//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "hltvcamera.h" #include "cdll_client_int.h" #include "util_shared.h" #include "prediction.h" #include "movevars_shared.h" #include "in_buttons.h" #include "text_message.h" #include "vgui_controls/controls.h" #include "vgui/ILocalize.h" #include "vguicenterprint.h" #include "game/client/iviewport.h" #include ConVar spec_autodirector( "spec_autodirector", "1", FCVAR_CLIENTDLL | FCVAR_CLIENTCMD_CAN_EXECUTE, "Auto-director chooses best view modes while spectating" ); // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define CHASE_CAM_DISTANCE 96.0f #define WALL_OFFSET 6.0f static Vector WALL_MIN(-WALL_OFFSET,-WALL_OFFSET,-WALL_OFFSET); static Vector WALL_MAX(WALL_OFFSET,WALL_OFFSET,WALL_OFFSET); static const ConVar *tv_transmitall = NULL; ////////////////////////////////////////////////////////////////////// // Construction/Destruction ////////////////////////////////////////////////////////////////////// // converts all '\r' characters to '\n', so that the engine can deal with the properly // returns a pointer to str static wchar_t* ConvertCRtoNL( wchar_t *str ) { for ( wchar_t *ch = str; *ch != 0; ch++ ) if ( *ch == L'\r' ) *ch = L'\n'; return str; } static C_HLTVCamera s_HLTVCamera; C_HLTVCamera *HLTVCamera() { return &s_HLTVCamera; } C_HLTVCamera::C_HLTVCamera() { Reset(); m_nNumSpectators = 0; m_szTitleText[0] = 0; } C_HLTVCamera::~C_HLTVCamera() { } void C_HLTVCamera::Init() { ListenForGameEvent( "game_newmap" ); ListenForGameEvent( "hltv_cameraman" ); ListenForGameEvent( "hltv_fixed" ); ListenForGameEvent( "hltv_chase" ); ListenForGameEvent( "hltv_message" ); ListenForGameEvent( "hltv_title" ); ListenForGameEvent( "hltv_status" ); Reset(); m_nNumSpectators = 0; m_szTitleText[0] = 0; // get a handle to the engine convar tv_transmitall = cvar->FindVar( "tv_transmitall" ); } void C_HLTVCamera::Reset() { m_nCameraMode = OBS_MODE_FIXED; m_iCameraMan = 0; m_iTraget1 = m_iTraget2 = 0; m_flFOV = 90; m_flDistance = m_flLastDistance = 96.0f; m_flInertia = 3.0f; m_flPhi = 0; m_flTheta = 0; m_flOffset = 0; m_bEntityPacketReceived = false; m_vCamOrigin.Init(); m_aCamAngle.Init(); m_LastCmd.Reset(); m_vecVelocity.Init(); } void C_HLTVCamera::CalcChaseCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov ) { bool bManual = !spec_autodirector.GetBool(); // chase camera controlled manually Vector targetOrigin1, targetOrigin2, cameraOrigin, forward; if ( m_iTraget1 == 0 ) return; // get primary target, also translates to ragdoll C_BaseEntity *target1 = GetPrimaryTarget(); if ( !target1 ) return; if ( target1->IsAlive() && target1->IsDormant() ) return; targetOrigin1 = target1->GetRenderOrigin(); if ( !target1->IsAlive() ) { targetOrigin1 += VEC_DEAD_VIEWHEIGHT; } else if ( target1->GetFlags() & FL_DUCKING ) { targetOrigin1 += VEC_DUCK_VIEW; } else { targetOrigin1 += VEC_VIEW; } // get secondary target if set C_BaseEntity *target2 = NULL; if ( m_iTraget2 > 0 && (m_iTraget2 != m_iTraget1) && !bManual ) { target2 = ClientEntityList().GetBaseEntity( m_iTraget2 ); // if target is out PVS and not dead, it's not valid if ( target2 && target2->IsDormant() && target2->IsAlive() ) target2 = NULL; if ( target2 ) { targetOrigin2 = target2->GetRenderOrigin(); if ( !target2->IsAlive() ) { targetOrigin2 += VEC_DEAD_VIEWHEIGHT; } else if ( target2->GetFlags() & FL_DUCKING ) { targetOrigin2 += VEC_DUCK_VIEW; } else { targetOrigin2 += VEC_VIEW; } } } // apply angle offset & smoothing QAngle angleOffset( m_flPhi, m_flTheta, 0 ); QAngle cameraAngles = m_aCamAngle; if ( bManual ) { // let spectator choose the view angles engine->GetViewAngles( cameraAngles ); } else if ( target2 ) { // look into direction of second target forward = targetOrigin2 - targetOrigin1; VectorAngles( forward, cameraAngles ); cameraAngles.z = 0; // no ROLL } else if ( m_iTraget2 == 0 || m_iTraget2 == m_iTraget1) { // look into direction where primary target is looking cameraAngles = target1->EyeAngles(); cameraAngles.x = 0; // no PITCH cameraAngles.z = 0; // no ROLL } else { // target2 is missing, just keep angelsm, reset offset angleOffset.Init(); } if ( !bManual ) { if ( !target1->IsAlive() ) { angleOffset.x = 15; } cameraAngles += angleOffset; } AngleVectors( cameraAngles, &forward ); VectorNormalize( forward ); // calc optimal camera position VectorMA(targetOrigin1, -m_flDistance, forward, cameraOrigin ); targetOrigin1.z += m_flOffset; // add offset // clip against walls trace_t trace; C_BaseEntity::PushEnableAbsRecomputations( false ); // HACK don't recompute positions while doing RayTrace UTIL_TraceHull( targetOrigin1, cameraOrigin, WALL_MIN, WALL_MAX, MASK_SOLID, target1, COLLISION_GROUP_NONE, &trace ); C_BaseEntity::PopEnableAbsRecomputations(); float dist = VectorLength( trace.endpos - targetOrigin1 ); // grow distance by 32 unit a second m_flLastDistance += gpGlobals->frametime * 32.0f; if ( dist > m_flLastDistance ) { VectorMA(targetOrigin1, -m_flLastDistance, forward, cameraOrigin ); } else { cameraOrigin = trace.endpos; m_flLastDistance = dist; } if ( target2 ) { // if we have 2 targets look at point between them forward = (targetOrigin1+targetOrigin2)/2 - cameraOrigin; QAngle angle; VectorAngles( forward, angle ); cameraAngles.y = angle.y; NormalizeAngles( cameraAngles ); cameraAngles.x = clamp( cameraAngles.x, -60, 60 ); SmoothCameraAngle( cameraAngles ); } else { SetCameraAngle( cameraAngles ); } VectorCopy( cameraOrigin, m_vCamOrigin ); VectorCopy( m_aCamAngle, eyeAngles ); VectorCopy( m_vCamOrigin, eyeOrigin ); } int C_HLTVCamera::GetMode() { if ( m_iCameraMan > 0 ) { C_BasePlayer *pCameraMan = UTIL_PlayerByIndex( m_iCameraMan ); if ( pCameraMan ) return pCameraMan->GetObserverMode(); } return m_nCameraMode; } C_BaseEntity* C_HLTVCamera::GetPrimaryTarget() { if ( m_iCameraMan > 0 ) { C_BasePlayer *pCameraMan = UTIL_PlayerByIndex( m_iCameraMan ); if ( pCameraMan ) { return pCameraMan->GetObserverTarget(); } } if ( m_iTraget1 <= 0 ) return NULL; C_BaseEntity* target = ClientEntityList().GetEnt( m_iTraget1 ); return target; } C_BaseEntity *C_HLTVCamera::GetCameraMan() { return ClientEntityList().GetEnt( m_iCameraMan ); } void C_HLTVCamera::CalcInEyeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov ) { C_BasePlayer *pPlayer = UTIL_PlayerByIndex( m_iTraget1 ); if ( !pPlayer ) return; if ( !pPlayer->IsAlive() ) { // if dead, show from 3rd person CalcChaseCamView( eyeOrigin, eyeAngles, fov ); return; } m_aCamAngle = pPlayer->EyeAngles(); m_vCamOrigin = pPlayer->GetAbsOrigin(); m_flFOV = pPlayer->GetFOV(); if ( pPlayer->GetFlags() & FL_DUCKING ) { m_vCamOrigin += VEC_DUCK_VIEW; } else { m_vCamOrigin += VEC_VIEW; } eyeOrigin = m_vCamOrigin; eyeAngles = m_aCamAngle; fov = m_flFOV; pPlayer->CalcViewModelView( eyeOrigin, eyeAngles); C_BaseViewModel *pViewModel = pPlayer->GetViewModel( 0 ); if ( pViewModel ) { Assert( pViewModel->GetOwner() == pPlayer ); pViewModel->UpdateVisibility(); } } void C_HLTVCamera::Accelerate( Vector& wishdir, float wishspeed, float accel ) { float addspeed, accelspeed, currentspeed; // See if we are changing