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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", "20", "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", "15", "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", "0.015", "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", "0.01", "gun following upward speed"};
60 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "1.5", "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 float   gunorg[3], gunangles[3];
99
100
101 /*
102 ===============
103 V_CalcRoll
104
105 Used by view and sv_user
106 ===============
107 */
108 float V_CalcRoll (vec3_t angles, vec3_t velocity)
109 {
110         vec3_t  right;
111         float   sign;
112         float   side;
113         float   value;
114
115         AngleVectors (angles, NULL, right, NULL);
116         side = DotProduct (velocity, right);
117         sign = side < 0 ? -1 : 1;
118         side = fabs(side);
119
120         value = cl_rollangle.value;
121
122         if (side < cl_rollspeed.value)
123                 side = side * value / cl_rollspeed.value;
124         else
125                 side = value;
126
127         return side*sign;
128
129 }
130
131 void V_StartPitchDrift (void)
132 {
133         if (cl.laststop == cl.time)
134                 return;         // something else is keeping it from drifting
135
136         if (cl.nodrift || !cl.pitchvel)
137         {
138                 cl.pitchvel = v_centerspeed.value;
139                 cl.nodrift = false;
140                 cl.driftmove = 0;
141         }
142 }
143
144 void V_StopPitchDrift (void)
145 {
146         cl.laststop = cl.time;
147         cl.nodrift = true;
148         cl.pitchvel = 0;
149 }
150
151 /*
152 ===============
153 V_DriftPitch
154
155 Moves the client pitch angle towards cl.idealpitch sent by the server.
156
157 If the user is adjusting pitch manually, either with lookup/lookdown,
158 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
159
160 Drifting is enabled when the center view key is hit, mlook is released and
161 lookspring is non 0, or when
162 ===============
163 */
164 void V_DriftPitch (void)
165 {
166         float           delta, move;
167
168         if (noclip_anglehack || !cl.onground || cls.demoplayback )
169         {
170                 cl.driftmove = 0;
171                 cl.pitchvel = 0;
172                 return;
173         }
174
175 // don't count small mouse motion
176         if (cl.nodrift)
177         {
178                 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
179                         cl.driftmove = 0;
180                 else
181                         cl.driftmove += cl.realframetime;
182
183                 if ( cl.driftmove > v_centermove.value)
184                 {
185                         V_StartPitchDrift ();
186                 }
187                 return;
188         }
189
190         delta = cl.idealpitch - cl.viewangles[PITCH];
191
192         if (!delta)
193         {
194                 cl.pitchvel = 0;
195                 return;
196         }
197
198         move = cl.realframetime * cl.pitchvel;
199         cl.pitchvel += cl.realframetime * v_centerspeed.value;
200
201         if (delta > 0)
202         {
203                 if (move > delta)
204                 {
205                         cl.pitchvel = 0;
206                         move = delta;
207                 }
208                 cl.viewangles[PITCH] += move;
209         }
210         else if (delta < 0)
211         {
212                 if (move > -delta)
213                 {
214                         cl.pitchvel = 0;
215                         move = -delta;
216                 }
217                 cl.viewangles[PITCH] -= move;
218         }
219 }
220
221
222 /*
223 ==============================================================================
224
225                                                 SCREEN FLASHES
226
227 ==============================================================================
228 */
229
230
231 /*
232 ===============
233 V_ParseDamage
234 ===============
235 */
236 void V_ParseDamage (void)
237 {
238         int armor, blood;
239         vec3_t from;
240         //vec3_t forward, right;
241         vec3_t localfrom;
242         entity_t *ent;
243         //float side;
244         float count;
245
246         armor = MSG_ReadByte ();
247         blood = MSG_ReadByte ();
248         MSG_ReadVector(from, cls.protocol);
249
250         // Send the Dmg Globals to CSQC
251         CL_VM_UpdateDmgGlobals(blood, armor, from);
252
253         count = blood*0.5 + armor*0.5;
254         if (count < 10)
255                 count = 10;
256
257         cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
258
259         cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
260         cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
261         if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
262                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
263         if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
264                 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
265
266         if (armor > blood)
267         {
268                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
269                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
270                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
271         }
272         else if (armor)
273         {
274                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
275                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
276                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
277         }
278         else
279         {
280                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
281                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
282                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
283         }
284
285         // calculate view angle kicks
286         if (cl.entities[cl.viewentity].state_current.active)
287         {
288                 ent = &cl.entities[cl.viewentity];
