1 /*
2 	cl_chase.c
3 
4 	chase camera support
5 
6 	Copyright (C) 1996-1997  Id Software, Inc.
7 
8 	This program is free software; you can redistribute it and/or
9 	modify it under the terms of the GNU General Public License
10 	as published by the Free Software Foundation; either version 2
11 	of the License, or (at your option) any later version.
12 
13 	This program is distributed in the hope that it will be useful,
14 	but WITHOUT ANY WARRANTY; without even the implied warranty of
15 	MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
16 
17 	See the GNU General Public License for more details.
18 
19 	You should have received a copy of the GNU General Public License
20 	along with this program; if not, write to:
21 
22 		Free Software Foundation, Inc.
23 		59 Temple Place - Suite 330
24 		Boston, MA  02111-1307, USA
25 
26 */
27 #ifdef HAVE_CONFIG_H
28 # include "config.h"
29 #endif
30 
31 #ifdef HAVE_STRING_H
32 # include <string.h>
33 #endif
34 #ifdef HAVE_STRINGS_H
35 # include <strings.h>
36 #endif
37 
38 #include "QF/cvar.h"
39 #include "QF/keys.h"
40 #include "QF/input.h"
41 #include "QF/mathlib.h"
42 
43 #include "QF/plugin/vid_render.h"
44 
45 #include "chase.h"
46 #include "cl_input.h"
47 #include "client.h"
48 #include "world.h"
49 
50 vec3_t camera_origin = {0,0,0};
51 vec3_t camera_angles = {0,0,0};
52 vec3_t player_origin = {0,0,0};
53 vec3_t player_angles = {0,0,0};
54 
55 vec3_t      chase_angles;
56 vec3_t      chase_dest;
57 vec3_t      chase_dest_angles;
58 vec3_t      chase_pos;
59 
60 cvar_t     *chase_back;
61 cvar_t     *chase_up;
62 cvar_t     *chase_right;
63 cvar_t     *chase_active;
64 
65 
66 void
Chase_Init_Cvars(void)67 Chase_Init_Cvars (void)
68 {
69 	chase_back = Cvar_Get ("chase_back", "100", CVAR_NONE, NULL, "None");
70 	chase_up = Cvar_Get ("chase_up", "16", CVAR_NONE, NULL, "None");
71 	chase_right = Cvar_Get ("chase_right", "0", CVAR_NONE, NULL, "None");
72 	chase_active = Cvar_Get ("chase_active", "0", CVAR_NONE, NULL, "None");
73 }
74 
75 void
Chase_Reset(void)76 Chase_Reset (void)
77 {
78 	// for respawning and teleporting
79 	// start position 12 units behind head
80 }
81 
82 static inline void
TraceLine(vec3_t start,vec3_t end,vec3_t impact)83 TraceLine (vec3_t start, vec3_t end, vec3_t impact)
84 {
85 	trace_t     trace;
86 
87 	memset (&trace, 0, sizeof (trace));
88 	trace.fraction = 1;
89 	MOD_TraceLine (cl.worldmodel->hulls, 0, start, end, &trace);
90 
91 	VectorCopy (trace.endpos, impact);
92 }
93 
94 void
Chase_Update(void)95 Chase_Update (void)
96 {
97 	float		pitch, yaw, fwd;
98 	int			i;
99 	usercmd_t	cmd;	// movement direction
100 	vec3_t		forward, up, right, stop, dir;
101 
102 	// lazy camera, look toward player entity
103 
104 	if (chase_active->int_val == 2 || chase_active->int_val == 3) {
105 		// control camera angles with key/mouse/joy-look
106 
107 		camera_angles[PITCH] += cl.viewangles[PITCH] - player_angles[PITCH];
108 		camera_angles[YAW] += cl.viewangles[YAW] - player_angles[YAW];
109 		camera_angles[ROLL] += cl.viewangles[ROLL] - player_angles[ROLL];
110 
111 		if (chase_active->int_val == 2) {
112 			if (camera_angles[PITCH] < -60)
113 				camera_angles[PITCH] = -60;
114 			if (camera_angles[PITCH] >  60)
115 				camera_angles[PITCH] =  60;
116 		}
117 
118 		// move camera, it's not enough to just change the angles because
119 		// the angles are automatically changed to look toward the player
120 
121 		if (chase_active->int_val == 3)
122 			VectorCopy (r_data->refdef->vieworg, player_origin);
123 
124 		AngleVectors (camera_angles, forward, right, up);
125 		VectorScale (forward, chase_back->value, forward);
126 		VectorSubtract (player_origin, forward, camera_origin);
127 
128 		if (chase_active->int_val == 2) {
129 			VectorCopy (r_data->refdef->vieworg, player_origin);
130 
131 			// don't let camera get too low
132 			if (camera_origin[2] < player_origin[2] + chase_up->value)
133 				camera_origin[2] = player_origin[2] + chase_up->value;
134 		}
135 
136 		// don't let camera get too far from player
137 
138 		VectorSubtract  (camera_origin, player_origin, dir);
139 		VectorCopy      (dir, forward);
140 		VectorNormalize (forward);
