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_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"};
43 cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
44 cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
45 cvar_t cl_bobfall = {CVAR_SAVE, "cl_bobfall","0.1", "how much the view swings down when falling (influenced by the speed you hit the ground with)"};
46 cvar_t cl_bobfallcycle = {CVAR_SAVE, "cl_bobfallcycle","0.025", "speed of the bobfall swing"};
47 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
48 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
49 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
50 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
51 cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
52 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
53 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
54 cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
55 cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "5", "gun leaning sideways highpass in 1/s"};
56 cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "30", "gun leaning sideways lowpass in 1/s"};
57 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
58 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
59 cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
60 cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
61 cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "30", "gun leaning upward lowpass in 1/s"};
63 cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
64 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
65 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
66 cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
67 cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
68 cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "30", "gun following sideways lowpass in 1/s"};
69 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
70 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
71 cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
72 cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "3", "gun following upward highpass in 1/s"};
73 cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "30", "gun following upward lowpass in 1/s"};
75 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"};
77 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
78 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
79 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
81 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
82 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
83 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
84 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
85 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
86 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
88 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
90 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
92 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)"};
93 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
95 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
97 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
98 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
99 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
100 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
102 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
104 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
105 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
107 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
108 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
110 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
117 Used by view and sv_user
120 float V_CalcRoll (vec3_t angles, vec3_t velocity)
127 AngleVectors (angles, NULL, right, NULL);
128 side = DotProduct (velocity, right);
129 sign = side < 0 ? -1 : 1;
132 value = cl_rollangle.value;
134 if (side < cl_rollspeed.value)
135 side = side * value / cl_rollspeed.value;
143 void V_StartPitchDrift (void)
145 if (cl.laststop == cl.time)
146 return; // something else is keeping it from drifting
148 if (cl.nodrift || !cl.pitchvel)
150 cl.pitchvel = v_centerspeed.value;
156 void V_StopPitchDrift (void)
158 cl.laststop = cl.time;
167 Moves the client pitch angle towards cl.idealpitch sent by the server.
169 If the user is adjusting pitch manually, either with lookup/lookdown,
170 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
172 Drifting is enabled when the center view key is hit, mlook is released and
173 lookspring is non 0, or when
176 void V_DriftPitch (void)
180 if (noclip_anglehack || !cl.onground || cls.demoplayback )
187 // don't count small mouse motion
190 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
193 cl.driftmove += cl.realframetime;
195 if ( cl.driftmove > v_centermove.value)
197 V_StartPitchDrift ();
202 delta = cl.idealpitch - cl.viewangles[PITCH];
210 move = cl.realframetime * cl.pitchvel;
211 cl.pitchvel += cl.realframetime * v_centerspeed.value;
220 cl.viewangles[PITCH] += move;
229 cl.viewangles[PITCH] -= move;
235 ==============================================================================
239 ==============================================================================
248 void V_ParseDamage (void)
252 //vec3_t forward, right;
258 armor = MSG_ReadByte ();
259 blood = MSG_ReadByte ();
260 MSG_ReadVector(from, cls.protocol);
262 // Send the Dmg Globals to CSQC
263 CL_VM_UpdateDmgGlobals(blood, armor, from);
265 count = blood*0.5 + armor*0.5;
269 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
271 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
272 cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
273 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
274 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
275 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
276 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
280 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
