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Merge branch 'master' into terencehill/bot_ai
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1 #include "viewloc.qh"
2 #include "util.qh"
3
4 #if defined(CSQC)
5     #include "../client/defs.qh"
6     #include "constants.qh"
7 #elif defined(MENUQC)
8 #elif defined(SVQC)
9         #include "../server/defs.qh"
10 #endif
11
12 // client movement
13 void viewloc_PlayerPhysics(entity this)
14 {
15         if(this.viewloc)
16         {
17                 if(this.viewloc.goalentity == this.viewloc.enemy)
18                         return; // we can't side-scroll in this case
19
20                 vector old_movement = PHYS_CS(this).movement;
21                 PHYS_CS(this).movement_x = old_movement_y;
22                 if((this.viewloc.spawnflags & VIEWLOC_FREEMOVE) && !(time < this.ladder_time))
23                         PHYS_CS(this).movement_y = old_movement_x;
24                 else
25                         PHYS_CS(this).movement_y = 0;
26
27                 vector level_start, level_end;
28                 level_start = this.viewloc.enemy.origin;
29                 level_end = this.viewloc.goalentity.origin;
30                 vector forward = vectoangles(normalize(level_end - level_start));
31                 vector backward = vectoangles(normalize(level_start - level_end));
32
33                 if((this.viewloc.spawnflags & VIEWLOC_FREEMOVE) && this.angles_y < 0 && !(time < this.ladder_time))
34                         PHYS_CS(this).movement_y = -PHYS_CS(this).movement_y;
35
36                 if(this.viewloc.spawnflags & VIEWLOC_FREEAIM)
37                 {
38                         if(this.angles_y > 0)
39                                 PHYS_CS(this).movement_x = -PHYS_CS(this).movement_x;
40                 }
41                 else
42                 {
43                         if(PHYS_CS(this).movement_x < 0)
44                                 PHYS_CS(this).movement_x = -PHYS_CS(this).movement_x;
45
46                         if(PHYS_CS(this).movement_x < 0) // left
47                                 this.angles_y = backward.y;
48                         if(PHYS_CS(this).movement_x > 0) // right
49                                 this.angles_y = forward.y;
50                 }
51         #if 0
52                 //if(!PHYS_INPUT_BUTTON_CROUCH(this) && !IS_DUCKED(this))
53                 if(!(this.viewloc.spawnflags & VIEWLOC_FREEMOVE))
54                 {
55 #ifdef SVQC
56                         //PHYS_INPUT_BUTTON_CROUCH(this) = (old_movement_x < 0);
57                         if (old_movement.x < 0)
58                                 PHYS_INPUT_BUTTON_CROUCH(this) = true;
59 #elif defined(CSQC)
60                         if (old_movement.x < 0)
61                         {
62                                 input_buttons |= BIT(4);
63                                 this.flags |= FL_DUCKED;
64                         }
65                         //else { input_buttons &= ~16; this.flags &= ~FL_DUCKED; }
66 #endif
67                 }
68         #endif
69         }
70 }
71
72 #ifdef CSQC
73
74 void viewloc_SetTags(entity this)
75 {
76         if(this.viewloc && wasfreed(this.viewloc))
77                 this.viewloc = NULL;
78
79         if(this.viewloc.entnum != this.tag_networkviewloc)
80         {
81                 if(this.tag_networkviewloc == 0)
82                         this.viewloc = NULL;
83                 else
84                         this.viewloc = findfloat(NULL, entnum, this.tag_networkviewloc);
85         }
86 }
87
88 vector CursorToWorldCoord(vector mpos)
89 {
90         vector wnear = cs_unproject(vec2(mpos)); // determine the world coordinate for the mouse cursor upon the near clip plane
91         vector wfar = cs_unproject(vec3(mpos.x, mpos.y, max_shot_distance)); // determine the world coordinate for the mouse cursor upon the far clip plane, with an outrageously large value as a workaround for dp.
