1023 lines
24 KiB
C++
1023 lines
24 KiB
C++
|
// view/refresh setup functions
|
||
|
|
||
|
#include "hud.h"
|
||
|
#include "cl_util.h"
|
||
|
#include "cvardef.h"
|
||
|
#include "usercmd.h"
|
||
|
#include "const.h"
|
||
|
|
||
|
#include "entity_state.h"
|
||
|
#include "cl_entity.h"
|
||
|
#include "ref_params.h"
|
||
|
#include "in_defs.h" // PITCH YAW ROLL
|
||
|
#include "pm_movevars.h"
|
||
|
#include "pm_shared.h"
|
||
|
#include "pmtrace.h"
|
||
|
#include "screenfade.h"
|
||
|
#include "shake.h"
|
||
|
|
||
|
// Spectator Mode
|
||
|
extern "C"
|
||
|
{
|
||
|
float vecNewViewAngles[3];
|
||
|
int iHasNewViewAngles;
|
||
|
float vecNewViewOrigin[3];
|
||
|
int iHasNewViewOrigin;
|
||
|
int iIsSpectator;
|
||
|
}
|
||
|
|
||
|
#ifndef M_PI
|
||
|
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
|
||
|
#endif
|
||
|
|
||
|
extern "C"
|
||
|
{
|
||
|
int CL_IsThirdPerson( void );
|
||
|
void CL_CameraOffset( float *ofs );
|
||
|
|
||
|
void DLLEXPORT V_CalcRefdef( struct ref_params_s *pparams );
|
||
|
|
||
|
void PM_ParticleLine( float *start, float *end, int pcolor, float life, float vert);
|
||
|
int PM_GetInfo( int ent );
|
||
|
|
||
|
}
|
||
|
|
||
|
void V_DropPunchAngle ( float frametime, float *ev_punchangle );
|
||
|
void VectorAngles( const float *forward, float *angles );
|
||
|
|
||
|
/*
|
||
|
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.
|
||
|
*/
|
||
|
|
||
|
extern cvar_t *cl_forwardspeed;
|
||
|
extern cvar_t *chase_active;
|
||
|
extern cvar_t *scr_ofsx, *scr_ofsy, *scr_ofsz;
|
||
|
extern cvar_t *cl_vsmoothing;
|
||
|
|
||
|
vec3_t v_origin, v_angles;
|
||
|
|
||
|
vec3_t ev_punchangle;
|
||
|
|
||
|
cvar_t *scr_ofsx;
|
||
|
cvar_t *scr_ofsy;
|
||
|
cvar_t *scr_ofsz;
|
||
|
|
||
|
cvar_t *v_centermove;
|
||
|
cvar_t *v_centerspeed;
|
||
|
|
||
|
cvar_t *cl_bobcycle;
|
||
|
cvar_t *cl_bob;
|
||
|
cvar_t *cl_bobup;
|
||
|
cvar_t *cl_waterdist;
|
||
|
|
||
|
// These cvars are not registered (so users can't cheat), so set the ->value field directly
|
||
|
// Register these cvars in V_Init() if needed for easy tweaking
|
||
|
cvar_t v_iyaw_cycle = {"v_iyaw_cycle", "2", 0, 2};
|
||
|
cvar_t v_iroll_cycle = {"v_iroll_cycle", "0.5", 0, 0.5};
|
||
|
cvar_t v_ipitch_cycle = {"v_ipitch_cycle", "1", 0, 1};
|
||
|
cvar_t v_iyaw_level = {"v_iyaw_level", "0.3", 0, 0.3};
|
||
|
cvar_t v_iroll_level = {"v_iroll_level", "0.1", 0, 0.1};
|
||
|
cvar_t v_ipitch_level = {"v_ipitch_level", "0.3", 0, 0.3};
|
||
|
|
||
|
float v_idlescale; // used by TFC for concussion grenade effect
|
||
|
|
||
|
//=============================================================================
|
||
|
void V_NormalizeAngles( float *angles )
|
||
|
{
|
||
|
int i;
|
||
|
// Normalize angles
|
||
|
for ( i = 0; i < 3; i++ )
|
||
|
{
|
||
|
if ( angles[i] > 180.0 )
|
||
|
{
|
||
|
angles[i] -= 360.0;
|
||
|
}
|
||
|
else if ( angles[i] < -180.0 )
|
||
|
{
|
||
|
angles[i] += 360.0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===================
|
||
|
V_InterpolateAngles
|
||
|
|
||
|
Interpolate Euler angles.