281 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
282 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
286 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
287 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
288 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
292 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
293 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
294 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
297 // calculate view angle kicks
298 if (cl.entities[cl.viewentity].state_current.active)
300 ent = &cl.entities[cl.viewentity];
301 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
302 VectorNormalize(localfrom);
303 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
304 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
305 v_dmg_time = v_kicktime.value;
309 static cshift_t v_cshift;
316 static void V_cshift_f (void)
318 v_cshift.destcolor[0] = atof(Cmd_Argv(1));
319 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
320 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
321 v_cshift.percent = atof(Cmd_Argv(4));
329 When you run over an item, the server sends this command
332 static void V_BonusFlash_f (void)
336 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
337 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
338 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
339 cl.cshifts[CSHIFT_BONUS].percent = 50;
340 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
342 else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
344 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
345 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
346 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
348 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
350 cl.cshifts[CSHIFT_BONUS].percent = 50;
352 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
354 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
357 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
361 ==============================================================================
365 ==============================================================================
368 extern matrix4x4_t viewmodelmatrix;
370 #include "cl_collision.h"
380 static vec3_t eyeboxmins = {-16, -16, -24};
381 static vec3_t eyeboxmaxs = { 16, 16, 32};
384 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
386 frac = bound(0, frac, 1);
387 return (*store = *store * (1 - frac) + value * frac);
390 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
392 lowpass(value, frac, store);
393 return (*store = bound(value - limit, *store, value + limit));
396 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
398 return value - lowpass(value, frac, store);
401 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
403 return value - lowpass_limited(value, frac, limit, store);
406 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
408 out[0] = lowpass(value[0], fracx, &store[0]);
409 out[1] = lowpass(value[1], fracy, &store[1]);
410 out[2] = lowpass(value[2], fracz, &store[2]);
413 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
415 out[0] = highpass(value[0], fracx, &store[0]);
416 out[1] = highpass(value[1], fracy, &store[1]);
417 out[2] = highpass(value[2], fracz, &store[2]);
420 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)
422 out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
423 out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
424 out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
427 void V_CalcRefdef (void)
430 float vieworg[3], viewangles[3], smoothtime;
431 float gunorg[3], gunangles[3];
433 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
434 vec3_t camboxmins = {-3, -3, -3};
435 vec3_t camboxmaxs = {3, 3, 3};
436 // end of chase camera bounding box size for proper collisions by Alexander Zubov
440 viewmodelmatrix = identitymatrix;
441 r_refdef.view.matrix = identitymatrix;
442 if (cls.state == ca_connected && cls.signon == SIGNONS)
444 // ent is the view entity (visible when out of body)
445 ent = &cl.entities[cl.viewentity];
446 // player can look around, so take the origin from the entity,
447 // and the angles from the input system
448 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
449 VectorCopy(cl.viewangles, viewangles);
451 // calculate how much time has passed since the last V_CalcRefdef
452 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
453 cl.stairsmoothtime = cl.time;
457 v_dmg_time -= bound(0, smoothtime, 0.1);
461 // entity is a fixed camera, just copy the matrix
462 if (cls.protocol == PROTOCOL_QUAKEWORLD)
463 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);
466 r_refdef.view.matrix = ent->render.matrix;
467 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
469 viewmodelmatrix = r_refdef.view.matrix;
473 // smooth stair stepping, but only if onground and enabled
474 if (!cl.onground || cl_stairsmoothspeed.value <= 0 || !ent->persistent.trail_allowed) // FIXME use a better way to detect teleport/warp
475 cl.stairsmoothz = vieworg[2];
478 if (cl.stairsmoothz < vieworg[2])
479 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
480 else if (cl.stairsmoothz > vieworg[2])
481 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
484 // apply qw weapon recoil effect (this did not work in QW)
485 // TODO: add a cvar to disable this
486 viewangles[PITCH] += cl.qw_weaponkick;
488 // apply the viewofs (even if chasecam is used)
489 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
491 if (chase_active.value)
493 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
494 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
496 camback = chase_back.value;
497 camup = chase_up.value;
498 campitch = chase_pitchangle.value;
500 AngleVectors(viewangles, forward, NULL, NULL);
502 if (chase_overhead.integer)
509 viewangles[PITCH] = 0;
510 AngleVectors(viewangles, forward, NULL, up);
511 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
