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Actually, why not persist gunorg and gunangles and work with them directly, rather...
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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
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.
8
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.
12
13 See the GNU General Public License for more details.
14
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.
18
19 */
20 // view.c -- player eye positioning
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24
25 void CL_VM_UpdateDmgGlobals (int dmg_take, int dmg_save, vec3_t dmg_origin);
26
27 /*
28
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.
33
34 */
35
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"};
38
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"};
42
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"};
47
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", "0.4", "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", "0.35", "gun leaning upward speed"};
53 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "25", "gun leaning upward limit"};
54
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_up = {CVAR_SAVE, "cl_followmodel_up", "1", "enables gun following upward"};
59 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.01", "gun following upward speed"};
60 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "1.5", "gun following upward limit"};
61
62 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"};
63
64 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
65 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
66 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
67
68 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
69 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
70 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
71 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
72 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
73 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
74
75 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
76
77 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
78
79 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)"};
80 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
81
82 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
83
84 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
85 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
86 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
87 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
88 // GAME_GOODVSBAD2
89 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
90
91 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
92 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
93
94 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
95 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
96
97 float   v_dmg_time, v_dmg_roll, v_dmg_pitch;
98 float   gunorg[3], gunangles[3];
99
100
101 /*
102 ===============
103 V_CalcRoll
104
105 Used by view and sv_user
106 ===============
107 */
108 float V_CalcRoll (vec3_t angles, vec3_t velocity)
109 {
110         vec3_t  right;
111         float   sign;
112         float   side;
113         float   value;
114
115         AngleVectors (angles, NULL, right, NULL);
116         side = DotProduct (velocity, right);
117         sign = side < 0 ? -1 : 1;
118         side = fabs(side);
119
120         value = cl_rollangle.value;
121
122         if (side < cl_rollspeed.value)
123                 side = side * value / cl_rollspeed.value;
124         else
125                 side = value;
126
127         return side*sign;
128
129 }
130
131 void V_StartPitchDrift (void)
132 {
133         if (cl.laststop == cl.time)
134                 return;         // something else is keeping it from drifting
135
136         if (cl.nodrift || !cl.pitchvel)
137         {
138                 cl.pitchvel = v_centerspeed.value;
139                 cl.nodrift = false;
140                 cl.driftmove = 0;
141         }
142 }
143
144 void V_StopPitchDrift (void)
145 {
146         cl.laststop = cl.time;
147         cl.nodrift = true;
148         cl.pitchvel = 0;
149 }
150
151 /*
152 ===============
153 V_DriftPitch
154
155 Moves the client pitch angle towards cl.idealpitch sent by the server.
156
157 If the user is adjusting pitch manually, either with lookup/lookdown,
158 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
159
160 Drifting is enabled when the center view key is hit, mlook is released and
161 lookspring is non 0, or when
162 ===============
163 */
164 void V_DriftPitch (void)
165 {
166         float           delta, move;
167
168         if (noclip_anglehack || !cl.onground || cls.demoplayback )
169         {
170                 cl.driftmove = 0;
171                 cl.pitchvel = 0;
172                 return;
173         }
174
175 // don't count small mouse motion
176         if (cl.nodrift)
177         {
178                 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
179                         cl.driftmove = 0;
180                 else
181                         cl.driftmove += cl.realframetime;
182
183                 if ( cl.driftmove > v_centermove.value)
184                 {
185                         V_StartPitchDrift ();
186                 }
187                 return;
188         }
189
190         delta = cl.idealpitch - cl.viewangles[PITCH];
191
192         if (!delta)
193         {
194                 cl.pitchvel = 0;
195                 return;
196         }
197
198         move = cl.realframetime * cl.pitchvel;
199         cl.pitchvel += cl.realframetime * v_centerspeed.value;
200
201         if (delta > 0)
202         {
203                 if (move > delta)
204                 {
205                         cl.pitchvel = 0;
206                         move = delta;
207                 }
208                 cl.viewangles[PITCH] += move;
209         }
210         else if (delta < 0)
211         {
212                 if (move > -delta)
213                 {
214                         cl.pitchvel = 0;
215                         move = -delta;
216                 }
217                 cl.viewangles[PITCH] -= move;
218         }
219 }
220
221
222 /*
223 ==============================================================================
224
225                                                 SCREEN FLASHES
226
227 ==============================================================================
228 */
229
230
231 /*
232 ===============
233 V_ParseDamage
234 ===============
235 */
236 void V_ParseDamage (void)
237 {
238         int armor, blood;
239         vec3_t from;
240         //vec3_t forward, right;
241         vec3_t localfrom;
242         entity_t *ent;
