Rename Length to VectorLength.

This commit is contained in:
Ragnvald Maartmann-Moe IV 2002-08-20 02:22:40 +00:00
parent b99a72e876
commit c91f1a2aea
14 changed files with 192 additions and 244 deletions

View file

@ -41,26 +41,24 @@ static const char rcsid[] =
#include "QF/input.h"
float CL_KeyState (kbutton_t *key);
qboolean SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f,
vec3_t p1, vec3_t p2, trace_t *trace);
vec3_t camera_origin = {0,0,0};
vec3_t camera_angles = {0,0,0};
vec3_t player_origin = {0,0,0};
vec3_t player_angles = {0,0,0};
qboolean SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f,
vec3_t p1, vec3_t p2, trace_t *trace);
vec3_t chase_angles;
vec3_t chase_dest;
vec3_t chase_dest_angles;
vec3_t chase_pos;
cvar_t *chase_back;
cvar_t *chase_up;
cvar_t *chase_right;
cvar_t *chase_active;
vec3_t chase_angles;
vec3_t chase_dest;
vec3_t chase_dest_angles;
vec3_t chase_pos;
void
Chase_Init_Cvars (void)
@ -89,33 +87,28 @@ TraceLine (vec3_t start, vec3_t end, vec3_t impact)
VectorCopy (trace.endpos, impact);
}
/*
==================
Chase_Update
==================
*/
void
Chase_Update (void)
{
vec3_t forward, up, right, stop, dir;
float pitch, yaw, fwd;
usercmd_t cmd; // movement direction
int i;
float pitch, yaw, fwd;
int i;
usercmd_t cmd; // movement direction
vec3_t forward, up, right, stop, dir;
// lazy camera, look toward player entity
if (chase_active->int_val == 2 || chase_active->int_val == 3)
{
if (chase_active->int_val == 2 || chase_active->int_val == 3) {
// control camera angles with key/mouse/joy-look
camera_angles[PITCH] += cl.viewangles[PITCH] - player_angles[PITCH];
camera_angles[YAW] += cl.viewangles[YAW] - player_angles[YAW];
camera_angles[ROLL] += cl.viewangles[ROLL] - player_angles[ROLL];
camera_angles[YAW] += cl.viewangles[YAW] - player_angles[YAW];
camera_angles[ROLL] += cl.viewangles[ROLL] - player_angles[ROLL];
if (chase_active->int_val == 2)
{
if (camera_angles[PITCH] < -60) camera_angles[PITCH] = -60;
if (camera_angles[PITCH] > 60) camera_angles[PITCH] = 60;
if (chase_active->int_val == 2) {
if (camera_angles[PITCH] < -60)
camera_angles[PITCH] = -60;
if (camera_angles[PITCH] > 60)
camera_angles[PITCH] = 60;
}
// move camera, it's not enough to just change the angles because
@ -124,12 +117,11 @@ Chase_Update (void)
if (chase_active->int_val == 3)
VectorCopy (r_refdef.vieworg, player_origin);
AngleVectors (camera_angles, forward, right, up);
VectorScale (forward, chase_back->value, forward);
AngleVectors (camera_angles, forward, right, up);
VectorScale (forward, chase_back->value, forward);
VectorSubtract (player_origin, forward, camera_origin);
if (chase_active->int_val == 2)
{
if (chase_active->int_val == 2) {
VectorCopy (r_refdef.vieworg, player_origin);
// don't let camera get too low
@ -139,48 +131,49 @@ Chase_Update (void)
// don't let camera get too far from player
VectorSubtract (camera_origin, player_origin, dir);
VectorCopy (dir, forward);
VectorSubtract (camera_origin, player_origin, dir);
VectorCopy (dir, forward);
VectorNormalize (forward);
if (Length (dir) > chase_back->value)
{
if (VectorLength (dir) > chase_back->value) {
VectorScale (forward, chase_back->value, dir);
VectorAdd (player_origin, dir, camera_origin);
VectorAdd (player_origin, dir, camera_origin);
}
// check for walls between player and camera
VectorScale (forward, 8, forward);
