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fteqw/engine/client/cl_cam.c
Spoike 9ae7e2621d SOFTWARE RENDERING IS BROKEN: DO NOT USE ASM VERSION.
Lots of changes.
CSQC should be functional, but is still tied to debug builds. It WILL have some bugs still, hopefully I'll be able to clean them up better if people test it a bit.
Precompiled headers are working properly now. Compile times are now much quicker in msvc. This takes most of the files this commit.
Restructured how client commands work. They're buffered outside the network message, some multithreaded code is in. It needs a bit of testing before it's active.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@885 fc73d0e0-1445-4013-8a0c-d673dee63da5
2005-02-28 07:16:19 +00:00

550 lines
12 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
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 included (GNU.txt) 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.
*/
/* ZOID
*
* Player camera tracking in Spectator mode
*
* This takes over player controls for spectator automatic camera.
* Player moves as a spectator, but the camera tracks and enemy player
*/
#include "quakedef.h"
#include "winquake.h"
#define PM_SPECTATORMAXSPEED 500
#define PM_STOPSPEED 100
#define PM_MAXSPEED 320
#define BUTTON_JUMP 2
#define BUTTON_ATTACK 1
#define MAX_ANGLE_TURN 10
static vec3_t desired_position[MAX_SPLITS]; // where the camera wants to be
static qboolean locked[MAX_SPLITS];
static int oldbuttons[MAX_SPLITS];
char cl_spectatorgroup[] = "Spectator Tracking";
// track high fragger
cvar_t cl_hightrack = {"cl_hightrack", "0" };
cvar_t cl_chasecam = {"cl_chasecam", "0"};
//cvar_t cl_camera_maxpitch = {"cl_camera_maxpitch", "10" };
//cvar_t cl_camera_maxyaw = {"cl_camera_maxyaw", "30" };
vec3_t cam_viewangles[MAX_SPLITS];
double cam_lastviewtime[MAX_SPLITS];
int spec_track[MAX_SPLITS]; // player# of who we are tracking
int autocam[MAX_SPLITS];
void vectoangles(vec3_t vec, vec3_t ang)
{
float forward;
float yaw, pitch;
if (vec[1] == 0 && vec[0] == 0)
{
yaw = 0;
if (vec[2] > 0)
pitch = 90;
else
pitch = 270;
}
else
{
yaw = (int) (atan2(vec[1], vec[0]) * 180 / M_PI);
if (yaw < 0)
yaw += 360;
forward = sqrt (vec[0]*vec[0] + vec[1]*vec[1]);
pitch = (int) (atan2(vec[2], forward) * 180 / M_PI);
if (pitch < 0)
pitch += 360;
}
ang[0] = pitch;
ang[1] = yaw;
ang[2] = 0;
}
static float vlen(vec3_t v)
{
return sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
}
// returns true if weapon model should be drawn in camera mode
qboolean Cam_DrawViewModel(int pnum)
{
if (!cl.spectator)
return true;
if (autocam[pnum] && locked[pnum] && cl_chasecam.value)
return true;
return false;
}
// returns true if we should draw this player, we don't if we are chase camming
qboolean Cam_DrawPlayer(int pnum, int playernum)
{
// if (playernum == cl.playernum[pnum])
// return false;
if (cl.spectator && autocam[pnum] && locked[pnum] && cl_chasecam.value &&
spec_track[pnum] == playernum)
return false;
return true;
}
int Cam_TrackNum(int pnum)
{
if (!autocam[pnum])
return -1;
return spec_track[pnum];
}
void Cam_Unlock(int pnum)
{
if (autocam[pnum])
{
CL_SendClientCommand("ptrack");
autocam[pnum] = CAM_NONE;
locked[pnum] = false;
Sbar_Changed();
}
}
void Cam_Lock(int pnum, int playernum)
{
cam_lastviewtime[pnum] = -1000;
CL_SendClientCommand("ptrack %i", playernum);
spec_track[pnum] = playernum;
locked[pnum] = false;
Skin_FlushPlayers();
if (cls.demoplayback == DPB_MVD)
{
memcpy(&cl.stats[pnum], cl.players[playernum].stats, sizeof(cl.stats[pnum]));
}
Sbar_Changed();
}
trace_t Cam_DoTrace(vec3_t vec1, vec3_t vec2)
{
#if 0
memset(&pmove, 0, sizeof(pmove));
pmove.numphysent = 1;
VectorCopy (vec3_origin, pmove.physents[0].origin);
pmove.physents[0].model = cl.worldmodel;
#endif
VectorCopy (vec1, pmove.origin);
return PM_PlayerTrace(pmove.origin, vec2);
}
extern vec3_t player_mins;
extern vec3_t player_maxs;
// Returns distance or 9999 if invalid for some reason
static float Cam_TryFlyby(player_state_t *self, player_state_t *player, vec3_t vec, qboolean checkvis)
{
vec3_t v;
trace_t trace;
float len;
player_mins[0] = player_mins[1] = -16;
player_mins[2] = -24;
player_maxs[0] = player_maxs[1] = 16;
player_maxs[2] = 32;
vectoangles(vec, v);
// v[0] = -v[0];
VectorCopy (v, pmove.angles);
VectorNormalize(vec);
VectorMA(player->origin, 800, vec, v);
// v is endpos
// fake a player move
trace = Cam_DoTrace(player->origin, v);
if (/*trace.inopen ||*/ trace.inwater)
return 9999;
VectorCopy(trace.endpos, vec);
VectorSubtract(trace.endpos, player->origin, v);
len = sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
if (len < 32 || len > 800)
return 9999;
if (checkvis)
{
VectorSubtract(trace.endpos, self->origin, v);
len = sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
trace = Cam_DoTrace(self->origin, vec);
if (trace.fraction != 1 || trace.inwater)
return 9999;
}
return len;
}
// Is player visible?