243         //float side;
244         float count;
245
246         armor = MSG_ReadByte ();
247         blood = MSG_ReadByte ();
248         MSG_ReadVector(from, cls.protocol);
249
250         // Send the Dmg Globals to CSQC
251         CL_VM_UpdateDmgGlobals(blood, armor, from);
252
253         count = blood*0.5 + armor*0.5;
254         if (count < 10)
255                 count = 10;
256
257         cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
258
259         cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
260         cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
261         if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
262                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
263         if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
264                 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
265
266         if (armor > blood)
267         {
268                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
269                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
270                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
271         }
272         else if (armor)
273         {
274                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
275                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
276                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
277         }
278         else
279         {
280                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
281                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
282                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
283         }
284
285         // calculate view angle kicks
286         if (cl.entities[cl.viewentity].state_current.active)
287         {
288                 ent = &cl.entities[cl.viewentity];
289                 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
290                 VectorNormalize(localfrom);
291                 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
292                 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
293                 v_dmg_time = v_kicktime.value;
294         }
295 }
296
297 static cshift_t v_cshift;
298
299 /*
300 ==================
301 V_cshift_f
302 ==================
303 */
304 static void V_cshift_f (void)
305 {
306         v_cshift.destcolor[0] = atof(Cmd_Argv(1));
307         v_cshift.destcolor[1] = atof(Cmd_Argv(2));
308         v_cshift.destcolor[2] = atof(Cmd_Argv(3));
309         v_cshift.percent = atof(Cmd_Argv(4));
310 }
311
312
313 /*
314 ==================
315 V_BonusFlash_f
316
317 When you run over an item, the server sends this command
318 ==================
319 */
320 static void V_BonusFlash_f (void)
321 {
322         if(Cmd_Argc() == 1)
323         {
324                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
325                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
326                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
327                 cl.cshifts[CSHIFT_BONUS].percent = 50;
328                 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
329         }
330         else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
331         {
332                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
333                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
334                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
335                 if(Cmd_Argc() >= 5)
336                         cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
337                 else
338                         cl.cshifts[CSHIFT_BONUS].percent = 50;
339                 if(Cmd_Argc() >= 6)
340                         cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
341                 else
342                         cl.cshifts[CSHIFT_BONUS].alphafade = 100;
343         }
344         else
345                 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
346 }
347
348 /*
349 ==============================================================================
350
351                                                 VIEW RENDERING
352
353 ==============================================================================
354 */
355
356 extern matrix4x4_t viewmodelmatrix;
357
358 #include "cl_collision.h"
359 #include "csprogs.h"
360
361 /*
362 ==================
363 V_CalcRefdef
364
365 ==================
366 */
367 #if 0
368 static vec3_t eyeboxmins = {-16, -16, -24};
369 static vec3_t eyeboxmaxs = { 16,  16,  32};
370 #endif
371 void V_CalcRefdef (void)
372 {
373         entity_t *ent;
374         float vieworg[3], viewangles[3], smoothtime;
375 #if 0
376 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
377         vec3_t camboxmins = {-3, -3, -3};
378         vec3_t camboxmaxs = {3, 3, 3};
379 // end of chase camera bounding box size for proper collisions by Alexander Zubov
380 #endif
381         trace_t trace;
382         VectorClear(gunorg);
383         viewmodelmatrix = identitymatrix;
384         r_refdef.view.matrix = identitymatrix;
385         if (cls.state == ca_connected && cls.signon == SIGNONS)
386         {
387                 // ent is the view entity (visible when out of body)
388                 ent = &cl.entities[cl.viewentity];
389                 // player can look around, so take the origin from the entity,
390                 // and the angles from the input system
391                 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
392                 VectorCopy(cl.viewangles, viewangles);
393
394                 // calculate how much time has passed since the last V_CalcRefdef
395                 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
396                 cl.stairsmoothtime = cl.time;
397
398                 // fade damage flash
399                 if (v_dmg_time > 0)
400                         v_dmg_time -= bound(0, smoothtime, 0.1);
401
402                 if (cl.intermission)
403                 {
404                         // entity is a fixed camera, just copy the matrix
405                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
406                                 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);
407                         else
408                         {
409                                 r_refdef.view.matrix = ent->render.matrix;
410                                 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
411                         }
412                         viewmodelmatrix = r_refdef.view.matrix;
413                 }
414                 else
415                 {
416                         // smooth stair stepping, but only if onground and enabled
