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Gun model leaning effect when looking around (eg. the faster you look up the more...
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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 void CL_VM_UpdateDmgGlobals (int dmg_take, int dmg_save, vec3_t dmg_origin);
26
27 /*
28
29 The view is allowed to move slightly from it's true position for bobbing,
30 but if it exceeds 8 pixels linear distance (spherical, not box), the list of
31 entities sent from the server may not include everything in the pvs, especially
32 when crossing a water boudnary.
33
34 */
35
36 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
37 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when strafing"};
38
39 cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
40 cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
41 cvar_t cl_bobup = {CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
42
43 cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
44 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
45 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
46 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
47
48 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"};
49
50 cvar_t v_kicktime = {0, "v_kicktime", "0.5", "how long a view kick from damage lasts"};
51 cvar_t v_kickroll = {0, "v_kickroll", "0.6", "how much a view kick from damage rolls your view"};
52 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6", "how much a view kick from damage pitches your view"};
53
54 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2", "v_idlescale yaw speed"};
55 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5", "v_idlescale roll speed"};
56 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1", "v_idlescale pitch speed"};
57 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3", "v_idlescale yaw amount"};
58 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1", "v_idlescale roll amount"};
59 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"};
60
61 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
62
63 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
64
65 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)"};
66 cvar_t v_centerspeed = {0, "v_centerspeed","500", "how fast the view centers itself"};
67
68 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160", "how fast your view moves upward/downward when running up/down stairs"};
69
70 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48", "chase cam distance from the player"};
71 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24", "chase cam distance from the player"};
72 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0", "enables chase cam"};
73 cvar_t chase_overhead = {CVAR_SAVE, "chase_overhead", "0", "chase cam looks straight down if this is not zero"};
74 // GAME_GOODVSBAD2
75 cvar_t chase_stevie = {0, "chase_stevie", "0", "chase cam view from above (used only by GoodVsBad2)"};
76
77 cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
78 cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use when tilting the view while dead"};
79
80 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
81 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
82
83 float   v_dmg_time, v_dmg_roll, v_dmg_pitch;
84
85
86 /*
87 ===============
88 V_CalcRoll
89
90 Used by view and sv_user
91 ===============
92 */
93 float V_CalcRoll (vec3_t angles, vec3_t velocity)
94 {
95         vec3_t  right;
96         float   sign;
97         float   side;
98         float   value;
99
100         AngleVectors (angles, NULL, right, NULL);
101         side = DotProduct (velocity, right);
102         sign = side < 0 ? -1 : 1;
103         side = fabs(side);
104
105         value = cl_rollangle.value;
106
107         if (side < cl_rollspeed.value)
108                 side = side * value / cl_rollspeed.value;
109         else
110                 side = value;
111
112         return side*sign;
113
114 }
115
116 void V_StartPitchDrift (void)
117 {
118         if (cl.laststop == cl.time)
119                 return;         // something else is keeping it from drifting
120
121         if (cl.nodrift || !cl.pitchvel)
122         {
123                 cl.pitchvel = v_centerspeed.value;
124                 cl.nodrift = false;
125                 cl.driftmove = 0;
126         }
127 }
128
129 void V_StopPitchDrift (void)
130 {
131         cl.laststop = cl.time;
132         cl.nodrift = true;
133         cl.pitchvel = 0;
