]> icculus.org git repositories - divverent/darkplaces.git/blob - view.c
removed crosshair_flashspeed and crosshair_flashrange cvars (flashing is now gone)
[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 = {0, "cl_bob","0.02", "view bobbing amount"};
38 cvar_t cl_bobcycle = {0, "cl_bobcycle","0.6", "view bobbing speed"};
39 cvar_t cl_bobup = {0, "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 = {0, "cl_bobmodel_side", "0.05", "gun bobbing sideways sway amount"};
43 cvar_t cl_bobmodel_up = {0, "cl_bobmodel_up", "0.02", "gun bobbing upward movement amount"};
44 cvar_t cl_bobmodel_speed = {0, "cl_bobmodel_speed", "7", "gun bobbing speed"};
45
46 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
47 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
48 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
49
50 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
51 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
52 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
53 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
54 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
55 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
56
57 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
58
59 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
60
61 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)"};
62 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
63
64 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
65
66 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
67 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
68 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
69 // GAME_GOODVSBAD2
70 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
71
72 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
73 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
74
75 float   v_dmg_time, v_dmg_roll, v_dmg_pitch;
76
77
78 /*
79 ===============
80 V_CalcRoll
81
82 Used by view and sv_user
83 ===============
84 */
85 float V_CalcRoll (vec3_t angles, vec3_t velocity)
86 {
87         vec3_t  right;
88         float   sign;
89         float   side;
90         float   value;
91
92         AngleVectors (angles, NULL, right, NULL);
93         side = DotProduct (velocity, right);
94         sign = side < 0 ? -1 : 1;
95         side = fabs(side);
96
97         value = cl_rollangle.value;
98
99         if (side < cl_rollspeed.value)
100                 side = side * value / cl_rollspeed.value;
101         else
102                 side = value;
103
104         return side*sign;
105
106 }
107
108 void V_StartPitchDrift (void)
109 {
110         if (cl.laststop == cl.time)
111                 return;         // something else is keeping it from drifting
112
113         if (cl.nodrift || !cl.pitchvel)
114         {
115                 cl.pitchvel = v_centerspeed.value;
116                 cl.nodrift = false;
117                 cl.driftmove = 0;
118         }
119 }
120
121 void V_StopPitchDrift (void)
122 {
123         cl.laststop = cl.time;
124         cl.nodrift = true;
125         cl.pitchvel = 0;
126 }
127
128 /*
129 ===============
130 V_DriftPitch
131
132 Moves the client pitch angle towards cl.idealpitch sent by the server.
133
134 If the user is adjusting pitch manually, either with lookup/lookdown,
135 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
136
137 Drifting is enabled when the center view key is hit, mlook is released and
138 lookspring is non 0, or when
139 ===============
140 */
141 void V_DriftPitch (void)
142 {
143         float           delta, move;
144
145         if (noclip_anglehack || !cl.onground || cls.demoplayback )
146         {
147                 cl.driftmove = 0;
148                 cl.pitchvel = 0;
149                 return;
150         }
151
152 // don't count small mouse motion
153         if (cl.nodrift)
154         {
155                 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
156                         cl.driftmove = 0;
157                 else
158                         cl.driftmove += cl.realframetime;
159
160                 if ( cl.driftmove > v_centermove.value)
161                 {
162                         V_StartPitchDrift ();
163                 }
164                 return;
165         }
166
167         delta = cl.idealpitch - cl.viewangles[PITCH];
168
169         if (!delta)
170         {
171                 cl.pitchvel = 0;
172                 return;
173         }
174
175         move = cl.realframetime * cl.pitchvel;
176         cl.pitchvel += cl.realframetime * v_centerspeed.value;
177
178         if (delta > 0)
179         {
180                 if (move > delta)
181                 {
182                         cl.pitchvel = 0;
183                         move = delta;
184                 }
185                 cl.viewangles[PITCH] += move;
186         }
187         else if (delta < 0)
188         {
189                 if (move > -delta)
190                 {
191                         cl.pitchvel = 0;
192                         move = -delta;
193                 }
194                 cl.viewangles[PITCH] -= move;
195         }
196 }
197
198
199 /*
200 ==============================================================================
201
202                                                 SCREEN FLASHES
203
204 ==============================================================================
205 */
206
207
208 /*
209 ===============
210 V_ParseDamage
211 ===============
212 */
213 void V_ParseDamage (void)
214 {
215         int armor, blood;
216         vec3_t from;
217         //vec3_t forward, right;
218         vec3_t localfrom;
219         entity_t *ent;
220         //float side;
221         float count;
222
223         armor = MSG_ReadByte ();
224         blood = MSG_ReadByte ();
225         MSG_ReadVector(from, cls.protocol);
226
227         count = blood*0.5 + armor*0.5;
228         if (count < 10)
229                 count = 10;
230
231         cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
232
233         cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
234         if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
235                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
236         if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
237                 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
238
239         if (armor > blood)
240         {
241                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
242                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
243                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
244         }
245         else if (armor)
246         {
247                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
248                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
249                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
250         }
251         else
252         {
253                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
254                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
255                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
256         }
257
258         // calculate view angle kicks
259         if (cl.entities[cl.viewentity].state_current.active)
260         {
261                 ent = &cl.entities[cl.viewentity];
262                 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
263                 VectorNormalize(localfrom);
