/* 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. */ #include "quakedef.h" #include "pmove.h" #include "teamplay.h" #include "utils.h" #ifdef GLQUAKE #include "gl_local.h" #else #include "r_local.h" #endif /* The view is allowed to move slightly from its 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 cl_rollspeed = {"cl_rollspeed", "200"}; cvar_t cl_rollangle = {"cl_rollangle", "2.0"}; cvar_t cl_bob = {"cl_bob", "0.02"}; cvar_t cl_bobcycle = {"cl_bobcycle", "0.6"}; cvar_t cl_bobup = {"cl_bobup", "0.5"}; cvar_t v_kicktime = {"v_kicktime", "0.5"}; cvar_t v_kickroll = {"v_kickroll", "0.6"}; cvar_t v_kickpitch = {"v_kickpitch", "0.6"}; cvar_t v_gunkick = {"v_gunkick", "0"}; cvar_t v_viewheight = {"v_viewheight", "0"}; cvar_t cl_drawgun = {"r_drawviewmodel", "1"}; cvar_t r_viewmodelsize = {"r_viewmodelSize", "1"}; qboolean Change_v_idle (cvar_t *var, char *value); cvar_t v_iyaw_cycle = {"v_iyaw_cycle", "2", 0, Change_v_idle}; cvar_t v_iroll_cycle = {"v_iroll_cycle", "0.5", 0, Change_v_idle}; cvar_t v_ipitch_cycle = {"v_ipitch_cycle", "1", 0, Change_v_idle}; cvar_t v_iyaw_level = {"v_iyaw_level", "0.3", 0, Change_v_idle}; cvar_t v_iroll_level = {"v_iroll_level", "0.1", 0, Change_v_idle}; cvar_t v_ipitch_level = {"v_ipitch_level", "0.3", 0, Change_v_idle}; cvar_t v_idlescale = {"v_idlescale", "0", 0, Change_v_idle}; cvar_t crosshair = {"crosshair", "2", CVAR_ARCHIVE}; cvar_t crosshaircolor = {"crosshaircolor", "79", CVAR_ARCHIVE}; cvar_t crosshairsize = {"crosshairsize", "1"}; cvar_t cl_crossx = {"cl_crossx", "0", CVAR_ARCHIVE}; cvar_t cl_crossy = {"cl_crossy", "0", CVAR_ARCHIVE}; cvar_t v_contentblend = {"v_contentblend", "1"}; cvar_t v_damagecshift = {"v_damagecshift", "1"}; cvar_t v_quadcshift = {"v_quadcshift", "1"}; cvar_t v_suitcshift = {"v_suitcshift", "1"}; cvar_t v_ringcshift = {"v_ringcshift", "1"}; cvar_t v_pentcshift = {"v_pentcshift", "1"}; #ifdef GLQUAKE cvar_t v_dlightcshift = {"v_dlightcshift", "1"}; #endif cvar_t v_bonusflash = {"cl_bonusflash", "1"}; float v_dmg_time, v_dmg_roll, v_dmg_pitch; frame_t *view_frame; player_state_t *view_message; qboolean Change_v_idle (cvar_t *var, char *value) { // Don't allow cheating in TF return (cl.teamfortress && cls.state >= ca_connected && cbuf_current != &cbuf_svc); } float V_CalcRoll (vec3_t angles, vec3_t velocity) { vec3_t right; float sign, side; AngleVectors (angles, NULL, right, NULL); side = DotProduct (velocity, right); sign = side < 0 ? -1 : 1; side = fabs(side); side = (side < cl_rollspeed.value) ? side * cl_rollangle.value / cl_rollspeed.value : cl_rollangle.value; if (side > 45) side = 45; return side * sign; } float V_CalcBob (void) { static double bobtime; static float bob; float cycle; if (cl.spectator) return 0; if (!cl.onground) return bob; // just use old value if (cl_bobcycle.value <= 0) return 0; bobtime += cls.frametime; cycle = bobtime - (int) (bobtime / 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 simulated velocity in the xy plane // (don't count Z, or jumping messes it up) bob = sqrt(cl.simvel[0] * cl.simvel[0] + cl.simvel[1] * cl.simvel[1]) * cl_bob.value; bob = bob * 0.3 + bob * 0.7 * sin(cycle); bob = bound (-7, bob, 4); return bob; } //============================================================================= cvar_t v_centermove = {"v_centermove", "0.15"}; 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; } /* 