mirror of
https://github.com/shawns-valve/halflife.git
synced 2024-11-25 05:31:11 +00:00
1067 lines
24 KiB
C++
1067 lines
24 KiB
C++
// view/refresh setup functions
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#include "hud.h"
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#include "cl_util.h"
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#include "cvardef.h"
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#include "usercmd.h"
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#include "const.h"
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#include "entity_state.h"
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#include "cl_entity.h"
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#include "ref_params.h"
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#include "in_defs.h" // PITCH YAW ROLL
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#include "pm_movevars.h"
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#include "pm_shared.h"
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#include "pmtrace.h"
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#include "screenfade.h"
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#include "shake.h"
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// Spectator Mode
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extern "C"
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{
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float vecNewViewAngles[3];
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int iHasNewViewAngles;
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float vecNewViewOrigin[3];
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int iHasNewViewOrigin;
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int iIsSpectator;
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}
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extern float g_flStartScaleTime;
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extern int iMouseInUse;
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void CAM_ToThirdPerson(void);
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void CAM_ToFirstPerson(void);
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#ifndef M_PI
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#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
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#endif
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extern "C"
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{
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int CL_IsThirdPerson( void );
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void CL_CameraOffset( float *ofs );
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void EXPORT V_CalcRefdef( struct ref_params_s *pparams );
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void PM_ParticleLine( float *start, float *end, int pcolor, float life, float vert);
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int PM_GetInfo( int ent );
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}
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void V_DropPunchAngle ( float frametime, float *ev_punchangle );
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void VectorAngles( const float *forward, float *angles );
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/*
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The view is allowed to move slightly from it's true position for bobbing,
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but if it exceeds 8 pixels linear distance (spherical, not box), the list of
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entities sent from the server may not include everything in the pvs, especially
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when crossing a water boudnary.
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*/
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extern cvar_t *cl_forwardspeed;
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extern cvar_t *chase_active;
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extern cvar_t *scr_ofsx, *scr_ofsy, *scr_ofsz;
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extern cvar_t *cl_vsmoothing;
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vec3_t v_origin, v_angles;
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vec3_t ev_punchangle;
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cvar_t *scr_ofsx;
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cvar_t *scr_ofsy;
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cvar_t *scr_ofsz;
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cvar_t *v_centermove;
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cvar_t *v_centerspeed;
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cvar_t *cl_bobcycle;
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cvar_t *cl_bob;
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cvar_t *cl_bobup;
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cvar_t *cl_waterdist;
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// These cvars are not registered (so users can't cheat), so set the ->value field directly
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// Register these cvars in V_Init() if needed for easy tweaking
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cvar_t v_iyaw_cycle = {"v_iyaw_cycle", "2", 0, 2};
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cvar_t v_iroll_cycle = {"v_iroll_cycle", "0.5", 0, 0.5};
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cvar_t v_ipitch_cycle = {"v_ipitch_cycle", "1", 0, 1};
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cvar_t v_iyaw_level = {"v_iyaw_level", "0.3", 0, 0.3};
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cvar_t v_iroll_level = {"v_iroll_level", "0.1", 0, 0.1};
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cvar_t v_ipitch_level = {"v_ipitch_level", "0.3", 0, 0.3};
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float v_idlescale; // used by TFC for concussion grenade effect
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//=============================================================================
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void V_NormalizeAngles( float *angles )
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{
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int i;
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// Normalize angles
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for ( i = 0; i < 3; i++ )
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{
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if ( angles[i] > 180.0 )
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{
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angles[i] -= 360.0;
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}
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else if ( angles[i] < -180.0 )
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{
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angles[i] += 360.0;
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}
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}
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}
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/*
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===================
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V_InterpolateAngles
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Interpolate Euler angles.
