Overview
Comment: | Remove vdist |
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Downloads: | Tarball | ZIP archive | SQL archive |
Timelines: | family | ancestors | descendants | both | trunk |
Files: | files | file ages | folders |
SHA3-256: |
62594248024eb944735c20b4877f3e6e |
User & Date: | js on 2025-03-23 21:31:55 |
Other Links: | manifest | tags |
Context
2025-03-23
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21:52 | Avoid pointless pointers check-in: 304230c1e1 user: js tags: trunk | |
21:31 | Remove vdist check-in: 6259424802 user: js tags: trunk | |
19:40 | Clean up identifiers, use blocks for commands check-in: d7661be1b1 user: js tags: trunk | |
Changes
Modified src/Monster.m from [4c3ede25d7] to [f00a1d74b4].
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267 268 269 270 271 272 273 | self.yaw = self.targetYaw; } else { self.yaw -= curtime * 0.5f; if (self.targetYaw > self.yaw) self.yaw = self.targetYaw; } | > | | 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 | self.yaw = self.targetYaw; } else { self.yaw -= curtime * 0.5f; if (self.targetYaw > self.yaw) self.yaw = self.targetYaw; } float disttoenemy = OFDistanceOfVectors3D(self.origin, self.enemy.origin); self.pitch = atan2(self.enemy.origin.z - self.origin.z, disttoenemy) * 180 / PI; // special case: if we run into scenery if (self.blocked) { self.blocked = false; // try to jump over obstackle (rare) |
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465 466 467 468 469 470 471 | if (monster.state == CS_DEAD) { if (lastmillis - monster.lastAction < 2000) { monster.move = 0; moveplayer(monster, 1, false); } } else { v.z += monster.eyeHeight; | > | | 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 | if (monster.state == CS_DEAD) { if (lastmillis - monster.lastAction < 2000) { monster.move = 0; moveplayer(monster, 1, false); } } else { v.z += monster.eyeHeight; float dist = OFDistanceOfVectors3D(monster.origin, v); v.z -= monster.eyeHeight; if (dist < 4) teleport(i, monster); } } }]; |
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Modified src/cube.h from [6875cee25c] to [5dab6dec5b].
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282 283 284 285 286 287 288 | #define VIRTH 1800 #define FONTH 64 #define PIXELTAB (VIRTW / 12) #define PI (3.1415927f) #define PI2 (2 * PI) | < < < < | 282 283 284 285 286 287 288 289 290 291 292 293 294 295 | #define VIRTH 1800 #define FONTH 64 #define PIXELTAB (VIRTW / 12) #define PI (3.1415927f) #define PI2 (2 * PI) #define vreject(v, u, max) \ ((v).x > (u).x + (max) || (v).x < (u).x - (max) || \ (v).y > (u).y + (max) || (v).y < (u).y - (max)) #define vlinterp(v, f, u, g) \ { \ (v).x = (v).x * f + (u).x * g; \ (v).y = (v).y * f + (u).y * g; \ |
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Modified src/entities.m from [27ea25a917] to [3530688d6b].
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317 318 319 320 321 322 323 | return; if (OUTBORD(e.x, e.y)) return; OFVector3D v = OFMakeVector3D( e.x, e.y, (float)S(e.x, e.y)->floor + player1.eyeHeight); | | | 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 | return; if (OUTBORD(e.x, e.y)) return; OFVector3D v = OFMakeVector3D( e.x, e.y, (float)S(e.x, e.y)->floor + player1.eyeHeight); float dist = OFDistanceOfVectors3D(player1.origin, v); if (dist < (e.type == TELEPORT ? 4 : 2.5)) pickup(i, player1); }]; } void |
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Modified src/renderparticles.m from [e9255a3806] to [dcdd211b54].
