/* 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 chase_back = {"chase_back", "100"}; cvar_t chase_up = {"chase_up", "16"}; cvar_t chase_right = {"chase_right", "0"}; cvar_t chase_active = {"chase_active", "0"}; vec3_t chase_pos; vec3_t chase_angles; vec3_t chase_dest; vec3_t chase_dest_angles; #ifdef USEFPM vec3_FPM_t chase_posFPM; vec3_FPM_t chase_anglesFPM; vec3_FPM_t chase_destFPM; vec3_FPM_t chase_dest_anglesFPM; #endif 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 } //Dan: Added forward declaration to prevent compiler warning qboolean SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace); void TraceLine (vec3_t start, vec3_t end, vec3_t impact) { trace_t trace; Q_memset (&trace, 0, sizeof(trace)); SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, start, end, &trace); VectorCopy (trace.endpos, impact); } #ifdef USEFPM void TraceLineFPM (vec3_FPM_t start, vec3_FPM_t end, vec3_FPM_t impact) { trace_FPM_t trace; Q_memset (&trace, 0, sizeof(trace)); //Dan: TODO: This links us to the world of networked quake... //SV_RecursiveHullCheckFPM (clFPM.worldmodel->hulls, 0, 0, 1, start, end, &trace); VectorCopy (trace.endpos, impact); } #endif 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] = (float)(-atan(stop[2] / dist) / M_PI * 180); // move towards destination VectorCopy (chase_dest, r_refdef.vieworg); } #ifdef USEFPM void Chase_UpdateFPM (void) { int i; fixedpoint_t dist; vec3_FPM_t forward, up, right; vec3_FPM_t dest, stop; // if can't see player, reset AngleVectorsFPM (clFPM.viewangles, forward, right, up); // calc exact destination for (i=0 ; i<3 ; i++) chase_destFPM[i] = FPM_SUB(FPM_SUB(r_refdefFPM.vieworg[i], FPM_MUL(forward[i],FPM_FROMFLOAT(chase_back.value))), FPM_MUL(right[i],FPM_FROMFLOAT(chase_right.value))); chase_destFPM[2] = FPM_ADD(r_refdefFPM.vieworg[2], FPM_FROMFLOAT(chase_up.value)); // find the spot the player is looking at VectorMAFPM (r_refdefFPM.vieworg, FPM_FROMLONG(4096), forward, dest); TraceLineFPM (r_refdefFPM.vieworg, dest, stop); // calculate pitch to look at the same spot from camera VectorSubtractFPM (stop, r_refdefFPM.vieworg, stop); dist = DotProductFPM (stop, forward); if (dist < FPM_FROMLONG(1)) dist = FPM_FROMLONG(1); r_refdefFPM.viewangles[PITCH] = -FPM_MUL(FPM_DIV(FPM_ATAN(FPM_DIV(stop[2], dist)), FPM_PI), FPM_FROMLONG(180)); // move towards destination VectorCopy (chase_destFPM, r_refdefFPM.vieworg); } #endif