]> icculus.org git repositories - divverent/darkplaces.git/blob - view.c
"bf" now optionally takes arguments: red green blue alpha alphafade
[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         cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
246         if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
247                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
248         if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
249                 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
250
251         if (armor > blood)
252         {
253                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
254                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
255                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
256         }
257         else if (armor)
258         {
259                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
260                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
261                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
262         }
263         else
264         {
265                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
266                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
267                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
268         }
269
270         // calculate view angle kicks
271         if (cl.entities[cl.viewentity].state_current.active)
272         {
273                 ent = &cl.entities[cl.viewentity];
274                 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
275                 VectorNormalize(localfrom);
276                 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
277                 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
278                 v_dmg_time = v_kicktime.value;
279         }
280 }
281
282 static cshift_t v_cshift;
283
284 /*
285 ==================
286 V_cshift_f
287 ==================
288 */
289 static void V_cshift_f (void)
290 {
291         v_cshift.destcolor[0] = atof(Cmd_Argv(1));
292         v_cshift.destcolor[1] = atof(Cmd_Argv(2));
293         v_cshift.destcolor[2] = atof(Cmd_Argv(3));
294         v_cshift.percent = atof(Cmd_Argv(4));
295 }
296
297
298 /*
299 ==================
300 V_BonusFlash_f
301
302 When you run over an item, the server sends this command
303 ==================
304 */
305 static void V_BonusFlash_f (void)
306 {
307         if(Cmd_Argc() == 1)
308         {
309                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
310                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
311                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
312                 cl.cshifts[CSHIFT_BONUS].percent = 50;
313                 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
314         }
315         else if(Cmd_Argc() == 6)
316         {
317                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
318                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
319                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
320                 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
321                 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
322         }
323         else
324                 Con_Printf("usage:\nbf, or bf R G B A alphafade\n");
325 }
326
327 /*
328 ==============================================================================
329
330                                                 VIEW RENDERING
331
332 ==============================================================================
333 */
334
335 extern matrix4x4_t viewmodelmatrix;
336
337 #include "cl_collision.h"
338 #include "csprogs.h"
339
340 /*
341 ==================
342 V_CalcRefdef
343
344 ==================
345 */
346 #if 0
347 static vec3_t eyeboxmins = {-16, -16, -24};
348 static vec3_t eyeboxmaxs = { 16,  16,  32};
349 #endif
350 void V_CalcRefdef (void)
351 {
352         entity_t *ent;
353         float vieworg[3], gunorg[3], viewangles[3], smoothtime;
354 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
355         vec3_t camboxmins = {-3, -3, -3};
356         vec3_t camboxmaxs = {3, 3, 3};
357 // end of chase camera bounding box size for proper collisions by Alexander Zubov
358         trace_t trace;
359         VectorClear(gunorg);
360         viewmodelmatrix = identitymatrix;
361         r_refdef.view.matrix = identitymatrix;
362         if (cls.state == ca_connected && cls.signon == SIGNONS)
363         {
364                 // ent is the view entity (visible when out of body)
365                 ent = &cl.entities[cl.viewentity];
366                 // player can look around, so take the origin from the entity,
367                 // and the angles from the input system
368                 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
369                 VectorCopy(cl.viewangles, viewangles);
370
371                 // calculate how much time has passed since the last V_CalcRefdef
372                 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
373                 cl.stairsmoothtime = cl.time;
374
375                 // fade damage flash
376                 if (v_dmg_time > 0)
377                         v_dmg_time -= bound(0, smoothtime, 0.1);
378
379                 if (cl.intermission)
380                 {
381                         // entity is a fixed camera, just copy the matrix
382                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
383                                 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);
384                         else
385                         {
386                                 r_refdef.view.matrix = ent->render.matrix;
387                                 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
388                         }
389                         viewmodelmatrix = r_refdef.view.matrix;
390                 }
391                 else
392                 {
393                         // smooth stair stepping, but only if onground and enabled
394                         if (!cl.onground || cl_stairsmoothspeed.value <= 0)
395                                 cl.stairsmoothz = vieworg[2];
396                         else
397                         {
398                                 if (cl.stairsmoothz < vieworg[2])
399                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
400                                 else if (cl.stairsmoothz > vieworg[2])
401                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
402                         }
403
404                         // apply qw weapon recoil effect (this did not work in QW)
405                         // TODO: add a cvar to disable this
406                         viewangles[PITCH] += cl.qw_weaponkick;
407
408                         // apply the viewofs (even if chasecam is used)
409                         vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
410
411                         if (chase_active.value)
412                         {
413                                 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
414                                 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
415
416                                 camback = chase_back.value;
417                                 camup = chase_up.value;
418                                 campitch = chase_pitchangle.value;
419
420                                 AngleVectors(viewangles, forward, NULL, NULL);
421
422                                 if (chase_overhead.integer)
423                                 {
424 #if 1
425                                         vec3_t offset;
