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"};
43 cvar_t cl_bob_side = {CVAR_SAVE, "cl_bob_side","0.02", "view bobbing amount"};
44 cvar_t cl_bobcycle_side = {CVAR_SAVE, "cl_bobcycle_side","0.6", "view bobbing speed"};
45 cvar_t cl_bobup_side = {CVAR_SAVE, "cl_bobup_side","0.5", "view bobbing adjustment that makes the sideways swing of the bob last longer"};
47 cvar_t cl_bobroll = {CVAR_SAVE, "cl_bobroll","0", "view rolling amount"};
48 cvar_t cl_bobrollcycle = {CVAR_SAVE, "cl_bobrollcycle","0.8", "view rolling speed"};
49 cvar_t cl_bobrollairtime = {CVAR_SAVE, "cl_bobrollairtime","0.05", "how fast the view rolls back when you stop touching the ground"};
50 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
51 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
52 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
53 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
55 cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
56 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
57 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
58 cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
59 cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "5", "gun leaning sideways highpass in 1/s"};
60 cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "30", "gun leaning sideways lowpass in 1/s"};
61 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
62 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
63 cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
64 cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
65 cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "30", "gun leaning upward lowpass in 1/s"};
67 cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
68 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
69 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
70 cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
71 cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
72 cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "30", "gun following sideways lowpass in 1/s"};
73 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
74 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
75 cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
76 cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "3", "gun following upward highpass in 1/s"};
77 cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "30", "gun following upward lowpass in 1/s"};
79 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"};
81 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
82 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
83 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
85 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
86 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
87 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
88 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
89 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
90 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
92 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
94 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
96 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)"};
97 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
99 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
101 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
102 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
103 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
104 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
106 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
108 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
109 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
111 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
112 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
114 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
121 Used by view and sv_user
124 float V_CalcRoll (vec3_t angles, vec3_t velocity)
131 AngleVectors (angles, NULL, right, NULL);
132 side = DotProduct (velocity, right);
133 sign = side < 0 ? -1 : 1;
136 value = cl_rollangle.value;
138 if (side < cl_rollspeed.value)
139 side = side * value / cl_rollspeed.value;
147 void V_StartPitchDrift (void)
149 if (cl.laststop == cl.time)
150 return; // something else is keeping it from drifting
152 if (cl.nodrift || !cl.pitchvel)
154 cl.pitchvel = v_centerspeed.value;
160 void V_StopPitchDrift (void)
162 cl.laststop = cl.time;
171 Moves the client pitch angle towards cl.idealpitch sent by the server.
173 If the user is adjusting pitch manually, either with lookup/lookdown,
174 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
176 Drifting is enabled when the center view key is hit, mlook is released and
177 lookspring is non 0, or when
180 void V_DriftPitch (void)
184 if (noclip_anglehack || !cl.onground || cls.demoplayback )
191 // don't count small mouse motion
194 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
197 cl.driftmove += cl.realframetime;
199 if ( cl.driftmove > v_centermove.value)
201 V_StartPitchDrift ();
206 delta = cl.idealpitch - cl.viewangles[PITCH];
214 move = cl.realframetime * cl.pitchvel;
215 cl.pitchvel += cl.realframetime * v_centerspeed.value;
224 cl.viewangles[PITCH] += move;
233 cl.viewangles[PITCH] -= move;
239 ==============================================================================
243 ==============================================================================
252 void V_ParseDamage (void)
256 //vec3_t forward, right;
262 armor = MSG_ReadByte ();
263 blood = MSG_ReadByte ();
264 MSG_ReadVector(from, cls.protocol);
266 // Send the Dmg Globals to CSQC
267 CL_VM_UpdateDmgGlobals(blood, armor, from);
269 count = blood*0.5 + armor*0.5;
273 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
275 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
276 cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
277 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
278 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
279 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
280 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
284 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
