/* 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 */ static const char rcsid[] = "$Id$"; /* ZOID - This takes over player controls for spectator automatic camera. Player moves as a spectator, but the camera tracks an enemy player */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include #include "QF/console.h" #include "QF/cvar.h" #include "QF/msg.h" #include "cl_cam.h" #include "cl_input.h" #include "client.h" #include "compat.h" #include "pmove.h" #include "sbar.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 #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}; 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; double cam_lastviewtime; qboolean cam_forceview; vec3_t cam_viewangles; int spec_track = 0; // player# of who we are tracking int autocam = CAM_NONE; static void vectoangles (vec3_t vec, vec3_t ang) { float forward, pitch, yaw; 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]) * (180.0 / M_PI)); if (yaw < 0) yaw += 360; forward = sqrt (vec[0] * vec[0] + vec[1] * vec[1]); pitch = (int) (atan2 (vec[2], forward) * (180.0 / M_PI)); if (pitch < 0) pitch += 360; } ang[0] = pitch; ang[1] = yaw; ang[2] = 0; } // returns true if weapon model should be drawn in camera mode qboolean Cam_DrawViewModel (void) { if (cl.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 (playernum < 0) { // client player if (cl.chase == 0 || chase_active->int_val == 0) return false; if (!cl.spectator) return true; } else { if (!cl_chasecam->int_val) return true; if (cl.spectator && autocam && locked && spec_track == playernum) return false; if (cl.chase == 0 || chase_active->int_val == 0) return true; } return false; } 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) { float len; pmtrace_t trace; vec3_t v; vectoangles (vec, v); 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); len = VectorDistance (trace.endpos, player->origin); if (len < 32 || len > 800) return 9999; if (checkvis) { trace = Cam_DoTrace (self->origin, vec); if (trace.fraction != 1 || trace.inwater) return 9999; len = VectorDistance (trace.endpos, self->origin); } return len; } // Is player visible? static qboolean Cam_IsVisible (player_state_t * player, vec3_t vec) { 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 = Length (v); return (d > 16.0); } static qboolean InitFlyby (player_state_t * self, player_state_t * player, int checkvis) { float f, max; vec3_t forward, right, up, vec, vec2; 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) { float len; frame_t *frame; player_state_t *player, *self; 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); if (memcmp (&desired_position, &self->origin, sizeof (desired_position)) != 0) { MSG_WriteByte (&cls.netchan.message, clc_tmove); MSG_WriteCoordV (&cls.netchan.message, desired_position); // 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 = Length (vec); cmd->forwardmove = cmd->sidemove = cmd->upmove = 0; if (len > 16) { // close enough? MSG_WriteByte (&cls.netchan.message, clc_tmove); MSG_WriteCoordV (&cls.netchan.message, desired_position); } // 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; } return anglemod (current + move); } #endif #if 0 void Cam_SetView (void) { frame_t *frame; player_state_t *player, *self; 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 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 } // 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) { 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"); 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"); } void TraceLine (vec3_t start, vec3_t end, vec3_t impact) { pmtrace_t trace; memset (&trace, 0, sizeof (trace)); PM_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 dir[1] = cl.viewangles[1] - camera_angles[1]; dir[0] = 0; dir[2] = 0; 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]; 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] += 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); }