264                 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
265                 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
266                 v_dmg_time = v_kicktime.value;
267         }
268 }
269
270 static cshift_t v_cshift;
271
272 /*
273 ==================
274 V_cshift_f
275 ==================
276 */
277 static void V_cshift_f (void)
278 {
279         v_cshift.destcolor[0] = atof(Cmd_Argv(1));
280         v_cshift.destcolor[1] = atof(Cmd_Argv(2));
281         v_cshift.destcolor[2] = atof(Cmd_Argv(3));
282         v_cshift.percent = atof(Cmd_Argv(4));
283 }
284
285
286 /*
287 ==================
288 V_BonusFlash_f
289
290 When you run over an item, the server sends this command
291 ==================
292 */
293 static void V_BonusFlash_f (void)
294 {
295         cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
296         cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
297         cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
298         cl.cshifts[CSHIFT_BONUS].percent = 50;
299 }
300
301 /*
302 ==============================================================================
303
304                                                 VIEW RENDERING
305
306 ==============================================================================
307 */
308
309 extern matrix4x4_t viewmodelmatrix;
310
311 #include "cl_collision.h"
312 #include "csprogs.h"
313
314 /*
315 ==================
316 V_CalcRefdef
317
318 ==================
319 */
320 void V_CalcRefdef (void)
321 {
322         static float oldz;
323         entity_t *ent;
324         float vieworg[3], gunorg[3], viewangles[3];
325         trace_t trace;
326         if(csqc_loaded)
327                 return;
328         VectorClear(gunorg);
329         viewmodelmatrix = identitymatrix;
330         r_view.matrix = identitymatrix;
331         if (cls.state == ca_connected && cls.signon == SIGNONS)
332         {
333                 // ent is the view entity (visible when out of body)
334                 ent = &cl.entities[cl.viewentity];
335                 // player can look around, so take the origin from the entity,
336                 // and the angles from the input system
337                 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
338                 VectorCopy(cl.viewangles, viewangles);
339                 // interpolate the angles if playing a demo or spectating someone
340                 if (cls.demoplayback || cl.fixangle[0])
341                 {
342                         int i;
343                         float frac = bound(0, (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]), 1);
344                         for (i = 0;i < 3;i++)
345                         {
346                                 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
347                                 if (d > 180)
348                                         d -= 360;
349                                 else if (d < -180)
350                                         d += 360;
351                                 viewangles[i] = cl.mviewangles[1][i] + frac * d;
352                         }
353                 }
354                 if (cl.intermission)
355                 {
356                         // entity is a fixed camera, just copy the matrix
357                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
358                                 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);
359                         else
360                         {
361                                 r_view.matrix = ent->render.matrix;
362                                 r_view.matrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
363                         }
364                         viewmodelmatrix = r_view.matrix;
365                 }
366                 else
367                 {
368                         // apply qw weapon recoil effect (this did not work in QW)
369                         // TODO: add a cvar to disable this
370                         viewangles[PITCH] += cl.qw_weaponkick;
371
372                         if (cl.onground)
373                         {
374                                 if (!cl.oldonground)
375                                         cl.hitgroundtime = cl.time;
376                                 cl.lastongroundtime = cl.time;
377                         }
378                         cl.oldonground = cl.onground;
379
380                         // stair smoothing
381                         //Con_Printf("cl.onground %i oldz %f newz %f\n", cl.onground, oldz, vieworg[2]);
382                         if (cl.onground && oldz < vieworg[2])
383                         {
384                                 oldz += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
385                                 oldz = vieworg[2] = bound(vieworg[2] - 16, oldz, vieworg[2]);
386                         }
387                         else if (cl.onground && oldz > vieworg[2])
388                         {
389                                 oldz -= (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
390                                 oldz = vieworg[2] = bound(vieworg[2], oldz, vieworg[2] + 16);
391                         }
392                         else
393                                 oldz = vieworg[2];
394
395                         if (chase_active.value)
396                         {
397                                 // observing entity from third person
398                                 vec_t camback, camup, dist, forward[3], chase_dest[3];
399
400                                 camback = bound(0, chase_back.value, 128);
401                                 if (chase_back.value != camback)
402                                         Cvar_SetValueQuick(&chase_back, camback);
403                                 camup = bound(-48, chase_up.value, 96);
404                                 if (chase_up.value != camup)
405                                         Cvar_SetValueQuick(&chase_up, camup);
406
407                                 // this + 22 is to match view_ofs for compatibility with older versions
408                                 camup += 22;
409
410                                 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
411                                 {
412                                         // look straight down from high above
413                                         viewangles[0] = 90;
414                                         camback = 2048;
415                                 }
416                                 AngleVectors(viewangles, forward, NULL, NULL);
417
418                                 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
419                                 dist = -camback - 8;
420                                 chase_dest[0] = vieworg[0] + forward[0] * dist;
421                                 chase_dest[1] = vieworg[1] + forward[1] * dist;
422                                 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
423                                 trace = CL_TraceBox(vieworg, vec3_origin, vec3_origin, chase_dest, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, false);
424                                 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
425                         }
426                         else
427                         {
428                                 // first person view from entity
429                                 // angles
