quakeforge/qw/source/cl_cam.c

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/*
cl_cam.c
Player camera tracking in Spectator mode
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[] =
"$Id$";
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/*
ZOID - This takes over player controls for spectator automatic camera.
Player moves as a spectator, but the camera tracks and enemy player
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <math.h>
#include "QF/console.h"
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#include "QF/cvar.h"
#include "QF/msg.h"
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#include "cl_cam.h"
#include "client.h"
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#include "compat.h"
#include "pmove.h"
#include "sbar.h"
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#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
#include "QF/sys.h"
#include "QF/keys.h"
#include "QF/input.h"
#include "QF/mathlib.h"
#include "world.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};
extern kbutton_t in_mlook, in_klook;
extern kbutton_t in_left, in_right, in_forward, in_back;
extern kbutton_t in_lookup, in_lookdown;
extern kbutton_t in_moveleft, in_moveright;
extern kbutton_t in_strafe, in_speed;
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;
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;
cvar_t *cl_chasecam;
cvar_t *cl_camera_maxpitch;
cvar_t *cl_camera_maxyaw;
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double cam_lastviewtime;
qboolean cam_forceview;
vec3_t cam_viewangles;
int spec_track = 0; // player# of who we are tracking
int autocam = CAM_NONE;
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static void
vectoangles (vec3_t vec, vec3_t ang)
{
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float forward, pitch, yaw;
if (vec[1] == 0 && vec[0] == 0) {
yaw = 0;
if (vec[2] > 0)
pitch = 90;
else
pitch = 270;
} else {
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yaw = (int) (atan2 (vec[1], vec[0]) * (180.0 / M_PI));
if (yaw < 0)
yaw += 360;
forward = sqrt (vec[0] * vec[0] + vec[1] * vec[1]);
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pitch = (int) (atan2 (vec[2], forward) * (180.0 / M_PI));
if (pitch < 0)
pitch += 360;
}
ang[0] = pitch;
ang[1] = yaw;
ang[2] = 0;
}
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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 (atoi (Info_ValueForKey (cl.serverinfo, "chase"))
&& chase_active->int_val)
return false;
if (!cl.spectator)
return true;
if (autocam && locked && cl_chasecam->int_val)
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 (atoi (Info_ValueForKey (cl.serverinfo, "chase")) == 0
|| chase_active->int_val == 0)
return true;
if (cl.spectator && autocam && locked && cl_chasecam->int_val &&
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)
{
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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)
{
float len;
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pmtrace_t trace;
vec3_t v;
vectoangles (vec, v);
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// 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)
{
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float d;
pmtrace_t trace;
vec3_t v;
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;
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vec3_t forward, right, up, vec, vec2;
VectorCopy (player->viewangles, vec);
vec[0] = 0;
AngleVectors (vec, forward, right, up);
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// 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) {
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// Cam_Unlock();
return false;
}
locked = true;
VectorCopy (vec, desired_position);
return true;
}
static void
Cam_CheckHighTarget (void)
{
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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)
{
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float len;
frame_t *frame;
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player_state_t *player, *self;
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vec3_t vec;
if (!cl.spectator)
return;
if (cl_hightrack->int_val && !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->int_val)
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->int_val) {
cmd->forwardmove = cmd->sidemove = cmd->upmove = 0;
VectorCopy (player->viewangles, cl.viewangles);
VectorCopy (player->origin, desired_position);
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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)
