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_bobroll = {CVAR_SAVE, "cl_bobroll","1", "view rolling amount"};
43 cvar_t cl_bobrollcycle = {CVAR_SAVE, "cl_bobrollcycle","0.5", "view rolling speed"};
44 cvar_t cl_bobrollup = {CVAR_SAVE, "cl_bobrollup","0.01", "view bobbing adjustment that makes the up or down swing of the roll last longer"};
45 cvar_t cl_bobrollairtime = {CVAR_SAVE, "cl_bobrollairtime","0.05", "how fast the view rolls 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"};
51 cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
52 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
53 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
54 cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
55 cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "5", "gun leaning sideways highpass in 1/s"};
56 cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "30", "gun leaning sideways lowpass in 1/s"};
57 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
58 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
59 cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
60 cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
61 cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "30", "gun leaning upward lowpass in 1/s"};
63 cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
64 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
65 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
66 cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
67 cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
68 cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "30", "gun following sideways lowpass in 1/s"};
69 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
70 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
71 cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
72 cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "3", "gun following upward highpass in 1/s"};
73 cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "30", "gun following upward lowpass in 1/s"};
75 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"};
77 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
78 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
79 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
81 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
82 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
83 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
84 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
85 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
86 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
88 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
90 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
92 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)"};
93 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
95 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
97 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
98 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
99 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
100 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
102 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
104 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
105 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
107 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
108 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
110 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
117 Used by view and sv_user
120 float V_CalcRoll (vec3_t angles, vec3_t velocity)
127 AngleVectors (angles, NULL, right, NULL);
128 side = DotProduct (velocity, right);
129 sign = side < 0 ? -1 : 1;
132 value = cl_rollangle.value;
134 if (side < cl_rollspeed.value)
135 side = side * value / cl_rollspeed.value;
143 void V_StartPitchDrift (void)
145 if (cl.laststop == cl.time)
146 return; // something else is keeping it from drifting
148 if (cl.nodrift || !cl.pitchvel)
150 cl.pitchvel = v_centerspeed.value;
156 void V_StopPitchDrift (void)
158 cl.laststop = cl.time;
167 Moves the client pitch angle towards cl.idealpitch sent by the server.
169 If the user is adjusting pitch manually, either with lookup/lookdown,
170 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
172 Drifting is enabled when the center view key is hit, mlook is released and
173 lookspring is non 0, or when
176 void V_DriftPitch (void)
180 if (noclip_anglehack || !cl.onground || cls.demoplayback )
187 // don't count small mouse motion
190 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
193 cl.driftmove += cl.realframetime;
195 if ( cl.driftmove > v_centermove.value)
197 V_StartPitchDrift ();
202 delta = cl.idealpitch - cl.viewangles[PITCH];
210 move = cl.realframetime * cl.pitchvel;
211 cl.pitchvel += cl.realframetime * v_centerspeed.value;
220 cl.viewangles[PITCH] += move;
229 cl.viewangles[PITCH] -= move;
235 ==============================================================================
239 ==============================================================================
248 void V_ParseDamage (void)
252 //vec3_t forward, right;
258 armor = MSG_ReadByte ();
259 blood = MSG_ReadByte ();
260 MSG_ReadVector(from, cls.protocol);
262 // Send the Dmg Globals to CSQC
263 CL_VM_UpdateDmgGlobals(blood, armor, from);
265 count = blood*0.5 + armor*0.5;
269 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
271 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
272 cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
273 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
274 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
275 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
276 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
280 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
281 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
282 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
286 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
287 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
288 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
292 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
293 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
294 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
297 // calculate view angle kicks
298 if (cl.entities[cl.viewentity].state_current.active)
300 ent = &cl.entities[cl.viewentity];
301 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
302 VectorNormalize(localfrom);
303 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
304 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
305 v_dmg_time = v_kicktime.value;
309 static cshift_t v_cshift;
316 static void V_cshift_f (void)
318 v_cshift.destcolor[0] = atof(Cmd_Argv(1));
319 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
320 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
321 v_cshift.percent = atof(Cmd_Argv(4));
329 When you run over an item, the server sends this command
332 static void V_BonusFlash_f (void)
336 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
337 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
338 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
339 cl.cshifts[CSHIFT_BONUS].percent = 50;
340 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
342 else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
344 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
345 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
346 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
348 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
350 cl.cshifts[CSHIFT_BONUS].percent = 50;
352 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
354 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
357 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
361 ==============================================================================
365 ==============================================================================
368 extern matrix4x4_t viewmodelmatrix;
370 #include "cl_collision.h"
380 static vec3_t eyeboxmins = {-16, -16, -24};
381 static vec3_t eyeboxmaxs = { 16, 16, 32};
384 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
386 frac = bound(0, frac, 1);
387 return (*store = *store * (1 - frac) + value * frac);
390 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
392 lowpass(value, frac, store);
393 return (*store = bound(value - limit, *store, value + limit));
396 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
398 return value - lowpass(value, frac, store);
401 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
403 return value - lowpass_limited(value, frac, limit, store);
406 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
408 out[0] = lowpass(value[0], fracx, &store[0]);
409 out[1] = lowpass(value[1], fracy, &store[1]);
410 out[2] = lowpass(value[2], fracz, &store[2]);
413 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
415 out[0] = highpass(value[0], fracx, &store[0]);
416 out[1] = highpass(value[1], fracy, &store[1]);
417 out[2] = highpass(value[2], fracz, &store[2]);
420 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)
422 out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
423 out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
424 out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
427 void V_CalcRefdef (void)
430 float vieworg[3], viewangles[3], smoothtime;
431 float gunorg[3], gunangles[3];
433 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
434 vec3_t camboxmins = {-3, -3, -3};
435 vec3_t camboxmaxs = {3, 3, 3};
436 // end of chase camera bounding box size for proper collisions by Alexander Zubov
440 viewmodelmatrix = identitymatrix;
441 r_refdef.view.matrix = identitymatrix;
442 if (cls.state == ca_connected && cls.signon == SIGNONS)
444 // ent is the view entity (visible when out of body)
445 ent = &cl.entities[cl.viewentity];
446 // player can look around, so take the origin from the entity,
447 // and the angles from the input system
448 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
449 VectorCopy(cl.viewangles, viewangles);
451 // calculate how much time has passed since the last V_CalcRefdef
452 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
453 cl.stairsmoothtime = cl.time;
457 v_dmg_time -= bound(0, smoothtime, 0.1);
461 // entity is a fixed camera, just copy the matrix
462 if (cls.protocol == PROTOCOL_QUAKEWORLD)
463 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);
466 r_refdef.view.matrix = ent->render.matrix;
467 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
469 viewmodelmatrix = r_refdef.view.matrix;
473 // smooth stair stepping, but only if onground and enabled
474 if (!cl.onground || cl_stairsmoothspeed.value <= 0 || !ent->persistent.trail_allowed) // FIXME use a better way to detect teleport/warp
475 cl.stairsmoothz = vieworg[2];
478 if (cl.stairsmoothz < vieworg[2])
479 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
480 else if (cl.stairsmoothz > vieworg[2])
481 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
484 // apply qw weapon recoil effect (this did not work in QW)
485 // TODO: add a cvar to disable this
486 viewangles[PITCH] += cl.qw_weaponkick;
488 // apply the viewofs (even if chasecam is used)
489 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
