/* 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 #endif #ifdef HAVE_STRINGS_H # include #endif #include "QF/cvar.h" #include "QF/keys.h" #include "QF/input.h" #include "QF/mathlib.h" #include "QF/plugin/vid_render.h" #include "QF/simd/vec4f.h" #include "qw/include/chase.h" #include "qw/include/cl_input.h" #include "qw/include/client.h" #include "world.h" vec4f_t camera_origin = {0,0,0,1}; vec4f_t player_origin = {0,0,0,1}; vec4f_t player_angles = {0,0,0,1}; vec3_t camera_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->brush.hulls, 0, start, end, &trace); VectorCopy (trace.endpos, impact); } void Chase_Update (void) { float pitch, yaw, fwd; usercmd_t cmd; // movement direction vec4f_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 vec3_t d; VectorSubtract (cl.viewstate.angles, player_angles, d); VectorAdd (camera_angles, d, camera_angles); 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) { player_origin = r_data->refdef->viewposition; } AngleVectors (camera_angles, &forward[0], &right[0], &up[0]); camera_origin = player_origin - chase_back->value * forward; if (chase_active->int_val == 2) { player_origin = r_data->refdef->viewposition; // 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 dir = camera_origin - player_origin; forward = normalf (dir); if (magnitudef (dir)[0] > chase_back->value) { camera_origin = player_origin + forward * chase_back->value; } // check for walls between player and camera camera_origin += 8 * forward; //FIXME TraceLine (&player_origin[0], &camera_origin[0], &stop[0]); stop[3] = 1; if (magnitude3f (stop)[0] != 0) { camera_origin = stop - forward; } dir = camera_origin - r_data->refdef->viewposition; forward = normalf (dir); if (chase_active->int_val == 2) { if (dir[1] == 0 && dir[0] == 0) { // look straight up or down // camera_angles[YAW] = r_data->refdef->viewstate.angles[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; } } AngleQuat (camera_angles, &r_data->refdef->viewrotation[0]);//FIXME rotate camera r_data->refdef->viewposition = camera_origin; // move camera // get basic movement from keyboard memset (&cmd, 0, sizeof (cmd)); // VectorCopy (cl.viewstate.angles, cmd.angles); if (in_strafe.state & 1) { cmd.sidemove += cl_sidespeed->value * IN_ButtonState (&in_right); cmd.sidemove -= cl_sidespeed->value * IN_ButtonState (&in_left); } cmd.sidemove += cl_sidespeed->value * IN_ButtonState (&in_moveright); cmd.sidemove -= cl_sidespeed->value * IN_ButtonState (&in_moveleft); if (!(in_klook.state & 1)) { cmd.forwardmove += cl_forwardspeed->value * IN_ButtonState (&in_forward); cmd.forwardmove -= cl_backspeed->value * IN_ButtonState (&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.viewstate.angles[1] - camera_angles[1], 0, dir); AngleVectors (&dir[0], &forward[0], &right[0], &up[0]); //FIXME //forward *= viewdelta.position[2] * m_forward->value; FIXME //right *= viewdelta.position[0] * m_side->value; FIXME dir = forward + right; cmd.forwardmove += dir[0]; cmd.sidemove -= dir[1]; VectorSet (0, camera_angles[1], 0, dir); AngleVectors (&dir[0], &forward[0], &right[0], &up[0]); //FIXME VectorScale (forward, cmd.forwardmove, forward); VectorScale (right, cmd.sidemove, right); VectorAdd (forward, right, dir); if (dir[1] || dir[0]) { cl.viewstate.angles[YAW] = (atan2 (dir[1], dir[0]) * 180 / M_PI); if (cl.viewstate.angles[YAW] < 0) { cl.viewstate.angles[YAW] += 360; } } cl.viewstate.angles[PITCH] = 0; // remember the new angle to calculate the difference next frame VectorCopy (cl.viewstate.angles, player_angles); return; } // regular camera, faces same direction as player //FIXME AngleVectors (cl.viewstate.angles, &forward[0], &right[0], &up[0]); // calc exact destination camera_origin = r_data->refdef->viewposition - forward * chase_back->value - right * chase_right->value; // chase_up is world up camera_origin[2] += chase_up->value; // check for walls between player and camera //FIXME TraceLine (&r_data->refdef->viewposition[0], &camera_origin[0], &stop[0]); stop[3] = 1; if (magnitude3f (stop)[0] != 0) { camera_origin = stop + forward * 8; } r_data->refdef->viewposition = camera_origin; }