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cl_view.c
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/*
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.
*/
// cl_view.c -- player eye positioning
#include "quakedef.h"
//#include "r_local.h"
#ifdef PSP_INPUT_CONTROLS
#include <pspctrl.h>
#endif
/*
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"};
cvar_t lcd_yaw = {"lcd_yaw","0"};
cvar_t scr_ofsx = {"scr_ofsx","0", false};
cvar_t scr_ofsy = {"scr_ofsy","0", false};
cvar_t scr_ofsz = {"scr_ofsz","0", false};
#ifdef SUPPORTS_AUTOID
cvar_t scr_autoid = {"scr_autoid", "0", true};
#endif
cvar_t r_truegunangle = {"r_truegunangle","0", true};
cvar_t cl_rollspeed = {"cl_rollspeed", "200",true};
cvar_t v_gunkick = {"v_gunkick", "0", true};
cvar_t cl_rollangle = {"cl_rollangle", "3.0"}; // Quake classic default = 2.0
cvar_t cl_bob = {"cl_bob","0.02", true}; // Quake classic default = 0.02
cvar_t cl_bobcycle = {"cl_bobcycle","0.6", true}; // Leave it
cvar_t cl_bobup = {"cl_bobup","0.5", true}; // Quake classic default is 0.5
#ifdef SUPPORTS_KUROK
cvar_t cl_bobside = {"cl_bobside", "0.02" /* "0.02" */, true};
cvar_t cl_bobsidecycle = {"cl_bobsidecycle","0.6", true};
cvar_t cl_bobsideup = {"cl_bobsideup","0.5", true};
#endif
cvar_t v_kicktime = {"v_kicktime", "0.5", true}; //"0.5", true}; // Baker 3.80x - Save to config
cvar_t v_kickroll = {"v_kickroll", "0.6", true}; //"0.6", true}; // Baker 3.80x - Save to config
cvar_t v_kickpitch = {"v_kickpitch", "0.6", true}; //"0.6", true}; // Baker 3.80x - Save to config
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", "1", true};
cvar_t r_viewmodeloffset = {"r_viewmodeloffset", "0", true};
cvar_t cl_crossx = {"cl_crossx", "0", true};
cvar_t cl_crossy = {"cl_crossy", "0", true};
#ifdef SUPPORTS_KUROK
cvar_t cl_gunpitch = {"cl_gunpitch", "0", false};
#endif
cvar_t gl_cshiftpercent = {"gl_cshiftpercent", "100", false};
#ifdef PROQUAKE_EXTENSION
// JPG 1.05 - palette changes
cvar_t pq_waterblend = {"pq_waterblend", "0", true};
cvar_t pq_quadblend = {"pq_quadblend", "0.3", true};
cvar_t pq_ringblend = {"pq_ringblend", "0", true};
cvar_t pq_pentblend = {"pq_pentblend", "0.3", true};
cvar_t pq_suitblend = {"pq_suitblend", "0.3", true};
#ifndef GLQUAKE
cvar_t r_polyblend = {"r_polyblend", "1"}; // JPG 3.30 - winquake version of r_polyblend
#endif
#endif
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
extern int in_forward, in_forward2, in_back;
#ifdef SUPPORTS_KUROK
extern cvar_t lookcenter;
#endif
/*
===============
V_CalcRoll
Used by view and sv_user
===============
*/
vec3_t forward, right, up;
float V_CalcRoll (vec3_t angles, vec3_t velocity)
{
float sign, side;
#ifdef SUPPORTS_KUROK
float value;
#endif
AngleVectors (angles, forward, right, up);
side = DotProduct (velocity, right);
sign = side < 0 ? -1 : 1;
side = fabsf(side);
#ifdef SUPPORTS_KUROK
if (kurok)
{
value = cl_rollangle.value;
if (cl.inwater)
value *= 2;
if (side < cl_rollspeed.value)
side = side * value / cl_rollspeed.value;
else
side = value;
}
else
#endif
{
side = (side < cl_rollspeed.value) ? side * cl_rollangle.value / cl_rollspeed.value : cl_rollangle.value;
}
return side*sign;
}
/*
===============
V_CalcBob
===============
*/
static 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;
}
#ifdef SUPPORTS_KUROK
/*
===============
V_CalcBobSide
===============
*/
float V_CalcBobSide (void)
{
float bobside;
float cycle;
cycle = cl.time - (int)(cl.time/cl_bobsidecycle.value)*cl_bobsidecycle.value;
cycle /= cl_bobsidecycle.value;
if (cycle < cl_bobsideup.value)
cycle = M_PI * cycle / cl_bobsideup.value;
else
cycle = M_PI + M_PI*(cycle-cl_bobsideup.value)/(1.0 - cl_bobsideup.value);
// bob is proportional to velocity in the xy plane
// (don't count Z, or jumping messes it up)
bobside = sqrtf(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bobside.value;
//Con_Printf ("speed: %5.1f\n", Length(cl.velocity));
bobside = bobside*0.3 + bobside*0.7*sinf(cycle);
if (bobside > 4)
bobside = 4;
else if (bobside < -7)
bobside = -7;
return bobside;
}
/*
===============
V_ZoomIN
Kurok specific zoom code.