141 
142 		if (VectorLength (dir) > chase_back->value) {
143 			VectorScale (forward, chase_back->value, dir);
144 			VectorAdd (player_origin, dir, camera_origin);
145 		}
146 
147 		// check for walls between player and camera
148 
149 		VectorScale (forward, 8, forward);
150 		VectorAdd (camera_origin, forward, camera_origin);
151 		TraceLine (player_origin, camera_origin, stop);
152 		if (VectorLength (stop) != 0)
153 			VectorSubtract (stop, forward, camera_origin);
154 
155 		VectorSubtract (camera_origin, r_data->refdef->vieworg, dir);
156 		VectorCopy (dir, forward);
157 		VectorNormalize (forward);
158 
159 		if (chase_active->int_val == 2) {
160 			if (dir[1] == 0 && dir[0] == 0) {
161 				// look straight up or down
162 //				camera_angles[YAW] = r_data->refdef->viewangles[YAW];
163 				if (dir[2] > 0)
164 					camera_angles[PITCH] = 90;
165 				else
166 					camera_angles[PITCH] = 270;
167 			} else {
168 				yaw = (atan2 (dir[1], dir[0]) * 180 / M_PI);
169 				if (yaw < 0)
170 					yaw += 360;
171 				if (yaw < 180)
172 					yaw += 180;
173 				else
174 					yaw -= 180;
175 				camera_angles[YAW] = yaw;
176 
177 				fwd = sqrt (dir[0] * dir[0] + dir[1] * dir[1]);
178 				pitch = (atan2 (dir[2], fwd) * 180 / M_PI);
179 				if (pitch < 0)
180 					pitch += 360;
181 				camera_angles[PITCH] = pitch;
182 			}
183 		}
184 
185 		VectorCopy (camera_angles, r_data->refdef->viewangles);// rotate camera
186 		VectorCopy (camera_origin, r_data->refdef->vieworg);    // move camera
187 
188 		// get basic movement from keyboard
189 
190 		memset (&cmd, 0, sizeof (cmd));
191 //		VectorCopy (cl.viewangles, cmd.angles);
192 
193 		if (in_strafe.state & 1) {
194 			cmd.sidemove += cl_sidespeed->value * CL_KeyState (&in_right);
195 			cmd.sidemove -= cl_sidespeed->value * CL_KeyState (&in_left);
196 		}
197 		cmd.sidemove += cl_sidespeed->value * CL_KeyState (&in_moveright);
198 		cmd.sidemove -= cl_sidespeed->value * CL_KeyState (&in_moveleft);
199 
200 		if (!(in_klook.state & 1)) {
201 			cmd.forwardmove += cl_forwardspeed->value
202 				* CL_KeyState (&in_forward);
203 			cmd.forwardmove -= cl_backspeed->value * CL_KeyState (&in_back);
204 		}
205 		if (in_speed.state & 1) {
206 			cmd.forwardmove *= cl_movespeedkey->value;
207 			cmd.sidemove    *= cl_movespeedkey->value;
208 		}
209 
210 		// mouse and joystick controllers add to movement
211 		VectorSet (0, cl.viewangles[1] - camera_angles[1], 0, dir);
212 		AngleVectors (dir, forward, right, up);
213 		VectorScale  (forward, viewdelta.position[2] * m_forward->value,
214 					  forward);
215 		VectorScale  (right, viewdelta.position[0] * m_side->value, right);
216 		VectorAdd    (forward, right, dir);
217 		cmd.forwardmove += dir[0];
218 		cmd.sidemove    -= dir[1];
219 
220 		VectorSet (0, camera_angles[1], 0, dir);
221 		AngleVectors (dir, forward, right, up);
222 
223 		VectorScale (forward, cmd.forwardmove, forward);
224 		VectorScale (right,   cmd.sidemove,    right);
225 		VectorAdd   (forward, right, dir);
226 
227 		if (dir[1] || dir[0]) {
228 			cl.viewangles[YAW] = (atan2 (dir[1], dir[0]) * 180 / M_PI);
229 			if (cl.viewangles[YAW] <   0) cl.viewangles[YAW] += 360;
230 //			if (cl.viewangles[YAW] < 180)
231 //				cl.viewangles[YAW] += 180;
232 //			else
233 //				cl.viewangles[YAW] -= 180;
234 		}
235 
236 		cl.viewangles[PITCH] = 0;
237 
238 		// remember the new angle to calculate the difference next frame
239 		VectorCopy (cl.viewangles, player_angles);
240 
241 		return;
242 	}
243 
244 	// regular camera, faces same direction as player
245 
246 	AngleVectors (cl.viewangles, forward, right, up);
247 
248 	// calc exact destination
249 	for (i = 0; i < 3; i++)
250 		camera_origin[i] = r_data->refdef->vieworg[i]
251 			- forward[i] * chase_back->value - right[i] * chase_right->value;
252 	camera_origin[2] += chase_up->value;
253 
254 	// check for walls between player and camera
255 	TraceLine (r_data->refdef->vieworg, camera_origin, stop);
256 	if (VectorLength (stop) != 0)
257 		for (i = 0; i < 3; i++)
258 			camera_origin[i] = stop[i] + forward[i] * 8;
259 
260 	VectorCopy (camera_origin, r_data->refdef->vieworg);
261 }
262