ew-engine/hq engine src/view.c
2006-10-08 00:00:00 +00:00

1144 lines
26 KiB
C

/*
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 the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// view.c -- player eye positioning
#include "quakedef.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 = {"scr_ofsx","0", false};
cvar_t scr_ofsy = {"scr_ofsy","0", false};
cvar_t scr_ofsz = {"scr_ofsz","0", false};
cvar_t cl_rollspeed = {"cl_rollspeed", "200"};
cvar_t cl_rollangle = {"cl_rollangle", "2.0"};
cvar_t cl_bob = {"cl_bob","0.02", false};
#if 1
//TELEJANO
cvar_t cl_bobq2 = {"cl_bobq2","2", true};//Tei bob q2
cvar_t cl_stepsound = {"cl_stepsound","0", false};//Tei step sound
#endif
cvar_t cl_bobcycle = {"cl_bobcycle","0.6", false};
cvar_t cl_bobup = {"cl_bobup","0.5", false};
cvar_t v_kicktime = {"v_kicktime", "0.5", false};
cvar_t v_kickroll = {"v_kickroll", "0.6", false};
cvar_t v_kickpitch = {"v_kickpitch", "0.6", false};
cvar_t v_iyaw_cycle = {"v_iyaw_cycle", "2", false};
cvar_t v_iroll_cycle = {"v_iroll_cycle", "0.5", false};
cvar_t v_ipitch_cycle = {"v_ipitch_cycle", "1", false};
cvar_t v_iyaw_level = {"v_iyaw_level", "0.3", false};
cvar_t v_iroll_level = {"v_iroll_level", "0.1", false};
cvar_t v_ipitch_level = {"v_ipitch_level", "0.3", false};
cvar_t v_idlescale = {"v_idlescale", "0", false};
cvar_t crosshair = {"crosshair", "0", true};
cvar_t cl_crossx = {"cl_crossx", "0", false};
cvar_t cl_crossy = {"cl_crossy", "0", false};
cvar_t v_gamma = {"v_gamma", "1", true};
cvar_t gl_cshiftpercent = {"gl_cshiftpercent", "100", false};
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
extern int in_forward, in_forward2, in_back;
/*
===============
V_CalcRoll
Used by view and sv_user
===============
*/
vec3_t forward, right, up;
float V_CalcRoll (vec3_t angles, vec3_t velocity)
{
float sign;
float side;
float value;
AngleVectors (angles, forward, right, up);
side = DotProduct (velocity, right);
sign = side < 0 ? -1 : 1;
side = fabs(side);
value = cl_rollangle.value;
// if (cl.inwater)
// value *= 6;
if (side < cl_rollspeed.value)
side = side * value / cl_rollspeed.value;
else
side = value;
return side*sign;
}
typedef struct
{
char *name;
} stat_t;
stat_t stat_names[] =
{
{"health"},
{"frags"},
{"weapon"},
{"ammo"},
{"armor"},
{"weapon frame"},
{"shells"},
{"nails"},
{"rockets"},
{"cells"},
{"activeweapon"},
{"totalsecrets"},
{"totalmonsters"},
{"secrets"},
{"monsters"}
};
/*
===============
V_CalcBob
===============
*/
void DefHUDString( vec3_t origin, float alpha, char * name);
extern cvar_t mod_showspeed;
char *Cmd_Macro_Location2_f (void);
float V_CalcBob (void)
{
vec3_t org;
float bob;
float cycle;
int i;
if(!cl_bob.value)
return 0;
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));
//Tei showspeed
if (mod_showspeed.value)
{
org[0] = 50;
org[1] = 50;
org[2] = 0;
DefHUDString( org, 255,va("speed: %5.1f\n",Length(cl.velocity) ));
if (mod_showspeed.value <15 && mod_showspeed.value>1)
{
org[0] = 50;
org[1] = 50+8;
org[2] = 0;//STAT_MONSTERS
i=mod_showspeed.value;
DefHUDString( org, 255,va("%s %d\n",stat_names[i].name,cl.stats[i]) );
