/* cl_cam.c Player camera tracking in Spectator mode Copyright (C) 1996-1997 Id Software, Inc. Copyright (C) 1999,2000 Nelson Rush. Copyright (C) 1999,2000 contributors of the QuakeForge project Please see the file "AUTHORS" for a list of contributors 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: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA $Id$ */ /* ZOID * * This takes over player controls for spectator automatic camera. * Player moves as a spectator, but the camera tracks and enemy player */ #include #include #include #include #include #include #include #include #include #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; // where the camera wants to be static qboolean locked = false; static int oldbuttons; // track high fragger cvar_t *cl_hightrack; qboolean cam_forceview; vec3_t cam_viewangles; double cam_lastviewtime; int spec_track = 0; // player# of who we are tracking int autocam = CAM_NONE; cvar_t * cl_chasecam; cvar_t *cl_chasecam_up; cvar_t *cl_chasecam_back; cvar_t *cl_chasecam_right; cvar_t *cl_chasecam_mode; vec3_t chase_pos; vec3_t chase_angles; vec3_t chase_dest; vec3_t chase_dest_angles; void Chase_Init (void) { cl_chasecam = Cvar_Get ("cl_chasecam", "0", CVAR_ARCHIVE, "Enable the chasecam (boolean)"); cl_chasecam_up = Cvar_Get ("cl_chasecam_up","16",CVAR_ARCHIVE, "Determines the height of the chasecam"); cl_chasecam_back = Cvar_Get ("cl_chasecam_back","100",CVAR_ARCHIVE, "Determines how far away the chasecam is away from the player on the axis parallel to the ground."); cl_chasecam_right = Cvar_Get ("cl_chasecam_right","0", CVAR_ARCHIVE, "Pans the chasecam to the left/right of the player in chasecam mode."); cl_chasecam_mode = Cvar_Get ("cl_chasecam_mode", "0", CVAR_ARCHIVE, "Determines the mode used for the chasecam.\nRear (normal)=0\nOverhead=1\n----\nSettings recommended:\nIf using overhead set cl_chasecam_back 0, otherwise set to 100\nalso if you use overhead, a cl_chasecam_up of 100 is nice, otherwise use a value between 0 and 20"); } 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; // Save this for sideview // int dir=1; // if can't see player, reset AngleVectors (cl.viewangles, forward, right, up); // calc exact destination // This is for the side-view code which isn't working yet. /* if(dir==-1&&cl.viewangles[YAW]<210&&cl.viewangles[YAW]>150) dir=-1; */ if(cl_chasecam_mode->value!=0) { chase_dest[0] = r_refdef.vieworg[0] - cl_chasecam_right->value; chase_dest[1] = r_refdef.vieworg[1] - cl_chasecam_back->value; chase_dest[2] = r_refdef.vieworg[2] + cl_chasecam_up->value; } else { for (i=0 ; i<3 ; i++) chase_dest[i] = r_refdef.vieworg[i] - forward[i] * cl_chasecam_back->value - right[i] * cl_chasecam_right->value; } // 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; // Yaw stuff here is/was for the side view which i'm still working on. // This here flipps the direction of the overhead.. might want this later but for yaw // r_refdef.viewangles[YAW]=-atan(stop[2] / dist) / M_PI * 180; // Top View :) if(cl_chasecam_mode->value==1) r_refdef.viewangles[PITCH]=90; else // If not top view.. r_refdef.viewangles[PITCH] = -atan(stop[2] / dist) / M_PI * 180; // move towards destination VectorCopy (chase_dest, r_refdef.vieworg); } static 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(void) { if (!cl.spectator) return true; if (autocam && locked && 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 playernum) { if (cl.spectator && autocam && locked && cl_chasecam->value && spec_track == playernum) return false; return true; } void Cam_Unlock(void) { if (autocam) { MSG_WriteByte (&cls.netchan.message, clc_stringcmd); MSG_WriteString (&cls.netchan.message, "ptrack"); autocam = CAM_NONE; locked = false; Sbar_Changed(); } } void Cam_Lock(int playernum) { char st[40]; snprintf(st, sizeof(st), "ptrack %i", playernum); MSG_WriteByte (&cls.netchan.message, clc_stringcmd); MSG_WriteString (&cls.netchan.message, st); spec_track = playernum; cam_forceview = true; locked = false; Sbar_Changed(); } pmtrace_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_PlayerMove(pmove.origin, vec2); } // 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; pmtrace_t trace; float len; 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) { pmtrace_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(player_state_t *self, player_state_t *player, int checkvis) { float f, max; vec3_t vec, vec2; vec3_t forward, right, up; if(cl_chasecam_mode->value>0) return 0; 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 = true; VectorCopy(vec, desired_position); return true; } static void Cam_CheckHighTarget(void) { 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 || cl.players[j].frags > cl.players[spec_track].frags) Cam_Lock(j); } else Cam_Unlock(); } // 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(usercmd_t *cmd) { player_state_t *player, *self; frame_t *frame; vec3_t vec; float len; if(cl_chasecam->value>0) return; if (!cl.spectator) return; if (cl_hightrack->value && !locked) Cam_CheckHighTarget(); if (!autocam || cls.state != ca_active) return; if (locked && (!cl.players[spec_track].name[0] || cl.players[spec_track].spectator)) { locked = false; if (cl_hightrack->value) Cam_CheckHighTarget(); else Cam_Unlock(); return; } frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK]; player = frame->playerstate + spec_track; self = frame->playerstate + cl.playernum; if (!locked || !Cam_IsVisible(player, desired_position)) { if (!locked || realtime - cam_lastviewtime > 0.1) { if (!InitFlyby(self, player, true)) InitFlyby(self, player, false); cam_lastviewtime = realtime; } } else cam_lastviewtime = realtime; // couldn't track for some reason if (!locked || !autocam) return; if (cl_chasecam->value) { cmd->forwardmove = cmd->sidemove = cmd->upmove = 0; VectorCopy(player->viewangles, cl.viewangles); VectorCopy(player->origin, desired_position); if (memcmp(desired_position, self->origin, sizeof(desired_position)) != 0) { MSG_WriteByte (&cls.netchan.message, clc_tmove); MSG_WriteCoord (&cls.netchan.message, desired_position[0]); MSG_WriteCoord (&cls.netchan.message, desired_position[1]); MSG_WriteCoord (&cls.netchan.message, desired_position[2]); // move there locally immediately VectorCopy(desired_position, self->origin); } self->weaponframe = player->weaponframe; } else { // Ok, move to our desired position and set our angles to view // the player VectorSubtract(desired_position, 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[0]); MSG_WriteCoord (&cls.netchan.message, desired_position[1]); MSG_WriteCoord (&cls.netchan.message, desired_position[2]); } // move there locally immediately VectorCopy(desired_position, self->origin); VectorSubtract(player->origin, desired_position, vec); vectoangles(vec, cl.viewangles); cl.viewangles[0] = -cl.viewangles[0]; } } #if 0 static float adjustang(float current, float ideal, float speed) { float move; current = anglemod(current); ideal = anglemod(ideal); if (current == ideal) return current; move = ideal - current; if (ideal > current) { if (move >= 180) move = move - 360; } else { if (move <= -180) move = move + 360; } if (move > 0) { if (move > speed) move = speed; } else { if (move < -speed) move = -speed; } //Con_Printf("c/i: %4.2f/%4.2f move: %4.2f\n", current, ideal, move); return anglemod (current + move); } #endif #if 0 void Cam_SetView(void) { return; player_state_t *player, *self; frame_t *frame; vec3_t vec, vec2; if (cls.state != ca_active || !cl.spectator || !autocam || !locked) return; frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK]; player = frame->playerstate + spec_track; self = frame->playerstate + cl.playernum; VectorSubtract(player->origin, cl.simorg, vec); if (cam_forceview) { cam_forceview = false; vectoangles(vec, cam_viewangles); cam_viewangles[0] = -cam_viewangles[0]; } else { vectoangles(vec, vec2); vec2[PITCH] = -vec2[PITCH]; cam_viewangles[PITCH] = adjustang(cam_viewangles[PITCH], vec2[PITCH], cl_camera_maxpitch->value); cam_viewangles[YAW] = adjustang(cam_viewangles[YAW], vec2[YAW], cl_camera_maxyaw->value); } VectorCopy(cam_viewangles, cl.viewangles); VectorCopy(cl.viewangles, cl.simangles); } #endif void Cam_FinishMove(usercmd_t *cmd) { int i; player_info_t *s; int end; if (cls.state != ca_active) return; if (!cl.spectator) // only in spectator mode return; #if 0 if (autocam && locked) { frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK]; player = frame->playerstate + spec_track; self = frame->playerstate + cl.playernum; VectorSubtract(player->origin, self->origin, vec); if (cam_forceview) { cam_forceview = false; vectoangles(vec, cam_viewangles); cam_viewangles[0] = -cam_viewangles[0]; } else { vectoangles(vec, vec2); vec2[PITCH] = -vec2[PITCH]; cam_viewangles[PITCH] = adjustang(cam_viewangles[PITCH], vec2[PITCH], cl_camera_maxpitch->value); cam_viewangles[YAW] = adjustang(cam_viewangles[YAW], vec2[YAW], cl_camera_maxyaw->value); } VectorCopy(cam_viewangles, cl.viewangles); } #endif if (cmd->buttons & BUTTON_ATTACK) { if (!(oldbuttons & BUTTON_ATTACK)) { oldbuttons |= BUTTON_ATTACK; autocam++; if (autocam > CAM_TRACK) { Cam_Unlock(); VectorCopy(cl.viewangles, cmd->angles); return; } } else return; } else { oldbuttons &= ~BUTTON_ATTACK; if (!autocam) return; } if (autocam && cl_hightrack->value) { Cam_CheckHighTarget(); return; } if (locked) { if ((cmd->buttons & BUTTON_JUMP) && (oldbuttons & BUTTON_JUMP)) return; // don't pogo stick if (!(cmd->buttons & BUTTON_JUMP)) { oldbuttons &= ~BUTTON_JUMP; return; } oldbuttons |= BUTTON_JUMP; // don't jump again until released } // Con_Printf("Selecting track target...\n"); if (locked && autocam) end = (spec_track + 1) % MAX_CLIENTS; else end = spec_track; i = end; do { s = &cl.players[i]; if (s->name[0] && !s->spectator) { Cam_Lock(i); return; } i = (i + 1) % MAX_CLIENTS; } while (i != end); // stay on same guy? i = spec_track; s = &cl.players[i]; if (s->name[0] && !s->spectator) { Cam_Lock(i); return; } Con_Printf("No target found ...\n"); autocam = locked = false; } void Cam_Reset(void) { autocam = CAM_NONE; spec_track = 0; } void CL_InitCam(void) { cl_hightrack = Cvar_Get ("cl_hightrack","0",0,"None"); }