|
||
|
FIXME: Use Quaternions to avoid discontinuities
|
||
|
Frac is 0.0 to 1.0 ( i.e., should probably be clamped, but doesn't have to be )
|
||
|
===================
|
||
|
*/
|
||
|
void V_InterpolateAngles( float *start, float *end, float *output, float frac )
|
||
|
{
|
||
|
int i;
|
||
|
float ang1, ang2;
|
||
|
float d;
|
||
|
|
||
|
V_NormalizeAngles( start );
|
||
|
V_NormalizeAngles( end );
|
||
|
|
||
|
for ( i = 0 ; i < 3 ; i++ )
|
||
|
{
|
||
|
ang1 = start[i];
|
||
|
ang2 = end[i];
|
||
|
|
||
|
d = ang2 - ang1;
|
||
|
if ( d > 180 )
|
||
|
{
|
||
|
d -= 360;
|
||
|
}
|
||
|
else if ( d < -180 )
|
||
|
{
|
||
|
d += 360;
|
||
|
}
|
||
|
|
||
|
output[i] = ang1 + d * frac;
|
||
|
}
|
||
|
|
||
|
V_NormalizeAngles( output );
|
||
|
}
|
||
|
|
||
|
// Quakeworld bob code, this fixes jitters in the mutliplayer since the clock (pparams->time) isn't quite linear
|
||
|
float V_CalcBob ( struct ref_params_s *pparams )
|
||
|
{
|
||
|
static double bobtime;
|
||
|
static float bob;
|
||
|
float cycle;
|
||
|
static float lasttime;
|
||
|
vec3_t vel;
|
||
|
|
||
|
if ( pparams->spectator || iIsSpectator )
|
||
|
return 0;
|
||
|
|
||
|
if ( pparams->onground == -1 ||
|
||
|
pparams->time == lasttime )
|
||
|
{
|
||
|
// just use old value
|
||
|
return bob;
|
||
|
}
|
||
|
|
||
|
lasttime = pparams->time;
|
||
|
|
||
|
bobtime += pparams->frametime;
|
||
|
cycle = bobtime - (int)( bobtime / 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 simulated velocity in the xy plane
|
||
|
// (don't count Z, or jumping messes it up)
|
||
|
VectorCopy( pparams->simvel, vel );
|
||
|
vel[2] = 0;
|
||
|
|
||
|
bob = sqrt( vel[0] * vel[0] + vel[1] * vel[1] ) * cl_bob->value;
|
||
|
bob = bob * 0.3 + bob * 0.7 * sin(cycle);
|
||
|
bob = min( bob, 4 );
|
||
|
bob = max( bob, -7 );
|
||
|
return bob;
|
||
|
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
V_CalcRoll
|
||
|
Used by view and sv_user
|
||
|
===============
|
||
|
*/
|
||
|
float V_CalcRoll (vec3_t angles, vec3_t velocity, float rollangle, float rollspeed )
|
||
|
{
|
||
|
float sign;
|
||
|
float side;
|
||
|
float value;
|
||
|
vec3_t forward, right, up;
|
||
|
|
||
|
AngleVectors ( angles, forward, right, up );
|
||
|
|
||
|
side = DotProduct (velocity, right);
|
||
|
sign = side < 0 ? -1 : 1;
|
||
|
side = fabs( side );
|
||
|
|
||
|
value = rollangle;
|
||
|
if (side < rollspeed)
|
||
|
{
|
||
|
side = side * value / rollspeed;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
side = value;
|
||
|
}
|
||
|
return side * sign;
|
||
|
}
|
||
|
|
||
|
typedef struct pitchdrift_s
|
||
|
{
|
||
|
float pitchvel;
|
||
|
int nodrift;
|
||
|
float driftmove;
|
||
|
double laststop;
|
||
|
} pitchdrift_t;
|
||
|
|
||
|
static pitchdrift_t pd;
|
||
|
|
||
|
void V_StartPitchDrift( void )
|
||
|
{
|
||
|
if ( pd.laststop == gEngfuncs.GetClientTime() )
|
||
|
{
|
||
|
return; // something else is keeping it from drifting
|
||
|
}
|
||
|
|
||
|
if ( pd.nodrift || !pd.pitchvel )
|
||
|
{
|
||
|
pd.pitchvel = v_centerspeed->value;
|
||
|
pd.nodrift = 0;
|
||
|
pd.driftmove = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void V_StopPitchDrift ( void )
|
||
|
{
|
||
|
pd.laststop = gEngfuncs.GetClientTime();
|
||
|
pd.nodrift = 1;
|
||
|
pd.pitchvel = 0;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
V_DriftPitch
|
||
|
|
||
|
Moves the client pitch angle towards 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.
