Remove vdist
FossilOrigin-Name: 62594248024eb944735c20b4877f3e6ea07cd93e7f723e718986e86d3c43e944
This commit is contained in:
parent
daa4c19312
commit
d8f4f44468
8 changed files with 34 additions and 18 deletions
|
@ -271,7 +271,8 @@ enemylos(Monster *m, OFVector3D *v)
|
||||||
self.yaw = self.targetYaw;
|
self.yaw = self.targetYaw;
|
||||||
}
|
}
|
||||||
|
|
||||||
vdist(disttoenemy, vectoenemy, self.origin, self.enemy.origin);
|
float disttoenemy =
|
||||||
|
OFDistanceOfVectors3D(self.origin, self.enemy.origin);
|
||||||
self.pitch =
|
self.pitch =
|
||||||
atan2(self.enemy.origin.z - self.origin.z, disttoenemy) * 180 / PI;
|
atan2(self.enemy.origin.z - self.origin.z, disttoenemy) * 180 / PI;
|
||||||
|
|
||||||
|
@ -469,7 +470,8 @@ enemylos(Monster *m, OFVector3D *v)
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
v.z += monster.eyeHeight;
|
v.z += monster.eyeHeight;
|
||||||
vdist(dist, t, monster.origin, v);
|
float dist =
|
||||||
|
OFDistanceOfVectors3D(monster.origin, v);
|
||||||
v.z -= monster.eyeHeight;
|
v.z -= monster.eyeHeight;
|
||||||
|
|
||||||
if (dist < 4)
|
if (dist < 4)
|
||||||
|
|
|
@ -286,10 +286,6 @@ extern bool demoplayback;
|
||||||
#define PI (3.1415927f)
|
#define PI (3.1415927f)
|
||||||
#define PI2 (2 * PI)
|
#define PI2 (2 * PI)
|
||||||
|
|
||||||
// simplistic vector ops
|
|
||||||
#define vdist(d, v, e, s) \
|
|
||||||
OFVector3D v = OFSubtractVectors3D(s, e); \
|
|
||||||
float d = sqrtf(OFDotProductOfVectors3D(v, v));
|
|
||||||
#define vreject(v, u, max) \
|
#define vreject(v, u, max) \
|
||||||
((v).x > (u).x + (max) || (v).x < (u).x - (max) || \
|
((v).x > (u).x + (max) || (v).x < (u).x - (max) || \
|
||||||
(v).y > (u).y + (max) || (v).y < (u).y - (max))
|
(v).y > (u).y + (max) || (v).y < (u).y - (max))
|
||||||
|
|
|
@ -321,7 +321,7 @@ checkitems()
|
||||||
|
|
||||||
OFVector3D v = OFMakeVector3D(
|
OFVector3D v = OFMakeVector3D(
|
||||||
e.x, e.y, (float)S(e.x, e.y)->floor + player1.eyeHeight);
|
e.x, e.y, (float)S(e.x, e.y)->floor + player1.eyeHeight);
|
||||||
vdist(dist, t, player1.origin, v);
|
float dist = OFDistanceOfVectors3D(player1.origin, v);
|
||||||
|
|
||||||
if (dist < (e.type == TELEPORT ? 4 : 2.5))
|
if (dist < (e.type == TELEPORT ? 4 : 2.5))
|
||||||
pickup(i, player1);
|
pickup(i, player1);
|
||||||
|
|
|
@ -152,7 +152,8 @@ particle_splash(int type, int num, int fade, const OFVector3D *p)
|
||||||
void
|
void
|
||||||
particle_trail(int type, int fade, const OFVector3D *s, const OFVector3D *e)
|
particle_trail(int type, int fade, const OFVector3D *s, const OFVector3D *e)
|
||||||
{
|
{
|
||||||
vdist(d, v, *s, *e);
|
float d = OFDistanceOfVectors3D(*s, *e);
|
||||||
|
OFVector3D v = OFSubtractVectors3D(*s, *e);
|
||||||
v = OFMultiplyVector3D(v, 1.0f / (d * 2 + 0.1f));
|
v = OFMultiplyVector3D(v, 1.0f / (d * 2 + 0.1f));
|
||||||
OFVector3D p = *s;
|
OFVector3D p = *s;
|
||||||
for (int i = 0; i < ((int)d * 2); i++) {
|
for (int i = 0; i < ((int)d * 2); i++) {
|
||||||
|
|
|
@ -497,7 +497,8 @@ demoplaybackstep()
|
||||||
