ref: a97c55b4dd20adbf6fad9ec80085a04cea598695
dir: /view.c/
#include "quakedef.h" /* The view is allowed to move slightly from it's true position for bobbing, but if it exceeds 8 pixels linear distance (spherical, not box), the list of entities sent from the server may not include everything in the pvs, especially when crossing a water boudnary. */ cvar_t lcd_x = {"lcd_x","0"}; static cvar_t lcd_yaw = {"lcd_yaw","0"}; static cvar_t scr_ofsx = {"scr_ofsx","0", false}; static cvar_t scr_ofsy = {"scr_ofsy","0", false}; static cvar_t scr_ofsz = {"scr_ofsz","0", false}; static cvar_t cl_rollspeed = {"cl_rollspeed", "200"}; static cvar_t cl_rollangle = {"cl_rollangle", "2.0"}; static cvar_t cl_bob = {"cl_bob","0.02", false}; static cvar_t cl_bobcycle = {"cl_bobcycle","0.6", false}; static cvar_t cl_bobup = {"cl_bobup","0.5", false}; static cvar_t v_kicktime = {"v_kicktime", "0.5", false}; static cvar_t v_kickroll = {"v_kickroll", "0.6", false}; static cvar_t v_kickpitch = {"v_kickpitch", "0.6", false}; static cvar_t v_iyaw_cycle = {"v_iyaw_cycle", "2", false}; static cvar_t v_iroll_cycle = {"v_iroll_cycle", "0.5", false}; static cvar_t v_ipitch_cycle = {"v_ipitch_cycle", "1", false}; static cvar_t v_iyaw_level = {"v_iyaw_level", "0.3", false}; static cvar_t v_iroll_level = {"v_iroll_level", "0.1", false}; static cvar_t v_ipitch_level = {"v_ipitch_level", "0.3", false}; static cvar_t v_idlescale = {"v_idlescale", "0", false}; static cvar_t crosshair = {"crosshair", "0", true}; static cvar_t cl_crossx = {"cl_crossx", "0", false}; static cvar_t cl_crossy = {"cl_crossy", "0", false}; static cvar_t gl_cshiftpercent = {"gl_cshiftpercent", "100", false}; static double v_dmg_time, v_dmg_roll, v_dmg_pitch; static double v_step_time, v_step_z, v_step_oldz; extern int in_forward, in_forward2, in_back; /* =============== V_CalcRoll Used by view and sv_user =============== */ vec3_t forward, right, up; float V_CalcRoll (vec3_t angles, vec3_t velocity) { float sign; float side; float value; AngleVectors (angles, forward, right, up); side = DotProduct (velocity, right); sign = side < 0 ? -1 : 1; side = fabs(side); value = cl_rollangle.value; //if (cl.inwater) // value *= 6; if (side < cl_rollspeed.value) side = side * value / cl_rollspeed.value; else side = value; return side*sign; } /* =============== V_CalcBob =============== */ float V_CalcBob (void) { float bob; float cycle; 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 = sqrtf(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*sinf(cycle); if (bob > 4) bob = 4; else if (bob < -7) bob = -7; return bob; } //============================================================================= static cvar_t v_centermove = {"v_centermove", "0.15", false}; static 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 ============================================================================== */ static cshift_t cshift_empty = { {130,80,50}, 0 }; static cshift_t cshift_water = { {130,80,50}, 128 }; static cshift_t cshift_slime = { {0,25,5}, 150 }; static cshift_t cshift_lava = { {255,80,0}, 150 }; cvar_t v_gamma = {"gamma", "1", true}; static byte gammatable[256]; // palette is sent through this 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 ================= */ bool V_CheckGamma (void) { static float oldgammavalue; if (v_gamma.value == oldgammavalue) return false; oldgammavalue = v_gamma.value; BuildGammaTable (v_gamma.value); vid.recalc_refdef = true; // force a surface cache flush return true; } /* =============== V_ParseDamage =============== */ void V_ParseDamage (void) { int armor, blood; vec3_t from; vec3_t forward, right, up; entity_t *ent; float side; float count; armor = MSG_ReadByte (); blood = MSG_ReadByte (); MSG_ReadVec(cl.protocol, from); count = blood*0.5 + armor*0.5; if (count < 10) count = 10; cl.faceanimtime = cl.time + 0.2; // but sbar face into pain frame cl.cshifts[CSHIFT_DAMAGE].percent += 3*count; if (cl.cshifts[CSHIFT_DAMAGE].percent < 0) cl.cshifts[CSHIFT_DAMAGE].percent = 0; if (cl.cshifts[CSHIFT_DAMAGE].percent > 150) cl.cshifts[CSHIFT_DAMAGE].percent = 150; if (armor > blood) { cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200; cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100; cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100; } else if (armor) { cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220; cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50; cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50; } else { cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255; cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0; cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0; } // calculate view angle kicks ent = &cl_entities[cl.viewentity]; VectorSubtract (from, ent->origin, from); VectorNormalize (from); AngleVectors (ent->angles, forward, right, up); side = DotProduct (from, right); v_dmg_roll = count*side*v_kickroll.value; side = DotProduct (from, forward); v_dmg_pitch = count*side*v_kickpitch.value; v_dmg_time = v_kicktime.value; } /* ================== V_cshift_f ================== */ void V_cshift_f (void) { cshift_empty.destcolor[0] = atoi(Cmd_Argv(1)); cshift_empty.destcolor[1] = atoi(Cmd_Argv(2)); cshift_empty.destcolor[2] = atoi(Cmd_Argv(3)); cshift_empty.percent = atoi(Cmd_Argv(4)); } /* ================== V_BonusFlash_f When you run over an item, the server