/* 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" #include // cl_clock /* 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. */ #ifndef GLQUAKE cvar_t lcd_x = {"lcd_x", "0"}; cvar_t lcd_yaw = {"lcd_yaw", "0"}; #endif cvar_t scr_ofsx = {"scr_ofsx", "0"}; cvar_t scr_ofsy = {"scr_ofsy", "0"}; cvar_t scr_ofsz = {"scr_ofsz", "0"}; cvar_t scr_clock = {"cl_clock", "0"}; cvar_t scr_clock_x = {"cl_clock_x", "0"}; cvar_t scr_clock_y = {"cl_clock_y", "-1"}; cvar_t show_speed = {"show_speed", "0"}; cvar_t show_fps = {"show_fps", "0"}; cvar_t show_fps_x = {"show_fps_x", "-5"}; cvar_t show_fps_y = {"show_fps_y", "-1"}; cvar_t show_stats = {"show_stats", "1"}; cvar_t show_stats_small = {"show_stats_small", "0"}; cvar_t show_stats_length = {"show_stats_length", "0.5"}; 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_iyaw_cycle = {"v_iyaw_cycle", "2"}; cvar_t v_iroll_cycle = {"v_iroll_cycle", "0.5"}; cvar_t v_ipitch_cycle = {"v_ipitch_cycle", "1"}; cvar_t v_iyaw_level = {"v_iyaw_level", "0.3"}; cvar_t v_iroll_level = {"v_iroll_level", "0.1"}; cvar_t v_ipitch_level = {"v_ipitch_level", "0.3"}; cvar_t v_idlescale = {"v_idlescale", "0"}; cvar_t crosshair = {"crosshair", "0", CVAR_ARCHIVE}; cvar_t crosshaircolor = {"crosshaircolor", "79", CVAR_ARCHIVE}; cvar_t crosshairsize = {"crosshairsize", "1"}; cvar_t cl_crossx = {"cl_crossx", "0"}; cvar_t cl_crossy = {"cl_crossy", "0"}; 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; /* =============== V_CalcRoll Used by view and sv_user =============== */ vec3_t right; float V_CalcRoll (vec3_t angles, vec3_t velocity) { 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; return side * sign; } /* =============== V_CalcBob =============== */ float V_CalcBob (void) { static float bob; float cycle; if (cl_bobcycle.value <= 0) 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; 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; } /* =============== V_DriftPitch Moves the client pitch angle towards cl.idealpitch sent by the server. If the user is adjusting pitch manually, either with lookup/lookdown, mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped. Drifting is enabled when the center view key is hit, mlook is released and lookspring is non 0, or when =============== */ void V_DriftPitch (void) { float delta, move; if (noclip_anglehack || !cl.onground || cls.demoplayback) { cl.driftmove = 0; cl.pitchvel = 0; return; } // don't count small mouse motion if (cl.nodrift) { if (fabs(cl.cmd.forwardmove) < cl_forwardspeed.value) cl.driftmove = 0; else cl.driftmove += host_frametime; if (cl.driftmove > v_centermove.value) V_StartPitchDrift (); return; } delta = cl.idealpitch - cl.viewangles[PITCH]; if (!delta) { cl.pitchvel = 0; return; } move = host_frametime * cl.pitchvel; cl.pitchvel += host_frametime * v_centerspeed.value; //Con_Printf ("move: %f (%f)\n", move, host_frametime); if (delta > 0) { if (move > delta) { cl.pitchvel = 0; move = delta; } cl.viewangles[PITCH] += move; } else if (delta < 0) { if (move > -delta) { cl.pitchvel = 0; move = -delta; } cl.viewangles[PITCH] -= move; } } /* ============================================================================== PALETTE FLASHES ============================================================================== */ cshift_t cshift_empty = {{130, 80, 50}, 0}; cshift_t cshift_water = {{130, 80, 50}, 128}; cshift_t cshift_slime = {{0, 25, 5}, 150}; cshift_t