X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=view.c;h=dfcba088a3cde3e24de45d60adf9123e2af8c167;hp=b1e2a98df4927b83ca338ab9a23c4a23ae427c8b;hb=16dee271a7e503a49993c5f934aeb6eb45c19ae1;hpb=d3cbe906d0eedcff735096a08340d8ca90457fa9 diff --git a/view.c b/view.c index b1e2a98d..dfcba088 100644 --- a/view.c +++ b/view.c @@ -31,38 +31,46 @@ when crossing a water boudnary. */ -cvar_t cl_rollspeed = {0, "cl_rollspeed", "200"}; -cvar_t cl_rollangle = {0, "cl_rollangle", "2.0"}; +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"}; -cvar_t cl_bobcycle = {0, "cl_bobcycle","0.6"}; -cvar_t cl_bobup = {0, "cl_bobup","0.5"}; +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 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 cl_bobmodel = {0, "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 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_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"}; -cvar_t v_idlescale = {0, "v_idlescale", "0"}; +cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"}; +cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"}; +cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"}; +cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"}; +cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"}; +cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"}; -cvar_t crosshair = {CVAR_SAVE, "crosshair", "0"}; +cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"}; -cvar_t v_centermove = {0, "v_centermove", "0.15"}; -cvar_t v_centerspeed = {0, "v_centerspeed","500"}; +cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"}; -cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160"}; +cvar_t v_centermove = {0, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"}; +cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"}; -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"}; +cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"}; + +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"}; // GAME_GOODVSBAD2 -cvar_t chase_stevie = {0, "chase_stevie", "0"}; +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"}; float v_dmg_time, v_dmg_roll, v_dmg_pitch; @@ -147,7 +155,7 @@ 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) { @@ -164,8 +172,8 @@ 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) { @@ -214,7 +222,7 @@ void V_ParseDamage (void) armor = MSG_ReadByte (); blood = MSG_ReadByte (); - MSG_ReadVector(from, cl.protocol); + MSG_ReadVector(from, cls.protocol); count = blood*0.5 + armor*0.5; if (count < 10) @@ -248,9 +256,9 @@ void V_ParseDamage (void) } // calculate view angle kicks - if (cl_entities[cl.viewentity].state_current.active) + if (cl.entities[cl.viewentity].state_current.active) { - ent = &cl_entities[cl.viewentity]; + ent = &cl.entities[cl.viewentity]; Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom); VectorNormalize(localfrom); v_dmg_pitch = count * localfrom[0] * v_kickpitch.value; @@ -268,10 +276,10 @@ 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)); } @@ -301,6 +309,7 @@ static void V_BonusFlash_f (void) extern matrix4x4_t viewmodelmatrix; #include "cl_collision.h" +#include "csprogs.h" /* ================== @@ -312,28 +321,61 @@ void V_CalcRefdef (void) { static float oldz; entity_t *ent; - float vieworg[3], viewangles[3]; + float vieworg[3], gunorg[3], viewangles[3]; trace_t trace; - Matrix4x4_CreateIdentity(&viewmodelmatrix); - Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix); + if(csqc_loaded) + return; + VectorClear(gunorg); + viewmodelmatrix = 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]; + 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); + // interpolate the angles if playing a demo or spectating someone + if (cls.demoplayback || cl.fixangle[0]) + { + int i; + float frac = bound(0, (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]), 1); + for (i = 0;i < 3;i++) + { + float d = cl.mviewangles[0][i] - cl.mviewangles[1][i]; + if (d > 180) + d -= 360; + else if (d < -180) + d += 360; + viewangles[i] = cl.mviewangles[1][i] + frac * d; + } + } if (cl.intermission) { // entity is a fixed camera, just copy the matrix - Matrix4x4_Copy(&r_refdef.viewentitymatrix, &ent->render.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]; + 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); + else + { + r_view.matrix = ent->render.matrix; + r_view.matrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT]; + } + 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]); @@ -378,53 +420,104 @@ 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_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); } else { // first person view from entity // angles - if (cl.stats[STAT_HEALTH] <= 0 && gamemode != GAME_FNIGGIUM) - viewangles[ROLL] = 80; // dead view angle + if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer) + viewangles[ROLL] = v_deathtiltangle.value; VectorAdd(viewangles, cl.punchangle, viewangles); - viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity); + 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; + v_dmg_time -= cl.realframetime; } // origin VectorAdd(vieworg, cl.punchvector, vieworg); vieworg[2] += cl.stats[STAT_VIEWHEIGHT]; - if (cl.stats[STAT_HEALTH] > 0 && cl_bob.value && cl_bobcycle.value) + if (cl.stats[STAT_HEALTH] > 0) { - 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.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value; - bob = bob*0.3 + bob*0.7*cycle; - vieworg[2] += bound(-7, bob, 4); + double xyspeed, bob; + + 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; + // 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 = xyspeed * cl_bob.value; + bob = bob*0.3 + bob*0.7*cycle; + vieworg[2] += bound(-7, bob, 4); + } + + VectorCopy(vieworg, gunorg); + + if (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. + // Sajt: I tried to smooth out the transitions between bob and no bob, which works + // for the most part, but for some reason when you go through a message trigger or + // pick up an item or anything like that it will momentarily jolt the gun. + vec3_t forward, right, up; + float bspeed; + float s; + float t; + + s = cl.time * cl_bobmodel_speed.value; + if (cl.onground) + { + if (cl.time - cl.hitgroundtime < 0.2) + { + // just hit the ground, speed the bob back up over the next 0.2 seconds + t = cl.time - cl.hitgroundtime; + t = bound(0, t, 0.2); + t *= 5; + } + else + t = 1; + } + else + { + // recently left the ground, slow the bob down over the next 0.2 seconds + t = cl.time - cl.lastongroundtime; + t = 0.2 - bound(0, t, 0.2); + t *= 5; + } + + bspeed = bound (0, xyspeed, 400) * 0.01f; + AngleVectors (viewangles, forward, right, up); + bob = bspeed * cl_bobmodel_side.value * sin (s) * t; + VectorMA (gunorg, bob, right, gunorg); + bob = bspeed * cl_bobmodel_up.value * cos (s * 2) * t; + VectorMA (gunorg, bob, up, gunorg); + } } } // 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, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 0.3); + Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], 0.3); + VectorCopy(vieworg, csqc_origin); + VectorCopy(viewangles, csqc_angles); } } } @@ -449,19 +542,19 @@ void V_CalcViewBlend(void) 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; + r_refdef.frustumscale_x = 1; + r_refdef.frustumscale_y = 1; if (cls.state == ca_connected && cls.signon == SIGNONS && gl_polyblend.value > 0) { // 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) { - 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); + r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value); + r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value); if (supercontents & SUPERCONTENTS_LAVA) { cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255; @@ -480,7 +573,7 @@ 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 { @@ -562,9 +655,9 @@ V_Init */ void V_Init (void) { - Cmd_AddCommand ("v_cshift", V_cshift_f); - Cmd_AddCommand ("bf", V_BonusFlash_f); - Cmd_AddCommand ("centerview", V_StartPitchDrift); + 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 ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)"); Cvar_RegisterVariable (&v_centermove); Cvar_RegisterVariable (&v_centerspeed); @@ -584,6 +677,10 @@ void V_Init (void) Cvar_RegisterVariable (&cl_bob); Cvar_RegisterVariable (&cl_bobcycle); Cvar_RegisterVariable (&cl_bobup); + Cvar_RegisterVariable (&cl_bobmodel); + Cvar_RegisterVariable (&cl_bobmodel_side); + Cvar_RegisterVariable (&cl_bobmodel_up); + Cvar_RegisterVariable (&cl_bobmodel_speed); Cvar_RegisterVariable (&v_kicktime); Cvar_RegisterVariable (&v_kickroll); @@ -596,5 +693,8 @@ void V_Init (void) Cvar_RegisterVariable (&chase_active); if (gamemode == GAME_GOODVSBAD2) Cvar_RegisterVariable (&chase_stevie); + + Cvar_RegisterVariable (&v_deathtilt); + Cvar_RegisterVariable (&v_deathtiltangle); }