134 }
135
136 /*
137 ===============
138 V_DriftPitch
139
140 Moves the client pitch angle towards cl.idealpitch sent by the server.
141
142 If the user is adjusting pitch manually, either with lookup/lookdown,
143 mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
144
145 Drifting is enabled when the center view key is hit, mlook is released and
146 lookspring is non 0, or when
147 ===============
148 */
149 void V_DriftPitch (void)
150 {
151         float           delta, move;
152
153         if (noclip_anglehack || !cl.onground || cls.demoplayback )
154         {
155                 cl.driftmove = 0;
156                 cl.pitchvel = 0;
157                 return;
158         }
159
160 // don't count small mouse motion
161         if (cl.nodrift)
162         {
163                 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
164                         cl.driftmove = 0;
165                 else
166                         cl.driftmove += cl.realframetime;
167
168                 if ( cl.driftmove > v_centermove.value)
169                 {
170                         V_StartPitchDrift ();
171                 }
172                 return;
173         }
174
175         delta = cl.idealpitch - cl.viewangles[PITCH];
176
177         if (!delta)
178         {
179                 cl.pitchvel = 0;
180                 return;
181         }
182
183         move = cl.realframetime * cl.pitchvel;
184         cl.pitchvel += cl.realframetime * v_centerspeed.value;
185
186         if (delta > 0)
187         {
188                 if (move > delta)
189                 {
190                         cl.pitchvel = 0;
191                         move = delta;
192                 }
193                 cl.viewangles[PITCH] += move;
194         }
195         else if (delta < 0)
196         {
197                 if (move > -delta)
198                 {
199                         cl.pitchvel = 0;
200                         move = -delta;
201                 }
202                 cl.viewangles[PITCH] -= move;
203         }
204 }
205
206
207 /*
208 ==============================================================================
209
210                                                 SCREEN FLASHES
211
212 ==============================================================================
213 */
214
215
216 /*
217 ===============
218 V_ParseDamage
219 ===============
220 */
221 void V_ParseDamage (void)
222 {
223         int armor, blood;
224         vec3_t from;
225         //vec3_t forward, right;
226         vec3_t localfrom;
227         entity_t *ent;
228         //float side;
229         float count;
230
231         armor = MSG_ReadByte ();
232         blood = MSG_ReadByte ();
233         MSG_ReadVector(from, cls.protocol);
234
235         // Send the Dmg Globals to CSQC
236         CL_VM_UpdateDmgGlobals(blood, armor, from);
237
238         count = blood*0.5 + armor*0.5;
239         if (count < 10)
240                 count = 10;
241
242         cl.faceanimtime = cl.time + 0.2;                // put sbar face into pain frame
243
244         cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
245         cl.cshifts[CSHIFT_DAMAGE].alphafade = 150;
246         if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
247                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
248         if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
249                 cl.cshifts[CSHIFT_DAMAGE].percent = 150;
250
251         if (armor > blood)
252         {
253                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
254                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
255                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
256         }
257         else if (armor)
258         {
259                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
260                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
261                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
262         }
263         else
264         {
265                 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
266                 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
267                 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
268         }
269
270         // calculate view angle kicks
271         if (cl.entities[cl.viewentity].state_current.active)
272         {
273                 ent = &cl.entities[cl.viewentity];
274                 Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
275                 VectorNormalize(localfrom);
276                 v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
277                 v_dmg_roll = count * localfrom[1] * v_kickroll.value;
278                 v_dmg_time = v_kicktime.value;
279         }
280 }
281
282 static cshift_t v_cshift;
283
284 /*
285 ==================
286 V_cshift_f
287 ==================
288 */
289 static void V_cshift_f (void)
290 {
291         v_cshift.destcolor[0] = atof(Cmd_Argv(1));
292         v_cshift.destcolor[1] = atof(Cmd_Argv(2));
293         v_cshift.destcolor[2] = atof(Cmd_Argv(3));
294         v_cshift.percent = atof(Cmd_Argv(4));
295 }
296
297
298 /*
299 ==================
300 V_BonusFlash_f
301
302 When you run over an item, the server sends this command
303 ==================
304 */
305 static void V_BonusFlash_f (void)
306 {
307         if(Cmd_Argc() == 1)
308         {
309                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
310                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
311                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
312                 cl.cshifts[CSHIFT_BONUS].percent = 50;
313                 cl.cshifts[CSHIFT_BONUS].alphafade = 100;
314         }
315         else if(Cmd_Argc() >= 4 && Cmd_Argc() <= 6)
316         {
317                 cl.cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1)) * 255;
318                 cl.cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2)) * 255;
319                 cl.cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3)) * 255;
320                 if(Cmd_Argc() >= 5)
321                         cl.cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4)) * 255; // yes, these are HEXADECIMAL percent ;)
322                 else
323                         cl.cshifts[CSHIFT_BONUS].percent = 50;
324                 if(Cmd_Argc() >= 6)
325                         cl.cshifts[CSHIFT_BONUS].alphafade = atof(Cmd_Argv(5)) * 255;
326                 else
327                         cl.cshifts[CSHIFT_BONUS].alphafade = 100;
328         }
329         else
330                 Con_Printf("usage:\nbf, or bf R G B [A [alphafade]]\n");
331 }
332
333 /*
334 ==============================================================================
335
336                                                 VIEW RENDERING
337
338 ==============================================================================
339 */
340
341 extern matrix4x4_t viewmodelmatrix;
342
343 #include "cl_collision.h"
344 #include "csprogs.h"
345
346 /*
347 ==================
348 V_CalcRefdef
349
350 ==================
351 */
352 #if 0
353 static vec3_t eyeboxmins = {-16, -16, -24};
354 static vec3_t eyeboxmaxs = { 16,  16,  32};
355 #endif
356 float viewmodel_push_x, viewmodel_push_y;
357 void V_CalcRefdef (void)
358 {
359         entity_t *ent;
360         float vieworg[3], gunorg[3], viewangles[3], gunangles[3], smoothtime;
