Clean up chase/spectator camera stuff.

o  Rename nq's cl_cam.c to cl_chase.c.
 o  Split out the chase cam stuff from qw's cl_cam.c to cl_chase.c
This commit is contained in:
Bill Currie 2012-05-20 19:17:41 +09:00
parent ac1bf2a158
commit 96785ccec7
9 changed files with 314 additions and 203 deletions

View file

@ -74,7 +74,7 @@ server_LIBS= $(server_LIBFILES) $(common_LIBFILES) $(NET_LIBS)
server_LIB_DEPS=$(server_LIBFILES) $(common_LIBFILES) server_LIB_DEPS=$(server_LIBFILES) $(common_LIBFILES)
libnq_client_a_SOURCES= \ libnq_client_a_SOURCES= \
cl_cam.c cl_cmd.c cl_demo.c cl_ents.c cl_input.c cl_main.c \ cl_chase.c cl_cmd.c cl_demo.c cl_ents.c cl_input.c cl_main.c \
cl_screen.c cl_parse.c cl_tent.c cl_view.c sbar.c cl_screen.c cl_parse.c cl_tent.c cl_view.c sbar.c
libnq_server_a_SOURCES= \ libnq_server_a_SOURCES= \

View file

@ -1,7 +1,7 @@
/* /*
cl_cam.c cl_chase.c
camera support chase camera support
Copyright (C) 1996-1997 Id Software, Inc. Copyright (C) 1996-1997 Id Software, Inc.
@ -28,6 +28,13 @@
# include "config.h" # include "config.h"
#endif #endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/cvar.h" #include "QF/cvar.h"
#include "QF/keys.h" #include "QF/keys.h"
#include "QF/input.h" #include "QF/input.h"

37
qw/include/chase.h Normal file
View file

@ -0,0 +1,37 @@
/*
chase.h
@description@
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
*/
#ifndef __chase_h
#define __chase_h
extern struct cvar_s *chase_active;
void Chase_Init_Cvars (void);
void Chase_Reset (void);
void Chase_Update (void);
#endif // __chase_h

View file

@ -41,7 +41,6 @@
extern int autocam; extern int autocam;
extern int spec_track; // player# of who we are tracking extern int spec_track; // player# of who we are tracking
extern int ideal_track; extern int ideal_track;
extern struct cvar_s *chase_active;
void Cam_Lock (int playernum); void Cam_Lock (int playernum);
int Cam_TrackNum (void); int Cam_TrackNum (void);
@ -55,6 +54,4 @@ void CL_Cam_Init_Cvars(void);
void CL_ParseEntityLump(const char *entdata); void CL_ParseEntityLump(const char *entdata);
void Chase_Update (void);
#endif // _CL_CAM_H #endif // _CL_CAM_H

View file

@ -109,7 +109,8 @@ client_LIBS= $(qw_client_LIBS)
client_libs= libqw_client.a libqw_common.a client_libs= libqw_client.a libqw_common.a
libqw_client_a_SOURCES= \ libqw_client_a_SOURCES= \
cl_cam.c cl_chat.c cl_cmd.c cl_cvar.c cl_demo.c cl_entparse.c \ cl_cam.c cl_chase.c cl_chat.c cl_cmd.c cl_cvar.c cl_demo.c \
cl_entparse.c \
cl_ents.c cl_http.c cl_input.c cl_main.c cl_ngraph.c cl_parse.c \ cl_ents.c cl_http.c cl_input.c cl_main.c cl_ngraph.c cl_parse.c \
cl_pred.c cl_screen.c cl_skin.c cl_slist.c cl_tent.c cl_view.c \ cl_pred.c cl_screen.c cl_skin.c cl_slist.c cl_tent.c cl_view.c \
locs.c sbar.c teamplay.c locs.c sbar.c teamplay.c