289                 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
290                 VectorNormalize(localfrom);
291                 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
292                 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
293                 v_dmg_time = v_kicktime.value;
294         }
295 }
296
297 static cshift_t v_cshift;
298
299 /*
300 ==================
301 V_cshift_f
302 ==================
303 */
304 static void V_cshift_f (void)
305 {
306         v_cshift.destcolor[0] = atof(Cmd_Argv(1));
307         v_cshift.destcolor[1] = atof(Cmd_Argv(2));
308         v_cshift.destcolor[2] = atof(Cmd_Argv(3));
309         v_cshift.percent = atof(Cmd_Argv(4));
310 }
311
312
313 /*
314 ==================
315 V_BonusFlash_f
316
317 When you run over an item, the server sends this command
318 ==================
319 */
320 static void V_BonusFlash_f (void)
321 {
322         if(Cmd_Argc() == 1)
323         {
324                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
325                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
326                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
327                 cl.cshifts[CSHIFT_BONUS].percent = 50;
328                 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
329         }
330         else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
331         {
332                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
333                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
334                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
335                 if(Cmd_Argc() >= 5)
336                         cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
337                 else
338                         cl.cshifts[CSHIFT_BONUS].percent = 50;
339                 if(Cmd_Argc() >= 6)
340                         cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
341                 else
342                         cl.cshifts[CSHIFT_BONUS].alphafade = 100;
343         }
344         else
345                 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
346 }
347
348 /*
349 ==============================================================================
350
351                                                 VIEW RENDERING
352
353 ==============================================================================
354 */
355
356 extern matrix4x4_t viewmodelmatrix;
357
358 #include "cl_collision.h"
359 #include "csprogs.h"
360
361 /*
362 ==================
363 V_CalcRefdef
364
365 ==================
366 */
367 #if 0
368 static vec3_t eyeboxmins = {-16, -16, -24};
369 static vec3_t eyeboxmaxs = { 16,  16,  32};
370 #endif
371 void V_CalcRefdef (void)
372 {
373         entity_t *ent;
374         float vieworg[3], viewangles[3], smoothtime;
375 #if 0
376 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
377         vec3_t camboxmins = {-3, -3, -3};
378         vec3_t camboxmaxs = {3, 3, 3};
379 // end of chase camera bounding box size for proper collisions by Alexander Zubov
380 #endif
381         trace_t trace;
382         VectorClear(gunorg);
383         viewmodelmatrix = identitymatrix;
384         r_refdef.view.matrix = identitymatrix;
385         if (cls.state == ca_connected && cls.signon == SIGNONS)
386         {
387                 // ent is the view entity (visible when out of body)
388                 ent = &cl.entities[cl.viewentity];
389                 // player can look around, so take the origin from the entity,
390                 // and the angles from the input system
391                 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
392                 VectorCopy(cl.viewangles, viewangles);
393
394                 // calculate how much time has passed since the last V_CalcRefdef
395                 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
396                 cl.stairsmoothtime = cl.time;
397
398                 // fade damage flash
399                 if (v_dmg_time > 0)
400                         v_dmg_time -= bound(0, smoothtime, 0.1);
401
402                 if (cl.intermission)
403                 {
404                         // entity is a fixed camera, just copy the matrix
405                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
406                                 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);
407                         else
408                         {
409                                 r_refdef.view.matrix = ent->render.matrix;
410                                 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
411                         }
412                         viewmodelmatrix = r_refdef.view.matrix;
413                 }
414                 else
415                 {
416                         // smooth stair stepping, but only if onground and enabled
417                         if (!cl.onground || cl_stairsmoothspeed.value <= 0)
418                                 cl.stairsmoothz = vieworg[2];
419                         else
420                         {
421                                 if (cl.stairsmoothz < vieworg[2])
422                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
423                                 else if (cl.stairsmoothz > vieworg[2])
424                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
425                         }
426
427                         // apply qw weapon recoil effect (this did not work in QW)
428                         // TODO: add a cvar to disable this
429                         viewangles[PITCH] += cl.qw_weaponkick;
430
431                         // apply the viewofs (even if chasecam is used)
432                         vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
433
434                         if (chase_active.value)
435                         {
436                                 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
437                                 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
438
439                                 camback = chase_back.value;
