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https://github.com/ZDoom/raze-gles.git
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- Blood: Re-time weapon and scene QAV code based on reworked timer and QAV struct code.
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parent
ab502ebc66
commit
24fbaa527c
10 changed files with 59 additions and 17 deletions
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@ -201,6 +201,8 @@ void StartLevel(MapRecord* level, bool newgame)
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pPlayer->qavLoop = gPlayerTemp[i].qavLoop;
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pPlayer->weaponTimer = gPlayerTemp[i].weaponTimer;
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pPlayer->nextWeapon = gPlayerTemp[i].nextWeapon;
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pPlayer->qavLastTick = gPlayerTemp[i].qavLastTick;
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pPlayer->qavTimer = gPlayerTemp[i].qavTimer;
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}
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}
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PreloadCache();
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@ -127,14 +127,14 @@ void hudDraw(PLAYER *gView, int nSectnum, double bobx, double boby, double zDelt
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}
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#ifdef NOONE_EXTENSIONS
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if (gView->sceneQav < 0) WeaponDraw(gView, nShade, cX, cY, nPalette, smoothratio);
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else if (gView->pXSprite->health > 0) playerQavSceneDraw(gView, nShade, cX, cY, nPalette, smoothratio);
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if (gView->sceneQav < 0) WeaponDraw(gView, nShade, cX, cY, nPalette);
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else if (gView->pXSprite->health > 0) playerQavSceneDraw(gView, nShade, cX, cY, nPalette);
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else {
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gView->sceneQav = gView->weaponQav = -1;
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gView->weaponTimer = gView->curWeapon = 0;
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gView->qavTimer = gView->weaponTimer = gView->curWeapon = 0;
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}
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#else
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WeaponDraw(gView, nShade, cX, cY, nPalette, smoothratio);
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WeaponDraw(gView, nShade, cX, cY, nPalette);
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#endif
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}
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if (gViewPos == 0 && gView->pXSprite->burnTime > 60)
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@ -46,7 +46,7 @@ struct PLAYER;
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extern QAV* weaponQAV[];
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void WeaponInit(void);
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void WeaponDraw(PLAYER *pPlayer, int a2, double a3, double a4, int a5, double smoothratio);
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void WeaponDraw(PLAYER *pPlayer, int a2, double a3, double a4, int a5);
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void WeaponRaise(PLAYER *pPlayer);
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void WeaponLower(PLAYER *pPlayer);
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int WeaponUpgrade(PLAYER *pPlayer, int newWeapon);
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@ -1844,6 +1844,8 @@ void trPlayerCtrlStartScene(XSPRITE* pXSource, PLAYER* pPlayer, bool force) {
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pPlayer->weaponTimer = pCtrl->qavScene.qavResrc->duration;
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pPlayer->qavCallback = (pXSource->data3 > 0) ? ClipRange(pXSource->data3 - 1, 0, 32) : -1;
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pPlayer->qavLoop = false;
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pPlayer->qavLastTick = I_GetTime(pCtrl->qavScene.qavResrc->ticrate);
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pPlayer->qavTimer = pCtrl->qavScene.qavResrc->duration;
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}
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@ -6180,7 +6182,7 @@ void playerQavSceneProcess(PLAYER* pPlayer, QAVSCENE* pQavScene) {
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}
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}
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void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5, double smoothratio) {
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void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5) {
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if (pPlayer == NULL || pPlayer->sceneQav == -1) return;
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QAVSCENE* pQavScene = &gPlayerCtrl[pPlayer->nPlayer].qavScene;
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@ -6189,7 +6191,10 @@ void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5, d
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if (pQavScene->qavResrc != NULL) {
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QAV* pQAV = pQavScene->qavResrc;
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int v4 = (pPlayer->weaponTimer == 0) ? ((PlayClock + MulScale(4, int(smoothratio), 16)) % pQAV->duration) : pQAV->duration - pPlayer->weaponTimer;
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int v4;
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double smoothratio;
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qavProcessTimer(pPlayer, pQAV, &v4, &smoothratio);
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int flags = 2; int nInv = powerupCheck(pPlayer, kPwUpShadowCloak);
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if (nInv >= 120 * 8 || (nInv != 0 && (PlayClock & 32))) {
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@ -384,7 +384,7 @@ void playerDeactivateShrooms(PLAYER* pPlayer);
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QAV* playerQavSceneLoad(int qavId);
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void playerQavSceneProcess(PLAYER* pPlayer, QAVSCENE* pQavScene);
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void playerQavScenePlay(PLAYER* pPlayer);
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void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5, double smoothratio);
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void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5);
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void playerQavSceneReset(PLAYER* pPlayer);
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// ------------------------------------------------------------------------- //
