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"
27 The view is allowed to move slightly from it's true position for bobbing,
28 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
29 entities sent from the server may not include everything in the pvs, especially
30 when crossing a water boudnary.
34 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200"};
35 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0"};
37 cvar_t cl_bob = {0, "cl_bob","0.02"};
38 cvar_t cl_bobcycle = {0, "cl_bobcycle","0.6"};
39 cvar_t cl_bobup = {0, "cl_bobup","0.5"};
41 cvar_t cl_bobmodel = {0, "cl_bobmodel", "1"};
42 cvar_t cl_bobmodel_side = {0, "cl_bobmodel_side", "0.05"};
43 cvar_t cl_bobmodel_up = {0, "cl_bobmodel_up", "0.02"};
44 cvar_t cl_bobmodel_speed = {0, "cl_bobmodel_speed", "7"};
46 cvar_t v_kicktime = {0, "v_kicktime", "0.5"};
47 cvar_t v_kickroll = {0, "v_kickroll", "0.6"};
48 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6"};
50 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2"};
51 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5"};
52 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1"};
53 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3"};
54 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1"};
55 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3"};
57 cvar_t v_idlescale = {0, "v_idlescale", "0"};
59 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0"};
61 cvar_t v_centermove = {0, "v_centermove", "0.15"};
62 cvar_t v_centerspeed = {0, "v_centerspeed","500"};
64 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160"};
66 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48"};
67 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24"};
68 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0"};
70 cvar_t chase_stevie = {0, "chase_stevie", "0"};
72 cvar_t v_deathtilt = {0, "v_deathtilt", "1"};
74 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
81 Used by view and sv_user
84 float V_CalcRoll (vec3_t angles, vec3_t velocity)
91 AngleVectors (angles, NULL, right, NULL);
92 side = DotProduct (velocity, right);
93 sign = side < 0 ? -1 : 1;
96 value = cl_rollangle.value;
98 if (side < cl_rollspeed.value)
99 side = side * value / cl_rollspeed.value;
107 void V_StartPitchDrift (void)
109 if (cl.laststop == cl.time)
110 return; // something else is keeping it from drifting
112 if (cl.nodrift || !cl.pitchvel)
114 cl.pitchvel = v_centerspeed.value;
120 void V_StopPitchDrift (void)
122 cl.laststop = cl.time;
131 Moves the client pitch angle towards cl.idealpitch sent by the server.
133 If the user is adjusting pitch manually, either with lookup/lookdown,
134 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
136 Drifting is enabled when the center view key is hit, mlook is released and
137 lookspring is non 0, or when
140 void V_DriftPitch (void)
144 if (noclip_anglehack || !cl.onground || cls.demoplayback )
151 // don't count small mouse motion
154 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
157 cl.driftmove += cl.frametime;
159 if ( cl.driftmove > v_centermove.value)
161 V_StartPitchDrift ();
166 delta = cl.idealpitch - cl.viewangles[PITCH];
174 move = cl.frametime * cl.pitchvel;
175 cl.pitchvel += cl.frametime * v_centerspeed.value;
184 cl.viewangles[PITCH] += move;
193 cl.viewangles[PITCH] -= move;
199 ==============================================================================
203 ==============================================================================
212 void V_ParseDamage (void)
216 //vec3_t forward, right;
222 armor = MSG_ReadByte ();
223 blood = MSG_ReadByte ();
224 MSG_ReadVector(from, cl.protocol);
226 count = blood*0.5 + armor*0.5;
230 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
232 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
233 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
234 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
235 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
236 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
240 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
241 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
242 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
246 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
247 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
248 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
252 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
253 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
254 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
257 // calculate view angle kicks
258 if (cl_entities[cl.viewentity].state_current.active)
260 ent = &cl_entities[cl.viewentity];
261 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
262 VectorNormalize(localfrom);
263 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
264 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
265 v_dmg_time = v_kicktime.value;
269 static cshift_t v_cshift;