cshift_lava = {{255, 80, 0}, 150}; #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 = {"gamma", "1", CVAR_ARCHIVE}; cvar_t v_contrast = {"contrast", "1", CVAR_ARCHIVE}; #endif #ifndef GLQUAKE void BuildGammaTable (float g, float c) { int i, inf; g = bound(0.3, 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; gammatable[i] = bound(0, inf, 255); } } /* ================= V_CheckGamma ================= */ qboolean V_CheckGamma (void) { static float old_gamma, 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 float damagetime = 0, damagecount; /* =============== V_ParseDamage =============== */ void V_ParseDamage (void) { int i, armor, blood; float side, fraction; vec3_t from, forward, right, up; entity_t *ent; armor = MSG_ReadByte (); blood = MSG_ReadByte (); for (i=0 ; i<3 ; i++) from[i] = MSG_ReadCoord (); damagecount = blood * 0.5 + armor * 0.5; if (damagecount < 10) damagecount = 10; damagetime = cl.time; // joe: for Q3 on-screen damage splash cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame cl.cshifts[CSHIFT_DAMAGE].percent += 3 * damagecount; cl.cshifts[CSHIFT_DAMAGE].percent = bound(0, cl.cshifts[CSHIFT_DAMAGE].percent, 150); fraction = bound(0, v_damagecshift.value, 1); cl.cshifts[CSHIFT_DAMAGE].percent *= fraction; 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 = damagecount * side * v_kickroll.value; side = DotProduct (from, forward); v_dmg_pitch = damagecount * 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) { if (!v_bonusflash.value) 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; } /* ============= V_SetContentsColor 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; } if (v_contentblend.value > 0 && v_contentblend.value < 1 && contents != CONTENTS_EMPTY) cl.cshifts[CSHIFT_CONTENTS].percent *= v_contentblend.value; #ifdef GLQUAKE 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 } /* ============= V_AddWaterFog Fog in liquids, from FuhQuake ============= */ #ifdef GLQUAKE void V_AddWaterfog (int contents) { float *colors; float lava[4] = {1.0f, 0.314f, 0.0f, 0.5f}; float slime[4] = {0.039f, 0.738f, 0.333f, 0.5f}; float water[4] = {0.039f, 0.584f, 0.888f, 0.5f}; if (!gl_waterfog.value || contents == CONTENTS_EMPTY || contents == CONTENTS_SOLID) { glDisable (GL_FOG); return; } switch (contents) { case CONTENTS_LAVA: colors = lava; break; case CONTENTS_SLIME: colors = slime; break; default: colors = water; break; } glFogfv (GL_FOG_COLOR, colors); if (((int)gl_waterfog.value) == 2) { glFogf (GL_FOG_DENSITY, 0.0002 + (0.0009 - 0.0002) * bound(0, gl_waterfog_density.value, 1)); glFogi (GL_FOG_MODE, GL_EXP); } else { glFogi (GL_FOG_MODE, GL_LINEAR); glFogf (GL_FOG_START, 150.0f); glFogf (GL_FOG_END, 4250.0f - (4250.0f - 1536.0f) * bound(0, gl_waterfog_density.value, 1)); } glEnable(GL_FOG); } #endif /* ============= V_CalcPowerupCshift ============= */ void V_CalcPowerupCshift (void) { float fraction; 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; fraction = bound(0, v_quadcshift.value, 1); cl.cshifts[CSHIFT_POWERUP].percent = 30 * fraction; } 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; fraction = bound(0, v_suitcshift.value, 1); cl.cshifts[CSHIFT_POWERUP].percent = 20 * fraction; } 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; fraction = bound(0, v_ringcshift.value, 1); cl.cshifts[CSHIFT_POWERUP].percent = 100 * fraction; } 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; fraction = bound(0, v_pentcshift.value, 1); cl.cshifts[CSHIFT_POWERUP].percent = 30 * fraction; } else { cl.cshifts[CSHIFT_POWERUP].percent = 0; } } /* ============= V_CalcBlend ============= */ #ifdef GLQUAKE void V_CalcBlend (void) { int j; float r, g, b, a, a2; r = g = b = a = 0; if (cls.state != ca_connected) { cl.cshifts[CSHIFT_CONTENTS] = cshift_empty; cl.cshifts[CSHIFT_POWERUP].percent = 0; } else { V_CalcPowerupCshift (); } // 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; for (j=0 ; j 255) c = 255; // apply gamma c = 255 * pow((c + 0.5) / 255.5, 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_connected) { cl.cshifts[CSHIFT_CONTENTS] = cshift_empty; cl.cshifts[CSHIFT_POWERUP].percent = 0; } else { V_CalcPowerupCshift (); } new = false; for (i=0 ; i> 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; } /* ================== CalcGunAngle ================== */ void CalcGunAngle (void) { float yaw, pitch, move; static float oldyaw = 0, oldpitch = 0; yaw = r_refdef.viewangles[YAW]; pitch = -r_refdef.viewangles[PITCH]; yaw = angledelta(yaw - r_refdef.viewangles[YAW]) * 0.4; yaw = bound(-10, yaw, 10); pitch = angledelta(-pitch - r_refdef.viewangles[PITCH]) * 0.4; pitch = bound(-10, pitch, 10); move = host_frametime * 20; if (yaw > oldyaw) { if (oldyaw + move < yaw) yaw = oldyaw + move; } else { if (oldyaw - move > yaw) yaw = oldyaw - move; } if (pitch > oldpitch) { if (oldpitch + move < pitch) pitch = oldpitch + move; } else { if (oldpitch - move > pitch) pitch = oldpitch - move; } oldyaw = yaw; oldpitch = pitch; cl.viewent.angles[PITCH] = -(r_refdef.viewangles[PITCH] + pitch); cl.viewent.angles[YAW] = r_refdef.viewangles[YAW] + yaw; // joe: this makes it fix when strafing cl.viewent.angles[ROLL] = r_refdef.viewangles[ROLL]; 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; cl.viewent.angles[ROLL] -= v_idlescale.value * sin(cl.time * v_iroll_cycle.value) * v_iroll_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 r_refdef.vieworg[0] = max(r_refdef.vieworg[0], ent->origin[0] - 14); r_refdef.vieworg[0] = min(r_refdef.vieworg[0], ent->origin[0] + 14); r_refdef.vieworg[1] = max(r_refdef.vieworg[1], ent->origin[1] - 14); r_refdef.vieworg[1] = min(r_refdef.vieworg[1], ent->origin[1] + 14); r_refdef.vieworg[2] = max(r_refdef.vieworg[2], ent->origin[2] - 22); r_refdef.vieworg[2] = min(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; } } void V_AddViewWeapon (float bob) { int i; vec3_t forward, right, up; entity_t *view; view = &cl.viewent; // angles view->angles[YAW] = r_refdef.viewangles[YAW]; view->angles[PITCH] = -r_refdef.viewangles[PITCH]; view->angles[ROLL] = r_refdef.viewangles[ROLL]; // origin AngleVectors (r_refdef.viewangles, forward, right, up); for (i=0 ; i<3 ; i++) r_refdef.vieworg[i] += scr_ofsx.value * forward[i] + scr_ofsy.value * right[i] + scr_ofsz.value * up[i]; V_BoundOffsets (); // set up gun position VectorCopy (cl.viewangles, view->angles); CalcGunAngle (); VectorCopy (r_refdef.vieworg, view->origin); VectorMA (view->origin, bob * 0.4, forward, view->origin); // fudge position around to keep amount of weapon visible roughly equal with different FOV if (scr_viewsize.value == 110) view->origin[2] += 1; else if (scr_viewsize.value == 100) view->origin[2] += 2; else if (scr_viewsize.value == 90) view->origin[2] += 1; else if (scr_viewsize.value == 80) view->origin[2] += 0.5; view->model = cl.model_precache[cl.stats[STAT_WEAPON]]; view->frame = cl.stats[STAT_WEAPONFRAME]; view->colormap = vid.colormap; } /* ================== V_CalcIntermissionRefdef ================== */ void V_CalcIntermissionRefdef (void) { entity_t *ent, *view; float old; // ent is the player model (visible when out of body) ent = &cl_entities[cl.viewentity]; // view is the weapon model (only visible from inside body) view = &cl.viewent; VectorCopy (ent->origin, r_refdef.vieworg); VectorCopy (ent->angles, r_refdef.viewangles); view->model = NULL; // always idle in intermission old = v_idlescale.value; v_idlescale.value = 1; V_AddIdle (); v_idlescale.value = old; } float cl_punchangle, cl_ideal_punchangle; /* ================== V_CalcRefdef ================== */ void V_CalcRefdef (void) { entity_t *ent, *view; vec3_t forward; float bob; 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]; // bob = V_CalcBob (); // set up the refresh position VectorCopy (ent->origin, r_refdef.vieworg); // never let it sit exactly on a node line, because a water plane can // disappear when viewed with the eye exactly on it. // the server protocol only specifies to 1/16 pixel, so add 1/32 in each axis r_refdef.vieworg[0] += 1.0 / 32; r_refdef.vieworg[1] += 1.0 / 32; r_refdef.vieworg[2] += 1.0 / 32; // add view height r_refdef.vieworg[2] += cl.viewheight + bob + cl.crouch; // smooth out stair step ups // set up refresh view angles VectorCopy (cl.viewangles, r_refdef.viewangles); V_CalcViewRoll (); V_AddIdle (); if (v_gunkick.value == 1) { VectorAdd (r_refdef.viewangles, cl.punchangle, r_refdef.viewangles); } else if (v_gunkick.value == 2) { // 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 (cl.stats[STAT_HEALTH] <= 0) r_refdef.viewangles[ROLL] = 80; // dead view angle V_AddViewWeapon (bob); if (chase_active.value) Chase_Update (); } #define ELEMENT_X_COORD(var) ((var##_x.value < 0) ? vid.width - strlen(str) * 8 + 8 * var##_x.value: 8 * var##_x.value) #define ELEMENT_Y_COORD(var) ((var##_y.value < 0) ? vid.height - sb_lines + 8 * var##_y.value : 8 * var##_y.value) /* ============== SCR_DrawClock ============== */ void SCR_DrawClock (void) { int x, y; char str[80], *format; time_t t; struct tm *ptm; if (!scr_clock.value) return; format = ((int)scr_clock.value == 2) ? "%H:%M:%S" : ((int)scr_clock.value == 3) ? "%a %b %I:%M:%S %p" : ((int)scr_clock.value == 4) ? "%a %b %H:%M:%S" : "%I:%M:%S %p"; time (&t); if ((ptm = localtime(&t))) strftime (str, sizeof(str) - 1, format, ptm); else strcpy (str, "#bad date#"); x = ELEMENT_X_COORD(scr_clock); y = ELEMENT_Y_COORD(scr_clock); Draw_String (x, y, str); } /* ============== SCR_DrawFPS ============== */ void SCR_DrawFPS (void) { int x, y; char str[80]; float t; static float lastfps; static double lastframetime; extern int fps_count; if (!show_fps.value) return; t = Sys_DoubleTime (); if ((t - lastframetime) >= 1.0) { lastfps = fps_count / (t - lastframetime); fps_count = 0; lastframetime = t; } Q_snprintfz (str, sizeof(str), "%3.1f%s", lastfps + 0.05, show_fps.value == 2 ? " FPS" : ""); x = ELEMENT_X_COORD(show_fps); y = ELEMENT_Y_COORD(show_fps); Draw_String (x, y, str); } /* ============== SCR_DrawSpeed ============== */ void SCR_DrawSpeed (void) { int x, y; char st[8]; float speed, vspeed, speedunits; vec3_t vel; static float maxspeed = 0, display_speed = -1; static double lastrealtime = 0; if (!show_speed.value) return; if (lastrealtime > realtime) { lastrealtime = 0; display_speed = -1; maxspeed = 0; } VectorCopy (cl.velocity, vel); vspeed = vel[2]; vel[2] = 0; speed = VectorLength (vel); if (speed > maxspeed) maxspeed = speed; if (display_speed >= 0) { sprintf (st, "%3d", (int)display_speed); x = vid.width/2 - 80; if (scr_viewsize.value >= 120) y = vid.height - 16; if (scr_viewsize.value < 120) y = vid.height - 8*5; if (scr_viewsize.value < 110) y = vid.height - 8*8; if (cl.intermission) y = vid.height - 16; Draw_Fill (x, y-1, 160, 1, 10); Draw_Fill (x, y+9, 160, 1, 10); Draw_Fill (x+32, y-2, 1, 13, 10); Draw_Fill (x+64, y-2, 1, 13, 10); Draw_Fill (x+96, y-2, 1, 13, 10); Draw_Fill (x+128, y-2, 1, 13, 10); Draw_Fill (x, y, 160, 9, 52); speedunits = display_speed; if (display_speed <= 500) { Draw_Fill (x, y, (int)(display_speed / 3.125), 9, 100); } else { while (speedunits > 500) speedunits -= 500; Draw_Fill (x, y, (int)(speedunits / 3.125), 9, 68); } Draw_String (x + 36 - strlen(st) * 8, y, st); } if (realtime - lastrealtime >= 0.1) { lastrealtime = realtime; display_speed = maxspeed; maxspeed = 0; } } float drawstats_limit; /* =============== SCR_DrawStats =============== */ void SCR_DrawStats (void) { int mins, secs, tens; extern mpic_t *sb_colon, *sb_nums[2][11]; if (!show_stats.value || ((show_stats.value == 3 || show_stats.value == 4) && drawstats_limit < cl.time)) return; mins = cl.ctime / 60; secs = cl.ctime - 60 * mins; tens = (int)(cl.ctime * 10) % 10; if (!show_stats_small.value) { Sbar_IntermissionNumber (vid.width - 140, 0, mins, 2, 0); Draw_TransPic (vid.width - 92, 0, sb_colon); Draw_TransPic (vid.width - 80, 0, sb_nums[0][secs/10]); Draw_TransPic (vid.width - 58, 0, sb_nums[0][secs%10]); Draw_TransPic (vid.width - 36, 0, sb_colon); Draw_TransPic (vid.width - 24, 0, sb_nums[0][tens]); if (show_stats.value == 2 || show_stats.value == 4) { Sbar_IntermissionNumber (vid.width - 48, 24, cl.stats[STAT_SECRETS], 2, 0); Sbar_IntermissionNumber (vid.width - 72, 48, cl.stats[STAT_MONSTERS], 3, 0); } } else { Draw_String (vid.width - 56, 0, va("%2i:%02i:%i", mins, secs, tens)); if (show_stats.value == 2 || show_stats.value == 4) { Draw_String (vid.width - 16, 8, va("%2i", cl.stats[STAT_SECRETS])); Draw_String (vid.width - 24, 16, va("%3i", cl.stats[STAT_MONSTERS])); } } } /* =============== SCR_DrawVolume =============== */ void SCR_DrawVolume (void) { int i, yofs; float j; char bar[11]; static float volume_time = 0; extern qboolean volume_changed; if (realtime < volume_time - 2.0) { volume_time = 0; return; } if (volume_changed) { volume_time = realtime + 2.0; volume_changed = false; } else if (realtime > volume_time) { return; } for (i = 1, j = 0.1 ; i <= 10 ; i++, j += 0.1) bar[i-1] = (volume.value >= j) ? 139 : 11; bar[10] = 0; if (show_stats.value == 1 || show_stats.value == 3) yofs = !show_stats_small.value ? 32 : 16; else if (show_stats.value == 2 || show_stats.value == 4) yofs = !show_stats_small.value ? 80 : 32; else yofs = 8; Draw_String (vid.width - 88, yofs, bar); Draw_String (vid.width - 88, yofs + 8, "volume"); } /* =============== SCR_DrawPlaybackStats =============== */ void SCR_DrawPlaybackStats (void) { #if 0 int yofs; static float pbstats_time = 0; if (!cls.demoplayback) return; if (realtime < pbstats_time - 2.0) { pbstats_time = 0; return; } if (pbstats_changed) { pbstats_time = realtime + 2.0; pbstats_changed = false; } else if (realtime > pbstats_time) { return; } if (show_stats.value == 1 || show_stats.value == 3) yofs = !show_stats_small.value ? 