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Merge branch 'terencehill/gameover_stuff' into 'master'
[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                 vector old_movement = this.movement;
18                 this.movement_x = old_movement_y;
19                 this.movement_y = 0;
20
21                 if(this.movement_x < 0)
22                         this.movement_x = -this.movement_x;
23
24                 vector level_start, level_end;
25                 level_start = this.viewloc.enemy.origin;
26                 level_end = this.viewloc.goalentity.origin;
27                 vector forward, backward;
28                 forward = vectoangles(normalize(level_end - level_start));
29                 backward = vectoangles(normalize(level_start - level_end));
30
31                 if(this.movement_x < 0) // left
32                         this.angles_y = backward_y;
33                 if(this.movement_x > 0) // right
34                         this.angles_y = forward_y;
35
36                 if(old_movement_x > 0)
37 #ifdef CSQC
38                         input_angles_x =
39 #endif
40                         this.v_angle_x = this.angles_x = -50;
41                 else if(old_movement_x < 0)
42 #ifdef CSQC
43                         input_angles_x =
44 #endif
45                         this.v_angle_x = this.angles_x = 50;
46
47                 //if(!PHYS_INPUT_BUTTON_CROUCH(this) && !IS_DUCKED(this))
48 #ifdef SVQC
49                         //PHYS_INPUT_BUTTON_CROUCH(this) = (old_movement_x < 0);
50                         if (old_movement.x < 0)
51                                 PHYS_INPUT_BUTTON_CROUCH(this) = true;
52 #elif defined(CSQC)
53                         if (old_movement.x < 0)
54                         {
55                                 input_buttons |= BIT(4);
56                                 this.flags |= FL_DUCKED;
57                         }
58                         //else { input_buttons &= ~16; this.flags &= ~FL_DUCKED; }
59 #endif
60         }
61 }
62
63 #ifdef CSQC
64
65 void viewloc_SetTags(entity this)
66 {
67         if(this.viewloc && wasfreed(this.viewloc))
68                 this.viewloc = NULL;
69
70         if(this.viewloc.entnum != this.tag_networkviewloc)
71         if(this.tag_networkviewloc == 0)
72                 this.viewloc = NULL;
73         else
74                 this.viewloc = findfloat(NULL, entnum, this.tag_networkviewloc);
75 }
76
77 vector old_camera_angle = '0 0 0';
78 bool autocvar_cam_snap_close;
79 bool autocvar_cam_track;
80 bool autocvar_cam_snap_hard;
81 bool autocvar_cam_snap_unlock;
82 void viewloc_SetViewLocation()
83 {
84         entity view = CSQCModel_server2csqc(player_localentnum - 1);
85         if (!view) return;
86         //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
87         if(view.viewloc && !wasfreed(view.viewloc) && view.viewloc.enemy && view.viewloc.goalentity)
88         {
89                 vector position_a, position_b, camera_position, camera_angle = '0 0 0', forward, backward;
90                 //vector scratch;
91
92                 position_a = view.viewloc.enemy.origin;
93                 position_b = view.viewloc.goalentity.origin;
94
95 #if 0
96                 /*TODO: have the camera only move when a player moves too much from the center of the camera
97                  * basically the player can move around in a "box" in the center of th screen with out changing the camera position or angles
98                 */
99                 if (cvar("cam_box")) {
100                         camera_position = vec_bounds_in(view.origin, position_a, position_b);
101                 }
102                 else
103 #endif
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) {
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
120                         // like hard snap, but don't snap angles yet.
121                         camera_angle = aim_vec(camera_position, view.origin);
122
123                         /* if the difference between the old and new angle is 60 degrees or more, switch angles.
124                          * NOTE: bug/feature: this will use non-snaped angles for one frame.
125                          * doing this resualts in less code, faster code, and a smoother transisition between angles.
126                          */
127                         float camera_angle_diff = max(camera_angle_y, old_camera_angle_y) - min(camera_angle_y, old_camera_angle_y);
128
129                         if ( camera_angle_diff >= 60)
130                                 old_camera_angle_y = angle_snap_f(camera_angle_y, 90);
131                         else
132                                 camera_angle_y = old_camera_angle_y;
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                 forward = vectoangles(normalize(vec_to_min(position_b, position_a) - vec_to_max(position_b, position_a)));
153                 backward = vectoangles(normalize(vec_to_max(position_b, position_a) - vec_to_min(position_b, position_a)));
154
155                 if(input_movevalues_y < 0) // left
156                         view.angles_y = backward_y;
157                 if(input_movevalues_y > 0) // favour right
158                         view.angles_y = forward_y;
159
160                 setproperty(VF_CL_VIEWANGLES, view.angles);
161         }
162 }
163
164 #endif