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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; // where the camera wants to be
- static qboolean locked = false;
- static int oldbuttons;
- // track high fragger
- cvar_t cl_hightrack = {"cl_hightrack", "0" };
- cvar_t cl_chasecam = {"cl_chasecam", "0"};
- //cvar_t cl_camera_maxpitch = {"cl_camera_maxpitch", "10" };
- //cvar_t cl_camera_maxyaw = {"cl_camera_maxyaw", "30" };
- qboolean cam_forceview;
- vec3_t cam_viewangles;
- double cam_lastviewtime;
- int spec_track = 0; // player# of who we are tracking
- int autocam = CAM_NONE;
- static 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(void)
- {
- if (!cl.spectator)
- return true;
- if (autocam && locked && 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 playernum)
- {
- if (cl.spectator && autocam && locked && cl_chasecam.value &&
- spec_track == playernum)
- return false;
- return true;
- }
- void Cam_Unlock(void)
- {
- if (autocam) {
- MSG_WriteByte (&cls.netchan.message, clc_stringcmd);
- MSG_WriteString (&cls.netchan.message, "ptrack");
- autocam = CAM_NONE;
- locked = false;
- Sbar_Changed();
- }
- }
- void Cam_Lock(int playernum)
- {
- char st[40];
- sprintf(st, "ptrack %i", playernum);
- MSG_WriteByte (&cls.netchan.message, clc_stringcmd);
- MSG_WriteString (&cls.netchan.message, st);
- spec_track = playernum;
- cam_forceview = true;
- locked = false;
- Sbar_Changed();
- }
- pmtrace_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_PlayerMove(pmove.origin, vec2);
- }
-
- // 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;
- pmtrace_t trace;
- float len;
- 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)
- {
- pmtrace_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(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 = true;
- VectorCopy(vec, desired_position);
- return true;
- }
- static void Cam_CheckHighTarget(void)
- {
- 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 || cl.players[j].frags > cl.players[spec_track].frags)
- Cam_Lock(j);
- } else
- Cam_Unlock();
- }
-
- // 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(usercmd_t *cmd)
- {
- player_state_t *player, *self;
- frame_t *frame;
- vec3_t vec;
- float len;
- if (!cl.spectator)
- return;
-
- if (cl_hightrack.value && !locked)
- Cam_CheckHighTarget();
- if (!autocam || cls.state != ca_active)
- return;
- if (locked && (!cl.players[spec_track].name[0] || cl.players[spec_track].spectator)) {
- locked = false;
- if (cl_hightrack.value)
- Cam_CheckHighTarget();
- else
- Cam_Unlock();
- return;
- }
- frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
- player = frame->playerstate + spec_track;
- self = frame->playerstate + cl.playernum;
- if (!locked || !Cam_IsVisible(player, desired_position)) {
- if (!locked || realtime - cam_lastviewtime > 0.1) {
- if (!InitFlyby(self, player, true))
- InitFlyby(self, player, false);
- cam_lastviewtime = realtime;
- }
- } else
- cam_lastviewtime = realtime;
-
- // couldn't track for some reason
- if (!locked || !autocam)
- return;
- if (cl_chasecam.value) {
- cmd->forwardmove = cmd->sidemove = cmd->upmove = 0;
- VectorCopy(player->viewangles, cl.viewangles);
- VectorCopy(player->origin, desired_position);
- if (memcmp(&desired_position, &self->origin, sizeof(desired_position)) != 0) {
- MSG_WriteByte (&cls.netchan.message, clc_tmove);
- MSG_WriteCoord (&cls.netchan.message, desired_position[0]);
- MSG_WriteCoord (&cls.netchan.message, desired_position[1]);
- MSG_WriteCoord (&cls.netchan.message, desired_position[2]);
- // move there locally immediately
- VectorCopy(desired_position, self->origin);
- }
- self->weaponframe = player->weaponframe;
- } else {
- // Ok, move to our desired position and set our angles to view
- // the player
- VectorSubtract(desired_position, 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[0]);
- MSG_WriteCoord (&cls.netchan.message, desired_position[1]);
- MSG_WriteCoord (&cls.netchan.message, desired_position[2]);
- }
- // move there locally immediately
