]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
Make cl_bobmodel work if cl_bob2 is enabled too. Although I don't see why bobmodel...
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index 13ac722ee68b472c6070fd37a977f7fc3414df8d..615d52bd181dc1d92fa5e1b353fd06110ee166c3 100644 (file)
--- a/view.c
+++ b/view.c
@@ -39,36 +39,35 @@ cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when
 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_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"};
+cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
+cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
 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_leanmodel_side = {CVAR_SAVE, "cl_leanmodel_side", "1", "enables gun leaning sideways"};
-cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "1", "gun leaning sideways speed"};
+cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
+cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
-cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "5", "gun leaning sideways pre-highpass in 1/s"};
-cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "15", "gun leaning sideways highpass in 1/s"};
+cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
+cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "5", "gun leaning sideways highpass in 1/s"};
 cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "30", "gun leaning sideways lowpass in 1/s"};
-cvar_t cl_leanmodel_up = {CVAR_SAVE, "cl_leanmodel_up", "1", "enables gun leaning upward"};
-cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "1", "gun leaning upward speed"};
-cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "25", "gun leaning upward limit"};
+cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
+cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
 cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
 cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
 cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "30", "gun leaning upward lowpass in 1/s"};
 
-cvar_t cl_followmodel_side = {CVAR_SAVE, "cl_followmodel_side", "1", "enables gun following sideways"};
-cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "1", "gun following sideways speed"};
-cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "4", "gun following sideways limit"};
-cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "5", "gun following sideways pre-highpass in 1/s"};
-cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "15", "gun following sideways highpass in 1/s"};
+cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
+cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
+cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
+cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
+cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
 cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "30", "gun following sideways lowpass in 1/s"};
-cvar_t cl_followmodel_up = {CVAR_SAVE, "cl_followmodel_up", "1", "enables gun following upward"};
-cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "1", "gun following upward speed"};
-cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "2", "gun following upward limit"};
-cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "5", "gun following upward pre-highpass in 1/s"};
-cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "15", "gun following upward highpass in 1/s"};
+cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
+cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
+cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
+cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "3", "gun following upward highpass in 1/s"};
 cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "30", "gun following upward lowpass in 1/s"};
 
 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"};
@@ -470,7 +469,7 @@ void V_CalcRefdef (void)
                else
                {
                        // smooth stair stepping, but only if onground and enabled
-                       if (!cl.onground || cl_stairsmoothspeed.value <= 0)
+                       if (!cl.onground || cl_stairsmoothspeed.value <= 0 || !ent->persistent.trail_allowed) // FIXME use a better way to detect teleport/warp
                                cl.stairsmoothz = vieworg[2];
                        else
                        {
@@ -578,7 +577,7 @@ void V_CalcRefdef (void)
                                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.movement_velocity);
+                               viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
                                if (v_dmg_time > 0)
                                {
                                        viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
@@ -589,6 +588,7 @@ void V_CalcRefdef (void)
                                if (cl.stats[STAT_HEALTH] > 0)
                                {
                                        double xyspeed, bob;
+                                       float cycle;
                                        vec_t frametime;
 
                                        frametime = cl.realframetime * cl.movevars_timescale;
@@ -598,28 +598,32 @@ void V_CalcRefdef (void)
                                        {
                                                // try to fix the first highpass; result is NOT
                                                // perfect! TODO find a better fix
-                                               VectorCopy(cl.viewangles, cl.gunangles_highpass);
-                                               VectorCopy(cl.movement_origin, cl.gunorg_highpass);
-                                               // prevent further CHANGES caused by the high/lowpasses
-                                               // - a highpass will return the diff, a lowpass will
-                                               // return the saved value; note: the first diff will be 0!
-                                               frametime = 0;
+                                               VectorCopy(viewangles, cl.gunangles_prev);
+                                               VectorCopy(vieworg, cl.gunorg_prev);
                                        }
 