512 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
513 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
514 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
517 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
518 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
520 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
521 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
523 VectorCopy(trace.endpos, vieworg);
526 // trace from first person view location to our chosen third person view location
528 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
530 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
532 VectorCopy(trace.endpos, bestvieworg);
534 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
536 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
538 AngleVectors(viewangles, NULL, NULL, up);
539 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
540 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
541 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
543 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
545 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
547 if (bestvieworg[2] > trace.endpos[2])
548 bestvieworg[2] = trace.endpos[2];
552 VectorCopy(bestvieworg, vieworg);
554 viewangles[PITCH] = campitch;
558 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
560 // look straight down from high above
561 viewangles[PITCH] = 90;
563 VectorSet(forward, 0, 0, -1);
566 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
568 chase_dest[0] = vieworg[0] + forward[0] * dist;
569 chase_dest[1] = vieworg[1] + forward[1] * dist;
570 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
571 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
572 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
577 // first person view from entity
579 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
580 viewangles[ROLL] = v_deathtiltangle.value;
581 VectorAdd(viewangles, cl.punchangle, viewangles);
582 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
585 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
586 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
589 VectorAdd(vieworg, cl.punchvector, vieworg);
590 if (cl.stats[STAT_HEALTH] > 0)
596 frametime = cl.realframetime * cl.movevars_timescale;
598 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
599 if(!ent->persistent.trail_allowed) // FIXME improve this check
601 // try to fix the first highpass; result is NOT
602 // perfect! TODO find a better fix
603 VectorCopy(viewangles, cl.gunangles_prev);
604 VectorCopy(vieworg, cl.gunorg_prev);
607 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
608 VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
609 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);
610 VectorCopy(vieworg, cl.gunorg_prev);
611 VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
613 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
614 VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
615 cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
616 cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
617 cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
618 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);
619 VectorCopy(viewangles, cl.gunangles_prev);
620 VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
622 // 3. calculate the RAW adjustment vectors
623 gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
624 gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
625 gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
627 gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
628 gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
631 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
632 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
633 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);
634 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);
635 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
636 highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
637 lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
639 // 5. use the adjusted vectors
640 VectorAdd(vieworg, gunorg, gunorg);
641 VectorAdd(viewangles, gunangles, gunangles);
643 // bounded XY speed, used by several effects below
644 xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400);
646 // vertical view bobbing code
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 * bound(0, cl_bob.value, 0.05);
662 bob = bob*0.3 + bob*0.7*cycle;
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
671 // horizontal view bobbing code
672 if (cl_bob2.value && cl_bob2cycle.value)
675 vec3_t forward, right, up;
678 cycle = cl.time / cl_bob2cycle.value;
679 cycle -= (int) cycle;
681 cycle = sin(M_PI * cycle / 0.5);
683 cycle = sin(M_PI + M_PI * (cycle-0.5)/0.5);
684 bob = bound(0, cl_bob2.value, 0.05) * cycle;
686 // this value slowly decreases from 1 to 0 when we stop touching the ground.
687 // The cycle is later multiplied with it so the view smooths back to normal
688 if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
692 if(cl.bob2_smooth > 0)
693 cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
698 // calculate the front and side of the player between the X and Y axes
699 AngleVectors(viewangles, forward, right, up);
700 // now get the speed based on those angles. The bounds should match the same value as xyspeed's
701 side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400);
702 front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400);
703 VectorScale(forward, bob, forward);
704 VectorScale(right, bob, right);
705 // we use side with forward and front with right, so the bobbing goes
706 // to the side when we walk forward and to the front when we strafe
707 VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
708 vieworg[0] += bob2vel[0];
709 vieworg[1] += bob2vel[1];
710 // we also need to adjust gunorg, or this appears like pushing the gun!
