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_bobside = {CVAR_SAVE, "cl_bobside","0", "sideway view bobbing amount"};
43 cvar_t cl_bobsidecycle = {CVAR_SAVE, "cl_bobsidecycle","0.6", "sideway view bobbing speed"};
44 cvar_t cl_bobsideup = {CVAR_SAVE, "cl_bobsideup","0.5", "view bobbing adjustment that makes the side swing of the bob last longer"};
45 cvar_t cl_bobsideairtime = {CVAR_SAVE, "cl_bobsideairtime","0.05", "how fast the view goes back when you stop touching the ground"};
46 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
47 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
48 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
49 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
50 cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
51 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
52 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
53 cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
54 cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "5", "gun leaning sideways highpass in 1/s"};
55 cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "30", "gun leaning sideways lowpass in 1/s"};
56 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
57 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
58 cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
59 cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
60 cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "30", "gun leaning upward lowpass in 1/s"};
62 cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
63 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
64 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
65 cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
66 cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
67 cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "30", "gun following sideways lowpass in 1/s"};
68 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
69 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
70 cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
71 cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "3", "gun following upward highpass in 1/s"};
72 cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "30", "gun following upward lowpass in 1/s"};
74 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"};
76 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
77 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
78 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
80 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
81 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
82 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
83 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
84 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
85 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
87 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
89 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
91 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)"};
92 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
94 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
96 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
97 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
98 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
99 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
101 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
103 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
104 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
106 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
107 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
109 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
116 Used by view and sv_user
119 float V_CalcRoll (vec3_t angles, vec3_t velocity)
126 AngleVectors (angles, NULL, right, NULL);
127 side = DotProduct (velocity, right);
128 sign = side < 0 ? -1 : 1;
131 value = cl_rollangle.value;
133 if (side < cl_rollspeed.value)
134 side = side * value / cl_rollspeed.value;
142 void V_StartPitchDrift (void)
144 if (cl.laststop == cl.time)
145 return; // something else is keeping it from drifting
147 if (cl.nodrift || !cl.pitchvel)
149 cl.pitchvel = v_centerspeed.value;
155 void V_StopPitchDrift (void)
157 cl.laststop = cl.time;
166 Moves the client pitch angle towards cl.idealpitch sent by the server.
168 If the user is adjusting pitch manually, either with lookup/lookdown,
169 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
171 Drifting is enabled when the center view key is hit, mlook is released and
172 lookspring is non 0, or when
175 void V_DriftPitch (void)
179 if (noclip_anglehack || !cl.onground || cls.demoplayback )
186 // don't count small mouse motion
189 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
192 cl.driftmove += cl.realframetime;
194 if ( cl.driftmove > v_centermove.value)
196 V_StartPitchDrift ();
201 delta = cl.idealpitch - cl.viewangles[PITCH];
209 move = cl.realframetime * cl.pitchvel;
210 cl.pitchvel += cl.realframetime * v_centerspeed.value;
219 cl.viewangles[PITCH] += move;
228 cl.viewangles[PITCH] -= move;
234 ==============================================================================
238 ==============================================================================
247 void V_ParseDamage (void)
251 //vec3_t forward, right;
257 armor = MSG_ReadByte ();
258 blood = MSG_ReadByte ();
259 MSG_ReadVector(from, cls.protocol);
261 // Send the Dmg Globals to CSQC
262 CL_VM_UpdateDmgGlobals(blood, armor, from);
264 count = blood*0.5 + armor*0.5;
268 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
270 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
271 cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
272 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
273 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
274 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
275 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
279 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
