mirror of
https://git.code.sf.net/p/quake/quakeforge-old
synced 2024-11-21 19:32:30 +00:00
merge qw_client/view.c and uquake/view.c into common/view.c
This commit is contained in:
parent
e818226c34
commit
2f47ba42f2
2 changed files with 265 additions and 946 deletions
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@ -1,6 +1,8 @@
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/*
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view.c - player eye positioning
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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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@ -30,6 +32,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include <console.h>
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#include <cvar.h>
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extern int onground;
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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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@ -74,16 +78,17 @@ cvar_t *cl_crossy;
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cvar_t *gl_cshiftpercent;
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cvar_t *v_contentblend;
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float v_dmg_time, v_dmg_roll, v_dmg_pitch;
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extern int in_forward, in_forward2, in_back;
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frame_t *view_frame;
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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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V_CalcRoll
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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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@ -110,27 +115,44 @@ float V_CalcRoll (vec3_t angles, vec3_t velocity)
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/*
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===============
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V_CalcBob
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===============
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V_CalcBob
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*/
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float V_CalcBob (void)
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{
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#ifdef QUAKEWORLD
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static double bobtime;
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static float bob;
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#else
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float bob;
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#endif
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float cycle;
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#ifdef QUAKEWORLD
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if (cl.spectator)
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return 0;
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if (onground == -1)
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return bob; // just use old value
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bobtime += host_frametime;
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cycle = bobtime - (int)(bobtime/cl_bobcycle->value)*cl_bobcycle->value;
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#else
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cycle = cl.time - (int)(cl.time/cl_bobcycle->value)*cl_bobcycle->value;
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#endif
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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 velocity in the xy plane
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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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#ifdef QUAKEWORLD
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bob = sqrt(cl.simvel[0]*cl.simvel[0] + cl.simvel[1]*cl.simvel[1]) * cl_bob->value;
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#else
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bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob->value;
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#endif
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bob = bob*0.3 + bob*0.7*sin(cycle);
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if (bob > 4)
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bob = 4;
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@ -172,23 +194,27 @@ void V_StopPitchDrift (void)
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}
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/*
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===============
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V_DriftPitch
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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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Moves the client pitch angle towards cl.idealpitch sent by the
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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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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
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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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Drifting is enabled when the center view key is hit, mlook is
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released and lookspring is non 0, or when
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*/
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void V_DriftPitch (void)
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{
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float delta, move;
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#ifdef QUAKEWORLD
