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audited all Sys_Quit calls and gave them return values indicating
[divverent/darkplaces.git] / view.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
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.
8
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.
12
13 See the GNU General Public License for more details.
14
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.
18
19 */
20 // view.c -- player eye positioning
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24
25 /*
26
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.
31
32 */
33
34 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
35 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
36
37 cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
38 cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
39 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"};
40
41 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
42 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
43 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
44 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
45
46 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"};
47
48 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
49 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
50 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
51
52 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
53 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
54 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
55 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
56 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
57 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
58
59 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
60
61 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
62
63 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)"};
64 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
65
66 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
67
68 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
69 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
70 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
71 // GAME_GOODVSBAD2
72 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
73
74 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
75 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
76
77 float   v_dmg_time, v_dmg_roll, v_dmg_pitch;
78
79
80 /*
81 ===============
82 V_CalcRoll
83
84 Used by view and sv_user
85 ===============
86 */
87 float V_CalcRoll (vec3_t angles, vec3_t velocity)
88 {
89         vec3_t  right;
90         float   sign;
91         float   side;
92         float   value;
93
94         AngleVectors (angles, NULL, right, NULL);
95         side = DotProduct (velocity, right);
96         sign = side < 0 ? -1 : 1;
97         side = fabs(side);
98
99         value = cl_rollangle.value;
100
101         if (side < cl_rollspeed.value)
102                 side = side * value / cl_rollspeed.value;
103         else
104                 side = value;
105
106         return side*sign;
107
108 }
109
110 void V_StartPitchDrift (void)
111 {
112         if (cl.laststop == cl.time)
113                 return;         // something else is keeping it from drifting
114
115         if (cl.nodrift || !cl.pitchvel)
116         {
117                 cl.pitchvel = v_centerspeed.value;
118                 cl.nodrift = false;
119                 cl.driftmove = 0;
120         }
121 }
122
123 void V_StopPitchDrift (void)
124 {
125         cl.laststop = cl.time;
126         cl.nodrift = true;
127         cl.pitchvel = 0;
128 }
129
130 /*
131 ===============
132 V_DriftPitch
133
134 Moves the client pitch angle towards cl.idealpitch sent by the server.
135
136 If the user is adjusting pitch manually, either with lookup/lookdown,
137 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
138
139 Drifting is enabled when the center view key is hit, mlook is released and
140 lookspring is non 0, or when
141 ===============
142 */
143 void V_DriftPitch (void)
144 {
145         float           delta, move;
146
147         if (noclip_anglehack || !cl.onground || cls.demoplayback )
148         {
149                 cl.driftmove = 0;
150                 cl.pitchvel = 0;
151                 return;
152         }
153
154 // don't count small mouse motion
155         if (cl.nodrift)
156         {
157                 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
158                         cl.driftmove = 0;
159                 else
160                         cl.driftmove += cl.realframetime;
161
162                 if ( cl.driftmove > v_centermove.value)
163                 {
164                         V_StartPitchDrift ();
165                 }
166                 return;
167         }
168
169         delta = cl.idealpitch - cl.viewangles[PITCH];
170
171         if (!delta)
172         {
173                 cl.pitchvel = 0;
174                 return;
175         }
176
177         move = cl.realframetime * cl.pitchvel;
178         cl.pitchvel += cl.realframetime * v_centerspeed.value;
179
180         if (delta > 0)
181         {
182                 if (move > delta)
183                 {
184                         cl.pitchvel = 0;
185                         move = delta;
186                 }
187                 cl.viewangles[PITCH] += move;
188         }
189         else if (delta < 0)
190         {
191                 if (move > -delta)
192                 {
193                         cl.pitchvel = 0;
194                         move = -delta;
195                 }
196                 cl.viewangles[PITCH] -= move;
197         }
198 }
199
200
201 /*
202 ==============================================================================
203
204                                                 SCREEN FLASHES
205
206 ==============================================================================
207 */
208
209
210 /*
211 ===============
212 V_ParseDamage
213 ===============
214 */
215 void V_ParseDamage (void)
216 {
217         int armor, blood;
218         vec3_t from;
219         //vec3_t forward, right;
220         vec3_t localfrom;
221         entity_t *ent;
222         //float side;
223         float count;
224
225         armor = MSG_ReadByte ();
226         blood = MSG_ReadByte ();
227         MSG_ReadVector(from, cls.protocol);
228
229         count = blood*0.5 + armor*0.5;
230         if (count < 10)
231                 count = 10;
232
233         cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
234
235         cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
236         if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
237                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
238         if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
239                 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
240
241         if (armor > blood)
242         {
243                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
244                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
245                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
246         }
247         else if (armor)
248         {
249                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
250                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
251                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
