mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-10 23:32:09 +00:00
6d5ffa9f8e
There's still some cleanup to do, but everything seems to be working nicely: `make -j` works, `make distcheck` passes. There is probably plenty of bitrot in the package directories (RPM, debian), though. The vc project files have been removed since those versions are way out of date and quakeforge is pretty much dependent on gcc now anyway. Most of the old Makefile.am files are now Makemodule.am. This should allow for new Makefile.am files that allow local building (to be added on an as-needed bases). The current remaining Makefile.am files are for standalone sub-projects.a The installable bins are currently built in the top-level build directory. This may change if the clutter gets to be too much. While this does make a noticeable difference in build times, the main reason for the switch was to take care of the growing dependency issues: now it's possible to build tools for code generation (eg, using qfcc and ruamoko programs for code-gen).
820 lines
21 KiB
C
820 lines
21 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 "compat.h"
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#include "clview.h"
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#include "nq/include/chase.h"
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#include "nq/include/client.h"
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#include "nq/include/host.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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cvar_t *scr_ofsx;
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cvar_t *scr_ofsy;
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cvar_t *scr_ofsz;
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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_centermove;
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cvar_t *v_centerspeed;
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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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float v_dmg_time, v_dmg_roll, v_dmg_pitch;
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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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cshift_t cshift_bonus = { {215, 186, 60}, 50};
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#define sqr(x) ((x) * (x))
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float
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V_CalcRoll (const vec3_t angles, const vec3_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->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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static float
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V_CalcBob (void)
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{
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vec_t *velocity = cl.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 (cl.spectator)
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return 0;
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if (cl.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) *
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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 = cycle / cl_bobup->value;
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else
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cycle = 1 + (cycle - cl_bobup->value) / (1.0 - cl_bobup->value);
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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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bob = sqrt (sqr (velocity[0]) + sqr (velocity[1])) * cl_bob->value;
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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 (void)
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{
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if (cl.laststop == cl.time) {
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return; // something else is keeping it from drifting
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}
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if (cl.nodrift || !cl.pitchvel) {
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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
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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 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 (void)
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{
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float delta, move;
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usercmd_t *cmd = &cl.cmd;
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if (noclip_anglehack || cl.onground == -1 || cls.demoplayback) {
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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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if (fabs (cmd->forwardmove) < cl_forwardspeed->value)
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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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V_StartPitchDrift ();
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}
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return;
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}
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delta = cl.idealpitch - cl.viewangles[PITCH];
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if (!delta) {
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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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if (delta > 0) {
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if (move > delta) {
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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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} else if (delta < 0) {
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if (move > -delta) {
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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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/* PALETTE FLASHES */
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void
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V_ParseDamage (void)
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{
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entity_t *ent = &cl_entities[cl.viewentity];
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float count, side;
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int armor, blood;
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vec_t *origin = ent->origin;
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vec_t *angles = ent->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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cl.faceanimtime = cl.time + 0.2; // but sbar face into pain frame
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if (cl_cshift_damage->int_val
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|| (cl.sv_cshifts & INFO_CSHIFT_DAMAGE)) {
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cshift_t *cshift = &cl.cshifts[CSHIFT_DAMAGE];
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cshift->percent += 3 * count;
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cshift->percent =
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bound (0, cshift->percent, 150);
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if (armor > blood) {
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cshift->destcolor[0] = 200;
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cshift->destcolor[1] = 100;
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cshift->destcolor[2] = 100;
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} else if (armor) {
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cshift->destcolor[0] = 220;
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cshift->destcolor[1] = 50;
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cshift->destcolor[2] = 50;
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} else {
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cshift->destcolor[0] = 255;
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cshift->destcolor[1] = 0;
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cshift->destcolor[2] = 0;
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}
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cshift->initialpct = cshift->percent;
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cshift->time = cl.time;
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}
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// calculate view angle kicks
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VectorSubtract (from, origin, from);
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VectorNormalize (from);
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AngleVectors (angles, 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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static void
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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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static void
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V_BonusFlash_f (void)
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{
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if (!cl_cshift_bonus->int_val
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&& !(cl.sv_cshifts & INFO_CSHIFT_BONUS))
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return;
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cl.cshifts[CSHIFT_BONUS] = cshift_bonus;
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cl.cshifts[CSHIFT_BONUS].initialpct = cl.cshifts[CSHIFT_BONUS].percent;
