quakeforge-old/common/view.c

1107 lines
25 KiB
C

/*
view.c - player eye positioning
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 1999,2000 contributors of the QuakeForge project
Please see the file "AUTHORS" for a list of contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include <quakedef.h>
#include <r_local.h>
#include <draw.h>
#include <mathlib.h>
#include <qtypes.h>
#include <qstructs.h>
#include <cmd.h>
#include <screen.h>
#include <console.h>
#include <cvar.h>
extern int onground;
/*
The view is allowed to move slightly from it's true position for bobbing,
but if it exceeds 8 pixels linear distance (spherical, not box), the list of
entities sent from the server may not include everything in the pvs, especially
when crossing a water boudnary.
*/
cvar_t *lcd_x; // FIXME: make this work sometime...
cvar_t *lcd_yaw;
cvar_t *scr_ofsx;
cvar_t *scr_ofsy;
cvar_t *scr_ofsz;
cvar_t *cl_rollspeed;
cvar_t *cl_rollangle;
cvar_t *cl_bob;
cvar_t *cl_bobcycle;
cvar_t *cl_bobup;
cvar_t *v_kicktime;
cvar_t *v_kickroll;
cvar_t *v_kickpitch;
cvar_t *v_iyaw_cycle;
cvar_t *v_iroll_cycle;
cvar_t *v_ipitch_cycle;
cvar_t *v_iyaw_level;
cvar_t *v_iroll_level;
cvar_t *v_ipitch_level;
cvar_t *v_idlescale;
cvar_t *crosshair;
cvar_t *crosshaircolor;
cvar_t *cl_crossx;
cvar_t *cl_crossy;
cvar_t *gl_cshiftpercent;
cvar_t *v_contentblend;
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
extern int in_forward, in_forward2, in_back;
frame_t *view_frame;
player_state_t *view_message;
/*
V_CalcRoll
(desc)
*/
float
V_CalcRoll (vec3_t angles, vec3_t velocity)
{
vec3_t forward, right, up;
float sign;
float side;
float value;
AngleVectors (angles, forward, right, up);
side = DotProduct (velocity, right);
sign = side < 0 ? -1 : 1;
side = fabs(side);
value = cl_rollangle->value;
if (side < cl_rollspeed->value)
side = side * value / cl_rollspeed->value;
else
side = value;
return side*sign;
}
/*
V_CalcBob
(desc)
*/
float V_CalcBob (void)
{
#ifdef QUAKEWORLD
static double bobtime;
static float bob;
#else
float bob;
#endif
float cycle;
#ifdef QUAKEWORLD
if (cl.spectator)
return 0;
if (onground == -1)
return bob; // just use old value
bobtime += host_frametime;
cycle = bobtime - (int)(bobtime/cl_bobcycle->value)*cl_bobcycle->value;
#else
cycle = cl.time - (int)(cl.time/cl_bobcycle->value)*cl_bobcycle->value;
#endif
cycle /= cl_bobcycle->value;
if (cycle < cl_bobup->value)
cycle = M_PI * cycle / cl_bobup->value;
else
cycle = M_PI + M_PI*(cycle-cl_bobup->value)/(1.0 - cl_bobup->value);
// bob is proportional to [simulated] velocity in the xy plane
// (don't count Z, or jumping messes it up)
#ifdef QUAKEWORLD
bob = sqrt(cl.simvel[0]*cl.simvel[0] + cl.simvel[1]*cl.simvel[1]) * cl_bob->value;
#else
bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob->value;
#endif
bob = bob*0.3 + bob*0.7*sin(cycle);
if (bob > 4)
bob = 4;
else if (bob < -7)
bob = -7;
return bob;
}
//=============================================================================
cvar_t *v_centermove;
cvar_t *v_centerspeed;
void
V_StartPitchDrift ( void )
{
if (cl.laststop == cl.time) {
return; // something else is keeping it from drifting
}
if (cl.nodrift || !cl.pitchvel) {
cl.pitchvel = v_centerspeed->value;
cl.nodrift = false;
cl.driftmove = 0;
}
}
void
V_StopPitchDrift (void)
{
cl.laststop = cl.time;
cl.nodrift = true;
cl.pitchvel = 0;
}
/*
V_DriftPitch
Move client pitch angle towards cl.idealpitch sent by the server.
If the user is adjusting pitch manually, either with lookup/lookdown,
mlook and mouse, or klook and keyboard, pitch drifting is constantly
stopped.
Drifting is enabled when the center view key is hit, mlook is released
and lookspring is nonzero, or when
*/
void
V_DriftPitch ( void )
{
float delta, move;
#ifdef QUAKEWORLD
if (view_message->onground == -1 || cls.demoplayback ) {
#else
if (noclip_anglehack || !cl.onground || cls.demoplayback ) {
#endif
cl.driftmove = 0;
cl.pitchvel = 0;
return;
}
// don't count small mouse motion
if ( cl.nodrift ) {
#ifdef QUAKEWORLD
if ( fabs(cl.frames[(cls.netchan.outgoing_sequence-1)&UPDATE_MASK].cmd.forwardmove) < 200)
#else
if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed->value)
#endif
cl.driftmove = 0;
else
cl.driftmove += host_frametime;
if ( cl.driftmove > v_centermove->value) {
V_StartPitchDrift ();
}
return;
}
delta = cl.idealpitch - cl.viewangles[PITCH];
if ( !delta ) {
cl.pitchvel = 0;
return;
}
move = host_frametime * cl.pitchvel;
cl.pitchvel += host_frametime * v_centerspeed->value;
//Con_Printf ("move: %f (%f)\n", move, host_frametime);
if (delta > 0) {
if (move > delta)
{
cl.pitchvel = 0;
move = delta;
}
cl.viewangles[PITCH] += move;
} else if (delta < 0) {
if (move > -delta) {
cl.pitchvel = 0;
move = -delta;
}
cl.viewangles[PITCH] -= move;
}
}
/*
==============================================================================
PALETTE FLASHES
==============================================================================
*/
cshift_t cshift_empty = { {130,80,50}, 0 };
cshift_t cshift_water = { {130,80,50}, 128 };
cshift_t cshift_slime = { {0,25,5}, 150 };
cshift_t cshift_lava = { {255,80,0}, 150 };
cvar_t *v_gamma;
byte gammatable[256]; // palette is sent through this
byte ramps[3][256];
float v_blend[4]; // rgba 0.0 - 1.0
void
BuildGammaTable ( float g )
{
int i, inf;
if (g == 1.0) {
for (i=0 ; i<256 ; i++)
gammatable[i] = i;
return;
}
for (i=0 ; i<256 ; i++) {
inf = 255 * pow ( (i+0.5)/255.5 , g ) + 0.5;
inf = bound(0, inf, 255);
gammatable[i] = inf;
}
}
/*
V_CheckGamma
(desc)
*/
qboolean
V_CheckGamma ( void )
{
static float oldgammavalue;
if (v_gamma->value == oldgammavalue)
return false;
oldgammavalue = v_gamma->value;
BuildGammaTable (v_gamma->value);
vid.recalc_refdef = 1; // force a surface cache flush
return true;
}
/*
V_ParseDamage
(desc)
*/
void
V_ParseDamage ( void )
{
int armor, blood;
vec3_t from;
int i;
vec3_t forward, right, up;
#ifdef UQUAKE
entity_t *ent;
#endif
float side;
float count;
armor = MSG_ReadByte ();
blood = MSG_ReadByte ();
for (i=0 ; i<3 ; i++)
from[i] = MSG_ReadCoord ();
count = blood*0.5 + armor*0.5;
count = min(10, count);
cl.faceanimtime = cl.time + 0.2; // but sbar face into pain frame
cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
cl.cshifts[CSHIFT_DAMAGE].percent = bound(0, cl.cshifts[CSHIFT_DAMAGE].percent, 150);
if ( armor > blood ) {
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
} else if ( armor ) {
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
} else {
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
}
// calculate view angle kicks
#ifdef QUAKEWORLD
VectorSubtract (from, cl.simorg, from);
#else
ent = &cl_entities[cl.playernum + 1];
VectorSubtract (from, ent->origin, from);
#endif
VectorNormalize (from);
#ifdef QUAKEWORLD
AngleVectors (cl.simangles, forward, right, up);
#else
AngleVectors (ent->angles, forward, right, up);
#endif
side = DotProduct (from, right);
v_dmg_roll = count*side*v_kickroll->value;
side = DotProduct (from, forward);
v_dmg_pitch = count*side*v_kickpitch->value;
v_dmg_time = v_kicktime->value;
}
/*
V_cshift_f
(desc)
*/
void
V_cshift_f ( void )
{
cshift_empty.destcolor[0] = atoi(Cmd_Argv(1));
cshift_empty.destcolor[1] = atoi(Cmd_Argv(2));
cshift_empty.destcolor[2] = atoi(Cmd_Argv(3));
cshift_empty.percent = atoi(Cmd_Argv(4));
}
/*
V_BonusFlash_f
When you run over an item, the server sends this command
*/
void
V_BonusFlash_f ( void )
{
cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
cl.cshifts[CSHIFT_BONUS].percent = 50;
}
/*
V_SetContentsColor
Underwater, lava, etc each has a color shift
*/
void
V_SetContentsColor (int contents)
{
#ifdef QUAKEWORLD
if (!v_contentblend->value) {
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
return;
}
#endif
switch (contents)
{
case CONTENTS_SOLID:
#ifdef QUAKEWORLD
cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
#else
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
#endif
case CONTENTS_EMPTY:
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
break;
case CONTENTS_LAVA:
cl.cshifts[CSHIFT_CONTENTS] = cshift_lava;
break;
case CONTENTS_SLIME:
cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
break;
default:
cl.cshifts[CSHIFT_CONTENTS] = cshift_water;
}
}
/*
V_CalcPowerupCshift
Calculate the color to shade the view under powerups.
*/
void
V_CalcPowerupCshift ( void )
{
if (cl.stats[STAT_ITEMS] & IT_QUAD) {
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
cl.cshifts[CSHIFT_POWERUP].percent = 30;
} else if (cl.stats[STAT_ITEMS] & IT_SUIT) {
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
cl.cshifts[CSHIFT_POWERUP].percent = 20;
} else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY) {
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
cl.cshifts[CSHIFT_POWERUP].percent = 100;
} else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY) {
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
cl.cshifts[CSHIFT_POWERUP].percent = 30;
} else {
cl.cshifts[CSHIFT_POWERUP].percent = 0;
}
}
/*
V_CalcBlend
*/
void
V_CalcBlend ( void )
{
float r, g, b, a, a2;
int j;
r = 0;
g = 0;
b = 0;
a = 0;
for (j=0 ; j<NUM_CSHIFTS ; j++)
{
if (!gl_cshiftpercent->value)
continue;
a2 = ((cl.cshifts[j].percent * gl_cshiftpercent->value) / 100.0) / 255.0;
// a2 = (cl.cshifts[j].percent/2)/255.0; // from qw
// a2 = cl.cshifts[j].percent/255.0; // from uq
if (!a2)
continue;
a = a + a2*(1-a);
// Con_Printf ("j:%i a:%f\n", j, a);
a2 = a2/a;
r = r*(1-a2) + cl.cshifts[j].destcolor[0]*a2;
g = g*(1-a2) + cl.cshifts[j].destcolor[1]*a2;
b = b*(1-a2) + cl.cshifts[j].destcolor[2]*a2;
}
v_blend[0] = r/255.0;
v_blend[1] = g/255.0;
v_blend[2] = b/255.0;
v_blend[3] = bound(0.0, a, 1.0);
}
/*
==============================================================================
VIEW RENDERING
==============================================================================
*/
float
angledelta ( float a )
{
a = anglemod(a);
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;
