2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // view.c -- player eye positioning
23 #include "cl_collision.h"
25 void CL_VM_UpdateDmgGlobals (int dmg_take, int dmg_save, vec3_t dmg_origin);
29 The view is allowed to move slightly from it's true position for bobbing,
30 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
31 entities sent from the server may not include everything in the pvs, especially
32 when crossing a water boudnary.
36 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
37 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
39 cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
40 cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
41 cvar_t cl_bobup = {CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
42 cvar_t cl_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"};
43 cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
44 cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
45 cvar_t cl_bobfall = {CVAR_SAVE, "cl_bobfall","0", "how much the view swings down when falling (influenced by the speed you hit the ground with)"};
46 cvar_t cl_bobfallcycle = {CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"};
47 cvar_t cl_bobfallminspeed = {CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"};
48 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
49 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
50 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
51 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
53 cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
54 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
55 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
56 cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
57 cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"};
58 cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"};
59 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
60 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
61 cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
62 cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
63 cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"};
65 cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
66 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
67 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
68 cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
69 cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
70 cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"};
71 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
72 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
73 cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
74 cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
75 cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
77 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"};
79 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
80 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
81 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
83 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
84 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
85 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
86 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
87 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
88 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
90 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
92 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
94 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)"};
95 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
97 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
99 cvar_t cl_smoothviewheight = {CVAR_SAVE, "cl_smoothviewheight", "0", "time of the averaging to the viewheight value so that it creates a smooth transition. higher values = longer transition, 0 for instant transition."};
101 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
102 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
103 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
104 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
106 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
108 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
109 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
111 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
112 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
114 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
121 Used by view and sv_user
124 float V_CalcRoll (vec3_t angles, vec3_t velocity)
131 AngleVectors (angles, NULL, right, NULL);
132 side = DotProduct (velocity, right);
133 sign = side < 0 ? -1 : 1;
136 value = cl_rollangle.value;
138 if (side < cl_rollspeed.value)
139 side = side * value / cl_rollspeed.value;
147 void V_StartPitchDrift (void)
149 if (cl.laststop == cl.time)
150 return; // something else is keeping it from drifting
152 if (cl.nodrift || !cl.pitchvel)
154 cl.pitchvel = v_centerspeed.value;
160 void V_StopPitchDrift (void)
162 cl.laststop = cl.time;
171 Moves the client pitch angle towards cl.idealpitch sent by the server.
173 If the user is adjusting pitch manually, either with lookup/lookdown,
174 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
176 Drifting is enabled when the center view key is hit, mlook is released and
177 lookspring is non 0, or when
180 void V_DriftPitch (void)
184 if (noclip_anglehack || !cl.onground || cls.demoplayback )
191 // don't count small mouse motion
194 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
197 cl.driftmove += cl.realframetime;
199 if ( cl.driftmove > v_centermove.value)
201 V_StartPitchDrift ();
206 delta = cl.idealpitch - cl.viewangles[PITCH];
214 move = cl.realframetime * cl.pitchvel;
215 cl.pitchvel += cl.realframetime * v_centerspeed.value;
224 cl.viewangles[PITCH] += move;
233 cl.viewangles[PITCH] -= move;
239 ==============================================================================
243 ==============================================================================
252 void V_ParseDamage (void)
256 //vec3_t forward, right;
262 armor = MSG_ReadByte ();
263 blood = MSG_ReadByte ();
264 MSG_ReadVector(from, cls.protocol);
266 // Send the Dmg Globals to CSQC
267 CL_VM_UpdateDmgGlobals(blood, armor, from);
269 count = blood*0.5 + armor*0.5;
273 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
275 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
