/* Copyright (C) 1996-2001 Id Software, Inc. Copyright (C) 2002-2009 John Fitzgibbons and others Copyright (C) 2010-2014 QuakeSpasm developers 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 "q_defs.h" cvar_t chase_back = {"chase_back", "100", CVAR_NONE}; cvar_t chase_up = {"chase_up", "16", CVAR_NONE}; cvar_t chase_right = {"chase_right", "0", CVAR_NONE}; cvar_t chase_active = {"chase_active", "0", CVAR_NONE}; /* ============== Chase_Init ============== */ void Chase_Init(void) { Cvar_RegisterVariable(&chase_back); Cvar_RegisterVariable(&chase_up); Cvar_RegisterVariable(&chase_right); Cvar_RegisterVariable(&chase_active); } /* ============== TraceLine TODO: impact on bmodels, monsters ============== */ 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); } /* ============== Chase_UpdateForClient -- johnfitz -- orient client based on camera. called after input ============== */ void Chase_UpdateForClient(void) { //place camera //assign client angles to camera //see where camera points //adjust client angles to point at the same place } /* ============== Chase_UpdateForDrawing -- johnfitz -- orient camera based on client. called before drawing TODO: stay at least 8 units away from all walls in this leaf ============== */ void Chase_UpdateForDrawing(void) { int32_t i; vec3_t forward, up, right; vec3_t ideal, crosshair, temp; AngleVectors(cl.viewangles, forward, right, up); // calc ideal camera location before checking for walls for(i = 0 ; i < 3 ; i++) ideal[i] = cl.viewent.origin[i] - forward[i] * chase_back.value + right[i] * chase_right.value; //+ up[i]*chase_up.value; ideal[2] = cl.viewent.origin[2] + chase_up.value; // make sure camera is not in or behind a wall TraceLine(r_refdef.vieworg, ideal, temp); if(VectorLength(temp) != 0) VectorCopy(temp, ideal); // place camera VectorCopy(ideal, r_refdef.vieworg); // find the spot the player is looking at VectorMA(cl.viewent.origin, 4096, forward, temp); TraceLine(cl.viewent.origin, temp, crosshair); // calculate camera angles to look at the same spot VectorSubtract(crosshair, r_refdef.vieworg, temp); VectorAngles(temp, r_refdef.viewangles); if(r_refdef.viewangles[PITCH] == 90 || r_refdef.viewangles[PITCH] == -90) r_refdef.viewangles[YAW] = cl.viewangles[YAW]; }