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hl2sdk/cl_dll/in_camera.cpp

720 lines
17 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "kbutton.h"
#include "input.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-------------------------------------------------- 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
//-------------------------------------------------- Global Variables
static ConVar cam_command( "cam_command", "0", FCVAR_CHEAT ); // tells camera to go to thirdperson
static ConVar cam_snapto( "cam_snapto", "0", FCVAR_ARCHIVE ); // snap to thirdperson view
static ConVar cam_idealyaw( "cam_idealyaw", "90", FCVAR_ARCHIVE ); // thirdperson yaw
static ConVar cam_idealpitch( "cam_idealpitch", "0", FCVAR_ARCHIVE ); // thirperson pitch
static ConVar cam_idealdist( "cam_idealdist", "64", FCVAR_ARCHIVE ); // thirdperson distance
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 kbutton_t cam_pitchup, cam_pitchdown, cam_yawleft, cam_yawright;
static kbutton_t cam_in, cam_out, cam_move;
extern const ConVar *sv_cheats;
// API Wrappers
/*
==============================
CAM_ToThirdPerson
==============================
*/
void CAM_ToThirdPerson(void)
{
input->CAM_ToThirdPerson();
}
/*
==============================
CAM_ToFirstPerson
==============================
*/
void CAM_ToFirstPerson(void)
{
input->CAM_ToFirstPerson();
}
/*
==============================
CAM_ToOrthographic
==============================
*/
void CAM_ToOrthographic(void)
{
input->CAM_ToOrthographic();
}
/*
==============================
CAM_StartMouseMove
==============================
*/
void CAM_StartMouseMove( void )
{
input->CAM_StartMouseMove();
}
/*
==============================
CAM_EndMouseMove
==============================
*/
void CAM_EndMouseMove( void )
{
input->CAM_EndMouseMove();
}
/*
==============================
CAM_StartDistance
==============================
*/
void CAM_StartDistance( void )
{
input->CAM_StartDistance();
}
/*
==============================
CAM_EndDistance
==============================
*/
void CAM_EndDistance( void )
{
input->CAM_EndDistance();
}
/*
==============================
CAM_ToggleSnapto
==============================
*/
void CAM_ToggleSnapto( void )
{
cam_snapto.SetValue( !cam_snapto.GetInt() );
}
/*
==============================
MoveToward
==============================
*/
float MoveToward( float cur, float goal, float maxspeed )
{
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 ) / 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;
}
/*
==============================
CAM_Think
==============================
*/
void CInput::CAM_Think( void )
{
Vector origin;
Vector ext, pnt, camForward, camRight, camUp;
float dist;
Vector camAngles;
float flSensitivity;
QAngle viewangles;
switch( cam_command.GetInt() )
{
case CAM_COMMAND_TOTHIRDPERSON:
CAM_ToThirdPerson();
break;
case CAM_COMMAND_TOFIRSTPERSON:
CAM_ToFirstPerson();
break;
case CAM_COMMAND_NONE:
default:
break;
}
if( !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() )
{
CAM_ToFirstPerson();
return;
}
camAngles[ PITCH ] = cam_idealpitch.GetFloat();
camAngles[ YAW ] = cam_idealyaw.GetFloat();
dist = cam_idealdist.GetFloat();
//
//movement of the camera with the mouse
//
if (m_fCameraMovingWithMouse)
{
int cpx, cpy;
#ifndef _XBOX
//get windows cursor position
GetMousePos (cpx, cpy);
#else
//xboxfixme
cpx = cpy = 0;
#endif
m_nCameraX = cpx;
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 (!m_fCameraDistanceMove)
{
int x, y;
GetWindowCenter( x, y );
//keep the camera within certain limits around the player (ie avoid certain bad viewing angles)
if (m_nCameraX>x)
{
//if ((camAngles[YAW]>=225.0)||(camAngles[YAW]<135.0))
if (camAngles[YAW]<c_maxyaw.GetFloat())
{
camAngles[ YAW ] += (CAM_ANGLE_MOVE)*((m_nCameraX-x)/2);
}
if (camAngles[YAW]>c_maxyaw.GetFloat())
{
camAngles[YAW]=c_maxyaw.GetFloat();
}
}
else if (m_nCameraX<x)
{
//if ((camAngles[YAW]<=135.0)||(camAngles[YAW]>225.0))
if (camAngles[YAW]>c_minyaw.GetFloat())
{
camAngles[ YAW ] -= (CAM_ANGLE_MOVE)* ((x-m_nCameraX)/2);
