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#include "gltron.h"
static float cam_park_pos[4][2] = {
{ 0.2, 0.2 },
{ 0.8, 0.2 },
{ 0.2, 0.8 },
{ 0.8, 0.8 }
};
static float park_height = 80.0;
void writeCamDefaults(Camera *cam, int type) {
cam_defaults[cam->type->type][type] = cam->movement[type];
}
void initCircleCamera(Camera *cam) {
cam->movement[CAM_R] = cam_defaults[CAM_CIRCLE][CAM_R];
cam->movement[CAM_CHI] = cam_defaults[CAM_CIRCLE][CAM_CHI];
cam->movement[CAM_PHI] = cam_defaults[CAM_CIRCLE][CAM_PHI];
cam->type->interpolated_cam = 0;
cam->type->interpolated_target = 0;
cam->type->coupled = 0;
cam->type->freedom[CAM_FREE_R] = 1;
cam->type->freedom[CAM_FREE_PHI] = 0;
cam->type->freedom[CAM_FREE_CHI] = 1;
}
void initFollowCamera(Camera *cam) {
cam->movement[CAM_R] = cam_defaults[CAM_FOLLOW][CAM_R];
cam->movement[CAM_CHI] = cam_defaults[CAM_FOLLOW][CAM_CHI];
cam->movement[CAM_PHI] = cam_defaults[CAM_FOLLOW][CAM_PHI];
cam->type->interpolated_cam = 1;
cam->type->interpolated_target = 0;
cam->type->coupled = 1;
cam->type->freedom[CAM_FREE_R] = 1;
cam->type->freedom[CAM_FREE_PHI] = 1;
cam->type->freedom[CAM_FREE_CHI] = 1;
}
void initCockpitCamera(Camera *cam) {
cam->movement[CAM_R] = cam_defaults[CAM_COCKPIT][CAM_R];
cam->movement[CAM_CHI] = cam_defaults[CAM_COCKPIT][CAM_CHI];
cam->movement[CAM_PHI] = cam_defaults[CAM_COCKPIT][CAM_PHI];
cam->type->interpolated_cam = 0;
cam->type->interpolated_target = 1;
cam->type->coupled = 1;
cam->type->freedom[CAM_FREE_R] = 0;
cam->type->freedom[CAM_FREE_PHI] = 0;
cam->type->freedom[CAM_FREE_CHI] = 0;
}
void initFreeCamera(Camera *cam) {
cam->movement[CAM_R] = cam_defaults[CAM_FREE][CAM_R];
cam->movement[CAM_CHI] = cam_defaults[CAM_FREE][CAM_CHI];
cam->movement[CAM_PHI] = cam_defaults[CAM_FREE][CAM_PHI];
cam->type->interpolated_cam = 0;
cam->type->interpolated_target = 0;
cam->type->coupled = 0;
cam->type->freedom[CAM_FREE_R] = 1;
cam->type->freedom[CAM_FREE_PHI] = 1;
cam->type->freedom[CAM_FREE_CHI] = 1;
}
void initCamera(Camera *cam, Data *data, int type) {
cam->type->type = type;
switch(cam->type->type) {
case CAM_TYPE_CIRCLING: initCircleCamera(cam); break;
case CAM_TYPE_FOLLOW: initFollowCamera(cam); break;
case CAM_TYPE_COCKPIT: initCockpitCamera(cam); break;
case CAM_TYPE_MOUSE: initFreeCamera(cam); break;
}
cam->target[0] = data->posx;
cam->target[1] = data->posy;
cam->target[2] = 0;
cam->cam[0] = data->posx + CAM_CIRCLE_DIST;
cam->cam[1] = data->posy;
cam->cam[2] = CAM_CIRCLE_Z;
}
void doCameraMovement() {
int i;
Camera *cam;
Data *data;
Player *p;
for(i = 0; i < game->players; i++) {
cam = game->player[i].camera;
data = game->player[i].data;
p = game->player + i;
if(data->speed == SPEED_GONE) {
/* observer camera */
float dest[3];
float tmp[3];
float tdest[3];
