2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // view.c -- player eye positioning
23 #include "cl_collision.h"
25 void CL_VM_UpdateDmgGlobals (int dmg_take, int dmg_save, vec3_t dmg_origin);
29 The view is allowed to move slightly from it's true position for bobbing,
30 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
31 entities sent from the server may not include everything in the pvs, especially
32 when crossing a water boudnary.
36 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
37 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
39 cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
40 cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
41 cvar_t cl_bobup = {CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
43 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
44 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
45 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
46 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
48 cvar_t cl_leanmodel_side = {CVAR_SAVE, "cl_leanmodel_side", "1", "enables gun leaning sideways"};
49 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "20", "gun leaning sideways speed"};
50 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
51 cvar_t cl_leanmodel_up = {CVAR_SAVE, "cl_leanmodel_up", "1", "enables gun leaning upward"};
52 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "15", "gun leaning upward speed"};
53 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "25", "gun leaning upward limit"};
55 cvar_t cl_followmodel_side = {CVAR_SAVE, "cl_followmodel_side", "1", "enables gun following sideways"};
56 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.015", "gun following sideways speed"};
57 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "2", "gun following sideways limit"};
58 cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "2", "gun following sideways highpass"};
59 cvar_t cl_followmodel_up = {CVAR_SAVE, "cl_followmodel_up", "1", "enables gun following upward"};
60 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.01", "gun following upward speed"};
61 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "1.5", "gun following upward limit"};
62 cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass"};
64 cvar_t cl_viewmodel_scale = {0, "cl_viewmodel_scale", "1", "changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible"};
66 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
67 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
68 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
70 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
71 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
72 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
73 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
74 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
75 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
77 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
79 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
81 cvar_t v_centermove = {0, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"};
82 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
84 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
86 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
87 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
88 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
89 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
91 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
93 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
94 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
96 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
97 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
99 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
106 Used by view and sv_user
109 float V_CalcRoll (vec3_t angles, vec3_t velocity)
116 AngleVectors (angles, NULL, right, NULL);
117 side = DotProduct (velocity, right);
118 sign = side < 0 ? -1 : 1;
121 value = cl_rollangle.value;
123 if (side < cl_rollspeed.value)
124 side = side * value / cl_rollspeed.value;
132 void V_StartPitchDrift (void)
134 if (cl.laststop == cl.time)
135 return; // something else is keeping it from drifting
137 if (cl.nodrift || !cl.pitchvel)
139 cl.pitchvel = v_centerspeed.value;
145 void V_StopPitchDrift (void)
147 cl.laststop = cl.time;
156 Moves the client pitch angle towards cl.idealpitch sent by the server.
158 If the user is adjusting pitch manually, either with lookup/lookdown,
159 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
161 Drifting is enabled when the center view key is hit, mlook is released and
162 lookspring is non 0, or when
165 void V_DriftPitch (void)
169 if (noclip_anglehack || !cl.onground || cls.demoplayback )
176 // don't count small mouse motion
179 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
182 cl.driftmove += cl.realframetime;
184 if ( cl.driftmove > v_centermove.value)
186 V_StartPitchDrift ();
191 delta = cl.idealpitch - cl.viewangles[PITCH];
199 move = cl.realframetime * cl.pitchvel;
200 cl.pitchvel += cl.realframetime * v_centerspeed.value;
209 cl.viewangles[PITCH] += move;
218 cl.viewangles[PITCH] -= move;
224 ==============================================================================
228 ==============================================================================
237 void V_ParseDamage (void)
241 //vec3_t forward, right;
247 armor = MSG_ReadByte ();
248 blood = MSG_ReadByte ();
249 MSG_ReadVector(from, cls.protocol);