440                                 camup = chase_up.value;
441                                 campitch = chase_pitchangle.value;
442
443                                 AngleVectors(viewangles, forward, NULL, NULL);
444
445                                 if (chase_overhead.integer)
446                                 {
447 #if 1
448                                         vec3_t offset;
449                                         vec3_t bestvieworg;
450 #endif
451                                         vec3_t up;
452                                         viewangles[PITCH] = 0;
453                                         AngleVectors(viewangles, forward, NULL, up);
454                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
455                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
456                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
457                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
458 #if 0
459 #if 1
460                                         //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
461                                         trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
462 #else
463                                         //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
464                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
465 #endif
466                                         VectorCopy(trace.endpos, vieworg);
467                                         vieworg[2] -= 8;
468 #else
469                                         // trace from first person view location to our chosen third person view location
470 #if 1
471                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
472 #else
473                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
474 #endif
475                                         VectorCopy(trace.endpos, bestvieworg);
476                                         offset[2] = 0;
477                                         for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
478                                         {
479                                                 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
480                                                 {
481                                                         AngleVectors(viewangles, NULL, NULL, up);
482                                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
483                                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
484                                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
485 #if 1
486                                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
487 #else
488                                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
489 #endif
490                                                         if (bestvieworg[2] > trace.endpos[2])
491                                                                 bestvieworg[2] = trace.endpos[2];
492                                                 }
493                                         }
494                                         bestvieworg[2] -= 8;
495                                         VectorCopy(bestvieworg, vieworg);
496 #endif
497                                         viewangles[PITCH] = campitch;
498                                 }
499                                 else
500                                 {
501                                         if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
502                                         {
503                                                 // look straight down from high above
504                                                 viewangles[PITCH] = 90;
505                                                 camback = 2048;
506                                                 VectorSet(forward, 0, 0, -1);
507                                         }
508
509                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
510                                         dist = -camback - 8;
511                                         chase_dest[0] = vieworg[0] + forward[0] * dist;
512                                         chase_dest[1] = vieworg[1] + forward[1] * dist;
513                                         chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
514                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
515                                         VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
516                                 }
517                         }
518                         else
519                         {
520                                 // first person view from entity
521                                 // angles
522                                 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
523                                         viewangles[ROLL] = v_deathtiltangle.value;
524                                 VectorAdd(viewangles, cl.punchangle, viewangles);
525                                 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
526                                 if (v_dmg_time > 0)
527                                 {
528                                         viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
529                                         viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
530                                 }
531                                 // origin
532                                 VectorAdd(vieworg, cl.punchvector, vieworg);
533                                 if (cl.stats[STAT_HEALTH] > 0)
534                                 {
535                                         double xyspeed, bob;
536                                         vec_t d;
537
538                                         // gun model leaning code
539                                         vec_t lean_speed_up = cl_leanmodel_up_speed.value * cl.realframetime * cl.movevars_timescale;
