cod5-sdk/raw/maps/_camsys.gsc

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// MikeD (3/21/2007): Camera System for CoD5
#include common_scripts\utility;
#include maps\_utility;
camsys_init()
{
level.cam_shots = [];
}
create_cp( origin )
{
cp = SpawnStruct();
cp.origin = origin;
// Attributes
cp.attrib = [];
cp.attrib["time"] = 1;
cp.attrib["fov"] = undefined;
cp.attrib["blur"] = undefined;
cp.attrib["shake"] = undefined;
return cp;
}
build_shot( shot_name, track_type, target_type, track_array, target_array )
{
if( IsDefined( level.cam_shots[shot_name] ) )
{
assertmsg( "shot_name of, '" + shot_name + "' already exists." );
return;
}
shot = SpawnStruct();
// Track
track = SpawnStruct();
track.type = track_type;
track.cpoints = [];
for( i = 0; i < track_array.size; i++ )
{
track.cpoints[track.cpoints.size] = track_array[i];
}
shot.cam_track = track;
// Target
target = SpawnStruct();
target.type = target_type;
target.cpoints = [];
for( i = 0; i < target_array.size; i++ )
{
target.cpoints[target.cpoints.size] = target_array[i];
}
shot.cam_target = target;
level.cam_shots[shot_name] = shot;
}
build_curve( cpoints )
{
curve_id = GetCurve();
for( i = 0; i < cpoints.size; i++ )
{
if( i == 0 )
{
AddNodeToCurve( curve_id, cpoints[i].origin, 0 );
}
else
{
AddNodeToCurve( curve_id, cpoints[i].origin, cpoints[i].attrib["time"] );
}
}
BuildCurve( curve_id );
return curve_id;
}
create_camera( origin )
{
if( !IsDefined( origin ) )
{
origin = ( 0, 0, 0 );
}
return Spawn( "script_camera", origin );
}
create_scene( scene_name, shots )
{
for( i = 0; i < shots.size; i++ )
{
create_scene_add_shot( scene_name, shots[i] );
}
}
play_scene( scene )
{
camera = create_camera();
link_players_to_camera( camera );
level thread skip_scene( scene );
// Manually undefine the flag
level.flag["skip_igc_" + scene] = undefined;
level.flags_lock["skip_igc_" + scene] = undefined;
flag_init( "skip_igc_" + scene );
flag_clear( "skip_igc_" + scene );
for( i = 0; i < level.cam_scenes[scene].shots.size; i++ )
{
if( flag( "skip_igc_" + scene ) )
{
break;
}
play_shot( level.cam_scenes[scene].shots[i], camera );
}
unlink_players_from_camera( camera );
level notify( "igc_finished" );
}
skip_scene( scene )
{
level endon( "igc_finished" );
level thread catch_use_button();
level waittill( "player_skip_igc" );
flag_set( "skip_igc_" + scene );
level notify( "player_skip_igc_confirmed" );
}
catch_use_button()
{
level endon( "igc_finished" );
wait( 0.2 );
while( 1 )
{
players = get_players();
for( i = 0; i < players.size; i++ )
{
if( players[i] UseButtonPressed() )
{
level notify( "player_skip_igc" );
return;
}
}
wait( 0.05 );
}
}
create_scene_add_shot( name_of_scene, shot_name, shot_number )
{
if( !IsDefined( level.cam_scenes ) )
{
level.cam_scenes = [];
}
if( !IsDefined( level.cam_scenes[name_of_scene] ) )
{
level.cam_scenes[name_of_scene] = SpawnStruct();
}
if( !IsDefined( level.cam_scenes[name_of_scene].shots ) )
{
level.cam_scenes[name_of_scene].shots = [];
}
if( !IsDefined( shot_number ) )
{
shot_number = level.cam_scenes[name_of_scene].shots.size;
}
level.cam_scenes[name_of_scene].shots[shot_number] = shot_name;
}
play_shot( shot_name, camera )
{
/#
draw_shot( shot_name );
#/
track = level.cam_shots[shot_name].cam_track;
target = level.cam_shots[shot_name].cam_target;
