X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=view.c;h=7bea5a969752fc7c8ff521bfa476ef290d7c13d5;hb=09539f7f2b6d4482a3ae8d664820eaec3488976a;hp=5b37040fa4e658741e37c83bb2f48b15e523c665;hpb=2a1925dd7ea2027fd627d4068b5b4891c6047fcd;p=xonotic%2Fdarkplaces.git diff --git a/view.c b/view.c index 5b37040f..7bea5a96 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 +20,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // view.c -- player eye positioning #include "quakedef.h" +#include "cl_collision.h" +#include "image.h" /* @@ -30,37 +32,116 @@ when crossing a water boudnary. */ -cvar_t cl_rollspeed = {"cl_rollspeed", "200"}; -cvar_t cl_rollangle = {"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 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_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_idlescale = {"v_idlescale", "0", false}; - -cvar_t crosshair = {"crosshair", "0", true}; -cvar_t cl_crossx = {"cl_crossx", "0", false}; -cvar_t cl_crossy = {"cl_crossy", "0", false}; - -//cvar_t gl_cshiftpercent = {"gl_cshiftpercent", "100", false}; -cvar_t gl_polyblend = {"gl_polyblend", "1", true}; +cvar_t cl_rollspeed = {CVAR_CLIENT, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"}; +cvar_t cl_rollangle = {CVAR_CLIENT, "cl_rollangle", "2.0", "how much to tilt the view when strafing"}; + +cvar_t cl_bob = {CVAR_CLIENT | CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"}; +cvar_t cl_bobcycle = {CVAR_CLIENT | CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"}; +cvar_t cl_bobup = {CVAR_CLIENT | 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_CLIENT | CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"}; +cvar_t cl_bob2cycle = {CVAR_CLIENT | CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"}; +cvar_t cl_bob2smooth = {CVAR_CLIENT | CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"}; +cvar_t cl_bobfall = {CVAR_CLIENT | CVAR_SAVE, "cl_bobfall","0", "how much the view swings down when falling (influenced by the speed you hit the ground with)"}; +cvar_t cl_bobfallcycle = {CVAR_CLIENT | CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"}; +cvar_t cl_bobfallminspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"}; +cvar_t cl_bobmodel = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"}; +cvar_t cl_bobmodel_side = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"}; +cvar_t cl_bobmodel_up = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"}; +cvar_t cl_bobmodel_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"}; +cvar_t cl_bob_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_bob_limit", "7", "limits bobbing to this much distance from view_ofs"}; +cvar_t cl_bob_limit_heightcheck = {CVAR_CLIENT | CVAR_SAVE, "cl_bob_limit_heightcheck", "0", "check ceiling and floor height against cl_bob_limit and scale down all view bobbing if could result in camera being in solid"}; +cvar_t cl_bob_limit_heightcheck_dontcrosswatersurface = {CVAR_CLIENT | CVAR_SAVE, "cl_bob_limit_heightcheck_dontcrosswatersurface", "1", "limit cl_bob_limit to not crossing liquid surfaces also"}; +cvar_t cl_bob_velocity_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_bob_velocity_limit", "400", "limits the xyspeed value in the bobbing code"}; + +cvar_t cl_leanmodel = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"}; +cvar_t cl_leanmodel_side_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"}; +cvar_t cl_leanmodel_side_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"}; +cvar_t cl_leanmodel_side_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"}; +cvar_t cl_leanmodel_side_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"}; +cvar_t cl_leanmodel_side_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"}; +cvar_t cl_leanmodel_up_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"}; +cvar_t cl_leanmodel_up_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"}; +cvar_t cl_leanmodel_up_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"}; +cvar_t cl_leanmodel_up_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"}; +cvar_t cl_leanmodel_up_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"}; + +cvar_t cl_followmodel = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel", "0", "enables gun following"}; +cvar_t cl_followmodel_side_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"}; +cvar_t cl_followmodel_side_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"}; +cvar_t cl_followmodel_side_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"}; +cvar_t cl_followmodel_side_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"}; +cvar_t cl_followmodel_side_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"}; +cvar_t cl_followmodel_up_speed = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"}; +cvar_t