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cl.cshifts[CSHIFT_BONUS].time = cl.time;
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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
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V_SetContentsColor (int contents)
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{
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if (!cl_cshift_contents->int_val
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&& !(cl.sv_cshifts & INFO_CSHIFT_CONTENTS)) {
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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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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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static void
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V_CalcPowerupCshift (void)
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{
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if (!cl.stats[STAT_ITEMS] & (IT_SUIT || IT_INVISIBILITY || IT_QUAD
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|| IT_INVULNERABILITY))
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{
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cl.cshifts[CSHIFT_POWERUP].percent = 0;
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return;
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}
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if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY &&
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cl.stats[STAT_ITEMS] & IT_QUAD) {
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cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
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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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} else if (cl.stats[STAT_ITEMS] & IT_QUAD) {
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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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} else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY) {
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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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} else if (cl.stats[STAT_ITEMS] & IT_SUIT) {
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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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} else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY) {
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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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} else {
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cl.cshifts[CSHIFT_POWERUP].percent = 0;
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}
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}
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/*
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V_CalcBlend
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LordHavoc made this a real, true alpha blend. Cleaned it up
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a bit, but otherwise this is his code. --KB
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*/
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void
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V_CalcBlend (void)
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{
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float a2, a3;
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float r = 0, g = 0, b = 0, a = 0;
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int i;
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for (i = 0; i < NUM_CSHIFTS; i++) {
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a2 = cl.cshifts[i].percent / 255.0;
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if (!a2)
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continue;
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a2 = min (a2, 1.0);
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r += (cl.cshifts[i].destcolor[0] - r) * a2;
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g += (cl.cshifts[i].destcolor[1] - g) * a2;
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b += (cl.cshifts[i].destcolor[2] - b) * a2;
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a3 = (1.0 - a) * (1.0 - a2);
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a = 1.0 - a3;
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}
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// LordHavoc: saturate color
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if (a) {
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a2 = 1.0 / a;
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r *= a2;
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g *= a2;
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b *= a2;
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}
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r_data->vid->cshift_color[0] = min (r, 255.0) / 255.0;
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r_data->vid->cshift_color[1] = min (g, 255.0) / 255.0;
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r_data->vid->cshift_color[2] = min (b, 255.0) / 255.0;
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r_data->vid->cshift_color[3] = bound (0.0, a, 1.0);
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}
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static void
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V_DropCShift (cshift_t *cs, float droprate)
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{
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if (cs->time < 0) {
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cs->percent = 0;
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} else {
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cs->percent = cs->initialpct - (cl.time - cs->time) * droprate;
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if (cs->percent <= 0) {
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cs->percent = 0;
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cs->time = -1;
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}
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}
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}
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void
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V_PrepBlend (void)
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{
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int i, j;
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if (cl_cshift_powerup->int_val
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|| (cl.sv_cshifts & INFO_CSHIFT_POWERUP))
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V_CalcPowerupCshift ();
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r_data->vid->cshift_changed = false;
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for (i = 0; i < NUM_CSHIFTS; i++) {
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if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent) {
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r_data->vid->cshift_changed = true;
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cl.prev_cshifts[i].percent = cl.cshifts[i].percent;
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}
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for (j = 0; j < 3; j++) {
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if (cl.cshifts[i].destcolor[j] != cl.prev_cshifts[i].destcolor[j])
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{
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r_data->vid->cshift_changed = true;
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cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j];
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}
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}
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}
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// drop the damage value
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V_DropCShift (&cl.cshifts[CSHIFT_DAMAGE], 150);
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// drop the bonus value
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V_DropCShift (&cl.cshifts[CSHIFT_BONUS], 100);
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if (!r_data->vid->cshift_changed && !r_data->vid->recalc_refdef)
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return;
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V_CalcBlend ();
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}
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/* VIEW RENDERING */
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static float
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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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static void
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CalcGunAngle (void)
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{
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float yaw, pitch, move;
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static float oldpitch = 0, oldyaw = 0;
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yaw = r_data->refdef->viewangles[YAW];
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pitch = -r_data->refdef->viewangles[PITCH];
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yaw = angledelta (yaw - r_data->refdef->viewangles[YAW]) * 0.4;
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yaw = bound (-10, yaw, 10);
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pitch = angledelta (-pitch - r_data->refdef->viewangles[PITCH]) * 0.4;
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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");
|
|
}
|