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https://git.code.sf.net/p/quake/quakeforge-old
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1133 lines
26 KiB
C
1133 lines
26 KiB
C
/*
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view.c
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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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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#include <quakedef.h>
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#include <r_local.h>
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#include <draw.h>
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#include <mathlib.h>
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#include <qtypes.h>
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#include <qstructs.h>
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#include <cmd.h>
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#include <screen.h>
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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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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; // FIXME: make this work sometime...
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cvar_t *lcd_yaw;
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cvar_t *scr_ofsx;
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cvar_t *scr_ofsy;
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cvar_t *scr_ofsz;
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cvar_t *cl_rollspeed;
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cvar_t *cl_rollangle;
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cvar_t *cl_bob;
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cvar_t *cl_bobcycle;
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cvar_t *cl_bobup;
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cvar_t *v_kicktime;
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cvar_t *v_kickroll;
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cvar_t *v_kickpitch;
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cvar_t *v_iyaw_cycle;
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cvar_t *v_iroll_cycle;
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cvar_t *v_ipitch_cycle;
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cvar_t *v_iyaw_level;
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cvar_t *v_iroll_level;
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cvar_t *v_ipitch_level;
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cvar_t *v_idlescale;
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cvar_t *crosshair;
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cvar_t *crosshaircolor;
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cvar_t *cl_crossx;
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cvar_t *cl_crossy;
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cvar_t *gl_cshiftpercent;
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cvar_t *v_contentblend;
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extern cvar_t *r_dynamic;
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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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V_CalcRoll
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(desc)
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*/
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float
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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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V_CalcBob
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(desc)
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*/
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float
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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 [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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bob = bound( -7, bob, 4);
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return bob;
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}
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//=============================================================================
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cvar_t *v_centermove;
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cvar_t *v_centerspeed;
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void
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V_StartPitchDrift ( void )
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{
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if (cl.laststop == cl.time) {
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return; // something else is keeping it from drifting
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}
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if (cl.nodrift || !cl.pitchvel) {
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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
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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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V_DriftPitch
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Move 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
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stopped.
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Drifting is enabled when the center view key is hit, mlook is released
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and lookspring is nonzero, or when
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*/
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void
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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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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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#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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if ( cl.driftmove > v_centermove->value) {
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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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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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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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} else if (delta < 0) {
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if (move > -delta) {
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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;
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byte gammatable[256]; // palette is sent through this
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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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void
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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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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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inf = 255 * pow ( (i+0.5)/255.5 , g ) + 0.5;
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inf = bound(0, 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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V_CheckGamma
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(desc)
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*/
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qboolean
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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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V_ParseDamage
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(desc)
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*/
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void
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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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#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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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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count = min(10, count);
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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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cl.cshifts[CSHIFT_DAMAGE].percent = bound(0, cl.cshifts[CSHIFT_DAMAGE].percent, 150);
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if ( armor > blood ) {
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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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} else if ( armor ) {
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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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} else {
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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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// calculate view angle kicks
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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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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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V_cshift_f
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(desc)
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*/
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void
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V_cshift_f ( void )
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{
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int i;
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for ( i=0 ; i<3 ; i++ )
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cshift_empty.destcolor[i] = atoi(Cmd_Argv(i+1));
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cshift_empty.percent = atoi(Cmd_Argv(4));
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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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void
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V_BonusFlash_f ( void )
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{
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if (!cl_bonusflash->value)
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return;
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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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V_SetContentsColor
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Underwater, lava, etc each has a color shift
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*/
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void
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V_SetContentsColor ( int contents )
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{
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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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switch (contents) {
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case CONTENTS_EMPTY:
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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_SOLID:
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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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if (v_contentblend->value > 0 && v_contentblend->value < 1)
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cl.cshifts[CSHIFT_CONTENTS].percent *= v_contentblend->value;
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}
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/*
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V_CalcPowerupCshift
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Calculate the color to shade the view under powerups.
