sqwarmed/sdk_src/game/client/in_camera.cpp

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2024-08-29 19:18:30 -04:00
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "kbutton.h"
#include "input.h"
#include <vgui/IInput.h>
#include "vgui_controls/controls.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-------------------------------------------------- Constants
#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
#define DIST 2
#define CAM_HULL_OFFSET 9.0 // the size of the bounding hull used for collision checking
static Vector CAM_HULL_MIN(-CAM_HULL_OFFSET,-CAM_HULL_OFFSET,-CAM_HULL_OFFSET);
static Vector CAM_HULL_MAX( CAM_HULL_OFFSET, CAM_HULL_OFFSET, CAM_HULL_OFFSET);
//-------------------------------------------------- Global Variables
static ConVar cam_snapto( "cam_snapto", "0", FCVAR_ARCHIVE ); // snap to thirdperson view
static ConVar cam_ideallag( "cam_ideallag", "4.0", FCVAR_ARCHIVE, "Amount of lag used when matching offset to ideal angles in thirdperson view" );
static ConVar cam_idealdelta( "cam_idealdelta", "4.0", FCVAR_ARCHIVE, "Controls the speed when matching offset to ideal angles in thirdperson view" );
ConVar cam_idealyaw( "cam_idealyaw", "0", FCVAR_ARCHIVE ); // thirdperson yaw
ConVar cam_idealpitch( "cam_idealpitch", "0", FCVAR_ARCHIVE ); // thirperson pitch
ConVar cam_idealdist( "cam_idealdist", "150", FCVAR_ARCHIVE ); // thirdperson distance
static ConVar cam_collision( "cam_collision", "1", FCVAR_ARCHIVE, "When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls." );
static ConVar cam_showangles( "cam_showangles", "0", FCVAR_CHEAT, "When in thirdperson, print viewangles/idealangles/cameraoffsets to the console." );
static ConVar c_maxpitch( "c_maxpitch", "90", FCVAR_ARCHIVE );
static ConVar c_minpitch( "c_minpitch", "0", FCVAR_ARCHIVE );
static ConVar c_maxyaw( "c_maxyaw", "135", FCVAR_ARCHIVE );
static ConVar c_minyaw( "c_minyaw", "-135", FCVAR_ARCHIVE );
static ConVar c_maxdistance( "c_maxdistance", "200", FCVAR_ARCHIVE );
static ConVar c_mindistance( "c_mindistance", "30", FCVAR_ARCHIVE );
static ConVar c_orthowidth( "c_orthowidth", "100", FCVAR_ARCHIVE );
static ConVar c_orthoheight( "c_orthoheight", "100", FCVAR_ARCHIVE );
static ConVar c_thirdpersonshoulder( "c_thirdpersonshoulder", "false", FCVAR_ARCHIVE ); // flag to indicate when we are using thirdperson-shoulder
static ConVar c_thirdpersonshoulderoffset( "c_thirdpersonshoulderoffset", "20.0", FCVAR_ARCHIVE ); // camera right offset for thirdperson-shoulder
static ConVar c_thirdpersonshoulderdist( "c_thirdpersonshoulderdist", "40.0", FCVAR_ARCHIVE ); // camera distance from the player when in thirdperson-shoulder
static ConVar c_thirdpersonshoulderheight( "c_thirdpersonshoulderheight", "5.0", FCVAR_ARCHIVE ); // camera height above the player
static ConVar c_thirdpersonshoulderaimdist( "c_thirdpersonshoulderaimdist", "120.0", FCVAR_ARCHIVE ); // the distance in front of the player to focus the camera
static kbutton_t cam_pitchup, cam_pitchdown, cam_yawleft, cam_yawright;
static kbutton_t cam_in, cam_out; // -- "cam_move" is unused
extern const ConVar *sv_cheats;
extern ConVar in_forceuser;
CON_COMMAND_F( cam_command, "Tells camera to change modes", FCVAR_CHEAT )
{
if ( args.ArgC() < 2 )
{
Msg( "cam_command <0, 1, or 2>\n" );
return;
}
input->CAM_Command( Q_atoi( args.Arg( 1 ) ) );
}
// ==============================
// CAM_ToThirdPerson
// ==============================
void Cmd_CAM_ToThirdPerson(void)
