Fix initialization of gunorg/vieworg when cl_followmodel/cl_leanmodel are disabled.
[xonotic/darkplaces.git] / view.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // view.c -- player eye positioning
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "image.h"
25
26 /*
27
28 The view is allowed to move slightly from it's true position for bobbing,
29 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
30 entities sent from the server may not include everything in the pvs, especially
31 when crossing a water boudnary.
32
33 */
34
35 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
36 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
37
38 cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
39 cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
40 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"};
41 cvar_t cl_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"};
42 cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
43 cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
44 cvar_t cl_bobfall = {CVAR_SAVE, "cl_bobfall","0", "how much the view swings down when falling (influenced by the speed you hit the ground with)"};
45 cvar_t cl_bobfallcycle = {CVAR_SAVE, "cl_bobfallcycle","3", "speed of the bobfall swing"};
46 cvar_t cl_bobfallminspeed = {CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"};
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_bob_limit = {CVAR_SAVE, "cl_bob_limit", "7", "limits bobbing to this much distance from view_ofs"};
52 cvar_t cl_bob_limit_heightcheck = {CVAR_SAVE, "cl_bob_limit_heightcheck", "0", "check ceiling and floor height against cl_bob_limit and scale down all view bobbing if could result in camera being in solid"};
53 cvar_t cl_bob_limit_heightcheck_dontcrosswatersurface = {CVAR_SAVE, "cl_bob_limit_heightcheck_dontcrosswatersurface", "1", "limit cl_bob_limit to not crossing liquid surfaces also"};
54 cvar_t cl_bob_velocity_limit = {CVAR_SAVE, "cl_bob_velocity_limit", "400", "limits the xyspeed value in the bobbing code"};
55
56 cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
57 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
58 cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
59 cvar_t cl_leanmodel_side_highpass1 = {CVAR_SAVE, "cl_leanmodel_side_highpass1", "30", "gun leaning sideways pre-highpass in 1/s"};
60 cvar_t cl_leanmodel_side_highpass = {CVAR_SAVE, "cl_leanmodel_side_highpass", "3", "gun leaning sideways highpass in 1/s"};
61 cvar_t cl_leanmodel_side_lowpass = {CVAR_SAVE, "cl_leanmodel_side_lowpass", "20", "gun leaning sideways lowpass in 1/s"};
62 cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.65", "gun leaning upward speed"};
63 cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "50", "gun leaning upward limit"};
64 cvar_t cl_leanmodel_up_highpass1 = {CVAR_SAVE, "cl_leanmodel_up_highpass1", "5", "gun leaning upward pre-highpass in 1/s"};
65 cvar_t cl_leanmodel_up_highpass = {CVAR_SAVE, "cl_leanmodel_up_highpass", "15", "gun leaning upward highpass in 1/s"};
66 cvar_t cl_leanmodel_up_lowpass = {CVAR_SAVE, "cl_leanmodel_up_lowpass", "20", "gun leaning upward lowpass in 1/s"};
67
68 cvar_t cl_followmodel = {CVAR_SAVE, "cl_followmodel", "0", "enables gun following"};
69 cvar_t cl_followmodel_side_speed = {CVAR_SAVE, "cl_followmodel_side_speed", "0.25", "gun following sideways speed"};
70 cvar_t cl_followmodel_side_limit = {CVAR_SAVE, "cl_followmodel_side_limit", "6", "gun following sideways limit"};
71 cvar_t cl_followmodel_side_highpass1 = {CVAR_SAVE, "cl_followmodel_side_highpass1", "30", "gun following sideways pre-highpass in 1/s"};
72 cvar_t cl_followmodel_side_highpass = {CVAR_SAVE, "cl_followmodel_side_highpass", "5", "gun following sideways highpass in 1/s"};
73 cvar_t cl_followmodel_side_lowpass = {CVAR_SAVE, "cl_followmodel_side_lowpass", "10", "gun following sideways lowpass in 1/s"};
74 cvar_t cl_followmodel_up_speed = {CVAR_SAVE, "cl_followmodel_up_speed", "0.5", "gun following upward speed"};
75 cvar_t cl_followmodel_up_limit = {CVAR_SAVE, "cl_followmodel_up_limit", "5", "gun following upward limit"};
76 cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1", "60", "gun following upward pre-highpass in 1/s"};
77 cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
78 cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
79
80 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
82 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
83 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
84 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
85
86 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
87 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
88 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
89 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
90 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
91 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
92
93 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
94
95 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
96
97 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)"};
98 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
99
100 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
101
102 cvar_t cl_smoothviewheight = {CVAR_SAVE, "cl_smoothviewheight", "0", "time of the averaging to the viewheight value so that it creates a smooth transition. higher values = longer transition, 0 for instant transition."};
103
104 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
105 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
106 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
107 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
108 // GAME_GOODVSBAD2
109 cvar_t chase_stevie = {0, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view from above"};
110
111 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
112 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
113
114 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
115 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
116
117 cvar_t v_yshearing = {0, "v_yshearing", "0", "be all out of gum (set this to the maximum angle to allow Y shearing for - try values like 75)"};
118
119 float   v_dmg_time, v_dmg_roll, v_dmg_pitch;
120
121
122 /*
123 ===============
124 V_CalcRoll
125
126 Used by view and sv_user
127 ===============
128 */
129 float V_CalcRoll (const vec3_t angles, const vec3_t velocity)
130 {
131         vec3_t  right;
132         float   sign;
133         float   side;
134         float   value;
135
136         AngleVectors (angles, NULL, right, NULL);
137         side = DotProduct (velocity, right);
138         sign = side < 0 ? -1 : 1;
139         side = fabs(side);
140
141         value = cl_rollangle.value;
142
143         if (side < cl_rollspeed.value)
144                 side = side * value / cl_rollspeed.value;
145         else
146                 side = value;
147
148         return side*sign;
149
150 }
151
152 void V_StartPitchDrift (void)
153 {
154         if (cl.laststop == cl.time)
155                 return;         // something else is keeping it from drifting
156
157         if (cl.nodrift || !cl.pitchvel)
158         {
159                 cl.pitchvel = v_centerspeed.value;
160                 cl.nodrift = false;
161                 cl.driftmove = 0;
162         }
163 }
164
165 void V_StopPitchDrift (void)
166 {
167         cl.laststop = cl.time;
168         cl.nodrift = true;
169         cl.pitchvel = 0;
