ngunix/engine/cl_chase.c

210 lines
6.1 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 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.
*/
// chase.c -- chase camera code
#include "globaldef.h"
cvar_t *chase_back;
cvar_t *chase_up;
cvar_t *chase_right;
cvar_t *chase_active;
cvar_t *chase_yaw;
cvar_t *chase_pitch;
cvar_t *chase_roll;
vec3_t chase_pos;
vec3_t chase_angles;
vec3_t chase_dest;
vec3_t chase_dest_angles;
// leilei's stupid deathcam experiment
cvar_t *cl_diecam; // leilei
// 0 - regular quake tilt-the-view-suddenly death.
// 1 - more doom-like, no tilt - camera sinks to ground and weapon is dropped. probably impossible to turn toward killer
// 2 - quake3-like - fixed chase camera, can't move it at all. no tilt either.
// 3 - unrealike - rotatable chase camera - scores are automatically displayed a few seconds later.
float deathcamtime; // resets to 0 if we're alive.
float deathcam_whenidied; // sets to time if died, used for timing deathcam effects...
float deathcam_whenidiedafter; // used to time the sinks into the floor or the rankings appearing.....
vec3_t deathcam_angles; // this'll update chase angles when we're dead so we don't move the
// player - so we can rotate the death cam in cl_diecam 3.
int deathcam_yesiamdead; // pretty stupid indicator of dead.
void Chase_Init_Cvars (void)
{
chase_back = Cvar_Get ("chase_back", "100", CVAR_ORIGINAL);
chase_up = Cvar_Get ("chase_up", "16", CVAR_ORIGINAL);
chase_right = Cvar_Get ("chase_right", "0", CVAR_ORIGINAL);
chase_active = Cvar_Get ("chase_active", "0", CVAR_ORIGINAL);
chase_yaw = Cvar_Get ("chase_yaw", "0", CVAR_ORIGINAL);
chase_pitch = Cvar_Get ("chase_pitch", "0", CVAR_ORIGINAL);
chase_roll = Cvar_Get ("chase_roll", "0", CVAR_ORIGINAL);
cl_diecam = Cvar_Get ("cl_diecam", "0", CVAR_ORIGINAL | CVAR_ARCHIVE);
}
void Chase_Reset (void)
{
// for respawning and teleporting
// start position 12 units behind head
}
void TraceLine (vec3_t start, vec3_t end, vec3_t impact)
{
trace_t trace;
memset (&trace, 0, sizeof(trace));
SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, start, end, &trace);
VectorCopy (trace.endpos, impact);
}
void Chase_Update (void)
{
int i;
float dist;
vec3_t forward, up, right;
vec3_t dest, stop;
float deest;
int dontspinme;
deest = sv.time - deathcam_whenidied;
if(deathcam_yesiamdead == 4)
{
if (deest < 1)
{
deathcam_angles[PITCH] = 0;
deathcam_angles[YAW] = cl.viewangles[YAW];
deathcam_angles[ROLL] = 0;
}
else
{
deathcam_angles[PITCH] = 90;
deathcam_angles[YAW] = 0;
}
}
// if can't see player, reset
if(deathcam_yesiamdead)
AngleVectors (deathcam_angles, forward, right, up);
else
AngleVectors (cl.viewangles, forward, right, up);
// calc exact destination
if (deathcam_yesiamdead == 2) // close, nonspinnable
{
AngleVectors (cl.viewangles, forward, right, up);
for (i=0 ; i<3 ; i++)
chase_dest[i] = r_refdef.vieworg[i] - forward[i]*70 - right[i]*0;
chase_dest[2] = r_refdef.vieworg[2];
dontspinme = 1;
}
else if (deathcam_yesiamdead == 3) // spinabble...
{
for (i=0 ; i<3 ; i++)
chase_dest[i] = r_refdef.vieworg[i] - forward[i]*150 - right[i]*0;
dontspinme = 0;
}
else if (deathcam_yesiamdead == 4) // non spinabble... and after a duration it kinda increases....
{
if (deest < 1)
deest = 0;
dontspinme = 1;
for (i=0 ; i<3 ; i++)
chase_dest[i] = r_refdef.vieworg[i] - forward[i]*(55 + deest * 22) - right[i]*0;
}
else
{
for (i=0 ; i<3 ; i++)
chase_dest[i] = r_refdef.vieworg[i] - forward[i]*chase_back->value - right[i]*chase_right->value;
chase_dest[2] = r_refdef.vieworg[2] + chase_up->value;
dontspinme = 1;
}
// find the spot the player is looking at
VectorMA (r_refdef.vieworg, 4096, forward, dest);
TraceLine (r_refdef.vieworg, dest, stop);
// calculate pitch to look at the same spot from camera
VectorSubtract (stop, r_refdef.vieworg, stop);
dist = DotProduct (stop, forward);
if (dist < 1)
dist = 1;
if (dontspinme) // leilei - allow spin....
r_refdef.viewangles[PITCH] = -atan(stop[2] / dist) / M_PI * 180;
// The..... style?
if (deathcam_yesiamdead == 1)
{
r_refdef.viewangles[YAW] = deathcam_angles[YAW];
r_refdef.viewangles[PITCH] = deathcam_angles[PITCH];
r_refdef.viewangles[ROLL] = deathcam_angles[ROLL];
}
// The Q3 style - fixed pitch and yaw
else if (deathcam_yesiamdead == 2)
{
r_refdef.viewangles[YAW] = cl.viewangles[YAW];
r_refdef.viewangles[PITCH] = 0;
r_refdef.viewangles[ROLL] = 0;
}
// The U style
else if (deathcam_yesiamdead == 3)
{
r_refdef.viewangles[YAW] = deathcam_angles[YAW];
r_refdef.viewangles[PITCH] = deathcam_angles[PITCH];
r_refdef.viewangles[ROLL] = deathcam_angles[ROLL];
}
// The DX style
else if (deathcam_yesiamdead == 4)
{
if (deest < 1)
{
r_refdef.viewangles[YAW] = cl.viewangles[YAW];
r_refdef.viewangles[PITCH] = 0;
r_refdef.viewangles[ROLL] = 0;
}
else
{
r_refdef.viewangles[YAW] = 0;
r_refdef.viewangles[PITCH] = 90;
r_refdef.viewangles[ROLL] = deest * 18;
}
}
r_refdef.viewangles[YAW] += (int)chase_yaw->value;
r_refdef.viewangles[PITCH] += (int)chase_pitch->value;
r_refdef.viewangles[ROLL] += (int)chase_roll->value;
TraceLine(r_refdef.vieworg, chase_dest, stop);
if (Length(stop) != 0)
{
VectorCopy(stop, chase_dest);
}
VectorCopy (chase_dest, r_refdef.vieworg);
}