417                         if (!cl.onground || cl_stairsmoothspeed.value <= 0)
418                                 cl.stairsmoothz = vieworg[2];
419                         else
420                         {
421                                 if (cl.stairsmoothz < vieworg[2])
422                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
423                                 else if (cl.stairsmoothz > vieworg[2])
424                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
425                         }
426
427                         // apply qw weapon recoil effect (this did not work in QW)
428                         // TODO: add a cvar to disable this
429                         viewangles[PITCH] += cl.qw_weaponkick;
430
431                         // apply the viewofs (even if chasecam is used)
432                         vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
433
434                         if (chase_active.value)
435                         {
436                                 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
437                                 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
438
439                                 camback = chase_back.value;
440                                 camup = chase_up.value;
441                                 campitch = chase_pitchangle.value;
442
443                                 AngleVectors(viewangles, forward, NULL, NULL);
444
445                                 if (chase_overhead.integer)
446                                 {
447 #if 1
448                                         vec3_t offset;
449                                         vec3_t bestvieworg;
450 #endif
451                                         vec3_t up;
452                                         viewangles[PITCH] = 0;
453                                         AngleVectors(viewangles, forward, NULL, up);
454                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
455                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
456                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
457                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
458 #if 0
459 #if 1
460                                         //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
461                                         trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
462 #else
463                                         //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
464                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
465 #endif
466                                         VectorCopy(trace.endpos, vieworg);
467                                         vieworg[2] -= 8;
468 #else
469                                         // trace from first person view location to our chosen third person view location
470 #if 1
471                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
472 #else
473                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
474 #endif
475                                         VectorCopy(trace.endpos, bestvieworg);
476                                         offset[2] = 0;
477                                         for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
478                                         {
479                                                 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
480                                                 {
481                                                         AngleVectors(viewangles, NULL, NULL, up);
482                                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
483                                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
484                                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
485 #if 1
486                                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
487 #else
488                                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
489 #endif
490                                                         if (bestvieworg[2] > trace.endpos[2])
491                                                                 bestvieworg[2] = trace.endpos[2];
492                                                 }
493                                         }
494                                         bestvieworg[2] -= 8;
495                                         VectorCopy(bestvieworg, vieworg);
496 #endif
497                                         viewangles[PITCH] = campitch;
498                                 }
499                                 else
500                                 {
501                                         if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
502                                         {
503                                                 // look straight down from high above
504                                                 viewangles[PITCH] = 90;
505                                                 camback = 2048;
506                                                 VectorSet(forward, 0, 0, -1);
507                                         }
508
509                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
510                                         dist = -camback - 8;
511                                         chase_dest[0] = vieworg[0] + forward[0] * dist;
512                                         chase_dest[1] = vieworg[1] + forward[1] * dist;
513                                         chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
514                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
515                                         VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
516                                 }
517                         }
518                         else
519                         {
520                                 // first person view from entity
521                                 // angles
522                                 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
523                                         viewangles[ROLL] = v_deathtiltangle.value;
524                                 VectorAdd(viewangles, cl.punchangle, viewangles);
525                                 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
526                                 if (v_dmg_time > 0)
527                                 {
528                                         viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
529                                         viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
530                                 }
