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https://git.code.sf.net/p/quake/quakeforge-old
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are done (sorry if this steps on your toes with the view.c merge Deek) and I'm almost positive flymode will now work. Even though view offset is done, it won't. The reason for this is that cl.stats[STAT_FLYMODE] is pretty much going to ALWAYS be 0 on a standard server. Since 0 tells us that we're not flying, this is fine. cl.stats[STAT_VIEWHEIGHT] is also going to be 0, but it should be 22 for normal views. I could always assume this value is an offset from 22, but that just seems lame to me. I'll either do it anyway or we'll have to find a good opportunity in the connect cycle to set the cl.qfserver qboolean to true. I'm thinking about using an info key value for this, but we'd be better served I think by coordinating with QSG to up the protocol version across all engines.
861 lines
19 KiB
C
861 lines
19 KiB
C
/*
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view.c - player eye positioning
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 1999,2000 contributors of the QuakeForge project
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Please see the file "AUTHORS" for a list of contributors
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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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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#include <qtypes.h>
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#include <quakedef.h>
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#include <r_local.h>
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#include <mathlib.h>
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#include <draw.h>
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#include <cvar.h>
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#include <screen.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 *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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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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*/
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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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V_CalcBob
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*/
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float V_CalcBob (void)
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{
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static double bobtime;
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static float bob;
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float cycle;
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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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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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bob = sqrt(cl.simvel[0]*cl.simvel[0] + cl.simvel[1]*cl.simvel[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;
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cvar_t *v_centerspeed;
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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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V_DriftPitch
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Moves the client pitch angle towards cl.idealpitch sent by the
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server.
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If the user is adjusting pitch manually, either with lookup/lookdown,
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mlook and mouse, or klook and keyboard, pitch drifting is constantly
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stopped.
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Drifting is enabled when the center view key is hit, mlook is
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released and lookspring is non 0, or when
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*/
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void V_DriftPitch (void)
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{
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float delta, move;
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if (view_message->onground == -1 || 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.frames[(cls.netchan.outgoing_sequence-1)&UPDATE_MASK].cmd.forwardmove) < 200)
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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 = 0 - 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;
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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 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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V_CheckGamma
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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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V_ParseDamage
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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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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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VectorSubtract (from, cl.simorg, from);
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VectorNormalize (from);
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AngleVectors (cl.simangles, 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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V_cshift_f
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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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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 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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V_SetContentsColor
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Underwater, lava, etc each has a color shift
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*/
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void V_SetContentsColor (int contents)
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{
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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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{
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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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}
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/*
