I thought this was already checked in. If it fixes something with view

stuff cool.  If it breaks stuff....  Um, well...
This commit is contained in:
Joseph Carter 2000-03-16 02:26:12 +00:00
parent a7d766abc9
commit bf764072a0
3 changed files with 111 additions and 248 deletions

View file

@ -1161,7 +1161,7 @@ void CL_RelinkEntities (void)
// interpolate player info
//
for (i=0 ; i<3 ; i++)
cl.velocity[i] = cl.mvelocity[1][i] +
cl.simvel[i] = cl.mvelocity[1][i] +
frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
if (cls.demoplayback)

View file

@ -337,7 +337,7 @@ typedef struct
// between these
vec3_t mvelocity[2]; // update by server, used for lean+bob
// (0 is newest)
vec3_t velocity; // lerped between mvelocity[0] and [1]
// vec3_t velocity; // lerped between mvelocity[0] and [1]
} client_state_t;
extern client_state_t cl;

View file

@ -35,15 +35,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
extern int onground;
/*
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; // FIXME: make this work sometime...
cvar_t *lcd_yaw;
@ -91,7 +82,10 @@ player_state_t *view_message;
/*
V_CalcRoll
(desc)
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.
*/
float
V_CalcRoll (vec3_t angles, vec3_t velocity)
@ -123,14 +117,11 @@ V_CalcRoll (vec3_t angles, vec3_t velocity)
(desc)
*/
float V_CalcBob (void)
float
V_CalcBob ( void )
{
#ifdef QUAKEWORLD
static double bobtime;
static double bobtime;
static float bob;
#else
float bob;
#endif
float cycle;
#ifdef QUAKEWORLD
@ -139,31 +130,22 @@ float V_CalcBob (void)
if (onground == -1)
return bob; // just use old value
#endif
bobtime += host_frametime;
cycle = bobtime - (int)(bobtime/cl_bobcycle->value)*cl_bobcycle->value;
#else
cycle = cl.time - (int)(cl.time/cl_bobcycle->value)*cl_bobcycle->value;
#endif
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 [simulated] velocity in the xy plane
// (don't count Z, or jumping messes it up)
// bob is proportional to simulated velocity in the xy plane
// (don't count Z, or jumping messes it up)
#ifdef QUAKEWORLD
bob = sqrt(cl.simvel[0]*cl.simvel[0] + cl.simvel[1]*cl.simvel[1]) * cl_bob->value;
#else
bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob->value;
#endif
bob = bob*0.3 + bob*0.7*sin(cycle);
if (bob > 4)
bob = 4;
else if (bob < -7)
bob = -7;
bob = bound( -7, bob, 4);
return bob;
}
@ -202,7 +184,7 @@ V_StopPitchDrift (void)
Move client pitch angle towards cl.idealpitch sent by the server.
If the user is adjusting pitch manually, either with lookup/lookdown,
If user is adjusting pitch manually, either with lookup/lookdown,
mlook and mouse, or klook and keyboard, pitch drifting is constantly
stopped.
@ -212,11 +194,11 @@ V_StopPitchDrift (void)
void
V_DriftPitch ( void )
{
float delta, move;
float delta, move;
#ifdef QUAKEWORLD
if (view_message->onground == -1 || cls.demoplayback ) {
#else
#elif UQUAKE
if (noclip_anglehack || !cl.onground || cls.demoplayback ) {
#endif
cl.driftmove = 0;
@ -228,7 +210,7 @@ V_DriftPitch ( void )
if ( cl.nodrift ) {
#ifdef QUAKEWORLD
if ( fabs(cl.frames[(cls.netchan.outgoing_sequence-1)&UPDATE_MASK].cmd.forwardmove) < 200)
#else
#elif UQUAKE
if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed->value)
#endif
cl.driftmove = 0;
@ -342,9 +324,6 @@ V_ParseDamage ( void )
vec3_t from;
int i;
vec3_t forward, right, up;
#ifdef UQUAKE
entity_t *ent;
#endif
float side;
