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","0.05", "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_bobfallminspeed = {CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"};
48 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
49 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
50 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
51 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
52 cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
53 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
54 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
55 cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
56 cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "5", "gun leaning sideways highpass in 1/s"};
57 cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "30", "gun leaning sideways lowpass in 1/s"};
58 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
59 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
60 cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
61 cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
62 cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "30", "gun leaning upward lowpass in 1/s"};
64 cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
65 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
66 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
67 cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
68 cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
69 cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "30", "gun following sideways lowpass in 1/s"};
70 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
71 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
72 cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
73 cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "3", "gun following upward highpass in 1/s"};
74 cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "30", "gun following upward lowpass in 1/s"};
76 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"};
78 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
79 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
80 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
82 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
83 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
84 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
85 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
86 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
87 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
89 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
91 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
93 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)"};
94 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
96 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
98 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
99 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
100 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
101 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
103 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
105 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
106 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
108 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
109 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
111 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
118 Used by view and sv_user
121 float V_CalcRoll (vec3_t angles, vec3_t velocity)
128 AngleVectors (angles, NULL, right, NULL);
129 side = DotProduct (velocity, right);
130 sign = side < 0 ? -1 : 1;
133 value = cl_rollangle.value;
135 if (side < cl_rollspeed.value)
136 side = side * value / cl_rollspeed.value;
144 void V_StartPitchDrift (void)
146 if (cl.laststop == cl.time)
147 return; // something else is keeping it from drifting
149 if (cl.nodrift || !cl.pitchvel)
151 cl.pitchvel = v_centerspeed.value;
157 void V_StopPitchDrift (void)
159 cl.laststop = cl.time;
168 Moves the client pitch angle towards cl.idealpitch sent by the server.
170 If the user is adjusting pitch manually, either with lookup/lookdown,
171 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
173 Drifting is enabled when the center view key is hit, mlook is released and
174 lookspring is non 0, or when
177 void V_DriftPitch (void)
181 if (noclip_anglehack || !cl.onground || cls.demoplayback )
188 // don't count small mouse motion
191 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
194 cl.driftmove += cl.realframetime;
196 if ( cl.driftmove > v_centermove.value)
198 V_StartPitchDrift ();
203 delta = cl.idealpitch - cl.viewangles[PITCH];
211 move = cl.realframetime * cl.pitchvel;
212 cl.pitchvel += cl.realframetime * v_centerspeed.value;
221 cl.viewangles[PITCH] += move;
230 cl.viewangles[PITCH] -= move;
236 ==============================================================================
240 ==============================================================================
249 void V_ParseDamage (void)
253 //vec3_t forward, right;
259 armor = MSG_ReadByte ();
260 blood = MSG_ReadByte ();
261 MSG_ReadVector(from, cls.protocol);
263 // Send the Dmg Globals to CSQC
264 CL_VM_UpdateDmgGlobals(blood, armor, from);
266 count = blood*0.5 + armor*0.5;
270 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
272 cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
273 cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
274 if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
275 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
276 if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
277 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
281 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
282 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
283 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
287 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
288 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
289 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
293 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
294 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
295 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