251 // Send the Dmg Globals to CSQC
252 CL_VM_UpdateDmgGlobals(blood, armor, from);
254 count = blood*0.5 + armor*0.5;
258 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
260 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
261 cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
262 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
263 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
264 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
265 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
269 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
270 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
271 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
275 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
276 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
277 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
281 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
282 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
283 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
286 // calculate view angle kicks
287 if (cl.entities[cl.viewentity].state_current.active)
289 ent = &cl.entities[cl.viewentity];
290 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
291 VectorNormalize(localfrom);
292 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
293 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
294 v_dmg_time = v_kicktime.value;
298 static cshift_t v_cshift;
305 static void V_cshift_f (void)
307 v_cshift.destcolor[0] = atof(Cmd_Argv(1));
308 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
309 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
310 v_cshift.percent = atof(Cmd_Argv(4));
318 When you run over an item, the server sends this command
321 static void V_BonusFlash_f (void)
325 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
326 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
327 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
328 cl.cshifts[CSHIFT_BONUS].percent = 50;
329 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
331 else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
333 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
334 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
335 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
337 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
339 cl.cshifts[CSHIFT_BONUS].percent = 50;
341 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
343 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
346 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
350 ==============================================================================
354 ==============================================================================
357 extern matrix4x4_t viewmodelmatrix;
359 #include "cl_collision.h"
369 static vec3_t eyeboxmins = {-16, -16, -24};
370 static vec3_t eyeboxmaxs = { 16, 16, 32};
373 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
375 frac = bound(0, frac, 1);
376 return (*store = *store * (1 - frac) + value * frac);
379 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
381 return value - lowpass(value, frac, store);
384 void V_CalcRefdef (void)
387 float vieworg[3], viewangles[3], smoothtime;
388 float gunorg[3], gunangles[3];
390 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
391 vec3_t camboxmins = {-3, -3, -3};
392 vec3_t camboxmaxs = {3, 3, 3};
393 // end of chase camera bounding box size for proper collisions by Alexander Zubov
397 viewmodelmatrix = identitymatrix;
398 r_refdef.view.matrix = identitymatrix;
399 if (cls.state == ca_connected && cls.signon == SIGNONS)
401 // ent is the view entity (visible when out of body)
402 ent = &cl.entities[cl.viewentity];
403 // player can look around, so take the origin from the entity,
404 // and the angles from the input system
405 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
406 VectorCopy(cl.viewangles, viewangles);
408 // calculate how much time has passed since the last V_CalcRefdef
409 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
410 cl.stairsmoothtime = cl.time;
414 v_dmg_time -= bound(0, smoothtime, 0.1);
418 // entity is a fixed camera, just copy the matrix
419 if (cls.protocol == PROTOCOL_QUAKEWORLD)
420 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, cl.qw_intermission_origin[0], cl.qw_intermission_origin[1], cl.qw_intermission_origin[2], cl.qw_intermission_angles[0], cl.qw_intermission_angles[1], cl.qw_intermission_angles[2], 1);
423 r_refdef.view.matrix = ent->render.matrix;
424 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
426 viewmodelmatrix = r_refdef.view.matrix;
430 // smooth stair stepping, but only if onground and enabled
431 if (!cl.onground || cl_stairsmoothspeed.value <= 0)
432 cl.stairsmoothz = vieworg[2];
435 if (cl.stairsmoothz < vieworg[2])
436 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
437 else if (cl.stairsmoothz > vieworg[2])
438 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
441 // apply qw weapon recoil effect (this did not work in QW)
442 // TODO: add a cvar to disable this
443 viewangles[PITCH] += cl.qw_weaponkick;
445 // apply the viewofs (even if chasecam is used)
446 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
448 if (chase_active.value)
450 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
451 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
453 camback = chase_back.value;
454 camup = chase_up.value;
455 campitch = chase_pitchangle.value;
