libretro-tyrquake/NQ/view.c
Kevin Shanahan f41d286162 trivial: typos, allways->always, allready->already
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
2013-04-28 19:07:13 +09:30

1005 lines
23 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 "bspfile.h"
#include "client.h"
#include "cmd.h"
#include "console.h"
#include "cvar.h"
#include "draw.h"
#include "host.h"
#include "quakedef.h"
#include "screen.h"
#include "view.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 };
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 crosshaircolor = { "crosshaircolor", "79", true };
cvar_t cl_crossx = { "cl_crossx", "0", false };
cvar_t cl_crossy = { "cl_crossy", "0", false };
#ifdef GLQUAKE
cvar_t gl_cshiftpercent = { "gl_cshiftpercent", "100", false };
#endif
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
/*
===============
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;
}
/*
===============
V_CalcBob
===============
*/
float
V_CalcBob(void)
{
float bob;
float cycle;
/* Avoid divide-by-zero, don't bob */
if (!cl_bobcycle.value)
return 0.0f;
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));
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 1
if (cl.laststop == cl.time) {
return; // something else is keeping it from drifting
}
#endif
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)
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;
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 };
cvar_t v_gamma = { "gamma", "1", true };
byte gammatable[256]; // palette is sent through this
#ifdef GLQUAKE
unsigned short ramps[3][256];
float v_blend[4]; // rgba 0.0 - 1.0
#endif
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++) {
inf = 255 * pow((i + 0.5) / 255.5, g) + 0.5;
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;
int i;
vec3_t forward, right, up;
const entity_t *ent;
float side;
float count;
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;
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.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;
cl.cshifts[CSHIFT_POWERUP].percent = 30;
} 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;
cl.cshifts[CSHIFT_POWERUP].percent = 20;
} 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;
cl.cshifts[CSHIFT_POWERUP].percent = 100;
} 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;
cl.cshifts[CSHIFT_POWERUP].percent = 30;
} else
cl.cshifts[CSHIFT_POWERUP].percent = 0;
}
/*
=============
V_CalcBlend
=============
*/
#ifdef GLQUAKE
void
V_CalcBlend(void)
{
float r, g, b, a, a2;
int j;
r = g = b = a = 0;
if (gl_cshiftpercent.value) {
for (j = 0; j < NUM_CSHIFTS; j++) {
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;
if (v_blend[3] > 1)
v_blend[3] = 1;
if (v_blend[3] < 0)
v_blend[3] = 0;
}
#endif
/*
=============
V_UpdatePalette
=============
*/
#ifdef GLQUAKE
void
V_UpdatePalette(void)
{
int i;
qboolean force;
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;
force = V_CheckGamma();
if (force) {
for (i = 0; i < 256; i++) {
ramps[0][i] = gammatable[i] << 8;
ramps[1][i] = gammatable[i] << 8;
ramps[2][i] = gammatable[i] << 8;
}
if (VID_IsFullScreen() && VID_SetGammaRamp)
VID_SetGammaRamp(ramps);
//VID_ShiftPalette(NULL);
}
}
#else // !GLQUAKE
void
V_UpdatePalette(void)
{
int i, j;
qboolean new;
byte *basepal, *newpal;
byte pal[768];
int r, g, b;
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;
basepal = host_basepal;
newpal = pal;
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(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;
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)
{
const 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;
// always 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;
int i;
vec3_t forward, right, up;
vec3_t angles;
float bob;
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] += 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);
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[i] += right[i]*bob*0.4;
// view->origin[i] += up[i]*bob*0.8;
}
view->origin[2] += bob;
// fudge position around to keep amount of weapon visible
// roughly equal with different FOV
if (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;
// 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)
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_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
==================
*/
void
V_RenderView(void)
{
if (con_forcedup)
return;
// don't allow cheats in multiplayer
if (cl.maxclients > 1) {
Cvar_Set("scr_ofsx", "0");
Cvar_Set("scr_ofsy", "0");
Cvar_Set("scr_ofsz", "0");
}
if (cl.intermission) { // intermission / finale rendering
V_CalcIntermissionRefdef();
} else {
if (!cl.paused /* && (sv.maxclients > 1 || key_dest == key_game) */ )
V_CalcRefdef();
}
R_PushDlights();
R_RenderView();
#ifndef GLQUAKE
if (crosshair.value)
Draw_Crosshair();
#endif
}
//============================================================================
/*
=============
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(&crosshaircolor);
Cvar_RegisterVariable(&cl_crossx);
Cvar_RegisterVariable(&cl_crossy);
#ifdef GLQUAKE
Cvar_RegisterVariable(&gl_cshiftpercent);
#endif
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);
BuildGammaTable(1.0); // no gamma yet
Cvar_RegisterVariable(&v_gamma);
}