]> de.git.xonotic.org Git - xonotic/darkplaces.git/blob - view.c
qw support is 99% working
[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
25 /*
26
27 The view is allowed to move slightly from it's true position for bobbing,
28 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
29 entities sent from the server may not include everything in the pvs, especially
30 when crossing a water boudnary.
31
32 */
33
34 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
35 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
36
37 cvar_t cl_bob = {0, "cl_bob","0.02", "view bobbing amount"};
38 cvar_t cl_bobcycle = {0, "cl_bobcycle","0.6", "view bobbing speed"};
39 cvar_t cl_bobup = {0, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
40
41 cvar_t cl_bobmodel = {0, "cl_bobmodel", "1", "enables gun bobbing"};
42 cvar_t cl_bobmodel_side = {0, "cl_bobmodel_side", "0.05", "gun bobbing sideways sway amount"};
43 cvar_t cl_bobmodel_up = {0, "cl_bobmodel_up", "0.02", "gun bobbing upward movement amount"};
44 cvar_t cl_bobmodel_speed = {0, "cl_bobmodel_speed", "7", "gun bobbing speed"};
45
46 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
47 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
48 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
49
50 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
51 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
52 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
53 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
54 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
55 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
56
57 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
58
59 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
60
61 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)"};
62 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
63
64 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
65
66 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
67 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
68 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
69 // GAME_GOODVSBAD2
70 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
71
72 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
73
74 float   v_dmg_time, v_dmg_roll, v_dmg_pitch;
75
76
77 /*
78 ===============
79 V_CalcRoll
80
81 Used by view and sv_user
82 ===============
83 */
84 float V_CalcRoll (vec3_t angles, vec3_t velocity)
85 {
86         vec3_t  right;
87         float   sign;
88         float   side;
89         float   value;
90
91         AngleVectors (angles, NULL, right, NULL);
92         side = DotProduct (velocity, right);
93         sign = side < 0 ? -1 : 1;
94         side = fabs(side);
95
96         value = cl_rollangle.value;
97
98         if (side < cl_rollspeed.value)
99                 side = side * value / cl_rollspeed.value;
100         else
101                 side = value;
102
103         return side*sign;
104
105 }
106
107 void V_StartPitchDrift (void)
108 {
109         if (cl.laststop == cl.time)
110                 return;         // something else is keeping it from drifting
111
112         if (cl.nodrift || !cl.pitchvel)
113         {
114                 cl.pitchvel = v_centerspeed.value;
115                 cl.nodrift = false;
116                 cl.driftmove = 0;
117         }
118 }
119
120 void V_StopPitchDrift (void)
121 {
122         cl.laststop = cl.time;
123         cl.nodrift = true;
124         cl.pitchvel = 0;
125 }
126
127 /*
128 ===============
129 V_DriftPitch
130
131 Moves the client pitch angle towards cl.idealpitch sent by the server.
132
133 If the user is adjusting pitch manually, either with lookup/lookdown,
134 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
135
136 Drifting is enabled when the center view key is hit, mlook is released and
137 lookspring is non 0, or when
138 ===============
139 */
140 void V_DriftPitch (void)
141 {
142         float           delta, move;
143
144         if (noclip_anglehack || !cl.onground || cls.demoplayback )
145         {
146                 cl.driftmove = 0;
147                 cl.pitchvel = 0;
148                 return;
149         }
150
151 // don't count small mouse motion
152         if (cl.nodrift)
153         {
154                 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
155                         cl.driftmove = 0;
156                 else
157                         cl.driftmove += cl.frametime;
158
159                 if ( cl.driftmove > v_centermove.value)
160                 {
161                         V_StartPitchDrift ();
162                 }
163                 return;
164         }
165
166         delta = cl.idealpitch - cl.viewangles[PITCH];
167
168         if (!delta)
169         {
170                 cl.pitchvel = 0;
171                 return;
172         }
173
174         move = cl.frametime * cl.pitchvel;
175         cl.pitchvel += cl.frametime * v_centerspeed.value;
176
177         if (delta > 0)
178         {
179                 if (move > delta)
180                 {
181                         cl.pitchvel = 0;
182                         move = delta;
183                 }
184                 cl.viewangles[PITCH] += move;
185         }
186         else if (delta < 0)
187         {
188                 if (move > -delta)
189                 {
190                         cl.pitchvel = 0;
191                         move = -delta;
192                 }
193                 cl.viewangles[PITCH] -= move;
194         }
195 }
196
197
198 /*
199 ==============================================================================
200
201                                                 SCREEN FLASHES
202
203 ==============================================================================
204 */
205
206
207 /*
208 ===============
209 V_ParseDamage
210 ===============
211 */
212 void V_ParseDamage (void)
213 {
214         int armor, blood;
215         vec3_t from;
216         //vec3_t forward, right;
217         vec3_t localfrom;
218         entity_t *ent;
219         //float side;
220         float count;
221
222         armor = MSG_ReadByte ();
223         blood = MSG_ReadByte ();
224         MSG_ReadVector(from, cls.protocol);
225
226         count = blood*0.5 + armor*0.5;
227         if (count < 10)
228                 count = 10;
229
230         cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
231
232         cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
233         if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
234                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
235         if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
236                 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
237
238         if (armor > blood)
239         {
240                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
241                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
242                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
243         }
244         else if (armor)
245         {
246                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
247                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
248                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
249         }
250         else
251         {
252                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
253                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
