]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
qw support is 99% working
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index 78ac5d30038276219da41e3d1e9de3fff6db8aba..2a9629c36a15e05c26b6f340679865965872708f 100644 (file)
--- a/view.c
+++ b/view.c
@@ -31,38 +31,45 @@ 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 = {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 cl_bob = {0, "cl_bob","0.02", "view bobbing amount"};
+cvar_t cl_bobcycle = {0, "cl_bobcycle","0.6", "view bobbing speed"};
+cvar_t cl_bobup = {0, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
 
-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 cl_bobmodel = {0, "cl_bobmodel", "1", "enables gun bobbing"};
+cvar_t cl_bobmodel_side = {0, "cl_bobmodel_side", "0.05", "gun bobbing sideways sway amount"};
+cvar_t cl_bobmodel_up = {0, "cl_bobmodel_up", "0.02", "gun bobbing upward movement amount"};
+cvar_t cl_bobmodel_speed = {0, "cl_bobmodel_speed", "7", "gun bobbing speed"};
 
-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_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_idlescale = {0, "v_idlescale", "0"};
+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 crosshair = {CVAR_SAVE, "crosshair", "0"};
+cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
 
-cvar_t v_centermove = {0, "v_centermove", "0.15"};
-cvar_t v_centerspeed = {0, "v_centerspeed","500"};
+cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
 
-cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160"};
+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 chase_back = {CVAR_SAVE, "chase_back", "48"};
-cvar_t chase_up = {CVAR_SAVE, "chase_up", "24"};
-cvar_t chase_active = {CVAR_SAVE, "chase_active", "0"};
+cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
+
+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"};
 // GAME_GOODVSBAD2
-cvar_t chase_stevie = {0, "chase_stevie", "0"};
+cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
+
+cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
 
 float  v_dmg_time, v_dmg_roll, v_dmg_pitch;
 
@@ -214,7 +221,7 @@ void V_ParseDamage (void)
 
        armor = MSG_ReadByte ();
        blood = MSG_ReadByte ();
-       MSG_ReadVector(from);
+       MSG_ReadVector(from, cls.protocol);
 
        count = blood*0.5 + armor*0.5;
        if (count < 10)
@@ -248,7 +255,7 @@ 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];
                Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
@@ -301,6 +308,7 @@ static void V_BonusFlash_f (void)
 extern matrix4x4_t viewmodelmatrix;
 
 #include "cl_collision.h"
+#include "csprogs.h"
 
 /*
 ==================
@@ -308,12 +316,15 @@ V_CalcRefdef
 
 ==================
 */
-extern float timerefreshangle;
 void V_CalcRefdef (void)
 {
        static float oldz;
        entity_t *ent;
-       float vieworg[3], viewangles[3];
+       float vieworg[3], gunorg[3], viewangles[3];
+       trace_t trace;
+       if(csqc_loaded)
+               return;
+       VectorClear(gunorg);
        Matrix4x4_CreateIdentity(&viewmodelmatrix);
        Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
        if (cls.state == ca_connected && cls.signon == SIGNONS)
@@ -323,8 +334,14 @@ void V_CalcRefdef (void)
                if (cl.intermission)
                {
                        // entity is a fixed camera, just copy the matrix
-                       Matrix4x4_Copy(&r_refdef.viewentitymatrix, &ent->render.matrix);
-                       Matrix4x4_Copy(&viewmodelmatrix, &ent->render.matrix);
+                       if (cls.protocol == PROTOCOL_QUAKEWORLD)
+                               Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, 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.viewentitymatrix = ent->render.matrix;
+                               r_refdef.viewentitymatrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
+                       }
+                       viewmodelmatrix = r_refdef.viewentitymatrix;
                }
                else
                {
@@ -333,6 +350,18 @@ void V_CalcRefdef (void)
                        Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
                        VectorCopy(cl.viewangles, viewangles);
 
