X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fviewloc.qc;h=11dab52a30e6651d99cbf3b4527edebfea00226b;hb=e6a33700efe08f426d28269b0764fbb38f6cf286;hp=23b30792229f7e1e02f2720461e6fabb2720e644;hpb=10c0e93c75ef6f408e3357bd5fb46c721e7e0576;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/viewloc.qc b/qcsrc/common/viewloc.qc index 23b307922..11dab52a3 100644 --- a/qcsrc/common/viewloc.qc +++ b/qcsrc/common/viewloc.qc @@ -1,3 +1,4 @@ +#include "viewloc.qh" #include "util.qh" #if defined(CSQC) @@ -13,35 +14,34 @@ void viewloc_PlayerPhysics(entity this) { if(this.viewloc) { - vector old_movement = this.movement; - this.movement_x = old_movement_y; - this.movement_y = 0; + if(this.viewloc.goalentity == this.viewloc.enemy) + return; // we can't side-scroll in this case - if(this.movement_x < 0) - this.movement_x = -this.movement_x; + vector old_movement = PHYS_CS(this).movement; + PHYS_CS(this).movement_x = old_movement_y; + PHYS_CS(this).movement_y = 0; vector level_start, level_end; level_start = this.viewloc.enemy.origin; level_end = this.viewloc.goalentity.origin; - vector forward, backward; - forward = vectoangles(normalize(level_end - level_start)); - backward = vectoangles(normalize(level_start - level_end)); + vector forward = vectoangles(normalize(level_end - level_start)); + vector backward = vectoangles(normalize(level_start - level_end)); - if(this.movement_x < 0) // left - this.angles_y = backward_y; - if(this.movement_x > 0) // right - this.angles_y = forward_y; - - if(old_movement_x > 0) -#ifdef CSQC - input_angles_x = -#endif - this.v_angle_x = this.angles_x = -50; - else if(old_movement_x < 0) -#ifdef CSQC - input_angles_x = -#endif - this.v_angle_x = this.angles_x = 50; + if(this.viewloc.spawnflags & VIEWLOC_FREEAIM) + { + if(this.angles_y > 0) + PHYS_CS(this).movement_x = -PHYS_CS(this).movement_x; + } + else + { + if(PHYS_CS(this).movement_x < 0) + PHYS_CS(this).movement_x = -PHYS_CS(this).movement_x; + + if(PHYS_CS(this).movement_x < 0) // left + this.angles_y = backward.y; + if(PHYS_CS(this).movement_x > 0) // right + this.angles_y = forward.y; + } //if(!PHYS_INPUT_BUTTON_CROUCH(this) && !IS_DUCKED(this)) #ifdef SVQC @@ -73,7 +73,19 @@ void viewloc_SetTags(entity this) this.viewloc = findfloat(NULL, entnum, this.tag_networkviewloc); } +vector CursorToWorldCoord(vector mpos) +{ + vector wnear = cs_unproject(vec2(mpos)); // determine the world coordinate for the mouse cursor upon the near clip plane + 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. + traceline(wnear, wfar, MOVE_NOMONSTERS, NULL); + return trace_endpos; +} + vector old_camera_angle = '0 0 0'; +bool autocvar_cam_snap_close; +bool autocvar_cam_track; +bool autocvar_cam_snap_hard; +bool autocvar_cam_snap_unlock; void viewloc_SetViewLocation() { entity view = CSQCModel_server2csqc(player_localentnum - 1); @@ -81,39 +93,29 @@ void viewloc_SetViewLocation() //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 if(view.viewloc && !wasfreed(view.viewloc) && view.viewloc.enemy && view.viewloc.goalentity) { - vector position_a, position_b, camera_position, camera_angle, forward, backward; - //vector scratch; - - position_a = view.viewloc.enemy.origin; - position_b = view.viewloc.goalentity.origin; + bool have_sidescroll = (view.viewloc.enemy != view.viewloc.goalentity); + vector position_a = view.viewloc.enemy.origin; + vector position_b = view.viewloc.goalentity.origin; + vector camera_angle = '0 0 0'; + vector camera_position; -#if 0 /*TODO: have the camera only move when a player moves too much from the center of the camera - * basically the player can move around in a "box" in the center of th screen with out changing the camera position or angles - */ - if (cvar("cam_box")) { - camera_position = vec_bounds_in(view.origin, position_a, position_b); - } - else -#endif - camera_position = vec_bounds_in(view.origin, position_a, position_b); - + * basically the player would move around in a small "box" in