276 cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
277 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
278 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
279 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
280 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
284 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
285 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
286 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
290 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
291 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
292 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
296 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
297 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
298 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
301 // calculate view angle kicks
302 if (cl.entities[cl.viewentity].state_current.active)
304 ent = &cl.entities[cl.viewentity];
305 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
306 VectorNormalize(localfrom);
307 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
308 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
309 v_dmg_time = v_kicktime.value;
313 static cshift_t v_cshift;
320 static void V_cshift_f (void)
322 v_cshift.destcolor[0] = atof(Cmd_Argv(1));
323 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
324 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
325 v_cshift.percent = atof(Cmd_Argv(4));
333 When you run over an item, the server sends this command
336 static void V_BonusFlash_f (void)
340 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
341 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
342 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
343 cl.cshifts[CSHIFT_BONUS].percent = 50;
344 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
346 else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
348 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
349 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
350 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
352 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
354 cl.cshifts[CSHIFT_BONUS].percent = 50;
356 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
358 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
361 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
365 ==============================================================================
369 ==============================================================================
372 extern matrix4x4_t viewmodelmatrix;
374 #include "cl_collision.h"
384 static vec3_t eyeboxmins = {-16, -16, -24};
385 static vec3_t eyeboxmaxs = { 16, 16, 32};
388 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
390 frac = bound(0, frac, 1);
391 return (*store = *store * (1 - frac) + value * frac);
394 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
396 lowpass(value, frac, store);
397 return (*store = bound(value - limit, *store, value + limit));
400 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
402 return value - lowpass(value, frac, store);
405 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
407 return value - lowpass_limited(value, frac, limit, store);
410 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
412 out[0] = lowpass(value[0], fracx, &store[0]);
413 out[1] = lowpass(value[1], fracy, &store[1]);
414 out[2] = lowpass(value[2], fracz, &store[2]);
417 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
419 out[0] = highpass(value[0], fracx, &store[0]);
420 out[1] = highpass(value[1], fracy, &store[1]);
421 out[2] = highpass(value[2], fracz, &store[2]);
424 static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fracy, vec_t limity, vec_t fracz, vec_t limitz, vec3_t store, vec3_t out)
426 out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
427 out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
428 out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
431 void V_CalcRefdef (void)
434 float vieworg[3], viewangles[3], smoothtime;
435 float gunorg[3], gunangles[3];
437 static float viewheightavg;
440 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
441 vec3_t camboxmins = {-3, -3, -3};
442 vec3_t camboxmaxs = {3, 3, 3};
443 // end of chase camera bounding box size for proper collisions by Alexander Zubov
447 viewmodelmatrix = identitymatrix;
448 r_refdef.view.matrix = identitymatrix;
449 if (cls.state == ca_connected && cls.signon == SIGNONS)
451 // ent is the view entity (visible when out of body)
452 ent = &cl.entities[cl.viewentity];
453 // player can look around, so take the origin from the entity,
454 // and the angles from the input system
455 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
456 VectorCopy(cl.viewangles, viewangles);
458 // calculate how much time has passed since the last V_CalcRefdef
459 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
460 cl.stairsmoothtime = cl.time;
464 v_dmg_time -= bound(0, smoothtime, 0.1);
468 // entity is a fixed camera, just copy the matrix
469 if (cls.protocol == PROTOCOL_QUAKEWORLD)
470 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);
473 r_refdef.view.matrix = ent->render.matrix;
474 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
476 viewmodelmatrix = r_refdef.view.matrix;
480 // smooth stair stepping, but only if onground and enabled
481 if (!cl.onground || cl_stairsmoothspeed.value <= 0 || !ent->persistent.trail_allowed) // FIXME use a better way to detect teleport/warp
482 cl.stairsmoothz = vieworg[2];
485 if (cl.stairsmoothz < vieworg[2])
486 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
487 else if (cl.stairsmoothz > vieworg[2])
488 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
491 // apply qw weapon recoil effect (this did not work in QW)
492 // TODO: add a cvar to disable this
493 viewangles[PITCH] += cl.qw_weaponkick;
495 // apply the viewofs (even if chasecam is used)
496 // Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
497 viewheight = bound(0, (cl.time - cl.oldtime) / max(0.0001, cl_smoothviewheight.value), 1);
498 viewheightavg = viewheightavg * (1 - viewheight) + cl.stats[STAT_VIEWHEIGHT] * viewheight;
499 vieworg[2] += viewheightavg;
501 if (chase_active.value)
503 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
504 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
506 camback = chase_back.value;
507 camup = chase_up.value;
508 campitch = chase_pitchangle.value;
