mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-11 07:42:18 +00:00
6d5ffa9f8e
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 The vc project files have been removed since those versions are way out of date and quakeforge is pretty much dependent on gcc now anyway.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).
261 lines
7.1 KiB
C
261 lines
7.1 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 "world.h"
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#include "nq/include/chase.h"
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#include "nq/include/client.h"
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vec3_t camera_origin = {0,0,0};
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vec3_t camera_angles = {0,0,0};
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vec3_t player_origin = {0,0,0};
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vec3_t player_angles = {0,0,0};
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vec3_t chase_angles;
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vec3_t chase_dest;
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vec3_t chase_dest_angles;
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vec3_t chase_pos;
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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 void
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TraceLine (vec3_t start, vec3_t end, vec3_t impact)
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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 (cl.worldmodel->hulls, 0, start, end, &trace);
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VectorCopy (trace.endpos, impact);
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}
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void
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Chase_Update (void)
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{
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float pitch, yaw, fwd;
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int i;
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usercmd_t cmd; // movement direction
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vec3_t forward, up, right, stop, dir;
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// lazy camera, look toward player entity
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if (chase_active->int_val == 2 || chase_active->int_val == 3) {
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// control camera angles with key/mouse/joy-look
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camera_angles[PITCH] += cl.viewangles[PITCH] - player_angles[PITCH];
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camera_angles[YAW] += cl.viewangles[YAW] - player_angles[YAW];
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camera_angles[ROLL] += cl.viewangles[ROLL] - player_angles[ROLL];
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if (chase_active->int_val == 2) {
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if (camera_angles[PITCH] < -60)
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camera_angles[PITCH] = -60;
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if (camera_angles[PITCH] > 60)
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camera_angles[PITCH] = 60;
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}
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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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if (chase_active->int_val == 3)
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VectorCopy (r_data->refdef->vieworg, player_origin);
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AngleVectors (camera_angles, forward, right, up);
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VectorScale (forward, chase_back->value, forward);
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VectorSubtract (player_origin, forward, camera_origin);
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if (chase_active->int_val == 2) {
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VectorCopy (r_data->refdef->vieworg, player_origin);
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// don't let camera get too low
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if (camera_origin[2] < player_origin[2] + chase_up->value)
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camera_origin[2] = player_origin[2] + chase_up->value;
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}
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// don't let camera get too far from player
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VectorSubtract (camera_origin, player_origin, dir);
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VectorCopy (dir, forward);
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VectorNormalize (forward);
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if (VectorLength (dir) > chase_back->value) {
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VectorScale (forward, chase_back->value, dir);
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VectorAdd (player_origin, dir, camera_origin);
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}
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// check for walls between player and camera
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VectorScale (forward, 8, forward);
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VectorAdd (camera_origin, forward, camera_origin);
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TraceLine (player_origin, camera_origin, stop);
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if (VectorLength (stop) != 0)
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VectorSubtract (stop, forward, camera_origin);
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VectorSubtract (camera_origin, r_data->refdef->vieworg, dir);
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VectorCopy (dir, forward);
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VectorNormalize (forward);
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if (chase_active->int_val == 2) {
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if (dir[1] == 0 && dir[0] == 0) {
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// look straight up or down
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// camera_angles[YAW] = r_data->refdef->viewangles[YAW];
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if (dir[2] > 0)
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camera_angles[PITCH] = 90;
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else
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camera_angles[PITCH] = 270;
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} else {
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yaw = (atan2 (dir[1], dir[0]) * 180 / M_PI);
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if (yaw < 0)
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yaw += 360;
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if (yaw < 180)
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yaw += 180;
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else
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yaw -= 180;
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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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if (pitch < 0)
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pitch += 360;
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camera_angles[PITCH] = pitch;
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}
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}
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VectorCopy (camera_angles, r_data->refdef->viewangles);// rotate camera
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VectorCopy (camera_origin, r_data->refdef->vieworg); // move camera
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// get basic movement from keyboard
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memset (&cmd, 0, sizeof (cmd));
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// VectorCopy (cl.viewangles, cmd.angles);
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if (in_strafe.state & 1) {
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cmd.sidemove += cl_sidespeed->value * CL_KeyState (&in_right);
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cmd.sidemove -= cl_sidespeed->value * CL_KeyState (&in_left);
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}
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cmd.sidemove += cl_sidespeed->value * CL_KeyState (&in_moveright);
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cmd.sidemove -= cl_sidespeed->value * CL_KeyState (&in_moveleft);
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if (!(in_klook.state & 1)) {
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cmd.forwardmove += cl_forwardspeed->value
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* CL_KeyState (&in_forward);
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cmd.forwardmove -= cl_backspeed->value * CL_KeyState (&in_back);
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}
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if (in_speed.state & 1) {
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cmd.forwardmove *= cl_movespeedkey->value;
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cmd.sidemove *= cl_movespeedkey->value;
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}
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// mouse and joystick controllers add to movement
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VectorSet (0, cl.viewangles[1] - camera_angles[1], 0, dir);
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AngleVectors (dir, forward, right, up);
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VectorScale (forward, viewdelta.position[2] * m_forward->value,
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forward);
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VectorScale (right, viewdelta.position[0] * m_side->value, right);
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VectorAdd (forward, right, dir);
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cmd.forwardmove += dir[0];
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cmd.sidemove -= dir[1];
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VectorSet (0, camera_angles[1], 0, dir);
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AngleVectors (dir, forward, right, up);
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VectorScale (forward, cmd.forwardmove, forward);
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VectorScale (right, cmd.sidemove, right);
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VectorAdd (forward, right, dir);
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if (dir[1] || dir[0]) {
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cl.viewangles[YAW] = (atan2 (dir[1], dir[0]) * 180 / M_PI);
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if (cl.viewangles[YAW] < 0) cl.viewangles[YAW] += 360;
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// if (cl.viewangles[YAW] < 180)
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// cl.viewangles[YAW] += 180;
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// else
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// cl.viewangles[YAW] -= 180;
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}
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cl.viewangles[PITCH] = 0;
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// remember the new angle to calculate the difference next frame
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VectorCopy (cl.viewangles, player_angles);
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return;
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}
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// regular camera, faces same direction as player
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AngleVectors (cl.viewangles, forward, right, up);
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// calc exact destination
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for (i = 0; i < 3; i++)
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camera_origin[i] = r_data->refdef->vieworg[i]
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- forward[i] * chase_back->value - right[i] * chase_right->value;
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camera_origin[2] += chase_up->value;
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// check for walls between player and camera
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TraceLine (r_data->refdef->vieworg, camera_origin, stop);
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if (VectorLength (stop) != 0)
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for (i = 0; i < 3; i++)
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camera_origin[i] = stop[i] + forward[i] * 8;
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VectorCopy (camera_origin, r_data->refdef->vieworg);
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}
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