VectorAdd (camera_origin, forward, camera_origin);
TraceLine (player_origin, camera_origin, stop);
if (Length (stop) != 0)
VectorSubtract (stop, forward, camera_origin);
VectorScale (forward, 8, forward);
VectorAdd (camera_origin, forward, camera_origin);
TraceLine (player_origin, camera_origin, stop);
if (VectorLength (stop) != 0)
VectorSubtract (stop, forward, camera_origin);
VectorSubtract (camera_origin, r_refdef.vieworg, dir);
VectorCopy (dir, forward);
VectorSubtract (camera_origin, r_refdef.vieworg, dir);
VectorCopy (dir, forward);
VectorNormalize (forward);
if (chase_active->int_val == 2)
{
if (dir[1] == 0 && dir[0] == 0)
{
if (chase_active->int_val == 2) {
if (dir[1] == 0 && dir[0] == 0) {
// look straight up or down
// camera_angles[YAW] = r_refdef.viewangles[YAW];
if (dir[2] > 0) camera_angles[PITCH] = 90;
else camera_angles[PITCH] = 270;
}
else
{
// camera_angles[YAW] = r_refdef.viewangles[YAW];
if (dir[2] > 0)
camera_angles[PITCH] = 90;
else
camera_angles[PITCH] = 270;
} else {
yaw = (atan2 (dir[1], dir[0]) * 180 / M_PI);
if (yaw < 0) yaw += 360;
if (yaw < 180) yaw += 180;
else yaw -= 180;
if (yaw < 0)
yaw += 360;
if (yaw < 180)
yaw += 180;
else
yaw -= 180;
camera_angles[YAW] = yaw;
fwd = sqrt (dir[0] * dir[0] + dir[1] * dir[1]);
pitch = (atan2 (dir[2], fwd) * 180 / M_PI);
if (pitch < 0) pitch += 360;
if (pitch < 0)
pitch += 360;
camera_angles[PITCH] = pitch;
}
}
@ -201,36 +194,39 @@ Chase_Update (void)
cmd.sidemove -= cl_sidespeed->value * CL_KeyState (&in_moveleft);
if (!(in_klook.state & 1)) {
cmd.forwardmove += cl_forwardspeed->value * CL_KeyState (&in_forward);
cmd.forwardmove -= cl_backspeed->value * CL_KeyState (&in_back);
cmd.forwardmove += cl_forwardspeed->value
* CL_KeyState (&in_forward);
cmd.forwardmove -= cl_backspeed->value * CL_KeyState (&in_back);
}
if (in_speed.state & 1) {
cmd.forwardmove *= cl_movespeedkey->value;
cmd.sidemove *= cl_movespeedkey->value;
cmd.sidemove *= cl_movespeedkey->value;
}
// mouse and joystick controllers add to movement
dir[1] = cl.viewangles[1] - camera_angles[1]; dir[0] = 0; dir[2] = 0;
dir[1] = cl.viewangles[1] - camera_angles[1]; dir[0] = 0; dir[2] = 0;
AngleVectors (dir, forward, right, up);
VectorScale (forward, viewdelta.position[2] * m_forward->value, forward);
VectorScale (right, viewdelta.position[0] * m_side->value, right);
VectorAdd (forward, right, dir);
VectorScale (forward, viewdelta.position[2] * m_forward->value,
forward);
VectorScale (right, viewdelta.position[0] * m_side->value, right);
VectorAdd (forward, right, dir);
cmd.forwardmove += dir[0];
cmd.sidemove -= dir[1];
cmd.sidemove -= dir[1];
dir[1] = camera_angles[1]; dir[0] = 0; dir[2] = 0;
dir[1] = camera_angles[1]; dir[0] = 0; dir[2] = 0;
AngleVectors (dir, forward, right, up);
VectorScale (forward, cmd.forwardmove, forward);
VectorScale (right, cmd.sidemove, right);
VectorAdd (forward, right, dir);
VectorScale (right, cmd.sidemove, right);
VectorAdd (forward, right, dir);
if (dir[1] || dir[0])
{
if (dir[1] || dir[0]) {
cl.viewangles[YAW] = (atan2 (dir[1], dir[0]) * 180 / M_PI);
if (cl.viewangles[YAW] < 0) cl.viewangles[YAW] += 360;
// if (cl.viewangles[YAW] < 180) cl.viewangles[YAW] += 180;
// else cl.viewangles[YAW] -= 180;
// if (cl.viewangles[YAW] < 180)
// cl.viewangles[YAW] += 180;
// else
// cl.viewangles[YAW] -= 180;
}
cl.viewangles[PITCH] = 0;