361 #if 0
362 // begin of chase camera bounding box size for proper collisions by Alexander Zubov
363         vec3_t camboxmins = {-3, -3, -3};
364         vec3_t camboxmaxs = {3, 3, 3};
365 // end of chase camera bounding box size for proper collisions by Alexander Zubov
366 #endif
367         trace_t trace;
368         VectorClear(gunorg);
369         viewmodelmatrix = identitymatrix;
370         r_refdef.view.matrix = identitymatrix;
371         if (cls.state == ca_connected && cls.signon == SIGNONS)
372         {
373                 // ent is the view entity (visible when out of body)
374                 ent = &cl.entities[cl.viewentity];
375                 // player can look around, so take the origin from the entity,
376                 // and the angles from the input system
377                 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
378                 VectorCopy(cl.viewangles, viewangles);
379
380                 // calculate how much time has passed since the last V_CalcRefdef
381                 smoothtime = bound(0, cl.time - cl.stairsmoothtime, 0.1);
382                 cl.stairsmoothtime = cl.time;
383
384                 // fade damage flash
385                 if (v_dmg_time > 0)
386                         v_dmg_time -= bound(0, smoothtime, 0.1);
387
388                 if (cl.intermission)
389                 {
390                         // entity is a fixed camera, just copy the matrix
391                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
392                                 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);
393                         else
394                         {
395                                 r_refdef.view.matrix = ent->render.matrix;
396                                 Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]);
397                         }
398                         viewmodelmatrix = r_refdef.view.matrix;
399                 }
400                 else
401                 {
402                         // smooth stair stepping, but only if onground and enabled
403                         if (!cl.onground || cl_stairsmoothspeed.value <= 0)
404                                 cl.stairsmoothz = vieworg[2];
405                         else
406                         {
407                                 if (cl.stairsmoothz < vieworg[2])
408                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2] - 16, cl.stairsmoothz + smoothtime * cl_stairsmoothspeed.value, vieworg[2]);
409                                 else if (cl.stairsmoothz > vieworg[2])
410                                         vieworg[2] = cl.stairsmoothz = bound(vieworg[2], cl.stairsmoothz - smoothtime * cl_stairsmoothspeed.value, vieworg[2] + 16);
411                         }
412
413                         // apply qw weapon recoil effect (this did not work in QW)
414                         // TODO: add a cvar to disable this
415                         viewangles[PITCH] += cl.qw_weaponkick;
416
417                         // apply the viewofs (even if chasecam is used)
418                         vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
419
420                         if (chase_active.value)
421                         {
422                                 // observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
423                                 vec_t camback, camup, dist, campitch, forward[3], chase_dest[3];
424
425                                 camback = chase_back.value;
426                                 camup = chase_up.value;
427                                 campitch = chase_pitchangle.value;
428
429                                 AngleVectors(viewangles, forward, NULL, NULL);
430
431                                 if (chase_overhead.integer)
432                                 {
433 #if 1
434                                         vec3_t offset;
435                                         vec3_t bestvieworg;
436 #endif
437                                         vec3_t up;
438                                         viewangles[PITCH] = 0;
439                                         AngleVectors(viewangles, forward, NULL, up);
440                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
441                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup;
442                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup;
443                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
444 #if 0
445 #if 1
446                                         //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
447                                         trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
448 #else
449                                         //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
450                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
451 #endif
452                                         VectorCopy(trace.endpos, vieworg);
453                                         vieworg[2] -= 8;
454 #else
455                                         // trace from first person view location to our chosen third person view location
456 #if 1
457                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
458 #else
459                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
460 #endif
461                                         VectorCopy(trace.endpos, bestvieworg);
462                                         offset[2] = 0;
463                                         for (offset[0] = -16;offset[0] <= 16;offset[0] += 8)
464                                         {
465                                                 for (offset[1] = -16;offset[1] <= 16;offset[1] += 8)
466                                                 {
467                                                         AngleVectors(viewangles, NULL, NULL, up);
468                                                         chase_dest[0] = vieworg[0] - forward[0] * camback + up[0] * camup + offset[0];
469                                                         chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
470                                                         chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
471 #if 1
472                                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
473 #else
474                                                         trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
475 #endif
476                                                         if (bestvieworg[2] > trace.endpos[2])
477                                                                 bestvieworg[2] = trace.endpos[2];
478                                                 }
479                                         }
480                                         bestvieworg[2] -= 8;
481                                         VectorCopy(bestvieworg, vieworg);
482 #endif
483                                         viewangles[PITCH] = campitch;
484                                 }
485                                 else
486                                 {
487                                         if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
488                                         {
489                                                 // look straight down from high above
