reaction/code/game/zcam_target.c
2013-01-04 13:27:22 +00:00

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);
}