thirtyflightsofloving/awaken2/g_camera.c

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// g_camera.c
//CW: This camera code is taken from the Lazarus mod source (version 2.1),
// which David Hyde released on 22-Sep-2001 for public use.
// See 'http://planetquake.com/lazarus' for more information.
#include "g_local.h"
void camera_off(edict_t *ent)
{
int i;
//CW++
edict_t *t_ent;
//CW--
if (!ent->client)
return;
if (!ent->client->spycam)
return;
if (ent->client->spycam->viewer == ent)
ent->client->spycam->viewer = NULL;
if (ent->client->spycam->svflags & SVF_MONSTER)
ent->client->spycam->svflags &= ~SVF_NOCLIENT;
//CW++
ent->client->frozen_framenum = ent->client->camplayer->client->frozen_framenum;
// If the fake entity is on fire, transfer the flame back to the player.
if (ent->client->camplayer->burning)
{
ent->burning = true;
ent->flame = ent->client->camplayer->flame;
ent->flame->enemy = ent;
ent->client->camplayer->flame = NULL;
ent->client->camplayer->burning = false;
}
// If the fake entity has been caught by a Trap, transfer the tractor beam to the player.
if (ent->client->camplayer->tractored)
{
ent->tractored = true;
ent->client->camplayer->tractored = false;
for (i = 0; i < globals.num_edicts; ++i)
{
t_ent = &g_edicts[i];
if ((t_ent->die == Trap_DieFromDamage) && (t_ent->enemy == ent->client->camplayer))
{
if (!t_ent->inuse)
continue;
t_ent->enemy = ent;
}
}
}
VectorCopy(ent->client->camplayer->s.origin, ent->s.old_origin);
//CW--
VectorCopy(ent->client->camplayer->s.origin, ent->s.origin);
gi.TagFree(ent->client->camplayer->client);
G_FreeEdict(ent->client->camplayer);
// set angles
ent->movetype = MOVETYPE_WALK;
ent->client->ps.pmove.pm_type = PM_NORMAL;
for (i = 0; i < 3; i++)
ent->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(ent->client->org_viewangles[i] - ent->client->resp.cmd_angles[i]);
VectorCopy(ent->client->org_viewangles, ent->client->resp.cmd_angles);
VectorCopy(ent->client->org_viewangles, ent->s.angles);
VectorCopy(ent->client->org_viewangles, ent->client->ps.viewangles);
VectorCopy(ent->client->org_viewangles, ent->client->v_angle);
ent->client->ps.gunindex = gi.modelindex(ent->client->pers.weapon->view_model);
ent->client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION;
ent->svflags &= ~SVF_NOCLIENT;
ent->clipmask = MASK_PLAYERSOLID;
ent->solid = SOLID_BBOX;
ent->client->camplayer = NULL;
ent->client->spycam = NULL;
gi.linkentity(ent);
}
void faker_animate(edict_t *self)
{
if ((self->s.frame < 0) || (self->s.frame > 39))
self->s.frame = 0;
else
{
self->s.frame++;
if (self->s.frame > 39)
self->s.frame = 0;
}
self->nextthink = level.time + FRAMETIME;
gi.linkentity(self);
}
void camera_on(edict_t *ent)
{
gclient_t *cl;
edict_t *faker;
edict_t *camera;
vec3_t forward;
vec3_t left;
vec3_t up;
if (!ent->client)
return;
if (!ent->client->spycam)
return;
// "viewer" can control camera aim (2nd player to come along and use camera cannot)
camera = ent->client->spycam;
if (!camera->viewer)
camera->viewer = ent;
// save current viewangles and restore them with camera_off
VectorCopy(ent->client->v_angle, ent->client->org_viewangles);
// copy over all important player data to fake player
ent->client->camplayer = G_Spawn();
faker = ent->client->camplayer;
faker->s.frame = ent->s.frame;
VectorCopy(ent->s.origin, faker->s.origin);
VectorCopy(ent->velocity, faker->velocity);
VectorCopy(ent->s.angles, faker->s.angles);
faker->s = ent->s;
faker->takedamage = DAMAGE_AIM;
faker->movetype = MOVETYPE_WALK;
faker->groundentity = ent->groundentity;
faker->viewheight = ent->viewheight;
faker->inuse = true;
faker->classname = "camplayer";
faker->mass = ent->mass;
faker->solid = SOLID_BBOX;
faker->deadflag = DEAD_NO;
faker->clipmask = MASK_PLAYERSOLID;
faker->health = ent->health;
faker->light_level = ent->light_level;
faker->think = faker_animate;