the center of the screen with out changing the camera position or angles */ + camera_position = vec_bounds_in(view.origin, position_a, position_b); - camera_angle = '0 0 0'; // a tracking camera follows the player when it leaves the world box - if (cvar("cam_track")) { + if (autocvar_cam_track || !have_sidescroll) { camera_angle = aim_vec (camera_position, view.origin); } // hard snap changes the angle as soon as it crosses over the nearest 90 degree mark - if (cvar("cam_snap_hard")){ + if (autocvar_cam_snap_hard) { camera_angle = angle_snap_vec(aim_vec(camera_position, view.origin), 90); } // tries to avoid snapping unless it *really* needs to - if (cvar("cam_snap_close")){ - + if (autocvar_cam_snap_close) { // like hard snap, but don't snap angles yet. camera_angle = aim_vec(camera_position, view.origin); @@ -121,24 +123,25 @@ void viewloc_SetViewLocation() * NOTE: bug/feature: this will use non-snaped angles for one frame. * doing this resualts in less code, faster code, and a smoother transisition between angles. */ - float camera_angle_diff = max(camera_angle_y, old_camera_angle_y) - min(camera_angle_y, old_camera_angle_y); + float camera_angle_diff = max(camera_angle.y, old_camera_angle.y) - min(camera_angle.y, old_camera_angle.y); - if ( camera_angle_diff >= 60) - old_camera_angle_y = angle_snap_f(camera_angle_y, 90); - else - camera_angle_y = old_camera_angle_y; + if (60 <= camera_angle_diff) { // use new angles + old_camera_angle.y = angle_snap_f(camera_angle.y, 90); + } else { // use old angles + camera_angle.y = old_camera_angle.y; + } } //unlocking this allows the camera to look up and down. this also allows a top-down view. - if (!cvar("cam_snap_unlock")) { - camera_angle_x = 0; - camera_angle_z = 0; + if (!autocvar_cam_snap_unlock) { + camera_angle.x = 0; + camera_angle.z = 0; } #if 0 - LOG_TRACE(vtos(camera_position), "\n"); - LOG_TRACE(vtos(old_camera_angle), "\n"); - LOG_TRACE(vtos(camera_angle), "\n"); + LOG_TRACE(vtos(camera_position)); + LOG_TRACE(vtos(old_camera_angle)); + LOG_TRACE(vtos(camera_angle)); #endif freeze_org = getpropertyvec(VF_ORIGIN); @@ -146,15 +149,37 @@ void viewloc_SetViewLocation() setproperty(VF_ORIGIN, camera_position); setproperty(VF_ANGLES, camera_angle); - forward = vectoangles(normalize(vec_to_min(position_b, position_a) - vec_to_max(position_b, position_a))); - backward = vectoangles(normalize(vec_to_max(position_b, position_a) - vec_to_min(position_b, position_a))); - - if(input_movevalues_y < 0) // left - view.angles_y = backward_y; - if(input_movevalues_y > 0) // favour right - view.angles_y = forward_y; - - setproperty(VF_CL_VIEWANGLES, view.angles); + if(spectatee_status) + return; // if spectating, don't replace angles or inputs! + + if (have_sidescroll) { + vector view_angle = view.angles; + if (!(view.viewloc.spawnflags & VIEWLOC_FREEAIM)) { + vector avatar_facing_dir; + // get the player's forward-facing direction, based on positions a and b + if (0 == input_movevalues.y) { + avatar_facing_dir = view_angle; // default to the previous values + } else if (0 > input_movevalues.y) { // left is forward + avatar_facing_dir = vectoangles(normalize(vec_to_max(position_b, position_a) - vec_to_min(position_b, position_a))); + } else { // right is forward + avatar_facing_dir = vectoangles(normalize(vec_to_min(position_b, position_a) - vec_to_max(position_b, position_a))); + } + view_angle.y = avatar_facing_dir.y; // snap avatar to look on along the correct axis + + // if (0 == input_movevalues.x) look straight ahead + if (0 > input_movevalues.x) { // look up + view_angle.x = 50; + } else if (0 < input_movevalues.x) { // look down + view_angle.x = -50; + } + } else { + vector mpos = CursorToWorldCoord(viewloc_mousepos); + mpos.x = view.origin.x; // replace the cursor's x position with the player's + view_angle = aim_vec(view.origin, mpos); // get new angles + } + view.angles_y = view_angle.y; + setproperty(VF_CL_VIEWANGLES, view_angle); + } } }