tenebrae2/chase.c

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2003-01-17 21:18:53 +00:00
/*
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 cg_thridpersonrange = {"cg_thridpersonrange", "100"};
cvar_t cg_thridpersonangle2 = {"cg_thridpersonangle2", "16"};
cvar_t cg_thridpersonangle = {"cg_thridpersonangle", "0"};
cvar_t cg_thridperson = {"cg_thridperson", "0"};
vec3_t chase_pos;
vec3_t chase_angles;
vec3_t chase_dest;
vec3_t chase_dest_angles;
// <AWE> missing prototypes
extern qboolean SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace);
void Chase_Init (void)
{
Cvar_RegisterVariable (&cg_thridpersonrange);
Cvar_RegisterVariable (&cg_thridpersonangle2);
Cvar_RegisterVariable (&cg_thridpersonangle);
Cvar_RegisterVariable (&cg_thridperson);
}
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]*cg_thridpersonrange.value
- right[i]*cg_thridpersonangle.value;
chase_dest[2] = r_refdef.vieworg[2] + cg_thridpersonangle2.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); //Add Traceline to Chasecam - Eradicator
if (Length(stop) != 0)
VectorCopy(stop, chase_dest);
// move towards destination
VectorCopy (chase_dest, r_refdef.vieworg);
}