491 if (chase_active.value)
493 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
494 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
496 camback = chase_back.value;
497 camup = chase_up.value;
498 campitch = chase_pitchangle.value;
500 AngleVectors(viewangles, forward, NULL, NULL);
502 if (chase_overhead.integer)
509 viewangles[PITCH] = 0;
510 AngleVectors(viewangles, forward, NULL, up);
511 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
512 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
513 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
514 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
517 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
518 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
520 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
521 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
523 VectorCopy(trace.endpos, vieworg);
526 // trace from first person view location to our chosen third person view location
528 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
530 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
532 VectorCopy(trace.endpos, bestvieworg);
534 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
536 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
538 AngleVectors(viewangles, NULL, NULL, up);
539 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
540 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
541 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
543 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
545 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
547 if (bestvieworg[2] > trace.endpos[2])
548 bestvieworg[2] = trace.endpos[2];
552 VectorCopy(bestvieworg, vieworg);
554 viewangles[PITCH] = campitch;
558 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
560 // look straight down from high above
561 viewangles[PITCH] = 90;
563 VectorSet(forward, 0, 0, -1);
566 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
568 chase_dest[0] = vieworg[0] + forward[0] * dist;
569 chase_dest[1] = vieworg[1] + forward[1] * dist;
570 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
571 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
572 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
577 // first person view from entity
579 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
580 viewangles[ROLL] = v_deathtiltangle.value;
581 VectorAdd(viewangles, cl.punchangle, viewangles);
582 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
585 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
586 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
589 VectorAdd(vieworg, cl.punchvector, vieworg);
590 if (cl.stats[STAT_HEALTH] > 0)
592 double xyspeed, bob, bobroll;
596 frametime = cl.realframetime * cl.movevars_timescale;
598 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
599 if(!ent->persistent.trail_allowed) // FIXME improve this check
601 // try to fix the first highpass; result is NOT
602 // perfect! TODO find a better fix
603 VectorCopy(viewangles, cl.gunangles_prev);
604 VectorCopy(vieworg, cl.gunorg_prev);
607 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
608 VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
609 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);
610 VectorCopy(vieworg, cl.gunorg_prev);
611 VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
613 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
614 VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
615 cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
616 cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
617 cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
618 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);
619 VectorCopy(viewangles, cl.gunangles_prev);
620 VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
622 // 3. calculate the RAW adjustment vectors
623 gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
624 gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
625 gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
627 gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
628 gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
631 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
632 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
633 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);
634 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);
635 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
636 highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
637 lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
639 // 5. use the adjusted vectors
640 VectorAdd(vieworg, gunorg, gunorg);
641 VectorAdd(viewangles, gunangles, gunangles);
644 xyspeed = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]);
645 if (cl_bob.value && cl_bobcycle.value)
647 // LordHavoc: this code is *weird*, but not replacable (I think it
648 // should be done in QC on the server, but oh well, quake is quake)
649 // LordHavoc: figured out bobup: the time at which the sin is at 180
650 // degrees (which allows lengthening or squishing the peak or valley)
651 cycle = cl.time / cl_bobcycle.value;
652 cycle -= (int) cycle;
653 if (cycle < cl_bobup.value)
654 cycle = sin(M_PI * cycle / cl_bobup.value);
656 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
657 // bob is proportional to velocity in the xy plane
658 // (don't count Z, or jumping messes it up)
659 bob = xyspeed * cl_bob.value;
660 bob = bob*0.3 + bob*0.7*cycle;
661 vieworg[2] += bound(-7, bob, 4);
662 // we also need to adjust gunorg, or this appears like pushing the gun!
