Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#if defined( REPLAY_ENABLED )
#include "replaycamera.h"
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#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"
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#include "vgui/ILocalize.h"
#include "vguicenterprint.h"
#include "game/client/iviewport.h"
#include <KeyValues.h>
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//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 96.0f
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#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;
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//////////////////////////////////////////////////////////////////////
// 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; }
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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" );
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Reset();
m_nNumSpectators = 0;
m_szTitleText[0] = 0;
// get a handle to the engine convar
replay_transmitall = cvar->FindVar( "replay_transmitall" );
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}
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;
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m_flInertia = 3.0f;
m_flPhi = 0;
m_flTheta = 0;
m_flOffset = 0;
m_bEntityPacketReceived = false;
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m_vCamOrigin.Init();
m_aCamAngle.Init();
m_LastCmd.Reset();
m_vecVelocity.Init();
}
void C_ReplayCamera::CalcChaseCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov )
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{
bool bManual = !spec_autodirector.GetBool(); // chase camera controlled manually
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Vector targetOrigin1, targetOrigin2, cameraOrigin, forward;
if ( m_iTraget1 == 0 )
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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 )
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{
target2 = ClientEntityList().GetBaseEntity( m_iTraget2 );
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// 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)
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{
// 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;
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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 );
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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();
}
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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 )
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return NULL;
C_BaseEntity* target = ClientEntityList().GetEnt( m_iTraget1 );
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return target;
}
C_BaseEntity *C_ReplayCamera::GetCameraMan()
{
return ClientEntityList().GetEnt( m_iCameraMan );
}
void C_ReplayCamera::CalcInEyeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov )
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{
C_BasePlayer *pPlayer = UTIL_PlayerByIndex( m_iTraget1 );
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if ( !pPlayer )
return;
if ( !pPlayer->IsAlive() )
{
// if dead, show from 3rd person
CalcChaseCamView( eyeOrigin, eyeAngles, fov );
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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_ReplayCamera::Accelerate( Vector& wishdir, float wishspeed, float accel )
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{
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;
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// 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)
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{
// only if PVS isn't locked by auto-director
if ( !IsPVSLocked() )
{
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Vector wishvel;
Vector forward, right, up;
Vector wishdir;
float wishspeed;
float factor = sv_specspeed.GetFloat();
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float maxspeed = sv_maxspeed.GetFloat() * factor;
AngleVectors ( m_LastCmd.viewangles, &forward, &right, &up); // Determine movement angles
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if ( m_LastCmd.buttons & IN_SPEED )
{
factor /= 2.0f;
}
// Copy movement amounts
float fmove = m_LastCmd.forwardmove * factor;
float smove = m_LastCmd.sidemove * factor;
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VectorNormalize (forward); // Normalize remainder of vectors
VectorNormalize (right); //
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for (int i=0 ; i<3 ; i++) // Determine x and y parts of velocity
wishvel[i] = forward[i]*fmove + right[i]*smove;
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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 )
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{
// Set move velocity
Accelerate ( wishdir, wishspeed, sv_specaccelerate.GetFloat() );
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float spd = VectorLength( m_vecVelocity );
if (spd < 1.0f)
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{
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;
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float friction = sv_friction.GetFloat();
// Add the amount to the drop amount.
float drop = control * friction * gpGlobals->frametime;
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// 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 );
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// get camera angle directly from engine
engine->GetViewAngles( m_aCamAngle );
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// 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;
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}
void C_ReplayCamera::CalcFixedView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov)
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{
eyeOrigin = m_vCamOrigin;
eyeAngles = m_aCamAngle;
fov = m_flFOV;
if ( m_iTraget1 == 0 )
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return;
C_BaseEntity * target = ClientEntityList().GetBaseEntity( m_iTraget1 );
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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)
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{
if ( m_bEntityPacketReceived )
{
// try to fixup movment pareents
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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;
}
}
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switch ( m_nCameraMode )
{
case OBS_MODE_ROAMING : CalcRoamingView( origin, angles, fov );
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break;
case OBS_MODE_FIXED : CalcFixedView( origin, angles, fov );
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break;
case OBS_MODE_IN_EYE : CalcInEyeCamView( origin, angles, fov );
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break;
case OBS_MODE_CHASE : CalcChaseCamView( origin, angles, fov );
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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 )
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return;
m_iTraget1 = nEntity;
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if ( GetMode() == OBS_MODE_ROAMING )
{
Vector vOrigin;
QAngle aAngles;
float flFov;
CalcChaseCamView( vOrigin, aAngles, flFov );
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}
else if ( GetMode() == OBS_MODE_CHASE )
{
C_BaseEntity* target = ClientEntityList().GetEnt( m_iTraget1 );
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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;
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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 )
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{
for ( int index = 1; index <= gpGlobals->maxClients; ++index )
{
C_BasePlayer *pPlayer = UTIL_PlayerByIndex( index );
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if ( !pPlayer )
continue;
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if ( !FStrEq( szPlayerName, pPlayer->GetPlayerName() ) )
continue;
// only follow living players or dedicated spectators
if ( pPlayer->IsObserver() && pPlayer->GetTeamNumber() != TEAM_SPECTATOR )
continue;
SetPrimaryTarget( index );
return;
}
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}
void C_ReplayCamera::FireGameEvent( IGameEvent * event)
{
if ( !engine->IsReplay() )
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return; // not in Replay mode
const char *type = event->GetName();
if ( Q_strcmp( "game_newmap", type ) == 0 )
{
Reset(); // reset all camera settings
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// show spectator UI
if ( !GetViewPortInterface() )
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return;
if ( engine->IsPlayingDemo() )
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{
// for demo playback show full menu
GetViewPortInterface()->ShowPanel( PANEL_SPECMENU, true );
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SetMode( OBS_MODE_ROAMING );
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}
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) );
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}
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;
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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;
}
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}
// 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);
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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 );
}
}
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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();
}
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}
void C_ReplayCamera::SetAutoDirector( bool bActive )
{
spec_autodirector.SetValue( bActive?1:0 );
}
#endif