/*** * * Copyright (c) 1996-2001, 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 #include #include #include "hud.h" #include "cl_util.h" #include #ifndef M_PI #define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h #endif vec3_t vec3_origin( 0, 0, 0 ); double sqrt(double x); float Length(const float *v) { int i; float length; length = 0; 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 && forward[0] == 0) { yaw = 0; if (forward[2] > 0) pitch = 90; else pitch = 270; } else { yaw = (atan2(forward[1], forward[0]) * 180 / M_PI); if (yaw < 0) yaw += 360; tmp = sqrt (forward[0]*forward[0] + forward[1]*forward[1]); pitch = (atan2(forward[2], tmp) * 180 / M_PI); if (pitch < 0) pitch += 360; } angles[0] = pitch; angles[1] = yaw; angles[2] = 0; } 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/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; char sz[256]; if (ScreenWidth < 640) i = 320; else i = 640; sprintf(sz, pszName, i); return SPR_Load(sz); } // Added by gage int GetLocalPlayerIndex() { return gEngfuncs.GetLocalPlayer()->index; } // Made this a normal function so weapons code can grab it void CenterPrint( const char *string ) { gEngfuncs.pfnCenterPrint( string ); }