285 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
286 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
290 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
291 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
292 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
296 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
297 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
298 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
301 // calculate view angle kicks
302 if (cl.entities[cl.viewentity].state_current.active)
304 ent = &cl.entities[cl.viewentity];
305 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
306 VectorNormalize(localfrom);
307 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
308 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
309 v_dmg_time = v_kicktime.value;
313 static cshift_t v_cshift;
320 static void V_cshift_f (void)
322 v_cshift.destcolor[0] = atof(Cmd_Argv(1));
323 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
324 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
325 v_cshift.percent = atof(Cmd_Argv(4));
333 When you run over an item, the server sends this command
336 static void V_BonusFlash_f (void)
340 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
341 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
342 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
343 cl.cshifts[CSHIFT_BONUS].percent = 50;
344 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
346 else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
348 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
349 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
350 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
352 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
354 cl.cshifts[CSHIFT_BONUS].percent = 50;
356 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
358 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
361 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
365 ==============================================================================
369 ==============================================================================
372 extern matrix4x4_t viewmodelmatrix;
374 #include "cl_collision.h"
384 static vec3_t eyeboxmins = {-16, -16, -24};
385 static vec3_t eyeboxmaxs = { 16, 16, 32};
388 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
390 frac = bound(0, frac, 1);
391 return (*store = *store * (1 - frac) + value * frac);
394 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
396 lowpass(value, frac, store);
397 return (*store = bound(value - limit, *store, value + limit));
400 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
402 return value - lowpass(value, frac, store);
405 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
407 return value - lowpass_limited(value, frac, limit, store);
410 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
412 out[0] = lowpass(value[0], fracx, &store[0]);
413 out[1] = lowpass(value[1], fracy, &store[1]);
414 out[2] = lowpass(value[2], fracz, &store[2]);
417 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
419 out[0] = highpass(value[0], fracx, &store[0]);
420 out[1] = highpass(value[1], fracy, &store[1]);
421 out[2] = highpass(value[2], fracz, &store[2]);
424 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)
426 out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
427 out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
428 out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
431 void V_CalcRefdef (void)
434 float vieworg[3], viewangles[3], smoothtime;
435 float gunorg[3], gunangles[3];
437 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
438 vec3_t camboxmins = {-3, -3, -3};
439 vec3_t camboxmaxs = {3, 3, 3};
440 // end of chase camera bounding box size for proper collisions by Alexander Zubov
444 viewmodelmatrix = identitymatrix;
445 r_refdef.view.matrix = identitymatrix;
446 if (cls.state == ca_connected && cls.signon == SIGNONS)
448 // ent is the view entity (visible when out of body)
449 ent = &cl.entities[cl.viewentity];
450 // player can look around, so take the origin from the entity,
451 // and the angles from the input system
452 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
453 VectorCopy(cl.viewangles, viewangles);
455 // calculate how much time has passed since the last V_CalcRefdef
456 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
457 cl.stairsmoothtime = cl.time;
461 v_dmg_time -= bound(0, smoothtime, 0.1);
465 // entity is a fixed camera, just copy the matrix
466 if (cls.protocol == PROTOCOL_QUAKEWORLD)
467 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);
470 r_refdef.view.matrix = ent->render.matrix;
471 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
473 viewmodelmatrix = r_refdef.view.matrix;
477 // smooth stair stepping, but only if onground and enabled
478 if (!cl.onground || cl_stairsmoothspeed.value <= 0 || !ent->persistent.trail_allowed) // FIXME use a better way to detect teleport/warp
479 cl.stairsmoothz = vieworg[2];
482 if (cl.stairsmoothz < vieworg[2])
483 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
484 else if (cl.stairsmoothz > vieworg[2])
485 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
488 // apply qw weapon recoil effect (this did not work in QW)
489 // TODO: add a cvar to disable this
490 viewangles[PITCH] += cl.qw_weaponkick;
492 // apply the viewofs (even if chasecam is used)
493 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
495 if (chase_active.value)
497 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
498 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
500 camback = chase_back.value;
501 camup = chase_up.value;
502 campitch = chase_pitchangle.value;
504 AngleVectors(viewangles, forward, NULL, NULL);
506 if (chase_overhead.integer)
513 viewangles[PITCH] = 0;
514 AngleVectors(viewangles, forward, NULL, up);
515 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
516 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
517 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
518 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
521 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
522 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
524 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
525 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
527 VectorCopy(trace.endpos, vieworg);
530 // trace from first person view location to our chosen third person view location
532 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
534 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
536 VectorCopy(trace.endpos, bestvieworg);
538 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
540 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
542 AngleVectors(viewangles, NULL, NULL, up);
543 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
544 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
545 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
547 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
549 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
551 if (bestvieworg[2] > trace.endpos[2])
552 bestvieworg[2] = trace.endpos[2];
556 VectorCopy(bestvieworg, vieworg);
558 viewangles[PITCH] = campitch;
562 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
564 // look straight down from high above
565 viewangles[PITCH] = 90;
567 VectorSet(forward, 0, 0, -1);
570 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
572 chase_dest[0] = vieworg[0] + forward[0] * dist;
573 chase_dest[1] = vieworg[1] + forward[1] * dist;
574 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
575 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
576 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
581 // first person view from entity
583 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
584 viewangles[ROLL] = v_deathtiltangle.value;
585 VectorAdd(viewangles, cl.punchangle, viewangles);
586 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
589 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
590 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
593 VectorAdd(vieworg, cl.punchvector, vieworg);
594 if (cl.stats[STAT_HEALTH] > 0)
596 double xyspeed, bob, bobroll;
600 frametime = cl.realframetime * cl.movevars_timescale;
602 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
603 if(!ent->persistent.trail_allowed) // FIXME improve this check
605 // try to fix the first highpass; result is NOT
606 // perfect! TODO find a better fix
607 VectorCopy(viewangles, cl.gunangles_prev);
608 VectorCopy(vieworg, cl.gunorg_prev);
611 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
612 VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
613 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);
614 VectorCopy(vieworg, cl.gunorg_prev);
615 VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
617 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
618 VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
619 cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
620 cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
621 cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
622 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);
623 VectorCopy(viewangles, cl.gunangles_prev);
624 VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
626 // 3. calculate the RAW adjustment vectors
627 gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
628 gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
629 gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
631 gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
632 gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
635 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
636 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
637 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);
638 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);
639 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
640 highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
641 lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
643 // 5. use the adjusted vectors
644 VectorAdd(vieworg, gunorg, gunorg);
645 VectorAdd(viewangles, gunangles, gunangles);
648 xyspeed = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]);
649 if (cl_bob.value && cl_bobcycle.value)
651 // LordHavoc: this code is *weird*, but not replacable (I think it
652 // should be done in QC on the server, but oh well, quake is quake)
653 // LordHavoc: figured out bobup: the time at which the sin is at 180
654 // degrees (which allows lengthening or squishing the peak or valley)
655 cycle = cl.time / cl_bobcycle.value;
656 cycle -= (int) cycle;
657 if (cycle < cl_bobup.value)
658 cycle = sin(M_PI * cycle / cl_bobup.value);
660 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
661 // bob is proportional to velocity in the xy plane
662 // (don't count Z, or jumping messes it up)
663 bob = xyspeed * cl_bob.value;
664 bob = bob*0.3 + bob*0.7*cycle;
665 vieworg[2] += bound(-7, bob, 4);
666 // we also need to adjust gunorg, or this appears like pushing the gun!
667 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
668 // but this is not viable with the new followmodel code as that would mean
669 // that followmodel would work on the munged-by-bob vieworg and do feedback
670 gunorg[2] += bound(-7, bob, 4);
673 // view bobbing code 2
674 if (cl_bob_side.value && cl_bobcycle_side.value)
676 // LordHavoc: this code is *weird*, but not replacable (I think it
677 // should be done in QC on the server, but oh well, quake is quake)
678 // LordHavoc: figured out bobup: the time at which the sin is at 180
679 // degrees (which allows lengthening or squishing the peak or valley)
680 cycle = cl.time / cl_bobcycle_side.value;
681 cycle -= (int) cycle;
682 if (cycle < cl_bobup_side.value)
683 cycle = sin(M_PI * cycle / cl_bobup_side.value);
685 cycle = sin(M_PI + M_PI * (cycle-cl_bobup_side.value)/(1.0 - cl_bobup_side.value));
686 // bob is proportional to velocity in the xy plane
687 // (don't count Z, or jumping messes it up)
688 bob = xyspeed * cl_bob_side.value;
689 bob = bob*0.3 + bob*0.7*cycle;
690 //vieworg[1] += bound(-7, bob, 4);
691 //vieworg[0] += bound(-7, bob, 4);
692 // we also need to adjust gunorg, or this appears like pushing the gun!
