mirror of
https://git.code.sf.net/p/quake/quakeforge-old
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1119 lines
24 KiB
C
1119 lines
24 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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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 "quakedef.h"
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#include "r_local.h"
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#include "draw.h" /* For Draw_Crosshair() */
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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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but if it exceeds 8 pixels linear distance (spherical, not box), the list of
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entities sent from the server may not include everything in the pvs, especially
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when crossing a water boudnary.
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*/
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cvar_t lcd_x = {"lcd_x", "0"}; // FIXME: make this work sometime...
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cvar_t lcd_yaw = {"lcd_yaw", "0"};
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cvar_t scr_ofsx = {"scr_ofsx", "0", false};
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cvar_t scr_ofsy = {"scr_ofsy", "0", false};
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cvar_t scr_ofsz = {"scr_ofsz", "0", false};
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cvar_t cl_rollspeed = {"cl_rollspeed", "200"};
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cvar_t cl_rollangle = {"cl_rollangle", "2.0"};
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cvar_t cl_bob = {"cl_bob","0.02", false};
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cvar_t cl_bobcycle = {"cl_bobcycle","0.6", false};
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cvar_t cl_bobup = {"cl_bobup","0.5", false};
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cvar_t v_kicktime = {"v_kicktime", "0.5", false};
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cvar_t v_kickroll = {"v_kickroll", "0.6", false};
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cvar_t v_kickpitch = {"v_kickpitch", "0.6", false};
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cvar_t v_iyaw_cycle = {"v_iyaw_cycle", "2", false};
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cvar_t v_iroll_cycle = {"v_iroll_cycle", "0.5", false};
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cvar_t v_ipitch_cycle = {"v_ipitch_cycle", "1", false};
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cvar_t v_iyaw_level = {"v_iyaw_level", "0.3", false};
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cvar_t v_iroll_level = {"v_iroll_level", "0.1", false};
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cvar_t v_ipitch_level = {"v_ipitch_level", "0.3", false};
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cvar_t v_idlescale = {"v_idlescale", "0", false};
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cvar_t crosshair = {"crosshair", "0", true};
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cvar_t crosshaircolor = {"crosshaircolor", "79", true};
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cvar_t cl_crossx = {"cl_crossx", "0", true};
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cvar_t cl_crossy = {"cl_crossy", "0", true};
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#ifdef GLQUAKE
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cvar_t gl_cshiftpercent = {"gl_cshiftpercent", "100", false};
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#endif
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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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/*
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===============
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V_CalcRoll
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===============
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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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vec3_t forward, right, up;
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float sign;
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float side;
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float value;
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AngleVectors (angles, forward, right, up);
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side = DotProduct (velocity, right);
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sign = side < 0 ? -1 : 1;
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side = fabs(side);
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value = cl_rollangle.value;
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if (side < cl_rollspeed.value)
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side = side * value / cl_rollspeed.value;
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else
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side = value;
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return side*sign;
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}
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/*
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===============
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V_CalcBob
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===============
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*/
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float V_CalcBob (void)
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{
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float bob;
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float cycle;
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cycle = cl.time - (int)(cl.time/cl_bobcycle.value)*cl_bobcycle.value;
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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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// (don't count Z, or jumping messes it up)
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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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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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else if (bob < -7)
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bob = -7;
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return bob;
