mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-26 22:31:05 +00:00
dbd3d6502a
I never liked it, but with C2x coming out, it's best to handle bools properly. I haven't gone through all the uses of int as bool (I'll leave that for fixing when I encounter them), but this gets QF working with both c2x (really, gnu2x because of raw strings).
1001 lines
26 KiB
C
1001 lines
26 KiB
C
/*
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cl_view.c
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player eye positioning
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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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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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include "QF/cmd.h"
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#include "QF/cvar.h"
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#include "QF/msg.h"
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#include "QF/screen.h"
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#include "QF/plugin/vid_render.h"
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#include "QF/scene/entity.h"
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#include "QF/scene/scene.h"
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#include "QF/simd/vec4f.h"
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#include "compat.h"
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#include "client/chase.h"
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#include "client/entities.h"
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#include "client/hud.h"
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#include "client/input.h"
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#include "client/view.h"
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#include "client/world.h"
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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
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of entities sent from the server may not include everything in the pvs,
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especially when crossing a water boudnary.
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*/
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float scr_ofsx;
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static cvar_t scr_ofsx_cvar = {
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.name = "scr_ofsx",
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.description =
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"None",
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.default_value = "0",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_float, .value = &scr_ofsx },
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};
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float scr_ofsy;
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static cvar_t scr_ofsy_cvar = {
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.name = "scr_ofsy",
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.description =
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"None",
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.default_value = "0",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_float, .value = &scr_ofsy },
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};
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float scr_ofsz;
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static cvar_t scr_ofsz_cvar = {
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.name = "scr_ofsz",
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.description =
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"None",
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.default_value = "0",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_float, .value = &scr_ofsz },
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};
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float cl_rollspeed;
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static cvar_t cl_rollspeed_cvar = {
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.name = "cl_rollspeed",
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.description =
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"How quickly you straighten out after strafing",
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.default_value = "200",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_float, .value = &cl_rollspeed },
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};
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float cl_rollangle;
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static cvar_t cl_rollangle_cvar = {
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.name = "cl_rollangle",
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.description =
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"How much your screen tilts when strafing",
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.default_value = "2.0",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_float, .value = &cl_rollangle },
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};
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float cl_bob;
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static cvar_t cl_bob_cvar = {
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.name = "cl_bob",
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.description =
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"How much your weapon moves up and down when walking",
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.default_value = "0.02",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_float, .value = &cl_bob },
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};
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float cl_bobcycle;
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static cvar_t cl_bobcycle_cvar = {
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.name = "cl_bobcycle",
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.description =
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"How quickly your weapon moves up and down when walking",
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.default_value = "0.6",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_float, .value = &cl_bobcycle },
