- Rename remaining PlayerAngle methods.

This commit is contained in:
Mitchell Richters 2022-11-27 13:58:53 +11:00 committed by Christoph Oelckers
parent f305fbb370
commit 353c2a20fd
21 changed files with 65 additions and 65 deletions

View file

@ -235,7 +235,7 @@ void PlayerAngle::applyinput(float const avel, ESyncBits* actions, double const
ZzROTSCRNANG -= getTicrateScale(YAW_ROTATESPEED) * getCorrectedScale(scaleAdjust) * looking;
}
if (!movementlocked())
if (!lockedYaw())
{
// add player's input
ZzANGLE += DAngle::fromDeg(avel);
@ -347,7 +347,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, Pl
w.ZzOLDLOOKANG = w.ZzLOOKANG;
w.ZzOLDROTSCRNANG = w.ZzROTSCRNANG;
w.inputdisabled = w.inputdisabled;
w.resetadjustment();
w.resetAdjustmentYaw();
}
}
return arc;

View file

@ -108,13 +108,13 @@ struct PlayerAngle
void applyinput(float const avel, ESyncBits* actions, double const scaleAdjust = 1);
// Interpolation helpers.
void backup()
void backupYaw()
{
ZzOLDANGLE = ZzANGLE;
ZzOLDLOOKANG = ZzLOOKANG;
ZzOLDROTSCRNANG = ZzROTSCRNANG;
}
void restore()
void restoreYaw()
{
ZzANGLE = ZzOLDANGLE;
ZzLOOKANG = ZzOLDLOOKANG;
@ -132,13 +132,13 @@ struct PlayerAngle
DAngle angRENDERROTSCRN(double const interpfrac) { return !SyncInput() ? ZzROTSCRNANG : angLERPROTSCRN(interpfrac); }
// Ticrate playsim adjustment helpers.
void resetadjustment() { adjustment = nullAngle; }
bool targetset() { return target.Sgn(); }
void resetAdjustmentYaw() { adjustment = nullAngle; }
bool targetedYaw() { return target.Sgn(); }
// Input locking helpers.
void lockinput() { inputdisabled = true; }
void unlockinput() { inputdisabled = false; }
bool movementlocked() { return targetset() || inputdisabled; }
void lockYaw() { inputdisabled = true; }
void unlockYaw() { inputdisabled = false; }
bool lockedYaw() { return targetedYaw() || inputdisabled; }
// Draw code helpers. The logic where these are used rely heavily on Build's angle period.
double angLOOKANGHALF(double const interpfrac) { return angRENDERLOOKANG(interpfrac).Normalized180().Degrees() * (128. / 45.); }
@ -158,7 +158,7 @@ struct PlayerAngle
}
// Ticrate playsim adjustment setters and processor.
void addadjustment(const DAngle value)
void addYaw(const DAngle value)
{
if (!SyncInput())
{
@ -170,7 +170,7 @@ struct PlayerAngle
}
}
void settarget(const DAngle value, bool const backup = false)
void setYaw(const DAngle value, bool const backup = false)
{
if (!SyncInput() && !backup)
{
@ -183,9 +183,9 @@ struct PlayerAngle
}
}
void processhelpers(double const scaleAdjust)
void processLegacyHelperYaw(double const scaleAdjust)
{
if (targetset())
if (targetedYaw())
{
auto delta = deltaangle(ZzANGLE, target);

View file

@ -67,7 +67,7 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju
doslopetilting(pPlayer, scaleAdjust);
}
pPlayer->angle.processhelpers(scaleAdjust);
pPlayer->angle.processLegacyHelperYaw(scaleAdjust);
pPlayer->horizon.processLegacyHelperPitch(scaleAdjust);
UpdatePlayerSpriteAngle(pPlayer);
}

View file

@ -6050,13 +6050,13 @@ bool modernTypeOperateSprite(DBloodActor* actor, EVENT& event)
if (actor->xspr.data4 != 0) break;
else if (actor->spr.flags & kModernTypeFlag1)
{
pPlayer->angle.settarget(actor->spr.Angles.Yaw);
pPlayer->angle.lockinput();
pPlayer->angle.setYaw(actor->spr.Angles.Yaw);
pPlayer->angle.lockYaw();
}
else if (valueIsBetween(actor->xspr.data2, -kAng360, kAng360))
{
pPlayer->angle.settarget(mapangle(actor->xspr.data2));
pPlayer->angle.lockinput();
pPlayer->angle.setYaw(mapangle(actor->xspr.data2));
pPlayer->angle.lockYaw();
}
break;
case 10: // 74 (de)activate powerup

View file

@ -1533,7 +1533,7 @@ void ProcessInput(PLAYER* pPlayer)
};
pPlayer->horizon.resetAdjustmentPitch();
pPlayer->angle.resetadjustment();
pPlayer->angle.resetAdjustmentYaw();
DBloodActor* actor = pPlayer->actor;
POSTURE* pPosture = &pPlayer->pPosture[pPlayer->lifeMode][pPlayer->posture];
@ -1554,7 +1554,7 @@ void ProcessInput(PLAYER* pPlayer)
DBloodActor* fragger = pPlayer->fragger;
if (fragger)
{
pPlayer->angle.addadjustment(deltaangle(pPlayer->angle.ZzANGLE, (fragger->spr.pos.XY() - actor->spr.pos.XY()).Angle()));
pPlayer->angle.addYaw(deltaangle(pPlayer->angle.ZzANGLE, (fragger->spr.pos.XY() - actor->spr.pos.XY()).Angle()));
}
pPlayer->deathTime += 4;
if (!bSeqStat)
@ -1730,7 +1730,7 @@ void ProcessInput(PLAYER* pPlayer)
doslopetilting(pPlayer);
}
pPlayer->angle.unlockinput();
pPlayer->angle.unlockYaw();
pPlayer->horizon.unlockPitch();
pPlayer->slope = pPlayer->horizon.ZzHORIZON.Tan();

View file

@ -910,7 +910,7 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec
viewBackupSpriteLoc(actor);
actor->spr.pos.XY() = spot + pt_w2 - pivot;
actor->spr.Angles.Yaw += angleofs;
if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].angle.addadjustment(angleofs);
if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].angle.addYaw(angleofs);
}
else if (actor->spr.cstat & CSTAT_SPRITE_MOVE_REVERSE)
@ -922,7 +922,7 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec
viewBackupSpriteLoc(actor);
actor->spr.pos.XY() = spot - pt_w2 + pivot;
actor->spr.Angles.Yaw += angleofs;
if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].angle.addadjustment(angleofs);
if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].angle.addYaw(angleofs);
}
else if (pXSector->Drag)
{
@ -938,7 +938,7 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec
}
actor->spr.Angles.Yaw += angleofs;
actor->spr.pos += position;
if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].angle.addadjustment(angleofs);
if (!VanillaMode() && actor->IsPlayerActor()) gPlayer[actor->spr.type - kDudePlayer1].angle.addYaw(angleofs);
}
}
}
@ -963,7 +963,7 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec
viewBackupSpriteLoc(ac);
ac->spr.pos.XY() = spot + pt_w2 - pivot;
ac->spr.Angles.Yaw += angleofs;
if (!VanillaMode() && ac->IsPlayerActor()) gPlayer[ac->spr.type - kDudePlayer1].angle.addadjustment(angleofs);
if (!VanillaMode() && ac->IsPlayerActor()) gPlayer[ac->spr.type - kDudePlayer1].angle.addYaw(angleofs);
}
else if (ac->spr.cstat & CSTAT_SPRITE_MOVE_REVERSE)
{
@ -971,7 +971,7 @@ void TranslateSector(sectortype* pSector, double wave1, double wave2, const DVec
viewBackupSpriteLoc(ac);
ac->spr.pos.XY() = spot - pt_w2 + pivot;
ac->spr.Angles.Yaw += angleofs;
if (!VanillaMode() && ac->IsPlayerActor()) gPlayer[ac->spr.type - kDudePlayer1].angle.addadjustment(angleofs);
if (!VanillaMode() && ac->IsPlayerActor()) gPlayer[ac->spr.type - kDudePlayer1].angle.addYaw(angleofs);
}
}
}
@ -1627,7 +1627,7 @@ void OperateTeleport(sectortype* pSector)
{
playerResetInertia(pPlayer);
pPlayer->zViewVel = pPlayer->zWeaponVel = 0;
pPlayer->angle.settarget(actor->spr.Angles.Yaw, true);
pPlayer->angle.setYaw(actor->spr.Angles.Yaw, true);
}
}
}

View file

@ -65,7 +65,7 @@ void viewBackupView(int nPlayer)
pPlayer->obobWidth = pPlayer->bobWidth;
pPlayer->oswayHeight = pPlayer->swayHeight;
pPlayer->oswayWidth = pPlayer->swayWidth;
pPlayer->angle.backup();
pPlayer->angle.backupYaw();
pPlayer->horizon.backupPitch();
}

View file

@ -204,7 +204,7 @@ void clearcamera(player_struct* ps)
{
ps->newOwner = nullptr;
ps->GetActor()->restorepos();
ps->angle.restore();
ps->angle.restoreYaw();
updatesector(ps->GetActor()->getPosWithOffsetZ(), &ps->cursector);
DukeStatIterator it(STAT_ACTOR);
@ -442,7 +442,7 @@ void moveplayers(void)
if (p->actorsqu != nullptr)
{
p->angle.addadjustment(deltaangle(p->angle.ZzANGLE, (p->actorsqu->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.25);
p->angle.addYaw(deltaangle(p->angle.ZzANGLE, (p->actorsqu->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.25);
}
if (act->spr.extra > 0)
@ -462,7 +462,7 @@ void moveplayers(void)
if (p->wackedbyactor != nullptr && p->wackedbyactor->spr.statnum < MAXSTATUS)
{
p->angle.addadjustment(deltaangle(p->angle.ZzANGLE, (p->wackedbyactor->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.5);
p->angle.addYaw(deltaangle(p->angle.ZzANGLE, (p->wackedbyactor->spr.pos.XY() - p->GetActor()->spr.pos.XY()).Angle()) * 0.5);
}
}
act->spr.Angles.Yaw = p->angle.ZzANGLE; // check me out later.
@ -1867,7 +1867,7 @@ void handle_se00(DDukeActor* actor)
{
if (ps[p].cursector == actor->sector() && ps[p].on_ground == 1)
{
ps[p].angle.addadjustment(ang_amount * direction);
ps[p].angle.addYaw(ang_amount * direction);
ps[p].GetActor()->spr.pos.Z += zchange;
@ -2047,7 +2047,7 @@ void handle_se14(DDukeActor* actor, bool checkstat, int RPG, int JIBS6)
ps[p].bobpos += vec;
ps[p].angle.addadjustment(diffangle);
ps[p].angle.addYaw(diffangle);
if (numplayers > 1)
{

View file

@ -1731,7 +1731,7 @@ static void greenslime(DDukeActor *actor)
{
ps[p].newOwner = nullptr;
ps[p].GetActor()->restorepos();
ps[p].angle.restore();
ps[p].angle.restoreYaw();
updatesector(ps[p].GetActor()->getPosWithOffsetZ(), &ps[p].cursector);

View file

@ -472,7 +472,7 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
break;
case PLAYER_ANG:
if (bSet) ps[iPlayer].angle.settarget(mapangle(lValue));
if (bSet) ps[iPlayer].angle.setYaw(mapangle(lValue));
else SetGameVarID(lVar2, ps[iPlayer].angle.ZzANGLE.Buildang(), sActor, sPlayer);
break;
@ -2046,7 +2046,7 @@ int ParseState::parse(void)
{
ps[g_p].newOwner = nullptr;
ps[g_p].GetActor()->restorepos();
ps[g_p].angle.restore();
ps[g_p].angle.restoreYaw();
updatesector(ps[g_p].GetActor()->getPosWithOffsetZ(), &ps[g_p].cursector);
DukeStatIterator it(STAT_ACTOR);

View file

@ -841,7 +841,7 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju
p->horizon.applyPitch(input.horz, &p->sync.actions, scaleAdjust);
}
p->angle.processhelpers(scaleAdjust);
p->angle.processLegacyHelperYaw(scaleAdjust);
p->horizon.processLegacyHelperPitch(scaleAdjust);
p->GetActor()->spr.Angles.Yaw = p->angle.ZzANGLE; // check me out later.
}

View file

@ -546,7 +546,7 @@ void footprints(int snum)
inline void backupplayer(player_struct* p)
{
p->backuppos();
p->angle.backup();
p->angle.backupYaw();
p->horizon.backupPitch();
}
@ -865,7 +865,7 @@ void checklook(int snum, ESyncBits actions)
actions &= ~SB_LOOK_RIGHT;
}
}
p->angle.backup();
p->angle.backupYaw();
}
//---------------------------------------------------------------------------

View file

@ -2726,7 +2726,7 @@ void processinput_d(int snum)
auto pact = p->GetActor();
p->horizon.resetAdjustmentPitch();
p->angle.resetadjustment();
p->angle.resetAdjustmentYaw();
ESyncBits& actions = p->sync.actions;

View file

@ -1765,7 +1765,7 @@ static void onMotorcycle(int snum, ESyncBits &actions)
}
p->vel.XY() += (p->angle.ZzANGLE + velAdjustment).ToVector() * currSpeed;
p->angle.addadjustment(deltaangle(p->angle.ZzANGLE, p->angle.ZzANGLE - DAngle::fromBam(angAdjustment)));
p->angle.addYaw(deltaangle(p->angle.ZzANGLE, p->angle.ZzANGLE - DAngle::fromBam(angAdjustment)));
}
else if (p->MotoSpeed >= 20 && p->on_ground == 1 && (p->moto_on_mud || p->moto_on_oil))
{
@ -2009,7 +2009,7 @@ static void onBoat(int snum, ESyncBits &actions)
}
p->vel.XY() += (p->angle.ZzANGLE + velAdjustment).ToVector() * currSpeed;
p->angle.addadjustment(deltaangle(p->angle.ZzANGLE, p->angle.ZzANGLE - DAngle::fromBam(angAdjustment)));
p->angle.addYaw(deltaangle(p->angle.ZzANGLE, p->angle.ZzANGLE - DAngle::fromBam(angAdjustment)));
}
if (p->NotOnWater && p->MotoSpeed > 50)
p->MotoSpeed -= (p->MotoSpeed / 2.);
@ -2333,7 +2333,7 @@ void onMotorcycleMove(int snum, walltype* wal)
double damageAmount = p->MotoSpeed * p->MotoSpeed;
const double scale = (180. / 2048.);
p->angle.addadjustment(DAngle::fromDeg(p->MotoSpeed * (krand() & 1 ? -scale : scale)));
p->angle.addYaw(DAngle::fromDeg(p->MotoSpeed * (krand() & 1 ? -scale : scale)));
// That's some very weird angles here...
if (angleDelta >= 77.51 && angleDelta <= 102.13)
@ -2388,7 +2388,7 @@ void onBoatMove(int snum, int psectlotag, walltype* wal)
double angleDelta = absangle(p->angle.ZzANGLE, wal->delta().Angle()).Degrees();
const double scale = (90. / 2048.);
p->angle.addadjustment(DAngle::fromDeg(p->MotoSpeed * (krand() & 1 ? -scale : scale)));
p->angle.addYaw(DAngle::fromDeg(p->MotoSpeed * (krand() & 1 ? -scale : scale)));
if (angleDelta >= 77.51 && angleDelta <= 102.13)
{
@ -2985,11 +2985,11 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
}
if (p->kickback_pic == 2)
{
p->angle.addadjustment(mapangle(16));
p->angle.addYaw(mapangle(16));
}
else if (p->kickback_pic == 4)
{
p->angle.addadjustment(mapangle(-16));
p->angle.addYaw(mapangle(-16));
}
if (p->kickback_pic > 4)
p->kickback_pic = 1;
@ -3015,11 +3015,11 @@ static void operateweapon(int snum, ESyncBits actions, sectortype* psectp)
}
if (p->kickback_pic == 2)
{
p->angle.addadjustment(mapangle(4));
p->angle.addYaw(mapangle(4));
}
else if (p->kickback_pic == 4)
{
p->angle.addadjustment(mapangle(-4));
p->angle.addYaw(mapangle(-4));
}
if (p->kickback_pic > 4)
p->kickback_pic = 1;
@ -3273,7 +3273,7 @@ void processinput_r(int snum)
auto pact = p->GetActor();
p->horizon.resetAdjustmentPitch();
p->angle.resetadjustment();
p->angle.resetAdjustmentYaw();
ESyncBits& actions = p->sync.actions;

View file

@ -1062,7 +1062,7 @@ void checkhitdefault_d(DDukeActor* targ, DDukeActor* proj)
{
ps[p].newOwner = nullptr;
ps[p].GetActor()->restorepos();
ps[p].angle.restore();
ps[p].angle.restoreYaw();
updatesector(ps[p].GetActor()->getPosWithOffsetZ(), &ps[p].cursector);

View file

@ -849,7 +849,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, addpos, dukeplayer_addpos)
void dukeplayer_settargetangle(player_struct* self, double a, int backup)
{
self->angle.settarget(DAngle::fromDeg(a), backup);
self->angle.setYaw(DAngle::fromDeg(a), backup);
}
DEFINE_ACTION_FUNCTION_NATIVE(_DukePlayer, settargetangle, dukeplayer_settargetangle)

View file

@ -95,7 +95,7 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju
}
}
pPlayer->angle.processhelpers(scaleAdjust);
pPlayer->angle.processLegacyHelperYaw(scaleAdjust);
pPlayer->horizon.processLegacyHelperPitch(scaleAdjust);
UpdatePlayerSpriteAngle(pPlayer);
}

View file

@ -313,7 +313,7 @@ void RestartPlayer(int nPlayer)
floorsprt = nullptr;
}
plr->angle.backup();
plr->angle.backupYaw();
plr->horizon.backupPitch();
plr->pPlayerFloorSprite = floorsprt;
@ -904,9 +904,9 @@ void AIPlayer::Tick(RunListEvent* ev)
int nAction = PlayerList[nPlayer].nAction;
int nActionB = PlayerList[nPlayer].nAction;
PlayerList[nPlayer].angle.backup();
PlayerList[nPlayer].angle.backupYaw();
PlayerList[nPlayer].horizon.backupPitch();
PlayerList[nPlayer].angle.resetadjustment();
PlayerList[nPlayer].angle.resetAdjustmentYaw();
PlayerList[nPlayer].horizon.resetAdjustmentPitch();
pPlayerActor->vel.XY() = sPlayerInput[nPlayer].vel;
@ -1072,7 +1072,7 @@ void AIPlayer::Tick(RunListEvent* ev)
if (nTotalPlayers <= 1)
{
auto ang = GetAngleToSprite(pPlayerActor, pSpiritSprite);
PlayerList[nPlayer].angle.settarget(ang, true);
PlayerList[nPlayer].angle.setYaw(ang, true);
pPlayerActor->spr.Angles.Yaw = ang;
PlayerList[nPlayer].horizon.setPitch(nullAngle, true);

View file

@ -200,7 +200,7 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju
DoPlayerTurnTurret(pp, input.avel);
}
pp->angle.processhelpers(scaleAdjust);
pp->angle.processLegacyHelperYaw(scaleAdjust);
pp->horizon.processLegacyHelperPitch(scaleAdjust);
}

View file

@ -2186,7 +2186,7 @@ void DoPlayerMove(PLAYER* pp)
if (interpolate_ride)
{
pp->actor->backupz();
pp->angle.backup();
pp->angle.backupYaw();
}
// check for warp - probably can remove from CeilingHit
@ -3425,7 +3425,7 @@ void DoPlayerClimb(PLAYER* pp)
pp->LadderPosition = lActor->spr.pos.XY() + nvec;
pp->angle.settarget(lActor->spr.Angles.Yaw + DAngle180);
pp->angle.setYaw(lActor->spr.Angles.Yaw + DAngle180);
}
}
}
@ -3813,7 +3813,7 @@ bool PlayerOnLadder(PLAYER* pp)
// the sprite
pp->LadderPosition = lActor->spr.pos + npos;
pp->angle.settarget(lActor->spr.Angles.Yaw + DAngle180);
pp->angle.setYaw(lActor->spr.Angles.Yaw + DAngle180);
return true;
}
@ -5968,7 +5968,7 @@ void DoPlayerDeathFollowKiller(PLAYER* pp)
{
if (FAFcansee(ActorVectOfTop(killer), killer->sector(), pp->actor->getPosWithOffsetZ(), pp->cursector))
{
pp->angle.addadjustment(deltaangle(pp->angle.ZzANGLE, (killer->spr.pos.XY() - pp->actor->spr.pos.XY()).Angle()) * (1. / 16.));
pp->angle.addYaw(deltaangle(pp->angle.ZzANGLE, (killer->spr.pos.XY() - pp->actor->spr.pos.XY()).Angle()) * (1. / 16.));
}
}
}
@ -6693,7 +6693,7 @@ void MoveSkipSavePos(void)
pp->actor->backuppos();
pp->obob_z = pp->bob_z;
pp->angle.backup();
pp->angle.backupYaw();
pp->horizon.backupPitch();
pp->opbob_amt = pp->pbob_amt;
}
@ -6972,7 +6972,7 @@ void domovethings(void)
// auto tracking mode for single player multi-game
if (numplayers <= 1 && PlayerTrackingMode && pnum == screenpeek && screenpeek != myconnectindex)
{
Player[screenpeek].angle.settarget((Player[myconnectindex].actor->spr.pos.XY() - Player[screenpeek].actor->spr.pos.XY()).Angle());
Player[screenpeek].angle.setYaw((Player[myconnectindex].actor->spr.pos.XY() - Player[screenpeek].actor->spr.pos.XY()).Angle());
}
if (!(pp->Flags & PF_DEAD))
@ -6988,7 +6988,7 @@ void domovethings(void)
// Reset flags used while tying input to framerate
pp->Flags2 &= ~(PF2_INPUT_CAN_AIM|PF2_INPUT_CAN_TURN_GENERAL|PF2_INPUT_CAN_TURN_VEHICLE|PF2_INPUT_CAN_TURN_TURRET);
pp->horizon.resetAdjustmentPitch();
pp->angle.resetadjustment();
pp->angle.resetAdjustmentYaw();
// disable synchronised input if set by game.
resetForcedSyncInput();

View file

@ -1529,7 +1529,7 @@ void MovePlayer(PLAYER* pp, SECTOR_OBJECT* sop, const DVector2& move)
// New angle is formed by taking last known angle and
// adjusting by the delta angle
pp->angle.addadjustment(deltaangle(pp->RevolveAng + pp->RevolveDeltaAng, pp->angle.ZzANGLE));
pp->angle.addYaw(deltaangle(pp->RevolveAng + pp->RevolveDeltaAng, pp->angle.ZzANGLE));
UpdatePlayerSprite(pp);
}