|
||
|
===============
|
||
|
*/
|
||
|
void V_DriftPitch ( struct ref_params_s *pparams )
|
||
|
{
|
||
|
float delta, move;
|
||
|
|
||
|
if ( gEngfuncs.IsNoClipping() || !pparams->onground || pparams->demoplayback || pparams->spectator )
|
||
|
{
|
||
|
pd.driftmove = 0;
|
||
|
pd.pitchvel = 0;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// don't count small mouse motion
|
||
|
if (pd.nodrift)
|
||
|
{
|
||
|
if ( fabs( pparams->cmd->forwardmove ) < cl_forwardspeed->value )
|
||
|
pd.driftmove = 0;
|
||
|
else
|
||
|
pd.driftmove += pparams->frametime;
|
||
|
|
||
|
if ( pd.driftmove > v_centermove->value)
|
||
|
{
|
||
|
V_StartPitchDrift ();
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
delta = pparams->idealpitch - pparams->cl_viewangles[PITCH];
|
||
|
|
||
|
if (!delta)
|
||
|
{
|
||
|
pd.pitchvel = 0;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
move = pparams->frametime * pd.pitchvel;
|
||
|
pd.pitchvel += pparams->frametime * v_centerspeed->value;
|
||
|
|
||
|
//Con_Printf ("move: %f (%f)\n", move, pparams->frametime);
|
||
|
|
||
|
if (delta > 0)
|
||
|
{
|
||
|
if (move > delta)
|
||
|
{
|
||
|
pd.pitchvel = 0;
|
||
|
move = delta;
|
||
|
}
|
||
|
pparams->cl_viewangles[PITCH] += move;
|
||
|
}
|
||
|
else if (delta < 0)
|
||
|
{
|
||
|
if (move > -delta)
|
||
|
{
|
||
|
pd.pitchvel = 0;
|
||
|
move = -delta;
|
||
|
}
|
||
|
pparams->cl_viewangles[PITCH] -= move;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============================================================================
|
||
|
VIEW RENDERING
|
||
|
==============================================================================
|
||
|
*/
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
V_CalcGunAngle
|
||
|
==================
|
||
|
*/
|
||
|
void V_CalcGunAngle ( struct ref_params_s *pparams )
|
||
|
{
|
||
|
cl_entity_t *viewent;
|
||
|
|
||
|
viewent = gEngfuncs.GetViewModel();
|
||
|
if ( !viewent )
|
||
|
return;
|
||
|
|
||
|
viewent->angles[YAW] = pparams->viewangles[YAW] + pparams->crosshairangle[YAW];
|
||
|
viewent->angles[PITCH] = -pparams->viewangles[PITCH] + pparams->crosshairangle[PITCH] * 0.25;
|
||
|
viewent->angles[ROLL] -= v_idlescale * sin(pparams->time*v_iroll_cycle.value) * v_iroll_level.value;
|
||
|
|
||
|
// don't apply all of the v_ipitch to prevent normally unseen parts of viewmodel from coming into view.
|
||
|
viewent->angles[PITCH] -= v_idlescale * sin(pparams->time*v_ipitch_cycle.value) * (v_ipitch_level.value * 0.5);
|
||
|
viewent->angles[YAW] -= v_idlescale * sin(pparams->time*v_iyaw_cycle.value) * v_iyaw_level.value;
|
||
|
|
||
|
VectorCopy( viewent->angles, viewent->curstate.angles );
|
||
|
VectorCopy( viewent->angles, viewent->latched.prevangles );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
V_AddIdle
|
||
|
|
||
|
Idle swaying
|
||
|
==============
|
||
|
*/
|
||
|
void V_AddIdle ( struct ref_params_s *pparams )
|
||
|
{
|
||
|
pparams->viewangles[ROLL] += v_idlescale * sin(pparams->time*v_iroll_cycle.value) * v_iroll_level.value;
|
||
|
pparams->viewangles[PITCH] += v_idlescale * sin(pparams->time*v_ipitch_cycle.value) * v_ipitch_level.value;
|
||
|
pparams->viewangles[YAW] += v_idlescale * sin(pparams->time*v_iyaw_cycle.value) * v_iyaw_level.value;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
V_CalcViewRoll
|
||
|
|
||
|
Roll is induced by movement and damage
|
||
|
==============
|
||
|
*/
|
||
|
void V_CalcViewRoll ( struct ref_params_s *pparams )
|
||
|
{
|
||
|
float side;
|
||
|
cl_entity_t *viewentity;
|
||
|
|
||
|
viewentity = gEngfuncs.GetEntityByIndex( pparams->viewentity );
|
||
|
if ( !viewentity )
|
||
|
return;
|
||
|
|
||
|
side = V_CalcRoll ( viewentity->angles, pparams->simvel, pparams->movevars->rollangle, pparams->movevars->rollspeed );
|
||
|
|
||
|
pparams->viewangles[ROLL] += side;
|
||
|
|
||
|
if ( pparams->health <= 0 && ( pparams->viewheight[2] != 0 ) )
|
||
|
{
|
||
|
// only roll the view if the player is dead and the viewheight[2] is nonzero
|
||
|
// this is so deadcam in multiplayer will work.
