]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
this patch may break things and needs testing
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index cf4513648ab969958376bc76d640489921082a30..91e0dc0db6b62df840d52e85fc5f9f194bdc7575 100644 (file)
--- a/view.c
+++ b/view.c
@@ -38,11 +38,13 @@ 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 cl_bobmodel = {0, "cl_bobmodel", "1", "enables gun bobbing"};
+cvar_t cl_bobmodel = {CVAR_SAVE, "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 cl_viewmodel_scale = {0, "cl_viewmodel_scale", "0.3", "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"};
@@ -70,7 +72,7 @@ cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
 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_deathtilt", "80", "what roll angle to use when tilting the view while dead"};
+cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
 
 float  v_dmg_time, v_dmg_roll, v_dmg_pitch;
 
@@ -155,7 +157,7 @@ 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)
                {
@@ -172,8 +174,8 @@ 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)
        {
@@ -276,10 +278,10 @@ 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));
 }
 
 
@@ -311,6 +313,32 @@ extern matrix4x4_t viewmodelmatrix;
 #include "cl_collision.h"
 #include "csprogs.h"
 
+/*
+==================
+CL_StairSmoothing
+
+==================
+*/
+void CL_StairSmoothing (void)
+{
+       if (v_dmg_time > 0)
+               v_dmg_time -= bound(0, cl.time - cl.oldtime, 0.1);
+
+       // stair smoothing
+       if (cl.onground && cl.stairoffset < 0)
+       {
+               cl.stairoffset += bound(0, cl.time - cl.oldtime, 0.1) * cl_stairsmoothspeed.value;
+               cl.stairoffset = bound(-16, cl.stairoffset, 0);
+       }
+       else if (cl.onground && cl.stairoffset > 0)
+       {
+               cl.stairoffset -= bound(0, cl.time - cl.oldtime, 0.1) * cl_stairsmoothspeed.value;
+               cl.stairoffset = bound(0, cl.stairoffset, 16);
+       }
+       else
+               cl.stairoffset = 0;
+}
+
 /*
 ==================
 V_CalcRefdef
@@ -323,60 +351,49 @@ void V_CalcRefdef (void)
        entity_t *ent;
        float vieworg[3], gunorg[3], viewangles[3];
        trace_t trace;
-       if(csqc_loaded)
-               return;
        VectorClear(gunorg);
        viewmodelmatrix = identitymatrix;
-       r_refdef.viewentitymatrix = identitymatrix;
+       r_view.matrix = identitymatrix;
        if (cls.state == ca_connected && cls.signon == SIGNONS)
        {
                // 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);
+
+               // update the stairoffset if the player entity has gone up or down without leaving the ground
+               //Con_Printf("cl.onground %i oldz %f newz %f vel %f %f %f\n", cl.onground, oldz, vieworg[2], cl.movement_velocity[0], cl.movement_velocity[1], cl.movement_velocity[2]);
+               if (cl.onground)
+               {
+                       cl.stairoffset -= vieworg[2] - oldz;
+                       cl.stairoffset = bound(-16, cl.stairoffset, 16);
+               }
+               else
+                       cl.stairoffset = 0;
+               oldz = vieworg[2];
+
                if (cl.intermission)
                {
                        // entity is a fixed camera, just copy the 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);
+                               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);
                        else
                        {
-                               r_refdef.viewentitymatrix = ent->render.matrix;
-                               r_refdef.viewentitymatrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
+                               r_view.matrix = ent->render.matrix;
+                               Matrix4x4_AdjustOrigin(&r_view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
                        }
-                       viewmodelmatrix = r_refdef.viewentitymatrix;
+                       viewmodelmatrix = r_view.matrix;
                }
                else
                {
-                       // 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);
-
                        // 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])
-                       {
-                               oldz += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
-                               oldz = vieworg[2] = bound(vieworg[2] - 16, oldz, vieworg[2]);
-                       }
-                       else if (cl.onground && oldz > vieworg[2])
-                       {
-                               oldz -= (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
-                               oldz = vieworg[2] = bound(vieworg[2], oldz, vieworg[2] + 16);
-                       }
-                       else
-                               oldz = vieworg[2];
+                       // bias by stair smoothing offset
+                       vieworg[2] += cl.stairoffset;
 
                        if (chase_active.value)
                        {
@@ -406,7 +423,7 @@ 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;
-                               trace = CL_TraceBox(vieworg, vec3_origin, vec3_origin, chase_dest, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
+                               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
@@ -421,7 +438,6 @@ void V_CalcRefdef (void)
                                {
                                        viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
                                        viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
-                                       v_dmg_time -= cl.frametime;
                                }
                                // origin
                                VectorAdd(vieworg, cl.punchvector, vieworg);
@@ -430,7 +446,7 @@ void V_CalcRefdef (void)
                                {
                                        double xyspeed, bob;
 
-                                       xyspeed = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]);
+                                       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;
@@ -497,11 +513,11 @@ void V_CalcRefdef (void)
                        }
                        // calculate a view matrix for rendering the scene
                        if (v_idlescale.value)
-                               Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, 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_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.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);
+                               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);
                        // 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], 0.3);
+                       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);
                }
@@ -510,6 +526,9 @@ void V_CalcRefdef (void)
 
 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)*150;
        if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
@@ -535,7 +554,7 @@ void V_CalcViewBlend(void)
                // set contents color
                int supercontents;
                vec3_t vieworigin;
-               Matrix4x4_OriginFromMatrix(&r_refdef.viewentitymatrix, vieworigin);
+               Matrix4x4_OriginFromMatrix(&r_view.matrix, vieworigin);
                supercontents = CL_PointSuperContents(vieworigin);
                if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
                {
@@ -559,7 +578,7 @@ void V_CalcViewBlend(void)
                                cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
                                cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
                        }
-                       cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
+                       cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
                }
                else
                {
@@ -668,6 +687,8 @@ void V_Init (void)
        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);