faker->nextthink = level.time + FRAMETIME;
//CW++
faker->style = ENT_ID_FAKER;
//CW--
VectorCopy(ent->mins, faker->mins);
VectorCopy(ent->maxs, faker->maxs);
// create a client so you can pick up items/be shot/etc while in camera
cl = (gclient_t *)gi.TagMalloc(sizeof(gclient_t), TAG_LEVEL); //CW
memset(cl, 0, sizeof(gclient_t));
ent->client->camplayer->client = cl;
ent->client->camplayer->target_ent = ent;
gi.linkentity(faker);
AngleVectors(camera->s.angles,forward,left,up);
VectorMA(camera->s.origin, camera->move_origin[0], forward, ent->s.origin);
VectorMA(ent->s.origin, -camera->move_origin[1], left, ent->s.origin);
VectorMA(ent->s.origin, camera->move_origin[2], up, ent->s.origin);
ent->movetype = MOVETYPE_NOCLIP;
ent->clipmask = 0;
ent->solid = SOLID_NOT;
VectorClear(ent->velocity);
ent->client->ps.gunindex = 0;
ent->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION;
ent->svflags |= SVF_NOCLIENT;
if (ent->client->spycam->viewmessage)
gi_centerprintf(ent, ent->client->spycam->viewmessage);
//CW++
faker->delay = ent->delay;
// If the player is on fire, transfer the flame to the fake entity.
if (ent->burning)
{
faker->burning = true;
faker->flame = ent->flame;
faker->flame->enemy = faker;
ent->flame = NULL;
ent->burning = false;
}
// Mark the fake entity as being on the same team as the player.
faker->client->resp.ctf_team = ent->client->resp.ctf_team;
//CW--
}
edict_t *G_FindNextCamera(edict_t *camera, edict_t *monitor)
{
edict_t *next;
if (!monitor->target)
return NULL;
// If we already have a camera that's a monster, make it visible now.
if (camera && (camera->svflags & SVF_MONSTER))
{
camera->svflags &= ~SVF_NOCLIENT;
gi.linkentity(camera);
}
// First, determine if we're going to use the "count" to get the next camera,
// or just scan through the list of entities. If count for the first camera
// in the map is 0, then we'll just use the map order.
next = G_Find(NULL, FOFS(targetname), monitor->target);
if (!next)
return NULL;
if (!next->count)
{
if (camera)
{
next = camera;
next++;
}
else
next = g_edicts;
for ( ; next < &g_edicts[globals.num_edicts] ; next++)
{
if (next == camera)
continue;
if (!next->inuse)
continue;
if (next->deadflag == DEAD_DEAD)
continue;
if (!next->targetname)
continue;
// don't select "inactive" cameras
if (!Q_stricmp(next->classname, "turret_breach") && (next->spawnflags & 16))
continue;
if (!Q_stricmp(next->targetname, monitor->target))
goto found_one;
}
next = g_edicts;
for ( ; next < camera ; next++)
{
if (next == camera)
continue;
if (!next->inuse)
continue;
if (next->deadflag == DEAD_DEAD)
continue;
if (!next->targetname)
continue;
// don't select "inactive" cameras
if (!Q_stricmp(next->classname, "turret_breach") && (next->spawnflags & 16))
continue;
if (!Q_stricmp(next->targetname, monitor->target))
goto found_one;
}
}
else
{
int which;
int start;
if (camera)
{
which = camera->count + 1;
if (which > monitor->count)
which = 1;
}
else
which = 1;
start = which;
next = g_edicts + 1;
while (1)
{
if (next->targetname)
{
if (!Q_stricmp(next->targetname, monitor->target))
{
if (next->count == which)
{
if (!next->inuse || (next->deadflag == DEAD_DEAD) ||
(!Q_stricmp(next->classname, "turret_breach") && (next->spawnflags & 16)))
{
next = g_edicts;
which++;
if (which > monitor->count)
which = 1;
if (which == start)
return NULL;
}
else
goto found_one;
}
}
}
if (next == &g_edicts[globals.num_edicts-1])
{
next = g_edicts;
which++;
if (which > monitor->count)
which = 1;
if (which == start)
return NULL;
}
next++;
}
}
return NULL;
found_one:
if (!(monitor->spawnflags & 32) && (next->svflags & SVF_MONSTER))
next->svflags |= SVF_NOCLIENT;
return next;
}
edict_t *G_FindPrevCamera(edict_t *camera, edict_t *monitor)
{
edict_t *prev;
edict_t *newcamera = NULL; //CW
if (!monitor->target)
return NULL;
// If we already have a camera that's a monster, make it visible now.
if (camera && (camera->svflags & SVF_MONSTER))
{
camera->svflags &= ~SVF_NOCLIENT;
gi.linkentity(camera);
}
// First, determine if we're going to use the "count" to get the next camera,
// or just scan through the list of entities. If count for the first camera
// in the map is 0, then we'll just use the map order.
prev = G_Find(NULL, FOFS(targetname), monitor->target);
if (!prev)
return NULL;
if (!prev->count)
{
newcamera = NULL;
for (prev = g_edicts ; prev < &g_edicts[globals.num_edicts] ; prev++)
{
if (prev == camera)
{
if (newcamera)
goto found_one;
continue;
}
if (!prev->inuse)
continue;
if (prev->deadflag == DEAD_DEAD)
continue;
if (!prev->targetname)
continue;
// don't select "inactive" cameras
if (!Q_stricmp(prev->classname, "turret_breach") && (prev->spawnflags & 16))
continue;
if (!Q_stricmp(prev->targetname, monitor->target))
newcamera = prev;
}
goto found_one;
}
else
{
int which;
int start;
if (camera)
{
which = camera->count - 1;
if (which <= 0)
which = monitor->count;
}
else
which = monitor->count;
start = which;
prev = g_edicts + 1;
while (1)
{
if (prev->targetname)
{
if (!Q_stricmp(prev->targetname, monitor->target))
{
if (prev->count == which)
{
if (!prev->inuse || (prev->deadflag == DEAD_DEAD) ||
(!Q_stricmp(prev->classname, "turret_breach") && (prev->spawnflags & 16)))
{
prev = g_edicts;
which--;
if (which <= 0)
which = monitor->count;
if (which == start)
return NULL;
}
else
{
newcamera = prev;
goto found_one;
}
}
}
}
if (prev == &g_edicts[globals.num_edicts-1])
{
prev = g_edicts;
which--;
if (which <= 0)
which = monitor->count;
if (which == start)
return NULL;
}
prev++;
}
}
found_one:
if (!(monitor->spawnflags & 32) && (newcamera->svflags & SVF_MONSTER))
newcamera->svflags |= SVF_NOCLIENT;
return newcamera;
}
void use_camera(edict_t *self, edict_t *other, edict_t *activator)
{
edict_t *target;
if (!activator->client)
return;
if (activator->client->spycam) // already using camera
return;
target = G_FindNextCamera(NULL, self);
if (!target)
return;
activator->client->spycam = target;
activator->client->monitor = self;
camera_on(activator);
}
void func_monitor_init(edict_t *self)
{
edict_t *camera;
self->count = 0;
camera = NULL;
while ((camera = G_Find(camera, FOFS(targetname), self->target)) != NULL)
self->count++;
if (!self->count)
self->s.effects = 0; // don't animate a func_monitor that has no cameras
}
void SP_func_monitor(edict_t *self)
{
if (!self->target)
{
gi.dprintf("func_monitor without a target at %s\n", vtos(self->s.origin));
G_FreeEdict(self);
return;
}
if (self->spawnflags & 8)
self->s.effects |= EF_ANIM_ALL;
if (self->spawnflags & 16)
self->s.effects |= EF_ANIM_ALLFAST;
gi.setmodel(self, self->model);
self->movetype = MOVETYPE_NONE;
self->solid = SOLID_BSP;
self->use = use_camera;
self->think = func_monitor_init;
self->nextthink = level.time + (2.0 * FRAMETIME);
gi.linkentity(self);
}