/* 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 $Id$ */ /* 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 #endif #ifdef HAVE_STRINGS_H # include #endif #include #include "QF/compat.h" #include "QF/console.h" #include "QF/cvar.h" #include "QF/msg.h" #include "cl_cam.h" #include "client.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 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; qboolean cam_forceview; vec3_t cam_viewangles; double cam_lastviewtime; 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; float yaw, pitch; 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 / M_PI); if (yaw < 0) yaw += 360; forward = sqrt (vec[0] * vec[0] + vec[1] * vec[1]); pitch = (int) (atan2 (vec[2], forward) * 180 / M_PI); if (pitch < 0) pitch += 360; } ang[0] = pitch; ang[1] = yaw; ang[2] = 0; } 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 (!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 (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) { 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) { vec3_t v; pmtrace_t trace; float len; vectoangles (vec, v); // 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) { pmtrace_t trace; vec3_t v; float d; 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; vec3_t vec, vec2; vec3_t forward, right, up; 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) { player_state_t *player, *self; frame_t *frame; vec3_t vec; float len; 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_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) { 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) { return; player_state_t *player, *self; frame_t *frame; 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 i; player_info_t *s; int end; 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_hightrack = Cvar_Get ("cl_hightrack", "0", CVAR_NONE, NULL, "view the " "player who has the most frags while you are 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_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"); }