halflife-photomode/cl_dll/in_camera.cpp
2024-10-05 20:26:50 +03:00

663 lines
18 KiB
C++

//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "hud.h"
#include "cl_util.h"
#include "camera.h"
#include "kbutton.h"
#include "cvardef.h"
#include "usercmd.h"
#include "const.h"
#include "camera.h"
#include "in_defs.h"
#include "Exports.h"
#include "SDL2/SDL_mouse.h"
float CL_KeyState(kbutton_t* key);
extern cl_enginefunc_t gEngfuncs;
//-------------------------------------------------- Constants
#define CAM_DIST_DELTA 1.0
#define CAM_ANGLE_DELTA 2.5
#define CAM_ANGLE_SPEED 2.5
#define CAM_PM_MOVE_SPEED 1.0
#define CAM_MIN_DIST 30.0
enum ECAM_Command
{
CAM_COMMAND_NONE = 0,
CAM_COMMAND_TOTHIRDPERSON = 1,
CAM_COMMAND_TOFIRSTPERSON = 2,
CAM_COMMAND_TOPHOTOMODE = 3
};
//-------------------------------------------------- Global Variables
cvar_t* cam_command;
cvar_t* cam_snapto;
cvar_t* cam_idealyaw;
cvar_t* cam_idealpitch;
cvar_t* cam_idealroll;
cvar_t* cam_idealdist;
cvar_t* cam_contain;
cvar_t* c_maxpitch;
cvar_t* c_minpitch;
cvar_t* c_maxyaw;
cvar_t* c_minyaw;
cvar_t* c_maxroll;
cvar_t* c_minroll;
cvar_t* c_maxdistance;
cvar_t* c_mindistance;
int prev_hud_draw;
int prev_crosshair;
int prev_showpause;
// pitch, yaw, dist/roll
Vector cam_ofs;
// photomode pos
Vector cam_pm_ofs;
// In third person
bool cam_thirdperson;
bool cam_photomode;
bool cam_mousemove; //true if we are moving the cam with the mouse, False if not
bool iMouseInUse = false;
bool cam_distancemove;
Point cam_mouse;
//-------------------------------------------------- Local Variables
static kbutton_t cam_pitchup, cam_pitchdown, cam_yawleft, cam_yawright;
static kbutton_t cam_in, cam_out, cam_move;
static kbutton_t cam_pm_forward;
static kbutton_t cam_pm_back;
static kbutton_t cam_pm_left;
static kbutton_t cam_pm_right;
static kbutton_t cam_pm_up;
static kbutton_t cam_pm_down;
//-------------------------------------------------- Prototypes
void CAM_ToThirdPerson();
void CAM_ToFirstPerson();
void CAM_ToPhotoMode();
void CAM_StartDistance();
void CAM_EndDistance();
void SDL_GetMouseMovement(Point* p)
{
SDL_GetRelativeMouseState(&p->x, &p->y);
}
//-------------------------------------------------- Local Functions
float MoveToward(float cur, float goal, float maxspeed)
{
if (cur != goal)
{
if (fabs(cur - goal) > 180.0)
{
if (cur < goal)
cur += 360.0;
else
cur -= 360.0;
}
if (cur < goal)
{
if (cur < goal - 1.0)
cur += (goal - cur) / 4.0;
else
cur = goal;
}
else
{
if (cur > goal + 1.0)
cur -= (cur - goal) / 4.0;
else
cur = goal;
}
}
// bring cur back into range
if (cur < 0)
cur += 360.0;
else if (cur >= 360)
cur -= 360;
return cur;
}
//-------------------------------------------------- Gobal Functions
typedef struct
{
Vector boxmins, boxmaxs; // enclose the test object along entire move
float *mins, *maxs; // size of the moving object
Vector mins2, maxs2; // size when clipping against mosnters
float *start, *end;
trace_t trace;
int type;
edict_t* passedict;
qboolean monsterclip;
} moveclip_t;