280 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
281 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
285 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
286 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
287 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
291 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
292 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
293 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
296 // calculate view angle kicks
297 if (cl.entities[cl.viewentity].state_current.active)
299 ent = &cl.entities[cl.viewentity];
300 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
301 VectorNormalize(localfrom);
302 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
303 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
304 v_dmg_time = v_kicktime.value;
308 static cshift_t v_cshift;
315 static void V_cshift_f (void)
317 v_cshift.destcolor[0] = atof(Cmd_Argv(1));
318 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
319 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
320 v_cshift.percent = atof(Cmd_Argv(4));
328 When you run over an item, the server sends this command
331 static void V_BonusFlash_f (void)
335 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
336 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
337 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
338 cl.cshifts[CSHIFT_BONUS].percent = 50;
339 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
341 else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
343 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
344 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
345 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
347 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
349 cl.cshifts[CSHIFT_BONUS].percent = 50;
351 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
353 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
356 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
360 ==============================================================================
364 ==============================================================================
367 extern matrix4x4_t viewmodelmatrix;
369 #include "cl_collision.h"
379 static vec3_t eyeboxmins = {-16, -16, -24};
380 static vec3_t eyeboxmaxs = { 16, 16, 32};
383 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
385 frac = bound(0, frac, 1);
386 return (*store = *store * (1 - frac) + value * frac);
389 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
391 lowpass(value, frac, store);
392 return (*store = bound(value - limit, *store, value + limit));
395 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
397 return value - lowpass(value, frac, store);
400 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
402 return value - lowpass_limited(value, frac, limit, store);
405 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
407 out[0] = lowpass(value[0], fracx, &store[0]);
408 out[1] = lowpass(value[1], fracy, &store[1]);
409 out[2] = lowpass(value[2], fracz, &store[2]);
412 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
414 out[0] = highpass(value[0], fracx, &store[0]);
415 out[1] = highpass(value[1], fracy, &store[1]);
416 out[2] = highpass(value[2], fracz, &store[2]);
419 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)
421 out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
422 out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
423 out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
426 void V_CalcRefdef (void)
429 float vieworg[3], viewangles[3], smoothtime;
430 float gunorg[3], gunangles[3];
432 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
433 vec3_t camboxmins = {-3, -3, -3};
434 vec3_t camboxmaxs = {3, 3, 3};
435 // end of chase camera bounding box size for proper collisions by Alexander Zubov
439 viewmodelmatrix = identitymatrix;
440 r_refdef.view.matrix = identitymatrix;
441 if (cls.state == ca_connected && cls.signon == SIGNONS)
443 // ent is the view entity (visible when out of body)
444 ent = &cl.entities[cl.viewentity];
445 // player can look around, so take the origin from the entity,
446 // and the angles from the input system
447 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
448 VectorCopy(cl.viewangles, viewangles);
450 // calculate how much time has passed since the last V_CalcRefdef
451 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
452 cl.stairsmoothtime = cl.time;
456 v_dmg_time -= bound(0, smoothtime, 0.1);
460 // entity is a fixed camera, just copy the matrix
461 if (cls.protocol == PROTOCOL_QUAKEWORLD)
462 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);
465 r_refdef.view.matrix = ent->render.matrix;
466 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
468 viewmodelmatrix = r_refdef.view.matrix;
472 // smooth stair stepping, but only if onground and enabled
473 if (!cl.onground || cl_stairsmoothspeed.value <= 0 || !ent->persistent.trail_allowed) // FIXME use a better way to detect teleport/warp
474 cl.stairsmoothz = vieworg[2];
477 if (cl.stairsmoothz < vieworg[2])
478 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
479 else if (cl.stairsmoothz > vieworg[2])
480 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
483 // apply qw weapon recoil effect (this did not work in QW)
484 // TODO: add a cvar to disable this
485 viewangles[PITCH] += cl.qw_weaponkick;
487 // apply the viewofs (even if chasecam is used)
488 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
490 if (chase_active.value)
492 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
493 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
495 camback = chase_back.value;
496 camup = chase_up.value;
497 campitch = chase_pitchangle.value;
499 AngleVectors(viewangles, forward, NULL, NULL);
501 if (chase_overhead.integer)
508 viewangles[PITCH] = 0;
509 AngleVectors(viewangles, forward, NULL, up);
510 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
511 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
