quakespasm/Quake/chase.c

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/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
Copyright (C) 2010-2014 QuakeSpasm developers
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// chase.c -- chase camera code
#include "quakedef.h"
cvar_t chase_back = {"chase_back", "100", CVAR_NONE};
cvar_t chase_up = {"chase_up", "16", CVAR_NONE};
cvar_t chase_right = {"chase_right", "0", CVAR_NONE};
cvar_t chase_active = {"chase_active", "0", CVAR_NONE};
/*
==============
Chase_Init
==============
*/
void Chase_Init (void)
{
Cvar_RegisterVariable (&chase_back);
Cvar_RegisterVariable (&chase_up);
Cvar_RegisterVariable (&chase_right);
Cvar_RegisterVariable (&chase_active);
}
/*
==============
TraceLine
TODO: impact on bmodels, monsters
==============
*/
void TraceLine (vec3_t start, vec3_t end, vec3_t impact)
{
trace_t trace;
memset (&trace, 0, sizeof(trace));
SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, start, end, &trace);
VectorCopy (trace.endpos, impact);
}
/*
==============
Chase_UpdateForClient -- johnfitz -- orient client based on camera. called after input
==============
*/
void Chase_UpdateForClient (void)
{
//place camera
//assign client angles to camera
//see where camera points
//adjust client angles to point at the same place
}
/*
==============
Chase_UpdateForDrawing -- johnfitz -- orient camera based on client. called before drawing
TODO: stay at least 8 units away from all walls in this leaf
==============
*/
void Chase_UpdateForDrawing (void)
{
int i;
vec3_t forward, up, right;
vec3_t ideal, crosshair, temp;
AngleVectors (cl.viewangles, forward, right, up);
// calc ideal camera location before checking for walls
for (i=0 ; i<3 ; i++)
ideal[i] = cl.viewent.origin[i]
- forward[i]*chase_back.value
+ right[i]*chase_right.value;
//+ up[i]*chase_up.value;
ideal[2] = cl.viewent.origin[2] + chase_up.value;
// make sure camera is not in or behind a wall
TraceLine(r_refdef.vieworg, ideal, temp);
if (VectorLength(temp) != 0)
VectorCopy(temp, ideal);
// place camera
VectorCopy (ideal, r_refdef.vieworg);
// find the spot the player is looking at
VectorMA (cl.viewent.origin, 4096, forward, temp);
TraceLine (cl.viewent.origin, temp, crosshair);
// calculate camera angles to look at the same spot
VectorSubtract (crosshair, r_refdef.vieworg, temp);
VectorAngles (temp, r_refdef.viewangles);
if (r_refdef.viewangles[PITCH] == 90 || r_refdef.viewangles[PITCH] == -90)
r_refdef.viewangles[YAW] = cl.viewangles[YAW];
}