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some fixes to Taoki's code regarding axis-independence
[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_leanmodel_side = {CVAR_SAVE, "cl_leanmodel_side", "1", "enables gun leaning sideways"};
49 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "2.5", "gun leaning sideways speed"};
50 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "7.5", "gun leaning sideways limit"};
51 cvar_t cl_leanmodel_up = {CVAR_SAVE, "cl_leanmodel_up", "1", "enables gun leaning upward"};
52 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "2", "gun leaning upward speed"};
53 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "5", "gun leaning upward limit"};
54
55 cvar_t cl_followmodel_side = {CVAR_SAVE, "cl_followmodel_side", "1", "enables gun following sideways"};
56 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "4", "gun following sideways speed"};
57 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "2", "gun following sideways limit"};
58 cvar_t cl_followmodel_up = {CVAR_SAVE, "cl_followmodel_up", "1", "enables gun following upward"};
59 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "3", "gun following upward speed"};
60 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "1", "gun following upward limit"};
61
62 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"};
63
64 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
65 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
66 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
67
68 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
69 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
70 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
71 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
72 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
73 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
74
75 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
76
77 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
78
79 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)"};
80 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
81
82 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
83
84 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
85 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
86 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
87 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
88 // GAME_GOODVSBAD2
89 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
90
91 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
92 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
93
94 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
95 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
96
97 float   v_dmg_time, v_dmg_roll, v_dmg_pitch;
98
99
100 /*
101 ===============
102 V_CalcRoll
103
104 Used by view and sv_user
105 ===============
106 */
107 float V_CalcRoll (vec3_t angles, vec3_t velocity)
108 {
109         vec3_t  right;
110         float   sign;
111         float   side;
112         float   value;
113
114         AngleVectors (angles, NULL, right, NULL);
115         side = DotProduct (velocity, right);
116         sign = side < 0 ? -1 : 1;
117         side = fabs(side);
118
119         value = cl_rollangle.value;
120
121         if (side < cl_rollspeed.value)
122                 side = side * value / cl_rollspeed.value;
123         else
124                 side = value;
125
126         return side*sign;
127
128 }
129
130 void V_StartPitchDrift (void)
131 {
132         if (cl.laststop == cl.time)
133                 return;         // something else is keeping it from drifting
134
135         if (cl.nodrift || !cl.pitchvel)
136         {
137                 cl.pitchvel = v_centerspeed.value;
138                 cl.nodrift = false;
139                 cl.driftmove = 0;
140         }
141 }
142
143 void V_StopPitchDrift (void)
144 {
145         cl.laststop = cl.time;
146         cl.nodrift = true;
147         cl.pitchvel = 0;
148 }
149
150 /*
151 ===============
152 V_DriftPitch
153
154 Moves the client pitch angle towards cl.idealpitch sent by the server.
155
156 If the user is adjusting pitch manually, either with lookup/lookdown,
157 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
158
159 Drifting is enabled when the center view key is hit, mlook is released and
160 lookspring is non 0, or when
161 ===============
162 */
163 void V_DriftPitch (void)
164 {
165         float           delta, move;
166
167         if (noclip_anglehack || !cl.onground || cls.demoplayback )
168         {
169                 cl.driftmove = 0;
170                 cl.pitchvel = 0;
171                 return;
172         }
173
174 // don't count small mouse motion
175         if (cl.nodrift)
176         {
177                 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
178                         cl.driftmove = 0;
179                 else
180                         cl.driftmove += cl.realframetime;
181
182                 if ( cl.driftmove > v_centermove.value)
183                 {
184                         V_StartPitchDrift ();
185                 }
186                 return;
187         }
188
189         delta = cl.idealpitch - cl.viewangles[PITCH];
190
191         if (!delta)
192         {
193                 cl.pitchvel = 0;
194                 return;
195         }
196
197         move = cl.realframetime * cl.pitchvel;
198         cl.pitchvel += cl.realframetime * v_centerspeed.value;
199
200         if (delta > 0)
201         {
202                 if (move > delta)
203                 {
204                         cl.pitchvel = 0;
205                         move = delta;
206                 }
207                 cl.viewangles[PITCH] += move;
208         }
209         else if (delta < 0)
210         {
211                 if (move > -delta)
212                 {
213                         cl.pitchvel = 0;
214                         move = -delta;
215                 }
216                 cl.viewangles[PITCH] -= move;
217         }
218 }
219
220
221 /*
222 ==============================================================================
223
224                                                 SCREEN FLASHES
225
226 ==============================================================================
227 */
228
229
230 /*
231 ===============
232 V_ParseDamage
233 ===============
234 */
235 void V_ParseDamage (void)
236 {
237         int armor, blood;
238         vec3_t from;
239         //vec3_t forward, right;
240         vec3_t localfrom;
241         entity_t *ent;
242         //float side;
243         float count;
244
245         armor = MSG_ReadByte ();
246         blood = MSG_ReadByte ();
247         MSG_ReadVector(from, cls.protocol);
248
249         // Send the Dmg Globals to CSQC
250         CL_VM_UpdateDmgGlobals(blood, armor, from);
251
252         count = blood*0.5 + armor*0.5;
253         if (count < 10)
254                 count = 10;
255
256         cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
257
258         cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
259         cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
260         if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
261                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
262         if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
263                 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
264
265         if (armor > blood)
266         {
267                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
268                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
269                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
270         }
271         else if (armor)
272         {
273                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
274                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
275                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
276         }
277         else
278         {
279                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
280                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
281                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
282         }
283
284         // calculate view angle kicks
285         if (cl.entities[cl.viewentity].state_current.active)
286         {
287                 ent = &cl.entities[cl.viewentity];
288                 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
289                 VectorNormalize(localfrom);
290                 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
291                 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
292                 v_dmg_time = v_kicktime.value;
293         }
294 }
295
296 static cshift_t v_cshift;
297
298 /*
299 ==================
300 V_cshift_f
301 ==================
302 */
303 static void V_cshift_f (void)
304 {
305         v_cshift.destcolor[0] = atof(Cmd_Argv(1));
306         v_cshift.destcolor[1] = atof(Cmd_Argv(2));
307         v_cshift.destcolor[2] = atof(Cmd_Argv(3));
308         v_cshift.percent = atof(Cmd_Argv(4));
309 }
310
311
312 /*
313 ==================
314 V_BonusFlash_f
315
316 When you run over an item, the server sends this command
317 ==================
318 */
319 static void V_BonusFlash_f (void)
320 {
321         if(Cmd_Argc() == 1)
322         {
323                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
324                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
325                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
326                 cl.cshifts[CSHIFT_BONUS].percent = 50;
327                 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
328         }
329         else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
330         {
331                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
332                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
333                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
334                 if(Cmd_Argc() >= 5)
335                         cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
336                 else
337                         cl.cshifts[CSHIFT_BONUS].percent = 50;
338                 if(Cmd_Argc() >= 6)
339                         cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
340                 else
341                         cl.cshifts[CSHIFT_BONUS].alphafade = 100;
342         }
343         else
344                 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
345 }
346
347 /*
348 ==============================================================================
349
350                                                 VIEW RENDERING
351
352 ==============================================================================
353 */
354
355 extern matrix4x4_t viewmodelmatrix;
356
357 #include "cl_collision.h"
358 #include "csprogs.h"
359
360 /*
361 ==================
362 V_CalcRefdef
363
364 ==================
365 */
366 #if 0
367 static vec3_t eyeboxmins = {-16, -16, -24};
368 static vec3_t eyeboxmaxs = { 16,  16,  32};
369 #endif
370 float viewmodel_push_x, viewmodel_push_y; // TODO uninitialized
371 vec3_t gunorg_follow; // TODO uninitialized
372 void V_CalcRefdef (void)
373 {
374         entity_t *ent;
375         float vieworg[3], gunorg[3], viewangles[3], gunangles[3], smoothtime;
376 #if 0
377 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
378         vec3_t camboxmins = {-3, -3, -3};
379         vec3_t camboxmaxs = {3, 3, 3};
380 // end of chase camera bounding box size for proper collisions by Alexander Zubov
381 #endif
382         trace_t trace;
383         VectorClear(gunorg);
384         viewmodelmatrix = identitymatrix;
385         r_refdef.view.matrix = identitymatrix;
386         if (cls.state == ca_connected && cls.signon == SIGNONS)
387         {
388                 // ent is the view entity (visible when out of body)
389                 ent = &cl.entities[cl.viewentity];
390                 // player can look around, so take the origin from the entity,
391                 // and the angles from the input system
392                 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
393                 VectorCopy(cl.viewangles, viewangles);
394
395                 // calculate how much time has passed since the last V_CalcRefdef
396                 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
397                 cl.stairsmoothtime = cl.time;
398
399                 // fade damage flash
400                 if (v_dmg_time > 0)
401                         v_dmg_time -= bound(0, smoothtime, 0.1);
402
403                 if (cl.intermission)
404                 {
405                         // entity is a fixed camera, just copy the matrix
406                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
407                                 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);
408                         else
409                         {
410                                 r_refdef.view.matrix = ent->render.matrix;
411                                 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
412                         }
413                         viewmodelmatrix = r_refdef.view.matrix;
414                 }
415                 else
416                 {
417                         // smooth stair stepping, but only if onground and enabled
418                         if (!cl.onground || cl_stairsmoothspeed.value <= 0)
419                                 cl.stairsmoothz = vieworg[2];
420                         else
421                         {
422                                 if (cl.stairsmoothz < vieworg[2])
423                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
424                                 else if (cl.stairsmoothz > vieworg[2])
425                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
426                         }
427
428                         // apply qw weapon recoil effect (this did not work in QW)
429                         // TODO: add a cvar to disable this
430                         viewangles[PITCH] += cl.qw_weaponkick;
431
432                         // apply the viewofs (even if chasecam is used)
433                         vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
434
435                         if (chase_active.value)
436                         {
437                                 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
438                                 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
439
440                                 camback = chase_back.value;
441                                 camup = chase_up.value;
442                                 campitch = chase_pitchangle.value;
443
444                                 AngleVectors(viewangles, forward, NULL, NULL);
445
446                                 if (chase_overhead.integer)
447                                 {
448 #if 1
449                                         vec3_t offset;
450                                         vec3_t bestvieworg;
451 #endif
452                                         vec3_t up;
453                                         viewangles[PITCH] = 0;
454                                         AngleVectors(viewangles, forward, NULL, up);
455                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
456                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
457                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
458                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
459 #if 0
460 #if 1
461                                         //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
462                                         trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
463 #else
464                                         //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
465                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
466 #endif
467                                         VectorCopy(trace.endpos, vieworg);
468                                         vieworg[2] -= 8;
469 #else
470                                         // trace from first person view location to our chosen third person view location
471 #if 1
472                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
473 #else
474                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
475 #endif
476                                         VectorCopy(trace.endpos, bestvieworg);
477                                         offset[2] = 0;
478                                         for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
479                                         {
480                                                 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
481                                                 {
482                                                         AngleVectors(viewangles, NULL, NULL, up);
483                                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
484                                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
485                                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
486 #if 1
487                                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
488 #else
489                                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
490 #endif
491                                                         if (bestvieworg[2] > trace.endpos[2])
492                                                                 bestvieworg[2] = trace.endpos[2];
493                                                 }
494                                         }
495                                         bestvieworg[2] -= 8;
496                                         VectorCopy(bestvieworg, vieworg);
497 #endif
498                                         viewangles[PITCH] = campitch;
499                                 }
500                                 else
501                                 {
502                                         if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
503                                         {
504                                                 // look straight down from high above
505                                                 viewangles[PITCH] = 90;
506                                                 camback = 2048;
507                                                 VectorSet(forward, 0, 0, -1);
508                                         }
509
510                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
511                                         dist = -camback - 8;
512                                         chase_dest[0] = vieworg[0] + forward[0] * dist;
513                                         chase_dest[1] = vieworg[1] + forward[1] * dist;
514                                         chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
515                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
516                                         VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
517                                 }
518                         }
519                         else
520                         {
521                                 // first person view from entity
522                                 // angles
523                                 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
524                                         viewangles[ROLL] = v_deathtiltangle.value;
525                                 VectorAdd(viewangles, cl.punchangle, viewangles);
526                                 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
527                                 if (v_dmg_time > 0)
528                                 {
529                                         viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
530                                         viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
531                                 }
532                                 // origin
533                                 VectorAdd(vieworg, cl.punchvector, vieworg);
534                                 if (cl.stats[STAT_HEALTH] > 0)
535                                 {
536                                         // gun model bobbing code
537                                         double xyspeed, bob;
538                                         vec_t d;
539
540                                         float ef_speed = cl.realframetime;
541
542                                         // gun model leaning code
543                                         if(cl_leanmodel_up.value && cl_leanmodel_up_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
544                                         {
545                                                 // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
546                                                 if(cl.viewangles[PITCH] - viewmodel_push_x >= 180)
547                                                         viewmodel_push_x += 360;
548                                                 if(viewmodel_push_x - cl.viewangles[PITCH] >= 180)
549                                                         viewmodel_push_x -= 360;
550
551                                                 d = viewmodel_push_x - cl.viewangles[PITCH];
552                                                 viewmodel_push_x = bound(cl.viewangles[PITCH] - cl_leanmodel_up_limit.value, viewmodel_push_x + d * cl_leanmodel_up_speed.value * ef_speed, cl.viewangles[PITCH] + cl_leanmodel_up_limit.value);
553                                         }
554                                         else
555                                                 viewmodel_push_x = cl.viewangles[PITCH];
556
557                                         if(cl_leanmodel_side.value && cl_leanmodel_side_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
558                                         {
559                                                 // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
560                                                 if(cl.viewangles[YAW] - viewmodel_push_y >= 180)
561                                                         viewmodel_push_y += 360;
562                                                 if(viewmodel_push_y - cl.viewangles[YAW] >= 180)
563                                                         viewmodel_push_y -= 360;
564
565                                                 d = viewmodel_push_y - cl.viewangles[YAW];
566                                                 viewmodel_push_y = bound(cl.viewangles[YAW] - cl_leanmodel_side_limit.value, viewmodel_push_y + d * cl_leanmodel_side_speed.value * ef_speed, cl.viewangles[YAW] + cl_leanmodel_side_limit.value);
567                                         }
568                                         else
569                                                 viewmodel_push_y = cl.viewangles[YAW];
570
571                                         VectorSet(gunangles, viewmodel_push_x, viewmodel_push_y, viewangles[2]);
572
573                                         // gun model following code
574                                         // TODO: make the weapon model not shake when looking around horizontally (due to X axis vs. Y axis)
575                                         if(cl_followmodel_side.value && cl_followmodel_side_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
576                                         {
577                                                 vec_t d0 = vieworg[0] - gunorg_follow[0];
578                                                 vec_t d1 = vieworg[1] - gunorg_follow[1];
579                                                 d = sqrt(d0 * d0 + d1 * d1);
580                                                 if(d > 0)
581                                                 {
582                                                         gunorg_follow[0] = gunorg_follow[0] + d0 * cl_followmodel_side_speed.value * ef_speed;
583                                                         gunorg_follow[1] = gunorg_follow[1] + d1 * cl_followmodel_side_speed.value * ef_speed;
584                                                         d *= (1 - cl_followmodel_side_speed.value * ef_speed);
585                                                         if(d > cl_followmodel_side_limit.value)
586                                                         {
587                                                                 gunorg_follow[0] = vieworg[0] - (d0 / d) * cl_followmodel_side_limit.value;
588                                                                 gunorg_follow[1] = vieworg[1] - (d1 / d) * cl_followmodel_side_limit.value;
589                                                         }
590                                                 }
591                                         }
592                                         else
593                                         {
594                                                 gunorg_follow[0] = vieworg[0];
595                                                 gunorg_follow[1] = vieworg[1];
596                                         }
597
598                                         if(cl_followmodel_up.value && cl_followmodel_up_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
599                                         {
600                                                 d = vieworg[2] - gunorg_follow[2];
601                                                 gunorg_follow[2] = bound(vieworg[2] - cl_followmodel_up_limit.value, gunorg_follow[2] + d * cl_followmodel_up_speed.value * ef_speed, vieworg[2] + cl_followmodel_up_limit.value);
602                                         }
603                                         else
604                                                 gunorg_follow[2] = vieworg[2];
605
606                                         VectorCopy(gunorg_follow, gunorg);
607
608                                         xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
609                                         if (cl_bob.value && cl_bobcycle.value)
610                                         {
611                                                 float cycle;
612                                                 // LordHavoc: this code is *weird*, but not replacable (I think it
613                                                 // should be done in QC on the server, but oh well, quake is quake)
614                                                 // LordHavoc: figured out bobup: the time at which the sin is at 180
615                                                 // degrees (which allows lengthening or squishing the peak or valley)
616                                                 cycle = cl.time / cl_bobcycle.value;
617                                                 cycle -= (int) cycle;
618                                                 if (cycle < cl_bobup.value)
619                                                         cycle = sin(M_PI * cycle / cl_bobup.value);
620                                                 else
621                                                         cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
622                                                 // bob is proportional to velocity in the xy plane
623                                                 // (don't count Z, or jumping messes it up)
624                                                 bob = xyspeed * cl_bob.value;
625                                                 bob = bob*0.3 + bob*0.7*cycle;
626                                                 vieworg[2] += bound(-7, bob, 4);
627                                         }
628
629                                         if (cl_bob.value && cl_bobmodel.value)
630                                         {
631                                                 // calculate for swinging gun model
632                                                 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
633                                                 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
634                                                 // for the most part, but for some reason when you go through a message trigger or
635                                                 // pick up an item or anything like that it will momentarily jolt the gun.
636                                                 vec3_t forward, right, up;
637                                                 float bspeed;
638                                                 float s;
639                                                 float t;
640
641                                                 s = cl.time * cl_bobmodel_speed.value;
642                                                 if (cl.onground)
643                                                 {
644                                                         if (cl.time - cl.hitgroundtime < 0.2)
645                                                         {
646                                                                 // just hit the ground, speed the bob back up over the next 0.2 seconds
647                                                                 t = cl.time - cl.hitgroundtime;
648                                                                 t = bound(0, t, 0.2);
649                                                                 t *= 5;
650                                                         }
651                                                         else
652                                                                 t = 1;
653                                                 }
654                                                 else
655                                                 {
656                                                         // recently left the ground, slow the bob down over the next 0.2 seconds
657                                                         t = cl.time - cl.lastongroundtime;
658                                                         t = 0.2 - bound(0, t, 0.2);
659                                                         t *= 5;
660                                                 }
661
662                                                 bspeed = bound (0, xyspeed, 400) * 0.01f;
663                                                 AngleVectors (gunangles, forward, right, up);
664                                                 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
665                                                 VectorMA (gunorg, bob, right, gunorg);
666                                                 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
667                                                 VectorMA (gunorg, bob, up, gunorg);
668                                         }
669                                 }
670                         }
671                         // calculate a view matrix for rendering the scene
672                         if (v_idlescale.value)
673                                 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);
674                         else
675                                 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);
676                         // calculate a viewmodel matrix for use in view-attached entities
677                         Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
678                         VectorCopy(vieworg, cl.csqc_origin);
679                         VectorCopy(viewangles, cl.csqc_angles);
680                 }
681         }
682 }
683
684 void V_FadeViewFlashs(void)
685 {
686         // don't flash if time steps backwards
687         if (cl.time <= cl.oldtime)
688                 return;
689         // drop the damage value
690         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
691         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
692                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
693         // drop the bonus value
694         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
695         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
696                 cl.cshifts[CSHIFT_BONUS].percent = 0;
697 }
698
699 void V_CalcViewBlend(void)
700 {
701         float a2;
702         int j;
703         r_refdef.viewblend[0] = 0;
704         r_refdef.viewblend[1] = 0;
705         r_refdef.viewblend[2] = 0;
706         r_refdef.viewblend[3] = 0;
707         r_refdef.frustumscale_x = 1;
708         r_refdef.frustumscale_y = 1;
709         if (cls.state == ca_connected && cls.signon == SIGNONS)
710         {
711                 // set contents color
712                 int supercontents;
713                 vec3_t vieworigin;
714                 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
715                 supercontents = CL_PointSuperContents(vieworigin);
716                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
717                 {
718                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
719                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
720                         if (supercontents & SUPERCONTENTS_LAVA)
721                         {
722                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
723                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
724                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
725                         }
726                         else if (supercontents & SUPERCONTENTS_SLIME)
727                         {
728                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
729                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
730                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
731                         }
732                         else
733                         {
734                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
735                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
736                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
737                         }
738                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
739                 }
740                 else
741                 {
742                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
743                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
744                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
745                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
746                 }
747
748                 if (gamemode != GAME_TRANSFUSION)
749                 {
750                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
751                         {
752                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
753                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
754                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
755                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
756                         }
757                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
758                         {
759                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
760                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
761                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
762                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
763                         }
764                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
765                         {
766                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
767                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
768                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
769                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
770                         }
771                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
772                         {
773                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
774                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
775                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
776                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
777                         }
778                         else
779                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
780                 }
781
782                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
783                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
784                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
785                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
786
787                 // LordHavoc: fixed V_CalcBlend
788                 for (j = 0;j < NUM_CSHIFTS;j++)
789                 {
790                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
791                         if (a2 > 0)
792                         {
793                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
794                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
795                         }
796                 }
797                 // saturate color (to avoid blending in black)
798                 if (r_refdef.viewblend[3])
799                 {
800                         a2 = 1 / r_refdef.viewblend[3];
801                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
802                 }
803                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
804                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
805                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
806                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
807                 
808                 // Samual: Ugly hack, I know. But it's the best we can do since
809                 // there is no way to detect client states from the engine.