170 }
171
172 /*
173 ===============
174 V_DriftPitch
175
176 Moves the client pitch angle towards cl.idealpitch sent by the server.
177
178 If the user is adjusting pitch manually, either with lookup/lookdown,
179 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
180
181 Drifting is enabled when the center view key is hit, mlook is released and
182 lookspring is non 0, or when
183 ===============
184 */
185 void V_DriftPitch (void)
186 {
187         float           delta, move;
188
189         if (noclip_anglehack || !cl.onground || cls.demoplayback )
190         {
191                 cl.driftmove = 0;
192                 cl.pitchvel = 0;
193                 return;
194         }
195
196 // don't count small mouse motion
197         if (cl.nodrift)
198         {
199                 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
200                         cl.driftmove = 0;
201                 else
202                         cl.driftmove += cl.realframetime;
203
204                 if ( cl.driftmove > v_centermove.value)
205                 {
206                         V_StartPitchDrift ();
207                 }
208                 return;
209         }
210
211         delta = cl.idealpitch - cl.viewangles[PITCH];
212
213         if (!delta)
214         {
215                 cl.pitchvel = 0;
216                 return;
217         }
218
219         move = cl.realframetime * cl.pitchvel;
220         cl.pitchvel += cl.realframetime * v_centerspeed.value;
221
222         if (delta > 0)
223         {
224                 if (move > delta)
225                 {
226                         cl.pitchvel = 0;
227                         move = delta;
228                 }
229                 cl.viewangles[PITCH] += move;
230         }
231         else if (delta < 0)
232         {
233                 if (move > -delta)
234                 {
235                         cl.pitchvel = 0;
236                         move = -delta;
237                 }
238                 cl.viewangles[PITCH] -= move;
239         }
240 }
241
242
243 /*
244 ==============================================================================
245
246                                                 SCREEN FLASHES
247
248 ==============================================================================
249 */
250
251
252 /*
253 ===============
254 V_ParseDamage
255 ===============
256 */
257 void V_ParseDamage (void)
258 {
259         int armor, blood;
260         vec3_t from;
261         //vec3_t forward, right;
262         vec3_t localfrom;
263         entity_t *ent;
264         //float side;
265         float count;
266
267         armor = MSG_ReadByte(&cl_message);
268         blood = MSG_ReadByte(&cl_message);
269         MSG_ReadVector(&cl_message, from, cls.protocol);
270
271         // Send the Dmg Globals to CSQC
272         CL_VM_UpdateDmgGlobals(blood, armor, from);
273
274         count = blood*0.5 + armor*0.5;
275         if (count < 10)
276                 count = 10;
277
278         cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
279
280         cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
281         cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
282         if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
283                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
284         if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
285                 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
286
287         if (armor > blood)
288         {
289                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
290                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
291                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
292         }
293         else if (armor)
294         {
295                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
296                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
297                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
298         }
299         else
300         {
301                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
302                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
303                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
304         }
305
306         // calculate view angle kicks
307         if (cl.entities[cl.viewentity].state_current.active)
308         {
309                 ent = &cl.entities[cl.viewentity];
310                 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
311                 VectorNormalize(localfrom);
312                 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
313                 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
314                 v_dmg_time = v_kicktime.value;
315         }
316 }
317
318 static cshift_t v_cshift;
319
320 /*
321 ==================
322 V_cshift_f
323 ==================
324 */
325 static void V_cshift_f (void)
326 {
327         v_cshift.destcolor[0] = atof(Cmd_Argv(1));
328         v_cshift.destcolor[1] = atof(Cmd_Argv(2));
329         v_cshift.destcolor[2] = atof(Cmd_Argv(3));
330         v_cshift.percent = atof(Cmd_Argv(4));
331 }
332
333
334 /*
335 ==================
336 V_BonusFlash_f
337
338 When you run over an item, the server sends this command
339 ==================
340 */
341 static void V_BonusFlash_f (void)
342 {
343         if(Cmd_Argc() == 1)
344         {
345                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
346                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
347                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
348                 cl.cshifts[CSHIFT_BONUS].percent = 50;
349                 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
350         }
351         else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
352         {
353                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
354                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
355                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
356                 if(Cmd_Argc() >= 5)
357                         cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
358                 else
359                         cl.cshifts[CSHIFT_BONUS].percent = 50;
360                 if(Cmd_Argc() >= 6)
361                         cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
362                 else
363                         cl.cshifts[CSHIFT_BONUS].alphafade = 100;
364         }
365         else
366                 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
367 }
368
369 /*
370 ==============================================================================
371
372                                                 VIEW RENDERING
373
374 ==============================================================================
375 */
376
377 extern matrix4x4_t viewmodelmatrix_nobob;
378 extern matrix4x4_t viewmodelmatrix_withbob;
379
380 #include "cl_collision.h"
381 #include "csprogs.h"
382
383 /*
384 ==================
385 V_CalcRefdef
386
387 ==================
388 */
389 #if 0
390 static vec3_t eyeboxmins = {-16, -16, -24};