298 // calculate view angle kicks
299 if (cl.entities[cl.viewentity].state_current.active)
301 ent = &cl.entities[cl.viewentity];
302 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
303 VectorNormalize(localfrom);
304 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
305 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
306 v_dmg_time = v_kicktime.value;
310 static cshift_t v_cshift;
317 static void V_cshift_f (void)
319 v_cshift.destcolor[0] = atof(Cmd_Argv(1));
320 v_cshift.destcolor[1] = atof(Cmd_Argv(2));
321 v_cshift.destcolor[2] = atof(Cmd_Argv(3));
322 v_cshift.percent = atof(Cmd_Argv(4));
330 When you run over an item, the server sends this command
333 static void V_BonusFlash_f (void)
337 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
338 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
339 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
340 cl.cshifts[CSHIFT_BONUS].percent = 50;
341 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
343 else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
345 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
346 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
347 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
349 cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
351 cl.cshifts[CSHIFT_BONUS].percent = 50;
353 cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
355 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
358 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
362 ==============================================================================
366 ==============================================================================
369 extern matrix4x4_t viewmodelmatrix;
371 #include "cl_collision.h"
381 static vec3_t eyeboxmins = {-16, -16, -24};
382 static vec3_t eyeboxmaxs = { 16, 16, 32};
385 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
387 frac = bound(0, frac, 1);
388 return (*store = *store * (1 - frac) + value * frac);
391 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
393 lowpass(value, frac, store);
394 return (*store = bound(value - limit, *store, value + limit));
397 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
399 return value - lowpass(value, frac, store);
402 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
404 return value - lowpass_limited(value, frac, limit, store);
407 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
409 out[0] = lowpass(value[0], fracx, &store[0]);
410 out[1] = lowpass(value[1], fracy, &store[1]);
411 out[2] = lowpass(value[2], fracz, &store[2]);
414 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
416 out[0] = highpass(value[0], fracx, &store[0]);
417 out[1] = highpass(value[1], fracy, &store[1]);
418 out[2] = highpass(value[2], fracz, &store[2]);
421 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)
423 out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
424 out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
425 out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
428 void V_CalcRefdef (void)
431 float vieworg[3], viewangles[3], smoothtime;
432 float gunorg[3], gunangles[3];
434 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
435 vec3_t camboxmins = {-3, -3, -3};
436 vec3_t camboxmaxs = {3, 3, 3};
437 // end of chase camera bounding box size for proper collisions by Alexander Zubov
441 viewmodelmatrix = identitymatrix;
442 r_refdef.view.matrix = identitymatrix;
443 if (cls.state == ca_connected && cls.signon == SIGNONS)
445 // ent is the view entity (visible when out of body)
446 ent = &cl.entities[cl.viewentity];
447 // player can look around, so take the origin from the entity,
448 // and the angles from the input system
449 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
450 VectorCopy(cl.viewangles, viewangles);
452 // calculate how much time has passed since the last V_CalcRefdef
453 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
454 cl.stairsmoothtime = cl.time;
458 v_dmg_time -= bound(0, smoothtime, 0.1);
462 // entity is a fixed camera, just copy the matrix
463 if (cls.protocol == PROTOCOL_QUAKEWORLD)
464 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);
467 r_refdef.view.matrix = ent->render.matrix;
468 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
470 viewmodelmatrix = r_refdef.view.matrix;
474 // smooth stair stepping, but only if onground and enabled
475 if (!cl.onground || cl_stairsmoothspeed.value <= 0 || !ent->persistent.trail_allowed) // FIXME use a better way to detect teleport/warp
476 cl.stairsmoothz = vieworg[2];
479 if (cl.stairsmoothz < vieworg[2])
480 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
481 else if (cl.stairsmoothz > vieworg[2])
482 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
485 // apply qw weapon recoil effect (this did not work in QW)
486 // TODO: add a cvar to disable this
487 viewangles[PITCH] += cl.qw_weaponkick;
489 // apply the viewofs (even if chasecam is used)
490 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
492 if (chase_active.value)
494 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
495 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
497 camback = chase_back.value;
498 camup = chase_up.value;
499 campitch = chase_pitchangle.value;
501 AngleVectors(viewangles, forward, NULL, NULL);
503 if (chase_overhead.integer)
510 viewangles[PITCH] = 0;
511 AngleVectors(viewangles, forward, NULL, up);
512 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
513 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
514 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
515 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
518 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
519 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
521 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
522 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
524 VectorCopy(trace.endpos, vieworg);
527 // trace from first person view location to our chosen third person view location
529 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
531 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
533 VectorCopy(trace.endpos, bestvieworg);