}
else
if (mod_showspeed.value == 15)
{
org[0] = 50;
org[1] = 50+8;
org[2] = 0;//STAT_MONSTERS
DefHUDString( org, 255,Cmd_Macro_Location2_f() );
}
}
//Tei showspeed
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 = {"v_centermove", "0.15", false};
cvar_t v_centerspeed = {"v_centerspeed","500"};
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
===============
*/
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_water = { {130,80,50}, 64 };//Tei
cshift_t cshift_slime = { {0,25,5}, 150 };
cshift_t cshift_lava = { {255,80,0}, 150 };
byte gammatable[256]; // palette is sent through this
byte ramps[3][256];
float v_blend[4]; // rgba 0.0 - 1.0
void BuildGammaTable (float g)
{
int i, inf;
if (g == 1.0)
{
for (i=0 ; i<256 ; i++)
gammatable[i] = i;
return;
}
for (i=0 ; i<256 ; i++)
{
#if 0 //Telejano RC2 light
inf = 255 * pow ( (i+0.5)/255.5 , g );//Tei more contrast hacks
#else
inf = 255 * pow ( (i+0.5)/255.5 , g ) + 0.5;
#endif
if (inf < 0)
inf = 0;
if (inf > 255)
inf = 255;
gammatable[i] = inf;
}
}
/*
=================
V_CheckGamma
=================
*/
qboolean V_CheckGamma (void)
{
static float oldgammavalue;
if (v_gamma.value == oldgammavalue)
return false;
oldgammavalue = v_gamma.value;
BuildGammaTable (v_gamma.value);
vid.recalc_refdef = 1; // force a surface cache flush
return true;
}
/*
===============
V_ParseDamage
===============
*/
void V_ParseDamage (void)
{
int armor, blood;
vec3_t from;
vec3_t forward, right, up;
entity_t *ent;
float side;
float count;
armor = MSG_ReadByte ();
blood = MSG_ReadByte ();
from[0] = MSG_ReadCoord ();
from[1] = MSG_ReadCoord ();
from[2] = MSG_ReadCoord ();
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;
}
/*
=============
V_CalcBlend
=============
*/
void V_CalcBlend (void)
{
float r, g, b, a, a2;
int j;
r = 0;
g = 0;
b = 0;
a = 0;
for (j=0 ; j<NUM_CSHIFTS ; j++)
{
if (!gl_cshiftpercent.value)
continue;
a2 = ((cl.cshifts[j].percent * gl_cshiftpercent.value) * 0.01) * 0.0039215686; // Tomaz - Speed
if (!a2)
continue;
a = a + a2*(1-a);
a2 = a2/a;
r = r*(1-a2) + cl.cshifts[j].destcolor[0]*a2;
g = g*(1-a2) + cl.cshifts[j].destcolor[1]*a2;
b = b*(1-a2) + cl.cshifts[j].destcolor[2]*a2;
}
v_blend[0] = r * 0.0039215686; // Tomaz - Speed
v_blend[1] = g * 0.0039215686; // Tomaz - Speed
v_blend[2] = b * 0.0039215686; // Tomaz - Speed
v_blend[3] = a;
if (v_blend[3] > 1)
v_blend[3] = 1;
if (v_blend[3] < 0)
v_blend[3] = 0;
}
/*
=============
V_UpdatePalette
=============
*/
void V_UpdatePalette (void)
{
int i, j;
qboolean new;
byte *basepal, *newpal;
byte pal[768];
float r,g,b,a;
int ir, ig, ib;
qboolean force;
V_CalcPowerupCshift ();
new = false;
for (i=0 ; i<NUM_CSHIFTS ; i++)
{
if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent)
{
new = 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])
{
new = true;
cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j];
}
}
// drop the damage value
cl.cshifts[CSHIFT_DAMAGE].percent -= host_frametime*150;
if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
cl.cshifts[CSHIFT_DAMAGE].percent = 0;