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);
#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
// absolutely bound refresh reletive to entity clipping hull
// so the view can never be inside a solid wall
#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;
// allways 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 QUAKEWORLD
int h;
#else
entity_t *ent;
vec3_t angles;
#endif
int i;
vec3_t forward, right, up;
float bob;
static float oldz = 0;
#ifdef QUAKEWORLD
h = cl.qfserver ? cl.stats[STAT_VIEWHEIGHT] : 22;
#endif
V_DriftPitch ();
#ifdef UQUAKE
// ent is the player model (visible when out of body)
ent = &cl_entities[cl.playernum + 1];
#endif
// view is the weapon model (only visible from inside body)
view = &cl.viewent;
#ifdef UQUAKE
// transform the view offset by the model's matrix to get the offset from
// model origin for the view
ent->angles[YAW] = cl.viewangles[YAW]; // the model should face
// 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] += h; // 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] += h;
#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 ();
}
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 ();
}
#else
R_RenderView ();
#endif
if (crosshair->value)
Draw_Crosshair();
}
//============================================================================
/*
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, "None");
v_centerspeed = Cvar_Get ("v_centerspeed", "500", CVAR_NONE, "None");
v_iyaw_cycle = Cvar_Get ("v_iyaw_cycle", "2", CVAR_NONE, "None");
v_iroll_cycle = Cvar_Get ("v_iroll_cycle", "0.5", CVAR_NONE, "None");
v_ipitch_cycle = Cvar_Get ("v_ipitch_cycle", "1", CVAR_NONE, "None");
v_iyaw_level = Cvar_Get ("v_iyaw_level", "0.3", CVAR_NONE, "None");
v_iroll_level = Cvar_Get ("v_iroll_level", "0.1", CVAR_NONE, "None");
v_ipitch_level = Cvar_Get ("v_ipitch_level", "0.3", CVAR_NONE, "None");
v_contentblend = Cvar_Get ("v_contentblend", "1", CVAR_NONE, "Shift color in liquids");
v_idlescale = Cvar_Get ("v_idlescale", "0", CVAR_NONE, "None");
crosshaircolor = Cvar_Get ("crosshaircolor", "79", CVAR_ARCHIVE, "Crosshair Color");
crosshair = Cvar_Get ("crosshair", "0", CVAR_ARCHIVE, "Crosshair selection");
cl_crossx = Cvar_Get ("cl_crossx", "0", CVAR_ARCHIVE, "Crosshair X location");
cl_crossy = Cvar_Get ("cl_crossy", "0", CVAR_ARCHIVE, "Crosshair Y location");
gl_cshiftpercent = Cvar_Get ("gl_cshiftpercent", "100", CVAR_NONE, "Percentage of color shifting");
scr_ofsx = Cvar_Get ("scr_ofsx", "0", CVAR_NONE, "None");
scr_ofsy = Cvar_Get ("scr_ofsy", "0", CVAR_NONE, "None");
scr_ofsz = Cvar_Get ("scr_ofsz", "0", CVAR_NONE, "None");
cl_rollspeed = Cvar_Get ("cl_rollspeed", "200", CVAR_NONE, "None");
cl_rollangle = Cvar_Get ("cl_rollangle", "2.0", CVAR_NONE, "None");
cl_bob = Cvar_Get ("cl_bob", "0.02", CVAR_NONE, "None");
cl_bobcycle = Cvar_Get ("cl_bobcycle", "0.6", CVAR_NONE, "None");
cl_bobup = Cvar_Get ("cl_bobup", "0.5", CVAR_NONE, "None");
v_kicktime = Cvar_Get ("v_kicktime", "0.5", CVAR_NONE, "None");
v_kickroll = Cvar_Get ("v_kickroll", "0.6", CVAR_NONE, "None");
v_kickpitch = Cvar_Get ("v_kickpitch", "0.6", CVAR_NONE, "None");
v_gamma = Cvar_Get ("v_gamma", "1.0", CVAR_ARCHIVE, "Monitor gamma");
BuildGammaTable (v_gamma->value); // no gamma yet
}