quakeforge/qw/source/cl_cam.c
Bill Currie 817aeb334e [ui] Convert view_t to an ECS entity
Much of the nq/qw HUD system is quite broken, but the basic status bar
seems to be working nicely. As is the console (both client and server).
Possibly the biggest benefit is separating the rendering of HUD elements
from the updating of them, and much less traversing of invisible views
whose only purpose is to control the positioning of the visible views.

The view flow tests are currently disabled until I adapt the flow code
to ECS.

There seems to be a problem with view resizing in that some gravities
don't follow resizing correctly.
2022-11-01 00:40:52 +09:00

692 lines
16 KiB
C

/*
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
*/
/*
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 <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <math.h>
#include "QF/cvar.h"
#include "QF/msg.h"
#include "compat.h"
#include "sbar.h"
#include "qw/include/cl_cam.h"
#include "qw/include/cl_input.h"
#include "qw/include/client.h"
#include "qw/pmove.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"
int cl_hightrack;
static cvar_t cl_hightrack_cvar = {
.name = "cl_hightrack",
.description =
"view the player who has the most frags while you are in spectator "
"mode.",
.default_value = "0",
.flags = CVAR_NONE,
.value = { .type = &cexpr_int, .value = &cl_hightrack },
};
int cl_chasecam;
static cvar_t cl_chasecam_cvar = {
.name = "cl_chasecam",
.description =
"get first person view of the person you are tracking in spectator "
"mode",
.default_value = "0",
.flags = CVAR_NONE,
.value = { .type = &cexpr_int, .value = &cl_chasecam },
};
float cl_camera_maxpitch;
static cvar_t cl_camera_maxpitch_cvar = {
.name = "cl_camera_maxpitch",
.description =
"highest camera pitch in spectator mode",
.default_value = "10",
.flags = CVAR_NONE,
.value = { .type = &cexpr_float, .value = &cl_camera_maxpitch },
};
float cl_camera_maxyaw;
static cvar_t cl_camera_maxyaw_cvar = {
.name = "cl_camera_maxyaw",
.description =
"highest camera yaw in spectator mode",
.default_value = "30",
.flags = CVAR_NONE,
.value = { .type = &cexpr_float, .value = &cl_camera_maxyaw },
};
static vec3_t desired_position; // where the camera wants to be
static qboolean locked = false;
static int oldbuttons;
double cam_lastviewtime;
qboolean cam_forceview;
vec3_t cam_viewangles;
int spec_track = 0; // player# of who we are tracking
int ideal_track = 0;
float last_lock = 0;
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.viewstate.chase && chase_active)
return false;
if (!cl.spectator)
return true;
if (autocam && locked && cl_chasecam)
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 == cl.playernum) { // client player
if (cl.viewstate.chase == 0 || chase_active == 0)
return false;
if (!cl.spectator)
return true;
} else {
if (!cl_chasecam)
return true;
if (cl.spectator && autocam && locked && spec_track == playernum)
return false;
if (cl.viewstate.chase == 0 || chase_active == 0)
return true;
}
return false;
}
int
Cam_TrackNum (void)
{
if (!autocam)
return -1;
return spec_track;
}
static void
Cam_Unlock (void)
{
if (autocam) {
if (!cls.demoplayback) {
MSG_WriteByte (&cls.netchan.message, clc_stringcmd);
MSG_WriteString (&cls.netchan.message, "ptrack");
}
autocam = CAM_NONE;
locked = false;
Sbar_Changed (~0);
}
}
void
Cam_Lock (int playernum)
{
char st[40];
snprintf (st, sizeof (st), "ptrack %i", playernum);
if (cls.demoplayback2) {
memcpy (cl.stats, cl.players[playernum].stats, sizeof (cl.stats));
}
if (!cls.demoplayback) {
MSG_WriteByte (&cls.netchan.message, clc_stringcmd);
MSG_WriteString (&cls.netchan.message, st);
}
spec_track = playernum;
last_lock = realtime;
cam_forceview = true;
locked = false;
Sbar_Changed (~0);
}
static trace_t
Cam_DoTrace (vec4f_t vec1, vec3_t vec2)//FIXME vec2 type
{
#if 0
memset (&pmove, 0, sizeof (pmove));
pmove.numphysent = 1;
VectorZero (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;
trace_t trace;
vec3_t v;
vectoangles (vec, v);
VectorCopy (v, pmove.angles);
VectorNormalize (vec);
VectorMultAdd (player->pls.es.origin, 800, vec, v);
// v is endpos
// fake a player move
trace = Cam_DoTrace (player->pls.es.origin, v);
if ( /* trace.inopen || */ trace.inwater)
return 9999;
VectorCopy (trace.endpos, vec);
len = VectorDistance (trace.endpos, player->pls.es.origin);
if (len < 32 || len > 800)
return 9999;
if (checkvis) {
trace = Cam_DoTrace (self->pls.es.origin, vec);