457 AngleVectors(viewangles, forward, NULL, NULL);
459 if (chase_overhead.integer)
466 viewangles[PITCH] = 0;
467 AngleVectors(viewangles, forward, NULL, up);
468 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
469 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
470 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
471 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
474 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
475 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
477 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
478 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
480 VectorCopy(trace.endpos, vieworg);
483 // trace from first person view location to our chosen third person view location
485 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
487 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
489 VectorCopy(trace.endpos, bestvieworg);
491 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
493 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
495 AngleVectors(viewangles, NULL, NULL, up);
496 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
497 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
498 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
500 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
502 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
504 if (bestvieworg[2] > trace.endpos[2])
505 bestvieworg[2] = trace.endpos[2];
509 VectorCopy(bestvieworg, vieworg);
511 viewangles[PITCH] = campitch;
515 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
517 // look straight down from high above
518 viewangles[PITCH] = 90;
520 VectorSet(forward, 0, 0, -1);
523 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
525 chase_dest[0] = vieworg[0] + forward[0] * dist;
526 chase_dest[1] = vieworg[1] + forward[1] * dist;
527 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
528 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
529 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
534 // first person view from entity
536 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
537 viewangles[ROLL] = v_deathtiltangle.value;
538 VectorAdd(viewangles, cl.punchangle, viewangles);
539 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
542 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
543 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
546 VectorAdd(vieworg, cl.punchvector, vieworg);
547 if (cl.stats[STAT_HEALTH] > 0)
552 // lowpass the view angles to the gun angles
553 if(cl.viewangles[PITCH] - cl.gunangles_lowpass[PITCH] >= 180)
554 cl.gunangles_lowpass[PITCH] += 360;
555 if(cl.gunangles_lowpass[PITCH] - cl.viewangles[PITCH] >= 180)
556 cl.gunangles_lowpass[PITCH] -= 360;
557 gunangles[PITCH] = bound(cl.viewangles[PITCH] - cl_leanmodel_up_limit.value, lowpass(cl.viewangles[PITCH], cl_leanmodel_up_speed.value * cl.realframetime * cl.movevars_timescale, &cl.gunangles_lowpass[PITCH]), cl.viewangles[PITCH] + cl_leanmodel_up_limit.value);
559 if(cl.viewangles[YAW] - cl.gunangles_lowpass[YAW] >= 180)
560 cl.gunangles_lowpass[YAW] += 360;
561 if(cl.gunangles_lowpass[YAW] - cl.viewangles[YAW] >= 180)
562 cl.gunangles_lowpass[YAW] -= 360;
563 gunangles[YAW] = bound(cl.viewangles[YAW] - cl_leanmodel_side_limit.value, lowpass(cl.viewangles[YAW], cl_leanmodel_side_speed.value * cl.realframetime * cl.movevars_timescale, &cl.gunangles_lowpass[YAW]), cl.viewangles[YAW] + cl_leanmodel_side_limit.value);
565 // no need to adjust these
566 gunangles[ROLL] = cl.viewangles[ROLL];
568 // the gun origin be the current origin minus highpass of the velocity
569 gunorg[0] = highpass(cl.movement_velocity[0] * cl_followmodel_side_speed.value, cl.realframetime * cl.movevars_timescale * cl_followmodel_side_highpass.value, &cl.gunorg_minus_vieworg_diff_highpass[0]);
570 gunorg[1] = highpass(cl.movement_velocity[1] * cl_followmodel_side_speed.value, cl.realframetime * cl.movevars_timescale * cl_followmodel_side_highpass.value, &cl.gunorg_minus_vieworg_diff_highpass[1]);
571 gunorg[2] = highpass(cl.movement_velocity[2] * cl_followmodel_up_speed.value, cl.realframetime * cl.movevars_timescale * cl_followmodel_up_highpass.value, &cl.gunorg_minus_vieworg_diff_highpass[2]);
573 // limit the gun origin
574 f = sqrt(gunorg[0]*gunorg[0] + gunorg[1]*gunorg[1]);
575 if(f > cl_followmodel_side_limit.value)
577 gunorg[0] = gunorg[0] * cl_followmodel_side_limit.value / f;
578 gunorg[1] = gunorg[1] * cl_followmodel_side_limit.value / f;
580 gunorg[2] = bound(-cl_followmodel_up_limit.value, gunorg[2], cl_followmodel_up_limit.value);
582 VectorSubtract(vieworg, gunorg, gunorg);
585 xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
586 if (cl_bob.value && cl_bobcycle.value)
589 // LordHavoc: this code is *weird*, but not replacable (I think it
590 // should be done in QC on the server, but oh well, quake is quake)
591 // LordHavoc: figured out bobup: the time at which the sin is at 180
592 // degrees (which allows lengthening or squishing the peak or valley)
593 cycle = cl.time / cl_bobcycle.value;
594 cycle -= (int) cycle;
595 if (cycle < cl_bobup.value)
596 cycle = sin(M_PI * cycle / cl_bobup.value);
598 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
599 // bob is proportional to velocity in the xy plane
600 // (don't count Z, or jumping messes it up)
601 bob = xyspeed * cl_bob.value;
602 bob = bob*0.3 + bob*0.7*cycle;
603 vieworg[2] += bound(-7, bob, 4);
604 // we also need to adjust gunorg, or this appears like pushing the gun!