sends this command ================== */ void V_BonusFlash_f (void) { cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215; cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186; cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69; cl.cshifts[CSHIFT_BONUS].percent = 50; } /* ============= V_SetContentsColor Underwater, lava, etc each has a color shift ============= */ void V_SetContentsColor (int contents) { switch (contents) { case CONTENTS_EMPTY: case CONTENTS_SOLID: cl.cshifts[CSHIFT_CONTENTS] = cshift_empty; break; case CONTENTS_LAVA: cl.cshifts[CSHIFT_CONTENTS] = cshift_lava; break; case CONTENTS_SLIME: cl.cshifts[CSHIFT_CONTENTS] = cshift_slime; break; default: cl.cshifts[CSHIFT_CONTENTS] = cshift_water; } } /* ============= V_CalcPowerupCshift ============= */ void V_CalcPowerupCshift (void) { if (cl.items & IT_QUAD) { cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0; cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0; cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255; cl.cshifts[CSHIFT_POWERUP].percent = 30; } else if (cl.items & IT_SUIT) { cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0; cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255; cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0; cl.cshifts[CSHIFT_POWERUP].percent = 20; } else if (cl.items & IT_INVISIBILITY) { cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100; cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100; cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100; cl.cshifts[CSHIFT_POWERUP].percent = 100; } else if (cl.items & IT_INVULNERABILITY) { cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255; cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255; cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0; cl.cshifts[CSHIFT_POWERUP].percent = 30; } else cl.cshifts[CSHIFT_POWERUP].percent = 0; } /* ============= V_UpdatePalette ============= */ void V_UpdatePalette (void) { int i, j; bool new; byte *basepal, *newpal; byte pal[768]; int r,g,b; bool 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; } setpal(pal); } /* ============================================================================== 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 * sinf(cl.time*v_iroll_cycle.value) * v_iroll_level.value; cl.viewent.angles[PITCH] -= v_idlescale.value * sinf(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value; cl.viewent.angles[YAW] -= v_idlescale.value * sinf(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 * sinf(cl.time*v_iroll_cycle.value) * v_iroll_level.value; r_refdef.viewangles[PITCH] += v_idlescale.value * sinf(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value; r_refdef.viewangles[YAW] += v_idlescale.value * sinf(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 = nil; // 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; 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 (cl.model_precache[cl.stats[STAT_WEAPON]] && strcmp (cl.model_precache[cl.stats[STAT_WEAPON]]->name, "progs/v_shot2.mdl")) */ if (scr_viewsize.value == 110) view->origin[2] += 1; else if (scr_viewsize.value == 100) view->origin[2] += 2; 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(!noclip_anglehack && cl.onground && ent->origin[2] - v_step_z > 0){ v_step_z = v_step_oldz + (cl.time - v_step_time) * 80.0; if(v_step_z > ent->origin[2]){ v_step_z = v_step_oldz = ent->origin[2]; v_step_time = cl.time; } if(v_step_z < ent->origin[2]-12.0){ v_step_z = v_step_oldz = ent->origin[2] - 12.0; v_step_time = cl.time; } r_refdef.vieworg[2] += v_step_z - ent->origin[2]; view->origin[2] += v_step_z - ent->origin[2]; }else{ v_step_z = v_step_oldz = ent->origin[2]; v_step_time = cl.time; } if (chase_active.value) Chase_Update (); } void V_NewMap(void) { v_step_z = v_step_oldz = 0.0; v_step_time = 0.0; } /* ================== 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 ================== */ extern vrect_t scr_vrect; void V_RenderView (void) { if (con_forcedup) return; // don't allow cheats in multiplayer if (cl.maxclients > 1) { setcvar ("scr_ofsx", "0"); setcvar ("scr_ofsy", "0"); setcvar ("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 (); 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 { R_RenderView (); } if (crosshair.value) Draw_Character (scr_vrect.x + scr_vrect.width/2 + cl_crossx.value, scr_vrect.y + scr_vrect.height/2 + cl_crossy.value, '+'); } //============================================================================ /* ============= 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 (&lcd_x); Cvar_RegisterVariable (&lcd_yaw); Cvar_RegisterVariable (&v_centermove); Cvar_RegisterVariable (&v_centerspeed); Cvar_RegisterVariable (&v_iyaw_cycle); Cvar_RegisterVariable (&v_iroll_cycle); Cvar_RegisterVariable (&v_ipitch_cycle); Cvar_RegisterVariable (&v_iyaw_level); Cvar_RegisterVariable (&v_iroll_level); Cvar_RegisterVariable (&v_ipitch_level); Cvar_RegisterVariable (&v_idlescale); Cvar_RegisterVariable (&crosshair); Cvar_RegisterVariable (&cl_crossx); Cvar_RegisterVariable (&cl_crossy); Cvar_RegisterVariable (&gl_cshiftpercent); Cvar_RegisterVariable (&scr_ofsx); Cvar_RegisterVariable (&scr_ofsy); Cvar_RegisterVariable (&scr_ofsz); Cvar_RegisterVariable (&cl_rollspeed); Cvar_RegisterVariable (&cl_rollangle); Cvar_RegisterVariable (&cl_bob); 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); }