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if (view_message->onground == -1 || cls.demoplayback )
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#else
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if (noclip_anglehack || !cl.onground || cls.demoplayback )
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#endif
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{
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cl.driftmove = 0;
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cl.pitchvel = 0;
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// don't count small mouse motion
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if (cl.nodrift)
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{
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#ifdef QUAKEWORLD
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if ( fabs(cl.frames[(cls.netchan.outgoing_sequence-1)&UPDATE_MASK].cmd.forwardmove) < 200)
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#else
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if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed->value)
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#endif
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cl.driftmove = 0;
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else
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cl.driftmove += host_frametime;
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@ -210,7 +240,11 @@ void V_DriftPitch (void)
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return;
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}
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#ifdef QUAKEWORLD
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delta = 0 - cl.viewangles[PITCH];
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#else
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delta = cl.idealpitch - cl.viewangles[PITCH];
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#endif
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if (!delta)
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{
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@ -249,9 +283,7 @@ void V_DriftPitch (void)
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/*
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==============================================================================
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PALETTE FLASHES
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PALETTE FLASHES
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==============================================================================
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*/
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@ -261,7 +293,6 @@ 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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//cvar_t v_gamma = {"gamma", "1", CVAR_ARCHIVE};
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cvar_t *v_gamma;
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byte gammatable[256]; // palette is sent through this
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@ -293,9 +324,7 @@ void BuildGammaTable (float g)
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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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V_CheckGamma
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*/
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qboolean V_CheckGamma (void)
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{
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@ -314,9 +343,7 @@ qboolean V_CheckGamma (void)
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/*
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===============
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V_ParseDamage
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===============
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V_ParseDamage
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*/
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void V_ParseDamage (void)
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{
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@ -324,7 +351,9 @@ void V_ParseDamage (void)
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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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#ifdef UQUAKE
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entity_t *ent;
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#endif
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float side;
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float count;
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//
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// calculate view angle kicks
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//
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#ifdef QUAKEWORLD
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VectorSubtract (from, cl.simorg, from);
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#else
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ent = &cl_entities[cl.playernum + 1];
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VectorSubtract (from, ent->origin, from);
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#endif
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VectorNormalize (from);
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#ifdef QUAKEWORLD
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AngleVectors (cl.simangles, forward, right, up);
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#else
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AngleVectors (ent->angles, forward, right, up);
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#endif
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side = DotProduct (from, right);
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v_dmg_roll = count*side*v_kickroll->value;
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/*
