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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#if defined( REPLAY_ENABLED )
#include "replaycamera.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 <keyvalues.h>
#ifdef CSTRIKE_DLL
#include "c_cs_player.h"
#endif
//ConVar spec_autodirector( "spec_autodirector", "1", FCVAR_CLIENTDLL | FCVAR_CLIENTCMD_CAN_EXECUTE, "Auto-director chooses best view modes while spectating" );
extern ConVar spec_autodirector;
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define CHASE_CAM_DISTANCE 76.0f
#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 *replay_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_ReplayCamera s_ReplayCamera;
C_ReplayCamera *ReplayCamera() { return &s_ReplayCamera; }
C_ReplayCamera::C_ReplayCamera() { Reset();
m_nNumSpectators = 0; m_szTitleText[0] = 0; }
C_ReplayCamera::~C_ReplayCamera() {
}
void C_ReplayCamera::Init() { ListenForGameEvent( "game_newmap" ); ListenForGameEvent( "replay_cameraman" ); ListenForGameEvent( "replay_fixed" ); ListenForGameEvent( "replay_chase" ); ListenForGameEvent( "replay_message" ); ListenForGameEvent( "replay_title" ); ListenForGameEvent( "replay_status" ); Reset();
m_nNumSpectators = 0; m_szTitleText[0] = 0;
// get a handle to the engine convar
replay_transmitall = cvar->FindVar( "replay_transmitall" ); }
void C_ReplayCamera::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_ReplayCamera::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_ReplayCamera::GetMode() { if ( m_iCameraMan > 0 ) { C_BasePlayer *pCameraMan = UTIL_PlayerByIndex( m_iCameraMan );
if ( pCameraMan ) return pCameraMan->GetObserverMode(); }
return m_nCameraMode; }
C_BaseEntity* C_ReplayCamera::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_ReplayCamera::GetCameraMan() { return ClientEntityList().GetEnt( m_iCameraMan ); }
void C_ReplayCamera::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);
UpdateViewmodelVisibility( pPlayer ); }
void C_ReplayCamera::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_ReplayCamera::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_ReplayCamera::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_ReplayCamera::PostEntityPacketReceived() { m_bEntityPacketReceived = true; }
void C_ReplayCamera::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_ReplayCamera::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_ReplayCamera::SetMode(int iMode) { if ( m_nCameraMode == iMode ) return;
Assert( iMode > OBS_MODE_NONE && iMode <= LAST_PLAYER_OBSERVERMODE );
m_nCameraMode = iMode; }
void C_ReplayCamera::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_ReplayCamera::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_ReplayCamera::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_ReplayCamera::FireGameEvent( IGameEvent * event) { if ( !engine->IsReplay() ) return; // not in Replay 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( "replay_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( "replay_title", type ) == 0 ) { Q_strncpy( m_szTitleText, event->GetString( "text", "" ), sizeof(m_szTitleText) ); return; }
if ( Q_strcmp( "replay_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( "replay_cameraman", type ) == 0 ) { Reset();
m_nCameraMode = OBS_MODE_ROAMING; m_iCameraMan = event->GetInt( "index" ); return; }
if ( Q_strcmp( "replay_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( "replay_chase", type ) == 0 ) { bool bInEye = event->GetInt( "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_ReplayCamera::CreateMove( CUserCmd *cmd) { if ( cmd ) { m_LastCmd = *cmd; } }
void C_ReplayCamera::SetCameraAngle( QAngle& targetAngle ) { m_aCamAngle = targetAngle; NormalizeAngles( m_aCamAngle ); m_flLastAngleUpdateTime = gpGlobals->realtime; }
void C_ReplayCamera::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_ReplayCamera::ToggleChaseAsFirstPerson() { if ( GetMode() == OBS_MODE_CHASE ) { SetMode( OBS_MODE_IN_EYE ); } else if ( GetMode() == OBS_MODE_IN_EYE ) { SetMode( OBS_MODE_CHASE ); } }
bool C_ReplayCamera::IsPVSLocked() { if ( replay_transmitall != NULL ) { return !replay_transmitall->GetBool(); } else { //old style, assume locked unless we playback a demo
return !engine->IsPlayingDemo(); } }
void C_ReplayCamera::SetAutoDirector( bool bActive ) { spec_autodirector.SetValue( bActive?1:0 ); }
#endif
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