quakeforge/nq/source/cl_cam.c

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/*
cl_cam.c
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camera support
Copyright (C) 1996-1997 Id Software, Inc.
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
*/
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static const char rcsid[] =
"$Id$";
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
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#include "QF/cvar.h"
#include "QF/mathlib.h"
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#include "client.h"
#include "world.h"
#include "QF/keys.h"
#include "QF/input.h"
float CL_KeyState (kbutton_t *key);
vec3_t camera_origin = {0,0,0};
vec3_t camera_angles = {0,0,0};
vec3_t player_origin = {0,0,0};
vec3_t player_angles = {0,0,0};
qboolean SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f,
vec3_t p1, vec3_t p2, trace_t *trace);
cvar_t *chase_back;
cvar_t *chase_up;
cvar_t *chase_right;
cvar_t *chase_active;
vec3_t chase_angles;
vec3_t chase_dest;
vec3_t chase_dest_angles;
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vec3_t chase_pos;
void
Chase_Init_Cvars (void)
{
chase_back = Cvar_Get ("chase_back", "100", CVAR_NONE, NULL, "None");
chase_up = Cvar_Get ("chase_up", "16", CVAR_NONE, NULL, "None");
chase_right = Cvar_Get ("chase_right", "0", CVAR_NONE, NULL, "None");
chase_active = Cvar_Get ("chase_active", "0", CVAR_NONE, NULL, "None");
}
void
Chase_Reset (void)
{
// for respawning and teleporting
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// 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);
}
/*
==================
Chase_Update
==================
*/
void
Chase_Update (void)
{
vec3_t forward, up, right, stop, dir;
float pitch, yaw, fwd;
usercmd_t cmd; // movement direction
int i;
// lazy camera, look toward player entity
if (chase_active->int_val == 2 || chase_active->int_val == 3)
{
// control camera angles with key/mouse/joy-look
camera_angles[PITCH] += cl.viewangles[PITCH] - player_angles[PITCH];
camera_angles[YAW] += cl.viewangles[YAW] - player_angles[YAW];
camera_angles[ROLL] += cl.viewangles[ROLL] - player_angles[ROLL];
if (chase_active->int_val == 2)
{
if (camera_angles[PITCH] < -60) camera_angles[PITCH] = -60;
if (camera_angles[PITCH] > 60) camera_angles[PITCH] = 60;
}
// move camera, it's not enough to just change the angles because
// the angles are automatically changed to look toward the player
if (chase_active->int_val == 3)
VectorCopy (r_refdef.vieworg, player_origin);
AngleVectors (camera_angles, forward, right, up);
VectorScale (forward, chase_back->value, forward);
VectorSubtract (player_origin, forward, camera_origin);
if (chase_active->int_val == 2)
{
VectorCopy (r_refdef.vieworg, player_origin);
// don't let camera get too low
if (camera_origin[2] < player_origin[2] + chase_up->value)
camera_origin[2] = player_origin[2] + chase_up->value;
}
// don't let camera get too far from player
VectorSubtract (camera_origin, player_origin, dir);
VectorCopy (dir, forward);
VectorNormalize (forward);
if (Length (dir) > chase_back->value)
{
VectorScale (forward, chase_back->value, dir);
VectorAdd (player_origin, dir, camera_origin);
}
// check for walls between player and camera
VectorScale (forward, 8, forward);
VectorAdd (camera_origin, forward, camera_origin);
TraceLine (player_origin, camera_origin, stop);
if (Length (stop) != 0)
VectorSubtract (stop, forward, camera_origin);
VectorSubtract (camera_origin, r_refdef.vieworg, dir);
VectorCopy (dir, forward);
VectorNormalize (forward);
if (chase_active->int_val == 2)
{
if (dir[1] == 0 && dir[0] == 0)
{
// look straight up or down
// camera_angles[YAW] = r_refdef.viewangles[YAW];
if (dir[2] > 0) camera_angles[PITCH] = 90;
else camera_angles[PITCH] = 270;
}
else
{
yaw = (atan2 (dir[1], dir[0]) * 180 / M_PI);
if (yaw < 0) yaw += 360;
if (yaw < 180) yaw += 180;
else yaw -= 180;
camera_angles[YAW] = yaw;
fwd = sqrt (dir[0] * dir[0] + dir[1] * dir[1]);
pitch = (atan2 (dir[2], fwd) * 180 / M_PI);
if (pitch < 0) pitch += 360;
camera_angles[PITCH] = pitch;
}
}
VectorCopy (camera_angles, r_refdef.viewangles); // rotate camera
VectorCopy (camera_origin, r_refdef.vieworg); // move camera
// get basic movement from keyboard
memset (&cmd, 0, sizeof (cmd));
// VectorCopy (cl.viewangles, cmd.angles);
if (in_strafe.state & 1) {
cmd.sidemove += cl_sidespeed->value * CL_KeyState (&in_right);
cmd.sidemove -= cl_sidespeed->value * CL_KeyState (&in_left);
}
cmd.sidemove += cl_sidespeed->value * CL_KeyState (&in_moveright);
cmd.sidemove -= cl_sidespeed->value * CL_KeyState (&in_moveleft);
if (!(in_klook.state & 1)) {
cmd.forwardmove += cl_forwardspeed->value * CL_KeyState (&in_forward);
cmd.forwardmove -= cl_backspeed->value * CL_KeyState (&in_back);
}
if (in_speed.state & 1) {
cmd.forwardmove *= cl_movespeedkey->value;
cmd.sidemove *= cl_movespeedkey->value;
}
// mouse and joystick controllers add to movement
// IN_Move (&cmd); // problem - mouse strafe movement is weird
dir[1] = camera_angles[1]; dir[0] = 0; dir[2] = 0;
AngleVectors (dir, forward, right, up);
VectorScale (forward, cmd.forwardmove, forward);
VectorScale (right, cmd.sidemove, right);
VectorAdd (forward, right, dir);
if (dir[1] || dir[0])
{
cl.viewangles[YAW] = (atan2 (dir[1], dir[0]) * 180 / M_PI);
if (cl.viewangles[YAW] < 0) cl.viewangles[YAW] += 360;
// if (cl.viewangles[YAW] < 180) cl.viewangles[YAW] += 180;
// else cl.viewangles[YAW] -= 180;
}
cl.viewangles[PITCH] = 0;
// remember the new angle to calculate the difference next frame
VectorCopy (cl.viewangles, player_angles);
return;
}
// regular camera, faces same direction as player
AngleVectors (cl.viewangles, forward, right, up);
// calc exact destination
for (i = 0; i < 3; i++)
camera_origin[i] = r_refdef.vieworg[i]
- forward[i] * chase_back->value - right[i] * chase_right->value;
camera_origin[2] = r_refdef.vieworg[2] + chase_up->value;
// check for walls between player and camera
TraceLine (r_refdef.vieworg, camera_origin, stop);
if (Length (stop) != 0)
for (i = 0; i < 3; i++)
camera_origin[i] = stop[i] + forward[i] * 8;
VectorCopy (camera_origin, r_refdef.vieworg);
}