391 static vec3_t eyeboxmaxs = { 16,  16,  32};
392 #endif
393
394 static vec_t lowpass(vec_t value, vec_t frac, vec_t *store)
395 {
396         frac = bound(0, frac, 1);
397         return (*store = *store * (1 - frac) + value * frac);
398 }
399
400 static vec_t lowpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
401 {
402         lowpass(value, frac, store);
403         return (*store = bound(value - limit, *store, value + limit));
404 }
405
406 static vec_t highpass(vec_t value, vec_t frac, vec_t *store)
407 {
408         return value - lowpass(value, frac, store);
409 }
410
411 static vec_t highpass_limited(vec_t value, vec_t frac, vec_t limit, vec_t *store)
412 {
413         return value - lowpass_limited(value, frac, limit, store);
414 }
415
416 static void lowpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
417 {
418         out[0] = lowpass(value[0], fracx, &store[0]);
419         out[1] = lowpass(value[1], fracy, &store[1]);
420         out[2] = lowpass(value[2], fracz, &store[2]);
421 }
422
423 static void highpass3(vec3_t value, vec_t fracx, vec_t fracy, vec_t fracz, vec3_t store, vec3_t out)
424 {
425         out[0] = highpass(value[0], fracx, &store[0]);
426         out[1] = highpass(value[1], fracy, &store[1]);
427         out[2] = highpass(value[2], fracz, &store[2]);
428 }
429
430 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)
431 {
432         out[0] = highpass_limited(value[0], fracx, limitx, &store[0]);
433         out[1] = highpass_limited(value[1], fracy, limity, &store[1]);
434         out[2] = highpass_limited(value[2], fracz, limitz, &store[2]);
435 }
436
437 /*
438  * State:
439  *   cl.bob2_smooth
440  *   cl.bobfall_speed
441  *   cl.bobfall_swing
442  *   cl.gunangles_adjustment_highpass
443  *   cl.gunangles_adjustment_lowpass
444  *   cl.gunangles_highpass
445  *   cl.gunangles_prev
446  *   cl.gunorg_adjustment_highpass
447  *   cl.gunorg_adjustment_lowpass
448  *   cl.gunorg_highpass
449  *   cl.gunorg_prev
450  *   cl.hitgroundtime
451  *   cl.lastongroundtime
452  *   cl.oldongrounbd
453  *   cl.stairsmoothtime
454  *   cl.stairsmoothz
455  *   cl.calcrefdef_prevtime
456  * Extra input:
457  *   cl.movecmd[0].time
458  *   cl.movevars_stepheight
459  *   cl.movevars_timescale
460  *   cl.oldtime
461  *   cl.punchangle
462  *   cl.punchvector
463  *   cl.qw_intermission_angles
464  *   cl.qw_intermission_origin
465  *   cl.qw_weaponkick
466  *   cls.protocol
467  *   cl.time
468  * Output:
469  *   cl.csqc_viewanglesfromengine
470  *   cl.csqc_viewmodelmatrixfromengine
471  *   cl.csqc_vieworiginfromengine
472  *   r_refdef.view.matrix
473  *   viewmodelmatrix_nobob
474  *   viewmodelmatrix_withbob
475  */
476 void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewangles, qboolean teleported, qboolean clonground, qboolean clcmdjump, float clstatsviewheight, qboolean cldead, qboolean clintermission, const vec3_t clvelocity)
477 {
478         float vieworg[3], viewangles[3], smoothtime;
479         float gunorg[3], gunangles[3];
480         matrix4x4_t tmpmatrix;
481         
482         static float viewheightavg;
483         float viewheight;       
484 #if 0
485 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
486         vec3_t camboxmins = {-3, -3, -3};
487         vec3_t camboxmaxs = {3, 3, 3};
488 // end of chase camera bounding box size for proper collisions by Alexander Zubov
489 #endif
490         trace_t trace;
491
492         // react to clonground state changes (for gun bob)
493         if (clonground)
494         {
495                 if (!cl.oldonground)
496                         cl.hitgroundtime = cl.movecmd[0].time;
497                 cl.lastongroundtime = cl.movecmd[0].time;
498         }
499         cl.oldonground = clonground;
500         cl.calcrefdef_prevtime = max(cl.calcrefdef_prevtime, cl.oldtime);
501
502         VectorClear(gunangles);
503         VectorClear(gunorg);
504         viewmodelmatrix_nobob = identitymatrix;
505         viewmodelmatrix_withbob = identitymatrix;
506         r_refdef.view.matrix = identitymatrix;
507
508         // player can look around, so take the origin from the entity,
509         // and the angles from the input system
510         Matrix4x4_OriginFromMatrix(entrendermatrix, vieworg);
511         VectorCopy(clviewangles, viewangles);
512
513         // calculate how much time has passed since the last V_CalcRefdef
514         smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
515         cl.stairsmoothtime = cl.time;
516
517         // fade damage flash
518         if (v_dmg_time > 0)
519                 v_dmg_time -= bound(0, smoothtime, 0.1);
520
521         if (clintermission)
522         {
523                 // entity is a fixed camera, just copy the matrix
524                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
525                         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);
526                 else
527                 {
528                         r_refdef.view.matrix = *entrendermatrix;
529                         Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, clstatsviewheight);
530                 }
531                 if (v_yshearing.value > 0)
532                         Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value);
533                 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
534                 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
535                 Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);
536
537                 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
538                 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
539
540                 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
541                 Matrix4x4_CreateScale(&cl.csqc_viewmodelmatrixfromengine, cl_viewmodel_scale.value);
542         }
543         else
544         {
545                 // smooth stair stepping, but only if clonground and enabled
546                 if (!clonground || cl_stairsmoothspeed.value <= 0 || teleported)
547                         cl.stairsmoothz = vieworg[2];
548                 else
549                 {
550                         if (cl.stairsmoothz < vieworg[2])
551                                 vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - cl.movevars_stepheight, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
552                         else if (cl.stairsmoothz > vieworg[2])
553                                 vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + cl.movevars_stepheight);
554                 }
555
556                 // apply qw weapon recoil effect (this did not work in QW)
557                 // TODO: add a cvar to disable this
558                 viewangles[PITCH] += cl.qw_weaponkick;
559
560                 // apply the viewofs (even if chasecam is used)
561                 // Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
562                 viewheight = bound(0, (cl.time - cl.calcrefdef_prevtime) / max(0.0001, cl_smoothviewheight.value), 1);
563                 viewheightavg = viewheightavg * (1 - viewheight) + clstatsviewheight * viewheight;
564                 vieworg[2] += viewheightavg;
565
