mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 17:01:22 +00:00
53212deb61
Introduced in the cl_view merging :/
819 lines
21 KiB
C
819 lines
21 KiB
C
/*
|
|
cl_view.c
|
|
|
|
player eye positioning
|
|
|
|
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
|
|
|
|
*/
|
|
#ifdef HAVE_CONFIG_H
|
|
# include "config.h"
|
|
#endif
|
|
|
|
#include "QF/cmd.h"
|
|
#include "QF/cvar.h"
|
|
#include "QF/msg.h"
|
|
#include "QF/screen.h"
|
|
|
|
#include "QF/plugin/vid_render.h"
|
|
|
|
#include "chase.h"
|
|
#include "client.h"
|
|
#include "compat.h"
|
|
#include "host.h"
|
|
#include "clview.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_centermove;
|
|
cvar_t *v_centerspeed;
|
|
|
|
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;
|
|
|
|
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
|
|
|
|
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};
|
|
cshift_t cshift_bonus = { {215, 186, 60}, 50};
|
|
|
|
#define sqr(x) ((x) * (x))
|
|
|
|
float
|
|
V_CalcRoll (const vec3_t angles, const vec3_t velocity)
|
|
{
|
|
float side, sign, value;
|
|
vec3_t forward, right, up;
|
|
|
|
AngleVectors (angles, forward, right, up);
|
|
side = DotProduct (velocity, right);
|
|
sign = side < 0 ? -1 : 1;
|
|
side = fabs (side);
|
|
|
|
value = cl_rollangle->value;
|
|
|
|
if (side < cl_rollspeed->value)
|
|
side = side * value / cl_rollspeed->value;
|
|
else
|
|
side = value;
|
|
|
|
return side * sign;
|
|
}
|
|
|
|
static float
|
|
V_CalcBob (void)
|
|
{
|
|
vec_t *velocity = cl.velocity;
|
|
float cycle;
|
|
static double bobtime;
|
|
static float bob;
|
|
|
|
if (cl.spectator)
|
|
return 0;
|
|
|
|
if (cl.onground == -1)
|
|
return bob; // just use old value
|
|
|
|
bobtime += host_frametime;
|
|
cycle = bobtime - (int) (bobtime / cl_bobcycle->value) *
|
|
cl_bobcycle->value;
|
|
cycle /= cl_bobcycle->value;
|
|
if (cycle < cl_bobup->value)
|
|
cycle = cycle / cl_bobup->value;
|
|
else
|
|
cycle = 1 + (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 (sqr (velocity[0]) + sqr (velocity[1])) * cl_bob->value;
|
|
bob = bob * 0.3 + bob * 0.7 * sin (cycle * M_PI);
|
|
if (bob > 4)
|
|
bob = 4;
|
|
else if (bob < -7)
|
|
bob = -7;
|
|
return bob;
|
|
}
|
|
|
|
void
|
|
V_StartPitchDrift (void)
|
|
{
|
|
if (cl.laststop == cl.time) {
|
|
return; // something else is keeping it from drifting
|
|
}
|
|
|
|
if (cl.nodrift || !cl.pitchvel) {
|
|
cl.pitchvel = v_centerspeed->value;
|
|
cl.nodrift = false;
|
|
cl.driftmove = 0;
|
|
}
|
|
}
|
|
|
|
void
|
|
V_StopPitchDrift (void)
|
|
{
|
|
cl.laststop = cl.time;
|
|
cl.nodrift = true;
|
|
cl.pitchvel = 0;
|
|
}
|
|
|
|
/*
|
|
V_DriftPitch
|
|
|
|
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
|
|
*/
|
|
static void
|
|
V_DriftPitch (void)
|
|
{
|
|
float delta, move;
|
|
usercmd_t *cmd = &cl.cmd;
|
|
|
|
if (noclip_anglehack || cl.onground == -1 || cls.demoplayback) {
|
|
cl.driftmove = 0;
|
|
cl.pitchvel = 0;
|
|
return;
|
|
}
|
|
|
|
