// 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); }