/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 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. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // view.c -- player eye positioning #include "quakedef.h" #include "r_local.h" sfx_t *cl_sfx_step[4]; /* The view is allowed to move slightly from it's true position for bobbing, but if it exceeds 8 pixels linear distance (spherical, not box), the list of entities sent from the server may not include everything in the pvs, especially when crossing a water boudnary. */ cvar_t lcd_x = {"lcd_x","0"}; cvar_t lcd_yaw = {"lcd_yaw","0"}; cvar_t scr_ofsx = {"scr_ofsx","0", false}; cvar_t scr_ofsy = {"scr_ofsy","0", false}; cvar_t scr_ofsz = {"scr_ofsz","0", false}; 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","0.06", false}; cvar_t cl_bobup = {"cl_bobup","0.02", false};//BLUB changed to 0.02 cvar_t cl_sidebobbing = {"cl_sidebobbing","1"}; cvar_t cl_bobside = {"cl_bobside","0.02"}; cvar_t cl_bobsidecycle = {"cl_bobsidecycle","0.9"}; cvar_t cl_bobsideup = {"cl_bobsideup","0.5"}; 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", "1", true}; cvar_t gl_cshiftpercent = {"gl_cshiftpercent", "100", false}; //naievil -- wtf is this? float v_dmg_time, v_dmg_roll, v_dmg_pitch; extern int in_forward, in_forward2, in_back; /* =============== V_CalcRoll Used by view and sv_user =============== */ vec3_t forward, right, up; float V_CalcRoll (vec3_t angles, vec3_t velocity) { float sign; float side; float value; AngleVectors (angles, forward, right, up); side = DotProduct (velocity, right); sign = side < 0 ? -1 : 1; side = fabsf(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 =============== */ // Blub's new V_CalcBob code, both side and pitch are in one, dictated by the (which) parameter float V_CalcBob (float speed,float which)//0 = regular, 1 = side bobbing { float bob = 0; float sprint = 1; if (cl.stats[STAT_ZOOM] == 2) return; // Bob idle-y, instead of presenting as if in-motion. if (speed < 0.1) { if(cl.stats[STAT_ZOOM] == 1) speed = 0.05; else speed = 0.25; if (which == 0) bob = cl_bobup.value * 10 * speed * (sprint * sprint) * sin(cl.time * 3.25 * sprint); else bob = cl_bobside.value * 50 * speed * (sprint * sprint * sprint) * sin((cl.time * sprint) - (M_PI * 0.25)); } // Normal walk/sprint bob. else { if(cl.stats[STAT_ZOOM] == 3) sprint = 1.8; //this gets sprinting speed in comparison to walk speed per weapon //12.048 -> 4.3 = 100 -> 36ish, so replace 100 with 36 if(which == 0) bob = cl_bobup.value * 24 * speed * (sprint * sprint) * sin((cl.time * 12.5 * sprint));//Pitch Bobbing 10 else if(which == 1) bob = cl_bobside.value * 24 * speed * (sprint * sprint * sprint) * sin((cl.time * 6.25 * sprint) - (M_PI * 0.25));//Yaw Bobbing 5 } return bob; } //===================================================== View Bobbing ===================================================== static int lastSound; float PlayStepSound(void) { float num; int sound = 0; while(1) { num = (rand ()&0x7fff) / ((float)0x7fff); sound = (int)(num * 4); sound++; if(sound != lastSound) break; } if(sound == 1) S_StartSound (cl.viewentity, 4, cl_sfx_step[0], vec3_origin, 1, 1); else if(sound == 2) S_StartSound (cl.viewentity, 4, cl_sfx_step[1], vec3_origin, 1, 1); else if(sound == 3) S_StartSound (cl.viewentity, 4, cl_sfx_step[2], vec3_origin, 1, 1); else if(sound == 4) S_StartSound (cl.viewentity, 4, cl_sfx_step[3], vec3_origin, 1, 1); lastSound = sound; return sound; } static int canStep; float V_CalcVBob(float speed, float which) { float bob = 0; //float speedMulti = (0.2 + sqrt((cl.velocity[0] * cl.velocity[0]) + (cl.velocity[1] * cl.velocity[1])))/97; We're moving this to parent function to save calculations... //was going to multiply by speed in the sine function to step faster when you're moving faster... but it skipped around on points of the sine curve too much //It's be much more efficient to just have a constant step speed, though it would look really weird, it's the only way to have a constant step float sprint = 1; if(cl.stats[STAT_ZOOM] == 3) sprint = 1.8; if(cl.stats[STAT_ZOOM] == 2) return 0; if(sprint == 1) { if(which == 0) bob = speed * 8.6 * (1/sprint) * sin((cl.time * 12.5 * sprint));//10 else if(which == 1) bob = speed * 8.6 * (1/sprint) * sin((cl.time * 6.25 * sprint) - (M_PI * 0.25));//5 else if(which == 2) bob = speed * 8.6 * (1/sprint) * sin((cl.time * 6.25 * sprint) - (M_PI * 0.25));//5 } else { if(which == 0) bob = speed * 8.6 * (1/sprint) * cos((cl.time * 6.25 * sprint)); else if(which == 1) bob = speed * 8.6 * (1/sprint) * cos((cl.time * 12.5 * sprint)); else if(which == 2) bob = speed * 8.6 * (1/sprint) * cos((cl.time * 6.25 * sprint)); } if(speed > 0.1 && which == 0) { if(canStep && sin(cl.time * 12.5 * sprint) < -0.8) { PlayStepSound(); canStep = 0; } if(sin(cl.time * 12.5 * sprint) > 0.9) { canStep = 1; } } 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; cl.nodrift = false; cl.driftmove = 0; } } void V_StopPitchDrift (void) { cl.laststop = cl.time; cl.nodrift = true; cl.pitchvel = 0; } /* =============== V_DriftPitch Moves the client pitch angle towards cl.idealpitch sent by the server. 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 =============== */ void V_DriftPitch (void) { float delta, move; if (noclip_anglehack || !cl.onground || cls.demoplayback ) { cl.driftmove = 0; cl.pitchvel = 0; return; } // don't count small mouse motion if (cl.nodrift) { if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed) cl.driftmove = 0; else cl.driftmove += host_frametime; if ( cl.driftmove > v_centermove.value) { V_StartPitchDrift (); } return; } delta = cl.idealpitch - cl.viewangles[PITCH]; if (!delta) { cl.pitchvel = 0; return; } move = host_frametime * cl.pitchvel; cl.pitchvel += host_frametime * v_centerspeed.value; //Con_Printf ("move: %f (%f)\n", move, host_frametime); if (delta > 0) { if (move > delta) { cl.pitchvel = 0; move = delta; } cl.viewangles[PITCH] += move; } else if (delta < 0) { if (move > -delta) { cl.pitchvel = 0; move = -delta; } cl.viewangles[PITCH] -= move; } } /* ============================================================================== 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 }; cvar_t v_gamma = {"gamma", "1.0", true}; byte gammatable[256]; // palette is sent through this byte ramps[3][256]; float v_blend[4]; // rgba 0.0 - 1.0 void BuildGammaTable (float g) { int i, inf; if (g == 1.0) { for (i=0 ; i<256 ; i++) gammatable[i] = i; return; } for (i=0 ; i<256 ; i++) { inf = 255 * powf ( (i+0.5f)/255.5f , g ) + 0.5; if (inf < 0) inf = 0; if (inf > 255) inf = 255; gammatable[i] = inf; } } /* ================= V_CheckGamma ================= */ qboolean V_CheckGamma (void) { static float oldgammavalue; if (v_gamma.value == oldgammavalue) return false; oldgammavalue = v_gamma.value; BuildGammaTable (v_gamma.value); vid.recalc_refdef = 1; // force a surface cache flush return true; } /* =============== 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 (); 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.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; 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; } /* ================== V_cshift_f ================== */ void V_cshift_f (void) { 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_BonusFlash_f When you run over an item, the server sends this command ================== */ 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; } /* ============= V_SetContentsColor Underwater, lava, etc each has a color shift ============= */ void V_SetContentsColor (int contents) { switch (contents) { case CONTENTS_EMPTY: case CONTENTS_SOLID: cl.cshifts[CSHIFT_CONTENTS] = cshift_empty; break; case CONTENTS_LAVA: cl.cshifts[CSHIFT_CONTENTS] = cshift_lava; break; case CONTENTS_SLIME: cl.cshifts[CSHIFT_CONTENTS] = cshift_slime; break; default: cl.cshifts[CSHIFT_CONTENTS] = cshift_water; } } /* ============= V_HealthCshift ============= */ void V_HealthCshift (void) { int pulse_value, pulseadd; float tempi1, tempi2, tempi3, tempi4; if (cl.stats[STAT_HEALTH] < 100 && cl.stats[STAT_HEALTH]) { cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255; cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0; cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0; if (cl.stats[STAT_HEALTH] < 50) { pulse_value = abs(((int)(realtime*100)&100) - 50); pulseadd = 50; } else { pulse_value = abs(((int)(realtime*50)&20) - 10); pulseadd = 10; } tempi1 = cl.stats[STAT_HEALTH] + pulse_value; tempi2 = 100 + pulseadd; tempi3 = tempi1/tempi2; tempi4 = 200 - (tempi3*255); if (tempi4 < 0) tempi4 = 0; cl.cshifts[CSHIFT_DAMAGE].percent = (int)tempi4; } else cl.cshifts[CSHIFT_DAMAGE].percent = 0; } /* ============= V_CalcBlend ============= */ void V_CalcBlend (void) { float r, g, b, a, a2; int j; r = 0; g = 0; b = 0; a = 0; for (j=0 ; j 1) v_blend[3] = 1; if (v_blend[3] < 0) v_blend[3] = 0; } /* ============= V_UpdatePalette ============= */ void V_UpdatePalette (void) { int i, j; qboolean new; byte *basepal, *newpal; byte pal[768]; float r,g,b,a; int ir, ig, ib; qboolean force; //V_HealthCshift (); new = false; for (i=0 ; i 255) ir = 255; if (ig > 255) ig = 255; if (ib > 255) ib = 255; ramps[0][i] = gammatable[ir]; ramps[1][i] = gammatable[ig]; ramps[2][i] = gammatable[ib]; } basepal = host_basepal; newpal = pal; for (i=0 ; i<256 ; i++) { ir = basepal[0]; ig = basepal[1]; ib = basepal[2]; basepal += 3; newpal[0] = ramps[0][ir]; newpal[1] = ramps[1][ig]; newpal[2] = ramps[2][ib]; newpal += 3; } VID_ShiftPalette (pal); } /* ============================================================================== VIEW RENDERING ============================================================================== */ float angledelta (float a) { a = anglemod(a); if (a > 180) a -= 360; return a; } /* ================== CalcGunAngle ================== */ static float OldYawTheta; static float OldPitchTheta; static vec3_t cADSOfs; void CalcGunAngle (void) { float yaw, pitch, move; static float oldyaw = 0; static float oldpitch = 0; 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 { if (oldyaw - move > yaw) yaw = oldyaw - move; } if (pitch > oldpitch) { if (oldpitch + move < pitch) pitch = oldpitch + move; } else { if (oldpitch - move > pitch) pitch = oldpitch - move; } oldyaw = yaw; oldpitch = pitch; //=========Strafe-Roll========= //Creating backup CWeaponRot[PITCH] = cl.viewent.angles[PITCH] * -1; CWeaponRot[YAW] = cl.viewent.angles[YAW] * -1; CWeaponRot[ROLL] = cl.viewent.angles[ROLL] * -1; float side; side = V_CalcRoll (cl_entities[cl.viewentity].angles, cl.velocity); cl.viewent.angles[ROLL] = angledelta(cl.viewent.angles[ROLL] - ((cl.viewent.angles[ROLL] - (side * 5)) * 0.5)); //^^^ Model swaying if(cl.stats[STAT_ZOOM] == 1) { cl.viewent.angles[YAW] = (r_refdef.viewangles[YAW] + yaw) - (angledelta((r_refdef.viewangles[YAW] + yaw) - OldYawTheta ) * 0.3);//0.6 } else { cl.viewent.angles[YAW] = (r_refdef.viewangles[YAW] + yaw) - (angledelta((r_refdef.viewangles[YAW] + yaw) - OldYawTheta ) * 0.6);//0.6 } cl.viewent.angles[PITCH] = -1 * ((r_refdef.viewangles[PITCH] + pitch) - (angledelta((r_refdef.viewangles[PITCH] + pitch) + OldPitchTheta ) * 0.2)); //cl.viewent.angles[PITCH] = - (r_refdef.viewangles[PITCH] + pitch); //BLUBS STOPS HERE OldYawTheta = cl.viewent.angles[YAW]; OldPitchTheta = cl.viewent.angles[PITCH]; //readd this cl.viewent2.angles[ROLL] = cl.viewent.angles[ROLL] -= v_idlescale.value * sinf(cl.time*v_iroll_cycle.value * 2) * v_iroll_level.value; cl.viewent2.angles[PITCH] = cl.viewent.angles[PITCH] -= v_idlescale.value * sinf(cl.time*v_ipitch_cycle.value * 2) * v_ipitch_level.value; cl.viewent2.angles[YAW] = cl.viewent.angles[YAW] -= v_idlescale.value * sinf(cl.time*v_iyaw_cycle.value * 2) * v_iyaw_level.value; //Evaluating total offset CWeaponRot[PITCH] -= cl.viewent.angles[PITCH]; CWeaponRot[YAW] += cl.viewent.angles[YAW]; CWeaponRot[ROLL] += cl.viewent.angles[ROLL]; } /* ============== 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] + 32) r_refdef.vieworg[2] = ent->origin[2] + 32; } /* ============== V_AddIdle Idle swaying ============== */ void V_AddIdle (void) { r_refdef.viewangles[ROLL] += v_idlescale.value * sinf(cl.time*v_iroll_cycle.value) * v_iroll_level.value; r_refdef.viewangles[PITCH] += v_idlescale.value * sinf(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value; r_refdef.viewangles[YAW] += v_idlescale.value * sinf(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value; } /* ============== V_CalcViewRoll 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; 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; } } /* ================== V_CalcIntermissionRefdef ================== */ void V_CalcIntermissionRefdef (void) { entity_t *ent, *view, *view2; 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; view2 = &cl.viewent2; VectorCopy (ent->origin, r_refdef.vieworg); VectorCopy (ent->angles, r_refdef.viewangles); view->model = NULL; view2->model = NULL; // allways idle in intermission old = v_idlescale.value; v_idlescale.value = 1; V_AddIdle (); v_idlescale.value = old; } float ApproxEqual(float A, float B) { if((A-B) < -0.001) return 0; if(A-B > 0.001) return 0; //Con_Printf ("%f",sinf(M_PI)); return 1; }; /* ================== Weapon ADS Declarations ================== */ void GetWeaponADSOfs(vec2_t out) { switch(cl.stats[STAT_ACTIVEWEAPON]) { case W_COLT: { //out[0] = -15.281; //out[1] = 5.0677; out[0] = -5.4792; out[1] = 1.6500; return; } case W_KAR: { //out[0] = -15.4472; //out[1] = 8.75790; out[0] = -5.4959; out[1] = 3.1869; return; } case W_KAR_SCOPE: { //out[0] = -15.4472; //out[1] = 1.8985; out[0] = -5.2860; out[1] = 0.7061; return; } case W_THOMPSON: { //out[0] = -14.0936; //out[1] = 6.7265; out[0] = -6.0693; out[1] = 3.0076; return; } case W_TRENCH: { //out[0] = -20.5952; //out[1] = 10.1903; out[0] = -5.5271; out[1] = 2.8803; return; } case W_357: { //out[0] = -15.3425; //out[1] = 3.7888; out[0] = -8.3065; out[1] = 0.8792; return; } case W_MG: { out[0] = -6.6437; out[1] = 3.5092; return; } case W_DB: { out[0] = -5.8017; out[1] = 2.9121; return; } case W_SAWNOFF: { out[0] = -5.8017; out[1] = 2.9121; return; } case W_M1A1: { out[0] = -5.3878; out[1] = 3.6719; return; } case W_BAR: { out[0] = -3.8833; //out[1] = 2.3745; out[1] = 2.6745; return; } default: { //Large values > 20ish cause weapon to flicker, scale model down if we encounter! //Scale better be 4.3, or else viewbobbing is going to be inaccurate. out[0] = -5.4792; out[1] = 1.6500; return; } } }; /* ================== V_CalcRefdef ================== */ static float lastUpVelocity; static float VerticalOffset; static float cVerticalOffset; vec3_t CWeaponOffset;//blubs declared this vec3_t CWeaponRot; extern double crosshair_spread_time; void DropRecoilKick (void) { float len; if (crosshair_spread_time > sv.time) return; len = VectorNormalize (cl.gun_kick); //Con_Printf ("len = %f\n",len); len = len - 5*host_frametime; if (len < 0) len = 0; VectorScale (cl.gun_kick, len, cl.gun_kick); //Con_Printf ("len final = %f\n",len); } vec3_t lastPunchAngle; void V_CalcRefdef (void) { entity_t *ent, *view, *view2; int i; vec3_t forward, right, up; vec3_t angles; static float oldz = 0; V_DriftPitch (); DropRecoilKick(); // 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; view2 = &cl.viewent2; // transform the view offset by the model's matrix to get the offset from // model origin for the view 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 //Blubs Bobbing calculations were here, moved them down to be right above bob code block // refresh position VectorCopy (ent->origin, r_refdef.vieworg); r_refdef.vieworg[2] += cl.viewheight;//blubs removed "+ bob", it's added again below actually... // 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; VectorCopy (cl.viewangles, r_refdef.viewangles); V_CalcViewRoll (); V_AddIdle (); // offsets angles[PITCH] = -ent->angles[PITCH]; // because entity pitches are actually backwards angles[YAW] = ent->angles[YAW]; angles[ROLL] = ent->angles[ROLL]; AngleVectors (angles, forward, right, up); for (i=0 ; i<3 ; i++) r_refdef.vieworg[i] += scr_ofsx.value*forward[i] + scr_ofsy.value*right[i] + scr_ofsz.value*up[i]; V_BoundOffsets (); // set up gun position VectorCopy (cl.viewangles, view->angles); //cl.oldviewangles = cl.viewangles; CalcGunAngle (); view->angles[PITCH] = view->angles[PITCH] - cl.gun_kick[PITCH]; view->angles[YAW] = view->angles[YAW] + cl.gun_kick[YAW]; VectorCopy (ent->origin, view->origin); view->origin[2] += cl.viewheight; //Storing base location, later