510 AngleVectors(viewangles, forward, NULL, NULL);
512 if (chase_overhead.integer)
519 viewangles[PITCH] = 0;
520 AngleVectors(viewangles, forward, NULL, up);
521 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
522 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
523 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
524 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
527 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
528 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
530 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
531 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
533 VectorCopy(trace.endpos, vieworg);
536 // trace from first person view location to our chosen third person view location
538 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
540 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
542 VectorCopy(trace.endpos, bestvieworg);
544 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
546 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
548 AngleVectors(viewangles, NULL, NULL, up);
549 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
550 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
551 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
553 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
555 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
557 if (bestvieworg[2] > trace.endpos[2])
558 bestvieworg[2] = trace.endpos[2];
562 VectorCopy(bestvieworg, vieworg);
564 viewangles[PITCH] = campitch;
568 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
570 // look straight down from high above
571 viewangles[PITCH] = 90;
573 VectorSet(forward, 0, 0, -1);
576 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
578 chase_dest[0] = vieworg[0] + forward[0] * dist;
579 chase_dest[1] = vieworg[1] + forward[1] * dist;
580 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
581 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
582 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
587 // first person view from entity
589 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
590 viewangles[ROLL] = v_deathtiltangle.value;
591 VectorAdd(viewangles, cl.punchangle, viewangles);
592 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
595 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
596 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
599 VectorAdd(vieworg, cl.punchvector, vieworg);
600 if (cl.stats[STAT_HEALTH] > 0)
602 double xyspeed, bob, bobfall;
606 frametime = cl.realframetime * cl.movevars_timescale;
608 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
609 if(!ent->persistent.trail_allowed) // FIXME improve this check
611 // try to fix the first highpass; result is NOT
612 // perfect! TODO find a better fix
613 VectorCopy(viewangles, cl.gunangles_prev);
614 VectorCopy(vieworg, cl.gunorg_prev);
617 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
618 VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
619 highpass3_limited(vieworg, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg);
620 VectorCopy(vieworg, cl.gunorg_prev);
621 VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
623 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
624 VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
625 cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
626 cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
627 cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
628 highpass3_limited(viewangles, frametime*cl_leanmodel_up_highpass1.value, cl_leanmodel_up_limit.value, frametime*cl_leanmodel_side_highpass1.value, cl_leanmodel_side_limit.value, 0, 0, cl.gunangles_highpass, gunangles);
629 VectorCopy(viewangles, cl.gunangles_prev);
630 VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
632 // 3. calculate the RAW adjustment vectors
633 gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
634 gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
635 gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
637 gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
638 gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
641 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
642 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
643 highpass3(gunorg, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_up_highpass.value, cl.gunorg_adjustment_highpass, gunorg);
644 lowpass3(gunorg, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_up_lowpass.value, cl.gunorg_adjustment_lowpass, gunorg);
645 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
646 highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
647 lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
649 // 5. use the adjusted vectors
650 VectorAdd(vieworg, gunorg, gunorg);
651 VectorAdd(viewangles, gunangles, gunangles);
653 // bounded XY speed, used by several effects below
654 xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400);
656 // vertical view bobbing code
657 if (cl_bob.value && cl_bobcycle.value)
659 // LordHavoc: this code is *weird*, but not replacable (I think it
660 // should be done in QC on the server, but oh well, quake is quake)
661 // LordHavoc: figured out bobup: the time at which the sin is at 180
662 // degrees (which allows lengthening or squishing the peak or valley)
663 cycle = cl.time / cl_bobcycle.value;
664 cycle -= (int) cycle;
665 if (cycle < cl_bobup.value)
666 cycle = sin(M_PI * cycle / cl_bobup.value);
668 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
669 // bob is proportional to velocity in the xy plane
670 // (don't count Z, or jumping messes it up)
671 bob = xyspeed * bound(0, cl_bob.value, 0.05);
672 bob = bob*0.3 + bob*0.7*cycle;
674 // we also need to adjust gunorg, or this appears like pushing the gun!
675 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
676 // but this is not viable with the new followmodel code as that would mean
677 // that followmodel would work on the munged-by-bob vieworg and do feedback
681 // horizontal view bobbing code
682 if (cl_bob2.value && cl_bob2cycle.value)
685 vec3_t forward, right, up;
688 cycle = cl.time / cl_bob2cycle.value;
689 cycle -= (int) cycle;
691 cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
693 cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
694 bob = bound(0, cl_bob2.value, 0.05) * cycle;
696 // this value slowly decreases from 1 to 0 when we stop touching the ground.