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148 149 150 151 152 153 154 | newparticle(p, &d, rnd(fade * 3), type); } } void particle_trail(int type, int fade, const OFVector3D *s, const OFVector3D *e) { | | > | 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 | newparticle(p, &d, rnd(fade * 3), type); } } void particle_trail(int type, int fade, const OFVector3D *s, const OFVector3D *e) { float d = OFDistanceOfVectors3D(*s, *e); OFVector3D v = OFSubtractVectors3D(*s, *e); v = OFMultiplyVector3D(v, 1.0f / (d * 2 + 0.1f)); OFVector3D p = *s; for (int i = 0; i < ((int)d * 2); i++) { p = OFAddVectors3D(p, v); OFVector3D d = OFMakeVector3D(rnd(11) - 5, rnd(11) - 5, rnd(11) - 5); newparticle(&p, &d, rnd(fade) + fade, type); |
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Modified src/savegamedemo.m from [1beb03a02a] to [e40f20042f].
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493 494 495 496 497 498 499 | // if(a==z || b==c) // printf("* %d\n", lastmillis); float bf = (itime - a.lastUpdate) / (float)(b.lastUpdate - a.lastUpdate); fixwrap(a, player1); fixwrap(c, player1); fixwrap(z, player1); | > | | 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 | // if(a==z || b==c) // printf("* %d\n", lastmillis); float bf = (itime - a.lastUpdate) / (float)(b.lastUpdate - a.lastUpdate); fixwrap(a, player1); fixwrap(c, player1); fixwrap(z, player1); float dist = OFDistanceOfVectors3D(z.origin, c.origin); // if teleport or spawn, don't interpolate if (dist < 16) { catmulrom(z.origin, a.origin, b.origin, c.origin, bf, player1.origin); OFVector3D vz = OFMakeVector3D( z.yaw, z.pitch, z.roll); OFVector3D va = OFMakeVector3D( |
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Modified src/sound.m from [24cd809ba3] to [1d0c412a26].
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107 108 109 110 111 112 113 114 | VAR(stereo, 0, 1, 1); static void updatechanvol(int chan, const OFVector3D *loc) { int vol = soundvol, pan = 255 / 2; if (loc) { | > | > > > > | | > | 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 | VAR(stereo, 0, 1, 1); static void updatechanvol(int chan, const OFVector3D *loc) { int vol = soundvol, pan = 255 / 2; if (loc) { OFVector3D origin = player1.origin; float dist = OFDistanceOfVectors3D(*loc, origin); OFVector3D v = OFSubtractVectors3D(*loc, origin); // simple mono distance attenuation vol -= (int)(dist * 3 * soundvol / 255); if (stereo && (v.x != 0 || v.y != 0)) { // relative angle of sound along X-Y axis float yaw = -atan2(v.x, v.y) - player1.yaw * (PI / 180.0f); // range is from 0 (left) to 255 (right) pan = (int)(255.9f * (0.5 * sin(yaw) + 0.5f)); } } vol = (vol * MAXVOL) / 255; Mix_Volume(chan, vol); Mix_SetPanning(chan, 255 - pan, pan); } static void newsoundloc(int chan, const OFVector3D *loc) |
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Modified src/weapon.m from [a4ab4f9d09] to [51629f2c3a].
