fteqw/engine/client/cl_cam.c

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/*
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 included (GNU.txt) 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/* ZOID
*
* Player camera tracking in Spectator mode
*
* This takes over player controls for spectator automatic camera.
* Player moves as a spectator, but the camera tracks and enemy player
*/
#include "quakedef.h"
#include "winquake.h"
#define PM_SPECTATORMAXSPEED 500
#define PM_STOPSPEED 100
#define PM_MAXSPEED 320
#define BUTTON_JUMP 2
#define BUTTON_ATTACK 1
#define MAX_ANGLE_TURN 10
static vec3_t desired_position[MAX_SPLITS]; // where the camera wants to be
static qboolean locked[MAX_SPLITS];
static int oldbuttons[MAX_SPLITS];
char cl_spectatorgroup[] = "Spectator Tracking";
// track high fragger
cvar_t cl_hightrack = {"cl_hightrack", "0" };
cvar_t cl_chasecam = {"cl_chasecam", "1"};
//cvar_t cl_camera_maxpitch = {"cl_camera_maxpitch", "10" };
//cvar_t cl_camera_maxyaw = {"cl_camera_maxyaw", "30" };
vec3_t cam_viewangles[MAX_SPLITS];
double cam_lastviewtime[MAX_SPLITS];
int spec_track[MAX_SPLITS]; // player# of who we are tracking
int autocam[MAX_SPLITS];
void vectoangles(vec3_t vec, vec3_t ang)
{
float forward;
float yaw, pitch;
if (vec[1] == 0 && vec[0] == 0)
{
yaw = 0;
if (vec[2] > 0)
pitch = 90;
else
pitch = 270;
}
else
{
yaw = (int) (atan2(vec[1], vec[0]) * 180 / M_PI);
if (yaw < 0)
yaw += 360;
forward = sqrt (vec[0]*vec[0] + vec[1]*vec[1]);
pitch = (int) (atan2(vec[2], forward) * 180 / M_PI);
if (pitch < 0)
pitch += 360;
}
ang[0] = pitch;
ang[1] = yaw;
ang[2] = 0;
}
static float vlen(vec3_t v)
{
return sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
}
// returns true if weapon model should be drawn in camera mode
qboolean Cam_DrawViewModel(int pnum)
{
if (!cl.spectator)
return true;
if (autocam[pnum] && locked[pnum] && cl_chasecam.value)
return true;
return false;
}
// returns true if we should draw this player, we don't if we are chase camming
qboolean Cam_DrawPlayer(int pnum, int playernum)
{
// if (playernum == cl.playernum[pnum])
// return false;
if (cl.spectator && autocam[pnum] && locked[pnum] && cl_chasecam.value &&
spec_track[pnum] == playernum)
return false;
return true;
}
int Cam_TrackNum(int pnum)
{
if (!autocam[pnum])
return -1;
return spec_track[pnum];
}
void Cam_Unlock(int pnum)
{
if (autocam[pnum])
{
CL_SendClientCommand(true, "ptrack");
autocam[pnum] = CAM_NONE;
locked[pnum] = false;
Sbar_Changed();
}
}
void Cam_Lock(int pnum, int playernum)
{
cam_lastviewtime[pnum] = -1000;
CL_SendClientCommand(true, "ptrack %i", playernum);
spec_track[pnum] = playernum;
locked[pnum] = false;
Skin_FlushPlayers();
if (cls.demoplayback == DPB_MVD)
{
memcpy(&cl.stats[pnum], cl.players[playernum].stats, sizeof(cl.stats[pnum]));
}
Sbar_Changed();
}
trace_t Cam_DoTrace(vec3_t vec1, vec3_t vec2)
{
#if 0
memset(&pmove, 0, sizeof(pmove));
pmove.numphysent = 1;
VectorCopy (vec3_origin, pmove.physents[0].origin);
pmove.physents[0].model = cl.worldmodel;
#endif
VectorCopy (vec1, pmove.origin);
return PM_PlayerTrace(pmove.origin, vec2);
}
extern vec3_t player_mins;
extern vec3_t player_maxs;
// Returns distance or 9999 if invalid for some reason
static float Cam_TryFlyby(player_state_t *self, player_state_t *player, vec3_t vec, qboolean checkvis)
{
vec3_t v;
trace_t trace;
float len;
player_mins[0] = player_mins[1] = -16;
player_mins[2] = -24;
player_maxs[0] = player_maxs[1] = 16;
player_maxs[2] = 32;
vectoangles(vec, v);
// v[0] = -v[0];
VectorCopy (v, pmove.angles);
VectorNormalize(vec);
VectorMA(player->origin, 800, vec, v);
// v is endpos
// fake a player move
trace = Cam_DoTrace(player->origin, v);
if (/*trace.inopen ||*/ trace.inwater)
return 9999;
VectorCopy(trace.endpos, vec);
VectorSubtract(trace.endpos, player->origin, v);
len = sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
if (len < 32 || len > 800)
return 9999;
if (checkvis)
{
VectorSubtract(trace.endpos, self->origin, v);
len = sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
trace = Cam_DoTrace(self->origin, vec);
if (trace.fraction != 1 || trace.inwater)
return 9999;
}
return len;
}
// Is player visible?
