//------------------------------------------------------------------------- /* Copyright (C) 2021 Christoph Oelckers & Mitchell Richters This 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 the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "gamefuncs.h" #include "gamestruct.h" //--------------------------------------------------------------------------- // // Unified chasecam function for all games. // //--------------------------------------------------------------------------- int cameradist, cameraclock; bool calcChaseCamPos(int* px, int* py, int* pz, spritetype* pspr, short *psectnum, binangle ang, fixedhoriz horiz, double const smoothratio) { hitdata_t hitinfo; binangle daang; short bakcstat; int newdist; assert(*psectnum >= 0 && *psectnum < MAXSECTORS); // Calculate new pos to shoot backwards, using averaged values from the big three. int nx = gi->chaseCamX(ang); int ny = gi->chaseCamY(ang); int nz = gi->chaseCamZ(horiz); vec3_t pvect = { *px, *py, *pz }; bakcstat = pspr->cstat; pspr->cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); updatesectorz(*px, *py, *pz, psectnum); hitscan(&pvect, *psectnum, nx, ny, nz, &hitinfo, CLIPMASK1); pspr->cstat = bakcstat; int hx = hitinfo.pos.x - *px; int hy = hitinfo.pos.y - *py; if (*psectnum < 0) { return false; } assert(*psectnum >= 0 && *psectnum < MAXSECTORS); // If something is in the way, make pp->camera_dist lower if necessary if (abs(nx) + abs(ny) > abs(hx) + abs(hy)) { if (hitinfo.wall >= 0) { // Push you a little bit off the wall *psectnum = hitinfo.sect; daang = bvectangbam(wall[wall[hitinfo.wall].point2].x - wall[hitinfo.wall].x, wall[wall[hitinfo.wall].point2].y - wall[hitinfo.wall].y); newdist = nx * daang.bsin() + ny * -daang.bcos(); if (abs(nx) > abs(ny)) hx -= MulScale(nx, newdist, 28); else hy -= MulScale(ny, newdist, 28); } else if (hitinfo.sprite < 0) { // Push you off the ceiling/floor *psectnum = hitinfo.sect; if (abs(nx) > abs(ny)) hx -= (nx >> 5); else hy -= (ny >> 5); } else { // If you hit a sprite that's not a wall sprite - try again. spritetype* hspr = &sprite[hitinfo.sprite]; if (!(hspr->cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) { bakcstat = hspr->cstat; hspr->cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); calcChaseCamPos(px, py, pz, pspr, psectnum, ang, horiz, smoothratio); hspr->cstat = bakcstat; return false; } else { // same as wall calculation. daang = buildang(pspr->ang - 512); newdist = nx * daang.bsin() + ny * -daang.bcos(); if (abs(nx) > abs(ny)) hx -= MulScale(nx, newdist, 28); else hy -= MulScale(ny, newdist, 28); } } if (abs(nx) > abs(ny)) newdist = DivScale(hx, nx, 16); else newdist = DivScale(hy, ny, 16); if (newdist < cameradist) cameradist = newdist; } // Actually move you! (Camerdist is 65536 if nothing is in the way) *px += MulScale(nx, cameradist, 16); *py += MulScale(ny, cameradist, 16); *pz += MulScale(nz, cameradist, 16); // Caculate clock using GameTicRate so it increases the same rate on all speed computers. int myclock = PlayClock + MulScale(120 / GameTicRate, smoothratio, 16); if (cameraclock == INT_MIN) { // Third person view was just started. cameraclock = myclock; } // Slowly increase cameradist until it reaches 65536. cameradist = min(cameradist + ((myclock - cameraclock) << 10), 65536); cameraclock = myclock; // Make sure psectnum is correct. updatesectorz(*px, *py, *pz, psectnum); return true; }