fixwrap(a, player1);
|
fixwrap(a, player1);
|
||||||
fixwrap(c, player1);
|
fixwrap(c, player1);
|
||||||
fixwrap(z, player1);
|
fixwrap(z, player1);
|
||||||
vdist(dist, v, z.origin, c.origin);
|
float dist =
|
||||||
|
OFDistanceOfVectors3D(z.origin, c.origin);
|
||||||
// if teleport or spawn, don't interpolate
|
// if teleport or spawn, don't interpolate
|
||||||
if (dist < 16) {
|
if (dist < 16) {
|
||||||
catmulrom(z.origin, a.origin, b.origin,
|
catmulrom(z.origin, a.origin, b.origin,
|
||||||
|
|
12
src/sound.m
12
src/sound.m
|
@ -111,10 +111,15 @@ static void
|
||||||
updatechanvol(int chan, const OFVector3D *loc)
|
updatechanvol(int chan, const OFVector3D *loc)
|
||||||
{
|
{
|
||||||
int vol = soundvol, pan = 255 / 2;
|
int vol = soundvol, pan = 255 / 2;
|
||||||
|
|
||||||
if (loc) {
|
if (loc) {
|
||||||
vdist(dist, v, *loc, player1.origin);
|
OFVector3D origin = player1.origin;
|
||||||
vol -= (int)(dist * 3 * soundvol /
|
float dist = OFDistanceOfVectors3D(*loc, origin);
|
||||||
255); // simple mono distance attenuation
|
OFVector3D v = OFSubtractVectors3D(*loc, origin);
|
||||||
|
|
||||||
|
// simple mono distance attenuation
|
||||||
|
vol -= (int)(dist * 3 * soundvol / 255);
|
||||||
|
|
||||||
if (stereo && (v.x != 0 || v.y != 0)) {
|
if (stereo && (v.x != 0 || v.y != 0)) {
|
||||||
// relative angle of sound along X-Y axis
|
// relative angle of sound along X-Y axis
|
||||||
float yaw =
|
float yaw =
|
||||||
|
@ -123,6 +128,7 @@ updatechanvol(int chan, const OFVector3D *loc)
|
||||||
pan = (int)(255.9f * (0.5 * sin(yaw) + 0.5f));
|
pan = (int)(255.9f * (0.5 * sin(yaw) + 0.5f));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
vol = (vol * MAXVOL) / 255;
|
vol = (vol * MAXVOL) / 255;
|
||||||
Mix_Volume(chan, vol);
|
Mix_Volume(chan, vol);
|
||||||
Mix_SetPanning(chan, 255 - pan, pan);
|
Mix_SetPanning(chan, 255 - pan, pan);
|
||||||
|
|
20
src/weapon.m
20
src/weapon.m
|
@ -73,7 +73,7 @@ COMMAND(weapon, ARG_3STR, ^(OFString *a1, OFString *a2, OFString *a3) {
|
||||||
void
|
void
|
||||||
createrays(const OFVector3D *from, const OFVector3D *to)
|
createrays(const OFVector3D *from, const OFVector3D *to)
|
||||||
{
|
{
|
||||||
vdist(dist, dvec, *from, *to);
|
float dist = OFDistanceOfVectors3D(*from, *to);
|
||||||
float f = dist * SGSPREAD / 1000;
|
float f = dist * SGSPREAD / 1000;
|
||||||
for (int i = 0; i < SGRAYS; i++)
|
for (int i = 0; i < SGRAYS; i++)
|
||||||
#define RNDD (rnd(101) - 50) * f
|
#define RNDD (rnd(101) - 50) * f
|
||||||
|
@ -186,13 +186,19 @@ radialeffect(
|
||||||
{
|
{
|
||||||
if (o.state != CS_ALIVE)
|
if (o.state != CS_ALIVE)
|
||||||
return;
|
return;
|
||||||
vdist(dist, temp, *v, o.origin);
|
|
||||||
|
OFVector3D origin = o.origin;
|
||||||
|
float dist = OFDistanceOfVectors3D(*v, origin);
|
||||||
|
OFVector3D temp = OFSubtractVectors3D(*v, origin);
|
||||||
dist -= 2; // account for eye distance imprecision
|
dist -= 2; // account for eye distance imprecision
|
||||||
|
|
||||||
if (dist < RL_DAMRAD) {
|
if (dist < RL_DAMRAD) {
|
||||||
if (dist < 0)
