thirtyflightsofloving/game/p_chase.c

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2019-03-13 19:20:07 +00:00
/*
Copyright (C) 1997-2001 Id Software, Inc.
Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "g_local.h"
// Lazarus: removed all waterlevel-dependent stuff, which I don't get, and
// the fake crosshair, which looked... really bad
cvar_t *tpp;
cvar_t *tpp_auto;
cvar_t *crossh;
void ChasecamTrack (edict_t *ent);
/* The ent is the owner of the chasecam */
void ChasecamStart (edict_t *ent)
{
/* This creates a tempory entity we can manipulate within this
* function */
edict_t *chasecam;
/* Don't work on a spectator! */
if (ent->client->resp.spectator)
return;
//Don't turn back on during intermission!
if (level.intermissiontime)
return;
/* Tell everything that looks at the toggle that our chasecam is on
* and working */
ent->client->chasetoggle = 1;
/* Make our gun model "non-existent" so it's more realistic to the
* player using the chasecam */
ent->client->ps.gunindex = 0;
chasecam = G_Spawn ();
chasecam->owner = ent;
chasecam->solid = SOLID_NOT;
chasecam->movetype = MOVETYPE_FLYMISSILE;
ent->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION; // this turns off Quake2's inclination to predict where the camera is going,
// making a much smoother ride
ent->svflags |= SVF_NOCLIENT; // this line tells Quake2 not to send the unnecessary info about the camera to other players
/* Now, make the angles of the player model, (!NOT THE HUMAN VIEW!) be
* copied to the same angle of the chasecam entity */
VectorCopy (ent->s.angles, chasecam->s.angles);
/* Clear the size of the entity, so it DOES technically have a size,
* but that of '0 0 0'-'0 0 0'. (xyz, xyz). mins = Minimum size,
* maxs = Maximum size */
VectorClear (chasecam->mins);
VectorClear (chasecam->maxs);
/* Make the chasecam's origin (position) be the same as the player
* entity's because as the camera starts, it will force itself out
* slowly backwards from the player model */
VectorCopy (ent->s.origin, chasecam->s.origin);
chasecam->classname = "chasecam";
chasecam->prethink = ChasecamTrack;
// Lazarus: Need think???
chasecam->think = ChasecamTrack;
ent->client->chasecam = chasecam;
ent->client->oldplayer = G_Spawn();
CheckChasecam_Viewent(ent);
//MakeFakeCrosshair(ent);
// remove reflection of real player, if any
DeleteReflection(ent,-1);
}
/* ent = chasecam */
void ChasecamRestart (edict_t *ent)
{
/* Keep thinking this function to check all the time whether the
* player is out of the water */
/* If the player is dead, the camera is not wanted... Kill me and stop
* the function. (return;) */
if (ent->owner->health <= 0)
{
G_FreeEdict(ent);
return;
}
/* If the player is still completly underwater, break the routine
unless tpp has changed!*/
// if (ent->owner->waterlevel && !tpp->value)
// return;
//Put camera back
ChasecamStart (ent->owner);
//Remove this temporary ent
G_FreeEdict (ent);
}
/* Here, the "ent" is referring to the client, the player that owns the
* chasecam, and the "opt" integer is telling the function whether to
* totally get rid of the camera, or to put it into the background while
* it checks if the player is out of the water or not. */
void ChasecamRemove (edict_t *ent, int opt)
{
/* Stop the chasecam from moving */
VectorClear (ent->client->chasecam->velocity);
/* Make the weapon model of the player appear on screen for 1st
* person reality and aiming */
//Don't turn back on during intermission!
if (!level.intermissiontime)
ent->client->ps.gunindex = gi.modelindex(ent->client->pers.weapon->view_model);
/* Make our invisible appearance the same model as the display entity
* that mimics us while in chasecam mode */
ent->s.modelindex = ent->client->oldplayer->s.modelindex;
ent->svflags &= ~SVF_NOCLIENT;
//DestroyFakeCrosshair (ent);
if (opt == OPTION_BACKGROUND)
{
ent->client->chasetoggle = 0;
G_FreeEdict (ent->client->chasecam);
G_FreeEdict (ent->client->oldplayer);
ent->client->oldplayer = NULL;
ent->client->chasecam = G_Spawn ();
ent->client->chasecam->owner = ent;
ent->client->chasecam->solid = SOLID_NOT;
ent->client->chasecam->movetype = MOVETYPE_FLYMISSILE;
VectorClear (ent->client->chasecam->mins);
VectorClear (ent->client->chasecam->maxs);
ent->client->chasecam->classname = "chasecam";
ent->client->chasecam->prethink = ChasecamRestart; // begin checking for emergence from the water
// Lazarus: Need think don't we???
