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fixed an inconsistency in u8_analyze
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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_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"};
49
50 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
51 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
52 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
53
54 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
55 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
56 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
57 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
58 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
59 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
60
61 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
62
63 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
64
65 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)"};
66 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
67
68 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
69
70 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
71 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
72 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
73 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
74 // GAME_GOODVSBAD2
75 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
76
77 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
78 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
79
80 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
81 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
82
83 float   v_dmg_time, v_dmg_roll, v_dmg_pitch;
84
85
86 /*
87 ===============
88 V_CalcRoll
89
90 Used by view and sv_user
91 ===============
92 */
93 float V_CalcRoll (vec3_t angles, vec3_t velocity)
94 {
95         vec3_t  right;
96         float   sign;
97         float   side;
98         float   value;
99
100         AngleVectors (angles, NULL, right, NULL);
101         side = DotProduct (velocity, right);
102         sign = side < 0 ? -1 : 1;
103         side = fabs(side);
104
105         value = cl_rollangle.value;
106
107         if (side < cl_rollspeed.value)
108                 side = side * value / cl_rollspeed.value;
109         else
110                 side = value;
111
112         return side*sign;
113
114 }
115
116 void V_StartPitchDrift (void)
117 {
118         if (cl.laststop == cl.time)
119                 return;         // something else is keeping it from drifting
120
121         if (cl.nodrift || !cl.pitchvel)
122         {
123                 cl.pitchvel = v_centerspeed.value;
124                 cl.nodrift = false;
125                 cl.driftmove = 0;
126         }
127 }
128
129 void V_StopPitchDrift (void)
130 {
131         cl.laststop = cl.time;
132         cl.nodrift = true;
133         cl.pitchvel = 0;
134 }
135
136 /*
137 ===============
138 V_DriftPitch
139
140 Moves the client pitch angle towards cl.idealpitch sent by the server.
141
142 If the user is adjusting pitch manually, either with lookup/lookdown,
143 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
144
145 Drifting is enabled when the center view key is hit, mlook is released and
146 lookspring is non 0, or when
147 ===============
148 */
149 void V_DriftPitch (void)
150 {
151         float           delta, move;
152
153         if (noclip_anglehack || !cl.onground || cls.demoplayback )
154         {
155                 cl.driftmove = 0;
156                 cl.pitchvel = 0;
157                 return;
158         }
159
160 // don't count small mouse motion
161         if (cl.nodrift)
162         {
163                 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
164                         cl.driftmove = 0;
165                 else
166                         cl.driftmove += cl.realframetime;
167
168                 if ( cl.driftmove > v_centermove.value)
169                 {
170                         V_StartPitchDrift ();
171                 }
172                 return;
173         }
174
175         delta = cl.idealpitch - cl.viewangles[PITCH];
176
177         if (!delta)
178         {
179                 cl.pitchvel = 0;
180                 return;
181         }
182
183         move = cl.realframetime * cl.pitchvel;
184         cl.pitchvel += cl.realframetime * v_centerspeed.value;
185
186         if (delta > 0)
187         {
188                 if (move > delta)
189                 {
190                         cl.pitchvel = 0;
191                         move = delta;
192                 }
193                 cl.viewangles[PITCH] += move;
194         }
195         else if (delta < 0)
196         {
197                 if (move > -delta)
198                 {
199                         cl.pitchvel = 0;
200                         move = -delta;
201                 }
202                 cl.viewangles[PITCH] -= move;
203         }
204 }
205
206
207 /*
208 ==============================================================================
209
210                                                 SCREEN FLASHES
211
212 ==============================================================================
213 */
214
215
216 /*
217 ===============
218 V_ParseDamage
219 ===============
220 */
221 void V_ParseDamage (void)
222 {
223         int armor, blood;
224         vec3_t from;
225         //vec3_t forward, right;
226         vec3_t localfrom;
227         entity_t *ent;
228         //float side;
229         float count;
230
231         armor = MSG_ReadByte ();
232         blood = MSG_ReadByte ();
233         MSG_ReadVector(from, cls.protocol);
234
235         // Send the Dmg Globals to CSQC
236         CL_VM_UpdateDmgGlobals(blood, armor, from);
237
238         count = blood*0.5 + armor*0.5;
239         if (count < 10)
240                 count = 10;
241
242         cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
243
244         cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
245         cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
246         if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
247                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
248         if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
249                 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
250
251         if (armor > blood)
252         {
253                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
254                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
255                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
256         }
257         else if (armor)
258         {
259                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
260                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
261                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
262         }
263         else
264         {
265                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
266                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
267                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
268         }
269
270         // calculate view angle kicks
271         if (cl.entities[cl.viewentity].state_current.active)