|
if (dist < 0)
|
||||||
dist = 0;
|
dist = 0;
|
||||||
|
|
||||||
int damage = (int)(qdam * (1 - (dist / RL_DAMRAD)));
|
int damage = (int)(qdam * (1 - (dist / RL_DAMRAD)));
|
||||||
hit(cn, damage, o, at);
|
hit(cn, damage, o, at);
|
||||||
|
|
||||||
temp =
|
temp =
|
||||||
OFMultiplyVector3D(temp, (RL_DAMRAD - dist) * damage / 800);
|
OFMultiplyVector3D(temp, (RL_DAMRAD - dist) * damage / 800);
|
||||||
o.velocity = OFAddVectors3D(o.velocity, temp);
|
o.velocity = OFAddVectors3D(o.velocity, temp);
|
||||||
|
@ -264,7 +270,9 @@ moveprojectiles(float time)
|
||||||
int qdam = guns[p.gun].damage * (p.owner.quadMillis ? 4 : 1);
|
int qdam = guns[p.gun].damage * (p.owner.quadMillis ? 4 : 1);
|
||||||
if ([p.owner isKindOfClass:Monster.class])
|
if ([p.owner isKindOfClass:Monster.class])
|
||||||
qdam /= MONSTERDAMAGEFACTOR;
|
qdam /= MONSTERDAMAGEFACTOR;
|
||||||
vdist(dist, v, p.o, p.to);
|
OFVector3D po = p.o, pto = pto;
|
||||||
|
float dist = OFDistanceOfVectors3D(po, pto);
|
||||||
|
OFVector3D v = OFSubtractVectors3D(po, pto);
|
||||||
float dtime = dist * 1000 / p.speed;
|
float dtime = dist * 1000 / p.speed;
|
||||||
if (time > dtime)
|
if (time > dtime)
|
||||||
dtime = time;
|
dtime = time;
|
||||||
|
@ -348,7 +356,8 @@ hitpush(int target, int damage, DynamicEntity *d, DynamicEntity *at,
|
||||||
const OFVector3D *from, const OFVector3D *to)
|
const OFVector3D *from, const OFVector3D *to)
|
||||||
{
|
{
|
||||||
hit(target, damage, d, at);
|
hit(target, damage, d, at);
|
||||||
vdist(dist, v, *from, *to);
|
float dist = OFDistanceOfVectors3D(*from, *to);
|
||||||
|
OFVector3D v = OFSubtractVectors3D(*from, *to);
|
||||||
v = OFMultiplyVector3D(v, damage / dist / 50);
|
v = OFMultiplyVector3D(v, damage / dist / 50);
|
||||||
d.velocity = OFAddVectors3D(d.velocity, v);
|
d.velocity = OFAddVectors3D(d.velocity, v);
|
||||||
}
|
}
|
||||||
|
@ -398,7 +407,8 @@ shoot(DynamicEntity *d, const OFVector3D *targ)
|
||||||
OFVector3D to = *targ;
|
OFVector3D to = *targ;
|
||||||
from.z -= 0.2f; // below eye
|
from.z -= 0.2f; // below eye
|
||||||
|
|
||||||
vdist(dist, unitv, from, to);
|
float dist = OFDistanceOfVectors3D(from, to);
|
||||||
|
OFVector3D unitv = OFSubtractVectors3D(from, to);
|
||||||
unitv = OFMultiplyVector3D(unitv, 1.0f / dist);
|
unitv = OFMultiplyVector3D(unitv, 1.0f / dist);
|
||||||
OFVector3D kickback =
|
OFVector3D kickback =
|
||||||
OFMultiplyVector3D(unitv, guns[d.gunSelect].kickamount * -0.01f);
|
OFMultiplyVector3D(unitv, guns[d.gunSelect].kickamount * -0.01f);
|
||||||
|
|
|
@ -298,7 +298,7 @@ closestent() // used for delent and edit mode ent display
|
||||||
return;
|
return;
|
||||||
|
|
||||||
OFVector3D v = OFMakeVector3D(e.x, e.y, e.z);
|
OFVector3D v = OFMakeVector3D(e.x, e.y, e.z);
|
||||||
vdist(dist, t, player1.origin, v);
|
float dist = OFDistanceOfVectors3D(player1.origin, v);
|
||||||
if (dist < bdist) {
|
if (dist < bdist) {
|
||||||
best = i;
|
best = i;
|
||||||
bdist = dist;
|
bdist = dist;
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue