mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 08:50:58 +00:00
827 lines
20 KiB
C
827 lines
20 KiB
C
/*
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cl_cam.c
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Player camera tracking in Spectator mode
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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static const char rcsid[] =
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"$Id$";
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/*
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ZOID - This takes over player controls for spectator automatic camera.
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Player moves as a spectator, but the camera tracks an enemy player
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <math.h>
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#include "QF/console.h"
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#include "QF/cvar.h"
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#include "QF/msg.h"
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#include "cl_cam.h"
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#include "cl_input.h"
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#include "client.h"
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#include "compat.h"
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#include "pmove.h"
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#include "sbar.h"
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#define PM_SPECTATORMAXSPEED 500
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#define PM_STOPSPEED 100
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#define PM_MAXSPEED 320
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#define BUTTON_JUMP 2
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#define BUTTON_ATTACK 1
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#define MAX_ANGLE_TURN 10
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#include "QF/sys.h"
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#include "QF/keys.h"
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#include "QF/input.h"
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#include "QF/mathlib.h"
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#include "world.h"
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float CL_KeyState (kbutton_t *key);
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vec3_t camera_origin = {0,0,0};
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vec3_t camera_angles = {0,0,0};
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vec3_t player_origin = {0,0,0};
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vec3_t player_angles = {0,0,0};
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cvar_t *chase_back;
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cvar_t *chase_up;
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cvar_t *chase_right;
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cvar_t *chase_active;
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static vec3_t desired_position; // where the camera wants to be
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static qboolean locked = false;
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static int oldbuttons;
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// track high fragger
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cvar_t *cl_hightrack;
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cvar_t *cl_chasecam;
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cvar_t *cl_camera_maxpitch;
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cvar_t *cl_camera_maxyaw;
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double cam_lastviewtime;
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qboolean cam_forceview;
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vec3_t cam_viewangles;
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int spec_track = 0; // player# of who we are tracking
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int autocam = CAM_NONE;
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static void
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vectoangles (vec3_t vec, vec3_t ang)
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{
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float forward, pitch, yaw;
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if (vec[1] == 0 && vec[0] == 0) {
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yaw = 0;
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if (vec[2] > 0)
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pitch = 90;
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else
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pitch = 270;
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} else {
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yaw = (int) (atan2 (vec[1], vec[0]) * (180.0 / M_PI));
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if (yaw < 0)
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yaw += 360;
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forward = sqrt (vec[0] * vec[0] + vec[1] * vec[1]);
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pitch = (int) (atan2 (vec[2], forward) * (180.0 / M_PI));
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if (pitch < 0)
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pitch += 360;
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}
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ang[0] = pitch;
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ang[1] = yaw;
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ang[2] = 0;
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}
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// returns true if weapon model should be drawn in camera mode
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qboolean
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Cam_DrawViewModel (void)
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{
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if (cl.chase && chase_active->int_val)
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return false;
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if (!cl.spectator)
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return true;
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if (autocam && locked && cl_chasecam->int_val)
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return true;
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return false;
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}
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// returns true if we should draw this player, we don't if we are chase camming
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qboolean
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Cam_DrawPlayer (int playernum)
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{
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if (playernum < 0) {
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// client player
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if (cl.chase == 0 || chase_active->int_val == 0)
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return false;
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if (!cl.spectator)
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return true;
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} else {
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if (!cl_chasecam->int_val)
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return true;
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if (cl.spectator && autocam && locked && spec_track == playernum)
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return false;
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if (cl.chase == 0 || chase_active->int_val == 0)
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return true;
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}
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return false;
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}
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void
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Cam_Unlock (void)
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{
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if (autocam) {
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MSG_WriteByte (&cls.netchan.message, clc_stringcmd);
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MSG_WriteString (&cls.netchan.message, "ptrack");
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autocam = CAM_NONE;
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locked = false;
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Sbar_Changed ();
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}
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}
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void
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Cam_Lock (int playernum)
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{
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char st[40];
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snprintf (st, sizeof (st), "ptrack %i", playernum);
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MSG_WriteByte (&cls.netchan.message, clc_stringcmd);
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MSG_WriteString (&cls.netchan.message, st);
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spec_track = playernum;
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cam_forceview = true;
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locked = false;
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Sbar_Changed ();
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}
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pmtrace_t
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Cam_DoTrace (vec3_t vec1, vec3_t vec2)
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{
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#if 0
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memset (&pmove, 0, sizeof (pmove));
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pmove.numphysent = 1;
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VectorCopy (vec3_origin, pmove.physents[0].origin);
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pmove.physents[0].model = cl.worldmodel;
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#endif
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VectorCopy (vec1, pmove.origin);
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return PM_PlayerMove (pmove.origin, vec2);
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}
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// Returns distance or 9999 if invalid for some reason
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static float
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Cam_TryFlyby (player_state_t * self, player_state_t * player, vec3_t vec,
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qboolean checkvis)
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{
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float len;
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pmtrace_t trace;
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vec3_t v;
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vectoangles (vec, v);
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VectorCopy (v, pmove.angles);
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VectorNormalize (vec);
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VectorMA (player->origin, 800, vec, v);
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// v is endpos
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// fake a player move
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trace = Cam_DoTrace (player->origin, v);
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if ( /* trace.inopen || */ trace.inwater)
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return 9999;
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VectorCopy (trace.endpos, vec);
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len = VectorDistance (trace.endpos, player->origin);
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if (len < 32 || len > 800)
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return 9999;
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if (checkvis) {
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trace = Cam_DoTrace (self->origin, vec);
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if (trace.fraction != 1 || trace.inwater)
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return 9999;
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len = VectorDistance (trace.endpos, self->origin);
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}
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return len;
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}
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// Is player visible?
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static qboolean
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Cam_IsVisible (player_state_t * player, vec3_t vec)
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{
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float d;
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pmtrace_t trace;
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vec3_t v;
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trace = Cam_DoTrace (player->origin, vec);
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if (trace.fraction != 1 || /* trace.inopen || */ trace.inwater)
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return false;
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// check distance, don't let the player get too far away or too close
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VectorSubtract (player->origin, vec, v);
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d = Length (v);
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return (d > 16.0);
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}
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static qboolean
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InitFlyby (player_state_t * self, player_state_t * player, int checkvis)
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{
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float f, max;
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vec3_t forward, right, up, vec, vec2;
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VectorCopy (player->viewangles, vec);
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vec[0] = 0;
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AngleVectors (vec, forward, right, up);
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// for (i = 0; i < 3; i++)
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// forward[i] *= 3;
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max = 1000;
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VectorAdd (forward, up, vec2);
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VectorAdd (vec2, right, vec2);
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if ((f = Cam_TryFlyby (self, player, vec2, checkvis)) < max) {
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max = f;
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VectorCopy (vec2, vec);
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}
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VectorAdd (forward, up, vec2);
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VectorSubtract (vec2, right, vec2);
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if ((f = Cam_TryFlyby (self, player, vec2, checkvis)) < max) {
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max = f;
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VectorCopy (vec2, vec);
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}
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VectorAdd (forward, right, vec2);
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if ((f = Cam_TryFlyby (self, player, vec2, checkvis)) < max) {
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max = f;
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VectorCopy (vec2, vec);
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}
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VectorSubtract (forward, right, vec2);
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if ((f = Cam_TryFlyby (self, player, vec2, checkvis)) < max) {
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max = f;
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VectorCopy (vec2, vec);
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}
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VectorAdd (forward, up, vec2);
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if ((f = Cam_TryFlyby (self, player, vec2, checkvis)) < max) {
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max = f;
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VectorCopy (vec2, vec);
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}
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VectorSubtract (forward, up, vec2);
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if ((f = Cam_TryFlyby (self, player, vec2, checkvis)) < max) {
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max = f;
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VectorCopy (vec2, vec);
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}
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VectorAdd (up, right, vec2);
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VectorSubtract (vec2, forward, vec2);
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if ((f = Cam_TryFlyby (self, player, vec2, checkvis)) < max) {
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max = f;
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VectorCopy (vec2, vec);
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}
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VectorSubtract (up, right, vec2);
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VectorSubtract (vec2, forward, vec2);
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if ((f = Cam_TryFlyby (self, player, vec2, checkvis)) < max) {
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max = f;
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VectorCopy (vec2, vec);
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}
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// invert
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VectorSubtract (vec3_origin, forward, vec2);
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if ((f = Cam_TryFlyby (self, player, vec2, checkvis)) < max) {
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max = f;
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VectorCopy (vec2, vec);
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}
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VectorCopy (forward, vec2);
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if ((f = Cam_TryFlyby (self, player, vec2, checkvis)) < max) {
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max = f;
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VectorCopy (vec2, vec);
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}
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// invert
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VectorSubtract (vec3_origin, right, vec2);
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if ((f = Cam_TryFlyby (self, player, vec2, checkvis)) < max) {
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max = f;
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VectorCopy (vec2, vec);
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}
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VectorCopy (right, vec2);
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if ((f = Cam_TryFlyby (self, player, vec2, checkvis)) < max) {
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max = f;
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VectorCopy (vec2, vec);
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}
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// ack, can't find him
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if (max >= 1000) {
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// Cam_Unlock();
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return false;
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}
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locked = true;
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VectorCopy (vec, desired_position);
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return true;
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}
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static void
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Cam_CheckHighTarget (void)
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{
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int i, j, max;
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player_info_t *s;
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j = -1;
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for (i = 0, max = -9999; i < MAX_CLIENTS; i++) {
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s = &cl.players[i];
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if (s->name[0] && !s->spectator && s->frags > max) {
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max = s->frags;
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j = i;
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}
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}
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if (j >= 0) {
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if (!locked || cl.players[j].frags > cl.players[spec_track].frags)
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Cam_Lock (j);
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} else
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Cam_Unlock ();
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}
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// ZOID
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//
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// Take over the user controls and track a player.
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// We find a nice position to watch the player and move there
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void
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Cam_Track (usercmd_t *cmd)
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{
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float len;
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frame_t *frame;
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player_state_t *player, *self;
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vec3_t vec;
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if (!cl.spectator)
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return;
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if (cl_hightrack->int_val && !locked)
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Cam_CheckHighTarget ();
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if (!autocam || cls.state != ca_active)
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return;
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if (locked
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&& (!cl.players[spec_track].name[0]
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|| cl.players[spec_track].spectator)) {
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locked = false;
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if (cl_hightrack->int_val)
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Cam_CheckHighTarget ();
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else
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Cam_Unlock ();
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return;
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}
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frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
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player = frame->playerstate + spec_track;
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self = frame->playerstate + cl.playernum;
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if (!locked || !Cam_IsVisible (player, desired_position)) {
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if (!locked || realtime - cam_lastviewtime > 0.1) {
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if (!InitFlyby (self, player, true))
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InitFlyby (self, player, false);
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cam_lastviewtime = realtime;
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}
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} else
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cam_lastviewtime = realtime;
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// couldn't track for some reason
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if (!locked || !autocam)
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return;
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if (cl_chasecam->int_val) {
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cmd->forwardmove = cmd->sidemove = cmd->upmove = 0;
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VectorCopy (player->viewangles, cl.viewangles);
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VectorCopy (player->origin, desired_position);
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if (memcmp (&desired_position, &self->origin,
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sizeof (desired_position))
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!= 0) {
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MSG_WriteByte (&cls.netchan.message, clc_tmove);
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MSG_WriteCoordV (&cls.netchan.message, desired_position);
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// move there locally immediately
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VectorCopy (desired_position, self->origin);
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}
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self->weaponframe = player->weaponframe;
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} else {
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// Ok, move to our desired position and set our angles to view
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// the player
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VectorSubtract (desired_position, self->origin, vec);
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len = Length (vec);
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cmd->forwardmove = cmd->sidemove = cmd->upmove = 0;
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if (len > 16) { // close enough?
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MSG_WriteByte (&cls.netchan.message, clc_tmove);
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MSG_WriteCoordV (&cls.netchan.message, desired_position);
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}
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// move there locally immediately
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VectorCopy (desired_position, self->origin);
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VectorSubtract (player->origin, desired_position, vec);
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vectoangles (vec, cl.viewangles);
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cl.viewangles[0] = -cl.viewangles[0];
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}
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}
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#if 0
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static float
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adjustang (float current, float ideal, float speed)
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{
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float move;
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current = anglemod (current);
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ideal = anglemod (ideal);
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if (current == ideal)
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return current;
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move = ideal - current;
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if (ideal > current) {
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if (move >= 180)
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move = move - 360;
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} else {
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if (move <= -180)
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move = move + 360;
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}
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if (move > 0) {
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if (move > speed)
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move = speed;
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} else {
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if (move < -speed)
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move = -speed;
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}
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//Con_Printf("c/i: %4.2f/%4.2f move: %4.2f\n", current, ideal, move);
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return anglemod (current + move);
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}
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#endif
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#if 0
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void
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Cam_SetView (void)
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{
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frame_t *frame;
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player_state_t *player, *self;
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vec3_t vec, vec2;
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if (cls.state != ca_active || !cl.spectator || !autocam || !locked)
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return;
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frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
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player = frame->playerstate + spec_track;
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self = frame->playerstate + cl.playernum;
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VectorSubtract (player->origin, cl.simorg, vec);
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if (cam_forceview) {
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cam_forceview = false;
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vectoangles (vec, cam_viewangles);
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cam_viewangles[0] = -cam_viewangles[0];
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} else {
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vectoangles (vec, vec2);
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vec2[PITCH] = -vec2[PITCH];
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cam_viewangles[PITCH] =
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adjustang (cam_viewangles[PITCH], vec2[PITCH],
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cl_camera_maxpitch->value);
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cam_viewangles[YAW] =
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adjustang (cam_viewangles[YAW], vec2[YAW],
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cl_camera_maxyaw->value);
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}
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VectorCopy (cam_viewangles, cl.viewangles);
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VectorCopy (cl.viewangles, cl.simangles);
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}
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#endif
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void
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Cam_FinishMove (usercmd_t *cmd)
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{
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int end, i;
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player_info_t *s;
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if (cls.state != ca_active)
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return;
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if (!cl.spectator) // only in spectator mode
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return;
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#if 0
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if (autocam && locked) {
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frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
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player = frame->playerstate + spec_track;
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self = frame->playerstate + cl.playernum;
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VectorSubtract (player->origin, self->origin, vec);
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if (cam_forceview) {
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cam_forceview = false;
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vectoangles (vec, cam_viewangles);
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cam_viewangles[0] = -cam_viewangles[0];
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} else {
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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);
|
|
}
|