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Xash3DArchive/server/ents/g_camera.c

399 lines
11 KiB
C

// g_camera.c (func_monitor)
#include "g_local.h"
void camera_off (edict_t *ent)
{
int i;
if (!ent->client)
return;
if (!ent->client->spycam)
return;
if(ent->client->spycam->viewer == ent)
ent->client->spycam->viewer = NULL;
ent->client->spycam->flags &= ~FL_ROBOT;
if(ent->client->spycam->svflags & SVF_MONSTER)
ent->client->spycam->svflags &= ~SVF_NOCLIENT;
VectorCopy(ent->client->camplayer->s.origin,ent->s.origin);
free(ent->client->camplayer->client);
G_FreeEdict (ent->client->camplayer);
// set angles
ent->movetype = MOVETYPE_WALK;
ent->client->ps.pmove.pm_type = PM_NORMAL;
for (i=0 ; i<3 ; i++)
ent->client->ps.pmove.delta_angles[i] =
ANGLE2SHORT(ent->client->org_viewangles[i] - ent->client->resp.cmd_angles[i]);
VectorCopy(ent->client->org_viewangles, ent->client->resp.cmd_angles);
VectorCopy(ent->client->org_viewangles, ent->s.angles);
VectorCopy(ent->client->org_viewangles, ent->client->ps.viewangles);
VectorCopy(ent->client->org_viewangles, ent->client->v_angle);
ent->client->ps.gunindex = gi.modelindex(ent->client->pers.weapon->view_model);
ent->client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION;
ent->svflags &= ~SVF_NOCLIENT;
ent->clipmask = MASK_PLAYERSOLID;
ent->solid = SOLID_BBOX;
ent->client->camplayer = NULL;
ent->client->spycam = NULL;
gi.linkentity(ent);
// if we were previously in third person view, restore it
if(tpp->value)
Cmd_Chasecam_Toggle (ent);
}
void faker_animate(edict_t *self)
{
if(self->s.frame < 0 || self->s.frame > 39)
{
self->s.frame = 0;
}
else
{
self->s.frame++;
if(self->s.frame > 39)
self->s.frame = 0;
}
self->nextthink = level.time + FRAMETIME;
gi.linkentity(self);
}
void camera_on (edict_t *ent)
{
gclient_t *cl;
edict_t *faker;
edict_t *monster;
edict_t *camera;
int i;
vec3_t forward, left, up;
if (!ent->client)
return;
if (!ent->client->spycam)
return;
// "viewer" can control camera aim (2nd player to come along and use
// camera cannot)
camera = ent->client->spycam;
if(camera->monsterinfo.aiflags & AI_ACTOR)
camera->flags |= FL_ROBOT;
if(!camera->viewer)
camera->viewer = ent;
// save current viewangles and restore them with camera_off
VectorCopy(ent->client->v_angle,ent->client->org_viewangles);
// copy over all important player data to fake player
ent->client->camplayer = G_Spawn();
faker = ent->client->camplayer;
faker->s.frame = ent->s.frame;
VectorCopy (ent->s.origin, faker->s.origin);
VectorCopy (ent->velocity, faker->velocity);
VectorCopy (ent->s.angles, faker->s.angles);
faker->s = ent->s;
faker->takedamage = DAMAGE_AIM;
faker->movetype = MOVETYPE_WALK;
faker->groundentity = ent->groundentity;
faker->viewheight = ent->viewheight;
faker->inuse = true;
faker->classname = "camplayer";
faker->class_id = ENTITY_CAMPLAYER;
faker->mass = ent->mass;
faker->solid = SOLID_BBOX;
faker->deadflag = DEAD_NO;
faker->clipmask = MASK_PLAYERSOLID;
faker->health = ent->health;
faker->light_level = ent->light_level;
faker->think = faker_animate;
faker->nextthink = level.time + FRAMETIME;
VectorCopy(ent->mins,faker->mins);
VectorCopy(ent->maxs,faker->maxs);
// create a client so you can pick up items/be shot/etc while in camera
cl = (gclient_t *) malloc(sizeof(gclient_t));
memset(cl,0,sizeof(gclient_t));
ent->client->camplayer->client = cl;
ent->client->camplayer->target_ent = ent;
gi.linkentity (faker);
AngleVectors(camera->s.angles,forward,left,up);
VectorMA(camera->s.origin, camera->move_origin[0],forward,ent->s.origin);