cl_followmodel_up_limit = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"}; +cvar_t cl_followmodel_up_highpass1 = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"}; +cvar_t cl_followmodel_up_highpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"}; +cvar_t cl_followmodel_up_lowpass = {CVAR_CLIENT | CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"}; + +cvar_t cl_viewmodel_scale = {CVAR_CLIENT, "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"}; + +cvar_t v_kicktime = {CVAR_CLIENT, "v_kicktime", "0.5", "how long a view kick from damage lasts"}; +cvar_t v_kickroll = {CVAR_CLIENT, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"}; +cvar_t v_kickpitch = {CVAR_CLIENT, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"}; + +cvar_t v_iyaw_cycle = {CVAR_CLIENT, "v_iyaw_cycle", "2", "v_idlescale yaw speed"}; +cvar_t v_iroll_cycle = {CVAR_CLIENT, "v_iroll_cycle", "0.5", "v_idlescale roll speed"}; +cvar_t v_ipitch_cycle = {CVAR_CLIENT, "v_ipitch_cycle", "1", "v_idlescale pitch speed"}; +cvar_t v_iyaw_level = {CVAR_CLIENT, "v_iyaw_level", "0.3", "v_idlescale yaw amount"}; +cvar_t v_iroll_level = {CVAR_CLIENT, "v_iroll_level", "0.1", "v_idlescale roll amount"}; +cvar_t v_ipitch_level = {CVAR_CLIENT, "v_ipitch_level", "0.3", "v_idlescale pitch amount"}; + +cvar_t v_idlescale = {CVAR_CLIENT, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"}; + +cvar_t v_isometric = {CVAR_CLIENT, "v_isometric", "0", "changes view to isometric (non-perspective)"}; +cvar_t v_isometric_verticalfov = {CVAR_CLIENT, "v_isometric_verticalfov", "512", "vertical field of view in game units (horizontal is computed using aspect ratio based on this)"}; +cvar_t v_isometric_xx = {CVAR_CLIENT, "v_isometric_xx", "1", "camera matrix"}; +cvar_t v_isometric_xy = {CVAR_CLIENT, "v_isometric_xy", "0", "camera matrix"}; +cvar_t v_isometric_xz = {CVAR_CLIENT, "v_isometric_xz", "0", "camera matrix"}; +cvar_t v_isometric_yx = {CVAR_CLIENT, "v_isometric_yx", "0", "camera matrix"}; +cvar_t v_isometric_yy = {CVAR_CLIENT, "v_isometric_yy", "1", "camera matrix"}; +cvar_t v_isometric_yz = {CVAR_CLIENT, "v_isometric_yz", "0", "camera matrix"}; +cvar_t v_isometric_zx = {CVAR_CLIENT, "v_isometric_zx", "0", "camera matrix"}; +cvar_t v_isometric_zy = {CVAR_CLIENT, "v_isometric_zy", "0", "camera matrix"}; +cvar_t v_isometric_zz = {CVAR_CLIENT, "v_isometric_zz", "1", "camera matrix"}; +cvar_t v_isometric_tx = {CVAR_CLIENT, "v_isometric_tx", "0", "camera position (player-relative)"}; +cvar_t v_isometric_ty = {CVAR_CLIENT, "v_isometric_ty", "0", "camera position (player-relative)"}; +cvar_t v_isometric_tz = {CVAR_CLIENT, "v_isometric_tz", "0", "camera position (player-relative)"}; +cvar_t v_isometric_rot_pitch = {CVAR_CLIENT, "v_isometric_rot_pitch", "60", "camera rotation"}; +cvar_t v_isometric_rot_yaw = {CVAR_CLIENT, "v_isometric_rot_yaw", "135", "camera rotation"}; +cvar_t v_isometric_rot_roll = {CVAR_CLIENT, "v_isometric_rot_roll", "0", "camera rotation"}; +cvar_t v_isometric_relx = {CVAR_CLIENT, "v_isometric_relx", "0", "camera position*forward"}; +cvar_t v_isometric_rely = {CVAR_CLIENT, "v_isometric_rely", "0", "camera position*left"}; +cvar_t v_isometric_relz = {CVAR_CLIENT, "v_isometric_relz", "0", "camera position*up"}; +cvar_t v_isometric_flipcullface = {CVAR_CLIENT, "v_isometric_flipcullface", "0", "flips the backface culling"}; +cvar_t v_isometric_locked_orientation = {CVAR_CLIENT, "v_isometric_locked_orientation", "1", "camera rotation is fixed"}; +cvar_t v_isometric_usevieworiginculling = {CVAR_CLIENT, "v_isometric_usevieworiginculling", "0", "check visibility to the player location (can look pretty weird)"}; + +cvar_t crosshair = {CVAR_CLIENT | CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"}; + +cvar_t v_centermove = {CVAR_CLIENT, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"}; +cvar_t v_centerspeed = {CVAR_CLIENT, "v_centerspeed","500", "how fast the view centers itself"}; + +cvar_t cl_stairsmoothspeed = {CVAR_CLIENT | CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"}; + +cvar_t cl_smoothviewheight = {CVAR_CLIENT | CVAR_SAVE, "cl_smoothviewheight", "0", "time of the averaging to the viewheight value so that it creates a smooth transition. higher values = longer transition, 0 for instant transition."}; + +cvar_t chase_back = {CVAR_CLIENT | CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"}; +cvar_t chase_up = {CVAR_CLIENT | CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"}; +cvar_t chase_active = {CVAR_CLIENT | CVAR_SAVE, "chase_active", "0", "enables chase cam"}; +cvar_t chase_overhead = {CVAR_CLIENT | CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"}; +// GAME_GOODVSBAD2 +cvar_t chase_stevie = {CVAR_CLIENT, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"}; + +cvar_t v_deathtilt = {CVAR_CLIENT, "v_deathtilt", "1", "whether to use sideways view when dead"}; +cvar_t v_deathtiltangle = {CVAR_CLIENT, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"}; + +// Prophecy camera pitchangle by Alexander "motorsep" Zubov +cvar_t chase_pitchangle = {CVAR_CLIENT | CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"}; + +cvar_t v_yshearing = {CVAR_CLIENT, "v_yshearing", "0", "be all out of gum (set this to the maximum angle to allow Y shearing for - try values like 75)"}; float v_dmg_time, v_dmg_roll, v_dmg_pitch; -extern int in_forward, in_forward2, in_back; - /* =============== @@ -69,81 +150,34 @@ V_CalcRoll Used by view and sv_user =============== */ -vec3_t forward, right, up; - -float V_CalcRoll (vec3_t angles, vec3_t velocity) +float V_CalcRoll (const vec3_t angles, const 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; @@ -152,6 +186,11 @@ void V_StartPitchDrift (void) } } +void V_StartPitchDrift_f(cmd_state_t *cmd) +{ + V_StartPitchDrift(); +} + void V_StopPitchDrift (void) { cl.laststop = cl.time; @@ -169,7 +208,7 @@ 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 +228,15 @@ void V_DriftPitch (void) if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value) cl.driftmove = 0; else - cl.driftmove += host_frametime; - + cl.driftmove += cl.realframetime; + if ( cl.driftmove > v_centermove.value) { V_StartPitchDrift (); } return; } - + delta = cl.idealpitch - cl.viewangles[PITCH]; if (!delta) @@ -206,10 +245,8 @@ 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.realframetime * cl.pitchvel; + cl.pitchvel += cl.realframetime * v_centerspeed.value; if (delta > 0) { @@ -232,25 +269,14 @@ 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 +285,78 @@ 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; - - armor = MSG_ReadByte (); - blood = MSG_ReadByte (); - for (i=0 ; i<3 ; i++) - from[i] = MSG_ReadCoord (); + int armor, blood; + vec3_t from; + //vec3_t forward, right; + vec3_t localfrom; + entity_t *ent; + //float side; + float count; + + armor = MSG_ReadByte(&cl_message); + blood = MSG_ReadByte(&cl_message); + MSG_ReadVector(&cl_message, 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; - 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; + cl.cshifts[CSHIFT_DAMAGE].alphafade = 150; + 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(cmd_state_t *cmd) { - 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] = atof(Cmd_Argv(cmd, 1)); + v_cshift.destcolor[1] = atof(Cmd_Argv(cmd, 2)); + v_cshift.destcolor[2] = atof(Cmd_Argv(cmd, 3)); + v_cshift.percent = atof(Cmd_Argv(cmd, 4)); } @@ -347,518 +367,828 @@ V_BonusFlash_f When you run over an item, the server sends this command ================== */ -void V_BonusFlash_f (void) +static void V_BonusFlash_f(cmd_state_t *cmd) { - if (gl_polyblend.value) + if(Cmd_Argc(cmd) == 1) { 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].alphafade = 100; } -} - -/* -============= -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) + else if(Cmd_Argc(cmd) >= 4 && Cmd_Argc(cmd) <= 6) { - 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; + cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(cmd, 1)) * 255; + cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(cmd, 2)) * 255; + cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(cmd, 3)) * 255; + if(Cmd_Argc(cmd) >= 5) + cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(cmd, 4)) * 255; // yes, these are HEXADECIMAL percent ;) + else + cl.cshifts[CSHIFT_BONUS].percent = 50; + if(Cmd_Argc(cmd) >= 6) + cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(cmd, 5)) * 255; + else + cl.cshifts[CSHIFT_BONUS].alphafade = 100; } else - cl.cshifts[CSHIFT_POWERUP].percent = 0; + Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n"); } /* -============= -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; + VIEW RENDERING -// 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); -} +extern matrix4x4_t viewmodelmatrix_nobob; +extern matrix4x4_t viewmodelmatrix_withbob; + +#include "cl_collision.h" +#include "csprogs.h" /* -============= -V_UpdatePalette -============= +================== +V_CalcRefdef + +================== */ -void V_UpdatePalette (void) +#if 0 +static vec3_t eyeboxmins = {-16, -16, -24}; +static vec3_t eyeboxmaxs = { 16, 16, 32}; +#endif + +static vec_t lowpass(vec_t value, vec_t frac, vec_t *store) { - int i, j; - qboolean new; + frac = bound(0, frac, 1); + return (*store = *store * (1 - frac) + value * frac); +} - V_CalcPowerupCshift (); - - new = false; - - for (i=0 ; i 180) - a -= 360; - return a; + out[0] = highpass_limited(value[0], fracx, limitx, &store[0]); + out[1] = highpass_limited(value[1], fracy, limity, &store[1]); + out[2] = highpass_limited(value[2], fracz, limitz, &store[2]); } /* -================== -CalcGunAngle -================== -*/ -void CalcGunAngle (void) -{ - float yaw, pitch, move; - static float oldyaw = 0; - static float oldpitch = 0; + * State: + * cl.bob2_smooth + * cl.bobfall_speed + * cl.bobfall_swing + * cl.gunangles_adjustment_highpass + * cl.gunangles_adjustment_lowpass + * cl.gunangles_highpass + * cl.gunangles_prev + * cl.gunorg_adjustment_highpass + * cl.gunorg_adjustment_lowpass + * cl.gunorg_highpass + * cl.gunorg_prev + * cl.hitgroundtime + * cl.lastongroundtime + * cl.oldongrounbd + * cl.stairsmoothtime + * cl.stairsmoothz + * cl.calcrefdef_prevtime + * Extra input: + * cl.movecmd[0].time + * cl.movevars_stepheight + * cl.movevars_timescale + * cl.oldtime + * cl.punchangle + * cl.punchvector + * cl.qw_intermission_angles + * cl.qw_intermission_origin + * cl.qw_weaponkick + * cls.protocol + * cl.time + * Output: + * cl.csqc_viewanglesfromengine + * cl.csqc_viewmodelmatrixfromengine + * cl.csqc_vieworiginfromengine + * r_refdef.view.matrix + * viewmodelmatrix_nobob + * viewmodelmatrix_withbob + */ +void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qboolean teleported, qboolean clonground, qboolean clcmdjump, float clstatsviewheight, qboolean cldead, qboolean clintermission, const vec3_t clvelocity) +{ + float vieworg[3], viewangles[3], smoothtime; + float gunorg[3], gunangles[3]; + matrix4x4_t tmpmatrix; - 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 + static float viewheightavg; + float viewheight; +#if 0 +// begin of chase camera bounding box size for proper collisions by Alexander Zubov + vec3_t camboxmins = {-3, -3, -3}; + vec3_t camboxmaxs = {3, 3, 3}; +// end of chase camera bounding box size for proper collisions by Alexander Zubov +#endif + trace_t trace; + + // react to clonground state changes (for gun bob) + if (clonground) { - if (oldyaw - move > yaw) - yaw = oldyaw - move; + if (!cl.oldonground) + cl.hitgroundtime = cl.movecmd[0].time; + cl.lastongroundtime = cl.movecmd[0].time; } - - if (pitch > oldpitch) + cl.oldonground = clonground; + cl.calcrefdef_prevtime = max(cl.calcrefdef_prevtime, cl.oldtime); + + VectorClear(gunangles); + VectorClear(gunorg); + viewmodelmatrix_nobob = identitymatrix; + viewmodelmatrix_withbob = identitymatrix; + r_refdef.view.matrix = identitymatrix; + + // player can look around, so take the origin from the entity, + // and the angles from the input system + Matrix4x4_OriginFromMatrix(entrendermatrix, vieworg); + VectorCopy(clviewangles, viewangles); + + // calculate how much time has passed since the last V_CalcRefdef + smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1); + cl.stairsmoothtime = cl.time; + + // fade damage flash + if (v_dmg_time > 0) + v_dmg_time -= bound(0, smoothtime, 0.1); + + if (clintermission) { - if (oldpitch + move < pitch) - pitch = oldpitch + move; + // entity is a fixed camera, just copy the matrix + if (cls.protocol == PROTOCOL_QUAKEWORLD) + Matrix4x4_CreateFromQuakeEntity(&r_refdef.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_refdef.view.matrix = *entrendermatrix; + Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, clstatsviewheight); + } + if (v_yshearing.value > 0) + Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value); + Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix); + Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value); + Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob); + + VectorCopy(vieworg, cl.csqc_vieworiginfromengine); + VectorCopy(viewangles, cl.csqc_viewanglesfromengine); + + Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix); + Matrix4x4_CreateScale(&cl.csqc_viewmodelmatrixfromengine, cl_viewmodel_scale.value); } else { - if (oldpitch - move > pitch) - pitch = oldpitch - move; - } - - oldyaw = yaw; - oldpitch = pitch; + // smooth stair stepping, but only if clonground and enabled + if (!clonground || cl_stairsmoothspeed.value <= 0 || teleported) + cl.stairsmoothz = vieworg[2]; + else + { + if (cl.stairsmoothz < vieworg[2]) + vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]); + else if (cl.stairsmoothz > vieworg[2]) + vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight); + } - cl.viewent.angles[YAW] = r_refdef.viewangles[YAW] + yaw; - cl.viewent.angles[PITCH] = - (r_refdef.viewangles[PITCH] + pitch); + // apply qw weapon recoil effect (this did not work in QW) + // TODO: add a cvar to disable this + viewangles[PITCH] += cl.qw_weaponkick; - 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; -} + // apply the viewofs (even if chasecam is used) + // Samual: Lets add smoothing for this too so that things like crouching are done with a transition. + viewheight = bound(0, (cl.time - cl.calcrefdef_prevtime) / max(0.0001, cl_smoothviewheight.value), 