// view.c -- player eye positioning
#include "quakedef.h"
+#include "cl_collision.h"
/*
cvar_t v_centermove = {0, "v_centermove", "0.15"};
cvar_t v_centerspeed = {0, "v_centerspeed","500"};
+cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160"};
+
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
float sign;
float side;
float value;
-
+
AngleVectors (angles, NULL, right, NULL);
side = DotProduct (velocity, right);
sign = side < 0 ? -1 : 1;
}
-static float V_CalcBob (void)
-{
- double bob, cycle;
-
- // LordHavoc: easy case
- if (cl_bob.value == 0)
- return 0;
- if (cl_bobcycle.value == 0)
- return 0;
-
- // LordHavoc: FIXME: this code is *weird*, redesign it sometime
- cycle = cl.time / cl_bobcycle.value;
- cycle -= (int) cycle;
- 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;
- bob = bob*0.3 + bob*0.7*sin(cycle);
- bob = bound(-7, bob, 4);
- return bob;
-
-}
-
void V_StartPitchDrift (void)
{
if (cl.laststop == cl.time)
lookspring is non 0, or when
===============
*/
-static void V_DriftPitch (void)
+void V_DriftPitch (void)
{
float delta, move;
void V_ParseDamage (void)
{
int i, armor, blood;
- vec3_t from, forward, right;
+ vec3_t from;
+ //vec3_t forward, right;
+ vec3_t localfrom;
entity_t *ent;
- float side, count;
+ //float side;
+ float count;
armor = MSG_ReadByte ();
blood = MSG_ReadByte ();
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
}
-//
-// calculate view angle kicks
-//
- ent = &cl_entities[cl.viewentity];
-
- VectorSubtract (from, ent->render.origin, from);
- VectorNormalize (from);
-
- AngleVectors (ent->render.angles, forward, right, NULL);
-
- 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;
+ // calculate view angle kicks
+ if (cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
+ {
+ ent = &cl_entities[cl.viewentity];
+ Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
+ VectorNormalize(localfrom);
+ v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
+ v_dmg_roll = count * localfrom[1] * v_kickroll.value;
+ v_dmg_time = v_kicktime.value;
+ }
}
static cshift_t v_cshift;
cl.cshifts[CSHIFT_BONUS].percent = 50;
}
-/*
-=============
-V_UpdateBlends
-=============
-*/
-void V_UpdateBlends (void)
-{
- float r, g, b, a, a2;
- int j;
-
- if (cls.signon != SIGNONS)
- {
- cl.cshifts[CSHIFT_DAMAGE].percent = 0;
- cl.cshifts[CSHIFT_BONUS].percent = 0;
- cl.cshifts[CSHIFT_CONTENTS].percent = 0;
- cl.cshifts[CSHIFT_POWERUP].percent = 0;
- r_refdef.viewblend[0] = 0;
- r_refdef.viewblend[1] = 0;
- r_refdef.viewblend[2] = 0;
- r_refdef.viewblend[3] = 0;
- return;
- }
-
- // drop the damage value
- cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
- if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
- cl.cshifts[CSHIFT_DAMAGE].percent = 0;
-
- // drop the bonus value
- cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
- if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
- cl.cshifts[CSHIFT_BONUS].percent = 0;
-
- // set contents color
- switch (Mod_PointContents (r_refdef.vieworg, cl.worldmodel))
- {
- case CONTENTS_EMPTY:
- case CONTENTS_SOLID:
- cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = v_cshift.destcolor[0];
- cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = v_cshift.destcolor[1];
- cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = v_cshift.destcolor[2];
- cl.cshifts[CSHIFT_CONTENTS].percent = v_cshift.percent;
- break;
- case CONTENTS_LAVA:
- cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
- cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
- cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
- cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
- break;
- case CONTENTS_SLIME:
- cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
- cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
- cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
- cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
- break;
- default:
- cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
- cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
- cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
- cl.cshifts[CSHIFT_CONTENTS].percent = 128 >> 1;
- }
-
- 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;
-
- // LordHavoc: fixed V_CalcBlend
- r = 0;
- g = 0;
- b = 0;
- a = 0;
-
- for (j=0 ; j<NUM_CSHIFTS ; j++)
- {
- a2 = cl.cshifts[j].percent * (1.0f / 255.0f);
-
- if (a2 < 0)
- continue;
- if (a2 > 1)
- a2 = 1;
- r += (cl.cshifts[j].destcolor[0]-r) * a2;
