quakeforge/libs/client/cl_chase.c
Bill Currie 12c84046f3 [cvar] Make cvars properly typed
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.

As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.

The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).

While not used yet (partly due to working out the design), cvars can
have a validation function.

Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.

nq-x11 is known to work at least well enough for the demos. More testing
will come.
2022-04-24 19:15:22 +09:00

323 lines
8.3 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/scene/transform.h"
#include "world.h"
#include "client/chase.h"
#include "client/input.h"
#include "client/view.h"
float chase_back;
static cvar_t chase_back_cvar = {
.name = "chase_back",
.description =
"None",
.default_value = "100",
.flags = CVAR_NONE,
.value = { .type = &cexpr_float, .value = &chase_back },
};
float chase_up;
static cvar_t chase_up_cvar = {
.name = "chase_up",
.description =
"None",
.default_value = "16",
.flags = CVAR_NONE,
.value = { .type = &cexpr_float, .value = &chase_up },
};
float chase_right;
static cvar_t chase_right_cvar = {
.name = "chase_right",
.description =
"None",
.default_value = "0",
.flags = CVAR_NONE,
.value = { .type = &cexpr_float, .value = &chase_right },
};
int chase_active;
static cvar_t chase_active_cvar = {
.name = "chase_active",
.description =
"None",
.default_value = "0",
.flags = CVAR_NONE,
.value = { .type = &cexpr_int, .value = &chase_active },
};
void
Chase_Init_Cvars (void)
{
Cvar_Register (&chase_back_cvar, 0, 0);
Cvar_Register (&chase_up_cvar, 0, 0);
Cvar_Register (&chase_right_cvar, 0, 0);
Cvar_Register (&chase_active_cvar, 0, 0);
}
void
Chase_Reset (void)
{
// for respawning and teleporting
// start position 12 units behind head
}
static inline vec4f_t
TraceLine (chasestate_t *cs, vec4f_t start, vec4f_t end)
{
trace_t trace;
memset (&trace, 0, sizeof (trace));
trace.fraction = 1;
MOD_TraceLine (cs->worldmodel->brush.hulls, 0, (vec_t*)&start, (vec_t*)&end, &trace);//FIXME
return (vec4f_t) {trace.endpos[0], trace.endpos[1], trace.endpos[2], 1};
}
static void
check_for_walls (chasestate_t *cs, vec4f_t forward)
{
// check for walls between player and camera
cs->camera_origin += 8 * forward;
vec4f_t stop = TraceLine (cs, cs->player_origin, cs->camera_origin);
if (magnitude3f (stop)[0] != 0) {
cs->camera_origin = stop - forward;
}
}
static void
limit_distance (chasestate_t *cs)
{
// don't let camera get too far from player
vec4f_t dir = cs->camera_origin - cs->player_origin;
vec4f_t forward = normalf (dir);
if (magnitudef (dir)[0] > chase_back) {
cs->camera_origin = cs->player_origin + forward * chase_back;
}
}
static void
set_camera (chasestate_t *cs, viewstate_t *vs)
{
vec4f_t rotation;
AngleQuat (cs->camera_angles, (vec_t*)&rotation);//FIXME
Transform_SetWorldRotation (vs->camera_transform, rotation);
Transform_SetWorldPosition (vs->camera_transform, cs->camera_origin);
}
static void
cam_controls (chasestate_t *cs, viewstate_t *vs)
{
// FIXME this doesn't actually control the camera, but rather makes the
// player face the direction of motion. It probably should not access
// movement input buttons and axes directly.
// get basic movement from keyboard
vec4f_t move = { };
vec4f_t forward = { };
vec4f_t right = { };
vec4f_t up = { };
vec4f_t dir = { };
if (in_strafe.state & 1) {
move[SIDE] += cl_sidespeed * IN_ButtonState (&in_right);
move[SIDE] -= cl_sidespeed * IN_ButtonState (&in_left);
}
move[SIDE] += cl_sidespeed * IN_ButtonState (&in_moveright);
move[SIDE] -= cl_sidespeed * IN_ButtonState (&in_moveleft);
if (!(in_klook.state & 1)) {
move[FORWARD] += cl_forwardspeed
* IN_ButtonState (&in_forward);
move[FORWARD] -= cl_backspeed * IN_ButtonState (&in_back);
}