to calculate total offset CWeaponOffset[0]= view->origin[0] * -1; CWeaponOffset[1]= view->origin[1] * -1; CWeaponOffset[2]= view->origin[2] * -1; //Angle Vectors used by landing and iron sights, so do it here vec3_t temp_up,temp_right,temp_forward; AngleVectors (r_refdef.viewangles,temp_forward, temp_right, temp_up); //============================================================ Fall Landing Buffering ============================================================ if(lastUpVelocity < cl.velocity[2] - 5)//We've had a dramatic change in velocity { VerticalOffset = (lastUpVelocity - cl.velocity[2])/25; if(VerticalOffset < -15) { VerticalOffset = -15; } } cVerticalOffset += (VerticalOffset - cVerticalOffset) * 0.3; temp_up[0] *= cVerticalOffset; temp_up[1] *= cVerticalOffset; temp_up[2] *= cVerticalOffset; view->origin[0] +=(temp_up[0]); view->origin[1] +=(temp_up[1]); view->origin[2] +=(temp_up[2]); if(cVerticalOffset > VerticalOffset - 2 && cVerticalOffset < VerticalOffset + 2)//Close enough to goal { VerticalOffset = 0; } lastUpVelocity = cl.velocity[2]; //============================================================ Engine-Side Iron Sights ============================================================ AngleVectors (r_refdef.viewangles, temp_forward, temp_right, temp_up); vec3_t ADSOffset; if(cl.stats[STAT_ZOOM] == 1 || cl.stats[STAT_ZOOM] == 2) { ADSOffset[0] = sv_player->v.ADS_Offset[0]; ADSOffset[1] = sv_player->v.ADS_Offset[1]; ADSOffset[2] = sv_player->v.ADS_Offset[2]; ADSOffset[0] = ADSOffset[0]/1000; ADSOffset[1] = ADSOffset[1]/1000; ADSOffset[2] = ADSOffset[2]/1000; } else { ADSOffset[0] = 0; ADSOffset[1] = 0; ADSOffset[2] = 0; } //Side offset cADSOfs [0] += (ADSOffset[0] - cADSOfs[0]) * 0.25; cADSOfs [1] += (ADSOffset[1] - cADSOfs[1]) * 0.25; cADSOfs [2] += (ADSOffset[2] - cADSOfs[2]) * 0.25; temp_right[0] *= cADSOfs[0]; temp_right[1] *= cADSOfs[0]; temp_right[2] *= cADSOfs[0]; temp_up[0] *= cADSOfs[1]; temp_up[1] *= cADSOfs[1]; temp_up[2] *= cADSOfs[1]; temp_forward[0] *= cADSOfs[2]; temp_forward[1] *= cADSOfs[2]; temp_forward[2] *= cADSOfs[2]; view->origin[0] +=(temp_forward[0] + temp_right[0] + temp_up[0]); view->origin[1] +=(temp_forward[1] + temp_right[1] + temp_up[1]); view->origin[2] +=(temp_forward[2] + temp_right[2] + temp_up[2]); float speed = (0.2 + sqrt((cl.velocity[0] * cl.velocity[0]) + (cl.velocity[1] * cl.velocity[1]))); speed = speed/190; float bob, bobside = 0; if (cl_sidebobbing.value) bobside = V_CalcBob(speed,1); bob = V_CalcBob (speed,0); //============================ Weapon Bobbing Code Block================================= for (i=0 ; i<3 ; i++) { if (cl_sidebobbing.value) { view->origin[i] += right[i]*bobside*0.4; view->origin[i] += up[i]*bob*0.5; // view2->origin[i] += right[i]*bobside*0.2; // view2->origin[i] += up[i]*bob*0.2; // mz->origin[i] += right[i]*bobside*0.2; // mz->origin[i] += up[i]*bob*0.2; } else { view->origin[i] += forward[i]*bob*0.4; // view2->origin[i] += forward[i]*bob*0.4; // mz->origin[i] += forward[i]*bob*0.4; } } //view->origin[2] += bob * 2;//Removed because it added bobbing 2 times, we need to have more control than that, removed all multipliers but // view2->origin[2] += bob; // mz->origin[2] += bob; //=============================== Added View Bobbing Code Block (Blubs wuz here)======================= vec3_t vbob; vbob[0] = V_CalcVBob(speed,0) * cl_bob.value * 50;//cl_bob * 50 undo each other, but we want to give some control to people to limit view bobbing vbob[1] = V_CalcVBob(speed,1) * cl_bob.value * 50; vbob[2] = V_CalcVBob(speed,2) * cl_bob.value * 50; r_refdef.viewangles[YAW] = angledelta(r_refdef.viewangles[YAW] + (vbob[0] * 0.1)); r_refdef.viewangles[PITCH] = angledelta(r_refdef.viewangles[PITCH] + (vbob[1] * 0.1)); r_refdef.viewangles[ROLL] = anglemod(r_refdef.viewangles[ROLL] + (vbob[2] * 0.05)); //Here we finally set CWeaponOffset by the total weapon model offset, used for mzfl which uses CWeaponOffset variable. CWeaponOffset[0] += view->origin[0]; CWeaponOffset[1] += view->origin[1]; CWeaponOffset[2] += view->origin[2]; //I don't know what the comments below this are, but blubs didn't add