cl_deathfade: new effect which makes the screen fade to dark red when you die......
[divverent/darkplaces.git] / view.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // view.c -- player eye positioning
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24
25 void CL_VM_UpdateDmgGlobals (int dmg_take, int dmg_save, vec3_t dmg_origin);
26
27 /*
28
29 The view is allowed to move slightly from it's true position for bobbing,
30 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
31 entities sent from the server may not include everything in the pvs, especially
32 when crossing a water boudnary.
33
34 */
35
36 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
37 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
38
39 cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
40 cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
41 cvar_t cl_bobup = {CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
42
43 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
44 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
45 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
46 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
47
48 cvar_t cl_viewmodel_scale = {0, "cl_viewmodel_scale", "1", "changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible"};
49
50 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
51 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
52 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
53
54 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
55 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
56 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
57 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
58 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
59 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
60
61 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
62
63 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
64
65 cvar_t v_centermove = {0, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"};
66 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
67
68 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
69
70 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
71 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
72 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
73 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
74 // GAME_GOODVSBAD2
75 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
76
77 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
78 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
79
80 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
81 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
82
83 float   v_dmg_time, v_dmg_roll, v_dmg_pitch;
84
85
86 /*
87 ===============
88 V_CalcRoll
89
90 Used by view and sv_user
91 ===============
92 */
93 float V_CalcRoll (vec3_t angles, vec3_t velocity)
94 {
95         vec3_t  right;
96         float   sign;
97         float   side;
98         float   value;
99
100         AngleVectors (angles, NULL, right, NULL);
101         side = DotProduct (velocity, right);
102         sign = side < 0 ? -1 : 1;
103         side = fabs(side);
104
105         value = cl_rollangle.value;
106
107         if (side < cl_rollspeed.value)
108                 side = side * value / cl_rollspeed.value;
109         else
110                 side = value;
111
112         return side*sign;
113
114 }
115
116 void V_StartPitchDrift (void)
117 {
118         if (cl.laststop == cl.time)
119                 return;         // something else is keeping it from drifting
120
121         if (cl.nodrift || !cl.pitchvel)
122         {
123                 cl.pitchvel = v_centerspeed.value;
124                 cl.nodrift = false;
125                 cl.driftmove = 0;
126         }
127 }
128
129 void V_StopPitchDrift (void)
130 {
131         cl.laststop = cl.time;
132         cl.nodrift = true;
133         cl.pitchvel = 0;
134 }
135
136 /*
137 ===============
138 V_DriftPitch
139
140 Moves the client pitch angle towards cl.idealpitch sent by the server.
141
142 If the user is adjusting pitch manually, either with lookup/lookdown,
143 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
144
145 Drifting is enabled when the center view key is hit, mlook is released and
146 lookspring is non 0, or when
147 ===============
148 */
149 void V_DriftPitch (void)
150 {
151         float           delta, move;
152
153         if (noclip_anglehack || !cl.onground || cls.demoplayback )
154         {
155                 cl.driftmove = 0;
156                 cl.pitchvel = 0;
157                 return;
158         }
159
160 // don't count small mouse motion
161         if (cl.nodrift)
162         {
163                 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
164                         cl.driftmove = 0;
165                 else
166                         cl.driftmove += cl.realframetime;
167
168                 if ( cl.driftmove > v_centermove.value)
169                 {
170                         V_StartPitchDrift ();
171                 }
172                 return;
173         }
174
175         delta = cl.idealpitch - cl.viewangles[PITCH];
176
177         if (!delta)
178         {
179                 cl.pitchvel = 0;
180                 return;
181         }
182
183         move = cl.realframetime * cl.pitchvel;
184         cl.pitchvel += cl.realframetime * v_centerspeed.value;
185
186         if (delta > 0)
187         {
188                 if (move > delta)
189                 {
190                         cl.pitchvel = 0;
191                         move = delta;
192                 }
193                 cl.viewangles[PITCH] += move;
194         }
195         else if (delta < 0)
196         {
197                 if (move > -delta)
198                 {
199                         cl.pitchvel = 0;
200                         move = -delta;
201                 }
202                 cl.viewangles[PITCH] -= move;
203         }
204 }
205
206
207 /*
208 ==============================================================================
209
210                                                 SCREEN FLASHES
211
212 ==============================================================================
213 */
214
215
216 /*
217 ===============
218 V_ParseDamage
219 ===============
220 */
221 void V_ParseDamage (void)
222 {
223         int armor, blood;
224         vec3_t from;
225         //vec3_t forward, right;
226         vec3_t localfrom;
227         entity_t *ent;
228         //float side;
229         float count;
230
231         armor = MSG_ReadByte ();
232         blood = MSG_ReadByte ();
233         MSG_ReadVector(from, cls.protocol);
234
235         // Send the Dmg Globals to CSQC
236         CL_VM_UpdateDmgGlobals(blood, armor, from);
237
238         count = blood*0.5 + armor*0.5;
239         if (count < 10)
240                 count = 10;
241
242         cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
243
244         cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
245         cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
246         if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
247                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
248         if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
249                 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
250
251         if (armor > blood)
252         {
253                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
254                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
