2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // view.c -- player eye positioning
23 #include "cl_collision.h"
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.
34 cvar_t cl_rollspeed = {0, "cl_rollspeed", "200"};
35 cvar_t cl_rollangle = {0, "cl_rollangle", "2.0"};
37 cvar_t cl_bob = {0, "cl_bob","0.02"};
38 cvar_t cl_bobcycle = {0, "cl_bobcycle","0.6"};
39 cvar_t cl_bobup = {0, "cl_bobup","0.5"};
41 cvar_t cl_bobmodel = {0, "cl_bobmodel", "1"};
42 cvar_t cl_bobmodel_side = {0, "cl_bobmodel_side", "0.05"};
43 cvar_t cl_bobmodel_up = {0, "cl_bobmodel_up", "0.02"};
44 cvar_t cl_bobmodel_speed = {0, "cl_bobmodel_speed", "7"};
46 cvar_t v_kicktime = {0, "v_kicktime", "0.5"};
47 cvar_t v_kickroll = {0, "v_kickroll", "0.6"};
48 cvar_t v_kickpitch = {0, "v_kickpitch", "0.6"};
50 cvar_t v_iyaw_cycle = {0, "v_iyaw_cycle", "2"};
51 cvar_t v_iroll_cycle = {0, "v_iroll_cycle", "0.5"};
52 cvar_t v_ipitch_cycle = {0, "v_ipitch_cycle", "1"};
53 cvar_t v_iyaw_level = {0, "v_iyaw_level", "0.3"};
54 cvar_t v_iroll_level = {0, "v_iroll_level", "0.1"};
55 cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3"};
57 cvar_t v_idlescale = {0, "v_idlescale", "0"};
59 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0"};
61 cvar_t v_centermove = {0, "v_centermove", "0.15"};
62 cvar_t v_centerspeed = {0, "v_centerspeed","500"};
64 cvar_t cl_stairsmoothspeed = {CVAR_SAVE, "cl_stairsmoothspeed", "160"};
66 cvar_t chase_back = {CVAR_SAVE, "chase_back", "48"};
67 cvar_t chase_up = {CVAR_SAVE, "chase_up", "24"};
68 cvar_t chase_active = {CVAR_SAVE, "chase_active", "0"};
70 cvar_t chase_stevie = {0, "chase_stevie", "0"};
72 cvar_t v_deathtilt = {0, "v_deathtilt", "1"};
74 float v_dmg_time, v_dmg_roll, v_dmg_pitch;
81 Used by view and sv_user
84 float V_CalcRoll (vec3_t angles, vec3_t velocity)
91 AngleVectors (angles, NULL, right, NULL);
92 side = DotProduct (velocity, right);
93 sign = side < 0 ? -1 : 1;
96 value = cl_rollangle.value;
98 if (side < cl_rollspeed.value)
99 side = side * value / cl_rollspeed.value;
107 void V_StartPitchDrift (void)
109 if (cl.laststop == cl.time)
110 return; // something else is keeping it from drifting
112 if (cl.nodrift || !cl.pitchvel)
114 cl.pitchvel = v_centerspeed.value;
120 void V_StopPitchDrift (void)
122 cl.laststop = cl.time;
131 Moves the client pitch angle towards cl.idealpitch sent by the server.
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.
