quakeforge/nq/source/cl_cam.c

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/*
cl_cam.c
@description@
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:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include "QF/mathlib.h"
#include "client.h"
#include "world.h"
qboolean SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f,
vec3_t p1, vec3_t p2, trace_t *trace);
cvar_t *chase_back;
cvar_t *chase_up;
cvar_t *chase_right;
cvar_t *chase_active;
vec3_t chase_pos;
vec3_t chase_angles;
vec3_t chase_dest;
vec3_t chase_dest_angles;
void
Chase_Init (void)
{
chase_back = Cvar_Get ("chase_back", "100", CVAR_NONE, NULL, "None");
chase_up = Cvar_Get ("chase_up", "16", CVAR_NONE, NULL, "None");
chase_right = Cvar_Get ("chase_right", "0", CVAR_NONE, NULL, "None");
chase_active = Cvar_Get ("chase_active", "0", CVAR_NONE, NULL, "None");
}
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] * chase_back->value - right[i] * chase_right->value;
chase_dest[2] = r_refdef.vieworg[2] + chase_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;
TraceLine (r_refdef.vieworg, chase_dest, stop);
if (Length (stop) != 0)
VectorCopy (stop, chase_dest);
// move towards destination
VectorCopy (chase_dest, r_refdef.vieworg);
}