quakeforge/nq/source/r_view.c
Bill Currie f78b973978 move the api headers into include/QF and clean up (most of) the resulting mess.
target specific files that I don't build won't compile yet. just put QF/
infront of the offending headers.

Also move ver_check into libqfutils
2001-03-27 20:33:07 +00:00

804 lines
18 KiB
C

/*
view.c
@description@
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include "view.h"
#include "r_local.h"
#include "host.h"
#include "QF/cmd.h"
#include "chase.h"
#include "draw.h"
#include "screen.h"
#include "QF/console.h"
#include "QF/msg.h"
/*
The view is allowed to move slightly from it's true position for bobbing,
but if it exceeds 8 pixels linear distance (spherical, not box), the list of
entities sent from the server may not include everything in the pvs, especially
when crossing a water boudnary.
*/
cvar_t *scr_ofsx;
cvar_t *scr_ofsy;
cvar_t *scr_ofsz;
cvar_t *cl_rollspeed;
cvar_t *cl_rollangle;
cvar_t *cl_bob;
cvar_t *cl_bobcycle;
cvar_t *cl_bobup;
cvar_t *v_kicktime;
cvar_t *v_kickroll;
cvar_t *v_kickpitch;
cvar_t *v_iyaw_cycle;
cvar_t *v_iroll_cycle;
cvar_t *v_ipitch_cycle;
cvar_t *v_iyaw_level;
cvar_t *v_iroll_level;
cvar_t *v_ipitch_level;
cvar_t *v_idlescale;
cvar_t *crosshair;
cvar_t *crosshaircolor;
cvar_t *cl_crossx;
cvar_t *cl_crossy;
cvar_t *gl_cshiftpercent;
cvar_t *brightness;
cvar_t *contrast;
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
extern int in_forward, in_forward2, in_back;
void BuildGammaTable (float, float);
/*
===============
V_CalcBob
===============
*/
float
V_CalcBob (void)
{
float bob;
float cycle;
cycle = cl.time - (int) (cl.time / cl_bobcycle->value) * cl_bobcycle->value;
cycle /= cl_bobcycle->value;
if (cycle < cl_bobup->value)
cycle = M_PI * cycle / cl_bobup->value;
else
cycle =
M_PI + M_PI * (cycle - cl_bobup->value) / (1.0 - cl_bobup->value);
// bob is proportional to velocity in the xy plane
// (don't count Z, or jumping messes it up)
bob =
sqrt (cl.velocity[0] * cl.velocity[0] +
cl.velocity[1] * cl.velocity[1]) * cl_bob->value;
//Con_Printf ("speed: %5.1f\n", Length(cl.velocity));
bob = bob * 0.3 + bob * 0.7 * sin (cycle);
if (bob > 4)
bob = 4;
else if (bob < -7)
bob = -7;
return bob;
}
//=============================================================================
cvar_t *v_centermove;
cvar_t *v_centerspeed;
void
V_StartPitchDrift (void)
{
#if 1
if (cl.laststop == cl.time) {
return; // something else is keeping it from
// drifting
}
#endif
if (cl.nodrift || !cl.pitchvel) {
cl.pitchvel = v_centerspeed->value;
cl.nodrift = false;
cl.driftmove = 0;
}
}
void
V_StopPitchDrift (void)
{
cl.laststop = cl.time;
cl.nodrift = true;
cl.pitchvel = 0;
}
/*
===============
V_DriftPitch
Moves the client pitch angle towards cl.idealpitch sent by the server.
