thirtyflightsofloving/missionpack/p_chasecam.c

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#include "g_local.h"
void ChasecamTrack (edict_t *ent);
void ClientUserinfoChanged (edict_t *ent, char *userinfo);
void ChasecamStart (edict_t *ent)
{
edict_t *chasecam;
ent->client->chasetoggle = 1;
ent->client->chaseactive = 1;
ent->client->ps.gunindex = 0;
chasecam = G_Spawn ();
chasecam->owner = ent;
chasecam->solid = SOLID_NOT;
chasecam->movetype = MOVETYPE_FLYMISSILE;
ent->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION;
ent->svflags |= SVF_NOCLIENT;
ent->s.renderfx |= RF_NOSHADOW;
VectorCopy (ent->s.angles, chasecam->s.angles);
VectorClear (chasecam->mins);
VectorClear (chasecam->maxs);
VectorCopy (ent->s.origin, chasecam->s.origin);
chasecam->classname = "chasecam";
chasecam->nextthink = level.time + 0.100;
chasecam->prethink = ChasecamTrack;
ent->client->chasecam = chasecam;
ent->client->oldplayer = G_Spawn();
//Knightmare- mark as oldplayer and pointer to client entity
ent->client->oldplayer->svflags |= SVF_OLDPLAYER;
ent->client->oldplayer->to = ent;
// Lazarus reflections
// remove reflection of real player, if any
DeleteReflection (ent, -1);
}
void ChasecamRemove (edict_t *ent)
{
/* Stop the chasecam from moving */
VectorClear (ent->client->chasecam->velocity);
ent->client->ps.gunindex = gi.modelindex(ent->client->pers.weapon->view_model);
// if (ent->owner->health) ?? SKid
ent->s.modelindex = ent->client->oldplayer->s.modelindex;
ent->s.modelindex2= ent->client->oldplayer->s.modelindex2;
ent->s.modelindex3= ent->client->oldplayer->s.modelindex3;
ent->client->ps.pmove.pm_type &= ~PMF_NO_PREDICTION;
if(!ent->client->resp.spectator)
{
ent->svflags &= ~SVF_NOCLIENT;
ent->s.renderfx &= ~RF_NOSHADOW;
}
gi.TagFree(ent->client->oldplayer->client);
G_FreeEdict (ent->client->oldplayer);
G_FreeEdict (ent->client->chasecam);
ent->client->chase_target = NULL;
ent->client->chasetoggle = 0;
ent->client->chaseactive = 0;
}
void ChasecamTrack (edict_t *ent)
{
/* Create tempory vectors and trace variables */
trace_t tr;
vec3_t spot1, spot2, dir;
vec3_t forward, right, up;
int dist;
double cap; //mxd. int -> double
ent->nextthink = level.time + 0.100;
/* get the CLIENT's angle, and break it down into direction vectors,
* of forward, right, and up. VERY useful */
AngleVectors (ent->owner->client->v_angle, forward, right, up);
/* go starting at the player's origin, forward, ent->chasedist1
* distance, and save the location in vector spot2 */
VectorMA (ent->owner->s.origin, -ent->chasedist1, forward, spot2);
/* make spot2 a bit higher, but adding 20 to the Z coordinate */
spot2[2] += 20.000;
/* if the client is looking down, do backwards up into the air, 0.6
* to the ratio of looking down, so the crosshair is still roughly
* aiming at where the player is aiming. */
if (ent->owner->client->v_angle[0] < 0.000)
VectorMA (spot2, (ent->owner->client->v_angle[0] * 0.2), up, spot2);
/* if the client is looking up, do the same, but do DOWN rather than
* up, so the camera is behind the player aiming in a similar dir */
else if (ent->owner->client->v_angle[0] > 0.000)
VectorMA (spot2, (ent->owner->client->v_angle[0] * 0.2), up, spot2);
/* make the tr traceline trace from the player model's position, to spot2,
* ignoring the player, with MASK_SHOT. These masks have been fixed
* from the previous version. The MASK_SHOT will stop the camera from
