X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=view.c;h=8b55d0c3f30cad8c44fd1428965c75d385c3fe1f;hb=66d1df20a5ed5ff954d7bf9db2db23cbe304281a;hp=ec1b206b8bbe70c37fc5bedfc9932fd0b0821798;hpb=bb521c2317584e8f238921a35528434c06c1f93f;p=xonotic%2Fdarkplaces.git diff --git a/view.c b/view.c index ec1b206b..8b55d0c3 100644 --- a/view.c +++ b/view.c @@ -20,6 +20,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // view.c -- player eye positioning #include "quakedef.h" +#include "cl_collision.h" + +void CL_VM_UpdateDmgGlobals (int dmg_take, int dmg_save, vec3_t dmg_origin); /* @@ -30,30 +33,52 @@ when crossing a water boudnary. */ -cvar_t cl_rollspeed = {0, "cl_rollspeed", "200"}; -cvar_t cl_rollangle = {0, "cl_rollangle", "2.0"}; +cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"}; +cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"}; + +cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"}; +cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"}; +cvar_t cl_bobup = {CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"}; + +cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"}; +cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"}; +cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"}; +cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"}; + +cvar_t cl_viewmodel_scale = {0, "cl_viewmodel_scale", "1", "changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible"}; + +cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"}; +cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"}; +cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"}; + +cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"}; +cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"}; +cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"}; +cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"}; +cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"}; +cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"}; -cvar_t cl_bob = {0, "cl_bob","0.02"}; -cvar_t cl_bobcycle = {0, "cl_bobcycle","0.6"}; -cvar_t cl_bobup = {0, "cl_bobup","0.5"}; +cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"}; -cvar_t v_kicktime = {0, "v_kicktime", "0.5"}; -cvar_t v_kickroll = {0, "v_kickroll", "0.6"}; -cvar_t v_kickpitch = {0, "v_kickpitch", "0.6"}; +cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"}; -cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2"}; -cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5"}; -cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1"}; -cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3"}; -cvar_t v_iroll_level = {0, "v_iroll_level", "0.1"}; -cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3"}; +cvar_t v_centermove = {0, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"}; +cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"}; -cvar_t v_idlescale = {0, "v_idlescale", "0"}; +cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"}; -cvar_t crosshair = {CVAR_SAVE, "crosshair", "0"}; +cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"}; +cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"}; +cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"}; +cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"}; +// GAME_GOODVSBAD2 +cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"}; -cvar_t v_centermove = {0, "v_centermove", "0.15"}; -cvar_t v_centerspeed = {0, "v_centerspeed","500"}; +cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"}; +cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"}; + +// Prophecy camera pitchangle by Alexander "motorsep" Zubov +cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"}; float v_dmg_time, v_dmg_roll, v_dmg_pitch; @@ -121,7 +146,7 @@ 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) +void V_DriftPitch (void) { float delta, move; @@ -138,7 +163,7 @@ static void V_DriftPitch (void) if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value) cl.driftmove = 0; else - cl.driftmove += cl.frametime; + cl.driftmove += cl.realframetime; if ( cl.driftmove > v_centermove.value) { @@ -155,8 +180,8 @@ static void V_DriftPitch (void) return; } - move = cl.frametime * cl.pitchvel; - cl.pitchvel += cl.frametime * v_centerspeed.value; + move = cl.realframetime * cl.pitchvel; + cl.pitchvel += cl.realframetime * v_centerspeed.value; if (delta > 0) { @@ -195,7 +220,7 @@ V_ParseDamage */ void V_ParseDamage (void) { - int i, armor, blood; + int armor, blood; vec3_t from; //vec3_t forward, right; vec3_t localfrom; @@ -205,8 +230,10 @@ void V_ParseDamage (void) armor = MSG_ReadByte (); blood = MSG_ReadByte (); - for (i=0 ; i<3 ; i++) - from[i] = MSG_ReadCoord (); + MSG_ReadVector(from, cls.protocol); + + // Send the Dmg Globals to CSQC + CL_VM_UpdateDmgGlobals(blood, armor, from); count = blood*0.5 + armor*0.5; if (count < 10) @@ -215,6 +242,7 @@ void V_ParseDamage (void) cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame cl.cshifts[CSHIFT_DAMAGE].percent += 3*count; + cl.cshifts[CSHIFT_DAMAGE].alphafade = 150; if (cl.cshifts[CSHIFT_DAMAGE].percent < 0) cl.cshifts[CSHIFT_DAMAGE].percent = 0; if (cl.cshifts[CSHIFT_DAMAGE].percent > 150) @@ -240,9 +268,9 @@ void V_ParseDamage (void) } // calculate view angle kicks - if (cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active) + if (cl.entities[cl.viewentity].state_current.active) { - ent = &cl_entities[cl.viewentity]; + ent = &cl.entities[cl.viewentity]; Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom); VectorNormalize(localfrom); v_dmg_pitch = count * localfrom[0] * v_kickpitch.value; @@ -260,10 +288,10 @@ V_cshift_f */ static void V_cshift_f (void) { - v_cshift.destcolor[0] = atoi(Cmd_Argv(1)); - v_cshift.destcolor[1] = atoi(Cmd_Argv(2)); - v_cshift.destcolor[2] = atoi(Cmd_Argv(3)); - v_cshift.percent = atoi(Cmd_Argv(4)); + v_cshift.destcolor[0] = atof(Cmd_Argv(1)); + v_cshift.destcolor[1] = atof(Cmd_Argv(2)); + v_cshift.destcolor[2] = atof(Cmd_Argv(3)); + v_cshift.percent = atof(Cmd_Argv(4)); } @@ -276,10 +304,30 @@ When you run over an item, the server sends this command */ static 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; + if(Cmd_Argc() == 1) + { + 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; + cl.cshifts[CSHIFT_BONUS].alphafade = 100; + } + else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6) + { + cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255; + cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255; + cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255; + if(Cmd_Argc() >= 5) + cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;) + else + cl.cshifts[CSHIFT_BONUS].percent = 50; + if(Cmd_Argc() >= 6) + cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255; + else + cl.cshifts[CSHIFT_BONUS].alphafade = 100; + } + else + Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n"); } /* @@ -290,9 +338,10 @@ static void V_BonusFlash_f (void) ============================================================================== */ -#define MAXVIEWMODELS 32 -extern int numviewmodels; -extern entity_t *viewmodels[MAXVIEWMODELS]; +extern matrix4x4_t viewmodelmatrix; + +#include "cl_collision.h" +#include "csprogs.h" /* ================== @@ -300,205 +349,398 @@ V_CalcRefdef ================== */ +#if 0 +static vec3_t eyeboxmins = {-16, -16, -24}; +static vec3_t eyeboxmaxs = { 16, 16, 32}; +#endif void V_CalcRefdef (void) { - float r, g, b, a, a2; - int j; entity_t *ent; + float vieworg[3], gunorg[3], viewangles[3], smoothtime; +#if 0 +// begin of chase camera bounding box size for proper collisions by Alexander Zubov + vec3_t camboxmins = {-3, -3, -3}; + vec3_t camboxmaxs = {3, 3, 3}; +// end of chase camera bounding box size for proper collisions by Alexander Zubov +#endif + trace_t trace; + VectorClear(gunorg); + viewmodelmatrix = identitymatrix; + r_refdef.view.matrix = identitymatrix; if (cls.state == ca_connected && cls.signon == SIGNONS) { - // ent is the player model (visible when out of body) - ent = &cl_entities[cl.viewentity]; - V_DriftPitch(); + // ent is the view entity (visible when out of body) + ent = &cl.entities[cl.viewentity]; + // player can look around, so take the origin from the entity, + // and the angles from the input system + Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg); + VectorCopy(cl.viewangles, viewangles); + + // calculate how much time has passed since the last V_CalcRefdef + smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1); + cl.stairsmoothtime = cl.time; + + // fade damage flash + if (v_dmg_time > 0) + v_dmg_time -= bound(0, smoothtime, 0.1); + if (cl.intermission) { - // entity is a fixed camera - VectorCopy(ent->render.origin, r_refdef.vieworg); - VectorCopy(ent->render.angles, r_refdef.viewangles); - } - else