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[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index 002819125fba21f9a60379b678b495884de6effb..da8370c7ba45ef589df1a2230b28d9c444b6ced6 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,
@@ -34,16 +36,16 @@ when crossing a water boudnary.
 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", "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_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 = {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_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", "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 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"};
@@ -68,6 +70,7 @@ 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)"};
 
@@ -226,6 +229,9 @@ 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;
@@ -313,43 +319,20 @@ 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
 
 ==================
 */
+#if 0
+static vec3_t eyeboxmins = {-16, -16, -24};
+static vec3_t eyeboxmaxs = { 16,  16,  32};
+#endif
 void V_CalcRefdef (void)
 {
-       static float oldz;
        entity_t *ent;
-       float vieworg[3], gunorg[3], viewangles[3];
+       float vieworg[3], gunorg[3], viewangles[3], smoothtime;
        trace_t trace;
        VectorClear(gunorg);
        viewmodelmatrix = identitymatrix;
@@ -363,11 +346,13 @@ void V_CalcRefdef (void)
                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]);
-               cl.stairoffset -= vieworg[2] - oldz;
-               oldz = vieworg[2];
-               cl.stairoffset = bound(-16, cl.stairoffset, 16);
+               // 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)
                {
@@ -383,43 +368,92 @@ void V_CalcRefdef (void)
                }
                else
                {
+                       // smooth stair stepping, but only if onground and enabled
+                       if (!cl.onground || cl_stairsmoothspeed.value <= 0)
+                               cl.stairsmoothz = vieworg[2];
+                       else
+                       {
+                               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);
+                       }
+
                        // apply qw weapon recoil effect (this did not work in QW)
                        // TODO: add a cvar to disable this
                        viewangles[PITCH] += cl.qw_weaponkick;
 
-                       // bias by stair smoothing offset
-                       vieworg[2] += cl.stairoffset;
-
                        if (chase_active.value)
                        {
                                // observing entity from third person
                                vec_t camback, camup, dist, 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;
 
                                // this + 22 is to match view_ofs for compatibility with older versions
                                camup += 22;
 
-                               if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
+                               AngleVectors(viewangles, forward, NULL, NULL);
+
+                               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, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+                                       VectorCopy(trace.endpos, vieworg);
+                                       vieworg[2] -= 8;
+#else
+                                       trace = CL_Move(vieworg, vec3_origin, vec3_origin, 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, vec3_origin, vec3_origin, 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] = 90;
                                }
-                               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_TraceBox(vieworg, vec3_origin, vec3_origin, chase_dest, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 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
                        {
@@ -464,7 +498,7 @@ void V_CalcRefdef (void)
 
                                        VectorCopy(vieworg, gunorg);
 
-                                       if (cl_bobmodel.value)
+                                       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.
@@ -499,9 +533,9 @@ void V_CalcRefdef (void)
 
                                                bspeed = bound (0, xyspeed, 400) * 0.01f;
                                                AngleVectors (viewangles, forward, right, up);
-                                               bob = bspeed * cl_bobmodel_side.value * sin (s) * t;
+                                               bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
                                                VectorMA (gunorg, bob, right, gunorg);
-                                               bob = bspeed * cl_bobmodel_up.value * cos (s * 2) * t;
+                                               bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
                                                VectorMA (gunorg, bob, up, gunorg);
                                        }
                                }
@@ -513,8 +547,8 @@ void V_CalcRefdef (void)
                                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], cl_viewmodel_scale.value);
-                       VectorCopy(vieworg, csqc_origin);
-                       VectorCopy(viewangles, csqc_angles);
+                       VectorCopy(vieworg, cl.csqc_origin);
+                       VectorCopy(viewangles, cl.csqc_angles);
                }
        }
 }
@@ -544,7 +578,7 @@ 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;
@@ -693,6 +727,7 @@ void V_Init (void)
        Cvar_RegisterVariable (&chase_back);
        Cvar_RegisterVariable (&chase_up);
        Cvar_RegisterVariable (&chase_active);
+       Cvar_RegisterVariable (&chase_overhead);
        if (gamemode == GAME_GOODVSBAD2)
                Cvar_RegisterVariable (&chase_stevie);