changed bbox size for chase camera
[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 void CL_VM_UpdateDmgGlobals (int dmg_take, int dmg_save, vec3_t dmg_origin);
26
27 /*
28
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.
33
34 */
35
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"};
38
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
43 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
44 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
45 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
46 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
47
48 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"};
49
50 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
51 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
52 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
53
54 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
55 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
56 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
57 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
58 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
59 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
60
61 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
62
63 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
64
65 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)"};
66 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
67
68 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
69
70 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
71 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
72 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
73 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
74 // GAME_GOODVSBAD2
75 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
76
77 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
78 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
79
80 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
81 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
82
83 float   v_dmg_time, v_dmg_roll, v_dmg_pitch;
84
85
86 /*
87 ===============
88 V_CalcRoll
89
90 Used by view and sv_user
91 ===============
92 */
93 float V_CalcRoll (vec3_t angles, vec3_t velocity)
94 {
95         vec3_t  right;
96         float   sign;
97         float   side;
98         float   value;
99
100         AngleVectors (angles, NULL, right, NULL);
101         side = DotProduct (velocity, right);
102         sign = side < 0 ? -1 : 1;
103         side = fabs(side);
104
105         value = cl_rollangle.value;
106
107         if (side < cl_rollspeed.value)
108                 side = side * value / cl_rollspeed.value;
109         else
110                 side = value;
111
112         return side*sign;
113
114 }
115
116 void V_StartPitchDrift (void)
117 {
118         if (cl.laststop == cl.time)
119                 return;         // something else is keeping it from drifting
120
121         if (cl.nodrift || !cl.pitchvel)
122         {
123                 cl.pitchvel = v_centerspeed.value;
124                 cl.nodrift = false;
125                 cl.driftmove = 0;
126         }
127 }
128
129 void V_StopPitchDrift (void)
130 {
131         cl.laststop = cl.time;
132         cl.nodrift = true;
133         cl.pitchvel = 0;
134 }
135
136 /*
137 ===============
138 V_DriftPitch
139
140 Moves the client pitch angle towards cl.idealpitch sent by the server.
141
142 If the user is adjusting pitch manually, either with lookup/lookdown,
143 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
144
145 Drifting is enabled when the center view key is hit, mlook is released and
146 lookspring is non 0, or when
147 ===============
148 */
149 void V_DriftPitch (void)
150 {
151         float           delta, move;
152
153         if (noclip_anglehack || !cl.onground || cls.demoplayback )
154         {
155                 cl.driftmove = 0;
156                 cl.pitchvel = 0;
157                 return;
158         }
159
160 // don't count small mouse motion
161         if (cl.nodrift)
162         {
163                 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
164                         cl.driftmove = 0;
165                 else
166                         cl.driftmove += cl.realframetime;
167
168                 if ( cl.driftmove > v_centermove.value)
169                 {
170                         V_StartPitchDrift ();
171                 }
172                 return;
173         }
174
175         delta = cl.idealpitch - cl.viewangles[PITCH];
176
177         if (!delta)
178         {
179                 cl.pitchvel = 0;
180                 return;
181         }
182
183         move = cl.realframetime * cl.pitchvel;
184         cl.pitchvel += cl.realframetime * v_centerspeed.value;
185
186         if (delta > 0)
187         {
188                 if (move > delta)
189                 {
190                         cl.pitchvel = 0;
191                         move = delta;
192                 }
193                 cl.viewangles[PITCH] += move;
194         }
195         else if (delta < 0)
196         {
197                 if (move > -delta)
198                 {
199                         cl.pitchvel = 0;
200                         move = -delta;
201                 }
202                 cl.viewangles[PITCH] -= move;
203         }
204 }
205
206
207 /*
208 ==============================================================================
209
210                                                 SCREEN FLASHES
211
212 ==============================================================================
213 */
214
215
216 /*
217 ===============
218 V_ParseDamage
219 ===============
220 */
221 void V_ParseDamage (void)
222 {
223         int armor, blood;
224         vec3_t from;
225         //vec3_t forward, right;
226         vec3_t localfrom;
227         entity_t *ent;
228         //float side;
229         float count;
230
231         armor = MSG_ReadByte ();
232         blood = MSG_ReadByte ();
233         MSG_ReadVector(from, cls.protocol);
234
235         // Send the Dmg Globals to CSQC
236         CL_VM_UpdateDmgGlobals(blood, armor, from);
237
238         count = blood*0.5 + armor*0.5;
239         if (count < 10)
240                 count = 10;
241
242         cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
243
244         cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
245         if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
246                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
247         if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
248                 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
249
250         if (armor > blood)
251         {
252                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
253                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
254                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
255         }
256         else if (armor)
257         {
258                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
259                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
260                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
261         }
262         else
263         {
264                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
265                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
266                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
267         }
268
269         // calculate view angle kicks
270         if (cl.entities[cl.viewentity].state_current.active)
271         {
272                 ent = &cl.entities[cl.viewentity];
273                 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
274                 VectorNormalize(localfrom);
275                 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
276                 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
277                 v_dmg_time = v_kicktime.value;
278         }
279 }
280
281 static cshift_t v_cshift;
282
283 /*
284 ==================
285 V_cshift_f
286 ==================
287 */
288 static void V_cshift_f (void)
289 {