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*/
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void
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V_CalcPowerupCshift ( void )
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{
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if (cl.stats[STAT_ITEMS] & IT_QUAD) {
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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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} else if (cl.stats[STAT_ITEMS] & IT_SUIT) {
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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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} else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY) {
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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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} else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY) {
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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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} 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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void
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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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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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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] = bound(0.0, a, 1.0);
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}
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|
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/*
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==============================================================================
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VIEW RENDERING
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==============================================================================
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*/
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|
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float
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angledelta ( float a )
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{
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a = anglemod(a);
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if (a > 180)
|
|
a -= 360;
|
|
return a;
|
|
}
|
|
|
|
/*
|
|
CalcGunAngle
|
|
|
|
Calculate gun angle. :)
|
|
*/
|
|
void
|
|
CalcGunAngle ( void )
|
|
{
|
|
float yaw, pitch, move;
|
|
static float oldyaw = 0;
|
|
static float oldpitch = 0;
|
|
|
|
yaw = r_refdef.viewangles[YAW];
|
|
pitch = -r_refdef.viewangles[PITCH];
|
|
|
|
yaw = angledelta(yaw - r_refdef.viewangles[YAW]) * 0.4;
|
|
yaw = bound(-10, yaw, 10);
|
|
|
|
pitch = angledelta(-pitch - r_refdef.viewangles[PITCH]) * 0.4;
|
|
pitch = bound(-10, pitch, 10);
|
|
|
|
move = host_frametime*20;
|
|
if ( yaw > oldyaw ) {
|
|
if (oldyaw + move < yaw)
|
|
yaw = oldyaw + move;
|
|
} else {
|
|
if (oldyaw - move > yaw)
|
|
yaw = oldyaw - move;
|
|
}
|
|
|
|
if ( pitch > oldpitch ) {
|
|
if (oldpitch + move < pitch)
|
|
pitch = oldpitch + move;
|
|
} else {
|
|
if (oldpitch - move > pitch)
|
|
pitch = oldpitch - move;
|
|
}
|
|
|
|
oldyaw = yaw;
|
|
oldpitch = pitch;
|
|
|
|
cl.viewent.angles[YAW] = r_refdef.viewangles[YAW] + yaw;
|
|
cl.viewent.angles[PITCH] = - (r_refdef.viewangles[PITCH] + pitch);
|
|
#ifdef UQUAKE
|
|
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;
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
V_BoundOffsets
|
|
|
|
absolutely bound refresh reletive to entity clipping hull so view can
|
|
never be inside a solid wall
|
|
*/
|
|
void
|
|
V_BoundOffsets ( void )
|
|
{
|
|
#ifdef UQUAKE
|
|
entity_t *ent;
|
|
|
|
ent = &cl_entities[cl.playernum + 1];
|
|
#endif
|
|
|
|
#ifdef QUAKEWORLD
|
|
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;
|
|
#else
|
|
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;
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
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;
|
|
#ifdef QUAKEWORLD
|
|
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;
|
|
#endif
|
|
}
|
|
|
|
|
|
/*
|
|
V_CalcViewRoll
|
|
|
|
Roll is induced by movement and damage
|
|
*/
|
|
void
|
|
V_CalcViewRoll (void)
|
|
{
|
|
float side;
|
|
|
|
#ifdef QUAKEWORLD
|
|
side = V_CalcRoll (cl.simangles, cl.simvel);
|
|
#else
|
|
side = V_CalcRoll (cl_entities[cl.playernum + 1].angles, cl.velocity);
|
|
#endif
|
|
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;
|
|
}
|
|
|
|
#ifdef UQUAKE
|
|
if (cl.stats[STAT_HEALTH] <= 0)
|
|
{
|
|
r_refdef.viewangles[ROLL] = 80; // dead view angle
|
|
return;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
/*
|
|
V_CalcIntermissionRefdef
|
|
|
|
(desc)
|
|
*/
|
|
void
|
|
V_CalcIntermissionRefdef ( void )
|
|
{
|
|
entity_t *view;
|
|
#ifdef UQUAKE
|
|
entity_t *ent;
|
|
#endif
|
|
float old;
|
|
|
|
// view is the weapon model
|
|
#ifdef UQUAKE
|
|
// ent is the player model (visible when out of body)
|
|
ent = &cl_entities[cl.playernum + 1];
|
|
// view is the weapon model (only visible from inside body)
|
|
#endif
|
|
view = &cl.viewent;
|
|
|
|
#ifdef QUAKEWORLD
|
|
VectorCopy (cl.simorg, r_refdef.vieworg);
|
|
VectorCopy (cl.simangles, r_refdef.viewangles);
|
|
#else
|
|
VectorCopy (ent->origin, r_refdef.vieworg);
|
|
VectorCopy (ent->angles, r_refdef.viewangles);
|
|
#endif
|
|
view->model = NULL;
|
|
|
|
// always idle in intermission
|
|
old = v_idlescale->value;
|
|
v_idlescale->value = 1;
|
|
V_AddIdle ();
|
|
v_idlescale->value = old;
|
|
}
|
|
|
|
/*
|
|
V_CalcRefdef
|
|
|
|
(desc)
|
|
*/
|
|
void
|
|
V_CalcRefdef ( void )
|
|
{
|
|
entity_t *view;
|
|
#ifdef UQUAKE
|
|
entity_t *ent;
|
|
vec3_t angles;
|
|
#endif
|
|
int i;
|
|
vec3_t forward, right, up;
|
|
float bob;
|
|
static float oldz = 0;
|
|
#ifdef QUAKEWORLD
|
|
int zofs = 22;
|
|
|
|
if (cl.stdver)
|
|
zofs = cl.stats[STAT_VIEWHEIGHT];
|
|
#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
|
|
// the view dir
|
|
ent->angles[PITCH] = -cl.viewangles[PITCH]; // the model should face
|
|
// 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 ();
|
|
|
|
// offsets
|
|
#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] += zofs; // view height
|
|
|
|
if (view_message->flags & PF_DEAD) // PF_GIB will also set 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] += zofs;
|
|
#else
|
|
VectorCopy (ent->origin, view->origin);
|
|
view->origin[2] += cl.viewheight;
|
|
#endif
|
|
|
|
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;
|
|
|
|
#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;
|
|
|
|
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
|
|
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];
|
|
}
|
|
|
|
oldz = ent->origin[2];
|
|
if (cl_chasecam->value)
|
|
Chase_Update ();
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
DropPunchAngle
|
|
|
|
(desc)
|
|
*/
|
|
#ifdef QUAKEWORLD
|
|
void
|
|
DropPunchAngle ( void )
|
|
{
|
|
cl.punchangle -= 10*host_frametime;
|
|
cl.punchangle = max(cl.punchangle, 0);
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
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 )
|
|
{
|
|
#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) {
|
|
Cvar_Set (scr_ofsx, "0");
|
|
Cvar_Set (scr_ofsy, "0");
|
|
Cvar_Set (scr_ofsz, "0");
|
|
}
|
|
#endif
|
|
|
|
#ifdef QUAKEWORLD
|
|
DropPunchAngle ();
|
|
#endif
|
|
if (cl.intermission) { // intermission / finale rendering
|
|
V_CalcIntermissionRefdef ();
|
|
} else {
|
|
if (!cl.paused /* && (sv.maxclients > 1 || key_dest == key_game) */ )
|
|
V_CalcRefdef ();
|
