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path: root/apps/graphics/traveler/src/trv_pov.c
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Diffstat (limited to 'apps/graphics/traveler/src/trv_pov.c')
-rw-r--r--apps/graphics/traveler/src/trv_pov.c52
1 files changed, 26 insertions, 26 deletions
diff --git a/apps/graphics/traveler/src/trv_pov.c b/apps/graphics/traveler/src/trv_pov.c
index 38b67b620..7472d72c9 100644
--- a/apps/graphics/traveler/src/trv_pov.c
+++ b/apps/graphics/traveler/src/trv_pov.c
@@ -54,7 +54,7 @@
/* This structure defines the current camera position of the player's eyes */
-struct trv_camera_s g_trv_player;
+struct trv_camera_s g_player;
/****************************************************************************
* Private Data
@@ -78,17 +78,17 @@ static void trv_new_viewangle(void)
{
/* Determine the amount to rotate on this cycle */
- g_trv_player.yaw += g_trv_input.yawrate;
+ g_player.yaw += g_trv_input.yawrate;
/* Make sure that yaw is still within range */
- if (g_trv_player.yaw >= ANGLE_360)
+ if (g_player.yaw >= ANGLE_360)
{
- g_trv_player.yaw -= ANGLE_360;
+ g_player.yaw -= ANGLE_360;
}
- else if (g_trv_player.yaw < ANGLE_0)
+ else if (g_player.yaw < ANGLE_0)
{
- g_trv_player.yaw += ANGLE_360;
+ g_player.yaw += ANGLE_360;
}
}
@@ -96,33 +96,33 @@ static void trv_new_viewangle(void)
if (g_trv_input.pitchrate != 0)
{
- g_trv_player.pitch += g_trv_input.pitchrate;
+ g_player.pitch += g_trv_input.pitchrate;
/* Make sure that pitch is still within range */
- if (g_trv_player.pitch >= ANGLE_360)
+ if (g_player.pitch >= ANGLE_360)
{
- g_trv_player.pitch -= ANGLE_360;
+ g_player.pitch -= ANGLE_360;
}
- else if (g_trv_player.pitch < ANGLE_0)
+ else if (g_player.pitch < ANGLE_0)
{
- g_trv_player.pitch += ANGLE_360;
+ g_player.pitch += ANGLE_360;
}
/* Don't let the player look up more than thirty degrees */
- if (g_trv_player.pitch > ANGLE_30 &&
- g_trv_player.pitch < ANGLE_180)
+ if (g_player.pitch > ANGLE_30 &&
+ g_player.pitch < ANGLE_180)
{
- g_trv_player.pitch = ANGLE_30;
+ g_player.pitch = ANGLE_30;
}
/* Don't let the player look down more than thirty degrees */
- else if (g_trv_player.pitch < (ANGLE_360 - ANGLE_30) &&
- g_trv_player.pitch > ANGLE_180)
+ else if (g_player.pitch < (ANGLE_360 - ANGLE_30) &&
+ g_player.pitch > ANGLE_180)
{
- g_trv_player.pitch = (ANGLE_360 - ANGLE_30);
+ g_player.pitch = (ANGLE_360 - ANGLE_30);
}
}
}
@@ -145,7 +145,7 @@ static void trv_new_playerposition(void)
/* Assume that we are moving forward */
- move_angle = g_trv_player.yaw;
+ move_angle = g_player.yaw;
left_angle = ANGLE_90;
fwd_distance = g_trv_input.fwdrate;
left_distance = g_trv_input.leftrate;
@@ -180,12 +180,12 @@ static void trv_new_playerposition(void)
if (left_distance > 0)
{
- move_angle = g_trv_player.yaw - left_angle;
+ move_angle = g_player.yaw - left_angle;
}
else if (left_distance < 0)
{
left_distance = -left_distance;
- move_angle = g_trv_player.yaw + left_angle;
+ move_angle = g_player.yaw + left_angle;
}
if (move_angle < ANGLE_0)
@@ -212,18 +212,18 @@ static void trv_new_playerposition(void)
* and clip these components to avoid collisions with walls and objects
*/
- g_trv_player.x +=
- trv_rayclip_player_xmotion(&g_trv_player, move_distance,
+ g_player.x +=
+ trv_rayclip_player_xmotion(&g_player, move_distance,
move_angle, g_trv_input.stepheight);
- g_trv_player.y +=
- trv_rayclip_player_ymotion(&g_trv_player, move_distance,
+ g_player.y +=
+ trv_rayclip_player_ymotion(&g_player, move_distance,
move_angle, g_trv_input.stepheight);
/* Adjust the player's vertical position (he may have fallen down or
* stepped up something.
*/
- g_trv_player.z += trv_ray_adjust_zpos(&g_trv_player, g_player_height);
+ g_player.z += trv_ray_adjust_zpos(&g_player, g_player_height);
}
/****************************************************************************
@@ -240,7 +240,7 @@ static void trv_new_playerposition(void)
void trv_pov_reset(void)
{
- g_trv_player = g_initial_camera;
+ g_player = g_initial_camera;
}
/****************************************************************************