jedioutcast/code/game/g_camera.cpp

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2013-04-04 14:52:42 +00:00
// leave this line at the top for all g_xxxx.cpp files...
#include "g_headers.h"
//g_camera.cpp
#include "g_local.h"
//#include "Q3_Interface.h"
//#include "anims.h"
//#include "b_local.h"
#include "..\cgame\cg_camera.h"
#include "g_functions.h"
/*
#define MAX_CAMERA_GROUP_SUBJECTS 16
void misc_camera_focus_think (gentity_t *self)
{
//Check to see if I should stop?
gi.linkentity(self);
self->nextthink = level.time + FRAMETIME;
}
void misc_camera_focus_use (gentity_t *self, gentity_t *other, gentity_t *activator)
{
G_ActivateBehavior(self,BSET_USE);
//First, find everyone in my cameraGroup, if I have one
//Now find my first path_corner, if I have one
//Start thinking
self->e_ThinkFunc = thinkF_misc_camera_focus_think;
misc_camera_focus_think(self);
self->e_clThinkFunc = clThinkF_CG_MiscCameraFocusThink; // blurgh!...
self->s.eType = ET_THINKER;
self->aimDebounceTime = level.time;
}
*/
/*QUAK-ED misc_camera_focus (0 0 1) (-4 -4 -4) (4 4 4) lerptostart
LERPTOSTART - With interpolate from camera's current angles to this thing's start angle instead of snapping to it, which is the default behavior
The focal point for a camera in a scene
"targetname" - Use it to get it to find it's cameraGroup and start tracking it, also get started on it's path, if any
"cameraGroup" - will find all ents in this group and pick a point in the center of that group.
"speed" angular speed modifier - 100 is normal
*/
void SP_misc_camera_focus (gentity_t *self)
{
if(!self->targetname)
{
gi.Printf(S_COLOR_RED"ERROR: misc_camera_focus with no targetname\n");
G_FreeEntity(self);
return;
}
/*
if(self->speed > 0)
{
self->moveInfo.aspeed = self->speed;
}
else
{
self->moveInfo.aspeed = 100.f;
}
*/
self->speed = 0;
self->script_targetname = self->targetname;
// self->e_UseFunc = useF_misc_camera_focus_use;
}
/*
void misc_camera_track_think (gentity_t *self)
{
vec3_t vec;
float dist;
//Check to see if I should stop?
gi.linkentity(self);
if(self->enemy)
{//We're already heading to a path_corner
VectorSubtract(self->currentOrigin, self->s.origin2, vec);
dist = VectorLengthSquared(vec);
if(dist < 256)//16 squared
{
G_UseTargets(self, self);
self->target = self->enemy->target;
self->enemy = NULL;
}
}
if( !self->enemy)
{
if( self->target && self->target[0] )
{//Find out next path_corner
self->enemy = G_Find(NULL, FOFS(targetname), self->target);
if(self->enemy)
{
if(self->enemy->radius < 0)
{//Don't bother trying to maintain a radius
self->radius = 0;
self->moveInfo.speed = self->speed/10.0f;
}
else if(self->enemy->radius > 0)
{
self->radius = self->enemy->radius;
}
if(self->enemy->speed < 0)
{//go back to our default speed
self->moveInfo.speed = self->speed/10.0f;
}
else if(self->enemy->speed > 0)
{
self->moveInfo.speed = self->enemy->speed/10.0f;
}
}
}
else
{//stop thinking if this is the last one
self->e_ThinkFunc = thinkF_NULL;
self->e_clThinkFunc = clThinkF_NULL;
self->s.eType = ET_GENERAL;
self->nextthink = -1;
}
}
if(self->enemy)
{//clThink will lerp this
VectorCopy(self->enemy->currentOrigin, self->s.origin2);
}
self->nextthink = level.time + FRAMETIME;
}
void misc_camera_track_use (gentity_t *self, gentity_t *other, gentity_t *activator)
{
G_ActivateBehavior(self,BSET_USE);
//Start thinking
self->e_ThinkFunc = thinkF_misc_camera_track_think;
misc_camera_track_think(self);
self->e_clThinkFunc = clThinkF_CG_MiscCameraTrackThink;
self->s.eType = ET_THINKER;
}
*/
/*QUAK-ED misc_camera_track (0 0 1) (-4 -4 -4) (4 4 4)
The track for a camera to stay on
"targetname" - Use it to get it started on it's path
"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
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
"speed" - How quickly to move, 0 by default
"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
*/
void SP_misc_camera_track (gentity_t *self)
{
if(!self->targetname || !self->targetname[0])
{
gi.Printf(S_COLOR_RED"ERROR: misc_camera_track with no targetname\n");
G_FreeEntity(self);
return;
}
self->script_targetname = self->targetname;
//self->moveInfo.speed = self->speed/10;
// self->e_UseFunc = useF_misc_camera_track_use;
}
//-------------------------------------------------
// Bezier camera stuff
//-------------------------------------------------
void cam_point_link( gentity_t *ent )
{
}
void cam_ctrl_point_link( gentity_t *ent )
{
/* gentity_t *target2 = NULL;
target2 = G_Find( NULL, FOFS(targetname), ent->target2 );
if ( !target2 )
{
// Bah, you fool! Target2 not found
Com_Printf( "cam_point_link: target2 specified but not found: %s\n", ent->target2 );
G_FreeEntity( ent );
return;
}
// Store the control point here
VectorCopy( target2->s.origin, ent->pos1 );
//---------------------
if ( ent->target )
{
gentity_t *target = NULL;
target = G_Find( NULL, FOFS(targetname), ent->target );
if ( !target )
{
// Bah, you fool! Target not found
Com_Printf( "cam_point_link: target specified but not found: %s\n", ent->target );
G_FreeEntity( ent );
return;
}
ent->nextTrain = target;
}
*/
}
/*QUAK-ED cam_point (0.25 0 0.5) (-2 -2 -2) (2 2 2)
Under development -- DONT USE ME!!!!!
A camera point used to construct a camera bezier path
Every cam_point MUST be targeted (target2) at one and only one control point
*/
void SP_cam_point( gentity_t *ent )
{
/* if ( !ent->target2 )
{
// Bah, you fool! Target2 not found so we have no idea how to make the curve
Com_Printf( "cam_point_link: target2 was required but not found\n" );
G_FreeEntity( ent );
return;
}
// The thing we are targeting may not be spawned in yet so, wait a bit to try and link to it
ent->e_ThinkFunc = thinkF_cam_ctrl_point_link;
ent->nextthink = level.time + 200;
// Save our position and link us up!
G_SetOrigin( ent, ent->s.origin );
gi.linkentity( ent );
*/
}