697 // The cycle is later multiplied with it so the view smooths back to normal
698 if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
702 if(cl.bob2_smooth > 0)
703 cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
708 // calculate the front and side of the player between the X and Y axes
709 AngleVectors(viewangles, forward, right, up);
710 // now get the speed based on those angles. The bounds should match the same value as xyspeed's
711 side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400);
712 front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400);
713 VectorScale(forward, bob, forward);
714 VectorScale(right, bob, right);
715 // we use side with forward and front with right, so the bobbing goes
716 // to the side when we walk forward and to the front when we strafe
717 VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
718 vieworg[0] += bob2vel[0];
719 vieworg[1] += bob2vel[1];
720 // we also need to adjust gunorg, or this appears like pushing the gun!
721 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
722 // but this is not viable with the new followmodel code as that would mean
723 // that followmodel would work on the munged-by-bob vieworg and do feedback
724 gunorg[0] += bob2vel[0];
725 gunorg[1] += bob2vel[1];
729 // causes the view to swing down and back up when touching the ground
730 if (cl_bobfall.value && cl_bobfallcycle.value)
734 cl.bobfall_speed = bound(-400, cl.velocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
735 if (cl.velocity[2] < -cl_bobfallminspeed.value)
736 cl.bobfall_swing = 1;
738 cl.bobfall_swing = 0; // TODO really?
742 cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
744 bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
745 vieworg[2] += bobfall;
746 gunorg[2] += bobfall;
750 // gun model bobbing code
751 if (cl_bobmodel.value)
753 // calculate for swinging gun model
754 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
755 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
756 // for the most part, but for some reason when you go through a message trigger or
757 // pick up an item or anything like that it will momentarily jolt the gun.
758 vec3_t forward, right, up;
763 s = cl.time * cl_bobmodel_speed.value;
766 if (cl.time - cl.hitgroundtime < 0.2)
768 // just hit the ground, speed the bob back up over the next 0.2 seconds
769 t = cl.time - cl.hitgroundtime;
770 t = bound(0, t, 0.2);
778 // recently left the ground, slow the bob down over the next 0.2 seconds
779 t = cl.time - cl.lastongroundtime;
780 t = 0.2 - bound(0, t, 0.2);
784 bspeed = xyspeed * 0.01f;
785 AngleVectors (gunangles, forward, right, up);
786 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
787 VectorMA (gunorg, bob, right, gunorg);
788 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
789 VectorMA (gunorg, bob, up, gunorg);
793 // calculate a view matrix for rendering the scene
794 if (v_idlescale.value)
795 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);
797 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
798 // calculate a viewmodel matrix for use in view-attached entities
799 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
800 VectorCopy(vieworg, cl.csqc_origin);
801 VectorCopy(viewangles, cl.csqc_angles);
806 void V_FadeViewFlashs(void)
808 // don't flash if time steps backwards
809 if (cl.time <= cl.oldtime)
811 // drop the damage value
812 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
813 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
814 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
815 // drop the bonus value
816 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
817 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
818 cl.cshifts[CSHIFT_BONUS].percent = 0;
821 void V_CalcViewBlend(void)
825 r_refdef.viewblend[0] = 0;
826 r_refdef.viewblend[1] = 0;
827 r_refdef.viewblend[2] = 0;
828 r_refdef.viewblend[3] = 0;
829 r_refdef.frustumscale_x = 1;
830 r_refdef.frustumscale_y = 1;
831 if (cls.state == ca_connected && cls.signon == SIGNONS)
833 // set contents color
836 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
837 supercontents = CL_PointSuperContents(vieworigin);
838 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
840 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
841 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
842 if (supercontents & SUPERCONTENTS_LAVA)
844 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
845 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
846 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
848 else if (supercontents & SUPERCONTENTS_SLIME)
850 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
851 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
852 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
856 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
857 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
858 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
860 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
864 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
865 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
866 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
867 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
870 if (gamemode != GAME_TRANSFUSION)
872 if (cl.stats[STAT_ITEMS] & IT_QUAD)
874 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
875 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
876 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
877 cl.cshifts[CSHIFT_POWERUP].percent = 30;
879 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
881 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
882 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
883 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
884 cl.cshifts[CSHIFT_POWERUP].percent = 20;
886 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
888 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
889 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
890 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
891 cl.cshifts[CSHIFT_POWERUP].percent = 100;
893 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
895 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
896 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
897 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
898 cl.cshifts[CSHIFT_POWERUP].percent = 30;
901 cl.cshifts[CSHIFT_POWERUP].percent = 0;
904 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
905 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
906 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
907 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
909 // LordHavoc: fixed V_CalcBlend
910 for (j = 0;j < NUM_CSHIFTS;j++)
912 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
915 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
916 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
919 // saturate color (to avoid blending in black)
920 if (r_refdef.viewblend[3])
922 a2 = 1 / r_refdef.viewblend[3];
923 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
925 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
926 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
927 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
928 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
930 // Samual: Ugly hack, I know. But it's the best we can do since
931 // there is no way to detect client states from the engine.