static qboolean Cam_IsVisible(player_state_t *player, vec3_t vec)
{
trace_t trace;
vec3_t v;
float d;
trace = Cam_DoTrace(player->origin, vec);
if (trace.fraction != 1 || /*trace.inopen ||*/ trace.inwater)
return false;
// check distance, don't let the player get too far away or too close
VectorSubtract(player->origin, vec, v);
d = vlen(v);
if (d < 16)
return false;
return true;
}
static qboolean InitFlyby(int pnum, player_state_t *self, player_state_t *player, int checkvis)
{
float f, max;
vec3_t vec, vec2;
vec3_t forward, right, up;
VectorCopy(player->viewangles, vec);
vec[0] = 0;
AngleVectors (vec, forward, right, up);
// for (i = 0; i < 3; i++)
// forward[i] *= 3;
max = 1000;
VectorAdd(forward, up, vec2);
VectorAdd(vec2, right, vec2);
if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
{
max = f;
VectorCopy(vec2, vec);
}
VectorAdd(forward, up, vec2);
VectorSubtract(vec2, right, vec2);
if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
{
max = f;
VectorCopy(vec2, vec);
}
VectorAdd(forward, right, vec2);
if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
{
max = f;
VectorCopy(vec2, vec);
}
VectorSubtract(forward, right, vec2);
if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
{
max = f;
VectorCopy(vec2, vec);
}
VectorAdd(forward, up, vec2);
if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
{
max = f;
VectorCopy(vec2, vec);
}
VectorSubtract(forward, up, vec2);
if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
{
max = f;
VectorCopy(vec2, vec);
}
VectorAdd(up, right, vec2);
VectorSubtract(vec2, forward, vec2);
if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
{
max = f;
VectorCopy(vec2, vec);
}
VectorSubtract(up, right, vec2);
VectorSubtract(vec2, forward, vec2);
if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
{
max = f;
VectorCopy(vec2, vec);
}
// invert
VectorSubtract(vec3_origin, forward, vec2);
if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
{
max = f;
VectorCopy(vec2, vec);
}
VectorCopy(forward, vec2);
if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
{
max = f;
VectorCopy(vec2, vec);
}
// invert
VectorSubtract(vec3_origin, right, vec2);
if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
{
max = f;
VectorCopy(vec2, vec);
}
VectorCopy(right, vec2);
if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max)
{
max = f;
VectorCopy(vec2, vec);
}
// ack, can't find him
if (max >= 1000)
{
// Cam_Unlock();
return false;
}
locked[pnum] = true;
VectorCopy(vec, desired_position[pnum]);
return true;
}
static void Cam_CheckHighTarget(int pnum)
{
int i, j, max;
player_info_t *s;
j = -1;
for (i = 0, max = -9999; i < MAX_CLIENTS; i++)
{
s = &cl.players[i];
if (s->name[0] && !s->spectator && s->frags > max)
{
max = s->frags;
j = i;
}
}
if (j >= 0)
{
if (!locked[pnum] || cl.players[j].frags > cl.players[spec_track[pnum]].frags)
Cam_Lock(pnum, j);
}
else
Cam_Unlock(pnum);
}
// ZOID
//
// Take over the user controls and track a player.