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 (!cl.onground || cls.demoplayback ) { cl.driftmove = cl.pitchvel = 0; return; } // don't count small mouse motion if (cl.nodrift) { if ( fabs(cl.frames[(cls.netchan.outgoing_sequence-1)&UPDATE_MASK].cmd.forwardmove) < 200) cl.driftmove = 0; else cl.driftmove += cls.frametime; if ( cl.driftmove > v_centermove.value) V_StartPitchDrift (); return; } delta = 0 - cl.viewangles[PITCH]; if (!delta) { cl.pitchvel = 0; return; } move = cls.frametime * cl.pitchvel; cl.pitchvel += cls.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 ============================================================================== */ 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 }; #ifdef GLQUAKE cvar_t gl_cshiftpercent = {"gl_cshiftpercent", "100"}; cvar_t gl_hwblend = {"gl_hwblend", "1"}; float v_blend[4]; // rgba 0.0 - 1.0 cvar_t v_gamma = {"gl_gamma", "1", CVAR_ARCHIVE}; cvar_t v_contrast = {"gl_contrast", "1", CVAR_ARCHIVE}; unsigned short ramps[3][256]; #else byte gammatable[256]; // palette is sent through this byte current_pal[768]; // Tonik: used for screenshots cvar_t v_gamma = {"sw_gamma", "1", CVAR_ARCHIVE}; cvar_t v_contrast = {"sw_contrast", "1", CVAR_ARCHIVE}; #endif #ifndef GLQUAKE void BuildGammaTable (float g, float c) { int i, inf; g = bound (0.1, g, 3); c = bound (1, c, 3); if (g == 1 && c == 1) { for (i = 0; i < 256; i++) gammatable[i] = i; return; } for (i = 0; i < 256; i++) { inf = 255 * pow ((i + 0.5) / 255.5 * c, g) + 0.5; inf = bound (0, inf, 255); gammatable[i] = inf; } } qboolean V_CheckGamma (void) { static float old_gamma; static float old_contrast; if (v_gamma.value == old_gamma && v_contrast.value == old_contrast) return false; old_gamma = v_gamma.value; old_contrast = v_contrast.value; BuildGammaTable (v_gamma.value, v_contrast.value); vid.recalc_refdef = 1; // force a surface cache flush return true; } #endif // !GLQUAKE void V_ParseDamage (void) { int armor, blood, i; vec3_t from, forward, right; float side, count, fraction; armor = MSG_ReadByte (); blood = MSG_ReadByte (); for (i = 0; i < 3; i++) from[i] = 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; fraction = v_damagecshift.value; if (fraction < 0) fraction = 0; if (fraction > 1) fraction = 1; cl.cshifts[CSHIFT_DAMAGE].percent *= fraction; if (armor > blood) { cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200; cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100; } else if (armor) { cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220; cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50; } else { cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255; cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0; } // calculate view angle kicks VectorSubtract (from, cl.simorg, from); VectorNormalizeFast (from); AngleVectors (cl.simangles, forward, right, NULL); 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; } void V_cshift_f (void) { // don't allow cheating in TF if (cls.state >= ca_connected && cl.teamfortress && cbuf_current != &cbuf_svc) return; 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)); } //When you run over an item, the server sends this command void V_BonusFlash_f (void) { if (!v_bonusflash.value && cbuf_current == &cbuf_svc) return; 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; } //Underwater, lava, etc