Ejemplo n.º 1
0
static void Cam_CheckHighTarget(void)
{
	int	i, j, maxfrags;
	player_info_t	*s;

	j = -1;
	for (i = 0, maxfrags = -9999; i < MAX_CLIENTS; i++)
	{
		s = &cl.players[i];
		if (s->name[0] && !s->spectator && s->frags > maxfrags)
		{
			maxfrags = s->frags;
			j = i;
		}
	}

	if (j >= 0)
	{
		if (!locked || cl.players[j].frags > cl.players[spec_track].frags)
			Cam_Lock(j);
	}
	else
	{
		Cam_Unlock();
	}
}
Ejemplo n.º 2
0
void Cam_FinishMove(usercmd_t *cmd) 
{
	int i, end, inc;
	player_info_t *s;

	if (cls.state != ca_active)
		return;

	if (!cl.spectator) // only in spectator mode
		return;

	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;
	}

	// cl_hightrack 
	if (autocam && cl_hightrack.value) 
	{
		Cam_CheckHighTarget();
		if (Cam_JumpCheck(cmd))
		{
			Com_Printf_State(PRINT_FAIL,"cl_hightrack enabled. Unable to switch POV.\n");
		}
		return;
	}

	if (Cam_MoveDownCheck(cmd)) {
		inc = -1;
	} else {
		inc = 1;
	}

	if (locked) {
		if (!Cam_JumpCheck(cmd) && inc == 1) {
			return;
		}
		// Swap the Multiview mvinset/main view pov when jump button is pressed.
		nSwapPov = inc;
	}

	
	if (locked && autocam)
		end = (ideal_track + MAX_CLIENTS + inc) % MAX_CLIENTS;
	else
		end = ideal_track;

	i = end;
	do {
		s = &cl.players[i];
		if (s->name[0] && !s->spectator) {
			if (cls.mvdplayback && cl.teamfortress) 
				V_TF_ClearGrenadeEffects(); // BorisU
			Cam_Lock(i);
			ideal_track = i;    
			return;
		}
		i = (i + MAX_CLIENTS + inc) % MAX_CLIENTS;
	} while (i != end);
	// stay on same guy?	

	i = ideal_track;	
	s = &cl.players[i];
	if (s->name[0] && !s->spectator) {
		Cam_Lock(i);
		return;
	}
	Com_Printf ("No target found ...\n");
	autocam = locked = false;
}
Ejemplo n.º 3
0
// 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;

	if (!cl.spectator)
	{
		return;
	}

	// hack: save +movedown command
	cmddown = cmd->upmove < 0;

	// cl_hightrack 
	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;

		// cl_hightrack 
		if (cl_hightrack.value)
		{
			Cam_CheckHighTarget();
		}
		else 
		{
			Cam_Unlock();
		}
		return;
	}

	frame = &cl.frames[cl.validsequence & UPDATE_MASK];

	if (autocam && cls.mvdplayback)	
	{
		if (ideal_track != spec_track && cls.realtime - last_lock > 0.1 && 
			frame->playerstate[ideal_track].messagenum == cl.parsecount)
		{
			Cam_Lock(ideal_track);
		}

		if (frame->playerstate[spec_track].messagenum != cl.parsecount)	
		{
			int i;

			for (i = 0; i < MAX_CLIENTS; i++) 
			{
				if (frame->playerstate[i].messagenum == cl.parsecount)
					break;
			}

			if (i < MAX_CLIENTS)
			{
				Cam_Lock(i);
			}
		}
	}

	player = frame->playerstate + spec_track;
	self = frame->playerstate + cl.playernum;

	if (!locked || !Cam_IsVisible(player, desired_position))
	{
		if (!locked || cls.realtime - cam_lastviewtime > 0.1) 
		{
			if (!InitFlyby(self, player, true))
				InitFlyby(self, player, false);
			cam_lastviewtime = cls.realtime;
		}
	} 
	else 
	{
		cam_lastviewtime = cls.realtime;
	}
	