136 Drifting is enabled when the center view key is hit, mlook is released and
137 lookspring is non 0, or when
140 void V_DriftPitch (void)
144 if (noclip_anglehack || !cl.onground || cls.demoplayback )
151 // don't count small mouse motion
154 if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
157 cl.driftmove += cl.frametime;
159 if ( cl.driftmove > v_centermove.value)
161 V_StartPitchDrift ();
166 delta = cl.idealpitch - cl.viewangles[PITCH];
174 move = cl.frametime * cl.pitchvel;
175 cl.pitchvel += cl.frametime * v_centerspeed.value;
184 cl.viewangles[PITCH] += move;
193 cl.viewangles[PITCH] -= move;
199 ==============================================================================
203 ==============================================================================
212 void V_ParseDamage (void)
216 //vec3_t forward, right;
222 armor = MSG_ReadByte ();
223 blood = MSG_ReadByte ();
224 MSG_ReadVector(from, cl.protocol);
226 count = blood*0.5 + armor*0.5;
230 cl.faceanimtime = cl.time + 0.2; // put sbar face into pain frame
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;
240 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
241 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
242 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
246 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
247 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
248 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
252 cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
253 cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
254 cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
257 // calculate view angle kicks
258 if (cl_entities[cl.viewentity].state_current.active)
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;
269 static cshift_t v_cshift;
276 static void V_cshift_f (void)
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));
289 When you run over an item, the server sends this command
292 static void V_BonusFlash_f (void)
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;
301 ==============================================================================
305 ==============================================================================
308 extern matrix4x4_t viewmodelmatrix;
310 #include "cl_collision.h"
318 void V_CalcRefdef (void)
322 float vieworg[3], gunorg[3], viewangles[3];
324 Matrix4x4_CreateIdentity(&viewmodelmatrix);
325 Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
326 if (cls.state == ca_connected && cls.signon == SIGNONS)
328 // ent is the view entity (visible when out of body)
329 ent = &cl_entities[cl.viewentity];
332 // entity is a fixed camera, just copy the matrix
333 Matrix4x4_Copy(&r_refdef.viewentitymatrix, &ent->render.matrix);
334 Matrix4x4_Copy(&viewmodelmatrix, &ent->render.matrix);
335 r_refdef.viewentitymatrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
336 viewmodelmatrix.m[2][3] += cl.stats[STAT_VIEWHEIGHT];
340 // player can look around, so take the origin from the entity,
341 // and the angles from the input system
342 Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
343 VectorCopy(cl.viewangles, viewangles);
348 cl.hitgroundtime = cl.time;
349 cl.lastongroundtime = cl.time;
351 cl.oldonground = cl.onground;
354 //Con_Printf("cl.onground %i oldz %f newz %f\n", cl.onground, oldz, vieworg[2]);
355 if (cl.onground && oldz < vieworg[2])
357 oldz += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
358 oldz = vieworg[2] = bound(vieworg[2] - 16, oldz, vieworg[2]);
360 else if (cl.onground && oldz > vieworg[2])
362 oldz -= (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
363 oldz = vieworg[2] = bound(vieworg[2], oldz, vieworg[2] + 16);
368 if (chase_active.value)
370 // observing entity from third person
371 vec_t camback, camup, dist, forward[3], chase_dest[3];
373 camback = bound(0, chase_back.value, 128);
374 if (chase_back.value != camback)
375 Cvar_SetValueQuick(&chase_back, camback);
376 camup = bound(-48, chase_up.value, 96);
377 if (chase_up.value != camup)
378 Cvar_SetValueQuick(&chase_up, camup);
380 // this + 22 is to match view_ofs for compatibility with older versions
383 if (gamemode == GAME_GOODVSBAD2 && chase_stevie.integer)
385 // look straight down from high above
389 AngleVectors(viewangles, forward, NULL, NULL);
391 // trace a little further so it hits a surface more consistently (to avoid 'snapping' on the edge of the range)
