mirror of
https://github.com/nzp-team/quakec.git
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159 lines
No EOL
5 KiB
C++
159 lines
No EOL
5 KiB
C++
/*
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client/chasecam.qc
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A pretty direct port of Quake's chase cam to CSQC.
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 2021-2024 NZ:P Team
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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vector chase_pos;
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vector chase_angles;
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vector chase_dest;
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vector chase_dest_angles;
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void() Chase_Init =
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{
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autocvar(chase_back, 100);
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autocvar(chase_up, 16);
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autocvar(chase_right, 0);
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autocvar(chase_active, 0);
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autocvar(chase_roll, 0);
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autocvar(chase_yaw, 0);
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autocvar(chase_pitch, 0);
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};
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float chase_nodraw;
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#define NUM_TESTS 64
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#define CHASE_DEST_OFFSET 2.0
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void() Chase_Update =
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{
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int i;
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float dist;
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vector cl_viewangles, cl_vieworigin;
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vector dest, stop;
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int best;
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int viewcontents;
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cl_viewangles = getproperty(VF_ANGLES);
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cl_vieworigin = getproperty(VF_ORIGIN);
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// if can't see player, reset
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makevectors(cl_viewangles);
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// calc exact destination
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for (i = 0; i < 3; i++) {
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chase_dest[i] = cl_vieworigin[i] - v_forward[i] * autocvar_chase_back - v_right[i] * autocvar_chase_right;
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}
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chase_dest[2] = cl_vieworigin[2] + autocvar_chase_up;
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// take contents of the view leaf
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viewcontents = pointcontents(cl_vieworigin);
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for (best = 0; best < NUM_TESTS; best++) {
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vector chase_newdest;
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chase_newdest[0] = cl_vieworigin[0] + (chase_dest[0] - cl_vieworigin[0]) * best / NUM_TESTS;
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chase_newdest[1] = cl_vieworigin[1] + (chase_dest[1] - cl_vieworigin[1]) * best / NUM_TESTS;
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chase_newdest[2] = cl_vieworigin[2] + (chase_dest[2] - cl_vieworigin[2]) * best / NUM_TESTS;
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// check for a leaf hit with different contents
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if (pointcontents(chase_newdest) != 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 {
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best = NUM_TESTS;
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break;
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}
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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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// number of matches
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int nummatches = 0;
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// adjust
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chase_dest[0] = cl_vieworigin[0] + (chase_dest[0] - cl_vieworigin[0]) * best / NUM_TESTS;
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chase_dest[1] = cl_vieworigin[1] + (chase_dest[1] - cl_vieworigin[1]) * best / NUM_TESTS;
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chase_dest[2] = cl_vieworigin[2] + (chase_dest[2] - cl_vieworigin[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 (pointcontents(chase_dest) == 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 (pointcontents(chase_dest) == 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 (pointcontents(chase_dest) == 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 (pointcontents(chase_dest) == 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 (pointcontents(chase_dest) == 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 (pointcontents(chase_dest) == 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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dest[0] = cl_vieworigin[0] + 4096 * v_forward[0];
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dest[1] = cl_vieworigin[1] + 4096 * v_forward[1];
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dest[2] = cl_vieworigin[2] + 4096 * v_forward[2];
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traceline(cl_vieworigin, dest, MOVE_NOMONSTERS, world);
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// calculate pitch to look at the same spot from camera
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stop[0] = cl_vieworigin[0] - trace_endpos[0];
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stop[1] = cl_vieworigin[1] - trace_endpos[1];
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stop[2] = cl_vieworigin[2] - trace_endpos[2];
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dist = dotproduct(stop, v_forward);
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if (dist < 1) dist = 1;
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cl_viewangles[0] = -atan(stop[2] / dist) / M_PI * 180;
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setviewprop(VF_ORIGIN, chase_dest);
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//setviewprop(VF_ANGLES, cl_viewangles);
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}; |