spingle/source/view.c

950 lines
23 KiB
C

/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
Copyright (C) 2010-2014 QuakeSpasm developers
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 "q_defs.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", CVAR_NONE};
cvar_t scr_ofsy = {"scr_ofsy", "0", CVAR_NONE};
cvar_t scr_ofsz = {"scr_ofsz", "0", CVAR_NONE};
cvar_t cl_rollspeed = {"cl_rollspeed", "200", CVAR_NONE};
cvar_t cl_rollangle = {"cl_rollangle", "2.0", CVAR_NONE};
cvar_t cl_bob = {"cl_bob", "0.02", CVAR_NONE};
cvar_t cl_bobcycle = {"cl_bobcycle", "0.6", CVAR_NONE};
cvar_t cl_bobup = {"cl_bobup", "0.5", CVAR_NONE};
cvar_t v_kicktime = {"v_kicktime", "0.5", CVAR_NONE};
cvar_t v_kickroll = {"v_kickroll", "0.6", CVAR_NONE};
cvar_t v_kickpitch = {"v_kickpitch", "0.6", CVAR_NONE};
cvar_t v_gunkick = {"v_gunkick", "1", CVAR_NONE}; //johnfitz
cvar_t v_iyaw_cycle = {"v_iyaw_cycle", "2", CVAR_NONE};
cvar_t v_iroll_cycle = {"v_iroll_cycle", "0.5", CVAR_NONE};
cvar_t v_ipitch_cycle = {"v_ipitch_cycle", "1", CVAR_NONE};
cvar_t v_iyaw_level = {"v_iyaw_level", "0.3", CVAR_NONE};
cvar_t v_iroll_level = {"v_iroll_level", "0.1", CVAR_NONE};
cvar_t v_ipitch_level = {"v_ipitch_level", "0.3", CVAR_NONE};
cvar_t v_idlescale = {"v_idlescale", "0", CVAR_NONE};
cvar_t crosshair = {"crosshair", "0", CVAR_ARCHIVE};
cvar_t gl_cshiftpercent = {"gl_cshiftpercent", "100", CVAR_NONE};
cvar_t gl_cshiftpercent_contents = {"gl_cshiftpercent_contents", "100", CVAR_NONE}; // QuakeSpasm
cvar_t gl_cshiftpercent_damage = {"gl_cshiftpercent_damage", "100", CVAR_NONE}; // QuakeSpasm
cvar_t gl_cshiftpercent_bonus = {"gl_cshiftpercent_bonus", "100", CVAR_NONE}; // QuakeSpasm
cvar_t gl_cshiftpercent_powerup = {"gl_cshiftpercent_powerup", "100", CVAR_NONE}; // QuakeSpasm
cvar_t r_viewmodel_quake = {"r_viewmodel_quake", "0", CVAR_ARCHIVE};
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
extern int32_t in_forward, in_forward2, in_back;
vec3_t v_punchangles[2]; //johnfitz -- copied from cl.punchangle. 0 is current, 1 is previous value. never the same unless map just loaded
/*
===============
V_CalcRoll
Used by view and sv_user
===============
*/
float V_CalcRoll(vec3_t angles, vec3_t velocity)
{
vec3_t forward, right, up;
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;
}
/*
===============
V_CalcBob
===============
*/
float V_CalcBob(void)
{
float bob;
float cycle;
cycle = cl.time - (int32_t)(cl.time / cl_bobcycle.value) * cl_bobcycle.value;
cycle /= cl_bobcycle.value;
if(cycle < cl_bobup.value)
cycle = PI * cycle / cl_bobup.value;
else
cycle = PI + 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", VectorLength(cl.velocity));
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", CVAR_NONE};
cvar_t v_centerspeed = {"v_centerspeed", "500", CVAR_NONE};
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)
//FIXME: noclip_anglehack is set on the server, so in a nonlocal game this won't work.
{
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)
{
if(lookspring.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;
}
}
/*
==============================================================================
VIEW BLENDING
==============================================================================
*/
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 };
float v_blend[4]; // rgba 0.0 - 1.0
//johnfitz -- deleted BuildGammaTable(), V_CheckGamma(), gammatable[], and ramps[][]
/*
===============
V_ParseDamage
===============
*/
void V_ParseDamage(void)
{
int32_t armor, blood;
vec3_t from;
int32_t i;
vec3_t forward, right, up;
entity_t *ent;
float side;
float count;
armor = MSG_ReadByte();
blood = MSG_ReadByte();
for(i = 0 ; i < 3 ; i++)
from[i] = MSG_ReadCoord(cl.protocolflags);
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(int32_t contents)
{
switch(contents)
{
case CONTENTS_EMPTY:
case CONTENTS_SOLID:
case CONTENTS_SKY: //johnfitz -- no blend in sky
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;
int32_t j;
cvar_t *cshiftpercent_cvars[NUM_CSHIFTS] =
{
&gl_cshiftpercent_contents,
&gl_cshiftpercent_damage,
&gl_cshiftpercent_bonus,
&gl_cshiftpercent_powerup
};
r = 0;
g = 0;
b = 0;
a = 0;
for(j = 0 ; j < NUM_CSHIFTS ; j++)
{
if(!gl_cshiftpercent.value)
continue;
//johnfitz -- only apply leaf contents color shifts during intermission
if(cl.intermission && j != CSHIFT_CONTENTS)
continue;
//johnfitz
a2 = ((cl.cshifts[j].percent * gl_cshiftpercent.value) / 100.0) / 255.0;
// QuakeSpasm -- also scale by the specific gl_cshiftpercent_* cvar
a2 *= (cshiftpercent_cvars[j]->value / 100.0);
// QuakeSpasm
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;
if(v_blend[3] > 1)
v_blend[3] = 1;
if(v_blend[3] < 0)
v_blend[3] = 0;