290         v_cshift.destcolor[0] = atof(Cmd_Argv(1));
291         v_cshift.destcolor[1] = atof(Cmd_Argv(2));
292         v_cshift.destcolor[2] = atof(Cmd_Argv(3));
293         v_cshift.percent = atof(Cmd_Argv(4));
294 }
295
296
297 /*
298 ==================
299 V_BonusFlash_f
300
301 When you run over an item, the server sends this command
302 ==================
303 */
304 static void V_BonusFlash_f (void)
305 {
306         cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
307         cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
308         cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
309         cl.cshifts[CSHIFT_BONUS].percent = 50;
310 }
311
312 /*
313 ==============================================================================
314
315                                                 VIEW RENDERING
316
317 ==============================================================================
318 */
319
320 extern matrix4x4_t viewmodelmatrix;
321
322 #include "cl_collision.h"
323 #include "csprogs.h"
324
325 /*
326 ==================
327 V_CalcRefdef
328
329 ==================
330 */
331 #if 0
332 static vec3_t eyeboxmins = {-16, -16, -24};
333 static vec3_t eyeboxmaxs = { 16,  16,  32};
334 #endif
335 void V_CalcRefdef (void)
336 {
337         entity_t *ent;
338         float vieworg[3], gunorg[3], viewangles[3], smoothtime;
339 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
340         vec3_t camboxmins = {-3, -3, -3};
341         vec3_t camboxmaxs = {3, 3, 3};
342 // end of chase camera bounding box size for proper collisions by Alexander Zubov
343         trace_t trace;
344         VectorClear(gunorg);
345         viewmodelmatrix = identitymatrix;
346         r_refdef.view.matrix = identitymatrix;
347         if (cls.state == ca_connected && cls.signon == SIGNONS)
348         {
349                 // ent is the view entity (visible when out of body)
350                 ent = &cl.entities[cl.viewentity];
351                 // player can look around, so take the origin from the entity,
352                 // and the angles from the input system
353                 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
354                 VectorCopy(cl.viewangles, viewangles);
355
356                 // calculate how much time has passed since the last V_CalcRefdef
357                 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
358                 cl.stairsmoothtime = cl.time;
359
360                 // fade damage flash
361                 if (v_dmg_time > 0)
362                         v_dmg_time -= bound(0, smoothtime, 0.1);
363
364                 if (cl.intermission)
365                 {
366                         // entity is a fixed camera, just copy the matrix
367                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
368                                 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);
369                         else
370                         {
371                                 r_refdef.view.matrix = ent->render.matrix;
372                                 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
373                         }
374                         viewmodelmatrix = r_refdef.view.matrix;
375                 }
376                 else
377                 {
378                         // smooth stair stepping, but only if onground and enabled
379                         if (!cl.onground || cl_stairsmoothspeed.value <= 0)
380                                 cl.stairsmoothz = vieworg[2];
381                         else
382                         {
383                                 if (cl.stairsmoothz < vieworg[2])
384                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
385                                 else if (cl.stairsmoothz > vieworg[2])
386                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
387                         }
388
389                         // apply qw weapon recoil effect (this did not work in QW)
390                         // TODO: add a cvar to disable this
391                         viewangles[PITCH] += cl.qw_weaponkick;
392
393                         // apply the viewofs (even if chasecam is used)
394                         vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
395
396                         if (chase_active.value)
397                         {
398                                 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
399                                 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
400
401                                 camback = chase_back.value;
402                                 camup = chase_up.value;
403                                 campitch = chase_pitchangle.value;
404
405                                 AngleVectors(viewangles, forward, NULL, NULL);
406
407                                 if (chase_overhead.integer)
408                                 {
409 #if 1
410                                         vec3_t offset;
411                                         vec3_t bestvieworg;
412 #endif
413                                         vec3_t up;
414                                         viewangles[PITCH] = 0;
415                                         AngleVectors(viewangles, forward, NULL, up);
416                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
417                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
418                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
419                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
420 #if 0
421                                         //trace = CL_Move(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
422                                         trace = CL_Move(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
423                                         VectorCopy(trace.endpos, vieworg);
424                                         vieworg[2] -= 8;
425 #else
426                                         // trace from first person view location to our chosen third person view location
427                                         trace = CL_Move(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
428                                         VectorCopy(trace.endpos, bestvieworg);
429                                         offset[2] = 0;
430                                         for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
431                                         {
432                                                 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
433                                                 {
434                                                         AngleVectors(viewangles, NULL, NULL, up);
435                                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
436                                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
437                                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
438                                                         trace = CL_Move(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
439                                                         if (bestvieworg[2] > trace.endpos[2])
440                                                                 bestvieworg[2] = trace.endpos[2];
441                                                 }
442                                         }
443                                         bestvieworg[2] -= 8;
444                                         VectorCopy(bestvieworg, vieworg);
445 #endif
446                                         viewangles[PITCH] = campitch;
447                                 }
448                                 else
449                                 {
450                                         if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
451                                         {
452                                                 // look straight down from high above
453                                                 viewangles[PITCH] = 90;