|
||
|
pparams->viewangles[ROLL] = 80; // dead view angle
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
V_CalcIntermissionRefdef
|
||
|
|
||
|
==================
|
||
|
*/
|
||
|
void V_CalcIntermissionRefdef ( struct ref_params_s *pparams )
|
||
|
{
|
||
|
cl_entity_t *ent, *view;
|
||
|
float old;
|
||
|
|
||
|
// don't allow cheats in multiplayer
|
||
|
#if !defined( _DEBUG )
|
||
|
if ( pparams->maxclients > 1 )
|
||
|
{
|
||
|
gEngfuncs.Cvar_SetValue ("scr_ofsx", 0);
|
||
|
gEngfuncs.Cvar_SetValue ("scr_ofsy", 0);
|
||
|
gEngfuncs.Cvar_SetValue ("scr_ofsz", 0);
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
// ent is the player model ( visible when out of body )
|
||
|
ent = gEngfuncs.GetLocalPlayer();
|
||
|
|
||
|
// view is the weapon model (only visible from inside body )
|
||
|
view = gEngfuncs.GetViewModel();
|
||
|
|
||
|
VectorCopy ( pparams->simorg, pparams->vieworg );
|
||
|
VectorCopy ( pparams->cl_viewangles, pparams->viewangles );
|
||
|
|
||
|
view->model = NULL;
|
||
|
|
||
|
// allways idle in intermission
|
||
|
old = v_idlescale;
|
||
|
v_idlescale = 1;
|
||
|
|
||
|
V_AddIdle ( pparams );
|
||
|
|
||
|
v_idlescale = old;
|
||
|
|
||
|
v_origin = pparams->vieworg;
|
||
|
v_angles = pparams->viewangles;
|
||
|
}
|
||
|
|
||
|
#define ORIGIN_BACKUP 64
|
||
|
#define ORIGIN_MASK ( ORIGIN_BACKUP - 1 )
|
||
|
|
||
|
typedef struct
|
||
|
{
|
||
|
float Origins[ ORIGIN_BACKUP ][3];
|
||
|
float OriginTime[ ORIGIN_BACKUP ];
|
||
|
|
||
|
float Angles[ ORIGIN_BACKUP ][3];
|
||
|
float AngleTime[ ORIGIN_BACKUP ];
|
||
|
|
||
|
int CurrentOrigin;
|
||
|
int CurrentAngle;
|
||
|
} viewinterp_t;
|
||
|
|
||
|
/*
|
||
|
==================
|
||
|
V_CalcRefdef
|
||
|
|
||
|
==================
|
||
|
*/
|
||
|
void V_CalcNormalRefdef ( struct ref_params_s *pparams )
|
||
|
{
|
||
|
cl_entity_t *ent, *view;
|
||
|
int i;
|
||
|
vec3_t angles;
|
||
|
float bob, waterOffset;
|
||
|
static viewinterp_t ViewInterp;
|
||
|
|
||
|
static float oldz = 0;
|
||
|
static float lasttime;
|
||
|
|
||
|
static float lastang[3];
|
||
|
vec3_t angdelta;
|
||
|
|
||
|
vec3_t camAngles, camForward, camRight, camUp;
|
||
|
cl_entity_t *pwater;
|
||
|
|
||
|
// don't allow cheats in multiplayer
|
||
|
if ( pparams->maxclients > 1 )
|
||
|
{
|
||
|
scr_ofsx->value = 0.0;
|
||
|
scr_ofsy->value = 0.0;
|
||
|
scr_ofsz->value = 0.0;
|
||
|
}
|
||
|
|
||
|
|
||
|
V_DriftPitch ( pparams );
|
||
|
|
||
|
// ent is the player model ( visible when out of body )
|
||
|
ent = gEngfuncs.GetLocalPlayer();
|
||
|
|
||
|
// view is the weapon model (only visible from inside body )
|
||
|
view = gEngfuncs.GetViewModel();
|
||
|
|
||
|
// transform the view offset by the model's matrix to get the offset from
|
||
|
// model origin for the view
|
||
|
bob = V_CalcBob ( pparams );
|
||
|
|
||
|
// Observer angle capturing and smoothing
|
||
|
if ( iHasNewViewOrigin )
|
||
|
{
|
||
|
// Get the angles from the physics code
|
||
|
VectorCopy( vecNewViewOrigin, pparams->vieworg );
|
||
|
VectorCopy( vecNewViewOrigin, pparams->simorg );
|
||
|
}
|
||
|
|
||
|
// refresh position
|
||
|
VectorCopy ( pparams->simorg, pparams->vieworg );
|
||
|
pparams->vieworg[2] += ( bob );
|
||
|
VectorAdd( pparams->vieworg, pparams->viewheight, pparams->vieworg );
|
||
|
|
||
|
// Observer angle capturing and smoothing
|
||
|
if ( iHasNewViewAngles )
|
||
|
{
|
||
|
// Get the angles from the physics code
|
||
|
VectorCopy( vecNewViewAngles, pparams->cl_viewangles );
|
||
|
}
|
||
|
|
||
|
VectorSubtract( pparams->cl_viewangles, lastang, angdelta );
|
||
|
if ( Length( angdelta ) != 0.0 )
|
||
|
{
|
||
|
VectorCopy( pparams->cl_viewangles, ViewInterp.Angles[ ViewInterp.CurrentAngle & ORIGIN_MASK ] );
|
||
|
ViewInterp.AngleTime[ ViewInterp.CurrentAngle & ORIGIN_MASK ] = pparams->time;
|
||
|
ViewInterp.CurrentAngle++;
|
||
|
|
||
|
VectorCopy( pparams->cl_viewangles, lastang );
|
||
|
}
|
||
|
|
||
|
if ( cl_vsmoothing && cl_vsmoothing->value && ( iIsSpectator & SPEC_SMOOTH_ANGLES ) )
|
||
|
{
|
||
|
int foundidx;
|
||
|
int i;
|
||
|
float t;
|
||
|
|
||
|
if ( cl_vsmoothing->value < 0.0 )
|
||
|
{
|
||
|
gEngfuncs.Cvar_SetValue( "cl_vsmoothing", 0.0 );
|
||
|
}
|
||
|
|
||
|
t = pparams->time - cl_vsmoothing->value;
|
||
|
|
||
|
for ( i = 1; i < ORIGIN_MASK; i++ )
|
||
|
{
|
||
|
foundidx = ViewInterp.CurrentAngle - 1 - i;
|
||
|
