2 Copyright (C) 1996-1997 Id Software, Inc.
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.
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.
13 See the GNU General Public License for more details.
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.
20 // view.c -- player eye positioning
23 #include "cl_collision.h"
25 void CL_VM_UpdateDmgGlobals (int dmg_take, int dmg_save, vec3_t dmg_origin);
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.
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"};
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 cvar_t cl_bobside = {CVAR_SAVE, "cl_bobside","0", "sideway view bobbing amount"};
43 cvar_t cl_bobsidecycle = {CVAR_SAVE, "cl_bobsidecycle","0.6", "sideway view bobbing speed"};
44 cvar_t cl_bobsideup = {CVAR_SAVE, "cl_bobsideup","0.5", "view bobbing adjustment that makes the side swing of the bob last longer"};
45 cvar_t cl_bobsideairtime = {CVAR_SAVE, "cl_bobsideairtime","0.05", "how fast the view goes back when you stop touching the ground"};
46 cvar_t cl_bobroll = {CVAR_SAVE, "cl_bobroll","0", "view rolling amount"};
47 cvar_t cl_bobrollcycle = {CVAR_SAVE, "cl_bobrollcycle","0.8", "view rolling speed"};
48 cvar_t cl_bobrollairtime = {CVAR_SAVE, "cl_bobrollairtime","0.05", "how fast the view rolls back when you stop touching the ground"};
49 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
50 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
51 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
52 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
53 cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
54 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
55 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
56 cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
57 cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "5", "gun leaning sideways highpass in 1/s"};
58 cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "30", "gun leaning sideways lowpass in 1/s"};
59 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
60 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
61 cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
62 cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
63 cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "30", "gun leaning upward lowpass in 1/s"};
65 cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
66 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
67 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
68 cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
69 cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
70 cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "30", "gun following sideways lowpass in 1/s"};
71 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
72 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
73 cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
74 cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "3", "gun following upward highpass in 1/s"};
75 cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "30", "gun following upward lowpass in 1/s"};
77 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"};
79 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
80 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
81 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
83 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
84 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
85 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
86 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
87 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
88 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
90 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
92 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
94 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)"};
95 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
97 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
99 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
100 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
101 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
102 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
104 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
106 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
107 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
109 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
110 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
112 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
119 Used by view and sv_user
122 float V_CalcRoll (vec3_t angles, vec3_t velocity)
129 AngleVectors (angles, NULL, right, NULL);
130 side = DotProduct (velocity, right);
131 sign = side < 0 ? -1 : 1;
134 value = cl_rollangle.value;
136 if (side < cl_rollspeed.value)
137 side = side * value / cl_rollspeed.value;
145 void V_StartPitchDrift (void)
147 if (cl.laststop == cl.time)
148 return; // something else is keeping it from drifting
150 if (cl.nodrift || !cl.pitchvel)
152 cl.pitchvel = v_centerspeed.value;
158 void V_StopPitchDrift (void)
160 cl.laststop = cl.time;
169 Moves the client pitch angle towards cl.idealpitch sent by the server.
171 If the user is adjusting pitch manually, either with lookup/lookdown,
172 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
174 Drifting is enabled when the center view key is hit, mlook is released and
175 lookspring is non 0, or when
178 void V_DriftPitch (void)
182 if (noclip_anglehack || !cl.onground || cls.demoplayback )
189 // don't count small mouse motion
192 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
195 cl.driftmove += cl.realframetime;
197 if ( cl.driftmove > v_centermove.value)
199 V_StartPitchDrift ();
204 delta = cl.idealpitch - cl.viewangles[PITCH];
212 move = cl.realframetime * cl.pitchvel;
213 cl.pitchvel += cl.realframetime * v_centerspeed.value;
222 cl.viewangles[PITCH] += move;
231 cl.viewangles[PITCH] -= move;
237 ==============================================================================
241 ==============================================================================
250 void V_ParseDamage (void)
254 //vec3_t forward, right;
260 armor = MSG_ReadByte ();
261 blood = MSG_ReadByte ();
262 MSG_ReadVector(from, cls.protocol);
264 // Send the Dmg Globals to CSQC
265 CL_VM_UpdateDmgGlobals(blood, armor, from);
267 count = blood*0.5 + armor*0.5;
271 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
273 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
274 cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
275 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
276 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
277 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
278 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
282 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
283 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
284 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
288 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
289 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
290 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
294 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
295 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
296 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
299 // calculate view angle kicks
300 if (cl.entities[cl.viewentity].state_current.active)
302 ent = &cl.entities[cl.viewentity];
303 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
304 VectorNormalize(localfrom);
305 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
306 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
307 v_dmg_time = v_kicktime.value;
311 static cshift_t v_cshift;
318 static void V_cshift_f (void)
320 v_cshift.destcolor[0] = atof(Cmd_Argv(1));
321 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
322 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
323 v_cshift.percent = atof(Cmd_Argv(4));
331 When you run over an item, the server sends this command
334 static void V_BonusFlash_f (void)
338 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
339 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
340 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
341 cl.cshifts[CSHIFT_BONUS].percent = 50;
342 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
344 else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
346 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
347 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
348 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
350 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
352 cl.cshifts[CSHIFT_BONUS].percent = 50;
354 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
356 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
359 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
363 ==============================================================================
367 ==============================================================================
370 extern matrix4x4_t viewmodelmatrix;
372 #include "cl_collision.h"
382 static vec3_t eyeboxmins = {-16, -16, -24};
383 static vec3_t eyeboxmaxs = { 16, 16, 32};
386 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
388 frac = bound(0, frac, 1);
389 return (*store = *store * (1 - frac) + value * frac);
392 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
394 lowpass(value, frac, store);
395 return (*store = bound(value - limit, *store, value + limit));
398 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
400 return value - lowpass(value, frac, store);
403 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
405 return value - lowpass_limited(value, frac, limit, store);
408 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
410 out[0] = lowpass(value[0], fracx, &store[0]);
411 out[1] = lowpass(value[1], fracy, &store[1]);
412 out[2] = lowpass(value[2], fracz, &store[2]);
415 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
417 out[0] = highpass(value[0], fracx, &store[0]);
418 out[1] = highpass(value[1], fracy, &store[1]);
419 out[2] = highpass(value[2], fracz, &store[2]);
422 static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fracy, vec_t limity, vec_t fracz, vec_t limitz, vec3_t store, vec3_t out)
424 out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
425 out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
426 out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
429 void V_CalcRefdef (void)
432 float vieworg[3], viewangles[3], smoothtime;
433 float gunorg[3], gunangles[3];
435 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
436 vec3_t camboxmins = {-3, -3, -3};
437 vec3_t camboxmaxs = {3, 3, 3};
438 // end of chase camera bounding box size for proper collisions by Alexander Zubov
442 viewmodelmatrix = identitymatrix;
443 r_refdef.view.matrix = identitymatrix;
444 if (cls.state == ca_connected && cls.signon == SIGNONS)
446 // ent is the view entity (visible when out of body)
447 ent = &cl.entities[cl.viewentity];
448 // player can look around, so take the origin from the entity,
449 // and the angles from the input system
450 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
451 VectorCopy(cl.viewangles, viewangles);
453 // calculate how much time has passed since the last V_CalcRefdef
454 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
455 cl.stairsmoothtime = cl.time;
459 v_dmg_time -= bound(0, smoothtime, 0.1);
463 // entity is a fixed camera, just copy the matrix
464 if (cls.protocol == PROTOCOL_QUAKEWORLD)
465 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);
468 r_refdef.view.matrix = ent->render.matrix;
469 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
471 viewmodelmatrix = r_refdef.view.matrix;
475 // smooth stair stepping, but only if onground and enabled
476 if (!cl.onground || cl_stairsmoothspeed.value <= 0 || !ent->persistent.trail_allowed) // FIXME use a better way to detect teleport/warp
477 cl.stairsmoothz = vieworg[2];
480 if (cl.stairsmoothz < vieworg[2])
481 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
482 else if (cl.stairsmoothz > vieworg[2])
483 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
486 // apply qw weapon recoil effect (this did not work in QW)
487 // TODO: add a cvar to disable this
488 viewangles[PITCH] += cl.qw_weaponkick;
490 // apply the viewofs (even if chasecam is used)
491 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
493 if (chase_active.value)
495 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
496 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
498 camback = chase_back.value;
499 camup = chase_up.value;
500 campitch = chase_pitchangle.value;
502 AngleVectors(viewangles, forward, NULL, NULL);
504 if (chase_overhead.integer)
511 viewangles[PITCH] = 0;
512 AngleVectors(viewangles, forward, NULL, up);