454                                                 camback = 2048;
455                                                 VectorSet(forward, 0, 0, -1);
456                                         }
457
458                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
459                                         dist = -camback - 8;
460                                         chase_dest[0] = vieworg[0] + forward[0] * dist;
461                                         chase_dest[1] = vieworg[1] + forward[1] * dist;
462                                         chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
463                                         trace = CL_Move(vieworg, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
464                                         VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
465                                 }
466                         }
467                         else
468                         {
469                                 // first person view from entity
470                                 // angles
471                                 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
472                                         viewangles[ROLL] = v_deathtiltangle.value;
473                                 VectorAdd(viewangles, cl.punchangle, viewangles);
474                                 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
475                                 if (v_dmg_time > 0)
476                                 {
477                                         viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
478                                         viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
479                                 }
480                                 // origin
481                                 VectorAdd(vieworg, cl.punchvector, vieworg);
482                                 if (cl.stats[STAT_HEALTH] > 0)
483                                 {
484                                         double xyspeed, bob;
485
486                                         xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
487                                         if (cl_bob.value && cl_bobcycle.value)
488                                         {
489                                                 float cycle;
490                                                 // LordHavoc: this code is *weird*, but not replacable (I think it
491                                                 // should be done in QC on the server, but oh well, quake is quake)
492                                                 // LordHavoc: figured out bobup: the time at which the sin is at 180
493                                                 // degrees (which allows lengthening or squishing the peak or valley)
494                                                 cycle = cl.time / cl_bobcycle.value;
495                                                 cycle -= (int) cycle;
496                                                 if (cycle < cl_bobup.value)
497                                                         cycle = sin(M_PI * cycle / cl_bobup.value);
498                                                 else
499                                                         cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
500                                                 // bob is proportional to velocity in the xy plane
501                                                 // (don't count Z, or jumping messes it up)
502                                                 bob = xyspeed * cl_bob.value;
503                                                 bob = bob*0.3 + bob*0.7*cycle;
504                                                 vieworg[2] += bound(-7, bob, 4);
505                                         }
506
507                                         VectorCopy(vieworg, gunorg);
508
509                                         if (cl_bob.value && cl_bobmodel.value)
510                                         {
511                                                 // calculate for swinging gun model
512                                                 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
513                                                 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
514                                                 // for the most part, but for some reason when you go through a message trigger or
515                                                 // pick up an item or anything like that it will momentarily jolt the gun.
516                                                 vec3_t forward, right, up;
517                                                 float bspeed;
518                                                 float s;
519                                                 float t;
520
521                                                 s = cl.time * cl_bobmodel_speed.value;
522                                                 if (cl.onground)
523                                                 {
524                                                         if (cl.time - cl.hitgroundtime < 0.2)
525                                                         {
526                                                                 // just hit the ground, speed the bob back up over the next 0.2 seconds
527                                                                 t = cl.time - cl.hitgroundtime;
528                                                                 t = bound(0, t, 0.2);
529                                                                 t *= 5;
530                                                         }
531                                                         else
532                                                                 t = 1;
533                                                 }
534                                                 else
535                                                 {
536                                                         // recently left the ground, slow the bob down over the next 0.2 seconds
537                                                         t = cl.time - cl.lastongroundtime;
538                                                         t = 0.2 - bound(0, t, 0.2);
539                                                         t *= 5;
540                                                 }
541
542                                                 bspeed = bound (0, xyspeed, 400) * 0.01f;
543                                                 AngleVectors (viewangles, forward, right, up);
544                                                 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
545                                                 VectorMA (gunorg, bob, right, gunorg);
546                                                 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
547                                                 VectorMA (gunorg, bob, up, gunorg);
548                                         }
549                                 }
550                         }
551                         // calculate a view matrix for rendering the scene
552                         if (v_idlescale.value)
553                                 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);
554                         else
555                                 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);
556                         // calculate a viewmodel matrix for use in view-attached entities
557                         Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], cl_viewmodel_scale.value);
558                         VectorCopy(vieworg, cl.csqc_origin);
559                         VectorCopy(viewangles, cl.csqc_angles);
560                 }
561         }
562 }
563
564 void V_FadeViewFlashs(void)
565 {
566         // don't flash if time steps backwards
567         if (cl.time <= cl.oldtime)
568                 return;
569         // drop the damage value
570         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