490                                                 viewangles[PITCH] = 90;
491                                                 camback = 2048;
492                                                 VectorSet(forward, 0, 0, -1);
493                                         }
494
495                                         // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
496                                         dist = -camback - 8;
497                                         chase_dest[0] = vieworg[0] + forward[0] * dist;
498                                         chase_dest[1] = vieworg[1] + forward[1] * dist;
499                                         chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
500                                         trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
501                                         VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
502                                 }
503                         }
504                         else
505                         {
506                                 // first person view from entity
507                                 // angles
508                                 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
509                                         viewangles[ROLL] = v_deathtiltangle.value;
510                                 VectorAdd(viewangles, cl.punchangle, viewangles);
511                                 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
512                                 if (v_dmg_time > 0)
513                                 {
514                                         viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
515                                         viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
516                                 }
517                                 // origin
518                                 VectorAdd(vieworg, cl.punchvector, vieworg);
519                                 if (cl.stats[STAT_HEALTH] > 0)
520                                 {
521                                         double xyspeed, bob;
522
523                                         xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
524                                         if (cl_bob.value && cl_bobcycle.value)
525                                         {
526                                                 float cycle;
527                                                 // LordHavoc: this code is *weird*, but not replacable (I think it
528                                                 // should be done in QC on the server, but oh well, quake is quake)
529                                                 // LordHavoc: figured out bobup: the time at which the sin is at 180
530                                                 // degrees (which allows lengthening or squishing the peak or valley)
531                                                 cycle = cl.time / cl_bobcycle.value;
532                                                 cycle -= (int) cycle;
533                                                 if (cycle < cl_bobup.value)
534                                                         cycle = sin(M_PI * cycle / cl_bobup.value);
535                                                 else
536                                                         cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
537                                                 // bob is proportional to velocity in the xy plane
538                                                 // (don't count Z, or jumping messes it up)
539                                                 bob = xyspeed * cl_bob.value;
540                                                 bob = bob*0.3 + bob*0.7*cycle;
541                                                 vieworg[2] += bound(-7, bob, 4);
542                                         }
543
544                                         VectorCopy(vieworg, gunorg);
545
546                                         if (cl_bob.value && cl_bobmodel.value)
547                                         {
548                                                 // calculate for swinging gun model
549                                                 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
550                                                 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
551                                                 // for the most part, but for some reason when you go through a message trigger or
552                                                 // pick up an item or anything like that it will momentarily jolt the gun.
553                                                 vec3_t forward, right, up;
554                                                 float bspeed;
555                                                 float s;
556                                                 float t;
557
558                                                 s = cl.time * cl_bobmodel_speed.value;
559                                                 if (cl.onground)
560                                                 {
561                                                         if (cl.time - cl.hitgroundtime < 0.2)
562                                                         {
563                                                                 // just hit the ground, speed the bob back up over the next 0.2 seconds
564                                                                 t = cl.time - cl.hitgroundtime;
565                                                                 t = bound(0, t, 0.2);
566                                                                 t *= 5;
567                                                         }
568                                                         else
569                                                                 t = 1;
570                                                 }
571                                                 else
572                                                 {
573                                                         // recently left the ground, slow the bob down over the next 0.2 seconds
574                                                         t = cl.time - cl.lastongroundtime;
575                                                         t = 0.2 - bound(0, t, 0.2);
576                                                         t *= 5;
577                                                 }
578
579                                                 bspeed = bound (0, xyspeed, 400) * 0.01f;
580                                                 AngleVectors (gunangles, forward, right, up);
581                                                 bob = bspeed * cl_bobmodel_side.value * cl_viewmodel_scale.value * sin (s) * t;
582                                                 VectorMA (gunorg, bob, right, gunorg);
583                                                 bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
584                                                 VectorMA (gunorg, bob, up, gunorg);
585                                         }
586
587                                         // gun model leaning code
588                                         
589                                         // TODO 1: Fix bug where model does a 360* turn when YAW jumps around the 0 - 360 rotation border.