if (trace.fraction != 1 || trace.inwater)
return 9999;
len = VectorDistance (trace.endpos, self->pls.es.origin);
}
return len;
}
// Is player visible?
static qboolean
Cam_IsVisible (player_state_t *player, vec3_t vec)
{
float d;
trace_t trace;
vec3_t v;
trace = Cam_DoTrace (player->pls.es.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->pls.es.origin, vec, v);
d = VectorLength (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
VectorNegate (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
VectorNegate (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 && s->name->value[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);
ideal_track = spec_track;
}
} 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 && !locked)
Cam_CheckHighTarget ();
if (!autocam || cls.state != ca_active)
return;
if (locked
&& (!cl.players[spec_track].name->value[0]
|| cl.players[spec_track].spectator)) {
locked = false;
if (cl_hightrack)
Cam_CheckHighTarget ();
else
Cam_Unlock ();
return;
}
frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
if (autocam && cls.demoplayback2 && 0) {
if (ideal_track != spec_track && realtime - last_lock > 1
&& frame->playerstate[ideal_track].messagenum == cl.parsecount)
Cam_Lock (ideal_track);
if (frame->playerstate[spec_track].messagenum != cl.parsecount) {
int i;
for (i = 0; i < MAX_CLIENTS; i++) {
if (frame->playerstate[i].messagenum == cl.parsecount)
break;
}
if (i < MAX_CLIENTS)
Cam_Lock (i);
}
}
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) {
cmd->forwardmove = cmd->sidemove = cmd->upmove = 0;
VectorCopy (player->viewangles, cl.viewstate.player_angles);
VectorCopy (player->pls.es.origin, desired_position);
if (memcmp (&desired_position, &self->pls.es.origin,
sizeof (desired_position)) != 0) {
if (!cls.demoplayback) {
MSG_WriteByte (&cls.netchan.message, clc_tmove);
MSG_WriteCoordV (&cls.netchan.message, desired_position);
}
// move there locally immediately
VectorCopy (desired_position, self->pls.es.origin);
}
self->pls.es.weaponframe = player->pls.es.weaponframe;
} else {
// Ok, move to our desired position and set our angles to view
// the player
VectorSubtract (desired_position, self->pls.es.origin, vec);
len = VectorLength (vec);
cmd->forwardmove = cmd->sidemove = cmd->upmove = 0;
if (len > 16) { // close enough?
if (!cls.demoplayback) {
MSG_WriteByte (&cls.netchan.message, clc_tmove);
MSG_WriteCoordV (&cls.netchan.message, desired_position);
}
}
// move there locally immediately
VectorCopy (desired_position, self->pls.es.origin);
VectorSubtract (player->pls.es.origin, desired_position, vec);
vectoangles (vec, cl.viewstate.player_angles);
cl.viewstate.player_angles[0] = -cl.viewstate.player_angles[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->pls.es.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);
cam_viewangles[YAW] =
adjustang (cam_viewangles[YAW], vec2[YAW],
cl_camera_maxyaw);
}
VectorCopy (cam_viewangles, cl.viewstate.player_angles);
VectorCopy (cl.viewstate.player_angles, cl.simangles);
cl.simangles[ROLL] = 0; // FIXME @@@
}
#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->pls.es.origin, self->pls.es.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);
cam_viewangles[YAW] =
adjustang (cam_viewangles[YAW], vec2[YAW],
cl_camera_maxyaw);
}
VectorCopy (cam_viewangles, cl.viewstate.player_angles);
}
#endif
if (cmd->buttons & BUTTON_ATTACK) {
if (!(oldbuttons & BUTTON_ATTACK)) {
oldbuttons |= BUTTON_ATTACK;
autocam++;
if (autocam > CAM_TRACK) {
Cam_Unlock ();
VectorCopy (cl.viewstate.player_angles, cmd->angles);
return;
}
} else
return;
} else {
oldbuttons &= ~BUTTON_ATTACK;
if (!autocam)
return;
}
if (autocam && cl_hightrack) {
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
}
// Sys_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 && s->name->value[0] && !s->spectator) {
Cam_Lock (i);
ideal_track = i;
return;
}
i = (i + 1) % MAX_CLIENTS;
} while (i != end);
// stay on same guy?
i = spec_track;
s = &cl.players[i];
if (s->name && s->name->value[0] && !s->spectator) {
Cam_Lock (i);
ideal_track = i;
return;
}
Sys_Printf ("No target found ...\n");
autocam = locked = false;
}
void
Cam_Reset (void)
{
autocam = CAM_NONE;
spec_track = 0;
ideal_track = 0;
}
void
CL_Cam_Init_Cvars (void)
{
Cvar_Register (&cl_camera_maxpitch_cvar, 0, 0);
Cvar_Register (&cl_camera_maxyaw_cvar, 0, 0);
Cvar_Register (&cl_chasecam_cvar, 0, 0);
Cvar_Register (&cl_hightrack_cvar, 0, 0);
}