254                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
255         }
256
257         // calculate view angle kicks
258         if (cl_entities[cl.viewentity].state_current.active)
259         {
260                 ent = &cl_entities[cl.viewentity];
261                 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
262                 VectorNormalize(localfrom);
263                 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
264                 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
265                 v_dmg_time = v_kicktime.value;
266         }
267 }
268
269 static cshift_t v_cshift;
270
271 /*
272 ==================
273 V_cshift_f
274 ==================
275 */
276 static void V_cshift_f (void)
277 {
278         v_cshift.destcolor[0] = atoi(Cmd_Argv(1));
279         v_cshift.destcolor[1] = atoi(Cmd_Argv(2));
280         v_cshift.destcolor[2] = atoi(Cmd_Argv(3));
281         v_cshift.percent = atoi(Cmd_Argv(4));
282 }
283
284
285 /*
286 ==================
287 V_BonusFlash_f
288
289 When you run over an item, the server sends this command
290 ==================
291 */
292 static void V_BonusFlash_f (void)
293 {
294         cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
295         cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
296         cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
297         cl.cshifts[CSHIFT_BONUS].percent = 50;
298 }
299
300 /*
301 ==============================================================================
302
303                                                 VIEW RENDERING
304
305 ==============================================================================
306 */
307
308 extern matrix4x4_t viewmodelmatrix;
309
310 #include "cl_collision.h"
311 #include "csprogs.h"
312
313 /*
314 ==================
315 V_CalcRefdef
316
317 ==================
318 */
319 void V_CalcRefdef (void)
320 {
321         static float oldz;
322         entity_t *ent;
323         float vieworg[3], gunorg[3], viewangles[3];
324         trace_t trace;
325         if(csqc_loaded)
326                 return;
327         VectorClear(gunorg);
328         Matrix4x4_CreateIdentity(&viewmodelmatrix);
329         Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
330         if (cls.state == ca_connected && cls.signon == SIGNONS)
331         {
332                 // ent is the view entity (visible when out of body)
333                 ent = &cl_entities[cl.viewentity];
334                 if (cl.intermission)
335                 {
336                         // entity is a fixed camera, just copy the matrix
337                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
338                                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, 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);
339                         else
340                         {
341                                 r_refdef.viewentitymatrix = ent->render.matrix;
342                                 r_refdef.viewentitymatrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
343                         }
344                         viewmodelmatrix = r_refdef.viewentitymatrix;
345                 }
346                 else
347                 {
348                         // player can look around, so take the origin from the entity,
349                         // and the angles from the input system
350                         Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
351                         VectorCopy(cl.viewangles, viewangles);
352
353                         // apply qw weapon recoil effect (this did not work in QW)
354                         // TODO: add a cvar to disable this
355                         viewangles[PITCH] += cl.qw_weaponkick;
356
357                         if (cl.onground)
358                         {
359                                 if (!cl.oldonground)
360                                         cl.hitgroundtime = cl.time;
361                                 cl.lastongroundtime = cl.time;
362                         }
363                         cl.oldonground = cl.onground;
364
365                         // stair smoothing
366                         //Con_Printf("cl.onground %i oldz %f newz %f\n", cl.onground, oldz, vieworg[2]);
367                         if (cl.onground && oldz < vieworg[2])
368                         {
369                                 oldz += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
370                                 oldz = vieworg[2] = bound(vieworg[2] - 16, oldz, vieworg[2]);
371                         }
372                         else if (cl.onground && oldz > vieworg[2])
373                         {
374                                 oldz -= (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
375                                 oldz = vieworg[2] = bound(vieworg[2], oldz, vieworg[2] + 16);
376                         }
377                         else
378                                 oldz = vieworg[2];
379
380                         if (chase_active.value)
381                         {
382                                 // observing entity from third person
383                                 vec_t camback, camup, dist, forward[3], chase_dest[3];
384
385                                 camback = bound(0, chase_back.value, 128);
386                                 if (chase_back.value != camback)
387                                         Cvar_SetValueQuick(&chase_back, camback);
388                                 camup = bound(-48, chase_up.value, 96);
389                                 if (chase_up.value != camup)
390                                         Cvar_SetValueQuick(&chase_up, camup);
391
392                                 // this + 22 is to match view_ofs for compatibility with older versions
393                                 camup += 22;
394
395                                 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
396                                 {
397                                         // look straight down from high above
398                                         viewangles[0] = 90;
399                                         camback = 2048;
400                                 }
401                                 AngleVectors(viewangles, forward, NULL, NULL);
402
403                                 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
404                                 dist = -camback - 8;
405                                 chase_dest[0] = vieworg[0] + forward[0] * dist;
406                                 chase_dest[1] = vieworg[1] + forward[1] * dist;
407                                 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
408                                 trace = CL_TraceBox(vieworg, vec3_origin, vec3_origin, chase_dest, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
409                                 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
410                         }
411                         else
412                         {
413                                 // first person view from entity
414                                 // angles
415                                 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
416                                         viewangles[ROLL] = 80;  // dead view angle
417                                 VectorAdd(viewangles, cl.punchangle, viewangles);