255                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
256         }
257         else if (armor)
258         {
259                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
260                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
261                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
262         }
263         else
264         {
265                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
266                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
267                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
268         }
269
270         // calculate view angle kicks
271         if (cl.entities[cl.viewentity].state_current.active)
272         {
273                 ent = &cl.entities[cl.viewentity];
274                 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
275                 VectorNormalize(localfrom);
276                 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
277                 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
278                 v_dmg_time = v_kicktime.value;
279         }
280 }
281
282 static cshift_t v_cshift;
283
284 /*
285 ==================
286 V_cshift_f
287 ==================
288 */
289 static void V_cshift_f (void)
290 {
291         v_cshift.destcolor[0] = atof(Cmd_Argv(1));
292         v_cshift.destcolor[1] = atof(Cmd_Argv(2));
293         v_cshift.destcolor[2] = atof(Cmd_Argv(3));
294         v_cshift.percent = atof(Cmd_Argv(4));
295 }
296
297
298 /*
299 ==================
300 V_BonusFlash_f
301
302 When you run over an item, the server sends this command
303 ==================
304 */
305 static void V_BonusFlash_f (void)
306 {
307         if(Cmd_Argc() == 1)
308         {
309                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
310                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
311                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
312                 cl.cshifts[CSHIFT_BONUS].percent = 50;
313                 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
314         }
315         else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
316         {
317                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
318                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
319                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
320                 if(Cmd_Argc() >= 5)
321                         cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
322                 else
323                         cl.cshifts[CSHIFT_BONUS].percent = 50;
324                 if(Cmd_Argc() >= 6)
325                         cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
326                 else
327                         cl.cshifts[CSHIFT_BONUS].alphafade = 100;
328         }
329         else
330                 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
331 }
332
333 /*
334 ==============================================================================
335
336                                                 VIEW RENDERING
337
338 ==============================================================================
339 */
340
341 extern matrix4x4_t viewmodelmatrix;
342
343 #include "cl_collision.h"
344 #include "csprogs.h"
345
346 /*
347 ==================
348 V_CalcRefdef
349
350 ==================
351 */
352 #if 0
353 static vec3_t eyeboxmins = {-16, -16, -24};
354 static vec3_t eyeboxmaxs = { 16,  16,  32};
355 #endif
356 void V_CalcRefdef (void)
357 {
358         entity_t *ent;
359         float vieworg[3], gunorg[3], viewangles[3], smoothtime;
360 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
361         vec3_t camboxmins = {-3, -3, -3};
362         vec3_t camboxmaxs = {3, 3, 3};
363 // end of chase camera bounding box size for proper collisions by Alexander Zubov
364         trace_t trace;
365         VectorClear(gunorg);
366         viewmodelmatrix = identitymatrix;
367         r_refdef.view.matrix = identitymatrix;
368         if (cls.state == ca_connected && cls.signon == SIGNONS)
369         {
370                 // ent is the view entity (visible when out of body)
371                 ent = &cl.entities[cl.viewentity];
372                 // player can look around, so take the origin from the entity,
373                 // and the angles from the input system
374                 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
375                 VectorCopy(cl.viewangles, viewangles);
376
377                 // calculate how much time has passed since the last V_CalcRefdef
378                 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
379                 cl.stairsmoothtime = cl.time;
380
381                 // fade damage flash
382                 if (v_dmg_time > 0)
383                         v_dmg_time -= bound(0, smoothtime, 0.1);
384
385                 if (cl.intermission)
386                 {
387                         // entity is a fixed camera, just copy the matrix
388                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
389                                 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);
390                         else
391                         {
392                                 r_refdef.view.matrix = ent->render.matrix;
393                                 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
394                         }
395                         viewmodelmatrix = r_refdef.view.matrix;
396                 }
397                 else
398                 {
399                         // smooth stair stepping, but only if onground and enabled
400                         if (!cl.onground || cl_stairsmoothspeed.value <= 0)
401                                 cl.stairsmoothz = vieworg[2];
402                         else
403                         {
404                                 if (cl.stairsmoothz < vieworg[2])
405                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
406                                 else if (cl.stairsmoothz > vieworg[2])
407                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
408                         }
409
410                         // apply qw weapon recoil effect (this did not work in QW)
411                         // TODO: add a cvar to disable this
412                         viewangles[PITCH] += cl.qw_weaponkick;
413
414                         // apply the viewofs (even if chasecam is used)
415                         vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
416
417                         if (chase_active.value)
418                         {
419                                 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
420                                 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
421
422                                 camback = chase_back.value;
423                                 camup = chase_up.value;
424                                 campitch = chase_pitchangle.value;
425
426                                 AngleVectors(viewangles, forward, NULL, NULL);
427
428                                 if (chase_overhead.integer)
429                                 {
430 #if 1
431                                         vec3_t offset;
432                                         vec3_t bestvieworg;
433 #endif
434                                         vec3_t up;
435                                         viewangles[PITCH] = 0;