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
input->CAM_ToThirdPerson();
// Let the local player know
C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer();
if ( localPlayer )
{
localPlayer->ThirdPersonSwitch( true );
}
}
static bool & Is_CAM_ThirdPerson_MayaMode(void)
{
static bool s_b_CAM_ThirdPerson_MayaMode = false;
return s_b_CAM_ThirdPerson_MayaMode;
}
void CAM_ToThirdPerson_MayaMode(void)
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
bool &rb = Is_CAM_ThirdPerson_MayaMode();
rb = !rb;
}
// ==============================
// Cmd_CAM_ToFirstPerson
// ==============================
void Cmd_CAM_ToFirstPerson(void)
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
input->CAM_ToFirstPerson();
// Let the local player know
C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer();
if ( localPlayer )
{
localPlayer->ThirdPersonSwitch( false );
}
c_thirdpersonshoulder.SetValue( false );
cam_idealdist.SetValue( cam_idealdist.GetDefault() );
}
/*
==============================
CAM_ToThirdPersonShoulder
==============================
*/
void Cmd_CAM_ToThirdPersonShoulder(void)
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
input->CAM_ToThirdPersonShoulder();
}
void CInput::CAM_ToThirdPersonShoulder()
{
PerUserInput_t &user = GetPerUser();
if( c_thirdpersonshoulder.GetBool() )
{
user.m_nCamCommand = 2; // CAM_COMMAND_TOFIRSTPERSON
c_thirdpersonshoulder.SetValue( false );
cam_idealdist.SetValue( cam_idealdist.GetDefault() );
}
else
{
user.m_nCamCommand = 1; // CAM_COMMAND_TOTHIRDPERSON
c_thirdpersonshoulder.SetValue( true );
cam_idealdist.SetValue( c_thirdpersonshoulderdist.GetFloat() );
}
}
//==============================
// Cmd_CAM_ToOrthographic
// ==============================
void Cmd_CAM_ToOrthographic(void)
{
input->CAM_ToOrthographic();
}
void CAM_StartMouseMove( void )
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
input->CAM_StartMouseMove();
}
void CAM_EndMouseMove( void )
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
input->CAM_EndMouseMove();
}
void CAM_StartDistance( void )
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
input->CAM_StartDistance();
}
void CAM_EndDistance( void )
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
input->CAM_EndDistance();
}
void CAM_ToggleSnapto( void )
{
cam_snapto.SetValue( !cam_snapto.GetInt() );
}
float MoveToward( float cur, float goal, float lag )
{
if( cur != goal )
{
if( abs( 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 ) / lag;
else
cur = goal;
}
else
{
if( cur > goal + 1.0 )
cur -= ( cur - goal ) / lag;
else
cur = goal;
}
}
// bring cur back into range
if( cur < 0 )
cur += 360.0;
else if( cur >= 360 )
cur -= 360;
return cur;
}
void CInput::CAM_Command( int command )
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
PerUserInput_t &user = GetPerUser();
user.m_nCamCommand = command;
}
void CInput::CAM_Think( void )
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
PerUserInput_t &user = GetPerUser();
VPROF("CAM_Think");
if ( user.m_pCameraThirdData )
{
return CAM_CameraThirdThink();
}
Vector idealAngles;
Vector camOffset;
float flSensitivity;
QAngle viewangles;
switch( user.m_nCamCommand )
{
case CAM_COMMAND_TOTHIRDPERSON:
CAM_ToThirdPerson();
break;
case CAM_COMMAND_TOFIRSTPERSON:
CAM_ToFirstPerson();
break;
case CAM_COMMAND_NONE:
default:
break;
}
if( !user.m_fCameraInThirdPerson )
return;
if ( !sv_cheats )
{
sv_cheats = cvar->FindVar( "sv_cheats" );
}
// If cheats have been disabled, pull us back out of third-person view.
