halflife-photomode/cl_dll/in_camera.cpp

627 lines
16 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_MIN_DIST 30.0
#define CAM_ANGLE_MOVE .5
#define MAX_ANGLE_DIFF 10.0
#define PITCH_MAX 90.0
#define PITCH_MIN 0
#define YAW_MAX 135.0
#define YAW_MIN -135.0
enum ECAM_Command
{
CAM_COMMAND_NONE = 0,
CAM_COMMAND_TOTHIRDPERSON = 1,
CAM_COMMAND_TOFIRSTPERSON = 2
};
//-------------------------------------------------- Global Variables
cvar_t* cam_command;
cvar_t* cam_snapto;
cvar_t* cam_idealyaw;
cvar_t* cam_idealpitch;
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_maxdistance;
cvar_t* c_mindistance;
// pitch, yaw, dist
Vector cam_ofs;
// In third person
bool cam_thirdperson;
bool cam_mousemove; //true if we are moving the cam with the mouse, False if not
bool iMouseInUse = false;
bool cam_distancemove;
extern int mouse_x, mouse_y; //used to determine what the current x and y values are
int cam_old_mouse_x, cam_old_mouse_y; //holds the last ticks mouse movement
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;
//-------------------------------------------------- Prototypes
void CAM_ToThirdPerson();
void CAM_ToFirstPerson();
void CAM_StartDistance();
void CAM_EndDistance();
void SDL_GetCursorPos(Point* p)
{
gEngfuncs.GetMousePosition(&p->x, &p->y);
// SDL_GetMouseState( &p->x, &p->y );
}
void SDL_SetCursorPos(const int x, const int 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;
moveclip_t clip;
float dist;
Vector camAngles;
float flSensitivity;
#ifdef LATER
int i;
#endif
Vector viewangles;
switch ((int)cam_command->value)
{
case CAM_COMMAND_TOTHIRDPERSON:
CAM_ToThirdPerson();
break;
case CAM_COMMAND_TOFIRSTPERSON:
CAM_ToFirstPerson();
break;
case CAM_COMMAND_NONE:
default:
break;
}
if (!cam_thirdperson)
return;
#ifdef LATER
if (cam_contain->value)
{
gEngfuncs.GetClientOrigin(origin);
ext[0] = ext[1] = ext[2] = 0.0;
}
#endif
camAngles[PITCH] = cam_idealpitch->value;
camAngles[YAW] = cam_idealyaw->value;
dist = cam_idealdist->value;
//
//movement of the camera with the mouse
//
if (cam_mousemove)
{
//get windows cursor position
SDL_GetCursorPos(&cam_mouse);
//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 > gEngfuncs.GetWindowCenterX())
{
//if ((camAngles[YAW]>=225.0)||(camAngles[YAW]<135.0))
if (camAngles[YAW] < c_maxyaw->value)
{
camAngles[YAW] += (CAM_ANGLE_MOVE) * ((cam_mouse.x - gEngfuncs.GetWindowCenterX()) / 2);
}
if (camAngles[YAW] > c_maxyaw->value)
{
camAngles[YAW] = c_maxyaw->value;
}
}
else if (cam_mouse.x < gEngfuncs.GetWindowCenterX())
{
//if ((camAngles[YAW]<=135.0)||(camAngles[YAW]>225.0))
if (camAngles[YAW] > c_minyaw->value)
{
camAngles[YAW] -= (CAM_ANGLE_MOVE) * ((gEngfuncs.GetWindowCenterX() - cam_mouse.x) / 2);
}
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 > gEngfuncs.GetWindowCenterY())
{
if (camAngles[PITCH] < c_maxpitch->value)
{
camAngles[PITCH] += (CAM_ANGLE_MOVE) * ((cam_mouse.y - gEngfuncs.GetWindowCenterY()) / 2);
}
if (camAngles[PITCH] > c_maxpitch->value)
{
camAngles[PITCH] = c_maxpitch->value;
}
}
else if (cam_mouse.y < gEngfuncs.GetWindowCenterY())
{
if (camAngles[PITCH] > c_minpitch->value)
{
camAngles[PITCH] -= (CAM_ANGLE_MOVE) * ((gEngfuncs.GetWindowCenterY() - cam_mouse.y) / 2);
}
if (camAngles[PITCH] < c_minpitch->value)
{
camAngles[PITCH] = c_minpitch->value;
}
}
//set old mouse coordinates to current mouse coordinates
//since we are done with the mouse
if ((flSensitivity = gHUD.GetSensitivity()) != 0)
{
cam_old_mouse_x = cam_mouse.x * flSensitivity;
cam_old_mouse_y = cam_mouse.y * flSensitivity;
}
else
{
cam_old_mouse_x = cam_mouse.x;
cam_old_mouse_y = cam_mouse.y;
}
SDL_SetCursorPos(gEngfuncs.GetWindowCenterX(), gEngfuncs.GetWindowCenterY());
}
}
//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 > gEngfuncs.GetWindowCenterY())
{
if (dist < c_maxdistance->value)
{
dist += CAM_DIST_DELTA * ((cam_mouse.y - gEngfuncs.GetWindowCenterY()) / 2);
}
if (dist > c_maxdistance->value)
{
dist = c_maxdistance->value;
}
}
else if (cam_mouse.y < gEngfuncs.GetWindowCenterY())
{
if (dist > c_mindistance->value)
{
dist -= (CAM_DIST_DELTA) * ((gEngfuncs.GetWindowCenterY() - cam_mouse.y) / 2);
}
if (dist < c_mindistance->value)
{
dist = c_mindistance->value;
}
}
//set old mouse coordinates to current mouse coordinates
//since we are done with the mouse
cam_old_mouse_x = cam_mouse.x * gHUD.GetSensitivity();
cam_old_mouse_y = cam_mouse.y * gHUD.GetSensitivity();
SDL_SetCursorPos(gEngfuncs.GetWindowCenterX(), gEngfuncs.GetWindowCenterY());
}
#ifdef LATER
if (cam_contain->value)
{
// check new ideal
VectorCopy(origin, pnt);
AngleVectors(camAngles, camForward, camRight, camUp);
for (i = 0; i < 3; i++)
pnt[i] += -dist * camForward[i];
// check line from r_refdef.vieworg to pnt
memset(&clip, 0, sizeof(moveclip_t));
clip.trace = SV_ClipMoveToEntity(sv.edicts, r_refdef.vieworg, ext, ext, pnt);
if (clip.trace.fraction == 1.0)
{
// update ideal
cam_idealpitch->value = camAngles[PITCH];
cam_idealyaw->value = camAngles[YAW];
cam_idealdist->value = dist;
}
}
else
#endif
{
// update ideal
cam_idealpitch->value = camAngles[PITCH];
cam_idealyaw->value = camAngles[YAW];
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[2] = 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[2] - cam_idealdist->value) < 2.0)
camAngles[2] = cam_idealdist->value;
else
camAngles[2] += (cam_idealdist->value - camAngles[2]) / 4.0;
}
#ifdef LATER
if (cam_contain->value)
{
// Test new position
dist = camAngles[ROLL];
camAngles[ROLL] = 0;
VectorCopy(origin, pnt);
AngleVectors(camAngles, camForward, camRight, camUp);
for (i = 0; i < 3; i++)
pnt[i] += -dist * camForward[i];
// check line from r_refdef.vieworg to pnt
memset(&clip, 0, sizeof(moveclip_t));
ext[0] = ext[1] = ext[2] = 0.0;
clip.trace = SV_ClipMoveToEntity(sv.edicts, r_refdef.vieworg, ext, ext, pnt);
if (clip.trace.fraction != 1.0)
return;
}
#endif
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_ToThirdPerson()
{
Vector viewangles;
#if !defined(_DEBUG)
if (gEngfuncs.GetMaxClients() > 1)
{
// no thirdperson in multiplayer.
return;
}
#endif
gEngfuncs.GetViewAngles((float*)viewangles);
if (!cam_thirdperson)
{
cam_thirdperson = true;
cam_ofs[YAW] = viewangles[YAW];
cam_ofs[PITCH] = viewangles[PITCH];
cam_ofs[2] = CAM_MIN_DIST;
}
gEngfuncs.Cvar_SetValue("cam_command", 0);
}
void CAM_ToFirstPerson()
{
cam_thirdperson = false;
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("+cammousemove", CAM_StartMouseMove);
gEngfuncs.pfnAddCommand("-cammousemove", CAM_EndMouseMove);
gEngfuncs.pfnAddCommand("+camdistance", CAM_StartDistance);
gEngfuncs.pfnAddCommand("-camdistance", CAM_EndDistance);
gEngfuncs.pfnAddCommand("snapto", CAM_ToggleSnapto);
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_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", "0.0", 0);
c_maxyaw = gEngfuncs.pfnRegisterVariable("c_maxyaw", "135.0", 0);
c_minyaw = gEngfuncs.pfnRegisterVariable("c_minyaw", "-135.0", 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_thirdperson = 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_idealpitch->value = viewangles[PITCH];
cam_idealyaw->value = viewangles[YAW];
cam_idealdist->value = CAM_MIN_DIST;
}
void CAM_StartMouseMove()
{
float flSensitivity;
//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;
SDL_GetCursorPos(&cam_mouse);
if ((flSensitivity = gHUD.GetSensitivity()) != 0)
{
cam_old_mouse_x = cam_mouse.x * flSensitivity;
cam_old_mouse_y = cam_mouse.y * flSensitivity;
}
else
{
cam_old_mouse_x = cam_mouse.x;
cam_old_mouse_y = cam_mouse.y;
}
}
}
//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;
SDL_GetCursorPos(&cam_mouse);
cam_old_mouse_x = cam_mouse.x * gHUD.GetSensitivity();
cam_old_mouse_y = cam_mouse.y * gHUD.GetSensitivity();
}
}
//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 static_cast<int>(cam_thirdperson || (0 != g_iUser1 && (g_iUser2 == gEngfuncs.GetLocalPlayer()->index)));
}
void DLLEXPORT CL_CameraOffset(float* ofs)
{
// RecClCL_GetCameraOffsets(ofs);
VectorCopy(cam_ofs, ofs);
}