2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // view.c -- player eye positioning
23 #include "cl_collision.h"
27 The view is allowed to move slightly from it's true position for bobbing,
28 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
29 entities sent from the server may not include everything in the pvs, especially
30 when crossing a water boudnary.
34 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200"};
35 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0"};
37 cvar_t cl_bob = {0, "cl_bob","0.02"};
38 cvar_t cl_bobcycle = {0, "cl_bobcycle","0.6"};
39 cvar_t cl_bobup = {0, "cl_bobup","0.5"};
41 cvar_t v_kicktime = {0, "v_kicktime", "0.5"};
42 cvar_t v_kickroll = {0, "v_kickroll", "0.6"};
43 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6"};
45 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2"};
46 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5"};
47 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1"};
48 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3"};
49 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1"};
50 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3"};
52 cvar_t v_idlescale = {0, "v_idlescale", "0"};
54 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0"};
56 cvar_t v_centermove = {0, "v_centermove", "0.15"};
57 cvar_t v_centerspeed = {0, "v_centerspeed","500"};
59 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160"};
61 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48"};
62 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24"};
63 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0"};
65 cvar_t chase_stevie = {0, "chase_stevie", "0"};
67 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
74 Used by view and sv_user
77 float V_CalcRoll (vec3_t angles, vec3_t velocity)
84 AngleVectors (angles, NULL, right, NULL);
85 side = DotProduct (velocity, right);
86 sign = side < 0 ? -1 : 1;
89 value = cl_rollangle.value;
91 if (side < cl_rollspeed.value)
92 side = side * value / cl_rollspeed.value;
100 void V_StartPitchDrift (void)
102 if (cl.laststop == cl.time)
103 return; // something else is keeping it from drifting
105 if (cl.nodrift || !cl.pitchvel)
107 cl.pitchvel = v_centerspeed.value;
113 void V_StopPitchDrift (void)
115 cl.laststop = cl.time;
124 Moves the client pitch angle towards cl.idealpitch sent by the server.
126 If the user is adjusting pitch manually, either with lookup/lookdown,
127 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
129 Drifting is enabled when the center view key is hit, mlook is released and
130 lookspring is non 0, or when
133 void V_DriftPitch (void)
137 if (noclip_anglehack || !cl.onground || cls.demoplayback )
144 // don't count small mouse motion
147 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
150 cl.driftmove += cl.frametime;
152 if ( cl.driftmove > v_centermove.value)
154 V_StartPitchDrift ();
159 delta = cl.idealpitch - cl.viewangles[PITCH];
167 move = cl.frametime * cl.pitchvel;
168 cl.pitchvel += cl.frametime * v_centerspeed.value;
177 cl.viewangles[PITCH] += move;
186 cl.viewangles[PITCH] -= move;
192 ==============================================================================
196 ==============================================================================
205 void V_ParseDamage (void)
209 //vec3_t forward, right;
215 armor = MSG_ReadByte ();
216 blood = MSG_ReadByte ();
217 MSG_ReadVector(from);
219 count = blood*0.5 + armor*0.5;
223 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
225 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
226 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
227 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
228 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
229 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
233 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
234 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
235 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
239 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
240 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
241 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
245 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
246 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
247 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
250 // calculate view angle kicks
251 if (cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
253 ent = &cl_entities[cl.viewentity];
254 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
255 VectorNormalize(localfrom);
256 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
257 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
258 v_dmg_time = v_kicktime.value;
262 static cshift_t v_cshift;
269 static void V_cshift_f (void)
271 v_cshift.destcolor[0] = atoi(Cmd_Argv(1));
272 v_cshift.destcolor[1] = atoi(Cmd_Argv(2));
273 v_cshift.destcolor[2] = atoi(Cmd_Argv(3));
274 v_cshift.percent = atoi(Cmd_Argv(4));
282 When you run over an item, the server sends this command
285 static void V_BonusFlash_f (void)
287 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
288 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
289 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
290 cl.cshifts[CSHIFT_BONUS].percent = 50;
294 ==============================================================================
298 ==============================================================================
301 extern matrix4x4_t viewmodelmatrix;
303 #include "cl_collision.h"
311 extern float timerefreshangle;
312 void V_CalcRefdef (void)
316 float vieworg[3], viewangles[3], newz;
317 Matrix4x4_CreateIdentity(&viewmodelmatrix);
318 Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
319 if (cls.state == ca_connected && cls.signon == SIGNONS)
321 // ent is the view entity (visible when out of body)
322 ent = &cl_entities[cl.viewentity];
325 // entity is a fixed camera, just copy the matrix
326 Matrix4x4_Copy(&r_refdef.viewentitymatrix, &ent->render.matrix);
327 Matrix4x4_Copy(&viewmodelmatrix, &ent->render.matrix);
331 // player can look around, so take the origin from the entity,
332 // and the angles from the input system
333 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
334 VectorCopy(cl.viewangles, viewangles);
339 oldz += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
340 oldz = bound(-16, oldz, 0);
344 if (chase_active.value)
346 // observing entity from third person
347 vec_t camback, camup, dist, forward[3], stop[3], chase_dest[3], normal[3];
349 camback = bound(0, chase_back.value, 128);
350 if (chase_back.value != camback)
351 Cvar_SetValueQuick(&chase_back, camback);
352 camup = bound(-48, chase_up.value, 96);
353 if (chase_up.value != camup)
354 Cvar_SetValueQuick(&chase_up, camup);
356 // this + 22 is to match view_ofs for compatibility with older versions
359 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
361 // look straight down from high above
365 AngleVectors(viewangles, forward, NULL, NULL);
367 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
369 chase_dest[0] = vieworg[0] + forward[0] * dist;