if ( sv_cheats && !sv_cheats->GetBool() && !c_thirdpersonshoulder.GetBool() )
{
CAM_ToFirstPerson();
return;
}
C_BasePlayer* localPlayer = C_BasePlayer::GetLocalPlayer();
// In Maya-mode
if ( Is_CAM_ThirdPerson_MayaMode() )
{
// Unless explicitly moving the camera, don't move it
user.m_fCameraInterceptingMouse = user.m_fCameraMovingWithMouse =
vgui::input()->IsKeyDown( KEY_LALT ) || vgui::input()->IsKeyDown( KEY_RALT );
if ( !user.m_fCameraMovingWithMouse )
return;
// Zero-out camera-control kbutton_t structures
memset( &cam_pitchup, 0, sizeof( cam_pitchup ) );
memset( &cam_pitchdown, 0, sizeof( cam_pitchdown ) );
memset( &cam_yawleft, 0, sizeof( cam_yawleft ) );
memset( &cam_yawright, 0, sizeof( cam_yawright ) );
memset( &cam_in, 0, sizeof( cam_in ) );
memset( &cam_out, 0, sizeof( cam_out ) );
// Unless left or right mouse button is down, don't do anything
#ifndef _XBOX
if ( /* Left+Middle Button Down */ vgui::input()->IsMouseDown( MOUSE_LEFT ) && vgui::input()->IsMouseDown( MOUSE_MIDDLE ) )
{
// Do only zoom in/out camera adjustment
user.m_fCameraDistanceMove = true;
}
else if ( /* Left Button Down */ vgui::input()->IsMouseDown( MOUSE_LEFT ) )
{
// Do only rotational camera movement
user.m_fCameraDistanceMove = false;
}
else if ( /* Right Button Down */ vgui::input()->IsMouseDown( MOUSE_RIGHT ) )
{
// Do only zoom in/out camera adjustment
user.m_fCameraDistanceMove = true;
}
else
{
// Neither left or right buttons down, don't do anything
ResetMouse();
return;
}
#endif
}
idealAngles[ PITCH ] = cam_idealpitch.GetFloat();
idealAngles[ YAW ] = cam_idealyaw.GetFloat();
idealAngles[ DIST ] = cam_idealdist.GetFloat();
//
//movement of the camera with the mouse
//
if ( user.m_fCameraMovingWithMouse )
{
int cpx, cpy;
#ifndef _XBOX
//get windows cursor position
GetMousePos (cpx, cpy);
#else
//xboxfixme
cpx = cpy = 0;
#endif
user.m_nCameraX = cpx;
user.m_nCameraY = cpy;
//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 (!user.m_fCameraDistanceMove)
{
int x, y;
GetWindowCenter( x, y );
//keep the camera within certain limits around the player (ie avoid certain bad viewing angles)
if (user.m_nCameraX>x)
{
//if ((idealAngles[YAW]>=225.0)||(idealAngles[YAW]<135.0))
if (idealAngles[YAW]<c_maxyaw.GetFloat())
{
idealAngles[ YAW ] += (CAM_ANGLE_MOVE)*((user.m_nCameraX-x)/2);
}
if (idealAngles[YAW]>c_maxyaw.GetFloat())
{
idealAngles[YAW]=c_maxyaw.GetFloat();
}
}
else if (user.m_nCameraX<x)
{
//if ((idealAngles[YAW]<=135.0)||(idealAngles[YAW]>225.0))
if (idealAngles[YAW]>c_minyaw.GetFloat())
{
idealAngles[ YAW ] -= (CAM_ANGLE_MOVE)* ((x-user.m_nCameraX)/2);
}
if (idealAngles[YAW]<c_minyaw.GetFloat())
{
idealAngles[YAW]=c_minyaw.GetFloat();
}
}
//check for y delta values and adjust accordingly
//eventually adjust PITCH based on amount of movement
//also make sure camera is within bounds
if (user.m_nCameraY > y)
{
if(idealAngles[PITCH]<c_maxpitch.GetFloat())
{
idealAngles[PITCH] +=(CAM_ANGLE_MOVE)* ((user.m_nCameraY-y)/2);
}
if (idealAngles[PITCH]>c_maxpitch.GetFloat())
{
idealAngles[PITCH]=c_maxpitch.GetFloat();
}
}
else if (user.m_nCameraY<y)
{
if (idealAngles[PITCH]>c_minpitch.GetFloat())
{