513 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
514 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
515 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
516 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
519 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
520 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
522 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
523 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
525 VectorCopy(trace.endpos, vieworg);
528 // trace from first person view location to our chosen third person view location
530 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
532 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
534 VectorCopy(trace.endpos, bestvieworg);
536 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
538 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
540 AngleVectors(viewangles, NULL, NULL, up);
541 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
542 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
543 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
545 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
547 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
549 if (bestvieworg[2] > trace.endpos[2])
550 bestvieworg[2] = trace.endpos[2];
554 VectorCopy(bestvieworg, vieworg);
556 viewangles[PITCH] = campitch;
560 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
562 // look straight down from high above
563 viewangles[PITCH] = 90;
565 VectorSet(forward, 0, 0, -1);
568 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
570 chase_dest[0] = vieworg[0] + forward[0] * dist;
571 chase_dest[1] = vieworg[1] + forward[1] * dist;
572 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
573 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
574 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
579 // first person view from entity
581 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
582 viewangles[ROLL] = v_deathtiltangle.value;
583 VectorAdd(viewangles, cl.punchangle, viewangles);
584 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
587 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
588 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
591 VectorAdd(vieworg, cl.punchvector, vieworg);
592 if (cl.stats[STAT_HEALTH] > 0)
594 double xyspeed, bob, bobroll;
598 frametime = cl.realframetime * cl.movevars_timescale;
600 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
601 if(!ent->persistent.trail_allowed) // FIXME improve this check
603 // try to fix the first highpass; result is NOT
604 // perfect! TODO find a better fix
605 VectorCopy(viewangles, cl.gunangles_prev);
606 VectorCopy(vieworg, cl.gunorg_prev);
609 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
610 VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
611 highpass3_limited(vieworg, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg);
612 VectorCopy(vieworg, cl.gunorg_prev);
613 VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
615 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
616 VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
617 cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
618 cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
619 cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
620 highpass3_limited(viewangles, frametime*cl_leanmodel_up_highpass1.value, cl_leanmodel_up_limit.value, frametime*cl_leanmodel_side_highpass1.value, cl_leanmodel_side_limit.value, 0, 0, cl.gunangles_highpass, gunangles);
621 VectorCopy(viewangles, cl.gunangles_prev);
622 VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
624 // 3. calculate the RAW adjustment vectors
625 gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
626 gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
627 gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
629 gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
630 gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
633 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
634 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
635 highpass3(gunorg, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_up_highpass.value, cl.gunorg_adjustment_highpass, gunorg);
636 lowpass3(gunorg, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_up_lowpass.value, cl.gunorg_adjustment_lowpass, gunorg);
637 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
638 highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
639 lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
641 // 5. use the adjusted vectors
642 VectorAdd(vieworg, gunorg, gunorg);
643 VectorAdd(viewangles, gunangles, gunangles);
645 // vertical view bobbing code
646 xyspeed = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]);
647 if (cl_bob.value && cl_bobcycle.value)
649 // LordHavoc: this code is *weird*, but not replacable (I think it
650 // should be done in QC on the server, but oh well, quake is quake)
651 // LordHavoc: figured out bobup: the time at which the sin is at 180
652 // degrees (which allows lengthening or squishing the peak or valley)
653 cycle = cl.time / cl_bobcycle.value;
654 cycle -= (int) cycle;
655 if (cycle < cl_bobup.value)
656 cycle = sin(M_PI * cycle / cl_bobup.value);
658 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
659 // bob is proportional to velocity in the xy plane
660 // (don't count Z, or jumping messes it up)
661 bob = xyspeed * cl_bob.value;
662 bob = bob*0.3 + bob*0.7*cycle;
663 vieworg[2] += bound(-7, bob, 4);
664 // we also need to adjust gunorg, or this appears like pushing the gun!
665 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
666 // but this is not viable with the new followmodel code as that would mean
667 // that followmodel would work on the munged-by-bob vieworg and do feedback
668 gunorg[2] += bound(-7, bob, 4);
671 // horizontal bobbing code
672 if (cl_bobside.value && cl_bobsidecycle.value)
675 vec3_t forward, right, up;
678 cycle = cl.time / cl_bobsidecycle.value;
679 cycle -= (int) cycle;
680 if (cycle < cl_bobsideup.value)
681 cycle = sin(M_PI * cycle / cl_bobsideup.value);
683 cycle = sin(M_PI + M_PI * (cycle-cl_bobsideup.value)/(1.0 - cl_bobsideup.value));
684 // bob is proportional to velocity in the xy plane
685 // (don't count Z, or jumping messes it up)
686 bob = xyspeed * cl_bobside.value;
687 bob = bob*0.3 + bob*0.7*cycle;
689 // this value slowly decreases from 1 to 0 when we stop touching the ground.
