libretro-tyrquake/NQ/chase.c
Kevin Shanahan c07716b8b6 model: remove p1f/p2f arguments to Mod_TraceHull
Always 0/1, so just pass those from the wrapper to the recursive function.

Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
2013-03-19 13:55:18 +10:30

97 lines
2.4 KiB
C

/*
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 "client.h"
#include "quakedef.h"
#include "world.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;
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
}
void
TraceLine(vec3_t start, vec3_t end, vec3_t impact)
{
trace_t trace;
memset(&trace, 0, sizeof(trace));
Mod_TraceHull(cl.worldmodel->hulls, 0, 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] = 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;
// move towards destination
VectorCopy(chase_dest, r_refdef.vieworg);
}