play_shot_internal( camera, track, target );
}
play_shot_internal( camera, track, target, end_on )
{
level endon( "player_skip_igc_confirmed" );
// Track Setup --------------------------------//
track_id = -1;
if( IsCurve( track.type ) )
{
track_id = build_curve( track.cpoints );
}
//---------------------------------------------//
// Target Setup -------------------------------//
target_id = -1;
if( IsCurve( target.type ) )
{
target_id = build_curve( target.cpoints );
}
//---------------------------------------------//
// Set the camera's position to the track -----//
if( track_id > 0 ) // Track is a Curve
{
camera CameraLinkToCurve( track_id );
SetCurveNotifyEnt( track_id, get_players()[0] );
}
else if( track.type == "Point" )
{
camera.origin = track.cpoints[0].origin;
wait( 1 );
camera.origin = ( 1000, 1000, 1000 );
}
//---------------------------------------------//
// Set the camera's look-at point -------------//
if( track_id > 0 )
{
StartCurve( track_id );
}
else if( target.type == "Point" )
{
camera SetLookAtOrigin( target.cpoints[0].origin );
}
//---------------------------------------------//
if( target_id > 0 )
{
camera SetLookAtCurve( target_id );
StartCurve( target_id );
}
if( track_id > 0 )
{
get_players()[0] waittill( "curve_end" );
}
else
{
wait( track.cpoints[0].attrib["time"] );
}
if( track_id > 0 )
{
FreeCurve( track_id );
}
if( target_id > 0 )
{
FreeCurve( target_id );
}
}
link_players_to_camera( camera )
{
players = get_players();
for( i = 0; i < players.size; i++ )
{
players[i] PlayerLinkToCamera( camera );
}
}
unlink_players_from_camera( camera )
{
players = get_players();
for( i = 0; i < players.size; i++ )
{
players[i] Unlink();
}
camera Delete();
}
IsCurve( type )
{
if( type == "Timed Curve" || type == "Rounded Curve" || type == "Smoothed Curve" )
{
return true;
}
return false;
}
////////////////////////////////////
// OLD!
create_cam_node( scene_name, pos, angles, time, accel, deccel )
{
if( !IsDefined( level.cam_scenes ) )
{
level.cam_scenes = [];
}
if( !IsDefined( level.cam_scenes_names ) )
{
level.cam_scenes_names = [];
}
/#
// For debugging purposes only. Checks to see if you are trying to setup
// 2 different scenes with the same name.
// debug_dupe_scene( scene_name );
#/
if( !IsDefined( level.cam_scenes[scene_name] ) )
{
level.cam_scenes[scene_name] = [];
}
// If this is the first time adding this scene, then add it to the overall
// scene_names array.
if( level.cam_scenes[scene_name].size == 0 )
{
level.cam_scenes_names[level.cam_scenes_names.size] = scene_name;
}
size = level.cam_scenes[scene_name].size;
/#
if( GetDvar( "createcam" ) == "1" )
{
level.cam_scenes[scene_name][size]["time_stamp"] = GetTime();
}
#/
level.cam_scenes[scene_name][size]["pos"] = pos;
level.cam_scenes[scene_name][size]["angles"] = angles;
level.cam_scenes[scene_name][size]["time"] = time;
level.cam_scenes[scene_name][size]["accel"] = accel;
level.cam_scenes[scene_name][size]["deccel"] = deccel;
/#
if( IsDefined( level.cam_model_func ) )
{
if( !IsDefined( level.cam_models ) )
{
level.cam_models = [];
}
if( !IsDefined( level.cam_models[scene_name] ) )
{
level.cam_models[scene_name] = [];
}
size = level.cam_models[scene_name].size;
level.cam_models[scene_name][size] = [[level.cam_model_func]]( scene_name, pos, angles );
}
#/
}
//
//// ??????
