X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=view.c;h=c02459debcf06065ee4e765db5428684be9c6e4b;hp=3645467cada6a8c572d6dc7e3622acd2d1cde6d3;hb=868e31d920af94a1a825dbbe24aa530f9927aceb;hpb=855932aeb5707c5efb2858c3e51b913d8203ebbe diff --git a/view.c b/view.c index 3645467c..c02459de 100644 --- a/view.c +++ b/view.c @@ -8,7 +8,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -20,6 +20,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // view.c -- player eye positioning #include "quakedef.h" +#include "cl_collision.h" /* @@ -30,36 +31,42 @@ when crossing a water boudnary. */ -cvar_t cl_rollspeed = {"cl_rollspeed", "200"}; -cvar_t cl_rollangle = {"cl_rollangle", "2.0"}; +cvar_t cl_rollspeed = {0, "cl_rollspeed", "200"}; +cvar_t cl_rollangle = {0, "cl_rollangle", "2.0"}; -cvar_t cl_bob = {"cl_bob","0.02", false}; -cvar_t cl_bobcycle = {"cl_bobcycle","0.6", false}; -cvar_t cl_bobup = {"cl_bobup","0.5", false}; +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 v_kicktime = {"v_kicktime", "0.5", false}; -cvar_t v_kickroll = {"v_kickroll", "0.6", false}; -cvar_t v_kickpitch = {"v_kickpitch", "0.6", false}; +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 v_iyaw_cycle = {"v_iyaw_cycle", "2", false}; -cvar_t v_iroll_cycle = {"v_iroll_cycle", "0.5", false}; -cvar_t v_ipitch_cycle = {"v_ipitch_cycle", "1", false}; -cvar_t v_iyaw_level = {"v_iyaw_level", "0.3", false}; -cvar_t v_iroll_level = {"v_iroll_level", "0.1", false}; -cvar_t v_ipitch_level = {"v_ipitch_level", "0.3", false}; +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_idlescale = {"v_idlescale", "0", false}; +cvar_t v_idlescale = {0, "v_idlescale", "0"}; -cvar_t crosshair = {"crosshair", "0", true}; -cvar_t cl_crossx = {"cl_crossx", "0", false}; -cvar_t cl_crossy = {"cl_crossy", "0", false}; +cvar_t crosshair = {CVAR_SAVE, "crosshair", "0"}; -//cvar_t gl_cshiftpercent = {"gl_cshiftpercent", "100", false}; -cvar_t gl_polyblend = {"gl_polyblend", "1", true}; +cvar_t v_centermove = {0, "v_centermove", "0.15"}; +cvar_t v_centerspeed = {0, "v_centerspeed","500"}; -float v_dmg_time, v_dmg_roll, v_dmg_pitch; +cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160"}; + +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"}; +// GAME_GOODVSBAD2 +cvar_t chase_stevie = {0, "chase_stevie", "0"}; -extern int in_forward, in_forward2, in_back; +cvar_t cl_deathtilt = {0, "cl_deathtilt", "1"}; + +float v_dmg_time, v_dmg_roll, v_dmg_pitch; /* @@ -69,81 +76,34 @@ V_CalcRoll Used by view and sv_user =============== */ -vec3_t forward, right, up; - float V_CalcRoll (vec3_t angles, vec3_t velocity) { + vec3_t right; float sign; float side; float value; - - AngleVectors (angles, forward, right, up); + + AngleVectors (angles, NULL, right, NULL); side = DotProduct (velocity, right); sign = side < 0 ? -1 : 1; side = fabs(side); - + value = cl_rollangle.value; -// if (cl.inwater) -// value *= 6; if (side < cl_rollspeed.value) side = side * value / cl_rollspeed.value; else side = value; - - return side*sign; - -} - -/* -=============== -V_CalcBob + return side*sign; -=============== -*/ -float V_CalcBob (void) -{ - float bob; - float cycle; - - cycle = cl.time - (int)(cl.time/cl_bobcycle.value)*cl_bobcycle.value; - cycle /= cl_bobcycle.value; - if (cycle < cl_bobup.value) - cycle = M_PI * cycle / cl_bobup.value; - else - cycle = 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; -//Con_Printf ("speed: %5.1f\n", Length(cl.velocity)); - bob = bob*0.3 + bob*0.7*sin(cycle); - if (bob > 4) - bob = 4; - else if (bob < -7) - bob = -7; - return bob; - } - -//============================================================================= - - -cvar_t v_centermove = {"v_centermove", "0.15", false}; -cvar_t v_centerspeed = {"v_centerspeed","500"}; - - void V_StartPitchDrift (void) { -#if 1 if (cl.laststop == cl.time) - { return; // something else is keeping it from drifting - } -#endif + if (cl.nodrift || !cl.pitchvel) { cl.pitchvel = v_centerspeed.value; @@ -169,7 +129,7 @@ If the user is adjusting pitch manually, either with lookup/lookdown, mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped. Drifting is enabled when the center view key is hit, mlook is released and -lookspring is non 0, or when +lookspring is non 0, or when =============== */ void V_DriftPitch (void) @@ -189,15 +149,15 @@ void V_DriftPitch (void) if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value) cl.driftmove = 0; else - cl.driftmove += host_frametime; - + cl.driftmove += cl.frametime; + if ( cl.driftmove > v_centermove.value) { V_StartPitchDrift (); } return; } - + delta = cl.idealpitch - cl.viewangles[PITCH]; if (!delta) @@ -206,10 +166,8 @@ void V_DriftPitch (void) return; } - move = host_frametime * cl.pitchvel; - cl.pitchvel += host_frametime * v_centerspeed.value; - -//Con_Printf ("move: %f (%f)\n", move, host_frametime); + move = cl.frametime * cl.pitchvel; + cl.pitchvel += cl.frametime * v_centerspeed.value; if (delta > 0) { @@ -232,25 +190,14 @@ void V_DriftPitch (void) } +/* +============================================================================== + SCREEN FLASHES +============================================================================== +*/ -/* -============================================================================== - - PALETTE FLASHES - -============================================================================== -*/ - - -cshift_t cshift_empty = { {130,80,50}, 0 }; -cshift_t cshift_water = { {130,80,50}, 128 }; -cshift_t cshift_slime = { {0,25,5}, 150 }; -cshift_t cshift_lava = { {255,80,0}, 150 }; - -byte ramps[3][256]; -float v_blend[4]; // rgba 0.0 - 1.0 /* =============== @@ -259,84 +206,74 @@ V_ParseDamage */ void V_ParseDamage (void) { - int armor, blood; - vec3_t from; - int i; - vec3_t forward, right, up; - entity_t *ent; - float side; - float count; - + int armor, blood; + vec3_t from; + //vec3_t forward, right; + vec3_t localfrom; + entity_t *ent; + //float side; + float count; + armor = MSG_ReadByte (); blood = MSG_ReadByte (); - for (i=0 ; i<3 ; i++) - from[i] = MSG_ReadCoord (); + MSG_ReadVector(from, cl.protocol); count = blood*0.5 + armor*0.5; if (count < 10) count = 10; - cl.faceanimtime = cl.time + 0.2; // but sbar face into pain frame + cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame - if (gl_polyblend.value) - { - cl.cshifts[CSHIFT_DAMAGE].percent += 3*count; - if (cl.cshifts[CSHIFT_DAMAGE].percent < 0) - cl.cshifts[CSHIFT_DAMAGE].percent = 0; - if (cl.cshifts[CSHIFT_DAMAGE].percent > 150) - cl.cshifts[CSHIFT_DAMAGE].percent = 150; + cl.cshifts[CSHIFT_DAMAGE].percent += 3*count; + if (cl.cshifts[CSHIFT_DAMAGE].percent < 0) + cl.cshifts[CSHIFT_DAMAGE].percent = 0; + if (cl.cshifts[CSHIFT_DAMAGE].percent > 150) + cl.cshifts[CSHIFT_DAMAGE].percent = 150; - if (armor > blood) - { - cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200; - cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100; - cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100; - } - else if (armor) - { - cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220; - cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50; - cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50; - } - else - { - cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255; - cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0; - cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0; - } + if (armor > blood) + { + cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200; + cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100; + cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100; + } + else if (armor) + { + cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220; + cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50; + cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50; + } + else + { + cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255; + cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0; + cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0; } -// -// calculate view angle kicks -// - ent = &cl_entities[cl.viewentity]; - - VectorSubtract (from, ent->origin, from); - VectorNormalize (from); - - AngleVectors (ent->angles, forward, right, up); - - side = DotProduct (from, right); - v_dmg_roll = count*side*v_kickroll.value; - - side = DotProduct (from, forward); - v_dmg_pitch = count*side*v_kickpitch.value; - - v_dmg_time = v_kicktime.value; + // calculate view angle kicks + if (cl_entities[cl.viewentity].state_current.active) + { + ent = &cl_entities[cl.viewentity]; + Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom); + VectorNormalize(localfrom); + v_dmg_pitch = count * localfrom[0] * v_kickpitch.value; + v_dmg_roll = count * localfrom[1] * v_kickroll.value; + v_dmg_time = v_kicktime.value; + } } +static cshift_t v_cshift; /* ================== V_cshift_f ================== */ -void V_cshift_f (void) +static void V_cshift_f (void) { - cshift_empty.destcolor[0] = atoi(Cmd_Argv(1)); - cshift_empty.destcolor[1] = atoi(Cmd_Argv(2)); - cshift_empty.destcolor[2] = atoi(Cmd_Argv(3)); - cshift_empty.percent = atoi(Cmd_Argv(4)); + 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)); } @@ -347,533 +284,275 @@ V_BonusFlash_f When you run over an item, the server sends this command ================== */ -void V_BonusFlash_f (void) +static void V_BonusFlash_f (void) { - if (gl_polyblend.value) - { - 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].destcolor[0] = 215; + cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186; + cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69; + cl.cshifts[CSHIFT_BONUS].percent = 50; } /* -============= -V_SetContentsColor - -Underwater, lava, etc each has a color shift -============= -*/ -void V_SetContentsColor (int contents) -{ - cshift_t* c; - c = &cl.cshifts[CSHIFT_CONTENTS]; // just to shorten the code below - if (!gl_polyblend.value) - { - c->percent = 0; - return; - } - switch (contents) - { - case CONTENTS_EMPTY: - case CONTENTS_SOLID: - //cl.cshifts[CSHIFT_CONTENTS] = cshift_empty; - c->destcolor[0] = cshift_empty.destcolor[0]; - c->destcolor[1] = cshift_empty.destcolor[1]; - c->destcolor[2] = cshift_empty.destcolor[2]; - c->percent = cshift_empty.percent; - break; - case CONTENTS_LAVA: - //cl.cshifts[CSHIFT_CONTENTS] = cshift_lava; - c->destcolor[0] = cshift_lava.destcolor[0]; - c->destcolor[1] = cshift_lava.destcolor[1]; - c->destcolor[2] = cshift_lava.destcolor[2]; - c->percent = cshift_lava.percent; - break; - case CONTENTS_SLIME: - //cl.cshifts[CSHIFT_CONTENTS] = cshift_slime; - c->destcolor[0] = cshift_slime.destcolor[0]; - c->destcolor[1] = cshift_slime.destcolor[1]; - c->destcolor[2] = cshift_slime.destcolor[2]; - c->percent = cshift_slime.percent; - break; - default: - //cl.cshifts[CSHIFT_CONTENTS] = cshift_water; - c->destcolor[0] = cshift_water.destcolor[0]; - c->destcolor[1] = cshift_water.destcolor[1]; - c->destcolor[2] = cshift_water.destcolor[2]; - c->percent = cshift_water.percent; - } -} +============================================================================== -/* -============= -V_CalcPowerupCshift -============= -*/ -void V_CalcPowerupCshift (void) -{ - if (!gl_polyblend.value) - { - cl.cshifts[CSHIFT_POWERUP].percent = 0; - return; - } - if (cl.