1); + viewheightavg = viewheightavg * (1 - viewheight) + clstatsviewheight * viewheight; + vieworg[2] += viewheightavg; -/* -============== -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; -} + if (chase_active.value) + { + // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov + vec_t camback, camup, dist, campitch, forward[3], chase_dest[3]; -/* -============== -V_AddIdle + camback = chase_back.value; + camup = chase_up.value; + campitch = chase_pitchangle.value; -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; -} + AngleVectors(viewangles, forward, NULL, NULL); + if (chase_overhead.integer) + { +#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 +#if 1 + //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false); + trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false); +#else + //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false); + trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false); +#endif + VectorCopy(trace.endpos, vieworg); + vieworg[2] -= 8; +#else + // trace from first person view location to our chosen third person view location +#if 1 + trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true); +#else + trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false); +#endif + 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]; +#if 1 + trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true); +#else + trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false); +#endif + if (bestvieworg[2] > trace.endpos[2]) + bestvieworg[2] = trace.endpos[2]; + } + } + bestvieworg[2] -= 8; + VectorCopy(bestvieworg, vieworg); +#endif + viewangles[PITCH] = campitch; + } + 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_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true); + VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg); + } + } + else + { + // first person view from entity + // angles + if (cldead && v_deathtilt.integer) + viewangles[ROLL] = v_deathtiltangle.value; + VectorAdd(viewangles, cl.punchangle, viewangles); + viewangles[ROLL] += V_CalcRoll(clviewangles, clvelocity); + 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; + } + // origin + VectorAdd(vieworg, cl.punchvector, vieworg); + if (!cldead) + { + double xyspeed, bob, bobfall; + double cycle; // double-precision because cl.time can be a very large number, where float would get stuttery at high time values + vec_t frametime; + + frametime = (cl.time - cl.calcrefdef_prevtime) * cl.movevars_timescale; + + if(cl_followmodel.integer || cl_leanmodel.integer) + { + // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then + if(teleported) + { + // try to fix the first highpass; result is NOT + // perfect! TODO find a better fix + 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" + 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_speed.value; + gunorg[1] *= -cl_followmodel_side_speed.value; + gunorg[2] *= -cl_followmodel_up_speed.value; + + gunangles[PITCH] *= -cl_leanmodel_up_speed.value; + gunangles[YAW] *= -cl_leanmodel_side_speed.value; + gunangles[ROLL] = 0; + + // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!) + // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector! + highpass3(gunorg, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_up_highpass.value, cl.gunorg_adjustment_highpass, gunorg); + lowpass3(gunorg, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_up_lowpass.value, cl.gunorg_adjustment_lowpass, gunorg); + // we assume here: PITCH = 0, YAW = 1, ROLL = 2 + highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles); + lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles); + + // 5. use the adjusted vectors + VectorAdd(vieworg, gunorg, gunorg); + VectorAdd(viewangles, gunangles, gunangles); + } + else + { + // Just initialize gunorg/gunangles. + VectorCopy(vieworg, gunorg); + VectorCopy(viewangles, gunangles); + } + + // bounded XY speed, used by several effects below + xyspeed = bound (0, sqrt(clvelocity[0]*clvelocity[0] + clvelocity[1]*clvelocity[1]), cl_bob_velocity_limit.value); + + // vertical view bobbing code + if (cl_bob.value && cl_bobcycle.value) + { + float bob_limit = cl_bob_limit.value; + + if (cl_bob_limit_heightcheck.integer) + { + // use traces to determine what range the view can bob in, and scale down the bob as needed + float trace1fraction; + float trace2fraction; + vec3_t bob_height_check_dest; + + // these multipliers are expanded a bit (the actual bob sin range is from -0.4 to 1.0) to reduce nearclip issues, especially on water surfaces + bob_height_check_dest[0] = vieworg[0]; + bob_height_check_dest[1] = vieworg[1]; + bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * 1.1f; + trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true); + trace1fraction = trace.fraction; + + bob_height_check_dest[0] = vieworg[0]; + bob_height_check_dest[1] = vieworg[1]; + bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * -0.5f; + trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true); + trace2fraction = trace.fraction; + + bob_limit *= min(trace1fraction, trace2fraction); + } + + // LadyHavoc: this code is *weird*, but not replacable (I think it + // should be done in QC on the server, but oh well, quake is quake) + // LadyHavoc: 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 = bound(0, bob, bob_limit); + bob = bob*0.3 + bob*0.7*cycle; + 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 = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin + else + cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5); + bob = cl_bob2.value * 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 (clonground && !clcmdjump) // 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(-cl_bob_velocity_limit.value, DotProduct (clvelocity, right) * cl.bob2_smooth, cl_bob_velocity_limit.value); + front = bound(-cl_bob_velocity_limit.value, DotProduct (clvelocity, forward) * cl.bob2_smooth, cl_bob_velocity_limit.value); + 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[0] += bob2vel[0]; + gunorg[1] += bob2vel[1]; + } + + // fall bobbing code + // causes the view to swing down and back up when touching the ground + if (cl_bobfall.value && cl_bobfallcycle.value) + { + if (!clonground) + { + cl.bobfall_speed = bound(-400, clvelocity[2], 0) * bound(0, cl_bobfall.value, 0.1); + if (clvelocity[2] < -cl_bobfallminspeed.value) + cl.bobfall_swing = 1; + else + cl.bobfall_swing = 0; // TODO really? + } + else + { + cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime); + + bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed; + vieworg[2] += bobfall; + gunorg[2] += bobfall; + } + } + + // gun model bobbing code + 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 (clonground) + { + 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 = 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); + bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t; + VectorMA (gunorg, bob, up, gunorg); + } + } + } + // calculate a view matrix for rendering the scene + if (v_idlescale.value) + { + 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; + } + Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1); + if (v_yshearing.value > 0) + Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value); -/* -============== -V_CalcViewRoll + // calculate a viewmodel matrix for use in view-attached entities + Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix); + Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value); -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; + Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value); + if (v_yshearing.value > 0) + Matrix4x4_QuakeToDuke3D(&viewmodelmatrix_withbob, &viewmodelmatrix_withbob, v_yshearing.value); - 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; - } + VectorCopy(vieworg, cl.csqc_vieworiginfromengine); + VectorCopy(viewangles, cl.csqc_viewanglesfromengine); - if (cl.stats[STAT_HEALTH] <= 0) - { - r_refdef.viewangles[ROLL] = 80; // dead view angle - return; + Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix); + Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob); } + cl.calcrefdef_prevtime = cl.time; } - -/* -================== -V_CalcIntermissionRefdef - -================== -*/ -void V_CalcIntermissionRefdef (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; -} - -/* -================== -V_CalcRefdef - -================== -*/ -extern qboolean intimerefresh; void V_CalcRefdef (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; - + entity_t *ent; + qboolean cldead; -// 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 + if (cls.state == ca_connected && cls.signon == SIGNONS && !cl.csqc_server2csqcentitynumber[cl.viewentity]) { - 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 + // ent is the view entity (visible when out of body) + ent = &cl.entities[cl.viewentity]; + + cldead = (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && cl.stats[STAT_HEALTH] != -2342); + V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT], cldead, cl.intermission != 0, cl.velocity); // FIXME use a better way to detect teleport/warp than trail_allowed } - - - 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) + else { - VectorCopy (cl.viewangles, r_refdef.viewangles); + viewmodelmatrix_nobob = identitymatrix; + viewmodelmatrix_withbob = identitymatrix; + cl.csqc_viewmodelmatrixfromengine = identitymatrix; + r_refdef.view.matrix = identitymatrix; + VectorClear(cl.csqc_vieworiginfromengine); + VectorCopy(cl.viewangles, cl.csqc_viewanglesfromengine); } - 