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V_CalcPowerupCshift
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*/
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void V_CalcPowerupCshift (void)
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{
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if (cl.stats[STAT_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.stats[STAT_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.stats[STAT_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.stats[STAT_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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V_CalcBlend
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*/
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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/2)/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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/*
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==============================================================================
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VIEW RENDERING
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==============================================================================
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*/
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float angledelta (float a)
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{
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a = anglemod(a);
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if (a > 180)
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a -= 360;
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return a;
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}
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/*
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CalcGunAngle
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*/
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void CalcGunAngle (void)
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{
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float yaw, pitch, move;
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static float oldyaw = 0;
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static float oldpitch = 0;
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yaw = r_refdef.viewangles[YAW];
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pitch = -r_refdef.viewangles[PITCH];
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yaw = angledelta(yaw - r_refdef.viewangles[YAW]) * 0.4;
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if (yaw > 10)
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yaw = 10;
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if (yaw < -10)
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yaw = -10;
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pitch = angledelta(-pitch - r_refdef.viewangles[PITCH]) * 0.4;
|
|
if (pitch > 10)
|
|
pitch = 10;
|
|
if (pitch < -10)
|
|
pitch = -10;
|
|
move = host_frametime*20;
|
|
if (yaw > oldyaw)
|
|
{
|
|
if (oldyaw + move < yaw)
|
|
yaw = oldyaw + move;
|
|
}
|
|
else
|
|
{
|
|
if (oldyaw - move > yaw)
|
|
yaw = oldyaw - move;
|
|
}
|
|
|
|
if (pitch > oldpitch)
|
|
{
|
|
if (oldpitch + move < pitch)
|
|
pitch = oldpitch + move;
|
|
}
|
|
else
|
|
{
|
|
if (oldpitch - move > pitch)
|
|
pitch = oldpitch - move;
|
|
}
|
|
|
|
oldyaw = yaw;
|
|
oldpitch = pitch;
|
|
|
|
cl.viewent.angles[YAW] = r_refdef.viewangles[YAW] + yaw;
|
|
cl.viewent.angles[PITCH] = - (r_refdef.viewangles[PITCH] + pitch);
|
|
}
|
|
|
|
/*
|
|
V_BoundOffsets
|
|
*/
|
|
void V_BoundOffsets (void)
|
|
{
|
|
// absolutely bound refresh reletive to entity clipping hull
|
|
// so the view can never be inside a solid wall
|
|
|
|
if (r_refdef.vieworg[0] < cl.simorg[0] - 14)
|
|
r_refdef.vieworg[0] = cl.simorg[0] - 14;
|
|
else if (r_refdef.vieworg[0] > cl.simorg[0] + 14)
|
|
r_refdef.vieworg[0] = cl.simorg[0] + 14;
|
|
if (r_refdef.vieworg[1] < cl.simorg[1] - 14)
|
|
r_refdef.vieworg[1] = cl.simorg[1] - 14;
|
|
else if (r_refdef.vieworg[1] > cl.simorg[1] + 14)
|
|
r_refdef.vieworg[1] = cl.simorg[1] + 14;
|
|
if (r_refdef.vieworg[2] < cl.simorg[2] - 22)
|
|
r_refdef.vieworg[2] = cl.simorg[2] - 22;
|
|
else if (r_refdef.vieworg[2] > cl.simorg[2] + 30)
|
|
r_refdef.vieworg[2] = cl.simorg[2] + 30;
|
|
}
|
|
|
|
/*
|
|
V_AddIdle
|
|
|
|
Idle swaying
|
|
*/
|
|
void V_AddIdle (void)
|
|
{
|
|
r_refdef.viewangles[ROLL] += v_idlescale->value * sin(cl.time*v_iroll_cycle->value) * v_iroll_level->value;
|
|
r_refdef.viewangles[PITCH] += v_idlescale->value * sin(cl.time*v_ipitch_cycle->value) * v_ipitch_level->value;
|
|
r_refdef.viewangles[YAW] += v_idlescale->value * sin(cl.time*v_iyaw_cycle->value) * v_iyaw_level->value;
|
|
|
|
cl.viewent.angles[ROLL] -= v_idlescale->value * sin(cl.time*v_iroll_cycle->value) * v_iroll_level->value;
|
|
cl.viewent.angles[PITCH] -= v_idlescale->value * sin(cl.time*v_ipitch_cycle->value) * v_ipitch_level->value;
|
|
cl.viewent.angles[YAW] -= v_idlescale->value * sin(cl.time*v_iyaw_cycle->value) * v_iyaw_level->value;
|
|
}
|
|
|
|
|
|
/*
|
|
V_CalcViewRoll
|
|
|
|
Roll is induced by movement and damage
|
|
*/
|
|
void V_CalcViewRoll (void)
|
|
{
|
|
float side;
|
|
|
|
side = V_CalcRoll (cl.simangles, cl.simvel);
|
|
r_refdef.viewangles[ROLL] += side;
|
|
|
|
if (v_dmg_time > 0)
|
|
{
|
|
r_refdef.viewangles[ROLL] += v_dmg_time/v_kicktime->value*v_dmg_roll;
|
|
r_refdef.viewangles[PITCH] += v_dmg_time/v_kicktime->value*v_dmg_pitch;
|
|
v_dmg_time -= host_frametime;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
V_CalcIntermissionRefdef
|
|
*/
|
|
void V_CalcIntermissionRefdef (void)
|
|
{
|
|
entity_t *view;
|
|
float old;
|
|
|
|
// view is the weapon model
|
|
view = &cl.viewent;
|
|
|
|
VectorCopy (cl.simorg, r_refdef.vieworg);
|
|
VectorCopy (cl.simangles, r_refdef.viewangles);
|
|
view->model = NULL;
|
|
|
|
// allways idle in intermission
|
|
old = v_idlescale->value;
|
|
v_idlescale->value = 1;
|
|
V_AddIdle ();
|
|
v_idlescale->value = old;
|
|
}
|
|
|
|
/*
|
|
V_CalcRefdef
|
|
*/
|
|
void V_CalcRefdef (void)
|
|
{
|
|
entity_t *view;
|
|
int h, i;
|
|
vec3_t forward, right, up;
|
|
float bob;
|
|
static float oldz = 0;
|
|
|
|
h = cl.qfserver ? cl.stats[STAT_VIEWHEIGHT] : 22;
|
|
|
|
V_DriftPitch ();
|
|
|
|
// view is the weapon model (only visible from inside body)
|
|
view = &cl.viewent;
|
|
|
|
bob = V_CalcBob ();
|
|
|
|
// refresh position from simulated origin
|
|
VectorCopy (cl.simorg, r_refdef.vieworg);
|
|
|
|
r_refdef.vieworg[2] += bob;
|
|
|
|
// never let it sit exactly on a node line, because a water plane can
|
|
// dissapear when viewed with the eye exactly on it.
