X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=view.c;h=d216df298086b47279959a18fbd1a1124c6277f0;hp=ec1b206b8bbe70c37fc5bedfc9932fd0b0821798;hb=2dbee12045f16a65478af929fad75de917d1fa2e;hpb=bb521c2317584e8f238921a35528434c06c1f93f diff --git a/view.c b/view.c index ec1b206b..d216df29 100644 --- a/view.c +++ b/view.c @@ -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" /* @@ -55,6 +56,14 @@ cvar_t crosshair = {CVAR_SAVE, "crosshair", "0"}; cvar_t v_centermove = {0, "v_centermove", "0.15"}; cvar_t v_centerspeed = {0, "v_centerspeed","500"}; +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"}; + float v_dmg_time, v_dmg_roll, v_dmg_pitch; @@ -121,7 +130,7 @@ Drifting is enabled when the center view key is hit, mlook is released and lookspring is non 0, or when =============== */ -static void V_DriftPitch (void) +void V_DriftPitch (void) { float delta, move; @@ -195,7 +204,7 @@ V_ParseDamage */ void V_ParseDamage (void) { - int i, armor, blood; + int armor, blood; vec3_t from; //vec3_t forward, right; vec3_t localfrom; @@ -205,8 +214,7 @@ void V_ParseDamage (void) armor = MSG_ReadByte (); blood = MSG_ReadByte (); - for (i=0 ; i<3 ; i++) - from[i] = MSG_ReadCoord (); + MSG_ReadVector(from); count = blood*0.5 + armor*0.5; if (count < 10) @@ -290,9 +298,9 @@ static void V_BonusFlash_f (void) ============================================================================== */ -#define MAXVIEWMODELS 32 -extern int numviewmodels; -extern entity_t *viewmodels[MAXVIEWMODELS]; +extern matrix4x4_t viewmodelmatrix; + +#include "cl_collision.h" /* ================== @@ -300,111 +308,151 @@ V_CalcRefdef ================== */ +extern float timerefreshangle; void V_CalcRefdef (void) { - float r, g, b, a, a2; - int j; + static float oldz; entity_t *ent; + float vieworg[3], viewangles[3], newz; + Matrix4x4_CreateIdentity(&viewmodelmatrix); + Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix); if (cls.state == ca_connected && cls.signon == SIGNONS) { - // ent is the player model (visible when out of body) + // ent is the view entity (visible when out of body) ent = &cl_entities[cl.viewentity]; - V_DriftPitch(); if (cl.intermission) { - // entity is a fixed camera - VectorCopy(ent->render.origin, r_refdef.vieworg); - VectorCopy(ent->render.angles, r_refdef.viewangles); - } - else if (chase_active.value) - { - // observing entity from third person - VectorCopy(ent->render.origin, r_refdef.vieworg); - VectorCopy(cl.viewangles, r_refdef.viewangles); - Chase_Update(); + // entity is a fixed camera, just copy the matrix + Matrix4x4_Copy(&r_refdef.viewentitymatrix, &ent->render.matrix); + Matrix4x4_Copy(&viewmodelmatrix, &ent->render.matrix); } else { - // first person view from entity - VectorCopy(ent->render.origin, r_refdef.vieworg); - VectorCopy(cl.viewangles, r_refdef.viewangles); - // angles - if (cl.stats[STAT_HEALTH] <= 0) - r_refdef.viewangles[ROLL] = 80; // dead view angle - VectorAdd(r_refdef.viewangles, cl.punchangle, r_refdef.viewangles); - r_refdef.viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity); - if (v_dmg_time > 0) + // 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 + newz = vieworg[2]; + oldz -= newz; + oldz += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value; + oldz = bound(-16, oldz, 0); + vieworg[2] += oldz; + oldz += newz; + + if (chase_active.value) { - 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 -= cl.frametime; - } - if (v_idlescale.value) - { - 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; - } - // origin - VectorAdd(r_refdef.vieworg, cl.punchvector, r_refdef.vieworg); - r_refdef.vieworg[2] += cl.viewheight; - if (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.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value; - bob = bob*0.3 + bob*0.7*cycle; - r_refdef.vieworg[2] += bound(-7, bob, 4); + // observing entity from third person + vec_t camback, camup, dist, forward[3], stop[3], chase_dest[3], normal[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; + CL_TraceLine(vieworg, chase_dest, stop, normal, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY); + vieworg[0] = stop[0] + forward[0] * 8 + normal[0] * 4; + vieworg[1] = stop[1] + forward[1] * 8 + normal[1] * 4; + vieworg[2] = stop[2] + forward[2] * 8 + normal[2] * 4; } - // link the delayed viewmodel entities - if (numviewmodels > 0 && r_drawviewmodel.integer && !chase_active.integer && !envmap && r_drawentities.integer && !