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};
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float cl_bobup;
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static cvar_t cl_bobup_cvar = {
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.name = "cl_bobup",
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.description =
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"How long your weapon stays up before cycling when walking",
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.default_value = "0.5",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_float, .value = &cl_bobup },
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};
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float v_centermove;
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static cvar_t v_centermove_cvar = {
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.name = "v_centermove",
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.description =
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"How far the player must move forward before the view re-centers",
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.default_value = "0.15",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_float, .value = &v_centermove },
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};
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float v_centerspeed;
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static cvar_t v_centerspeed_cvar = {
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.name = "v_centerspeed",
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.description =
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"How quickly you return to a center view after a lookup or lookdown",
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.default_value = "500",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_float, .value = &v_centerspeed },
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};
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float v_kicktime;
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static cvar_t v_kicktime_cvar = {
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.name = "v_kicktime",
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.description =
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"How long the kick from an attack lasts",
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.default_value = "0.5",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_float, .value = &v_kicktime },
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};
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float v_kickroll;
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static cvar_t v_kickroll_cvar = {
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.name = "v_kickroll",
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.description =
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"How much you lean when hit",
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.default_value = "0.6",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_float, .value = &v_kickroll },
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};
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float v_kickpitch;
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static cvar_t v_kickpitch_cvar = {
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.name = "v_kickpitch",
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.description =
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"How much you look up when hit",
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.default_value = "0.6",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_float, .value = &v_kickpitch },
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};
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int cl_cshift_bonus;
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static cvar_t cl_cshift_bonus_cvar = {
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.name = "cl_cshift_bonus",
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.description =
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"Show bonus flash on item pickup",
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.default_value = "1",
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.flags = CVAR_ARCHIVE,
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.value = { .type = &cexpr_int, .value = &cl_cshift_bonus },
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};
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int cl_cshift_contents;
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static cvar_t cl_cshift_contents_cvar = {
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.name = "cl_cshift_content",
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.description =
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"Shift view colors for contents (water, slime, etc)",
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.default_value = "1",
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.flags = CVAR_ARCHIVE,
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.value = { .type = &cexpr_int, .value = &cl_cshift_contents },
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};
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int cl_cshift_damage;
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static cvar_t cl_cshift_damage_cvar = {
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.name = "cl_cshift_damage",
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.description =
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"Shift view colors on damage",
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.default_value = "1",
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.flags = CVAR_ARCHIVE,
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.value = { .type = &cexpr_int, .value = &cl_cshift_damage },
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};
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int cl_cshift_powerup;
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static cvar_t cl_cshift_powerup_cvar = {
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.name = "cl_cshift_powerup",
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.description =
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"Shift view colors for powerups",
