/* chasecam.c Chase camera code for UQuake Copyright (C) 1996-1997 Id Software, Inc. Copyright (C) 1999-2000 The QuakeForge Project. Portions Copyright their respective authors. 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. */ #include #include #include #include #include #include cvar_t cl_chasecam = {"cl_chasecam", "0", true}; cvar_t cl_chasecam_up = {"cl_chasecam_up", "16", true}; cvar_t cl_chasecam_back = {"cl_chasecam_back", "100", true}; cvar_t cl_chasecam_right = {"cl_chasecam_right", "0", true}; vec3_t chase_pos; vec3_t chase_angles; vec3_t chase_dest; vec3_t chase_dest_angles; void Chase_Init (void) { Cvar_RegisterVariable (&cl_chasecam); Cvar_RegisterVariable (&cl_chasecam_up); Cvar_RegisterVariable (&cl_chasecam_back); Cvar_RegisterVariable (&cl_chasecam_right); } 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, 0, 1, start, end, &trace); VectorCopy (trace.endpos, impact); } void Chase_Update (void) { int i; float dist; vec3_t forward, up, right; vec3_t dest, stop; // 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] * cl_chasecam_back.value - right[i] * cl_chasecam_right.value; chase_dest[2] = r_refdef.vieworg[2] + cl_chasecam_up.value; // 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; r_refdef.viewangles[PITCH] = -atan(stop[2] / dist) / M_PI * 180; // move towards destination VectorCopy (chase_dest, r_refdef.vieworg); }