48 : 32; else if (show_stats.value == 2 || show_stats.value == 4) yofs = !show_stats_small.value ? 96 : 48; else yofs = 24; Draw_String (vid.width - 136, yofs, va("demo speed: %.1lfx", cl_demospeed.value)); Draw_String (vid.width - 136, yofs + 8, va("playback mode: %s", cl_demorewind.value ? "rewind" : "forward")); #endif } void V_DropPunchAngle (void) { if (cl_ideal_punchangle < cl_punchangle) { if (cl_ideal_punchangle >= -2) // small kick cl_punchangle -= 20 * host_frametime; else // big kick cl_punchangle -= 40 * host_frametime; if (cl_punchangle < cl_ideal_punchangle) { cl_punchangle = cl_ideal_punchangle; cl_ideal_punchangle = 0; } } else { cl_punchangle += 20 * host_frametime; if (cl_punchangle > 0) cl_punchangle = 0; } } /* ================== 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 (con_forcedup) return; // don't allow cheats in multiplayer if (cl.maxclients > 1) { Cvar_SetValue (&scr_ofsx, 0); Cvar_SetValue (&scr_ofsy, 0); Cvar_SetValue (&scr_ofsz, 0); } if (cls.state != ca_connected) { #ifdef GLQUAKE V_CalcBlend (); #endif return; } V_DropPunchAngle (); if (cl.intermission) // intermission / finale rendering { V_CalcIntermissionRefdef (); } else { if (!cl.paused) V_CalcRefdef (); } R_PushDlights (); #ifndef GLQUAKE if (lcd_x.value) { // render two interleaved views int i; vid.rowbytes <<= 1; vid.aspect *= 0.5; r_refdef.viewangles[YAW] -= lcd_yaw.value; for (i=0 ; i<3 ; i++) r_refdef.vieworg[i] -= right[i] * lcd_x.value; R_RenderView (); vid.buffer += vid.rowbytes >> 1; R_PushDlights (); r_refdef.viewangles[YAW] += lcd_yaw.value * 2; for (i=0 ; i<3 ; i++) r_refdef.vieworg[i] += 2 * right[i] * lcd_x.value; R_RenderView (); vid.buffer -= vid.rowbytes >> 1; r_refdef.vrect.height <<= 1; vid.rowbytes >>= 1; vid.aspect *= 2; } else #endif R_RenderView (); } //============================================================================ /* ============= V_Init ============= */ void V_Init (void) { Cmd_AddCommand ("v_cshift", V_cshift_f); Cmd_AddCommand ("bf", V_BonusFlash_f); Cmd_AddCommand ("centerview", V_StartPitchDrift); #ifndef GLQUAKE Cvar_Register (&lcd_x); Cvar_Register (&lcd_yaw); #endif Cvar_Register (&v_centermove); Cvar_Register (&v_centerspeed); 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_Register (&v_idlescale); Cvar_Register (&crosshair); Cvar_Register (&crosshaircolor); Cvar_Register (&crosshairsize); Cvar_Register (&cl_crossx); Cvar_Register (&cl_crossy); Cvar_Register (&scr_ofsx); Cvar_Register (&scr_ofsy); Cvar_Register (&scr_ofsz); Cvar_Register (&scr_clock); Cvar_Register (&scr_clock_x); Cvar_Register (&scr_clock_y); Cvar_Register (&show_speed); Cvar_Register (&show_fps); Cvar_Register (&show_fps_x); Cvar_Register (&show_fps_y); Cvar_Register (&show_stats); Cvar_Register (&show_stats_small); Cvar_Register (&show_stats_length); Cvar_Register (&cl_rollspeed); Cvar_Register (&cl_rollangle); Cvar_Register (&cl_bob); Cvar_Register (&cl_bobcycle); Cvar_Register (&cl_bobup); Cvar_Register (&v_kicktime); Cvar_Register (&v_kickroll); Cvar_Register (&v_kickpitch); Cvar_Register (&v_gunkick); 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_Register (&v_gamma); Cvar_Register (&v_contrast); #ifdef GLQUAKE Cmd_AddLegacyCommand ("gamma", v_gamma.name); Cmd_AddLegacyCommand ("contrast", v_contrast.name); #endif #ifndef GLQUAKE BuildGammaTable (v_gamma.value, v_contrast.value); #endif }