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Fix copy-paste error.
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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
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         }
69 }
70
71 #ifdef CSQC
72
73 void viewloc_SetTags(entity this)
74 {
75         if(this.viewloc && wasfreed(this.viewloc))
76                 this.viewloc = NULL;
77
78         if(this.viewloc.entnum != this.tag_networkviewloc)
79         if(this.tag_networkviewloc == 0)
80                 this.viewloc = NULL;
81         else
82                 this.viewloc = findfloat(NULL, entnum, this.tag_networkviewloc);
83 }
84
85 vector CursorToWorldCoord(vector mpos)
86 {
87         vector wnear = cs_unproject(vec2(mpos)); // determine the world coordinate for the mouse cursor upon the near clip plane
88         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.
89         traceline(wnear, wfar, MOVE_NOMONSTERS, NULL);
90         return trace_endpos;
91 }
92
93 vector old_camera_angle = '0 0 0';
94 bool autocvar_cam_snap_close;
95 bool autocvar_cam_track;
96 bool autocvar_cam_snap_hard;
97 bool autocvar_cam_snap_unlock;
98 bool autocvar_cam_useangle = true;
99 void viewloc_SetViewLocation()
100 {
101         entity view = CSQCModel_server2csqc(player_localentnum - 1);
102         if (!view) return;
103         //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
104         if(view.viewloc && !wasfreed(view.viewloc) && view.viewloc.enemy && view.viewloc.goalentity)
105         {
106                 bool have_sidescroll = (view.viewloc.enemy != view.viewloc.goalentity);
107                 vector position_a = view.viewloc.enemy.origin;
108                 vector position_b = view.viewloc.goalentity.origin;
109                 vector camera_angle = '0 0 0';
110                 vector camera_position;
111
112                 /*TODO: have the camera only move when a player moves too much from the center of the camera
113                  * basically the player would move around in a small "box" in the center of the screen with out changing the camera position or angles */
114                 camera_position = vec_bounds_in(view.origin, position_a, position_b);
115
116                 // use camera's angle when possible
117                 if (autocvar_cam_useangle) {
118                         camera_angle = view.viewloc.enemy.movedir;
119                 }
120
121                 // a tracking camera follows the player when it leaves the world box
122                 if (autocvar_cam_track || !have_sidescroll) {
123                         camera_angle = aim_vec (camera_position, view.origin);
124                 }
125
126                 // hard snap changes the angle as soon as it crosses over the nearest 90 degree mark
127                 if (autocvar_cam_snap_hard) {
128                         camera_angle = angle_snap_vec(aim_vec(camera_position, view.origin), 90);
129                 }
130
131                 // tries to avoid snapping unless it *really* needs to
132                 if (autocvar_cam_snap_close) {
133                         // like hard snap, but don't snap angles yet.
134                         camera_angle = aim_vec(camera_position, view.origin);
135
136                         /* if the difference between the old and new angle is 60 degrees or more, switch angles.
137                          * NOTE: bug/feature: this will use non-snaped angles for one frame.
138                          * doing this results in less code, faster code, and a smoother transisition between angles.
139                          */
140                         float camera_angle_diff = max(camera_angle.y, old_camera_angle.y) - min(camera_angle.y, old_camera_angle.y);
141
142                         if (60 <= camera_angle_diff) { // use new angles
143                                 old_camera_angle.y = angle_snap_f(camera_angle.y, 90);
144                         } else { // use old angles
145                                 camera_angle.y = old_camera_angle.y;
146                         }
147                 }
148
149                 //unlocking this allows the camera to look up and down. this also allows a top-down view.
150                 if (!autocvar_cam_snap_unlock) {
151                         camera_angle.x = 0;
152                         camera_angle.z = 0;
153                 }
154
155 #if 0
156                 LOG_TRACE(vtos(camera_position));
157                 LOG_TRACE(vtos(old_camera_angle));
158                 LOG_TRACE(vtos(camera_angle));
159 #endif
160
161                 freeze_org = getpropertyvec(VF_ORIGIN);
162                 freeze_ang = getpropertyvec(VF_ANGLES);
163                 setproperty(VF_ORIGIN, camera_position);
164                 setproperty(VF_ANGLES, camera_angle);
165
166                 if(spectatee_status)
167                         return; // if spectating, don't replace angles or inputs!
168
169                 if (have_sidescroll) {
170                         vector view_angle = view.angles;
171                         if (!(view.viewloc.spawnflags & VIEWLOC_FREEAIM)) {
172                                 vector avatar_facing_dir;
173                                 // get the player's forward-facing direction, based on positions a and b
174                                 if (0 == input_movevalues.y) {
175                                         avatar_facing_dir = view_angle; // default to the previous values
176                                 } else if (0 > input_movevalues.y) { // left is forward
177                                         avatar_facing_dir = vectoangles(normalize(vec_to_max(position_b, position_a) - vec_to_min(position_b, position_a)));
178                                 } else { // right is forward
179                                         avatar_facing_dir = vectoangles(normalize(vec_to_min(position_b, position_a) - vec_to_max(position_b, position_a)));
180                                 }
181                                 view_angle.y = avatar_facing_dir.y; // snap avatar to look on along the correct axis
182
183                                 // if (0 == input_movevalues.x) look straight ahead
184                                 if (!(view.viewloc.spawnflags & VIEWLOC_FREEMOVE)) {
185                                         if (0 > input_movevalues.x) { // look up
186                                                 view_angle.x = 50;
187                                         } else if (0 < input_movevalues.x) { // look down
188                                                 view_angle.x = -50;
189                                         }
190                                 }
191                         } else {
192                                 vector mpos = CursorToWorldCoord(viewloc_mousepos);
193                                 mpos.x = view.origin.x; // replace the cursor's x position with the player's
194                                 view_angle = aim_vec(view.origin + view.view_ofs, mpos); // get new angles
195                         }
196                         view.angles_y = view_angle.y;
197                         setproperty(VF_CL_VIEWANGLES, view_angle);
198                 }
199         }
200 }
201
202 STATIC_INIT_LATE(viewloc_cursor)
203 {
204         // fix the mouse position on init so it isn't in the corner
205         viewloc_mousepos = '0.5 0 0' * autocvar_vid_conwidth + '0 0.5 0' * autocvar_vid_conheight;
206 }
207
208 #endif