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.default_value = "1",
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.flags = CVAR_ARCHIVE,
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.value = { .type = &cexpr_int, .value = &cl_cshift_powerup },
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};
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float v_iyaw_cycle;
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static cvar_t v_iyaw_cycle_cvar = {
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.name = "v_iyaw_cycle",
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.description =
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"How far you tilt right and left when v_idlescale is enabled",
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.default_value = "2",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_float, .value = &v_iyaw_cycle },
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};
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float v_iroll_cycle;
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static cvar_t v_iroll_cycle_cvar = {
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.name = "v_iroll_cycle",
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.description =
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"How quickly you tilt right and left when v_idlescale is enabled",
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.default_value = "0.5",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_float, .value = &v_iroll_cycle },
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};
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float v_ipitch_cycle;
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static cvar_t v_ipitch_cycle_cvar = {
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.name = "v_ipitch_cycle",
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.description =
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"How quickly you lean forwards and backwards when v_idlescale is "
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"enabled",
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.default_value = "1",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_float, .value = &v_ipitch_cycle },
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};
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float v_iyaw_level;
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static cvar_t v_iyaw_level_cvar = {
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.name = "v_iyaw_level",
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.description =
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"How far you tilt right and left when v_idlescale is enabled",
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.default_value = "0.3",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_float, .value = &v_iyaw_level },
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};
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float v_iroll_level;
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static cvar_t v_iroll_level_cvar = {
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.name = "v_iroll_level",
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.description =
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"How far you tilt right and left when v_idlescale is enabled",
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.default_value = "0.1",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_float, .value = &v_iroll_level },
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};
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float v_ipitch_level;
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static cvar_t v_ipitch_level_cvar = {
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.name = "v_ipitch_level",
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.description =
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"How far you lean forwards and backwards when v_idlescale is enabled",
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.default_value = "0.3",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_float, .value = &v_ipitch_level },
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};
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float v_idlescale;
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static cvar_t v_idlescale_cvar = {
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.name = "v_idlescale",
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.description =
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"Toggles whether the view remains idle",
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.default_value = "0",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_float, .value = &v_idlescale },
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};
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float v_dmg_time, v_dmg_roll, v_dmg_pitch;
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vec4f_t v_idle_yaw;
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vec4f_t v_idle_roll;
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vec4f_t v_idle_pitch;
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static cshift_t cshift_empty = { {130, 80, 50}, 0};
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static cshift_t cshift_water = { {130, 80, 50}, 128};
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static cshift_t cshift_slime = { { 0, 25, 5}, 150};
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static cshift_t cshift_lava = { {255, 80, 0}, 150};
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static cshift_t cshift_bonus = { {215, 186, 60}, 50};
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static cshift_t armor_blood[] = {
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{ {255, 0, 0} }, // blood
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{ {220, 50, 50} }, // armor + blood
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{ {200, 100, 100} }, // armor > blood need two for logic
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{ {200, 100, 100} }, // armor > blood need two for logic
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};
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static cshift_t powerup[] = {
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{ { 0, 0, 0}, 0},
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{ {100, 100, 100}, 100}, // IT_INVISIBILITY