each has a color shift void V_SetContentsColor (int contents) { if (!v_contentblend.value) { cl.cshifts[CSHIFT_CONTENTS] = cshift_empty; #ifdef GLQUAKE cl.cshifts[CSHIFT_CONTENTS].percent *= 100; #endif 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; break; } if (v_contentblend.value > 0 && v_contentblend.value < 1 && contents != CONTENTS_EMPTY) cl.cshifts[CSHIFT_CONTENTS].percent *= v_contentblend.value; #ifdef GLQUAKE if (!gl_polyblend.value && !cl.teamfortress) { cl.cshifts[CSHIFT_CONTENTS].percent = 0; } else { // ignore gl_cshiftpercent on custom cshifts (set with v_cshift // command) to avoid cheating in TF if (contents != CONTENTS_EMPTY) { if (!gl_polyblend.value) cl.cshifts[CSHIFT_CONTENTS].percent = 0; else cl.cshifts[CSHIFT_CONTENTS].percent *= gl_cshiftpercent.value; } else { cl.cshifts[CSHIFT_CONTENTS].percent *= 100; } } #endif } void V_CalcPowerupCshift (void) { float fraction; 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; fraction = bound (0, v_quadcshift.value, 1); cl.cshifts[CSHIFT_POWERUP].percent = 30 * fraction; } 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; fraction = bound (0, v_suitcshift.value, 1); cl.cshifts[CSHIFT_POWERUP].percent = 20 * fraction; } 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; fraction = bound (0, v_ringcshift.value, 1); cl.cshifts[CSHIFT_POWERUP].percent = 100 * fraction; } 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; fraction = bound (0, v_pentcshift.value, 1); cl.cshifts[CSHIFT_POWERUP].percent = 30 * fraction; } else { cl.cshifts[CSHIFT_POWERUP].percent = 0; } } #ifdef GLQUAKE void V_CalcBlend (void) { float r, g, b, a, a2; int j; r = g = b = a= 0; if (cls.state != ca_active) { cl.cshifts[CSHIFT_CONTENTS] = cshift_empty; cl.cshifts[CSHIFT_POWERUP].percent = 0; } else { V_CalcPowerupCshift (); } // drop the damage value cl.cshifts[CSHIFT_DAMAGE].percent -= cls.frametime * 150; if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0) cl.cshifts[CSHIFT_DAMAGE].percent = 0; // drop the bonus value cl.cshifts[CSHIFT_BONUS].percent -= cls.frametime * 100; if (cl.cshifts[CSHIFT_BONUS].percent <= 0) cl.cshifts[CSHIFT_BONUS].percent = 0; for (j = 0; j < NUM_CSHIFTS; j++) { if ((!gl_cshiftpercent.value || !gl_polyblend.value) && j != CSHIFT_CONTENTS) continue; if (j == CSHIFT_CONTENTS) a2 = cl.cshifts[j].percent / 100.0 / 255.0; else a2 = ((cl.cshifts[j].percent * gl_cshiftpercent.value) / 100.0) / 255.0; 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 / 255.0; v_blend[1] = g / 255.0; v_blend[2] = b / 255.0; v_blend[3] = a; v_blend[3] = bound(0, v_blend[3], 1); } void V_AddLightBlend (float r, float g, float b, float a2) { float a; if (!gl_polyblend.value || !gl_cshiftpercent.value || !v_dlightcshift.value) return; a2 = a2 * bound(0, v_dlightcshift.value, 1) * gl_cshiftpercent.value / 100.0; v_blend[3] = a = v_blend[3] + a2 * (1 - v_blend[3]); if (!a) return; a2 = a2 / a; v_blend[0] = v_blend[0] * (1 - a2) + r * a2; v_blend[1] = v_blend[1] * (1 - a2) + g * a2; v_blend[2] = v_blend[2] * (1 - a2) + b * a2; } #endif #ifdef GLQUAKE void V_UpdatePalette (void) { int i, j, c; qboolean new; float current_gamma, current_contrast, a, rgb[3]; static float prev_blend[4]; static float old_gamma, old_contrast, old_hwblend; extern float vid_gamma; new = false; for (i = 0; i < 4; i++) { if (v_blend[i] != prev_blend[i]) { new = true; prev_blend[i] = v_blend[i]; } } current_gamma = bound (0.3, v_gamma.value, 3); if (current_gamma != old_gamma) { old_gamma = current_gamma; new = true; } current_contrast = bound (1, v_contrast.value, 3); if (current_contrast != old_contrast) { old_contrast = current_contrast; new = true; } if (gl_hwblend.value != old_hwblend) { new = true; old_hwblend = gl_hwblend.value; } if (!new) return; a = v_blend[3]; if (!vid_hwgamma_enabled || !gl_hwblend.value || cl.teamfortress) a = 0; rgb[0] = 255 * v_blend[0] * a; rgb[1] = 255 * v_blend[1] * a; rgb[2] = 255 * v_blend[2] * a; a = 1 - a; if (vid_gamma != 1.0) { current_contrast = pow (current_contrast, vid_gamma); current_gamma = current_gamma/vid_gamma; } for (i = 0; i < 256; i++) { for (j = 0; j < 3; j++) { // apply blend and contrast c = (i * a + rgb[j]) * current_contrast; if (c > 255) c = 255; // apply gamma c = 255 * pow((c + 0.5) / 255.5, current_gamma) + 0.5; c = bound (0, c, 255); ramps[j][i] = c << 8; } } VID_SetDeviceGammaRamp ((unsigned short *) ramps); } #else // !GLQUAKE void V_UpdatePalette (void) { int i, j, r,g,b; qboolean new, force; byte *basepal, *newpal; static cshift_t prev_cshifts[NUM_CSHIFTS]; if (cls.state != ca_active) { cl.cshifts[CSHIFT_CONTENTS] = cshift_empty; cl.cshifts[CSHIFT_POWERUP].percent = 0; } else { V_CalcPowerupCshift (); } new = false; for (i = 0; i < NUM_CSHIFTS; i++) { if (cl.cshifts[i].percent != prev_cshifts[i].percent) { new = true; prev_cshifts[i].percent = cl.cshifts[i].percent; } for (j = 0; j < 3; j++) { if (cl.cshifts[i].destcolor[j] != prev_cshifts[i].destcolor[j]) { new = true; prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j]; } } } // drop the damage value cl.cshifts[CSHIFT_DAMAGE].percent -= cls.frametime*150; if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0) cl.cshifts[CSHIFT_DAMAGE].percent = 0; // drop the bonus value cl.cshifts[CSHIFT_BONUS].percent -= cls.frametime*100; if (cl.cshifts[CSHIFT_BONUS].percent <= 0) cl.cshifts[CSHIFT_BONUS].percent = 0; force = V_CheckGamma (); if (!new && !force) return; basepal = host_basepal; newpal = current_pal; // Tonik: so we can use current_pal for screenshots for (i = 0; i < 256; i++) { r = basepal[0]; g = basepal[1]; b = basepal[2]; basepal += 3; for (j = 0; j < NUM_CSHIFTS; j++) { r += (cl.cshifts[j].percent * (cl.cshifts[j].destcolor[0] - r)) >> 8; g += (cl.cshifts[j].percent * (cl.cshifts[j].destcolor[1] - g)) >> 8; b += (cl.cshifts[j].percent * (cl.cshifts[j].destcolor[2] - b)) >> 8; } newpal[0] = gammatable[r]; newpal[1] = gammatable[g]; newpal[2] = gammatable[b]; newpal += 3; } VID_ShiftPalette (current_pal); } #endif // !GLQUAKE /* ============================================================================== VIEW RENDERING ============================================================================== */ float angledelta (float a) { a = anglemod(a); if (a > 180) a -= 360; return a; } void V_BoundOffsets (void) { // absolutely bound refresh relative to entity clipping hull // so the view can never be inside a solid wall if (r_refdef.vieworg[0] < cl.simorg[0] - 14) r_refdef.vieworg[0] = cl.simorg[0] - 14; else if (r_refdef.vieworg[0] > cl.simorg[0] + 14) r_refdef.vieworg[0] = cl.simorg[0] + 14; if (r_refdef.vieworg[1] < cl.simorg[1] - 14) r_refdef.vieworg[1] = cl.simorg[1] - 14; else if (r_refdef.vieworg[1] > cl.simorg[1] + 