idealAngles[PITCH] -= (CAM_ANGLE_MOVE)*((y-user.m_nCameraY)/2);
}
if (idealAngles[PITCH]<c_minpitch.GetFloat())
{
idealAngles[PITCH]=c_minpitch.GetFloat();
}
}
//set old mouse coordinates to current mouse coordinates
//since we are done with the mouse
if ( ( flSensitivity = GetHud().GetSensitivity() ) != 0 )
{
user.m_nCameraOldX=user.m_nCameraX*flSensitivity;
user.m_nCameraOldY=user.m_nCameraY*flSensitivity;
}
else
{
user.m_nCameraOldX=user.m_nCameraX;
user.m_nCameraOldY=user.m_nCameraY;
}
#ifndef _XBOX
ResetMouse();
#endif
}
}
//Nathan code here
if( input->KeyState( &cam_pitchup ) )
idealAngles[ PITCH ] += cam_idealdelta.GetFloat();
else if( input->KeyState( &cam_pitchdown ) )
idealAngles[ PITCH ] -= cam_idealdelta.GetFloat();
if( input->KeyState( &cam_yawleft ) )
idealAngles[ YAW ] -= cam_idealdelta.GetFloat();
else if( input->KeyState( &cam_yawright ) )
idealAngles[ YAW ] += cam_idealdelta.GetFloat();
if( input->KeyState( &cam_in ) )
{
idealAngles[ DIST ] -= 2*cam_idealdelta.GetFloat();
if( idealAngles[ DIST ] < CAM_MIN_DIST )
{
// If we go back into first person, reset the angle
idealAngles[ PITCH ] = 0;
idealAngles[ YAW ] = 0;
idealAngles[ DIST ] = CAM_MIN_DIST;
}
}
else if( input->KeyState( &cam_out ) )
idealAngles[ DIST ] += 2*cam_idealdelta.GetFloat();
if (user.m_fCameraDistanceMove)
{
int x, y;
GetWindowCenter( x, y );
if (user.m_nCameraY>y)
{
if(idealAngles[ DIST ]<c_maxdistance.GetFloat())
{
idealAngles[ DIST ] +=cam_idealdelta.GetFloat() * ((user.m_nCameraY-y)/2);
}
if (idealAngles[ DIST ]>c_maxdistance.GetFloat())
{
idealAngles[ DIST ]=c_maxdistance.GetFloat();
}
}
else if (user.m_nCameraY<y)
{
if (idealAngles[ DIST ]>c_mindistance.GetFloat())
{
idealAngles[ DIST ] -= (cam_idealdelta.GetFloat())*((y-user.m_nCameraY)/2);
}
if (idealAngles[ DIST ]<c_mindistance.GetFloat())
{
idealAngles[ DIST ]=c_mindistance.GetFloat();
}
}
//set old mouse coordinates to current mouse coordinates
//since we are done with the mouse
user.m_nCameraOldX=user.m_nCameraX*GetHud().GetSensitivity();
user.m_nCameraOldY=user.m_nCameraY*GetHud().GetSensitivity();
#ifndef _XBOX
ResetMouse();
#endif
}
// Obtain engine view angles and if they popped while the camera was static,
// fix the camera angles as well
engine->GetViewAngles( viewangles );
static QAngle s_oldAngles = viewangles;
if ( Is_CAM_ThirdPerson_MayaMode() && ( s_oldAngles != viewangles ) )
{
idealAngles[ PITCH ] += s_oldAngles[ PITCH ] - viewangles[ PITCH ];
idealAngles[ YAW ] += s_oldAngles[ YAW ] - viewangles[ YAW ];
s_oldAngles = viewangles;
}
// bring the pitch values back into a range that MoveToward can handle
if ( idealAngles[ PITCH ] > 180 )
idealAngles[ PITCH ] -= 360;
else if ( idealAngles[ PITCH ] < -180 )
idealAngles[ PITCH ] += 360;
// bring the yaw values back into a range that MoveToward can handle
// --
// Vitaliy: going with >= 180 and <= -180.
// This introduces a potential discontinuity when looking directly at model face
// as camera yaw will be jumping from +180 to -180 and back, but when working with
// the camera allows smooth rotational transitions from left to right and back.
// Otherwise one of the transitions that has ">"-comparison will be locked.
