quakeforge/libs/client/cl_chase.c

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/*
cl_chase.c
chase 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
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
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#include "QF/cvar.h"
#include "QF/keys.h"
#include "QF/input.h"
#include "QF/mathlib.h"
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#include "QF/plugin/vid_render.h"
#include "QF/scene/transform.h"
#include "world.h"
#include "client/chase.h"
#include "client/input.h"
#include "client/view.h"
float chase_back;
static cvar_t chase_back_cvar = {
.name = "chase_back",
.description =
"None",
.default_value = "100",
.flags = CVAR_NONE,
.value = { .type = &cexpr_float, .value = &chase_back },
};
float chase_up;
static cvar_t chase_up_cvar = {
.name = "chase_up",
.description =
"None",
.default_value = "16",
.flags = CVAR_NONE,
.value = { .type = &cexpr_float, .value = &chase_up },
};
float chase_right;
static cvar_t chase_right_cvar = {
.name = "chase_right",
.description =
"None",
.default_value = "0",
.flags = CVAR_NONE,
.value = { .type = &cexpr_float, .value = &chase_right },
};
int chase_active;
static cvar_t chase_active_cvar = {
.name = "chase_active",
.description =
"None",
.default_value = "0",
.flags = CVAR_NONE,
.value = { .type = &cexpr_int, .value = &chase_active },
};
void
Chase_Init_Cvars (void)
{
Cvar_Register (&chase_back_cvar, 0, 0);
Cvar_Register (&chase_up_cvar, 0, 0);
Cvar_Register (&chase_right_cvar, 0, 0);
Cvar_Register (&chase_active_cvar, 0, 0);
}
void
Chase_Reset (void)
{
// for respawning and teleporting
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// start position 12 units behind head
}
static inline vec4f_t
TraceLine (chasestate_t *cs, vec4f_t start, vec4f_t end)
{
trace_t trace;
memset (&trace, 0, sizeof (trace));
trace.fraction = 1;
MOD_TraceLine (cs->worldmodel->brush.hulls, 0, (vec_t*)&start, (vec_t*)&end, &trace);//FIXME
return (vec4f_t) {trace.endpos[0], trace.endpos[1], trace.endpos[2], 1};
}
static void
check_for_walls (chasestate_t *cs, vec4f_t forward)
{
// check for walls between player and camera
cs->camera_origin += 8 * forward;
vec4f_t stop = TraceLine (cs, cs->player_origin, cs->camera_origin);
if (magnitude3f (stop)[0] != 0) {
cs->camera_origin = stop - forward;
}
}
static void
limit_distance (chasestate_t *cs)
{
// don't let camera get too far from player
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vec4f_t dir = cs->camera_origin - cs->player_origin;
vec4f_t forward = normalf (dir);
if (magnitudef (dir)[0] > chase_back) {
cs->camera_origin = cs->player_origin + forward * chase_back;
}
}
static void
set_camera (chasestate_t *cs, viewstate_t *vs)
{
vec4f_t rotation;
AngleQuat (cs->camera_angles, (vec_t*)&rotation);//FIXME
Transform_SetWorldRotation (vs->camera_transform, rotation);
Transform_SetWorldPosition (vs->camera_transform, cs->camera_origin);
}
static void
cam_controls (chasestate_t *cs, viewstate_t *vs)
{
// FIXME this doesn't actually control the camera, but rather makes the
// player face the direction of motion. It probably should not access
// movement input buttons and axes directly.