252         }
253         else
254         {
255                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
256                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
257                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
258         }
259
260         // calculate view angle kicks
261         if (cl.entities[cl.viewentity].state_current.active)
262         {
263                 ent = &cl.entities[cl.viewentity];
264                 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
265                 VectorNormalize(localfrom);
266                 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
267                 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
268                 v_dmg_time = v_kicktime.value;
269         }
270 }
271
272 static cshift_t v_cshift;
273
274 /*
275 ==================
276 V_cshift_f
277 ==================
278 */
279 static void V_cshift_f (void)
280 {
281         v_cshift.destcolor[0] = atof(Cmd_Argv(1));
282         v_cshift.destcolor[1] = atof(Cmd_Argv(2));
283         v_cshift.destcolor[2] = atof(Cmd_Argv(3));
284         v_cshift.percent = atof(Cmd_Argv(4));
285 }
286
287
288 /*
289 ==================
290 V_BonusFlash_f
291
292 When you run over an item, the server sends this command
293 ==================
294 */
295 static void V_BonusFlash_f (void)
296 {
297         cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
298         cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
299         cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
300         cl.cshifts[CSHIFT_BONUS].percent = 50;
301 }
302
303 /*
304 ==============================================================================
305
306                                                 VIEW RENDERING
307
308 ==============================================================================
309 */
310
311 extern matrix4x4_t viewmodelmatrix;
312
313 #include "cl_collision.h"
314 #include "csprogs.h"
315
316 /*
317 ==================
318 V_CalcRefdef
319
320 ==================
321 */
322 void V_CalcRefdef (void)
323 {
324         entity_t *ent;
325         float vieworg[3], gunorg[3], viewangles[3], smoothtime;
326         trace_t trace;
327         VectorClear(gunorg);
328         viewmodelmatrix = identitymatrix;
329         r_view.matrix = identitymatrix;
330         if (cls.state == ca_connected && cls.signon == SIGNONS)
331         {
332                 // ent is the view entity (visible when out of body)
333                 ent = &cl.entities[cl.viewentity];
334                 // player can look around, so take the origin from the entity,
335                 // and the angles from the input system
336                 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
337                 VectorCopy(cl.viewangles, viewangles);
338
339                 // calculate how much time has passed since the last V_CalcRefdef
340                 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
341                 cl.stairsmoothtime = cl.time;
342
343                 // fade damage flash
344                 if (v_dmg_time > 0)
345                         v_dmg_time -= bound(0, smoothtime, 0.1);
346
347                 if (cl.intermission)
348                 {
349                         // entity is a fixed camera, just copy the matrix
350                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
351                                 Matrix4x4_CreateFromQuakeEntity(&r_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);
352                         else
353                         {
354                                 r_view.matrix = ent->render.matrix;
355                                 Matrix4x4_AdjustOrigin(&r_view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
356                         }
357                         viewmodelmatrix = r_view.matrix;
358                 }
359                 else
360                 {
361                         // smooth stair stepping, but only if onground and enabled
362                         if (!cl.onground || cl_stairsmoothspeed.value <= 0)
363                                 cl.stairsmoothz = vieworg[2];
364                         else
365                         {
366                                 if (cl.stairsmoothz < vieworg[2])
367                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
368                                 else if (cl.stairsmoothz > vieworg[2])
369                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
370                         }
371
372                         // apply qw weapon recoil effect (this did not work in QW)
373                         // TODO: add a cvar to disable this
374                         viewangles[PITCH] += cl.qw_weaponkick;
375
376                         if (chase_active.value)
377                         {
378                                 // observing entity from third person
379                                 vec_t camback, camup, dist, forward[3], chase_dest[3];
380
381                                 camback = bound(0, chase_back.value, 128);
382                                 if (chase_back.value != camback)
383                                         Cvar_SetValueQuick(&chase_back, camback);
384                                 camup = bound(-48, chase_up.value, 96);
385                                 if (chase_up.value != camup)
386                                         Cvar_SetValueQuick(&chase_up, camup);
387
388                                 // this + 22 is to match view_ofs for compatibility with older versions
389                                 camup += 22;
390
391                                 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
392                                 {
393                                         // look straight down from high above
394                                         viewangles[0] = 90;
395                                         camback = 2048;
396                                 }
397                                 AngleVectors(viewangles, forward, NULL, NULL);
398
399                                 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
400                                 dist = -camback - 8;
401                                 chase_dest[0] = vieworg[0] + forward[0] * dist;
402                                 chase_dest[1] = vieworg[1] + forward[1] * dist;
403                                 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
404                                 trace = CL_Move(vieworg, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
405                                 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
406                         }
407                         else
408                         {
409                                 // first person view from entity
410                                 // angles
411                                 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
412                                         viewangles[ROLL] = v_deathtiltangle.value;
413                                 VectorAdd(viewangles, cl.punchangle, viewangles);
414                                 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
415                                 if (v_dmg_time > 0)
416                                 {