VectorMA(ent->s.origin, -camera->move_origin[1],left, ent->s.origin);
VectorMA(ent->s.origin, camera->move_origin[2],up, ent->s.origin);
ent->movetype = MOVETYPE_NOCLIP;
ent->clipmask = 0;
ent->solid = SOLID_NOT;
VectorClear(ent->velocity);
ent->client->ps.gunindex = 0;
ent->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION;
ent->svflags |= SVF_NOCLIENT;
// check to see if we're the enemy of any monster. If so, make the
// faker the enemy
for(i=maxclients->value+1, monster=g_edicts+i; i<globals.num_edicts; i++, monster++) {
if(!monster->inuse) continue;
if(!(monster->svflags & SVF_MONSTER)) continue;
if(monster->enemy == ent) {
monster->enemy = faker;
FoundTarget(monster);
}
}
if(ent->client->spycam->viewmessage)
gi.centerprintf(ent,ent->client->spycam->viewmessage);
}
edict_t *G_FindNextCamera (edict_t *camera, edict_t *monitor)
{
edict_t *next;
if(!monitor->target) return NULL;
// If we already have a camera that's a monster, make it visible now
if(camera && (camera->svflags & SVF_MONSTER))
{
camera->svflags &= ~SVF_NOCLIENT;
gi.linkentity(camera);
}
// First, determine if we're going to use the "count" to get the next camera,
// or just scan through the list of entities. If count for the first camera
// in the map is 0, then we'll just use the map order.
next = G_Find(NULL,FOFS(targetname),monitor->target);
if(!next) return NULL;
if(!next->count) {
if(camera) {
next = camera;
next++;
} else
next = g_edicts;
for ( ; next < &g_edicts[globals.num_edicts] ; next++)
{
if (next == camera)
continue;
if (!next->inuse)
continue;
if (next->deadflag == DEAD_DEAD)
continue;
if (!next->targetname)
continue;
// don't select "inactive" cameras
if ((next->class_id == ENTITY_TURRET_BREACH) && (next->spawnflags & 16))
continue;
if (!strcasecmp (next->targetname, monitor->target))
goto found_one;
}
next = g_edicts;
for ( ; next < camera ; next++)
{
if (next == camera)
continue;
if (!next->inuse)
continue;
if (next->deadflag == DEAD_DEAD)
continue;
if (!next->targetname)
continue;
// don't select "inactive" cameras
if ((next->class_id == ENTITY_TURRET_BREACH) && (next->spawnflags & 16))
continue;
if (!strcasecmp (next->targetname, monitor->target))
goto found_one;
}
} else {
int which, start;
if(camera) {
which = camera->count+1;
if(which > monitor->count) which = 1;
}
else
which = 1;
start = which;
next = g_edicts+1;
while(1) {
if(next->targetname) {
if(!strcasecmp(next->targetname,monitor->target)) {
if(next->count == which) {
if(!next->inuse || (next->deadflag == DEAD_DEAD) ||
((next->class_id == ENTITY_TURRET_BREACH) && (next->spawnflags & 16)) )
{
next = g_edicts;
which++;
if(which > monitor->count) which=1;
if(which == start) return NULL;
} else
goto found_one;
}
}
}
if(next == &g_edicts[globals.num_edicts-1]) {
next = g_edicts;
which++;
if(which > monitor->count) which = 1;
if(which == start) return NULL;
}
next++;
}
}
return NULL;
found_one:
if(!(monitor->spawnflags & 32) && (next->svflags & SVF_MONSTER))
next->svflags |= SVF_NOCLIENT;
return next;
}
edict_t *G_FindPrevCamera (edict_t *camera, edict_t *monitor)
{
edict_t *prev;
edict_t *newcamera;
if(!monitor->target) return NULL;
// If we already have a camera that's a monster, make it visible now
if(camera && (camera->svflags & SVF_MONSTER))
{
camera->svflags &= ~SVF_NOCLIENT;
gi.linkentity(camera);
}
// First, determine if we're going to use the "count" to get the next camera,
// or just scan through the list of entities. If count for the first camera
// in the map is 0, then we'll just use the map order.