512 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
513 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
516 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
517 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
519 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
520 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
522 VectorCopy(trace.endpos, vieworg);
525 // trace from first person view location to our chosen third person view location
527 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
529 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
531 VectorCopy(trace.endpos, bestvieworg);
533 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
535 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
537 AngleVectors(viewangles, NULL, NULL, up);
538 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
539 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
540 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
542 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
544 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
546 if (bestvieworg[2] > trace.endpos[2])
547 bestvieworg[2] = trace.endpos[2];
551 VectorCopy(bestvieworg, vieworg);
553 viewangles[PITCH] = campitch;
557 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
559 // look straight down from high above
560 viewangles[PITCH] = 90;
562 VectorSet(forward, 0, 0, -1);
565 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
567 chase_dest[0] = vieworg[0] + forward[0] * dist;
568 chase_dest[1] = vieworg[1] + forward[1] * dist;
569 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
570 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
571 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
576 // first person view from entity
578 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
579 viewangles[ROLL] = v_deathtiltangle.value;
580 VectorAdd(viewangles, cl.punchangle, viewangles);
581 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
584 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
585 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
588 VectorAdd(vieworg, cl.punchvector, vieworg);
589 if (cl.stats[STAT_HEALTH] > 0)
595 frametime = cl.realframetime * cl.movevars_timescale;
597 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
598 if(!ent->persistent.trail_allowed) // FIXME improve this check
600 // try to fix the first highpass; result is NOT
601 // perfect! TODO find a better fix
602 VectorCopy(viewangles, cl.gunangles_prev);
603 VectorCopy(vieworg, cl.gunorg_prev);
606 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
607 VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
608 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);
609 VectorCopy(vieworg, cl.gunorg_prev);
610 VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
612 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
613 VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
614 cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
615 cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
616 cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
617 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);
618 VectorCopy(viewangles, cl.gunangles_prev);
619 VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
621 // 3. calculate the RAW adjustment vectors
622 gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
623 gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
624 gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
626 gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
627 gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
630 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
631 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
632 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);
633 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);
634 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
635 highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
636 lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
638 // 5. use the adjusted vectors
639 VectorAdd(vieworg, gunorg, gunorg);
640 VectorAdd(viewangles, gunangles, gunangles);
642 // vertical view bobbing code
643 xyspeed = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]);
644 if (cl_bob.value && cl_bobcycle.value)
646 // LordHavoc: this code is *weird*, but not replacable (I think it
647 // should be done in QC on the server, but oh well, quake is quake)
648 // LordHavoc: figured out bobup: the time at which the sin is at 180
649 // degrees (which allows lengthening or squishing the peak or valley)
650 cycle = cl.time / cl_bobcycle.value;
651 cycle -= (int) cycle;
652 if (cycle < cl_bobup.value)
653 cycle = sin(M_PI * cycle / cl_bobup.value);
655 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
656 // bob is proportional to velocity in the xy plane
657 // (don't count Z, or jumping messes it up)
658 bob = xyspeed * cl_bob.value;
659 bob = bob*0.3 + bob*0.7*cycle;
660 vieworg[2] += bound(-8, bob, 10);
661 // we also need to adjust gunorg, or this appears like pushing the gun!
662 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
663 // but this is not viable with the new followmodel code as that would mean
664 // that followmodel would work on the munged-by-bob vieworg and do feedback
665 gunorg[2] += bound(-8, bob, 10);
668 // horizontal view bobbing code
669 if (cl_bobside.value && cl_bobsidecycle.value)
672 vec3_t forward, right, up;
675 cycle = cl.time / cl_bobsidecycle.value;
676 cycle -= (int) cycle;
677 if (cycle < cl_bobsideup.value)
678 cycle = sin(M_PI * cycle / cl_bobsideup.value);
680 cycle = sin(M_PI + M_PI * (cycle-cl_bobsideup.value)/(1.0 - cl_bobsideup.value));
681 // bob is proportional to velocity in the xy plane
682 // (don't count Z, or jumping messes it up)
683 bob = xyspeed * cl_bobside.value;
684 bob = bob*0.3 + bob*0.7*cycle;
686 // this value slowly decreases from 1 to 0 when we stop touching the ground.
