X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=view.c;h=c755001b06965c972dec6640a8267ac12ce92df4;hb=21a5768cac21551af202c1e36d926eecd438160f;hp=6ee1a201bda1e38cd1fafc7fdfac9ddb0811cc06;hpb=1a90aa350d2f535d6918bf71d941c471a63ddb6f;p=xonotic%2Fdarkplaces.git diff --git a/view.c b/view.c index 6ee1a201..c755001b 100644 --- a/view.c +++ b/view.c @@ -22,6 +22,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" #include "cl_collision.h" +void CL_VM_UpdateDmgGlobals (int dmg_take, int dmg_save, vec3_t dmg_origin); + /* The view is allowed to move slightly from it's true position for bobbing, @@ -37,11 +39,37 @@ 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_bobside = {CVAR_SAVE, "cl_bobside","0", "sideway view bobbing amount"}; +cvar_t cl_bobsidecycle = {CVAR_SAVE, "cl_bobsidecycle","0.6", "sideway view bobbing speed"}; +cvar_t cl_bobsideup = {CVAR_SAVE, "cl_bobsideup","0.5", "view bobbing adjustment that makes the side swing of the bob last longer"}; +cvar_t cl_bobsideairtime = {CVAR_SAVE, "cl_bobsideairtime","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 = {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", "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_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 = {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_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"}; @@ -68,12 +96,16 @@ cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"}; cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"}; cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"}; +cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"}; // GAME_GOODVSBAD2 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"}; cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"}; cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"}; +// Prophecy camera pitchangle by Alexander "motorsep" Zubov +cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"}; + float v_dmg_time, v_dmg_roll, v_dmg_pitch; @@ -226,6 +258,9 @@ void V_ParseDamage (void) blood = MSG_ReadByte (); MSG_ReadVector(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; @@ -233,6 +268,7 @@ void V_ParseDamage (void) cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame 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) @@ -294,10 +330,30 @@ When you run over an item, the server sends this command */ static void V_BonusFlash_f (void) { - 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; + if(Cmd_Argc() == 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; + } + else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6) + { + cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255; + cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255; + cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255; + if(Cmd_Argc() >= 5) + cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;) + else + cl.cshifts[CSHIFT_BONUS].percent = 50; + if(Cmd_Argc() >= 6) + cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255; + else + cl.cshifts[CSHIFT_BONUS].alphafade = 100; + } + else + Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n"); } /* @@ -319,14 +375,69 @@ V_CalcRefdef ================== */ +#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) +{ + frac = bound(0, frac, 1); + return (*store = *store * (1 - frac) + value * frac); +} + +static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store) +{ + lowpass(value, frac, store); + return (*store = bound(value - limit, *store, value + limit)); +} + +static vec_t highpass(vec_t value, vec_t frac, vec_t *store) +{ + return value - lowpass(value, frac, store); +} + +static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store) +{ + return value - lowpass_limited(value, frac, limit, store); +} + +static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out) +{ + out[0] = lowpass(value[0], fracx, &store[0]); + out[1] = lowpass(value[1], fracy, &store[1]); + out[2] = lowpass(value[2], fracz, &store[2]); +} + +static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out) +{ + out[0] = highpass(value[0], fracx, &store[0]); + out[1] = highpass(value[1], fracy, &store[1]); + out[2] = highpass(value[2], fracz, &store[2]); +} + +static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fracy, vec_t limity, vec_t fracz, vec_t limitz, vec3_t store, vec3_t out) +{ + 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]); +} + void V_CalcRefdef (void) { entity_t *ent; - float vieworg[3], gunorg[3], viewangles[3], smoothtime; + float vieworg[3], viewangles[3], smoothtime; + float gunorg[3], gunangles[3]; +#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; VectorClear(gunorg); viewmodelmatrix = identitymatrix; - r_view.matrix = identitymatrix; + r_refdef.view.matrix = identitymatrix; if (cls.state == ca_connected && cls.signon == SIGNONS) { // ent is the view entity (visible when out of body) @@ -348,18 +459,18 @@ void V_CalcRefdef (void) { // entity is a fixed camera, just copy the matrix if (cls.protocol == PROTOCOL_QUAKEWORLD) - Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, cl.qw_intermission_origin[0], cl.qw_intermission_origin[1], cl.qw_intermission_origin[2], cl.qw_intermission_angles[0], cl.qw_intermission_angles[1], cl.qw_intermission_angles[2], 1); + 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_view.matrix = ent->render.matrix; - Matrix4x4_AdjustOrigin(&r_view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]); + r_refdef.view.matrix = ent->render.matrix; + Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]); } - viewmodelmatrix = r_view.matrix; + viewmodelmatrix = r_refdef.view.matrix; } 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 { @@ -373,36 +484,92 @@ void V_CalcRefdef (void) // TODO: add a cvar to disable this viewangles[PITCH] += cl.qw_weaponkick; + // apply the viewofs (even if chasecam is used) + vieworg[2] += cl.stats[STAT_VIEWHEIGHT]; + if (chase_active.value) { - // observing entity from third person - vec_t camback, camup, dist, forward[3], chase_dest[3]; + // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov + vec_t camback, camup, dist, campitch, forward[3], chase_dest[3]; - camback = bound(0, chase_back.value, 128); - if (chase_back.value != camback) - Cvar_SetValueQuick(&chase_back, camback); - camup = bound(-48, chase_up.value, 96); - if (chase_up.value != camup) - Cvar_SetValueQuick(&chase_up, camup); + camback = chase_back.value; + camup = chase_up.value; + campitch = chase_pitchangle.value; - // this + 22 is to match view_ofs for compatibility with older versions - camup += 22; + AngleVectors(viewangles, forward, NULL, NULL); - if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer) + if (chase_overhead.integer) { - // look straight down from high above - viewangles[0] = 90; - camback = 2048; +#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_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); + trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); +#else + //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); + trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 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_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); +#else + trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 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_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); +#else + trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 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; } - AngleVectors(viewangles, forward, NULL, NULL); + 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_Move(vieworg, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); - VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg); + // 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_BODY | SUPERCONTENTS_SKY, true, false, NULL, false); + VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg); + } } else { @@ -411,7 +578,7 @@ 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; @@ -419,15 +586,63 @@ void V_CalcRefdef (void) } // origin VectorAdd(vieworg, cl.punchvector, vieworg); - vieworg[2] += cl.stats[STAT_VIEWHEIGHT]; if (cl.stats[STAT_HEALTH] > 0) { double xyspeed, bob; + float cycle; + vec_t frametime; + + frametime = cl.realframetime * cl.movevars_timescale; - xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]); + // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then + if(!ent->persistent.trail_allowed) // FIXME improve this check + { + // 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.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.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!) + // 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); + + // vertical view bobbing code + xyspeed = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]); if (cl_bob.value && cl_bobcycle.value) { - float cycle; // LordHavoc: this code is *weird*, but not replacable (I think it // should be done in QC on the server, but oh well, quake is quake) // LordHavoc: figured out bobup: the time at which the sin is at 180 @@ -442,11 +657,67 @@ void V_CalcRefdef (void) // (don't count Z, or jumping messes it up) bob = xyspeed * cl_bob.value; bob = bob*0.3 + bob*0.7*cycle; - vieworg[2] += bound(-7, bob, 4); + vieworg[2] += bound(-8, bob, 10); + // 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(-8, bob, 10); } - VectorCopy(vieworg, gunorg); + // horizontal view bobbing code + if (cl_bobside.value && cl_bobsidecycle.value) + { + vec3_t bobvel; + vec3_t forward, right, up; + float side, front; + cycle = cl.time / cl_bobsidecycle.value; + cycle -= (int) cycle; + if (cycle < cl_bobsideup.value) + cycle = sin(M_PI * cycle / cl_bobsideup.value); + else + cycle = sin(M_PI + M_PI * (cycle-cl_bobsideup.value)/(1.0 - cl_bobsideup.value)); + // bob is proportional to velocity in the xy plane + // (don't count Z, or jumping messes it up) + bob = xyspeed * cl_bobside.value; + bob = bob*0.3 + bob*0.7*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.bobside_airtime = 1; + else + { + if(cl.bobside_airtime > 0) + cl.bobside_airtime -= bound(0, cl_bobsideairtime.value, 1); + else + cl.bobside_airtime = 0; + } + + // now we calculate the side and front of the player, between the X and Y axis + AngleVectors(viewangles, forward, right, up); + // now the speed based on these angles. The division is for mathing vertical bobbing intensity + side = DotProduct (cl.velocity, right) / 1000 * cl.bobside_airtime; + front = DotProduct (cl.velocity, forward) / 1000 * cl.bobside_airtime; + forward[0] *= bob; + forward[1] *= bob; + right[0] *= bob; + right[1] *= bob; + // we use side with forward and front with right so the side bobbing goes + // to the side when we walk forward and to the front when we strafe. + VectorMAMAM(side, forward, front, right, 0, up, bobvel); + vieworg[0] += bound(-8, bobvel[0], 8); + vieworg[1] += bound(-8, bobvel[1], 8); + // 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] += bound(-8, bobvel[0], 8); + gunorg[1] += bound(-8, bobvel[1], 8); + } + + // gun model bobbing code if (cl_bob.value && cl_bobmodel.value) { // calculate for swinging gun model @@ -481,7 +752,7 @@ void V_CalcRefdef (void) } bspeed = bound (0, xyspeed, 400) * 0.01f; - AngleVectors (viewangles, forward, right, up); + 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; @@ -491,11 +762,11 @@ void V_CalcRefdef (void) } // calculate a view matrix for rendering the scene if (v_idlescale.value) - Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0] + v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, viewangles[1] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1); + Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0] + v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, viewangles[1] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1); else - Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1); + Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1); // calculate a viewmodel matrix for use in view-attached entities - Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], cl_viewmodel_scale.value); + Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value); VectorCopy(vieworg, cl.csqc_origin); VectorCopy(viewangles, cl.csqc_angles); } @@ -508,11 +779,11 @@ void V_FadeViewFlashs(void) if (cl.time <= cl.oldtime) return; // drop the damage value - cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150; + 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)*100; + 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; } @@ -532,7 +803,7 @@ void V_CalcViewBlend(void) // set contents color int supercontents; vec3_t vieworigin; - Matrix4x4_OriginFromMatrix(&r_view.matrix, vieworigin); + Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin); supercontents = CL_PointSuperContents(vieworigin); if (supercontents & SUPERCONTENTS_LIQUIDSMASK) { @@ -621,11 +892,31 @@ void V_CalcViewBlend(void) 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] * (1.0f/255.0f), 1.0f); r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f); r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f); r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f); + + // 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; + } } } @@ -639,7 +930,7 @@ V_Init void V_Init (void) { Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view"); - Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up)"); + Cmd_AddCommand ("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 ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)"); Cvar_RegisterVariable (&v_centermove); @@ -660,11 +951,39 @@ void V_Init (void) Cvar_RegisterVariable (&cl_bob); Cvar_RegisterVariable (&cl_bobcycle); Cvar_RegisterVariable (&cl_bobup); + Cvar_RegisterVariable (&cl_bobside); + Cvar_RegisterVariable (&cl_bobsidecycle); + Cvar_RegisterVariable (&cl_bobsideup); + Cvar_RegisterVariable (&cl_bobsideairtime); Cvar_RegisterVariable (&cl_bobmodel); Cvar_RegisterVariable (&cl_bobmodel_side); Cvar_RegisterVariable (&cl_bobmodel_up); Cvar_RegisterVariable (&cl_bobmodel_speed); + 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); @@ -676,6 +995,8 @@ void V_Init (void) Cvar_RegisterVariable (&chase_back); Cvar_RegisterVariable (&chase_up); Cvar_RegisterVariable (&chase_active); + Cvar_RegisterVariable (&chase_overhead); + Cvar_RegisterVariable (&chase_pitchangle); if (gamemode == GAME_GOODVSBAD2) Cvar_RegisterVariable (&chase_stevie);