If the user is adjusting pitch manually, either with lookup/lookdown,
mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
Drifting is enabled when the center view key is hit, mlook is released and
lookspring is non 0, or when
===============
*/
void
V_DriftPitch (void)
{
float delta, move;
if (noclip_anglehack || !cl.onground || cls.demoplayback) {
cl.driftmove = 0;
cl.pitchvel = 0;
return;
}
// don't count small mouse motion
if (cl.nodrift) {
if (fabs (cl.cmd.forwardmove) < cl_forwardspeed->value)
cl.driftmove = 0;
else
cl.driftmove += host_frametime;
if (cl.driftmove > v_centermove->value) {
V_StartPitchDrift ();
}
return;
}
delta = cl.idealpitch - cl.viewangles[PITCH];
if (!delta) {
cl.pitchvel = 0;
return;
}
move = host_frametime * cl.pitchvel;
cl.pitchvel += host_frametime * v_centerspeed->value;
//Con_Printf ("move: %f (%f)\n", move, host_frametime);
if (delta > 0) {
if (move > delta) {
cl.pitchvel = 0;
move = delta;
}
cl.viewangles[PITCH] += move;
} else if (delta < 0) {
if (move > -delta) {
cl.pitchvel = 0;
move = -delta;
}
cl.viewangles[PITCH] -= move;
}
}
/*
==============================================================================
PALETTE FLASHES
==============================================================================
*/
cshift_t cshift_empty = { {130, 80, 50}
, 0
};
cshift_t cshift_water = { {130, 80, 50}
, 128
};
cshift_t cshift_slime = { {0, 25, 5}
, 150
};
cshift_t cshift_lava = { {255, 80, 0}
, 150
};
cvar_t *v_gamma;
byte gammatable[256]; // palette is sent through this
/*
=================
V_CheckGamma
=================
*/
qboolean
V_CheckGamma (void)
{
static float oldbrightness;
static float oldcontrast;
if ((brightness->value == oldbrightness) && contrast->value == oldcontrast)
return false;
oldbrightness = brightness->value;
oldcontrast = contrast->value;
BuildGammaTable (brightness->value, contrast->value);
vid.recalc_refdef = 1; // force a surface cache flush
return true;
}
/*
===============
V_ParseDamage
===============
*/
void
V_ParseDamage (void)
{
int armor, blood;
vec3_t from;
int i;
vec3_t forward, right, up;
entity_t *ent;
float side;
float count;
armor = MSG_ReadByte (net_message);
blood = MSG_ReadByte (net_message);
for (i = 0; i < 3; i++)
from[i] = MSG_ReadCoord (net_message);
count = blood * 0.5 + armor * 0.5;
if (count < 10)
count = 10;
cl.faceanimtime = cl.time + 0.2; // but sbar face into pain frame
cl.cshifts[CSHIFT_DAMAGE].percent += 3 * count;
if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
cl.cshifts[CSHIFT_DAMAGE].percent = 0;
if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
cl.cshifts[CSHIFT_DAMAGE].percent = 150;
if (armor > blood) {
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
} else if (armor) {
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
} else {
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
}
//
// calculate view angle kicks
//
ent = &cl_entities[cl.viewentity];
VectorSubtract (from, ent->origin, from);
VectorNormalize (from);
AngleVectors (ent->angles, forward, right, up);
side = DotProduct (from, right);
v_dmg_roll = count * side * v_kickroll->value;
side = DotProduct (from, forward);
v_dmg_pitch = count * side * v_kickpitch->value;
v_dmg_time = v_kicktime->value;
}
/*
==================
V_cshift_f
==================
*/
void
V_cshift_f (void)
{
cshift_empty.destcolor[0] = atoi (Cmd_Argv (1));
cshift_empty.destcolor[1] = atoi (Cmd_Argv (2));
cshift_empty.destcolor[2] = atoi (Cmd_Argv (3));
cshift_empty.percent = atoi (Cmd_Argv (4));
}
/*
==================
V_BonusFlash_f