	// couldn't track for some reason
	if (!locked || !autocam)
		return;

	if (cl_chasecam.value) 
	{
		cmd->forwardmove = cmd->sidemove = cmd->upmove = 0;

		#ifdef JSS_CAM
		if (!Cvar_Value ("cam_thirdperson"))
		#endif
		{
			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);
		}
	} 
	else 
	{
		// Ok, move to our desired position and set our angles to view
		// the player
		VectorSubtract(desired_position, self->origin, vec);
		cmd->forwardmove = cmd->sidemove = cmd->upmove = 0;
		if (VectorLength(vec) > 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];
	}
}
Ejemplo n.º 4
0
Archivo: cl_cam.c Proyecto: ACIIL/Quake
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;
}
Ejemplo n.º 5
0
Archivo: cl_cam.c Proyecto: ACIIL/Quake
// 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];
	}
}
Ejemplo n.º 6
0
void Cam_FinishMove(usercmd_t *cmd) {
	int i, end;
	player_info_t *s;

	if (cls.state != ca_active)
		return;

	if (!cl.spectator) // only in spectator mode
		return;

	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;
	}

	// cl_hightrack 
	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

		// Swap the Multiview mvinset/main view pov when jump button is pressed.
		if (!nSwapPov)
		{
			nSwapPov = true; 
		}
	}

	
	if (locked && autocam)
		end = (ideal_track + 1) % MAX_CLIENTS;
	else
		end = ideal_track;

	i = end;
	do {
		s = &cl.players[i];
		if (s->name[0] && !s->spectator) {
			if (cls.mvdplayback && cl.teamfortress) 
				V_TF_ClearGrenadeEffects(); // BorisU
			Cam_Lock(i);
			ideal_track = i;    
			return;
		}
		i = (i + 1) % MAX_CLIENTS;
	} while (i != end);
	// stay on same guy?	

	i = ideal_track;	
	s = &cl.players[i];
	if (s->name[0] && !s->spectator) {
		Cam_Lock(i);
		return;
	}
	Com_Printf ("No target found ...\n");
	autocam = locked = false;
}
Ejemplo n.º 7
0
// 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)
{
	float			len;
	frame_t		   *frame;
	player_state_t *player, *self;
	vec3_t			vec;

	if (!cl.spectator)
		return;

	if (cl_hightrack->int_val && !locked)
		Cam_CheckHighTarget ();

	if (!autocam || cls.state != ca_active)
		return;

	if (locked
		&& (!cl.players[spec_track].name->value[0]
			|| cl.players[spec_track].spectator)) {
		locked = false;
		if (cl_hightrack->int_val)
			Cam_CheckHighTarget ();
		else
			Cam_Unlock ();
		return;
	}

	frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
	if (autocam && cls.demoplayback2 && 0) {
		if (ideal_track != spec_track && realtime - last_lock > 1
			&& frame->playerstate[ideal_track].messagenum == cl.parsecount)
			Cam_Lock (ideal_track);

		if (frame->playerstate[spec_track].messagenum != cl.parsecount) {
			int         i;

			for (i = 0; i < MAX_CLIENTS; i++) {
				if (frame->playerstate[i].messagenum == cl.parsecount)
					break;
			}
			if (i < MAX_CLIENTS)
				Cam_Lock (i);
		}
	}

	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->int_val) {
		cmd->forwardmove = cmd->sidemove = cmd->upmove = 0;

		VectorCopy (player->viewangles, cl.viewangles);
		VectorCopy (player->pls.origin, desired_position);
		if (memcmp (&desired_position, &self->pls.origin,
					sizeof (desired_position)) != 0) {
			if (!cls.demoplayback) {
				MSG_WriteByte (&cls.netchan.message, clc_tmove);
				MSG_WriteCoordV (&cls.netchan.message, desired_position);
			}
			// move there locally immediately
			VectorCopy (desired_position, self->pls.origin);
		}
		self->pls.weaponframe = player->pls.weaponframe;