566                 if (chase_active.value)
567                 {
568                         // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
569                         vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
570
571                         camback = chase_back.value;
572                         camup = chase_up.value;
573                         campitch = chase_pitchangle.value;
574
575                         AngleVectors(viewangles, forward, NULL, NULL);
576
577                         if (chase_overhead.integer)
578                         {
579 #if 1
580                                 vec3_t offset;
581                                 vec3_t bestvieworg;
582 #endif
583                                 vec3_t up;
584                                 viewangles[PITCH] = 0;
585                                 AngleVectors(viewangles, forward, NULL, up);
586                                 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
587                                 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
588                                 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
589                                 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
590 #if 0
591 #if 1
592                                 //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
593                                 trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
594 #else
595                                 //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
596                                 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
597 #endif
598                                 VectorCopy(trace.endpos, vieworg);
599                                 vieworg[2] -= 8;
600 #else
601                                 // trace from first person view location to our chosen third person view location
602 #if 1
603                                 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 0, collision_extendmovelength.value, true, false, NULL, false, true);
604 #else
605                                 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 0, collision_extendmovelength.value, true, false, NULL, false);
606 #endif
607                                 VectorCopy(trace.endpos, bestvieworg);
608                                 offset[2] = 0;
609                                 for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
610                                 {
611                                         for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
612                                         {
613                                                 AngleVectors(viewangles, NULL, NULL, up);
614                                                 chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
615                                                 chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
616                                                 chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
617 #if 1
618                                                 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 0, collision_extendmovelength.value, true, false, NULL, false, true);
619 #else
620                                                 trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 0, collision_extendmovelength.value, true, false, NULL, false);
621 #endif
622                                                 if (bestvieworg[2] > trace.endpos[2])
623                                                         bestvieworg[2] = trace.endpos[2];
624                                         }
625                                 }
626                                 bestvieworg[2] -= 8;
627                                 VectorCopy(bestvieworg, vieworg);
628 #endif
629                                 viewangles[PITCH] = campitch;
630                         }
631                         else
632                         {
633                                 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
634                                 {
635                                         // look straight down from high above
636                                         viewangles[PITCH] = 90;
637                                         camback = 2048;
638                                         VectorSet(forward, 0, 0, -1);
639                                 }
640
641                                 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
642                                 dist = -camback - 8;
643                                 chase_dest[0] = vieworg[0] + forward[0] * dist;
644                                 chase_dest[1] = vieworg[1] + forward[1] * dist;
645                                 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
646                                 trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, 0, collision_extendmovelength.value, true, false, NULL, false, true);
647                                 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
648                         }
649                 }
650                 else
651                 {
652                         // first person view from entity
653                         // angles
654                         if (cldead && v_deathtilt.integer)
655                                 viewangles[ROLL] = v_deathtiltangle.value;
656                         VectorAdd(viewangles, cl.punchangle, viewangles);
657                         viewangles[ROLL] += V_CalcRoll(clviewangles, clvelocity);
658                         if (v_dmg_time > 0)
659                         {
660                                 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
661                                 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
662                         }
663                         // origin
664                         VectorAdd(vieworg, cl.punchvector, vieworg);
665                         if (!cldead)
666                         {
667                                 double xyspeed, bob, bobfall;
668                                 double cycle; // double-precision because cl.time can be a very large number, where float would get stuttery at high time values
669                                 vec_t frametime;
670
671                                 frametime = (cl.time - cl.calcrefdef_prevtime) * cl.movevars_timescale;
672
673                                 if(cl_followmodel.integer || cl_leanmodel.integer)
674                                 {
675                                         // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
676                                         if(teleported)
677                                         {
678                                                 // try to fix the first highpass; result is NOT
679                                                 // perfect! TODO find a better fix
680                                                 VectorCopy(viewangles, cl.gunangles_prev);
681                                                 VectorCopy(vieworg, cl.gunorg_prev);
682                                         }