// drop the bonus value
cl.cshifts[CSHIFT_BONUS].percent -= host_frametime*100;
if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
cl.cshifts[CSHIFT_BONUS].percent = 0;
force = V_CheckGamma ();
if (!new && !force)
return;
V_CalcBlend ();
a = v_blend[3];
r = 255*v_blend[0]*a;
g = 255*v_blend[1]*a;
b = 255*v_blend[2]*a;
a = 1-a;
for (i=0 ; i<256 ; i++)
{
ir = i*a + r;
ig = i*a + g;
ib = i*a + b;
if (ir > 255)
ir = 255;
if (ig > 255)
ig = 255;
if (ib > 255)
ib = 255;
ramps[0][i] = gammatable[ir];
ramps[1][i] = gammatable[ig];
ramps[2][i] = gammatable[ib];
}
basepal = host_basepal;
newpal = pal;
for (i=0 ; i<256 ; i++)
{
ir = basepal[0];
ig = basepal[1];
ib = basepal[2];
basepal += 3;
newpal[0] = ramps[0][ir];
newpal[1] = ramps[1][ig];
newpal[2] = ramps[2][ib];
newpal += 3;
}
}
/*
==============================================================================
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;
// allways idle in intermission
old = v_idlescale.value;
v_idlescale.value = 1;
V_AddIdle ();
v_idlescale.value = old;
}
/*
==================
V_CalcRefdef
==================
*/
extern sfx_t *cl_sfx_tink1;//Tei q2 gun
extern sfx_t * cl_sfx_dland;//Tei dland
extern sfx_t * cl_sfx_lavariase;//Tei dland
void V_CalcRefdef (void)
{
entity_t *ent, *view;
vec3_t forward, right, up;
vec3_t angles;
float bob;
float bobtime, bobfracsin;//Tei
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] += 0.03125; // Tomaz - Speed
r_refdef.vieworg[1] += 0.03125; // Tomaz - Speed
r_refdef.vieworg[2] += 0.03125; // Tomaz - Speed
// Q2! trans values
//cl.refdef.num_entities = r_numentities;
//cl.refdef.r_entities = r_entities;
//cl.refdef.num_particles = r_numparticles;
//cl.refdef.particles = r_particles;
//cl.refdef.num_dlights = r_numdlights;
//cl.refdef.dlights = r_dlights;
//cl.refdef.lightstyles = r_lightstyles;
// Q2! trans values
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);
r_refdef.vieworg[0] += scr_ofsx.value*forward[0]
+ scr_ofsy.value*right[0]
+ scr_ofsz.value*up[0];
r_refdef.vieworg[1] += scr_ofsx.value*forward[1]
+ scr_ofsy.value*right[1]
+ scr_ofsz.value*up[1];
r_refdef.vieworg[2] += scr_ofsx.value*forward[2]
+ scr_ofsy.value*right[2]
+ scr_ofsz.value*up[2];
V_BoundOffsets ();
// set up gun position
VectorCopy (cl.viewangles, view->angles);
CalcGunAngle ();
VectorCopy (ent->origin, view->origin);
view->origin[2] += cl.viewheight;
view->origin[0] += forward[0]*bob*0.4;
view->origin[1] += forward[1]*bob*0.4;
view->origin[2] += forward[2]*bob*0.4;
view->origin[2] += bob;
#if 1
//TELEJANO
// Tei realistic bob q2
// BETA
if (cl_bob.value && cl_bobq2.value) {
bobtime = (cl.bobtyme += 0.0125f);
bobfracsin = (sin(bobtime*M_PI));
// gun angles from bobbing
//view->angles[ROLL] += bobfracsin * 1 * bob * 0.5 * cl.bobzone;
//view->angles[YAW] += bobfracsin * 5 * cos(cl.bobtyme*forward[0]) * 0.5 * cl.bobzone;
//view->angles[PITCH] -= bobfracsin * 1 * cos(cl.bobtyme*forward[0]) * 0.5* cl.bobzone;
view->angles[ROLL] += bobfracsin * 5 * bob * 0.5 * cl.bobzone;
view->angles[YAW] += bobfracsin * 5 * cos(cl.bobtyme ) * cl.bobzone;
view->angles[PITCH] -= bobfracsin * 1 * sin(cl.bobtyme ) * 0.5* cl.bobzone;
if (bob){
if (cl.bobzone>0)
cl.bobzone -= 0.01f;
if (cl_bobq2.value == 2)
if (scr_ofsy.value>-1)
scr_ofsy.value -= 0.01f;
}
else
if (cl.bobzone < 1) {
cl.bobzone += 0.01f;
if (cl_bobq2.value == 2)
if (scr_ofsy.value<0)
scr_ofsy.value *= 0.99f;
}
}
// BETA
// Tei realistic bob q2
//VectorCopy( view->angles, r_refdef.viewangles );//Tei xfx
//r_refdef.viewangles[0] = view->angles[0];
if (cl_bobq2.value == 3) {
r_refdef.viewangles[1] = view->angles[1];
r_refdef.viewangles[2] = view->angles[2];
}
//At V_CalcRefdef add this before "set up the refresh position"
if (cl_bobq2.value == 4){
r_refdef.viewangles[1] = cl_entities[cl.viewentity].angles[1];
r_refdef.viewangles[2] = cl_entities[cl.viewentity].angles[2];
}
#endif
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) {
//S_StartSound (-1, 0, cl_sfx_tink1, ent->origin, 1, 1);//Tei Step sound
//Tei step sound
#if 1 //TELEJANO stepsounds
if (cl_stepsound.value)
S_StartSound (-1, 0, cl_sfx_dland, ent->origin, (1/lhrandom(8,25)), 1);//Tei Step sound
#endif
//Tei step sound
oldz = ent->origin[2] - 12;
}
r_refdef.vieworg[2] += oldz - ent->origin[2];
view->origin[2] += oldz - ent->origin[2];
//sfx_t *cl_sfx_tink1;
}
else
oldz = ent->origin[2];
if (chase_active.value)
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;
void V_RenderView (void)
{
if (con_forcedup)
return;
if (cl.intermission)
{ // intermission / finale rendering
V_CalcIntermissionRefdef ();
}
else
{
if (!cl.paused /* && (sv.maxclients > 1 || key_dest == key_game) */ )
V_CalcRefdef ();
}
R_RenderView ();
}
//============================================================================
/*
=============
V_Init
=============
*/
extern cvar_t gl_fademodels;
void V_Init (void)
{
Cmd_AddCommand ("v_cshift", V_cshift_f);
Cmd_AddCommand ("bf", V_BonusFlash_f);
Cmd_AddCommand ("centerview", V_StartPitchDrift);
Cvar_RegisterVariable (&v_centermove);
Cvar_RegisterVariable (&v_centerspeed);
Cvar_RegisterVariable (&v_iyaw_cycle);
Cvar_RegisterVariable (&v_iroll_cycle);
Cvar_RegisterVariable (&v_ipitch_cycle);
Cvar_RegisterVariable (&v_iyaw_level);
Cvar_RegisterVariable (&v_iroll_level);
Cvar_RegisterVariable (&v_ipitch_level);
Cvar_RegisterVariable (&v_idlescale);
Cvar_RegisterVariable (&crosshair);
Cvar_RegisterVariable (&cl_crossx);
Cvar_RegisterVariable (&cl_crossy);
Cvar_RegisterVariable (&gl_cshiftpercent);
Cvar_RegisterVariable (&scr_ofsx);
Cvar_RegisterVariable (&scr_ofsy);
Cvar_RegisterVariable (&scr_ofsz);
Cvar_RegisterVariable (&cl_rollspeed);
Cvar_RegisterVariable (&cl_rollangle);
Cvar_RegisterVariable (&cl_bob);
#if 1
//TELEJANO
Cvar_RegisterVariable (&cl_bobq2);//Tei
Cvar_RegisterVariable (&cl_stepsound);//Tei
Cvar_RegisterVariable (&gl_fademodels);
#endif
Cvar_RegisterVariable (&cl_bobcycle);
Cvar_RegisterVariable (&cl_bobup);
Cvar_RegisterVariable (&v_kicktime);
Cvar_RegisterVariable (&v_kickroll);
Cvar_RegisterVariable (&v_kickpitch);
BuildGammaTable (1.0); // no gamma yet
Cvar_RegisterVariable (&v_gamma);
}