// don't count small mouse motion
|
|
if (cl.nodrift) {
|
|
if (fabs (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;
|
|
|
|
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 */
|
|
|
|
void
|
|
V_ParseDamage (void)
|
|
{
|
|
entity_t *ent = &cl_entities[cl.viewentity];
|
|
float count, side;
|
|
int armor, blood;
|
|
vec_t *origin = ent->origin;
|
|
vec_t *angles = ent->angles;
|
|
vec3_t from, forward, right, up;
|
|
|
|
armor = MSG_ReadByte (net_message);
|
|
blood = MSG_ReadByte (net_message);
|
|
MSG_ReadCoordV (net_message, from);
|
|
|
|
count = blood * 0.5 + armor * 0.5;
|
|
if (count < 10)
|
|
count = 10;
|
|
|
|
cl.faceanimtime = cl.time + 0.2; // but sbar face into pain frame
|
|
|
|
if (cl_cshift_damage->int_val
|
|
|| (cl.sv_cshifts & INFO_CSHIFT_DAMAGE)) {
|
|
cshift_t *cshift = &cl.cshifts[CSHIFT_DAMAGE];
|
|
|
|
cshift->percent += 3 * count;
|
|
cshift->percent =
|
|
bound (0, cshift->percent, 150);
|
|
|
|
if (armor > blood) {
|
|
cshift->destcolor[0] = 200;
|
|
cshift->destcolor[1] = 100;
|
|
cshift->destcolor[2] = 100;
|
|
} else if (armor) {
|
|
cshift->destcolor[0] = 220;
|
|
cshift->destcolor[1] = 50;
|
|
cshift->destcolor[2] = 50;
|
|
} else {
|
|
cshift->destcolor[0] = 255;
|
|
cshift->destcolor[1] = 0;
|
|
cshift->destcolor[2] = 0;
|
|
}
|
|
cshift->initialpct = cshift->percent;
|
|
cshift->time = cl.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->value;
|
|
|
|
side = DotProduct (from, forward);
|
|
v_dmg_pitch = count * side * v_kickpitch->value;
|
|
|
|
v_dmg_time = v_kicktime->value;
|
|
}
|
|
|
|
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)
|
|
{
|
|
if (!cl_cshift_bonus->int_val
|
|
&& !(cl.sv_cshifts & INFO_CSHIFT_BONUS))
|
|
return;
|
|
|
|
cl.cshifts[CSHIFT_BONUS] = cshift_bonus;
|
|
cl.cshifts[CSHIFT_BONUS].initialpct = cl.cshifts[CSHIFT_BONUS].percent;
|
|
cl.cshifts[CSHIFT_BONUS].time = cl.time;
|
|
}
|
|
|
|
/*
|
|
V_SetContentsColor
|
|
|
|
Underwater, lava, etc each has a color shift
|
|
*/
|
|
void
|
|
V_SetContentsColor (int contents)
|
|
{
|
|
if (!cl_cshift_contents->int_val
|
|
&& !(cl.sv_cshifts & INFO_CSHIFT_CONTENTS)) {
|
|
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
|
|
return;
|
|
}
|
|
|
|
switch (contents) {
|
|
case CONTENTS_EMPTY:
|
|
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
|
|
break;
|
|
case CONTENTS_LAVA:
|
|
cl.cshifts[CSHIFT_CONTENTS] = cshift_lava;
|
|
break;
|
|
case CONTENTS_SOLID:
|
|
case CONTENTS_SLIME:
|
|
cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
|
|
break;
|
|
default:
|
|
cl.cshifts[CSHIFT_CONTENTS] = cshift_water;
|
|
}
|
|
}
|
|
|
|
static void
|
|
V_CalcPowerupCshift (void)
|
|
{
|
|
if (!cl.stats[STAT_ITEMS] & (IT_SUIT || IT_INVISIBILITY || IT_QUAD
|
|
|| IT_INVULNERABILITY))
|
|
{
|
|
cl.cshifts[CSHIFT_POWERUP].percent = 0;
|
|
return;
|
|
}
|
|
|
|
if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY &&
|
|
cl.stats[STAT_ITEMS] & IT_QUAD) {
