/* Emacs style mode select -*- C++ -*- *----------------------------------------------------------------------------- * * * PrBoom: a Doom port merged with LxDoom and LSDLDoom * based on BOOM, a modified and improved DOOM engine * Copyright (C) 1999 by * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman * Copyright (C) 1999-2000 by * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze, Andrey Budko * Copyright 2005, 2006 by * Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA * 02111-1307, USA. * * DESCRIPTION: * Demo stuff * *--------------------------------------------------------------------- */ #include "doomstat.h" #include "r_demo.h" #include "r_fps.h" int demo_smoothturns = false; int demo_smoothturnsfactor = 6; static int smooth_playing_turns[SMOOTH_PLAYING_MAXFACTOR]; static int_64_t smooth_playing_sum; static int smooth_playing_index; static angle_t smooth_playing_angle; void R_SmoothPlaying_Reset(player_t *player) { if (demo_smoothturns && demoplayback && players) { if (!player) player = &players[displayplayer]; if (player==&players[displayplayer]) { smooth_playing_angle = players[displayplayer].mo->angle; memset(smooth_playing_turns, 0, sizeof(smooth_playing_turns[0]) * SMOOTH_PLAYING_MAXFACTOR); smooth_playing_sum = 0; smooth_playing_index = 0; } } } void R_SmoothPlaying_Add(int delta) { if (demo_smoothturns && demoplayback) { smooth_playing_sum -= smooth_playing_turns[smooth_playing_index]; smooth_playing_turns[smooth_playing_index] = delta; smooth_playing_index = (smooth_playing_index + 1)%(demo_smoothturnsfactor); smooth_playing_sum += delta; smooth_playing_angle += (int)(smooth_playing_sum/(demo_smoothturnsfactor)); } } angle_t R_SmoothPlaying_Get(angle_t defangle) { if (demo_smoothturns && demoplayback) return smooth_playing_angle; else return defangle; } void R_ResetAfterTeleport(player_t *player) { R_ResetViewInterpolation(); R_SmoothPlaying_Reset(player); }