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0322bdd338
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@587 fc73d0e0-1445-4013-8a0c-d673dee63da5
544 lines
12 KiB
C
544 lines
12 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 included (GNU.txt) 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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/* ZOID
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*
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* Player camera tracking in Spectator mode
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*
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* This takes over player controls for spectator automatic camera.
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* Player moves as a spectator, but the camera tracks and enemy player
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*/
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#include "quakedef.h"
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#include "winquake.h"
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#define PM_SPECTATORMAXSPEED 500
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#define PM_STOPSPEED 100
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#define PM_MAXSPEED 320
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#define BUTTON_JUMP 2
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#define BUTTON_ATTACK 1
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#define MAX_ANGLE_TURN 10
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static vec3_t desired_position[MAX_SPLITS]; // where the camera wants to be
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static qboolean locked[MAX_SPLITS];
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static int oldbuttons[MAX_SPLITS];
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char cl_spectatorgroup[] = "Spectator Tracking";
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// track high fragger
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cvar_t cl_hightrack = {"cl_hightrack", "0" };
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cvar_t cl_chasecam = {"cl_chasecam", "0"};
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//cvar_t cl_camera_maxpitch = {"cl_camera_maxpitch", "10" };
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//cvar_t cl_camera_maxyaw = {"cl_camera_maxyaw", "30" };
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vec3_t cam_viewangles[MAX_SPLITS];
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double cam_lastviewtime[MAX_SPLITS];
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int spec_track[MAX_SPLITS]; // player# of who we are tracking
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int autocam[MAX_SPLITS];
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void vectoangles(vec3_t vec, vec3_t ang)
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{
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float forward;
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float yaw, pitch;
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if (vec[1] == 0 && vec[0] == 0)
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{
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yaw = 0;
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if (vec[2] > 0)
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pitch = 90;
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else
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pitch = 270;
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}
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else
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{
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yaw = (int) (atan2(vec[1], vec[0]) * 180 / M_PI);
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if (yaw < 0)
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yaw += 360;
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forward = sqrt (vec[0]*vec[0] + vec[1]*vec[1]);
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pitch = (int) (atan2(vec[2], forward) * 180 / M_PI);
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if (pitch < 0)
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pitch += 360;
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}
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ang[0] = pitch;
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ang[1] = yaw;
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ang[2] = 0;
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}
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static float vlen(vec3_t v)
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{
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return sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
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}
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// returns true if weapon model should be drawn in camera mode
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qboolean Cam_DrawViewModel(int pnum)
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{
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if (!cl.spectator)
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return true;
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if (autocam[pnum] && locked[pnum] && cl_chasecam.value)
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return true;
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return false;
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}
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// returns true if we should draw this player, we don't if we are chase camming
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qboolean Cam_DrawPlayer(int pnum, int playernum)
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{
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// if (playernum == cl.playernum[pnum])
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// return false;
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if (cl.spectator && autocam[pnum] && locked[pnum] && cl_chasecam.value &&
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spec_track[pnum] == playernum)
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return false;
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return true;
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}
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void Cam_Unlock(int pnum)
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{
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if (autocam[pnum])
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{
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MSG_WriteByte (&cls.netchan.message, clc_stringcmd);
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MSG_WriteString (&cls.netchan.message, "ptrack");
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autocam[pnum] = CAM_NONE;
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locked[pnum] = false;
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Sbar_Changed();
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}
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}
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void Cam_Lock(int pnum, int playernum)
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{
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char st[40];
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cam_lastviewtime[pnum] = -1000;
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sprintf(st, "ptrack %i", playernum);
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MSG_WriteByte (&cls.netchan.message, clc_stringcmd);
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MSG_WriteString (&cls.netchan.message, st);
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spec_track[pnum] = playernum;
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locked[pnum] = false;
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if (cls.demoplayback == DPB_MVD)
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{
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memcpy(&cl.stats[pnum], cl.players[playernum].stats, sizeof(cl.stats[pnum]));
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}
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Sbar_Changed();
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}
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trace_t Cam_DoTrace(vec3_t vec1, vec3_t vec2)
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{
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#if 0
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memset(&pmove, 0, sizeof(pmove));
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pmove.numphysent = 1;
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VectorCopy (vec3_origin, pmove.physents[0].origin);
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pmove.physents[0].model = cl.worldmodel;
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#endif
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VectorCopy (vec1, pmove.origin);
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return PM_PlayerTrace(pmove.origin, vec2);
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}
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extern vec3_t player_mins;
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extern vec3_t player_maxs;
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// Returns distance or 9999 if invalid for some reason
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static float Cam_TryFlyby(player_state_t *self, player_state_t *player, vec3_t vec, qboolean checkvis)
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{
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vec3_t v;
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trace_t trace;
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float len;
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player_mins[0] = player_mins[1] = -16;
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player_mins[2] = -24;
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player_maxs[0] = player_maxs[1] = 16;
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player_maxs[2] = 32;
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vectoangles(vec, v);
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// v[0] = -v[0];
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VectorCopy (v, pmove.angles);
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VectorNormalize(vec);
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VectorMA(player->origin, 800, vec, v);
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// v is endpos
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// fake a player move
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trace = Cam_DoTrace(player->origin, v);
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if (/*trace.inopen ||*/ trace.inwater)
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return 9999;
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VectorCopy(trace.endpos, vec);
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VectorSubtract(trace.endpos, player->origin, v);
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len = sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
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if (len < 32 || len > 800)
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return 9999;
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if (checkvis)
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{
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VectorSubtract(trace.endpos, self->origin, v);
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len = sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
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trace = Cam_DoTrace(self->origin, vec);
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if (trace.fraction != 1 || trace.inwater)
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return 9999;
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}
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return len;
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}
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// Is player visible?