693 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
694 // but this is not viable with the new followmodel code as that would mean
695 // that followmodel would work on the munged-by-bob vieworg and do feedback
696 //gunorg[1] += bound(-7, bob, 4);
697 //gunorg[0] += bound(-7, bob, 4);
698 //vieworg[0] += bound(-7, bob, 4);
706 AngleVectors(viewangles, forward, right, up);
707 VectorSet(forward, 0, 0, 0);
708 VectorSet(right, 0, 0, 0);
709 VectorMAMAM(cl.cmd.forwardmove, forward, cl.cmd.sidemove, right, cl.cmd.upmove, up, wishvel);
710 vieworg[0] += wishvel[0];
711 vieworg[1] += wishvel[1];
715 if (cl_bobroll.value && cl_bobrollcycle.value)
717 cycle2 = cl.time / cl_bobrollcycle.value;
718 cycle2 -= (int) cycle2;
720 cycle2 = sin(M_PI * cycle2 / 0.5);
722 cycle2 = sin(M_PI + M_PI * (cycle2-0.5)/0.5);
724 // this value slowly decreases from 1 to 0 when we stop touching the ground.
725 // The cycle is later multiplied with it so the view smooths back to normal
726 if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
727 cl.bobroll_airtime = 1;
730 if(cl.bobroll_airtime > 0)
731 cl.bobroll_airtime -= bound(0, cl_bobrollairtime.value, 1);
733 cl.bobroll_airtime = 0;
736 cycle2 *= cl_bobroll.value * cl.bobroll_airtime;
737 bobroll = bound(0, xyspeed, sv_maxspeed.value) * cycle2;
738 viewangles[2] += bound(-45, bobroll, 45);
741 // gun model bobbing code
742 if (cl_bob.value && cl_bobmodel.value)
744 // calculate for swinging gun model
745 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
746 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
747 // for the most part, but for some reason when you go through a message trigger or
748 // pick up an item or anything like that it will momentarily jolt the gun.
749 vec3_t forward, right, up;
754 s = cl.time * cl_bobmodel_speed.value;
757 if (cl.time - cl.hitgroundtime < 0.2)
759 // just hit the ground, speed the bob back up over the next 0.2 seconds
760 t = cl.time - cl.hitgroundtime;
761 t = bound(0, t, 0.2);
769 // recently left the ground, slow the bob down over the next 0.2 seconds
770 t = cl.time - cl.lastongroundtime;
771 t = 0.2 - bound(0, t, 0.2);
775 bspeed = bound (0, xyspeed, 400) * 0.01f;
776 AngleVectors (gunangles, forward, right, up);
777 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
778 VectorMA (gunorg, bob, right, gunorg);
779 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
780 VectorMA (gunorg, bob, up, gunorg);
784 // calculate a view matrix for rendering the scene
785 if (v_idlescale.value)
786 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);
788 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);
789 // calculate a viewmodel matrix for use in view-attached entities
790 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
791 VectorCopy(vieworg, cl.csqc_origin);
792 VectorCopy(viewangles, cl.csqc_angles);
797 void V_FadeViewFlashs(void)
799 // don't flash if time steps backwards
800 if (cl.time <= cl.oldtime)
802 // drop the damage value
803 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
804 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
805 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
806 // drop the bonus value
807 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
808 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
809 cl.cshifts[CSHIFT_BONUS].percent = 0;
812 void V_CalcViewBlend(void)
816 r_refdef.viewblend[0] = 0;
817 r_refdef.viewblend[1] = 0;
818 r_refdef.viewblend[2] = 0;
819 r_refdef.viewblend[3] = 0;
820 r_refdef.frustumscale_x = 1;
821 r_refdef.frustumscale_y = 1;
822 if (cls.state == ca_connected && cls.signon == SIGNONS)
824 // set contents color
827 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
828 supercontents = CL_PointSuperContents(vieworigin);
829 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
831 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
832 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
833 if (supercontents & SUPERCONTENTS_LAVA)
835 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
836 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
837 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
839 else if (supercontents & SUPERCONTENTS_SLIME)
841 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
842 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
843 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
847 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
848 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
849 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
851 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
855 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
856 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
857 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
858 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
861 if (gamemode != GAME_TRANSFUSION)
863 if (cl.stats[STAT_ITEMS] & IT_QUAD)
865 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
866 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
867 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
868 cl.cshifts[CSHIFT_POWERUP].percent = 30;
870 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
872 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
873 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
874 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
875 cl.cshifts[CSHIFT_POWERUP].percent = 20;
877 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
879 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
880 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
881 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
882 cl.cshifts[CSHIFT_POWERUP].percent = 100;
884 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
886 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
887 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
888 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
889 cl.cshifts[CSHIFT_POWERUP].percent = 30;
892 cl.cshifts[CSHIFT_POWERUP].percent = 0;
895 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
896 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
897 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
898 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
900 // LordHavoc: fixed V_CalcBlend
901 for (j = 0;j < NUM_CSHIFTS;j++)
903 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
906 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
907 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
910 // saturate color (to avoid blending in black)
911 if (r_refdef.viewblend[3])
913 a2 = 1 / r_refdef.viewblend[3];
914 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
916 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
917 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
918 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
919 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
921 // Samual: Ugly hack, I know. But it's the best we can do since
922 // there is no way to detect client states from the engine.