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) - { - 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) - { - 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) - { - cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255; - cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255; - cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0; - cl.cshifts[CSHIFT_POWERUP].percent = 30; - } - else - cl.cshifts[CSHIFT_POWERUP].percent = 0; -} + VIEW RENDERING -/* -============= -V_CalcBlend -============= +============================================================================== */ -// LordHavoc: fixed V_CalcBlend -void V_CalcBlend (void) -{ - float r, g, b, a, a2; - int j; - r = 0; - g = 0; - b = 0; - a = 0; +extern matrix4x4_t viewmodelmatrix; -// if (gl_cshiftpercent.value) -// { - for (j=0 ; j 1) - a2 = 1; - r += (cl.cshifts[j].destcolor[0]-r) * a2; - g += (cl.cshifts[j].destcolor[1]-g) * a2; - b += (cl.cshifts[j].destcolor[2]-b) * a2; - a = 1 - (1 - a) * (1 - a2); // correct alpha multiply... took a while to find it on the web - } - // saturate color (to avoid blending in black) - if (a) - { - a2 = 1 / a; - r *= a2; - g *= a2; - b *= a2; - } -// } - - v_blend[0] = bound(0, r * (1.0/255.0), 1); - v_blend[1] = bound(0, g * (1.0/255.0), 1); - v_blend[2] = bound(0, b * (1.0/255.0), 1); - v_blend[3] = bound(0, a , 1); -} +#include "cl_collision.h" /* -============= -V_UpdatePalette -============= +================== +V_CalcRefdef + +================== */ -void V_UpdatePalette (void) +void V_CalcRefdef (void) { - int i, j; - qboolean new; - - V_CalcPowerupCshift (); - - new = false; - - for (i=0 ; irender.matrix); + Matrix4x4_Copy(&viewmodelmatrix, &ent->render.matrix); + r_refdef.viewentitymatrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT]; + viewmodelmatrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT]; } - for (j=0 ; j<3 ; j++) - if (cl.cshifts[i].destcolor[j] != cl.prev_cshifts[i].destcolor[j]) + 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); + + // stair smoothing + //Con_Printf("cl.onground %i oldz %f newz %f\n", cl.onground, oldz, vieworg[2]); + if (cl.onground && oldz < vieworg[2]) { - new = true; - cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j]; + oldz += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value; + oldz = vieworg[2] = bound(vieworg[2] - 16, oldz, vieworg[2]); } - } - -// drop the damage value - cl.cshifts[CSHIFT_DAMAGE].percent -= host_frametime*150; - if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0) - cl.cshifts[CSHIFT_DAMAGE].percent = 0; - -// drop the bonus value - cl.cshifts[CSHIFT_BONUS].percent -= host_frametime*100; - if (cl.cshifts[CSHIFT_BONUS].percent <= 0) - cl.cshifts[CSHIFT_BONUS].percent = 0; - - if (!new) - return; - - V_CalcBlend (); -} - -/* -============================================================================== - - VIEW RENDERING - -============================================================================== -*/ - -float angledelta (float a) -{ - a = anglemod(a); - if (a > 180) - a -= 360; - return a; -} - -/* -================== -CalcGunAngle -================== -*/ -void CalcGunAngle (void) -{ - float yaw, pitch, move; - static float oldyaw = 0; - static float oldpitch = 0; - - yaw = r_refdef.viewangles[YAW]; - pitch = -r_refdef.viewangles[PITCH]; - - yaw = angledelta(yaw - r_refdef.viewangles[YAW]) * 0.4; - if (yaw > 10) - yaw = 10; - if (yaw < -10) - yaw = -10; - pitch = angledelta(-pitch - r_refdef.viewangles[PITCH]) * 0.4; - if (pitch > 10) - pitch = 10; - if (pitch < -10) - pitch = -10; - move = host_frametime*20; - if (yaw > oldyaw) - { - if (oldyaw + move < yaw) - yaw = oldyaw + move; - } - else - { - if (oldyaw - move > yaw) - yaw = oldyaw - move; - } - - if (pitch > oldpitch) - { - if (oldpitch + move < pitch) - pitch = oldpitch + move; - } - else - { - if (oldpitch - move > pitch) - pitch = oldpitch - move; - } - - oldyaw = yaw; - oldpitch = pitch; - - cl.viewent.angles[YAW] = r_refdef.viewangles[YAW] + yaw; - cl.viewent.angles[PITCH] = - (r_refdef.viewangles[PITCH] + pitch); - - cl.viewent.angles[ROLL] -= v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value; - cl.viewent.angles[PITCH] -= v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value; - cl.viewent.angles[YAW] -= v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value; -} - -/* -============== -V_BoundOffsets -============== -*/ -void V_BoundOffsets (void) -{ - entity_t *ent; - - ent = &cl_entities[cl.viewentity]; - -// absolutely bound refresh reletive to entity clipping hull -// so the view can never be inside a solid wall - - if (r_refdef.vieworg[0] < ent->origin[0] - 14) - r_refdef.vieworg[0] = ent->origin[0] - 14; - else if (r_refdef.vieworg[0] > ent->origin[0] + 14) - r_refdef.vieworg[0] = ent->origin[0] + 14; - if (r_refdef.vieworg[1] < ent->origin[1] - 14) - r_refdef.vieworg[1] = ent->origin[1] - 14; - else if (r_refdef.vieworg[1] > ent->origin[1] + 14) - r_refdef.vieworg[1] = ent->origin[1] + 14; - if (r_refdef.vieworg[2] < ent->origin[2] - 22) - r_refdef.vieworg[2] = ent->origin[2] - 22; - else if (r_refdef.vieworg[2] > ent->origin[2] + 30) - r_refdef.vieworg[2] = ent->origin[2] + 30; -} - -/* -============== -V_AddIdle - -Idle swaying -============== -*/ -void V_AddIdle (void) -{ - r_refdef.viewangles[ROLL] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value; - r_refdef.viewangles[PITCH] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value; - r_refdef.viewangles[YAW] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value; -} - - -/* -============== -V_CalcViewRoll - -Roll is induced by movement and damage -============== -*/ -void V_CalcViewRoll (void) -{ - float side; - - side = V_CalcRoll (cl_entities[cl.viewentity].angles, cl.velocity); - r_refdef.viewangles[ROLL] += side; - - if (v_dmg_time > 0) - { - r_refdef.viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll; - r_refdef.viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch; - v_dmg_time -= host_frametime; - } + 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]; - if (cl.stats[STAT_HEALTH] <= 0) - { - r_refdef.viewangles[ROLL] = 80; // dead view angle - return; + 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); + + // this + 22 is to match view_ofs for compatibility with older versions + camup += 22; + + if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer) + { + // look straight down from high above + viewangles[0] = 90; + camback = 2048; + } + AngleVectors(viewangles, forward, NULL, NULL); + + // 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_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 && cl_deathtilt.integer) + viewangles[ROLL] = 80; // dead view angle + VectorAdd(viewangles, cl.punchangle, viewangles); + 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; + viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch; + v_dmg_time -= cl.frametime; + } + // origin + VectorAdd(vieworg, cl.punchvector, vieworg); + vieworg[2] += cl.stats[STAT_VIEWHEIGHT]; + if (cl.stats[STAT_HEALTH] > 0 && cl_bob.value && cl_bobcycle.value) + { + 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.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]) * cl_bob.value; + bob = bob*0.3 + bob*0.7*cycle; + vieworg[2] += bound(-7, bob, 4); + } + } + // 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); + 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); + } } - } - -/* -================== -V_CalcIntermissionRefdef - -================== -*/ -void V_CalcIntermissionRefdef (void) +void V_FadeViewFlashs(void) { - entity_t *ent, *view; - float old; - -// ent is the player model (visible when out of body) - ent = &cl_entities[cl.viewentity]; -// view is the weapon model (only visible from inside body) - view = &cl.viewent; - - VectorCopy (ent->origin, r_refdef.vieworg); - VectorCopy (ent->angles, r_refdef.viewangles); - view->model = NULL; - -// allways idle in intermission - old = v_idlescale.value; - v_idlescale.value = 1; - V_AddIdle (); - v_idlescale.value = old; + // drop the damage value + cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150; + 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; + if (cl.cshifts[CSHIFT_BONUS].percent <= 0) + cl.cshifts[CSHIFT_BONUS].percent = 0; } -/* -================== -V_CalcRefdef - -================== -*/ -extern qboolean intimerefresh; -void V_CalcRefdef (void) +void V_CalcViewBlend(void) { - entity_t *ent, *view; - int i; - vec3_t forward, right, up; - vec3_t angles; - float bob; - static float oldz = 0; - - V_DriftPitch (); - -// ent is the player model (visible when out of body) - ent = &cl_entities[cl.viewentity]; -// view is the weapon model (only visible from inside body) - view = &cl.viewent; - - -// transform the view offset by the model's matrix to get the offset from -// model origin for the view - if (!chase_active.value) // LordHavoc: get rid of angle problems in chase_active mode + float a2; + int j; + r_refdef.viewblend[0] = 0; + r_refdef.viewblend[1] = 0; + r_refdef.viewblend[2] = 0; + r_refdef.viewblend[3] = 0; + r_refdef.fovscale_x = cl.viewzoom; + r_refdef.fovscale_y = cl.viewzoom; + if (cls.state == ca_connected && cls.signon == SIGNONS && gl_polyblend.value > 0) { - ent->angles[YAW] = cl.viewangles[YAW]; // the model should face the view dir - ent->angles[PITCH] = -cl.viewangles[PITCH]; // the model should face the view dir - } - - - bob = V_CalcBob (); - -// refresh position - VectorCopy (ent->origin, r_refdef.vieworg); - r_refdef.vieworg[2] += cl.viewheight + bob; - -// never let it sit exactly on a node line, because a water plane can -// dissapear when viewed with the eye exactly on it. -// the server protocol only specifies to 1/16 pixel, so add 1/32 in each axis - r_refdef.vieworg[0] += 1.0/32; - r_refdef.vieworg[1] += 1.0/32; - r_refdef.vieworg[2] += 1.0/32; - - if (!intimerefresh) - { - VectorCopy (cl.viewangles, r_refdef.viewangles); - } - V_CalcViewRoll (); - V_AddIdle (); - -// offsets - angles[PITCH] = -ent->angles[PITCH]; // because entity pitches are - // actually backward - angles[YAW] = ent->angles[YAW]; - angles[ROLL] = ent->angles[ROLL]; - - AngleVectors (angles, forward, right, up); - - V_BoundOffsets (); - -// set up gun position - VectorCopy (cl.viewangles, view->angles); - - CalcGunAngle (); - - VectorCopy (ent->origin, view->origin); - view->origin[2] += cl.viewheight; - - for (i=0 ; i<3 ; i++) - { - view->origin[i] += forward[i]*bob*0.4; -// view->origin[i] += right[i]*bob*0.4; -// view->origin[i] += up[i]*bob*0.8; - } - view->origin[2] += bob; - -// fudge position around to keep amount of weapon visible -// roughly equal with different FOV - -#if 0 - if (cl.model_precache[cl.stats[STAT_WEAPON]] && strcmp (cl.model_precache[cl.stats[STAT_WEAPON]]->name, "progs/v_shot2.mdl")) -#endif -// LordHavoc: everyone hates the gun moving around -/* - if (scr_viewsize.value == 110) - view->origin[2] += 1; - else if (scr_viewsize.value == 100) - view->origin[2] += 2; - else if (scr_viewsize.value == 90) - view->origin[2] += 1; - else if (scr_viewsize.value == 80) - view->origin[2] += 0.5; -*/ - - view->model = cl.model_precache[cl.stats[STAT_WEAPON]]; - view->frame = cl.stats[STAT_WEAPONFRAME]; - view->colormap = -1; // no special coloring - -// set up the refresh position - if (!intimerefresh) - { - VectorAdd (r_refdef.viewangles, cl.punchangle, r_refdef.viewangles); - } - -// smooth out stair step ups -if (cl.onground && ent->origin[2] - oldz > 0) -{ - float steptime; - - steptime = cl.time - cl.oldtime; - if (steptime < 0) -//FIXME I_Error ("steptime < 0"); - steptime = 0; - - oldz += steptime * 80; - if (oldz > ent->origin[2]) - oldz = ent->origin[2]; - if (ent->origin[2] - oldz > 12) - oldz = ent->origin[2] - 12; - r_refdef.vieworg[2] += oldz - ent->origin[2]; - view->origin[2] += oldz - ent->origin[2]; -} -else - oldz = ent->origin[2]; + // set contents color + int supercontents; + vec3_t vieworigin; + Matrix4x4_OriginFromMatrix(&r_refdef.viewentitymatrix, vieworigin); + supercontents = CL_PointSuperContents(vieworigin); + if (supercontents & SUPERCONTENTS_LIQUIDSMASK) + { + r_refdef.fovscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value); + r_refdef.fovscale_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 + { + 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; + } - if (chase_active.value) - Chase_Update (); -} + if (gamemode != GAME_TRANSFUSION) + { + 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.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.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.stats[STAT_ITEMS] & IT_INVULNERABILITY) + { + cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255; + cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255; + cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0; + cl.cshifts[CSHIFT_POWERUP].percent = 30; + } + else + cl.cshifts[CSHIFT_POWERUP].percent = 0; + } -/* -================== -V_RenderView + cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0]; + cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1]; + cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2]; + cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent; -The player's clipping box goes from (-16 -16 -24) to (16 16 32) from -the entity origin, so any view position inside that will be valid -================== -*/ -void V_RenderView (void) -{ - if (con_forcedup) - return; + // LordHavoc: fixed V_CalcBlend + for (j = 0;j < NUM_CSHIFTS;j++) + { + a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f); + if (a2 > 0) + { + VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend); + r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web + } + } + // saturate color (to avoid blending in black) + if (r_refdef.viewblend[3]) + { + a2 = 1 / r_refdef.viewblend[3]; + VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend); + } - if (cl.intermission) - { // intermission / finale rendering - V_CalcIntermissionRefdef (); + r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f); + r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f); + r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f); + r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f); } - else - { - if (!cl.paused /* && (sv.maxclients > 1 || key_dest == key_game) */ ) - V_CalcRefdef (); - } - - R_RenderView (); } //============================================================================ @@ -885,7 +564,7 @@ V_Init */ void V_Init (void) { - Cmd_AddCommand ("v_cshift", V_cshift_f); + Cmd_AddCommand ("v_cshift", V_cshift_f); Cmd_AddCommand ("bf", V_BonusFlash_f); Cmd_AddCommand ("centerview", V_StartPitchDrift); @@ -901,10 +580,6 @@ void V_Init (void) Cvar_RegisterVariable (&v_idlescale); Cvar_RegisterVariable (&crosshair); - Cvar_RegisterVariable (&cl_crossx); - Cvar_RegisterVariable (&cl_crossy); -// Cvar_RegisterVariable (&gl_cshiftpercent); - Cvar_RegisterVariable (&gl_polyblend); Cvar_RegisterVariable (&cl_rollspeed); Cvar_RegisterVariable (&cl_rollangle); @@ -914,7 +589,16 @@ void V_Init (void) Cvar_RegisterVariable (&v_kicktime); Cvar_RegisterVariable (&v_kickroll); - Cvar_RegisterVariable (&v_kickpitch); -} + Cvar_RegisterVariable (&v_kickpitch); + Cvar_RegisterVariable (&cl_stairsmoothspeed); + + Cvar_RegisterVariable (&chase_back); + Cvar_RegisterVariable (&chase_up); + Cvar_RegisterVariable (&chase_active); + if (gamemode == GAME_GOODVSBAD2) + Cvar_RegisterVariable (&chase_stevie); + + Cvar_RegisterVariable (&cl_deathtilt.integer); +}