426                                         vec3_t bestvieworg;
427 #endif
428                                         vec3_t up;
429                                         viewangles[PITCH] = 0;
430                                         AngleVectors(viewangles, forward, NULL, up);
431                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
432                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
433                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
434                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
435 #if 0
436                                         //trace = CL_Move(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
437                                         trace = CL_Move(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
438                                         VectorCopy(trace.endpos, vieworg);
439                                         vieworg[2] -= 8;
440 #else
441                                         // trace from first person view location to our chosen third person view location
442                                         trace = CL_Move(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
443                                         VectorCopy(trace.endpos, bestvieworg);
444                                         offset[2] = 0;
445                                         for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
446                                         {
447                                                 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
448                                                 {
449                                                         AngleVectors(viewangles, NULL, NULL, up);
450                                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
451                                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
452                                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
453                                                         trace = CL_Move(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
454                                                         if (bestvieworg[2] > trace.endpos[2])
455                                                                 bestvieworg[2] = trace.endpos[2];
456                                                 }
457                                         }
458                                         bestvieworg[2] -= 8;
459                                         VectorCopy(bestvieworg, vieworg);
460 #endif
461                                         viewangles[PITCH] = campitch;
462                                 }
463                                 else
464                                 {
465                                         if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
466                                         {
467                                                 // look straight down from high above
468                                                 viewangles[PITCH] = 90;
469                                                 camback = 2048;
470                                                 VectorSet(forward, 0, 0, -1);
471                                         }
472
473                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
474                                         dist = -camback - 8;
475                                         chase_dest[0] = vieworg[0] + forward[0] * dist;
476                                         chase_dest[1] = vieworg[1] + forward[1] * dist;
477                                         chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
478                                         trace = CL_Move(vieworg, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
479                                         VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
480                                 }
481                         }
482                         else
483                         {
484                                 // first person view from entity
485                                 // angles
486                                 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
487                                         viewangles[ROLL] = v_deathtiltangle.value;
488                                 VectorAdd(viewangles, cl.punchangle, viewangles);
489                                 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
490                                 if (v_dmg_time > 0)
491                                 {
492                                         viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
493                                         viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
494                                 }
495                                 // origin
496                                 VectorAdd(vieworg, cl.punchvector, vieworg);
497                                 if (cl.stats[STAT_HEALTH] > 0)
498                                 {
499                                         double xyspeed, bob;
500
501                                         xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
502                                         if (cl_bob.value && cl_bobcycle.value)
503                                         {
504                                                 float cycle;
505                                                 // LordHavoc: this code is *weird*, but not replacable (I think it
506                                                 // should be done in QC on the server, but oh well, quake is quake)
507                                                 // LordHavoc: figured out bobup: the time at which the sin is at 180
508                                                 // degrees (which allows lengthening or squishing the peak or valley)
509                                                 cycle = cl.time / cl_bobcycle.value;
510                                                 cycle -= (int) cycle;
511                                                 if (cycle < cl_bobup.value)
512                                                         cycle = sin(M_PI * cycle / cl_bobup.value);
513                                                 else
514                                                         cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
515                                                 // bob is proportional to velocity in the xy plane
516                                                 // (don't count Z, or jumping messes it up)
517                                                 bob = xyspeed * cl_bob.value;
518                                                 bob = bob*0.3 + bob*0.7*cycle;
519                                                 vieworg[2] += bound(-7, bob, 4);
520                                         }
521
522                                         VectorCopy(vieworg, gunorg);
523
524                                         if (cl_bob.value && cl_bobmodel.value)
525                                         {
526                                                 // calculate for swinging gun model
527                                                 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
528                                                 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
529                                                 // for the most part, but for some reason when you go through a message trigger or
530                                                 // pick up an item or anything like that it will momentarily jolt the gun.