436                                         AngleVectors(viewangles, forward, NULL, up);
437                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
438                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
439                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
440                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
441 #if 0
442                                         //trace = CL_Move(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
443                                         trace = CL_Move(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
444                                         VectorCopy(trace.endpos, vieworg);
445                                         vieworg[2] -= 8;
446 #else
447                                         // trace from first person view location to our chosen third person view location
448                                         trace = CL_Move(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
449                                         VectorCopy(trace.endpos, bestvieworg);
450                                         offset[2] = 0;
451                                         for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
452                                         {
453                                                 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
454                                                 {
455                                                         AngleVectors(viewangles, NULL, NULL, up);
456                                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
457                                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
458                                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
459                                                         trace = CL_Move(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
460                                                         if (bestvieworg[2] > trace.endpos[2])
461                                                                 bestvieworg[2] = trace.endpos[2];
462                                                 }
463                                         }
464                                         bestvieworg[2] -= 8;
465                                         VectorCopy(bestvieworg, vieworg);
466 #endif
467                                         viewangles[PITCH] = campitch;
468                                 }
469                                 else
470                                 {
471                                         if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
472                                         {
473                                                 // look straight down from high above
474                                                 viewangles[PITCH] = 90;
475                                                 camback = 2048;
476                                                 VectorSet(forward, 0, 0, -1);
477                                         }
478
479                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
480                                         dist = -camback - 8;
481                                         chase_dest[0] = vieworg[0] + forward[0] * dist;
482                                         chase_dest[1] = vieworg[1] + forward[1] * dist;
483                                         chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
484                                         trace = CL_Move(vieworg, vec3_origin, vec3_origin, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
485                                         VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
486                                 }
487                         }
488                         else
489                         {
490                                 // first person view from entity
491                                 // angles
492                                 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
493                                         viewangles[ROLL] = v_deathtiltangle.value;
494                                 VectorAdd(viewangles, cl.punchangle, viewangles);
495                                 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
496                                 if (v_dmg_time > 0)
497                                 {
498                                         viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
499                                         viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
500                                 }
501                                 // origin
502                                 VectorAdd(vieworg, cl.punchvector, vieworg);
503                                 if (cl.stats[STAT_HEALTH] > 0)
504                                 {
505                                         double xyspeed, bob;
506
507                                         xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
508                                         if (cl_bob.value && cl_bobcycle.value)
509                                         {
510                                                 float cycle;
511                                                 // LordHavoc: this code is *weird*, but not replacable (I think it
512                                                 // should be done in QC on the server, but oh well, quake is quake)
513                                                 // LordHavoc: figured out bobup: the time at which the sin is at 180
514                                                 // degrees (which allows lengthening or squishing the peak or valley)
515                                                 cycle = cl.time / cl_bobcycle.value;
516                                                 cycle -= (int) cycle;
517                                                 if (cycle < cl_bobup.value)
518                                                         cycle = sin(M_PI * cycle / cl_bobup.value);
519                                                 else
520                                                         cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
521                                                 // bob is proportional to velocity in the xy plane
522                                                 // (don't count Z, or jumping messes it up)
523                                                 bob = xyspeed * cl_bob.value;
524                                                 bob = bob*0.3 + bob*0.7*cycle;
525                                                 vieworg[2] += bound(-7, bob, 4);
526                                         }
527
528                                         VectorCopy(vieworg, gunorg);
529
530                                         if (cl_bob.value && cl_bobmodel.value)
531                                         {
532                                                 // calculate for swinging gun model
533                                                 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
534                                                 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
535                                                 // for the most part, but for some reason when you go through a message trigger or
536                                                 // pick up an item or anything like that it will momentarily jolt the gun.
537                                                 vec3_t forward, right, up;
538                                                 float bspeed;
539                                                 float s;
540                                                 float t;
541
542                                                 s = cl.time * cl_bobmodel_speed.value;
543                                                 if (cl.onground)
544                                                 {
545                                                         if (cl.time - cl.hitgroundtime < 0.2)
546                                                         {
547                                                                 // just hit the ground, speed the bob back up over the next 0.2 seconds
548                                                                 t = cl.time - cl.hitgroundtime;
549                                                                 t = bound(0, t, 0.2);
550                                                                 t *= 5;
551                                                         }
552                                                         else
553                                                                 t = 1;
554                                                 }
555                                                 else
556                                                 {
557                                                         // recently left the ground, slow the bob down over the next 0.2 seconds
558                                                         t = cl.time - cl.lastongroundtime;
559                                                         t = 0.2 - bound(0, t, 0.2);
560                                                         t *= 5;
561                                                 }
562
563                                                 bspeed = bound (0, xyspeed, 400) * 0.01f;
564                                                 AngleVectors (viewangles, forward, right, up);
565                                                 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
566                                                 VectorMA (gunorg, bob, right, gunorg);
567                                                 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
568                                                 VectorMA (gunorg, bob, up, gunorg);
569                                         }
570                                 }
571                         }
572                         // calculate a view matrix for rendering the scene
573                         if (v_idlescale.value)
574                                 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);
575                         else
576                                 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);
577                         // calculate a viewmodel matrix for use in view-attached entities
578                         Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], cl_viewmodel_scale.value);
579                         VectorCopy(vieworg, cl.csqc_origin);
580                         VectorCopy(viewangles, cl.csqc_angles);
581                 }
582         }
583 }
584
585 void V_FadeViewFlashs(void)
586 {
587         // don't flash if time steps backwards
588         if (cl.time <= cl.oldtime)
589                 return;
590         // drop the damage value
591         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
592         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
593                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
594         // drop the bonus value
595         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
596         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
597                 cl.cshifts[CSHIFT_BONUS].percent = 0;
598 }
599
600 void V_CalcViewBlend(void)
601 {
602         float a2;
603         int j;
604         r_refdef.viewblend[0] = 0;
605         r_refdef.viewblend[1] = 0;
606         r_refdef.viewblend[2] = 0;
607         r_refdef.viewblend[3] = 0;
608         r_refdef.frustumscale_x = 1;
609         r_refdef.frustumscale_y = 1;
610         if (cls.state == ca_connected && cls.signon == SIGNONS)
611         {
612                 // set contents color
613                 int supercontents;
614                 vec3_t vieworigin;
615                 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
616                 supercontents = CL_PointSuperContents(vieworigin);
617                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
618                 {
619                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
620                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
621                         if (supercontents & SUPERCONTENTS_LAVA)
622                         {
623                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
624                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
625                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
626                         }
627                         else if (supercontents & SUPERCONTENTS_SLIME)
628                         {
629                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
630                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
631                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
632                         }
633                         else
634                         {
635                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
636                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
637                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
638                         }
639                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
640                 }
641                 else
642                 {
643                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
644                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
645                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
646                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
647                 }
648
649                 if (gamemode != GAME_TRANSFUSION)
650                 {
651                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
652                         {
653                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
654                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
655                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
656                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
657                         }
658                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
659                         {
660                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
661                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
662                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
663                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
664                         }
665                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
666                         {
667                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
668                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
669                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
670                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
671                         }
672                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
673                         {
674                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
675                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
676                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
677                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
678                         }
679                         else
680                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
681                 }
682
683                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
684                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
685                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
686                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
687
688                 // LordHavoc: fixed V_CalcBlend
689                 for (j = 0;j < NUM_CSHIFTS;j++)
690                 {
691                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
692                         if (a2 > 0)
693                         {
694                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
695                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
696                         }
697                 }
698                 // saturate color (to avoid blending in black)
699                 if (r_refdef.viewblend[3])
700                 {
701                         a2 = 1 / r_refdef.viewblend[3];
702                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
703                 }
704                 // Samual: Ugly hack, I know. But it's the best we can do since
705                 // there is no way to detect client states from the engine.