direction a bit currentspeed =m_vecVelocity.Dot(wishdir); // Reduce wishspeed by the amount of veer. addspeed = wishspeed - currentspeed; // If not going to add any speed, done. if (addspeed <= 0) return; // Determine amount of acceleration. accelspeed = accel * gpGlobals->frametime * wishspeed; // Cap at addspeed if (accelspeed > addspeed) accelspeed = addspeed; // Adjust velocity. for (int i=0 ; i<3 ; i++) { m_vecVelocity[i] += accelspeed * wishdir[i]; } } // movement code is a copy of CGameMovement::FullNoClipMove() void C_HLTVCamera::CalcRoamingView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov) { // only if PVS isn't locked by auto-director if ( !IsPVSLocked() ) { Vector wishvel; Vector forward, right, up; Vector wishdir; float wishspeed; float factor = sv_specspeed.GetFloat(); float maxspeed = sv_maxspeed.GetFloat() * factor; AngleVectors ( m_LastCmd.viewangles, &forward, &right, &up); // Determine movement angles if ( m_LastCmd.buttons & IN_SPEED ) { factor /= 2.0f; } // Copy movement amounts float fmove = m_LastCmd.forwardmove * factor; float smove = m_LastCmd.sidemove * factor; VectorNormalize (forward); // Normalize remainder of vectors VectorNormalize (right); // for (int i=0 ; i<3 ; i++) // Determine x and y parts of velocity wishvel[i] = forward[i]*fmove + right[i]*smove; wishvel[2] += m_LastCmd.upmove * factor; VectorCopy (wishvel, wishdir); // Determine magnitude of speed of move wishspeed = VectorNormalize(wishdir); // // Clamp to server defined max speed // if (wishspeed > maxspeed ) { VectorScale (wishvel, maxspeed/wishspeed, wishvel); wishspeed = maxspeed; } if ( sv_specaccelerate.GetFloat() > 0.0 ) { // Set move velocity Accelerate ( wishdir, wishspeed, sv_specaccelerate.GetFloat() ); float spd = VectorLength( m_vecVelocity ); if (spd < 1.0f) { m_vecVelocity.Init(); } else { // Bleed off some speed, but if we have less than the bleed // threshold, bleed the threshold amount. float control = (spd < maxspeed/4.0) ? maxspeed/4.0 : spd; float friction = sv_friction.GetFloat(); // Add the amount to the drop amount. float drop = control * friction * gpGlobals->frametime; // scale the velocity float newspeed = spd - drop; if (newspeed < 0) newspeed = 0; // Determine proportion of old speed we are using. newspeed /= spd; VectorScale( m_vecVelocity, newspeed, m_vecVelocity ); } } else { VectorCopy( wishvel, m_vecVelocity ); } // Just move ( don't clip or anything ) VectorMA( m_vCamOrigin, gpGlobals->frametime, m_vecVelocity, m_vCamOrigin ); // get camera angle directly from engine engine->GetViewAngles( m_aCamAngle ); // Zero out velocity if in noaccel mode if ( sv_specaccelerate.GetFloat() < 0.0f ) { m_vecVelocity.Init(); } } eyeOrigin = m_vCamOrigin; eyeAngles = m_aCamAngle; fov = m_flFOV; } void C_HLTVCamera::CalcFixedView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov) { eyeOrigin = m_vCamOrigin; eyeAngles = m_aCamAngle; fov = m_flFOV; if ( m_iTraget1 == 0 ) return; C_BaseEntity * target = ClientEntityList().GetBaseEntity( m_iTraget1 ); if ( target && target->IsAlive() ) { // if we're chasing a target, change viewangles QAngle angle; VectorAngles( (target->GetAbsOrigin()+VEC_VIEW) - m_vCamOrigin, angle ); SmoothCameraAngle( angle ); } } void C_HLTVCamera::PostEntityPacketReceived() { m_bEntityPacketReceived = true; } void C_HLTVCamera::FixupMovmentParents() { // Find resource zone for ( ClientEntityHandle_t e = ClientEntityList().FirstHandle(); e != ClientEntityList().InvalidHandle(); e = ClientEntityList().NextHandle( e ) ) { C_BaseEntity *ent = C_BaseEntity::Instance( e ); if ( !ent ) continue; ent->HierarchyUpdateMoveParent(); } } void C_HLTVCamera::CalcView(Vector& origin, QAngle& angles, float& fov) { if ( m_bEntityPacketReceived ) { // try to fixup movment pareents FixupMovmentParents(); m_bEntityPacketReceived = false; } if ( m_iCameraMan > 0 ) { C_BasePlayer *pCameraMan = UTIL_PlayerByIndex( m_iCameraMan ); if ( pCameraMan ) { float zNear,zFar; pCameraMan->CalcView( origin, angles, zNear, zFar, fov ); pCameraMan->CalcViewModelView( origin, angles ); return; } } switch ( m_nCameraMode ) { case OBS_MODE_ROAMING : CalcRoamingView( origin, angles, fov ); break; case OBS_MODE_FIXED : CalcFixedView( origin, angles, fov ); break; case OBS_MODE_IN_EYE : CalcInEyeCamView( origin, angles, fov ); break; case OBS_MODE_CHASE : CalcChaseCamView( origin, angles, fov ); break; } } void C_HLTVCamera::SetMode(int iMode) { if ( m_nCameraMode == iMode ) return; Assert( iMode > OBS_MODE_NONE && iMode <= LAST_PLAYER_OBSERVERMODE ); m_nCameraMode = iMode; } void C_HLTVCamera::SetPrimaryTarget( int nEntity ) { if ( m_iTraget1 == nEntity ) return; m_iTraget1 = nEntity; if ( GetMode() == OBS_MODE_ROAMING ) { Vector vOrigin; QAngle aAngles; float flFov; CalcChaseCamView( vOrigin, aAngles, flFov ); } else if ( GetMode() == OBS_MODE_CHASE ) { C_BaseEntity* target = ClientEntityList().GetEnt( m_iTraget1 ); if ( target ) { QAngle eyeAngle = target->EyeAngles(); prediction->SetViewAngles( eyeAngle ); } } m_flLastDistance = m_flDistance; m_flLastAngleUpdateTime = -1; } void C_HLTVCamera::SpecNextPlayer( bool bInverse ) { int start = 1; if ( m_iTraget1 > 0 && m_iTraget1 <= gpGlobals->maxClients ) start = m_iTraget1; int index = start; while ( true ) { // got next/prev player if ( bInverse ) index--; else index++; // check bounds if ( index < 1 ) index = gpGlobals->maxClients; else if ( index > gpGlobals->maxClients ) index = 1; if ( index == start ) break; // couldn't find a new valid player C_BasePlayer *pPlayer = UTIL_PlayerByIndex( index ); if ( !pPlayer ) continue; // only follow living players if ( pPlayer->IsObserver() ) continue; break; // found a new player } SetPrimaryTarget( index ); // turn off auto director once user tried to change view settings SetAutoDirector( false ); } void C_HLTVCamera::SpecNamedPlayer( const char *szPlayerName ) { for ( int index = 1; index <= gpGlobals->maxClients; ++index ) { C_BasePlayer *pPlayer = UTIL_PlayerByIndex( index ); if ( !pPlayer ) continue; if ( !FStrEq( szPlayerName, pPlayer->GetPlayerName() ) ) continue; // only follow living players or dedicated spectators if ( pPlayer->IsObserver() && pPlayer->GetTeamNumber() != TEAM_SPECTATOR ) continue; SetPrimaryTarget( index ); return; } } void C_HLTVCamera::FireGameEvent( IGameEvent * event) { if ( !g_bEngineIsHLTV ) return; // not in HLTV mode const char *type = event->GetName(); if ( Q_strcmp( "game_newmap", type ) == 0 ) { Reset(); // reset all camera settings // show spectator UI if ( !GetViewPortInterface() ) return; if ( engine->IsPlayingDemo() ) { // for demo playback show full menu GetViewPortInterface()->ShowPanel( PANEL_SPECMENU, true ); SetMode( OBS_MODE_ROAMING ); } else { // during live broadcast only show black bars GetViewPortInterface()->ShowPanel( PANEL_SPECGUI, true ); } return; } if ( Q_strcmp( "hltv_message", type ) == 0 ) { wchar_t outputBuf[1024]; const char *pszText = event->GetString( "text", "" ); char *tmpStr = hudtextmessage->LookupString( pszText ); const wchar_t *pBuf = g_pVGuiLocalize->Find( tmpStr ); if ( pBuf ) { // Copy pBuf