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Merge branch 'master' into terencehill/bot_waypoints
[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                 PHYS_CS(this).movement_y = 0;
23
24                 vector level_start, level_end;
25                 level_start = this.viewloc.enemy.origin;
26                 level_end = this.viewloc.goalentity.origin;
27                 vector forward = vectoangles(normalize(level_end - level_start));
28                 vector backward = vectoangles(normalize(level_start - level_end));
29
30                 if(this.viewloc.spawnflags & VIEWLOC_FREEAIM)
31                 {
32                         if(this.angles_y > 0)
33                                 PHYS_CS(this).movement_x = -PHYS_CS(this).movement_x;
34                 }
35                 else
36                 {
37                         if(PHYS_CS(this).movement_x < 0)
38                                 PHYS_CS(this).movement_x = -PHYS_CS(this).movement_x;
39
40                         if(PHYS_CS(this).movement_x < 0) // left
41                                 this.angles_y = backward.y;
42                         if(PHYS_CS(this).movement_x > 0) // right
43                                 this.angles_y = forward.y;
44
45                         if(old_movement_x > 0)
46         #ifdef CSQC
47                                 input_angles_x =
48         #endif
49                                 this.v_angle_x = this.angles_x = -50;
50                         else if(old_movement_x < 0)
51         #ifdef CSQC
52                                 input_angles_x =
53         #endif
54                                 this.v_angle_x = this.angles_x = 50;
55                 }
56
57                 //if(!PHYS_INPUT_BUTTON_CROUCH(this) && !IS_DUCKED(this))
58 #ifdef SVQC
59                         //PHYS_INPUT_BUTTON_CROUCH(this) = (old_movement_x < 0);
60                         if (old_movement.x < 0)
61                                 PHYS_INPUT_BUTTON_CROUCH(this) = true;
62 #elif defined(CSQC)
63                         if (old_movement.x < 0)
64                         {
65                                 input_buttons |= BIT(4);
66                                 this.flags |= FL_DUCKED;
67                         }
68                         //else { input_buttons &= ~16; this.flags &= ~FL_DUCKED; }
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         if(this.tag_networkviewloc == 0)
82                 this.viewloc = NULL;
83         else
84                 this.viewloc = findfloat(NULL, entnum, this.tag_networkviewloc);
85 }
86
87 vector CursorToWorldCoord(vector mpos)
88 {
89         vector wnear = cs_unproject(vec2(mpos)); // determine the world coordinate for the mouse cursor upon the near clip plane
90         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.
91         traceline(wnear, wfar, MOVE_NOMONSTERS, NULL);
92         return trace_endpos;
93 }
94
95 vector old_camera_angle = '0 0 0';
96 bool autocvar_cam_snap_close;
97 bool autocvar_cam_track;
98 bool autocvar_cam_snap_hard;
99 bool autocvar_cam_snap_unlock;
100 void viewloc_SetViewLocation()
101 {
102         entity view = CSQCModel_server2csqc(player_localentnum - 1);
103         if (!view) return;
104         //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
105         if(view.viewloc && !wasfreed(view.viewloc) && view.viewloc.enemy && view.viewloc.goalentity)
106         {
107                 bool have_sidescroll = (view.viewloc.enemy != view.viewloc.goalentity);
108                 vector position_a, position_b, camera_position, camera_angle = '0 0 0', forward, backward;
109                 //vector scratch;
110
111                 position_a = view.viewloc.enemy.origin;
112                 position_b = view.viewloc.goalentity.origin;
113
114 #if 0
115                 /*TODO: have the camera only move when a player moves too much from the center of the camera
116                  * basically the player can move around in a "box" in the center of th screen with out changing the camera position or angles
117                 */
118                 if (cvar("cam_box")) {
119                         camera_position = vec_bounds_in(view.origin, position_a, position_b);
120                 }
121                 else
122 #endif
123                         camera_position = vec_bounds_in(view.origin, position_a, position_b);
124
125
126                 // a tracking camera follows the player when it leaves the world box
127                 if (autocvar_cam_track || !have_sidescroll) {
128                         camera_angle = aim_vec (camera_position, view.origin);
129                 }
130
131                 // hard snap changes the angle as soon as it crosses over the nearest 90 degree mark
132                 if (autocvar_cam_snap_hard){
133                         camera_angle = angle_snap_vec(aim_vec(camera_position, view.origin), 90);
134                 }
135
136                 // tries to avoid snapping unless it *really* needs to
137                 if (autocvar_cam_snap_close){
138
139                         // like hard snap, but don't snap angles yet.
140                         camera_angle = aim_vec(camera_position, view.origin);
141
142                         /* if the difference between the old and new angle is 60 degrees or more, switch angles.
143                          * NOTE: bug/feature: this will use non-snaped angles for one frame.
144                          * doing this resualts in less code, faster code, and a smoother transisition between angles.
145                          */
146                         float camera_angle_diff = max(camera_angle.y, old_camera_angle.y) - min(camera_angle.y, old_camera_angle.y);
147
148                         if ( camera_angle_diff >= 60)
149                                 old_camera_angle.y = angle_snap_f(camera_angle.y, 90);
150                         else
151                                 camera_angle.y = old_camera_angle.y;
152                 }
153
154                 //unlocking this allows the camera to look up and down. this also allows a top-down view.
155                 if (!autocvar_cam_snap_unlock) {
156                         camera_angle.x = 0;
157                         camera_angle.z = 0;
158                 }
159
160 #if 0
161                 LOG_TRACE(vtos(camera_position));
162                 LOG_TRACE(vtos(old_camera_angle));
163                 LOG_TRACE(vtos(camera_angle));
164 #endif
165
166                 freeze_org = getpropertyvec(VF_ORIGIN);
167                 freeze_ang = getpropertyvec(VF_ANGLES);
168                 setproperty(VF_ORIGIN, camera_position);
169                 setproperty(VF_ANGLES, camera_angle);
170
171                 if(have_sidescroll)
172                 {
173                         forward = vectoangles(normalize(vec_to_min(position_b, position_a) - vec_to_max(position_b, position_a)));
174                         backward = vectoangles(normalize(vec_to_max(position_b, position_a) - vec_to_min(position_b, position_a)));
175
176                         if(!(view.viewloc.spawnflags & VIEWLOC_FREEAIM))
177                         {
178                                 if(input_movevalues_y < 0) // left
179                                         view.angles_y = backward.y;
180                                 if(input_movevalues_y > 0) // favour right
181                                         view.angles_y = forward.y;
182
183                                 setproperty(VF_CL_VIEWANGLES, view.angles);
184                         }
185                         else
186                         {
187                                 //vector fpos = view.origin + view.view_ofs + forward * max_shot_distance;
188                                 //vector bpos = view.origin + view.view_ofs + backward * max_shot_distance;
189                                 vector mpos = CursorToWorldCoord(viewloc_mousepos);
190                                 //vector pos_bounds = vec_bounds_in(mpos, fpos, bpos);
191                                 setproperty(VF_CL_VIEWANGLES, aim_vec(view.origin + view.view_ofs, vec3(view.origin_x + view.view_ofs_x, mpos.y, mpos.z)));
192                         }
193                 }
194         }
195 }
196
197 #endif