extern trace_t SV_ClipMoveToEntity(edict_t* ent, Vector start, Vector mins, Vector maxs, Vector end);
void DLLEXPORT CAM_Think()
{
// RecClCamThink();
Vector origin;
Vector ext, pnt, camForward, camRight, camUp, camMove;
moveclip_t clip;
float dist;
Vector camAngles;
Vector viewangles;
float flSensitivity = 0.022f * CVAR_GET_FLOAT("sensitivity");
switch ((int)cam_command->value)
{
case CAM_COMMAND_TOTHIRDPERSON:
CAM_ToThirdPerson();
break;
case CAM_COMMAND_TOFIRSTPERSON:
CAM_ToFirstPerson();
break;
case CAM_COMMAND_TOPHOTOMODE:
CAM_ToPhotoMode();
break;
case CAM_COMMAND_NONE:
default:
break;
}
if (!cam_thirdperson && !cam_photomode)
return;
camAngles[PITCH] = cam_idealpitch->value;
camAngles[YAW] = cam_idealyaw->value;
camAngles[ROLL] = cam_idealroll->value;
dist = cam_idealdist->value;
SDL_GetMouseMovement(&cam_mouse);
if (cam_thirdperson)
{
//
//movement of the camera with the mouse
//
if (cam_mousemove)
{
//check for X delta values and adjust accordingly
//eventually adjust YAW based on amount of movement
//don't do any movement of the cam using YAW/PITCH if we are zooming in/out the camera
if (!cam_distancemove)
{
//keep the camera within certain limits around the player (ie avoid certain bad viewing angles)
if (cam_mouse.x != 0)
{
camAngles[YAW] -= flSensitivity * cam_mouse.x;
if (camAngles[YAW] > c_maxyaw->value)
{
camAngles[YAW] = c_maxyaw->value;
}
if (camAngles[YAW] < c_minyaw->value)
{
camAngles[YAW] = c_minyaw->value;
}
}
//check for y delta values and adjust accordingly
//eventually adjust PITCH based on amount of movement
//also make sure camera is within bounds
if (cam_mouse.y != 0)
{
camAngles[PITCH] += flSensitivity * cam_mouse.y;
if (camAngles[PITCH] > c_maxpitch->value)
{
camAngles[PITCH] = c_maxpitch->value;
}
if (camAngles[PITCH] < c_minpitch->value)
{
camAngles[PITCH] = c_minpitch->value;
}
}
}
}
//Nathan code here
if (0 != CL_KeyState(&cam_pitchup))
camAngles[PITCH] += CAM_ANGLE_DELTA;
else if (0 != CL_KeyState(&cam_pitchdown))
camAngles[PITCH] -= CAM_ANGLE_DELTA;
if (0 != CL_KeyState(&cam_yawleft))
camAngles[YAW] -= CAM_ANGLE_DELTA;
else if (0 != CL_KeyState(&cam_yawright))
camAngles[YAW] += CAM_ANGLE_DELTA;
if (0 != CL_KeyState(&cam_in))
{
dist -= CAM_DIST_DELTA;
if (dist < CAM_MIN_DIST)
{
// If we go back into first person, reset the angle
camAngles[PITCH] = 0;
camAngles[YAW] = 0;
dist = CAM_MIN_DIST;
}
}
else if (0 != CL_KeyState(&cam_out))
dist += CAM_DIST_DELTA;
if (cam_distancemove)
{
if (cam_mouse.y != 0)
{
dist += CAM_DIST_DELTA * flSensitivity * cam_mouse.y;
if (dist > c_maxdistance->value)
{
dist = c_maxdistance->value;
}
if (dist < c_mindistance->value)
{
dist = c_mindistance->value;
}
}
}
}
if (cam_photomode)
{
cam_ofs[YAW] -= flSensitivity * cam_mouse.x;
cam_ofs[PITCH] += flSensitivity * cam_mouse.y;
cam_ofs[ROLL] = 0;
AngleVectors(cam_ofs, camForward, camRight, NULL);
camMove[0] = CL_KeyState(&cam_pm_forward);
camMove[0] -= CL_KeyState(&cam_pm_back);
camMove[1] = CL_KeyState(&cam_pm_right);
camMove[1] -= CL_KeyState(&cam_pm_left);