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}
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//=============================================================================
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cvar_t v_centermove = {"v_centermove", "0.15", false};
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cvar_t v_centerspeed = {"v_centerspeed","500"};
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void V_StartPitchDrift (void)
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{
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#if 1
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if (cl.laststop == cl.time)
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{
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return; // something else is keeping it from drifting
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}
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#endif
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if (cl.nodrift || !cl.pitchvel)
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{
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cl.pitchvel = v_centerspeed.value;
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cl.nodrift = false;
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cl.driftmove = 0;
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}
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}
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void V_StopPitchDrift (void)
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{
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cl.laststop = cl.time;
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cl.nodrift = true;
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cl.pitchvel = 0;
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}
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/*
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===============
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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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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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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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*/
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void V_DriftPitch (void)
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{
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float delta, move;
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if (noclip_anglehack || !cl.onground || cls.demoplayback )
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{
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cl.driftmove = 0;
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cl.pitchvel = 0;
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return;
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}
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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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if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
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cl.driftmove = 0;
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else
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cl.driftmove += host_frametime;
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if ( cl.driftmove > v_centermove.value)
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{
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V_StartPitchDrift ();
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}
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return;
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}
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delta = cl.idealpitch - cl.viewangles[PITCH];
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if (!delta)
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{
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cl.pitchvel = 0;
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return;
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}
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move = host_frametime * cl.pitchvel;
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cl.pitchvel += host_frametime * v_centerspeed.value;
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//Con_Printf ("move: %f (%f)\n", move, host_frametime);
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if (delta > 0)
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{
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if (move > delta)
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{
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cl.pitchvel = 0;
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move = delta;
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}
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cl.viewangles[PITCH] += move;
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}
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else if (delta < 0)
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{
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if (move > -delta)
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{
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cl.pitchvel = 0;
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move = -delta;
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}
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cl.viewangles[PITCH] -= move;
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}
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}
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/*
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==============================================================================
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PALETTE FLASHES
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==============================================================================
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*/
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cshift_t cshift_empty = { {130,80,50}, 0 };
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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", true};
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byte gammatable[256]; // palette is sent through this
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#ifdef GLQUAKE
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byte ramps[3][256];
