/* 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", "1"}; //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); }