/* cl_cam.c 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 */ static const char rcsid[] = "$Id$"; #ifdef HAVE_CONFIG_H # include "config.h" #endif #include "QF/cvar.h" #include "QF/mathlib.h" #include "client.h" #include "world.h" #include "QF/keys.h" #include "QF/input.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; vec3_t chase_angles; vec3_t chase_dest; vec3_t chase_dest_angles; vec3_t chase_pos; 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 } 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); }