- g += (cl.cshifts[j].destcolor[1]-g) * a2;
- b += (cl.cshifts[j].destcolor[2]-b) * a2;
- a = 1 - (1 - a) * (1 - a2); // correct alpha multiply... took a while to find it on the web
- }
- // saturate color (to avoid blending in black)
- if (a)
- {
- a2 = 1 / a;
- r *= a2;
- g *= a2;
- b *= a2;
- }
-
- r_refdef.viewblend[0] = bound(0, r * (1.0/255.0), 1);
- r_refdef.viewblend[1] = bound(0, g * (1.0/255.0), 1);
- r_refdef.viewblend[2] = bound(0, b * (1.0/255.0), 1);
- r_refdef.viewblend[3] = bound(0, a , 1);
-}
-
/*
==============================================================================
==============================================================================
*/
-/*
-==============
-V_AddIdle
-
-Idle swaying
-==============
-*/
-static void V_AddIdle (float idle)
-{
- r_refdef.viewangles[ROLL] += idle * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
- r_refdef.viewangles[PITCH] += idle * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
- r_refdef.viewangles[YAW] += idle * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
-}
-
+extern matrix4x4_t viewmodelmatrix;
/*
==================
*/
void V_CalcRefdef (void)
{
- entity_t *ent, *view;
- vec3_t forward;
- vec3_t angles;
- float bob;
- float side;
-
- if (cls.state != ca_connected || cls.signon != SIGNONS)
- return;
-
- // 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;
-
- V_DriftPitch ();
-
- VectorCopy (cl.viewentorigin, r_refdef.vieworg);
- if (!intimerefresh)
- VectorCopy (cl.viewangles, r_refdef.viewangles);
-
- if (cl.intermission)
- {
- view->render.model = NULL;
- VectorCopy (ent->render.angles, r_refdef.viewangles);
- V_AddIdle (1);
- }
- else if (chase_active.value)
+ static float oldz;
+ entity_t *ent;
+ if (cls.state == ca_connected && cls.signon == SIGNONS)
{
- r_refdef.vieworg[2] += cl.viewheight;
- Chase_Update ();
- V_AddIdle (v_idlescale.value);
+ // ent is the player model (visible when out of body)
+ ent = &cl_entities[cl.viewentity];
+ VectorCopy(ent->render.origin, r_refdef.vieworg);
+ VectorCopy(cl.viewangles, r_refdef.viewangles);
+ if (oldz < ent->render.origin[2])
+ {
+ if (cl.time > cl.oldtime)
+ oldz += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
+ oldz -= ent->render.origin[2];
+ oldz = bound(-16, oldz, 0);
+ r_refdef.vieworg[2] += oldz;
+ oldz += ent->render.origin[2];
+ }
+ else
+ oldz = ent->render.origin[2];
+ if (cl.intermission)
+ {
+ // entity is a fixed camera
+ VectorCopy(ent->render.angles, r_refdef.viewangles);
+ }
+ else if (chase_active.value)
+ {
+ // observing entity from third person
+ Chase_Update();
+ }
+ else
+ {
+ // first person view from entity
+ // angles
+ if (cl.stats[STAT_HEALTH] <= 0)
+ r_refdef.viewangles[ROLL] = 80; // dead view angle
+ VectorAdd(r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
+ r_refdef.viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
+ 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 -= cl.frametime;
+ }
+ if (v_idlescale.value)
+ {
+ 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;
+ }
+ // origin
+ VectorAdd(r_refdef.vieworg, cl.punchvector, r_refdef.vieworg);
+ r_refdef.vieworg[2] += cl.viewheight;
+ if (cl.stats[STAT_HEALTH] > 0 && cl_bob.value && cl_bobcycle.value)
+ {
+ double bob, cycle;
+ // LordHavoc: this code is *weird*, but not replacable (I think it
+ // should be done in QC on the server, but oh well, quake is quake)
+ // LordHavoc: figured out bobup: the time at which the sin is at 180
+ // degrees (which allows lengthening or squishing the peak or valley)
+ cycle = cl.time / cl_bobcycle.value;
+ cycle -= (int) cycle;
+ if (cycle < cl_bobup.value)
+ cycle = sin(M_PI * cycle / cl_bobup.value);
+ else
+ cycle = sin(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;
+ bob = bob*0.3 + bob*0.7*cycle;
+ r_refdef.vieworg[2] += bound(-7, bob, 4);
+ }
+ }
+ // calculate a viewmodel matrix for use in view-attached entities
+ Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, r_refdef.vieworg[0], r_refdef.vieworg[1], r_refdef.vieworg[2], r_refdef.viewangles[0] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, r_refdef.viewangles[1] - v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, r_refdef.viewangles[2] - v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 0.3);
}
else
+ Matrix4x4_CreateIdentity(&viewmodelmatrix);
+}
+
+void V_FadeViewFlashs(void)
+{
+ // drop the damage value
+ cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
