210 lines
6.1 KiB
C
210 lines
6.1 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// chase.c -- chase camera code
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#include "globaldef.h"
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cvar_t *chase_back;
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cvar_t *chase_up;
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cvar_t *chase_right;
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cvar_t *chase_active;
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cvar_t *chase_yaw;
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cvar_t *chase_pitch;
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cvar_t *chase_roll;
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vec3_t chase_pos;
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vec3_t chase_angles;
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vec3_t chase_dest;
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vec3_t chase_dest_angles;
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// leilei's stupid deathcam experiment
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cvar_t *cl_diecam; // leilei
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// 0 - regular quake tilt-the-view-suddenly death.
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// 1 - more doom-like, no tilt - camera sinks to ground and weapon is dropped. probably impossible to turn toward killer
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// 2 - quake3-like - fixed chase camera, can't move it at all. no tilt either.
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// 3 - unrealike - rotatable chase camera - scores are automatically displayed a few seconds later.
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float deathcamtime; // resets to 0 if we're alive.
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float deathcam_whenidied; // sets to time if died, used for timing deathcam effects...
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float deathcam_whenidiedafter; // used to time the sinks into the floor or the rankings appearing.....
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vec3_t deathcam_angles; // this'll update chase angles when we're dead so we don't move the
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// player - so we can rotate the death cam in cl_diecam 3.
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int deathcam_yesiamdead; // pretty stupid indicator of dead.
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void Chase_Init_Cvars (void)
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{
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chase_back = Cvar_Get ("chase_back", "100", CVAR_ORIGINAL);
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chase_up = Cvar_Get ("chase_up", "16", CVAR_ORIGINAL);
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chase_right = Cvar_Get ("chase_right", "0", CVAR_ORIGINAL);
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chase_active = Cvar_Get ("chase_active", "0", CVAR_ORIGINAL);
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chase_yaw = Cvar_Get ("chase_yaw", "0", CVAR_ORIGINAL);
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chase_pitch = Cvar_Get ("chase_pitch", "0", CVAR_ORIGINAL);
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chase_roll = Cvar_Get ("chase_roll", "0", CVAR_ORIGINAL);
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cl_diecam = Cvar_Get ("cl_diecam", "0", CVAR_ORIGINAL | CVAR_ARCHIVE);
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}
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void Chase_Reset (void)
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{
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// for respawning and teleporting
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// start position 12 units behind head
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}
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void TraceLine (vec3_t start, vec3_t end, vec3_t impact)
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{
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trace_t trace;
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memset (&trace, 0, sizeof(trace));
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SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, start, end, &trace);
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VectorCopy (trace.endpos, impact);
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}
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void Chase_Update (void)
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{
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int i;
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float dist;
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vec3_t forward, up, right;
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vec3_t dest, stop;
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float deest;
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int dontspinme;
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deest = sv.time - deathcam_whenidied;
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if(deathcam_yesiamdead == 4)
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{
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if (deest < 1)
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{
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deathcam_angles[PITCH] = 0;
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deathcam_angles[YAW] = cl.viewangles[YAW];
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deathcam_angles[ROLL] = 0;
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}
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else
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{
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deathcam_angles[PITCH] = 90;
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deathcam_angles[YAW] = 0;
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}
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}
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// if can't see player, reset
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if(deathcam_yesiamdead)
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AngleVectors (deathcam_angles, forward, right, up);
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else
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AngleVectors (cl.viewangles, forward, right, up);
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// calc exact destination
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if (deathcam_yesiamdead == 2) // close, nonspinnable
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{
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AngleVectors (cl.viewangles, forward, right, up);
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for (i=0 ; i<3 ; i++)
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chase_dest[i] = r_refdef.vieworg[i] - forward[i]*70 - right[i]*0;
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chase_dest[2] = r_refdef.vieworg[2];
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dontspinme = 1;
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}
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else if (deathcam_yesiamdead == 3) // spinabble...
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{
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for (i=0 ; i<3 ; i++)
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chase_dest[i] = r_refdef.vieworg[i] - forward[i]*150 - right[i]*0;
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dontspinme = 0;
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}
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else if (deathcam_yesiamdead == 4) // non spinabble... and after a duration it kinda increases....
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{
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if (deest < 1)
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deest = 0;
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dontspinme = 1;
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for (i=0 ; i<3 ; i++)
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chase_dest[i] = r_refdef.vieworg[i] - forward[i]*(55 + deest * 22) - right[i]*0;
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}
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else
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{
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for (i=0 ; i<3 ; i++)
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chase_dest[i] = r_refdef.vieworg[i] - forward[i]*chase_back->value - right[i]*chase_right->value;
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chase_dest[2] = r_refdef.vieworg[2] + chase_up->value;
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dontspinme = 1;
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}
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// find the spot the player is looking at
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VectorMA (r_refdef.vieworg, 4096, forward, dest);
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TraceLine (r_refdef.vieworg, dest, stop);
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// calculate pitch to look at the same spot from camera
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VectorSubtract (stop, r_refdef.vieworg, stop);
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dist = DotProduct (stop, forward);
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if (dist < 1)
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dist = 1;
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if (dontspinme) // leilei - allow spin....
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r_refdef.viewangles[PITCH] = -atan(stop[2] / dist) / M_PI * 180;
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// The..... style?
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if (deathcam_yesiamdead == 1)
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{
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r_refdef.viewangles[YAW] = deathcam_angles[YAW];
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r_refdef.viewangles[PITCH] = deathcam_angles[PITCH];
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r_refdef.viewangles[ROLL] = deathcam_angles[ROLL];
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}
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// The Q3 style - fixed pitch and yaw
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else if (deathcam_yesiamdead == 2)
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{
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r_refdef.viewangles[YAW] = cl.viewangles[YAW];
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r_refdef.viewangles[PITCH] = 0;
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r_refdef.viewangles[ROLL] = 0;
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}
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// The U style
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else if (deathcam_yesiamdead == 3)
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{
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r_refdef.viewangles[YAW] = deathcam_angles[YAW];
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r_refdef.viewangles[PITCH] = deathcam_angles[PITCH];
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r_refdef.viewangles[ROLL] = deathcam_angles[ROLL];
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}
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// The DX style
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else if (deathcam_yesiamdead == 4)
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{
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if (deest < 1)
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{
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r_refdef.viewangles[YAW] = cl.viewangles[YAW];
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r_refdef.viewangles[PITCH] = 0;
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r_refdef.viewangles[ROLL] = 0;
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}
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else
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{
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r_refdef.viewangles[YAW] = 0;
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r_refdef.viewangles[PITCH] = 90;
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r_refdef.viewangles[ROLL] = deest * 18;
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}
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}
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r_refdef.viewangles[YAW] += (int)chase_yaw->value;
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r_refdef.viewangles[PITCH] += (int)chase_pitch->value;
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r_refdef.viewangles[ROLL] += (int)chase_roll->value;
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TraceLine(r_refdef.vieworg, chase_dest, stop);
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if (Length(stop) != 0)
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{
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VectorCopy(stop, chase_dest);
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}
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VectorCopy (chase_dest, r_refdef.vieworg);
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}
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