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
|
|
cl.cshifts[CSHIFT_POWERUP].percent = 30;
|
|
} else if (cl.stats[STAT_ITEMS] & IT_QUAD) {
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
|
|
cl.cshifts[CSHIFT_POWERUP].percent = 30;
|
|
} else if (cl.stats[STAT_ITEMS] & IT_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 if (cl.stats[STAT_ITEMS] & IT_SUIT) {
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
|
|
cl.cshifts[CSHIFT_POWERUP].percent = 20;
|
|
} else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY) {
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
|
|
cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
|
|
cl.cshifts[CSHIFT_POWERUP].percent = 100;
|
|
} else {
|
|
cl.cshifts[CSHIFT_POWERUP].percent = 0;
|
|
}
|
|
}
|
|
|
|
/*
|
|
V_CalcBlend
|
|
|
|
LordHavoc made this a real, true alpha blend. Cleaned it up
|
|
a bit, but otherwise this is his code. --KB
|
|
*/
|
|
void
|
|
V_CalcBlend (void)
|
|
{
|
|
float a2, a3;
|
|
float r = 0, g = 0, b = 0, a = 0;
|
|
int i;
|
|
|
|
for (i = 0; i < NUM_CSHIFTS; i++) {
|
|
a2 = cl.cshifts[i].percent / 255.0;
|
|
|
|
if (!a2)
|
|
continue;
|
|
|
|
a2 = min (a2, 1.0);
|
|
r += (cl.cshifts[i].destcolor[0] - r) * a2;
|
|
g += (cl.cshifts[i].destcolor[1] - g) * a2;
|
|
b += (cl.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;
|
|
}
|
|
|
|
r_data->vid->cshift_color[0] = min (r, 255.0) / 255.0;
|
|
r_data->vid->cshift_color[1] = min (g, 255.0) / 255.0;
|
|
r_data->vid->cshift_color[2] = min (b, 255.0) / 255.0;
|
|
r_data->vid->cshift_color[3] = bound (0.0, a, 1.0);
|
|
}
|
|
|
|
static void
|
|
V_DropCShift (cshift_t *cs, float droprate)
|
|
{
|
|
if (cs->time < 0) {
|
|
cs->percent = 0;
|
|
} else {
|
|
cs->percent = cs->initialpct - (cl.time - cs->time) * droprate;
|
|
if (cs->percent <= 0) {
|
|
cs->percent = 0;
|
|
cs->time = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
V_PrepBlend (void)
|
|
{
|
|
int i, j;
|
|
|
|
if (cl_cshift_powerup->int_val
|
|
|| (cl.sv_cshifts & INFO_CSHIFT_POWERUP))
|
|
V_CalcPowerupCshift ();
|
|
|
|
r_data->vid->cshift_changed = false;
|
|
|
|
for (i = 0; i < NUM_CSHIFTS; i++) {
|
|
if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent) {
|
|
r_data->vid->cshift_changed = true;
|
|
cl.prev_cshifts[i].percent = cl.cshifts[i].percent;
|
|
}
|
|
for (j = 0; j < 3; j++) {
|
|
if (cl.cshifts[i].destcolor[j] != cl.prev_cshifts[i].destcolor[j])
|
|
{
|
|
r_data->vid->cshift_changed = true;
|
|
cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j];
|
|
}
|
|
}
|
|
}
|
|
|
|
// drop the damage value
|
|
V_DropCShift (&cl.cshifts[CSHIFT_DAMAGE], 150);
|
|
// drop the bonus value
|
|
V_DropCShift (&cl.cshifts[CSHIFT_BONUS], 100);
|
|
|
|
if (!r_data->vid->cshift_changed && !r_data->vid->recalc_refdef)
|
|
return;
|
|
|
|
V_CalcBlend ();
|
|
}
|
|
|
|
/* VIEW RENDERING */
|
|
|
|
static float
|
|
angledelta (float a)
|
|
{
|
|
a = anglemod (a);
|
|
if (a > 180)
|
|
a -= 360;
|
|
return a;
|
|
}
|
|
|
|