14) r_refdef.vieworg[1] = cl.simorg[1] + 14; if (r_refdef.vieworg[2] < cl.simorg[2] - 22) r_refdef.vieworg[2] = cl.simorg[2] - 22; else if (r_refdef.vieworg[2] > cl.simorg[2] + 30) r_refdef.vieworg[2] = cl.simorg[2] + 30; } //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; } //Roll is induced by movement and damage void V_CalcViewRoll (void) { float side, adjspeed; side = V_CalcRoll (cl.simangles, cl.simvel); adjspeed = 20 * bound (2, fabs(cl_rollangle.value), 45); if (side > cl.rollangle) { cl.rollangle += cls.frametime * adjspeed; if (cl.rollangle > side) cl.rollangle = side; } else if (side < cl.rollangle) { cl.rollangle -= cls.frametime * adjspeed; if (cl.rollangle < side) cl.rollangle = side; } r_refdef.viewangles[ROLL] += cl.rollangle; 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 -= cls.frametime; } } void V_AddViewWeapon (float bob) { vec3_t forward; centity_t *cent; extern cvar_t scr_fov; cent = &cl.viewent; TP_ParseWeaponModel(cl.model_precache[cl.stats[STAT_WEAPON]]); if (!cl_drawgun.value || (cl_drawgun.value == 2 && scr_fov.value > 90) || ((view_message->flags & (PF_GIB|PF_DEAD))) || cl.stats[STAT_ITEMS] & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !Cam_DrawViewModel()) { cent->current.modelindex = 0; //no model return; } //angles cent->current.angles[YAW] = r_refdef.viewangles[YAW]; cent->current.angles[PITCH] = -r_refdef.viewangles[PITCH]; cent->current.angles[ROLL] = r_refdef.viewangles[ROLL]; //origin AngleVectors (r_refdef.viewangles, forward, NULL, NULL); VectorCopy (r_refdef.vieworg, cent->current.origin); VectorMA (cent->current.origin, bob * 0.4, forward, cent->current.origin); // fudge position around to keep amount of weapon visible roughly equal with different FOV if (scr_viewsize.value == 110) cent->current.origin[2] += 1; else if (scr_viewsize.value == 100) cent->current.origin[2] += 2; else if (scr_viewsize.value == 90) cent->current.origin[2] += 1; else if (scr_viewsize.value == 80) cent->current.origin[2] += 0.5; if (cent->current.modelindex != cl.stats[STAT_WEAPON]) { cl.viewent.frametime = -1; } else { if (cent->current.frame != view_message->weaponframe) { cent->frametime = cl.time; cent->oldframe = cent->current.frame; } } cent->current.modelindex = cl.stats[STAT_WEAPON]; cent->current.frame = view_message->weaponframe; } void V_CalcIntermissionRefdef (void) { float old; VectorCopy (cl.simorg, r_refdef.vieworg); VectorCopy (cl.simangles, r_refdef.viewangles); // we don't draw weapon in intermission cl.viewent.current.modelindex = 0; // always idle in intermission old = v_idlescale.value; v_idlescale.value = 1; V_AddIdle (); v_idlescale.value = old; } void V_CalcRefdef (void) { vec3_t forward; float height_adjustment; V_DriftPitch (); height_adjustment = v_viewheight.value ? bound (-7, v_viewheight.value, 4) : V_CalcBob (); // set up the refresh position VectorCopy (cl.simorg, r_refdef.vieworg); // 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 1/8 pixel, so add 1/16 in each axis r_refdef.vieworg[0] += 1.0/16; r_refdef.vieworg[1] += 1.0/16; r_refdef.vieworg[2] += 1.0/16; // add view height if (view_message->flags & PF_GIB) { r_refdef.vieworg[2] += 8; // gib view height } else if (view_message->flags & PF_DEAD && (cl.stats[STAT_HEALTH] <= 0)) { r_refdef.vieworg[2] -= 16; // corpse view height } else { r_refdef.vieworg[2] += 22; // normal