prev = G_Find(NULL,FOFS(targetname),monitor->target);
if(!prev) return NULL;
if(!prev->count)
{
newcamera = NULL;
for (prev = g_edicts ; prev < &g_edicts[globals.num_edicts] ; prev++)
{
if (prev == camera) {
if(newcamera) goto found_one;
continue;
}
if (!prev->inuse)
continue;
if (prev->deadflag == DEAD_DEAD)
continue;
if (!prev->targetname)
continue;
// don't select "inactive" cameras
if ((prev->class_id == ENTITY_TURRET_BREACH) && (prev->spawnflags & 16))
continue;
if (!strcasecmp (prev->targetname, monitor->target))
newcamera = prev;
}
goto found_one;
}
else
{
int which, start;
if(camera) {
which = camera->count-1;
if(which <= 0) which = monitor->count;
}
else
which = monitor->count;
start = which;
prev = g_edicts+1;
while(1) {
if(prev->targetname) {
if(!strcasecmp(prev->targetname,monitor->target)) {
if(prev->count == which) {
if(!prev->inuse || (prev->deadflag == DEAD_DEAD) ||
((prev->class_id == ENTITY_TURRET_BREACH) && (prev->spawnflags & 16)))
{
prev = g_edicts;
which--;
if(which <= 0) which=monitor->count;
if(which == start) return NULL;
}
else
{
newcamera = prev;
goto found_one;
}
}
}
}
if(prev == &g_edicts[globals.num_edicts-1]) {
prev = g_edicts;
which--;
if(which <= 0) which=monitor->count;
if(which == start) return NULL;
}
prev++;
}
}
found_one:
if(!(monitor->spawnflags & 32) && (newcamera->svflags & SVF_MONSTER))
newcamera->svflags |= SVF_NOCLIENT;
return newcamera;
}
void use_camera (edict_t *self, edict_t *other, edict_t *activator)
{
edict_t *target;
if(!activator->client) return;
if(activator->client->spycam) // already using camera
return;
target = G_FindNextCamera(NULL,self);
if(!target) return;
// if currently in thirdperson, turn that sucker off
if(tpp->value && activator->client->chasetoggle)
Cmd_Chasecam_Toggle (activator);
activator->client->spycam = target;
activator->client->monitor = self;
camera_on(activator);
}
void func_monitor_init (edict_t *self)
{
edict_t *camera;
self->count = 0;
camera = NULL;
while( (camera=G_Find(camera,FOFS(targetname),self->target)) != NULL)
self->count++;
if(!self->count)
self->s.effects = 0; // don't animate a func_monitor that has no cameras
}
void SP_func_monitor (edict_t *self)
{
if( !self->target ) {
gi.dprintf("func_monitor without a target at %s\n",vtos(self->s.origin));
G_FreeEdict(self);
return;
}
self->class_id = ENTITY_FUNC_MONITOR;
if (self->spawnflags & 8)
self->s.effects |= EF_ANIM_ALL;
if (self->spawnflags & 16)
self->s.effects |= EF_ANIM_ALLFAST;
gi.setmodel (self, self->model);
self->movetype = MOVETYPE_NONE;
self->solid = SOLID_BSP;
self->use = use_camera;
self->think = func_monitor_init;
self->nextthink = level.time + 2*FRAMETIME;
gi.linkentity(self);
}