690 // The cycle is later multiplied with it so the view smooths back to normal
691 if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
692 cl.bobside_airtime = 1;
695 if(cl.bobside_airtime > 0)
696 cl.bobside_airtime -= bound(0, cl_bobsideairtime.value, 1);
698 cl.bobside_airtime = 0;
701 // now we calculate the side and front of the player, between the X and Y axis
702 AngleVectors(viewangles, forward, right, up);
703 // now the speed based on these angles. The division is for mathing vertical bobbing intensity
704 side = DotProduct (cl.velocity, right) / 1000 * cl.bobside_airtime;
705 front = DotProduct (cl.velocity, forward) / 1000 * cl.bobside_airtime;
710 // we use side with forward and front with right so the side bobbing goes
711 // to the side when we walk forward and to the front when we strafe.
712 VectorMAMAM(side, forward, front, right, 0, up, bobvel);
713 vieworg[0] += bobvel[0];
714 vieworg[1] += bobvel[1];
715 // we also need to adjust gunorg, or this appears like pushing the gun!
716 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
717 // but this is not viable with the new followmodel code as that would mean
718 // that followmodel would work on the munged-by-bob vieworg and do feedback
719 gunorg[0] += bobvel[0];
720 gunorg[1] += bobvel[1];
724 if (cl_bobroll.value && cl_bobrollcycle.value)
726 cycle2 = cl.time / cl_bobrollcycle.value;
727 cycle2 -= (int) cycle2;
729 cycle2 = sin(M_PI * cycle2 / 0.5);
731 cycle2 = sin(M_PI + M_PI * (cycle2-0.5)/0.5);
733 // this value slowly decreases from 1 to 0 when we stop touching the ground.
734 // The cycle is later multiplied with it so the view smooths back to normal
735 if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
736 cl.bobroll_airtime = 1;
739 if(cl.bobroll_airtime > 0)
740 cl.bobroll_airtime -= bound(0, cl_bobrollairtime.value, 1);
742 cl.bobroll_airtime = 0;
745 cycle2 *= cl_bobroll.value * cl.bobroll_airtime;
746 bobroll = bound(0, xyspeed, sv_maxspeed.value) * cycle2;
747 viewangles[2] += bound(-45, bobroll, 45);
750 // gun model bobbing code
751 if (cl_bob.value && cl_bobmodel.value)
753 // calculate for swinging gun model
754 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
755 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
756 // for the most part, but for some reason when you go through a message trigger or
757 // pick up an item or anything like that it will momentarily jolt the gun.
758 vec3_t forward, right, up;
763 s = cl.time * cl_bobmodel_speed.value;
766 if (cl.time - cl.hitgroundtime < 0.2)
768 // just hit the ground, speed the bob back up over the next 0.2 seconds
769 t = cl.time - cl.hitgroundtime;
770 t = bound(0, t, 0.2);
778 // recently left the ground, slow the bob down over the next 0.2 seconds
779 t = cl.time - cl.lastongroundtime;
780 t = 0.2 - bound(0, t, 0.2);
784 bspeed = bound (0, xyspeed, 400) * 0.01f;
785 AngleVectors (gunangles, forward, right, up);
786 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
787 VectorMA (gunorg, bob, right, gunorg);
788 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
789 VectorMA (gunorg, bob, up, gunorg);
793 // calculate a view matrix for rendering the scene
794 if (v_idlescale.value)
795 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);
797 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);
798 // calculate a viewmodel matrix for use in view-attached entities
799 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
800 VectorCopy(vieworg, cl.csqc_origin);
801 VectorCopy(viewangles, cl.csqc_angles);
806 void V_FadeViewFlashs(void)
808 // don't flash if time steps backwards
809 if (cl.time <= cl.oldtime)
811 // drop the damage value
812 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
813 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
814 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
815 // drop the bonus value
816 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
817 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
818 cl.cshifts[CSHIFT_BONUS].percent = 0;
821 void V_CalcViewBlend(void)
825 r_refdef.viewblend[0] = 0;
826 r_refdef.viewblend[1] = 0;
827 r_refdef.viewblend[2] = 0;
828 r_refdef.viewblend[3] = 0;
829 r_refdef.frustumscale_x = 1;
830 r_refdef.frustumscale_y = 1;
831 if (cls.state == ca_connected && cls.signon == SIGNONS)
833 // set contents color
836 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
837 supercontents = CL_PointSuperContents(vieworigin);
838 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
840 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
841 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
842 if (supercontents & SUPERCONTENTS_LAVA)
844 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
845 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
846 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
848 else if (supercontents & SUPERCONTENTS_SLIME)
850 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
851 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
852 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
856 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
857 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
858 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
860 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
864 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
865 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
866 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
867 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
870 if (gamemode != GAME_TRANSFUSION)
872 if (cl.stats[STAT_ITEMS] & IT_QUAD)
874 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
875 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
876 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
877 cl.cshifts[CSHIFT_POWERUP].percent = 30;
879 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
881 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
882 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
883 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
884 cl.cshifts[CSHIFT_POWERUP].percent = 20;
886 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
888 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
889 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
890 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
891 cl.cshifts[CSHIFT_POWERUP].percent = 100;
893 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
895 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
896 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
897 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
898 cl.cshifts[CSHIFT_POWERUP].percent = 30;
901 cl.cshifts[CSHIFT_POWERUP].percent = 0;
904 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
905 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
906 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
907 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
909 // LordHavoc: fixed V_CalcBlend
910 for (j = 0;j < NUM_CSHIFTS;j++)
912 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
915 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
916 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
919 // saturate color (to avoid blending in black)
920 if (r_refdef.viewblend[3])
922 a2 = 1 / r_refdef.viewblend[3];
923 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
925 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
926 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
927 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
928 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
930 // Samual: Ugly hack, I know. But it's the best we can do since
931 // there is no way to detect client states from the engine.