view height r_refdef.vieworg[2] += height_adjustment; // smooth out stair step ups r_refdef.vieworg[2] += cl.crouch; } // set up refresh view angles VectorCopy (cl.simangles, r_refdef.viewangles); V_CalcViewRoll (); V_AddIdle (); if (v_gunkick.value) { // add weapon kick offset AngleVectors (r_refdef.viewangles, forward, NULL, NULL); VectorMA (r_refdef.vieworg, cl.punchangle, forward, r_refdef.vieworg); // add weapon kick angle r_refdef.viewangles[PITCH] += cl.punchangle * 0.5; } if (view_message->flags & PF_DEAD && (cl.stats[STAT_HEALTH] <= 0)) r_refdef.viewangles[ROLL] = 80; // dead view angle V_AddViewWeapon (height_adjustment); } void DropPunchAngle (void) { if (cl.ideal_punchangle < cl.punchangle) { if (cl.ideal_punchangle == -2) // small kick cl.punchangle -= 20 * cls.frametime; else // big kick cl.punchangle -= 40 * cls.frametime; if (cl.punchangle < cl.ideal_punchangle) { cl.punchangle = cl.ideal_punchangle; cl.ideal_punchangle = 0; } }else { cl.punchangle += 20 * cls.frametime; if (cl.punchangle > 0) cl.punchangle = 0; } } //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) { cl.simangles[ROLL] = 0; // FIXME @@@ if (cls.state != ca_active) { #ifdef GLQUAKE V_CalcBlend (); #endif return; } view_frame = &cl.frames[cl.validsequence & UPDATE_MASK]; view_message = &view_frame->playerstate[cl.viewplayernum]; DropPunchAngle (); if (cl.intermission) // intermission / finale rendering V_CalcIntermissionRefdef (); else V_CalcRefdef (); R_PushDlights (); R_RenderView (); } //============================================================================ void V_Init (void) { Cmd_AddCommand ("v_cshift", V_cshift_f); Cmd_AddCommand ("bf", V_BonusFlash_f); Cmd_AddCommand ("centerview", V_StartPitchDrift); Cvar_SetCurrentGroup(CVAR_GROUP_VIEW); Cvar_Register (&v_centermove); Cvar_Register (&v_centerspeed); Cvar_Register (&cl_rollspeed); Cvar_Register (&cl_rollangle); Cvar_Register (&v_idlescale); Cvar_Register (&v_iyaw_cycle); Cvar_Register (&v_iroll_cycle); Cvar_Register (&v_ipitch_cycle); Cvar_Register (&v_iyaw_level); Cvar_Register (&v_iroll_level); Cvar_Register (&v_ipitch_level); Cvar_SetCurrentGroup(CVAR_GROUP_CROSSHAIR); Cvar_Register (&crosshaircolor); Cvar_Register (&crosshair); Cvar_Register (&crosshairsize); Cvar_Register (&cl_crossx); Cvar_Register (&cl_crossy); Cvar_SetCurrentGroup(CVAR_GROUP_VIEWMODEL); Cvar_Register (&cl_bob); Cvar_Register (&cl_bobcycle); Cvar_Register (&cl_bobup); Cvar_Register (&cl_drawgun); Cvar_Register (&r_viewmodelsize); Cvar_SetCurrentGroup(CVAR_GROUP_VIEW); Cvar_Register (&v_kicktime); Cvar_Register (&v_kickroll); Cvar_Register (&v_kickpitch); Cvar_Register (&v_gunkick); Cvar_Register (&v_viewheight); Cvar_SetCurrentGroup(CVAR_GROUP_BLEND); Cvar_Register (&v_bonusflash); Cvar_Register (&v_contentblend); Cvar_Register (&v_damagecshift); Cvar_Register (&v_quadcshift); Cvar_Register (&v_suitcshift); Cvar_Register (&v_ringcshift); Cvar_Register (&v_pentcshift); #ifdef GLQUAKE Cvar_Register (&v_dlightcshift); Cvar_Register (&gl_cshiftpercent); Cvar_Register (&gl_hwblend); #endif Cvar_SetCurrentGroup(CVAR_GROUP_SCREEN); Cvar_Register (&v_gamma); Cvar_Register (&v_contrast); Cvar_ResetCurrentGroup(); Cmd_AddLegacyCommand ("gamma", v_gamma.name); Cmd_AddLegacyCommand ("contrast", v_contrast.name); #ifndef GLQUAKE BuildGammaTable (v_gamma.value, v_contrast.value); #endif }