mirror of
https://git.code.sf.net/p/quake/quakeforge
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7906db5a37
With the change in cl_view separating chase cam updates from first-person updates, the auto-rotation of the camera was lost.
291 lines
7.7 KiB
C
291 lines
7.7 KiB
C
/*
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cl_chase.c
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chase camera support
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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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#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 "QF/cvar.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 "QF/plugin/vid_render.h"
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#include "QF/scene/transform.h"
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#include "world.h"
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#include "client/chase.h"
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#include "client/input.h"
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#include "client/view.h"
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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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void
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Chase_Init_Cvars (void)
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{
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chase_back = Cvar_Get ("chase_back", "100", CVAR_NONE, NULL, "None");
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chase_up = Cvar_Get ("chase_up", "16", CVAR_NONE, NULL, "None");
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chase_right = Cvar_Get ("chase_right", "0", CVAR_NONE, NULL, "None");
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chase_active = Cvar_Get ("chase_active", "0", CVAR_NONE, NULL, "None");
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}
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void
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Chase_Reset (void)
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{
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// for respawning and teleporting
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// start position 12 units behind head
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}
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static inline vec4f_t
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TraceLine (chasestate_t *cs, vec4f_t start, vec4f_t end)
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{
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trace_t trace;
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memset (&trace, 0, sizeof (trace));
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trace.fraction = 1;
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MOD_TraceLine (cs->worldmodel->brush.hulls, 0, &start[0], &end[0], &trace);
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return (vec4f_t) {trace.endpos[0], trace.endpos[1], trace.endpos[2], 1};
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}
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static void
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check_for_walls (chasestate_t *cs, vec4f_t forward)
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{
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// check for walls between player and camera
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cs->camera_origin += 8 * forward;
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vec4f_t stop = TraceLine (cs, cs->player_origin, cs->camera_origin);
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if (magnitude3f (stop)[0] != 0) {
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cs->camera_origin = stop - forward;
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}
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}
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static void
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limit_distance (chasestate_t *cs)
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{
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// don't let camera get too far from player
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vec4f_t dir = cs->camera_origin - cs->player_origin;
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vec4f_t forward = normalf (dir);
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if (magnitudef (dir)[0] > chase_back->value) {
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cs->camera_origin = cs->player_origin + forward * chase_back->value;
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}
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}
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static void
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set_camera (chasestate_t *cs, viewstate_t *vs)
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{
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vec4f_t rotation;
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AngleQuat (cs->camera_angles, &rotation[0]);//FIXME
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Transform_SetWorldRotation (vs->camera_transform, rotation);
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Transform_SetWorldPosition (vs->camera_transform, cs->camera_origin);
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}
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static void
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cam_controls (chasestate_t *cs, viewstate_t *vs)
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{
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// FIXME this doesn't actually control the camera, but rather makes the
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// player face the direction of motion. It probably should not access
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// movement input buttons and axes directly.
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// get basic movement from keyboard
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vec4f_t move = { };
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vec4f_t forward = { };
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vec4f_t right = { };
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vec4f_t up = { };
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vec4f_t dir = { };
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if (in_strafe.state & 1) {
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move[SIDE] += cl_sidespeed->value * IN_ButtonState (&in_right);
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move[SIDE] -= cl_sidespeed->value * IN_ButtonState (&in_left);
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}
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move[SIDE] += cl_sidespeed->value * IN_ButtonState (&in_moveright);
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move[SIDE] -= cl_sidespeed->value * IN_ButtonState (&in_moveleft);
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if (!(in_klook.state & 1)) {
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move[FORWARD] += cl_forwardspeed->value
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* IN_ButtonState (&in_forward);
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move[FORWARD] -= cl_backspeed->value * IN_ButtonState (&in_back);
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}
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if (in_speed.state & 1) {
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move *= cl_movespeedkey->value;
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}
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// mouse and joystick controllers add to movement
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VectorSet (0, vs->player_angles[1] - cs->camera_angles[1], 0, dir);
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AngleVectors (&dir[0], &forward[0], &right[0], &up[0]); //FIXME
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forward *= IN_UpdateAxis (&in_cam_forward) * m_forward->value;
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right *= IN_UpdateAxis (&in_cam_side) * m_side->value;
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dir = forward + right;
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move[FORWARD] += dir[0];
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move[SIDE] -= dir[1];
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VectorSet (0, cs->camera_angles[1], 0, dir);
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AngleVectors (&dir[0], &forward[0], &right[0], &up[0]); //FIXME
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dir = forward * move[FORWARD] + right * move[SIDE];