- VectorCopy(desired_position, self->origin);
-
- VectorSubtract(player->origin, desired_position, vec);
- vectoangles(vec, cl.viewangles);
- cl.viewangles[0] = -cl.viewangles[0];
- }
- }
- #if 0
- static float adjustang(float current, float ideal, float speed)
- {
- float move;
- current = anglemod(current);
- ideal = anglemod(ideal);
- if (current == ideal)
- return current;
- move = ideal - current;
- if (ideal > current)
- {
- if (move >= 180)
- move = move - 360;
- }
- else
- {
- if (move <= -180)
- move = move + 360;
- }
- if (move > 0)
- {
- if (move > speed)
- move = speed;
- }
- else
- {
- if (move < -speed)
- move = -speed;
- }
- //Con_Printf("c/i: %4.2f/%4.2f move: %4.2f\n", current, ideal, move);
- return anglemod (current + move);
- }
- #endif
- #if 0
- void Cam_SetView(void)
- {
- return;
- player_state_t *player, *self;
- frame_t *frame;
- vec3_t vec, vec2;
- if (cls.state != ca_active || !cl.spectator ||
- !autocam || !locked)
- return;
- frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
- player = frame->playerstate + spec_track;
- self = frame->playerstate + cl.playernum;
- VectorSubtract(player->origin, cl.simorg, vec);
- if (cam_forceview) {
- cam_forceview = false;
- vectoangles(vec, cam_viewangles);
- cam_viewangles[0] = -cam_viewangles[0];
- } else {
- vectoangles(vec, vec2);
- vec2[PITCH] = -vec2[PITCH];
- cam_viewangles[PITCH] = adjustang(cam_viewangles[PITCH], vec2[PITCH], cl_camera_maxpitch.value);
- cam_viewangles[YAW] = adjustang(cam_viewangles[YAW], vec2[YAW], cl_camera_maxyaw.value);
- }
- VectorCopy(cam_viewangles, cl.viewangles);
- VectorCopy(cl.viewangles, cl.simangles);
- }
- #endif
- void Cam_FinishMove(usercmd_t *cmd)
- {
- int i;
- player_info_t *s;
- int end;
- if (cls.state != ca_active)
- return;
- if (!cl.spectator) // only in spectator mode
- return;
- #if 0
- if (autocam && locked) {
- frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
- player = frame->playerstate + spec_track;
- self = frame->playerstate + cl.playernum;
- VectorSubtract(player->origin, self->origin, vec);
- if (cam_forceview) {
- cam_forceview = false;
- vectoangles(vec, cam_viewangles);
- cam_viewangles[0] = -cam_viewangles[0];
- } else {
- vectoangles(vec, vec2);
- vec2[PITCH] = -vec2[PITCH];
- cam_viewangles[PITCH] = adjustang(cam_viewangles[PITCH], vec2[PITCH], cl_camera_maxpitch.value);
- cam_viewangles[YAW] = adjustang(cam_viewangles[YAW], vec2[YAW], cl_camera_maxyaw.value);
- }
- VectorCopy(cam_viewangles, cl.viewangles);
- }
- #endif
- if (cmd->buttons & BUTTON_ATTACK) {
- if (!(oldbuttons & BUTTON_ATTACK)) {
- oldbuttons |= BUTTON_ATTACK;
- autocam++;
- if (autocam > CAM_TRACK) {
- Cam_Unlock();
- VectorCopy(cl.viewangles, cmd->angles);
- return;
- }
- } else
- return;
- } else {
- oldbuttons &= ~BUTTON_ATTACK;
- if (!autocam)
- return;
- }
- if (autocam && cl_hightrack.value) {
- Cam_CheckHighTarget();
- return;
- }
- if (locked) {
- if ((cmd->buttons & BUTTON_JUMP) && (oldbuttons & BUTTON_JUMP))
- return; // don't pogo stick
- if (!(cmd->buttons & BUTTON_JUMP)) {
- oldbuttons &= ~BUTTON_JUMP;
- return;
- }
- oldbuttons |= BUTTON_JUMP; // don't jump again until released
- }
- // Con_Printf("Selecting track target...\n");
- if (locked && autocam)
- end = (spec_track + 1) % MAX_CLIENTS;
- else
- end = spec_track;
- i = end;
- do {
- s = &cl.players[i];
- if (s->name[0] && !s->spectator) {
- Cam_Lock(i);
- return;
- }
- i = (i + 1) % MAX_CLIENTS;
- } while (i != end);
- // stay on same guy?
- i = spec_track;
- s = &cl.players[i];
- if (s->name[0] && !s->spectator) {
- Cam_Lock(i);
- return;
- }
- Con_Printf("No target found ...\n");
- autocam = locked = false;
- }
- void Cam_Reset(void)
- {
- autocam = CAM_NONE;
- spec_track = 0;
- }
- void CL_InitCam(void)
- {
- Cvar_RegisterVariable (&cl_hightrack);
- Cvar_RegisterVariable (&cl_chasecam);
- // Cvar_RegisterVariable (&cl_camera_maxpitch);
- // Cvar_RegisterVariable (&cl_camera_maxyaw);
- }
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