810                 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && 
811                         cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
812                 {
813                         cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
814                         cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
815                 }
816                 else
817                         cl.deathfade = 0.0f;
818
819                 if(cl.deathfade > 0)
820                 {
821                         float a;
822                         float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
823                         a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
824                         if(a > 0)
825                                 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
826                         r_refdef.viewblend[3] = a;
827                 }
828         }
829 }
830
831 //============================================================================
832
833 /*
834 =============
835 V_Init
836 =============
837 */
838 void V_Init (void)
839 {
840         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
841         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");
842         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
843
844         Cvar_RegisterVariable (&v_centermove);
845         Cvar_RegisterVariable (&v_centerspeed);
846
847         Cvar_RegisterVariable (&v_iyaw_cycle);
848         Cvar_RegisterVariable (&v_iroll_cycle);
849         Cvar_RegisterVariable (&v_ipitch_cycle);
850         Cvar_RegisterVariable (&v_iyaw_level);
851         Cvar_RegisterVariable (&v_iroll_level);
852         Cvar_RegisterVariable (&v_ipitch_level);
853
854         Cvar_RegisterVariable (&v_idlescale);
855         Cvar_RegisterVariable (&crosshair);
856
857         Cvar_RegisterVariable (&cl_rollspeed);
858         Cvar_RegisterVariable (&cl_rollangle);
859         Cvar_RegisterVariable (&cl_bob);
860         Cvar_RegisterVariable (&cl_bobcycle);
861         Cvar_RegisterVariable (&cl_bobup);
862         Cvar_RegisterVariable (&cl_bobmodel);
863         Cvar_RegisterVariable (&cl_bobmodel_side);
864         Cvar_RegisterVariable (&cl_bobmodel_up);
865         Cvar_RegisterVariable (&cl_bobmodel_speed);
866
867         Cvar_RegisterVariable (&cl_leanmodel_side);
868         Cvar_RegisterVariable (&cl_leanmodel_side_speed);
869         Cvar_RegisterVariable (&cl_leanmodel_side_limit);
870         Cvar_RegisterVariable (&cl_leanmodel_up);
871         Cvar_RegisterVariable (&cl_leanmodel_up_speed);
872         Cvar_RegisterVariable (&cl_leanmodel_up_limit);
873
874         Cvar_RegisterVariable (&cl_followmodel_side);
875         Cvar_RegisterVariable (&cl_followmodel_side_speed);
876         Cvar_RegisterVariable (&cl_followmodel_side_limit);
877         Cvar_RegisterVariable (&cl_followmodel_up);
878         Cvar_RegisterVariable (&cl_followmodel_up_speed);
879         Cvar_RegisterVariable (&cl_followmodel_up_limit);
880
881         Cvar_RegisterVariable (&cl_viewmodel_scale);
882
883         Cvar_RegisterVariable (&v_kicktime);
884         Cvar_RegisterVariable (&v_kickroll);
885         Cvar_RegisterVariable (&v_kickpitch);
886
887         Cvar_RegisterVariable (&cl_stairsmoothspeed);
888
889         Cvar_RegisterVariable (&chase_back);
890         Cvar_RegisterVariable (&chase_up);
891         Cvar_RegisterVariable (&chase_active);
892         Cvar_RegisterVariable (&chase_overhead);
893         Cvar_RegisterVariable (&chase_pitchangle);
894         if (gamemode == GAME_GOODVSBAD2)
895                 Cvar_RegisterVariable (&chase_stevie);
896
897         Cvar_RegisterVariable (&v_deathtilt);
898         Cvar_RegisterVariable (&v_deathtiltangle);
899 }
900