float count;
@ -376,20 +355,10 @@ V_ParseDamage ( void )
}
// calculate view angle kicks
#ifdef QUAKEWORLD
VectorSubtract (from, cl.simorg, from);
#else
ent = &cl_entities[cl.playernum + 1];
VectorSubtract (from, ent->origin, from);
#endif
VectorNormalize (from);
#ifdef QUAKEWORLD
AngleVectors (cl.simangles, forward, right, up);
#else
AngleVectors (ent->angles, forward, right, up);
#endif
side = DotProduct (from, right);
v_dmg_roll = count*side*v_kickroll->value;
@ -409,9 +378,10 @@ V_ParseDamage ( void )
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));
int i;
for ( i=0 ; i<3 ; i++ )
cshift_empty.destcolor[i] = atoi(Cmd_Argv(i+1));
cshift_empty.percent = atoi(Cmd_Argv(4));
}
@ -438,31 +408,27 @@ V_BonusFlash_f ( void )
void
V_SetContentsColor (int contents)
{
#ifdef QUAKEWORLD
if (!v_contentblend->value) {
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
return;
}
switch (contents) {
case CONTENTS_EMPTY:
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
break;
case CONTENTS_LAVA:
cl.cshifts[CSHIFT_CONTENTS] = cshift_lava;
break;
case CONTENTS_SOLID:
#ifdef UQUAKE
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
#endif
switch (contents)
{
case CONTENTS_SOLID:
#ifdef QUAKEWORLD
cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
#else
cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
#endif
case CONTENTS_EMPTY:
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;
case CONTENTS_SLIME:
cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
break;
default:
cl.cshifts[CSHIFT_CONTENTS] = cshift_water;
}
}
@ -513,16 +479,12 @@ V_CalcBlend ( void )
b = 0;
a = 0;
for (j=0 ; j<NUM_CSHIFTS ; j++)
{
for (j=0 ; j<NUM_CSHIFTS ; j++) {
if (!gl_cshiftpercent->value)
continue;
a2 = ((cl.cshifts[j].percent * gl_cshiftpercent->value) / 100.0) / 255.0;
// a2 = (cl.cshifts[j].percent/2)/255.0; // from qw
// a2 = cl.cshifts[j].percent/255.0; // from uq
if (!a2)
continue;
a = a + a2*(1-a);
@ -572,15 +534,11 @@ CalcGunAngle ( void )
pitch = -r_refdef.viewangles[PITCH];
yaw = angledelta(yaw - r_refdef.viewangles[YAW]) * 0.4;
if (yaw > 10)
yaw = 10;
if (yaw < -10)
yaw = -10;
yaw = bound(-10, yaw, 10);
pitch = angledelta(-pitch - r_refdef.viewangles[PITCH]) * 0.4;
if (pitch > 10)
pitch = 10;
if (pitch < -10)
pitch = -10;
pitch = bound(-10, pitch, 10);
move = host_frametime*20;
if ( yaw > oldyaw ) {
if (oldyaw + move < yaw)
@ -603,13 +561,9 @@ CalcGunAngle ( void )
cl.viewent.angles[YAW] = r_refdef.viewangles[YAW] + yaw;
cl.viewent.angles[PITCH] = - (r_refdef.viewangles[PITCH] + pitch);
#ifdef UQUAKE
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;
#endif
}
/*
V_BoundOffsets
@ -619,15 +573,6 @@ CalcGunAngle ( void )
void
V_BoundOffsets ( void )
{
#ifdef UQUAKE
entity_t *ent;
ent = &cl_entities[cl.playernum + 1];
#endif
// absolutely bound refresh reletive to entity clipping hull
// so the view can never be inside a solid wall
#ifdef QUAKEWORLD
if (r_refdef.vieworg[0] < cl.simorg[0] - 14)
r_refdef.vieworg[0] = cl.simorg[0] - 14;
else if (r_refdef.vieworg[0] > cl.simorg[0] + 14)
@ -640,22 +585,9 @@ V_BoundOffsets ( void )
r_refdef.vieworg[2] = cl.simorg[2] - 22;
else if (r_refdef.vieworg[2] > cl.simorg[2] + 30)
r_refdef.vieworg[2] = cl.simorg[2] + 30;
#else
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;
#endif
}
/*
V_AddIdle
@ -667,11 +599,10 @@ 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;