535 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
537 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
539 AngleVectors(viewangles, NULL, NULL, up);
540 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
541 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
542 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
544 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
546 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
548 if (bestvieworg[2] > trace.endpos[2])
549 bestvieworg[2] = trace.endpos[2];
553 VectorCopy(bestvieworg, vieworg);
555 viewangles[PITCH] = campitch;
559 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
561 // look straight down from high above
562 viewangles[PITCH] = 90;
564 VectorSet(forward, 0, 0, -1);
567 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
569 chase_dest[0] = vieworg[0] + forward[0] * dist;
570 chase_dest[1] = vieworg[1] + forward[1] * dist;
571 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
572 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
573 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
578 // first person view from entity
580 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
581 viewangles[ROLL] = v_deathtiltangle.value;
582 VectorAdd(viewangles, cl.punchangle, viewangles);
583 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
586 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
587 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
590 VectorAdd(vieworg, cl.punchvector, vieworg);
591 if (cl.stats[STAT_HEALTH] > 0)
597 frametime = cl.realframetime * cl.movevars_timescale;
599 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
600 if(!ent->persistent.trail_allowed) // FIXME improve this check
602 // try to fix the first highpass; result is NOT
603 // perfect! TODO find a better fix
604 VectorCopy(viewangles, cl.gunangles_prev);
605 VectorCopy(vieworg, cl.gunorg_prev);
608 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
609 VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
610 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);
611 VectorCopy(vieworg, cl.gunorg_prev);
612 VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
614 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
615 VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
616 cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
617 cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
618 cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
619 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);
620 VectorCopy(viewangles, cl.gunangles_prev);
621 VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
623 // 3. calculate the RAW adjustment vectors
624 gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
625 gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
626 gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
628 gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
629 gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
632 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
633 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
634 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);
635 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);
636 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
637 highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
638 lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
640 // 5. use the adjusted vectors
641 VectorAdd(vieworg, gunorg, gunorg);
642 VectorAdd(viewangles, gunangles, gunangles);
644 // bounded XY speed, used by several effects below
645 xyspeed = bound (0, sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]), 400);
647 // vertical view bobbing code
648 if (cl_bob.value && cl_bobcycle.value)
650 // LordHavoc: this code is *weird*, but not replacable (I think it
651 // should be done in QC on the server, but oh well, quake is quake)
652 // LordHavoc: figured out bobup: the time at which the sin is at 180
653 // degrees (which allows lengthening or squishing the peak or valley)
654 cycle = cl.time / cl_bobcycle.value;
655 cycle -= (int) cycle;
656 if (cycle < cl_bobup.value)
657 cycle = sin(M_PI * cycle / cl_bobup.value);
659 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
660 // bob is proportional to velocity in the xy plane
661 // (don't count Z, or jumping messes it up)
662 bob = xyspeed * bound(0, cl_bob.value, 0.05);
663 bob = bob*0.3 + bob*0.7*cycle;
665 // we also need to adjust gunorg, or this appears like pushing the gun!
666 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
667 // but this is not viable with the new followmodel code as that would mean
668 // that followmodel would work on the munged-by-bob vieworg and do feedback
672 // horizontal view bobbing code
673 if (cl_bob2.value && cl_bob2cycle.value)
676 vec3_t forward, right, up;
679 cycle = cl.time / cl_bob2cycle.value;
680 cycle -= (int) cycle;
682 cycle = sin(M_PI * cycle / 0.5);
684 cycle = sin(M_PI + M_PI * (cycle-0.5)/0.5);
685 bob = bound(0, cl_bob2.value, 0.05) * cycle;
687 // this value slowly decreases from 1 to 0 when we stop touching the ground.
688 // The cycle is later multiplied with it so the view smooths back to normal
689 if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
693 if(cl.bob2_smooth > 0)
694 cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
699 // calculate the front and side of the player between the X and Y axes
700 AngleVectors(viewangles, forward, right, up);
701 // now get the speed based on those angles. The bounds should match the same value as xyspeed's
702 side = bound(-400, DotProduct (cl.velocity, right) * cl.bob2_smooth, 400);
703 front = bound(-400, DotProduct (cl.velocity, forward) * cl.bob2_smooth, 400);
704 VectorScale(forward, bob, forward);
705 VectorScale(right, bob, right);
706 // we use side with forward and front with right, so the bobbing goes
707 // to the side when we walk forward and to the front when we strafe
708 VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
709 vieworg[0] += bob2vel[0];
710 vieworg[1] += bob2vel[1];
711 // we also need to adjust gunorg, or this appears like pushing the gun!