417                                         viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
418                                         viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
419                                 }
420                                 // origin
421                                 VectorAdd(vieworg, cl.punchvector, vieworg);
422                                 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
423                                 if (cl.stats[STAT_HEALTH] > 0)
424                                 {
425                                         double xyspeed, bob;
426
427                                         xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
428                                         if (cl_bob.value && cl_bobcycle.value)
429                                         {
430                                                 float cycle;
431                                                 // LordHavoc: this code is *weird*, but not replacable (I think it
432                                                 // should be done in QC on the server, but oh well, quake is quake)
433                                                 // LordHavoc: figured out bobup: the time at which the sin is at 180
434                                                 // degrees (which allows lengthening or squishing the peak or valley)
435                                                 cycle = cl.time / cl_bobcycle.value;
436                                                 cycle -= (int) cycle;
437                                                 if (cycle < cl_bobup.value)
438                                                         cycle = sin(M_PI * cycle / cl_bobup.value);
439                                                 else
440                                                         cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
441                                                 // bob is proportional to velocity in the xy plane
442                                                 // (don't count Z, or jumping messes it up)
443                                                 bob = xyspeed * cl_bob.value;
444                                                 bob = bob*0.3 + bob*0.7*cycle;
445                                                 vieworg[2] += bound(-7, bob, 4);
446                                         }
447
448                                         VectorCopy(vieworg, gunorg);
449
450                                         if (cl_bob.value && cl_bobmodel.value)
451                                         {
452                                                 // calculate for swinging gun model
453                                                 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
454                                                 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
455                                                 // for the most part, but for some reason when you go through a message trigger or
456                                                 // pick up an item or anything like that it will momentarily jolt the gun.
457                                                 vec3_t forward, right, up;
458                                                 float bspeed;
459                                                 float s;
460                                                 float t;
461
462                                                 s = cl.time * cl_bobmodel_speed.value;
463                                                 if (cl.onground)
464                                                 {
465                                                         if (cl.time - cl.hitgroundtime < 0.2)
466                                                         {
467                                                                 // just hit the ground, speed the bob back up over the next 0.2 seconds
468                                                                 t = cl.time - cl.hitgroundtime;
469                                                                 t = bound(0, t, 0.2);
470                                                                 t *= 5;
471                                                         }
472                                                         else
473                                                                 t = 1;
474                                                 }
475                                                 else
476                                                 {
477                                                         // recently left the ground, slow the bob down over the next 0.2 seconds
478                                                         t = cl.time - cl.lastongroundtime;
479                                                         t = 0.2 - bound(0, t, 0.2);
480                                                         t *= 5;
481                                                 }
482
483                                                 bspeed = bound (0, xyspeed, 400) * 0.01f;
484                                                 AngleVectors (viewangles, forward, right, up);
485                                                 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
486                                                 VectorMA (gunorg, bob, right, gunorg);
487                                                 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
488                                                 VectorMA (gunorg, bob, up, gunorg);
489                                         }
490                                 }
491                         }
492                         // calculate a view matrix for rendering the scene
493                         if (v_idlescale.value)
494                                 Matrix4x4_CreateFromQuakeEntity(&r_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);
495                         else
496                                 Matrix4x4_CreateFromQuakeEntity(&r_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);
497                         // calculate a viewmodel matrix for use in view-attached entities
498                         Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], cl_viewmodel_scale.value);
499                         VectorCopy(vieworg, csqc_origin);
500                         VectorCopy(viewangles, csqc_angles);
501                 }
502         }
503 }
504
505 void V_FadeViewFlashs(void)
506 {
507         // don't flash if time steps backwards
508         if (cl.time <= cl.oldtime)
509                 return;
510         // drop the damage value
511         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
512         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
513                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
514         // drop the bonus value
515         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
516         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
517                 cl.cshifts[CSHIFT_BONUS].percent = 0;
518 }
519
520 void V_CalcViewBlend(void)
521 {
522         float a2;
523         int j;
524         r_refdef.viewblend[0] = 0;
525         r_refdef.viewblend[1] = 0;
526         r_refdef.viewblend[2] = 0;
527         r_refdef.viewblend[3] = 0;
528         r_refdef.frustumscale_x = 1;