When you run over an item, the server sends this command
==================
*/
void
V_BonusFlash_f (void)
{
cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
cl.cshifts[CSHIFT_BONUS].percent = 50;
}
/*
=============
V_SetContentsColor
Underwater, lava, etc each has a color shift
=============
*/
void
V_SetContentsColor (int contents)
{
switch (contents) {
case CONTENTS_EMPTY:
case CONTENTS_SOLID:
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
break;
case CONTENTS_LAVA:
cl.cshifts[CSHIFT_CONTENTS] = cshift_lava;
break;
case CONTENTS_SLIME:
cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
break;
default:
cl.cshifts[CSHIFT_CONTENTS] = cshift_water;
}
}
/*
=============
V_CalcPowerupCshift
=============
*/
void
V_CalcPowerupCshift (void)
{
if (cl.items & IT_QUAD) {
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
cl.cshifts[CSHIFT_POWERUP].percent = 30;
} else if (cl.items & IT_SUIT) {
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
cl.cshifts[CSHIFT_POWERUP].percent = 20;
} else if (cl.items & IT_INVISIBILITY) {
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
cl.cshifts[CSHIFT_POWERUP].percent = 100;
} else if (cl.items & IT_INVULNERABILITY) {
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
cl.cshifts[CSHIFT_POWERUP].percent = 30;
} else
cl.cshifts[CSHIFT_POWERUP].percent = 0;
}
/*
==============================================================================
VIEW RENDERING
==============================================================================
*/
float
angledelta (float a)
{
a = anglemod (a);
if (a > 180)
a -= 360;
return a;
}
/*
==================
CalcGunAngle
==================
*/
void
CalcGunAngle (void)
{
float yaw, pitch, move;
static float oldyaw = 0;
static float oldpitch = 0;
yaw = r_refdef.viewangles[YAW];
pitch = -r_refdef.viewangles[PITCH];
yaw = angledelta (yaw - r_refdef.viewangles[YAW]) * 0.4;
if (yaw > 10)
yaw = 10;
if (yaw < -10)
yaw = -10;
pitch = angledelta (-pitch - r_refdef.viewangles[PITCH]) * 0.4;
if (pitch > 10)
pitch = 10;
if (pitch < -10)
pitch = -10;
move = host_frametime * 20;
if (yaw > oldyaw) {
if (oldyaw + move < yaw)
yaw = oldyaw + move;
} else {
if (oldyaw - move > yaw)
yaw = oldyaw - move;
}
if (pitch > oldpitch) {
if (oldpitch + move < pitch)
pitch = oldpitch + move;
} else {
if (oldpitch - move > pitch)
pitch = oldpitch - move;
}
oldyaw = yaw;
oldpitch = pitch;
cl.viewent.angles[YAW] = r_refdef.viewangles[YAW] + yaw;
cl.viewent.angles[PITCH] = -(r_refdef.viewangles[PITCH] + pitch);
cl.viewent.angles[ROLL] -=
v_idlescale->value * sin (cl.time * v_iroll_cycle->value) *
v_iroll_level->value;
cl.viewent.angles[PITCH] -=
v_idlescale->value * sin (cl.time * v_ipitch_cycle->value) *
v_ipitch_level->value;
cl.viewent.angles[YAW] -=
v_idlescale->value * sin (cl.time * v_iyaw_cycle->value) *
v_iyaw_level->value;
}
/*
==============
V_BoundOffsets
==============
*/
void
V_BoundOffsets (void)
{
entity_t *ent;
ent = &cl_entities[cl.viewentity];
// absolutely bound refresh reletive to entity clipping hull
// so the view can never be inside a solid wall
if (r_refdef.vieworg[0] < ent->origin[0] - 14)
r_refdef.vieworg[0] = ent->origin[0] - 14;
else if (r_refdef.vieworg[0] > ent->origin[0] + 14)
r_refdef.vieworg[0] = ent->origin[0] + 14;
if (r_refdef.vieworg[1] < ent->origin[1] - 14)
r_refdef.vieworg[1] = ent->origin[1] - 14;
else if (r_refdef.vieworg[1] > ent->origin[1] + 14)
r_refdef.vieworg[1] = ent->origin[1] + 14;
if (r_refdef.vieworg[2] < ent->origin[2] - 22)
r_refdef.vieworg[2] = ent->origin[2] - 22;