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FIXME: Use Quaternions to avoid discontinuities
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Frac is 0.0 to 1.0 ( i.e., should probably be clamped, but doesn't have to be )
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===================
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*/
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void V_InterpolateAngles( float *start, float *end, float *output, float frac )
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{
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int i;
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float ang1, ang2;
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float d;
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V_NormalizeAngles( start );
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V_NormalizeAngles( end );
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for ( i = 0 ; i < 3 ; i++ )
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{
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ang1 = start[i];
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ang2 = end[i];
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d = ang2 - ang1;
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if ( d > 180 )
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{
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d -= 360;
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}
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else if ( d < -180 )
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{
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d += 360;
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}
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output[i] = ang1 + d * frac;
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}
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V_NormalizeAngles( output );
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}
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// Quakeworld bob code, this fixes jitters in the mutliplayer since the clock (pparams->time) isn't quite linear
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float V_CalcBob ( struct ref_params_s *pparams )
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{
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static double bobtime;
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static float bob;
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float cycle;
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static float lasttime;
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vec3_t vel;
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if ( pparams->spectator || iIsSpectator )
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return 0;
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if ( pparams->onground == -1 ||
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pparams->time == lasttime )
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{
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// just use old value
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return bob;
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}
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lasttime = pparams->time;
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bobtime += pparams->frametime;
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cycle = bobtime - (int)( bobtime / cl_bobcycle->value ) * cl_bobcycle->value;
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cycle /= cl_bobcycle->value;
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if ( cycle < cl_bobup->value )
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{
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cycle = M_PI * cycle / cl_bobup->value;
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}
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else
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{
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cycle = M_PI + M_PI * ( cycle - cl_bobup->value )/( 1.0 - cl_bobup->value );
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}
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// bob is proportional to simulated velocity in the xy plane
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// (don't count Z, or jumping messes it up)
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VectorCopy( pparams->simvel, vel );
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vel[2] = 0;
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bob = sqrt( vel[0] * vel[0] + vel[1] * vel[1] ) * cl_bob->value;
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bob = bob * 0.3 + bob * 0.7 * sin(cycle);
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bob = min( bob, 4.0f );
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bob = max( bob, -7.0f );
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return bob;
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}
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/*
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===============
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V_CalcRoll
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Used by view and sv_user
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===============
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*/
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float V_CalcRoll (vec3_t angles, vec3_t velocity, float rollangle, float rollspeed )
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{
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float sign;
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float side;
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float value;
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vec3_t forward, right, up;
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AngleVectors ( angles, forward, right, up );
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side = DotProduct (velocity, right);
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sign = side < 0 ? -1 : 1;
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side = fabs( side );
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value = rollangle;
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if (side < rollspeed)
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{
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side = side * value / rollspeed;
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}
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else
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{
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side = value;
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}
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return side * sign;
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}
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typedef struct pitchdrift_s
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{
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float pitchvel;
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int nodrift;
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float driftmove;
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double laststop;
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} pitchdrift_t;
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static pitchdrift_t pd;
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void V_StartPitchDrift( void )
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{
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if ( pd.laststop == gEngfuncs.GetClientTime() )
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{
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return; // something else is keeping it from drifting
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}
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if ( pd.nodrift || !pd.pitchvel )
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{
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pd.pitchvel = v_centerspeed->value;
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pd.nodrift = 0;
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pd.driftmove = 0;
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}
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}
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void V_StopPitchDrift ( void )
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{
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pd.laststop = gEngfuncs.GetClientTime();
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pd.nodrift = 1;
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pd.pitchvel = 0;
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}
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/*
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===============
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V_DriftPitch
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Moves the client pitch angle towards idealpitch sent by the server.
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If the user is adjusting pitch manually, either with lookup/lookdown,
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mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
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===============
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*/
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void V_DriftPitch ( struct ref_params_s *pparams )
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{
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float delta, move;
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if ( gEngfuncs.IsNoClipping() || !pparams->onground || pparams->demoplayback || pparams->spectator )
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{
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pd.driftmove = 0;
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pd.pitchvel = 0;
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return;
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}
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// don't count small mouse motion
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if (pd.nodrift)
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{
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if ( fabs( pparams->cmd->forwardmove ) < cl_forwardspeed->value )
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pd.driftmove = 0;
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else
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pd.driftmove += pparams->frametime;
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if ( pd.driftmove > v_centermove->value)
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{
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V_StartPitchDrift ();
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}
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return;
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}
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delta = pparams->idealpitch - pparams->cl_viewangles[PITCH];
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if (!delta)
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{
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pd.pitchvel = 0;
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return;
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}
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move = pparams->frametime * pd.pitchvel;
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pd.pitchvel += pparams->frametime * v_centerspeed->value;
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//Con_Printf ("move: %f (%f)\n", move, pparams->frametime);
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if (delta > 0)
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{
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if (move > delta)
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{
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pd.pitchvel = 0;
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move = delta;
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}
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pparams->cl_viewangles[PITCH] += move;
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}
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else if (delta < 0)
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{
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if (move > -delta)
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{
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pd.pitchvel = 0;
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move = -delta;
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}
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pparams->cl_viewangles[PITCH] -= move;
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}
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}
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/*
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==============================================================================
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VIEW RENDERING
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==============================================================================
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*/
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/*
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==================
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V_CalcGunAngle
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==================
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*/
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void V_CalcGunAngle ( struct ref_params_s *pparams )
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{
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cl_entity_t *viewent;
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viewent = gEngfuncs.GetViewModel();
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if ( !viewent )
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return;
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viewent->angles[YAW] = pparams->viewangles[YAW] + pparams->crosshairangle[YAW];
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viewent->angles[PITCH] = -pparams->viewangles[PITCH] + pparams->crosshairangle[PITCH] * 0.25;
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viewent->angles[ROLL] -= v_idlescale * sin(pparams->time*v_iroll_cycle.value) * v_iroll_level.value;
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// don't apply all of the v_ipitch to prevent normally unseen parts of viewmodel from coming into view.