===============
*/
/*
float V_ZoomIN (void)
{
}
*/
#endif
//=============================================================================
cvar_t v_centermove = {"v_centermove", "1", true};
cvar_t v_centerspeed = {"v_centerspeed","100", true};
void V_StartPitchDrift_f (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
===============
*/
static void V_DriftPitch (void)
{
float delta, move;
if (noclip_anglehack || !cl.onground || cls.demoplayback || lookcenter.value)
{
cl.driftmove = 0;
cl.pitchvel = 0;
return;
}
// don't count small mouse motion
if (cl.nodrift)
{
if ( fabsf(cl.cmd.forwardmove) < cl_forwardspeed.value)
cl.driftmove = 0;
else
cl.driftmove += host_frametime;
if ( cl.driftmove > v_centermove.value)
V_StartPitchDrift_f ();
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 };
#ifdef SUPPORTS_KUROK
cshift_t cshift_kwater = { {64,64,128}, 128 }; // Blue water for Kurok
#endif
cshift_t cshift_slime = { {0,25,5}, 150 };
cshift_t cshift_lava = { {255,80,0}, 150 };
cvar_t vold_gamma = {"gamma", "1", true};
byte gammatable[256]; // palette is sent through this
#if defined(GLQUAKE) || defined(PSP_HARDWARE_VIDEO)
byte rampsold[3][256];
float v_blend[4]; // rgba 0.0 - 1.0
#endif // GLQUAKE
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 * powf ( (i+0.5f)/255.5f , g ) + 0.5;
gammatable[i] =bound(0, inf, 255);
}
}
/*
=================
V_CheckGamma
=================
*/
#ifdef D3D_FEATURE
void d3dSetGammaRamp(const unsigned char* gammaTable);
#endif // d3dfeature
static qboolean V_CheckGamma (void)
{
static float oldgammavalue;
if (vold_gamma.value == oldgammavalue)
return false;
oldgammavalue = vold_gamma.value;
BuildGammaTable (vold_gamma.value);
vid.recalc_refdef = 1; // force a surface cache flush
#ifdef D3D_FEATURE
d3dSetGammaRamp(gammatable);
#endif
return true;
}
/*
===============
V_ParseDamage
===============
*/
void V_ParseDamage (void)
{
int i, armor, blood;
vec3_t from, forward, right, up;
entity_t *ent;
float side, 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)
{
#ifdef SUPPORTS_KUROK
if (kurok) // Flash blue for damage when wearing armor
{
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 100; //r
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100; //g
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 200; //b
}
else
#endif
{
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200; //r
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100; //g
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100; //b
}
}
else if (armor)
{
#ifdef SUPPORTS_KUROK
if (kurok) // Flash blue for damage when wearing armor
{
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 0; //r
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0; //g
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 255; //b
}
else
#endif
{
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220; //r
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50; //g
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50; //b
}
}
else
{
cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255; //r
cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0; //g
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0; //b
}
// 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
==================
*/
static 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
==================
*/
static void V_BonusFlash_f (void)
{
#ifdef SUPPORTS_KUROK
if (kurok) // Flash blue for damage when wearing armor
{
cl.cshifts[CSHIFT_BONUS].destcolor[0] = 128;
cl.cshifts[CSHIFT_BONUS].destcolor[1] = 128;
cl.cshifts[CSHIFT_BONUS].destcolor[2] = 128;
}
else
#endif
{
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:
#ifdef SUPPORTS_KUROK
if (kurok)
cl.cshifts[CSHIFT_CONTENTS] = cshift_kwater;
else
#endif
cl.cshifts[CSHIFT_CONTENTS] = cshift_water;
}
}
/*
=============
V_CalcPowerupCshift
=============
*/
static 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;
#if 0 // Yes ring blend should be lower by default
cl.cshifts[CSHIFT_POWERUP].percent = 50;
#else // ... still this is what Quake uses ...