683
684                                         // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
685                                         VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
686                                         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);
687                                         VectorCopy(vieworg, cl.gunorg_prev);
688                                         VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
689
690                                         // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
691                                         VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
692                                         cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
693                                         cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
694                                         cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
695                                         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);
696                                         VectorCopy(viewangles, cl.gunangles_prev);
697                                         VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
698
699                                         // 3. calculate the RAW adjustment vectors
700                                         gunorg[0] *= -cl_followmodel_side_speed.value;
701                                         gunorg[1] *= -cl_followmodel_side_speed.value;
702                                         gunorg[2] *= -cl_followmodel_up_speed.value;
703
704                                         gunangles[PITCH] *= -cl_leanmodel_up_speed.value;
705                                         gunangles[YAW] *= -cl_leanmodel_side_speed.value;
706                                         gunangles[ROLL] = 0;
707
708                                         // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
709                                         //    trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
710                                         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);
711                                         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);
712                                         // we assume here: PITCH = 0, YAW = 1, ROLL = 2
713                                         highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
714                                         lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
715
716                                         // 5. use the adjusted vectors
717                                         VectorAdd(vieworg, gunorg, gunorg);
718                                         VectorAdd(viewangles, gunangles, gunangles);
719                                 }
720                                 else
721                                 {
722                                         // Just initialize gunorg/gunangles.
723                                         VectorCopy(vieworg, gunorg);
724                                         VectorCopy(viewangles, gunangles);
725                                 }
726
727                                 // bounded XY speed, used by several effects below
728                                 xyspeed = bound (0, sqrt(clvelocity[0]*clvelocity[0] + clvelocity[1]*clvelocity[1]), cl_bob_velocity_limit.value);
729
730                                 // vertical view bobbing code
731                                 if (cl_bob.value && cl_bobcycle.value)
732                                 {
733                                         float bob_limit = cl_bob_limit.value;
734
735                                         if (cl_bob_limit_heightcheck.integer)
736                                         {
737                                                 // use traces to determine what range the view can bob in, and scale down the bob as needed
738                                                 float trace1fraction;
739                                                 float trace2fraction;
740                                                 vec3_t bob_height_check_dest;
741
742                                                 // these multipliers are expanded a bit (the actual bob sin range is from -0.4 to 1.0) to reduce nearclip issues, especially on water surfaces
743                                                 bob_height_check_dest[0] = vieworg[0];
744                                                 bob_height_check_dest[1] = vieworg[1];
745                                                 bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * 1.1f;
746                                                 trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, collision_extendmovelength.value, true, false, NULL, false, true);
747                                                 trace1fraction = trace.fraction;
748
749                                                 bob_height_check_dest[0] = vieworg[0];
750                                                 bob_height_check_dest[1] = vieworg[1];
751                                                 bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * -0.5f;
752                                                 trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, collision_extendmovelength.value, true, false, NULL, false, true);
753                                                 trace2fraction = trace.fraction;
754
755                                                 bob_limit *= min(trace1fraction, trace2fraction);
756                                         }
757
758                                         // LordHavoc: this code is *weird*, but not replacable (I think it
759                                         // should be done in QC on the server, but oh well, quake is quake)
760                                         // LordHavoc: figured out bobup: the time at which the sin is at 180
761                                         // degrees (which allows lengthening or squishing the peak or valley)
762                                         cycle = cl.time / cl_bobcycle.value;
763                                         cycle -= (int) cycle;
764                                         if (cycle < cl_bobup.value)
765                                                 cycle = sin(M_PI * cycle / cl_bobup.value);
766                                         else
767                                                 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
768                                         // bob is proportional to velocity in the xy plane
769                                         // (don't count Z, or jumping messes it up)
770                                         bob = xyspeed * cl_bob.value;
771                                         bob = bound(0, bob, bob_limit);
772                                         bob = bob*0.3 + bob*0.7*cycle;
773                                         vieworg[2] += bob;
774                                         // we also need to adjust gunorg, or this appears like pushing the gun!