+ if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
+ cl.cshifts[CSHIFT_DAMAGE].percent = 0;
+ // drop the bonus value
+ cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
+ if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
+ cl.cshifts[CSHIFT_BONUS].percent = 0;
+}
+
+void V_CalcViewBlend(void)
+{
+ float a2;
+ int j;
+ r_refdef.viewblend[0] = 0;
+ r_refdef.viewblend[1] = 0;
+ r_refdef.viewblend[2] = 0;
+ r_refdef.viewblend[3] = 0;
+ if (cls.state == ca_connected && cls.signon == SIGNONS)
{
- side = V_CalcRoll (cl_entities[cl.viewentity].render.angles, cl.velocity);
- r_refdef.viewangles[ROLL] += side;
+ // set contents color
+ switch (CL_PointQ1Contents(r_refdef.vieworg))
+ {
+ case CONTENTS_EMPTY:
+ case CONTENTS_SOLID:
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = v_cshift.destcolor[0];
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = v_cshift.destcolor[1];
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = v_cshift.destcolor[2];
+ cl.cshifts[CSHIFT_CONTENTS].percent = v_cshift.percent;
+ break;
+ case CONTENTS_LAVA:
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
+ cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
+ break;
+ case CONTENTS_SLIME:
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
+ cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
+ break;
+ default:
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
+ cl.cshifts[CSHIFT_CONTENTS].percent = 128 >> 1;
+ }
- if (v_dmg_time > 0)
+ 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)
{
- 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 -= cl.frametime;
+ 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;
- if (cl.stats[STAT_HEALTH] <= 0)
- r_refdef.viewangles[ROLL] = 80; // dead view angle
-
- V_AddIdle (v_idlescale.value);
-
- // offsets
- angles[PITCH] = -ent->render.angles[PITCH]; // because entity pitches are actually backward
- angles[YAW] = ent->render.angles[YAW];
- angles[ROLL] = ent->render.angles[ROLL];
-
- AngleVectors (angles, forward, NULL, NULL);
-
- bob = V_CalcBob ();
-
- r_refdef.vieworg[2] += cl.viewheight + bob;
-
- // set up gun
- view->state_current.modelindex = cl.stats[STAT_WEAPON];
- view->state_current.frame = cl.stats[STAT_WEAPONFRAME];
- VectorCopy(r_refdef.vieworg, view->render.origin);
- //view->render.origin[0] = ent->render.origin[0] + bob * 0.4 * forward[0];
- //view->render.origin[1] = ent->render.origin[1] + bob * 0.4 * forward[1];
- //view->render.origin[2] = ent->render.origin[2] + bob * 0.4 * forward[2] + cl.viewheight + bob;
- view->render.angles[PITCH] = -r_refdef.viewangles[PITCH] - v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
- view->render.angles[YAW] = r_refdef.viewangles[YAW] - v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
- view->render.angles[ROLL] = r_refdef.viewangles[ROLL] - v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
- // FIXME: this setup code is somewhat evil (CL_LerpUpdate should be private?)
- CL_LerpUpdate(view);
- CL_BoundingBoxForEntity(&view->render);
- view->render.colormap = -1; // no special coloring
- view->render.alpha = ent->render.alpha; // LordHavoc: if the player is transparent, so is the gun
- view->render.effects = ent->render.effects;
- view->render.scale = 1.0 / 3.0;
-
- // LordHavoc: origin view kick added
- if (!intimerefresh)
+ // LordHavoc: fixed V_CalcBlend
+ for (j = 0;j < NUM_CSHIFTS;j++)
{
- VectorAdd(r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
- VectorAdd(r_refdef.vieworg, cl.punchvector, r_refdef.vieworg);
+ a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
+ if (a2 > 0)
+ {
+ VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
+ r_refdef.viewblend[3] = 1 - (1 - r_refdef.viewblend[3]) * (1 - a2); // correct alpha multiply... took a while to find it on the web
+ }
+ }
+ // saturate color (to avoid blending in black)
+ if (r_refdef.viewblend[3])
+ {
+ a2 = 1 / r_refdef.viewblend[3];
+ VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
}
- // copy to refdef
- r_refdef.viewent = view->render;
+ r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
+ r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
+ r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
+ r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] , 1.0f);
}
}
Cvar_RegisterVariable (&v_kicktime);
Cvar_RegisterVariable (&v_kickroll);
Cvar_RegisterVariable (&v_kickpitch);
+
+ Cvar_RegisterVariable (&cl_stairsmoothspeed);
}