them... // fudge position around to keep amount of weapon visible // roughly equal with different FOV view->model = cl.model_precache[cl.stats[STAT_WEAPON]]; view->frame = cl.stats[STAT_WEAPONFRAME]; view->skinnum = cl.stats[STAT_WEAPONSKIN]; view->colormap = vid.colormap; view2->model = cl.model_precache[cl.stats[STAT_WEAPON2]]; view2->frame = cl.stats[STAT_WEAPON2FRAME]; view2->skinnum = cl.stats[STAT_WEAPON2SKIN]; view2->colormap = vid.colormap; // set up the refresh position //blubs's punchangle interpolation lastPunchAngle[0] += (cl.punchangle[0] - lastPunchAngle[0]) * 0.5; lastPunchAngle[1] += (cl.punchangle[1] - lastPunchAngle[1]) * 0.5; lastPunchAngle[2] += (cl.punchangle[2] - lastPunchAngle[2]) * 0.5; //VectorCopy(cl.punchangle,lastPunchAngle); VectorAdd (r_refdef.viewangles, lastPunchAngle, r_refdef.viewangles); //VectorCopy(cl.punchangle,lastPunchAngle); VectorAdd (r_refdef.viewangles, cl.gun_kick, r_refdef.viewangles); // 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 (); view2->origin[0] = view->origin[0]; view2->origin[1] = view->origin[1]; view2->origin[2] = view->origin[2]; view2->angles[0] = view->angles[0]; view2->angles[1] = view->angles[1]; view2->angles[2] = view->angles[2]; } //================ // Blub's magical debug tracemove, begin debug functions here //================ /* int EN_Find(int num,char *string); void drawbbox (vec3_t start,vec3_t mins,vec3_t maxs,vec3_t end,int color) { vec3_t colorVec; if(color == 1) { colorVec[0] = 0; colorVec[1] = 1; colorVec[2] = 1; } if(color == 0) { colorVec[0] = 1; colorVec[1] = 0; colorVec[2] = 0; } if(color == -1) { colorVec[0] = 1; colorVec[1] = 0.5; colorVec[2] = 0.5; } //Goal Tracebox if(color >= 6 && color < 7) { colorVec[0] = 1; colorVec[1] = 1; colorVec[2] = 0; } if(color == 7) { colorVec[0] = 0; colorVec[1] = 1; colorVec[2] = 0; } //Down Tracebox if(color == 2) { colorVec[0] = 0.25; colorVec[1] = 0.2; colorVec[2] = 0.2; } if(color > 2 && color <= 3) { colorVec[0] = 1; colorVec[1] = 0.5; colorVec[2] = 0.25; } //Up Tracebox if(color >= 4 && color < 5) { colorVec[0] = 1; colorVec[1] = 0; colorVec[2] = 1; } if(color == 5) { colorVec[0] = 0; colorVec[1] = 0; colorVec[2] = 1; } vec3_t boxmins,boxmaxs; int i; if(start[0] == end[0] && start[1] == end[1] && start[2] == end[2]) { for(i = 0; i < 3; i++) { boxmins[i] = start[i] + mins[i]; boxmaxs[i] = start[i] + maxs[i]; } } else { for (i=0 ; i<3 ; i++) { if (end[i] > start[i]) { boxmins[i] = start[i] + mins[i] - 1; boxmaxs[i] = end[i] + maxs[i] + 1; } else { boxmins[i] = end[i] + mins[i] - 1; boxmaxs[i] = start[i] + maxs[i] + 1; } } } vec3_t start1,end1; //Drawing resultant box //Bottom Square start1[0] = boxmins[0]; start1[1] = boxmins[1]; start1[2] = boxmins[2]; end1[0] = boxmins[0]; end1[1] = boxmaxs[1]; end1[2] = boxmins[2]; R_DrawLine(start1,end1,colorVec); start1[0] = boxmins[0]; start1[1] = boxmaxs[1]; start1[2] = boxmins[2]; end1[0] = boxmaxs[0]; end1[1] = boxmaxs[1]; end1[2] = boxmins[2]; R_DrawLine(start1,end1,colorVec); start1[0] = boxmaxs[0]; start1[1] = boxmaxs[1]; start1[2] = boxmins[2]; end1[0] = boxmaxs[0]; end1[1] = boxmins[1]; end1[2] = boxmins[2]; R_DrawLine(start1,end1,colorVec); start1[0] = boxmaxs[0]; start1[1] = boxmins[1]; start1[2] = boxmins[2]; end1[0] = boxmins[0]; end1[1] = boxmins[1]; end1[2] = boxmins[2]; R_DrawLine(start1,end1,colorVec); //Top square start1[0] = boxmins[0]; start1[1] = boxmins[1]; start1[2] = boxmaxs[2]; end1[0] = boxmins[0]; end1[1] = boxmaxs[1]; end1[2] = boxmaxs[2]; R_DrawLine(start1,end1,colorVec); start1[0] = boxmins[0]; start1[1] = boxmaxs[1]; start1[2] = boxmaxs[2]; end1[0] = boxmaxs[0]; end1[1] = boxmaxs[1]; end1[2] = boxmaxs[2]; R_DrawLine(start1,end1,colorVec); start1[0] = boxmaxs[0]; start1[1] = boxmaxs[1]; start1[2] = boxmaxs[2]; end1[0] = boxmaxs[0]; end1[1] = boxmins[1]; end1[2] = boxmaxs[2]; R_DrawLine(start1,end1,colorVec); start1[0] = boxmaxs[0]; start1[1] = boxmins[1]; start1[2] = boxmaxs[2]; end1[0] = boxmins[0]; end1[1] = boxmins[1]; end1[2] = boxmaxs[2]; R_DrawLine(start1,end1,colorVec); //Side Lines