mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-12-02 00:52:36 +00:00
207 lines
5.7 KiB
C
207 lines
5.7 KiB
C
//-----------------------------------------------------------------------------
|
|
//
|
|
// $Id$
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// $Log$
|
|
// Revision 1.5 2002/06/16 20:06:14 jbravo
|
|
// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
|
|
//
|
|
// Revision 1.4 2002/02/09 01:07:14 jbravo
|
|
// Added zcam files
|
|
//
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
/*
|
|
* ZCam v1.0.4
|
|
* Spectator Camera for Quake III Arena
|
|
* Copyright (C), 2001 by Avi "Zung!" Rozen
|
|
*
|
|
* http://www.telefragged.com/zungbang/zcam
|
|
*
|
|
* Credits:
|
|
* FLIC camera mode is based on code taken from q2cam by Paul Jordan
|
|
* SWING camera mode is based on ideas taken from CreepCam for Quake I
|
|
*
|
|
*/
|
|
|
|
/* Camera Target Selection */
|
|
|
|
#include "g_local.h"
|
|
#include "zcam.h"
|
|
|
|
/* IsVisible:
|
|
* Is player #1 visible by player #2 ?
|
|
*/
|
|
qboolean IsVisible(gentity_t * player1, gentity_t * player2, float maxrange)
|
|
{
|
|
vec3_t length;
|
|
float distance;
|
|
trace_t trace;
|
|
|
|
// check for looking through non-transparent water
|
|
if (!trap_InPVS(player1->client->ps.origin, player2->client->ps.origin))
|
|
return qfalse;
|
|
|
|
trap_Trace(&trace,
|
|
player1->client->ps.origin,
|
|
NULL, NULL, player2->client->ps.origin, player1->s.clientNum, MASK_SOLID);
|
|
|
|
VectorSubtract(player1->client->ps.origin, player2->client->ps.origin, length);
|
|
distance = VectorLength(length);
|
|
|
|
return ((maxrange == 0 || distance < maxrange) && trace.fraction == 1.0f);
|
|
}
|
|
|
|
/* NumPlayersVisible:
|
|
* Return the number of players visible by the specified viewer.
|
|
*/
|
|
int NumPlayersVisible(gentity_t * viewer, float maxrange)
|
|
{
|
|
int count = 0;
|
|
int i;
|
|
|
|
if (viewer == NULL) {
|
|
return 0;
|
|
}
|
|
|
|
for (i = 0; i < level.maxclients; i++) {
|
|
if (viewer->s.clientNum != i
|
|
&& level.clients[i].pers.connected == CON_CONNECTED
|
|
&& level.clients[i].sess.sessionTeam != TEAM_SPECTATOR && level.clients[i].ps.pm_type != PM_DEAD) {
|
|
if (IsVisible(viewer, &g_entities[i], maxrange)) {
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
/* PriorityTarget:
|
|
* Override camera target selection. Returns the new favorite
|
|
* player (or the one already selected).
|
|
* Currently used to select flag carriers in CTF.
|
|
*/
|
|
gentity_t *PriorityTarget(gentity_t * target, qboolean * override)
|
|
{
|
|
int i;
|
|
gentity_t *favorite = NULL;
|
|
|
|
for (i = 0; i < level.maxclients; i++) {
|
|
if (level.clients[i].pers.connected == CON_CONNECTED
|
|
&& level.clients[i].sess.sessionTeam != TEAM_SPECTATOR
|
|
&& level.clients[i].ps.pm_type == PM_NORMAL && (level.clients[i].ps.powerups[PW_REDFLAG]
|
|
|| level.clients[i].ps.powerups[PW_BLUEFLAG])) {
|
|
if (favorite == NULL
|
|
|| NumPlayersVisible(favorite, MAX_VISIBLE_RANGE) < NumPlayersVisible(&g_entities[i],
|
|
MAX_VISIBLE_RANGE)) {
|
|
favorite = &g_entities[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
/* set override flag */
|
|
if (favorite)
|
|
*override = qtrue;
|
|
else
|
|
*override = qfalse;
|
|
return (favorite) ? favorite : target;
|
|
}
|
|
|
|
/* PlayerToFollow:
|
|
* Select camera target. Selects the player that sees the maximum
|
|
* number of other players, unless a priority target exists (as
|
|
* determined by the function PriorityTarget above).