if ( ViewInterp.AngleTime[ foundidx & ORIGIN_MASK ] <= t )
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( i < ORIGIN_MASK && ViewInterp.AngleTime[ foundidx & ORIGIN_MASK ] != 0.0 )
|
||
|
{
|
||
|
// Interpolate
|
||
|
double dt;
|
||
|
|
||
|
dt = ViewInterp.AngleTime[ (foundidx + 1) & ORIGIN_MASK ] - ViewInterp.AngleTime[ foundidx & ORIGIN_MASK ];
|
||
|
if ( dt > 0.0 )
|
||
|
{
|
||
|
double frac;
|
||
|
|
||
|
frac = ( t - ViewInterp.AngleTime[ foundidx & ORIGIN_MASK] ) / dt;
|
||
|
frac = min( 1.0, frac );
|
||
|
|
||
|
// interpolate angles
|
||
|
V_InterpolateAngles( ViewInterp.Angles[ foundidx & ORIGIN_MASK ], ViewInterp.Angles[ (foundidx + 1) & ORIGIN_MASK ], pparams->cl_viewangles, frac );
|
||
|
|
||
|
VectorCopy( pparams->cl_viewangles, vecNewViewAngles );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
VectorCopy ( pparams->cl_viewangles, pparams->viewangles );
|
||
|
|
||
|
gEngfuncs.V_CalcShake();
|
||
|
gEngfuncs.V_ApplyShake( pparams->vieworg, pparams->viewangles, 1.0 );
|
||
|
|
||
|
// never let view origin sit exactly on a node line, because a water plane can
|
||
|
// dissapear when viewed with the eye exactly on it.
|
||
|
// FIXME, we send origin at 1/128 now, change this?
|
||
|
// the server protocol only specifies to 1/16 pixel, so add 1/32 in each axis
|
||
|
|
||
|
pparams->vieworg[0] += 1.0/32;
|
||
|
pparams->vieworg[1] += 1.0/32;
|
||
|
pparams->vieworg[2] += 1.0/32;
|
||
|
|
||
|
// Check for problems around water, move the viewer artificially if necessary
|
||
|
// -- this prevents drawing errors in GL due to waves
|
||
|
|
||
|
waterOffset = 0;
|
||
|
if ( pparams->waterlevel >= 2 )
|
||
|
{
|
||
|
int i, contents, waterDist, waterEntity;
|
||
|
vec3_t point;
|
||
|
waterDist = cl_waterdist->value;
|
||
|
|
||
|
if ( pparams->hardware )
|
||
|
{
|
||
|
waterEntity = gEngfuncs.PM_WaterEntity( pparams->simorg );
|
||
|
if ( waterEntity >= 0 && waterEntity < pparams->max_entities )
|
||
|
{
|
||
|
pwater = gEngfuncs.GetEntityByIndex( waterEntity );
|
||
|
if ( pwater && ( pwater->model != NULL ) )
|
||
|
{
|
||
|
waterDist += ( pwater->curstate.scale * 16 ); // Add in wave height
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
waterEntity = 0; // Don't need this in software
|
||
|
}
|
||
|
|
||
|
VectorCopy( pparams->vieworg, point );
|
||
|
|
||
|
// Eyes are above water, make sure we're above the waves
|
||
|
if ( pparams->waterlevel == 2 )
|
||
|
{
|
||
|
point[2] -= waterDist;
|
||
|
for ( i = 0; i < waterDist; i++ )
|
||
|
{
|
||
|
contents = gEngfuncs.PM_PointContents( point, NULL );
|
||
|
if ( contents > CONTENTS_WATER )
|
||
|
break;
|
||
|
point[2] += 1;
|
||
|
}
|
||
|
waterOffset = (point[2] + waterDist) - pparams->vieworg[2];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// eyes are under water. Make sure we're far enough under
|
||
|
point[2] += waterDist;
|
||
|
|
||
|
for ( i = 0; i < waterDist; i++ )
|
||
|
{
|
||
|
contents = gEngfuncs.PM_PointContents( point, NULL );
|
||
|
if ( contents <= CONTENTS_WATER )
|
||
|
break;
|
||
|
point[2] -= 1;
|
||
|
}
|
||
|
waterOffset = (point[2] - waterDist) - pparams->vieworg[2];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
pparams->vieworg[2] += waterOffset;
|
||
|
|
||
|
V_CalcViewRoll ( pparams );
|
||
|
|
||
|
V_AddIdle ( pparams );
|
||
|
|
||
|
// offsets
|
||
|
VectorCopy( pparams->cl_viewangles, angles );
|
||
|
|
||
|
AngleVectors ( angles, pparams->forward, pparams->right, pparams->up );
|
||
|
|
||
|
for ( i=0 ; i<3 ; i++ )
|
||
|
{
|
||
|
pparams->vieworg[i] += scr_ofsx->value*pparams->forward[i] + scr_ofsy->value*pparams->right[i] + scr_ofsz->value*pparams->up[i];
|
||
|
}
|
||
|
|
||
|
// Treating cam_ofs[2] as the distance
|
||
|
if( CL_IsThirdPerson() )
|
||
|
{
|
||
|
vec3_t ofs;
|
||
|
|
||
|
ofs[0] = ofs[1] = ofs[2] = 0.0;
|
||
|
|
||
|
CL_CameraOffset( (float *)&ofs );
|
||
|
|
||
|
VectorCopy( ofs, camAngles );
|
||
|
camAngles[ ROLL ] = 0;
|
||
|
|
||
|
AngleVectors( camAngles, camForward, camRight, camUp );
|
||
|
|
||
|
for ( i = 0; i < 3; i++ )
|
||
|
{
|
||
|
pparams->vieworg[ i ] += -ofs[2] * camForward[ i ];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Give gun our viewangles
|
||
|
VectorCopy ( pparams->cl_viewangles, view->angles );
|
||
|
|
||
|
// set up gun position
|
||
|
V_CalcGunAngle ( pparams );
|
||
|
|
||
|
// Use predicted origin as view origin.