if (chase_active.value) - { - // observing entity from third person - VectorCopy(ent->render.origin, r_refdef.vieworg); - VectorCopy(cl.viewangles, r_refdef.viewangles); - Chase_Update(); + // entity is a fixed camera, just copy the matrix + if (cls.protocol == PROTOCOL_QUAKEWORLD) + Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, cl.qw_intermission_origin[0], cl.qw_intermission_origin[1], cl.qw_intermission_origin[2], cl.qw_intermission_angles[0], cl.qw_intermission_angles[1], cl.qw_intermission_angles[2], 1); + else + { + r_refdef.view.matrix = ent->render.matrix; + Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]); + } + viewmodelmatrix = r_refdef.view.matrix; } else { - // first person view from entity - VectorCopy(ent->render.origin, r_refdef.vieworg); - VectorCopy(cl.viewangles, r_refdef.viewangles); - // 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) + // smooth stair stepping, but only if onground and enabled + if (!cl.onground || cl_stairsmoothspeed.value <= 0) + cl.stairsmoothz = vieworg[2]; + else { - 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; + if (cl.stairsmoothz < vieworg[2]) + vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]); + else if (cl.stairsmoothz > vieworg[2]) + vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16); } - // origin - VectorAdd(r_refdef.vieworg, cl.punchvector, r_refdef.vieworg); - r_refdef.vieworg[2] += cl.viewheight; - if (cl_bob.value && cl_bobcycle.value) + + // apply qw weapon recoil effect (this did not work in QW) + // TODO: add a cvar to disable this + viewangles[PITCH] += cl.qw_weaponkick; + + // apply the viewofs (even if chasecam is used) + vieworg[2] += cl.stats[STAT_VIEWHEIGHT]; + + if (chase_active.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); + // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov + vec_t camback, camup, dist, campitch, forward[3], chase_dest[3]; + + camback = chase_back.value; + camup = chase_up.value; + campitch = chase_pitchangle.value; + + AngleVectors(viewangles, forward, NULL, NULL); + + if (chase_overhead.integer) + { +#if 1 + vec3_t offset; + vec3_t bestvieworg; +#endif + vec3_t up; + viewangles[PITCH] = 0; + AngleVectors(viewangles, forward, NULL, up); + // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range) + chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup; + chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup; + chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup; +#if 0 +#if 1 + //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); + trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); +#else + //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); + trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); +#endif + VectorCopy(trace.endpos, vieworg); + vieworg[2] -= 8; +#else + // trace from first person view location to our chosen third person view location +#if 1 + trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); +#else + trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); +#endif + VectorCopy(trace.endpos, bestvieworg); + offset[2] = 0; + for (offset[0] = -16;offset[0] <= 16;offset[0] += 8) + { + for (offset[1] = -16;offset[1] <= 16;offset[1] += 8) + { + AngleVectors(viewangles, NULL, NULL, up); + chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0]; + chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1]; + chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2]; +#if 1 + trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); +#else + trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); +#endif + if (bestvieworg[2] > trace.endpos[2]) + bestvieworg[2] = trace.endpos[2]; + } + } + bestvieworg[2] -= 8; + VectorCopy(bestvieworg, vieworg); +#endif + viewangles[PITCH] = campitch; + } 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); + { + if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer) + { + // look straight down from high above + viewangles[PITCH] = 90; + camback = 2048; + VectorSet(forward, 0, 0, -1); + } + + // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range) + dist = -camback - 8; + chase_dest[0] = vieworg[0] + forward[0] * dist; + chase_dest[1] = vieworg[1] + forward[1] * dist; + chase_dest[2] = vieworg[2] + forward[2] * dist + camup; + trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); + VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg); + } } - // link the delayed viewmodel entities - if (numviewmodels > 0 && r_drawviewmodel.integer && !chase_active.integer && !envmap && r_drawentities.integer && !