#ifdef QUAKEWORLD
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;
#endif
}
@ -685,11 +616,7 @@ V_CalcViewRoll (void)
{
float side;
#ifdef QUAKEWORLD
side = V_CalcRoll (cl.simangles, cl.simvel);
#else
side = V_CalcRoll (cl_entities[cl.playernum + 1].angles, cl.velocity);
#endif
r_refdef.viewangles[ROLL] += side;
if (v_dmg_time > 0) {
@ -717,35 +644,23 @@ void
V_CalcIntermissionRefdef ( void )
{
entity_t *view;
#ifdef UQUAKE
entity_t *ent;
#endif
float old;
// view is the weapon model
#ifdef UQUAKE
// ent is the player model (visible when out of body)
ent = &cl_entities[cl.playernum + 1];
// view is the weapon model (only visible from inside body)
#endif
// view is the weapon model
view = &cl.viewent;
#ifdef QUAKEWORLD
VectorCopy (cl.simorg, r_refdef.vieworg);
VectorCopy (cl.simangles, r_refdef.viewangles);
#else
VectorCopy (ent->origin, r_refdef.vieworg);
VectorCopy (ent->angles, r_refdef.viewangles);
#endif
view->model = NULL;
// allways idle in intermission
// allways idle in intermission
old = v_idlescale->value;
v_idlescale->value = 1;
V_AddIdle ();
v_idlescale->value = old;
}
/*
V_CalcRefdef
@ -754,72 +669,54 @@ V_CalcIntermissionRefdef ( void )
void
V_CalcRefdef ( void )
{
entity_t *view;
#ifdef QUAKEWORLD
int h;
#else
entity_t *ent;
vec3_t angles;
entity_t *view;
int i;
vec3_t forward, right, up;
#ifdef UQUAKE
vec3_t angles;
#endif
int i;
vec3_t forward, right, up;
float bob;
static float oldz = 0;
float bob;
static float oldz = 0;
int vh;
// Set up view height
#ifdef QUAKEWORLD
h = cl.qfserver ? cl.stats[STAT_VIEWHEIGHT] : 22;
vh = cl.qfserver ? cl.stats[STAT_VIEWHEIGHT] : 22;
#elif UQUAKE
vh = cl.viewheight;
#endif
V_DriftPitch ();
#ifdef UQUAKE
// ent is the player model (visible when out of body)
ent = &cl_entities[cl.playernum + 1];
#endif
// view is the weapon model (only visible from inside body)
// view is the weapon model (only visible from inside body)
view = &cl.viewent;
#ifdef UQUAKE
// 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
#endif
bob = V_CalcBob ();
#ifdef QUAKEWORLD
// refresh position from simulated origin
// refresh position from simulated origin
VectorCopy (cl.simorg, r_refdef.vieworg);
#ifdef QUAKEWORLD
r_refdef.vieworg[2] += bob;
#else
// refresh position
VectorCopy (ent->origin, r_refdef.vieworg);
r_refdef.vieworg[2] += cl.viewheight + bob;
#elif UQUAKE
r_refdef.vieworg[2] += vh + bob;
#endif
// never let it sit exactly on a node line, because a water plane can
// dissapear when viewed with the eye exactly on it.
/*
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/N pixel, so add VIEWORG_PIXADJUST in each axis
*/
#ifdef QUAKEWORLD
// the server protocol only specifies to 1/8 pixel, so add 1/16 in each axis
r_refdef.vieworg[0] += 1.0/16;
r_refdef.vieworg[1] += 1.0/16;
r_refdef.vieworg[2] += 1.0/16;
#else
// 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;
#define VIEWORG_PIXADJUST 16
#elif UQUAKE
#define VIEWORG_PIXADJUST 32
#endif
#ifdef QUAKEWORLD
for ( i = 0 ; i < 3 ; i++ ) {
r_refdef.vieworg[i] += 1.0/VIEWORG_PIXADJUST;
}
VectorCopy (cl.simangles, r_refdef.viewangles);
#else
VectorCopy (cl.viewangles, r_refdef.viewangles);
#endif
V_CalcViewRoll ();
V_AddIdle ();
@ -830,55 +727,38 @@ V_CalcRefdef ( void )
else if (view_message->flags & PF_DEAD)
r_refdef.vieworg[2] -= 16; // corpse view height
else
r_refdef.vieworg[2] += h; // view height