ent->client->chasecam->think = ChasecamRestart;
}
else if (opt == OPTION_OFF)
{
G_FreeEdict (ent->client->oldplayer);
ent->client->oldplayer = NULL;
ent->client->chasetoggle = 0;
G_FreeEdict (ent->client->chasecam);
ent->client->chasecam = NULL;
}
}
/* The "ent" is the chasecam */
void ChasecamTrack (edict_t *ent)
{
/* Create tempory vectors and trace variables */
trace_t tr;
vec3_t spot1, spot2, dir;
vec3_t forward, right, up,angles;
int distance;
double tot; //mxd. int -> double
ent->nextthink = level.time + 0.100;
/* if our owner is under water, run the remove routine to repeatedly
* check for emergment from water */
// if (ent->owner->waterlevel && !tpp->value)
// {
// ChasecamRemove (ent->owner, OPTION_BACKGROUND);
// return;
// }
/* get the CLIENT's angle, and break it down into direction vectors,
* of forward, right, and up. VERY useful */
VectorCopy(ent->owner->client->v_angle,angles);
if (angles[PITCH] > 56)
angles[PITCH] = 56;
AngleVectors (angles, forward, right, up);
VectorNormalize(forward);
/* go starting at the player's origin, forward, ent->chasedist1
* distance, and save the location in vector spot2 */
VectorMA (ent->owner->s.origin, -ent->chasedist1, forward, spot2);
/* make spot2 a bit higher, by adding viewheight to the Z coordinate */
spot2[2] += (ent->owner->viewheight + 16);
// jump animation lifts
if (!ent->owner->groundentity)
spot2[2] += 16;
/* make the tr traceline trace from the player model's position, to spot2,
* ignoring the player, with a mask. */
tr = gi.trace (ent->owner->s.origin, vec3_origin, vec3_origin, spot2, ent->owner, MASK_SOLID);
/* subtract the endpoint from the start point for length and
* direction manipulation */
VectorSubtract (tr.endpos, ent->owner->s.origin, spot1);
/* in this case, length */
ent->chasedist1 = VectorLength (spot1);
/* go, starting from the end of the trace, 2 points forward (client
* angles) and save the location in spot2 */
VectorMA (tr.endpos, 2, forward, spot2);
/* make spot1 the same for tempory vector modification and make spot1
* a bit higher than spot2 */
VectorCopy (spot2, spot1);
spot1[2] += 32;
/* another trace from spot2 to spot1, ignoring player, no masks */
tr = gi.trace (spot2, vec3_origin, vec3_origin, spot1, ent->owner, MASK_SOLID);
/* if we hit something, copy the trace end to spot2 and lower spot2 */
if (tr.fraction < 1.000)
{
VectorCopy (tr.endpos, spot2);
spot2[2] -= 32;
}
/* subtract endpos spot2 from startpos the camera origin, saving it to
* the dir vector, and normalize dir for a direction from the camera
* origin, to the spot2 */
VectorSubtract (spot2, ent->s.origin, dir);
distance = VectorLength (dir);
VectorNormalize (dir);
/* another traceline */
tr = gi.trace (ent->s.origin, vec3_origin, vec3_origin, spot2, ent->owner, MASK_SOLID);
/* if we DON'T hit anyting, do some freaky stuff */
if (tr.fraction == 1.000)
{
/* subtract the endpos camera position, from the startpos, the
* player, and save in spot1. Normalize spot1 for a direction, and
* make that direction the angles of the chasecam for copying to the
* clients view angle which is displayed to the client. (human) */
VectorSubtract (ent->s.origin, ent->owner->s.origin, spot1);
VectorNormalize (spot1);
VectorCopy (spot1, ent->s.angles);
/* calculate the percentages of the distances, and make sure we're
* not going too far, or too short, in relation to our panning
* speed of the chasecam entity */
tot = (distance * 0.400);
/* if we're going too fast, make us top speed */
if (tot > 5.200)
{
ent->velocity[0] = ((dir[0] * distance) * 5.2);
ent->velocity[1] = ((dir[1] * distance) * 5.2);
ent->velocity[2] = ((dir[2] * distance) * 5.2);
}
else
{
/* if we're NOT going top speed, but we're going faster than
* 1, relative to the total, make us as fast as we're going */
if (tot > 1.000)
{
ent->velocity[0] = ((dir[0] * distance) * tot);