camMove[2] = CL_KeyState(&cam_pm_up);
camMove[2] -= CL_KeyState(&cam_pm_down);
for (int i = 0; i < 3; i++)
{
cam_pm_ofs[i] += camMove[0] * camForward[i] * CAM_PM_MOVE_SPEED;
cam_pm_ofs[i] += camMove[1] * camRight[i] * CAM_PM_MOVE_SPEED;
}
cam_pm_ofs[2] += camMove[2] * CAM_PM_MOVE_SPEED;
}
if (cam_thirdperson)
{
// update ideal
cam_idealpitch->value = camAngles[PITCH];
cam_idealyaw->value = camAngles[YAW];
cam_idealroll->value = camAngles[ROLL];
cam_idealdist->value = dist;
// Move towards ideal
VectorCopy(cam_ofs, camAngles);
gEngfuncs.GetViewAngles((float*)viewangles);
if (0 != cam_snapto->value)
{
camAngles[YAW] = cam_idealyaw->value + viewangles[YAW];
camAngles[PITCH] = cam_idealpitch->value + viewangles[PITCH];
camAngles[ROLL] = cam_idealdist->value;
}
else
{
if (camAngles[YAW] - viewangles[YAW] != cam_idealyaw->value)
camAngles[YAW] = MoveToward(camAngles[YAW], cam_idealyaw->value + viewangles[YAW], CAM_ANGLE_SPEED);
if (camAngles[PITCH] - viewangles[PITCH] != cam_idealpitch->value)
camAngles[PITCH] = MoveToward(camAngles[PITCH], cam_idealpitch->value + viewangles[PITCH], CAM_ANGLE_SPEED);
if (fabs(camAngles[ROLL] - cam_idealdist->value) < 2.0)
{
camAngles[ROLL] = cam_idealdist->value;
}
else
{
camAngles[ROLL] += (cam_idealdist->value - camAngles[2]) / 4.0;
}
}
cam_ofs[0] = camAngles[0];
cam_ofs[1] = camAngles[1];
cam_ofs[2] = dist;
}
}
extern void KeyDown(kbutton_t* b); // HACK
extern void KeyUp(kbutton_t* b); // HACK
void CAM_PitchUpDown() { KeyDown(&cam_pitchup); }
void CAM_PitchUpUp() { KeyUp(&cam_pitchup); }
void CAM_PitchDownDown() { KeyDown(&cam_pitchdown); }
void CAM_PitchDownUp() { KeyUp(&cam_pitchdown); }
void CAM_YawLeftDown() { KeyDown(&cam_yawleft); }
void CAM_YawLeftUp() { KeyUp(&cam_yawleft); }
void CAM_YawRightDown() { KeyDown(&cam_yawright); }
void CAM_YawRightUp() { KeyUp(&cam_yawright); }
void CAM_InDown() { KeyDown(&cam_in); }
void CAM_InUp() { KeyUp(&cam_in); }
void CAM_OutDown() { KeyDown(&cam_out); }
void CAM_OutUp() { KeyUp(&cam_out); }
void CAM_PM_ForwardDown() { KeyDown(&cam_pm_forward); }
void CAM_PM_ForwardUp() { KeyUp(&cam_pm_forward); }
void CAM_PM_BackDown() { KeyDown(&cam_pm_back); }
void CAM_PM_BackUp() { KeyUp(&cam_pm_back); }
void CAM_PM_LeftDown() { KeyDown(&cam_pm_left); }
void CAM_PM_LeftUp() { KeyUp(&cam_pm_left); }
void CAM_PM_RightDown() { KeyDown(&cam_pm_right); }
void CAM_PM_RightUp() { KeyUp(&cam_pm_right); }
void CAM_PM_UpDown() { KeyDown(&cam_pm_up); }
void CAM_PM_UpUp() { KeyUp(&cam_pm_up); }
void CAM_PM_DownDown() { KeyDown(&cam_pm_down); }
void CAM_PM_DownUp() { KeyUp(&cam_pm_down); }
void CAM_ExitPhotoMode()
{
if (cam_photomode)
{
cam_photomode = false;
iMouseInUse = cam_mousemove;
gEngfuncs.Cvar_SetValue("hud_draw", prev_hud_draw);
gEngfuncs.Cvar_SetValue("crosshair", prev_crosshair);
gEngfuncs.Cvar_SetValue("showpause", prev_showpause);
gEngfuncs.pfnClientCmd("pause");
}
}
void CAM_ToThirdPerson()
{
Vector viewangles;
#if !defined(_DEBUG)
if (gEngfuncs.GetMaxClients() > 1)
{
// no thirdperson in multiplayer.