}
if (camAngles[YAW]<c_minyaw.GetFloat())
{
camAngles[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 (m_nCameraY > y)
{
if(camAngles[PITCH]<c_maxpitch.GetFloat())
{
camAngles[PITCH] +=(CAM_ANGLE_MOVE)* ((m_nCameraY-y)/2);
}
if (camAngles[PITCH]>c_maxpitch.GetFloat())
{
camAngles[PITCH]=c_maxpitch.GetFloat();
}
}
else if (m_nCameraY<y)
{
if (camAngles[PITCH]>c_minpitch.GetFloat())
{
camAngles[PITCH] -= (CAM_ANGLE_MOVE)*((y-m_nCameraY)/2);
}
if (camAngles[PITCH]<c_minpitch.GetFloat())
{
camAngles[PITCH]=c_minpitch.GetFloat();
}
}
//set old mouse coordinates to current mouse coordinates
//since we are done with the mouse
if ( ( flSensitivity = gHUD.GetSensitivity() ) != 0 )
{
m_nCameraOldX=m_nCameraX*flSensitivity;
m_nCameraOldY=m_nCameraY*flSensitivity;
}
else
{
m_nCameraOldX=m_nCameraX;
m_nCameraOldY=m_nCameraY;
}
#ifndef _XBOX
ResetMouse();
#endif
}
}
//Nathan code here
if( input->KeyState( &cam_pitchup ) )
camAngles[ PITCH ] += CAM_ANGLE_DELTA;
else if( input->KeyState( &cam_pitchdown ) )
camAngles[ PITCH ] -= CAM_ANGLE_DELTA;
if( input->KeyState( &cam_yawleft ) )
camAngles[ YAW ] -= CAM_ANGLE_DELTA;
else if( input->KeyState( &cam_yawright ) )
camAngles[ YAW ] += CAM_ANGLE_DELTA;
if( input->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( input->KeyState( &cam_out ) )
dist += CAM_DIST_DELTA;
if (m_fCameraDistanceMove)
{
int x, y;
GetWindowCenter( x, y );
if (m_nCameraY>y)
{
if(dist<c_maxdistance.GetFloat())
{
dist +=CAM_DIST_DELTA * ((m_nCameraY-y)/2);
}
if (dist>c_maxdistance.GetFloat())
{
dist=c_maxdistance.GetFloat();
}
}
else if (m_nCameraY<y)
{
if (dist>c_mindistance.GetFloat())
{
dist -= (CAM_DIST_DELTA)*((y-m_nCameraY)/2);
}
if (dist<c_mindistance.GetFloat())
{
dist=c_mindistance.GetFloat();
}
}
//set old mouse coordinates to current mouse coordinates
//since we are done with the mouse
m_nCameraOldX=m_nCameraX*gHUD.GetSensitivity();
m_nCameraOldY=m_nCameraY*gHUD.GetSensitivity();
#ifndef _XBOX
ResetMouse();
#endif
}
// update ideal
cam_idealpitch.SetValue( camAngles[ PITCH ] );
cam_idealyaw.SetValue( camAngles[ YAW ] );
cam_idealdist.SetValue( dist );
// Move towards ideal
VectorCopy( m_vecCameraOffset, camAngles );
engine->GetViewAngles( viewangles );
if( cam_snapto.GetInt() )
{
camAngles[ YAW ] = cam_idealyaw.GetFloat() + viewangles[ YAW ];
camAngles[ PITCH ] = cam_idealpitch.GetFloat() + viewangles[ PITCH ];
camAngles[ 2 ] = cam_idealdist.GetFloat();
}
else
{
if( camAngles[ YAW ] - viewangles[ YAW ] != cam_idealyaw.GetFloat() )
camAngles[ YAW ] = MoveToward( camAngles[ YAW ], cam_idealyaw.GetFloat() + viewangles[ YAW ], CAM_ANGLE_SPEED );
if( camAngles[ PITCH ] - viewangles[ PITCH ] != cam_idealpitch.GetFloat() )
camAngles[ PITCH ] = MoveToward( camAngles[ PITCH ], cam_idealpitch.GetFloat() + viewangles[ PITCH ], CAM_ANGLE_SPEED );
if( abs( camAngles[ 2 ] - cam_idealdist.GetFloat() ) < 2.0 )
camAngles[ 2 ] = cam_idealdist.GetFloat();
else
camAngles[ 2 ] += ( cam_idealdist.GetFloat() - camAngles[ 2 ] ) / 4.0;
}
m_vecCameraOffset[ 0 ] = camAngles[ 0 ];
m_vecCameraOffset[ 1 ] = camAngles[ 1 ];
m_vecCameraOffset[ 2 ] = dist;
}
void CAM_PitchUpDown(void) { KeyDown( &cam_pitchup ); }
void CAM_PitchUpUp(void) { KeyUp( &cam_pitchup ); }
void CAM_PitchDownDown(void) { KeyDown( &cam_pitchdown ); }
void CAM_PitchDownUp(void) { KeyUp( &cam_pitchdown ); }
void CAM_YawLeftDown(void) { KeyDown( &cam_yawleft ); }
void CAM_YawLeftUp(void) { KeyUp( &cam_yawleft ); }
void CAM_YawRightDown(void) { KeyDown( &cam_yawright ); }
void CAM_YawRightUp(void) { KeyUp( &cam_yawright ); }
void CAM_InDown(void) { KeyDown( &cam_in ); }
void CAM_InUp(void) { KeyUp( &cam_in ); }
void CAM_OutDown(void) { KeyDown( &cam_out ); }
void CAM_OutUp(void) { KeyUp( &cam_out ); }
/*
==============================
CAM_ToThirdPerson
==============================
*/
void CInput::CAM_ToThirdPerson(void)
{
QAngle viewangles;
#if !defined( CSTRIKE_DLL )
#if !defined( _DEBUG )
// Do allow third person in TF for now
#if defined ( TF_CLIENT_DLL )
// This is empty intentionally!