static void
|
|
CalcGunAngle (void)
|
|
{
|
|
float yaw, pitch, move;
|
|
static float oldpitch = 0, oldyaw = 0;
|
|
|
|
yaw = r_data->refdef->viewangles[YAW];
|
|
pitch = -r_data->refdef->viewangles[PITCH];
|
|
|
|
yaw = angledelta (yaw - r_data->refdef->viewangles[YAW]) * 0.4;
|
|
yaw = bound (-10, yaw, 10);
|
|
pitch = angledelta (-pitch - r_data->refdef->viewangles[PITCH]) * 0.4;
|
|
pitch = bound (-10, pitch, 10);
|
|
|
|
move = host_frametime * 20;
|
|
if (yaw > oldyaw) {
|
|
if (oldyaw + move < yaw)
|
|
yaw = oldyaw + move;
|
|
} else {
|
|
if (oldyaw - move > yaw)
|
|
yaw = oldyaw - move;
|
|
}
|
|
|
|
if (pitch > oldpitch) {
|
|
if (oldpitch + move < pitch)
|
|
pitch = oldpitch + move;
|
|
} else {
|
|
if (oldpitch - move > pitch)
|
|
pitch = oldpitch - move;
|
|
}
|
|
|
|
oldyaw = yaw;
|
|
oldpitch = pitch;
|
|
|
|
cl.viewent.angles[YAW] = r_data->refdef->viewangles[YAW] + yaw;
|
|
cl.viewent.angles[PITCH] = -(r_data->refdef->viewangles[PITCH] + pitch);
|
|
}
|
|
|
|
static void
|
|
V_BoundOffsets (void)
|
|
{
|
|
entity_t *ent = &cl_entities[cl.viewentity];
|
|
vec_t *origin = ent->origin;
|
|
|
|
// absolutely bound refresh reletive to entity clipping hull
|
|
// so the view can never be inside a solid wall
|
|
|
|
if (r_data->refdef->vieworg[0] < origin[0] - 14)
|
|
r_data->refdef->vieworg[0] = origin[0] - 14;
|
|
else if (r_data->refdef->vieworg[0] > origin[0] + 14)
|
|
r_data->refdef->vieworg[0] = origin[0] + 14;
|
|
if (r_data->refdef->vieworg[1] < origin[1] - 14)
|
|
r_data->refdef->vieworg[1] = origin[1] - 14;
|
|
else if (r_data->refdef->vieworg[1] > origin[1] + 14)
|
|
r_data->refdef->vieworg[1] = origin[1] + 14;
|
|
if (r_data->refdef->vieworg[2] < origin[2] - 22)
|
|
r_data->refdef->vieworg[2] = origin[2] - 22;
|
|
else if (r_data->refdef->vieworg[2] > origin[2] + 30)
|
|
r_data->refdef->vieworg[2] = origin[2] + 30;
|
|
}
|
|
|
|
/*
|
|
V_AddIdle
|
|
|
|
Idle swaying
|
|
*/
|
|
static void
|
|
V_AddIdle (void)
|
|
{
|
|
r_data->refdef->viewangles[ROLL] += v_idlescale->value *
|
|
sin (cl.time * v_iroll_cycle->value) * v_iroll_level->value;
|
|
r_data->refdef->viewangles[PITCH] += v_idlescale->value *
|
|
sin (cl.time * v_ipitch_cycle->value) * v_ipitch_level->value;
|
|
r_data->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
|
|
*/
|
|
static void
|
|
V_CalcViewRoll (void)
|
|
{
|
|
float side;
|
|
vec_t *angles = cl_entities[cl.viewentity].angles;
|
|
vec_t *velocity = cl.velocity;
|
|
|
|
side = V_CalcRoll (angles, velocity);
|
|
r_data->refdef->viewangles[ROLL] += side;
|
|
|
|
if (v_dmg_time > 0) {
|
|
r_data->refdef->viewangles[ROLL] +=
|
|
v_dmg_time / v_kicktime->value * v_dmg_roll;
|
|
r_data->refdef->viewangles[PITCH] +=
|
|
v_dmg_time / v_kicktime->value * v_dmg_pitch;
|
|
v_dmg_time -= host_frametime;
|
|
}
|
|
|
|
if (cl.stats[STAT_HEALTH] <= 0)
|
|
r_data->refdef->viewangles[ROLL] = 80; // dead view angle
|
|
}
|
|
|
|
static void
|
|
V_CalcIntermissionRefdef (void)