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if (dir[1] || dir[0]) {
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vs->player_angles[YAW] = (atan2 (dir[1], dir[0]) * 180 / M_PI);
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}
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//vs->player_angles[PITCH] = 0;
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VectorCopy (vs->player_angles, cs->player_angles);
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}
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static void
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update_cam_frame (chasestate_t *cs, viewstate_t *vs)
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{
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vec3_t d;
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VectorSubtract (vs->player_angles, cs->player_angles, d);
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VectorAdd (cs->camera_angles, d, cs->camera_angles);
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// remember the new angle to calculate the difference next frame
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VectorCopy (vs->player_angles, cs->player_angles);
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}
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static void
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chase_mode_1 (chasestate_t *cs)
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{
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// regular camera, faces same direction as player
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viewstate_t *vs = cs->viewstate;
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vec4f_t forward = {}, up = {}, right = {}, stop = {};
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//FIXME
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AngleVectors (vs->player_angles, &forward[0], &right[0], &up[0]);
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VectorCopy (vs->player_angles, cs->camera_angles);
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// calc exact destination
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cs->camera_origin = vs->player_origin
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- forward * chase_back->value - right * chase_right->value;
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// chase_up is world up
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cs->camera_origin[2] += chase_up->value;
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// check for walls between player and camera
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stop = TraceLine (cs, vs->player_origin, cs->camera_origin);
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if (magnitude3f (stop)[0] != 0) {
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cs->camera_origin = stop + forward * 8;
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}
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set_camera (cs, vs);
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}
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static void
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chase_mode_2 (chasestate_t *cs)
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{
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viewstate_t *vs = cs->viewstate;
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vec4f_t forward = {}, up = {}, right = {}, dir = {};
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// lazy camera, look toward player entity
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update_cam_frame (cs, vs);
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cs->camera_angles[PITCH] = bound (-60, cs->camera_angles[PITCH], 60);
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// move camera, it's not enough to just change the angles because
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// the angles are automatically changed to look toward the player
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AngleVectors (cs->camera_angles, &forward[0], &right[0], &up[0]);
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cs->camera_origin = cs->player_origin - chase_back->value * forward;
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cs->player_origin = vs->player_origin;
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// don't let camera get too low
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if (cs->camera_origin[2] < cs->player_origin[2] + chase_up->value) {
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cs->camera_origin[2] = cs->player_origin[2] + chase_up->value;
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}
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limit_distance (cs);
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check_for_walls (cs, forward);
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dir = vs->player_origin - cs->camera_origin;
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if (dir[1] == 0 && dir[0] == 0) {
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// look straight up or down
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cs->camera_angles[YAW] = vs->player_angles[YAW];
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if (dir[2] > 0)
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cs->camera_angles[PITCH] = 90;
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else
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cs->camera_angles[PITCH] = -90;
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} else {
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float pitch, yaw, fwd;
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yaw = (atan2 (dir[1], dir[0]) * 180 / M_PI);
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cs->camera_angles[YAW] = yaw;
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fwd = sqrt (dir[0] * dir[0] + dir[1] * dir[1]);
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pitch = -(atan2 (dir[2], fwd) * 180 / M_PI);
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cs->camera_angles[PITCH] = pitch;
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}
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set_camera (cs, vs);
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cam_controls (cs, vs);
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}
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static void
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chase_mode_3 (chasestate_t *cs)
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{
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viewstate_t *vs = cs->viewstate;
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vec4f_t forward = {}, up = {}, right = {};
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// lazy camera, look toward player entity
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update_cam_frame (cs, vs);
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// move camera, it's not enough to just change the angles because
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// the angles are automatically changed to look toward the player
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cs->player_origin = vs->player_origin;
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AngleVectors (cs->camera_angles, &forward[0], &right[0], &up[0]);
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cs->camera_origin = cs->player_origin - chase_back->value * forward;
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limit_distance (cs);
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check_for_walls (cs, forward);
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set_camera (cs, vs);
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cam_controls (cs, vs);
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}
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void
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Chase_Update (chasestate_t *cs)
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{
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switch (chase_active->int_val) {
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case 1:
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chase_mode_1 (cs);
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return;
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case 2:
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chase_mode_2 (cs);
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return;
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case 3:
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chase_mode_3 (cs);
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return;
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}
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}
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