quakeforge-old/common/cl_cam.c
Joseph Carter cc84e6291b I decided I liked having a smaller console so I cleaned up the debugging
code for scr_consize a bit.  I also made it work in software targets.  If
you set scr_consize outside the range of .2 to .9 it now assumes you're
an idiot and ignores your setting, using the appropriate boundary value.

A note about gl_conalpha for GL targets.  It now works up to a consize of
.9 rather than working just upto 2/3 of the screen.  Works just as it did
before.  The only reason it matters is that the boundary for scr_consize
does not apply to the decision of whether or not to use alpha--only to
how big to make the console.

That means if you set scr_consize to .91 or something it won't be bigger
but you'll lose alpha.  Don't even try to report that as a bug---I will
tell you simply Don't Do That(TM).
2000-03-10 23:18:46 +00:00

641 lines
15 KiB
C

/*
cl_cam.c - Player camera tracking in Spectator mode
Copyright (C) 1996-1997 Id Software, Inc.
Portions 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.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/* ZOID
*
* This takes over player controls for spectator automatic camera.
* Player moves as a spectator, but the camera tracks and enemy player
*/
#include <qtypes.h>
#include <quakedef.h>
#include <winquake.h>
#include <mathlib.h>
#include <client.h>
#include <sbar.h>
#include <cvar.h>
#include <console.h>
#include <world.h>
#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;
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,
"None");
cl_chasecam_up = Cvar_Get ("cl_chasecam_up","16",CVAR_ARCHIVE,
"None");
cl_chasecam_back = Cvar_Get ("cl_chasecam_back","100",CVAR_ARCHIVE,
"None");
cl_chasecam_right = Cvar_Get ("cl_chasecam_right","0", CVAR_ARCHIVE,
"None");
}
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;
// if can't see player, reset
AngleVectors (cl.viewangles, forward, right, up);
// calc exact destination
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;
chase_dest[2] = r_refdef.vieworg[2] + cl_chasecam_up->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;
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;
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.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");
}