scraped a small amount of crap
[carveJwlIkooP6JGAAIwe30JlM.git] / player_common.c
index 259a7987fc6bd5adda266765ce0834fe58f8c6a0..4cb1a0bd77c5650187b7c884a365404fa1b5f15b 100644 (file)
@@ -2,6 +2,7 @@
 #define PLAYER_COMMON_C
 
 #include "player.h"
+#include "conf.h"
 
 VG_STATIC void player_vector_angles( v3f angles, v3f v, float C, float k )
 {
@@ -17,6 +18,7 @@ VG_STATIC void player_vector_angles( v3f angles, v3f v, float C, float k )
 
    angles[0] = yaw;
    angles[1] = pitch;
+   angles[2] = 0.0f;
 }
 
 VG_STATIC float player_get_heading_yaw( player_instance *player )
@@ -115,8 +117,10 @@ VG_STATIC void player__cam_iterate( player_instance *player )
          vg.frame_delta * 8.0f, player->tpv_offset_smooth );
 
    /* fov -- simple blend */
-   /* FIXME: cl_fov */
-   player->cam.fov = vg_lerpf( 97.0f, 128.0f, player->camera_type_blend );
+   float fov_skate = vg_lerpf( 97.0f, 135.0f, cl_fov ),
+         fov_walk  = vg_lerpf( 90.0f, 110.0f, cl_fov );
+
+   player->cam.fov = vg_lerpf( fov_walk, fov_skate, player->camera_type_blend );
 
    /* 
     * first person camera
@@ -226,7 +230,12 @@ VG_STATIC void player__cam_iterate( player_instance *player )
 VG_STATIC void player_look( player_instance *player, v3f angles )
 {
    angles[2] = 0.0f;
-   v2_muladds( angles, vg.mouse_delta, 0.0025f, angles );
+
+   v2f mouse_input;
+   v2_copy( vg.mouse_delta, mouse_input );
+   if( cl_invert_y )
+      mouse_input[1] *= -1.0f;
+   v2_muladds( angles, mouse_input, 0.0025f, angles );
 
    if( vg_input.controller_should_use_trackpad_look ){
       static v2f last_input;
@@ -236,6 +245,9 @@ VG_STATIC void player_look( player_instance *player, v3f angles )
       v2f input = { player->input_js2h->axis.value,
                     player->input_js2v->axis.value };
 
+      if( cl_invert_y )
+         input[1] *= -1.0f;
+
       if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) ){
          v2_sub( input, last_input, vel );
          v2_muls( vel, 1.0f/vg.time_delta, vel );
@@ -251,7 +263,12 @@ VG_STATIC void player_look( player_instance *player, v3f angles )
    }
    else{
       angles[0] += player->input_js2h->axis.value * vg.time_delta * 4.0f;
-      angles[1] += player->input_js2v->axis.value * vg.time_delta * 4.0f;
+
+      float input_y = player->input_js2v->axis.value * vg.time_delta * 4.0f;
+      if( cl_invert_y )
+         input_y *= -1.0f;
+
+      angles[1] += input_y;
    }
 
    angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );