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Use averaging for calculating the leaning speed. Most of the credits go to FruitieX...
[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", "0.4", "gun leaning sideways speed"};
50 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "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", "0.35", "gun leaning upward speed"};
53 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "25", "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", "15", "gun following sideways speed"};
57 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "1", "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", "10", "gun following upward speed"};
60 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "0.5", "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 void V_CalcRefdef (void)
371 {
372         entity_t *ent;
373         float vieworg[3], gunorg[3], viewangles[3], gunangles[3], smoothtime;
374 #if 0
375 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
376         vec3_t camboxmins = {-3, -3, -3};
377         vec3_t camboxmaxs = {3, 3, 3};
378 // end of chase camera bounding box size for proper collisions by Alexander Zubov
379 #endif
380         trace_t trace;
381         VectorClear(gunorg);
382         viewmodelmatrix = identitymatrix;
383         r_refdef.view.matrix = identitymatrix;
384         if (cls.state == ca_connected && cls.signon == SIGNONS)
385         {
386                 // ent is the view entity (visible when out of body)
387                 ent = &cl.entities[cl.viewentity];
388                 // player can look around, so take the origin from the entity,
389                 // and the angles from the input system
390                 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
391                 VectorCopy(cl.viewangles, viewangles);
392
393                 // calculate how much time has passed since the last V_CalcRefdef
394                 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
395                 cl.stairsmoothtime = cl.time;
396
397                 // fade damage flash
398                 if (v_dmg_time > 0)
399                         v_dmg_time -= bound(0, smoothtime, 0.1);
400
401                 if (cl.intermission)
402                 {
403                         // entity is a fixed camera, just copy the matrix
404                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
405                                 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);
406                         else
407                         {
408                                 r_refdef.view.matrix = ent->render.matrix;
409                                 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
410                         }
411                         viewmodelmatrix = r_refdef.view.matrix;
412                 }
413                 else
414                 {
415                         // smooth stair stepping, but only if onground and enabled
416                         if (!cl.onground || cl_stairsmoothspeed.value <= 0)
417                                 cl.stairsmoothz = vieworg[2];
418                         else
419                         {
420                                 if (cl.stairsmoothz < vieworg[2])
421                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
422                                 else if (cl.stairsmoothz > vieworg[2])
423                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
424                         }
425
426                         // apply qw weapon recoil effect (this did not work in QW)
427                         // TODO: add a cvar to disable this
428                         viewangles[PITCH] += cl.qw_weaponkick;
429
430                         // apply the viewofs (even if chasecam is used)
431                         vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
432
433                         if (chase_active.value)
434                         {
435                                 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
436                                 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
437
438                                 camback = chase_back.value;
439                                 camup = chase_up.value;
440                                 campitch = chase_pitchangle.value;
441
442                                 AngleVectors(viewangles, forward, NULL, NULL);
443
444                                 if (chase_overhead.integer)
445                                 {
446 #if 1
447                                         vec3_t offset;
448                                         vec3_t bestvieworg;
449 #endif
450                                         vec3_t up;
451                                         viewangles[PITCH] = 0;
452                                         AngleVectors(viewangles, forward, NULL, up);
453                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
454                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
455                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
456                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
457 #if 0
458 #if 1
459                                         //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
460                                         trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
461 #else
462                                         //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
463                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
464 #endif
465                                         VectorCopy(trace.endpos, vieworg);
466                                         vieworg[2] -= 8;
467 #else
468                                         // trace from first person view location to our chosen third person view location
469 #if 1
470                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
471 #else
472                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
473 #endif
474                                         VectorCopy(trace.endpos, bestvieworg);
475                                         offset[2] = 0;
476                                         for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
477                                         {
478                                                 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
479                                                 {
480                                                         AngleVectors(viewangles, NULL, NULL, up);
481                                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
482                                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
483                                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
484 #if 1
485                                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
486 #else
487                                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
488 #endif
489                                                         if (bestvieworg[2] > trace.endpos[2])
490                                                                 bestvieworg[2] = trace.endpos[2];
491                                                 }
492                                         }
493                                         bestvieworg[2] -= 8;
494                                         VectorCopy(bestvieworg, vieworg);
495 #endif
496                                         viewangles[PITCH] = campitch;
497                                 }
498                                 else
499                                 {
500                                         if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
501                                         {
502                                                 // look straight down from high above
503                                                 viewangles[PITCH] = 90;
504                                                 camback = 2048;
505                                                 VectorSet(forward, 0, 0, -1);
506                                         }
507
508                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
509                                         dist = -camback - 8;
510                                         chase_dest[0] = vieworg[0] + forward[0] * dist;
511                                         chase_dest[1] = vieworg[1] + forward[1] * dist;
512                                         chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
513                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
514                                         VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
515                                 }
516                         }
517                         else
518                         {
519                                 // first person view from entity
520                                 // angles
521                                 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
522                                         viewangles[ROLL] = v_deathtiltangle.value;
523                                 VectorAdd(viewangles, cl.punchangle, viewangles);
524                                 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
525                                 if (v_dmg_time > 0)
526                                 {
527                                         viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
528                                         viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
529                                 }
530                                 // origin
531                                 VectorAdd(vieworg, cl.punchvector, vieworg);
532                                 if (cl.stats[STAT_HEALTH] > 0)
533                                 {
534                                         double xyspeed, bob;
535                                         vec_t d;
536                                         vec_t ef_speed = cl.realframetime * cl.movevars_timescale;
537
538                                         // gun model leaning code
539                                         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
540                                         {
541                                                 // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
542                                                 if(cl.viewangles[PITCH] - cl.viewmodel_push_x >= 180)
543                                                         cl.viewmodel_push_x += 360;
544                                                 if(cl.viewmodel_push_x - cl.viewangles[PITCH] >= 180)
545                                                         cl.viewmodel_push_x -= 360;
546
547                                                 d = cl.viewangles[PITCH] - cl.viewmodel_push_x;
548                                                 cl_leanmodel_up_speed.value = bound(0, cl_leanmodel_up_speed.value, 1);
549                                                 cl.viewmodel_push_x = bound(cl.viewangles[PITCH] - cl_leanmodel_up_limit.value, cl.viewmodel_push_x * (1 - cl_leanmodel_up_speed.value) + cl.viewangles[PITCH] * cl_leanmodel_up_speed.value, cl.viewangles[PITCH] + cl_leanmodel_up_limit.value);
550                                         }
551                                         else
552                                                 cl.viewmodel_push_x = cl.viewangles[PITCH];
553
554                                         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
555                                         {
556                                                 // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
557                                                 if(cl.viewangles[YAW] - cl.viewmodel_push_y >= 180)
558                                                         cl.viewmodel_push_y += 360;
559                                                 if(cl.viewmodel_push_y - cl.viewangles[YAW] >= 180)
560                                                         cl.viewmodel_push_y -= 360;
561
562                                                 d = cl.viewangles[YAW] - cl.viewmodel_push_y;
563                                                 cl_leanmodel_side_speed.value = bound(0, cl_leanmodel_side_speed.value, 1);
564                                                 cl.viewmodel_push_y = bound(cl.viewangles[YAW] - cl_leanmodel_side_limit.value, cl.viewmodel_push_y * (1 - cl_leanmodel_side_speed.value) + cl.viewangles[YAW] * cl_leanmodel_side_speed.value, cl.viewangles[YAW] + cl_leanmodel_side_limit.value);
565                                         }
566                                         else
567                                                 cl.viewmodel_push_y = cl.viewangles[YAW];
568
569                                         VectorSet(gunangles, cl.viewmodel_push_x, cl.viewmodel_push_y, viewangles[2]);
570
571                                         // gun model following code
572                                         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
573                                         {
574                                                 vec_t d0 = vieworg[0] - cl.gunorg_follow[0];
575                                                 vec_t d1 = vieworg[1] - cl.gunorg_follow[1];
576                                                 d = sqrt(d0 * d0 + d1 * d1);
577                                                 if(d > 0)
578                                                 {
579                                                         cl.gunorg_follow[0] = cl.gunorg_follow[0] + d0 * cl_followmodel_side_speed.value * ef_speed;
580                                                         cl.gunorg_follow[1] = cl.gunorg_follow[1] + d1 * cl_followmodel_side_speed.value * ef_speed;
581                                                         d *= (1 - cl_followmodel_side_speed.value * ef_speed);
582                                                         if(d > cl_followmodel_side_limit.value)
583                                                         {
584                                                                 cl.gunorg_follow[0] = vieworg[0] - (d0 / d) * cl_followmodel_side_limit.value;
585                                                                 cl.gunorg_follow[1] = vieworg[1] - (d1 / d) * cl_followmodel_side_limit.value;
586                                                         }
587                                                 }
588                                         }
589                                         else
590                                         {
591                                                 cl.gunorg_follow[0] = vieworg[0];
592                                                 cl.gunorg_follow[1] = vieworg[1];
593                                         }
594
595                                         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
596                                         {
597                                                 d = vieworg[2] - cl.gunorg_follow[2];
598                                                 cl.gunorg_follow[2] = bound(vieworg[2] - cl_followmodel_up_limit.value, cl.gunorg_follow[2] + d * cl_followmodel_up_speed.value * ef_speed, vieworg[2] + cl_followmodel_up_limit.value);
599                                         }
600                                         else
601                                                 cl.gunorg_follow[2] = vieworg[2];
602
603                                         VectorCopy(cl.gunorg_follow, gunorg);
604
605                                         // view bobbing code
606                                         xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
607                                         if (cl_bob.value && cl_bobcycle.value)
608                                         {
609                                                 float cycle;
610                                                 // LordHavoc: this code is *weird*, but not replacable (I think it
611                                                 // should be done in QC on the server, but oh well, quake is quake)
612                                                 // LordHavoc: figured out bobup: the time at which the sin is at 180
613                                                 // degrees (which allows lengthening or squishing the peak or valley)
614                                                 cycle = cl.time / cl_bobcycle.value;
615                                                 cycle -= (int) cycle;
616                                                 if (cycle < cl_bobup.value)
617                                                         cycle = sin(M_PI * cycle / cl_bobup.value);
618                                                 else
619                                                         cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
620                                                 // bob is proportional to velocity in the xy plane
621                                                 // (don't count Z, or jumping messes it up)
622                                                 bob = xyspeed * cl_bob.value;
623                                                 bob = bob*0.3 + bob*0.7*cycle;
624                                                 vieworg[2] += bound(-7, bob, 4);
625                                                 // we also need to adjust gunorg, or this appears like pushing the gun!