static qboolean Cam_IsVisible(player_state_t *player, vec3_t vec)
{
trace_t trace;
vec3_t v;
float d;
trace = Cam_DoTrace(player->origin, vec);
if (trace.fraction != 1 || /*trace.inopen ||*/ trace.inwater)
return false;
// check distance, don't let the player get too far away or too close
VectorSubtract(player->origin, vec, v);
d = vlen(v);
if (d < 16)
return false;
return true;
}
static qboolean InitFlyby(int pnum, player_state_t *self, player_state_t *player, int checkvis)
{
float f, max;
vec3_t vec, vec2;
vec3_t forward, right, up;
VectorCopy(player->viewangles, vec);
vec[0] = 0;
AngleVectors (vec, forward, right, up);
// for (i = 0; i < 3; i++)
// forward[i] *= 3;
max = 1000;
VectorAdd(forward, up, vec2);
VectorAdd(vec2, right, vec2);
if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
{
max = f;
VectorCopy(vec2, vec);
}
VectorAdd(forward, up, vec2);
VectorSubtract(vec2, right, vec2);
if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
{
max = f;
VectorCopy(vec2, vec);
}
VectorAdd(forward, right, vec2);
if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
{
max = f;
VectorCopy(vec2, vec);
}
VectorSubtract(forward, right, vec2);
if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
{
max = f;
VectorCopy(vec2, vec);
}
VectorAdd(forward, up, vec2);
if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
{
max = f;
VectorCopy(vec2, vec);
}
VectorSubtract(forward, up, vec2);
if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
{
max = f;
VectorCopy(vec2, vec);
}
VectorAdd(up, right, vec2);
VectorSubtract(vec2, forward, vec2);
if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
{
max = f;
VectorCopy(vec2, vec);
}
VectorSubtract(up, right, vec2);
VectorSubtract(vec2, forward, vec2);
if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
{
max = f;
VectorCopy(vec2, vec);
}
// invert
VectorSubtract(vec3_origin, forward, vec2);
if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
{
max = f;
VectorCopy(vec2, vec);
}
VectorCopy(forward, vec2);
if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
{
max = f;
VectorCopy(vec2, vec);
}
// invert
VectorSubtract(vec3_origin, right, vec2);
if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
{
max = f;
VectorCopy(vec2, vec);
}
VectorCopy(right, vec2);
if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
{
max = f;
VectorCopy(vec2, vec);
}
// ack, can't find him
if (max >= 1000)
{
// Cam_Unlock();
return false;
}
locked[pnum] = true;
VectorCopy(vec, desired_position[pnum]);
return true;
}
static void Cam_CheckHighTarget(int pnum)
{
int i, j, max;
player_info_t *s;
j = -1;
for (i = 0, max = -9999; i < MAX_CLIENTS; i++)
{
s = &cl.players[i];
if (s->name[0] && !s->spectator && s->frags > max)
{
max = s->frags;
j = i;
}
}
if (j >= 0)
{
if (!locked[pnum] || cl.players[j].frags > cl.players[spec_track[pnum]].frags)
Cam_Lock(pnum, j);
}
else
Cam_Unlock(pnum);
}
// ZOID
//
// Take over the user controls and track a player.
