quakeforge/nq/source/cl_chase.c
Bill Currie 6d5ffa9f8e [build] Move to non-recursive make
There's still some cleanup to do, but everything seems to be working
nicely: `make -j` works, `make distcheck` passes. There is probably
plenty of bitrot in the package directories (RPM, debian), though.

The vc project files have been removed since those versions are way out
of date and quakeforge is pretty much dependent on gcc now anyway.

Most of the old Makefile.am files  are now Makemodule.am.  This should
allow for new Makefile.am files that allow local building (to be added
on an as-needed bases).  The current remaining Makefile.am files are for
standalone sub-projects.a

The installable bins are currently built in the top-level build
directory. This may change if the clutter gets to be too much.

While this does make a noticeable difference in build times, the main
reason for the switch was to take care of the growing dependency issues:
now it's possible to build tools for code generation (eg, using qfcc and
ruamoko programs for code-gen).
2020-06-25 11:35:37 +09:00

261 lines
7.1 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 "world.h"
#include "nq/include/chase.h"
#include "nq/include/client.h"
vec3_t camera_origin = {0,0,0};
vec3_t camera_angles = {0,0,0};
vec3_t player_origin = {0,0,0};
vec3_t player_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->hulls, 0, start, end, &trace);
VectorCopy (trace.endpos, impact);
}
void
Chase_Update (void)
{
float pitch, yaw, fwd;
int i;
usercmd_t cmd; // movement direction
vec3_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
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_data->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_data->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 (VectorLength (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 (VectorLength (stop) != 0)
VectorSubtract (stop, forward, camera_origin);
VectorSubtract (camera_origin, r_data->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_data->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_data->refdef->viewangles);// rotate camera
VectorCopy (camera_origin, r_data->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
VectorSet (0, cl.viewangles[1] - camera_angles[1], 0, dir);
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];
VectorSet (0, camera_angles[1], 0, dir);
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_data->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_data->refdef->vieworg, camera_origin, stop);
if (VectorLength (stop) != 0)
for (i = 0; i < 3; i++)
camera_origin[i] = stop[i] + forward[i] * 8;
VectorCopy (camera_origin, r_data->refdef->vieworg);
}