|
|
// the server protocol only specifies to 1/8 pixel, so add 1/16 in each axis
|
|
r_refdef.vieworg[0] += 1.0/16;
|
|
r_refdef.vieworg[1] += 1.0/16;
|
|
r_refdef.vieworg[2] += 1.0/16;
|
|
|
|
VectorCopy (cl.simangles, r_refdef.viewangles);
|
|
V_CalcViewRoll ();
|
|
V_AddIdle ();
|
|
|
|
if (view_message->flags & PF_GIB)
|
|
r_refdef.vieworg[2] += 8; // gib view height
|
|
else if (view_message->flags & PF_DEAD)
|
|
r_refdef.vieworg[2] -= 16; // corpse view height
|
|
else
|
|
r_refdef.vieworg[2] += h; // view height
|
|
|
|
if (view_message->flags & PF_DEAD) // PF_GIB also sets PF_DEAD
|
|
r_refdef.viewangles[ROLL] = 80; // dead view angle
|
|
|
|
|
|
// offsets
|
|
AngleVectors (cl.simangles, forward, right, up);
|
|
|
|
// set up gun position
|
|
VectorCopy (cl.simangles, view->angles);
|
|
|
|
CalcGunAngle ();
|
|
|
|
VectorCopy (cl.simorg, view->origin);
|
|
view->origin[2] += h;
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
view->origin[i] += forward[i]*bob*0.4;
|
|
// view->origin[i] += right[i]*bob*0.4;
|
|
// view->origin[i] += up[i]*bob*0.8;
|
|
}
|
|
view->origin[2] += bob;
|
|
|
|
// fudge position around to keep amount of weapon visible
|
|
// roughly equal with different FOV
|
|
if (scr_viewsize->value == 110)
|
|
view->origin[2] += 1;
|
|
else if (scr_viewsize->value == 100)
|
|
view->origin[2] += 2;
|
|
else if (scr_viewsize->value == 90)
|
|
view->origin[2] += 1;
|
|
else if (scr_viewsize->value == 80)
|
|
view->origin[2] += 0.5;
|
|
|
|
if (view_message->flags & (PF_GIB|PF_DEAD) )
|
|
view->model = NULL;
|
|
else
|
|
view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
|
|
view->frame = view_message->weaponframe;
|
|
view->colormap = vid.colormap;
|
|
|
|
// set up the refresh position
|
|
r_refdef.viewangles[PITCH] += cl.punchangle;
|
|
|
|
// smooth out stair step ups
|
|
if ( (view_message->onground != -1) && (cl.simorg[2] - oldz > 0) )
|
|
{
|
|
float steptime;
|
|
|
|
steptime = host_frametime;
|
|
|
|
oldz += steptime * 80;
|
|
if (oldz > cl.simorg[2])
|
|
oldz = cl.simorg[2];
|
|
if (cl.simorg[2] - oldz > 12)
|
|
oldz = cl.simorg[2] - 12;
|
|
r_refdef.vieworg[2] += oldz - cl.simorg[2];
|
|
view->origin[2] += oldz - cl.simorg[2];
|
|
}
|
|
else
|
|
oldz = cl.simorg[2];
|
|
}
|
|
|
|
/*
|
|
DropPunchAngle
|
|
*/
|
|
void DropPunchAngle (void)
|
|
{
|
|
cl.punchangle -= 10*host_frametime;
|
|
if (cl.punchangle < 0)
|
|
cl.punchangle = 0;
|
|
}
|
|
|
|
/*
|
|
V_RenderView
|
|
|
|
The player's clipping box goes from (-16 -16 -24) to (16 16 32) from
|
|
the entity origin, so any view position inside that will be valid