923 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
924 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
926 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
927 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
935 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
936 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
938 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
939 r_refdef.viewblend[3] = a;
944 //============================================================================
953 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
954 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");
955 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
957 Cvar_RegisterVariable (&v_centermove);
958 Cvar_RegisterVariable (&v_centerspeed);
960 Cvar_RegisterVariable (&v_iyaw_cycle);
961 Cvar_RegisterVariable (&v_iroll_cycle);
962 Cvar_RegisterVariable (&v_ipitch_cycle);
963 Cvar_RegisterVariable (&v_iyaw_level);
964 Cvar_RegisterVariable (&v_iroll_level);
965 Cvar_RegisterVariable (&v_ipitch_level);
967 Cvar_RegisterVariable (&v_idlescale);
968 Cvar_RegisterVariable (&crosshair);
970 Cvar_RegisterVariable (&cl_rollspeed);
971 Cvar_RegisterVariable (&cl_rollangle);
972 Cvar_RegisterVariable (&cl_bob);
973 Cvar_RegisterVariable (&cl_bobcycle);
974 Cvar_RegisterVariable (&cl_bobup);
976 Cvar_RegisterVariable (&cl_bob_side);
977 Cvar_RegisterVariable (&cl_bobcycle_side);
978 Cvar_RegisterVariable (&cl_bobup_side);
980 Cvar_RegisterVariable (&cl_bobroll);
981 Cvar_RegisterVariable (&cl_bobrollcycle);
982 Cvar_RegisterVariable (&cl_bobrollairtime);
983 Cvar_RegisterVariable (&cl_bobmodel);
984 Cvar_RegisterVariable (&cl_bobmodel_side);
985 Cvar_RegisterVariable (&cl_bobmodel_up);
986 Cvar_RegisterVariable (&cl_bobmodel_speed);
988 Cvar_RegisterVariable (&cl_leanmodel);
989 Cvar_RegisterVariable (&cl_leanmodel_side_speed);
990 Cvar_RegisterVariable (&cl_leanmodel_side_limit);
991 Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
992 Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
993 Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
994 Cvar_RegisterVariable (&cl_leanmodel_up_speed);
995 Cvar_RegisterVariable (&cl_leanmodel_up_limit);
996 Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
997 Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
998 Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
1000 Cvar_RegisterVariable (&cl_followmodel);
1001 Cvar_RegisterVariable (&cl_followmodel_side_speed);
1002 Cvar_RegisterVariable (&cl_followmodel_side_limit);
1003 Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1004 Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1005 Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1006 Cvar_RegisterVariable (&cl_followmodel_up_speed);
1007 Cvar_RegisterVariable (&cl_followmodel_up_limit);
1008 Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1009 Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1010 Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1012 Cvar_RegisterVariable (&cl_viewmodel_scale);
1014 Cvar_RegisterVariable (&v_kicktime);
1015 Cvar_RegisterVariable (&v_kickroll);
1016 Cvar_RegisterVariable (&v_kickpitch);
1018 Cvar_RegisterVariable (&cl_stairsmoothspeed);
1020 Cvar_RegisterVariable (&chase_back);
1021 Cvar_RegisterVariable (&chase_up);
1022 Cvar_RegisterVariable (&chase_active);
1023 Cvar_RegisterVariable (&chase_overhead);
1024 Cvar_RegisterVariable (&chase_pitchangle);
1025 if (gamemode == GAME_GOODVSBAD2)
1026 Cvar_RegisterVariable (&chase_stevie);
1028 Cvar_RegisterVariable (&v_deathtilt);
1029 Cvar_RegisterVariable (&v_deathtiltangle);