276 static void V_cshift_f (void)
278 v_cshift.destcolor[0] = atoi(Cmd_Argv(1));
279 v_cshift.destcolor[1] = atoi(Cmd_Argv(2));
280 v_cshift.destcolor[2] = atoi(Cmd_Argv(3));
281 v_cshift.percent = atoi(Cmd_Argv(4));
289 When you run over an item, the server sends this command
292 static void V_BonusFlash_f (void)
294 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
295 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
296 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
297 cl.cshifts[CSHIFT_BONUS].percent = 50;
301 ==============================================================================
305 ==============================================================================
308 extern matrix4x4_t viewmodelmatrix;
310 #include "cl_collision.h"
318 void V_CalcRefdef (void)
322 float vieworg[3], gunorg[3], viewangles[3];
325 Matrix4x4_CreateIdentity(&viewmodelmatrix);
326 Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
327 if (cls.state == ca_connected && cls.signon == SIGNONS)
329 // ent is the view entity (visible when out of body)
330 ent = &cl_entities[cl.viewentity];
333 // entity is a fixed camera, just copy the matrix
334 Matrix4x4_Copy(&r_refdef.viewentitymatrix, &ent->render.matrix);
335 Matrix4x4_Copy(&viewmodelmatrix, &ent->render.matrix);
336 r_refdef.viewentitymatrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
337 viewmodelmatrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
341 // player can look around, so take the origin from the entity,
342 // and the angles from the input system
343 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
344 VectorCopy(cl.viewangles, viewangles);
349 cl.hitgroundtime = cl.time;
350 cl.lastongroundtime = cl.time;
352 cl.oldonground = cl.onground;
355 //Con_Printf("cl.onground %i oldz %f newz %f\n", cl.onground, oldz, vieworg[2]);
356 if (cl.onground && oldz < vieworg[2])
358 oldz += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
359 oldz = vieworg[2] = bound(vieworg[2] - 16, oldz, vieworg[2]);
361 else if (cl.onground && oldz > vieworg[2])
363 oldz -= (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
364 oldz = vieworg[2] = bound(vieworg[2], oldz, vieworg[2] + 16);
369 if (chase_active.value)
371 // observing entity from third person
372 vec_t camback, camup, dist, forward[3], chase_dest[3];
374 camback = bound(0, chase_back.value, 128);
375 if (chase_back.value != camback)
376 Cvar_SetValueQuick(&chase_back, camback);
377 camup = bound(-48, chase_up.value, 96);
378 if (chase_up.value != camup)
379 Cvar_SetValueQuick(&chase_up, camup);
381 // this + 22 is to match view_ofs for compatibility with older versions
384 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
386 // look straight down from high above
390 AngleVectors(viewangles, forward, NULL, NULL);
392 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
394 chase_dest[0] = vieworg[0] + forward[0] * dist;
395 chase_dest[1] = vieworg[1] + forward[1] * dist;
396 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
397 trace = CL_TraceBox(vieworg, vec3_origin, vec3_origin, chase_dest, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
398 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
402 // first person view from entity
404 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
405 viewangles[ROLL] = 80; // dead view angle
406 VectorAdd(viewangles, cl.punchangle, viewangles);
407 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
410 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
411 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
412 v_dmg_time -= cl.frametime;
415 VectorAdd(vieworg, cl.punchvector, vieworg);
416 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
417 if (cl.stats[STAT_HEALTH] > 0)
421 xyspeed = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]);
422 if (cl_bob.value && cl_bobcycle.value)
425 // LordHavoc: this code is *weird*, but not replacable (I think it
426 // should be done in QC on the server, but oh well, quake is quake)
427 // LordHavoc: figured out bobup: the time at which the sin is at 180
428 // degrees (which allows lengthening or squishing the peak or valley)
429 cycle = cl.time / cl_bobcycle.value;
430 cycle -= (int) cycle;
431 if (cycle < cl_bobup.value)
432 cycle = sin(M_PI * cycle / cl_bobup.value);
434 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
435 // bob is proportional to velocity in the xy plane
436 // (don't count Z, or jumping messes it up)
437 bob = xyspeed * cl_bob.value;
438 bob = bob*0.3 + bob*0.7*cycle;
439 vieworg[2] += bound(-7, bob, 4);
442 VectorCopy(vieworg, gunorg);
444 if (cl_bobmodel.value)
446 // calculate for swinging gun model
447 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
448 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
449 // for the most part, but for some reason when you go through a message trigger or
450 // pick up an item or anything like that it will momentarily jolt the gun.