+                       // apply qw weapon recoil effect (this did not work in QW)
+                       // TODO: add a cvar to disable this
+                       viewangles[PITCH] += cl.qw_weaponkick;
+
+                       if (cl.onground)
+                       {
+                               if (!cl.oldonground)
+                                       cl.hitgroundtime = cl.time;
+                               cl.lastongroundtime = cl.time;
+                       }
+                       cl.oldonground = cl.onground;
+
                        // stair smoothing
                        //Con_Printf("cl.onground %i oldz %f newz %f\n", cl.onground, oldz, vieworg[2]);
                        if (cl.onground && oldz < vieworg[2])
@@ -351,7 +380,7 @@ void V_CalcRefdef (void)
                        if (chase_active.value)
                        {
                                // observing entity from third person
-                               vec_t camback, camup, dist, forward[3], stop[3], chase_dest[3], normal[3];
+                               vec_t camback, camup, dist, forward[3], chase_dest[3];
 
                                camback = bound(0, chase_back.value, 128);
                                if (chase_back.value != camback)
@@ -376,19 +405,17 @@ void V_CalcRefdef (void)
                                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;
-                               CL_TraceLine(vieworg, chase_dest, stop, normal, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
-                               vieworg[0] = stop[0] + forward[0] * 8 + normal[0] * 4;
-                               vieworg[1] = stop[1] + forward[1] * 8 + normal[1] * 4;
-                               vieworg[2] = stop[2] + forward[2] * 8 + normal[2] * 4;
+                               trace = CL_TraceBox(vieworg, vec3_origin, vec3_origin, chase_dest, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
+                               VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
                        }
                        else
                        {
                                // first person view from entity
                                // angles
-                               if (cl.stats[STAT_HEALTH] <= 0 && gamemode != GAME_FNIGGIUM)
+                               if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
                                        viewangles[ROLL] = 80;  // dead view angle
                                VectorAdd(viewangles, cl.punchangle, viewangles);
-                               viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
+                               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;
@@ -397,25 +424,74 @@ void V_CalcRefdef (void)
                                }
                                // origin
                                VectorAdd(vieworg, cl.punchvector, vieworg);
-                               vieworg[2] += cl.viewheight;
-                               if (cl.stats[STAT_HEALTH] > 0 && cl_bob.value && cl_bobcycle.value)
+                               vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
+                               if (cl.stats[STAT_HEALTH] > 0)
                                {
-                                       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;
-                                       vieworg[2] += bound(-7, bob, 4);
+                                       double xyspeed, bob;
+
+                                       xyspeed = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.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_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 * sin (s) * t;
+                                               VectorMA (gunorg, bob, right, gunorg);
+                                               bob = bspeed * cl_bobmodel_up.value * cos (s * 2) * t;
+                                               VectorMA (gunorg, bob, up, gunorg);
+                                       }
                                }
                        }
                        // calculate a view matrix for rendering the scene
@@ -424,7 +500,9 @@ void V_CalcRefdef (void)
                        else
                                Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, 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, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 0.3);
+                       Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], 0.3);
+                       VectorCopy(vieworg, csqc_origin);
+                       VectorCopy(viewangles, csqc_angles);
                }
        }
 }
@@ -449,61 +527,71 @@ void V_CalcViewBlend(void)
        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 && gl_polyblend.value > 0)
        {
                // set contents color
-               switch (CL_PointQ1Contents(r_vieworigin))
+               int supercontents;
+               vec3_t vieworigin;
+               Matrix4x4_OriginFromMatrix(&r_refdef.viewentitymatrix, 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 >> 1;
+               }
+               else
                {
-               case CONTENTS_EMPTY:
-               case CONTENTS_SOLID:
                        cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
                        cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
                        cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
                        cl.cshifts[CSHIFT_CONTENTS].percent = 0;
-                       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 (gamemode != GAME_TRANSFUSION)
                {
-                       if (cl.items & IT_QUAD)
+                       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.items & IT_SUIT)
+                       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.items & IT_INVISIBILITY)
+                       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.items & IT_INVULNERABILITY)
+                       else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
                        {
                                cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
                                cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
@@ -552,9 +640,9 @@ 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)");
+       Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
 
        Cvar_RegisterVariable (&v_centermove);
        Cvar_RegisterVariable (&v_centerspeed);
@@ -574,6 +662,10 @@ 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 (&v_kicktime);
        Cvar_RegisterVariable (&v_kickroll);
@@ -586,5 +678,7 @@ void V_Init (void)
        Cvar_RegisterVariable (&chase_active);
        if (gamemode == GAME_GOODVSBAD2)
                Cvar_RegisterVariable (&chase_stevie);
+
+       Cvar_RegisterVariable (&v_deathtilt);
 }