	} else {
		// Ok, move to our desired position and set our angles to view
		// the player
		VectorSubtract (desired_position, self->pls.origin, vec);
		len = VectorLength (vec);
		cmd->forwardmove = cmd->sidemove = cmd->upmove = 0;
		if (len > 16) {					// close enough?
			if (!cls.demoplayback) {
				MSG_WriteByte (&cls.netchan.message, clc_tmove);
				MSG_WriteCoordV (&cls.netchan.message, desired_position);
			}
		}
		// move there locally immediately
		VectorCopy (desired_position, self->pls.origin);

		VectorSubtract (player->pls.origin, desired_position, vec);
		vectoangles (vec, cl.viewangles);
		cl.viewangles[0] = -cl.viewangles[0];
	}
}
Ejemplo n.º 8
0
void Cam_FinishMove(usercmd_t *cmd) {
	int i, end;
	player_info_t *s;

	if (cls.state != ca_active)
		return;

	if (!cl.spectator) // only in spectator mode
		return;

	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 (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
	}

	
	if (locked && autocam)
		end = (ideal_track + 1) % MAX_CLIENTS;
	else
		end = ideal_track;

	i = end;
	do {
		s = &cl.players[i];
		if (s->name[0] && !s->spectator) {
			Cam_Lock(i);
			ideal_track = i;    
			return;
		}
		i = (i + 1) % MAX_CLIENTS;
	} while (i != end);
	// stay on same guy?	

	i = ideal_track;	
	s = &cl.players[i];
	if (s->name[0] && !s->spectator) {
		Cam_Lock(i);
		return;
	}
	Com_Printf ("No target found ...\n");
	autocam = locked = false;
}
Ejemplo n.º 9
0
// 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;
	int do_tmove;

	if (!cl.spectator)
		return;
	
	if (!autocam || cls.state != ca_active)
		return;

	if (locked && (!cl.players[spec_track].name[0] || cl.players[spec_track].spectator)) {
		locked = false;
		Cam_Unlock();
		return;
	}

	frame = &cl.frames[cl.validsequence & UPDATE_MASK];


	if (autocam && cls.mvdplayback)	{
		if (ideal_track != spec_track && cls.realtime - last_lock > 0.1 && 
			frame->playerstate[ideal_track].messagenum == cl.parsecount)
			Cam_Lock(ideal_track);

		if (frame->playerstate[spec_track].messagenum != cl.parsecount)	{
			int i;

			for (i = 0; i < MAX_CLIENTS; i++) {
				if (frame->playerstate[i].messagenum == cl.parsecount)
					break;
			}
			if (i < MAX_CLIENTS)
				Cam_Lock(i);
		}
	}


	player = frame->playerstate + spec_track;
	self = frame->playerstate + cl.playernum;

	if (!locked || !Cam_IsVisible(player, desired_position)) {
		if (!locked || cls.realtime - cam_lastviewtime > 0.1) {
			if (!InitFlyby(self, player, true))
				InitFlyby(self, player, false);
			cam_lastviewtime = cls.realtime;
		}
	} else {
		cam_lastviewtime = cls.realtime;
	}
	
	// couldn't track for some reason
	if (!locked || !autocam)
		return;

	do_tmove = 0;

	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)
		{
			do_tmove = 1;
			// move there locally immediately
			VectorCopy(desired_position, self->origin);
		}
	} else {
		// Ok, move to our desired position and set our angles to view
		// the player
		VectorSubtract(desired_position, self->origin, vec);
		cmd->forwardmove = cmd->sidemove = cmd->upmove = 0;
		if (VectorLength(vec) > 16)
		{
			// close enough?
			do_tmove = 1;
		}

		// 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 (cl.viewangles[0] < 0)
			cl.viewangles[0] += 360;
	}

	Mouse_SetViewAngles(cl.viewangles);

#ifdef NETQW
	if (do_tmove && cls.netqw)
		NetQW_SetTeleport(cls.netqw, desired_position);
#else
	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]);
#endif
}