775                                         // In the old code, this was applied to vieworg BEFORE copying to gunorg,
776                                         // but this is not viable with the new followmodel code as that would mean
777                                         // that followmodel would work on the munged-by-bob vieworg and do feedback
778                                         gunorg[2] += bob;
779                                 }
780
781                                 // horizontal view bobbing code
782                                 if (cl_bob2.value && cl_bob2cycle.value)
783                                 {
784                                         vec3_t bob2vel;
785                                         vec3_t forward, right, up;
786                                         float side, front;
787
788                                         cycle = cl.time / cl_bob2cycle.value;
789                                         cycle -= (int) cycle;
790                                         if (cycle < 0.5)
791                                                 cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
792                                         else
793                                                 cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
794                                         bob = cl_bob2.value * cycle;
795
796                                         // this value slowly decreases from 1 to 0 when we stop touching the ground.
797                                         // The cycle is later multiplied with it so the view smooths back to normal
798                                         if (clonground && !clcmdjump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
799                                                 cl.bob2_smooth = 1;
800                                         else
801                                         {
802                                                 if(cl.bob2_smooth > 0)
803                                                         cl.bob2_smooth -= bound(0, cl_bob2smooth.value, 1);
804                                                 else
805                                                         cl.bob2_smooth = 0;
806                                         }
807
808                                         // calculate the front and side of the player between the X and Y axes
809                                         AngleVectors(viewangles, forward, right, up);
810                                         // now get the speed based on those angles. The bounds should match the same value as xyspeed's
811                                         side = bound(-cl_bob_velocity_limit.value, DotProduct (clvelocity, right) * cl.bob2_smooth, cl_bob_velocity_limit.value);
812                                         front = bound(-cl_bob_velocity_limit.value, DotProduct (clvelocity, forward) * cl.bob2_smooth, cl_bob_velocity_limit.value);
813                                         VectorScale(forward, bob, forward);
814                                         VectorScale(right, bob, right);
815                                         // we use side with forward and front with right, so the bobbing goes
816                                         // to the side when we walk forward and to the front when we strafe
817                                         VectorMAMAM(side, forward, front, right, 0, up, bob2vel);
818                                         vieworg[0] += bob2vel[0];
819                                         vieworg[1] += bob2vel[1];
820                                         // we also need to adjust gunorg, or this appears like pushing the gun!
821                                         // In the old code, this was applied to vieworg BEFORE copying to gunorg,
822                                         // but this is not viable with the new followmodel code as that would mean
823                                         // that followmodel would work on the munged-by-bob vieworg and do feedback
824                                         gunorg[0] += bob2vel[0];
825                                         gunorg[1] += bob2vel[1];
826                                 }
827
828                                 // fall bobbing code
829                                 // causes the view to swing down and back up when touching the ground
830                                 if (cl_bobfall.value && cl_bobfallcycle.value)
831                                 {
832                                         if (!clonground)
833                                         {
834                                                 cl.bobfall_speed = bound(-400, clvelocity[2], 0) * bound(0, cl_bobfall.value, 0.1);
835                                                 if (clvelocity[2] < -cl_bobfallminspeed.value)
836                                                         cl.bobfall_swing = 1;
837                                                 else
838                                                         cl.bobfall_swing = 0; // TODO really?
839                                         }
840                                         else
841                                         {
842                                                 cl.bobfall_swing = max(0, cl.bobfall_swing - cl_bobfallcycle.value * frametime);
843
844                                                 bobfall = sin(M_PI * cl.bobfall_swing) * cl.bobfall_speed;
845                                                 vieworg[2] += bobfall;
846                                                 gunorg[2] += bobfall;
847                                         }
848                                 }
849
850                                 // gun model bobbing code
851                                 if (cl_bobmodel.value)
852                                 {
853                                         // calculate for swinging gun model
854                                         // the gun bobs when running on the ground, but doesn't bob when you're in the air.
855                                         // Sajt: I tried to smooth out the transitions between bob and no bob, which works
856                                         // for the most part, but for some reason when you go through a message trigger or
857                                         // pick up an item or anything like that it will momentarily jolt the gun.