711 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
712 // but this is not viable with the new followmodel code as that would mean
713 // that followmodel would work on the munged-by-bob vieworg and do feedback
714 gunorg[0] += bob2vel[0];
715 gunorg[1] += bob2vel[1];
719 // causes the view to swing down and back up when touching the ground
720 if (cl_bobfall.value && cl_bobfallcycle.value)
724 cl.bobfall_speed = bound(-400, cl.velocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
725 cl.bobfall_swing = 1;
729 if(cl.bobfall_swing > 0)
730 cl.bobfall_swing -= bound(0, cl_bobfallcycle.value, 1);
732 cl.bobfall_swing = 0;
734 vieworg[2] += sin(M_PI + M_PI * cl.bobfall_swing) * -cl.bobfall_speed;
735 gunorg[2] += sin(M_PI + M_PI * cl.bobfall_swing) * -cl.bobfall_speed;
739 // gun model bobbing code
740 if (cl_bob.value || cl_bob2.value)
741 if (cl_bobmodel.value)
743 // calculate for swinging gun model
744 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
745 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
746 // for the most part, but for some reason when you go through a message trigger or
747 // pick up an item or anything like that it will momentarily jolt the gun.
748 vec3_t forward, right, up;
753 s = cl.time * cl_bobmodel_speed.value;
756 if (cl.time - cl.hitgroundtime < 0.2)
758 // just hit the ground, speed the bob back up over the next 0.2 seconds
759 t = cl.time - cl.hitgroundtime;
760 t = bound(0, t, 0.2);
768 // recently left the ground, slow the bob down over the next 0.2 seconds
769 t = cl.time - cl.lastongroundtime;
770 t = 0.2 - bound(0, t, 0.2);
774 bspeed = xyspeed * 0.01f;
775 AngleVectors (gunangles, forward, right, up);
776 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
777 VectorMA (gunorg, bob, right, gunorg);
778 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
779 VectorMA (gunorg, bob, up, gunorg);
783 // calculate a view matrix for rendering the scene
784 if (v_idlescale.value)
785 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);
787 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);
788 // calculate a viewmodel matrix for use in view-attached entities
789 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
790 VectorCopy(vieworg, cl.csqc_origin);
791 VectorCopy(viewangles, cl.csqc_angles);
796 void V_FadeViewFlashs(void)
798 // don't flash if time steps backwards
799 if (cl.time <= cl.oldtime)
801 // drop the damage value
802 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
803 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
804 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
805 // drop the bonus value
806 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
807 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
808 cl.cshifts[CSHIFT_BONUS].percent = 0;
811 void V_CalcViewBlend(void)
815 r_refdef.viewblend[0] = 0;
816 r_refdef.viewblend[1] = 0;
817 r_refdef.viewblend[2] = 0;
818 r_refdef.viewblend[3] = 0;
819 r_refdef.frustumscale_x = 1;
820 r_refdef.frustumscale_y = 1;
821 if (cls.state == ca_connected && cls.signon == SIGNONS)
823 // set contents color
826 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
827 supercontents = CL_PointSuperContents(vieworigin);
828 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
830 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
831 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
832 if (supercontents & SUPERCONTENTS_LAVA)
834 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
835 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
836 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
838 else if (supercontents & SUPERCONTENTS_SLIME)
840 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
841 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
842 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
846 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
847 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
848 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
850 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
854 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
855 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
856 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
857 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
860 if (gamemode != GAME_TRANSFUSION)
862 if (cl.stats[STAT_ITEMS] & IT_QUAD)
864 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
865 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
866 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
867 cl.cshifts[CSHIFT_POWERUP].percent = 30;
869 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
871 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
872 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
873 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
874 cl.cshifts[CSHIFT_POWERUP].percent = 20;
876 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
878 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
879 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
880 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
881 cl.cshifts[CSHIFT_POWERUP].percent = 100;
883 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
885 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
886 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
887 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
888 cl.cshifts[CSHIFT_POWERUP].percent = 30;
891 cl.cshifts[CSHIFT_POWERUP].percent = 0;
894 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
895 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
896 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
897 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
899 // LordHavoc: fixed V_CalcBlend
900 for (j = 0;j < NUM_CSHIFTS;j++)
902 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
905 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
906 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
909 // saturate color (to avoid blending in black)
910 if (r_refdef.viewblend[3])
912 a2 = 1 / r_refdef.viewblend[3];
913 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
915 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
916 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
917 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
918 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
920 // Samual: Ugly hack, I know. But it's the best we can do since
921 // there is no way to detect client states from the engine.