706                 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && 
707                         cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
708                 {
709                         cl.deathfade += bound(0.0f, cl_deathfade.value, 2.0f) * max(0.0001, cl.time - cl.oldtime);
710                         r_refdef.viewblend[0] = 0.3f;
711                         r_refdef.viewblend[1] = 0.0f;
712                         r_refdef.viewblend[2] = 0.0f;
713                         r_refdef.viewblend[3] = bound(0.0f, cl.deathfade, 0.9f);
714                 }
715                 else
716                 {
717                         cl.deathfade = 0.0f;
718                         r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
719                         r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
720                         r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
721                         r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
722                 }
723         }
724 }
725
726 //============================================================================
727
728 /*
729 =============
730 V_Init
731 =============
732 */
733 void V_Init (void)
734 {
735         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
736         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");
737         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
738
739         Cvar_RegisterVariable (&v_centermove);
740         Cvar_RegisterVariable (&v_centerspeed);
741
742         Cvar_RegisterVariable (&v_iyaw_cycle);
743         Cvar_RegisterVariable (&v_iroll_cycle);
744         Cvar_RegisterVariable (&v_ipitch_cycle);
745         Cvar_RegisterVariable (&v_iyaw_level);
746         Cvar_RegisterVariable (&v_iroll_level);
747         Cvar_RegisterVariable (&v_ipitch_level);
748
749         Cvar_RegisterVariable (&v_idlescale);
750         Cvar_RegisterVariable (&crosshair);
751
752         Cvar_RegisterVariable (&cl_rollspeed);
753         Cvar_RegisterVariable (&cl_rollangle);
754         Cvar_RegisterVariable (&cl_bob);
755         Cvar_RegisterVariable (&cl_bobcycle);
756         Cvar_RegisterVariable (&cl_bobup);
757         Cvar_RegisterVariable (&cl_bobmodel);
758         Cvar_RegisterVariable (&cl_bobmodel_side);
759         Cvar_RegisterVariable (&cl_bobmodel_up);
760         Cvar_RegisterVariable (&cl_bobmodel_speed);
761
762         Cvar_RegisterVariable (&cl_viewmodel_scale);
763
764         Cvar_RegisterVariable (&v_kicktime);
765         Cvar_RegisterVariable (&v_kickroll);
766         Cvar_RegisterVariable (&v_kickpitch);
767
768         Cvar_RegisterVariable (&cl_stairsmoothspeed);
769
770         Cvar_RegisterVariable (&chase_back);
771         Cvar_RegisterVariable (&chase_up);
772         Cvar_RegisterVariable (&chase_active);
773         Cvar_RegisterVariable (&chase_overhead);
774         Cvar_RegisterVariable (&chase_pitchangle);
775         if (gamemode == GAME_GOODVSBAD2)
776                 Cvar_RegisterVariable (&chase_stevie);
777
778         Cvar_RegisterVariable (&v_deathtilt);
779         Cvar_RegisterVariable (&v_deathtiltangle);
780 }
781