|
|
{
|
|
// ent is the player model (visible when out of body)
|
|
entity_t *ent = &cl_entities[cl.viewentity];
|
|
entity_t *view;
|
|
float old;
|
|
vec_t *origin = ent->origin;
|
|
vec_t *angles = ent->angles;
|
|
|
|
// view is the weapon model (visible only from inside body)
|
|
view = &cl.viewent;
|
|
|
|
VectorCopy (origin, r_data->refdef->vieworg);
|
|
VectorCopy (angles, r_data->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);
|
|
}
|
|
|
|
static void
|
|
V_CalcRefdef (void)
|
|
{
|
|
// ent is the player model (visible when out of body)
|
|
entity_t *ent = &cl_entities[cl.viewentity];
|
|
// view is the weapon model (visible only from inside body)
|
|
entity_t *view = &cl.viewent;
|
|
float bob;
|
|
static float oldz = 0;
|
|
int i;
|
|
vec3_t forward, right, up;
|
|
vec_t *origin = ent->origin;
|
|
vec_t *viewangles = cl.viewangles;
|
|
|
|
V_DriftPitch ();
|
|
|
|
bob = V_CalcBob ();
|
|
|
|
// refresh position
|
|
VectorCopy (origin, r_data->refdef->vieworg);
|
|
r_data->refdef->vieworg[2] += cl.viewheight + 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
|
|
r_data->refdef->vieworg[0] += 1.0 / 16;
|
|
r_data->refdef->vieworg[1] += 1.0 / 16;
|
|
r_data->refdef->vieworg[2] += 1.0 / 16;
|
|
|
|
VectorCopy (viewangles, r_data->refdef->viewangles);
|
|
V_CalcViewRoll ();
|
|
V_AddIdle ();
|
|
|
|
// offsets
|
|
AngleVectors (viewangles, forward, right, up);
|
|
|
|
// don't allow cheats in multiplayer
|
|
// FIXME check for dead
|
|
if (cl.maxclients == 1) {
|
|
for (i = 0; i < 3; i++) {
|
|
r_data->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 (viewangles, view->angles);
|
|
|
|
CalcGunAngle ();
|
|
|
|
VectorCopy (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 (hud_sbar->int_val == 0 && r_data->scr_viewsize->int_val >= 100)
|
|
;
|
|
else if (r_data->scr_viewsize->int_val == 110)
|
|
view->origin[2] += 1;
|
|
else if (r_data->scr_viewsize->int_val == 100)
|
|
view->origin[2] += 2;
|
|
else if (r_data->scr_viewsize->int_val == 90)
|
|
view->origin[2] += 1;
|
|
else if (r_data->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->skin = 0;
|
|
|
|
// set up the refresh position
|
|
VectorAdd (r_data->refdef->viewangles, cl.punchangle,
|
|
r_data->refdef->viewangles);
|
|
|
|
// smooth out stair step ups
|
|
if ((cl.onground != -1) && (origin[2] - oldz > 0)) {
|
|
float steptime;
|
|
|
|
steptime = cl.time - cl.oldtime;
|
|
if (steptime < 0)
|
|
steptime = 0;
|
|
|
|
oldz += steptime * 80;
|
|
if (oldz > origin[2])
|
|
oldz = origin[2];
|
|
if (origin[2] - oldz > 12)
|
|
oldz = origin[2] - 12;
|
|
r_data->refdef->vieworg[2] += oldz - origin[2];
|
|
view->origin[2] += oldz - origin[2];
|
|
} else
|
|
oldz = origin[2];
|
|
|
|
if (cl.chase && chase_active->int_val)
|
|
Chase_Update ();
|
|
|
|
CL_TransformEntity (view, view->angles, true);
|
|
}
|
|
|
|
/*
|
|
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 (void)
|
|
{
|
|
if (cls.state != ca_active)
|
|