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static qboolean Cam_IsVisible(player_state_t *player, vec3_t vec)
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{
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trace_t trace;
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vec3_t v;
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float d;
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trace = Cam_DoTrace(player->origin, vec);
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if (trace.fraction != 1 || /*trace.inopen ||*/ trace.inwater)
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return false;
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// check distance, don't let the player get too far away or too close
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VectorSubtract(player->origin, vec, v);
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d = vlen(v);
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if (d < 16)
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return false;
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return true;
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}
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static qboolean InitFlyby(int pnum, player_state_t *self, player_state_t *player, int checkvis)
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{
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float f, max;
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vec3_t vec, vec2;
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vec3_t forward, right, up;
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VectorCopy(player->viewangles, vec);
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vec[0] = 0;
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AngleVectors (vec, forward, right, up);
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// for (i = 0; i < 3; i++)
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// forward[i] *= 3;
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max = 1000;
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VectorAdd(forward, up, vec2);
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VectorAdd(vec2, right, vec2);
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if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
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{
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max = f;
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VectorCopy(vec2, vec);
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}
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VectorAdd(forward, up, vec2);
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VectorSubtract(vec2, right, vec2);
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if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
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{
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max = f;
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VectorCopy(vec2, vec);
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}
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VectorAdd(forward, right, vec2);
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if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
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{
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max = f;
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VectorCopy(vec2, vec);
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}
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VectorSubtract(forward, right, vec2);
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if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
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{
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max = f;
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VectorCopy(vec2, vec);
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}
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VectorAdd(forward, up, vec2);
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if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
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{
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max = f;
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VectorCopy(vec2, vec);
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}
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VectorSubtract(forward, up, vec2);
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if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
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{
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max = f;
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VectorCopy(vec2, vec);
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}
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VectorAdd(up, right, vec2);
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VectorSubtract(vec2, forward, vec2);
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if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
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{
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max = f;
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VectorCopy(vec2, vec);
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}
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VectorSubtract(up, right, vec2);
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VectorSubtract(vec2, forward, vec2);
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if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
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{
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max = f;
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VectorCopy(vec2, vec);
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}
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// invert
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VectorSubtract(vec3_origin, forward, vec2);
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if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
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{
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max = f;
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VectorCopy(vec2, vec);
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}
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VectorCopy(forward, vec2);
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if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
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{
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max = f;
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VectorCopy(vec2, vec);
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}
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// invert
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VectorSubtract(vec3_origin, right, vec2);
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if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
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{
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max = f;
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VectorCopy(vec2, vec);
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}
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VectorCopy(right, vec2);
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if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
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{
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max = f;
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VectorCopy(vec2, vec);
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}
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// ack, can't find him
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if (max >= 1000)
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{
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// Cam_Unlock();
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return false;
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}
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locked[pnum] = true;
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VectorCopy(vec, desired_position[pnum]);
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return true;
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}
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static void Cam_CheckHighTarget(int pnum)
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{
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int i, j, max;
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player_info_t *s;
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j = -1;
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for (i = 0, max = -9999; i < MAX_CLIENTS; i++)
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{
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s = &cl.players[i];
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if (s->name[0] && !s->spectator && s->frags > max)
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{
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max = s->frags;
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j = i;
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}
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}
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if (j >= 0)
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{
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if (!locked[pnum] || cl.players[j].frags > cl.players[spec_track[pnum]].frags)
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Cam_Lock(pnum, j);
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}
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else
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Cam_Unlock(pnum);
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}
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// ZOID
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//
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// Take over the user controls and track a player.