571         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
572                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
573         // drop the bonus value
574         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
575         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
576                 cl.cshifts[CSHIFT_BONUS].percent = 0;
577 }
578
579 void V_CalcViewBlend(void)
580 {
581         float a2;
582         int j;
583         r_refdef.viewblend[0] = 0;
584         r_refdef.viewblend[1] = 0;
585         r_refdef.viewblend[2] = 0;
586         r_refdef.viewblend[3] = 0;
587         r_refdef.frustumscale_x = 1;
588         r_refdef.frustumscale_y = 1;
589         if (cls.state == ca_connected && cls.signon == SIGNONS)
590         {
591                 // set contents color
592                 int supercontents;
593                 vec3_t vieworigin;
594                 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
595                 supercontents = CL_PointSuperContents(vieworigin);
596                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
597                 {
598                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
599                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
600                         if (supercontents & SUPERCONTENTS_LAVA)
601                         {
602                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
603                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
604                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
605                         }
606                         else if (supercontents & SUPERCONTENTS_SLIME)
607                         {
608                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
609                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
610                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
611                         }
612                         else
613                         {
614                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
615                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
616                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
617                         }
618                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
619                 }
620                 else
621                 {
622                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
623                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
624                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
625                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
626                 }
627
628                 if (gamemode != GAME_TRANSFUSION)
629                 {
630                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
631                         {
632                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
633                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
634                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
635                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
636                         }
637                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
638                         {
639                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
640                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
641                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
642                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
643                         }
644                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
645                         {
646                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
647                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
648                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
649                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
650                         }
651                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
652                         {
653                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
654                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
655                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
656                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
657                         }
658                         else
659                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
660                 }
661
662                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
663                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
664                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
665                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
666
667                 // LordHavoc: fixed V_CalcBlend
668                 for (j = 0;j < NUM_CSHIFTS;j++)
669                 {
670                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
671                         if (a2 > 0)
672                         {
673                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
674                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
675                         }
676                 }
677                 // saturate color (to avoid blending in black)
678                 if (r_refdef.viewblend[3])
679                 {
680                         a2 = 1 / r_refdef.viewblend[3];
681                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
682                 }
683
684                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
685                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
686                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
687                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
688         }
689 }
690
691 //============================================================================
692
693 /*
694 =============
695 V_Init
696 =============
697 */
698 void V_Init (void)
699 {
700         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
701         Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up)");
702         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
703
704         Cvar_RegisterVariable (&v_centermove);
705         Cvar_RegisterVariable (&v_centerspeed);
706
707         Cvar_RegisterVariable (&v_iyaw_cycle);
708         Cvar_RegisterVariable (&v_iroll_cycle);
709         Cvar_RegisterVariable (&v_ipitch_cycle);
710         Cvar_RegisterVariable (&v_iyaw_level);
711         Cvar_RegisterVariable (&v_iroll_level);
712         Cvar_RegisterVariable (&v_ipitch_level);
713
714         Cvar_RegisterVariable (&v_idlescale);
715         Cvar_RegisterVariable (&crosshair);
716
717         Cvar_RegisterVariable (&cl_rollspeed);
718         Cvar_RegisterVariable (&cl_rollangle);
719         Cvar_RegisterVariable (&cl_bob);
720         Cvar_RegisterVariable (&cl_bobcycle);
721         Cvar_RegisterVariable (&cl_bobup);
722         Cvar_RegisterVariable (&cl_bobmodel);
723         Cvar_RegisterVariable (&cl_bobmodel_side);
724         Cvar_RegisterVariable (&cl_bobmodel_up);
725         Cvar_RegisterVariable (&cl_bobmodel_speed);
726
727         Cvar_RegisterVariable (&cl_viewmodel_scale);
728
729         Cvar_RegisterVariable (&v_kicktime);
730         Cvar_RegisterVariable (&v_kickroll);
731         Cvar_RegisterVariable (&v_kickpitch);
732
733         Cvar_RegisterVariable (&cl_stairsmoothspeed);
734
735         Cvar_RegisterVariable (&chase_back);
736         Cvar_RegisterVariable (&chase_up);
737         Cvar_RegisterVariable (&chase_active);
738         Cvar_RegisterVariable (&chase_overhead);
739         Cvar_RegisterVariable (&chase_pitchangle);
740         if (gamemode == GAME_GOODVSBAD2)
741                 Cvar_RegisterVariable (&chase_stevie);
742
743         Cvar_RegisterVariable (&v_deathtilt);
744         Cvar_RegisterVariable (&v_deathtiltangle);
745 }
746