92         traceline(wnear, wfar, MOVE_NOMONSTERS, NULL);
93         return trace_endpos;
94 }
95
96 vector old_camera_angle = '0 0 0';
97 bool autocvar_cam_snap_close;
98 bool autocvar_cam_track;
99 bool autocvar_cam_snap_hard;
100 bool autocvar_cam_snap_unlock;
101 bool autocvar_cam_useangle = true;
102 void viewloc_SetViewLocation()
103 {
104         entity view = CSQCModel_server2csqc(player_localentnum - 1);
105         if (!view) return;
106         //NOTE: the "cam_" cvars sould probably be changed out with a spawnflag or an entity key. I have it like this for my testing -- Player_2
107         if(view.viewloc && !wasfreed(view.viewloc) && view.viewloc.enemy && view.viewloc.goalentity)
108         {
109                 bool have_sidescroll = (view.viewloc.enemy != view.viewloc.goalentity);
110                 vector position_a = view.viewloc.enemy.origin;
111                 vector position_b = view.viewloc.goalentity.origin;
112                 vector camera_angle = '0 0 0';
113                 vector camera_position;
114
115                 /*TODO: have the camera only move when a player moves too much from the center of the camera
116                  * basically the player would move around in a small "box" in the center of the screen with out changing the camera position or angles */
117                 camera_position = vec_bounds_in(view.origin, position_a, position_b);
118
119                 // use camera's angle when possible
120                 if (autocvar_cam_useangle) {
121                         camera_angle = view.viewloc.enemy.movedir;
122                 }
123
124                 // a tracking camera follows the player when it leaves the world box
125                 if (autocvar_cam_track || !have_sidescroll) {
126                         camera_angle = aim_vec (camera_position, view.origin);
127                 }
128
129                 // hard snap changes the angle as soon as it crosses over the nearest 90 degree mark
130                 if (autocvar_cam_snap_hard) {
131                         camera_angle = angle_snap_vec(aim_vec(camera_position, view.origin), 90);
132                 }
133
134                 // tries to avoid snapping unless it *really* needs to
135                 if (autocvar_cam_snap_close) {
136                         // like hard snap, but don't snap angles yet.
137                         camera_angle = aim_vec(camera_position, view.origin);
138
139                         /* if the difference between the old and new angle is 60 degrees or more, switch angles.
140                          * NOTE: bug/feature: this will use non-snaped angles for one frame.
141                          * doing this results in less code, faster code, and a smoother transisition between angles.
142                          */
143                         float camera_angle_diff = max(camera_angle.y, old_camera_angle.y) - min(camera_angle.y, old_camera_angle.y);
144
145                         if (60 <= camera_angle_diff) { // use new angles
146                                 old_camera_angle.y = angle_snap_f(camera_angle.y, 90);
147                         } else { // use old angles
148                                 camera_angle.y = old_camera_angle.y;
149                         }
150                 }
151
152                 //unlocking this allows the camera to look up and down. this also allows a top-down view.
153                 if (!autocvar_cam_snap_unlock) {
154                         camera_angle.x = 0;
155                         camera_angle.z = 0;
156                 }
157
158 #if 0
159                 LOG_TRACE(vtos(camera_position));
160                 LOG_TRACE(vtos(old_camera_angle));
161                 LOG_TRACE(vtos(camera_angle));
162 #endif
163
164                 freeze_org = getpropertyvec(VF_ORIGIN);
165                 freeze_ang = getpropertyvec(VF_ANGLES);
166                 setproperty(VF_ORIGIN, camera_position);
167                 setproperty(VF_ANGLES, camera_angle);
168
169                 if(spectatee_status)
170                         return; // if spectating, don't replace angles or inputs!
171
172                 if (have_sidescroll) {
173                         vector view_angle = view.angles;
174                         if (!(view.viewloc.spawnflags & VIEWLOC_FREEAIM)) {
175                                 vector avatar_facing_dir;
176                                 // get the player's forward-facing direction, based on positions a and b
177                                 if (0 == input_movevalues.y) {
178                                         avatar_facing_dir = view_angle; // default to the previous values
179                                 } else if (0 > input_movevalues.y) { // left is forward
180                                         avatar_facing_dir = vectoangles(normalize(vec_to_max(position_b, position_a) - vec_to_min(position_b, position_a)));
181                                 } else { // right is forward
182                                         avatar_facing_dir = vectoangles(normalize(vec_to_min(position_b, position_a) - vec_to_max(position_b, position_a)));
183                                 }
184                                 view_angle.y = avatar_facing_dir.y; // snap avatar to look on along the correct axis
185
186                                 // if (0 == input_movevalues.x) look straight ahead
187                                 if (!(view.viewloc.spawnflags & VIEWLOC_FREEMOVE)) {
188                                         if (0 > input_movevalues.x) { // look up
189                                                 view_angle.x = 50;
190                                         } else if (0 < input_movevalues.x) { // look down
191                                                 view_angle.x = -50;
192                                         }
193                                 }
194                         } else {
195                                 vector mpos = CursorToWorldCoord(viewloc_mousepos);
196                                 mpos.x = view.origin.x; // replace the cursor's x position with the player's
197                                 view_angle = aim_vec(view.origin + view.view_ofs, mpos); // get new angles
198                         }
199                         view.angles_y = view_angle.y;
200                         setproperty(VF_CL_VIEWANGLES, view_angle);
201                 }
202         }
203 }
204
205 STATIC_INIT_LATE(viewloc_cursor)
206 {
207         // fix the mouse position on init so it isn't in the corner
208         viewloc_mousepos = '0.5 0 0' * autocvar_vid_conwidth + '0 0.5 0' * autocvar_vid_conheight;
209 }
210
211 #endif