mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 08:50:58 +00:00
2bc55b7828
make Cvar_Get's a lot easier to read.
114 lines
2.8 KiB
C
114 lines
2.8 KiB
C
/*
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cl_cam.c
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@description@
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include "QF/mathlib.h"
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#include "client.h"
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#include "world.h"
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qboolean SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f,
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vec3_t p1, vec3_t p2, trace_t *trace);
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cvar_t *chase_back;
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cvar_t *chase_up;
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cvar_t *chase_right;
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cvar_t *chase_active;
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vec3_t chase_pos;
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vec3_t chase_angles;
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vec3_t chase_dest;
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vec3_t chase_dest_angles;
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void
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Chase_Init (void)
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{
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chase_back = Cvar_Get ("chase_back", "100", CVAR_NONE, NULL, "None");
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chase_up = Cvar_Get ("chase_up", "16", CVAR_NONE, NULL, "None");
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chase_right = Cvar_Get ("chase_right", "0", CVAR_NONE, NULL, "None");
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chase_active = Cvar_Get ("chase_active", "0", CVAR_NONE, NULL, "None");
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}
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void
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Chase_Reset (void)
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{
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// for respawning and teleporting
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// start position 12 units behind head
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}
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void
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TraceLine (vec3_t start, vec3_t end, vec3_t impact)
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{
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trace_t trace;
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memset (&trace, 0, sizeof (trace));
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SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, start, end, &trace);
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VectorCopy (trace.endpos, impact);
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}
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void
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Chase_Update (void)
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{
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int i;
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float dist;
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vec3_t forward, up, right;
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vec3_t dest, stop;
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// if can't see player, reset
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AngleVectors (cl.viewangles, forward, right, up);
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// calc exact destination
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for (i = 0; i < 3; i++)
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chase_dest[i] = r_refdef.vieworg[i]
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- forward[i] * chase_back->value - right[i] * chase_right->value;
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chase_dest[2] = r_refdef.vieworg[2] + chase_up->value;
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// find the spot the player is looking at
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VectorMA (r_refdef.vieworg, 4096, forward, dest);
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TraceLine (r_refdef.vieworg, dest, stop);
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// calculate pitch to look at the same spot from camera
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VectorSubtract (stop, r_refdef.vieworg, stop);
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dist = DotProduct (stop, forward);
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if (dist < 1)
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dist = 1;
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r_refdef.viewangles[PITCH] = -atan (stop[2] / dist) / M_PI * 180;
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TraceLine (r_refdef.vieworg, chase_dest, stop);
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if (Length (stop) != 0)
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VectorCopy (stop, chase_dest);
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// move towards destination
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VectorCopy (chase_dest, r_refdef.vieworg);
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}
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