if (in_speed.state & 1) {
move *= cl_movespeedkey;
}
// mouse and joystick controllers add to movement
VectorSet (0, vs->player_angles[1] - cs->camera_angles[1], 0, dir);
AngleVectors ((vec_t*)&dir, (vec_t*)&forward, (vec_t*)&right, (vec_t*)&up); //FIXME
forward *= IN_UpdateAxis (&in_cam_forward) * m_forward;
right *= IN_UpdateAxis (&in_cam_side) * m_side;
dir = forward + right;
move[FORWARD] += dir[0];
move[SIDE] -= dir[1];
VectorSet (0, cs->camera_angles[1], 0, dir);
AngleVectors ((vec_t*)&dir, (vec_t*)&forward, (vec_t*)&right, (vec_t*)&up); //FIXME
dir = forward * move[FORWARD] + right * move[SIDE];
if (dir[1] || dir[0]) {
vs->player_angles[YAW] = (atan2 (dir[1], dir[0]) * 180 / M_PI);
}
//vs->player_angles[PITCH] = 0;
VectorCopy (vs->player_angles, cs->player_angles);
}
static void
update_cam_frame (chasestate_t *cs, viewstate_t *vs)
{
vec3_t d;
VectorSubtract (vs->player_angles, cs->player_angles, d);
VectorAdd (cs->camera_angles, d, cs->camera_angles);
// remember the new angle to calculate the difference next frame
VectorCopy (vs->player_angles, cs->player_angles);
}
static void
chase_mode_1 (chasestate_t *cs)
{
// regular camera, faces same direction as player
viewstate_t *vs = cs->viewstate;
vec4f_t forward = {}, up = {}, right = {}, stop = {};
AngleVectors (vs->player_angles, (vec_t*)&forward, (vec_t*)&right, (vec_t*)&up);//FIXME
VectorCopy (vs->player_angles, cs->camera_angles);
// calc exact destination
cs->camera_origin = vs->player_origin
- forward * chase_back - right * chase_right;
// chase_up is world up
cs->camera_origin[2] += chase_up;
// check for walls between player and camera
stop = TraceLine (cs, vs->player_origin, cs->camera_origin);
if (magnitude3f (stop)[0] != 0) {
cs->camera_origin = stop + forward * 8;
}
set_camera (cs, vs);
}
static void
chase_mode_2 (chasestate_t *cs)
{
viewstate_t *vs = cs->viewstate;
vec4f_t forward = {}, up = {}, right = {}, dir = {};
// lazy camera, look toward player entity
update_cam_frame (cs, vs);
cs->camera_angles[PITCH] = bound (-60, cs->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
AngleVectors (cs->camera_angles, (vec_t*)&forward, (vec_t*)&right, (vec_t*)&up);//FIXME
cs->camera_origin = cs->player_origin - chase_back * forward;
cs->player_origin = vs->player_origin;
// don't let camera get too low
if (cs->camera_origin[2] < cs->player_origin[2] + chase_up) {
cs->camera_origin[2] = cs->player_origin[2] + chase_up;
}
limit_distance (cs);
check_for_walls (cs, forward);
dir = vs->player_origin - cs->camera_origin;
if (dir[1] == 0 && dir[0] == 0) {
// look straight up or down
cs->camera_angles[YAW] = vs->player_angles[YAW];
if (dir[2] > 0)
cs->camera_angles[PITCH] = 90;
else
cs->camera_angles[PITCH] = -90;
} else {
float pitch, yaw, fwd;
yaw = (atan2 (dir[1], dir[0]) * 180 / M_PI);
cs->camera_angles[YAW] = yaw;
fwd = sqrt (dir[0] * dir[0] + dir[1] * dir[1]);
pitch = -(atan2 (dir[2], fwd) * 180 / M_PI);
cs->camera_angles[PITCH] = pitch;
}
set_camera (cs, vs);
cam_controls (cs, vs);
}
static void
chase_mode_3 (chasestate_t *cs)
{
viewstate_t *vs = cs->viewstate;
vec4f_t forward = {}, up = {}, right = {};
// lazy camera, look toward player entity
update_cam_frame (cs, vs);
// move camera, it's not enough to just change the angles because
// the angles are automatically changed to look toward the player
cs->player_origin = vs->player_origin;
AngleVectors (cs->camera_angles, (vec_t*)&forward, (vec_t*)&right, (vec_t*)&up);//FIXME
cs->camera_origin = cs->player_origin - chase_back * forward;
limit_distance (cs);
check_for_walls (cs, forward);
set_camera (cs, vs);
cam_controls (cs, vs);
}
void
Chase_Update (chasestate_t *cs)
{
switch (chase_active) {
case 1:
chase_mode_1 (cs);
return;
case 2:
chase_mode_2 (cs);
return;
case 3:
chase_mode_3 (cs);
return;
}
}