590                                         // [18:53:17] <@div0> search for AnglesFromVectors and AngleVectors
591                                         // [18:53:27] <@div0> I am quite sure interpolation (lerp) uses it
592                                         
593                                         // TODO 2: Implement limits (weapon model must not lean past a certain limit)
594
595                                         // TODO 3: Cvar everything once the first TODOs are ready.
596
597                                         if(viewmodel_push_x < cl.viewangles[PITCH])
598                                                 viewmodel_push_x += (cl.viewangles[PITCH] - viewmodel_push_x) * 0.01;
599                                         else if(viewmodel_push_x > cl.viewangles[PITCH])
600                                                 viewmodel_push_x -= (viewmodel_push_x - cl.viewangles[PITCH]) * 0.01;
601
602                                         if(viewmodel_push_y < cl.viewangles[YAW])
603                                                 viewmodel_push_y += (cl.viewangles[YAW] - viewmodel_push_y) * 0.01;
604                                         else if(viewmodel_push_y > cl.viewangles[YAW])
605                                                 viewmodel_push_y -= (viewmodel_push_y - cl.viewangles[YAW]) * 0.01;
606
607                                         VectorSet(gunangles, viewmodel_push_x, viewmodel_push_y, viewangles[2]);
608                                 }
609                         }
610                         // calculate a view matrix for rendering the scene
611                         if (v_idlescale.value)
612                                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0] + v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, viewangles[1] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
613                         else
614                                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1);
615                         // calculate a viewmodel matrix for use in view-attached entities
616                         Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
617                         VectorCopy(vieworg, cl.csqc_origin);
618                         VectorCopy(viewangles, cl.csqc_angles);
619                 }
620         }
621 }
622
623 void V_FadeViewFlashs(void)
624 {
625         // don't flash if time steps backwards
626         if (cl.time <= cl.oldtime)
627                 return;
628         // drop the damage value
629         cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_DAMAGE].alphafade;
630         if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
631                 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
632         // drop the bonus value
633         cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*cl.cshifts[CSHIFT_BONUS].alphafade;
634         if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
635                 cl.cshifts[CSHIFT_BONUS].percent = 0;
636 }
637
638 void V_CalcViewBlend(void)
639 {
640         float a2;
641         int j;
642         r_refdef.viewblend[0] = 0;
643         r_refdef.viewblend[1] = 0;
644         r_refdef.viewblend[2] = 0;
645         r_refdef.viewblend[3] = 0;
646         r_refdef.frustumscale_x = 1;
647         r_refdef.frustumscale_y = 1;
648         if (cls.state == ca_connected && cls.signon == SIGNONS)
649         {
650                 // set contents color
651                 int supercontents;
652                 vec3_t vieworigin;
653                 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin);
654                 supercontents = CL_PointSuperContents(vieworigin);
655                 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
656                 {
657                         r_refdef.frustumscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
658                         r_refdef.frustumscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
659                         if (supercontents & SUPERCONTENTS_LAVA)
660                         {
661                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
662                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
663                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
664                         }
665                         else if (supercontents & SUPERCONTENTS_SLIME)
666                         {
667                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
668                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
669                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
670                         }
671                         else
672                         {
673                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
674                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
675                                 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
676                         }
677                         cl.cshifts[CSHIFT_CONTENTS].percent = 150 * 0.5;
678                 }
679                 else
680                 {
681                         cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
682                         cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
683                         cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
684                         cl.cshifts[CSHIFT_CONTENTS].percent = 0;
685                 }
686
687                 if (gamemode != GAME_TRANSFUSION)
688                 {
689                         if (cl.stats[STAT_ITEMS] & IT_QUAD)
690                         {
691                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
692                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
693                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
694                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
695                         }
696                         else if (cl.stats[STAT_ITEMS] & IT_SUIT)
697                         {
698                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
699                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
700                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
701                                 cl.cshifts[CSHIFT_POWERUP].percent = 20;
702                         }
703                         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
704                         {
705                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
706                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
707                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
708                                 cl.cshifts[CSHIFT_POWERUP].percent = 100;
709                         }
710                         else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
711                         {
712                                 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
713                                 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
714                                 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
715                                 cl.cshifts[CSHIFT_POWERUP].percent = 30;
716                         }
717                         else
718                                 cl.cshifts[CSHIFT_POWERUP].percent = 0;
719                 }
720
721                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
722                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
723                 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
724                 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
725
726                 // LordHavoc: fixed V_CalcBlend
727                 for (j = 0;j < NUM_CSHIFTS;j++)
728                 {
729                         a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
730                         if (a2 > 0)
731                         {
732                                 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
733                                 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply...  took a while to find it on the web
734                         }
735                 }
736                 // saturate color (to avoid blending in black)
737                 if (r_refdef.viewblend[3])
738                 {
739                         a2 = 1 / r_refdef.viewblend[3];
740                         VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
741                 }
742                 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
743                 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
744                 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
745                 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
746                 
747                 // Samual: Ugly hack, I know. But it's the best we can do since
748                 // there is no way to detect client states from the engine.
