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authorChristopher Schwarz <lakitu7@gmail.com>2009-10-03 12:15:33 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:15:48 +0000
commit80293d2669543ec0795cc2e9c3c1261acd50a3c1 (patch)
treeae84aa61f614ca3e081389c0dfeead76eba04445 /src/cgame/cg_view.c
parentbbf9693d114d11df15b8e9157a134733e4aa49bd (diff)
* Almost completely redo the meat of the thirdperson spec code again
* Create a shoulder-cam mode that replaces thirdperson when you have cg_thirdPersonShoulderView 1 * Automatically switch to shoulder view when following someone wallwalking
Diffstat (limited to 'src/cgame/cg_view.c')
-rw-r--r--src/cgame/cg_view.c239
1 files changed, 187 insertions, 52 deletions
diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c
index f49fc3af..0c13ee2d 100644
--- a/src/cgame/cg_view.c
+++ b/src/cgame/cg_view.c
@@ -257,105 +257,140 @@ static void CG_CalcVrect( void )
//==============================================================================
-
/*
===============
CG_OffsetThirdPersonView
===============
*/
-static void CG_OffsetThirdPersonView( void )
+void CG_OffsetThirdPersonView( void )
{
+ int i;
vec3_t forward, right, up;
vec3_t view;
trace_t trace;
static vec3_t mins = { -8, -8, -8 };
static vec3_t maxs = { 8, 8, 8 };
vec3_t focusPoint;
- float forwardScale, sideScale, upScale;
vec3_t surfNormal;
int cmdNum;
- usercmd_t cmd, oldcmd;
- float range, yaw, deltaPitch;
+ usercmd_t cmd, oldCmd;
+ float range;
+ vec3_t mouseInputAngles;
+ vec3_t rotationAngles;
+ vec3_t axis[ 3 ], rotaxis[ 3 ];
+ float deltaPitch;
static float pitch;
- // set the view origin to the class's view height
+
+
+ // If cg_thirdpersonShoulderView, run that function instead
+ // If we're chasing a wallwalker, do shoulder view regardless
+ // because actual third person creates lots of problems otherwise.
+ if( ( cg_thirdPersonShoulderView.integer ) ||
+ ( ( cg.snap->ps.stats[ STAT_STATE ] & SS_WALLCLIMBING ) &&
+ ( cg.snap->ps.stats[ STAT_HEALTH ] > 0 ) ) )
+ {
+ CG_OffsetShoulderView( );
+ return;
+ }
+
BG_GetClientNormal( &cg.predictedPlayerState, surfNormal );
+ // set the view origin to the class's view height
VectorMA( cg.refdef.vieworg, cg.predictedPlayerState.viewheight, surfNormal, cg.refdef.vieworg );
// set the focus point where the camera will look (at the player's vieworg)
VectorCopy( cg.refdef.vieworg, focusPoint );
- // collect our input values from cvars and the mouse
- cmdNum = trap_GetCurrentCmdNumber();
- trap_GetUserCmd( cmdNum, &cmd );
- trap_GetUserCmd( cmdNum - 1, &oldcmd );
+ // if player is dead, we want the player to be between us and the killer
+ // so pretend that the player was looking at the killer, then place cam behind them
+ // FIXME: Still fails to see killer when killer is above/below or killer moves
+ // out of view (relative to the dead player)
+ if( cg.predictedPlayerState.stats[ STAT_HEALTH ] <= 0 )
+ cg.refdefViewAngles[ YAW ] = cg.predictedPlayerState.stats[ STAT_VIEWLOCK ];
- // unless in demo, PLAYING in third person, or in dead-third-person cam, control camera position
- // offsets using the mouse position
+ // Calculate the angle of the camera's position around the player
+ // unless in demo, PLAYING in third person, or in dead-third-person cam, allow the player
+ // to control camera position offsets using the mouse position
if( cg.demoPlayback ||
( ( cg.snap->ps.pm_flags & PMF_FOLLOW ) &&
( cg.predictedPlayerState.stats[ STAT_HEALTH ] > 0 ) ) )
{
- // Get our yaw offset
- yaw = -1.0f * SHORT2ANGLE(cmd.angles[ YAW ]);
+ // collect our input values from the mouse
+ cmdNum = trap_GetCurrentCmdNumber();
+ trap_GetUserCmd( cmdNum, &cmd );
+ trap_GetUserCmd( cmdNum - 1, &oldCmd );
- // Get our pitch offset
- // Don't let it exceed 90 or -90 and prevent wrapping by cmd.angles from mucking this up.
- deltaPitch = SHORT2ANGLE( cmd.angles[ PITCH ] ) - SHORT2ANGLE ( oldcmd.angles[ PITCH ] );
+
+ // prevent pitch from wrapping and clamp it within a [-75, 90] range
+ // cgame has no access to ps.delta_angles[] here, so we need to reproduce
+ // it ourselves
+ deltaPitch = SHORT2ANGLE( cmd.angles[ PITCH ] - oldCmd.angles[ PITCH ] );
if( fabs(deltaPitch) < 200.0f )
{
- if( pitch + deltaPitch > 110.0f ) pitch = 110.0f;
- else if( pitch + deltaPitch < 1.0f ) pitch = 1.0f;
- else pitch += deltaPitch;
+ if( pitch + deltaPitch > 90.0f ) pitch = 90.0f;
+ else if( pitch + deltaPitch < -75.0f ) pitch = -75.0f;
+ else pitch += deltaPitch;
+ }
+
+ mouseInputAngles[ PITCH ] = pitch;
+ mouseInputAngles[ YAW ] = -1.0f * SHORT2ANGLE( cmd.angles[ YAW ] ); //yaw is inverted
+ mouseInputAngles[ ROLL ] = 0.0f;
+
+ // Set the rotation angles to be the view angles offset by the mouse input
+ for( i = 0; i < 3; i++ )
+ {
+ rotationAngles[ i ] = cg.refdefViewAngles[ i ] + mouseInputAngles[ i ];
+ AngleNormalize180( rotationAngles[ i ] );
}
}
else
{
- yaw = 90.0f;
- pitch = 85.0f;
+ // If we're playing the game in third person, the viewangles already
+ // take care of our mouselook, so just use them
+ for( i = 0; i < 3; i++ )
+ rotationAngles[ i ] = cg.refdefViewAngles[ i ];
}
+ // get and rangecheck cg_thirdPersonRange
range = cg_thirdPersonRange.value;
if( range > 150.0f ) range = 150.0f;
if( range < 30.0f ) range = 30.0f;
- // calculate the camera position by moving to the appropriate position on a
- // sphere around the player relative to where he is looking, and with radius 'range'
- // if player is dead, we want the player to be between us and the killer
- // so pretend that the player was looking at the killer, then place cam behind them
- // FIXME: Still fails to see killer when killer is above/below or killer moves
- // out of view (relative to the dead player)
- if( cg.predictedPlayerState.stats[ STAT_HEALTH ] <= 0 )
- cg.refdefViewAngles[ YAW ] = cg.predictedPlayerState.stats[ STAT_VIEWLOCK ];
+ // calculate the camera position relative to the player's viewaxis
+
+ // perform the rotations specified by rotationAngles
+ AnglesToAxis( rotationAngles, axis );
+ if( !( cg.snap->ps.stats[ STAT_STATE ] & SS_WALLCLIMBING ) ||
+ !BG_RotateAxis( cg.snap->ps.grapplePoint, axis, rotaxis, qfalse,
+ cg.snap->ps.eFlags & EF_WALLCLIMBCEILING ) )
+ AxisCopy( axis, rotaxis );
- // if we're following a live player, don't move with their pitch
- // because it's really jerky to watch and causes problems when our
- // angle relative to theirs causes angles to wrap and views flip out
- if( cg.snap->ps.pm_flags & PMF_FOLLOW )
- cg.refdefViewAngles[ PITCH ] = 0.0f;
+ // convert the new axis back to angles
+ AxisToAngles( rotaxis, rotationAngles );
- AngleVectors( cg.refdefViewAngles, forward, right, up );
- sideScale = sin( DEG2RAD( pitch ) ) * cos( DEG2RAD( yaw ) );