|
|
*/
|
|
gentity_t *PlayerToFollow(gentity_t * ent, qboolean * override)
|
|
{
|
|
gentity_t *viewer;
|
|
gentity_t *best = NULL;
|
|
int i, players, best_count = -1;
|
|
|
|
*override = qfalse;
|
|
|
|
for (i = 0; i < level.maxclients; i++) {
|
|
/* don't switch to dead people */
|
|
viewer = &g_entities[i];
|
|
|
|
if (viewer->client->pers.connected != CON_CONNECTED)
|
|
continue;
|
|
|
|
if (viewer->client->sess.sessionTeam != TEAM_SPECTATOR && viewer->client->ps.pm_type == PM_NORMAL) {
|
|
players = NumPlayersVisible(viewer, MAX_VISIBLE_RANGE);
|
|
if (players > best_count) {
|
|
best_count = players;
|
|
best = viewer;
|
|
} else if (players == best_count) {
|
|
if (best->client->ps.persistant[PERS_SCORE] < viewer->client->ps.persistant[PERS_SCORE]) {
|
|
best = viewer;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (best == NULL)
|
|
return best;
|
|
|
|
return PriorityTarget(best, override);
|
|
}
|
|
|
|
/* PlayerToTrack:
|
|
* select swing camera target in the following priority order:
|
|
* - enemy flag carrier
|
|
* - closest enemy player
|
|
* - own team flag carrier
|
|
* - closest own team player
|
|
* (in DM this amount to picking the closest player)
|
|
*/
|
|
gentity_t *PlayerToTrack(gentity_t * ent, gentity_t * target1st)
|
|
{
|
|
int i;
|
|
gentity_t *target2nd;
|
|
gentity_t *best1 = NULL;
|
|
gentity_t *best2 = NULL;
|
|
vec3_t distance;
|
|
float current, closest1 = -1.0F, closest2 = -1.0F;
|
|
|
|
for (i = 0; i < level.maxclients; i++) {
|
|
target2nd = &g_entities[i];
|
|
if (target1st != target2nd
|
|
&& target2nd->client->pers.connected == CON_CONNECTED
|
|
&& target2nd->client->sess.sessionTeam != TEAM_SPECTATOR
|
|
&& target2nd->client->ps.pm_type == PM_NORMAL
|
|
&& trap_InPVS(target1st->client->ps.origin, target2nd->client->ps.origin)) {
|
|
VectorSubtract(target1st->client->ps.origin, target2nd->client->ps.origin, distance);
|
|
current = VectorLength(distance);
|
|
if (target1st->client->sess.sessionTeam == target2nd->client->sess.sessionTeam) {
|
|
if (target2nd->client->ps.powerups[PW_REDFLAG]
|
|
|| target2nd->client->ps.powerups[PW_BLUEFLAG]) {
|
|
best1 = target2nd;
|
|
}
|
|
|
|
if (!(best1 && (best1->client->ps.powerups[PW_REDFLAG]
|
|
|| best1->client->ps.powerups[PW_BLUEFLAG]))
|
|
&& (closest1 < 0 || current < closest1)) {
|
|
best1 = target2nd;
|
|
closest1 = current;
|
|
}
|
|
} else {
|
|
if (target2nd->client->ps.powerups[PW_REDFLAG]
|
|
|| target2nd->client->ps.powerups[PW_BLUEFLAG]) {
|
|
best2 = target2nd;
|
|
}
|
|
|
|
if (!(best2 && (best2->client->ps.powerups[PW_REDFLAG]
|
|
|| best2->client->ps.powerups[PW_BLUEFLAG]))
|
|
&& (closest2 < 0 || current < closest2)) {
|
|
best2 = target2nd;
|
|
closest2 = current;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return ((best2) ? best2 : best1);
|
|
}
|