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