X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fviewloc.qc;h=55e37c4d9271d0c2699aeff577d8262aedf4e21f;hp=4b6a6997a4c86a800b5c9a3692d7193a8375ec7e;hb=f785b8a76c2336cb00e78fe9e738d55512a086f5;hpb=af71335a8e418edc55126a63aa65afd9353f413c diff --git a/qcsrc/common/viewloc.qc b/qcsrc/common/viewloc.qc index 4b6a6997a..55e37c4d9 100644 --- a/qcsrc/common/viewloc.qc +++ b/qcsrc/common/viewloc.qc @@ -1,3 +1,4 @@ +#include "viewloc.qh" #include "util.qh" #if defined(CSQC) @@ -13,37 +14,44 @@ void viewloc_PlayerPhysics(entity this) { if(this.viewloc) { - vector old_movement = this.movement; - this.movement_x = old_movement_y; - this.movement_y = 0; + if(this.viewloc.goalentity == this.viewloc.enemy) + return; // we can't side-scroll in this case - if(this.movement_x < 0) - this.movement_x = -this.movement_x; + vector old_movement = PHYS_CS(this).movement; + PHYS_CS(this).movement_x = old_movement_y; + if((this.viewloc.spawnflags & VIEWLOC_FREEMOVE) && !(time < this.ladder_time)) + PHYS_CS(this).movement_y = old_movement_x; + else + PHYS_CS(this).movement_y = 0; vector level_start, level_end; level_start = this.viewloc.enemy.origin; level_end = this.viewloc.goalentity.origin; - vector forward, backward; - forward = vectoangles(normalize(level_end - level_start)); - backward = vectoangles(normalize(level_start - level_end)); + vector forward = vectoangles(normalize(level_end - level_start)); + vector backward = vectoangles(normalize(level_start - level_end)); - if(this.movement_x < 0) // left - this.angles_y = backward_y; - if(this.movement_x > 0) // right - this.angles_y = forward_y; - - if(old_movement_x > 0) -#ifdef CSQC - input_angles_x = -#endif - this.v_angle_x = this.angles_x = -50; - else if(old_movement_x < 0) -#ifdef CSQC - input_angles_x = -#endif - this.v_angle_x = this.angles_x = 50; + if((this.viewloc.spawnflags & VIEWLOC_FREEMOVE) && this.angles_y < 0 && !(time < this.ladder_time)) + PHYS_CS(this).movement_y = -PHYS_CS(this).movement_y; + 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 0 //if(!PHYS_INPUT_BUTTON_CROUCH(this) && !IS_DUCKED(this)) + if(!(this.viewloc.spawnflags & VIEWLOC_FREEMOVE)) + { #ifdef SVQC //PHYS_INPUT_BUTTON_CROUCH(this) = (old_movement_x < 0); if (old_movement.x < 0) @@ -56,6 +64,8 @@ void viewloc_PlayerPhysics(entity this) } //else { input_buttons &= ~16; this.flags &= ~FL_DUCKED; } #endif + } + #endif } } @@ -67,13 +77,28 @@ void viewloc_SetTags(entity this) this.viewloc = NULL; if(this.viewloc.entnum != this.tag_networkviewloc) - if(this.tag_networkviewloc == 0) - this.viewloc = NULL; - else - this.viewloc = findfloat(NULL, entnum, this.tag_networkviewloc); + { + if(this.tag_networkviewloc == 0) + this.viewloc = NULL; + else + 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; +bool autocvar_cam_useangle = true; void viewloc_SetViewLocation() { entity view = CSQCModel_server2csqc(player_localentnum - 1); @@ -81,58 +106,53 @@ void viewloc_SetViewLocation() //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'; + // use camera's angle when possible + if (autocvar_cam_useangle) { + camera_angle = view.viewloc.enemy.movedir; + } // 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); /* if the difference between the old and new angle is 60 degrees or more, switch angles. * 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. + * doing this results 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 @@ -146,16 +166,46 @@ 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 (!(view.viewloc.spawnflags & VIEWLOC_FREEMOVE)) { + 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 + view.view_ofs, mpos); // get new angles + } + view.angles_y = view_angle.y; + setproperty(VF_CL_VIEWANGLES, view_angle); + } } } +STATIC_INIT_LATE(viewloc_cursor) +{ + // fix the mouse position on init so it isn't in the corner + viewloc_mousepos = '0.5 0 0' * autocvar_vid_conwidth + '0 0.5 0' * autocvar_vid_conheight; +} + #endif