|
||
|
VectorCopy ( pparams->simorg, view->origin );
|
||
|
view->origin[2] += ( waterOffset );
|
||
|
VectorAdd( view->origin, pparams->viewheight, view->origin );
|
||
|
|
||
|
// Let the viewmodel shake at about 10% of the amplitude
|
||
|
gEngfuncs.V_ApplyShake( view->origin, view->angles, 0.9 );
|
||
|
|
||
|
for ( i = 0; i < 3; i++ )
|
||
|
{
|
||
|
view->origin[ i ] += bob * 0.4 * pparams->forward[ i ];
|
||
|
}
|
||
|
view->origin[2] += bob;
|
||
|
|
||
|
// throw in a little tilt.
|
||
|
view->angles[YAW] -= bob * 0.5;
|
||
|
view->angles[ROLL] -= bob * 1;
|
||
|
view->angles[PITCH] -= bob * 0.3;
|
||
|
|
||
|
// pushing the view origin down off of the same X/Z plane as the ent's origin will give the
|
||
|
// gun a very nice 'shifting' effect when the player looks up/down. If there is a problem
|
||
|
// with view model distortion, this may be a cause. (SJB).
|
||
|
view->origin[2] -= 1;
|
||
|
|
||
|
// fudge position around to keep amount of weapon visible
|
||
|
// roughly equal with different FOV
|
||
|
if (pparams->viewsize == 110)
|
||
|
{
|
||
|
view->origin[2] += 1;
|
||
|
}
|
||
|
else if (pparams->viewsize == 100)
|
||
|
{
|
||
|
view->origin[2] += 2;
|
||
|
}
|
||
|
else if (pparams->viewsize == 90)
|
||
|
{
|
||
|
view->origin[2] += 1;
|
||
|
}
|
||
|
else if (pparams->viewsize == 80)
|
||
|
{
|
||
|
view->origin[2] += 0.5;
|
||
|
}
|
||
|
|
||
|
// Add in the punchangle, if any
|
||
|
VectorAdd ( pparams->viewangles, pparams->punchangle, pparams->viewangles );
|
||
|
|
||
|
// Include client side punch, too
|
||
|
VectorAdd ( pparams->viewangles, (float *)&ev_punchangle, pparams->viewangles);
|
||
|
|
||
|
V_DropPunchAngle ( pparams->frametime, (float *)&ev_punchangle );
|
||
|
|
||
|
// smooth out stair step ups
|
||
|
#if 1
|
||
|
if ( !pparams->smoothing && pparams->onground && pparams->simorg[2] - oldz > 0)
|
||
|
{
|
||
|
float steptime;
|
||
|
|
||
|
steptime = pparams->time - lasttime;
|
||
|
if (steptime < 0)
|
||
|
//FIXME I_Error ("steptime < 0");
|
||
|
steptime = 0;
|
||
|
|
||
|
oldz += steptime * 150;
|
||
|
if (oldz > pparams->simorg[2])
|
||
|
oldz = pparams->simorg[2];
|
||
|
if (pparams->simorg[2] - oldz > 18)
|
||
|
oldz = pparams->simorg[2]- 18;
|
||
|
pparams->vieworg[2] += oldz - pparams->simorg[2];
|
||
|
view->origin[2] += oldz - pparams->simorg[2];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
oldz = pparams->simorg[2];
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
{
|
||
|
static float lastorg[3];
|
||
|
vec3_t delta;
|
||
|
|
||
|
VectorSubtract( pparams->simorg, lastorg, delta );
|
||
|
|
||
|
if ( Length( delta ) != 0.0 )
|
||
|
{
|
||
|
VectorCopy( pparams->simorg, ViewInterp.Origins[ ViewInterp.CurrentOrigin & ORIGIN_MASK ] );
|
||
|
ViewInterp.OriginTime[ ViewInterp.CurrentOrigin & ORIGIN_MASK ] = pparams->time;
|
||
|
ViewInterp.CurrentOrigin++;
|
||
|
|
||
|
VectorCopy( pparams->simorg, lastorg );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Smooth out whole view in multiplayer when on trains, lifts
|
||
|
if ( cl_vsmoothing && cl_vsmoothing->value &&
|
||
|
( ( iIsSpectator & SPEC_SMOOTH_ORIGIN ) || (pparams->smoothing && ( pparams->maxclients > 1 ) ) ) )
|
||
|
{
|
||
|
int foundidx;
|
||
|
int i;
|
||
|
float t;
|
||
|
|
||
|
if ( cl_vsmoothing->value < 0.0 )
|
||
|
{
|
||
|