* getting stuck in walls, sky, etc. */
tr = gi.trace (ent->owner->s.origin, NULL, NULL, spot2, ent->owner, MASK_SHOT);
/* subtract the endpoint from the start point for length and
* direction manipulation */
VectorSubtract (tr.endpos, ent->owner->s.origin, spot1);
/* in this case, length */
ent->chasedist1 = VectorLength (spot1);
/* go, starting from the end of the trace, 2 points forward (client
* angles) and save the location in spot2 */
VectorMA (tr.endpos, 2, forward, spot2);
/* make spot1 the same for tempory vector modification and make spot1
* a bit higher than spot2 */
VectorCopy (spot2, spot1);
spot1[2] += 32;
/* another trace from spot2 to spot2, ignoring player, no masks */
tr = gi.trace (spot2, NULL, NULL, spot1, ent->owner, MASK_SHOT);
/* if we hit something, copy the trace end to spot2 and lower spot2 */
if (tr.fraction < 1.000)
{
VectorCopy (tr.endpos, spot2);
spot2[2] -= 32;
}
/* subtract endpos spot2 from startpos the camera origin, saving it to
* the dir vector, and normalize dir for a direction from the camera
* origin, to the spot2 */
VectorSubtract (spot2, ent->s.origin, dir);
VectorNormalize (dir);
/* subtract the same things, but save it in spot1 for a temporary
* length calculation */
VectorSubtract (spot2, ent->s.origin, spot1);
dist = VectorLength (spot1);
/* another traceline */
tr = gi.trace (ent->s.origin, NULL, NULL, spot2, ent->owner, MASK_SHOT);
/* if we DON'T hit anyting, do some freaky stuff <G> */
if (tr.fraction == 1.000)
{
/* Make the angles of the chasecam, the same as the player, so
* we are always behind the player. (angles) */
VectorCopy (ent->owner->s.angles, ent->s.angles);
/* calculate the percentages of the distances, and make sure we're
* not going too far, or too short, in relation to our panning
* speed of the chasecam entity */
cap = (dist * 0.400);
/* if we're going too fast, make us top speed */
if (cap > 5.200)
{
ent->velocity[0] = ((dir[0] * dist) * 5.2);
ent->velocity[1] = ((dir[1] * dist) * 5.2);
ent->velocity[2] = ((dir[2] * dist) * 5.2);
}
else
{
/* if we're NOT going top speed, but we're going faster than
* 1, relative to the total, make us as fast as we're going */
if ( (cap > 1.000) )
{
ent->velocity[0] = ((dir[0] * dist) * cap);
ent->velocity[1] = ((dir[1] * dist) * cap);
ent->velocity[2] = ((dir[2] * dist) * cap);
}
else
{
/* if we're not going faster than one, don't accelerate our
* speed at all, make us go slow to our destination */
ent->velocity[0] = (dir[0] * dist);
ent->velocity[1] = (dir[1] * dist);
ent->velocity[2] = (dir[2] * dist);
}
}
/* subtract endpos;player position, from chasecam position to get
* a length to determine whether we should accelerate faster from
* the player or not */
VectorSubtract (ent->owner->s.origin, ent->s.origin, spot1);
if (VectorLength(spot1) < 20)
{
ent->velocity[0] *= 2;
ent->velocity[1] *= 2;
ent->velocity[2] *= 2;
}
}
/* if we DID hit something in the tr.fraction call ages back, then
* make the spot2 we created, the position for the chasecamera. */
else
VectorCopy (spot2, ent->s.origin);
/* If the distance is less than 90, then we haven't reached the
* furthest point. If we HAVEN'T reached the furthest point, keep
* going backwards. This was a fix for the "shaking". The camera was
* getting forced backwards, only to be brought back, next think */
if (ent->chasedist1 < 90.00)
ent->chasedist1 += 1;
/* if we're too far away, give us a maximum distance */