// --
if ( idealAngles[ YAW ] >= 180 )
idealAngles[ YAW ] -= 360;
else if ( idealAngles[ YAW ] <= -180 )
idealAngles[ YAW ] += 360;
// clamp pitch, yaw and dist...
idealAngles[ PITCH ] = clamp( idealAngles[ PITCH ], c_minpitch.GetFloat(), c_maxpitch.GetFloat() );
idealAngles[ YAW ] = clamp( idealAngles[ YAW ], c_minyaw.GetFloat(), c_maxyaw.GetFloat() );
idealAngles[ DIST ] = clamp( idealAngles[ DIST ], c_mindistance.GetFloat(), c_maxdistance.GetFloat() );
// update ideal angles
cam_idealpitch.SetValue( idealAngles[ PITCH ] );
cam_idealyaw.SetValue( idealAngles[ YAW ] );
cam_idealdist.SetValue( idealAngles[ DIST ] );
// Move the CameraOffset "towards" the idealAngles
// Note: CameraOffset = viewangle + idealAngle
VectorCopy( user.m_vecCameraOffset, camOffset );
if( cam_snapto.GetInt() )
{
camOffset[ YAW ] = cam_idealyaw.GetFloat() + viewangles[ YAW ];
camOffset[ PITCH ] = cam_idealpitch.GetFloat() + viewangles[ PITCH ];
camOffset[ DIST ] = cam_idealdist.GetFloat();
}
else
{
float lag = MAX( 1, 1 + cam_ideallag.GetFloat() );
if( camOffset[ YAW ] - viewangles[ YAW ] != cam_idealyaw.GetFloat() )
camOffset[ YAW ] = MoveToward( AngleNormalizePositive( camOffset[ YAW ] ), AngleNormalizePositive( cam_idealyaw.GetFloat() + viewangles[ YAW ] ), lag );
if( camOffset[ PITCH ] - viewangles[ PITCH ] != cam_idealpitch.GetFloat() )
camOffset[ PITCH ] = MoveToward( camOffset[ PITCH ], cam_idealpitch.GetFloat() + viewangles[ PITCH ], lag );
if( abs( camOffset[ DIST ] - cam_idealdist.GetFloat() ) < 2.0 )
camOffset[ DIST ] = cam_idealdist.GetFloat();
else
camOffset[ DIST ] += ( cam_idealdist.GetFloat() - camOffset[ DIST ] ) / lag;
}
// move the camera closer to the player if it hit something
if ( cam_collision.GetInt() && localPlayer )
{
Vector camForward;
// find our player's origin, and from there, the eye position
Vector origin = localPlayer->GetLocalOrigin();
origin += localPlayer->GetViewOffset();
// get the forward vector
AngleVectors( QAngle(camOffset[ PITCH ], camOffset[ YAW ], 0), &camForward, NULL, NULL );
// use our previously #defined hull to collision trace
trace_t trace;
CTraceFilterSimple traceFilter( localPlayer, COLLISION_GROUP_NONE );
UTIL_TraceHull( origin, origin - (camForward * camOffset[ DIST ]),
CAM_HULL_MIN, CAM_HULL_MAX,
MASK_SOLID, &traceFilter, &trace );
// move the camera closer if it hit something
if( trace.fraction < 1.0 )
{
camOffset[ DIST ] *= trace.fraction;
}
// For now, I'd rather see the insade of a player model than punch the camera through a wall
// might try the fade out trick at some point
//if( camOffset[ DIST ] < CAM_MIN_DIST )
// camOffset[ DIST ] = CAM_MIN_DIST; // clamp up to minimum
}
if ( cam_showangles.GetInt() )
{
engine->Con_NPrintf( 4, "Pitch: %6.1f Yaw: %6.1f %38s", viewangles[ PITCH ], viewangles[ YAW ], "view angles" );
engine->Con_NPrintf( 6, "Pitch: %6.1f Yaw: %6.1f Dist: %6.1f %19s", cam_idealpitch.GetFloat(), cam_idealyaw.GetFloat(), cam_idealdist.GetFloat(), "ideal angles" );
engine->Con_NPrintf( 8, "Pitch: %6.1f Yaw: %6.1f Dist: %6.1f %16s", user.m_vecCameraOffset[ PITCH ], user.m_vecCameraOffset[ YAW ],user. m_vecCameraOffset[ DIST ], "camera offset" );
}
user.m_vecCameraOffset[ PITCH ] = camOffset[ PITCH ];
user.m_vecCameraOffset[ YAW ] = camOffset[ YAW ];
user.m_vecCameraOffset[ DIST ] = camOffset[ DIST ];
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void ClampRange180( float &value )
{
if ( value >= 180.0f )
{
value -= 360.0f;
}
else if ( value <= -180.0f )
{
value += 360.0f;
}
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CInput::CAM_SetCameraThirdData( CameraThirdData_t *pCameraData, const QAngle &vecCameraOffset )
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
PerUserInput_t &user = GetPerUser();
user.m_pCameraThirdData = pCameraData;
user.m_vecCameraOffset[PITCH] = vecCameraOffset[PITCH];
user.m_vecCameraOffset[YAW] = vecCameraOffset[YAW];
user.m_vecCameraOffset[DIST] = vecCameraOffset[DIST];
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CInput::CAM_CameraThirdThink( void )
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
PerUserInput_t &user = GetPerUser();
// Verify data.