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{ {255, 255, 0}, 30}, // IT_INVULNERABILITY
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{ {255, 255, 0}, 30}, // IT_INVULNERABILITY
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{ { 0, 255, 0}, 20}, // IT_SUIT
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{ { 0, 255, 0}, 20}, // IT_SUIT
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{ { 0, 255, 0}, 20}, // IT_SUIT
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{ { 0, 255, 0}, 20}, // IT_SUIT
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{ { 0, 0, 255}, 30}, // IT_QUAD
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{ { 0, 0, 255}, 30}, // IT_QUAD
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{ {255, 0, 255}, 30}, // IT_INVULNERABILITY | IT_QUAD
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{ {255, 0, 255}, 30}, // IT_INVULNERABILITY | IT_QUAD
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{ {255, 0, 255}, 30}, // IT_INVULNERABILITY | IT_QUAD
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{ {255, 0, 255}, 30}, // IT_INVULNERABILITY | IT_QUAD
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{ {255, 0, 255}, 30}, // IT_INVULNERABILITY | IT_QUAD
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{ {255, 0, 255}, 30}, // IT_INVULNERABILITY | IT_QUAD
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};
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#define sqr(x) ((x) * (x))
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float
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V_CalcRoll (const vec3_t angles, vec4f_t velocity)
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{
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float side, sign, value;
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vec3_t forward, right, up;
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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;
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if (side < cl_rollspeed)
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side = side * value / cl_rollspeed;
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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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static float
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V_CalcBob (viewstate_t *vs)
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{
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vec4f_t velocity = vs->velocity;
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float cycle;
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static double bobtime;
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static float bob;
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if (!vs->bob_enabled)
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return 0;
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if (vs->onground == -1)
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return bob; // just use old value
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bobtime += vs->frametime;
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cycle = bobtime - (int) (bobtime / cl_bobcycle) *
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cl_bobcycle;
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cycle /= cl_bobcycle;
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if (cycle < cl_bobup)
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cycle = cycle / cl_bobup;
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else
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cycle = 1 + (cycle - cl_bobup) / (1.0 - cl_bobup);
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// bob is proportional to velocity in the xy plane
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// (don't count Z, or jumping messes it up)
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velocity[2] = 0;
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bob = sqrt (dotf (velocity, velocity)[0]) * cl_bob;
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bob = bob * 0.3 + bob * 0.7 * sin (cycle * M_PI);
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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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void
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V_StartPitchDrift (viewstate_t *vs)
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{
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if (vs->laststop == vs->time) {
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return; // something else is keeping it from drifting
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}
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if (vs->nodrift || !vs->pitchvel) {
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vs->pitchvel = v_centerspeed;
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vs->nodrift = false;
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vs->driftmove = 0;
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}
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}
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static void
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V_StartPitchDrift_f (void *data)
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{
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V_StartPitchDrift (data);
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}
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void
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V_StopPitchDrift (viewstate_t *vs)
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{
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vs->laststop = vs->time;
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vs->nodrift = true;
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vs->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 vs->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 non 0, or when
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*/
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static void
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V_DriftPitch (viewstate_t *vs)
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{
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float delta, move;