540                                         if(cl_leanmodel_up.value && lean_speed_up >= 0 && lean_speed_up < 1) // bad things happen if this goes out of range, so prevent the effect
541                                         {
542                                                 // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
543                                                 if(cl.viewangles[PITCH] - gunangles[PITCH] >= 180)
544                                                         gunangles[PITCH] += 360;
545                                                 if(gunangles[PITCH] - cl.viewangles[PITCH] >= 180)
546                                                         gunangles[PITCH] -= 360;
547
548                                                 d = cl.viewangles[PITCH] - gunangles[PITCH];
549                                                 gunangles[PITCH] = bound(cl.viewangles[PITCH] - cl_leanmodel_up_limit.value, gunangles[PITCH] * (1 - lean_speed_up) + cl.viewangles[PITCH] * lean_speed_up, cl.viewangles[PITCH] + cl_leanmodel_up_limit.value);
550                                         }
551                                         else
552                                                 gunangles[PITCH] = cl.viewangles[PITCH];
553
554                                         vec_t lean_speed_side = cl_leanmodel_side_speed.value * cl.realframetime * cl.movevars_timescale;
555                                         if(cl_leanmodel_side.value && lean_speed_side >= 0 && lean_speed_side < 1) // bad things happen if this goes out of range, so prevent the effect
556                                         {
557                                                 // prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
558                                                 if(cl.viewangles[YAW] - gunangles[YAW] >= 180)
559                                                         gunangles[YAW] += 360;
560                                                 if(gunangles[YAW] - cl.viewangles[YAW] >= 180)
561                                                         gunangles[YAW] -= 360;
562
563                                                 d = cl.viewangles[YAW] - gunangles[YAW];
564                                                 gunangles[YAW] = bound(cl.viewangles[YAW] - cl_leanmodel_side_limit.value, gunangles[YAW] * (1 - lean_speed_side) + cl.viewangles[YAW] * lean_speed_side, cl.viewangles[YAW] + cl_leanmodel_side_limit.value);
565                                         }
566                                         else
567                                                 gunangles[YAW] = cl.viewangles[YAW];
568
569                                         gunangles[ROLL] = viewangles[2];
570
571                                         // gun model following code
572                                         if(cl_followmodel_side.value)
573                                         {
574                                                 gunorg[0] = vieworg[0] - bound(-cl_followmodel_side_limit.value, cl.movement_velocity[0] * cl_followmodel_side_speed.value, cl_followmodel_side_limit.value);
575                                                 gunorg[1] = vieworg[1] - bound(-cl_followmodel_side_limit.value, cl.movement_velocity[1] * cl_followmodel_side_speed.value, cl_followmodel_side_limit.value);
576                                         }
577                                         else
578                                         {
579                                                 gunorg[0] = vieworg[0];
580                                                 gunorg[1] = vieworg[1];
581                                         }
582
583                                         if(cl_followmodel_up.value)
584                                         {
585                                                 gunorg[2] = vieworg[2] - bound(-cl_followmodel_up_limit.value, cl.movement_velocity[2] * cl_followmodel_up_speed.value, cl_followmodel_up_limit.value);
586                                         }
587                                         else
588                                         {
589                                                 gunorg[2] = vieworg[2];
590                                         }
591
592                                         // view bobbing code
593                                         xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
594                                         if (cl_bob.value && cl_bobcycle.value)
595                                         {
596                                                 float cycle;
597                                                 // LordHavoc: this code is *weird*, but not replacable (I think it
598                                                 // should be done in QC on the server, but oh well, quake is quake)
599                                                 // LordHavoc: figured out bobup: the time at which the sin is at 180
600                                                 // degrees (which allows lengthening or squishing the peak or valley)
601                                                 cycle = cl.time / cl_bobcycle.value;
602                                                 cycle -= (int) cycle;
603                                                 if (cycle < cl_bobup.value)
604                                                         cycle = sin(M_PI * cycle / cl_bobup.value);
605                                                 else
606                                                         cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
607                                                 // bob is proportional to velocity in the xy plane
608                                                 // (don't count Z, or jumping messes it up)
609                                                 bob = xyspeed * cl_bob.value;
610                                                 bob = bob*0.3 + bob*0.7*cycle;
611                                                 vieworg[2] += bound(-7, bob, 4);
612                                                 // we also need to adjust gunorg, or this appears like pushing the gun!