if ( !user.m_pCameraThirdData )
return;
// Verify that we are in third person mode.
if( !user.m_fCameraInThirdPerson )
return;
// Opting out of camera movement
if ( user.m_pCameraThirdData->m_flLag == -1.0f )
return;
// Obtain engine view angles and if they popped while the camera was static, fix the camera angles as well.
QAngle angView;
engine->GetViewAngles( angView );
// Move the CameraOffset "towards" the idealAngles, Note: CameraOffset = viewangle + idealAngle
Vector vecCamOffset;
VectorCopy( user.m_vecCameraOffset, vecCamOffset );
// Move the camera.
float flLag = MAX( 1, 1 + user.m_pCameraThirdData->m_flLag );
if( vecCamOffset[PITCH] - angView[PITCH] != user.m_pCameraThirdData->m_flPitch )
{
vecCamOffset[PITCH] = MoveToward( vecCamOffset[PITCH], ( user.m_pCameraThirdData->m_flPitch + angView[PITCH] ), flLag );
}
if( vecCamOffset[YAW] - angView[YAW] != user.m_pCameraThirdData->m_flYaw )
{
vecCamOffset[YAW] = MoveToward( vecCamOffset[YAW], ( user.m_pCameraThirdData->m_flYaw + angView[YAW] ), flLag );
}
if( abs( vecCamOffset[DIST] - user.m_pCameraThirdData->m_flDist ) < 2.0 )
{
vecCamOffset[DIST] = user.m_pCameraThirdData->m_flDist;
}
else
{
vecCamOffset[DIST] += ( user.m_pCameraThirdData->m_flDist - vecCamOffset[DIST] ) / flLag;
}
C_BasePlayer* pLocalPlayer = C_BasePlayer::GetLocalPlayer();
if ( pLocalPlayer )
{
Vector vecForward;
// Find our player's origin, and from there, the eye position.
Vector vecOrigin = pLocalPlayer->GetLocalOrigin();
vecOrigin += pLocalPlayer->GetViewOffset();
// Get the forward vector
AngleVectors( QAngle( vecCamOffset[PITCH], vecCamOffset[YAW], 0 ), &vecForward, NULL, NULL );
// Collision trace and move the camera closer if we hit something.
trace_t trace;
UTIL_TraceHull( vecOrigin, vecOrigin - ( vecForward * vecCamOffset[DIST] ), user.m_pCameraThirdData->m_vecHullMin,
user.m_pCameraThirdData->m_vecHullMax, MASK_SOLID, pLocalPlayer,
COLLISION_GROUP_NONE, &trace );
if( trace.fraction < 1.0 )
{
vecCamOffset[DIST] *= trace.fraction;
}
}
ClampRange180( vecCamOffset[PITCH] );
ClampRange180( vecCamOffset[YAW] );
user.m_vecCameraOffset[PITCH] = vecCamOffset[PITCH];
user.m_vecCameraOffset[YAW] = vecCamOffset[YAW];
user.m_vecCameraOffset[DIST] = vecCamOffset[DIST];
}
void CAM_PitchUpDown( const CCommand &args ) { KeyDown( &cam_pitchup, args[1] ); }
void CAM_PitchUpUp( const CCommand &args ) { KeyUp( &cam_pitchup, args[1] ); }
void CAM_PitchDownDown( const CCommand &args ) { KeyDown( &cam_pitchdown, args[1] ); }
void CAM_PitchDownUp( const CCommand &args ) { KeyUp( &cam_pitchdown, args[1] ); }
void CAM_YawLeftDown( const CCommand &args ) { KeyDown( &cam_yawleft, args[1] ); }
void CAM_YawLeftUp( const CCommand &args ) { KeyUp( &cam_yawleft, args[1] ); }
void CAM_YawRightDown( const CCommand &args ) { KeyDown( &cam_yawright, args[1] ); }
void CAM_YawRightUp( const CCommand &args ) { KeyUp( &cam_yawright, args[1] ); }
void CAM_InDown( const CCommand &args ) { KeyDown( &cam_in, args[1] ); }
void CAM_InUp( const CCommand &args ) { KeyUp( &cam_in, args[1] ); }
