quakeforge/qw/source/cl_chase.c
Bill Currie 5bf21931c7 [renderer] Remove more old fields from entity_t
The only transform related field remaining is old_origin. This also
brings the renderer closer to using simd (lots of stuff to fix still,
though).
2021-03-20 00:08:21 +09:00

262 lines
7 KiB
C

/*
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 <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#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 * 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
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;
right *= viewdelta.position[0] * m_side->value;
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;
}