663 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
664 // but this is not viable with the new followmodel code as that would mean
665 // that followmodel would work on the munged-by-bob vieworg and do feedback
666 gunorg[2] += bound(-7, bob, 4);
670 // TODO 1 (DONE): Make it work around the center rather than the left side
671 // TODO 2 (DONE): Make the roll smoothly return to 0 when you stop touching the ground, rather than instantly
672 // TODO 3: Write cvars to darkplaces.txt, set better defaults and possibly disable by default once the first TODOs are ready
673 if (cl_bobroll.value && cl_bobrollcycle.value)
675 cycle2 = cl.time / cl_bobrollcycle.value;
676 cycle2 -= (int) cycle2;
678 cycle2 = sin(M_PI * cycle2 / 0.5);
680 cycle2 = sin(M_PI + M_PI * (cycle2-0.5)/0.5);
683 cl.bobroll_airtime = 1;
686 if(cl.bobroll_airtime > 0)
687 cl.bobroll_airtime -= bound(0, cl_bobrollairtime.value, 1);
689 cl.bobroll_airtime = 0;
692 cycle2 *= cl_bobrollup.value * cl.bobroll_airtime;
693 bobroll = bound(0, xyspeed, sv_maxspeed.value) * cycle2;
694 viewangles[2] = bound(-45, bobroll, 45);
697 // gun model bobbing code
698 if (cl_bob.value && cl_bobmodel.value)
700 // calculate for swinging gun model
701 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
702 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
703 // for the most part, but for some reason when you go through a message trigger or
704 // pick up an item or anything like that it will momentarily jolt the gun.
705 vec3_t forward, right, up;
710 s = cl.time * cl_bobmodel_speed.value;
713 if (cl.time - cl.hitgroundtime < 0.2)
715 // just hit the ground, speed the bob back up over the next 0.2 seconds
716 t = cl.time - cl.hitgroundtime;
717 t = bound(0, t, 0.2);
725 // recently left the ground, slow the bob down over the next 0.2 seconds
726 t = cl.time - cl.lastongroundtime;
727 t = 0.2 - bound(0, t, 0.2);
731 bspeed = bound (0, xyspeed, 400) * 0.01f;
732 AngleVectors (gunangles, forward, right, up);
733 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
734 VectorMA (gunorg, bob, right, gunorg);
735 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
736 VectorMA (gunorg, bob, up, gunorg);
740 // calculate a view matrix for rendering the scene
741 if (v_idlescale.value)
742 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);
744 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);
745 // calculate a viewmodel matrix for use in view-attached entities
746 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
747 VectorCopy(vieworg, cl.csqc_origin);
748 VectorCopy(viewangles, cl.csqc_angles);
753 void V_FadeViewFlashs(void)
755 // don't flash if time steps backwards
756 if (cl.time <= cl.oldtime)
758 // drop the damage value
759 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
760 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
761 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
762 // drop the bonus value
763 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
764 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
765 cl.cshifts[CSHIFT_BONUS].percent = 0;
768 void V_CalcViewBlend(void)
772 r_refdef.viewblend[0] = 0;
773 r_refdef.viewblend[1] = 0;
774 r_refdef.viewblend[2] = 0;
775 r_refdef.viewblend[3] = 0;
776 r_refdef.frustumscale_x = 1;
777 r_refdef.frustumscale_y = 1;
778 if (cls.state == ca_connected && cls.signon == SIGNONS)
780 // set contents color
783 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
784 supercontents = CL_PointSuperContents(vieworigin);
785 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
787 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
788 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
789 if (supercontents & SUPERCONTENTS_LAVA)
791 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
792 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
793 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
795 else if (supercontents & SUPERCONTENTS_SLIME)
797 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
798 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
799 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
803 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
804 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
805 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
807 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
811 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
812 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
813 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
814 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
817 if (gamemode != GAME_TRANSFUSION)
819 if (cl.stats[STAT_ITEMS] & IT_QUAD)
821 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
822 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
823 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
824 cl.cshifts[CSHIFT_POWERUP].percent = 30;
826 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
828 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
829 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
830 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
831 cl.cshifts[CSHIFT_POWERUP].percent = 20;
833 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
835 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
836 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
837 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
838 cl.cshifts[CSHIFT_POWERUP].percent = 100;
840 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
842 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
843 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
844 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
845 cl.cshifts[CSHIFT_POWERUP].percent = 30;
848 cl.cshifts[CSHIFT_POWERUP].percent = 0;
851 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
852 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
853 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
854 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
856 // LordHavoc: fixed V_CalcBlend
857 for (j = 0;j < NUM_CSHIFTS;j++)
859 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
862 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
863 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
866 // saturate color (to avoid blending in black)
867 if (r_refdef.viewblend[3])
869 a2 = 1 / r_refdef.viewblend[3];
870 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
872 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
873 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
874 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
875 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
877 // Samual: Ugly hack, I know. But it's the best we can do since
878 // there is no way to detect client states from the engine.