start1[0] = boxmins[0]; start1[1] = boxmins[1]; start1[2] = boxmins[2]; end1[0] = boxmins[0]; end1[1] = boxmins[1]; end1[2] = boxmaxs[2]; R_DrawLine(start1,end1,colorVec); start1[0] = boxmins[0]; start1[1] = boxmaxs[1]; start1[2] = boxmins[2]; end1[0] = boxmins[0]; end1[1] = boxmaxs[1]; end1[2] = boxmaxs[2]; R_DrawLine(start1,end1,colorVec); start1[0] = boxmaxs[0]; start1[1] = boxmaxs[1]; start1[2] = boxmins[2]; end1[0] = boxmaxs[0]; end1[1] = boxmaxs[1]; end1[2] = boxmaxs[2]; R_DrawLine(start1,end1,colorVec); start1[0] = boxmaxs[0]; start1[1] = boxmins[1]; start1[2] = boxmins[2]; end1[0] = boxmaxs[0]; end1[1] = boxmins[1]; end1[2] = boxmaxs[2]; R_DrawLine(start1,end1,colorVec); } ///////////////////////////////////////////// int DebugTraceMove(vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int type, edict_t *ent) { if(start[0] == end[0] && start[1] == end[1] && start[2] == end[2]) { return 1; } vec3_t forward, up; float HorDist; vec3_t HorGoal; vec3_t tempHorGoal; up[0] = 0; up[1] = 0; up[2] = 1; HorGoal[0] = end[0]; HorGoal[1] = end[1]; HorGoal[2] = start[2]; VectorSubtract(HorGoal,start,forward); HorDist = VectorLength(forward); VectorNormalize(forward); vec3_t CurrentPos; VectorCopy(start,CurrentPos); VectorCopy(HorGoal,tempHorGoal); float CurrentDist = 0;//2d distance from initial 3d positionvector trace_t trace1, trace2; float tempDist; vec3_t tempVec; vec3_t tempVec2; float i; int STEPSIZEB = 18;//other declaration isn't declared yet float SLOPELEN = 10.4;//18/tan(60) = 10.4, the the length of the triangle formed by the max walkable slope of 60 degrees. int skip = 0; int LoopBreak = 0; while(CurrentDist < HorDist) { if(LoopBreak > 50) { Con_Printf("AI Warning: There is a ledge that is greater than 650 meters.\n"); return -1; } trace1 = SV_Move(CurrentPos, mins, maxs, tempHorGoal, MOVE_NOMONSTERS, ent); //Goal //drawbbox(CurrentPos,mins,maxs,tempHorGoal,trace1.fraction + 6); VectorSubtract(tempHorGoal,CurrentPos,tempVec); tempDist = trace1.fraction * VectorLength(tempVec); //Check if we fell along the path for(i = (maxs[0] * 1); i < tempDist; i += (maxs[0] * 1)) { VectorScale(forward,i,tempVec); VectorAdd(tempVec,CurrentPos,tempVec); VectorScale(up,-500,tempVec2);//500 inches is about 13 meters VectorAdd(tempVec,tempVec2,tempVec2); trace2 = SV_Move(tempVec, mins, maxs, tempVec2, MOVE_NOMONSTERS, ent); //Down if(trace2.fraction > 0) { vec3_t tVec; VectorScale(up,-500,tVec); VectorScale(tVec,trace2.fraction,tVec); VectorAdd(tempVec,tVec,tVec); drawbbox(tempVec,mins,maxs,tVec,3); //drawbbox(tempVec,mins,maxs,tempVec2,3); } if(trace2.fraction > 0) { VectorScale(up,trace2.fraction * -500,tempVec2); VectorAdd(tempVec,tempVec2,CurrentPos); VectorAdd(tempHorGoal,tempVec2,tempHorGoal); skip = 1; CurrentDist += i; if(trace2.fraction == 1) { //We fell the full 13 meters!, we need to be careful here, //because if we're checking over the void, then we could be stuck in an infinite loop and crash the game //So we're going to keep track of how many times we fall 13 meters LoopBreak++; } else { LoopBreak = 0; } break; } } //If we fell at any location along path, then we don't try to step up if(skip == 1) { trace2.fraction = 0; skip = 0; continue; } //We need to advance it as much as possible along path before step up if(trace1.fraction > 0 && trace1.fraction < 1) { VectorCopy(trace1.endpos,CurrentPos); trace1.fraction = 0; } //Check step up if(trace1.fraction < 1) { VectorScale(up,STEPSIZEB,tempVec2); VectorAdd(CurrentPos,tempVec2,tempVec); VectorAdd(tempHorGoal,tempVec2,tempVec2); trace2 = SV_Move(tempVec, mins, maxs, tempVec2, MOVE_NOMONSTERS, ent); //up //=============================== Debug ============================================================== vec3_t debugVec;//temp, we need to do the conditional for success step up but we copy vector after this, so we need to do a temp version of the copy to test in color assignment VectorSubtract(tempVec2,tempVec,debugVec); if(trace2.fraction <= (trace1.fraction + (SLOPELEN/VectorLength(debugVec))) && trace2.fraction != 1) { drawbbox(tempVec,mins,maxs,tempVec,4); } drawbbox(CurrentPos,mins,maxs,CurrentPos,5); //=============================== / Debug ============================================================== //10.4 