|
}
|
|
if (r_dynamic->value)
|
|
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;
|
|
if (r_dynamic->value)
|
|
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 ();
|
|
}
|
|
#else
|
|
R_RenderView ();
|
|
#endif
|
|
|
|
}
|
|
|
|
//============================================================================
|
|
|
|
/*
|
|
V_Init
|
|
|
|
Create and initialize view cvars and console commands
|
|
*/
|
|
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", CVAR_NONE, "None");
|
|
lcd_yaw = Cvar_Get ("lcd_yaw", "0", CVAR_NONE, "None");
|
|
|
|
v_centermove = Cvar_Get ("v_centermove", "0.15", CVAR_NONE,
|
|
"Sets how far the player must move forward before the view "
|
|
"recenters");
|
|
v_centerspeed = Cvar_Get ("v_centerspeed", "500", CVAR_NONE,
|
|
"Sets how quickly you return to a center view after a "
|
|
"lookup or lookdown");
|
|
v_iyaw_cycle = Cvar_Get ("v_iyaw_cycle", "2", CVAR_NONE,
|
|
"Sets how quickly you look left and right when v_idlescale is "
|
|
"active");
|
|
v_iroll_cycle = Cvar_Get ("v_iroll_cycle", "0.5", CVAR_NONE,
|
|
"Sets how quickly you tilt right and left when v_idlescale is "
|
|
"active");
|
|
v_ipitch_cycle = Cvar_Get ("v_ipitch_cycle", "1", CVAR_NONE,
|
|
"Sets how quickly you lean forwards and backwards when "
|
|
"v_idlescale is active");
|
|
v_iyaw_level = Cvar_Get ("v_iyaw_level", "0.3", CVAR_NONE,
|
|
"Sets how far you look left and right when v_idlescale is "
|
|
"active");
|
|
v_iroll_level = Cvar_Get ("v_iroll_level", "0.1", CVAR_NONE,
|
|
"Sets how far you tilt right and left when v_idlescale is "
|
|
"active");
|
|
v_ipitch_level = Cvar_Get ("v_ipitch_level", "0.3", CVAR_NONE,
|
|
"Sets how far lean forwards and backwards when v_idlescale is "
|
|
"active");
|
|
v_contentblend = Cvar_Get ("v_contentblend", "1", CVAR_NONE,
|
|
"Shift color in liquids");
|
|
|
|
v_idlescale = Cvar_Get ("v_idlescale", "0", CVAR_NONE,
|
|
"Toggles whether the the view remains idle");
|
|
crosshaircolor = Cvar_Get ("crosshaircolor", "79", CVAR_ARCHIVE,
|
|
"Sets the crosshair color");
|
|
crosshair = Cvar_Get ("crosshair", "0", CVAR_ARCHIVE,
|
|
"Sets which crosshair is used");
|
|
cl_crossx = Cvar_Get ("cl_crossx", "0", CVAR_ARCHIVE,
|
|
"Sets the x location of the crosshair");
|
|
cl_crossy = Cvar_Get ("cl_crossy", "0", CVAR_ARCHIVE,
|
|
"Sets the y location of the crosshair");
|
|
gl_cshiftpercent = Cvar_Get ("gl_cshiftpercent", "100", CVAR_NONE,
|
|
"Sets the percentage of color shifting");
|
|
|
|
scr_ofsx = Cvar_Get ("scr_ofsx", "0", CVAR_NONE,
|
|
"Sets how much to offset the view in the x direction");
|
|
scr_ofsy = Cvar_Get ("scr_ofsy", "0", CVAR_NONE,
|
|
"Sets how much to offset the view in the y direction");
|
|
scr_ofsz = Cvar_Get ("scr_ofsz", "0", CVAR_NONE,
|
|
"Sets how much to offset the view in the z direction");
|
|
|
|
cl_rollspeed = Cvar_Get ("cl_rollspeed", "200", CVAR_NONE,
|
|
"Sets how quickly you straighten out after strafing");
|
|
cl_rollangle = Cvar_Get ("cl_rollangle", "2.0", CVAR_NONE,
|
|
"Sets how much your screen tilts when strafing");
|
|
cl_bob = Cvar_Get ("cl_bob", "0.02", CVAR_NONE,
|
|
"Sets how much your weapon moves up and down when walking");
|
|
cl_bobcycle = Cvar_Get ("cl_bobcycle", "0.6", CVAR_NONE,
|
|
"Sets how quickly your weapon moves up and down when walking");
|
|
cl_bobup = Cvar_Get ("cl_bobup", "0.5", CVAR_NONE,
|
|
"Sets how long your weapon stays up before cycling when "
|
|
"walking");
|
|
|
|
v_kicktime = Cvar_Get ("v_kicktime", "0.5", CVAR_NONE,
|
|
"Sets how long the kick effects last (when you are hit)");
|
|
v_kickroll = Cvar_Get ("v_kickroll", "0.6", CVAR_NONE,
|
|
"Sets how much you lean when hit");
|
|
v_kickpitch = Cvar_Get ("v_kickpitch", "0.6", CVAR_NONE,
|
|
"Sets how much you look up when hit");
|
|
v_gamma = Cvar_Get ("v_gamma", "1.0", CVAR_ARCHIVE,
|
|
"Sets the monitor gamma");
|
|
|
|
BuildGammaTable (v_gamma->value); // no gamma yet
|
|
}
|