// We find a nice position to watch the player and move there
void Cam_Track(int pnum, usercmd_t *cmd)
{
player_state_t *player, *self;
frame_t *frame;
vec3_t vec;
float len;
if (!cl.spectator || !cl.worldmodel) //can happen when the server changes level
return;
if (cl_hightrack.value && !locked[pnum])
Cam_CheckHighTarget(pnum);
if (!autocam[pnum] || cls.state != ca_active)
return;
if (locked[pnum] && (!cl.players[spec_track[pnum]].name[0] || cl.players[spec_track[pnum]].spectator))
{
locked[pnum] = false;
if (cl_hightrack.value)
Cam_CheckHighTarget(pnum);
else
Cam_Unlock(pnum);
return;
}
frame = &cl.frames[cl.validsequence & UPDATE_MASK];
player = frame->playerstate + spec_track[pnum];
self = frame->playerstate + cl.playernum[pnum];
if (!locked[pnum] || !Cam_IsVisible(player, desired_position[pnum]))
{
if (!locked[pnum] || realtime - cam_lastviewtime[pnum] > 0.1)
{
if (!InitFlyby(pnum, self, player, true))
InitFlyby(pnum, self, player, false);
cam_lastviewtime[pnum] = realtime;
}
}
else
cam_lastviewtime[pnum] = realtime;
// couldn't track for some reason
if (!locked[pnum] || !autocam[pnum])
return;
if (cl_chasecam.value)
{
cmd->forwardmove = cmd->sidemove = cmd->upmove = 0;
VectorCopy(player->viewangles, cl.viewangles[pnum]);
VectorCopy(player->origin, desired_position[pnum]);
if (memcmp(&desired_position[pnum], &self->origin, sizeof(desired_position[pnum])) != 0)
{
MSG_WriteByte (&cls.netchan.message, clc_tmove);
MSG_WriteCoord (&cls.netchan.message, desired_position[pnum][0]);
MSG_WriteCoord (&cls.netchan.message, desired_position[pnum][1]);
MSG_WriteCoord (&cls.netchan.message, desired_position[pnum][2]);
// move there locally immediately
VectorCopy(desired_position[pnum], self->origin);
}
self->weaponframe = player->weaponframe;
}
else
{
// Ok, move to our desired position and set our angles to view
// the player
VectorSubtract(desired_position[pnum], self->origin, vec);
len = vlen(vec);
cmd->forwardmove = cmd->sidemove = cmd->upmove = 0;
if (len > 16)
{ // close enough?
MSG_WriteByte (&cls.netchan.message, clc_tmove);
MSG_WriteCoord (&cls.netchan.message, desired_position[pnum][0]);
MSG_WriteCoord (&cls.netchan.message, desired_position[pnum][1]);
MSG_WriteCoord (&cls.netchan.message, desired_position[pnum][2]);
}
// move there locally immediately
VectorCopy(desired_position[pnum], self->origin);
VectorSubtract(player->origin, desired_position[pnum], vec);
vectoangles(vec, cl.viewangles[pnum]);
cl.viewangles[pnum][0] = -cl.viewangles[pnum][0];
}
}
void Cam_FinishMove(int pnum, usercmd_t *cmd)
{
int i;
player_info_t *s;
int end;
if (cls.state != ca_active)
return;
if (!cl.spectator && cls.demoplayback != DPB_MVD) // only in spectator mode
return;
if (cmd->buttons & BUTTON_ATTACK)
{
if (!(oldbuttons[pnum] & BUTTON_ATTACK))
{
oldbuttons[pnum] |= BUTTON_ATTACK;
autocam[pnum]++;
if (autocam[pnum] > CAM_TRACK)
{
Cam_Unlock(pnum);
VectorCopy(cl.viewangles[pnum], cmd->angles);
return;
}
}
else
return;
}
else
{
oldbuttons[pnum] &= ~BUTTON_ATTACK;
if (!autocam[pnum])
return;
}
if (autocam[pnum] && cl_hightrack.value)
{
Cam_CheckHighTarget(pnum);
return;
}
if (locked[pnum])
{
if ((cmd->buttons & BUTTON_JUMP) && (oldbuttons[pnum] & BUTTON_JUMP))
return; // don't pogo stick
if (!(cmd->buttons & BUTTON_JUMP))
{
oldbuttons[pnum] &= ~BUTTON_JUMP;
return;
}
oldbuttons[pnum] |= BUTTON_JUMP; // don't jump again until released
}
// Con_Printf("Selecting track target...\n");
if (locked[pnum] && autocam[pnum])
end = (spec_track[pnum] + 1) % MAX_CLIENTS;
else
end = spec_track[pnum];
i = end;
do
{
s = &cl.players[i];
if (s->name[0] && !s->spectator)
{
Cam_Lock(pnum, i);
return;
}
i = (i + 1) % MAX_CLIENTS;
} while (i != end);
// stay on same guy?
i = spec_track[pnum];
s = &cl.players[i];
if (s->name[0] && !s->spectator)
{
Cam_Lock(pnum, i);
return;
}
Con_Printf("No target found ...\n");
autocam[pnum] = locked[pnum] = false;
}
void Cam_Reset(void)
{
int pnum;
for (pnum = 0; pnum < MAX_SPLITS; pnum++)
{
autocam[pnum] = CAM_NONE;
spec_track[pnum] = 0;
}
}
void CL_InitCam(void)
{
Cvar_Register (&cl_hightrack, cl_spectatorgroup);
Cvar_Register (&cl_chasecam, cl_spectatorgroup);
// Cvar_Register (&cl_camera_maxpitch, cl_spectatorgroup);
// Cvar_Register (&cl_camera_maxyaw, cl_spectatorgroup);
}