272         {
273                 ent = &cl.entities[cl.viewentity];
274                 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
275                 VectorNormalize(localfrom);
276                 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
277                 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
278                 v_dmg_time = v_kicktime.value;
279         }
280 }
281
282 static cshift_t v_cshift;
283
284 /*
285 ==================
286 V_cshift_f
287 ==================
288 */
289 static void V_cshift_f (void)
290 {
291         v_cshift.destcolor[0] = atof(Cmd_Argv(1));
292         v_cshift.destcolor[1] = atof(Cmd_Argv(2));
293         v_cshift.destcolor[2] = atof(Cmd_Argv(3));
294         v_cshift.percent = atof(Cmd_Argv(4));
295 }
296
297
298 /*
299 ==================
300 V_BonusFlash_f
301
302 When you run over an item, the server sends this command
303 ==================
304 */
305 static void V_BonusFlash_f (void)
306 {
307         if(Cmd_Argc() == 1)
308         {
309                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
310                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
311                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
312                 cl.cshifts[CSHIFT_BONUS].percent = 50;
313                 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
314         }
315         else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
316         {
317                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
318                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
319                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
320                 if(Cmd_Argc() >= 5)
321                         cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
322                 else
323                         cl.cshifts[CSHIFT_BONUS].percent = 50;
324                 if(Cmd_Argc() >= 6)
325                         cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
326                 else
327                         cl.cshifts[CSHIFT_BONUS].alphafade = 100;
328         }
329         else
330                 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
331 }
332
333 /*
334 ==============================================================================
335
336                                                 VIEW RENDERING
337
338 ==============================================================================
339 */
340
341 extern matrix4x4_t viewmodelmatrix;
342
343 #include "cl_collision.h"
344 #include "csprogs.h"
345
346 /*
347 ==================
348 V_CalcRefdef
349
350 ==================
351 */
352 #if 0
353 static vec3_t eyeboxmins = {-16, -16, -24};
354 static vec3_t eyeboxmaxs = { 16,  16,  32};
355 #endif
356 void V_CalcRefdef (void)
357 {
358         entity_t *ent;
359         float vieworg[3], gunorg[3], viewangles[3], smoothtime;
360 #if 0
361 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
362         vec3_t camboxmins = {-3, -3, -3};
363         vec3_t camboxmaxs = {3, 3, 3};
364 // end of chase camera bounding box size for proper collisions by Alexander Zubov
365 #endif
366         trace_t trace;
367         VectorClear(gunorg);
368         viewmodelmatrix = identitymatrix;
369         r_refdef.view.matrix = identitymatrix;
370         if (cls.state == ca_connected && cls.signon == SIGNONS)
371         {
372                 // ent is the view entity (visible when out of body)
373                 ent = &cl.entities[cl.viewentity];
374                 // player can look around, so take the origin from the entity,
375                 // and the angles from the input system
376                 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
377                 VectorCopy(cl.viewangles, viewangles);
378
379                 // calculate how much time has passed since the last V_CalcRefdef
380                 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
381                 cl.stairsmoothtime = cl.time;
382
383                 // fade damage flash
384                 if (v_dmg_time > 0)
385                         v_dmg_time -= bound(0, smoothtime, 0.1);
386
387                 if (cl.intermission)
388                 {
389                         // entity is a fixed camera, just copy the matrix
390                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
391                                 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);
392                         else
393                         {
394                                 r_refdef.view.matrix = ent->render.matrix;
395                                 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
396                         }
397                         viewmodelmatrix = r_refdef.view.matrix;
398                 }
399                 else
400                 {
401                         // smooth stair stepping, but only if onground and enabled
402                         if (!cl.onground || cl_stairsmoothspeed.value <= 0)
403                                 cl.stairsmoothz = vieworg[2];
404                         else
405                         {
406                                 if (cl.stairsmoothz < vieworg[2])
407                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
408                                 else if (cl.stairsmoothz > vieworg[2])
409                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
410                         }
411
412                         // apply qw weapon recoil effect (this did not work in QW)
413                         // TODO: add a cvar to disable this
414                         viewangles[PITCH] += cl.qw_weaponkick;
415
416                         // apply the viewofs (even if chasecam is used)
417                         vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
418
419                         if (chase_active.value)
420                         {
421                                 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
422                                 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
423
424                                 camback = chase_back.value;
425                                 camup = chase_up.value;
426                                 campitch = chase_pitchangle.value;
427
428                                 AngleVectors(viewangles, forward, NULL, NULL);
429
430                                 if (chase_overhead.integer)
431                                 {
432 #if 1
433                                         vec3_t offset;
434                                         vec3_t bestvieworg;
435 #endif
436                                         vec3_t up;
437                                         viewangles[PITCH] = 0;
438                                         AngleVectors(viewangles, forward, NULL, up);
439                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
440                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
441                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
442                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
443 #if 0
444 #if 1