void CAM_OutDown( const CCommand &args ) { KeyDown( &cam_out, args[1] ); }
void CAM_OutUp( const CCommand &args ) { KeyUp( &cam_out, args[1] ); }
void CInput::CAM_ToThirdPerson(void)
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
PerUserInput_t &user = GetPerUser();
QAngle viewangles;
engine->GetViewAngles( viewangles );
if( !user.m_fCameraInThirdPerson )
{
user.m_fCameraInThirdPerson = true;
user.m_vecCameraOffset[ YAW ] = viewangles[ YAW ];
user.m_vecCameraOffset[ PITCH ] = viewangles[ PITCH ];
user.m_vecCameraOffset[ DIST ] = CAM_MIN_DIST;
}
user.m_nCamCommand = 0;
}
void CInput::CAM_ToFirstPerson(void)
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
PerUserInput_t &user = GetPerUser();
user.m_fCameraInThirdPerson = false;
user.m_nCamCommand = 0;
}
bool CInput::CAM_IsOrthographic(void) const
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
const PerUserInput_t &user = GetPerUser();
return user.m_CameraIsOrthographic;
}
void CInput::CAM_OrthographicSize(float& w, float& h) const
{
w = c_orthowidth.GetFloat(); h = c_orthoheight.GetFloat();
}
void CInput::CAM_ToOrthographic(void)
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
PerUserInput_t &user = GetPerUser();
user.m_fCameraInThirdPerson = false;
user.m_CameraIsOrthographic = true;
user.m_nCamCommand = 0;
}
void CInput::CAM_StartMouseMove(void)
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
PerUserInput_t &user = GetPerUser();
float flSensitivity;
//only move the cam with mouse if we are in third person.
if ( user.m_fCameraInThirdPerson )
{
//set appropriate flags and initialize the old mouse position
//variables for mouse camera movement
if (!user.m_fCameraMovingWithMouse)
{
int cpx, cpy;
user.m_fCameraMovingWithMouse=true;
user.m_fCameraInterceptingMouse=true;
#ifndef _XBOX
GetMousePos(cpx, cpy);
#else
// xboxfixme
cpx = cpy = 0;
#endif
user.m_nCameraX = cpx;
user.m_nCameraY = cpy;
if ( ( flSensitivity = GetHud().GetSensitivity() ) != 0 )
{
user.m_nCameraOldX=user.m_nCameraX*flSensitivity;
user.m_nCameraOldY=user.m_nCameraY*flSensitivity;
}
else
{
user.m_nCameraOldX=user.m_nCameraX;
user.m_nCameraOldY=user.m_nCameraY;
}
}
}
//we are not in 3rd person view..therefore do not allow camera movement
else
{
user.m_fCameraMovingWithMouse=false;
user.m_fCameraInterceptingMouse=false;
}
}
/*
==============================
CAM_EndMouseMove
the key has been released for camera movement
tell the engine that mouse camera movement is off
==============================
*/
void CInput::CAM_EndMouseMove(void)
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
PerUserInput_t &user = GetPerUser();
user.m_fCameraMovingWithMouse=false;
user.m_fCameraInterceptingMouse=false;
}
/*
==============================
CAM_StartDistance
routines to start the process of moving the cam in or out
using the mouse
==============================
*/
void CInput::CAM_StartDistance(void)
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
PerUserInput_t &user = GetPerUser();
//only move the cam with mouse if we are in third person.