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++) +void V_MakeViewIsometric(void) +{ + // when using isometric view to play normal games we have to rotate the camera to make the Ortho matrix do the right thing (forward as up the screen, etc) + matrix4x4_t relative; + matrix4x4_t modifiedview; + matrix4x4_t modify; + vec3_t forward, left, up, org; + float t[4][4]; + + r_refdef.view.useperspective = false; + r_refdef.view.usevieworiginculling = !r_trippy.value && v_isometric_usevieworiginculling.integer; + r_refdef.view.frustum_y = v_isometric_verticalfov.value * cl.viewzoom; + r_refdef.view.frustum_x = r_refdef.view.frustum_y * (float)r_refdef.view.width / (float)r_refdef.view.height / vid_pixelheight.value; + r_refdef.view.frustum_x *= r_refdef.frustumscale_x; + r_refdef.view.frustum_y *= r_refdef.frustumscale_y; + r_refdef.view.ortho_x = r_refdef.view.frustum_x; // used by VM_CL_R_SetView + r_refdef.view.ortho_y = r_refdef.view.frustum_y; // used by VM_CL_R_SetView + + t[0][0] = v_isometric_xx.value; + t[0][1] = v_isometric_xy.value; + t[0][2] = v_isometric_xz.value; + t[0][3] = 0.0f; + t[1][0] = v_isometric_yx.value; + t[1][1] = v_isometric_yy.value; + t[1][2] = v_isometric_yz.value; + t[1][3] = 0.0f; + t[2][0] = v_isometric_zx.value; + t[2][1] = v_isometric_zy.value; + t[2][2] = v_isometric_zz.value; + t[2][3] = 0.0f; + t[3][0] = 0.0f; + t[3][1] = 0.0f; + t[3][2] = 0.0f; + t[3][3] = 1.0f; + Matrix4x4_FromArrayFloatGL(&modify, t[0]); + + // if the orientation is locked, extract the origin and create just a translate matrix to start with + if (v_isometric_locked_orientation.integer) { - view->origin[i] += forward[i]*bob*0.4; -// view->origin[i] += right[i]*bob*0.4; -// view->origin[i] += up[i]*bob*0.8; + vec3_t vx, vy, vz, origin; + Matrix4x4_ToVectors(&r_refdef.view.matrix, vx, vy, vz, origin); + Matrix4x4_CreateTranslate(&r_refdef.view.matrix, origin[0], origin[1], origin[2]); } - view->origin[2] += bob; -// fudge position around to keep amount of weapon visible -// roughly equal with different FOV + Matrix4x4_Concat(&modifiedview, &r_refdef.view.matrix, &modify); + Matrix4x4_CreateFromQuakeEntity(&relative, v_isometric_tx.value, v_isometric_ty.value, v_isometric_tz.value, v_isometric_rot_pitch.value, v_isometric_rot_yaw.value, v_isometric_rot_roll.value, 1.0f); + Matrix4x4_Concat(&r_refdef.view.matrix, &modifiedview, &relative); + Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, org); + VectorMAMAMAM(1.0f, org, v_isometric_relx.value, forward, v_isometric_rely.value, left, v_isometric_relz.value, up, org); + Matrix4x4_FromVectors(&r_refdef.view.matrix, forward, left, up, org); - 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) + if (v_isometric_flipcullface.integer) { - VectorAdd (r_refdef.viewangles, cl.punchangle, r_refdef.viewangles); + int a = r_refdef.view.cullface_front; + r_refdef.view.cullface_front = r_refdef.view.cullface_back; + r_refdef.view.cullface_back = a; } - -// 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]; - if (chase_active.value) - Chase_Update (); -} - -/* -================== -V_RenderView -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) +void V_FadeViewFlashs(void) { - if (con_forcedup) + // don't flash if time steps backwards + if (cl.time <= cl.oldtime) return; + // drop the damage value + cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade; + 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)*cl.cshifts[CSHIFT_BONUS].alphafade; + if (cl.cshifts[CSHIFT_BONUS].percent <= 0) + cl.cshifts[CSHIFT_BONUS].percent = 0; +} - if (cl.intermission) - { // intermission / finale rendering - V_CalcIntermissionRefdef (); - } - else +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; + r_refdef.frustumscale_x = 1; + r_refdef.frustumscale_y = 1; + if (cls.state == ca_connected && cls.signon == SIGNONS) { - if (!cl.paused /* && (sv.maxclients > 1 || key_dest == key_game) */ ) - V_CalcRefdef (); - } + // set contents color + int supercontents; + vec3_t vieworigin; + Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin); + supercontents = CL_PointSuperContents(vieworigin); + if (supercontents & SUPERCONTENTS_LIQUIDSMASK) + { + 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; + 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 * 0.5; + } + 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 (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; + } - R_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; + + // LadyHavoc: 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); + } + r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0], 255.0f); + r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1], 255.0f); + r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2], 255.0f); + r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f); + if (vid.sRGB3D) + { + r_refdef.viewblend[0] = Image_LinearFloatFromsRGB(r_refdef.viewblend[0]); + r_refdef.viewblend[1] = Image_LinearFloatFromsRGB(r_refdef.viewblend[1]); + r_refdef.viewblend[2] = Image_LinearFloatFromsRGB(r_refdef.viewblend[2]); + } + else + { + r_refdef.viewblend[0] *= (1.0f/256.0f); + r_refdef.viewblend[1] *= (1.0f/256.0f); + r_refdef.viewblend[2] *= (1.0f/256.0f); + } + + // Samual: Ugly hack, I know. But it's the best we can do since + // there is no way to detect client states from the engine. + if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && + cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0) + { + cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime); + cl.deathfade = bound(0.0f, cl.deathfade, 0.9f); + } + else + cl.deathfade = 0.0f; + + if(cl.deathfade > 0) + { + float a; + float deathfadevec[3] = {0.3f, 0.0f, 0.0f}; + a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade; + if(a > 0) + VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend); + r_refdef.viewblend[3] = a; + } + } } //============================================================================ @@ -870,9 +1200,12 @@ 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(&cmd_client, "v_cshift", V_cshift_f, "sets tint color of view"); + Cmd_AddCommand(&cmd_client, "bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up); optionally takes R G B [A [alphafade]] arguments to specify how the flash looks"); + Cmd_AddCommand(&cmd_client, "centerview", V_StartPitchDrift_f, "gradually recenter view (stop looking up/down)"); + + Cmd_AddCommand(&cmd_clientfromserver, "v_cshift", V_cshift_f, "sets tint color of view"); + Cmd_AddCommand(&cmd_clientfromserver, "bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up); optionally takes R G B [A [alphafade]] arguments to specify how the flash looks"); Cvar_RegisterVariable (&v_centermove); Cvar_RegisterVariable (&v_centerspeed); @@ -884,22 +1217,97 @@ void V_Init (void) Cvar_RegisterVariable (&v_iroll_level); Cvar_RegisterVariable (&v_ipitch_level); + Cvar_RegisterVariable(&v_isometric); + Cvar_RegisterVariable(&v_isometric_verticalfov); + Cvar_RegisterVariable(&v_isometric_xx); + Cvar_RegisterVariable(&v_isometric_xy); + Cvar_RegisterVariable(&v_isometric_xz); + Cvar_RegisterVariable(&v_isometric_yx); + Cvar_RegisterVariable(&v_isometric_yy); + Cvar_RegisterVariable(&v_isometric_yz); + Cvar_RegisterVariable(&v_isometric_zx); + Cvar_RegisterVariable(&v_isometric_zy); + Cvar_RegisterVariable(&v_isometric_zz); + Cvar_RegisterVariable(&v_isometric_tx); + Cvar_RegisterVariable(&v_isometric_ty); + Cvar_RegisterVariable(&v_isometric_tz); + Cvar_RegisterVariable(&v_isometric_rot_pitch); + Cvar_RegisterVariable(&v_isometric_rot_yaw); + Cvar_RegisterVariable(&v_isometric_rot_roll); + Cvar_RegisterVariable(&v_isometric_relx); + Cvar_RegisterVariable(&v_isometric_rely); + Cvar_RegisterVariable(&v_isometric_relz); + Cvar_RegisterVariable(&v_isometric_flipcullface); + Cvar_RegisterVariable(&v_isometric_locked_orientation); + Cvar_RegisterVariable(&v_isometric_usevieworiginculling); + 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); 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_bobfall); + Cvar_RegisterVariable (&cl_bobfallcycle); + Cvar_RegisterVariable (&cl_bobfallminspeed); + Cvar_RegisterVariable (&cl_bobmodel); + Cvar_RegisterVariable (&cl_bobmodel_side); + Cvar_RegisterVariable (&cl_bobmodel_up); + Cvar_RegisterVariable (&cl_bobmodel_speed); + Cvar_RegisterVariable (&cl_bob_limit); + Cvar_RegisterVariable (&cl_bob_limit_heightcheck); + Cvar_RegisterVariable (&cl_bob_limit_heightcheck_dontcrosswatersurface); + Cvar_RegisterVariable (&cl_bob_velocity_limit); + + 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_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); + 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_speed); + Cvar_RegisterVariable (&cl_followmodel_up_limit); + Cvar_RegisterVariable (&cl_followmodel_up_highpass1); + Cvar_RegisterVariable (&cl_followmodel_up_lowpass); + Cvar_RegisterVariable (&cl_followmodel_up_highpass); + + Cvar_RegisterVariable (&cl_viewmodel_scale); Cvar_RegisterVariable (&v_kicktime); Cvar_RegisterVariable (&v_kickroll); - Cvar_RegisterVariable (&v_kickpitch); -} + Cvar_RegisterVariable (&v_kickpitch); + Cvar_RegisterVariable (&cl_stairsmoothspeed); + + Cvar_RegisterVariable (&cl_smoothviewheight); + + Cvar_RegisterVariable (&chase_back); + Cvar_RegisterVariable (&chase_up); + Cvar_RegisterVariable (&chase_active); + Cvar_RegisterVariable (&chase_overhead); + Cvar_RegisterVariable (&chase_pitchangle); + Cvar_RegisterVariable (&chase_stevie); + + Cvar_RegisterVariable (&v_deathtilt); + Cvar_RegisterVariable (&v_deathtiltangle); + + Cvar_RegisterVariable (&v_yshearing); +}