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float forwardmove = vs->movecmd[0];
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if (noclip_anglehack || vs->onground == -1 || !vs->drift_enabled) {
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vs->driftmove = 0;
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vs->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 (vs->nodrift) {
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if (fabs (forwardmove) < cl_forwardspeed)
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vs->driftmove = 0;
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else
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vs->driftmove += vs->frametime;
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if (vs->driftmove > v_centermove) {
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V_StartPitchDrift (vs);
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}
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return;
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}
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delta = vs->idealpitch - vs->player_angles[PITCH];
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if (!delta) {
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vs->pitchvel = 0;
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return;
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}
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move = vs->frametime * vs->pitchvel;
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vs->pitchvel += vs->frametime * v_centerspeed;
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if (delta > 0) {
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if (move > delta) {
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vs->pitchvel = 0;
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move = delta;
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}
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vs->player_angles[PITCH] += move;
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} else if (delta < 0) {
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if (move > -delta) {
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vs->pitchvel = 0;
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move = -delta;
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}
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vs->player_angles[PITCH] -= move;
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}
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}
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/* PALETTE FLASHES */
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void
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V_ParseDamage (qmsg_t *net_message, viewstate_t *vs)
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{
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float count, side;
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int armor, blood;
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vec4f_t origin = vs->player_origin;
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vec_t *angles = vs->player_angles;
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vec3_t from, forward, right, up;
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armor = MSG_ReadByte (net_message);
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blood = MSG_ReadByte (net_message);
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MSG_ReadCoordV (net_message, from);
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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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if (cl_cshift_damage
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|| (vs->force_cshifts & INFO_CSHIFT_DAMAGE)) {
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cshift_t *cshift = &vs->cshifts[CSHIFT_DAMAGE];
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int percent = cshift->percent;
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*cshift = armor_blood[(2 * (armor > blood)) + (armor > 0)];
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cshift->percent = percent + 3 * count;
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cshift->percent = bound (0, cshift->percent, 150);
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cshift->initialpct = cshift->percent;
|
|
cshift->time = vs->time;
|
|
}
|
|
|
|
// calculate view angle kicks
|
|
VectorSubtract (from, origin, from);
|
|
VectorNormalize (from);
|
|
|
|
AngleVectors (angles, forward, right, up);
|
|
|
|
side = DotProduct (from, right);
|
|
v_dmg_roll = count * side * v_kickroll;
|
|
|
|
side = DotProduct (from, forward);
|
|
v_dmg_pitch = count * side * v_kickpitch;
|
|
|
|
v_dmg_time = v_kicktime;
|
|
}
|
|
|
|
static 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
|
|
*/
|
|
static void
|
|
V_BonusFlash_f (void *data)
|
|
{
|
|
viewstate_t *vs = data;
|
|
if (!cl_cshift_bonus
|
|
&& !(vs->force_cshifts & INFO_CSHIFT_BONUS))
|
|
return;
|
|
|
|
vs->cshifts[CSHIFT_BONUS] = cshift_bonus;
|
|
vs->cshifts[CSHIFT_BONUS].initialpct = vs->cshifts[CSHIFT_BONUS].percent;
|
|
vs->cshifts[CSHIFT_BONUS].time = vs->time;
|
|
}
|
|
|
|
/*
|
|
V_SetContentsColor
|
|
|
|
Underwater, lava, etc each has a color shift
|
|
*/
|
|
void
|
|
V_SetContentsColor (viewstate_t *vs, int contents)
|
|
{
|
|
if (!cl_cshift_contents
|
|
&& !(vs->force_cshifts & INFO_CSHIFT_CONTENTS)) {
|
|
vs->cshifts[CSHIFT_CONTENTS] = cshift_empty;
|
|
return;
|
|
}
|
|
|
|
switch (contents) {
|
|
case CONTENTS_EMPTY:
|
|
vs->cshifts[CSHIFT_CONTENTS] = cshift_empty;
|
|
break;
|
|
case CONTENTS_LAVA:
|
|
vs->cshifts[CSHIFT_CONTENTS] = cshift_lava;
|
|
break;
|
|
case CONTENTS_SOLID:
|
|
case CONTENTS_SLIME:
|
|
vs->cshifts[CSHIFT_CONTENTS] = cshift_slime;
|
|
break;
|
|
default:
|
|
vs->cshifts[CSHIFT_CONTENTS] = cshift_water;
|
|
}
|
|
}
|
|
|
|
static void
|
|
V_CalcPowerupCshift (viewstate_t *vs)
|
|
{
|
|
vs->cshifts[CSHIFT_POWERUP] = powerup[vs->powerup_index];
|
|
}
|
|
|
|
/*
|
|
V_CalcBlend
|
|
|
|
LordHavoc made this a real, true alpha blend. Cleaned it up
|
|
a bit, but otherwise this is his code. --KB
|
|
*/
|
|
static void
|
|
V_CalcBlend (viewstate_t *vs)
|
|
{
|
|
float a2, a3;
|
|
float r = 0, g = 0, b = 0, a = 0;
|
|
int i;
|
|
|
|
for (i = 0; i < NUM_CSHIFTS; i++) {
|
|
a2 = vs->cshifts[i].percent / 255.0;
|
|
|
|
if (!a2)
|
|
continue;
|
|
|
|
a2 = min (a2, 1.0);