712 // In the old code, this was applied to vieworg BEFORE copying to gunorg,
713 // but this is not viable with the new followmodel code as that would mean
714 // that followmodel would work on the munged-by-bob vieworg and do feedback
715 gunorg[0] += bob2vel[0];
716 gunorg[1] += bob2vel[1];
720 // causes the view to swing down and back up when touching the ground
721 if (cl_bobfall.value && cl_bobfallcycle.value)
725 cl.bobfall_speed = bound(-400, cl.velocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
726 if (cl.velocity[2] < -cl_bobfallminspeed.value)
727 cl.bobfall_swing = 1;
729 cl.bobfall_swing = 0;
733 if(cl.bobfall_swing > 0)
734 cl.bobfall_swing -= bound(0, cl_bobfallcycle.value, 1);
736 cl.bobfall_swing = 0;
738 vieworg[2] += sin(M_PI + M_PI * cl.bobfall_swing) * -cl.bobfall_speed;
739 gunorg[2] += sin(M_PI + M_PI * cl.bobfall_swing) * -cl.bobfall_speed;
743 // gun model bobbing code
744 if (cl_bob.value || cl_bob2.value)
745 if (cl_bobmodel.value)
747 // calculate for swinging gun model
748 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
749 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
750 // for the most part, but for some reason when you go through a message trigger or
751 // pick up an item or anything like that it will momentarily jolt the gun.
752 vec3_t forward, right, up;
757 s = cl.time * cl_bobmodel_speed.value;
760 if (cl.time - cl.hitgroundtime < 0.2)
762 // just hit the ground, speed the bob back up over the next 0.2 seconds
763 t = cl.time - cl.hitgroundtime;
764 t = bound(0, t, 0.2);
772 // recently left the ground, slow the bob down over the next 0.2 seconds
773 t = cl.time - cl.lastongroundtime;
774 t = 0.2 - bound(0, t, 0.2);
778 bspeed = xyspeed * 0.01f;
779 AngleVectors (gunangles, forward, right, up);
780 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
781 VectorMA (gunorg, bob, right, gunorg);
782 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
783 VectorMA (gunorg, bob, up, gunorg);
787 // calculate a view matrix for rendering the scene
788 if (v_idlescale.value)
789 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);
791 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);
792 // calculate a viewmodel matrix for use in view-attached entities
793 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
794 VectorCopy(vieworg, cl.csqc_origin);
795 VectorCopy(viewangles, cl.csqc_angles);
800 void V_FadeViewFlashs(void)
802 // don't flash if time steps backwards
803 if (cl.time <= cl.oldtime)
805 // drop the damage value
806 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
807 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
808 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
809 // drop the bonus value
810 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
811 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
812 cl.cshifts[CSHIFT_BONUS].percent = 0;
815 void V_CalcViewBlend(void)
819 r_refdef.viewblend[0] = 0;
820 r_refdef.viewblend[1] = 0;
821 r_refdef.viewblend[2] = 0;
822 r_refdef.viewblend[3] = 0;
823 r_refdef.frustumscale_x = 1;
824 r_refdef.frustumscale_y = 1;
825 if (cls.state == ca_connected && cls.signon == SIGNONS)
827 // set contents color
830 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
831 supercontents = CL_PointSuperContents(vieworigin);
832 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
834 r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
835 r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
836 if (supercontents & SUPERCONTENTS_LAVA)
838 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
839 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
840 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
842 else if (supercontents & SUPERCONTENTS_SLIME)
844 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
845 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
846 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
850 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
851 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
852 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
854 cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
858 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
859 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
860 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
861 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
864 if (gamemode != GAME_TRANSFUSION)
866 if (cl.stats[STAT_ITEMS] & IT_QUAD)
868 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
869 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
870 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
871 cl.cshifts[CSHIFT_POWERUP].percent = 30;
873 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
875 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
876 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
877 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
878 cl.cshifts[CSHIFT_POWERUP].percent = 20;
880 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
882 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
883 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
884 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
885 cl.cshifts[CSHIFT_POWERUP].percent = 100;
887 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
889 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
890 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
891 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
892 cl.cshifts[CSHIFT_POWERUP].percent = 30;
895 cl.cshifts[CSHIFT_POWERUP].percent = 0;
898 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
899 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
900 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
901 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
903 // LordHavoc: fixed V_CalcBlend
904 for (j = 0;j < NUM_CSHIFTS;j++)
906 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
909 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
910 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
913 // saturate color (to avoid blending in black)
914 if (r_refdef.viewblend[3])
916 a2 = 1 / r_refdef.viewblend[3];
917 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
919 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
920 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
921 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
922 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
924 // Samual: Ugly hack, I know. But it's the best we can do since
925 // there is no way to detect client states from the engine.