// We find a nice position to watch the player and move there
void Cam_Track(int pnum, usercmd_t *cmd)
{
player_state_t *player, *self;
frame_t *frame;
vec3_t vec;
float len;
if (!cl.spectator || !cl.worldmodel) //can happen when the server changes level
return;
if (cl_hightrack.value && !locked[pnum])
Cam_CheckHighTarget(pnum);
if (!autocam[pnum] || cls.state != ca_active)
return;
if (locked[pnum] && (!cl.players[spec_track[pnum]].name[0] || cl.players[spec_track[pnum]].spectator))
{
locked[pnum] = false;
if (cl_hightrack.value)
Cam_CheckHighTarget(pnum);
else
Cam_Unlock(pnum);
return;
}
frame = &cl.frames[cl.validsequence & UPDATE_MASK];
player = frame->playerstate + spec_track[pnum];
self = frame->playerstate + cl.playernum[pnum];
if (!locked[pnum] || !Cam_IsVisible(player, desired_position[pnum]))
{
if (!locked[pnum] || realtime - cam_lastviewtime[pnum] > 0.1)
{
if (!InitFlyby(pnum, self, player, true))
InitFlyby(pnum, self, player, false);
cam_lastviewtime[pnum] = realtime;
}
}
else
cam_lastviewtime[pnum] = realtime;
// couldn't track for some reason
if (!locked[pnum] || !autocam[pnum])
return;
if (cl_chasecam.value)
{
cmd->forwardmove = cmd->sidemove = cmd->upmove = 0;
VectorCopy(player->viewangles, cl.viewangles[pnum]);
VectorCopy(player->origin, desired_position[pnum]);
if (memcmp(&desired_position[pnum], &self->origin, sizeof(desired_position[pnum])) != 0)
{
MSG_WriteByte (&cls.netchan.message, clc_tmove);
MSG_WriteCoord (&cls.netchan.message, desired_position[pnum][0]);
MSG_WriteCoord (&cls.netchan.message, desired_position[pnum][1]);
MSG_WriteCoord (&cls.netchan.message, desired_position[pnum][2]);
// move there locally immediately
VectorCopy(desired_position[pnum], self->origin);
}
self->weaponframe = player->weaponframe;
}
else
{
// Ok, move to our desired position and set our angles to view
// the player
VectorSubtract(desired_position[pnum], self->origin, vec);
len = vlen(vec);
cmd->forwardmove = cmd->sidemove = cmd->upmove = 0;
if (len > 16)
{ // close enough?
MSG_WriteByte (&cls.netchan.message, clc_tmove);
MSG_WriteCoord (&cls.netchan.message, desired_position[pnum][0]);
MSG_WriteCoord (&cls.netchan.message, desired_position[pnum][1]);
MSG_WriteCoord (&cls.netchan.message, desired_position[pnum][2]);
}
// move there locally immediately
VectorCopy(desired_position[pnum], self->origin);
VectorSubtract(player->origin, desired_position[pnum], vec);
vectoangles(vec, cl.viewangles[pnum]);
cl.viewangles[pnum][0] = -cl.viewangles[pnum][0];
}
}
void Cam_FinishMove(int pnum, usercmd_t *cmd)
{
int i;
player_info_t *s;
int end;
if (cls.state != ca_active)
return;
if (!cl.spectator && cls.demoplayback != DPB_MVD) // only in spectator mode
return;
if (cmd->buttons & BUTTON_ATTACK)
{
if (!(oldbuttons[pnum] & BUTTON_ATTACK))
{
oldbuttons[pnum] |= BUTTON_ATTACK;
autocam[pnum]++;
if (autocam[pnum] > CAM_TRACK)
{
Cam_Unlock(pnum);
VectorCopy(cl.viewangles[pnum], cmd->angles);
return;
}
}
else
return;
}
else
{
oldbuttons[pnum] &= ~BUTTON_ATTACK;
if (!autocam[pnum])
return;
}
if (autocam[pnum] && cl_hightrack.value)
{
Cam_CheckHighTarget(pnum);
return;
}
if (locked[pnum])
{
if ((cmd->buttons & BUTTON_JUMP) && (oldbuttons[pnum] & BUTTON_JUMP))
return; // don't pogo stick
if (!(cmd->buttons & BUTTON_JUMP))
{
oldbuttons[pnum] &= ~BUTTON_JUMP;
return;
}
oldbuttons[pnum] |= BUTTON_JUMP; // don't jump again until released
}
// Con_Printf("Selecting track target...\n");
if (locked[pnum] && autocam[pnum])
end = (spec_track[pnum] + 1) % MAX_CLIENTS;
else
end = spec_track[pnum];
i = end;
do
{
s = &cl.players[i];
if (s->name[0] && !s->spectator)
{
Cam_Lock(pnum, i);
return;
}
i = (i + 1) % MAX_CLIENTS;
} while (i != end);
// stay on same guy?
i = spec_track[pnum];
s = &cl.players[i];
if (s->name[0] && !s->spectator)
{
Cam_Lock(pnum, i);
return;
}
Con_Printf("No target found ...\n");
autocam[pnum] = locked[pnum] = false;
}
void Cam_Reset(void)
{
int pnum;
for (pnum = 0; pnum < MAX_SPLITS; pnum++)
{
autocam[pnum] = CAM_NONE;
spec_track[pnum] = 0;
}
}
void CL_InitCam(void)
{
Cvar_Register (&cl_hightrack, cl_spectatorgroup);
Cvar_Register (&cl_chasecam, cl_spectatorgroup);
// Cvar_Register (&cl_camera_maxpitch, cl_spectatorgroup);
// Cvar_Register (&cl_camera_maxyaw, cl_spectatorgroup);
}