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==================
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V_cshift_f
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==================
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V_cshift_f
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*/
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void V_cshift_f (void)
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{
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@ -399,11 +434,9 @@ void V_cshift_f (void)
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/*
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==================
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V_BonusFlash_f
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V_BonusFlash_f
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When you run over an item, the server sends this command
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==================
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When you run over an item, the server sends this command
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*/
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void V_BonusFlash_f (void)
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{
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}
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/*
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=============
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V_SetContentsColor
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V_SetContentsColor
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Underwater, lava, etc each has a color shift
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=============
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Underwater, lava, etc each has a color shift
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*/
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void V_SetContentsColor (int contents)
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{
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#ifdef QUAKEWORLD
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if (!v_contentblend->value) {
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cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
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return;
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}
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#endif
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switch (contents)
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{
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case CONTENTS_EMPTY:
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#ifdef UQUAKE
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case CONTENTS_SOLID:
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#endif
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cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
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break;
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case CONTENTS_LAVA:
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cl.cshifts[CSHIFT_CONTENTS] = cshift_lava;
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break;
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#ifdef QUAKEWORLD
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case CONTENTS_SOLID:
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#endif
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case CONTENTS_SLIME:
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cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
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break;
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}
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/*
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=============
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V_CalcPowerupCshift
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=============
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V_CalcPowerupCshift
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*/
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void V_CalcPowerupCshift (void)
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{
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}
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/*
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=============
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V_CalcBlend
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=============
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V_CalcBlend
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*/
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void V_CalcBlend (void)
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{
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a2 = ((cl.cshifts[j].percent * gl_cshiftpercent->value) / 100.0) / 255.0;
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#ifdef QUAKEWORLD
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// a2 = (cl.cshifts[j].percent/2)/255.0;
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#else
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// a2 = cl.cshifts[j].percent/255.0;
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#endif
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if (!a2)
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continue;
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a = a + a2*(1-a);
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v_blend[3] = 0;
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}
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/*
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==============================================================================
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VIEW RENDERING
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VIEW RENDERING