                                        // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
-                                       highpass3_limited(cl.movement_origin, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg);
-                                       cl.gunangles_highpass[PITCH] += 360 * floor((cl.viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
-                                       cl.gunangles_highpass[YAW] += 360 * floor((cl.viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
-                                       cl.gunangles_highpass[ROLL] += 360 * floor((cl.viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
-                                       highpass3_limited(cl.viewangles, frametime*cl_leanmodel_up_highpass1.value, cl_leanmodel_up_limit.value, frametime*cl_leanmodel_side_highpass1.value, cl_leanmodel_side_limit.value, 0, 0, cl.gunangles_highpass, gunangles);
+                                       VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
+                                       highpass3_limited(vieworg, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg);
+                                       VectorCopy(vieworg, cl.gunorg_prev);
+                                       VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
+
+                                       // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
+                                       VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
+                                       cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
+                                       cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
+                                       cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
+                                       highpass3_limited(viewangles, frametime*cl_leanmodel_up_highpass1.value, cl_leanmodel_up_limit.value, frametime*cl_leanmodel_side_highpass1.value, cl_leanmodel_side_limit.value, 0, 0, cl.gunangles_highpass, gunangles);
+                                       VectorCopy(viewangles, cl.gunangles_prev);
+                                       VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
 
                                        // 3. calculate the RAW adjustment vectors
-                                       gunorg[0] *= (cl_followmodel_side.value ? -cl_followmodel_side_speed.value : 0);
-                                       gunorg[1] *= (cl_followmodel_side.value ? -cl_followmodel_side_speed.value : 0);
-                                       gunorg[2] *= (cl_followmodel_up.value ? -cl_followmodel_up_speed.value : 0);
+                                       gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
+                                       gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
+                                       gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
 
-                                       gunangles[PITCH] *= (cl_leanmodel_up.value ? -cl_leanmodel_up_speed.value : 0);
-                                       gunangles[YAW] *= (cl_leanmodel_side.value ? -cl_leanmodel_side_speed.value : 0);
+                                       gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
+                                       gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
                                        gunangles[ROLL] = 0;
 
                                        // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
@@ -632,13 +636,14 @@ void V_CalcRefdef (void)
 
                                        // 5. use the adjusted vectors
                                        VectorAdd(vieworg, gunorg, gunorg);
-                                       VectorAdd(cl.viewangles, gunangles, gunangles);
+                                       VectorAdd(viewangles, gunangles, gunangles);
+
+                                       // bounded XY speed, used by several effects below
+                                       xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400);
 
-                                       // view bobbing code
-                                       xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
+                                       // vertical view bobbing code
                                        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
@@ -651,18 +656,66 @@ void V_CalcRefdef (void)
                                                        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 = xyspeed * bound(0, cl_bob.value, 0.05);
                                                bob = bob*0.3 + bob*0.7*cycle;
-                                               vieworg[2] += bound(-7, bob, 4);
+                                               vieworg[2] += bob;
+                                               // we also need to adjust gunorg, or this appears like pushing the gun!
+                                               // In the old code, this was applied to vieworg BEFORE copying to gunorg,
+                                               // but this is not viable with the new followmodel code as that would mean
+                                               // that followmodel would work on the munged-by-bob vieworg and do feedback
+                                               gunorg[2] += bob;
+                                       }
+
+                                       // horizontal view bobbing code
+                                       if (cl_bob2.value && cl_bob2cycle.value)
+                                       {
+                                               vec3_t bob2vel;
+                                               vec3_t forward, right, up;
+                                               float side, front;
+
+                                               cycle = cl.time / cl_bob2cycle.value;
+                                               cycle -= (int) cycle;
+                                               if (cycle < 0.5)
+                                                       cycle = sin(M_PI * cycle / 0.5);
+                                               else
+                                                       cycle = sin(M_PI + M_PI * (cycle-0.5)/0.5);
+                                               bob = bound(0, cl_bob2.value, 0.05) * cycle;
+
+                                               // this value slowly decreases from 1 to 0 when we stop touching the ground.
+                                               // The cycle is later multiplied with it so the view smooths back to normal
+                                               if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
+                                                       cl.bob2_smooth = 1;
+                                               else
+                                               {
+                                                       if(cl.bob2_smooth > 0)
+                                                               cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
+                                                       else
+                                                               cl.bob2_smooth = 0;
+                                               }
+
+                                               // calculate the front and side of the player between the X and Y axes
+                                               AngleVectors(viewangles, forward, right, up);
+                                               // now get the speed based on those angles. The bounds should match the same value as xyspeed's
+                                               side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400);
+                                               front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400);
+                                               VectorScale(forward, bob, forward);
+                                               VectorScale(right, bob, right);
+                                               // we use side with forward and front with right, so the bobbing goes
+                                               // to the side when we walk forward and to the front when we strafe
+                                               VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
+                                               vieworg[0] += bob2vel[0];
+                                               vieworg[1] += bob2vel[1];
                                                // we also need to adjust gunorg, or this appears like pushing the gun!
                                                // In the old code, this was applied to vieworg BEFORE copying to gunorg,
                                                // but this is not viable with the new followmodel code as that would mean
                                                // that followmodel would work on the munged-by-bob vieworg and do feedback
-                                               gunorg[2] += bound(-7, bob, 4);
+                                               gunorg[0] += bob2vel[0];
+                                               gunorg[1] += bob2vel[1];
                                        }
 