//insert_effect_node()
//{
//}
//
//remove_scene( scene_name )
//{
// if( !IsDefined( level.cam_scenes ) )
// {
// level.cam_scenes = [];
// return;
// }
//
// if( !IsDefined( level.cam_scenes[scene_name] ) )
// {
// level.cam_scenes[scene_name] = [];
// return;
// }
//
///#
// if( IsDefined( level.cam_models[scene_name]["cam_model"] ) )
// {
// for( i = 0; i < level.cam_models[scene_name]["cam_model"].size; i++ )
// {
// if( IsDefined( level.cam_models[scene_name]["cam_model"][i] ) )
// {
// level.cam_models[scene_name]["cam_model"][i] Delete();
// }
// }
// }
//#/
//
// level.cam_scenes_names = array_remove( level.cam_scenes_names, scene_name );
// level.cam_scenes[scene_name] = undefined;
//
// for( i = 0; i < level.cam_models[scene_name].size; i++ )
// {
// level.cam_models[scene_name][i] Delete();
// }
//
// level.cam_models[scene_name] = undefined;
//}
//
//copy_scene( scene_name, new_scene_name )
//{
// if( !IsDefined( level.cam_scenes ) )
// {
// level.cam_scenes = [];
// return;
// }
//
// if( !IsDefined( level.cam_scenes[scene_name] ) )
// {
// level.cam_scenes[scene_name] = [];
// return;
// }
//
///#
// if( IsDefined( level.cam_models[scene_name] ) )
// {
// for( i = 0; i < level.cam_models[scene_name].size; i++ )
// {
// origin = level.cam_models[scene_name][i].origin;
// angles = level.cam_models[scene_name][i].angles;
//
// if( IsDefined( level.cam_model_func ) )
// {
// if( !IsDefined( level.cam_models ) )
// {
// level.cam_models = [];
// }
//
// if( !IsDefined( level.cam_models[new_scene_name] ) )
// {
// level.cam_models[new_scene_name] = [];
// }
//
// size = level.cam_models[new_scene_name].size;
// level.cam_models[new_scene_name][size] = [[level.cam_model_func]]( new_scene_name, origin, angles );
// }
// }
// }
//#/
//
// size = level.cam_scenes[scene_name].size;
//
// if( !IsDefined( level.cam_scenes[new_scene_name] ) )
// {
// level.cam_scenes[new_scene_name] = [];
// }
//
// for( i = 0; i < size; i++ )
// {
// index_names = GetArrayKeys( level.cam_scenes[scene_name][i] );
//
// for( q = 0; q < index_names.size; q++ )
// {
// level.cam_scenes[new_scene_name][i][index_names[q]] = level.cam_scenes[scene_name][i][index_names[q]];
// }
// }
//
// level.cam_scenes_names[level.cam_scenes_names.size] = new_scene_name;
//}
//
// OLD!
playback_scene( option1, option2, option3 )
{
players = get_players();
for( i = 0; i < players.size; i++ )
{
players[i] FreezeControls( true );
players[i] EnableInvulnerability();
}
black_bg = NewHudElem();
black_bg.x = 0;
black_bg.y = 0;
black_bg.alpha = 0;
black_bg.horzAlign = "fullscreen";
black_bg.vertAlign = "fullscreen";
black_bg SetShader( "black", 640, 480 );
temp_text = NewHudElem();
temp_text.x = 320;
temp_text.y = 240;
temp_text.alignY = "middle";
temp_text.alignX = "center";
temp_text.alpha = 0;
temp_text.fontscale = 2;
temp_text SetText( "[IGC WILL BE HERE]" );
// Fade in
black_bg FadeOverTime( 1.0 );
black_bg.alpha = 0.8;
temp_text FadeOverTime( 1.0 );
temp_text.alpha = 1;
wait( 1.0 );
level notify ("blacked out");
if( IsDefineD( option1 ) && !IsString( option1 ) ) // Assume float/int
{
wait( option1 );
}
else
{
wait( 3 );
if( IsDefined( option2 ) )
{
level waittill( option2 );
}
}
// Fade out
black_bg FadeOverTime( 1.0 );
black_bg.alpha = 0;
temp_text FadeOverTime( 1.0 );
temp_text.alpha = 0;
wait( 1.0 );
black_bg destroy();
temp_text destroy();
level notify ("fade complete");
players = get_players();
for( i = 0; i < players.size; i++ )
{
players[i] FreezeControls( false );
players[i] DisableInvulnerability();
}
// TEMP!!