687 // The cycle is later multiplied with it so the view smooths back to normal
688 if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
689 cl.bobside_airtime = 1;
692 if(cl.bobside_airtime > 0)
693 cl.bobside_airtime -= bound(0, cl_bobsideairtime.value, 1);
695 cl.bobside_airtime = 0;
698 // now we calculate the side and front of the player, between the X and Y axis
699 AngleVectors(viewangles, forward, right, up);
700 // now the speed based on these angles. The division is for mathing vertical bobbing intensity
701 side = DotProduct (cl.velocity, right) / 1000 * cl.bobside_airtime;
702 front = DotProduct (cl.velocity, forward) / 1000 * cl.bobside_airtime;
707 // we use side with forward and front with right so the side bobbing goes
708 // to the side when we walk forward and to the front when we strafe.
709 VectorMAMAM(side, forward, front, right, 0, up, bobvel);
710 vieworg[0] += bound(-8, bobvel[0], 8);
711 vieworg[1] += bound(-8, bobvel[1], 8);
712 // we also need to adjust gunorg, or this appears like pushing the gun!
713 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
714 // but this is not viable with the new followmodel code as that would mean
715 // that followmodel would work on the munged-by-bob vieworg and do feedback
716 gunorg[0] += bound(-8, bobvel[0], 8);
717 gunorg[1] += bound(-8, bobvel[1], 8);
720 // gun model bobbing code
721 if (cl_bob.value && cl_bobmodel.value)
723 // calculate for swinging gun model
724 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
725 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
726 // for the most part, but for some reason when you go through a message trigger or
727 // pick up an item or anything like that it will momentarily jolt the gun.
728 vec3_t forward, right, up;
733 s = cl.time * cl_bobmodel_speed.value;
736 if (cl.time - cl.hitgroundtime < 0.2)
738 // just hit the ground, speed the bob back up over the next 0.2 seconds
739 t = cl.time - cl.hitgroundtime;
740 t = bound(0, t, 0.2);
748 // recently left the ground, slow the bob down over the next 0.2 seconds
749 t = cl.time - cl.lastongroundtime;
750 t = 0.2 - bound(0, t, 0.2);
754 bspeed = bound (0, xyspeed, 400) * 0.01f;
755 AngleVectors (gunangles, forward, right, up);
756 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
757 VectorMA (gunorg, bob, right, gunorg);
758 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
759 VectorMA (gunorg, bob, up, gunorg);
763 // calculate a view matrix for rendering the scene
764 if (v_idlescale.value)
765 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);
767 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);
768 // calculate a viewmodel matrix for use in view-attached entities
769 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
770 VectorCopy(vieworg, cl.csqc_origin);
771 VectorCopy(viewangles, cl.csqc_angles);
776 void V_FadeViewFlashs(void)
778 // don't flash if time steps backwards
779 if (cl.time <= cl.oldtime)
781 // drop the damage value
782 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
783 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
784 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
785 // drop the bonus value
786 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
787 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
788 cl.cshifts[CSHIFT_BONUS].percent = 0;
791 void V_CalcViewBlend(void)
795 r_refdef.viewblend[0] = 0;
796 r_refdef.viewblend[1] = 0;
797 r_refdef.viewblend[2] = 0;
798 r_refdef.viewblend[3] = 0;
799 r_refdef.frustumscale_x = 1;
800 r_refdef.frustumscale_y = 1;
801 if (cls.state == ca_connected && cls.signon == SIGNONS)
803 // set contents color
806 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
807 supercontents = CL_PointSuperContents(vieworigin);
808 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
810 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
811 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
812 if (supercontents & SUPERCONTENTS_LAVA)
814 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
815 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
816 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
818 else if (supercontents & SUPERCONTENTS_SLIME)
820 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
821 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
822 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
826 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
827 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
828 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
830 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
834 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
835 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
836 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
837 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
840 if (gamemode != GAME_TRANSFUSION)
842 if (cl.stats[STAT_ITEMS] & IT_QUAD)
844 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
845 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
846 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
847 cl.cshifts[CSHIFT_POWERUP].percent = 30;
849 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
851 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
852 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
853 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
854 cl.cshifts[CSHIFT_POWERUP].percent = 20;
856 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
858 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
859 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
860 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
861 cl.cshifts[CSHIFT_POWERUP].percent = 100;
863 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
865 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
866 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
867 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
868 cl.cshifts[CSHIFT_POWERUP].percent = 30;
871 cl.cshifts[CSHIFT_POWERUP].percent = 0;
874 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
875 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
876 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
877 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
879 // LordHavoc: fixed V_CalcBlend
880 for (j = 0;j < NUM_CSHIFTS;j++)
882 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
885 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
886 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
889 // saturate color (to avoid blending in black)
890 if (r_refdef.viewblend[3])
892 a2 = 1 / r_refdef.viewblend[3];
893 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
895 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
896 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
897 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
898 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
900 // Samual: Ugly hack, I know. But it's the best we can do since
901 // there is no way to detect client states from the engine.