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==============================================================================
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*/
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@ -539,9 +578,7 @@ float angledelta (float a)
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}
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/*
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==================
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CalcGunAngle
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==================
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CalcGunAngle
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*/
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void CalcGunAngle (void)
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{
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@ -590,26 +627,40 @@ void CalcGunAngle (void)
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cl.viewent.angles[YAW] = r_refdef.viewangles[YAW] + yaw;
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cl.viewent.angles[PITCH] = - (r_refdef.viewangles[PITCH] + pitch);
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#ifdef UQUAKE
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cl.viewent.angles[ROLL] -= v_idlescale->value * sin(cl.time*v_iroll_cycle->value) * v_iroll_level->value;
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cl.viewent.angles[PITCH] -= v_idlescale->value * sin(cl.time*v_ipitch_cycle->value) * v_ipitch_level->value;
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cl.viewent.angles[YAW] -= v_idlescale->value * sin(cl.time*v_iyaw_cycle->value) * v_iyaw_level->value;
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#endif
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}
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/*
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==============
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V_BoundOffsets
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==============
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V_BoundOffsets
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*/
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void V_BoundOffsets (void)
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{
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#ifdef UQUAKE
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entity_t *ent;
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ent = &cl_entities[cl.playernum + 1];
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#endif
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// absolutely bound refresh reletive to entity clipping hull
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// so the view can never be inside a solid wall
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#ifdef QUAKEWORLD
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if (r_refdef.vieworg[0] < cl.simorg[0] - 14)
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r_refdef.vieworg[0] = cl.simorg[0] - 14;
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else if (r_refdef.vieworg[0] > cl.simorg[0] + 14)
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r_refdef.vieworg[0] = cl.simorg[0] + 14;
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if (r_refdef.vieworg[1] < cl.simorg[1] - 14)
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r_refdef.vieworg[1] = cl.simorg[1] - 14;
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else if (r_refdef.vieworg[1] > cl.simorg[1] + 14)
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r_refdef.vieworg[1] = cl.simorg[1] + 14;
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if (r_refdef.vieworg[2] < cl.simorg[2] - 22)
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r_refdef.vieworg[2] = cl.simorg[2] - 22;
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else if (r_refdef.vieworg[2] > cl.simorg[2] + 30)
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r_refdef.vieworg[2] = cl.simorg[2] + 30;
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#else
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if (r_refdef.vieworg[0] < ent->origin[0] - 14)
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r_refdef.vieworg[0] = ent->origin[0] - 14;
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else if (r_refdef.vieworg[0] > ent->origin[0] + 14)
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@ -622,35 +673,41 @@ void V_BoundOffsets (void)
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r_refdef.vieworg[2] = ent->origin[2] - 22;
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else if (r_refdef.vieworg[2] > ent->origin[2] + 30)
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r_refdef.vieworg[2] = ent->origin[2] + 30;
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#endif
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}
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/*
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==============
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V_AddIdle
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V_AddIdle
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Idle swaying
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==============
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Idle swaying
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*/
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void V_AddIdle (void)
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{
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r_refdef.viewangles[ROLL] += v_idlescale->value * sin(cl.time*v_iroll_cycle->value) * v_iroll_level->value;
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r_refdef.viewangles[PITCH] += v_idlescale->value * sin(cl.time*v_ipitch_cycle->value) * v_ipitch_level->value;
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r_refdef.viewangles[YAW] += v_idlescale->value * sin(cl.time*v_iyaw_cycle->value) * v_iyaw_level->value;