level notify( "plackback_finished" );
}
//-------//
// DEBUG //
//-------//
draw_shot( shot_name )
{
/#
stop_drawing_all();
draw_shot_track( shot_name );
draw_shot_target( shot_name );
#/
}
draw_shot_track( shot_name )
{
/#
if( !IsDefined( level.drawn_tracks ) )
{
level.drawn_tracks = [];
}
if( IsDefined( level.cam_shots[shot_name].cam_track ) )
{
level.drawn_tracks[shot_name] = build_curve( level.cam_shots[shot_name].cam_track.cpoints );
DrawCurve( level.drawn_tracks[shot_name], ( 0, 0, 1 ) );
}
#/
}
draw_shot_target( shot_name )
{
/#
if( !IsDefined( level.drawn_targets ) )
{
level.drawn_targets = [];
}
if( IsDefined( level.cam_shots[shot_name].cam_target ) )
{
level.drawn_targets[shot_name] = build_curve( level.cam_shots[shot_name].cam_target.cpoints );
DrawCurve( level.drawn_targets[shot_name], ( 1, 1, 0 ) );
}
#/
}
stop_drawing_all()
{
/#
stop_drawing_tracks();
stop_drawing_targets();
#/
}
stop_drawing_tracks()
{
/#
if( IsDefined( level.drawn_tracks ) )
{
keys = GetArrayKeys( level.drawn_tracks );
for( i = 0; i < keys.size; i++ )
{
if( IsString( level.drawn_tracks[keys[i]] ) )
{
level notify( level.drawn_tracks[keys[i]] );
}
else // Assume curve id
{
FreeCurve( level.drawn_tracks[keys[i]] );
}
}
}
level.drawn_tracks = [];
#/
}
stop_drawing_targets()
{
/#
if( IsDefined( level.drawn_targets ) )
{
keys = GetArrayKeys( level.drawn_targets );
for( i = 0; i < keys.size; i++ )
{
if( IsString( level.drawn_targets[keys[i]] ) )
{
level notify( level.drawn_targets[keys[i]] );
}
else // Assume curve id
{
FreeCurve( level.drawn_targets[keys[i]] );
}
}
}
level.drawn_targets = [];
#/
}
//debug_dupe_scene( scene_name )
//{
///#
// // For debugging purposes only. Checks to see if you are trying to setup
// // 2 different scenes with the same name.
// if( !IsDefined( level.cam_debug_old_scene_name ) )
// {
// level.cam_debug_old_scene_name = scene_name;
// }
//
// if( !Isdefined( level.cam_scenes_names ) )
// {
// return;
// }
//
// if( level.cam_debug_old_scene_name != scene_name )
// {
// for( i = 0; i < level.cam_scenes_names.size; i++ )
// {
// if( level.cam_scenes_names[i] == scene_name )
// {
// assertmsg( "Trying to setup a new camera scene with a duplicate scene name of \"" + scene_name + "\"" );
// return;
// }
// }
//
// // Made it past the assert.
// level.cam_debug_old_scene_name = scene_name;
// }
// else
// {
// level.cam_debug_old_scene_name = scene_name;
// }
//#/
//}
// Quick fade to black to hide cutscene transition
fade_to_black()
{
fadetoblack = NewHudElem();
fadetoblack.x = 0;
fadetoblack.y = 0;
fadetoblack.alpha = 0;
fadetoblack.horzAlign = "fullscreen";
fadetoblack.vertAlign = "fullscreen";
fadetoblack.foreground = true;
fadetoblack SetShader( "black", 640, 480 );
// Fade into black
fadetoblack FadeOverTime( 1.0 );
fadetoblack.alpha = 1;
wait (1.0);
level notify ("blacked out");
// Fade out to black
fadetoblack FadeOverTime( 1.0 );
fadetoblack.alpha = 0;
wait (1.0);
fadetoblack destroy();
level notify ("fade complete");
}