ent->velocity[1] = ((dir[1] * distance) * tot);
ent->velocity[2] = ((dir[2] * distance) * tot);
}
else
{
/* if we're not going faster than one, don't accelerate our
* speed at all, make us go slow to our destination */
ent->velocity[0] = (dir[0] * distance);
ent->velocity[1] = (dir[1] * distance);
ent->velocity[2] = (dir[2] * distance);
}
}
/* subtract endpos,player position, from chasecam position to get
* a length to determine whether we should accelerate faster from
* the player or not */
VectorSubtract (ent->owner->s.origin, ent->s.origin, spot1);
if (VectorLength(spot1) < 20)
{
ent->velocity[0] *= 2;
ent->velocity[1] *= 2;
ent->velocity[2] *= 2;
}
}
/* if we DID hit something in the tr.fraction call ages back, then
* make the spot2 we created, the position for the chasecamera. */
else
VectorCopy (spot2, ent->s.origin);
/* add to the distance between the player and the camera */
ent->chasedist1 += 2;
/* if we're too far away, give us a maximum distance */
if (ent->chasedist1 > (60.00 + ent->owner->client->zoom))
ent->chasedist1 = (60.00 + ent->owner->client->zoom);
/* if we haven't gone anywhere since the last think routine, and we
* are greater than 20 points in the distance calculated, add one to
* the second chasedistance variable
* The "ent->movedir" is a vector which is not used in this entity, so
* we can use this a tempory vector belonging to the chasecam, which
* can be carried through think routines. */
if (VectorCompare(ent->movedir, ent->s.origin))
{
if (distance > 20)
ent->chasedist2++;
}
/* if we've buggered up more than 3 times, there must be some mistake,
* so restart the camera so we re-create a chasecam, destroy the old one,
* slowly go outwards from the player, and keep thinking this routing in
* the new camera entity */
if (ent->chasedist2 > 3)
{
G_FreeEdict (ent->owner->client->oldplayer);
ChasecamStart (ent->owner);
G_FreeEdict(ent);
return;
}
/* Copy the position of the chasecam now, and stick it to the movedir
* variable, for position checking when we rethink this function */
VectorCopy (ent->s.origin, ent->movedir);
/* MUST LINK SINCE WE CHANGED THE ORIGIN! */
gi.linkentity (ent);
//UpdateFakeCrosshair (ent->owner);
}
void Cmd_Chasecam_Toggle (edict_t *ent)
{
// Lazarus: Don't allow thirdperson when using spycam
if (!ent->deadflag && !ent->client->spycam)
{
if (ent->client->chasetoggle)
ChasecamRemove (ent, OPTION_OFF);
// Knightmare- don't use server chasecam if client chasecam is on
#ifdef KMQUAKE2_ENGINE_MOD
else if (!cl_thirdperson->value || deathmatch->value || coop->value)
#else
else
#endif
ChasecamStart (ent);
}
}
void CheckChasecam_Viewent (edict_t *ent)
{
vec3_t angles;
/*
Oldplayer is the fake player that everyone else sees.
Assign the same client as the ent we're following so the game
can read any vars it wants from there
*/
if (!ent->client->oldplayer->client)
ent->client->oldplayer->client = ent->client;
/* Copy the angle and model from ourselves to the old player.
Even though people can't see us we still have all this stuff */
if ((ent->client->chasetoggle == 1) && (ent->client->oldplayer))
{
// Lazarus
// if (ent->client->use)
// VectorCopy (ent->client->oldplayer->s.angles, angles);
// ent->client->oldplayer->s = ent->s; //Copy player related info
// if (ent->client->use)
// VectorCopy (angles, ent->client->oldplayer->s.angles);
if (ent->client->use && !ent->client->push)
VectorCopy (ent->client->oldplayer->s.angles, angles);
ent->client->oldplayer->s = ent->s; //Copy player related info
// Lazarus: s.numbers shouldn't be the same
ent->client->oldplayer->s.number = ent->client->oldplayer - g_edicts;
if (ent->client->use && !ent->client->push)
VectorCopy (angles, ent->client->oldplayer->s.angles);
ent->client->oldplayer->flags = ent->flags;
// end Lazarus
gi.linkentity (ent->client->oldplayer);
}
}