626                                                 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
627                                                 // but this is not viable with the new followmodel code as that would mean
628                                                 // that followmodel would work on the munged-by-bob vieworg and do feedback
629                                                 gunorg[2] += bound(-7, bob, 4);
630                                         }
631
632                                         // gun model bobbing code
633                                         if (cl_bob.value && cl_bobmodel.value)
634                                         {
635                                                 // calculate for swinging gun model
636                                                 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
637                                                 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
638                                                 // for the most part, but for some reason when you go through a message trigger or
639                                                 // pick up an item or anything like that it will momentarily jolt the gun.
640                                                 vec3_t forward, right, up;
641                                                 float bspeed;
642                                                 float s;
643                                                 float t;
644
645                                                 s = cl.time * cl_bobmodel_speed.value;
646                                                 if (cl.onground)
647                                                 {
648                                                         if (cl.time - cl.hitgroundtime < 0.2)
649                                                         {
650                                                                 // just hit the ground, speed the bob back up over the next 0.2 seconds
651                                                                 t = cl.time - cl.hitgroundtime;
652                                                                 t = bound(0, t, 0.2);
653                                                                 t *= 5;
654                                                         }
655                                                         else
656                                                                 t = 1;
657                                                 }
658                                                 else
659                                                 {
660                                                         // recently left the ground, slow the bob down over the next 0.2 seconds
661                                                         t = cl.time - cl.lastongroundtime;
662                                                         t = 0.2 - bound(0, t, 0.2);
663                                                         t *= 5;
664                                                 }
665
666                                                 bspeed = bound (0, xyspeed, 400) * 0.01f;
667                                                 AngleVectors (gunangles, forward, right, up);
668                                                 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
669                                                 VectorMA (gunorg, bob, right, gunorg);
670                                                 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
671                                                 VectorMA (gunorg, bob, up, gunorg);
672                                         }
673                                 }
674                         }
675                         // calculate a view matrix for rendering the scene
676                         if (v_idlescale.value)
677                                 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);
678                         else
679                                 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);
680                         // calculate a viewmodel matrix for use in view-attached entities
681                         Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
682                         VectorCopy(vieworg, cl.csqc_origin);
683                         VectorCopy(viewangles, cl.csqc_angles);
684                 }
685         }
686 }
687
688 void V_FadeViewFlashs(void)
689 {
690         // don't flash if time steps backwards
691         if (cl.time <= cl.oldtime)
692                 return;
693         // drop the damage value
694         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
695         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
696                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
697         // drop the bonus value
698         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
699         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
700                 cl.cshifts[CSHIFT_BONUS].percent = 0;
701 }
702
703 void V_CalcViewBlend(void)
704 {
705         float a2;
706         int j;
707         r_refdef.viewblend[0] = 0;
708         r_refdef.viewblend[1] = 0;
709         r_refdef.viewblend[2] = 0;
710         r_refdef.viewblend[3] = 0;
711         r_refdef.frustumscale_x = 1;
712         r_refdef.frustumscale_y = 1;
713         if (cls.state == ca_connected && cls.signon == SIGNONS)
714         {
715                 // set contents color
716                 int supercontents;
717                 vec3_t vieworigin;
718                 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
719                 supercontents = CL_PointSuperContents(vieworigin);
720                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
721                 {
722                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
723                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
724                         if (supercontents & SUPERCONTENTS_LAVA)
725                         {
726                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
727                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
728                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
729                         }
730                         else if (supercontents & SUPERCONTENTS_SLIME)
731                         {
732                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
733                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
734                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
735                         }
736                         else
737                         {
738                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
739                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
740                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
741                         }
742                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
743                 }
744                 else
745                 {
746                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
747                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
748                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
749                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
750                 }
751
752                 if (gamemode != GAME_TRANSFUSION)
753                 {
754                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
755                         {
756                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
757                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
758                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
759                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
760                         }
761                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
762                         {
763                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
764                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
765                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
766                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
767                         }
768                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
769                         {
770                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
771                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
772                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
773                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
774                         }
775                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
776                         {
777                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
778                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
779                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
780                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
781                         }
782                         else
783                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
784                 }
785
786                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
787                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
788                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
789                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
790
791                 // LordHavoc: fixed V_CalcBlend
792                 for (j = 0;j < NUM_CSHIFTS;j++)
793                 {
794                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
795                         if (a2 > 0)
796                         {
797                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
798                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
799                         }
800                 }
801                 // saturate color (to avoid blending in black)
802                 if (r_refdef.viewblend[3])
803                 {
804                         a2 = 1 / r_refdef.viewblend[3];
805                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
806                 }
807                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
808                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
809                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
810                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
811                 
812                 // Samual: Ugly hack, I know. But it's the best we can do since
813                 // there is no way to detect client states from the engine.