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float v_blend[4]; // rgba 0.0 - 1.0
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#endif // GLQUAKE
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void BuildGammaTable (float g)
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{
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int i, inf;
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if (g == 1.0)
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{
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for (i=0 ; i<256 ; i++)
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gammatable[i] = i;
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return;
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}
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for (i=0 ; i<256 ; i++)
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{
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inf = 255 * pow ( (i+0.5)/255.5 , g ) + 0.5;
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if (inf < 0)
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inf = 0;
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if (inf > 255)
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inf = 255;
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gammatable[i] = inf;
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}
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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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*/
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qboolean V_CheckGamma (void)
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{
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static float oldgammavalue;
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if (v_gamma.value == oldgammavalue)
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return false;
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oldgammavalue = v_gamma.value;
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BuildGammaTable (v_gamma.value);
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vid.recalc_refdef = 1; // force a surface cache flush
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return true;
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}
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/*
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===============
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V_ParseDamage
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===============
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*/
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void V_ParseDamage (void)
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{
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int armor, blood;
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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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entity_t *ent;
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float side;
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float count;
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armor = MSG_ReadByte ();
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blood = MSG_ReadByte ();
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for (i=0 ; i<3 ; i++)
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from[i] = MSG_ReadCoord ();
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count = blood*0.5 + armor*0.5;
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if (count < 10)
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count = 10;
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cl.faceanimtime = cl.time + 0.2; // but sbar face into pain frame
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cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
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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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if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
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cl.cshifts[CSHIFT_DAMAGE].percent = 150;
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if (armor > blood)
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{
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cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
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}
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else if (armor)
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{
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cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
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}
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else
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{
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cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
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}
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//
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// calculate view angle kicks
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//
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ent = &cl_entities[cl.viewentity];
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VectorSubtract (from, ent->origin, from);
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VectorNormalize (from);
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AngleVectors (ent->angles, forward, right, up);
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side = DotProduct (from, right);
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v_dmg_roll = count*side*v_kickroll.value;
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side = DotProduct (from, forward);
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v_dmg_pitch = count*side*v_kickpitch.value;
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v_dmg_time = v_kicktime.value;
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}
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/*
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==================
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V_cshift_f
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==================
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*/
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void V_cshift_f (void)
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{