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viewent->angles[PITCH] -= v_idlescale * sin(pparams->time*v_ipitch_cycle.value) * (v_ipitch_level.value * 0.5);
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viewent->angles[YAW] -= v_idlescale * sin(pparams->time*v_iyaw_cycle.value) * v_iyaw_level.value;
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}
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/*
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==============
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V_AddIdle
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Idle swaying
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==============
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*/
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void V_AddIdle ( struct ref_params_s *pparams )
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{
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pparams->viewangles[ROLL] += v_idlescale * sin(pparams->time*v_iroll_cycle.value) * v_iroll_level.value;
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pparams->viewangles[PITCH] += v_idlescale * sin(pparams->time*v_ipitch_cycle.value) * v_ipitch_level.value;
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pparams->viewangles[YAW] += v_idlescale * sin(pparams->time*v_iyaw_cycle.value) * v_iyaw_level.value;
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}
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/*
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==============
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V_CalcViewRoll
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Roll is induced by movement and damage
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==============
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*/
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void V_CalcViewRoll ( struct ref_params_s *pparams )
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{
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float side;
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cl_entity_t *viewentity;
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viewentity = gEngfuncs.GetEntityByIndex( pparams->viewentity );
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if ( !viewentity )
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return;
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side = V_CalcRoll ( viewentity->angles, pparams->simvel, pparams->movevars->rollangle, pparams->movevars->rollspeed );
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pparams->viewangles[ROLL] += side;
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if ( pparams->health <= 0 && ( pparams->viewheight[2] != 0 ) )
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{
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// only roll the view if the player is dead and the viewheight[2] is nonzero
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// this is so deadcam in multiplayer will work.
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pparams->viewangles[ROLL] = 80; // dead view angle
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return;
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}
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}
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/*
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==================
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V_CalcIntermissionRefdef
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==================
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*/
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void V_CalcIntermissionRefdef ( struct ref_params_s *pparams )
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{
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cl_entity_t *ent, *view;
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float old;
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// don't allow cheats in multiplayer
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#if !defined( _DEBUG )
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if ( pparams->maxclients > 1 )
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{
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gEngfuncs.Cvar_SetValue ("scr_ofsx", 0);
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gEngfuncs.Cvar_SetValue ("scr_ofsy", 0);
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gEngfuncs.Cvar_SetValue ("scr_ofsz", 0);
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}
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#endif
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// ent is the player model ( visible when out of body )
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ent = gEngfuncs.GetLocalPlayer();
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// view is the weapon model (only visible from inside body )
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view = gEngfuncs.GetViewModel();
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VectorCopy ( pparams->simorg, pparams->vieworg );
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VectorCopy ( pparams->cl_viewangles, pparams->viewangles );
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view->model = NULL;
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// allways idle in intermission
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old = v_idlescale;
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v_idlescale = 1;
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V_AddIdle ( pparams );
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v_idlescale = old;
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v_origin = pparams->vieworg;
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v_angles = pparams->viewangles;
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}
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#define ORIGIN_BACKUP 64
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#define ORIGIN_MASK ( ORIGIN_BACKUP - 1 )
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typedef struct
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{
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float Origins[ ORIGIN_BACKUP ][3];
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float OriginTime[ ORIGIN_BACKUP ];
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float Angles[ ORIGIN_BACKUP ][3];
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float AngleTime[ ORIGIN_BACKUP ];
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int CurrentOrigin;
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int CurrentAngle;
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} viewinterp_t;
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/*
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==================
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V_CalcRefdef
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==================
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*/