926 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 &&
927 cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
929 cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
930 cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
938 float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
939 a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
941 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
942 r_refdef.viewblend[3] = a;
947 //============================================================================
956 Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
957 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");
958 Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
960 Cvar_RegisterVariable (&v_centermove);
961 Cvar_RegisterVariable (&v_centerspeed);
963 Cvar_RegisterVariable (&v_iyaw_cycle);
964 Cvar_RegisterVariable (&v_iroll_cycle);
965 Cvar_RegisterVariable (&v_ipitch_cycle);
966 Cvar_RegisterVariable (&v_iyaw_level);
967 Cvar_RegisterVariable (&v_iroll_level);
968 Cvar_RegisterVariable (&v_ipitch_level);
970 Cvar_RegisterVariable (&v_idlescale);
971 Cvar_RegisterVariable (&crosshair);
973 Cvar_RegisterVariable (&cl_rollspeed);
974 Cvar_RegisterVariable (&cl_rollangle);
975 Cvar_RegisterVariable (&cl_bob);
976 Cvar_RegisterVariable (&cl_bobcycle);
977 Cvar_RegisterVariable (&cl_bobup);
978 Cvar_RegisterVariable (&cl_bob2);
979 Cvar_RegisterVariable (&cl_bob2cycle);
980 Cvar_RegisterVariable (&cl_bob2smooth);
981 Cvar_RegisterVariable (&cl_bobfall);
982 Cvar_RegisterVariable (&cl_bobfallcycle);
983 Cvar_RegisterVariable (&cl_bobfallminspeed);
984 Cvar_RegisterVariable (&cl_bobmodel);
985 Cvar_RegisterVariable (&cl_bobmodel_side);
986 Cvar_RegisterVariable (&cl_bobmodel_up);
987 Cvar_RegisterVariable (&cl_bobmodel_speed);
989 Cvar_RegisterVariable (&cl_leanmodel);
990 Cvar_RegisterVariable (&cl_leanmodel_side_speed);
991 Cvar_RegisterVariable (&cl_leanmodel_side_limit);
992 Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
993 Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
994 Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
995 Cvar_RegisterVariable (&cl_leanmodel_up_speed);
996 Cvar_RegisterVariable (&cl_leanmodel_up_limit);
997 Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
998 Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
999 Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
1001 Cvar_RegisterVariable (&cl_followmodel);
1002 Cvar_RegisterVariable (&cl_followmodel_side_speed);
1003 Cvar_RegisterVariable (&cl_followmodel_side_limit);
1004 Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1005 Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1006 Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1007 Cvar_RegisterVariable (&cl_followmodel_up_speed);
1008 Cvar_RegisterVariable (&cl_followmodel_up_limit);
1009 Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1010 Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1011 Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1013 Cvar_RegisterVariable (&cl_viewmodel_scale);
1015 Cvar_RegisterVariable (&v_kicktime);
1016 Cvar_RegisterVariable (&v_kickroll);
1017 Cvar_RegisterVariable (&v_kickpitch);
1019 Cvar_RegisterVariable (&cl_stairsmoothspeed);
1021 Cvar_RegisterVariable (&chase_back);
1022 Cvar_RegisterVariable (&chase_up);
1023 Cvar_RegisterVariable (&chase_active);
1024 Cvar_RegisterVariable (&chase_overhead);
1025 Cvar_RegisterVariable (&chase_pitchangle);
1026 if (gamemode == GAME_GOODVSBAD2)
1027 Cvar_RegisterVariable (&chase_stevie);
1029 Cvar_RegisterVariable (&v_deathtilt);
1030 Cvar_RegisterVariable (&v_deathtiltangle);