else if (ent->chasedist1 > 90.00)
ent->chasedist1 = 90;
/* if we haven't gone anywhere since the last think routine, and we
* are greater than 20 points in the distance calculated, add one to
* the second chasedistance variable
* The "ent->movedir" is a vector which is not used in this entity, so
* we can use this a tempory vector belonging to the chasecam, which
* can be carried through think routines. */
if (ent->movedir == ent->s.origin)
{
if (dist > 20)
ent->chasedist2++;
}
/* if we've buggered up more than 3 times, there must be some mistake,
* so restart the camera so we re-create a chasecam, destroy the old one,
* slowly go outwards from the player, and keep thinking this routing in
* the new camera entity */
if (ent->chasedist2 > 3)
{
ChasecamStart (ent->owner);
G_FreeEdict(ent);
return;
}
/* Copy the position of the chasecam now, and stick it to the movedir
* variable, for position checking when we rethink this function */
VectorCopy (ent->s.origin, ent->movedir);
}
void Cmd_Chasecam_Toggle (edict_t *ent)
{
int i;
edict_t *e;
////////////////////////////////////
// ADDED
if((ent->client->resp.spectator == true))// ||
//(ent->client->resp.team == CTF_NOTEAM && ent->client->resp.player_class == NO_CLASS))
{
if (ent->client->chase_target)
{
//ent->svflags &= ~SVF_NOCLIENT; //added
ent->client->chase_target = NULL;
}
else
{
for (i = 1; i <= maxclients->value; i++)
{
e = g_edicts + i;
if (e->inuse && e->solid != SOLID_NOT)
{
ent->client->chase_target = e;
ent->client->update_chase = true;
ent->svflags |= SVF_NOCLIENT; //added
break;
}
}
}
}
// Lazarus: Don't allow thirdperson when using spycam
else if (!ent->deadflag && !ent->client->spycam /*&& ent->client->resp.player_class*/)
{
// if (ent->client->chasetoggle)
if (ent->client->chaseactive)
{
// gi.cprintf (ent, PRINT_HIGH, "Leaving Third Person mode.\n");
ChasecamRemove (ent);
}
// Knightmare- don't use server chasecam if client chasecam is on
else if (!cl_thirdperson->value || deathmatch->value || coop->value)
{
// gi.cprintf (ent, PRINT_HIGH, "Starting Third Person mode.\n");
ChasecamStart (ent);
}
}
}
void CheckChasecam_Viewent (edict_t *ent)
{
// Added by WarZone - Begin
gclient_t *cl;
if (!ent->client->oldplayer->client)
{
cl = (gclient_t *) gi.TagMalloc(sizeof(gclient_t), TAG_LEVEL);
ent->client->oldplayer->client = cl;
}
// Added by WarZone - End
// if ((ent->client->chasetoggle == 1) && (ent->client->oldplayer)) if ((ent->client->chasetoggle == 1) && (ent->client->oldplayer))
if ((ent->client->chaseactive == 1) && (ent->client->oldplayer))
{
ent->client->oldplayer->s.frame = ent->s.frame;
/* Copy the origin, the speed, and the model angle, NOT
* literal angle to the display entity */
VectorCopy (ent->s.origin, ent->client->oldplayer->s.origin);
VectorCopy (ent->velocity, ent->client->oldplayer->velocity);
VectorCopy (ent->s.angles, ent->client->oldplayer->s.angles);
/* Make sure we are using the same model + skin as selected,
* as well as the weapon model the player model is holding.
* For customized deathmatch weapon displaying, you can
* use the modelindex2 for different weapon changing, as you
* can read in forthcoming tutorials */
ent->client->oldplayer->s.modelindex = ent->s.modelindex;
ent->client->oldplayer->s.modelindex2 = ent->s.modelindex2;
ent->client->oldplayer->s.modelindex3 = ent->s.modelindex3;
ent->client->oldplayer->s = ent->s;
gi.linkentity (ent->client->oldplayer);
}
}