]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
fix lightmap loading from TGAs; fix display of QC-initiated downloads
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index 9be30a703051aaad6e4380a78bb0095f6f2d4eba..72d812bb1bf9752fbf2f511862ee9fb4df15d7c4 100644 (file)
--- a/view.c
+++ b/view.c
@@ -22,6 +22,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "quakedef.h"
 #include "cl_collision.h"
 
+void CL_VM_UpdateDmgGlobals (int dmg_take, int dmg_save, vec3_t dmg_origin);
+
 /*
 
 The view is allowed to move slightly from it's true position for bobbing,
@@ -68,12 +70,16 @@ cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast
 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_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;
 
 
@@ -226,6 +232,9 @@ void V_ParseDamage (void)
        blood = MSG_ReadByte ();
        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)
                count = 10;
@@ -233,6 +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)
@@ -294,10 +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");
 }
 
 /*
@@ -319,14 +349,22 @@ V_CalcRefdef
 
 ==================
 */
+#if 0
+static vec3_t eyeboxmins = {-16, -16, -24};
+static vec3_t eyeboxmaxs = { 16,  16,  32};
+#endif
 void V_CalcRefdef (void)
 {
        entity_t *ent;
        float vieworg[3], gunorg[3], viewangles[3], smoothtime;
+// 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
        trace_t trace;
        VectorClear(gunorg);
        viewmodelmatrix = identitymatrix;
-       r_view.matrix = identitymatrix;
+       r_refdef.view.matrix = identitymatrix;
        if (cls.state == ca_connected && cls.signon == SIGNONS)
        {
                // ent is the view entity (visible when out of body)
@@ -348,13 +386,13 @@ void V_CalcRefdef (void)
                {
                        // entity is a fixed camera, just copy the matrix
                        if (cls.protocol == PROTOCOL_QUAKEWORLD)
-                               Matrix4x4_CreateFromQuakeEntity(&r_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);
+                               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_view.matrix = ent->render.matrix;
-                               Matrix4x4_AdjustOrigin(&r_view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
+                               r_refdef.view.matrix = ent->render.matrix;
+                               Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
                        }
-                       viewmodelmatrix = r_view.matrix;
+                       viewmodelmatrix = r_refdef.view.matrix;
                }
                else
                {
@@ -373,36 +411,79 @@ void V_CalcRefdef (void)
                        // 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)
                        {
-                               // observing entity from third person
-                               vec_t camback, camup, dist, forward[3], chase_dest[3];
+                               // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
+                               vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
 
-                               camback = bound(0, chase_back.value, 128);
-                               if (chase_back.value != camback)
-                                       Cvar_SetValueQuick(&chase_back, camback);
-                               camup = bound(-48, chase_up.value, 96);
-                               if (chase_up.value != camup)
-                                       Cvar_SetValueQuick(&chase_up, camup);
+                               camback = chase_back.value;
+                               camup = chase_up.value;
+                               campitch = chase_pitchangle.value;
 
-                               // this + 22 is to match view_ofs for compatibility with older versions
-                               camup += 22;
+                               AngleVectors(viewangles, forward, NULL, NULL);
 
-                               if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
+                               if (chase_overhead.integer)
                                {
-                                       // look straight down from high above
-                                       viewangles[0] = 90;
-                                       camback = 2048;
+#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
+                                       //trace = CL_Move(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+                                       trace = CL_Move(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+                                       VectorCopy(trace.endpos, vieworg);
+                                       vieworg[2] -= 8;
+#else
+                                       // trace from first person view location to our chosen third person view location
+                                       trace = CL_Move(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+                                       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];
+                                                       trace = CL_Move(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+                                                       if (bestvieworg[2] > trace.endpos[2])
+                                                               bestvieworg[2] = trace.endpos[2];
+                                               }
+                                       }
+                                       bestvieworg[2] -= 8;
+                                       VectorCopy(bestvieworg, vieworg);
+#endif
+                                       viewangles[PITCH] = campitch;
                                }
-                               AngleVectors(viewangles, forward, NULL, NULL);
+                               else
+                               {
+                                       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_Move(vieworg, vec3_origin, vec3_origin, 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);
+                                       // 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_Move(vieworg, vec3_origin, vec3_origin, 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);
+                               }
                        }
                        else
                        {
@@ -419,7 +500,6 @@ void V_CalcRefdef (void)
                                }
                                // origin
                                VectorAdd(vieworg, cl.punchvector, vieworg);
-                               vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
                                if (cl.stats[STAT_HEALTH] > 0)
                                {
                                        double xyspeed, bob;
@@ -491,13 +571,13 @@ void V_CalcRefdef (void)
                        }
                        // calculate a view matrix for rendering the scene
                        if (v_idlescale.value)
-                               Matrix4x4_CreateFromQuakeEntity(&r_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);
+                               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_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);
+                               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, csqc_origin);
-                       VectorCopy(viewangles, csqc_angles);
+                       VectorCopy(vieworg, cl.csqc_origin);
+                       VectorCopy(viewangles, cl.csqc_angles);
                }
        }
 }
@@ -508,11 +588,11 @@ void V_FadeViewFlashs(void)
        if (cl.time <= cl.oldtime)
                return;
        // drop the damage value
-       cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
+       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)*100;
+       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;
 }
@@ -527,12 +607,12 @@ void V_CalcViewBlend(void)
        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)
+       if (cls.state == ca_connected && cls.signon == SIGNONS)
        {
                // set contents color
                int supercontents;
                vec3_t vieworigin;
-               Matrix4x4_OriginFromMatrix(&r_view.matrix, vieworigin);
+               Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
                supercontents = CL_PointSuperContents(vieworigin);
                if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
                {
@@ -639,7 +719,7 @@ V_Init
 void V_Init (void)
 {
        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 ("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);
@@ -676,6 +756,8 @@ void V_Init (void)
        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);