418                                 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
419                                 if (v_dmg_time > 0)
420                                 {
421                                         viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
422                                         viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
423                                         v_dmg_time -= cl.frametime;
424                                 }
425                                 // origin
426                                 VectorAdd(vieworg, cl.punchvector, vieworg);
427                                 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
428                                 if (cl.stats[STAT_HEALTH] > 0)
429                                 {
430                                         double xyspeed, bob;
431
432                                         xyspeed = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]);
433                                         if (cl_bob.value && cl_bobcycle.value)
434                                         {
435                                                 float cycle;
436                                                 // LordHavoc: this code is *weird*, but not replacable (I think it
437                                                 // should be done in QC on the server, but oh well, quake is quake)
438                                                 // LordHavoc: figured out bobup: the time at which the sin is at 180
439                                                 // degrees (which allows lengthening or squishing the peak or valley)
440                                                 cycle = cl.time / cl_bobcycle.value;
441                                                 cycle -= (int) cycle;
442                                                 if (cycle < cl_bobup.value)
443                                                         cycle = sin(M_PI * cycle / cl_bobup.value);
444                                                 else
445                                                         cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
446                                                 // bob is proportional to velocity in the xy plane
447                                                 // (don't count Z, or jumping messes it up)
448                                                 bob = xyspeed * cl_bob.value;
449                                                 bob = bob*0.3 + bob*0.7*cycle;
450                                                 vieworg[2] += bound(-7, bob, 4);
451                                         }
452
453                                         VectorCopy(vieworg, gunorg);
454
455                                         if (cl_bobmodel.value)
456                                         {
457                                                 // calculate for swinging gun model
458                                                 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
459                                                 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
460                                                 // for the most part, but for some reason when you go through a message trigger or
461                                                 // pick up an item or anything like that it will momentarily jolt the gun.
462                                                 vec3_t forward, right, up;
463                                                 float bspeed;
464                                                 float s;
465                                                 float t;
466
467                                                 s = cl.time * cl_bobmodel_speed.value;
468                                                 if (cl.onground)
469                                                 {
470                                                         if (cl.time - cl.hitgroundtime < 0.2)
471                                                         {
472                                                                 // just hit the ground, speed the bob back up over the next 0.2 seconds
473                                                                 t = cl.time - cl.hitgroundtime;
474                                                                 t = bound(0, t, 0.2);
475                                                                 t *= 5;
476                                                         }
477                                                         else
478                                                                 t = 1;
479                                                 }
480                                                 else
481                                                 {
482                                                         // recently left the ground, slow the bob down over the next 0.2 seconds
483                                                         t = cl.time - cl.lastongroundtime;
484                                                         t = 0.2 - bound(0, t, 0.2);
485                                                         t *= 5;
486                                                 }
487
488                                                 bspeed = bound (0, xyspeed, 400) * 0.01f;
489                                                 AngleVectors (viewangles, forward, right, up);
490                                                 bob = bspeed * cl_bobmodel_side.value * sin (s) * t;
491                                                 VectorMA (gunorg, bob, right, gunorg);
492                                                 bob = bspeed * cl_bobmodel_up.value * cos (s * 2) * t;
493                                                 VectorMA (gunorg, bob, up, gunorg);
494                                         }
495                                 }
496                         }
497                         // calculate a view matrix for rendering the scene
498                         if (v_idlescale.value)
499                                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, 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);
500                         else
501                                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, 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);
502                         // calculate a viewmodel matrix for use in view-attached entities
503                         Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], 0.3);
504                         VectorCopy(vieworg, csqc_origin);
505                         VectorCopy(viewangles, csqc_angles);
506                 }
507         }
508 }
509
510 void V_FadeViewFlashs(void)
511 {
512         // drop the damage value
513         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
514         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
515                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
516         // drop the bonus value
517         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
518         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
519                 cl.cshifts[CSHIFT_BONUS].percent = 0;
520 }
521
522 void V_CalcViewBlend(void)
523 {
524         float a2;
525         int j;
526         r_refdef.viewblend[0] = 0;
527         r_refdef.viewblend[1] = 0;