858                                         vec3_t forward, right, up;
859                                         float bspeed;
860                                         float s;
861                                         float t;
862
863                                         s = cl.time * cl_bobmodel_speed.value;
864                                         if (clonground)
865                                         {
866                                                 if (cl.time - cl.hitgroundtime < 0.2)
867                                                 {
868                                                         // just hit the ground, speed the bob back up over the next 0.2 seconds
869                                                         t = cl.time - cl.hitgroundtime;
870                                                         t = bound(0, t, 0.2);
871                                                         t *= 5;
872                                                 }
873                                                 else
874                                                         t = 1;
875                                         }
876                                         else
877                                         {
878                                                 // recently left the ground, slow the bob down over the next 0.2 seconds
879                                                 t = cl.time - cl.lastongroundtime;
880                                                 t = 0.2 - bound(0, t, 0.2);
881                                                 t *= 5;
882                                         }
883
884                                         bspeed = xyspeed * 0.01f;
885                                         AngleVectors (gunangles, forward, right, up);
886                                         bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
887                                         VectorMA (gunorg, bob, right, gunorg);
888                                         bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
889                                         VectorMA (gunorg, bob, up, gunorg);
890                                 }
891                         }
892                 }
893                 // calculate a view matrix for rendering the scene
894                 if (v_idlescale.value)
895                 {
896                         viewangles[0] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
897                         viewangles[1] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
898                         viewangles[2] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
899                 }
900                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
901                 if (v_yshearing.value > 0)
902                         Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value);
903
904                 // calculate a viewmodel matrix for use in view-attached entities
905                 Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
906                 Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
907
908                 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
909                 if (v_yshearing.value > 0)
910                         Matrix4x4_QuakeToDuke3D(&viewmodelmatrix_withbob, &viewmodelmatrix_withbob, v_yshearing.value);
911
912                 VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
913                 VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
914
915                 Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
916                 Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob);
917         }
918
919         cl.calcrefdef_prevtime = cl.time;
920 }
921
922 void V_CalcRefdef (void)
923 {
924         entity_t *ent;
925         qboolean cldead;
926
927         if (cls.state == ca_connected && cls.signon == SIGNONS && !cl.csqc_server2csqcentitynumber[cl.viewentity])
928         {
929                 // ent is the view entity (visible when out of body)
930                 ent = &cl.entities[cl.viewentity];
931
932                 cldead = (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && cl.stats[STAT_HEALTH] != -2342);
933                 V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT], cldead, cl.intermission != 0, cl.velocity); // FIXME use a better way to detect teleport/warp than trail_allowed
934         }
935         else
936         {
937                 viewmodelmatrix_nobob = identitymatrix;
938                 viewmodelmatrix_withbob = identitymatrix;
939                 cl.csqc_viewmodelmatrixfromengine = identitymatrix;
940                 r_refdef.view.matrix = identitymatrix;
941                 VectorClear(cl.csqc_vieworiginfromengine);
942                 VectorCopy(cl.viewangles, cl.csqc_viewanglesfromengine);
943         }
944 }
945
946 void V_FadeViewFlashs(void)
947 {
948         // don't flash if time steps backwards
949         if (cl.time <= cl.oldtime)
950                 return;
951         // drop the damage value
952         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
953         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
954                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
955         // drop the bonus value
956         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
957         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
958                 cl.cshifts[CSHIFT_BONUS].percent = 0;
959 }
960
961 void V_CalcViewBlend(void)
962 {
963         float a2;
964         int j;
965         r_refdef.viewblend[0] = 0;
966         r_refdef.viewblend[1] = 0;
967         r_refdef.viewblend[2] = 0;
968         r_refdef.viewblend[3] = 0;
969         r_refdef.frustumscale_x = 1;
970         r_refdef.frustumscale_y = 1;
971         if (cls.state == ca_connected && cls.signon == SIGNONS)
972         {
973                 // set contents color
974                 int supercontents;
975                 vec3_t vieworigin;
976                 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
977                 supercontents = CL_PointSuperContents(vieworigin);
978                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
979                 {
980                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
981                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
982                         if (supercontents & SUPERCONTENTS_LAVA)
983                         {
984                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
985                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
986                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
987                         }
988                         else if (supercontents & SUPERCONTENTS_SLIME)
989                         {
990                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
991                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
992                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
993                         }
994                         else
995                         {
996                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
997                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
998                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
999                         }
1000                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
1001                 }
1002                 else
1003                 {
1004                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
1005                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
1006                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
1007                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
1008                 }
1009
1010                 if (gamemode != GAME_TRANSFUSION)
1011                 {
1012                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
1013                         {
1014                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
1015                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
1016                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
1017                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
1018                         }
1019                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
1020                         {
1021                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
1022                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
1023                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
1024                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
1025                         }
1026                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1027                         {
1028                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
1029                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
1030                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
1031                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
1032                         }
1033                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
1034                         {
1035                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
1036                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
1037                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
1038                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
1039                         }
1040                         else
1041                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
1042                 }
1043
1044                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
1045                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
1046                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
1047                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
1048
1049                 // LordHavoc: fixed V_CalcBlend
1050                 for (j = 0;j < NUM_CSHIFTS;j++)
1051                 {
1052                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
1053                         if (a2 > 0)
1054                         {
1055                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
1056                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
1057                         }
1058                 }
1059                 // saturate color (to avoid blending in black)
1060                 if (r_refdef.viewblend[3])
1061                 {
1062                         a2 = 1 / r_refdef.viewblend[3];
1063                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
1064                 }
1065                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0], 255.0f);
1066                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1], 255.0f);
1067                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2], 255.0f);
1068                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
1069                 if (vid.sRGB3D)
1070                 {
1071                         r_refdef.viewblend[0] = Image_LinearFloatFromsRGB(r_refdef.viewblend[0]);
1072                         r_refdef.viewblend[1] = Image_LinearFloatFromsRGB(r_refdef.viewblend[1]);
1073                         r_refdef.viewblend[2] = Image_LinearFloatFromsRGB(r_refdef.viewblend[2]);
1074                 }
1075                 else
1076                 {
1077                         r_refdef.viewblend[0] *= (1.0f/256.0f);
1078                         r_refdef.viewblend[1] *= (1.0f/256.0f);
1079                         r_refdef.viewblend[2] *= (1.0f/256.0f);
1080                 }
1081                 
1082                 // Samual: Ugly hack, I know. But it's the best we can do since
1083                 // there is no way to detect client states from the engine.