370 chase_dest[1] = vieworg[1] + forward[1] * dist;
371 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
372 CL_TraceLine(vieworg, chase_dest, stop, normal, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
373 vieworg[0] = stop[0] + forward[0] * 8 + normal[0] * 4;
374 vieworg[1] = stop[1] + forward[1] * 8 + normal[1] * 4;
375 vieworg[2] = stop[2] + forward[2] * 8 + normal[2] * 4;
379 // first person view from entity
381 if (cl.stats[STAT_HEALTH] <= 0)
382 viewangles[ROLL] = 80; // dead view angle
383 VectorAdd(viewangles, cl.punchangle, viewangles);
384 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
387 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
388 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
389 v_dmg_time -= cl.frametime;
392 VectorAdd(vieworg, cl.punchvector, vieworg);
393 vieworg[2] += cl.viewheight;
394 if (cl.stats[STAT_HEALTH] > 0 && cl_bob.value && cl_bobcycle.value)
397 // LordHavoc: this code is *weird*, but not replacable (I think it
398 // should be done in QC on the server, but oh well, quake is quake)
399 // LordHavoc: figured out bobup: the time at which the sin is at 180
400 // degrees (which allows lengthening or squishing the peak or valley)
401 cycle = cl.time / cl_bobcycle.value;
402 cycle -= (int) cycle;
403 if (cycle < cl_bobup.value)
404 cycle = sin(M_PI * cycle / cl_bobup.value);
406 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
407 // bob is proportional to velocity in the xy plane
408 // (don't count Z, or jumping messes it up)
409 bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value;
410 bob = bob*0.3 + bob*0.7*cycle;
411 vieworg[2] += bound(-7, bob, 4);
414 // calculate a view matrix for rendering the scene
415 if (v_idlescale.value)
416 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0] + v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, viewangles[1] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
418 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
419 // calculate a viewmodel matrix for use in view-attached entities
420 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 0.3);
425 void V_FadeViewFlashs(void)
427 // drop the damage value
428 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
429 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
430 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
431 // drop the bonus value
432 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
433 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
434 cl.cshifts[CSHIFT_BONUS].percent = 0;
437 void V_CalcViewBlend(void)
441 r_refdef.viewblend[0] = 0;
442 r_refdef.viewblend[1] = 0;
443 r_refdef.viewblend[2] = 0;
444 r_refdef.viewblend[3] = 0;
445 if (cls.state == ca_connected && cls.signon == SIGNONS)
447 // set contents color
448 switch (CL_PointQ1Contents(r_vieworigin))
452 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
453 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
454 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
455 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
458 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
459 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
460 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
461 cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
464 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
465 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
466 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
467 cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
470 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
471 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
472 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
473 cl.cshifts[CSHIFT_CONTENTS].percent = 128 >> 1;
476 if (gamemode != GAME_TRANSFUSION)
478 if (cl.items & IT_QUAD)
480 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
481 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
482 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
483 cl.cshifts[CSHIFT_POWERUP].percent = 30;
485 else if (cl.items & IT_SUIT)
487 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
488 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
489 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
490 cl.cshifts[CSHIFT_POWERUP].percent = 20;
492 else if (cl.items & IT_INVISIBILITY)
494 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
495 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
496 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
497 cl.cshifts[CSHIFT_POWERUP].percent = 100;
499 else if (cl.items & IT_INVULNERABILITY)
501 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
502 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
503 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
504 cl.cshifts[CSHIFT_POWERUP].percent = 30;
507 cl.cshifts[CSHIFT_POWERUP].percent = 0;
510 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
511 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
512 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
513 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
515 // LordHavoc: fixed V_CalcBlend
516 for (j = 0;j < NUM_CSHIFTS;j++)
518 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
521 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
522 r_refdef.viewblend[3] = 1 - (1 - r_refdef.viewblend[3]) * (1 - a2); // correct alpha multiply... took a while to find it on the web
525 // saturate color (to avoid blending in black)
526 if (r_refdef.viewblend[3])
528 a2 = 1 / r_refdef.viewblend[3];
529 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
532 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
533 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
534 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
535 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] , 1.0f);
539 //============================================================================
548 Cmd_AddCommand ("v_cshift", V_cshift_f);
549 Cmd_AddCommand ("bf", V_BonusFlash_f);
550 Cmd_AddCommand ("centerview", V_StartPitchDrift);
552 Cvar_RegisterVariable (&v_centermove);
553 Cvar_RegisterVariable (&v_centerspeed);
555 Cvar_RegisterVariable (&v_iyaw_cycle);
556 Cvar_RegisterVariable (&v_iroll_cycle);
557 Cvar_RegisterVariable (&v_ipitch_cycle);
558 Cvar_RegisterVariable (&v_iyaw_level);
559 Cvar_RegisterVariable (&v_iroll_level);
560 Cvar_RegisterVariable (&v_ipitch_level);
562 Cvar_RegisterVariable (&v_idlescale);
563 Cvar_RegisterVariable (&crosshair);
565 Cvar_RegisterVariable (&cl_rollspeed);
566 Cvar_RegisterVariable (&cl_rollangle);
567 Cvar_RegisterVariable (&cl_bob);
568 Cvar_RegisterVariable (&cl_bobcycle);
569 Cvar_RegisterVariable (&cl_bobup);
571 Cvar_RegisterVariable (&v_kicktime);
572 Cvar_RegisterVariable (&v_kickroll);
573 Cvar_RegisterVariable (&v_kickpitch);
575 Cvar_RegisterVariable (&cl_stairsmoothspeed);
577 Cvar_RegisterVariable (&chase_back);
578 Cvar_RegisterVariable (&chase_up);
579 Cvar_RegisterVariable (&chase_active);
580 if (gamemode == GAME_GOODVSBAD2)
581 Cvar_RegisterVariable (&chase_stevie);