Camera following object

Im creating a minigame something like RPG and i want to make camera that follow my character.My problem is that object “postac” is moving forward and backward with camera correctly but when i want to look left or right i doesnt change what im doing wrong ?How to use this rotatef function or what to change pls help me. Ive heard about that i need to rotate world around my object but how ?! If u want to check how it works download and run zegar.exe file from my dropbox a

void Display()
{
     glClearColor (0.0,0.0,0.0,1.0);
     if (deltaMove)
		computePos(deltaMove);
	if (deltaAngle)
		computeDir(deltaAngle);
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glMatrixMode(GL_MODELVIEW);
   
    glLoadIdentity();
     
    gluLookAt(	x, 1.0f, z,
				x+lx, 1.0f,  z+lz,
				0.0f, 1.0f,  0.0f);
    
    glTranslatef( 0, -40, -10 ) ;
    niebo(); //sky
    makieta();// my world
    glTranslatef( x+lx, 1.0f, z+lz ) ;
    postac(); //my character
    glutSwapBuffers();
}
void computePos(float deltaMove) {

	x += deltaMove * lx * 0.1f;
	z += deltaMove * lz * 0.1f;
}

void computeDir(float deltaAngle) {

	angle += deltaAngle;
	lx = sin(angle);
	lz = -cos(angle);
}


void pressKey(int key, int xx, int yy) {

	switch (key) {
		case GLUT_KEY_LEFT : deltaAngle = -0.005f; break;
		case GLUT_KEY_RIGHT : deltaAngle = 0.005f; break;
		case GLUT_KEY_UP : deltaMove = 0.5f; break;
		case GLUT_KEY_DOWN : deltaMove = -0.5f; break;
	}
}

void releaseKey(int key, int x, int y) {

	switch (key) {
		case GLUT_KEY_LEFT : deltaAngle = 0.0f;break;
		case GLUT_KEY_RIGHT : deltaAngle = 0.0f;break;
		case GLUT_KEY_UP : deltaMove = 0;break;
		case GLUT_KEY_DOWN : deltaMove = 0;break;
	

hi Sczerzuja

Check if deltaAngle = 0.005f is large enough to make a visual difference.
Check if
if (deltaAngle)
is true when you expect it to.