mirror of
https://github.com/ioquake/jedi-outcast.git
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256 lines
No EOL
6.1 KiB
C++
256 lines
No EOL
6.1 KiB
C++
// leave this line at the top for all g_xxxx.cpp files...
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#include "g_headers.h"
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//g_camera.cpp
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#include "g_local.h"
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//#include "Q3_Interface.h"
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//#include "anims.h"
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//#include "b_local.h"
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#include "../cgame/cg_camera.h"
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#include "g_functions.h"
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/*
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#define MAX_CAMERA_GROUP_SUBJECTS 16
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void misc_camera_focus_think (gentity_t *self)
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{
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//Check to see if I should stop?
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gi.linkentity(self);
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self->nextthink = level.time + FRAMETIME;
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}
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void misc_camera_focus_use (gentity_t *self, gentity_t *other, gentity_t *activator)
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{
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G_ActivateBehavior(self,BSET_USE);
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//First, find everyone in my cameraGroup, if I have one
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//Now find my first path_corner, if I have one
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//Start thinking
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self->e_ThinkFunc = thinkF_misc_camera_focus_think;
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misc_camera_focus_think(self);
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self->e_clThinkFunc = clThinkF_CG_MiscCameraFocusThink; // blurgh!...
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self->s.eType = ET_THINKER;
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self->aimDebounceTime = level.time;
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}
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*/
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/*QUAK-ED misc_camera_focus (0 0 1) (-4 -4 -4) (4 4 4) lerptostart
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LERPTOSTART - With interpolate from camera's current angles to this thing's start angle instead of snapping to it, which is the default behavior
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The focal point for a camera in a scene
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"targetname" - Use it to get it to find it's cameraGroup and start tracking it, also get started on it's path, if any
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"cameraGroup" - will find all ents in this group and pick a point in the center of that group.
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"speed" angular speed modifier - 100 is normal
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*/
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void SP_misc_camera_focus (gentity_t *self)
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{
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if(!self->targetname)
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{
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gi.Printf(S_COLOR_RED"ERROR: misc_camera_focus with no targetname\n");
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G_FreeEntity(self);
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return;
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}
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/*
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if(self->speed > 0)
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{
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self->moveInfo.aspeed = self->speed;
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}
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else
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{
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self->moveInfo.aspeed = 100.f;
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}
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*/
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self->speed = 0;
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self->script_targetname = self->targetname;
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// self->e_UseFunc = useF_misc_camera_focus_use;
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}
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/*
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void misc_camera_track_think (gentity_t *self)
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{
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vec3_t vec;
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float dist;
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//Check to see if I should stop?
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gi.linkentity(self);
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if(self->enemy)
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{//We're already heading to a path_corner
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VectorSubtract(self->currentOrigin, self->s.origin2, vec);
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dist = VectorLengthSquared(vec);
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if(dist < 256)//16 squared
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{
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G_UseTargets(self, self);
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self->target = self->enemy->target;
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self->enemy = NULL;
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}
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}
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if( !self->enemy)
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{
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if( self->target && self->target[0] )
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{//Find out next path_corner
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self->enemy = G_Find(NULL, FOFS(targetname), self->target);
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if(self->enemy)
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{
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if(self->enemy->radius < 0)
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{//Don't bother trying to maintain a radius
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self->radius = 0;
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self->moveInfo.speed = self->speed/10.0f;
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}
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else if(self->enemy->radius > 0)
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{
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self->radius = self->enemy->radius;
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}
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if(self->enemy->speed < 0)
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{//go back to our default speed
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self->moveInfo.speed = self->speed/10.0f;
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}
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else if(self->enemy->speed > 0)
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{
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self->moveInfo.speed = self->enemy->speed/10.0f;
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}
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}
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}
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else
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{//stop thinking if this is the last one
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self->e_ThinkFunc = thinkF_NULL;
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self->e_clThinkFunc = clThinkF_NULL;
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self->s.eType = ET_GENERAL;
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self->nextthink = -1;
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}
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}
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if(self->enemy)
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{//clThink will lerp this
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VectorCopy(self->enemy->currentOrigin, self->s.origin2);
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}
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self->nextthink = level.time + FRAMETIME;
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}
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void misc_camera_track_use (gentity_t *self, gentity_t *other, gentity_t *activator)
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{
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G_ActivateBehavior(self,BSET_USE);
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//Start thinking
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self->e_ThinkFunc = thinkF_misc_camera_track_think;
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misc_camera_track_think(self);
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self->e_clThinkFunc = clThinkF_CG_MiscCameraTrackThink;
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self->s.eType = ET_THINKER;
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}
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*/
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/*QUAK-ED misc_camera_track (0 0 1) (-4 -4 -4) (4 4 4)
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The track for a camera to stay on
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"targetname" - Use it to get it started on it's path
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"target" - First point on it's path - if misc_camera_focus is on a path, it will pick the point on it's path closest to the above calced point
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use "path_corner"s - path it should stay on- if that path_corner has a speed value, it will use this as it's speed to the next path_corner
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"speed" - How quickly to move, 0 by default
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"radius" - How far camera should try to stay from it's subject, default is 0 (dist doesn't matter), can pick this up from a path_corner too
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*/
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void SP_misc_camera_track (gentity_t *self)
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{
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if(!self->targetname || !self->targetname[0])
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{
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gi.Printf(S_COLOR_RED"ERROR: misc_camera_track with no targetname\n");
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G_FreeEntity(self);
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return;
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}
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self->script_targetname = self->targetname;
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//self->moveInfo.speed = self->speed/10;
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// self->e_UseFunc = useF_misc_camera_track_use;
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}
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//-------------------------------------------------
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// Bezier camera stuff
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//-------------------------------------------------
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void cam_point_link( gentity_t *ent )
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{
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}
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void cam_ctrl_point_link( gentity_t *ent )
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{
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/* gentity_t *target2 = NULL;
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target2 = G_Find( NULL, FOFS(targetname), ent->target2 );
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if ( !target2 )
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{
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// Bah, you fool! Target2 not found
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Com_Printf( "cam_point_link: target2 specified but not found: %s\n", ent->target2 );
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G_FreeEntity( ent );
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return;
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}
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// Store the control point here
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VectorCopy( target2->s.origin, ent->pos1 );
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//---------------------
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if ( ent->target )
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{
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gentity_t *target = NULL;
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target = G_Find( NULL, FOFS(targetname), ent->target );
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if ( !target )
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{
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// Bah, you fool! Target not found
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Com_Printf( "cam_point_link: target specified but not found: %s\n", ent->target );
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G_FreeEntity( ent );
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return;
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}
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ent->nextTrain = target;
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}
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*/
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}
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/*QUAK-ED cam_point (0.25 0 0.5) (-2 -2 -2) (2 2 2)
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Under development -- DONT USE ME!!!!!
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A camera point used to construct a camera bezier path
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Every cam_point MUST be targeted (target2) at one and only one control point
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*/
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void SP_cam_point( gentity_t *ent )
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{
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/* if ( !ent->target2 )
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{
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// Bah, you fool! Target2 not found so we have no idea how to make the curve
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Com_Printf( "cam_point_link: target2 was required but not found\n" );
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G_FreeEntity( ent );
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return;
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}
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// The thing we are targeting may not be spawned in yet so, wait a bit to try and link to it
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ent->e_ThinkFunc = thinkF_cam_ctrl_point_link;
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ent->nextthink = level.time + 200;
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// Save our position and link us up!
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G_SetOrigin( ent, ent->s.origin );
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gi.linkentity( ent );
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*/
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} |