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https://git.code.sf.net/p/quake/quakeforge-old
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7df744f9e9
came from as soon as I actually finish doing it since it has to be done by hand to preserve Copyright notices and file descriptions.
651 lines
15 KiB
C
651 lines
15 KiB
C
/*
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cl_cam.c
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Player camera tracking in Spectator mode
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 1999,2000 Nelson Rush.
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Copyright (C) 1999,2000 contributors of the QuakeForge project
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Please see the file "AUTHORS" for a list of contributors
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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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$Id$
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*/
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/* ZOID
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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 <qtypes.h>
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#include <quakedef.h>
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#include <winquake.h>
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#include <mathlib.h>
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#include <client.h>
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#include <sbar.h>
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#include <cvar.h>
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#include <console.h>
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#include <world.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; // where the camera wants to be
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static qboolean locked = false;
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static int oldbuttons;
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// track high fragger
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cvar_t *cl_hightrack;
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qboolean cam_forceview;
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vec3_t cam_viewangles;
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double cam_lastviewtime;
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int spec_track = 0; // player# of who we are tracking
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int autocam = CAM_NONE;
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cvar_t * cl_chasecam;
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cvar_t *cl_chasecam_up;
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cvar_t *cl_chasecam_back;
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cvar_t *cl_chasecam_right;
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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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cl_chasecam = Cvar_Get ("cl_chasecam", "0", CVAR_ARCHIVE,
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"None");
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cl_chasecam_up = Cvar_Get ("cl_chasecam_up","16",CVAR_ARCHIVE,
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"None");
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cl_chasecam_back = Cvar_Get ("cl_chasecam_back","100",CVAR_ARCHIVE,
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"None");
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cl_chasecam_right = Cvar_Get ("cl_chasecam_right","0", CVAR_ARCHIVE,
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"None");
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}
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void Chase_Reset (void) {
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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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trace_t trace;
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memset (&trace, 0, sizeof(trace));
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SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, start, end, &trace);
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VectorCopy (trace.endpos, impact);
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}
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void Chase_Update (void) {
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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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// 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]
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- forward[i] * cl_chasecam_back->value
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- right[i] * cl_chasecam_right->value;
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chase_dest[2] = r_refdef.vieworg[2] + cl_chasecam_up->value;
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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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r_refdef.viewangles[PITCH] = -atan(stop[2] / dist) / M_PI * 180;
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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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static 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(void)
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{
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if (!cl.spectator)
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return true;
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if (autocam && locked && 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 playernum)
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{
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if (cl.spectator && autocam && locked && cl_chasecam->value &&
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spec_track == playernum)
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return false;
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return true;
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}
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void Cam_Unlock(void)
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{
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if (autocam) {
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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 = CAM_NONE;
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locked = false;
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Sbar_Changed();
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}
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}
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void Cam_Lock(int playernum)
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{
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char st[40];
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snprintf(st, sizeof(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 = playernum;
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cam_forceview = true;
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locked = false;
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Sbar_Changed();
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}
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pmtrace_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_PlayerMove(pmove.origin, vec2);
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}
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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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pmtrace_t trace;
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float len;
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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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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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pmtrace_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(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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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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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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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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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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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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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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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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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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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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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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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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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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// Cam_Unlock();
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return false;
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}
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locked = true;
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VectorCopy(vec, desired_position);
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return true;
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}
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static void Cam_CheckHighTarget(void)
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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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s = &cl.players[i];
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if (s->name[0] && !s->spectator && s->frags > max) {
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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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if (!locked || cl.players[j].frags > cl.players[spec_track].frags)
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Cam_Lock(j);
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} else
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Cam_Unlock();
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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(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)
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return;
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if (cl_hightrack->value && !locked)
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Cam_CheckHighTarget();
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if (!autocam || cls.state != ca_active)
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return;
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if (locked && (!cl.players[spec_track].name[0] || cl.players[spec_track].spectator)) {
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locked = false;
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if (cl_hightrack->value)
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Cam_CheckHighTarget();
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else
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Cam_Unlock();
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return;
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}
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frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
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player = frame->playerstate + spec_track;
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self = frame->playerstate + cl.playernum;
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if (!locked || !Cam_IsVisible(player, desired_position)) {
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if (!locked || realtime - cam_lastviewtime > 0.1) {
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if (!InitFlyby(self, player, true))
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InitFlyby(self, player, false);
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cam_lastviewtime = realtime;
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}
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} else
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cam_lastviewtime = realtime;
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// couldn't track for some reason
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if (!locked || !autocam)
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return;
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if (cl_chasecam->value) {
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cmd->forwardmove = cmd->sidemove = cmd->upmove = 0;
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VectorCopy(player->viewangles, cl.viewangles);
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VectorCopy(player->origin, desired_position);
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if (memcmp(desired_position, self->origin, sizeof(desired_position)) != 0) {
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MSG_WriteByte (&cls.netchan.message, clc_tmove);
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MSG_WriteCoord (&cls.netchan.message, desired_position[0]);
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MSG_WriteCoord (&cls.netchan.message, desired_position[1]);
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MSG_WriteCoord (&cls.netchan.message, desired_position[2]);
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// move there locally immediately
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VectorCopy(desired_position, self->origin);
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}
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self->weaponframe = player->weaponframe;
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} else {
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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, 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) { // close enough?
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MSG_WriteByte (&cls.netchan.message, clc_tmove);
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MSG_WriteCoord (&cls.netchan.message, desired_position[0]);
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MSG_WriteCoord (&cls.netchan.message, desired_position[1]);
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MSG_WriteCoord (&cls.netchan.message, desired_position[2]);
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}
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// move there locally immediately
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VectorCopy(desired_position, self->origin);
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VectorSubtract(player->origin, desired_position, vec);
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vectoangles(vec, cl.viewangles);
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cl.viewangles[0] = -cl.viewangles[0];
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}
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}
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#if 0
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static float adjustang(float current, float ideal, float speed)
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{
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float move;
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current = anglemod(current);
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ideal = anglemod(ideal);
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if (current == ideal)
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return current;
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move = ideal - current;
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if (ideal > current)
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{
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if (move >= 180)
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move = move - 360;
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}
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else
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{
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if (move <= -180)
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move = move + 360;
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}
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if (move > 0)
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{
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if (move > speed)
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move = speed;
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}
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else
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{
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if (move < -speed)
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move = -speed;
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}
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//Con_Printf("c/i: %4.2f/%4.2f move: %4.2f\n", current, ideal, move);
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return anglemod (current + move);
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}
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#endif
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#if 0
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void Cam_SetView(void)
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{
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return;
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player_state_t *player, *self;
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frame_t *frame;
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vec3_t vec, vec2;
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if (cls.state != ca_active || !cl.spectator ||
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!autocam || !locked)
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return;
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frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
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player = frame->playerstate + spec_track;
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self = frame->playerstate + cl.playernum;
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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");
|
|
}
|
|
|
|
|