into szBuf[i]. int nMaxChars = sizeof( outputBuf ) / sizeof( wchar_t ); wcsncpy( outputBuf, pBuf, nMaxChars ); outputBuf[nMaxChars-1] = 0; } else { g_pVGuiLocalize->ConvertANSIToUnicode( tmpStr, outputBuf, sizeof(outputBuf) ); } GetCenterPrint()->Print( ConvertCRtoNL( outputBuf ) ); return ; } if ( Q_strcmp( "hltv_title", type ) == 0 ) { Q_strncpy( m_szTitleText, event->GetString( "text", "" ), sizeof(m_szTitleText) ); return; } if ( Q_strcmp( "hltv_status", type ) == 0 ) { int nNumProxies = event->GetInt( "proxies" ); m_nNumSpectators = event->GetInt( "clients" ) - nNumProxies; return; } // after this only auto-director commands follow // don't execute them is autodirector is off and PVS is unlocked if ( !spec_autodirector.GetBool() && !IsPVSLocked() ) return; if ( Q_strcmp( "hltv_cameraman", type ) == 0 ) { Reset(); m_nCameraMode = OBS_MODE_ROAMING; m_iCameraMan = event->GetInt( "index" ); return; } if ( Q_strcmp( "hltv_fixed", type ) == 0 ) { m_iCameraMan = 0; m_vCamOrigin.x = event->GetInt( "posx" ); m_vCamOrigin.y = event->GetInt( "posy" ); m_vCamOrigin.z = event->GetInt( "posz" ); QAngle angle; angle.x = event->GetInt( "theta" ); angle.y = event->GetInt( "phi" ); angle.z = 0; // no roll yet if ( m_nCameraMode != OBS_MODE_FIXED ) { SetMode( OBS_MODE_FIXED ); SetCameraAngle( angle ); m_flFOV = event->GetFloat( "fov", 90 ); } SetPrimaryTarget( event->GetInt( "target" ) ); if ( m_iTraget1 == 0 ) { SetCameraAngle( angle ); } return; } if ( Q_strcmp( "hltv_chase", type ) == 0 ) { bool bInEye = event->GetBool( "ineye" ); // check if we are already in a player chase mode bool bIsInChaseMode = (m_nCameraMode==OBS_MODE_IN_EYE)|| (m_nCameraMode==OBS_MODE_CHASE); // if we are in auto director or not in a valid chase mode, set new mode now if ( spec_autodirector.GetBool() || !bIsInChaseMode ) { SetMode( bInEye?OBS_MODE_IN_EYE:OBS_MODE_CHASE ); } m_iCameraMan = 0; m_iTraget2 = event->GetInt( "target2" ); m_flDistance = event->GetFloat( "distance", m_flDistance ); m_flOffset = event->GetFloat( "offset", m_flOffset ); m_flTheta = event->GetFloat( "theta", m_flTheta ); m_flPhi = event->GetFloat( "phi", m_flPhi ); m_flFOV = event->GetFloat( "fov", 90 ); m_flInertia = event->GetFloat( "inertia", 30.f ) / 10.f; // if inertia is not set use standard value if ( m_flInertia <= 0 ) m_flInertia = 3.0f; SetPrimaryTarget( event->GetInt( "target1" ) ); return; } } // this is a cheap version of FullNoClipMove(): void C_HLTVCamera::CreateMove( CUserCmd *cmd) { if ( cmd ) { m_LastCmd = *cmd; } } void C_HLTVCamera::SetCameraAngle( QAngle& targetAngle ) { m_aCamAngle = targetAngle; NormalizeAngles( m_aCamAngle ); m_flLastAngleUpdateTime = gpGlobals->realtime; } void C_HLTVCamera::SmoothCameraAngle( QAngle& targetAngle ) { if ( m_flLastAngleUpdateTime > 0 ) { float deltaTime = gpGlobals->realtime - m_flLastAngleUpdateTime; deltaTime = clamp( deltaTime*m_flInertia, 0.01, 1); InterpolateAngles( m_aCamAngle, targetAngle, m_aCamAngle, deltaTime ); } else { m_aCamAngle = targetAngle; } m_flLastAngleUpdateTime = gpGlobals->realtime; } void C_HLTVCamera::ToggleChaseAsFirstPerson() { if ( GetMode() == OBS_MODE_CHASE ) { SetMode( OBS_MODE_IN_EYE ); } else if ( GetMode() == OBS_MODE_IN_EYE ) { SetMode( OBS_MODE_CHASE ); } } bool C_HLTVCamera::IsPVSLocked() { if ( tv_transmitall != NULL ) { return !tv_transmitall->GetBool(); } else { //old style, assume locked unless we playback a demo return !engine->IsPlayingDemo(); } } void C_HLTVCamera::SetAutoDirector( bool bActive ) { spec_autodirector.SetValue( bActive?1:0 ); }