quakeforge-old/uquake/chasecam.c

91 lines
2.6 KiB
C

/*
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 "quakedef.h"
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);
}