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#ifdef QUAKEWORLD
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cl.viewent.angles[ROLL] -= v_idlescale->value * sin(cl.time*v_iroll_cycle->value) * v_iroll_level->value;
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cl.viewent.angles[PITCH] -= v_idlescale->value * sin(cl.time*v_ipitch_cycle->value) * v_ipitch_level->value;
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cl.viewent.angles[YAW] -= v_idlescale->value * sin(cl.time*v_iyaw_cycle->value) * v_iyaw_level->value;
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#endif
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}
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/*
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==============
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V_CalcViewRoll
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V_CalcViewRoll
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Roll is induced by movement and damage
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==============
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Roll is induced by movement and damage
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*/
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void V_CalcViewRoll (void)
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{
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float side;
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#ifdef QUAKEWORLD
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side = V_CalcRoll (cl.simangles, cl.simvel);
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#else
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side = V_CalcRoll (cl_entities[cl.playernum + 1].angles, cl.velocity);
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#endif
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r_refdef.viewangles[ROLL] += side;
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if (v_dmg_time > 0)
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|
@ -660,33 +717,44 @@ void V_CalcViewRoll (void)
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v_dmg_time -= host_frametime;
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}
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#ifdef UQUAKE
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if (cl.stats[STAT_HEALTH] <= 0)
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{
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r_refdef.viewangles[ROLL] = 80; // dead view angle
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return;
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}
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#endif
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}
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|
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|
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/*
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==================
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V_CalcIntermissionRefdef
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|
||||
==================
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||||
V_CalcIntermissionRefdef
|
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*/
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void V_CalcIntermissionRefdef (void)
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{
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#ifdef QUAKEWORLD
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entity_t *view;
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#else
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entity_t *ent, *view;
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#endif
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float old;
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#ifdef QUAKEWORLD
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// view is the weapon model
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#else
|
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// ent is the player model (visible when out of body)
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ent = &cl_entities[cl.playernum + 1];
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// view is the weapon model (only visible from inside body)
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#endif
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view = &cl.viewent;
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#ifdef QUAKEWORLD
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VectorCopy (cl.simorg, r_refdef.vieworg);
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VectorCopy (cl.simangles, r_refdef.viewangles);
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#else
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VectorCopy (ent->origin, r_refdef.vieworg);
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VectorCopy (ent->angles, r_refdef.viewangles);
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#endif
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view->model = NULL;
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// allways idle in intermission
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|
@ -697,28 +765,37 @@ void V_CalcIntermissionRefdef (void)
|
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}
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|
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/*
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==================
|
||||
V_CalcRefdef
|
||||
|
||||
==================
|
||||
V_CalcRefdef
|
||||
*/
|
||||
void V_CalcRefdef (void)
|
||||
{
|
||||
#ifdef QUAKEWORLD
|
||||
entity_t *view;
|
||||
int h, i;
|
||||
#else
|
||||
entity_t *ent, *view;
|
||||
int i;
|
||||
#endif
|
||||
vec3_t forward, right, up;
|
||||
#ifdef UQUAKE
|
||||
vec3_t angles;
|
||||
#endif
|
||||
float bob;