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void V_CalcNormalRefdef ( struct ref_params_s *pparams )
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{
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cl_entity_t *ent, *view;
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int i;
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vec3_t angles;
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float bob, waterOffset;
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static viewinterp_t ViewInterp;
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static float oldz = 0;
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static float lasttime;
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static float lastang[3];
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vec3_t angdelta;
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vec3_t camAngles, camForward, camRight, camUp;
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cl_entity_t *pwater;
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// don't allow cheats in multiplayer
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if ( pparams->maxclients > 1 )
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{
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scr_ofsx->value = 0.0;
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scr_ofsy->value = 0.0;
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scr_ofsz->value = 0.0;
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}
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V_DriftPitch ( pparams );
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// ent is the player model ( visible when out of body )
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ent = gEngfuncs.GetLocalPlayer();
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// view is the weapon model (only visible from inside body )
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view = gEngfuncs.GetViewModel();
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// transform the view offset by the model's matrix to get the offset from
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// model origin for the view
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bob = V_CalcBob ( pparams );
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// Observer angle capturing and smoothing
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if ( iHasNewViewOrigin )
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{
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// Get the angles from the physics code
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VectorCopy( vecNewViewOrigin, pparams->vieworg );
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VectorCopy( vecNewViewOrigin, pparams->simorg );
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}
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// refresh position
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VectorCopy ( pparams->simorg, pparams->vieworg );
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pparams->vieworg[2] += ( bob );
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VectorAdd( pparams->vieworg, pparams->viewheight, pparams->vieworg );
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// Observer angle capturing and smoothing
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if ( iHasNewViewAngles )
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{
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// Get the angles from the physics code
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VectorCopy( vecNewViewAngles, pparams->cl_viewangles );
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}
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else if ( pparams->health == -5 )
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{
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CAM_ToThirdPerson();
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// Lock mouse movement
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iMouseInUse=1;
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pparams->cl_viewangles[0] = 89;
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// Spin the view
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float flTimeDelta = (pparams->time - g_flStartScaleTime);
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if ( flTimeDelta > 0 )
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{
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float flROFSpin = 1.0 + (flTimeDelta * 2.0);
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float flSpin = flTimeDelta * 45;
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pparams->cl_viewangles[1] = flSpin * flROFSpin;
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}
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}
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else
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{
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CAM_ToFirstPerson();
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// Unlock mouse movement
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iMouseInUse=0;
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}
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VectorSubtract( pparams->cl_viewangles, lastang, angdelta );
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if ( Length( angdelta ) != 0.0 )
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{
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VectorCopy( pparams->cl_viewangles, ViewInterp.Angles[ ViewInterp.CurrentAngle & ORIGIN_MASK ] );
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ViewInterp.AngleTime[ ViewInterp.CurrentAngle & ORIGIN_MASK ] = pparams->time;
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ViewInterp.CurrentAngle++;
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VectorCopy( pparams->cl_viewangles, lastang );
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}
|
|
|
|
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 );
|
|
|
|
// Is the player in a falling anim? If so, raise camera above and look down
|
|
if ( pparams->health == -5 )
|
|
{
|
|
pparams->vieworg[2] += 92;
|
|
}
|
|
else
|
|
{
|
|
for ( i = 0; i < 3; i++ )
|
|
{
|
|
pparams->vieworg[ i ] += -ofs[2] * camForward[ i ];
|
|
}
|
|
|
|
pparams->vieworg[2] += 20;
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
}
|
|
|
|
// Update the latched view origin/angles here, this was
|
|
// previously done in V_CalcGunAngle but that happens
|
|
// before a bunch of other stuff happens, which nukes
|
|
// a bunch of the viewbob fx.
|
|
VectorCopy( view->origin, view->curstate.origin );
|
|
VectorCopy( view->origin, view->latched.prevorigin );
|
|
VectorCopy( view->angles, view->curstate.angles );
|
|
VectorCopy( view->angles, view->latched.prevangles );
|
|
|
|
lasttime = pparams->time;
|
|
|
|
v_origin = pparams->vieworg;
|
|
}
|
|
|
|
void EXPORT 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, 0.0f );
|
|
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", FCVAR_ARCHIVE );// 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
|