1084                 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && 
1085                         cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
1086                 {
1087                         cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
1088                         cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
1089                 }
1090                 else
1091                         cl.deathfade = 0.0f;
1092
1093                 if(cl.deathfade > 0)
1094                 {
1095                         float a;
1096                         float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
1097                         a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
1098                         if(a > 0)
1099                                 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
1100                         r_refdef.viewblend[3] = a;
1101                 }
1102         }
1103 }
1104
1105 //============================================================================
1106
1107 /*
1108 =============
1109 V_Init
1110 =============
1111 */
1112 void V_Init (void)
1113 {
1114         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
1115         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");
1116         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
1117
1118         Cvar_RegisterVariable (&v_centermove);
1119         Cvar_RegisterVariable (&v_centerspeed);
1120
1121         Cvar_RegisterVariable (&v_iyaw_cycle);
1122         Cvar_RegisterVariable (&v_iroll_cycle);
1123         Cvar_RegisterVariable (&v_ipitch_cycle);
1124         Cvar_RegisterVariable (&v_iyaw_level);
1125         Cvar_RegisterVariable (&v_iroll_level);
1126         Cvar_RegisterVariable (&v_ipitch_level);
1127
1128         Cvar_RegisterVariable (&v_idlescale);
1129         Cvar_RegisterVariable (&crosshair);
1130
1131         Cvar_RegisterVariable (&cl_rollspeed);
1132         Cvar_RegisterVariable (&cl_rollangle);
1133         Cvar_RegisterVariable (&cl_bob);
1134         Cvar_RegisterVariable (&cl_bobcycle);
1135         Cvar_RegisterVariable (&cl_bobup);
1136         Cvar_RegisterVariable (&cl_bob2);
1137         Cvar_RegisterVariable (&cl_bob2cycle);
1138         Cvar_RegisterVariable (&cl_bob2smooth);
1139         Cvar_RegisterVariable (&cl_bobfall);
1140         Cvar_RegisterVariable (&cl_bobfallcycle);
1141         Cvar_RegisterVariable (&cl_bobfallminspeed);
1142         Cvar_RegisterVariable (&cl_bobmodel);
1143         Cvar_RegisterVariable (&cl_bobmodel_side);
1144         Cvar_RegisterVariable (&cl_bobmodel_up);
1145         Cvar_RegisterVariable (&cl_bobmodel_speed);
1146         Cvar_RegisterVariable (&cl_bob_limit);
1147         Cvar_RegisterVariable (&cl_bob_limit_heightcheck);
1148         Cvar_RegisterVariable (&cl_bob_limit_heightcheck_dontcrosswatersurface);
1149         Cvar_RegisterVariable (&cl_bob_velocity_limit);
1150
1151         Cvar_RegisterVariable (&cl_leanmodel);
1152         Cvar_RegisterVariable (&cl_leanmodel_side_speed);
1153         Cvar_RegisterVariable (&cl_leanmodel_side_limit);
1154         Cvar_RegisterVariable (&cl_leanmodel_side_highpass1);
1155         Cvar_RegisterVariable (&cl_leanmodel_side_lowpass);
1156         Cvar_RegisterVariable (&cl_leanmodel_side_highpass);
1157         Cvar_RegisterVariable (&cl_leanmodel_up_speed);
1158         Cvar_RegisterVariable (&cl_leanmodel_up_limit);
1159         Cvar_RegisterVariable (&cl_leanmodel_up_highpass1);
1160         Cvar_RegisterVariable (&cl_leanmodel_up_lowpass);
1161         Cvar_RegisterVariable (&cl_leanmodel_up_highpass);
1162
1163         Cvar_RegisterVariable (&cl_followmodel);
1164         Cvar_RegisterVariable (&cl_followmodel_side_speed);
1165         Cvar_RegisterVariable (&cl_followmodel_side_limit);
1166         Cvar_RegisterVariable (&cl_followmodel_side_highpass1);
1167         Cvar_RegisterVariable (&cl_followmodel_side_lowpass);
1168         Cvar_RegisterVariable (&cl_followmodel_side_highpass);
1169         Cvar_RegisterVariable (&cl_followmodel_up_speed);
1170         Cvar_RegisterVariable (&cl_followmodel_up_limit);
1171         Cvar_RegisterVariable (&cl_followmodel_up_highpass1);
1172         Cvar_RegisterVariable (&cl_followmodel_up_lowpass);
1173         Cvar_RegisterVariable (&cl_followmodel_up_highpass);
1174
1175         Cvar_RegisterVariable (&cl_viewmodel_scale);
1176
1177         Cvar_RegisterVariable (&v_kicktime);
1178         Cvar_RegisterVariable (&v_kickroll);
1179         Cvar_RegisterVariable (&v_kickpitch);
1180
1181         Cvar_RegisterVariable (&cl_stairsmoothspeed);
1182         
1183         Cvar_RegisterVariable (&cl_smoothviewheight);
1184
1185         Cvar_RegisterVariable (&chase_back);
1186         Cvar_RegisterVariable (&chase_up);
1187         Cvar_RegisterVariable (&chase_active);
1188         Cvar_RegisterVariable (&chase_overhead);
1189         Cvar_RegisterVariable (&chase_pitchangle);
1190         Cvar_RegisterVariable (&chase_stevie);
1191
1192         Cvar_RegisterVariable (&v_deathtilt);
1193         Cvar_RegisterVariable (&v_deathtiltangle);
1194
1195         Cvar_RegisterVariable (&v_yshearing);
1196 }
1197