/* chase.c chase camera code $Id: chase.c,v 1.9 2007/04/03 06:19:19 sezero Exp $ */ #include "quakedef.h" static cvar_t chase_back = {"chase_back", "100", CVAR_NONE}; static cvar_t chase_up = {"chase_up", "16", CVAR_NONE}; static cvar_t chase_right = {"chase_right", "0", CVAR_NONE}; cvar_t chase_active = {"chase_active", "0", CVAR_NONE}; #if 0 static vec3_t chase_pos; static vec3_t chase_angles; static vec3_t chase_dest_angles; #endif static vec3_t chase_dest; void Chase_Init (void) { Cvar_RegisterVariable (&chase_back); Cvar_RegisterVariable (&chase_up); Cvar_RegisterVariable (&chase_right); Cvar_RegisterVariable (&chase_active); } void Chase_Reset (void) { // for respawning and teleporting // start position 12 units behind head } static 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] += chase_up.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; // check for walls between player and camera. from quakeforge TraceLine(r_refdef.vieworg, chase_dest, stop); if (VectorLength(stop) != 0) for (i = 0; i < 3; i++) chase_dest[i] = stop[i] + forward[i] * 8; // move towards destination VectorCopy (chase_dest, r_refdef.vieworg); }