else if (r_refdef.vieworg[2] > ent->origin[2] + 30)
r_refdef.vieworg[2] = ent->origin[2] + 30;
}
/*
==============
V_AddIdle
Idle swaying
==============
*/
void
V_AddIdle (void)
{
r_refdef.viewangles[ROLL] +=
v_idlescale->value * sin (cl.time * v_iroll_cycle->value) *
v_iroll_level->value;
r_refdef.viewangles[PITCH] +=
v_idlescale->value * sin (cl.time * v_ipitch_cycle->value) *
v_ipitch_level->value;
r_refdef.viewangles[YAW] +=
v_idlescale->value * sin (cl.time * v_iyaw_cycle->value) *
v_iyaw_level->value;
}
/*
==============
V_CalcViewRoll
Roll is induced by movement and damage
==============
*/
void
V_CalcViewRoll (void)
{
float side;
side = V_CalcRoll (cl_entities[cl.viewentity].angles, cl.velocity);
r_refdef.viewangles[ROLL] += side;
if (v_dmg_time > 0) {
r_refdef.viewangles[ROLL] +=
v_dmg_time / v_kicktime->value * v_dmg_roll;
r_refdef.viewangles[PITCH] +=
v_dmg_time / v_kicktime->value * v_dmg_pitch;
v_dmg_time -= host_frametime;
}
if (cl.stats[STAT_HEALTH] <= 0) {
r_refdef.viewangles[ROLL] = 80; // dead view angle
return;
}
}
/*
==================
V_CalcIntermissionRefdef
==================
*/
void
V_CalcIntermissionRefdef (void)
{
entity_t *ent, *view;
float old;
// ent is the player model (visible when out of body)
ent = &cl_entities[cl.viewentity];
// view is the weapon model (only visible from inside body)
view = &cl.viewent;
VectorCopy (ent->origin, r_refdef.vieworg);
VectorCopy (ent->angles, r_refdef.viewangles);
view->model = NULL;
// always idle in intermission
old = v_idlescale->value;
Cvar_SetValue (v_idlescale, 1);
V_AddIdle ();
Cvar_SetValue (v_idlescale, old);
}
/*
==================
V_CalcRefdef
==================
*/
void
V_CalcRefdef (void)
{
entity_t *ent, *view;
int i;
vec3_t forward, right, up;
vec3_t angles;
float bob;
static float oldz = 0;
V_DriftPitch ();
// ent is the player model (visible when out of body)
ent = &cl_entities[cl.viewentity];
// view is the weapon model (only visible from inside body)
view = &cl.viewent;
// transform the view offset by the model's matrix to get the offset from
// model origin for the view
ent->angles[YAW] = cl.viewangles[YAW]; // the model should face
// the view dir
ent->angles[PITCH] = -cl.viewangles[PITCH]; // the model should face
// the view dir
bob = V_CalcBob ();
// refresh position
VectorCopy (ent->origin, r_refdef.vieworg);
r_refdef.vieworg[2] += cl.viewheight + bob;
// never let it sit exactly on a node line, because a water plane can
// dissapear when viewed with the eye exactly on it.
// the server protocol only specifies to 1/16 pixel, so add 1/32 in each axis
r_refdef.vieworg[0] += 1.0 / 32;
r_refdef.vieworg[1] += 1.0 / 32;
r_refdef.vieworg[2] += 1.0 / 32;
VectorCopy (cl.viewangles, r_refdef.viewangles);
V_CalcViewRoll ();
V_AddIdle ();
// offsets
angles[PITCH] = -ent->angles[PITCH]; // because entity pitches are
// actually backward
angles[YAW] = ent->angles[YAW];
angles[ROLL] = ent->angles[ROLL];
AngleVectors (angles, forward, right, up);
for (i = 0; i < 3; i++)
r_refdef.vieworg[i] += scr_ofsx->value * forward[i]
+ scr_ofsy->value * right[i]
+ scr_ofsz->value * up[i];
V_BoundOffsets ();
// set up gun position
VectorCopy (cl.viewangles, view->angles);
CalcGunAngle ();
VectorCopy (ent->origin, view->origin);
view->origin[2] += cl.viewheight;
for (i = 0; i < 3; i++) {
view->origin[i] += forward[i] * bob * 0.4;
// view->origin[i] += right[i]*bob*0.4;
// view->origin[i] += up[i]*bob*0.8;
}
view->origin[2] += bob;
// fudge position around to keep amount of weapon visible
