle = Cvar_Get("cl_bobcycle", "0.6", CVAR_NONE, "None");
cl_bobup = Cvar_Get("cl_bobup", "0.5", CVAR_NONE, "None");
v_kicktime = Cvar_Get("v_kicktime", "0.5", CVAR_NONE, "None");
v_kickroll = Cvar_Get("v_kickroll", "0.6", CVAR_NONE, "None");
v_kickpitch = Cvar_Get("v_kickpitch", "0.6", CVAR_NONE, "None");
gl_cshiftpercent = Cvar_Get("gl_cshiftpercent", "100", CVAR_NONE, "None");
brightness = Cvar_Get("brightness", "1", CVAR_ARCHIVE, "None");
contrast = Cvar_Get("contrast", "1", CVAR_ARCHIVE, "None");
}