- forwardScale = sin( DEG2RAD( pitch ) ) * sin( DEG2RAD( yaw ) );
- upScale = cos( DEG2RAD( pitch ) );
+ // force angles to -180 <= x <= 180
+ for( i = 0; i < 3; i++ )
+ AngleNormalize180( rotationAngles[ i ] );
+ // move the camera range distance back
+ AngleVectors( rotationAngles, forward, right, up );
VectorCopy( cg.refdef.vieworg, view );
- VectorMA( view, -range * forwardScale, forward, view );
- VectorMA( view, range * sideScale, right, view );
- VectorMA( view, range * upScale, up, view );
+ VectorMA( view, -range, forward, view );
- // trace a ray from the origin to the viewpoint to make sure the view isn't
- // in a solid block. Use an 8 by 8 block to prevent the view from near clipping anything
+ // ensure that the current camera position isn't out of bounds and that there
+ // is nothing between the camera and the player
if( !cg_cameraMode.integer )
{
+ // trace a ray from the origin to the viewpoint to make sure the view isn't
+ // in a solid block. Use an 8 by 8 block to prevent the view from near clipping anything
CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );
- if( trace.fraction != 1.0 )
+ if( trace.fraction != 1.0f )
{
VectorCopy( trace.endpos, view );
- view[ 2 ] += ( 1.0 - trace.fraction ) * 32;
+ view[ 2 ] += ( 1.0f - trace.fraction ) * 32;
// try another trace to this position, because a tunnel may have the ceiling
// close enogh that this is poking out
@@ -367,11 +402,111 @@ static void CG_OffsetThirdPersonView( void )
// set the camera position to what we calculated
VectorCopy( view, cg.refdef.vieworg );
- // from the camera position, look at the target
+ // the above checks may have moved the camera such that the existing viewangles
+ // may not still face the player. Recalculate them to do so.
VectorSubtract( focusPoint, cg.refdef.vieworg, focusPoint );
vectoangles( focusPoint, cg.refdefViewAngles );
}
+
+/*
+===============
+CG_OffsetShoulderView
+
+===============
+*/
+void CG_OffsetShoulderView( void )
+{
+ int i;
+ vec3_t surfNormal;
+ int cmdNum;
+ usercmd_t cmd, oldCmd;
+ vec3_t rotationAngles;
+ vec3_t axis[ 3 ], rotaxis[ 3 ];
+ float deltaPitch;
+ static float pitch;
+
+
+ BG_GetClientNormal( &cg.predictedPlayerState, surfNormal );
+
+ // boost the camera up a little bit from the vieworigin so you aren't inside
+ switch( cg.snap->ps.stats[ STAT_CLASS ] )
+ {
+ case PCL_ALIEN_LEVEL0:
+ VectorMA( cg.refdef.vieworg, 15.0f, surfNormal, cg.refdef.vieworg );
+ break;
+ case PCL_ALIEN_LEVEL1:
+ case PCL_ALIEN_LEVEL1_UPG:
+ VectorMA( cg.refdef.vieworg, 20.0f, surfNormal, cg.refdef.vieworg );
+ break;
+ case PCL_ALIEN_LEVEL2:
+ case PCL_ALIEN_LEVEL2_UPG:
+ VectorMA( cg.refdef.vieworg, 10.0f, surfNormal, cg.refdef.vieworg );
+ break;
+ case PCL_ALIEN_LEVEL3:
+ VectorMA( cg.refdef.vieworg, 8.0f, surfNormal, cg.refdef.vieworg );
+ break;
+ case PCL_ALIEN_LEVEL3_UPG:
+ VectorMA( cg.refdef.vieworg, 15.0f, surfNormal, cg.refdef.vieworg );
+ break;
+ case PCL_ALIEN_LEVEL4:
+ VectorMA( cg.refdef.vieworg, 35.0f, surfNormal, cg.refdef.vieworg );
+ break;
+ case PCL_HUMAN:
+ VectorMA( cg.refdef.vieworg, 20.0f, surfNormal, cg.refdef.vieworg );
+ break;
+ case PCL_HUMAN_BSUIT:
+ VectorMA( cg.refdef.vieworg, 26.0f, surfNormal, cg.refdef.vieworg );
+ break;
+ }
+
+ if( !( cg.snap->ps.pm_flags & PMF_FOLLOW ) )
+ {
+ CG_OffsetFirstPersonView();
+ return;
+ }
+
+ cmdNum = trap_GetCurrentCmdNumber();
+ trap_GetUserCmd( cmdNum, &cmd );
+ trap_GetUserCmd( cmdNum - 1, &oldCmd );
+
+ // prevent pitch from wrapping and clamp it within a [30, -50] range
+ // cgame has no access to ps.delta_angles[] here, so we need to reproduce
+ // it ourselves
+ deltaPitch = SHORT2ANGLE( cmd.angles[ PITCH ] - oldCmd.angles[ PITCH ] );
+ if( fabs(deltaPitch) < 200.0f )
+ {
+ if( pitch + deltaPitch > 30.0f ) pitch = 30.0f;
+ else if( pitch + deltaPitch < -50.0f ) pitch = -50.0f;
+ else pitch += deltaPitch;
+ }
+ rotationAngles[ PITCH ] = pitch;
+ rotationAngles[ YAW ] = -1.0f * SHORT2ANGLE( cmd.angles[ YAW ] ); // yaw is inverted
+ rotationAngles[ ROLL ] = 0.0f;
+
+ // convert viewangles -> axis
+ AnglesToAxis( rotationAngles, axis );
+
+ if( !( cg.snap->ps.stats[ STAT_STATE ] & SS_WALLCLIMBING ) ||
+ !BG_RotateAxis( cg.snap->ps.grapplePoint, axis, rotaxis, qfalse,
+ cg.snap->ps.eFlags & EF_WALLCLIMBCEILING ) )
+ AxisCopy( axis, rotaxis );
+
+ // convert the new axis back to angles
+ AxisToAngles( rotaxis, rotationAngles );
+
+ // force angles to -180 <= x <= 180
+ for( i = 0; i < 3; i++ )
+ AngleNormalize180( rotationAngles[ i ] );
+
+ // actually set the viewangles
+ for( i = 0; i < 3; i++ )
+ cg.refdefViewAngles[ i ] = rotationAngles[ i ];
+
+ // now run the first person stuff so we get various effects added
+ CG_OffsetFirstPersonView( );
+}
+
// this causes a compiler bug on mac MrC compiler
static void CG_StepOffset( void )
{
@@ -407,7 +542,7 @@ CG_OffsetFirstPersonView
===============
*/
-static void CG_OffsetFirstPersonView( void )
+void CG_OffsetFirstPersonView( void )
{
float *origin;
float *angles;
@@ -726,11 +861,11 @@ static int CG_CalcFov( void )
{
if ( cg.snap->ps.pm_flags & PMF_FOLLOW )
{
- if( !cg.thirdPersonFollow )
- cg.thirdPersonFollow = qtrue;
+ if( !cg.chaseFollow )
+ cg.chaseFollow = qtrue;
else
{
- cg.thirdPersonFollow = qfalse;
+ cg.chaseFollow = qfalse;
trap_SendClientCommand( "follow\n" );
}
}
@@ -1282,7 +1417,7 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demo
// decide on third person view
cg.renderingThirdPerson = ( cg_thirdPerson.integer || ( cg.snap->ps.stats[ STAT_HEALTH ] <= 0 ) ||
- ( cg.thirdPersonFollow && cg.snap->ps.pm_flags & PMF_FOLLOW) );
+ ( cg.chaseFollow && cg.snap->ps.pm_flags & PMF_FOLLOW) );
// build cg.refdef
inwater = CG_CalcViewValues( );