605 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
606 // but this is not viable with the new followmodel code as that would mean
607 // that followmodel would work on the munged-by-bob vieworg and do feedback
608 gunorg[2] += bound(-7, bob, 4);
611 // gun model bobbing code
612 if (cl_bob.value && cl_bobmodel.value)
614 // calculate for swinging gun model
615 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
616 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
617 // for the most part, but for some reason when you go through a message trigger or
618 // pick up an item or anything like that it will momentarily jolt the gun.
619 vec3_t forward, right, up;
624 s = cl.time * cl_bobmodel_speed.value;
627 if (cl.time - cl.hitgroundtime < 0.2)
629 // just hit the ground, speed the bob back up over the next 0.2 seconds
630 t = cl.time - cl.hitgroundtime;
631 t = bound(0, t, 0.2);
639 // recently left the ground, slow the bob down over the next 0.2 seconds
640 t = cl.time - cl.lastongroundtime;
641 t = 0.2 - bound(0, t, 0.2);
645 bspeed = bound (0, xyspeed, 400) * 0.01f;
646 AngleVectors (gunangles, forward, right, up);
647 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
648 VectorMA (gunorg, bob, right, gunorg);
649 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
650 VectorMA (gunorg, bob, up, gunorg);
654 // calculate a view matrix for rendering the scene
655 if (v_idlescale.value)
656 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0] + v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, viewangles[1] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
658 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
659 // calculate a viewmodel matrix for use in view-attached entities
660 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
661 VectorCopy(vieworg, cl.csqc_origin);
662 VectorCopy(viewangles, cl.csqc_angles);
667 void V_FadeViewFlashs(void)
669 // don't flash if time steps backwards
670 if (cl.time <= cl.oldtime)
672 // drop the damage value
673 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
674 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
675 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
676 // drop the bonus value
677 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
678 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
679 cl.cshifts[CSHIFT_BONUS].percent = 0;
682 void V_CalcViewBlend(void)
686 r_refdef.viewblend[0] = 0;
687 r_refdef.viewblend[1] = 0;
688 r_refdef.viewblend[2] = 0;
689 r_refdef.viewblend[3] = 0;
690 r_refdef.frustumscale_x = 1;
691 r_refdef.frustumscale_y = 1;
692 if (cls.state == ca_connected && cls.signon == SIGNONS)
694 // set contents color
697 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
698 supercontents = CL_PointSuperContents(vieworigin);
699 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
701 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
702 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
703 if (supercontents & SUPERCONTENTS_LAVA)
705 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
706 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
707 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
709 else if (supercontents & SUPERCONTENTS_SLIME)
711 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
712 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
713 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
717 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
718 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
719 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
721 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
725 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
726 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
727 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
728 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
731 if (gamemode != GAME_TRANSFUSION)
733 if (cl.stats[STAT_ITEMS] & IT_QUAD)
735 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
736 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
737 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
738 cl.cshifts[CSHIFT_POWERUP].percent = 30;
740 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
742 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
743 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
744 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
745 cl.cshifts[CSHIFT_POWERUP].percent = 20;
747 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
749 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
750 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
751 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
752 cl.cshifts[CSHIFT_POWERUP].percent = 100;
754 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
756 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
757 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
758 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
759 cl.cshifts[CSHIFT_POWERUP].percent = 30;
762 cl.cshifts[CSHIFT_POWERUP].percent = 0;
765 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
766 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
767 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
768 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
770 // LordHavoc: fixed V_CalcBlend
771 for (j = 0;j < NUM_CSHIFTS;j++)
773 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
776 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
777 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
780 // saturate color (to avoid blending in black)
781 if (r_refdef.viewblend[3])
783 a2 = 1 / r_refdef.viewblend[3];
784 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
786 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
787 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
788 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
789 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
791 // Samual: Ugly hack, I know. But it's the best we can do since
792 // there is no way to detect client states from the engine.