922 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
923 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
925 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
926 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
934 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
935 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
937 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
938 r_refdef.viewblend[3] = a;
943 //============================================================================
952 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
953 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");
954 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
956 Cvar_RegisterVariable (&v_centermove);
957 Cvar_RegisterVariable (&v_centerspeed);
959 Cvar_RegisterVariable (&v_iyaw_cycle);
960 Cvar_RegisterVariable (&v_iroll_cycle);
961 Cvar_RegisterVariable (&v_ipitch_cycle);
962 Cvar_RegisterVariable (&v_iyaw_level);
963 Cvar_RegisterVariable (&v_iroll_level);
964 Cvar_RegisterVariable (&v_ipitch_level);
966 Cvar_RegisterVariable (&v_idlescale);
967 Cvar_RegisterVariable (&crosshair);
969 Cvar_RegisterVariable (&cl_rollspeed);
970 Cvar_RegisterVariable (&cl_rollangle);
971 Cvar_RegisterVariable (&cl_bob);
972 Cvar_RegisterVariable (&cl_bobcycle);
973 Cvar_RegisterVariable (&cl_bobup);
974 Cvar_RegisterVariable (&cl_bob2);
975 Cvar_RegisterVariable (&cl_bob2cycle);
976 Cvar_RegisterVariable (&cl_bob2smooth);
977 Cvar_RegisterVariable (&cl_bobfall);
978 Cvar_RegisterVariable (&cl_bobfallcycle);
979 Cvar_RegisterVariable (&cl_bobmodel);
980 Cvar_RegisterVariable (&cl_bobmodel_side);
981 Cvar_RegisterVariable (&cl_bobmodel_up);
982 Cvar_RegisterVariable (&cl_bobmodel_speed);
984 Cvar_RegisterVariable (&cl_leanmodel);
985 Cvar_RegisterVariable (&cl_leanmodel_side_speed);
986 Cvar_RegisterVariable (&cl_leanmodel_side_limit);
987 Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
988 Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
989 Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
990 Cvar_RegisterVariable (&cl_leanmodel_up_speed);
991 Cvar_RegisterVariable (&cl_leanmodel_up_limit);
992 Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
993 Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
994 Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
996 Cvar_RegisterVariable (&cl_followmodel);
997 Cvar_RegisterVariable (&cl_followmodel_side_speed);
998 Cvar_RegisterVariable (&cl_followmodel_side_limit);
999 Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1000 Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1001 Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1002 Cvar_RegisterVariable (&cl_followmodel_up_speed);
1003 Cvar_RegisterVariable (&cl_followmodel_up_limit);
1004 Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1005 Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1006 Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1008 Cvar_RegisterVariable (&cl_viewmodel_scale);
1010 Cvar_RegisterVariable (&v_kicktime);
1011 Cvar_RegisterVariable (&v_kickroll);
1012 Cvar_RegisterVariable (&v_kickpitch);
1014 Cvar_RegisterVariable (&cl_stairsmoothspeed);
1016 Cvar_RegisterVariable (&chase_back);
1017 Cvar_RegisterVariable (&chase_up);
1018 Cvar_RegisterVariable (&chase_active);
1019 Cvar_RegisterVariable (&chase_overhead);
1020 Cvar_RegisterVariable (&chase_pitchangle);
1021 if (gamemode == GAME_GOODVSBAD2)
1022 Cvar_RegisterVariable (&chase_stevie);
1024 Cvar_RegisterVariable (&v_deathtilt);
1025 Cvar_RegisterVariable (&v_deathtiltangle);