// roughly equal with different FOV
#if 0
if (cl.model_precache[cl.stats[STAT_WEAPON]]
&& strcmp (cl.model_precache[cl.stats[STAT_WEAPON]]->name,
"progs/v_shot2.mdl"))
#endif
if (cl_sbar->int_val == 0 && scr_viewsize->int_val >= 100);
else if (scr_viewsize->int_val == 110)
view->origin[2] += 1;
else if (scr_viewsize->int_val == 100)
view->origin[2] += 2;
else if (scr_viewsize->int_val == 90)
view->origin[2] += 1;
else if (scr_viewsize->int_val == 80)
view->origin[2] += 0.5;
view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
view->frame = cl.stats[STAT_WEAPONFRAME];
view->colormap = vid.colormap;
// set up the refresh position
VectorAdd (r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
// smooth out stair step ups
if (cl.onground && ent->origin[2] - oldz > 0) {
float steptime;
steptime = cl.time - cl.oldtime;
if (steptime < 0)
//FIXME I_Error ("steptime < 0");
steptime = 0;
oldz += steptime * 80;
if (oldz > ent->origin[2])
oldz = ent->origin[2];
if (ent->origin[2] - oldz > 12)
oldz = ent->origin[2] - 12;
r_refdef.vieworg[2] += oldz - ent->origin[2];
view->origin[2] += oldz - ent->origin[2];
} else
oldz = ent->origin[2];
if (chase_active->int_val)
Chase_Update ();
}
/*
==================
V_RenderView
The player's clipping box goes from (-16 -16 -24) to (16 16 32) from
the entity origin, so any view position inside that will be valid
==================
*/
extern vrect_t scr_vrect;
//============================================================================
/*
=============
V_Init
=============
*/
void
V_Init (void)
{
Cmd_AddCommand ("v_cshift", V_cshift_f, "No Description");
Cmd_AddCommand ("bf", V_BonusFlash_f, "No Description");
Cmd_AddCommand ("centerview", V_StartPitchDrift, "No Description");
v_centermove = Cvar_Get ("v_centermove", "0.15", CVAR_NONE, "None");
v_centerspeed = Cvar_Get ("v_centerspeed", "500", CVAR_NONE, "None");
v_iyaw_cycle = Cvar_Get ("v_iyaw_cycle", "2", CVAR_NONE, "None");
v_iroll_cycle = Cvar_Get ("v_iroll_cycle", "0.5", CVAR_NONE, "None");
v_ipitch_cycle = Cvar_Get ("v_ipitch_cycle", "1", CVAR_NONE, "None");
v_iyaw_level = Cvar_Get ("v_iyaw_level", "0.3", CVAR_NONE, "None");
v_iroll_level = Cvar_Get ("v_iroll_level", "0.1", CVAR_NONE, "None");
v_ipitch_level = Cvar_Get ("v_ipitch_level", "0.3", CVAR_NONE, "None");
v_idlescale = Cvar_Get ("v_idlescale", "0", CVAR_NONE, "None");
crosshair = Cvar_Get ("crosshair", "0", CVAR_ARCHIVE, "None");
crosshaircolor = Cvar_Get ("crosshaircolor", "79", CVAR_ARCHIVE, "None");
cl_crossx = Cvar_Get ("cl_crossx", "0", CVAR_NONE, "None");
cl_crossy = Cvar_Get ("cl_crossy", "0", CVAR_NONE, "None");
gl_cshiftpercent = Cvar_Get ("gl_cshiftpercent", "100", CVAR_NONE, "None");
scr_ofsx = Cvar_Get ("scr_ofsx", "0", CVAR_NONE, "None");
scr_ofsy = Cvar_Get ("scr_ofsy", "0", CVAR_NONE, "None");
scr_ofsz = Cvar_Get ("scr_ofsz", "0", CVAR_NONE, "None");
cl_rollspeed = Cvar_Get ("cl_rollspeed", "200", CVAR_NONE, "None");
cl_rollangle = Cvar_Get ("cl_rollangle", "2.0", CVAR_NONE, "None");
cl_bob = Cvar_Get ("cl_bob", "0.02", CVAR_NONE, "None");
cl_bobcycle = Cvar_Get ("cl_bobcycle", "0.6", CVAR_NONE, "None");
cl_bobup = Cvar_Get ("cl_bobup", "0.5", CVAR_NONE, "None");
v_kicktime = Cvar_Get ("v_kicktime", "0.5", CVAR_NONE, "None");
v_kickroll = Cvar_Get ("v_kickroll", "0.6", CVAR_NONE, "None");
v_kickpitch = Cvar_Get ("v_kickpitch", "0.6", CVAR_NONE, "None");
BuildGammaTable (1.0, 1.0); // no gamma yet
brightness = Cvar_Get ("brightness", "1", CVAR_ARCHIVE, "None");
contrast = Cvar_Get ("contrast", "1", CVAR_ARCHIVE, "None");
}