445                                         //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
446                                         trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
447 #else
448                                         //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
449                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
450 #endif
451                                         VectorCopy(trace.endpos, vieworg);
452                                         vieworg[2] -= 8;
453 #else
454                                         // trace from first person view location to our chosen third person view location
455 #if 1
456                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
457 #else
458                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
459 #endif
460                                         VectorCopy(trace.endpos, bestvieworg);
461                                         offset[2] = 0;
462                                         for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
463                                         {
464                                                 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
465                                                 {
466                                                         AngleVectors(viewangles, NULL, NULL, up);
467                                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
468                                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
469                                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
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                                                         if (bestvieworg[2] > trace.endpos[2])
476                                                                 bestvieworg[2] = trace.endpos[2];
477                                                 }
478                                         }
479                                         bestvieworg[2] -= 8;
480                                         VectorCopy(bestvieworg, vieworg);
481 #endif
482                                         viewangles[PITCH] = campitch;
483                                 }
484                                 else
485                                 {
486                                         if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
487                                         {
488                                                 // look straight down from high above
489                                                 viewangles[PITCH] = 90;
490                                                 camback = 2048;
491                                                 VectorSet(forward, 0, 0, -1);
492                                         }
493
494                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
495                                         dist = -camback - 8;
496                                         chase_dest[0] = vieworg[0] + forward[0] * dist;
497                                         chase_dest[1] = vieworg[1] + forward[1] * dist;
498                                         chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
499                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
500                                         VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
501                                 }
502                         }
503                         else
504                         {
505                                 // first person view from entity
506                                 // angles
507                                 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
508                                         viewangles[ROLL] = v_deathtiltangle.value;
509                                 VectorAdd(viewangles, cl.punchangle, viewangles);
510                                 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
511                                 if (v_dmg_time > 0)
512                                 {
513                                         viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
514                                         viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
515                                 }
516                                 // origin
517                                 VectorAdd(vieworg, cl.punchvector, vieworg);
518                                 if (cl.stats[STAT_HEALTH] > 0)
519                                 {
520                                         double xyspeed, bob;
521
522                                         xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
523                                         if (cl_bob.value && cl_bobcycle.value)
524                                         {
525                                                 float cycle;
526                                                 // LordHavoc: this code is *weird*, but not replacable (I think it
527                                                 // should be done in QC on the server, but oh well, quake is quake)
528                                                 // LordHavoc: figured out bobup: the time at which the sin is at 180
529                                                 // degrees (which allows lengthening or squishing the peak or valley)
530                                                 cycle = cl.time / cl_bobcycle.value;
531                                                 cycle -= (int) cycle;
532                                                 if (cycle < cl_bobup.value)
533                                                         cycle = sin(M_PI * cycle / cl_bobup.value);
534                                                 else
535                                                         cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
536                                                 // bob is proportional to velocity in the xy plane
537                                                 // (don't count Z, or jumping messes it up)
538                                                 bob = xyspeed * cl_bob.value;
539                                                 bob = bob*0.3 + bob*0.7*cycle;
540                                                 vieworg[2] += bound(-7, bob, 4);
541                                         }
542
543                                         VectorCopy(vieworg, gunorg);
544
545                                         if (cl_bob.value && cl_bobmodel.value)
546                                         {
547                                                 // calculate for swinging gun model
548                                                 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
549                                                 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
550                                                 // for the most part, but for some reason when you go through a message trigger or
551                                                 // pick up an item or anything like that it will momentarily jolt the gun.