|
|
*/
|
|
extern vrect_t scr_vrect;
|
|
|
|
void V_RenderView (void)
|
|
{
|
|
// if (cl.simangles[ROLL])
|
|
// Sys_Error ("cl.simangles[ROLL]"); // DEBUG
|
|
cl.simangles[ROLL] = 0; // FIXME @@@
|
|
|
|
if (cls.state != ca_active)
|
|
return;
|
|
|
|
view_frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
|
|
view_message = &view_frame->playerstate[cl.playernum];
|
|
|
|
DropPunchAngle ();
|
|
if (cl.intermission)
|
|
{ // intermission / finale rendering
|
|
V_CalcIntermissionRefdef ();
|
|
}
|
|
else
|
|
{
|
|
V_CalcRefdef ();
|
|
}
|
|
|
|
R_PushDlights ();
|
|
R_RenderView ();
|
|
|
|
if (crosshair->value)
|
|
Draw_Crosshair();
|
|
}
|
|
|
|
//============================================================================
|
|
|
|
/*
|
|
V_Init
|
|
*/
|
|
void V_Init (void)
|
|
{
|
|
Cmd_AddCommand ("v_cshift", V_cshift_f);
|
|
Cmd_AddCommand ("bf", V_BonusFlash_f);
|
|
Cmd_AddCommand ("centerview", V_StartPitchDrift);
|
|
|
|
lcd_x = Cvar_Get ("lcd_x","0",0,"None");
|
|
//lcd_yaw = Cvar_Get ("lcd_yaw","0",0,"None");
|
|
|
|
v_centermove = Cvar_Get ("v_centermove","0.15",0,"None");
|
|
v_centerspeed = Cvar_Get ("v_centerspeed","500",0,"None");
|
|
|
|
v_iyaw_cycle = Cvar_Get ("v_iyaw_cycle","2",0,"None");
|
|
v_iroll_cycle = Cvar_Get ("v_iroll_cycle","0.5",0,"None");
|
|
v_ipitch_cycle = Cvar_Get ("v_ipitch_cycle","1",0,"None");
|
|
v_iyaw_level = Cvar_Get ("v_iyaw_level","0.3",0,"None");
|
|
v_iroll_level = Cvar_Get ("v_iroll_level","0.1",0,"None");
|
|
v_ipitch_level = Cvar_Get ("v_ipitch_level","0.3",0,"None");
|
|
|
|
v_contentblend = Cvar_Get ("v_contentblend","1",0,"None");
|
|
|
|
v_idlescale = Cvar_Get ("v_idlescale","0",0,"None");
|
|
crosshaircolor = Cvar_Get ("crosshaircolor","79",CVAR_ARCHIVE,"None");
|
|
crosshair = Cvar_Get ("crosshair","0",CVAR_ARCHIVE,"None");
|
|
cl_crossx = Cvar_Get ("cl_crossx","0",CVAR_ARCHIVE,"None");
|
|
cl_crossy = Cvar_Get ("cl_crossy","0",CVAR_ARCHIVE,"None");
|
|
gl_cshiftpercent = Cvar_Get ("gl_cshiftpercent","100",0,"None");
|
|
|
|
cl_rollspeed = Cvar_Get ("cl_rollspeed","200",0,"None");
|
|
cl_rollangle = Cvar_Get ("cl_rollangle","2.0",0,"None");
|
|
cl_bob = Cvar_Get ("cl_bob","0.02",0,"None");
|
|
cl_bobcycle = Cvar_Get ("cl_bobcycle","0.6",0,"None");
|
|
cl_bobup = Cvar_Get ("cl_bobup","0.5",0,"None");
|
|
|
|
v_kicktime = Cvar_Get ("v_kicktime","0.5",0,"None");
|
|
v_kickroll = Cvar_Get ("v_kickroll","0.6",0,"None");
|
|
v_kickpitch = Cvar_Get ("v_kickpitch","0.6",0,"None");
|
|
|
|
BuildGammaTable (1.0); // no gamma yet
|
|
v_gamma = Cvar_Get ("gamma","1",CVAR_ARCHIVE,"None");
|
|
}
|
|
|
|
|