|
|
r += (vs->cshifts[i].destcolor[0] - r) * a2;
|
|
g += (vs->cshifts[i].destcolor[1] - g) * a2;
|
|
b += (vs->cshifts[i].destcolor[2] - b) * a2;
|
|
|
|
a3 = (1.0 - a) * (1.0 - a2);
|
|
a = 1.0 - a3;
|
|
}
|
|
|
|
// LordHavoc: saturate color
|
|
if (a) {
|
|
a2 = 1.0 / a;
|
|
r *= a2;
|
|
g *= a2;
|
|
b *= a2;
|
|
}
|
|
|
|
vs->cshift_color[0] = min (r, 255.0) / 255.0;
|
|
vs->cshift_color[1] = min (g, 255.0) / 255.0;
|
|
vs->cshift_color[2] = min (b, 255.0) / 255.0;
|
|
vs->cshift_color[3] = bound (0.0, a, 1.0);
|
|
}
|
|
|
|
static void
|
|
V_DropCShift (cshift_t *cs, double time, float droprate)
|
|
{
|
|
if (cs->time < 0) {
|
|
cs->percent = 0;
|
|
} else {
|
|
cs->percent = cs->initialpct - (time - cs->time) * droprate;
|
|
if (cs->percent <= 0) {
|
|
cs->percent = 0;
|
|
cs->time = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
V_PrepBlend (viewstate_t *vs)
|
|
{
|
|
int i, j;
|
|
|
|
if (cl_cshift_powerup
|
|
|| (vs->force_cshifts & INFO_CSHIFT_POWERUP))
|
|
V_CalcPowerupCshift (vs);
|
|
|
|
bool cshift_changed = false;
|
|
|
|
for (i = 0; i < NUM_CSHIFTS; i++) {
|
|
if (vs->cshifts[i].percent != vs->prev_cshifts[i].percent) {
|
|
cshift_changed = true;
|
|
vs->prev_cshifts[i].percent = vs->cshifts[i].percent;
|
|
}
|
|
for (j = 0; j < 3; j++) {
|
|
if (vs->cshifts[i].destcolor[j] != vs->prev_cshifts[i].destcolor[j])
|
|
{
|
|
cshift_changed = true;
|
|
vs->prev_cshifts[i].destcolor[j] = vs->cshifts[i].destcolor[j];
|
|
}
|
|
}
|
|
}
|
|
|
|
// drop the damage value
|
|
V_DropCShift (&vs->cshifts[CSHIFT_DAMAGE], vs->time, 150);
|
|
// drop the bonus value
|
|
V_DropCShift (&vs->cshifts[CSHIFT_BONUS], vs->time, 100);
|
|
|
|
if (!cshift_changed)
|
|
return;
|
|
|
|
V_CalcBlend (vs);
|
|
}
|
|
|
|
/* VIEW RENDERING */
|
|
|
|
static void
|
|
CalcGunAngle (viewstate_t *vs)
|
|
{
|
|
vec4f_t rotation = Transform_GetWorldRotation (vs->camera_transform);
|
|
//FIXME make child of camera
|
|
transform_t wep_form = Entity_Transform (vs->weapon_entity);
|
|
Transform_SetWorldRotation (wep_form, rotation);
|
|
}
|
|
|
|
static void
|
|
V_BoundOffsets (viewstate_t *vs)
|
|
{
|
|
vec4f_t offset = Transform_GetWorldPosition (vs->camera_transform);
|
|
offset -= vs->player_origin;
|
|
|
|
// absolutely bound refresh reletive to entity clipping hull
|
|
// so the view can never be inside a solid wall
|
|
|
|
offset[0] = bound (-14, offset[0], 14);
|
|
offset[1] = bound (-14, offset[1], 14);
|
|
offset[2] = bound (-22, offset[2], 30);
|
|
Transform_SetWorldPosition (vs->camera_transform,
|
|
vs->player_origin + offset);
|
|
}
|
|
|
|
static vec4f_t
|
|
idle_quat (vec4f_t axis, float cycle, float level, double time)
|
|
{
|
|
vec4f_t identity = { 0, 0, 0, 1 };
|
|
if (!level || !cycle) {
|
|
return identity;
|
|
}
|
|
float scale = sin (time * cycle);
|
|
float ang = scale * level * v_idlescale;
|
|
float c = cos (ang * M_PI / 360);
|
|
float s = sin (ang * M_PI / 360);
|
|
return axis * s + identity * c;
|
|
}
|
|
|
|
/*
|
|
V_AddIdle
|
|
|
|
Idle swaying
|
|
*/
|
|
static void
|
|
V_AddIdle (viewstate_t *vs)
|
|
{
|
|
vec4f_t roll = idle_quat ((vec4f_t) { 1, 0, 0, 0},
|
|
v_iroll_cycle, v_iroll_level, vs->time);
|
|
vec4f_t pitch = idle_quat ((vec4f_t) { 0, 1, 0, 0},
|
|
v_ipitch_cycle, v_ipitch_level, vs->time);
|
|
vec4f_t yaw = idle_quat ((vec4f_t) { 0, 0, 1, 0},
|
|
v_iyaw_cycle, v_iyaw_level, vs->time);
|
|
vec4f_t rot = normalf (qmulf (yaw, qmulf (pitch, roll)));
|
|
|
|
// rotate the view
|
|
vec4f_t rotation = Transform_GetWorldRotation (vs->camera_transform);
|
|
Transform_SetWorldRotation (vs->camera_transform, qmulf (rot, rotation));
|
|
|
|
// counter-rotate the weapon
|
|
transform_t wep_form = Entity_Transform (vs->weapon_entity);
|
|
rot = qmulf (qconjf (rot), Transform_GetWorldRotation (wep_form));
|
|
Transform_SetWorldRotation (wep_form, rot);
|
|
}
|
|
|
|
/*
|
|
V_CalcViewRoll
|
|
|
|
Roll is induced by movement and damage
|
|
*/
|
|
static void
|
|
V_CalcViewRoll (viewstate_t *vs)
|
|
{
|
|
vec_t *angles = vs->player_angles;
|
|
vec4f_t velocity = vs->velocity;
|
|
vec3_t ang = { };
|
|
|
|
ang[ROLL] = V_CalcRoll (angles, velocity);
|
|
|
|
if (v_dmg_time > 0) {
|
|
ang[ROLL] += v_dmg_time / v_kicktime * v_dmg_roll;
|
|
ang[PITCH] += v_dmg_time / v_kicktime * v_dmg_pitch;
|
|
v_dmg_time -= vs->frametime;
|
|
}
|
|
|
|
if (vs->flags & VF_DEAD) { // VF_GIB will also set VF_DEAD
|
|
ang[ROLL] = 80; // dead view angle
|
|
}
|
|
|
|
vec4f_t rot;
|
|
AngleQuat (ang, (vec_t*)&rot);//FIXME
|
|
vec4f_t rotation = Transform_GetWorldRotation (vs->camera_transform);
|
|
Transform_SetWorldRotation (vs->camera_transform, qmulf (rotation, rot));
|
|
}
|
|
|
|
static void
|
|
V_CalcIntermissionRefdef (viewstate_t *vs)
|
|
{
|
|
// vs->player_entity is the player model (visible when out of body)
|
|
entity_t ent = vs->player_entity;
|
|
entity_t view;
|
|
float old;
|
|
transform_t transform = Entity_Transform (ent);
|
|
vec4f_t origin = Transform_GetWorldPosition (transform);
|
|
vec4f_t rotation = Transform_GetWorldRotation (transform);
|
|
|
|
// view is the weapon model (visible only from inside body)
|
|
view = vs->weapon_entity;
|
|
|
|
Transform_SetWorldPosition (vs->camera_transform, origin);
|
|
Transform_SetWorldRotation (vs->camera_transform, rotation);
|
|
renderer_t *renderer = Ent_GetComponent (view.id, scene_renderer, view.reg);
|
|
renderer->model = NULL;
|
|
|
|
// always idle in intermission
|
|
old = v_idlescale;
|
|
v_idlescale = 1;
|
|
V_AddIdle (vs);
|
|
v_idlescale = old;
|
|
}
|
|
|
|
static void
|
|
V_CalcRefdef (viewstate_t *vs)
|
|
{
|
|
// view is the weapon model (visible only from inside body)
|
|
entity_t view = vs->weapon_entity;
|
|
float bob;
|
|
static float oldz = 0;
|
|
vec4f_t forward = {}, right = {}, up = {};
|
|
vec4f_t origin = vs->player_origin;
|
|
vec_t *viewangles = vs->player_angles;
|
|
|
|
renderer_t *renderer = Ent_GetComponent (view.id, scene_renderer, view.reg);
|
|
animation_t *animation = Ent_GetComponent (view.id, scene_animation, view.reg);
|
|
|
|
V_DriftPitch (vs);
|
|
|
|
bob = V_CalcBob (vs);
|
|
|
|
// refresh position
|
|
if (vs->flags & VF_GIB) {
|
|
origin[2] += 8; // gib view height
|
|
} else if (vs->flags & VF_DEAD) {
|
|
origin[2] += -16; // corpse view height
|
|
} else {
|
|
origin[2] += vs->height + bob;
|
|
}
|
|
|
|
// never let it sit exactly on a node line, because a water plane can
|
|
// disappear when viewed with the eye exactly on it.