#else
if ( gpGlobals->maxClients > 1 )
{
// no thirdperson in multiplayer.
return;
}
#endif
#endif
#endif
engine->GetViewAngles( viewangles );
if( !m_fCameraInThirdPerson )
{
m_fCameraInThirdPerson = true;
m_vecCameraOffset[ YAW ] = viewangles[ YAW ];
m_vecCameraOffset[ PITCH ] = viewangles[ PITCH ];
m_vecCameraOffset[ 2 ] = CAM_MIN_DIST;
}
cam_command.SetValue( 0 );
}
/*
==============================
CAM_ToFirstPerson
==============================
*/
void CInput::CAM_ToFirstPerson(void)
{
m_fCameraInThirdPerson = false;
cam_command.SetValue( 0 );
}
/*
==============================
CAM_ToFirstPerson
==============================
*/
bool CInput::CAM_IsOrthographic(void) const
{
return m_CameraIsOrthographic;
}
/*
==============================
CAM_ToFirstPerson
==============================
*/
void CInput::CAM_OrthographicSize(float& w, float& h) const
{
w = c_orthowidth.GetFloat(); h = c_orthoheight.GetFloat();
}
/*
==============================
CAM_ToFirstPerson
==============================
*/
void CInput::CAM_ToOrthographic(void)
{
m_fCameraInThirdPerson = false;
m_CameraIsOrthographic = true;
cam_command.SetValue( 0 );
}
/*
==============================
CAM_StartMouseMove
==============================
*/
void CInput::CAM_StartMouseMove(void)
{
float flSensitivity;
//only move the cam with mouse if we are in third person.
if ( m_fCameraInThirdPerson )
{
//set appropriate flags and initialize the old mouse position
//variables for mouse camera movement
if (!m_fCameraMovingWithMouse)
{
int cpx, cpy;
m_fCameraMovingWithMouse=true;
m_fCameraInterceptingMouse=true;
#ifndef _XBOX
GetMousePos(cpx, cpy);
#else
// xboxfixme
cpx = cpy = 0;
#endif
m_nCameraX = cpx;
m_nCameraY = cpy;
if ( ( flSensitivity = gHUD.GetSensitivity() ) != 0 )
{
m_nCameraOldX=m_nCameraX*flSensitivity;
m_nCameraOldY=m_nCameraY*flSensitivity;
}
else
{
m_nCameraOldX=m_nCameraX;
m_nCameraOldY=m_nCameraY;
}
}
}
//we are not in 3rd person view..therefore do not allow camera movement
else
{
m_fCameraMovingWithMouse=false;
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)
{
m_fCameraMovingWithMouse=false;
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)
{
//only move the cam with mouse if we are in third person.
if ( m_fCameraInThirdPerson )
{
//set appropriate flags and initialize the old mouse position
//variables for mouse camera movement
if (!m_fCameraDistanceMove)
{
int cpx, cpy;
m_fCameraDistanceMove=true;
m_fCameraMovingWithMouse=true;
m_fCameraInterceptingMouse=true;
#ifndef _XBOX
GetMousePos(cpx, cpy);
#else
// xboxfixme
cpx = cpy = 0;
#endif
m_nCameraX = cpx;
m_nCameraY = cpy;
m_nCameraOldX=m_nCameraX*gHUD.GetSensitivity();
m_nCameraOldY=m_nCameraY*gHUD.GetSensitivity();
}
}
//we are not in 3rd person view..therefore do not allow camera movement
else
{
m_fCameraDistanceMove=false;
m_fCameraMovingWithMouse=false;
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)
{
m_fCameraDistanceMove=false;
m_fCameraMovingWithMouse=false;
m_fCameraInterceptingMouse=false;
}
/*
==============================
CAM_IsThirdPerson
==============================
*/
int CInput::CAM_IsThirdPerson( void )
{
return m_fCameraInThirdPerson;
}
/*
==============================
CAM_GetCameraOffset
==============================
*/
void CInput::CAM_GetCameraOffset( Vector& ofs )
{
VectorCopy( m_vecCameraOffset, ofs );
}
/*
==============================
CAM_InterceptingMouse
==============================
*/
int CInput::CAM_InterceptingMouse( void )
{
return 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 );
static ConCommand thirdperson( "thirdperson", ::CAM_ToThirdPerson, "Switch to thirdperson camera.", FCVAR_CHEAT );
static ConCommand firstperson( "firstperson", ::CAM_ToFirstPerson, "Switch to firstperson camera." );
static ConCommand camortho( "camortho", ::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 )
{
m_CameraIsOrthographic = false;
}