return;
|
|
|
|
if (cl.intermission) { // intermission / finale rendering
|
|
V_CalcIntermissionRefdef ();
|
|
} else {
|
|
V_CalcRefdef ();
|
|
}
|
|
|
|
r_funcs->R_RenderView ();
|
|
}
|
|
|
|
void
|
|
V_Init (void)
|
|
{
|
|
Cmd_AddCommand ("bf", V_BonusFlash_f, "Background flash, used when you "
|
|
"pick up an item");
|
|
Cmd_AddCommand ("centerview", V_StartPitchDrift, "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)");
|
|
}
|
|
|
|
void
|
|
V_Init_Cvars (void)
|
|
{
|
|
v_centermove = Cvar_Get ("v_centermove", "0.15", CVAR_NONE, NULL,
|
|
"How far the player must move forward before the "
|
|
"view re-centers");
|
|
v_centerspeed = Cvar_Get ("v_centerspeed", "500", CVAR_NONE, NULL,
|
|
"How quickly you return to a center view after "
|
|
"a lookup or lookdown");
|
|
v_iyaw_cycle = Cvar_Get ("v_iyaw_cycle", "2", CVAR_NONE, NULL,
|
|
"How far you tilt right and left when "
|
|
"v_idlescale is enabled");
|
|
v_iroll_cycle = Cvar_Get ("v_iroll_cycle", "0.5", CVAR_NONE, NULL,
|
|
"How quickly you tilt right and left when "
|
|
"v_idlescale is enabled");
|
|
v_ipitch_cycle = Cvar_Get ("v_ipitch_cycle", "1", CVAR_NONE, NULL,
|
|
"How quickly you lean forwards and backwards "
|
|
"when v_idlescale is enabled");
|
|
v_iyaw_level = Cvar_Get ("v_iyaw_level", "0.3", CVAR_NONE, NULL,
|
|
"How far you tilt right and left when "
|
|
"v_idlescale is enabled");
|
|
v_iroll_level = Cvar_Get ("v_iroll_level", "0.1", CVAR_NONE, NULL,
|
|
"How far you tilt right and left when "
|
|
"v_idlescale is enabled");
|
|
v_ipitch_level = Cvar_Get ("v_ipitch_level", "0.3", CVAR_NONE, NULL,
|
|
"How far you lean forwards and backwards when "
|
|
"v_idlescale is enabled");
|
|
v_idlescale = Cvar_Get ("v_idlescale", "0", CVAR_NONE, NULL,
|
|
"Toggles whether the view remains idle");
|
|
|
|
scr_ofsx = Cvar_Get ("scr_ofsx", "0", CVAR_NONE, NULL, "None");
|
|
scr_ofsy = Cvar_Get ("scr_ofsy", "0", CVAR_NONE, NULL, "None");
|
|
scr_ofsz = Cvar_Get ("scr_ofsz", "0", CVAR_NONE, NULL, "None");
|
|
cl_rollspeed = Cvar_Get ("cl_rollspeed", "200", CVAR_NONE, NULL,
|
|
"How quickly you straighten out after strafing");
|
|
cl_rollangle = Cvar_Get ("cl_rollangle", "2.0", CVAR_NONE, NULL,
|
|
"How much your screen tilts when strafing");
|
|
cl_bob = Cvar_Get ("cl_bob", "0.02", CVAR_NONE, NULL,
|
|
"How much your weapon moves up and down when walking");
|
|
cl_bobcycle = Cvar_Get ("cl_bobcycle", "0.6", CVAR_NONE, NULL,
|
|
"How quickly your weapon moves up and down when "
|
|
"walking");
|
|
cl_bobup = Cvar_Get ("cl_bobup", "0.5", CVAR_NONE, NULL,
|
|
"How long your weapon stays up before cycling when "
|
|
"walking");
|
|
v_kicktime = Cvar_Get ("v_kicktime", "0.5", CVAR_NONE, NULL,
|
|
"How long the kick from an attack lasts");
|
|
v_kickroll = Cvar_Get ("v_kickroll", "0.6", CVAR_NONE, NULL,
|
|
"How much you lean when hit");
|
|
v_kickpitch = Cvar_Get ("v_kickpitch", "0.6", CVAR_NONE, NULL,
|
|
"How much you look up when hit");
|
|
}
|