|
||||
static float oldz = 0;
|
||||
|
||||
#ifdef QUAKEWORLD
|
||||
h = cl.qfserver ? cl.stats[STAT_VIEWHEIGHT] : 22;
|
||||
#endif
|
||||
V_DriftPitch ();
|
||||
|
||||
#ifdef UQUAKE
|
||||
// ent is the player model (visible when out of body)
|
||||
ent = &cl_entities[cl.playernum + 1];
|
||||
#endif
|
||||
// view is the weapon model (only visible from inside body)
|
||||
view = &cl.viewent;
|
||||
|
||||
|
||||
#ifdef UQUAKE
|
||||
// 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
|
||||
|
@ -727,46 +804,94 @@ void V_CalcRefdef (void)
|
|||
// the view dir
|
||||
|
||||
|
||||
#endif
|
||||
bob = V_CalcBob ();
|
||||
|
||||
#ifdef QUAKEWORLD
|
||||
// refresh position from simulated origin
|
||||
VectorCopy (cl.simorg, r_refdef.vieworg);
|
||||
|
||||
r_refdef.vieworg[2] += bob;
|
||||
#else
|
||||
// refresh position
|
||||
VectorCopy (ent->origin, r_refdef.vieworg);
|
||||
r_refdef.vieworg[2] += cl.viewheight + bob;
|
||||
#endif
|
||||
|
||||
// never let it sit exactly on a node line, because a water plane can
|
||||
// dissapear when viewed with the eye exactly on it.
|
||||
#ifdef QUAKEWORLD
|
||||
// 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;
|
||||
#else
|
||||
// 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;
|
||||
#endif
|
||||
|
||||
#ifdef QUAKEWORLD
|
||||
VectorCopy (cl.simangles, r_refdef.viewangles);
|
||||
#else
|
||||
VectorCopy (cl.viewangles, r_refdef.viewangles);
|
||||
#endif
|
||||
V_CalcViewRoll ();
|
||||
V_AddIdle ();
|
||||
|
||||
#ifdef QUAKEWORLD
|
||||
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] += h; // view height
|
||||
|
||||
if (view_message->flags & PF_DEAD) // PF_GIB also sets PF_DEAD
|
||||
r_refdef.viewangles[ROLL] = 80; // dead view angle
|
||||
#else
|
||||
// offsets
|
||||
angles[PITCH] = -ent->angles[PITCH]; // because entity pitches are
|
||||
// actually backward
|
||||
angles[YAW] = ent->angles[YAW];
|
||||
angles[ROLL] = ent->angles[ROLL];
|
||||
#endif
|
||||
|
||||
#ifdef UQUAKE
|
||||
AngleVectors (angles, forward, right, up);
|
||||
#endif
|
||||
|
||||
#ifdef QUAKEWORLD
|
||||
// offsets
|
||||
AngleVectors (cl.simangles, forward, right, up);
|
||||
#else
|
||||
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];
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef UQUAKE
|
||||
V_BoundOffsets ();
|
||||
|
||||
#endif
|
||||
// set up gun position
|
||||
#ifdef QUAKEWORLD
|
||||
VectorCopy (cl.simangles, view->angles);
|
||||
#else
|
||||
VectorCopy (cl.viewangles, view->angles);
|
||||
#endif
|
||||
|
||||
CalcGunAngle ();
|
||||
|
||||
#ifdef QUAKEWORLD
|
||||
VectorCopy (cl.simorg, view->origin);
|
||||
view->origin[2] += h;
|
||||
#else
|
||||
VectorCopy (ent->origin, view->origin);
|
||||
view->origin[2] += cl.viewheight;
|
||||
#endif
|
||||
|
||||
for (i=0 ; i<3 ; i++)
|
||||
{
|
||||
|
@ -791,18 +916,46 @@ void V_CalcRefdef (void)
|
|||
else if (scr_viewsize->value == 80)
|
||||
view->origin[2] += 0.5;
|
||||
|
||||
#ifdef QUAKEWORLD
|
||||
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;
|
||||
#else
|
||||
view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
|
||||
view->frame = cl.stats[STAT_WEAPONFRAME];
|
||||
#endif
|
||||
view->colormap = vid.colormap;
|
||||
|
||||
// set up the refresh position
|
||||
r_refdef.viewangles[PITCH] += cl.punchangle;
|
||||
|
||||
// smooth out stair step ups
|
||||
#ifdef QUAKEWORLD
|
||||
if ( (view_message->onground != -1) && (cl.simorg[2] - oldz > 0) )
|
||||
{
|
||||
float steptime;
|
||||
|
||||
steptime = host_frametime;
|
||||
#else
|
||||
if (cl.onground && ent->origin[2] - oldz > 0)
|
||||
{
|
||||
float steptime;
|
||||
#endif
|
||||
|
||||
#ifdef QUAKEWORLD
|
||||
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];
|
||||
#else
|
||||
steptime = cl.time - cl.oldtime;
|
||||
if (steptime < 0)
|
||||
//FIXME I_Error ("steptime < 0");
|
||||
|
@ -815,29 +968,49 @@ if (cl.onground && ent->origin[2] - oldz > 0)
|
|||
oldz = ent->origin[2] - 12;
|
||||
r_refdef.vieworg[2] += oldz - ent->origin[2];
|
||||
view->origin[2] += oldz - ent->origin[2];
|
||||
#endif
|
||||
}
|
||||
else
|
||||
#ifdef UQUAKE
|
||||
oldz = ent->origin[2];
|
||||
#endif
|
||||
|
||||
#ifdef QUAKEWORLD
|
||||
/*
|
||||
DropPunchAngle
|
||||
*/
|
||||
void DropPunchAngle (void)
|
||||
{
|
||||
cl.punchangle -= 10*host_frametime;
|
||||
if (cl.punchangle < 0)
|
||||
cl.punchangle = 0;
|
||||
#else
|
||||
if (cl_chasecam->value)
|
||||
Chase_Update ();
|
||||
#endif
|
||||
}
|
||||
|
||||
/*
|
||||
==================
|
||||
V_RenderView
|
||||
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
|
||||
==================
|
||||
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)
|
||||
{
|
||||
#ifdef QUAKEWORLD
|
||||
// if (cl.simangles[ROLL])
|
||||
// Sys_Error ("cl.simangles[ROLL]"); // DEBUG
|
||||
cl.simangles[ROLL] = 0; // FIXME @@@
|
||||
#endif
|
||||
if (cls.state != ca_active)
|
||||
return;
|
||||
|
||||
#ifdef QUAKEWORLD
|
||||
view_frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
|
||||
view_message = &view_frame->playerstate[cl.playernum];
|
||||
#else
|
||||
// don't allow cheats in multiplayer
|
||||
if (cl.maxclients > 1)
|
||||
{
|
||||
|
@ -845,15 +1018,23 @@ void V_RenderView (void)
|
|||
Cvar_Set ("scr_ofsy", "0");
|
||||
Cvar_Set ("scr_ofsz", "0");
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef QUAKEWORLD
|
||||
DropPunchAngle ();
|
||||
#endif
|
||||
if (cl.intermission)
|
||||
{ // intermission / finale rendering
|
||||
V_CalcIntermissionRefdef ();
|
||||
}
|
||||
else
|
||||
{
|
||||
#ifdef QUAKEWORLD
|
||||
V_CalcRefdef ();
|
||||
#else
|
||||
if (!cl.paused /* && (sv.maxclients > 1 || key_dest == key_game) */ )
|
||||
V_CalcRefdef ();
|
||||
#endif
|
||||
}
|
||||
|
||||
R_PushDlights ();
|
||||
|
@ -899,15 +1080,12 @@ void V_RenderView (void)
|
|||
|
||||
if (crosshair->value)
|
||||
Draw_Crosshair();
|
||||
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
|
||||
/*
|
||||
=============
|
||||
V_Init
|
||||
=============
|
||||
V_Init
|
||||
*/
|
