]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
Added DP_QC_STRREPLACE - adds strreplace and strireplace functions (behave like str_r...
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index 8cbdc5f7289b81385f5f91e212333fa00b0e85de..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,
@@ -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;
@@ -319,6 +325,10 @@ 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;
@@ -378,31 +388,72 @@ void V_CalcRefdef (void)
                                // 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_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
                        {
@@ -527,7 +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;
@@ -676,6 +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);