430                                 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
431                                         viewangles[ROLL] = v_deathtiltangle.value;
432                                 VectorAdd(viewangles, cl.punchangle, viewangles);
433                                 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
434                                 if (v_dmg_time > 0)
435                                 {
436                                         viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
437                                         viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
438                                         v_dmg_time -= cl.realframetime;
439                                 }
440                                 // origin
441                                 VectorAdd(vieworg, cl.punchvector, vieworg);
442                                 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
443                                 if (cl.stats[STAT_HEALTH] > 0)
444                                 {
445                                         double xyspeed, bob;
446
447                                         xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
448                                         if (cl_bob.value && cl_bobcycle.value)
449                                         {
450                                                 float cycle;
451                                                 // LordHavoc: this code is *weird*, but not replacable (I think it
452                                                 // should be done in QC on the server, but oh well, quake is quake)
453                                                 // LordHavoc: figured out bobup: the time at which the sin is at 180
454                                                 // degrees (which allows lengthening or squishing the peak or valley)
455                                                 cycle = cl.time / cl_bobcycle.value;
456                                                 cycle -= (int) cycle;
457                                                 if (cycle < cl_bobup.value)
458                                                         cycle = sin(M_PI * cycle / cl_bobup.value);
459                                                 else
460                                                         cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
461                                                 // bob is proportional to velocity in the xy plane
462                                                 // (don't count Z, or jumping messes it up)
463                                                 bob = xyspeed * cl_bob.value;
464                                                 bob = bob*0.3 + bob*0.7*cycle;
465                                                 vieworg[2] += bound(-7, bob, 4);
466                                         }
467
468                                         VectorCopy(vieworg, gunorg);
469
470                                         if (cl_bobmodel.value)
471                                         {
472                                                 // calculate for swinging gun model
473                                                 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
474                                                 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
475                                                 // for the most part, but for some reason when you go through a message trigger or
476                                                 // pick up an item or anything like that it will momentarily jolt the gun.
477                                                 vec3_t forward, right, up;
478                                                 float bspeed;
479                                                 float s;
480                                                 float t;
481
482                                                 s = cl.time * cl_bobmodel_speed.value;
483                                                 if (cl.onground)
484                                                 {
485                                                         if (cl.time - cl.hitgroundtime < 0.2)
486                                                         {
487                                                                 // just hit the ground, speed the bob back up over the next 0.2 seconds
488                                                                 t = cl.time - cl.hitgroundtime;
489                                                                 t = bound(0, t, 0.2);
490                                                                 t *= 5;
491                                                         }
492                                                         else
493                                                                 t = 1;
494                                                 }
495                                                 else
496                                                 {
497                                                         // recently left the ground, slow the bob down over the next 0.2 seconds
498                                                         t = cl.time - cl.lastongroundtime;
499                                                         t = 0.2 - bound(0, t, 0.2);
500                                                         t *= 5;
501                                                 }
502
503                                                 bspeed = bound (0, xyspeed, 400) * 0.01f;
504                                                 AngleVectors (viewangles, forward, right, up);
505                                                 bob = bspeed * cl_bobmodel_side.value * sin (s) * t;
506                                                 VectorMA (gunorg, bob, right, gunorg);
507                                                 bob = bspeed * cl_bobmodel_up.value * cos (s * 2) * t;
508                                                 VectorMA (gunorg, bob, up, gunorg);
509                                         }
510                                 }
511                         }
512                         // calculate a view matrix for rendering the scene
513                         if (v_idlescale.value)
514                                 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);
515                         else
516                                 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);
517                         // calculate a viewmodel matrix for use in view-attached entities
518                         Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], 0.3);
519                         VectorCopy(vieworg, csqc_origin);
520                         VectorCopy(viewangles, csqc_angles);
521                 }
522         }
523 }
524
525 void V_FadeViewFlashs(void)
526 {
527         // drop the damage value
528         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
529         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
530                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
531         // drop the bonus value
532         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
533         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
534                 cl.cshifts[CSHIFT_BONUS].percent = 0;
535 }
536
537 void V_CalcViewBlend(void)
538 {
539         float a2;
540         int j;