552                                                 vec3_t forward, right, up;
553                                                 float bspeed;
554                                                 float s;
555                                                 float t;
556
557                                                 s = cl.time * cl_bobmodel_speed.value;
558                                                 if (cl.onground)
559                                                 {
560                                                         if (cl.time - cl.hitgroundtime < 0.2)
561                                                         {
562                                                                 // just hit the ground, speed the bob back up over the next 0.2 seconds
563                                                                 t = cl.time - cl.hitgroundtime;
564                                                                 t = bound(0, t, 0.2);
565                                                                 t *= 5;
566                                                         }
567                                                         else
568                                                                 t = 1;
569                                                 }
570                                                 else
571                                                 {
572                                                         // recently left the ground, slow the bob down over the next 0.2 seconds
573                                                         t = cl.time - cl.lastongroundtime;
574                                                         t = 0.2 - bound(0, t, 0.2);
575                                                         t *= 5;
576                                                 }
577
578                                                 bspeed = bound (0, xyspeed, 400) * 0.01f;
579                                                 AngleVectors (viewangles, forward, right, up);
580                                                 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
581                                                 VectorMA (gunorg, bob, right, gunorg);
582                                                 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
583                                                 VectorMA (gunorg, bob, up, gunorg);
584                                         }
585                                 }
586                         }
587                         // calculate a view matrix for rendering the scene
588                         if (v_idlescale.value)
589                                 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);
590                         else
591                                 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);
592                         // calculate a viewmodel matrix for use in view-attached entities
593                         Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], cl_viewmodel_scale.value);
594                         VectorCopy(vieworg, cl.csqc_origin);
595                         VectorCopy(viewangles, cl.csqc_angles);
596                 }
597         }
598 }
599
600 void V_FadeViewFlashs(void)
601 {
602         // don't flash if time steps backwards
603         if (cl.time <= cl.oldtime)
604                 return;
605         // drop the damage value
606         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
607         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
608                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
609         // drop the bonus value
610         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
611         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
612                 cl.cshifts[CSHIFT_BONUS].percent = 0;
613 }
614
615 void V_CalcViewBlend(void)
616 {
617         float a2;
618         int j;
619         r_refdef.viewblend[0] = 0;
620         r_refdef.viewblend[1] = 0;
621         r_refdef.viewblend[2] = 0;
622         r_refdef.viewblend[3] = 0;
623         r_refdef.frustumscale_x = 1;
624         r_refdef.frustumscale_y = 1;
625         if (cls.state == ca_connected && cls.signon == SIGNONS)
626         {
627                 // set contents color
628                 int supercontents;
629                 vec3_t vieworigin;
630                 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
631                 supercontents = CL_PointSuperContents(vieworigin);
632                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
633                 {
634                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
635                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
636                         if (supercontents & SUPERCONTENTS_LAVA)
637                         {
638                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
639                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
640                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
641                         }
642                         else if (supercontents & SUPERCONTENTS_SLIME)
643                         {
644                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
645                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
646                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
647                         }
648                         else
649                         {
650                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
651                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
652                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
653                         }
654                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
655                 }
656                 else
657                 {
658                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
659                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
660                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
661                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
662                 }
663
664                 if (gamemode != GAME_TRANSFUSION)
665                 {
