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authorFranklin Wei <git@fwei.tk>2018-02-11 15:34:30 -0500
committerFranklin Wei <git@fwei.tk>2018-02-11 15:34:30 -0500
commit33bfba86222efb6cc5b271b3e12b6cf3f38836c5 (patch)
tree8a7f11e101af6a094b4b86d3c0b9d72793005ed3 /apps/plugins/sdl/progs/quake/view.c
parent8dd00a02d49a99997165a4c38a967738e90ba72f (diff)
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Quake: attempt 2duke3d
Change-Id: I4285036e967d7f0722802d43cf2096c808ca5799
Diffstat (limited to 'apps/plugins/sdl/progs/quake/view.c')
-rw-r--r--apps/plugins/sdl/progs/quake/view.c1113
1 files changed, 1113 insertions, 0 deletions
diff --git a/apps/plugins/sdl/progs/quake/view.c b/apps/plugins/sdl/progs/quake/view.c
new file mode 100644
index 0000000..ececf8c
--- /dev/null
+++ b/apps/plugins/sdl/progs/quake/view.c
@@ -0,0 +1,1113 @@
+/*
+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 "r_local.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"};
+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};
+
+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 cl_crossx = {"cl_crossx", "0", false};
+cvar_t cl_crossy = {"cl_crossy", "0", false};
+
+cvar_t gl_cshiftpercent = {"gl_cshiftpercent", "100", false};
+
+float v_dmg_time, v_dmg_roll, v_dmg_pitch;
+
+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 = 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)
+ {
+ 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 };
+
+cvar_t v_gamma = {"gamma", "1", true};
+
+byte gammatable[256]; // palette is sent through this
+
+#ifdef GLQUAKE
+byte ramps[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 * 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;
+ 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.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
+=============
+*/
+#ifdef GLQUAKE
+void V_CalcBlend (void)
+{
+ float r, g, b, a, a2;
+ int j;
+
+ r = 0;
+ g = 0;
+ b = 0;
+ a = 0;
+
+ 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;
+}
+#endif
+
+/*
+=============
+V_UpdatePalette
+=============
+*/
+#ifdef GLQUAKE
+void V_UpdatePalette (void)
+{
+ int i, j;
+ qboolean new;
+ byte *basepal, *newpal;
+ byte pal[768];
+ float r,g,b,a;
+ int ir, ig, ib;
+ 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;
+
+ 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;
+
+ ramps[0][i] = gammatable[ir];
+ ramps[1][i] = gammatable[ig];
+ ramps[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] = ramps[0][ir];
+ newpal[1] = ramps[1][ig];
+ newpal[2] = ramps[2][ib];
+ newpal += 3;
+ }
+
+ VID_ShiftPalette (pal);
+}
+#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)
+{
+ 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;
+ 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 0
+ if (cl.model_precache[cl.stats[STAT_WEAPON]] && strcmp (cl.model_precache[cl.stats[STAT_WEAPON]]->name, "progs/v_shot2.mdl"))
+#endif
+ 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
+==================
+*/
+extern vrect_t scr_vrect;
+
+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 ();
+
+ 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 ();
+ }
+
+#ifndef GLQUAKE
+ 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, '+');
+#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 (&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);
+}
+
+