r_refdef.vieworg[2] += vh; // view height
if (view_message->flags & PF_DEAD) // PF_GIB will also set PF_DEAD
r_refdef.viewangles[ROLL] = 80; // dead view angle
#else
// offsets
angles[PITCH] = -ent->angles[PITCH]; // because entity pitches are
// actually backward
angles[YAW] = ent->angles[YAW];
angles[ROLL] = ent->angles[ROLL];
#endif
#ifdef UQUAKE
AngleVectors ( cl.simangles, forward, right, up );
#elif UQUAKE
angles[PITCH] = -cl.simangles[PITCH]; // because entity pitches are
// actually backward FIXME?
angles[YAW] = cl.simangles[YAW];
angles[ROLL] = cl.simangles[ROLL];
AngleVectors (angles, forward, right, up);
#endif
#ifdef QUAKEWORLD
// offsets
AngleVectors (cl.simangles, forward, right, up);
#else
for (i=0 ; i<3 ; i++)
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];
#endif
#ifdef UQUAKE
}
V_BoundOffsets ();
#endif
// set up gun position
#ifdef QUAKEWORLD
// set up gun position
VectorCopy (cl.simangles, view->angles);
#else
VectorCopy (cl.viewangles, view->angles);
#endif
CalcGunAngle ();
#ifdef QUAKEWORLD
VectorCopy (cl.simorg, view->origin);
view->origin[2] += h;
#else
VectorCopy (ent->origin, view->origin);
view->origin[2] += cl.viewheight;
#endif
view->origin[2] += vh;
for (i=0 ; i<3 ; i++)
{
for ( i=0 ; i<3 ; i++ ) {
view->origin[i] += forward[i]*bob*0.4;
// view->origin[i] += right[i]*bob*0.4;
// view->origin[i] += up[i]*bob*0.8;
@ -902,7 +782,7 @@ V_CalcRefdef ( void )
else
view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
view->frame = view_message->weaponframe;
#else
#elif UQUAKE
view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
view->frame = cl.stats[STAT_WEAPONFRAME];
#endif
@ -914,13 +794,15 @@ V_CalcRefdef ( void )
// smooth out stair step ups
#ifdef QUAKEWORLD
if ( (view_message->onground != -1) && (cl.simorg[2] - oldz > 0) ) {
#elif UQUAKE
if ( cl.onground && (cl.simorg[2] - oldz > 0) ) {
#endif
float steptime;
steptime = host_frametime;
oldz += steptime * 80;
if (oldz > cl.simorg[2])
oldz = cl.simorg[2];
oldz = min(oldz, cl.simorg[2]);
if (cl.simorg[2] - oldz > 12)
oldz = cl.simorg[2] - 12;
r_refdef.vieworg[2] += oldz - cl.simorg[2];
@ -928,26 +810,8 @@ V_CalcRefdef ( void )
} else {
oldz = cl.simorg[2];
}
#else
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];
}
oldz = ent->origin[2];
if (cl_chasecam->value)
#ifdef UQUAKE
if ( cl_chasecam->value )
Chase_Update ();
#endif
}
@ -959,7 +823,7 @@ V_CalcRefdef ( void )
*/
#ifdef QUAKEWORLD
void
DropPunchAngle (void)
DropPunchAngle ( void )
{
cl.punchangle -= 10*host_frametime;
cl.punchangle = max(cl.punchangle, 0);
@ -974,23 +838,24 @@ DropPunchAngle (void)
*/
extern vrect_t scr_vrect;
void V_RenderView (void)
void
V_RenderView ( void )
{
#ifdef QUAKEWORLD
// if (cl.simangles[ROLL])
// Sys_Error ("cl.simangles[ROLL]"); // DEBUG
cl.simangles[ROLL] = 0; // FIXME
if (cl.simangles[ROLL])
Sys_Printf ("cl.simangles[ROLL] != 0"); // DEBUG
cl.simangles[ROLL] = 0; // FIXME
#endif
if (cls.state != ca_active)
return;
#ifdef QUAKEWORLD
view_frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
view_message = &view_frame->playerstate[cl.playernum];
#else
#elif UQUAKE
// don't allow cheats in multiplayer
if (cl.maxclients > 1)
{
if (cl.maxclients > 1) {
Cvar_Set ("scr_ofsx", "0");
Cvar_Set ("scr_ofsy", "0");
Cvar_Set ("scr_ofsz", "0");
@ -1102,5 +967,3 @@ V_Init ( void )
BuildGammaTable (v_gamma->value); // no gamma yet
}