393 chase_dest[0] = vieworg[0] + forward[0] * dist;
394 chase_dest[1] = vieworg[1] + forward[1] * dist;
395 chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
396 trace = CL_TraceBox(vieworg, vec3_origin, vec3_origin, chase_dest, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
397 VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
401 // first person view from entity
403 if (cl.stats[STAT_HEALTH] <= 0 && v_deathtilt.integer)
404 viewangles[ROLL] = 80; // dead view angle
405 VectorAdd(viewangles, cl.punchangle, viewangles);
406 viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.movement_velocity);
409 viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
410 viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
411 v_dmg_time -= cl.frametime;
414 VectorAdd(vieworg, cl.punchvector, vieworg);
415 vieworg[2] += cl.stats[STAT_VIEWHEIGHT];
416 if (cl.stats[STAT_HEALTH] > 0)
420 xyspeed = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]);
421 if (cl_bob.value && cl_bobcycle.value)
424 // LordHavoc: this code is *weird*, but not replacable (I think it
425 // should be done in QC on the server, but oh well, quake is quake)
426 // LordHavoc: figured out bobup: the time at which the sin is at 180
427 // degrees (which allows lengthening or squishing the peak or valley)
428 cycle = cl.time / cl_bobcycle.value;
429 cycle -= (int) cycle;
430 if (cycle < cl_bobup.value)
431 cycle = sin(M_PI * cycle / cl_bobup.value);
433 cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
434 // bob is proportional to velocity in the xy plane
435 // (don't count Z, or jumping messes it up)
436 bob = xyspeed * cl_bob.value;
437 bob = bob*0.3 + bob*0.7*cycle;
438 vieworg[2] += bound(-7, bob, 4);
441 VectorCopy(vieworg, gunorg);
443 if (cl_bobmodel.value)
445 // calculate for swinging gun model
446 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
447 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
448 // for the most part, but for some reason when you go through a message trigger or
449 // pick up an item or anything like that it will momentarily jolt the gun.
450 vec3_t forward, right, up;
455 s = cl.time * cl_bobmodel_speed.value;
458 if (cl.time - cl.hitgroundtime < 0.2)
460 // just hit the ground, speed the bob back up over the next 0.2 seconds
461 t = cl.time - cl.hitgroundtime;
462 t = bound(0, t, 0.2);
470 // recently left the ground, slow the bob down over the next 0.2 seconds
471 t = cl.time - cl.lastongroundtime;
472 t = 0.2 - bound(0, t, 0.2);
476 bspeed = bound (0, xyspeed, 400) * 0.01f;
477 AngleVectors (viewangles, forward, right, up);
478 bob = bspeed * cl_bobmodel_side.value * sin (s) * t;
479 VectorMA (gunorg, bob, right, gunorg);
480 bob = bspeed * cl_bobmodel_up.value * cos (s * 2) * t;
481 VectorMA (gunorg, bob, up, gunorg);
485 // calculate a view matrix for rendering the scene
486 if (v_idlescale.value)
487 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);
489 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);
490 // calculate a viewmodel matrix for use in view-attached entities
491 Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], 0.3);
496 void V_FadeViewFlashs(void)
498 // drop the damage value
499 cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
500 if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
501 cl.cshifts[CSHIFT_DAMAGE].percent = 0;
502 // drop the bonus value
503 cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
504 if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
505 cl.cshifts[CSHIFT_BONUS].percent = 0;
508 void V_CalcViewBlend(void)
512 r_refdef.viewblend[0] = 0;
513 r_refdef.viewblend[1] = 0;
514 r_refdef.viewblend[2] = 0;
515 r_refdef.viewblend[3] = 0;
516 r_refdef.fovscale_x = cl.viewzoom;
517 r_refdef.fovscale_y = cl.viewzoom;
518 if (cls.state == ca_connected && cls.signon == SIGNONS && gl_polyblend.value > 0)
520 // set contents color
523 Matrix4x4_OriginFromMatrix(&r_refdef.viewentitymatrix, vieworigin);
524 supercontents = CL_PointSuperContents(vieworigin);
525 if (supercontents & SUPERCONTENTS_LIQUIDSMASK)
527 r_refdef.fovscale_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
528 r_refdef.fovscale_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
529 if (supercontents & SUPERCONTENTS_LAVA)
531 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
532 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
533 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
535 else if (supercontents & SUPERCONTENTS_SLIME)
537 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
538 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
539 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
543 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
544 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
545 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
547 cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
551 cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
552 cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 0;
553 cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
554 cl.cshifts[CSHIFT_CONTENTS].percent = 0;
557 if (gamemode != GAME_TRANSFUSION)
559 if (cl.stats[STAT_ITEMS] & IT_QUAD)
561 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
562 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
563 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
564 cl.cshifts[CSHIFT_POWERUP].percent = 30;
566 else if (cl.stats[STAT_ITEMS] & IT_SUIT)
568 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
569 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
570 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
571 cl.cshifts[CSHIFT_POWERUP].percent = 20;
573 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
575 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
576 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
577 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
578 cl.cshifts[CSHIFT_POWERUP].percent = 100;
580 else if (cl.stats[STAT_ITEMS] & IT_INVULNERABILITY)
582 cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
583 cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
584 cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
585 cl.cshifts[CSHIFT_POWERUP].percent = 30;
588 cl.cshifts[CSHIFT_POWERUP].percent = 0;
591 cl.cshifts[CSHIFT_VCSHIFT].destcolor[0] = v_cshift.destcolor[0];
592 cl.cshifts[CSHIFT_VCSHIFT].destcolor[1] = v_cshift.destcolor[1];
593 cl.cshifts[CSHIFT_VCSHIFT].destcolor[2] = v_cshift.destcolor[2];
594 cl.cshifts[CSHIFT_VCSHIFT].percent = v_cshift.percent;
596 // LordHavoc: fixed V_CalcBlend
597 for (j = 0;j < NUM_CSHIFTS;j++)
599 a2 = bound(0.0f, cl.cshifts[j].percent * (1.0f / 255.0f), 1.0f);
602 VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
603 r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
606 // saturate color (to avoid blending in black)
607 if (r_refdef.viewblend[3])
609 a2 = 1 / r_refdef.viewblend[3];
610 VectorScale(r_refdef.viewblend, a2, r_refdef.viewblend);
613 r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
614 r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
615 r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
616 r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
620 //============================================================================
629 Cmd_AddCommand ("v_cshift", V_cshift_f);
630 Cmd_AddCommand ("bf", V_BonusFlash_f);
631 Cmd_AddCommand ("centerview", V_StartPitchDrift);
633 Cvar_RegisterVariable (&v_centermove);
634 Cvar_RegisterVariable (&v_centerspeed);
636 Cvar_RegisterVariable (&v_iyaw_cycle);
637 Cvar_RegisterVariable (&v_iroll_cycle);
638 Cvar_RegisterVariable (&v_ipitch_cycle);
639 Cvar_RegisterVariable (&v_iyaw_level);
640 Cvar_RegisterVariable (&v_iroll_level);
641 Cvar_RegisterVariable (&v_ipitch_level);
643 Cvar_RegisterVariable (&v_idlescale);
644 Cvar_RegisterVariable (&crosshair);
646 Cvar_RegisterVariable (&cl_rollspeed);
647 Cvar_RegisterVariable (&cl_rollangle);
648 Cvar_RegisterVariable (&cl_bob);
649 Cvar_RegisterVariable (&cl_bobcycle);
650 Cvar_RegisterVariable (&cl_bobup);
651 Cvar_RegisterVariable (&cl_bobmodel);
652 Cvar_RegisterVariable (&cl_bobmodel_side);
653 Cvar_RegisterVariable (&cl_bobmodel_up);
654 Cvar_RegisterVariable (&cl_bobmodel_speed);
656 Cvar_RegisterVariable (&v_kicktime);
657 Cvar_RegisterVariable (&v_kickroll);
658 Cvar_RegisterVariable (&v_kickpitch);
660 Cvar_RegisterVariable (&cl_stairsmoothspeed);
662 Cvar_RegisterVariable (&chase_back);
663 Cvar_RegisterVariable (&chase_up);
664 Cvar_RegisterVariable (&chase_active);
665 if (gamemode == GAME_GOODVSBAD2)
666 Cvar_RegisterVariable (&chase_stevie);
668 Cvar_RegisterVariable (&v_deathtilt);