cl.cshifts[CSHIFT_POWERUP].percent = 100;
#endif
}
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
=============
*/
#if defined(GLQUAKE) || defined(PSP_HARDWARE_VIDEO)
void V_CalcBlend (void)
{
float r, g, b, a, a2;
int j;
r = g = b = a = 0;
// Baker hwgamma support
#ifdef SUPPORTS_ENHANCED_GAMMA
if (using_hwgamma) {
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<NUM_CSHIFTS ; j++)
{
if ((!gl_cshiftpercent.value || !gl_polyblend.value) && j != CSHIFT_CONTENTS)
continue;
if (j == CSHIFT_CONTENTS)
a2 = cl.cshifts[j].percent / 100.0 / 255.0;
else
a2 = ((cl.cshifts[j].percent * gl_cshiftpercent.value) / 100.0) / 255.0;
if (!a2)
continue;
a = a + a2*(1-a);
a2 /= 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] = bound(0, a, 1);
}
else
#endif
{ // Baker end hwgamma support
for (j=0 ; j<NUM_CSHIFTS ; j++) {
if (!gl_cshiftpercent.value)
continue;
a2 = ((cl.cshifts[j].percent * gl_cshiftpercent.value) / 100.0) / 255.0;
// a2 = cl.cshifts[j].percent/255.0;
if (!a2)
continue;
a = a + a2*(1-a);
//Con_Printf ("j:%i a:%f\n", j, 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;
}
Draw_FadeScreenColor (v_blend[0], v_blend[1], v_blend[2], v_blend[3]);
}
#endif
/*
=============
V_UpdatePaletteNew
=============
*/
#if defined(GLQUAKE) || defined(PSP_HARDWARE_VIDEO)
void V_UpdatePaletteNew (void)
{
int i, j;
qboolean blend_changed;
// byte *basepal, *newpal;
// byte pal[768];
// float r,g,b,a;
// int ir, ig, ib;
// qboolean force;
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;
// force = V_CheckGamma ();
// if (!blend_changed && !force)
// return;
V_CalcBlend ();
/*
a = v_blend[3];
r = 255*v_blend[0]*a;
g = 255*v_blend[1]*a;
b = 255*v_blend[2]*a;
a = 1-a;
for (i=0 ; i<256 ; i++)
{
ir = i*a + r;
ig = i*a + g;
ib = i*a + b;
if (ir > 255)
ir = 255;
if (ig > 255)
ig = 255;
if (ib > 255)
ib = 255;
rampsold[0][i] = gammatable[ir];
rampsold[1][i] = gammatable[ig];
rampsold[2][i] = gammatable[ib];
}
basepal = host_basepal;
newpal = pal;
for (i=0 ; i<256 ; i++)
{
ir = basepal[0];
ig = basepal[1];
ib = basepal[2];
basepal += 3;
newpal[0] = rampsold[0][ir];
newpal[1] = rampsold[1][ig];
newpal[2] = rampsold[2][ib];
newpal += 3;
}
VID_ShiftPalette (pal);
*/
}
#else // !GLQUAKE
void V_UpdatePaletteOld (void)
{
int i, j;
qboolean blend_changed;
byte *basepal, *newpal;
byte pal[768];
int r,g,b;
qboolean force;
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;
force = V_CheckGamma ();
if (!blend_changed && !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;
#ifdef PSP_ANALOG_STICK
extern cvar_t in_freelook_analog;
extern cvar_t in_disable_analog;
extern cvar_t in_analog_strafe;
extern cvar_t in_x_axis_adjust;
extern cvar_t in_y_axis_adjust;
#endif
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);
#ifdef PSP_ANALOG_STICK
// Read the pad state.
SceCtrlData pad;
sceCtrlPeekBufferPositive(&pad, 1);
#endif
extern cvar_t scr_fov;
if (kurok && scr_fov.value == 90)
{
cl.viewent.angles[ROLL] -= sin(cl.time*3);
if (!in_disable_analog.value)
{
if (in_freelook_analog.value)
{
if (m_pitch.value < 0)
cl.viewent.angles[PITCH] -= sin(cl.time*1.8) - ((pad.Ly - 128) * in_y_axis_adjust.value * 0.015);
else
cl.viewent.angles[PITCH] -= sin(cl.time*1.8) + ((pad.Ly - 128) * in_y_axis_adjust.value * 0.015);
cl.viewent.angles[YAW] -= sin(cl.time*1.5) + ((pad.Lx - 128) * in_x_axis_adjust.value * 0.015);
}
else
{
if (!in_analog_strafe.value)
cl.viewent.angles[YAW] -= sin(cl.time*1.5) + ((pad.Lx - 128) * in_x_axis_adjust.value * 0.015);
}
}
if (cl_gunpitch.value)
cl.viewent.angles[PITCH] -= cl_gunpitch.value;
}
else
{
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 relative to entity clipping hull
// so the view can never be inside a solid wall
r_refdef.vieworg[0] = QMAX(r_refdef.vieworg[0], ent->origin[0] - 14);
r_refdef.vieworg[0] = QMIN(r_refdef.vieworg[0], ent->origin[0] + 14);
r_refdef.vieworg[1] = QMAX(r_refdef.vieworg[1], ent->origin[1] - 14);
r_refdef.vieworg[1] = QMIN(r_refdef.vieworg[1], ent->origin[1] + 14);
r_refdef.vieworg[2] = QMAX(r_refdef.vieworg[2], ent->origin[2] - 22);
r_refdef.vieworg[2] = QMIN(r_refdef.vieworg[2], ent->origin[2] + 30);
}
/*
==============
V_AddIdle
Idle swaying
==============
*/
void V_AddIdle (void)
{