gEngfuncs.Cvar_SetValue( "cl_vsmoothing", 0.0 );
|
||
|
}
|
||
|
|
||
|
t = pparams->time - cl_vsmoothing->value;
|
||
|
|
||
|
for ( i = 1; i < ORIGIN_MASK; i++ )
|
||
|
{
|
||
|
foundidx = ViewInterp.CurrentOrigin - 1 - i;
|
||
|
if ( ViewInterp.OriginTime[ foundidx & ORIGIN_MASK ] <= t )
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( i < ORIGIN_MASK && ViewInterp.OriginTime[ foundidx & ORIGIN_MASK ] != 0.0 )
|
||
|
{
|
||
|
// Interpolate
|
||
|
vec3_t delta;
|
||
|
double frac;
|
||
|
double dt;
|
||
|
vec3_t neworg;
|
||
|
|
||
|
dt = ViewInterp.OriginTime[ (foundidx + 1) & ORIGIN_MASK ] - ViewInterp.OriginTime[ foundidx & ORIGIN_MASK ];
|
||
|
if ( dt > 0.0 )
|
||
|
{
|
||
|
frac = ( t - ViewInterp.OriginTime[ foundidx & ORIGIN_MASK] ) / dt;
|
||
|
frac = min( 1.0, frac );
|
||
|
VectorSubtract( ViewInterp.Origins[ ( foundidx + 1 ) & ORIGIN_MASK ], ViewInterp.Origins[ foundidx & ORIGIN_MASK ], delta );
|
||
|
VectorMA( ViewInterp.Origins[ foundidx & ORIGIN_MASK ], frac, delta, neworg );
|
||
|
|
||
|
// Dont interpolate large changes
|
||
|
if ( Length( delta ) < 64 )
|
||
|
{
|
||
|
VectorSubtract( neworg, pparams->simorg, delta );
|
||
|
|
||
|
VectorAdd( pparams->simorg, delta, pparams->simorg );
|
||
|
VectorAdd( pparams->vieworg, delta, pparams->vieworg );
|
||
|
VectorAdd( view->origin, delta, view->origin );
|
||
|
|
||
|
VectorCopy( pparams->simorg, vecNewViewOrigin );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Store off v_angles before munging for third person
|
||
|
v_angles = pparams->viewangles;
|
||
|
|
||
|
if ( CL_IsThirdPerson() )
|
||
|
{
|
||
|
VectorCopy( camAngles, pparams->viewangles);
|
||
|
}
|
||
|
|
||
|
// override all previous settings if the viewent isn't the client
|
||
|
if ( pparams->viewentity > pparams->maxclients )
|
||
|
{
|
||
|
cl_entity_t *viewentity;
|
||
|
viewentity = gEngfuncs.GetEntityByIndex( pparams->viewentity );
|
||
|
if ( viewentity )
|
||
|
{
|
||
|
VectorCopy( viewentity->origin, pparams->vieworg );
|
||
|
VectorCopy( viewentity->angles, pparams->viewangles );
|
||
|
|
||
|
// Store off overridden viewangles
|
||
|
v_angles = pparams->viewangles;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
lasttime = pparams->time;
|
||
|
|
||
|
v_origin = pparams->vieworg;
|
||
|
}
|
||
|
|
||
|
void DLLEXPORT V_CalcRefdef( struct ref_params_s *pparams )
|
||
|
{
|
||
|
// intermission / finale rendering
|
||
|
if ( pparams->intermission )
|
||
|
{
|
||
|
V_CalcIntermissionRefdef ( pparams );
|
||
|
}
|
||
|
else if ( !pparams->paused )
|
||
|
{
|
||
|
V_CalcNormalRefdef ( pparams );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
// Example of how to overlay the whole screen with red at 50 % alpha
|
||
|
#define SF_TEST
|
||
|
#if defined SF_TEST
|
||
|
{
|
||
|
screenfade_t sf;
|
||
|
gEngfuncs.pfnGetScreenFade( &sf );
|
||
|
|
||
|
sf.fader = 255;
|
||
|
sf.fadeg = 0;
|
||
|
sf.fadeb = 0;
|
||
|
sf.fadealpha = 128;
|
||
|
sf.fadeFlags = FFADE_STAYOUT | FFADE_OUT;
|
||
|
|
||
|
gEngfuncs.pfnSetScreenFade( &sf );
|
||
|
}
|
||
|
#endif
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
V_DropPunchAngle
|
||
|
|
||
|
=============
|
||
|
*/
|
||
|
void V_DropPunchAngle ( float frametime, float *ev_punchangle )
|
||
|
{
|
||
|
float len;
|
||
|
|
||
|
len = VectorNormalize ( ev_punchangle );