529         r_refdef.frustumscale_y = 1;
530         if (cls.state == ca_connected && cls.signon == SIGNONS && gl_polyblend.value > 0)
531         {
532                 // set contents color
533                 int supercontents;
534                 vec3_t vieworigin;
535                 Matrix4x4_OriginFromMatrix(&r_view.matrix, vieworigin);
536                 supercontents = CL_PointSuperContents(vieworigin);
537                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
538                 {
539                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
540                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
541                         if (supercontents & SUPERCONTENTS_LAVA)
542                         {
543                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
544                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
545                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
546                         }
547                         else if (supercontents & SUPERCONTENTS_SLIME)
548                         {
549                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
550                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
551                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
552                         }
553                         else
554                         {
555                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
556                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
557                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
558                         }
559                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
560                 }
561                 else
562                 {
563                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
564                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
565                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
566                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
567                 }
568
569                 if (gamemode != GAME_TRANSFUSION)
570                 {
571                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
572                         {
573                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
574                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
575                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
576                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
577                         }
578                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
579                         {
580                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
581                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
582                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
583                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
584                         }
585                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
586                         {
587                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
588                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
589                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
590                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
591                         }
592                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
593                         {
594                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
595                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
596                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
597                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
598                         }
599                         else
600                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
601                 }
602
603                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
604                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
605                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
606                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
607
608                 // LordHavoc: fixed V_CalcBlend
609                 for (j = 0;j < NUM_CSHIFTS;j++)
610                 {
611                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
612                         if (a2 > 0)
613                         {
614                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
615                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
616                         }
617                 }
618                 // saturate color (to avoid blending in black)
619                 if (r_refdef.viewblend[3])
620                 {
621                         a2 = 1 / r_refdef.viewblend[3];
622                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
623                 }
624
625                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
626                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
627                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
628                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
629         }
630 }
631
632 //============================================================================
633
634 /*
635 =============
636 V_Init
637 =============
638 */
639 void V_Init (void)
640 {
641         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
642         Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up)");
643         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
644
645         Cvar_RegisterVariable (&v_centermove);
646         Cvar_RegisterVariable (&v_centerspeed);
647
648         Cvar_RegisterVariable (&v_iyaw_cycle);
649         Cvar_RegisterVariable (&v_iroll_cycle);
650         Cvar_RegisterVariable (&v_ipitch_cycle);
651         Cvar_RegisterVariable (&v_iyaw_level);
652         Cvar_RegisterVariable (&v_iroll_level);
653         Cvar_RegisterVariable (&v_ipitch_level);
654
655         Cvar_RegisterVariable (&v_idlescale);
656         Cvar_RegisterVariable (&crosshair);
657
658         Cvar_RegisterVariable (&cl_rollspeed);
659         Cvar_RegisterVariable (&cl_rollangle);
660         Cvar_RegisterVariable (&cl_bob);
661         Cvar_RegisterVariable (&cl_bobcycle);
662         Cvar_RegisterVariable (&cl_bobup);
663         Cvar_RegisterVariable (&cl_bobmodel);
664         Cvar_RegisterVariable (&cl_bobmodel_side);
665         Cvar_RegisterVariable (&cl_bobmodel_up);
666         Cvar_RegisterVariable (&cl_bobmodel_speed);
667
668         Cvar_RegisterVariable (&cl_viewmodel_scale);
669
670         Cvar_RegisterVariable (&v_kicktime);
671         Cvar_RegisterVariable (&v_kickroll);
672         Cvar_RegisterVariable (&v_kickpitch);
673
674         Cvar_RegisterVariable (&cl_stairsmoothspeed);
675
676         Cvar_RegisterVariable (&chase_back);
677         Cvar_RegisterVariable (&chase_up);
678         Cvar_RegisterVariable (&chase_active);
679         if (gamemode == GAME_GOODVSBAD2)
680                 Cvar_RegisterVariable (&chase_stevie);
681
682         Cvar_RegisterVariable (&v_deathtilt);
683         Cvar_RegisterVariable (&v_deathtiltangle);
684 }
685