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cshift_empty.destcolor[0] = atoi(Cmd_Argv(1));
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cshift_empty.destcolor[1] = atoi(Cmd_Argv(2));
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cshift_empty.destcolor[2] = atoi(Cmd_Argv(3));
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cshift_empty.percent = atoi(Cmd_Argv(4));
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}
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/*
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==================
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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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*/
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void V_BonusFlash_f (void)
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{
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cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
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cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
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cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
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cl.cshifts[CSHIFT_BONUS].percent = 50;
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}
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/*
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=============
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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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*/
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void V_SetContentsColor (int contents)
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{
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switch (contents)
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{
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case CONTENTS_EMPTY:
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case CONTENTS_SOLID:
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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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case CONTENTS_SLIME:
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cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
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break;
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default:
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cl.cshifts[CSHIFT_CONTENTS] = cshift_water;
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}
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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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*/
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void V_CalcPowerupCshift (void)
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{
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if (cl.items & IT_QUAD)
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{
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cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
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cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
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cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
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cl.cshifts[CSHIFT_POWERUP].percent = 30;
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}
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else if (cl.items & IT_SUIT)
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{
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cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
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cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
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cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
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cl.cshifts[CSHIFT_POWERUP].percent = 20;
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}
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else if (cl.items & IT_INVISIBILITY)
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{
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cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
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cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
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cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
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cl.cshifts[CSHIFT_POWERUP].percent = 100;
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}
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else if (cl.items & IT_INVULNERABILITY)
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{
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cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
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cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
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cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
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cl.cshifts[CSHIFT_POWERUP].percent = 30;
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}
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else
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cl.cshifts[CSHIFT_POWERUP].percent = 0;
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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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*/
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#ifdef GLQUAKE
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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/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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#endif
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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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|
*/
|
|
#ifdef GLQUAKE
|
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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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|
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V_CalcPowerupCshift ();
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|
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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;
|
|
cl.prev_cshifts[i].percent = cl.cshifts[i].percent;
|
|
}
|
|
for (j=0 ; j<3 ; j++)
|
|