541         r_refdef.viewblend[0] = 0;
542         r_refdef.viewblend[1] = 0;
543         r_refdef.viewblend[2] = 0;
544         r_refdef.viewblend[3] = 0;
545         r_refdef.frustumscale_x = 1;
546         r_refdef.frustumscale_y = 1;
547         if (cls.state == ca_connected && cls.signon == SIGNONS && gl_polyblend.value > 0)
548         {
549                 // set contents color
550                 int supercontents;
551                 vec3_t vieworigin;
552                 Matrix4x4_OriginFromMatrix(&r_view.matrix, vieworigin);
553                 supercontents = CL_PointSuperContents(vieworigin);
554                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
555                 {
556                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
557                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
558                         if (supercontents & SUPERCONTENTS_LAVA)
559                         {
560                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
561                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
562                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
563                         }
564                         else if (supercontents & SUPERCONTENTS_SLIME)
565                         {
566                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
567                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
568                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
569                         }
570                         else
571                         {
572                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
573                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
574                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
575                         }
576                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
577                 }
578                 else
579                 {
580                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
581                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
582                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
583                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
584                 }
585
586                 if (gamemode != GAME_TRANSFUSION)
587                 {
588                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
589                         {
590                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
591                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
592                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
593                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
594                         }
595                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
596                         {
597                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
598                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
599                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
600                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
601                         }
602                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
603                         {
604                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
605                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
606                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
607                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
608                         }
609                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
610                         {
611                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
612                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
613                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
614                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
615                         }
616                         else
617                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
618                 }
619
620                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
621                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
622                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
623                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
624
625                 // LordHavoc: fixed V_CalcBlend
626                 for (j = 0;j < NUM_CSHIFTS;j++)
627                 {
628                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
629                         if (a2 > 0)
630                         {
631                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
632                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
633                         }
634                 }
635                 // saturate color (to avoid blending in black)
636                 if (r_refdef.viewblend[3])
637                 {
638                         a2 = 1 / r_refdef.viewblend[3];
639                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
640                 }
641
642                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
643                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
644                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
645                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
646         }
647 }
648
649 //============================================================================
650
651 /*
652 =============
653 V_Init
654 =============
655 */
656 void V_Init (void)
657 {
658         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
659         Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up)");
660         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
661
662         Cvar_RegisterVariable (&v_centermove);
663         Cvar_RegisterVariable (&v_centerspeed);
664
665         Cvar_RegisterVariable (&v_iyaw_cycle);
666         Cvar_RegisterVariable (&v_iroll_cycle);
667         Cvar_RegisterVariable (&v_ipitch_cycle);
668         Cvar_RegisterVariable (&v_iyaw_level);
669         Cvar_RegisterVariable (&v_iroll_level);
670         Cvar_RegisterVariable (&v_ipitch_level);
671
672         Cvar_RegisterVariable (&v_idlescale);
673         Cvar_RegisterVariable (&crosshair);
674
675         Cvar_RegisterVariable (&cl_rollspeed);
676         Cvar_RegisterVariable (&cl_rollangle);
677         Cvar_RegisterVariable (&cl_bob);
678         Cvar_RegisterVariable (&cl_bobcycle);
679         Cvar_RegisterVariable (&cl_bobup);
680         Cvar_RegisterVariable (&cl_bobmodel);
681         Cvar_RegisterVariable (&cl_bobmodel_side);
682         Cvar_RegisterVariable (&cl_bobmodel_up);
683         Cvar_RegisterVariable (&cl_bobmodel_speed);
684
685         Cvar_RegisterVariable (&v_kicktime);
686         Cvar_RegisterVariable (&v_kickroll);
687         Cvar_RegisterVariable (&v_kickpitch);
688
689         Cvar_RegisterVariable (&cl_stairsmoothspeed);
690
691         Cvar_RegisterVariable (&chase_back);
692         Cvar_RegisterVariable (&chase_up);
693         Cvar_RegisterVariable (&chase_active);
694         if (gamemode == GAME_GOODVSBAD2)
695                 Cvar_RegisterVariable (&chase_stevie);
696
697         Cvar_RegisterVariable (&v_deathtilt);
698         Cvar_RegisterVariable (&v_deathtiltangle);
699 }
700