/* Copyright (C) 1996-1997 Id Software, Inc. 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_t chase_up = {"chase_up", "16"}; cvar_t chase_right = {"chase_right", "0"}; cvar_t chase_active = {"chase_active", "0"}; cvar_t chase_roll = {"chase_roll", "0"}; cvar_t chase_yaw = {"chase_yaw", "0"}; cvar_t chase_pitch = {"chase_pitch", "0"}; vec3_t chase_pos; vec3_t chase_angles; vec3_t chase_dest; vec3_t chase_dest_angles; void Chase_Init (void) { Cvar_RegisterVariable (&chase_back); Cvar_RegisterVariable (&chase_up); Cvar_RegisterVariable (&chase_right); Cvar_RegisterVariable (&chase_active); Cvar_RegisterVariable (&chase_roll); Cvar_RegisterVariable (&chase_yaw); Cvar_RegisterVariable (&chase_pitch); } void Chase_Reset (void) { // for respawning and teleporting // start position 12 units behind head } 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, start, end, &trace); VectorCopy (trace.endpos, impact); } /* #define NUM_TESTS 64 (delete) #define CHASE_DEST_OFFSET 2.0f */ qboolean chase_nodraw; #define NUM_TESTS 64 #define CHASE_DEST_OFFSET 2.0f void Chase_Update (void) { int i; float dist; vec3_t forward, up, right; vec3_t dest, stop; int best; int viewcontents; // if can't see player, reset AngleVectors (cl.viewangles, forward, right, up); // calc exact destination for (i = 0; i < 3; i++) chase_dest[i] = r_refdef.vieworg[i] - forward[i] * chase_back.value - right[i] * chase_right.value; chase_dest[2] = r_refdef.vieworg[2] + chase_up.value; // take the contents of the view leaf viewcontents = (Mod_PointInLeaf (r_refdef.vieworg, cl.worldmodel))->contents; for (best = 0; best < NUM_TESTS; best++) { float chase_newdest[3]; chase_newdest[0] = r_refdef.vieworg[0] + (chase_dest[0] - r_refdef.vieworg[0]) * best / NUM_TESTS; chase_newdest[1] = r_refdef.vieworg[1] + (chase_dest[1] - r_refdef.vieworg[1]) * best / NUM_TESTS; chase_newdest[2] = r_refdef.vieworg[2] + (chase_dest[2] - r_refdef.vieworg[2]) * best / NUM_TESTS; // check for a leaf hit with different contents if ((Mod_PointInLeaf (chase_newdest, cl.worldmodel))->contents != viewcontents) { // go back to the previous best as this one is bad // unless the first one was also bad, (viewleaf contents != viewleaf contents!!!) if (best > 0) best--; else best = NUM_TESTS; break; } } // certain surfaces can be viewed at an oblique enough angle that they are partially clipped // by znear, so now we fix that too... for (; best >= 0; best--) { // number of matches int nummatches = 0; // adjust chase_dest[0] = r_refdef.vieworg[0] + (chase_dest[0] - r_refdef.vieworg[0]) * best / NUM_TESTS; chase_dest[1] = r_refdef.vieworg[1] + (chase_dest[1] - r_refdef.vieworg[1]) * best / NUM_TESTS; chase_dest[2] = r_refdef.vieworg[2] + (chase_dest[2] - r_refdef.vieworg[2]) * best / NUM_TESTS; // move x to neg chase_dest[0] -= CHASE_DEST_OFFSET; if ((Mod_PointInLeaf (chase_dest, cl.worldmodel))->contents == viewcontents) nummatches++; chase_dest[0] += CHASE_DEST_OFFSET; // move x to pos chase_dest[0] += CHASE_DEST_OFFSET; if ((Mod_PointInLeaf (chase_dest, cl.worldmodel))->contents == viewcontents) nummatches++; chase_dest[0] -= CHASE_DEST_OFFSET; // move y to neg chase_dest[1] -= CHASE_DEST_OFFSET; if ((Mod_PointInLeaf (chase_dest, cl.worldmodel))->contents == viewcontents) nummatches++; chase_dest[1] += CHASE_DEST_OFFSET; // move y to pos chase_dest[1] += CHASE_DEST_OFFSET; if ((Mod_PointInLeaf (chase_dest, cl.worldmodel))->contents == viewcontents) nummatches++; chase_dest[1] -= CHASE_DEST_OFFSET; // move z to neg chase_dest[2] -= CHASE_DEST_OFFSET; if ((Mod_PointInLeaf (chase_dest, cl.worldmodel))->contents == viewcontents) nummatches++; chase_dest[2] += CHASE_DEST_OFFSET; // move z to pos chase_dest[2] += CHASE_DEST_OFFSET; if ((Mod_PointInLeaf (chase_dest, cl.worldmodel))->contents == viewcontents) nummatches++; chase_dest[2] -= CHASE_DEST_OFFSET; // all tests passed so we're good! if (nummatches == 6) break; } // find the spot the player is looking at VectorMA (r_refdef.vieworg, 4096, forward, dest); TraceLine (r_refdef.vieworg, dest, stop); // calculate pitch to look at the same spot from camera VectorSubtract (stop, r_refdef.vieworg, stop); dist = DotProduct (stop, forward); if (dist < 1) dist = 1; #ifdef PSP_VFPU r_refdef.viewangles[PITCH] = -vfpu_atanf(stop[2] / dist) / M_PI * 180; #else r_refdef.viewangles[PITCH] = -atan(stop[2] / dist) / M_PI * 180; #endif // move towards destination VectorCopy (chase_dest, r_refdef.vieworg); }