531                                 // origin
532                                 VectorAdd(vieworg, cl.punchvector, vieworg);
533                                 if (cl.stats[STAT_HEALTH] > 0)
534                                 {
535                                         double xyspeed, bob;
536                                         vec_t d;
537                                         vec_t ef_speed = cl.realframetime * cl.movevars_timescale;
538
539                                         // gun model leaning code
540                                         if(cl_leanmodel_up.value && cl_leanmodel_up_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
541                                         {
542                                                 // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
543                                                 if(cl.viewangles[PITCH] - gunangles[PITCH] >= 180)
544                                                         gunangles[PITCH] += 360;
545                                                 if(gunangles[PITCH] - cl.viewangles[PITCH] >= 180)
546                                                         gunangles[PITCH] -= 360;
547
548                                                 d = cl.viewangles[PITCH] - gunangles[PITCH];
549                                                 cl_leanmodel_up_speed.value = bound(0, cl_leanmodel_up_speed.value, 1);
550                                                 gunangles[PITCH] = bound(cl.viewangles[PITCH] - cl_leanmodel_up_limit.value, gunangles[PITCH] * (1 - cl_leanmodel_up_speed.value) + cl.viewangles[PITCH] * cl_leanmodel_up_speed.value, cl.viewangles[PITCH] + cl_leanmodel_up_limit.value);
551                                         }
552                                         else
553                                                 gunangles[PITCH] = cl.viewangles[PITCH];
554
555                                         if(cl_leanmodel_side.value && cl_leanmodel_side_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
556                                         {
557                                                 // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
558                                                 if(cl.viewangles[YAW] - gunangles[YAW] >= 180)
559                                                         gunangles[YAW] += 360;
560                                                 if(gunangles[YAW] - cl.viewangles[YAW] >= 180)
561                                                         gunangles[YAW] -= 360;
562
563                                                 d = cl.viewangles[YAW] - gunangles[YAW];
564                                                 cl_leanmodel_side_speed.value = bound(0, cl_leanmodel_side_speed.value, 1);
565                                                 gunangles[YAW] = bound(cl.viewangles[YAW] - cl_leanmodel_side_limit.value, gunangles[YAW] * (1 - cl_leanmodel_side_speed.value) + cl.viewangles[YAW] * cl_leanmodel_side_speed.value, cl.viewangles[YAW] + cl_leanmodel_side_limit.value);
566                                         }
567                                         else
568                                                 gunangles[YAW] = cl.viewangles[YAW];
569
570                                         gunangles[ROLL] = viewangles[2];
571
572                                         // gun model following code
573                                         if(cl_followmodel_side.value)
574                                         {
575                                                 gunorg[0] = vieworg[0] - bound(-cl_followmodel_side_limit.value, cl.movement_velocity[0] * cl_followmodel_side_speed.value, cl_followmodel_side_limit.value);
576                                                 gunorg[1] = vieworg[1] - bound(-cl_followmodel_side_limit.value, cl.movement_velocity[1] * cl_followmodel_side_speed.value, cl_followmodel_side_limit.value);
577                                         }
578                                         else
579                                         {
580                                                 gunorg[0] = vieworg[0];
581                                                 gunorg[1] = vieworg[1];
582                                         }
583
584                                         if(cl_followmodel_up.value)
585                                         {
586                                                 gunorg[2] = vieworg[2] - bound(-cl_followmodel_up_limit.value, cl.movement_velocity[2] * cl_followmodel_up_speed.value, cl_followmodel_up_limit.value);
587                                         }
588                                         else
589                                         {
590                                                 gunorg[2] = vieworg[2];
591                                         }
592
593                                         // view bobbing code
594                                         xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
595                                         if (cl_bob.value && cl_bobcycle.value)
596                                         {
597                                                 float cycle;
598                                                 // LordHavoc: this code is *weird*, but not replacable (I think it
599                                                 // should be done in QC on the server, but oh well, quake is quake)
600                                                 // LordHavoc: figured out bobup: the time at which the sin is at 180
601                                                 // degrees (which allows lengthening or squishing the peak or valley)
602                                                 cycle = cl.time / cl_bobcycle.value;
603                                                 cycle -= (int) cycle;
604                                                 if (cycle < cl_bobup.value)
605                                                         cycle = sin(M_PI * cycle / cl_bobup.value);
606                                                 else
607                                                         cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
608                                                 // bob is proportional to velocity in the xy plane
609                                                 // (don't count Z, or jumping messes it up)
610                                                 bob = xyspeed * cl_bob.value;
611                                                 bob = bob*0.3 + bob*0.7*cycle;
612                                                 vieworg[2] += bound(-7, bob, 4);
613                                                 // we also need to adjust gunorg, or this appears like pushing the gun!
614                                                 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
615                                                 // but this is not viable with the new followmodel code as that would mean
616                                                 // that followmodel would work on the munged-by-bob vieworg and do feedback
617                                                 gunorg[2] += bound(-7, bob, 4);
618                                         }
619
620                                         // gun model bobbing code
621                                         if (cl_bob.value && cl_bobmodel.value)
622                                         {
623                                                 // calculate for swinging gun model
624                                                 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
625                                                 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
626                                                 // for the most part, but for some reason when you go through a message trigger or
627                                                 // pick up an item or anything like that it will momentarily jolt the gun.
628                                                 vec3_t forward, right, up;
629                                                 float bspeed;
630                                                 float s;
631                                                 float t;
632
633                                                 s = cl.time * cl_bobmodel_speed.value;
634                                                 if (cl.onground)
635                                                 {
636                                                         if (cl.time - cl.hitgroundtime < 0.2)
637                                                         {
638                                                                 // just hit the ground, speed the bob back up over the next 0.2 seconds
639                                                                 t = cl.time - cl.hitgroundtime;
640                                                                 t = bound(0, t, 0.2);
641                                                                 t *= 5;
642                                                         }
643                                                         else
644                                                                 t = 1;
645                                                 }
646                                                 else
647                                                 {
648                                                         // recently left the ground, slow the bob down over the next 0.2 seconds
649                                                         t = cl.time - cl.lastongroundtime;
650                                                         t = 0.2 - bound(0, t, 0.2);
651                                                         t *= 5;
652                                                 }
653
654                                                 bspeed = bound (0, xyspeed, 400) * 0.01f;
655                                                 AngleVectors (gunangles, forward, right, up);
656                                                 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
657                                                 VectorMA (gunorg, bob, right, gunorg);
658                                                 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
659                                                 VectorMA (gunorg, bob, up, gunorg);
660                                         }
661                                 }
662                         }
663                         // calculate a view matrix for rendering the scene
664                         if (v_idlescale.value)
665                                 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);
666                         else
667                                 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);
668                         // calculate a viewmodel matrix for use in view-attached entities
669                         Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
670                         VectorCopy(vieworg, cl.csqc_origin);
671                         VectorCopy(viewangles, cl.csqc_angles);
672                 }
673         }
674 }
675
676 void V_FadeViewFlashs(void)
677 {
678         // don't flash if time steps backwards
679         if (cl.time <= cl.oldtime)
680                 return;
681         // drop the damage value
682         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
683         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
684                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
685         // drop the bonus value
686         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
687         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
688                 cl.cshifts[CSHIFT_BONUS].percent = 0;
689 }
690
691 void V_CalcViewBlend(void)
692 {
693         float a2;
694         int j;
695         r_refdef.viewblend[0] = 0;
696         r_refdef.viewblend[1] = 0;
697         r_refdef.viewblend[2] = 0;
698         r_refdef.viewblend[3] = 0;
699         r_refdef.frustumscale_x = 1;
700         r_refdef.frustumscale_y = 1;
701         if (cls.state == ca_connected && cls.signon == SIGNONS)
702         {
703                 // set contents color
704                 int supercontents;
705                 vec3_t vieworigin;
706                 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
707                 supercontents = CL_PointSuperContents(vieworigin);
708                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
709                 {
710                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
711                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
712                         if (supercontents & SUPERCONTENTS_LAVA)
713                         {
714                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
715                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
716                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
717                         }
718                         else if (supercontents & SUPERCONTENTS_SLIME)
719                         {
720                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
721                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
722                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
723                         }
724                         else
725                         {
726                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
727                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
728                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
729                         }
730                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
731                 }
732                 else
733                 {
734                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
735                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
736                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
737                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
738                 }
739
740                 if (gamemode != GAME_TRANSFUSION)
741                 {
742                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
743                         {
744                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
745                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
746                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
747                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
748                         }
749                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
750                         {
751                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
752                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
753                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
754                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
755                         }
756                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
757                         {
758                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
759                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
760                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
761                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
762                         }
763                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
764                         {
765                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
766                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
767                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
768                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
769                         }
770                         else
771                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
772                 }
773
774                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
775                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
776                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
777                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
778
779                 // LordHavoc: fixed V_CalcBlend
780                 for (j = 0;j < NUM_CSHIFTS;j++)
781                 {
782                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
783                         if (a2 > 0)
784                         {
785                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
786                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
787                         }
788                 }
789                 // saturate color (to avoid blending in black)
790                 if (r_refdef.viewblend[3])
791                 {
792                         a2 = 1 / r_refdef.viewblend[3];
793                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
794                 }
795                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
796                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
797                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
798                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
799                 
800                 // Samual: Ugly hack, I know. But it's the best we can do since
801                 // there is no way to detect client states from the engine.