666                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
667                         {
668                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
669                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
670                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
671                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
672                         }
673                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
674                         {
675                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
676                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
677                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
678                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
679                         }
680                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
681                         {
682                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
683                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
684                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
685                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
686                         }
687                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
688                         {
689                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
690                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
691                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
692                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
693                         }
694                         else
695                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
696                 }
697
698                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
699                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
700                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
701                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
702
703                 // LordHavoc: fixed V_CalcBlend
704                 for (j = 0;j < NUM_CSHIFTS;j++)
705                 {
706                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
707                         if (a2 > 0)
708                         {
709                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
710                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
711                         }
712                 }
713                 // saturate color (to avoid blending in black)
714                 if (r_refdef.viewblend[3])
715                 {
716                         a2 = 1 / r_refdef.viewblend[3];
717                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
718                 }
719                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
720                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
721                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
722                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
723                 
724                 // Samual: Ugly hack, I know. But it's the best we can do since
725                 // there is no way to detect client states from the engine.
726                 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && 
727                         cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
728                 {
729                         cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
730                         cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
731                 }
732                 else
733                         cl.deathfade = 0.0f;
734
735                 if(cl.deathfade > 0)
736                 {
737                         float a;
738                         float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
739                         a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
740                         if(a > 0)
741                                 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
742                         r_refdef.viewblend[3] = a;
743                 }
744         }
745 }
746
747 //============================================================================
748
749 /*
750 =============
751 V_Init
752 =============
753 */
754 void V_Init (void)
755 {
756         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
757         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");
758         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
759
760         Cvar_RegisterVariable (&v_centermove);
761         Cvar_RegisterVariable (&v_centerspeed);
762
763         Cvar_RegisterVariable (&v_iyaw_cycle);
764         Cvar_RegisterVariable (&v_iroll_cycle);
765         Cvar_RegisterVariable (&v_ipitch_cycle);
766         Cvar_RegisterVariable (&v_iyaw_level);
767         Cvar_RegisterVariable (&v_iroll_level);
768         Cvar_RegisterVariable (&v_ipitch_level);
769
770         Cvar_RegisterVariable (&v_idlescale);
771         Cvar_RegisterVariable (&crosshair);
772
773         Cvar_RegisterVariable (&cl_rollspeed);
774         Cvar_RegisterVariable (&cl_rollangle);
775         Cvar_RegisterVariable (&cl_bob);
776         Cvar_RegisterVariable (&cl_bobcycle);
777         Cvar_RegisterVariable (&cl_bobup);
778         Cvar_RegisterVariable (&cl_bobmodel);
779         Cvar_RegisterVariable (&cl_bobmodel_side);
780         Cvar_RegisterVariable (&cl_bobmodel_up);
781         Cvar_RegisterVariable (&cl_bobmodel_speed);
782
783         Cvar_RegisterVariable (&cl_viewmodel_scale);
784
785         Cvar_RegisterVariable (&v_kicktime);
786         Cvar_RegisterVariable (&v_kickroll);
787         Cvar_RegisterVariable (&v_kickpitch);
788
789         Cvar_RegisterVariable (&cl_stairsmoothspeed);
790
791         Cvar_RegisterVariable (&chase_back);
792         Cvar_RegisterVariable (&chase_up);
793         Cvar_RegisterVariable (&chase_active);
794         Cvar_RegisterVariable (&chase_overhead);
795         Cvar_RegisterVariable (&chase_pitchangle);
796         if (gamemode == GAME_GOODVSBAD2)
797                 Cvar_RegisterVariable (&chase_stevie);
798
799         Cvar_RegisterVariable (&v_deathtilt);
800         Cvar_RegisterVariable (&v_deathtiltangle);
801 }
802