mirror of
https://github.com/nzp-team/glquake.git
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182 lines
5.6 KiB
C
182 lines
5.6 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 "quakedef.h"
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cvar_t chase_back = {"chase_back", "100"};
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cvar_t chase_up = {"chase_up", "16"};
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cvar_t chase_right = {"chase_right", "0"};
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cvar_t chase_active = {"chase_active", "0"};
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cvar_t chase_roll = {"chase_roll", "0"};
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cvar_t chase_yaw = {"chase_yaw", "0"};
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cvar_t chase_pitch = {"chase_pitch", "0"};
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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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void Chase_Init (void)
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{
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Cvar_RegisterVariable (&chase_back);
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Cvar_RegisterVariable (&chase_up);
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Cvar_RegisterVariable (&chase_right);
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Cvar_RegisterVariable (&chase_active);
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Cvar_RegisterVariable (&chase_roll);
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Cvar_RegisterVariable (&chase_yaw);
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Cvar_RegisterVariable (&chase_pitch);
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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, start, end, &trace);
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VectorCopy (trace.endpos, impact);
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}
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/*
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#define NUM_TESTS 64 (delete)
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#define CHASE_DEST_OFFSET 2.0f
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*/
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qboolean chase_nodraw;
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#define NUM_TESTS 64
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#define CHASE_DEST_OFFSET 2.0f
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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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int best;
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int viewcontents;
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// if can't see player, reset
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AngleVectors (cl.viewangles, forward, right, up);
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// calc exact destination
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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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// take the contents of the view leaf
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viewcontents = (Mod_PointInLeaf (r_refdef.vieworg, cl.worldmodel))->contents;
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for (best = 0; best < NUM_TESTS; best++)
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{
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float chase_newdest[3];
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chase_newdest[0] = r_refdef.vieworg[0] + (chase_dest[0] - r_refdef.vieworg[0]) * best / NUM_TESTS;
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chase_newdest[1] = r_refdef.vieworg[1] + (chase_dest[1] - r_refdef.vieworg[1]) * best / NUM_TESTS;
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chase_newdest[2] = r_refdef.vieworg[2] + (chase_dest[2] - r_refdef.vieworg[2]) * best / NUM_TESTS;
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// check for a leaf hit with different contents
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if ((Mod_PointInLeaf (chase_newdest, cl.worldmodel))->contents != viewcontents)
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{
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// go back to the previous best as this one is bad
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// unless the first one was also bad, (viewleaf contents != viewleaf contents!!!)
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if (best > 0)
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best--;
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else best = NUM_TESTS;
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break;
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}
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}
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// certain surfaces can be viewed at an oblique enough angle that they are partially clipped
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// by znear, so now we fix that too...
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for (; best >= 0; best--)
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{
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// number of matches
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int nummatches = 0;
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// adjust
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chase_dest[0] = r_refdef.vieworg[0] + (chase_dest[0] - r_refdef.vieworg[0]) * best / NUM_TESTS;
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chase_dest[1] = r_refdef.vieworg[1] + (chase_dest[1] - r_refdef.vieworg[1]) * best / NUM_TESTS;
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chase_dest[2] = r_refdef.vieworg[2] + (chase_dest[2] - r_refdef.vieworg[2]) * best / NUM_TESTS;
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// move x to neg
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chase_dest[0] -= CHASE_DEST_OFFSET;
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if ((Mod_PointInLeaf (chase_dest, cl.worldmodel))->contents == viewcontents) nummatches++;
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chase_dest[0] += CHASE_DEST_OFFSET;
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// move x to pos
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chase_dest[0] += CHASE_DEST_OFFSET;
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if ((Mod_PointInLeaf (chase_dest, cl.worldmodel))->contents == viewcontents) nummatches++;
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chase_dest[0] -= CHASE_DEST_OFFSET;
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// move y to neg
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chase_dest[1] -= CHASE_DEST_OFFSET;
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if ((Mod_PointInLeaf (chase_dest, cl.worldmodel))->contents == viewcontents) nummatches++;
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chase_dest[1] += CHASE_DEST_OFFSET;
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// move y to pos
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chase_dest[1] += CHASE_DEST_OFFSET;
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if ((Mod_PointInLeaf (chase_dest, cl.worldmodel))->contents == viewcontents) nummatches++;
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chase_dest[1] -= CHASE_DEST_OFFSET;
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// move z to neg
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chase_dest[2] -= CHASE_DEST_OFFSET;
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if ((Mod_PointInLeaf (chase_dest, cl.worldmodel))->contents == viewcontents) nummatches++;
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chase_dest[2] += CHASE_DEST_OFFSET;
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// move z to pos
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chase_dest[2] += CHASE_DEST_OFFSET;
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if ((Mod_PointInLeaf (chase_dest, cl.worldmodel))->contents == viewcontents) nummatches++;
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chase_dest[2] -= CHASE_DEST_OFFSET;
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// all tests passed so we're good!
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if (nummatches == 6) break;
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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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#ifdef PSP_VFPU
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r_refdef.viewangles[PITCH] = -vfpu_atanf(stop[2] / dist) / M_PI * 180;
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#else
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r_refdef.viewangles[PITCH] = -atan(stop[2] / dist) / M_PI * 180;
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#endif
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// move towards destination
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VectorCopy (chase_dest, r_refdef.vieworg);
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}
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