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69 70 71 72 73 74 75 | (a3.length > 0 ? a3.cube_intValue : -1)); }) // create random spread of rays for the shotgun void createrays(const OFVector3D *from, const OFVector3D *to) { | | | 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 | (a3.length > 0 ? a3.cube_intValue : -1)); }) // create random spread of rays for the shotgun void createrays(const OFVector3D *from, const OFVector3D *to) { float dist = OFDistanceOfVectors3D(*from, *to); float f = dist * SGSPREAD / 1000; for (int i = 0; i < SGRAYS; i++) #define RNDD (rnd(101) - 50) * f sg[i] = OFAddVectors3D(*to, OFMakeVector3D(RNDD, RNDD, RNDD)); } // if lineseg hits entity bounding box |
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182 183 184 185 186 187 188 | static void radialeffect( DynamicEntity *o, const OFVector3D *v, int cn, int qdam, DynamicEntity *at) { if (o.state != CS_ALIVE) return; | | > > > > > > | 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 | static void radialeffect( DynamicEntity *o, const OFVector3D *v, int cn, int qdam, DynamicEntity *at) { if (o.state != CS_ALIVE) return; OFVector3D origin = o.origin; float dist = OFDistanceOfVectors3D(*v, origin); OFVector3D temp = OFSubtractVectors3D(*v, origin); dist -= 2; // account for eye distance imprecision if (dist < RL_DAMRAD) { if (dist < 0) dist = 0; int damage = (int)(qdam * (1 - (dist / RL_DAMRAD))); hit(cn, damage, o, at); temp = OFMultiplyVector3D(temp, (RL_DAMRAD - dist) * damage / 800); o.velocity = OFAddVectors3D(o.velocity, temp); } } static void |
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260 261 262 263 264 265 266 | if (!p.inuse) continue; int qdam = guns[p.gun].damage * (p.owner.quadMillis ? 4 : 1); if ([p.owner isKindOfClass:Monster.class]) qdam /= MONSTERDAMAGEFACTOR; | | > > | 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 | if (!p.inuse) continue; int qdam = guns[p.gun].damage * (p.owner.quadMillis ? 4 : 1); if ([p.owner isKindOfClass:Monster.class]) qdam /= MONSTERDAMAGEFACTOR; OFVector3D po = p.o, pto = pto; float dist = OFDistanceOfVectors3D(po, pto); OFVector3D v = OFSubtractVectors3D(po, pto); float dtime = dist * 1000 / p.speed; if (time > dtime) dtime = time; v = OFMultiplyVector3D(v, time / dtime); v = OFAddVectors3D(v, p.o); if (p.local) { for (id player in players) |
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344 345 346 347 348 349 350 | } void hitpush(int target, int damage, DynamicEntity *d, DynamicEntity *at, const OFVector3D *from, const OFVector3D *to) { hit(target, damage, d, at); | | > | 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 | } void hitpush(int target, int damage, DynamicEntity *d, DynamicEntity *at, const OFVector3D *from, const OFVector3D *to) { hit(target, damage, d, at); float dist = OFDistanceOfVectors3D(*from, *to); OFVector3D v = OFSubtractVectors3D(*from, *to); v = OFMultiplyVector3D(v, damage / dist / 50); d.velocity = OFAddVectors3D(d.velocity, v); } void raydamage(DynamicEntity *o, const OFVector3D *from, const OFVector3D *to, DynamicEntity *d, int i) |
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394 395 396 397 398 399 400 | } if (d.gunSelect) d.ammo[d.gunSelect]--; OFVector3D from = d.origin; OFVector3D to = *targ; from.z -= 0.2f; // below eye | > | | 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 | } if (d.gunSelect) d.ammo[d.gunSelect]--; OFVector3D from = d.origin; OFVector3D to = *targ; from.z -= 0.2f; // below eye float dist = OFDistanceOfVectors3D(from, to); OFVector3D unitv = OFSubtractVectors3D(from, to); unitv = OFMultiplyVector3D(unitv, 1.0f / dist); OFVector3D kickback = OFMultiplyVector3D(unitv, guns[d.gunSelect].kickamount * -0.01f); d.velocity = OFAddVectors3D(d.velocity, kickback); if (d.pitch < 80.0f) d.pitch += guns[d.gunSelect].kickamount * 0.05f; |
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Modified src/world.m from [e48df32f18] to [892a60074f].
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294 295 296 297 298 299 300 | __block int best; __block float bdist = 99999; [ents enumerateObjectsUsingBlock:^(Entity *e, size_t i, bool *stop) { if (e.type == NOTUSED) return; OFVector3D v = OFMakeVector3D(e.x, e.y, e.z); | | | 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 | __block int best; __block float bdist = 99999; [ents enumerateObjectsUsingBlock:^(Entity *e, size_t i, bool *stop) { if (e.type == NOTUSED) return; OFVector3D v = OFMakeVector3D(e.x, e.y, e.z); float dist = OFDistanceOfVectors3D(player1.origin, v); if (dist < bdist) { best = i; bdist = dist; } }]; return (bdist == 99999 ? -1 : best); |
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