802                 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && 
803                         cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
804                 {
805                         cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
806                         cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
807                 }
808                 else
809                         cl.deathfade = 0.0f;
810
811                 if(cl.deathfade > 0)
812                 {
813                         float a;
814                         float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
815                         a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
816                         if(a > 0)
817                                 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
818                         r_refdef.viewblend[3] = a;
819                 }
820         }
821 }
822
823 //============================================================================
824
825 /*
826 =============
827 V_Init
828 =============
829 */
830 void V_Init (void)
831 {
832         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
833         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");
834         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
835
836         Cvar_RegisterVariable (&v_centermove);
837         Cvar_RegisterVariable (&v_centerspeed);
838
839         Cvar_RegisterVariable (&v_iyaw_cycle);
840         Cvar_RegisterVariable (&v_iroll_cycle);
841         Cvar_RegisterVariable (&v_ipitch_cycle);
842         Cvar_RegisterVariable (&v_iyaw_level);
843         Cvar_RegisterVariable (&v_iroll_level);
844         Cvar_RegisterVariable (&v_ipitch_level);
845
846         Cvar_RegisterVariable (&v_idlescale);
847         Cvar_RegisterVariable (&crosshair);
848
849         Cvar_RegisterVariable (&cl_rollspeed);
850         Cvar_RegisterVariable (&cl_rollangle);
851         Cvar_RegisterVariable (&cl_bob);
852         Cvar_RegisterVariable (&cl_bobcycle);
853         Cvar_RegisterVariable (&cl_bobup);
854         Cvar_RegisterVariable (&cl_bobmodel);
855         Cvar_RegisterVariable (&cl_bobmodel_side);
856         Cvar_RegisterVariable (&cl_bobmodel_up);
857         Cvar_RegisterVariable (&cl_bobmodel_speed);
858
859         Cvar_RegisterVariable (&cl_leanmodel_side);
860         Cvar_RegisterVariable (&cl_leanmodel_side_speed);
861         Cvar_RegisterVariable (&cl_leanmodel_side_limit);
862         Cvar_RegisterVariable (&cl_leanmodel_up);
863         Cvar_RegisterVariable (&cl_leanmodel_up_speed);
864         Cvar_RegisterVariable (&cl_leanmodel_up_limit);
865
866         Cvar_RegisterVariable (&cl_followmodel_side);
867         Cvar_RegisterVariable (&cl_followmodel_side_speed);
868         Cvar_RegisterVariable (&cl_followmodel_side_limit);
869         Cvar_RegisterVariable (&cl_followmodel_up);
870         Cvar_RegisterVariable (&cl_followmodel_up_speed);
871         Cvar_RegisterVariable (&cl_followmodel_up_limit);
872
873         Cvar_RegisterVariable (&cl_viewmodel_scale);
874
875         Cvar_RegisterVariable (&v_kicktime);
876         Cvar_RegisterVariable (&v_kickroll);
877         Cvar_RegisterVariable (&v_kickpitch);
878
879         Cvar_RegisterVariable (&cl_stairsmoothspeed);
880
881         Cvar_RegisterVariable (&chase_back);
882         Cvar_RegisterVariable (&chase_up);
883         Cvar_RegisterVariable (&chase_active);
884         Cvar_RegisterVariable (&chase_overhead);
885         Cvar_RegisterVariable (&chase_pitchangle);
886         if (gamemode == GAME_GOODVSBAD2)
887                 Cvar_RegisterVariable (&chase_stevie);
888
889         Cvar_RegisterVariable (&v_deathtilt);
890         Cvar_RegisterVariable (&v_deathtiltangle);
891 }
892