return;
}
#endif
gEngfuncs.GetViewAngles((float*)viewangles);
if (!cam_thirdperson)
{
CAM_ExitPhotoMode();
cam_thirdperson = true;
cam_ofs[YAW] = viewangles[YAW];
cam_ofs[PITCH] = viewangles[PITCH];
cam_ofs[ROLL] = CAM_MIN_DIST;
}
gEngfuncs.Cvar_SetValue("cam_command", 0);
}
void CAM_ToFirstPerson()
{
cam_thirdperson = false;
CAM_ExitPhotoMode();
gEngfuncs.Cvar_SetValue("cam_command", 0);
}
void CAM_ToPhotoMode()
{
Vector viewangles;
#if !defined(_DEBUG)
if (gEngfuncs.GetMaxClients() > 1)
{
// no photo mode in multiplayer.
return;
}
#endif
gEngfuncs.GetViewAngles((float*)viewangles);
if (!cam_photomode)
{
cam_thirdperson = false;
cam_photomode = true;
iMouseInUse = true;
cam_mousemove = false;
cam_distancemove = false;
cam_ofs[YAW] = viewangles[YAW];
cam_ofs[PITCH] = viewangles[PITCH];
cam_ofs[ROLL] = viewangles[ROLL];
cam_pm_ofs[0] = 0;
cam_pm_ofs[1] = 0;
cam_pm_ofs[2] = 0;
prev_hud_draw = (int)CVAR_GET_FLOAT("hud_draw");
prev_crosshair = (int)CVAR_GET_FLOAT("crosshair");
prev_showpause = (int)CVAR_GET_FLOAT("showpause");
gEngfuncs.Cvar_SetValue("hud_draw", 0);
gEngfuncs.Cvar_SetValue("crosshair", 0);
gEngfuncs.Cvar_SetValue("showpause", 0);
gEngfuncs.pfnClientCmd("pause");
}
else
{
CAM_ExitPhotoMode();
}
gEngfuncs.Cvar_SetValue("cam_command", 0);
}
void CAM_ToggleSnapto()
{
cam_snapto->value = 0 != cam_snapto->value ? 0 : 1;
}
void CAM_Init()
{
gEngfuncs.pfnAddCommand("+campitchup", CAM_PitchUpDown);
gEngfuncs.pfnAddCommand("-campitchup", CAM_PitchUpUp);
gEngfuncs.pfnAddCommand("+campitchdown", CAM_PitchDownDown);
gEngfuncs.pfnAddCommand("-campitchdown", CAM_PitchDownUp);
gEngfuncs.pfnAddCommand("+camyawleft", CAM_YawLeftDown);
gEngfuncs.pfnAddCommand("-camyawleft", CAM_YawLeftUp);
gEngfuncs.pfnAddCommand("+camyawright", CAM_YawRightDown);
gEngfuncs.pfnAddCommand("-camyawright", CAM_YawRightUp);
gEngfuncs.pfnAddCommand("+camin", CAM_InDown);
gEngfuncs.pfnAddCommand("-camin", CAM_InUp);
gEngfuncs.pfnAddCommand("+camout", CAM_OutDown);
gEngfuncs.pfnAddCommand("-camout", CAM_OutUp);
gEngfuncs.pfnAddCommand("thirdperson", CAM_ToThirdPerson);
gEngfuncs.pfnAddCommand("firstperson", CAM_ToFirstPerson);
gEngfuncs.pfnAddCommand("photomode", CAM_ToPhotoMode);
gEngfuncs.pfnAddCommand("+cammousemove", CAM_StartMouseMove);
gEngfuncs.pfnAddCommand("-cammousemove", CAM_EndMouseMove);
gEngfuncs.pfnAddCommand("+camdistance", CAM_StartDistance);
gEngfuncs.pfnAddCommand("-camdistance", CAM_EndDistance);