902 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
903 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
905 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
906 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
914 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
915 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
917 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
918 r_refdef.viewblend[3] = a;
923 //============================================================================
932 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
933 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");
934 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
936 Cvar_RegisterVariable (&v_centermove);
937 Cvar_RegisterVariable (&v_centerspeed);
939 Cvar_RegisterVariable (&v_iyaw_cycle);
940 Cvar_RegisterVariable (&v_iroll_cycle);
941 Cvar_RegisterVariable (&v_ipitch_cycle);
942 Cvar_RegisterVariable (&v_iyaw_level);
943 Cvar_RegisterVariable (&v_iroll_level);
944 Cvar_RegisterVariable (&v_ipitch_level);
946 Cvar_RegisterVariable (&v_idlescale);
947 Cvar_RegisterVariable (&crosshair);
949 Cvar_RegisterVariable (&cl_rollspeed);
950 Cvar_RegisterVariable (&cl_rollangle);
951 Cvar_RegisterVariable (&cl_bob);
952 Cvar_RegisterVariable (&cl_bobcycle);
953 Cvar_RegisterVariable (&cl_bobup);
954 Cvar_RegisterVariable (&cl_bobside);
955 Cvar_RegisterVariable (&cl_bobsidecycle);
956 Cvar_RegisterVariable (&cl_bobsideup);
957 Cvar_RegisterVariable (&cl_bobsideairtime);
958 Cvar_RegisterVariable (&cl_bobmodel);
959 Cvar_RegisterVariable (&cl_bobmodel_side);
960 Cvar_RegisterVariable (&cl_bobmodel_up);
961 Cvar_RegisterVariable (&cl_bobmodel_speed);
963 Cvar_RegisterVariable (&cl_leanmodel);
964 Cvar_RegisterVariable (&cl_leanmodel_side_speed);
965 Cvar_RegisterVariable (&cl_leanmodel_side_limit);
966 Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
967 Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
968 Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
969 Cvar_RegisterVariable (&cl_leanmodel_up_speed);
970 Cvar_RegisterVariable (&cl_leanmodel_up_limit);
971 Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
972 Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
973 Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
975 Cvar_RegisterVariable (&cl_followmodel);
976 Cvar_RegisterVariable (&cl_followmodel_side_speed);
977 Cvar_RegisterVariable (&cl_followmodel_side_limit);
978 Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
979 Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
980 Cvar_RegisterVariable (&cl_followmodel_side_highpass);
981 Cvar_RegisterVariable (&cl_followmodel_up_speed);
982 Cvar_RegisterVariable (&cl_followmodel_up_limit);
983 Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
984 Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
985 Cvar_RegisterVariable (&cl_followmodel_up_highpass);
987 Cvar_RegisterVariable (&cl_viewmodel_scale);
989 Cvar_RegisterVariable (&v_kicktime);
990 Cvar_RegisterVariable (&v_kickroll);
991 Cvar_RegisterVariable (&v_kickpitch);
993 Cvar_RegisterVariable (&cl_stairsmoothspeed);
995 Cvar_RegisterVariable (&chase_back);
996 Cvar_RegisterVariable (&chase_up);
997 Cvar_RegisterVariable (&chase_active);
998 Cvar_RegisterVariable (&chase_overhead);
999 Cvar_RegisterVariable (&chase_pitchangle);
1000 if (gamemode == GAME_GOODVSBAD2)
1001 Cvar_RegisterVariable (&chase_stevie);
1003 Cvar_RegisterVariable (&v_deathtilt);
1004 Cvar_RegisterVariable (&v_deathtiltangle);