528         r_refdef.viewblend[2] = 0;
529         r_refdef.viewblend[3] = 0;
530         r_refdef.frustumscale_x = 1;
531         r_refdef.frustumscale_y = 1;
532         if (cls.state == ca_connected && cls.signon == SIGNONS && gl_polyblend.value > 0)
533         {
534                 // set contents color
535                 int supercontents;
536                 vec3_t vieworigin;
537                 Matrix4x4_OriginFromMatrix(&r_refdef.viewentitymatrix, vieworigin);
538                 supercontents = CL_PointSuperContents(vieworigin);
539                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
540                 {
541                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
542                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
543                         if (supercontents & SUPERCONTENTS_LAVA)
544                         {
545                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
546                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
547                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
548                         }
549                         else if (supercontents & SUPERCONTENTS_SLIME)
550                         {
551                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
552                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
553                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
554                         }
555                         else
556                         {
557                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
558                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
559                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
560                         }
561                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
562                 }
563                 else
564                 {
565                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
566                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
567                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
568                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
569                 }
570
571                 if (gamemode != GAME_TRANSFUSION)
572                 {
573                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
574                         {
575                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
576                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
577                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
578                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
579                         }
580                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
581                         {
582                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
583                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
584                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
585                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
586                         }
587                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
588                         {
589                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
590                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
591                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
592                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
593                         }
594                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
595                         {
596                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
597                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
598                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
599                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
600                         }
601                         else
602                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
603                 }
604
605                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
606                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
607                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
608                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
609
610                 // LordHavoc: fixed V_CalcBlend
611                 for (j = 0;j < NUM_CSHIFTS;j++)
612                 {
613                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
614                         if (a2 > 0)
615                         {
616                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
617                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
618                         }
619                 }
620                 // saturate color (to avoid blending in black)
621                 if (r_refdef.viewblend[3])
622                 {
623                         a2 = 1 / r_refdef.viewblend[3];
624                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
625                 }
626
627                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
628                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
629                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
630                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
631         }
632 }
633
634 //============================================================================
635
636 /*
637 =============
638 V_Init
639 =============
640 */
641 void V_Init (void)
642 {
643         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
644         Cmd_AddCommand ("bf", V_BonusFlash_f, "briefly flashes a bright color tint on view (used when items are picked up)");
645         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
646
647         Cvar_RegisterVariable (&v_centermove);
648         Cvar_RegisterVariable (&v_centerspeed);
649
650         Cvar_RegisterVariable (&v_iyaw_cycle);
651         Cvar_RegisterVariable (&v_iroll_cycle);
652         Cvar_RegisterVariable (&v_ipitch_cycle);
653         Cvar_RegisterVariable (&v_iyaw_level);
654         Cvar_RegisterVariable (&v_iroll_level);
655         Cvar_RegisterVariable (&v_ipitch_level);
656
657         Cvar_RegisterVariable (&v_idlescale);
658         Cvar_RegisterVariable (&crosshair);
659
660         Cvar_RegisterVariable (&cl_rollspeed);
661         Cvar_RegisterVariable (&cl_rollangle);
662         Cvar_RegisterVariable (&cl_bob);
663         Cvar_RegisterVariable (&cl_bobcycle);
664         Cvar_RegisterVariable (&cl_bobup);
665         Cvar_RegisterVariable (&cl_bobmodel);
666         Cvar_RegisterVariable (&cl_bobmodel_side);
667         Cvar_RegisterVariable (&cl_bobmodel_up);
668         Cvar_RegisterVariable (&cl_bobmodel_speed);
669
670         Cvar_RegisterVariable (&v_kicktime);
671         Cvar_RegisterVariable (&v_kickroll);
672         Cvar_RegisterVariable (&v_kickpitch);
673
674         Cvar_RegisterVariable (&cl_stairsmoothspeed);
675
676         Cvar_RegisterVariable (&chase_back);
677         Cvar_RegisterVariable (&chase_up);
678         Cvar_RegisterVariable (&chase_active);
679         if (gamemode == GAME_GOODVSBAD2)
680                 Cvar_RegisterVariable (&chase_stevie);
681
682         Cvar_RegisterVariable (&v_deathtilt);
683 }
684