dest[0] = cam_park_pos[i][0] * game->settings->grid_size;
dest[1] = cam_park_pos[i][1] * game->settings->grid_size;
dest[2] = park_height;
tdest[0] = game->settings->grid_size / 2;
tdest[1] = game->settings->grid_size / 2;
tdest[2] = -10;
vsub(dest, cam->cam, tmp);
if(length(tmp) > 1) {
normalize(tmp);
vadd(cam->cam, tmp, cam->cam);
} else
vcopy(dest, cam->cam);
vsub(tdest, cam->target, tmp);
if(length(tmp) > 1) {
normalize(tmp);
vadd(cam->target, tmp, cam->target);
} else
vcopy(tdest, cam->target);
} else {
float dest[3];
float tdest[3];
float phi, chi, r;
/* first, process all movement commands */
/* that means, check for mouse input mainly */
if(cam->type->freedom[CAM_FREE_R]) {
if(game2->input.mouse1 == 1)
cam->movement[CAM_R] += CAM_DR * game2->time.dt / 1000.0;
if(game2->input.mouse2 == 1)
cam->movement[CAM_R] -= CAM_DR * game2->time.dt / 1000.0;
writeCamDefaults(cam, CAM_R);
}
if(cam->type->freedom[CAM_FREE_PHI]) {
cam->movement[CAM_PHI] += - game2->input.mousex * MOUSE_CX;
writeCamDefaults(cam, CAM_CHI);
}
if(cam->type->freedom[CAM_FREE_CHI]) {
cam->movement[CAM_CHI] += game2->input.mousey * MOUSE_CY;
writeCamDefaults(cam, CAM_PHI);
}
/* ok, now let's calculate the new camera destination coordinates */
/* also, perform some camera dependant movement */
switch(cam->type->type) {
case CAM_TYPE_CIRCLING: /* Andi-cam */
cam->movement[CAM_PHI] += CAM_SPEED * game2->time.dt;
tdest[0] = data->posx;
tdest[1] = data->posy;
tdest[2] = B_HEIGHT;
break;
case CAM_TYPE_FOLLOW: /* Mike-cam */
tdest[0] = data->posx;
tdest[1] = data->posy;
tdest[2] = B_HEIGHT;
break;
case CAM_TYPE_COCKPIT: /* 1st person */
tdest[0] = data->posx + dirsX[data->dir];
tdest[1] = data->posy + dirsY[data->dir];
tdest[2] = CAM_COCKPIT_Z;
/*
cam->cam[0] = data->posx;
cam->cam[1] = data->posy;
cam->cam[2] = CAM_COCKPIT_Z + 0.5;
*/
break;
case CAM_TYPE_MOUSE: /* mouse camera */
tdest[0] = data->posx;
tdest[1] = data->posy;
tdest[2] = B_HEIGHT;
break;
}
phi = cam->movement[CAM_PHI];
chi = cam->movement[CAM_CHI];
r = cam->movement[CAM_R];
if(cam->type->coupled) {
int time;
time = game2->time.current - p->data->turn_time;
if(time < TURN_LENGTH) {
int dir, ldir;
dir = p->data->dir;
ldir = p->data->last_dir;
if(dir == 1 && ldir == 2)
dir = 4;
if(dir == 2 && ldir == 1)
ldir = 4;
phi += ((TURN_LENGTH - time) * camAngles[ldir] +
time * camAngles[dir]) / TURN_LENGTH;
}
else
phi += camAngles[p->data->dir];
}
/* move camera and perform necessary interpolations */
dest[0] = data->posx + r * cos(phi) * sin(chi);
dest[1] = data->posy + r * sin(phi) * sin(chi);
dest[2] = r * cos(chi);
memcpy(cam->cam, dest, sizeof(cam->cam));
memcpy(cam->target, tdest, sizeof(cam->target));
}
}
/* mouse events consumed */
game2->input.mousex = 0;
game2->input.mousey = 0;
}
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