(cl.items & IT_INVISIBILITY) && cl.stats[STAT_HEALTH] > 0) + else { - int i; - entity_t *ent; - matrix4x4_t matrix, matrix2; - Matrix4x4_CreateFromQuakeEntity(&matrix, 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); - for (i = 0;i < numviewmodels && r_refdef.numentities < r_refdef.maxentities;i++) + // first person view from entity + // angles + if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer) + viewangles[ROLL] = v_deathtiltangle.value; + VectorAdd(viewangles, cl.punchangle, viewangles); + viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity); + if (v_dmg_time > 0) + { + viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll; + viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch; + } + // origin + VectorAdd(vieworg, cl.punchvector, vieworg); + if (cl.stats[STAT_HEALTH] > 0) { - ent = viewmodels[i]; - r_refdef.entities[r_refdef.numentities++] = &ent->render; - matrix2 = ent->render.matrix; - Matrix4x4_Concat(&ent->render.matrix, &matrix, &matrix2); - Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix); - CL_BoundingBoxForEntity(&ent->render); + double xyspeed, bob; + + xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]); + if (cl_bob.value && cl_bobcycle.value) + { + float 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 = xyspeed * cl_bob.value; + bob = bob*0.3 + bob*0.7*cycle; + vieworg[2] += bound(-7, bob, 4); + } + + VectorCopy(vieworg, gunorg); + + if (cl_bob.value && cl_bobmodel.value) + { + // calculate for swinging gun model + // the gun bobs when running on the ground, but doesn't bob when you're in the air. + // Sajt: I tried to smooth out the transitions between bob and no bob, which works + // for the most part, but for some reason when you go through a message trigger or + // pick up an item or anything like that it will momentarily jolt the gun. + vec3_t forward, right, up; + float bspeed; + float s; + float t; + + s = cl.time * cl_bobmodel_speed.value; + if (cl.onground) + { + if (cl.time - cl.hitgroundtime < 0.2) + { + // just hit the ground, speed the bob back up over the next 0.2 seconds + t = cl.time - cl.hitgroundtime; + t = bound(0, t, 0.2); + t *= 5; + } + else + t = 1; + } + else + { + // recently left the ground, slow the bob down over the next 0.2 seconds + t = cl.time - cl.lastongroundtime; + t = 0.2 - bound(0, t, 0.2); + t *= 5; + } + + bspeed = bound (0, xyspeed, 400) * 0.01f; + AngleVectors (viewangles, forward, right, up); + bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t; + VectorMA (gunorg, bob, right, gunorg); + bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t; + VectorMA (gunorg, bob, up, gunorg); + } } } + // calculate a view matrix for rendering the scene + if (v_idlescale.value) + Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0] + v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, viewangles[1] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1); + else + Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1); + // calculate a viewmodel matrix for use in view-attached entities + Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], cl_viewmodel_scale.value); + VectorCopy(vieworg, cl.csqc_origin); + VectorCopy(viewangles, cl.csqc_angles); } + } +} - // 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_FadeViewFlashs(void) +{ + // don't flash if time steps backwards + if (cl.time <= cl.oldtime) + return; + // drop the damage value + cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade; + 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)*cl.cshifts[CSHIFT_BONUS].alphafade; + 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; + r_refdef.frustumscale_x = 1; + r_refdef.frustumscale_y = 1; + if (cls.state == ca_connected && cls.signon == SIGNONS) + { // set contents color - switch (cl.worldmodel ? cl.worldmodel->PointContents(cl.worldmodel, r_refdef.vieworg) : CONTENTS_EMPTY) + int supercontents; + vec3_t vieworigin; + Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin); + supercontents = CL_PointSuperContents(vieworigin); + if (supercontents & SUPERCONTENTS_LIQUIDSMASK) + { + r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value); + r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value); + if (supercontents & SUPERCONTENTS_LAVA) + { + cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255; + cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80; + cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0; + } + else if (supercontents & SUPERCONTENTS_SLIME) + { + cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0; + cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25; + cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5; + } + else + { + 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 = 150 * 0.5; + } + else { - 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; + cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0; + cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0; + cl.cshifts[CSHIFT_CONTENTS].percent = 0; } - if (cl.items & IT_QUAD) + if (gamemode != GAME_TRANSFUSION) { - 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; + 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; } - else if (cl.items & IT_SUIT) + + cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0]; + cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1]; + cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2]; + cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent; + + // LordHavoc: fixed V_CalcBlend + for (j = 0;j < NUM_CSHIFTS;j++) { - 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; + 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 + } } - else if (cl.items & IT_INVISIBILITY) + // saturate color (to avoid blending in black) + if (r_refdef.viewblend[3]) { - 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; + a2 = 1 / r_refdef.viewblend[3]; + VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend); } - else if (cl.items & IT_INVULNERABILITY) + 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] * gl_polyblend.value, 1.0f); + + // Samual: Ugly hack, I know. But it's the best we can do since + // there is no way to detect client states from the engine. + if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && + cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0) { - 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; + cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime); + cl.deathfade = bound(0.0f, cl.deathfade, 0.9f); } else - cl.cshifts[CSHIFT_POWERUP].percent = 0; - - // LordHavoc: fixed V_CalcBlend - r = 0; - g = 0; - b = 0; - a = 0; + cl.deathfade = 0.0f; - for (j=0 ; j 0) { - 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 + float a; + float deathfadevec[3] = {0.3f, 0.0f, 0.0f}; + a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade; + if(a > 0) + VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend); + r_refdef.viewblend[3] = a; } - // 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); - } - else - { - 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; } } @@ -511,9 +753,9 @@ V_Init */ void V_Init (void) { - Cmd_AddCommand ("v_cshift", V_cshift_f); - Cmd_AddCommand ("bf", V_BonusFlash_f); - Cmd_AddCommand ("centerview", V_StartPitchDrift); + Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view"); + Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up); optionally takes R G B [A [alphafade]] arguments to specify how the flash looks"); + Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)"); Cvar_RegisterVariable (&v_centermove); Cvar_RegisterVariable (&v_centerspeed); @@ -533,9 +775,28 @@ void V_Init (void) Cvar_RegisterVariable (&cl_bob); Cvar_RegisterVariable (&cl_bobcycle); Cvar_RegisterVariable (&cl_bobup); + Cvar_RegisterVariable (&cl_bobmodel); + Cvar_RegisterVariable (&cl_bobmodel_side); + Cvar_RegisterVariable (&cl_bobmodel_up); + Cvar_RegisterVariable (&cl_bobmodel_speed); + + Cvar_RegisterVariable (&cl_viewmodel_scale); Cvar_RegisterVariable (&v_kicktime); Cvar_RegisterVariable (&v_kickroll); Cvar_RegisterVariable (&v_kickpitch); + + Cvar_RegisterVariable (&cl_stairsmoothspeed); + + Cvar_RegisterVariable (&chase_back); + Cvar_RegisterVariable (&chase_up); + Cvar_RegisterVariable (&chase_active); + Cvar_RegisterVariable (&chase_overhead); + Cvar_RegisterVariable (&chase_pitchangle); + if (gamemode == GAME_GOODVSBAD2) + Cvar_RegisterVariable (&chase_stevie); + + Cvar_RegisterVariable (&v_deathtilt); + Cvar_RegisterVariable (&v_deathtiltangle); }