                                        // gun model bobbing code
-                                       if (cl_bob.value && cl_bobmodel.value)
+                                       if (cl_bob.value || cl_bob2.value)
+                                       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.
@@ -695,7 +748,7 @@ void V_CalcRefdef (void)
                                                        t *= 5;
                                                }
 
-                                               bspeed = bound (0, xyspeed, 400) * 0.01f;
+                                               bspeed = xyspeed * 0.01f;
                                                AngleVectors (gunangles, forward, right, up);
                                                bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
                                                VectorMA (gunorg, bob, right, gunorg);
@@ -895,31 +948,32 @@ void V_Init (void)
        Cvar_RegisterVariable (&cl_bob);
        Cvar_RegisterVariable (&cl_bobcycle);
        Cvar_RegisterVariable (&cl_bobup);
+       Cvar_RegisterVariable (&cl_bob2);
+       Cvar_RegisterVariable (&cl_bob2cycle);
+       Cvar_RegisterVariable (&cl_bob2smooth);
        Cvar_RegisterVariable (&cl_bobmodel);
        Cvar_RegisterVariable (&cl_bobmodel_side);
        Cvar_RegisterVariable (&cl_bobmodel_up);
        Cvar_RegisterVariable (&cl_bobmodel_speed);
 
-       Cvar_RegisterVariable (&cl_leanmodel_side);
+       Cvar_RegisterVariable (&cl_leanmodel);
        Cvar_RegisterVariable (&cl_leanmodel_side_speed);
        Cvar_RegisterVariable (&cl_leanmodel_side_limit);
        Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
        Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
        Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
-       Cvar_RegisterVariable (&cl_leanmodel_up);
        Cvar_RegisterVariable (&cl_leanmodel_up_speed);
        Cvar_RegisterVariable (&cl_leanmodel_up_limit);
        Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
        Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
        Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
 
-       Cvar_RegisterVariable (&cl_followmodel_side);
+       Cvar_RegisterVariable (&cl_followmodel);
        Cvar_RegisterVariable (&cl_followmodel_side_speed);
        Cvar_RegisterVariable (&cl_followmodel_side_limit);
        Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
        Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
        Cvar_RegisterVariable (&cl_followmodel_side_highpass);
-       Cvar_RegisterVariable (&cl_followmodel_up);
        Cvar_RegisterVariable (&cl_followmodel_up_speed);
        Cvar_RegisterVariable (&cl_followmodel_up_limit);
        Cvar_RegisterVariable (&cl_followmodel_up_highpass1);