749                 if (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && 
750                         cl.stats[STAT_HEALTH] != -2342 && cl_deathfade.value > 0)
751                 {
752                         cl.deathfade += cl_deathfade.value * max(0.00001, cl.time - cl.oldtime);
753                         cl.deathfade = bound(0.0f, cl.deathfade, 0.9f);
754                 }
755                 else
756                         cl.deathfade = 0.0f;
757
758                 if(cl.deathfade > 0)
759                 {
760                         float a;
761                         float deathfadevec[3] = {0.3f, 0.0f, 0.0f};
762                         a = r_refdef.viewblend[3] + cl.deathfade - r_refdef.viewblend[3]*cl.deathfade;
763                         if(a > 0)
764                                 VectorMAM(r_refdef.viewblend[3] * (1 - cl.deathfade) / a, r_refdef.viewblend, cl.deathfade / a, deathfadevec, r_refdef.viewblend);
765                         r_refdef.viewblend[3] = a;
766                 }
767         }
768 }
769
770 //============================================================================
771
772 /*
773 =============
774 V_Init
775 =============
776 */
777 void V_Init (void)
778 {
779         Cmd_AddCommand ("v_cshift", V_cshift_f, "sets tint color of view");
780         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");
781         Cmd_AddCommand ("centerview", V_StartPitchDrift, "gradually recenter view (stop looking up/down)");
782
783         Cvar_RegisterVariable (&v_centermove);
784         Cvar_RegisterVariable (&v_centerspeed);
785
786         Cvar_RegisterVariable (&v_iyaw_cycle);
787         Cvar_RegisterVariable (&v_iroll_cycle);
788         Cvar_RegisterVariable (&v_ipitch_cycle);
789         Cvar_RegisterVariable (&v_iyaw_level);
790         Cvar_RegisterVariable (&v_iroll_level);
791         Cvar_RegisterVariable (&v_ipitch_level);
792
793         Cvar_RegisterVariable (&v_idlescale);
794         Cvar_RegisterVariable (&crosshair);
795
796         Cvar_RegisterVariable (&cl_rollspeed);
797         Cvar_RegisterVariable (&cl_rollangle);
798         Cvar_RegisterVariable (&cl_bob);
799         Cvar_RegisterVariable (&cl_bobcycle);
800         Cvar_RegisterVariable (&cl_bobup);
801         Cvar_RegisterVariable (&cl_bobmodel);
802         Cvar_RegisterVariable (&cl_bobmodel_side);
803         Cvar_RegisterVariable (&cl_bobmodel_up);
804         Cvar_RegisterVariable (&cl_bobmodel_speed);
805
806         Cvar_RegisterVariable (&cl_viewmodel_scale);
807
808         Cvar_RegisterVariable (&v_kicktime);
809         Cvar_RegisterVariable (&v_kickroll);
810         Cvar_RegisterVariable (&v_kickpitch);
811
812         Cvar_RegisterVariable (&cl_stairsmoothspeed);
813
814         Cvar_RegisterVariable (&chase_back);
815         Cvar_RegisterVariable (&chase_up);
816         Cvar_RegisterVariable (&chase_active);
817         Cvar_RegisterVariable (&chase_overhead);
818         Cvar_RegisterVariable (&chase_pitchangle);
819         if (gamemode == GAME_GOODVSBAD2)
820                 Cvar_RegisterVariable (&chase_stevie);
821
822         Cvar_RegisterVariable (&v_deathtilt);
823         Cvar_RegisterVariable (&v_deathtiltangle);
824 }
825