glquake/source/chase.c

183 lines
5.6 KiB
C

/*
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);
}