531                                                 vec3_t forward, right, up;
532                                                 float bspeed;
533                                                 float s;
534                                                 float t;
535
536                                                 s = cl.time * cl_bobmodel_speed.value;
537                                                 if (cl.onground)
538                                                 {
539                                                         if (cl.time - cl.hitgroundtime < 0.2)
540                                                         {
541                                                                 // just hit the ground, speed the bob back up over the next 0.2 seconds
542                                                                 t = cl.time - cl.hitgroundtime;
543                                                                 t = bound(0, t, 0.2);
544                                                                 t *= 5;
545                                                         }
546                                                         else
547                                                                 t = 1;
548                                                 }
549                                                 else
550                                                 {
551                                                         // recently left the ground, slow the bob down over the next 0.2 seconds
552                                                         t = cl.time - cl.lastongroundtime;
553                                                         t = 0.2 - bound(0, t, 0.2);
554                                                         t *= 5;
555                                                 }
556
557                                                 bspeed = bound (0, xyspeed, 400) * 0.01f;
558                                                 AngleVectors (viewangles, forward, right, up);
559                                                 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
560                                                 VectorMA (gunorg, bob, right, gunorg);
561                                                 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
562                                                 VectorMA (gunorg, bob, up, gunorg);
563                                         }
564                                 }
565                         }
566                         // calculate a view matrix for rendering the scene
567                         if (v_idlescale.value)
568                                 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);
569                         else
570                                 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);
571                         // calculate a viewmodel matrix for use in view-attached entities
572                         Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], cl_viewmodel_scale.value);
573                         VectorCopy(vieworg, cl.csqc_origin);
574                         VectorCopy(viewangles, cl.csqc_angles);
575                 }
576         }
577 }
578
579 void V_FadeViewFlashs(void)
580 {
581         // don't flash if time steps backwards
582         if (cl.time <= cl.oldtime)
583                 return;
584         // drop the damage value
585         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
586         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
587                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
588         // drop the bonus value
589         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
590         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
591                 cl.cshifts[CSHIFT_BONUS].percent = 0;
592 }
593
594 void V_CalcViewBlend(void)
595 {
596         float a2;
597         int j;
598         r_refdef.viewblend[0] = 0;
599         r_refdef.viewblend[1] = 0;
600         r_refdef.viewblend[2] = 0;
601         r_refdef.viewblend[3] = 0;
602         r_refdef.frustumscale_x = 1;
603         r_refdef.frustumscale_y = 1;
604         if (cls.state == ca_connected && cls.signon == SIGNONS)
605         {
606                 // set contents color
607                 int supercontents;
608                 vec3_t vieworigin;
609                 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
610                 supercontents = CL_PointSuperContents(vieworigin);
611                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
612                 {
613                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
614                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
615                         if (supercontents & SUPERCONTENTS_LAVA)
616                         {
617                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
618                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
619                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
620                         }
621                         else if (supercontents & SUPERCONTENTS_SLIME)
622                         {
623                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
624                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
625                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
626                         }
627                         else
628                         {
629                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
630                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
631                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
632                         }
633                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
634                 }
635                 else
636                 {
637                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
638                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
639                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
640                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
641                 }
642
643                 if (gamemode != GAME_TRANSFUSION)
644                 {
645                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
646                         {
647                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
648                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
649                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
650                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
651                         }
652                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
653                         {
654                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
655                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
656                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
657                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
658                         }
659                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
660                         {
661                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
662                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
663                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
664                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
665                         }
666                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
667                         {
668                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
669                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
670                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
671                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
672                         }
673                         else
674                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
675                 }
676
677                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
678                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
679                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
680                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
681
682                 // LordHavoc: fixed V_CalcBlend
683                 for (j = 0;j < NUM_CSHIFTS;j++)
684                 {
685                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
686                         if (a2 > 0)
687                         {
688                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
689                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
690                         }
691                 }
692                 // saturate color (to avoid blending in black)
693                 if (r_refdef.viewblend[3])
694                 {
695                         a2 = 1 / r_refdef.viewblend[3];
696                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
697                 }
698
699                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
700                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
701                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
702                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
703         }
704 }
705
706 //============================================================================
707
708 /*
709 =============
710 V_Init
711 =============
712 */
713 void V_Init (void)
714 {
715         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
716         Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up); optionally takes R G B A alphafade arguments to specify how the flash looks");
717         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
718
719         Cvar_RegisterVariable (&v_centermove);
720         Cvar_RegisterVariable (&v_centerspeed);
721
722         Cvar_RegisterVariable (&v_iyaw_cycle);
723         Cvar_RegisterVariable (&v_iroll_cycle);
724         Cvar_RegisterVariable (&v_ipitch_cycle);
725         Cvar_RegisterVariable (&v_iyaw_level);
726         Cvar_RegisterVariable (&v_iroll_level);
727         Cvar_RegisterVariable (&v_ipitch_level);
728
729         Cvar_RegisterVariable (&v_idlescale);
730         Cvar_RegisterVariable (&crosshair);
731
732         Cvar_RegisterVariable (&cl_rollspeed);
733         Cvar_RegisterVariable (&cl_rollangle);
734         Cvar_RegisterVariable (&cl_bob);
735         Cvar_RegisterVariable (&cl_bobcycle);
736         Cvar_RegisterVariable (&cl_bobup);
737         Cvar_RegisterVariable (&cl_bobmodel);
738         Cvar_RegisterVariable (&cl_bobmodel_side);
739         Cvar_RegisterVariable (&cl_bobmodel_up);
740         Cvar_RegisterVariable (&cl_bobmodel_speed);
741
742         Cvar_RegisterVariable (&cl_viewmodel_scale);
743
744         Cvar_RegisterVariable (&v_kicktime);
745         Cvar_RegisterVariable (&v_kickroll);
746         Cvar_RegisterVariable (&v_kickpitch);
747
748         Cvar_RegisterVariable (&cl_stairsmoothspeed);
749
750         Cvar_RegisterVariable (&chase_back);
751         Cvar_RegisterVariable (&chase_up);
752         Cvar_RegisterVariable (&chase_active);
753         Cvar_RegisterVariable (&chase_overhead);
754         Cvar_RegisterVariable (&chase_pitchangle);
755         if (gamemode == GAME_GOODVSBAD2)
756                 Cvar_RegisterVariable (&chase_stevie);
757
758         Cvar_RegisterVariable (&v_deathtilt);
759         Cvar_RegisterVariable (&v_deathtiltangle);
760 }
761