if (cl.cshifts[i].destcolor[j] != cl.prev_cshifts[i].destcolor[j])
|
|
{
|
|
new = true;
|
|
cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j];
|
|
}
|
|
}
|
|
|
|
// drop the damage value
|
|
cl.cshifts[CSHIFT_DAMAGE].percent -= host_frametime*150;
|
|
if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
|
|
cl.cshifts[CSHIFT_DAMAGE].percent = 0;
|
|
|
|
// drop the bonus value
|
|
cl.cshifts[CSHIFT_BONUS].percent -= host_frametime*100;
|
|
if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
|
|
cl.cshifts[CSHIFT_BONUS].percent = 0;
|
|
|
|
force = V_CheckGamma ();
|
|
if (!new && !force)
|
|
return;
|
|
|
|
V_CalcBlend ();
|
|
|
|
a = v_blend[3];
|
|
r = 255*v_blend[0]*a;
|
|
g = 255*v_blend[1]*a;
|
|
b = 255*v_blend[2]*a;
|
|
|
|
a = 1-a;
|
|
for (i=0 ; i<256 ; i++)
|
|
{
|
|
ir = i*a + r;
|
|
ig = i*a + g;
|
|
ib = i*a + b;
|
|
if (ir > 255)
|
|
ir = 255;
|
|
if (ig > 255)
|
|
ig = 255;
|
|
if (ib > 255)
|
|
ib = 255;
|
|
|
|
ramps[0][i] = gammatable[ir];
|
|
ramps[1][i] = gammatable[ig];
|
|
ramps[2][i] = gammatable[ib];
|
|
}
|
|
|
|
basepal = host_basepal;
|
|
newpal = pal;
|
|
|
|
for (i=0 ; i<256 ; i++)
|
|
{
|
|
ir = basepal[0];
|
|
ig = basepal[1];
|
|
ib = basepal[2];
|
|
basepal += 3;
|
|
|
|
newpal[0] = ramps[0][ir];
|
|
newpal[1] = ramps[1][ig];
|
|
newpal[2] = ramps[2][ib];
|
|
newpal += 3;
|
|
}
|
|
|
|
VID_ShiftPalette (pal);
|
|
}
|
|
#else // !GLQUAKE
|
|
void V_UpdatePalette (void)
|
|
{
|
|
int i, j;
|
|
qboolean new;
|
|
byte *basepal, *newpal;
|
|
byte pal[768];
|
|
int r,g,b;
|
|
qboolean force;
|
|
|
|
V_CalcPowerupCshift ();
|
|
|
|
new = false;
|
|
|
|
for (i=0 ; i<NUM_CSHIFTS ; i++)
|
|
{
|
|
if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent)
|
|
{
|
|
new = true;
|
|
cl.prev_cshifts[i].percent = cl.cshifts[i].percent;
|
|
}
|
|
for (j=0 ; j<3 ; j++)
|
|
if (cl.cshifts[i].destcolor[j] != cl.prev_cshifts[i].destcolor[j])
|
|
{
|
|
new = true;
|
|
cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j];
|
|
}
|
|
}
|
|
|
|
// drop the damage value
|
|
cl.cshifts[CSHIFT_DAMAGE].percent -= host_frametime*150;
|
|
if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
|
|
cl.cshifts[CSHIFT_DAMAGE].percent = 0;
|
|
|
|
// drop the bonus value
|
|
cl.cshifts[CSHIFT_BONUS].percent -= host_frametime*100;
|
|
if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
|
|
cl.cshifts[CSHIFT_BONUS].percent = 0;
|
|
|
|
force = V_CheckGamma ();
|
|
if (!new && !force)
|
|
return;
|
|
|
|
basepal = host_basepal;
|
|
newpal = pal;
|
|
|
|
for (i=0 ; i<256 ; i++)
|
|
{
|
|
r = basepal[0];
|
|
g = basepal[1];
|
|
b = basepal[2];
|
|
basepal += 3;
|
|
|
|
for (j=0 ; j<NUM_CSHIFTS ; j++)
|
|
{
|
|
r += (cl.cshifts[j].percent*(cl.cshifts[j].destcolor[0]-r))>>8;
|
|
g += (cl.cshifts[j].percent*(cl.cshifts[j].destcolor[1]-g))>>8;
|
|
b += (cl.cshifts[j].percent*(cl.cshifts[j].destcolor[2]-b))>>8;
|
|
}
|
|
|
|
newpal[0] = gammatable[r];
|
|
newpal[1] = gammatable[g];
|
|
newpal[2] = gammatable[b];
|
|
newpal += 3;
|
|
}
|
|
|
|
VID_ShiftPalette (pal);
|
|
}
|
|
#endif // !GLQUAKE
|
|
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
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);
|
|
|
|
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_BoundOffsets
|
|
==============
|
|
*/
|
|
void V_BoundOffsets (void)
|
|
{
|
|
entity_t *ent;
|
|
|
|
ent = &cl_entities[cl.viewentity];
|
|
|
|
// absolutely bound refresh reletive to entity clipping hull
|
|
// so the view can never be inside a solid wall
|
|
|
|
if (r_refdef.vieworg[0] < ent->origin[0] - 14)
|
|
r_refdef.vieworg[0] = ent->origin[0] - 14;
|
|
else if (r_refdef.vieworg[0] > ent->origin[0] + 14)
|
|
r_refdef.vieworg[0] = ent->origin[0] + 14;
|
|
if (r_refdef.vieworg[1] < ent->origin[1] - 14)
|
|
r_refdef.vieworg[1] = ent->origin[1] - 14;
|
|
else if (r_refdef.vieworg[1] > ent->origin[1] + 14)
|
|
r_refdef.vieworg[1] = ent->origin[1] + 14;
|
|
if (r_refdef.vieworg[2] < ent->origin[2] - 22)
|
|
r_refdef.vieworg[2] = ent->origin[2] - 22;
|
|
else if (r_refdef.vieworg[2] > ent->origin[2] + 30)
|
|
r_refdef.vieworg[2] = ent->origin[2] + 30;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
V_AddIdle
|
|
|
|
Idle swaying
|
|
==============
|
|
*/
|
|
void V_AddIdle (void)
|
|
{
|
|
r_refdef.viewangles[ROLL] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
|
|
r_refdef.viewangles[PITCH] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
|
|
r_refdef.viewangles[YAW] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
V_CalcViewRoll
|
|
|
|
Roll is induced by movement and damage
|
|
==============
|
|
*/
|
|
void V_CalcViewRoll (void)
|
|
{
|
|
float side;
|
|
|
|
side = V_CalcRoll (cl_entities[cl.viewentity].angles, cl.velocity);
|
|
r_refdef.viewangles[ROLL] += side;
|
|
|
|
if (v_dmg_time > 0)
|
|
{
|
|
r_refdef.viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
|
|
r_refdef.viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
|
|
v_dmg_time -= host_frametime;
|
|
}
|
|
|
|
if (cl.stats[STAT_HEALTH] <= 0)
|
|
{
|
|
r_refdef.viewangles[ROLL] = 80; // dead view angle
|
|
return;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
V_CalcIntermissionRefdef
|
|
|
|
==================
|
|
*/
|
|
void V_CalcIntermissionRefdef (void)
|
|
{
|
|
entity_t *ent, *view;
|
|
float old;
|
|
|
|
// ent is the player model (visible when out of body)
|
|
ent = &cl_entities[cl.viewentity];
|
|
// view is the weapon model (only visible from inside body)
|
|
view = &cl.viewent;
|
|
|
|
VectorCopy (ent->origin, r_refdef.vieworg);
|
|
VectorCopy (ent->angles, 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 *ent, *view;
|
|
int i;
|
|
vec3_t forward, right, up;
|
|
vec3_t angles;
|
|
float bob;
|
|
static float oldz = 0;
|
|
|
|
V_DriftPitch ();
|
|
|
|
// ent is the player model (visible when out of body)
|
|
ent = &cl_entities[cl.viewentity];
|
|
// view is the weapon model (only visible from inside body)
|
|
view = &cl.viewent;
|
|
|
|
|
|
// transform the view offset by the model's matrix to get the offset from
|
|
// model origin for the view
|
|
ent->angles[YAW] = cl.viewangles[YAW]; // the model should face
|
|
// the view dir
|
|
ent->angles[PITCH] = -cl.viewangles[PITCH]; // the model should face
|
|
// the view dir
|
|
|
|
|
|
bob = V_CalcBob ();
|
|
|
|
// refresh position
|
|
VectorCopy (ent->origin, r_refdef.vieworg);
|
|
r_refdef.vieworg[2] += cl.viewheight + 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 1/16 pixel, so add 1/32 in each axis
|
|
r_refdef.vieworg[0] += 1.0/32;
|
|
r_refdef.vieworg[1] += 1.0/32;
|
|
r_refdef.vieworg[2] += 1.0/32;
|
|
|
|
VectorCopy (cl.viewangles, r_refdef.viewangles);