451 vec3_t forward, right, up;
456 s = cl.time * cl_bobmodel_speed.value;
459 if (cl.time - cl.hitgroundtime < 0.2)
461 // just hit the ground, speed the bob back up over the next 0.2 seconds
462 t = cl.time - cl.hitgroundtime;
463 t = bound(0, t, 0.2);
471 // recently left the ground, slow the bob down over the next 0.2 seconds
472 t = cl.time - cl.lastongroundtime;
473 t = 0.2 - bound(0, t, 0.2);
477 bspeed = bound (0, xyspeed, 400) * 0.01f;
478 AngleVectors (viewangles, forward, right, up);
479 bob = bspeed * cl_bobmodel_side.value * sin (s) * t;
480 VectorMA (gunorg, bob, right, gunorg);
481 bob = bspeed * cl_bobmodel_up.value * cos (s * 2) * t;
482 VectorMA (gunorg, bob, up, gunorg);
486 // calculate a view matrix for rendering the scene
487 if (v_idlescale.value)
488 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, 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);
490 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, 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);
491 // calculate a viewmodel matrix for use in view-attached entities
492 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], 0.3);
497 void V_FadeViewFlashs(void)
499 // drop the damage value
500 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
501 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
502 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
503 // drop the bonus value
504 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
505 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
506 cl.cshifts[CSHIFT_BONUS].percent = 0;
509 void V_CalcViewBlend(void)
513 r_refdef.viewblend[0] = 0;
514 r_refdef.viewblend[1] = 0;
515 r_refdef.viewblend[2] = 0;
516 r_refdef.viewblend[3] = 0;
517 r_refdef.fovscale_x = cl.viewzoom;
518 r_refdef.fovscale_y = cl.viewzoom;
519 if (cls.state == ca_connected && cls.signon == SIGNONS && gl_polyblend.value > 0)
521 // set contents color
524 Matrix4x4_OriginFromMatrix(&r_refdef.viewentitymatrix, vieworigin);
525 supercontents = CL_PointSuperContents(vieworigin);
526 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
528 r_refdef.fovscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
529 r_refdef.fovscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
530 if (supercontents & SUPERCONTENTS_LAVA)
532 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
533 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
534 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
536 else if (supercontents & SUPERCONTENTS_SLIME)
538 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
539 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
540 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
544 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
545 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
546 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
548 cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
552 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
553 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
554 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
555 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
558 if (gamemode != GAME_TRANSFUSION)
560 if (cl.stats[STAT_ITEMS] & IT_QUAD)
562 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
563 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
564 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
565 cl.cshifts[CSHIFT_POWERUP].percent = 30;
567 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
569 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
570 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
571 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
572 cl.cshifts[CSHIFT_POWERUP].percent = 20;
574 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
576 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
577 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
578 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
579 cl.cshifts[CSHIFT_POWERUP].percent = 100;
581 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
583 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
584 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
585 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
586 cl.cshifts[CSHIFT_POWERUP].percent = 30;
589 cl.cshifts[CSHIFT_POWERUP].percent = 0;
592 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
593 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
594 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
595 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
597 // LordHavoc: fixed V_CalcBlend
598 for (j = 0;j < NUM_CSHIFTS;j++)
600 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
603 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
604 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
607 // saturate color (to avoid blending in black)
608 if (r_refdef.viewblend[3])
610 a2 = 1 / r_refdef.viewblend[3];
611 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
614 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
615 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
616 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
617 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
621 //============================================================================
630 Cmd_AddCommand ("v_cshift", V_cshift_f);
631 Cmd_AddCommand ("bf", V_BonusFlash_f);
632 Cmd_AddCommand ("centerview", V_StartPitchDrift);
634 Cvar_RegisterVariable (&v_centermove);
635 Cvar_RegisterVariable (&v_centerspeed);
637 Cvar_RegisterVariable (&v_iyaw_cycle);
638 Cvar_RegisterVariable (&v_iroll_cycle);
639 Cvar_RegisterVariable (&v_ipitch_cycle);
640 Cvar_RegisterVariable (&v_iyaw_level);
641 Cvar_RegisterVariable (&v_iroll_level);
642 Cvar_RegisterVariable (&v_ipitch_level);
644 Cvar_RegisterVariable (&v_idlescale);
645 Cvar_RegisterVariable (&crosshair);
647 Cvar_RegisterVariable (&cl_rollspeed);
648 Cvar_RegisterVariable (&cl_rollangle);
649 Cvar_RegisterVariable (&cl_bob);
650 Cvar_RegisterVariable (&cl_bobcycle);
651 Cvar_RegisterVariable (&cl_bobup);
652 Cvar_RegisterVariable (&cl_bobmodel);
653 Cvar_RegisterVariable (&cl_bobmodel_side);
654 Cvar_RegisterVariable (&cl_bobmodel_up);
655 Cvar_RegisterVariable (&cl_bobmodel_speed);
657 Cvar_RegisterVariable (&v_kicktime);
658 Cvar_RegisterVariable (&v_kickroll);
659 Cvar_RegisterVariable (&v_kickpitch);
661 Cvar_RegisterVariable (&cl_stairsmoothspeed);
663 Cvar_RegisterVariable (&chase_back);
664 Cvar_RegisterVariable (&chase_up);
665 Cvar_RegisterVariable (&chase_active);
666 if (gamemode == GAME_GOODVSBAD2)
667 Cvar_RegisterVariable (&chase_stevie);
669 Cvar_RegisterVariable (&v_deathtilt);