]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/viewloc.qc
Don't draw viewlocation cursor or force angles as a spectator
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / viewloc.qc
index 125e6f8e12f0cfa0d27ed2af62eabe33219ab890..11dab52a30e6651d99cbf3b4527edebfea00226b 100644 (file)
@@ -1,7 +1,7 @@
+#include "viewloc.qh"
 #include "util.qh"
 
 #if defined(CSQC)
-       #include "../dpdefs/csprogsdefs.qh"
     #include "../client/defs.qh"
     #include "constants.qh"
 #elif defined(MENUQC)
 #endif
 
 // client movement
-void viewloc_PlayerPhysics()
+void viewloc_PlayerPhysics(entity this)
 {
-       if(self.viewloc)
+       if(this.viewloc)
        {
-               vector oldmovement = self.movement;
-               self.movement_x = oldmovement_y;
-               self.movement_y = 0;
+               if(this.viewloc.goalentity == this.viewloc.enemy)
+                       return; // we can't side-scroll in this case
 
-               if(self.movement_x < 0)
-                       self.movement_x = -self.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 = self.viewloc.enemy.origin;
-               level_end = self.viewloc.goalentity.origin;
-               vector forward, backward;
-               forward = vectoangles(normalize(level_end - level_start));
-               backward = vectoangles(normalize(level_start - level_end));
-
-               if(self.movement_x < 0) // left
-                       self.angles_y = backward_y;
-               if(self.movement_x > 0) // right
-                       self.angles_y = forward_y;
-
-               if(oldmovement_x > 0)
-#ifdef CSQC
-                       input_angles_x =
-#endif
-                       self.v_angle_x = self.angles_x = -50;
-               else if(oldmovement_x < 0)
-#ifdef CSQC
-                       input_angles_x =
-#endif
-                       self.v_angle_x = self.angles_x = 50;
+               level_start = this.viewloc.enemy.origin;
+               level_end = this.viewloc.goalentity.origin;
+               vector forward = vectoangles(normalize(level_end - level_start));
+               vector backward = vectoangles(normalize(level_start - level_end));
+
+               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(self) && !IS_DUCKED(self))
+               //if(!PHYS_INPUT_BUTTON_CROUCH(this) && !IS_DUCKED(this))
 #ifdef SVQC
-                       //self.BUTTON_CROUCH = (oldmovement_x < 0);
-                       if(oldmovement_x < 0)
-                               self.BUTTON_CROUCH = true;
+                       //PHYS_INPUT_BUTTON_CROUCH(this) = (old_movement_x < 0);
+                       if (old_movement.x < 0)
+                               PHYS_INPUT_BUTTON_CROUCH(this) = true;
 #elif defined(CSQC)
-                       if(oldmovement_x < 0) { input_buttons |= 16; self.flags |= FL_DUCKED; } //else { input_buttons &= ~16; self.flags &= ~FL_DUCKED; }
+                       if (old_movement.x < 0)
+                       {
+                               input_buttons |= BIT(4);
+                               this.flags |= FL_DUCKED;
+                       }
+                       //else { input_buttons &= ~16; this.flags &= ~FL_DUCKED; }
 #endif
        }
 }
 
 #ifdef CSQC
 
-void viewloc_SetTags()
+void viewloc_SetTags(entity this)
 {
-       if(self.viewloc && wasfreed(self.viewloc))
-               self.viewloc = world;
+       if(this.viewloc && wasfreed(this.viewloc))
+               this.viewloc = NULL;
 
-       if(self.viewloc.entnum != self.tag_networkviewloc)
-       if(self.tag_networkviewloc == 0)
-               self.viewloc = world;
+       if(this.viewloc.entnum != this.tag_networkviewloc)
+       if(this.tag_networkviewloc == 0)
+               this.viewloc = NULL;
        else
-               self.viewloc = findfloat(world, entnum, self.tag_networkviewloc);
+               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);
-       if(!view) { return; }
+       entity view = CSQCModel_server2csqc(player_localentnum - 1);
+       if (!view) return;
        //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;
+               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;
 
-               position_a = view.viewloc.enemy.origin;
-               position_b = view.viewloc.goalentity.origin;
-
-#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);
 
@@ -117,24 +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);
@@ -142,15 +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);
+               }
        }
 }