]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/viewloc.qc
Cleaned up viewloc.qc and added free-aiming cursor support.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / viewloc.qc
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                 PHYS_CS(this).movement_y = 0;
23
24                 vector level_start, level_end;
25                 level_start = this.viewloc.enemy.origin;
26                 level_end = this.viewloc.goalentity.origin;
27                 vector forward = vectoangles(normalize(level_end - level_start));
28                 vector backward = vectoangles(normalize(level_start - level_end));
29
30                 if(this.viewloc.spawnflags & VIEWLOC_FREEAIM)
31                 {
32                         if(this.angles_y > 0)
33                                 PHYS_CS(this).movement_x = -PHYS_CS(this).movement_x;
34                 }
35                 else
36                 {
37                         if(PHYS_CS(this).movement_x < 0)
38                                 PHYS_CS(this).movement_x = -PHYS_CS(this).movement_x;
39
40                         if(PHYS_CS(this).movement_x < 0) // left
41                                 this.angles_y = backward.y;
42                         if(PHYS_CS(this).movement_x > 0) // right
43                                 this.angles_y = forward.y;
44                 }
45
46                 //if(!PHYS_INPUT_BUTTON_CROUCH(this) && !IS_DUCKED(this))
47 #ifdef SVQC
48                         //PHYS_INPUT_BUTTON_CROUCH(this) = (old_movement_x < 0);
49                         if (old_movement.x < 0)
50                                 PHYS_INPUT_BUTTON_CROUCH(this) = true;
51 #elif defined(CSQC)
52                         if (old_movement.x < 0)
53                         {
54                                 input_buttons |= BIT(4);
55                                 this.flags |= FL_DUCKED;
56                         }
57                         //else { input_buttons &= ~16; this.flags &= ~FL_DUCKED; }
58 #endif
59         }
60 }
61
62 #ifdef CSQC
63
64 void viewloc_SetTags(entity this)
65 {
66         if(this.viewloc && wasfreed(this.viewloc))
67                 this.viewloc = NULL;
68
69         if(this.viewloc.entnum != this.tag_networkviewloc)
70         if(this.tag_networkviewloc == 0)
71                 this.viewloc = NULL;
72         else
73                 this.viewloc = findfloat(NULL, entnum, this.tag_networkviewloc);
74 }
75
76 vector CursorToWorldCoord(vector mpos)
77 {
78         vector wnear = cs_unproject(vec2(mpos)); // determine the world coordinate for the mouse cursor upon the near clip plane
79         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.
80         traceline(wnear, wfar, MOVE_NOMONSTERS, NULL);
81         return trace_endpos;
82 }
83
84 vector old_camera_angle = '0 0 0';
85 bool autocvar_cam_snap_close;
86 bool autocvar_cam_track;
87 bool autocvar_cam_snap_hard;
88 bool autocvar_cam_snap_unlock;
89 void viewloc_SetViewLocation()
90 {
91         entity view = CSQCModel_server2csqc(player_localentnum - 1);
92         if (!view) return;
93         //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
94         if(view.viewloc && !wasfreed(view.viewloc) && view.viewloc.enemy && view.viewloc.goalentity)
95         {
96                 bool have_sidescroll = (view.viewloc.enemy != view.viewloc.goalentity);
97                 vector position_a = view.viewloc.enemy.origin;
98                 vector position_b = view.viewloc.goalentity.origin;
99                 vector camera_angle = '0 0 0';
100                 vector camera_position;
101
102                 /*TODO: have the camera only move when a player moves too much from the center of the camera
103                  * basically the player would move around in a small "box" in the center of the screen with out changing the camera position or angles */
104                 camera_position = vec_bounds_in(view.origin, position_a, position_b);
105
106
107                 // a tracking camera follows the player when it leaves the world box
108                 if (autocvar_cam_track || !have_sidescroll) {
109                         camera_angle = aim_vec (camera_position, view.origin);
110                 }
111
112                 // hard snap changes the angle as soon as it crosses over the nearest 90 degree mark
113                 if (autocvar_cam_snap_hard) {
114                         camera_angle = angle_snap_vec(aim_vec(camera_position, view.origin), 90);
115                 }
116
117                 // tries to avoid snapping unless it *really* needs to
118                 if (autocvar_cam_snap_close) {
119                         // like hard snap, but don't snap angles yet.
120                         camera_angle = aim_vec(camera_position, view.origin);
121
122                         /* if the difference between the old and new angle is 60 degrees or more, switch angles.
123                          * NOTE: bug/feature: this will use non-snaped angles for one frame.
124                          * doing this resualts in less code, faster code, and a smoother transisition between angles.
125                          */
126                         float camera_angle_diff = max(camera_angle.y, old_camera_angle.y) - min(camera_angle.y, old_camera_angle.y);
127
128                         if (60 <= camera_angle_diff) { // use new angles
129                                 old_camera_angle.y = angle_snap_f(camera_angle.y, 90);
130                         } else { // use old angles
131                                 camera_angle.y = old_camera_angle.y;
132                         }
133                 }
134
135                 //unlocking this allows the camera to look up and down. this also allows a top-down view.
136                 if (!autocvar_cam_snap_unlock) {
137                         camera_angle.x = 0;
138                         camera_angle.z = 0;
139                 }
140
141 #if 0
142                 LOG_TRACE(vtos(camera_position));
143                 LOG_TRACE(vtos(old_camera_angle));
144                 LOG_TRACE(vtos(camera_angle));
145 #endif
146
147                 freeze_org = getpropertyvec(VF_ORIGIN);
148                 freeze_ang = getpropertyvec(VF_ANGLES);
149                 setproperty(VF_ORIGIN, camera_position);
150                 setproperty(VF_ANGLES, camera_angle);
151
152                 if (have_sidescroll) {
153                         vector view_angle = view.angles;
154                         if (!(view.viewloc.spawnflags & VIEWLOC_FREEAIM)) {
155                                 vector avatar_facing_dir;
156                                 // get the player's forward-facing direction, based on positions a and b
157                                 if (0 == input_movevalues.y) {
158                                         avatar_facing_dir = view_angle; // default to the previous values
159                                 } else if (0 > input_movevalues.y) { // left is forward
160                                         avatar_facing_dir = vectoangles(normalize(vec_to_max(position_b, position_a) - vec_to_min(position_b, position_a)));
161                                 } else { // right is forward
162                                         avatar_facing_dir = vectoangles(normalize(vec_to_min(position_b, position_a) - vec_to_max(position_b, position_a)));
163                                 }
164                                 view_angle.y = avatar_facing_dir.y; // snap avatar to look on along the correct axis
165
166                                 // if (0 == input_movevalues.x) look straight ahead
167                                 if (0 > input_movevalues.x) { // look up
168                                         view_angle.x = 50;
169                                 } else if (0 < input_movevalues.x) { // look down
170                                         view_angle.x = -50;
171                                 }
172                         } else {
173                                 vector mpos = CursorToWorldCoord(viewloc_mousepos);
174                                 mpos.x = view.origin.x; // replace the cursor's x position with the player's
175                                 view_angle = aim_vec(view.origin, mpos); // get new angles
176                         }
177                         view.angles_y = view_angle.y;
178                         setproperty(VF_CL_VIEWANGLES, view_angle);
179                 }
180         }
181 }
182
183 #endif