gEngfuncs.pfnAddCommand("snapto", CAM_ToggleSnapto);
gEngfuncs.pfnAddCommand("+cam_pm_forward", CAM_PM_ForwardDown);
gEngfuncs.pfnAddCommand("-cam_pm_forward", CAM_PM_ForwardUp);
gEngfuncs.pfnAddCommand("+cam_pm_back", CAM_PM_BackDown);
gEngfuncs.pfnAddCommand("-cam_pm_back", CAM_PM_BackUp);
gEngfuncs.pfnAddCommand("+cam_pm_left", CAM_PM_LeftDown);
gEngfuncs.pfnAddCommand("-cam_pm_left", CAM_PM_LeftUp);
gEngfuncs.pfnAddCommand("+cam_pm_right", CAM_PM_RightDown);
gEngfuncs.pfnAddCommand("-cam_pm_right", CAM_PM_RightUp);
gEngfuncs.pfnAddCommand("+cam_pm_up", CAM_PM_UpDown);
gEngfuncs.pfnAddCommand("-cam_pm_up", CAM_PM_UpUp);
gEngfuncs.pfnAddCommand("+cam_pm_down", CAM_PM_DownDown);
gEngfuncs.pfnAddCommand("-cam_pm_down", CAM_PM_DownUp);
cam_command = gEngfuncs.pfnRegisterVariable("cam_command", "0", 0); // tells camera to go to thirdperson
cam_snapto = gEngfuncs.pfnRegisterVariable("cam_snapto", "0", 0); // snap to thirdperson view
cam_idealyaw = gEngfuncs.pfnRegisterVariable("cam_idealyaw", "90", 0); // thirdperson yaw
cam_idealpitch = gEngfuncs.pfnRegisterVariable("cam_idealpitch", "0", 0); // thirperson pitch
cam_idealroll = gEngfuncs.pfnRegisterVariable("cam_idealroll", "0", 0); // photomode roll
cam_idealdist = gEngfuncs.pfnRegisterVariable("cam_idealdist", "64", 0); // thirdperson distance
cam_contain = gEngfuncs.pfnRegisterVariable("cam_contain", "0", 0); // contain camera to world
c_maxpitch = gEngfuncs.pfnRegisterVariable("c_maxpitch", "90.0", 0);
c_minpitch = gEngfuncs.pfnRegisterVariable("c_minpitch", "-90.0", 0);
c_maxyaw = gEngfuncs.pfnRegisterVariable("c_maxyaw", "180.0", 0);
c_minyaw = gEngfuncs.pfnRegisterVariable("c_minyaw", "-180.0", 0);
c_maxroll = gEngfuncs.pfnRegisterVariable("c_maxroll", "180.0", 0);
c_minroll = gEngfuncs.pfnRegisterVariable("c_minroll", "-180.0", 0);
c_maxdistance = gEngfuncs.pfnRegisterVariable("c_maxdistance", "200.0", 0);
c_mindistance = gEngfuncs.pfnRegisterVariable("c_mindistance", "30.0", 0);
}
void CAM_ClearStates()
{
Vector viewangles;
gEngfuncs.GetViewAngles((float*)viewangles);
cam_pitchup.state = 0;
cam_pitchdown.state = 0;
cam_yawleft.state = 0;
cam_yawright.state = 0;
cam_in.state = 0;
cam_out.state = 0;
cam_pm_forward.state = 0;
cam_pm_back.state = 0;
cam_pm_right.state = 0;
cam_pm_left.state = 0;
cam_pm_up.state = 0;
cam_pm_down.state = 0;
cam_thirdperson = false;
cam_photomode = false;
cam_command->value = 0;
cam_mousemove = false;
cam_snapto->value = 0;
cam_distancemove = false;
cam_ofs[0] = 0.0;
cam_ofs[1] = 0.0;
cam_ofs[2] = CAM_MIN_DIST;
cam_pm_ofs[0] = 0.0;
cam_pm_ofs[1] = 0.0;
cam_pm_ofs[2] = 0.0;
cam_idealpitch->value = viewangles[PITCH];
cam_idealyaw->value = viewangles[YAW];
cam_idealroll->value = viewangles[ROLL];
cam_idealdist->value = CAM_MIN_DIST;
prev_hud_draw = (int)CVAR_GET_FLOAT("hud_draw");
prev_crosshair = (int)CVAR_GET_FLOAT("crosshair");
prev_showpause = (int)CVAR_GET_FLOAT("showpause");
}
void CAM_StartMouseMove()
{
//only move the cam with mouse if we are in third person.
if (cam_thirdperson)
{
//set appropriate flags and initialize the old mouse position
//variables for mouse camera movement
if (!cam_mousemove)
{
cam_mousemove = true;
iMouseInUse = true;
}
}
//we are not in 3rd person view..therefore do not allow camera movement
else
{
cam_mousemove = false;
iMouseInUse = false;
}
}
//the key has been released for camera movement
//tell the engine that mouse camera movement is off
void CAM_EndMouseMove()
{
cam_mousemove = false;
iMouseInUse = false;
}
//----------------------------------------------------------
//routines to start the process of moving the cam in or out
//using the mouse
//----------------------------------------------------------
void CAM_StartDistance()
{
//only move the cam with mouse if we are in third person.
if (cam_thirdperson)
{
//set appropriate flags and initialize the old mouse position
//variables for mouse camera movement
if (!cam_distancemove)
{
cam_distancemove = true;
cam_mousemove = true;
iMouseInUse = true;
}
}
//we are not in 3rd person view..therefore do not allow camera movement
else
{
cam_distancemove = false;
cam_mousemove = false;
iMouseInUse = false;
}
}
//the key has been released for camera movement
//tell the engine that mouse camera movement is off
void CAM_EndDistance()
{
cam_distancemove = false;
cam_mousemove = false;
iMouseInUse = false;
}
int DLLEXPORT CL_IsThirdPerson()
{
// RecClCL_IsThirdPerson();
// Return true for photo mode so engine draws gordon
return static_cast<int>(cam_thirdperson || cam_photomode || (0 != g_iUser1 && (g_iUser2 == gEngfuncs.GetLocalPlayer()->index)));
}
void DLLEXPORT CL_CameraOffset(float* ofs)
{
// RecClCL_GetCameraOffsets(ofs);
VectorCopy(cam_ofs, ofs);
}
int DLLEXPORT CL_IsPhotoMode()
{
return static_cast<int>(cam_photomode || (0 != g_iUser1 && (g_iUser2 == gEngfuncs.GetLocalPlayer()->index)));
}
void DLLEXPORT CL_CameraPhotoModeOffset(float* ofs)
{
VectorCopy(cam_pm_ofs, ofs);
}