613                                                 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
614                                                 // but this is not viable with the new followmodel code as that would mean
615                                                 // that followmodel would work on the munged-by-bob vieworg and do feedback
616                                                 gunorg[2] += bound(-7, bob, 4);
617                                         }
618
619                                         // gun model bobbing code
620                                         if (cl_bob.value && cl_bobmodel.value)
621                                         {
622                                                 // calculate for swinging gun model
623                                                 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
624                                                 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
625                                                 // for the most part, but for some reason when you go through a message trigger or
626                                                 // pick up an item or anything like that it will momentarily jolt the gun.
627                                                 vec3_t forward, right, up;
628                                                 float bspeed;
629                                                 float s;
630                                                 float t;
631
632                                                 s = cl.time * cl_bobmodel_speed.value;
633                                                 if (cl.onground)
634                                                 {
635                                                         if (cl.time - cl.hitgroundtime < 0.2)
636                                                         {
637                                                                 // just hit the ground, speed the bob back up over the next 0.2 seconds
638                                                                 t = cl.time - cl.hitgroundtime;
639                                                                 t = bound(0, t, 0.2);
640                                                                 t *= 5;
641                                                         }
642                                                         else
643                                                                 t = 1;
644                                                 }
645                                                 else
646                                                 {
647                                                         // recently left the ground, slow the bob down over the next 0.2 seconds
648                                                         t = cl.time - cl.lastongroundtime;
649                                                         t = 0.2 - bound(0, t, 0.2);
650                                                         t *= 5;
651                                                 }
652
653                                                 bspeed = bound (0, xyspeed, 400) * 0.01f;
654                                                 AngleVectors (gunangles, forward, right, up);
655                                                 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
656                                                 VectorMA (gunorg, bob, right, gunorg);
657                                                 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
658                                                 VectorMA (gunorg, bob, up, gunorg);
659                                         }
660                                 }
661                         }
662                         // calculate a view matrix for rendering the scene
663                         if (v_idlescale.value)
664                                 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);
665                         else
666                                 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);
667                         // calculate a viewmodel matrix for use in view-attached entities
668                         Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
669                         VectorCopy(vieworg, cl.csqc_origin);
670                         VectorCopy(viewangles, cl.csqc_angles);
671                 }
672         }
673 }
674
675 void V_FadeViewFlashs(void)
676 {
677         // don't flash if time steps backwards
678         if (cl.time <= cl.oldtime)
679                 return;
680         // drop the damage value
681         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
682         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
683                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
684         // drop the bonus value
685         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
686         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
687                 cl.cshifts[CSHIFT_BONUS].percent = 0;
688 }
689
690 void V_CalcViewBlend(void)
691 {
692         float a2;
693         int j;
694         r_refdef.viewblend[0] = 0;
695         r_refdef.viewblend[1] = 0;
696         r_refdef.viewblend[2] = 0;
697         r_refdef.viewblend[3] = 0;
698         r_refdef.frustumscale_x = 1;
699         r_refdef.frustumscale_y = 1;
700         if (cls.state == ca_connected && cls.signon == SIGNONS)
701         {
702                 // set contents color
703                 int supercontents;
704                 vec3_t vieworigin;
705                 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
706                 supercontents = CL_PointSuperContents(vieworigin);
707                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
708                 {
709                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
710                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
711                         if (supercontents & SUPERCONTENTS_LAVA)
712                         {
713                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
714                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
715                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
716                         }
717                         else if (supercontents & SUPERCONTENTS_SLIME)
718                         {
719                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
720                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
721                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
722                         }
723                         else
724                         {
725                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
726                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
727                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
728                         }
729                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
730                 }
731                 else
732                 {
733                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
734                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
735                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
736                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
737                 }
738
739                 if (gamemode != GAME_TRANSFUSION)
740                 {
741                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
742                         {
743                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
744                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
745                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
746                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
747                         }
748                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
749                         {
750                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
751                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
752                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
753                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
754                         }
755                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
756                         {
757                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
758                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
759                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
760                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
761                         }
762                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
763                         {
764                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
765                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
766                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
767                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
768                         }
769                         else
770                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
771                 }
772
773                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
774                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
775                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
776                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
777
778                 // LordHavoc: fixed V_CalcBlend
779                 for (j = 0;j < NUM_CSHIFTS;j++)
780                 {
781                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
782                         if (a2 > 0)
783                         {
784                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
785                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
786                         }
787                 }
788                 // saturate color (to avoid blending in black)
789                 if (r_refdef.viewblend[3])
790                 {
791                         a2 = 1 / r_refdef.viewblend[3];
792                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
793                 }
794                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
795                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
796                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
797                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
798                 
799                 // Samual: Ugly hack, I know. But it's the best we can do since
800                 // there is no way to detect client states from the engine.
801                 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && 
802                         cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
803                 {
804                         cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
805                         cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
806                 }
807                 else
808                         cl.deathfade = 0.0f;
809
810                 if(cl.deathfade > 0)
811                 {
812                         float a;
813                         float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
814                         a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
815                         if(a > 0)
816                                 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
817                         r_refdef.viewblend[3] = a;
818                 }
819         }
820 }
821
822 //============================================================================
823
824 /*
825 =============
826 V_Init
827 =============
828 */
829 void V_Init (void)
830 {
831         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
832         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");
833         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
834
835         Cvar_RegisterVariable (&v_centermove);
836         Cvar_RegisterVariable (&v_centerspeed);
837
838         Cvar_RegisterVariable (&v_iyaw_cycle);
839         Cvar_RegisterVariable (&v_iroll_cycle);
840         Cvar_RegisterVariable (&v_ipitch_cycle);
841         Cvar_RegisterVariable (&v_iyaw_level);
842         Cvar_RegisterVariable (&v_iroll_level);
843         Cvar_RegisterVariable (&v_ipitch_level);
844
845         Cvar_RegisterVariable (&v_idlescale);
846         Cvar_RegisterVariable (&crosshair);
847
848         Cvar_RegisterVariable (&cl_rollspeed);
849         Cvar_RegisterVariable (&cl_rollangle);
850         Cvar_RegisterVariable (&cl_bob);
851         Cvar_RegisterVariable (&cl_bobcycle);
852         Cvar_RegisterVariable (&cl_bobup);
853         Cvar_RegisterVariable (&cl_bobmodel);
854         Cvar_RegisterVariable (&cl_bobmodel_side);
855         Cvar_RegisterVariable (&cl_bobmodel_up);
856         Cvar_RegisterVariable (&cl_bobmodel_speed);
857
858         Cvar_RegisterVariable (&cl_leanmodel_side);
859         Cvar_RegisterVariable (&cl_leanmodel_side_speed);
860         Cvar_RegisterVariable (&cl_leanmodel_side_limit);
861         Cvar_RegisterVariable (&cl_leanmodel_up);
862         Cvar_RegisterVariable (&cl_leanmodel_up_speed);
863         Cvar_RegisterVariable (&cl_leanmodel_up_limit);
864
865         Cvar_RegisterVariable (&cl_followmodel_side);
866         Cvar_RegisterVariable (&cl_followmodel_side_speed);
867         Cvar_RegisterVariable (&cl_followmodel_side_limit);
868         Cvar_RegisterVariable (&cl_followmodel_up);
869         Cvar_RegisterVariable (&cl_followmodel_up_speed);
870         Cvar_RegisterVariable (&cl_followmodel_up_limit);
871
872         Cvar_RegisterVariable (&cl_viewmodel_scale);
873
874         Cvar_RegisterVariable (&v_kicktime);
875         Cvar_RegisterVariable (&v_kickroll);
876         Cvar_RegisterVariable (&v_kickpitch);
877
878         Cvar_RegisterVariable (&cl_stairsmoothspeed);
879
880         Cvar_RegisterVariable (&chase_back);
881         Cvar_RegisterVariable (&chase_up);
882         Cvar_RegisterVariable (&chase_active);
883         Cvar_RegisterVariable (&chase_overhead);
884         Cvar_RegisterVariable (&chase_pitchangle);
885         if (gamemode == GAME_GOODVSBAD2)
886                 Cvar_RegisterVariable (&chase_stevie);
887
888         Cvar_RegisterVariable (&v_deathtilt);
889         Cvar_RegisterVariable (&v_deathtiltangle);
890 }
891