if ( user.m_fCameraInThirdPerson )
{
//set appropriate flags and initialize the old mouse position
//variables for mouse camera movement
if (!user.m_fCameraDistanceMove)
{
int cpx, cpy;
user.m_fCameraDistanceMove=true;
user.m_fCameraMovingWithMouse=true;
user.m_fCameraInterceptingMouse=true;
#ifndef _XBOX
GetMousePos(cpx, cpy);
#else
// xboxfixme
cpx = cpy = 0;
#endif
user.m_nCameraX = cpx;
user.m_nCameraY = cpy;
user.m_nCameraOldX=user.m_nCameraX*GetHud().GetSensitivity();
user.m_nCameraOldY=user.m_nCameraY*GetHud().GetSensitivity();
}
}
//we are not in 3rd person view..therefore do not allow camera movement
else
{
user.m_fCameraDistanceMove=false;
user.m_fCameraMovingWithMouse=false;
user.m_fCameraInterceptingMouse=false;
}
}
/*
==============================
CAM_EndDistance
the key has been released for camera movement
tell the engine that mouse camera movement is off
==============================
*/
void CInput::CAM_EndDistance(void)
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
PerUserInput_t &user = GetPerUser();
user.m_fCameraDistanceMove=false;
user.m_fCameraMovingWithMouse=false;
user.m_fCameraInterceptingMouse=false;
}
/*
==============================
CAM_IsThirdPerson
==============================
*/
int CInput::CAM_IsThirdPerson( int nSlot /*=-1*/ )
{
if ( nSlot == -1 )
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
PerUserInput_t &user = GetPerUser();
return user.m_fCameraInThirdPerson;
}
return m_PerUser[ nSlot ].m_fCameraInThirdPerson;
}
/*
==============================
CAM_GetCameraOffset
==============================
*/
void CInput::CAM_GetCameraOffset( Vector& ofs )
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
PerUserInput_t &user = GetPerUser();
VectorCopy( user.m_vecCameraOffset, ofs );
}
/*
==============================
CAM_InterceptingMouse
==============================
*/
int CInput::CAM_InterceptingMouse( void )
{
ASSERT_LOCAL_PLAYER_RESOLVABLE();
PerUserInput_t &user = GetPerUser();
return user.m_fCameraInterceptingMouse;
}
static ConCommand startpitchup( "+campitchup", CAM_PitchUpDown );
static ConCommand endpitcup( "-campitchup", CAM_PitchUpUp );
static ConCommand startpitchdown( "+campitchdown", CAM_PitchDownDown );
static ConCommand endpitchdown( "-campitchdown", CAM_PitchDownUp );
static ConCommand startcamyawleft( "+camyawleft", CAM_YawLeftDown );
static ConCommand endcamyawleft( "-camyawleft", CAM_YawLeftUp );
static ConCommand startcamyawright( "+camyawright", CAM_YawRightDown );
static ConCommand endcamyawright( "-camyawright", CAM_YawRightUp );
static ConCommand startcamin( "+camin", CAM_InDown );
static ConCommand endcamin( "-camin", CAM_InUp );
static ConCommand startcamout( "+camout", CAM_OutDown );
static ConCommand camout( "-camout", CAM_OutUp );
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#ifdef INFESTED_DLL
static ConCommand thirdperson( "thirdperson", Cmd_CAM_ToThirdPerson, "Switch to thirdperson camera." );
static ConCommand firstperson( "firstperson", Cmd_CAM_ToFirstPerson, "Switch to firstperson camera.", FCVAR_CHEAT );
#else
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static ConCommand thirdperson( "thirdperson", Cmd_CAM_ToThirdPerson, "Switch to thirdperson camera.", FCVAR_CHEAT );
static ConCommand firstperson( "firstperson", Cmd_CAM_ToFirstPerson, "Switch to firstperson camera." );
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#endif
static ConCommand thirdperson_mayamode( "thirdperson_mayamode", ::CAM_ToThirdPerson_MayaMode, "Switch to thirdperson Maya-like camera controls.", FCVAR_CHEAT );
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static ConCommand thirdpersonshoulder( "thirdpersonshoulder", Cmd_CAM_ToThirdPersonShoulder, "Switch to thirdperson-shoulder camera." );
static ConCommand camortho( "camortho", Cmd_CAM_ToOrthographic, "Switch to orthographic camera.", FCVAR_CHEAT );
static ConCommand startcammousemove( "+cammousemove",::CAM_StartMouseMove);
static ConCommand endcammousemove( "-cammousemove",::CAM_EndMouseMove);
static ConCommand startcamdistance( "+camdistance", ::CAM_StartDistance );
static ConCommand endcamdistance( "-camdistance", ::CAM_EndDistance );
static ConCommand snapto( "snapto", CAM_ToggleSnapto );
/*
==============================
Init_Camera
==============================
*/
void CInput::Init_Camera( void )
{
for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i )
{
m_PerUser[ i ].m_CameraIsOrthographic = false;
}
}