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