879 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
880 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
882 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
883 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
891 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
892 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
894 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
895 r_refdef.viewblend[3] = a;
900 //============================================================================
909 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
910 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");
911 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
913 Cvar_RegisterVariable (&v_centermove);
914 Cvar_RegisterVariable (&v_centerspeed);
916 Cvar_RegisterVariable (&v_iyaw_cycle);
917 Cvar_RegisterVariable (&v_iroll_cycle);
918 Cvar_RegisterVariable (&v_ipitch_cycle);
919 Cvar_RegisterVariable (&v_iyaw_level);
920 Cvar_RegisterVariable (&v_iroll_level);
921 Cvar_RegisterVariable (&v_ipitch_level);
923 Cvar_RegisterVariable (&v_idlescale);
924 Cvar_RegisterVariable (&crosshair);
926 Cvar_RegisterVariable (&cl_rollspeed);
927 Cvar_RegisterVariable (&cl_rollangle);
928 Cvar_RegisterVariable (&cl_bob);
929 Cvar_RegisterVariable (&cl_bobcycle);
930 Cvar_RegisterVariable (&cl_bobup);
931 Cvar_RegisterVariable (&cl_bobroll);
932 Cvar_RegisterVariable (&cl_bobrollcycle);
933 Cvar_RegisterVariable (&cl_bobrollup);
934 Cvar_RegisterVariable (&cl_bobrollairtime);
935 Cvar_RegisterVariable (&cl_bobmodel);
936 Cvar_RegisterVariable (&cl_bobmodel_side);
937 Cvar_RegisterVariable (&cl_bobmodel_up);
938 Cvar_RegisterVariable (&cl_bobmodel_speed);
940 Cvar_RegisterVariable (&cl_leanmodel);
941 Cvar_RegisterVariable (&cl_leanmodel_side_speed);
942 Cvar_RegisterVariable (&cl_leanmodel_side_limit);
943 Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
944 Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
945 Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
946 Cvar_RegisterVariable (&cl_leanmodel_up_speed);
947 Cvar_RegisterVariable (&cl_leanmodel_up_limit);
948 Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
949 Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
950 Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
952 Cvar_RegisterVariable (&cl_followmodel);
953 Cvar_RegisterVariable (&cl_followmodel_side_speed);
954 Cvar_RegisterVariable (&cl_followmodel_side_limit);
955 Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
956 Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
957 Cvar_RegisterVariable (&cl_followmodel_side_highpass);
958 Cvar_RegisterVariable (&cl_followmodel_up_speed);
959 Cvar_RegisterVariable (&cl_followmodel_up_limit);
960 Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
961 Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
962 Cvar_RegisterVariable (&cl_followmodel_up_highpass);
964 Cvar_RegisterVariable (&cl_viewmodel_scale);
966 Cvar_RegisterVariable (&v_kicktime);
967 Cvar_RegisterVariable (&v_kickroll);
968 Cvar_RegisterVariable (&v_kickpitch);
970 Cvar_RegisterVariable (&cl_stairsmoothspeed);
972 Cvar_RegisterVariable (&chase_back);
973 Cvar_RegisterVariable (&chase_up);
974 Cvar_RegisterVariable (&chase_active);
975 Cvar_RegisterVariable (&chase_overhead);
976 Cvar_RegisterVariable (&chase_pitchangle);
977 if (gamemode == GAME_GOODVSBAD2)
978 Cvar_RegisterVariable (&chase_stevie);
980 Cvar_RegisterVariable (&v_deathtilt);
981 Cvar_RegisterVariable (&v_deathtiltangle);