814                 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && 
815                         cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
816                 {
817                         cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
818                         cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
819                 }
820                 else
821                         cl.deathfade = 0.0f;
822
823                 if(cl.deathfade > 0)
824                 {
825                         float a;
826                         float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
827                         a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
828                         if(a > 0)
829                                 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
830                         r_refdef.viewblend[3] = a;
831                 }
832         }
833 }
834
835 //============================================================================
836
837 /*
838 =============
839 V_Init
840 =============
841 */
842 void V_Init (void)
843 {
844         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
845         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");
846         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
847
848         Cvar_RegisterVariable (&v_centermove);
849         Cvar_RegisterVariable (&v_centerspeed);
850
851         Cvar_RegisterVariable (&v_iyaw_cycle);
852         Cvar_RegisterVariable (&v_iroll_cycle);
853         Cvar_RegisterVariable (&v_ipitch_cycle);
854         Cvar_RegisterVariable (&v_iyaw_level);
855         Cvar_RegisterVariable (&v_iroll_level);
856         Cvar_RegisterVariable (&v_ipitch_level);
857
858         Cvar_RegisterVariable (&v_idlescale);
859         Cvar_RegisterVariable (&crosshair);
860
861         Cvar_RegisterVariable (&cl_rollspeed);
862         Cvar_RegisterVariable (&cl_rollangle);
863         Cvar_RegisterVariable (&cl_bob);
864         Cvar_RegisterVariable (&cl_bobcycle);
865         Cvar_RegisterVariable (&cl_bobup);
866         Cvar_RegisterVariable (&cl_bobmodel);
867         Cvar_RegisterVariable (&cl_bobmodel_side);
868         Cvar_RegisterVariable (&cl_bobmodel_up);
869         Cvar_RegisterVariable (&cl_bobmodel_speed);
870
871         Cvar_RegisterVariable (&cl_leanmodel_side);
872         Cvar_RegisterVariable (&cl_leanmodel_side_speed);
873         Cvar_RegisterVariable (&cl_leanmodel_side_limit);
874         Cvar_RegisterVariable (&cl_leanmodel_up);
875         Cvar_RegisterVariable (&cl_leanmodel_up_speed);
876         Cvar_RegisterVariable (&cl_leanmodel_up_limit);
877
878         Cvar_RegisterVariable (&cl_followmodel_side);
879         Cvar_RegisterVariable (&cl_followmodel_side_speed);
880         Cvar_RegisterVariable (&cl_followmodel_side_limit);
881         Cvar_RegisterVariable (&cl_followmodel_up);
882         Cvar_RegisterVariable (&cl_followmodel_up_speed);
883         Cvar_RegisterVariable (&cl_followmodel_up_limit);
884
885         Cvar_RegisterVariable (&cl_viewmodel_scale);
886
887         Cvar_RegisterVariable (&v_kicktime);
888         Cvar_RegisterVariable (&v_kickroll);
889         Cvar_RegisterVariable (&v_kickpitch);
890
891         Cvar_RegisterVariable (&cl_stairsmoothspeed);
892
893         Cvar_RegisterVariable (&chase_back);
894         Cvar_RegisterVariable (&chase_up);
895         Cvar_RegisterVariable (&chase_active);
896         Cvar_RegisterVariable (&chase_overhead);
897         Cvar_RegisterVariable (&chase_pitchangle);
898         if (gamemode == GAME_GOODVSBAD2)
899                 Cvar_RegisterVariable (&chase_stevie);
900
901         Cvar_RegisterVariable (&v_deathtilt);
902         Cvar_RegisterVariable (&v_deathtiltangle);
903 }
904