|
|
// server protocol specifies to only 1/8 pixel, so add 1/16 in each axis
|
|
origin += (vec4f_t) { 1.0/16, 1.0/16, 1.0/16, 0};
|
|
|
|
vec4f_t rotation;
|
|
AngleQuat (vs->player_angles, (vec_t*)&rotation);//FIXME
|
|
Transform_SetWorldRotation (vs->camera_transform, rotation);
|
|
V_CalcViewRoll (vs);
|
|
V_AddIdle (vs);
|
|
|
|
// offsets
|
|
//FIXME semi-duplicates AngleQuat (also, vec3_t vs vec4f_t)
|
|
AngleVectors (viewangles, (vec_t*)&forward, (vec_t*)&right, (vec_t*)&up);//FIXME
|
|
|
|
// don't allow cheats in multiplayer
|
|
// FIXME check for dead
|
|
if (vs->voffs_enabled) {
|
|
origin += scr_ofsx * forward + scr_ofsy * right + scr_ofsz * up;
|
|
}
|
|
|
|
V_BoundOffsets (vs);
|
|
|
|
// set up gun position
|
|
vec4f_t gun_origin = vs->player_origin;
|
|
CalcGunAngle (vs);
|
|
|
|
gun_origin += (vec4f_t) { 0, 0, vs->height, 0 };
|
|
gun_origin += forward * bob * 0.4f + (vec4f_t) { 0, 0, bob, 0 };
|
|
|
|
// fudge position around to keep amount of weapon visible
|
|
// roughly equal with different FOV
|
|
if (hud_sbar == 0 && *r_data->scr_viewsize >= 100) {
|
|
;
|
|
} else if (*r_data->scr_viewsize == 110) {
|
|
gun_origin += (vec4f_t) { 0, 0, 1, 0};
|
|
} else if (*r_data->scr_viewsize == 100) {
|
|
gun_origin += (vec4f_t) { 0, 0, 2, 0};
|
|
} else if (*r_data->scr_viewsize == 90) {
|
|
gun_origin += (vec4f_t) { 0, 0, 1, 0};
|
|
} else if (*r_data->scr_viewsize == 80) {
|
|
gun_origin += (vec4f_t) { 0, 0, 0.5, 0};
|
|
}
|
|
|
|
model_t *model = vs->weapon_model;
|
|
if (vs->flags & (VF_GIB | VF_DEAD)) {
|
|
model = NULL;
|
|
}
|
|
if (renderer->model != model) {
|
|
animation->pose2 = -1;
|
|
}
|
|
renderer->model = model;
|
|
animation->frame = vs->weaponframe;
|
|
renderer->skin = 0;
|
|
|
|
// set up the refresh position
|
|
Transform_SetWorldRotation (vs->camera_transform,
|
|
qmulf (vs->punchangle, rotation));
|
|
|
|
// smooth out stair step ups
|
|
if ((vs->onground != -1) && (gun_origin[2] - oldz > 0)) {
|
|
float steptime;
|
|
|
|
steptime = vs->frametime;
|
|
|
|
oldz += steptime * 80;
|
|
if (oldz > gun_origin[2])
|
|
oldz = gun_origin[2];
|
|
if (gun_origin[2] - oldz > 12)
|
|
oldz = gun_origin[2] - 12;
|
|
origin[2] += oldz - gun_origin[2];
|
|
gun_origin[2] += oldz - gun_origin[2];
|
|
} else {
|
|
oldz = gun_origin[2];
|
|
}
|
|
Transform_SetWorldPosition (vs->camera_transform, origin);
|
|
{
|
|
// FIXME sort out the alias model specific negation
|
|
vec3_t ang = {-viewangles[0], viewangles[1], viewangles[2]};
|
|
CL_TransformEntity (view, 1, ang, gun_origin);
|
|
}
|
|
}
|
|
|
|
static void
|
|
DropPunchAngle (viewstate_t *vs)
|
|
{
|
|
vec4f_t punch = vs->punchangle;
|
|
float ps = magnitude3f (punch)[0];
|
|
if (ps < 1e-3) {
|
|
// < 0.2 degree rotation, not worth worrying about
|
|
//ensure the quaternion is normalized
|
|
vs->punchangle = (vec4f_t) { 0, 0, 0, 1 };
|
|
return;
|
|
}
|
|
float pc = punch[3];
|
|
float ds = 0.0871557427 * vs->frametime;
|
|
float dc = sqrt (1 - ds * ds);
|
|
float s = ps * dc - pc * ds;
|
|
float c = pc * dc + ps * ds;
|
|
if (s <= 0 || c >= 1) {
|
|
vs->punchangle = (vec4f_t) { 0, 0, 0, 1 };
|
|
} else {
|
|
punch *= s / ps;
|
|
punch[3] = c;
|
|
}
|
|
}
|
|
|
|
/*
|
|
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
|
|
*/
|
|
void
|
|
V_RenderView (viewstate_t *vs)
|
|
{
|
|
if (!vs->active) {
|
|
vec4f_t base = { 0, 0, 0, 1 };
|
|
Transform_SetWorldPosition (vs->camera_transform, base);
|
|
Transform_SetWorldRotation (vs->camera_transform, base);
|
|
return;
|
|
}
|
|
|
|
if (vs->decay_punchangle) {
|
|
DropPunchAngle (vs);
|
|
}
|
|
if (vs->intermission) { // intermission / finale rendering
|
|
V_CalcIntermissionRefdef (vs);
|
|
} else {
|
|
if (vs->chase && chase_active) {
|
|
Chase_Update (vs->chasestate);
|
|
} else {
|
|
V_CalcRefdef (vs);
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
V_Init (viewstate_t *viewstate)
|
|
{
|
|
Cmd_AddDataCommand ("bf", V_BonusFlash_f, viewstate,
|
|
"Background flash, used when you pick up an item");
|
|
Cmd_AddDataCommand ("centerview", V_StartPitchDrift_f, viewstate,
|
|
"Centers the player's "
|
|
"view ahead after +lookup or +lookdown\n"
|
|
"Will not work while mlook is active or freelook is 1.");
|
|
Cmd_AddCommand ("v_cshift", V_cshift_f, "This adjusts all of the colors "
|
|
"currently being displayed.\n"
|
|
"Used when you are underwater, hit, have the Ring of "
|
|
"Shadows, or Quad Damage. (v_cshift r g b intensity)");
|
|
|
|
viewstate->camera_transform = Transform_New (cl_world.scene->reg,
|
|
nulltransform);
|
|
}
|
|
|
|
void
|
|
V_Init_Cvars (void)
|
|
{
|
|
Cvar_Register (&v_centermove_cvar, 0, 0);
|
|
Cvar_Register (&v_centerspeed_cvar, 0, 0);
|
|
Cvar_Register (&v_iyaw_cycle_cvar, 0, 0);
|
|
Cvar_Register (&v_iroll_cycle_cvar, 0, 0);
|
|
Cvar_Register (&v_ipitch_cycle_cvar, 0, 0);
|
|
Cvar_Register (&v_iyaw_level_cvar, 0, 0);
|
|
Cvar_Register (&v_iroll_level_cvar, 0, 0);
|
|
Cvar_Register (&v_ipitch_level_cvar, 0, 0);
|
|
Cvar_Register (&v_idlescale_cvar, 0, 0);
|
|
|
|
Cvar_Register (&scr_ofsx_cvar, 0, 0);
|
|
Cvar_Register (&scr_ofsy_cvar, 0, 0);
|
|
Cvar_Register (&scr_ofsz_cvar, 0, 0);
|
|
Cvar_Register (&cl_rollspeed_cvar, 0, 0);
|
|
Cvar_Register (&cl_rollangle_cvar, 0, 0);
|
|
Cvar_Register (&cl_bob_cvar, 0, 0);
|
|
Cvar_Register (&cl_bobcycle_cvar, 0, 0);
|
|
Cvar_Register (&cl_bobup_cvar, 0, 0);
|
|
Cvar_Register (&v_kicktime_cvar, 0, 0);
|
|
Cvar_Register (&v_kickroll_cvar, 0, 0);
|
|
Cvar_Register (&v_kickpitch_cvar, 0, 0);
|
|
Cvar_Register (&cl_cshift_bonus_cvar, 0, 0);
|
|
Cvar_Register (&cl_cshift_contents_cvar, 0, 0);
|
|
Cvar_Register (&cl_cshift_damage_cvar, 0, 0);
|
|
Cvar_Register (&cl_cshift_powerup_cvar, 0, 0);
|
|
}
|