is minimum length for a slope of 60 degrees, we need to at least advance this much to know the surface is walkable VectorSubtract(tempVec2,tempVec,tempVec2); if(trace2.fraction > (trace1.fraction + (SLOPELEN/VectorLength(tempVec2))) || trace2.fraction == 1) { //we check for slope above //This is for advancing within the step up //VectorCopy(trace2.endpos,CurrentPos); //tempHorGoal[2] = CurrentPos[2]; //VectorSubtract(trace2.endpos,tempVec,tempVec2); //CurrentDist += VectorLength(tempVec2); //this is for continuing the search with the step up VectorCopy(tempVec,CurrentPos); tempHorGoal[2] = CurrentPos[2]; continue; } else { //Con_Printf("t2:%f,t1:%f, delta: %f",trace2.fraction,trace1.fraction,trace1.fraction + (SLOPELEN/VectorLength(tempVec2))); //Con_Printf("hitwall "); return 0;//stepping up didn't advance so we've hit a wall, we failed } } if(trace1.fraction == 1)//we've made it horizontally to our goal... so check if we've made it vertically... { if((end[2] - tempHorGoal[2] < STEPSIZEB) && (end[2] - tempHorGoal[2]) > -1 * STEPSIZEB) return 1; else { Con_Printf("vert "); return 0; } } } Con_Printf("end "); return 0; } void tryLine() { edict_t *p; int pnum; pnum = EN_Find(0,"player"); p = EDICT_NUM(pnum); vec3_t cv; int result; result = DebugTraceMove(p->v.origin,p->v.mins,p->v.maxs,PROG_TO_EDICT(p->v.enemy)->v.origin ,0,p); cv[0] = 1; cv[1] = 0; cv[2] = 0; if(result == 1) { cv[0] = 0; cv[1] = 1; cv[2] = 0; } R_DrawLine(p->v.origin,PROG_TO_EDICT(p->v.enemy)->v.origin,cv); //drawbbox(p->v.origin,p->v.mins,p->v.maxs,PROG_TO_EDICT(p->v.enemy)->v.origin,result); drawbbox(PROG_TO_EDICT(p->v.enemy)->v.origin,p->v.mins,p->v.maxs,PROG_TO_EDICT(p->v.enemy)->v.origin,1); drawbbox(p->v.origin,p->v.mins,p->v.maxs,p->v.origin,1); }*/ //End blubs debug functions /* ================== 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 ================== */ extern vrect_t scr_vrect; void V_RenderView (void) { if (con_forcedup) return; // don't allow cheats in multiplayer if (cl.maxclients > 1) { Cvar_Set ("scr_ofsx", "0"); Cvar_Set ("scr_ofsy", "0"); Cvar_Set ("scr_ofsz", "0"); } if (cl.intermission) { // intermission / finale rendering V_CalcIntermissionRefdef (); } else { if (!cl.paused /* && (sv.maxclients > 1 || key_dest == key_game) */ ) V_CalcRefdef (); } R_PushDlights (); if (lcd_x.value) { // // render two interleaved views // int i; vid.rowbytes <<= 1; vid.aspect *= 0.5; r_refdef.viewangles[YAW] -= lcd_yaw.value; for (i=0 ; i<3 ; i++) r_refdef.vieworg[i] -= right[i]*lcd_x.value; R_RenderView (); vid.buffer += vid.rowbytes>>1; R_PushDlights (); r_refdef.viewangles[YAW] += lcd_yaw.value*2; for (i=0 ; i<3 ; i++) r_refdef.vieworg[i] += 2*right[i]*lcd_x.value; R_RenderView (); vid.buffer -= vid.rowbytes>>1; r_refdef.vrect.height <<= 1; vid.rowbytes >>= 1; vid.aspect *= 2; } else { R_RenderView (); } } //============================================================================ /* ============= V_Init ============= */ void V_Init (void) { Cmd_AddCommand ("v_cshift", V_cshift_f); Cmd_AddCommand ("bf", V_BonusFlash_f); Cmd_AddCommand ("centerview", V_StartPitchDrift); Cvar_RegisterVariable (&lcd_x); Cvar_RegisterVariable (&lcd_yaw); Cvar_RegisterVariable (&v_centermove); Cvar_RegisterVariable (&v_centerspeed); Cvar_RegisterVariable (&v_iyaw_cycle); Cvar_RegisterVariable (&v_iroll_cycle); Cvar_RegisterVariable (&v_ipitch_cycle); Cvar_RegisterVariable (&v_iyaw_level); Cvar_RegisterVariable (&v_iroll_level); Cvar_RegisterVariable (&v_ipitch_level); Cvar_RegisterVariable (&v_idlescale); Cvar_RegisterVariable (&crosshair); Cvar_RegisterVariable (&gl_cshiftpercent); Cvar_RegisterVariable (&scr_ofsx); Cvar_RegisterVariable (&scr_ofsy); Cvar_RegisterVariable (&scr_ofsz); Cvar_RegisterVariable (&cl_rollspeed); Cvar_RegisterVariable (&cl_rollangle); Cvar_RegisterVariable (&cl_bob); Cvar_RegisterVariable (&cl_bobcycle); Cvar_RegisterVariable (&cl_bobup); Cvar_RegisterVariable (&v_kicktime); Cvar_RegisterVariable (&v_kickroll); Cvar_RegisterVariable (&v_kickpitch); Cvar_RegisterVariable (&v_gamma); BuildGammaTable (v_gamma.value); // no gamma yet }