|
|
|
/***
|
|
|
|
*
|
|
|
|
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
|
|
|
*
|
|
|
|
* This product contains software technology licensed from Id
|
|
|
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
|
|
|
* All Rights Reserved.
|
|
|
|
*
|
|
|
|
* Use, distribution, and modification of this source code and/or resulting
|
|
|
|
* object code is restricted to non-commercial enhancements to products from
|
|
|
|
* Valve LLC. All other use, distribution, or modification is prohibited
|
|
|
|
* without written permission from Valve LLC.
|
|
|
|
*
|
|
|
|
****/
|
|
|
|
//
|
|
|
|
// util.cpp
|
|
|
|
//
|
|
|
|
// implementation of class-less helper functions
|
|
|
|
//
|
|
|
|
|
|
|
|
#include <stdio.h>
|
|
|
|
#include <stdlib.h>
|
|
|
|
#include <cmath>
|
|
|
|
|
|
|
|
#include "hud.h"
|
|
|
|
#include "cl_util.h"
|
|
|
|
#include <string.h>
|
|
|
|
|
|
|
|
#if !defined(M_PI)
|
|
|
|
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#if !defined(M_PI_F)
|
|
|
|
#define M_PI_F (float)M_PI
|
|
|
|
#endif
|
|
|
|
extern vec3_t vec3_origin;
|
|
|
|
|
|
|
|
// if C++ mangling differs from C symbol name
|
|
|
|
#if _MSC_VER || __WATCOMC__
|
|
|
|
vec3_t vec3_origin;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
float Length( const float *v )
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
float length;
|
|
|
|
|
|
|
|
length = 0.0f;
|
|
|
|
for( i = 0; i < 3; i++ )
|
|
|
|
length += v[i] * v[i];
|
|
|
|
length = sqrt( length ); // FIXME
|
|
|
|
|
|
|
|
return length;
|
|
|
|
}
|
|
|
|
|
|
|
|
void VectorAngles( const float *forward, float *angles )
|
|
|
|
{
|
|
|
|
float tmp, yaw, pitch;
|
|
|
|
|
|
|
|
if( forward[1] == 0.0f && forward[0] == 0.0f )
|
|
|
|
{
|
|
|
|
yaw = 0.0f;
|
|
|
|
if( forward[2] > 0.0f )
|
|
|
|
pitch = 90.0f;
|
|
|
|
else
|
|
|
|
pitch = 270.0f;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
yaw = ( atan2( forward[1], forward[0]) * 180.0f / M_PI_F );
|
|
|
|
if( yaw < 0.0f )
|
|
|
|
yaw += 360.0f;
|
|
|
|
|
|
|
|
tmp = sqrt( forward[0] * forward[0] + forward[1] * forward[1] );
|
|
|
|
pitch = ( atan2( forward[2], tmp ) * 180.0f / M_PI_F );
|
|
|
|
if( pitch < 0.0f )
|
|
|
|
pitch += 360.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
angles[0] = pitch;
|
|
|
|
angles[1] = yaw;
|
|
|
|
angles[2] = 0.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
float VectorNormalize( float *v )
|
|
|
|
{
|
|
|
|
float length, ilength;
|
|
|
|
|
|
|
|
length = v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
|
|
|
|
length = sqrt( length ); // FIXME
|
|
|
|
|
|
|
|
if( length )
|
|
|
|
{
|
|
|
|
ilength = 1.0f / length;
|
|
|
|
v[0] *= ilength;
|
|
|
|
v[1] *= ilength;
|
|
|
|
v[2] *= ilength;
|
|
|
|
}
|
|
|
|
|
|
|
|
return length;
|
|
|
|
}
|
|
|
|
|
|
|
|
void VectorInverse( float *v )
|
|
|
|
{
|
|
|
|
v[0] = -v[0];
|
|
|
|
v[1] = -v[1];
|
|
|
|
v[2] = -v[2];
|
|
|
|
}
|
|
|
|
|
|
|
|
void VectorScale( const float *in, float scale, float *out )
|
|
|
|
{
|
|
|
|
out[0] = in[0] * scale;
|
|
|
|
out[1] = in[1] * scale;
|
|
|
|
out[2] = in[2] * scale;
|
|
|
|
}
|
|
|
|
|
|
|
|
void VectorMA( const float *veca, float scale, const float *vecb, float *vecc )
|
|
|
|
{
|
|
|
|
vecc[0] = veca[0] + scale * vecb[0];
|
|
|
|
vecc[1] = veca[1] + scale * vecb[1];
|
|
|
|
vecc[2] = veca[2] + scale * vecb[2];
|
|
|
|
}
|
|
|
|
|
|
|
|
HSPRITE LoadSprite( const char *pszName )
|
|
|
|
{
|
|
|
|
int i = GetSpriteRes( ScreenWidth, ScreenHeight );
|
|
|
|
char sz[256];
|
|
|
|
|
|
|
|
sprintf( sz, pszName, i );
|
|
|
|
|
|
|
|
return SPR_Load( sz );
|
|
|
|
}
|