(cl.items & IT_INVISIBILITY) && cl.stats[STAT_HEALTH] > 0) + else { - int i; - entity_t *ent; - matrix4x4_t matrix, matrix2; - Matrix4x4_CreateFromQuakeEntity(&matrix, r_refdef.vieworg[0], r_refdef.vieworg[1], r_refdef.vieworg[2], r_refdef.viewangles[0] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, r_refdef.viewangles[1] - v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, r_refdef.viewangles[2] - v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 0.3); - for (i = 0;i < numviewmodels && r_refdef.numentities < r_refdef.maxentities;i++) + // first person view from entity + // angles + if (cl.stats[STAT_HEALTH] <= 0) + viewangles[ROLL] = 80; // dead view angle + VectorAdd(viewangles, cl.punchangle, viewangles); + viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.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.viewheight; + if (cl.stats[STAT_HEALTH] > 0 && cl_bob.value && cl_bobcycle.value) { - ent = viewmodels[i]; - r_refdef.entities[r_refdef.numentities++] = &ent->render; - matrix2 = ent->render.matrix; - Matrix4x4_Concat(&ent->render.matrix, &matrix, &matrix2); - Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix); - CL_BoundingBoxForEntity(&ent->render); + 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); } } + // 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); } + } +} - // 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; +void V_FadeViewFlashs(void) +{ + // 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; +} +void V_CalcViewBlend(void) +{ + float a2; + int j; + r_refdef.viewblend[0] = 0; + r_refdef.viewblend[1] = 0; + r_refdef.viewblend[2] = 0; + r_refdef.viewblend[3] = 0; + if (cls.state == ca_connected && cls.signon == SIGNONS) + { // set contents color - switch (cl.worldmodel ? cl.worldmodel->PointContents(cl.worldmodel, r_refdef.vieworg) : CONTENTS_EMPTY) + switch (CL_PointQ1Contents(r_vieworigin)) { case CONTENTS_EMPTY: case CONTENTS_SOLID: - cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = v_cshift.destcolor[0]; - cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = v_cshift.destcolor[1]; - cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = v_cshift.destcolor[2]; - cl.cshifts[CSHIFT_CONTENTS].percent = v_cshift.percent; + 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; break; case CONTENTS_LAVA: cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255; @@ -425,80 +473,66 @@ void V_CalcRefdef (void) cl.cshifts[CSHIFT_CONTENTS].percent = 128 >> 1; } - 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) + if (gamemode != GAME_TRANSFUSION) { - 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; + 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; } - else - cl.cshifts[CSHIFT_POWERUP].percent = 0; - // LordHavoc: fixed V_CalcBlend - r = 0; - g = 0; - b = 0; - a = 0; + 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; - 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 + 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 (a) + if (r_refdef.viewblend[3]) { - a2 = 1 / a; - r *= a2; - g *= a2; - b *= a2; + a2 = 1 / r_refdef.viewblend[3]; + VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend); } - r_refdef.viewblend[0] = bound(0, r * (1.0/255.0), 1); - r_refdef.viewblend[1] = bound(0, g * (1.0/255.0), 1); - r_refdef.viewblend[2] = bound(0, b * (1.0/255.0), 1); - r_refdef.viewblend[3] = bound(0, a , 1); - } - else - { - cl.cshifts[CSHIFT_DAMAGE].percent = 0; - cl.cshifts[CSHIFT_BONUS].percent = 0; - cl.cshifts[CSHIFT_CONTENTS].percent = 0; - cl.cshifts[CSHIFT_POWERUP].percent = 0; - r_refdef.viewblend[0] = 0; - r_refdef.viewblend[1] = 0; - r_refdef.viewblend[2] = 0; - r_refdef.viewblend[3] = 0; + 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] , 1.0f); } } @@ -537,5 +571,13 @@ void V_Init (void) Cvar_RegisterVariable (&v_kicktime); Cvar_RegisterVariable (&v_kickroll); 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); }