// get basic movement from keyboard
vec4f_t move = { };
vec4f_t forward = { };
vec4f_t right = { };
vec4f_t up = { };
vec4f_t dir = { };
if (in_strafe.state & 1) {
move[SIDE] += cl_sidespeed * IN_ButtonState (&in_right);
move[SIDE] -= cl_sidespeed * IN_ButtonState (&in_left);
}
move[SIDE] += cl_sidespeed * IN_ButtonState (&in_moveright);
move[SIDE] -= cl_sidespeed * IN_ButtonState (&in_moveleft);
if (!(in_klook.state & 1)) {
move[FORWARD] += cl_forwardspeed
* IN_ButtonState (&in_forward);
move[FORWARD] -= cl_backspeed * IN_ButtonState (&in_back);
}
if (in_speed.state & 1) {
move *= cl_movespeedkey;
}
// mouse and joystick controllers add to movement
VectorSet (0, vs->player_angles[1] - cs->camera_angles[1], 0, dir);
AngleVectors ((vec_t*)&dir, (vec_t*)&forward, (vec_t*)&right, (vec_t*)&up); //FIXME
forward *= IN_UpdateAxis (&in_cam_forward) * m_forward;
right *= IN_UpdateAxis (&in_cam_side) * m_side;
dir = forward + right;
move[FORWARD] += dir[0];
move[SIDE] -= dir[1];
VectorSet (0, cs->camera_angles[1], 0, dir);
AngleVectors ((vec_t*)&dir, (vec_t*)&forward, (vec_t*)&right, (vec_t*)&up); //FIXME
dir = forward * move[FORWARD] + right * move[SIDE];
if (dir[1] || dir[0]) {
vs->player_angles[YAW] = (atan2 (dir[1], dir[0]) * 180 / M_PI);
}
//vs->player_angles[PITCH] = 0;
VectorCopy (vs->player_angles, cs->player_angles);
}
static void
update_cam_frame (chasestate_t *cs, viewstate_t *vs)
{
vec3_t d;
VectorSubtract (vs->player_angles, cs->player_angles, d);
VectorAdd (cs->camera_angles, d, cs->camera_angles);
// remember the new angle to calculate the difference next frame
VectorCopy (vs->player_angles, cs->player_angles);
}
static void
chase_mode_1 (chasestate_t *cs)
{
// regular camera, faces same direction as player
viewstate_t *vs = cs->viewstate;
vec4f_t forward = {}, up = {}, right = {}, stop = {};
AngleVectors (vs->player_angles, (vec_t*)&forward, (vec_t*)&right, (vec_t*)&up);//FIXME
VectorCopy (vs->player_angles, cs->camera_angles);
// calc exact destination
cs->camera_origin = vs->player_origin
- forward * chase_back - right * chase_right;
// chase_up is world up
cs->camera_origin[2] += chase_up;
// check for walls between player and camera
stop = TraceLine (cs, vs->player_origin, cs->camera_origin);
if (magnitude3f (stop)[0] != 0) {
cs->camera_origin = stop + forward * 8;
}
set_camera (cs, vs);
}
static void
chase_mode_2 (chasestate_t *cs)
{
viewstate_t *vs = cs->viewstate;
vec4f_t forward = {}, up = {}, right = {}, dir = {};
// lazy camera, look toward player entity
update_cam_frame (cs, vs);
cs->camera_angles[PITCH] = bound (-60, cs->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
AngleVectors (cs->camera_angles, (vec_t*)&forward, (vec_t*)&right, (vec_t*)&up);//FIXME
cs->camera_origin = cs->player_origin - chase_back * forward;
cs->player_origin = vs->player_origin;
// don't let camera get too low
if (cs->camera_origin[2] < cs->player_origin[2] + chase_up) {
cs->camera_origin[2] = cs->player_origin[2] + chase_up;
}
limit_distance (cs);
check_for_walls (cs, forward);
dir = vs->player_origin - cs->camera_origin;
if (dir[1] == 0 && dir[0] == 0) {
// look straight up or down
cs->camera_angles[YAW] = vs->player_angles[YAW];
if (dir[2] > 0)
cs->camera_angles[PITCH] = 90;
else
cs->camera_angles[PITCH] = -90;
} else {
float pitch, yaw, fwd;
yaw = (atan2 (dir[1], dir[0]) * 180 / M_PI);
cs->camera_angles[YAW] = yaw;
fwd = sqrt (dir[0] * dir[0] + dir[1] * dir[1]);
pitch = -(atan2 (dir[2], fwd) * 180 / M_PI);
cs->camera_angles[PITCH] = pitch;
}
set_camera (cs, vs);
cam_controls (cs, vs);
}
static void
chase_mode_3 (chasestate_t *cs)
{
viewstate_t *vs = cs->viewstate;
vec4f_t forward = {}, up = {}, right = {};
// lazy camera, look toward player entity
update_cam_frame (cs, vs);
// move camera, it's not enough to just change the angles because
// the angles are automatically changed to look toward the player
cs->player_origin = vs->player_origin;
AngleVectors (cs->camera_angles, (vec_t*)&forward, (vec_t*)&right, (vec_t*)&up);//FIXME
cs->camera_origin = cs->player_origin - chase_back * forward;
limit_distance (cs);
check_for_walls (cs, forward);
set_camera (cs, vs);
cam_controls (cs, vs);
}
void
Chase_Update (chasestate_t *cs)
{
switch (chase_active) {
case 1:
chase_mode_1 (cs);
return;
case 2:
chase_mode_2 (cs);
return;
case 3:
chase_mode_3 (cs);
return;
}
}