|
||
|
len -= (10.0 + len * 0.5) * frametime;
|
||
|
len = max( len, 0.0 );
|
||
|
VectorScale ( ev_punchangle, len, ev_punchangle );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
V_PunchAxis
|
||
|
|
||
|
Client side punch effect
|
||
|
=============
|
||
|
*/
|
||
|
void V_PunchAxis( int axis, float punch )
|
||
|
{
|
||
|
ev_punchangle[ axis ] = punch;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
V_Init
|
||
|
=============
|
||
|
*/
|
||
|
void V_Init (void)
|
||
|
{
|
||
|
gEngfuncs.pfnAddCommand ("centerview", V_StartPitchDrift );
|
||
|
|
||
|
scr_ofsx = gEngfuncs.pfnRegisterVariable( "scr_ofsx","0", 0 );
|
||
|
scr_ofsy = gEngfuncs.pfnRegisterVariable( "scr_ofsy","0", 0 );
|
||
|
scr_ofsz = gEngfuncs.pfnRegisterVariable( "scr_ofsz","0", 0 );
|
||
|
|
||
|
v_centermove = gEngfuncs.pfnRegisterVariable( "v_centermove", "0.15", 0 );
|
||
|
v_centerspeed = gEngfuncs.pfnRegisterVariable( "v_centerspeed","500", 0 );
|
||
|
|
||
|
cl_bobcycle = gEngfuncs.pfnRegisterVariable( "cl_bobcycle","0.8", 0 );// best default for my experimental gun wag (sjb)
|
||
|
cl_bob = gEngfuncs.pfnRegisterVariable( "cl_bob","0.01", 0 );// best default for my experimental gun wag (sjb)
|
||
|
cl_bobup = gEngfuncs.pfnRegisterVariable( "cl_bobup","0.5", 0 );
|
||
|
cl_waterdist = gEngfuncs.pfnRegisterVariable( "cl_waterdist","4", 0 );
|
||
|
}
|
||
|
|
||
|
|
||
|
//#define TRACE_TEST
|
||
|
#if defined( TRACE_TEST )
|
||
|
|
||
|
extern float in_fov;
|
||
|
/*
|
||
|
====================
|
||
|
CalcFov
|
||
|
====================
|
||
|
*/
|
||
|
float CalcFov (float fov_x, float width, float height)
|
||
|
{
|
||
|
float a;
|
||
|
float x;
|
||
|
|
||
|
if (fov_x < 1 || fov_x > 179)
|
||
|
fov_x = 90; // error, set to 90
|
||
|
|
||
|
x = width/tan(fov_x/360*M_PI);
|
||
|
|
||
|
a = atan (height/x);
|
||
|
|
||
|
a = a*360/M_PI;
|
||
|
|
||
|
return a;
|
||
|
}
|
||
|
|
||
|
int hitent = -1;
|
||
|
|
||
|
void V_Move( int mx, int my )
|
||
|
{
|
||
|
float fov;
|
||
|
float fx, fy;
|
||
|
float dx, dy;
|
||
|
float c_x, c_y;
|
||
|
float dX, dY;
|
||
|
vec3_t forward, up, right;
|
||
|
vec3_t newangles;
|
||
|
|
||
|
vec3_t farpoint;
|
||
|
pmtrace_t tr;
|
||
|
|
||
|
fov = CalcFov( in_fov, (float)ScreenWidth, (float)ScreenHeight );
|
||
|
|
||
|
c_x = (float)ScreenWidth / 2.0;
|
||
|
c_y = (float)ScreenHeight / 2.0;
|
||
|
|
||
|
dx = (float)mx - c_x;
|
||
|
dy = (float)my - c_y;
|
||
|
|
||
|
// Proportion we moved in each direction
|
||
|
fx = dx / c_x;
|
||
|
fy = dy / c_y;
|
||
|
|
||
|
dX = fx * in_fov / 2.0 ;
|
||
|
dY = fy * fov / 2.0;
|
||
|
|
||
|
newangles = v_angles;
|
||
|
|
||
|
newangles[ YAW ] -= dX;
|
||
|
newangles[ PITCH ] += dY;
|
||
|
|
||
|
// Now rotate v_forward around that point
|
||
|
AngleVectors ( newangles, forward, right, up );
|
||
|
|
||
|
farpoint = v_origin + 8192 * forward;
|
||
|
|
||
|
// Trace
|
||
|
tr = *(gEngfuncs.PM_TraceLine( (float *)&v_origin, (float *)&farpoint, PM_TRACELINE_PHYSENTSONLY, 2 /*point sized hull*/, -1 ));
|
||
|
|
||
|
if ( tr.fraction != 1.0 && tr.ent != 0 )
|
||
|
{
|
||
|
hitent = PM_GetInfo( tr.ent );
|
||
|
PM_ParticleLine( (float *)&v_origin, (float *)&tr.endpos, 5, 1.0, 0.0 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
hitent = -1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif
|