View file

@ -45,6 +45,7 @@
#include "QF/cvar.h" #include "QF/cvar.h"
#include "QF/msg.h" #include "QF/msg.h"
#include "chase.h"
#include "cl_cam.h" #include "cl_cam.h"
#include "cl_input.h" #include "cl_input.h"
#include "client.h" #include "client.h"
@ -65,15 +66,6 @@
#include "QF/mathlib.h" #include "QF/mathlib.h"
#include "world.h" #include "world.h"
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};
cvar_t *chase_back;
cvar_t *chase_up;
cvar_t *chase_right;
cvar_t *chase_active;
cvar_t *cl_hightrack; // track high fragger cvar_t *cl_hightrack; // track high fragger
cvar_t *cl_chasecam; cvar_t *cl_chasecam;
cvar_t *cl_camera_maxpitch; cvar_t *cl_camera_maxpitch;
@ -668,190 +660,4 @@ CL_Cam_Init_Cvars (void)
cl_hightrack = Cvar_Get ("cl_hightrack", "0", CVAR_NONE, NULL, "view the " cl_hightrack = Cvar_Get ("cl_hightrack", "0", CVAR_NONE, NULL, "view the "
"player who has the most frags while you are in " "player who has the most frags while you are in "
"spectator mode."); "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");
}
static inline void
TraceLine (vec3_t start, vec3_t end, vec3_t impact)
{
trace_t trace;
memset (&trace, 0, sizeof (trace));
trace.fraction = 1;
MOD_TraceLine (cl.worldmodel->hulls, 0, start, end, &trace);
VectorCopy (trace.endpos, impact);
}
void
Chase_Update (void)
{
float pitch, yaw, fwd;
int i;
usercmd_t cmd; // movement direction
vec3_t forward, up, right, stop, dir;
// 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_data->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_data->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 (VectorLength (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 (VectorLength (stop) != 0)
VectorSubtract (stop, forward, camera_origin);
VectorSubtract (camera_origin, r_data->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_data->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_data->refdef->viewangles);// rotate camera
VectorCopy (camera_origin, r_data->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
VectorSet (0, cl.viewangles[1] - camera_angles[1], 0, dir);
AngleVectors (dir, forward, right, up);
VectorScale (forward, viewdelta.position[2] * m_forward->value,
forward);
VectorScale (right, viewdelta.position[0] * m_side->value, right);
VectorAdd (forward, right, dir);
cmd.forwardmove += dir[0];
cmd.sidemove -= dir[1];
VectorSet (0, camera_angles[1], 0, dir);
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_data->refdef->vieworg[i]
- forward[i] * chase_back->value - right[i] * chase_right->value;
camera_origin[2] += chase_up->value;
// check for walls between player and camera
TraceLine (r_data->refdef->vieworg, camera_origin, stop);
if (VectorLength (stop) != 0)
for (i = 0; i < 3; i++)
camera_origin[i] = stop[i] + forward[i] * 8;
VectorCopy (camera_origin, r_data->refdef->vieworg);
} }

261
qw/source/cl_chase.c Normal file
View file

@ -0,0 +1,261 @@
/*
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
#include "QF/cvar.h"
#include "QF/keys.h"
#include "QF/input.h"
#include "QF/mathlib.h"
#include "QF/plugin/vid_render.h"
#include "chase.h"
#include "cl_input.h"
#include "client.h"
#include "world.h"
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};
vec3_t chase_angles;
vec3_t chase_dest;
vec3_t chase_dest_angles;
vec3_t chase_pos;
cvar_t *chase_back;
cvar_t *chase_up;
cvar_t *chase_right;
cvar_t *chase_active;
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
// start position 12 units behind head
}
static inline void
TraceLine (vec3_t start, vec3_t end, vec3_t impact)
{
trace_t trace;
memset (&trace, 0, sizeof (trace));
trace.fraction = 1;
MOD_TraceLine (cl.worldmodel->hulls, 0, start, end, &trace);
VectorCopy (trace.endpos, impact);
}
void
Chase_Update (void)
{
float pitch, yaw, fwd;
int i;
usercmd_t cmd; // movement direction
vec3_t forward, up, right, stop, dir;
// 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_data->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_data->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 (VectorLength (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 (VectorLength (stop) != 0)
VectorSubtract (stop, forward, camera_origin);
VectorSubtract (camera_origin, r_data->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_data->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_data->refdef->viewangles);// rotate camera
VectorCopy (camera_origin, r_data->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
VectorSet (0, cl.viewangles[1] - camera_angles[1], 0, dir);
AngleVectors (dir, forward, right, up);
VectorScale (forward, viewdelta.position[2] * m_forward->value,
forward);
VectorScale (right, viewdelta.position[0] * m_side->value, right);
VectorAdd (forward, right, dir);
cmd.forwardmove += dir[0];
cmd.sidemove -= dir[1];
VectorSet (0, camera_angles[1], 0, dir);
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_data->refdef->vieworg[i]
- forward[i] * chase_back->value - right[i] * chase_right->value;
camera_origin[2] += chase_up->value;
// check for walls between player and camera
TraceLine (r_data->refdef->vieworg, camera_origin, stop);
if (VectorLength (stop) != 0)
for (i = 0; i < 3; i++)
camera_origin[i] = stop[i] + forward[i] * 8;
VectorCopy (camera_origin, r_data->refdef->vieworg);
}

View file

@ -47,6 +47,7 @@
#include "qw/msg_ucmd.h" #include "qw/msg_ucmd.h"
#include "chase.h"
#include "cl_cam.h" #include "cl_cam.h"
#include "cl_demo.h" #include "cl_demo.h"
#include "cl_input.h" #include "cl_input.h"

View file

@ -1,5 +1,5 @@
/* /*
r_view.c cl_view.c
player eye positioning player eye positioning
@ -38,6 +38,7 @@
#include "QF/vid.h" #include "QF/vid.h"
#include "qw/bothdefs.h" #include "qw/bothdefs.h"
#include "chase.h"
#include "cl_cam.h" #include "cl_cam.h"
#include "cl_ents.h" #include "cl_ents.h"
#include "cl_main.h" #include "cl_main.h"