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// We find a nice position to watch the player and move there
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void Cam_Track(int pnum, usercmd_t *cmd)
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{
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player_state_t *player, *self;
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frame_t *frame;
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vec3_t vec;
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float len;
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if (!cl.spectator || !cl.worldmodel) //can happen when the server changes level
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return;
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if (cl_hightrack.value && !locked[pnum])
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Cam_CheckHighTarget(pnum);
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if (!autocam[pnum] || cls.state != ca_active)
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return;
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if (locked[pnum] && (!cl.players[spec_track[pnum]].name[0] || cl.players[spec_track[pnum]].spectator))
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{
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locked[pnum] = false;
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if (cl_hightrack.value)
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Cam_CheckHighTarget(pnum);
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else
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Cam_Unlock(pnum);
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return;
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}
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frame = &cl.frames[cl.validsequence & UPDATE_MASK];
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player = frame->playerstate + spec_track[pnum];
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self = frame->playerstate + cl.playernum[pnum];
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if (!locked[pnum] || !Cam_IsVisible(player, desired_position[pnum]))
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{
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if (!locked[pnum] || realtime - cam_lastviewtime[pnum] > 0.1)
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{
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if (!InitFlyby(pnum, self, player, true))
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InitFlyby(pnum, self, player, false);
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cam_lastviewtime[pnum] = realtime;
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}
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}
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else
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cam_lastviewtime[pnum] = realtime;
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// couldn't track for some reason
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if (!locked[pnum] || !autocam[pnum])
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return;
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if (cl_chasecam.value)
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{
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cmd->forwardmove = cmd->sidemove = cmd->upmove = 0;
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VectorCopy(player->viewangles, cl.viewangles[pnum]);
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VectorCopy(player->origin, desired_position[pnum]);
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if (memcmp(&desired_position[pnum], &self->origin, sizeof(desired_position[pnum])) != 0)
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{
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MSG_WriteByte (&cls.netchan.message, clc_tmove);
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MSG_WriteCoord (&cls.netchan.message, desired_position[pnum][0]);
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MSG_WriteCoord (&cls.netchan.message, desired_position[pnum][1]);
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MSG_WriteCoord (&cls.netchan.message, desired_position[pnum][2]);
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// move there locally immediately
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VectorCopy(desired_position[pnum], self->origin);
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}
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self->weaponframe = player->weaponframe;
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}
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else
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{
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// Ok, move to our desired position and set our angles to view
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// the player
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VectorSubtract(desired_position[pnum], self->origin, vec);
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len = vlen(vec);
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cmd->forwardmove = cmd->sidemove = cmd->upmove = 0;
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if (len > 16)
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{ // close enough?
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MSG_WriteByte (&cls.netchan.message, clc_tmove);
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MSG_WriteCoord (&cls.netchan.message, desired_position[pnum][0]);
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MSG_WriteCoord (&cls.netchan.message, desired_position[pnum][1]);
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MSG_WriteCoord (&cls.netchan.message, desired_position[pnum][2]);
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}
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// move there locally immediately
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VectorCopy(desired_position[pnum], self->origin);
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VectorSubtract(player->origin, desired_position[pnum], vec);
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vectoangles(vec, cl.viewangles[pnum]);
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cl.viewangles[pnum][0] = -cl.viewangles[pnum][0];
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}
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}
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void Cam_FinishMove(int pnum, usercmd_t *cmd)
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{
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int i;
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player_info_t *s;
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int end;
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if (cls.state != ca_active)
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return;
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if (!cl.spectator && cls.demoplayback != DPB_MVD) // only in spectator mode
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return;
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if (cmd->buttons & BUTTON_ATTACK)
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{
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if (!(oldbuttons[pnum] & BUTTON_ATTACK))
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{
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oldbuttons[pnum] |= BUTTON_ATTACK;
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autocam[pnum]++;
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if (autocam[pnum] > CAM_TRACK)
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{
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Cam_Unlock(pnum);
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VectorCopy(cl.viewangles[pnum], cmd->angles);
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return;
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}
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}
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else
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return;
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}
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else
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{
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oldbuttons[pnum] &= ~BUTTON_ATTACK;
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if (!autocam[pnum])
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return;
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}
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if (autocam[pnum] && cl_hightrack.value)
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{
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Cam_CheckHighTarget(pnum);
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return;
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}
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if (locked[pnum])
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{
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if ((cmd->buttons & BUTTON_JUMP) && (oldbuttons[pnum] & BUTTON_JUMP))
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return; // don't pogo stick
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if (!(cmd->buttons & BUTTON_JUMP))
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{
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oldbuttons[pnum] &= ~BUTTON_JUMP;
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return;
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}
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oldbuttons[pnum] |= BUTTON_JUMP; // don't jump again until released
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}
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// Con_Printf("Selecting track target...\n");
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if (locked[pnum] && autocam[pnum])
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end = (spec_track[pnum] + 1) % MAX_CLIENTS;
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else
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end = spec_track[pnum];
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i = end;
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do
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{
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s = &cl.players[i];
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if (s->name[0] && !s->spectator)
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{
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Cam_Lock(pnum, i);
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return;
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}
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i = (i + 1) % MAX_CLIENTS;
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} while (i != end);
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// stay on same guy?
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i = spec_track[pnum];
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s = &cl.players[i];
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if (s->name[0] && !s->spectator)
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{
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Cam_Lock(pnum, i);
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return;
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}
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Con_Printf("No target found ...\n");
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autocam[pnum] = locked[pnum] = false;
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}
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|
|
|
void Cam_Reset(void)
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|
{
|
|
int pnum;
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|
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);
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|
// Cvar_Register (&cl_camera_maxyaw, cl_spectatorgroup);
|
|
}
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|
|
|
|