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, cl.protocol);
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];
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);
337 //Con_Printf("cl.onground %i oldz %f newz %f\n", cl.onground, oldz, vieworg[2]);
338 if (cl.onground && oldz < vieworg[2])
340 oldz += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
341 oldz = vieworg[2] = bound(vieworg[2] - 16, oldz, vieworg[2]);
343 else if (cl.onground && oldz > vieworg[2])
345 oldz -= (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
346 oldz = vieworg[2] = bound(vieworg[2], oldz, vieworg[2] + 16);
351 if (chase_active.value)
353 // observing entity from third person
354 vec_t camback, camup, dist, forward[3], stop[3], chase_dest[3], normal[3];
356 camback = bound(0, chase_back.value, 128);
357 if (chase_back.value != camback)
358 Cvar_SetValueQuick(&chase_back, camback);
359 camup = bound(-48, chase_up.value, 96);
360 if (chase_up.value != camup)
361 Cvar_SetValueQuick(&chase_up, camup);
363 // this + 22 is to match view_ofs for compatibility with older versions
366 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
368 // look straight down from high above
372 AngleVectors(viewangles, forward, NULL, NULL);
374 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
376 chase_dest[0] = vieworg[0] + forward[0] * dist;
377 chase_dest[1] = vieworg[1] + forward[1] * dist;
378 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
379 CL_TraceLine(vieworg, chase_dest, stop, normal, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
380 vieworg[0] = stop[0] + forward[0] * 8 + normal[0] * 4;
381 vieworg[1] = stop[1] + forward[1] * 8 + normal[1] * 4;
382 vieworg[2] = stop[2] + forward[2] * 8 + normal[2] * 4;
386 // first person view from entity
388 if (cl.stats[STAT_HEALTH] <= 0 && gamemode != GAME_FNIGGIUM)
389 viewangles[ROLL] = 80; // dead view angle
390 VectorAdd(viewangles, cl.punchangle, viewangles);
391 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
394 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
395 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
396 v_dmg_time -= cl.frametime;
399 VectorAdd(vieworg, cl.punchvector, vieworg);
400 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
401 if (cl.stats[STAT_HEALTH] > 0 && cl_bob.value && cl_bobcycle.value)
404 // LordHavoc: this code is *weird*, but not replacable (I think it
405 // should be done in QC on the server, but oh well, quake is quake)
406 // LordHavoc: figured out bobup: the time at which the sin is at 180
407 // degrees (which allows lengthening or squishing the peak or valley)
408 cycle = cl.time / cl_bobcycle.value;
409 cycle -= (int) cycle;
410 if (cycle < cl_bobup.value)
411 cycle = sin(M_PI * cycle / cl_bobup.value);
413 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
414 // bob is proportional to velocity in the xy plane
415 // (don't count Z, or jumping messes it up)
416 bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value;
417 bob = bob*0.3 + bob*0.7*cycle;
418 vieworg[2] += bound(-7, bob, 4);
421 // calculate a view matrix for rendering the scene
422 if (v_idlescale.value)
423 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);
425 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);
426 // calculate a viewmodel matrix for use in view-attached entities
427 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 0.3);
432 void V_FadeViewFlashs(void)
434 // drop the damage value
435 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
436 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
437 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
438 // drop the bonus value
439 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
440 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
441 cl.cshifts[CSHIFT_BONUS].percent = 0;
444 void V_CalcViewBlend(void)
448 r_refdef.viewblend[0] = 0;
449 r_refdef.viewblend[1] = 0;
450 r_refdef.viewblend[2] = 0;
451 r_refdef.viewblend[3] = 0;
452 if (cls.state == ca_connected && cls.signon == SIGNONS && gl_polyblend.value > 0)
454 // set contents color
455 switch (CL_PointQ1Contents(r_vieworigin))
459 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
460 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
461 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
462 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
465 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
466 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
467 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
468 cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
471 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
472 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
473 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
474 cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
477 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
478 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
479 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
480 cl.cshifts[CSHIFT_CONTENTS].percent = 128 >> 1;
483 if (gamemode != GAME_TRANSFUSION)
485 if (cl.stats[STAT_ITEMS] & IT_QUAD)
487 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
488 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
489 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
490 cl.cshifts[CSHIFT_POWERUP].percent = 30;
492 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
494 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
495 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
496 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
497 cl.cshifts[CSHIFT_POWERUP].percent = 20;
499 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
501 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
502 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
503 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
504 cl.cshifts[CSHIFT_POWERUP].percent = 100;
506 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
508 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
509 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
510 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
511 cl.cshifts[CSHIFT_POWERUP].percent = 30;
514 cl.cshifts[CSHIFT_POWERUP].percent = 0;
517 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
518 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
519 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
520 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
522 // LordHavoc: fixed V_CalcBlend
523 for (j = 0;j < NUM_CSHIFTS;j++)
525 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
528 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
529 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
532 // saturate color (to avoid blending in black)
533 if (r_refdef.viewblend[3])
535 a2 = 1 / r_refdef.viewblend[3];
536 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
539 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
540 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
541 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
542 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
546 //============================================================================
555 Cmd_AddCommand ("v_cshift", V_cshift_f);
556 Cmd_AddCommand ("bf", V_BonusFlash_f);
557 Cmd_AddCommand ("centerview", V_StartPitchDrift);
559 Cvar_RegisterVariable (&v_centermove);
560 Cvar_RegisterVariable (&v_centerspeed);
562 Cvar_RegisterVariable (&v_iyaw_cycle);
563 Cvar_RegisterVariable (&v_iroll_cycle);
564 Cvar_RegisterVariable (&v_ipitch_cycle);
565 Cvar_RegisterVariable (&v_iyaw_level);
566 Cvar_RegisterVariable (&v_iroll_level);
567 Cvar_RegisterVariable (&v_ipitch_level);
569 Cvar_RegisterVariable (&v_idlescale);
570 Cvar_RegisterVariable (&crosshair);
572 Cvar_RegisterVariable (&cl_rollspeed);
573 Cvar_RegisterVariable (&cl_rollangle);
574 Cvar_RegisterVariable (&cl_bob);
575 Cvar_RegisterVariable (&cl_bobcycle);
576 Cvar_RegisterVariable (&cl_bobup);
578 Cvar_RegisterVariable (&v_kicktime);
579 Cvar_RegisterVariable (&v_kickroll);
580 Cvar_RegisterVariable (&v_kickpitch);
582 Cvar_RegisterVariable (&cl_stairsmoothspeed);
584 Cvar_RegisterVariable (&chase_back);
585 Cvar_RegisterVariable (&chase_up);
586 Cvar_RegisterVariable (&chase_active);
587 if (gamemode == GAME_GOODVSBAD2)
588 Cvar_RegisterVariable (&chase_stevie);