{
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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)
{
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frame_t *frame;
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player_state_t *player, *self;
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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] =
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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)
{
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int end, i;
player_info_t *s;
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->int_val) {
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
}
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// 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_Cam_Init_Cvars (void)
{
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cl_camera_maxpitch = Cvar_Get ("cl_camera_maxpitch", "10", CVAR_NONE, NULL,
"highest camera pitch in spectator mode");
cl_camera_maxyaw = Cvar_Get ("cl_camera_maxyaw", "30", CVAR_NONE, NULL,
"highest camera yaw in spectator mode");
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cl_chasecam = Cvar_Get ("cl_chasecam", "0", CVAR_NONE, NULL, "get first "
"person view of the person you are tracking in "
"spectator mode");
cl_hightrack = Cvar_Get ("cl_hightrack", "0", CVAR_NONE, NULL, "view the "
"player who has the most frags while you are in "
"spectator mode.");
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");
}
// 1/32 epsilon to keep floating point happy
#define DIST_EPSILON (0.03125)
qboolean
SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1,
vec3_t p2, trace_t *trace)
{
dclipnode_t *node;
mplane_t *plane;
float t1, t2;
float frac;
int i;
vec3_t mid;
int side;
float midf;
// check for empty
if (num < 0) {
if (num != CONTENTS_SOLID) {
trace->allsolid = false;
if (num == CONTENTS_EMPTY)
trace->inopen = true;
else
trace->inwater = true;
} else
trace->startsolid = true;
return true; // empty
}
if (num < hull->firstclipnode || num > hull->lastclipnode)
Sys_Error ("SV_RecursiveHullCheck: bad node number");
// find the point distances
node = hull->clipnodes + num;
plane = hull->planes + node->planenum;
if (plane->type < 3) {
t1 = p1[plane->type] - plane->dist;
t2 = p2[plane->type] - plane->dist;
} else {
t1 = DotProduct (plane->normal, p1) - plane->dist;
t2 = DotProduct (plane->normal, p2) - plane->dist;
}
#if 1
if (t1 >= 0 && t2 >= 0)
return SV_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1,
p2, trace);
if (t1 < 0 && t2 < 0)
return SV_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1,
p2, trace);
#else
if ((t1 >= DIST_EPSILON && t2 >= DIST_EPSILON) || (t2 > t1 && t1 >= 0))
return SV_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1,
p2, trace);
if ((t1 <= -DIST_EPSILON && t2 <= -DIST_EPSILON) || (t2 < t1 && t1 <= 0))
return SV_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1,
p2, trace);
#endif
// put the crosspoint DIST_EPSILON pixels on the near side
if (t1 < 0)
frac = (t1 + DIST_EPSILON) / (t1 - t2);
else
frac = (t1 - DIST_EPSILON) / (t1 - t2);
if (frac < 0)
frac = 0;
if (frac > 1)
frac = 1;
midf = p1f + (p2f - p1f) * frac;
for (i = 0; i < 3; i++)
mid[i] = p1[i] + frac * (p2[i] - p1[i]);
side = (t1 < 0);
// move up to the node
if (!SV_RecursiveHullCheck
(hull, node->children[side], p1f, midf, p1, mid, trace)) return false;
#ifdef PARANOID
if (SV_HullPointContents (sv_hullmodel, mid, node->children[side])
== CONTENTS_SOLID) {
Sys_Printf ("mid PointInHullSolid\n");
return false;
}
#endif
if (SV_HullPointContents (hull, node->children[side ^ 1], mid)
!= CONTENTS_SOLID)
// go past the node
return SV_RecursiveHullCheck (hull, node->children[side ^ 1], midf,
p2f, mid, p2, trace);
if (trace->allsolid)
return false; // never got out of the solid area
// the other side of the node is solid, this is the impact point
if (!side) {
VectorCopy (plane->normal, trace->plane.normal);
trace->plane.dist = plane->dist;
} else {
VectorSubtract (vec3_origin, plane->normal, trace->plane.normal);
trace->plane.dist = -plane->dist;
}
while (SV_HullPointContents (hull, hull->firstclipnode, mid)
== CONTENTS_SOLID) { // shouldn't really happen, but does
// occasionally
frac -= 0.1;
if (frac < 0) {
trace->fraction = midf;
VectorCopy (mid, trace->endpos);
Sys_Printf ("backup past 0\n");
return false;
}
midf = p1f + (p2f - p1f) * frac;
for (i = 0; i < 3; i++)
mid[i] = p1[i] + frac * (p2[i] - p1[i]);
}
trace->fraction = midf;
VectorCopy (mid, trace->endpos);
return false;
}
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);
}