|
|
V_CalcViewRoll ();
|
|
V_AddIdle ();
|
|
|
|
// offsets
|
|
angles[PITCH] = -ent->angles[PITCH]; // because entity pitches are
|
|
// actually backward
|
|
angles[YAW] = ent->angles[YAW];
|
|
angles[ROLL] = ent->angles[ROLL];
|
|
|
|
AngleVectors (angles, forward, right, up);
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
r_refdef.vieworg[i] += scr_ofsx.value*forward[i]
|
|
+ scr_ofsy.value*right[i]
|
|
+ scr_ofsz.value*up[i];
|
|
|
|
|
|
V_BoundOffsets ();
|
|
|
|
// set up gun position
|
|
VectorCopy (cl.viewangles, view->angles);
|
|
|
|
CalcGunAngle ();
|
|
|
|
VectorCopy (ent->origin, view->origin);
|
|
view->origin[2] += cl.viewheight;
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
view->origin[i] += forward[i]*bob*0.4;
|
|
// view->origin[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 0
|
|
if (cl.model_precache[cl.stats[STAT_WEAPON]] && strcmp (cl.model_precache[cl.stats[STAT_WEAPON]]->name, "progs/v_shot2.mdl"))
|
|
#endif
|
|
if (scr_viewsize.value == 110)
|
|
view->origin[2] += 1;
|
|
else if (scr_viewsize.value == 100)
|
|
view->origin[2] += 2;
|
|
else if (scr_viewsize.value == 90)
|
|
view->origin[2] += 1;
|
|
else if (scr_viewsize.value == 80)
|
|
view->origin[2] += 0.5;
|
|
|
|
view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
|
|
view->frame = cl.stats[STAT_WEAPONFRAME];
|
|
view->colormap = vid.colormap;
|
|
|
|
// set up the refresh position
|
|
VectorAdd (r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
|
|
|
|
// smooth out stair step ups
|
|
if (cl.onground && ent->origin[2] - oldz > 0)
|
|
{
|
|
float steptime;
|
|
|
|
steptime = cl.time - cl.oldtime;
|
|
if (steptime < 0)
|
|
//FIXME I_Error ("steptime < 0");
|
|
steptime = 0;
|
|
|
|
oldz += steptime * 80;
|
|
if (oldz > ent->origin[2])
|
|
oldz = ent->origin[2];
|
|
if (ent->origin[2] - oldz > 12)
|
|
oldz = ent->origin[2] - 12;
|
|
r_refdef.vieworg[2] += oldz - ent->origin[2];
|
|
view->origin[2] += oldz - ent->origin[2];
|
|
}
|
|
else
|
|
oldz = ent->origin[2];
|
|
|
|
if (cl_chasecam.value)
|
|
Chase_Update ();
|
|
}
|
|
|
|
/*
|
|
==================
|
|
V_RenderView
|
|
|
|
The player's clipping box goes from (-16 -16 -24) to (16 16 32) from
|
|
the entity origin, so any view position inside that will be valid
|
|
==================
|
|
*/
|
|
extern vrect_t scr_vrect;
|
|
|
|
void V_RenderView (void)
|
|
{
|
|
if (con_forcedup)
|
|
return;
|
|
|
|
// don't allow cheats in multiplayer
|
|
if (cl.maxclients > 1)
|
|
{
|
|
Cvar_Set ("scr_ofsx", "0");
|
|
Cvar_Set ("scr_ofsy", "0");
|
|
Cvar_Set ("scr_ofsz", "0");
|
|
}
|
|
|
|
if (cl.intermission)
|
|
{ // intermission / finale rendering
|
|
V_CalcIntermissionRefdef ();
|
|
}
|
|
else
|
|
{
|
|
if (!cl.paused /* && (sv.maxclients > 1 || key_dest == key_game) */ )
|
|
V_CalcRefdef ();
|
|
}
|
|
|
|
R_PushDlights ();
|
|
|
|
#if 0
|
|
if (lcd_x.value)
|
|
{
|
|
//
|
|
// render two interleaved views
|
|
//
|
|
int i;
|
|
|
|
vid.rowbytes <<= 1;
|
|
vid.aspect *= 0.5;
|
|
|
|
r_refdef.viewangles[YAW] -= lcd_yaw.value;
|
|
for (i=0 ; i<3 ; i++)
|
|
r_refdef.vieworg[i] -= right[i]*lcd_x.value;
|
|
R_RenderView ();
|
|
|
|
vid.buffer += vid.rowbytes>>1;
|
|
|
|
R_PushDlights ();
|
|
|
|
r_refdef.viewangles[YAW] += lcd_yaw.value*2;
|
|
for (i=0 ; i<3 ; i++)
|
|
r_refdef.vieworg[i] += 2*right[i]*lcd_x.value;
|
|
R_RenderView ();
|
|
|
|
vid.buffer -= vid.rowbytes>>1;
|
|
|
|
r_refdef.vrect.height <<= 1;
|
|
|
|
vid.rowbytes >>= 1;
|
|
vid.aspect *= 2;
|
|
}
|
|
else
|
|
{
|
|
R_RenderView ();
|
|
}
|
|
#endif
|
|
R_RenderView ();
|
|
|
|
#ifndef GLQUAKE
|
|
if (crosshair.value)
|
|
Draw_Crosshair();
|
|
#endif
|
|
|
|
}
|
|
|
|
//============================================================================
|
|
|
|
/*
|
|
=============
|
|
V_Init
|
|
=============
|
|
*/
|
|
void V_Init (void)
|
|
{
|
|
Cmd_AddCommand ("v_cshift", V_cshift_f);
|
|
Cmd_AddCommand ("bf", V_BonusFlash_f);
|
|
Cmd_AddCommand ("centerview", V_StartPitchDrift);
|
|
|
|
Cvar_RegisterVariable (&lcd_x);
|
|
Cvar_RegisterVariable (&lcd_yaw);
|
|
|
|
Cvar_RegisterVariable (&v_centermove);
|
|
Cvar_RegisterVariable (&v_centerspeed);
|
|
|
|
Cvar_RegisterVariable (&v_iyaw_cycle);
|
|
Cvar_RegisterVariable (&v_iroll_cycle);
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Cvar_RegisterVariable (&v_ipitch_cycle);
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Cvar_RegisterVariable (&v_iyaw_level);
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Cvar_RegisterVariable (&v_iroll_level);
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Cvar_RegisterVariable (&v_ipitch_level);
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Cvar_RegisterVariable (&v_idlescale);
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Cvar_RegisterVariable (&crosshaircolor);
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Cvar_RegisterVariable (&crosshair);
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Cvar_RegisterVariable (&cl_crossx);
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Cvar_RegisterVariable (&cl_crossy);
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#ifdef GLQUAKE
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Cvar_RegisterVariable (&gl_cshiftpercent);
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#endif
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Cvar_RegisterVariable (&scr_ofsx);
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Cvar_RegisterVariable (&scr_ofsy);
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Cvar_RegisterVariable (&scr_ofsz);
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Cvar_RegisterVariable (&cl_rollspeed);
|
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Cvar_RegisterVariable (&cl_rollangle);
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Cvar_RegisterVariable (&cl_bob);
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Cvar_RegisterVariable (&cl_bobcycle);
|
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Cvar_RegisterVariable (&cl_bobup);
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|
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Cvar_RegisterVariable (&v_kicktime);
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Cvar_RegisterVariable (&v_kickroll);
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Cvar_RegisterVariable (&v_kickpitch);
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BuildGammaTable (1.0); // no gamma yet
|
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Cvar_RegisterVariable (&v_gamma);
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}
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