793 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
794 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
796 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
797 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
805 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
806 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
808 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
809 r_refdef.viewblend[3] = a;
814 //============================================================================
823 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
824 Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up); optionally takes R G B [A [alphafade]] arguments to specify how the flash looks");
825 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
827 Cvar_RegisterVariable (&v_centermove);
828 Cvar_RegisterVariable (&v_centerspeed);
830 Cvar_RegisterVariable (&v_iyaw_cycle);
831 Cvar_RegisterVariable (&v_iroll_cycle);
832 Cvar_RegisterVariable (&v_ipitch_cycle);
833 Cvar_RegisterVariable (&v_iyaw_level);
834 Cvar_RegisterVariable (&v_iroll_level);
835 Cvar_RegisterVariable (&v_ipitch_level);
837 Cvar_RegisterVariable (&v_idlescale);
838 Cvar_RegisterVariable (&crosshair);
840 Cvar_RegisterVariable (&cl_rollspeed);
841 Cvar_RegisterVariable (&cl_rollangle);
842 Cvar_RegisterVariable (&cl_bob);
843 Cvar_RegisterVariable (&cl_bobcycle);
844 Cvar_RegisterVariable (&cl_bobup);
845 Cvar_RegisterVariable (&cl_bobmodel);
846 Cvar_RegisterVariable (&cl_bobmodel_side);
847 Cvar_RegisterVariable (&cl_bobmodel_up);
848 Cvar_RegisterVariable (&cl_bobmodel_speed);
850 Cvar_RegisterVariable (&cl_leanmodel_side);
851 Cvar_RegisterVariable (&cl_leanmodel_side_speed);
852 Cvar_RegisterVariable (&cl_leanmodel_side_limit);
853 Cvar_RegisterVariable (&cl_leanmodel_up);
854 Cvar_RegisterVariable (&cl_leanmodel_up_speed);
855 Cvar_RegisterVariable (&cl_leanmodel_up_limit);
857 Cvar_RegisterVariable (&cl_followmodel_side);
858 Cvar_RegisterVariable (&cl_followmodel_side_speed);
859 Cvar_RegisterVariable (&cl_followmodel_side_limit);
860 Cvar_RegisterVariable (&cl_followmodel_side_highpass);
861 Cvar_RegisterVariable (&cl_followmodel_up);
862 Cvar_RegisterVariable (&cl_followmodel_up_speed);
863 Cvar_RegisterVariable (&cl_followmodel_up_limit);
864 Cvar_RegisterVariable (&cl_followmodel_up_highpass);
866 Cvar_RegisterVariable (&cl_viewmodel_scale);
868 Cvar_RegisterVariable (&v_kicktime);
869 Cvar_RegisterVariable (&v_kickroll);
870 Cvar_RegisterVariable (&v_kickpitch);
872 Cvar_RegisterVariable (&cl_stairsmoothspeed);
874 Cvar_RegisterVariable (&chase_back);
875 Cvar_RegisterVariable (&chase_up);
876 Cvar_RegisterVariable (&chase_active);
877 Cvar_RegisterVariable (&chase_overhead);
878 Cvar_RegisterVariable (&chase_pitchangle);
879 if (gamemode == GAME_GOODVSBAD2)
880 Cvar_RegisterVariable (&chase_stevie);
882 Cvar_RegisterVariable (&v_deathtilt);
883 Cvar_RegisterVariable (&v_deathtiltangle);