||||
void V_Init (void)
|
||||
{
|
||||
|
@ -928,6 +1106,8 @@ void V_Init (void)
|
|||
v_iroll_level = Cvar_Get ("v_iroll_level","0.1",0,"None");
|
||||
v_ipitch_level = Cvar_Get ("v_ipitch_level","0.3",0,"None");
|
||||
|
||||
v_contentblend = Cvar_Get ("v_contentblend","1",0,"None");
|
||||
|
||||
v_idlescale = Cvar_Get ("v_idlescale","0",0,"None");
|
||||
crosshaircolor = Cvar_Get ("crosshaircolor","79",CVAR_ARCHIVE,"None");
|
||||
crosshair = Cvar_Get ("crosshair","0",CVAR_ARCHIVE,"None");
|
861
qw_client/view.c
861
qw_client/view.c
|
@ -1,861 +0,0 @@
|
|||
/*
|
||||
view.c - player eye positioning
|
||||
Copyright (C) 1996-1997 Id Software, Inc.
|
||||
Copyright (C) 1999,2000 contributors of the QuakeForge project
|
||||
Please see the file "AUTHORS" for a list of contributors
|
||||
|
||||
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.
|
||||
|
||||
*/
|
||||
|
||||
#include <qtypes.h>
|
||||
#include <quakedef.h>
|
||||
#include <r_local.h>
|
||||
#include <mathlib.h>
|
||||
#include <draw.h>
|
||||
#include <cvar.h>
|
||||
#include <screen.h>
|
||||
|
||||
extern int onground;
|
||||
|
||||
/*
|
||||
|
||||
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 *lcd_x; // FIXME: make this work sometime...
|
||||
|
||||
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 *gl_cshiftpercent;
|
||||
|
||||
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;
|
||||
|
||||
/*
|
||||
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
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
|
||||
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 *v_gamma;
|
||||
|
||||
byte gammatable[256]; // palette is sent through this
|
||||
|
||||
|
||||
byte ramps[3][256];
|
||||
float v_blend[4]; // rgba 0.0 - 1.0
|
||||
|
||||
void BuildGammaTable (float g)
|
||||
{
|
||||
int i, inf;
|
||||
|
||||
if (g == 1.0)
|
||||
{
|
||||
for (i=0 ; i<256 ; i++)
|
||||
gammatable[i] = i;
|
||||
return;
|
||||
}
|
||||
|
||||
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;
|
||||
gammatable[i] = inf;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
V_CheckGamma
|
||||
*/
|
||||
qboolean V_CheckGamma (void)
|
||||
{
|
||||
static float oldgammavalue;
|
||||
|
||||
if (v_gamma->value == oldgammavalue)
|
||||
return false;
|
||||
oldgammavalue = v_gamma->value;
|
||||
|
||||
BuildGammaTable (v_gamma->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->value) {
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
V_CalcBlend
|
||||
*/
|
||||
void V_CalcBlend (void)
|
||||
{
|
||||
float r, g, b, a, a2;
|
||||
int j;
|
||||
|
||||
r = 0;
|
||||
g = 0;
|
||||
b = 0;
|
||||
a = 0;
|
||||
|
||||
for (j=0 ; j<NUM_CSHIFTS ; j++)
|
||||
{
|
||||
if (!gl_cshiftpercent->value)
|
||||
continue;
|
||||
|
||||
a2 = ((cl.cshifts[j].percent * gl_cshiftpercent->value) / 100.0) / 255.0;
|
||||
|
||||
// a2 = (cl.cshifts[j].percent/2)/255.0;
|
||||
if (!a2)
|
||||
continue;
|
||||
a = a + a2*(1-a);
|
||||
//Con_Printf ("j:%i a:%f\n", j, 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;
|
||||
}
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
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;
|
||||
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.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;
|
||||
v_idlescale->value = 1;
|
||||
V_AddIdle ();
|
||||
v_idlescale->value = old;
|
||||
}
|
||||
|
||||
/*
|
||||
V_CalcRefdef
|
||||
*/
|
||||
void V_CalcRefdef (void)
|
||||
{
|
||||
entity_t *view;
|
||||
int h, i;
|
||||
vec3_t forward, right, up;
|
||||
float bob;
|
||||
static float oldz = 0;
|
||||
|
||||
h = cl.qfserver ? cl.stats[STAT_VIEWHEIGHT] : 22;
|
||||
|
||||
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] += h; // view height
|
||||
|
||||
if (view_message->flags & PF_DEAD) // PF_GIB also sets 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] += h;
|
||||
|
||||
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->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;
|
||||
|
||||
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;
|
||||
|
||||
// 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 ();
|
||||
R_RenderView ();
|
||||
|
||||
if (crosshair->value)
|
||||
Draw_Crosshair();
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
|
||||
/*
|
||||
V_Init
|
||||
*/
|
||||
void V_Init (void)
|
||||
{
|
||||
Cmd_AddCommand ("v_cshift", V_cshift_f);
|
||||
Cmd_AddCommand ("bf", V_BonusFlash_f);
|
||||
Cmd_AddCommand ("centerview", V_StartPitchDrift);
|
||||
|
||||
lcd_x = Cvar_Get ("lcd_x","0",0,"None");
|
||||
//lcd_yaw = Cvar_Get ("lcd_yaw","0",0,"None");
|
||||
|
||||
v_centermove = Cvar_Get ("v_centermove","0.15",0,"None");
|
||||
v_centerspeed = Cvar_Get ("v_centerspeed","500",0,"None");
|
||||
|
||||
v_iyaw_cycle = Cvar_Get ("v_iyaw_cycle","2",0,"None");
|
||||
v_iroll_cycle = Cvar_Get ("v_iroll_cycle","0.5",0,"None");
|
||||
v_ipitch_cycle = Cvar_Get ("v_ipitch_cycle","1",0,"None");
|
||||
v_iyaw_level = Cvar_Get ("v_iyaw_level","0.3",0,"None");
|
||||
v_iroll_level = Cvar_Get ("v_iroll_level","0.1",0,"None");
|
||||
v_ipitch_level = Cvar_Get ("v_ipitch_level","0.3",0,"None");
|
||||
|
||||
v_contentblend = Cvar_Get ("v_contentblend","1",0,"None");
|
||||
|
||||
v_idlescale = Cvar_Get ("v_idlescale","0",0,"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");
|
||||
gl_cshiftpercent = Cvar_Get ("gl_cshiftpercent","100",0,"None");
|
||||
|
||||
cl_rollspeed = Cvar_Get ("cl_rollspeed","200",0,"None");
|
||||
cl_rollangle = Cvar_Get ("cl_rollangle","2.0",0,"None");
|
||||
cl_bob = Cvar_Get ("cl_bob","0.02",0,"None");
|
||||
cl_bobcycle = Cvar_Get ("cl_bobcycle","0.6",0,"None");
|
||||
cl_bobup = Cvar_Get ("cl_bobup","0.5",0,"None");
|
||||
|
||||
v_kicktime = Cvar_Get ("v_kicktime","0.5",0,"None");
|
||||
v_kickroll = Cvar_Get ("v_kickroll","0.6",0,"None");
|
||||
v_kickpitch = Cvar_Get ("v_kickpitch","0.6",0,"None");
|
||||
|
||||
BuildGammaTable (1.0); // no gamma yet
|
||||
v_gamma = Cvar_Get ("gamma","1",CVAR_ARCHIVE,"None");
|
||||
}
|
||||
|
||||
|
Loading…
Reference in a new issue