}
/*
=============
V_UpdateBlend -- johnfitz -- V_UpdatePalette cleaned up and renamed
=============
*/
void V_UpdateBlend(void)
{
int32_t i, j;
bool blend_changed;
V_CalcPowerupCshift();
blend_changed = false;
for(i = 0 ; i < NUM_CSHIFTS ; i++)
{
if(cl.cshifts[i].percent != cl.prev_cshifts[i].percent)
{
blend_changed = true;
cl.prev_cshifts[i].percent = cl.cshifts[i].percent;
}
for(j = 0 ; j < 3 ; j++)
if(cl.cshifts[i].destcolor[j] != cl.prev_cshifts[i].destcolor[j])
{
blend_changed = 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;
if(blend_changed)
V_CalcBlend();
}
/*
============
V_PolyBlend -- johnfitz -- moved here from gl_rmain.c, and rewritten to use glOrtho
============
*/
void V_PolyBlend(void)
{
if(!gl_polyblend.value || !v_blend[3])
return;
GL_DisableMultitexture();
glDisable(GL_ALPHA_TEST);
glDisable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 1, 1, 0, -99999, 99999);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glColor4fv(v_blend);
glBegin(GL_QUADS);
glVertex2f(0, 0);
glVertex2f(1, 0);
glVertex2f(1, 1);
glVertex2f(0, 1);
glEnd();
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glEnable(GL_ALPHA_TEST);
}
/*
==============================================================================
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
==================
*/
void V_CalcRefdef(void)
{
entity_t *ent, *view;
int32_t i;
vec3_t forward, right, up;
vec3_t angles;
float bob;
static float oldz = 0;
static vec3_t punch = {0, 0, 0}; //johnfitz -- v_gunkick
float delta; //johnfitz -- v_gunkick
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] += 1.0 / 32;
r_refdef.vieworg[1] += 1.0 / 32;
r_refdef.vieworg[2] += 1.0 / 32;
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);
if(cl.maxclients <= 1) //johnfitz -- moved cheat-protection here from V_RenderView
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(ent->origin, view->origin);
view->origin[2] += cl.viewheight;
for(i = 0 ; i < 3 ; i++)
view->origin[i] += forward[i] * bob * 0.4;
view->origin[2] += bob;
//johnfitz -- removed all gun position fudging code (was used to keep gun from getting covered by sbar)
//MarkV -- restored this with r_viewmodel_quake cvar
if(r_viewmodel_quake.value)
{
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;
//johnfitz -- v_gunkick
if(v_gunkick.value == 1) //original quake kick
VectorAdd(r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
if(v_gunkick.value == 2) //lerped kick
{
for(i = 0; i < 3; i++)
if(punch[i] != v_punchangles[0][i])
{
//speed determined by how far we need to lerp in 1/10th of a second
delta = (v_punchangles[0][i] - v_punchangles[1][i]) * host_frametime * 10;
if(delta > 0)
punch[i] = q_min(punch[i] + delta, v_punchangles[0][i]);
else if(delta < 0)
punch[i] = q_max(punch[i] + delta, v_punchangles[0][i]);
}
VectorAdd(r_refdef.viewangles, punch, r_refdef.viewangles);
}
//johnfitz
// smooth out stair step ups
if(!noclip_anglehack && cl.onground && ent->origin[2] - oldz > 0) //johnfitz -- added exception for noclip
//FIXME: noclip_anglehack is set on the server, so in a nonlocal game this won't work.
{
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)
oldz = ent->origin[2] - 12;
r_refdef.vieworg[2] += oldz - ent->origin[2];
view->origin[2] += oldz - ent->origin[2];
}
else
oldz = ent->origin[2];
if(chase_active.value)
Chase_UpdateForDrawing(); //johnfitz
}
/*
==================
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)
V_CalcIntermissionRefdef();
else if(!cl.paused /* && (cl.maxclients > 1 || key_dest == key_game) */)
V_CalcRefdef();
//johnfitz -- removed lcd code
R_RenderView();
V_PolyBlend(); //johnfitz -- moved here from R_Renderview ();
}
/*
==============================================================================
INIT
==============================================================================
*/
/*
=============
V_Init
=============
*/
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(&gl_cshiftpercent);
Cvar_RegisterVariable(&gl_cshiftpercent_contents); // QuakeSpasm
Cvar_RegisterVariable(&gl_cshiftpercent_damage); // QuakeSpasm
Cvar_RegisterVariable(&gl_cshiftpercent_bonus); // QuakeSpasm
Cvar_RegisterVariable(&gl_cshiftpercent_powerup); // QuakeSpasm
Cvar_RegisterVariable(&scr_ofsx);
Cvar_RegisterVariable(&scr_ofsy);
Cvar_RegisterVariable(&scr_ofsz);
Cvar_RegisterVariable(&cl_rollspeed);
Cvar_RegisterVariable(&cl_rollangle);
Cvar_RegisterVariable(&cl_bob);
Cvar_RegisterVariable(&cl_bobcycle);
Cvar_RegisterVariable(&cl_bobup);
Cvar_RegisterVariable(&v_kicktime);
Cvar_RegisterVariable(&v_kickroll);
Cvar_RegisterVariable(&v_kickpitch);
Cvar_RegisterVariable(&v_gunkick); //johnfitz
Cvar_RegisterVariable(&r_viewmodel_quake); //MarkV
}