932 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
933 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
935 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
936 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
944 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
945 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
947 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
948 r_refdef.viewblend[3] = a;
953 //============================================================================
962 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
963 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");
964 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
966 Cvar_RegisterVariable (&v_centermove);
967 Cvar_RegisterVariable (&v_centerspeed);
969 Cvar_RegisterVariable (&v_iyaw_cycle);
970 Cvar_RegisterVariable (&v_iroll_cycle);
971 Cvar_RegisterVariable (&v_ipitch_cycle);
972 Cvar_RegisterVariable (&v_iyaw_level);
973 Cvar_RegisterVariable (&v_iroll_level);
974 Cvar_RegisterVariable (&v_ipitch_level);
976 Cvar_RegisterVariable (&v_idlescale);
977 Cvar_RegisterVariable (&crosshair);
979 Cvar_RegisterVariable (&cl_rollspeed);
980 Cvar_RegisterVariable (&cl_rollangle);
981 Cvar_RegisterVariable (&cl_bob);
982 Cvar_RegisterVariable (&cl_bobcycle);
983 Cvar_RegisterVariable (&cl_bobup);
984 Cvar_RegisterVariable (&cl_bob2);
985 Cvar_RegisterVariable (&cl_bob2cycle);
986 Cvar_RegisterVariable (&cl_bob2smooth);
987 Cvar_RegisterVariable (&cl_bobfall);
988 Cvar_RegisterVariable (&cl_bobfallcycle);
989 Cvar_RegisterVariable (&cl_bobfallminspeed);
990 Cvar_RegisterVariable (&cl_bobmodel);
991 Cvar_RegisterVariable (&cl_bobmodel_side);
992 Cvar_RegisterVariable (&cl_bobmodel_up);
993 Cvar_RegisterVariable (&cl_bobmodel_speed);
995 Cvar_RegisterVariable (&cl_leanmodel);
996 Cvar_RegisterVariable (&cl_leanmodel_side_speed);
997 Cvar_RegisterVariable (&cl_leanmodel_side_limit);
998 Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
999 Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
1000 Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
1001 Cvar_RegisterVariable (&cl_leanmodel_up_speed);
1002 Cvar_RegisterVariable (&cl_leanmodel_up_limit);
1003 Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
1004 Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
1005 Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
1007 Cvar_RegisterVariable (&cl_followmodel);
1008 Cvar_RegisterVariable (&cl_followmodel_side_speed);
1009 Cvar_RegisterVariable (&cl_followmodel_side_limit);
1010 Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1011 Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1012 Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1013 Cvar_RegisterVariable (&cl_followmodel_up_speed);
1014 Cvar_RegisterVariable (&cl_followmodel_up_limit);
1015 Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1016 Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1017 Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1019 Cvar_RegisterVariable (&cl_viewmodel_scale);
1021 Cvar_RegisterVariable (&v_kicktime);
1022 Cvar_RegisterVariable (&v_kickroll);
1023 Cvar_RegisterVariable (&v_kickpitch);
1025 Cvar_RegisterVariable (&cl_stairsmoothspeed);
1027 Cvar_RegisterVariable (&cl_smoothviewheight);
1029 Cvar_RegisterVariable (&chase_back);
1030 Cvar_RegisterVariable (&chase_up);
1031 Cvar_RegisterVariable (&chase_active);
1032 Cvar_RegisterVariable (&chase_overhead);
1033 Cvar_RegisterVariable (&chase_pitchangle);
1034 if (gamemode == GAME_GOODVSBAD2)
1035 Cvar_RegisterVariable (&chase_stevie);
1037 Cvar_RegisterVariable (&v_deathtilt);
1038 Cvar_RegisterVariable (&v_deathtiltangle);