/*
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"};
cvar_t	chase_yaw	= {"chase_yaw"	, "0"};//R00k

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, NULL);
	Cvar_RegisterVariable (&chase_up, NULL);
	Cvar_RegisterVariable (&chase_right, NULL);
	Cvar_RegisterVariable (&chase_yaw, NULL);//R00k
	Cvar_RegisterVariable (&chase_active, NULL);
}

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, dest, stop;

	// if can't see player, reset
	AngleVectors (cl.lerpangles, 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 = max(1, DotProduct(stop, forward));

	if (dist < 1)
	{
		dist = 1;	// should never happen
	}
  
	r_refdef.viewangles[PITCH] = -180 / M_PI * atan2( stop[2], dist );
	r_refdef.viewangles[YAW] -= chase_yaw.value;

	TraceLine (r_refdef.vieworg, chase_dest, stop);
	if (stop[0] != 0 || stop[1] != 0 || stop[2] != 0)
		VectorCopy (stop, chase_dest);

	// move towards destination
	VectorCopy (chase_dest, r_refdef.vieworg);
}

