From f305fbb3701254a06146d45d32f7d05d46a09119 Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Fri, 25 Nov 2022 16:46:48 +1100 Subject: [PATCH] - Rename `PlayerAngle` getters in preparation for replacement work. --- source/core/gameinput.h | 28 +++++++++++++-------------- source/games/blood/src/hudsprites.cpp | 2 +- source/games/blood/src/view.cpp | 12 ++++++------ source/games/duke/src/game_misc.cpp | 4 ++-- source/games/duke/src/hudweapon_d.cpp | 4 ++-- source/games/duke/src/hudweapon_r.cpp | 4 ++-- source/games/duke/src/render.cpp | 6 +++--- source/games/exhumed/src/gameloop.cpp | 4 ++-- source/games/exhumed/src/gun.cpp | 4 ++-- source/games/exhumed/src/map.cpp | 2 +- source/games/exhumed/src/view.cpp | 6 +++--- source/games/sw/src/draw.cpp | 12 ++++++------ source/games/sw/src/panel.cpp | 4 ++-- 13 files changed, 46 insertions(+), 46 deletions(-) diff --git a/source/core/gameinput.h b/source/core/gameinput.h index 018e96969..4e4a1b31d 100644 --- a/source/core/gameinput.h +++ b/source/core/gameinput.h @@ -122,14 +122,14 @@ struct PlayerAngle } // Commonly used getters. - DAngle osum() { return ZzOLDANGLE + ZzOLDLOOKANG; } - DAngle sum() { return ZzANGLE + ZzLOOKANG; } - DAngle interpolatedsum(double const interpfrac) { return interpolatedvalue(osum(), sum(), interpfrac); } - DAngle interpolatedang(double const interpfrac) { return interpolatedvalue(ZzOLDANGLE, ZzANGLE, interpfrac); } - DAngle interpolatedlookang(double const interpfrac) { return interpolatedvalue(ZzOLDLOOKANG, ZzLOOKANG, interpfrac); } - DAngle interpolatedrotscrn(double const interpfrac) { return interpolatedvalue(ZzOLDROTSCRNANG, ZzROTSCRNANG, interpfrac); } - DAngle renderlookang(double const interpfrac) { return !SyncInput() ? ZzLOOKANG : interpolatedlookang(interpfrac); } - DAngle renderrotscrn(double const interpfrac) { return !SyncInput() ? ZzROTSCRNANG : interpolatedrotscrn(interpfrac); } + DAngle angOLDSUM() { return ZzOLDANGLE + ZzOLDLOOKANG; } + DAngle angSUM() { return ZzANGLE + ZzLOOKANG; } + DAngle angLERPSUM(double const interpfrac) { return interpolatedvalue(angOLDSUM(), angSUM(), interpfrac); } + DAngle angLERPANG(double const interpfrac) { return interpolatedvalue(ZzOLDANGLE, ZzANGLE, interpfrac); } + DAngle angLERPLOOKANG(double const interpfrac) { return interpolatedvalue(ZzOLDLOOKANG, ZzLOOKANG, interpfrac); } + DAngle angLERPROTSCRN(double const interpfrac) { return interpolatedvalue(ZzOLDROTSCRNANG, ZzROTSCRNANG, interpfrac); } + DAngle angRENDERLOOKANG(double const interpfrac) { return !SyncInput() ? ZzLOOKANG : angLERPLOOKANG(interpfrac); } + DAngle angRENDERROTSCRN(double const interpfrac) { return !SyncInput() ? ZzROTSCRNANG : angLERPROTSCRN(interpfrac); } // Ticrate playsim adjustment helpers. void resetadjustment() { adjustment = nullAngle; } @@ -141,19 +141,19 @@ struct PlayerAngle bool movementlocked() { return targetset() || inputdisabled; } // Draw code helpers. The logic where these are used rely heavily on Build's angle period. - double look_anghalf(double const interpfrac) { return renderlookang(interpfrac).Normalized180().Degrees() * (128. / 45.); } - double looking_arc(double const interpfrac) { return fabs(renderlookang(interpfrac).Normalized180().Degrees() * (1024. / 1620.)); } + double angLOOKANGHALF(double const interpfrac) { return angRENDERLOOKANG(interpfrac).Normalized180().Degrees() * (128. / 45.); } + double angLOOKINGARC(double const interpfrac) { return fabs(angRENDERLOOKANG(interpfrac).Normalized180().Degrees() * (1024. / 1620.)); } // Crosshair x/y offsets based on look_ang's tangent. - DVector2 crosshairoffsets(const double interpfrac) + DVector2 angCROSSHAIROFFSETS(const double interpfrac) { - return DVector2(159.72, 145.5 * renderrotscrn(interpfrac).Sin()) * -renderlookang(interpfrac).Tan() * (1. / tan(r_fov * pi::pi() / 360.)); + return DVector2(159.72, 145.5 * angRENDERROTSCRN(interpfrac).Sin()) * -angRENDERLOOKANG(interpfrac).Tan() * (1. / tan(r_fov * pi::pi() / 360.)); } // Weapon x/y offsets based on the above. - DVector2 weaponoffsets(const double interpfrac) + DVector2 angWEAPONOFFSETS(const double interpfrac) { - auto offsets = crosshairoffsets(interpfrac); offsets.Y = abs(offsets.Y) * 4.; + auto offsets = angCROSSHAIROFFSETS(interpfrac); offsets.Y = abs(offsets.Y) * 4.; return offsets; } diff --git a/source/games/blood/src/hudsprites.cpp b/source/games/blood/src/hudsprites.cpp index 9b596f5be..dbfecda8b 100644 --- a/source/games/blood/src/hudsprites.cpp +++ b/source/games/blood/src/hudsprites.cpp @@ -108,7 +108,7 @@ void hudDraw(PLAYER* pPlayer, sectortype* pSector, double bobx, double boby, dou { if (gViewPos == 0) { - auto cXY = DVector2(160, 220) + pPlayer->angle.weaponoffsets(interpfrac); + auto cXY = DVector2(160, 220) + pPlayer->angle.angWEAPONOFFSETS(interpfrac); if (cl_weaponsway) { diff --git a/source/games/blood/src/view.cpp b/source/games/blood/src/view.cpp index f84d97f47..b01c96bfd 100644 --- a/source/games/blood/src/view.cpp +++ b/source/games/blood/src/view.cpp @@ -446,7 +446,7 @@ static void DrawMap(PLAYER* pPlayer, const double interpfrac) setViewport(Hud_Stbar); tm = 1; } - auto ang = !SyncInput() ? pPlayer->angle.sum() : pPlayer->angle.interpolatedsum(interpfrac); + auto ang = !SyncInput() ? pPlayer->angle.angSUM() : pPlayer->angle.angLERPSUM(interpfrac); DrawOverheadMap(pPlayer->actor->interpolatedpos(interpfrac).XY(), ang, interpfrac); if (tm) setViewport(hud_size); @@ -501,15 +501,15 @@ static void SetupView(PLAYER* pPlayer, DVector3& cPos, DAngle& cA, DAngle& cH, s if (!SyncInput()) { - cA = pPlayer->angle.sum(); + cA = pPlayer->angle.angSUM(); cH = pPlayer->horizon.horizSUM(); rotscrnang = pPlayer->angle.ZzROTSCRNANG; } else { - cA = pPlayer->angle.interpolatedsum(interpfrac); + cA = pPlayer->angle.angLERPSUM(interpfrac); cH = pPlayer->horizon.horizLERPSUM(interpfrac); - rotscrnang = pPlayer->angle.interpolatedrotscrn(interpfrac); + rotscrnang = pPlayer->angle.angLERPROTSCRN(interpfrac); } } @@ -742,8 +742,8 @@ void viewDrawScreen(bool sceneonly) bDeliriumOld = bDelirium && gDeliriumBlur; if (sceneonly) return; - auto offsets = pPlayer->angle.crosshairoffsets(interpfrac); - DrawCrosshair(kCrosshairTile, pPlayer->actor->xspr.health >> 4, offsets.X, offsets.Y, 2, -pPlayer->angle.interpolatedrotscrn(interpfrac)); + auto offsets = pPlayer->angle.angCROSSHAIROFFSETS(interpfrac); + DrawCrosshair(kCrosshairTile, pPlayer->actor->xspr.health >> 4, offsets.X, offsets.Y, 2, -pPlayer->angle.angLERPROTSCRN(interpfrac)); #if 0 // This currently does not work. May have to be redone as a hardware effect. if (v4 && gNetPlayers > 1) { diff --git a/source/games/duke/src/game_misc.cpp b/source/games/duke/src/game_misc.cpp index 044181da5..87b0ea784 100644 --- a/source/games/duke/src/game_misc.cpp +++ b/source/games/duke/src/game_misc.cpp @@ -291,8 +291,8 @@ void drawoverlays(double interpfrac) if (ps[myconnectindex].newOwner == nullptr && ud.cameraactor == nullptr) { - auto offsets = pp->angle.crosshairoffsets(interpfrac); - DrawCrosshair(TILE_CROSSHAIR, ps[screenpeek].last_extra, offsets.X, offsets.Y + (pp->over_shoulder_on ? 2.5 : 0), isRR() ? 0.5 : 1, -pp->angle.interpolatedrotscrn(interpfrac)); + auto offsets = pp->angle.angCROSSHAIROFFSETS(interpfrac); + DrawCrosshair(TILE_CROSSHAIR, ps[screenpeek].last_extra, offsets.X, offsets.Y + (pp->over_shoulder_on ? 2.5 : 0), isRR() ? 0.5 : 1, -pp->angle.angLERPROTSCRN(interpfrac)); } if (paused == 2) diff --git a/source/games/duke/src/hudweapon_d.cpp b/source/games/duke/src/hudweapon_d.cpp index de21f458a..eec7fbf80 100644 --- a/source/games/duke/src/hudweapon_d.cpp +++ b/source/games/duke/src/hudweapon_d.cpp @@ -228,11 +228,11 @@ void displayweapon_d(int snum, double interpfrac) hard_landing *= 8.; gun_pos -= fabs(p->GetActor()->spr.scale.X < 0.5 ? BobVal(weapon_sway * 4.) * 32 : BobVal(weapon_sway * 0.5) * 16) + hard_landing; - auto offsets = p->angle.weaponoffsets(interpfrac); + auto offsets = p->angle.angWEAPONOFFSETS(interpfrac); auto horiz = !SyncInput() ? p->horizon.horizSUM() : p->horizon.horizLERPSUM(interpfrac); auto pitchoffset = interpolatedvalue(0., 16., horiz / DAngle90); auto yawinput = getavel(snum) * (1. / 16.); - auto angle = p->angle.renderrotscrn(interpfrac); + auto angle = p->angle.angRENDERROTSCRN(interpfrac); auto weapon_xoffset = 160 - 90 - (BobVal(512 + weapon_sway * 0.5) * (16384. / 1536.)) - 58 - p->weapon_ang; auto shade = min(p->GetActor()->spr.shade, (int8_t)24); diff --git a/source/games/duke/src/hudweapon_r.cpp b/source/games/duke/src/hudweapon_r.cpp index 59a6089a2..8cba07d92 100644 --- a/source/games/duke/src/hudweapon_r.cpp +++ b/source/games/duke/src/hudweapon_r.cpp @@ -133,8 +133,8 @@ void displayweapon_r(int snum, double interpfrac) TiltStatus = p->TiltStatus; } - look_anghalf = p->angle.look_anghalf(interpfrac); - looking_arc = p->angle.looking_arc(interpfrac); + look_anghalf = p->angle.angLOOKANGHALF(interpfrac); + looking_arc = p->angle.angLOOKINGARC(interpfrac); hard_landing *= 8.; gun_pos -= fabs(p->GetActor()->spr.scale.X < 0.125 ? BobVal(weapon_sway * 4.) * 32 : BobVal(weapon_sway * 0.5) * 16); diff --git a/source/games/duke/src/render.cpp b/source/games/duke/src/render.cpp index de4de17ed..d2f023a88 100644 --- a/source/games/duke/src/render.cpp +++ b/source/games/duke/src/render.cpp @@ -271,7 +271,7 @@ void displayrooms(int snum, double interpfrac, bool sceneonly) setgamepalette(setpal(p)); // set screen rotation. - rotscrnang = !SyncInput() ? p->angle.ZzROTSCRNANG : p->angle.interpolatedrotscrn(interpfrac); + rotscrnang = !SyncInput() ? p->angle.ZzROTSCRNANG : p->angle.angLERPROTSCRN(interpfrac); // use player's actor initially. viewer = p->GetActor(); @@ -298,13 +298,13 @@ void displayrooms(int snum, double interpfrac, bool sceneonly) if (SyncInput()) { // Original code for when the values are passed through the sync struct - cang = p->angle.interpolatedsum(interpfrac); + cang = p->angle.angLERPSUM(interpfrac); choriz = p->horizon.horizLERPSUM(interpfrac); } else { // This is for real time updating of the view direction. - cang = p->angle.sum(); + cang = p->angle.angSUM(); choriz = p->horizon.horizSUM(); } } diff --git a/source/games/exhumed/src/gameloop.cpp b/source/games/exhumed/src/gameloop.cpp index 2fb648c78..4f78ddde1 100644 --- a/source/games/exhumed/src/gameloop.cpp +++ b/source/games/exhumed/src/gameloop.cpp @@ -87,8 +87,8 @@ void GameInterface::Render() if (nFreeze != 2) // Hide when Ramses is talking. { DrawStatusBar(); - auto offsets = PlayerList[nLocalPlayer].angle.crosshairoffsets(interpfrac); - DrawCrosshair(kCrosshairTile, PlayerList[nLocalPlayer].nHealth >> 3, offsets.X, offsets.Y, 1, -PlayerList[nLocalPlayer].angle.interpolatedrotscrn(interpfrac)); + auto offsets = PlayerList[nLocalPlayer].angle.angCROSSHAIROFFSETS(interpfrac); + DrawCrosshair(kCrosshairTile, PlayerList[nLocalPlayer].nHealth >> 3, offsets.X, offsets.Y, 1, -PlayerList[nLocalPlayer].angle.angLERPROTSCRN(interpfrac)); if (paused && !M_Active()) { diff --git a/source/games/exhumed/src/gun.cpp b/source/games/exhumed/src/gun.cpp index a4cc9f534..c3a68e5e0 100644 --- a/source/games/exhumed/src/gun.cpp +++ b/source/games/exhumed/src/gun.cpp @@ -1000,8 +1000,8 @@ void DrawWeapons(double interpfrac) nShade = PlayerList[nLocalPlayer].pActor->spr.shade; } - double const look_anghalf = PlayerList[nLocalPlayer].angle.look_anghalf(interpfrac); - double const looking_arc = PlayerList[nLocalPlayer].angle.looking_arc(interpfrac); + double const look_anghalf = PlayerList[nLocalPlayer].angle.angLOOKANGHALF(interpfrac); + double const looking_arc = PlayerList[nLocalPlayer].angle.angLOOKINGARC(interpfrac); xOffset -= look_anghalf; yOffset += looking_arc; diff --git a/source/games/exhumed/src/map.cpp b/source/games/exhumed/src/map.cpp index 747b63480..d729e30a8 100644 --- a/source/games/exhumed/src/map.cpp +++ b/source/games/exhumed/src/map.cpp @@ -55,7 +55,7 @@ void DrawMap(double const interpfrac) if (!nFreeze && automapMode != am_off) { auto pPlayerActor = PlayerList[nLocalPlayer].pActor; - auto ang = !SyncInput() ? PlayerList[nLocalPlayer].angle.sum() : PlayerList[nLocalPlayer].angle.interpolatedsum(interpfrac); + auto ang = !SyncInput() ? PlayerList[nLocalPlayer].angle.angSUM() : PlayerList[nLocalPlayer].angle.angLERPSUM(interpfrac); DrawOverheadMap(pPlayerActor->interpolatedpos(interpfrac).XY(), ang, interpfrac); } } diff --git a/source/games/exhumed/src/view.cpp b/source/games/exhumed/src/view.cpp index 2beb8090b..4659ad15d 100644 --- a/source/games/exhumed/src/view.cpp +++ b/source/games/exhumed/src/view.cpp @@ -235,14 +235,14 @@ void DrawView(double interpfrac, bool sceneonly) if (!SyncInput()) { nCamerapan = PlayerList[nLocalPlayer].horizon.horizSUM(); - nCameraang = PlayerList[nLocalPlayer].angle.sum(); + nCameraang = PlayerList[nLocalPlayer].angle.angSUM(); rotscrnang = PlayerList[nLocalPlayer].angle.ZzROTSCRNANG; } else { nCamerapan = PlayerList[nLocalPlayer].horizon.horizLERPSUM(interpfrac); - nCameraang = PlayerList[nLocalPlayer].angle.interpolatedsum(interpfrac); - rotscrnang = PlayerList[nLocalPlayer].angle.interpolatedrotscrn(interpfrac); + nCameraang = PlayerList[nLocalPlayer].angle.angLERPSUM(interpfrac); + rotscrnang = PlayerList[nLocalPlayer].angle.angLERPROTSCRN(interpfrac); } if (!bCamera) diff --git a/source/games/sw/src/draw.cpp b/source/games/sw/src/draw.cpp index cfbb542b1..36d22f6cd 100644 --- a/source/games/sw/src/draw.cpp +++ b/source/games/sw/src/draw.cpp @@ -812,7 +812,7 @@ static void analyzesprites(tspriteArray& tsprites, const DVector3& viewpos, doub { pp = tActor->user.PlayerP; tsp->pos = pp->actor->getRenderPos(interpfrac); - tsp->Angles.Yaw = pp->angle.interpolatedang(interpfrac); + tsp->Angles.Yaw = pp->angle.angLERPANG(interpfrac); } } @@ -1021,8 +1021,8 @@ void PrintSpriteInfo(PLAYER* pp) static void DrawCrosshair(PLAYER* pp, const double interpfrac) { - auto offsets = pp->angle.crosshairoffsets(interpfrac); - ::DrawCrosshair(2326, pp->actor->user.Health, offsets.X, offsets.Y + ((pp->Flags & PF_VIEW_FROM_OUTSIDE) ? 5 : 0), 2, -pp->angle.interpolatedrotscrn(interpfrac), shadeToLight(10)); + auto offsets = pp->angle.angCROSSHAIROFFSETS(interpfrac); + ::DrawCrosshair(2326, pp->actor->user.Health, offsets.X, offsets.Y + ((pp->Flags & PF_VIEW_FROM_OUTSIDE) ? 5 : 0), 2, -pp->angle.angLERPROTSCRN(interpfrac), shadeToLight(10)); } //--------------------------------------------------------------------------- @@ -1244,13 +1244,13 @@ void drawscreen(PLAYER* pp, double interpfrac, bool sceneonly) DVector3 tpos = camerapp->actor->getRenderPos(interpfrac); if (SyncInput() || pp != Player+myconnectindex) { - tang = camerapp->angle.interpolatedsum(interpfrac); + tang = camerapp->angle.angLERPSUM(interpfrac); thoriz = camerapp->horizon.horizLERPSUM(interpfrac); - trotscrnang = camerapp->angle.interpolatedrotscrn(interpfrac); + trotscrnang = camerapp->angle.angLERPROTSCRN(interpfrac); } else { - tang = pp->angle.sum(); + tang = pp->angle.angSUM(); thoriz = pp->horizon.horizSUM(); trotscrnang = pp->angle.ZzROTSCRNANG; } diff --git a/source/games/sw/src/panel.cpp b/source/games/sw/src/panel.cpp index 482da9ec9..f0c718260 100644 --- a/source/games/sw/src/panel.cpp +++ b/source/games/sw/src/panel.cpp @@ -7428,8 +7428,8 @@ void pDisplaySprites(PLAYER* pp, double interpfrac) double ang; int flags; - const auto offsets = pp->angle.weaponoffsets(interpfrac); - const auto angle = pp->angle.renderrotscrn(interpfrac).Buildfang(); + const auto offsets = pp->angle.angWEAPONOFFSETS(interpfrac); + const auto angle = pp->angle.angRENDERROTSCRN(interpfrac).Buildfang(); auto list = pp->GetPanelSpriteList(); for (auto psp = list->Next; next = psp->Next, psp != list; psp = next)