932 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
933 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
935 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
936 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
944 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
945 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
947 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
948 r_refdef.viewblend[3] = a;
953 //============================================================================
962 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
963 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");
964 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
966 Cvar_RegisterVariable (&v_centermove);
967 Cvar_RegisterVariable (&v_centerspeed);
969 Cvar_RegisterVariable (&v_iyaw_cycle);
970 Cvar_RegisterVariable (&v_iroll_cycle);
971 Cvar_RegisterVariable (&v_ipitch_cycle);
972 Cvar_RegisterVariable (&v_iyaw_level);
973 Cvar_RegisterVariable (&v_iroll_level);
974 Cvar_RegisterVariable (&v_ipitch_level);
976 Cvar_RegisterVariable (&v_idlescale);
977 Cvar_RegisterVariable (&crosshair);
979 Cvar_RegisterVariable (&cl_rollspeed);
980 Cvar_RegisterVariable (&cl_rollangle);
981 Cvar_RegisterVariable (&cl_bob);
982 Cvar_RegisterVariable (&cl_bobcycle);
983 Cvar_RegisterVariable (&cl_bobup);
984 Cvar_RegisterVariable (&cl_bobside);
985 Cvar_RegisterVariable (&cl_bobsidecycle);
986 Cvar_RegisterVariable (&cl_bobsideup);
987 Cvar_RegisterVariable (&cl_bobsideairtime);
988 Cvar_RegisterVariable (&cl_bobroll);
989 Cvar_RegisterVariable (&cl_bobrollcycle);
990 Cvar_RegisterVariable (&cl_bobrollairtime);
991 Cvar_RegisterVariable (&cl_bobmodel);
992 Cvar_RegisterVariable (&cl_bobmodel_side);
993 Cvar_RegisterVariable (&cl_bobmodel_up);
994 Cvar_RegisterVariable (&cl_bobmodel_speed);
996 Cvar_RegisterVariable (&cl_leanmodel);
997 Cvar_RegisterVariable (&cl_leanmodel_side_speed);
998 Cvar_RegisterVariable (&cl_leanmodel_side_limit);
999 Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
1000 Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
1001 Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
1002 Cvar_RegisterVariable (&cl_leanmodel_up_speed);
1003 Cvar_RegisterVariable (&cl_leanmodel_up_limit);
1004 Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
1005 Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
1006 Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
1008 Cvar_RegisterVariable (&cl_followmodel);
1009 Cvar_RegisterVariable (&cl_followmodel_side_speed);
1010 Cvar_RegisterVariable (&cl_followmodel_side_limit);
1011 Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1012 Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1013 Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1014 Cvar_RegisterVariable (&cl_followmodel_up_speed);
1015 Cvar_RegisterVariable (&cl_followmodel_up_limit);
1016 Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1017 Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1018 Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1020 Cvar_RegisterVariable (&cl_viewmodel_scale);
1022 Cvar_RegisterVariable (&v_kicktime);
1023 Cvar_RegisterVariable (&v_kickroll);
1024 Cvar_RegisterVariable (&v_kickpitch);
1026 Cvar_RegisterVariable (&cl_stairsmoothspeed);
1028 Cvar_RegisterVariable (&chase_back);
1029 Cvar_RegisterVariable (&chase_up);
1030 Cvar_RegisterVariable (&chase_active);
1031 Cvar_RegisterVariable (&chase_overhead);
1032 Cvar_RegisterVariable (&chase_pitchangle);
1033 if (gamemode == GAME_GOODVSBAD2)
1034 Cvar_RegisterVariable (&chase_stevie);
1036 Cvar_RegisterVariable (&v_deathtilt);
1037 Cvar_RegisterVariable (&v_deathtiltangle);