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void callbackUniMissileBurst(int nSprite);
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@ -740,6 +740,8 @@ void playerStart(int nPlayer, int bNewLevel)
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pPlayer->weaponTimer = 0;
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pPlayer->weaponState = 0;
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pPlayer->weaponQav = -1;
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pPlayer->qavLastTick = 0;
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pPlayer->qavTimer = 0;
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#ifdef NOONE_EXTENSIONS
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playerQavSceneReset(pPlayer); // reset qav scene
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@ -813,6 +815,8 @@ void playerReset(PLAYER *pPlayer)
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pPlayer->weaponState = 0;
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pPlayer->weaponQav = -1;
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pPlayer->qavLoop = 0;
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pPlayer->qavLastTick = 0;
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pPlayer->qavTimer = 0;
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pPlayer->packItemId = -1;
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for (int i = 0; i < 5; i++) {
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@ -2249,6 +2253,8 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PLAYER& w, PLAYER*
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.Array("weaponorder", &w.weaponOrder[0][0], 14*2)
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.Array("ammocount", w.ammoCount, countof(w.ammoCount))
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("qavloop", w.qavLoop)
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("qavlastTick", w.qavLastTick)
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("qavtimer", w.qavTimer)
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("fusetime", w.fuseTime)
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("throwtime", w.throwTime)
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("throwpower", w.throwPower)
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@ -127,6 +127,8 @@ struct PLAYER
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//int at149[14];
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int ammoCount[12];
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bool qavLoop;
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int qavLastTick;
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int qavTimer;
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int fuseTime;
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int throwTime;
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int throwPower;
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@ -236,6 +236,31 @@ void qavProcessTicker(QAV* const pQAV, int* duration, int* lastTick)
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*duration = ClipLow(*duration, 0);
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}
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void qavProcessTimer(PLAYER* const pPlayer, QAV* const pQAV, int* duration, double* smoothratio, bool const fixedduration)
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{
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// Process clock based on QAV's ticrate and last tick value.
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qavProcessTicker(pQAV, &pPlayer->qavTimer, &pPlayer->qavLastTick);
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if (pPlayer->weaponTimer == 0)
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{
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// Check if we're playing an idle QAV as per the ticker's weapon timer.
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*duration = fixedduration ? pQAV->duration - 1 : I_GetBuildTime() % pQAV->duration;
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*smoothratio = MaxSmoothRatio;
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}
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else if (pPlayer->qavTimer == 0)
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{
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// If qavTimer is 0, play the last frame uninterpolated. Sometimes the timer can be just ahead of weaponTimer.
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*duration = pQAV->duration - 1;
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*smoothratio = MaxSmoothRatio;
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}
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else
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{
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// Apply normal values.
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*duration = pQAV->duration - pPlayer->qavTimer;
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*smoothratio = I_GetTimeFrac(pQAV->ticrate) * MaxSmoothRatio;
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}
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}
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// This is to eliminate a huge design issue in NBlood that was apparently copied verbatim from the DOS-Version.
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// Sequences were cached in the resource and directly returned from there in writable form, with byte swapping directly performed in the cache on Big Endian systems.
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@ -87,5 +87,6 @@ struct QAV
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QAV* getQAV(int res_id);
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void qavProcessTicker(QAV* const pQAV, int* duration, int* lastTick);
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void qavProcessTimer(PLAYER* const pPlayer, QAV* const pQAV, int* duration, double* smoothratio, bool const fixedduration = false);
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END_BLD_NS
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@ -255,22 +255,16 @@ bool isOriginalQAV()
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return cached;
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}
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void WeaponDraw(PLAYER *pPlayer, int shade, double xpos, double ypos, int palnum, double smoothratio)
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void WeaponDraw(PLAYER *pPlayer, int shade, double xpos, double ypos, int palnum)
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{
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assert(pPlayer != NULL);
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if (pPlayer->weaponQav == -1)
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return;
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QAV * pQAV = weaponQAV[pPlayer->weaponQav];
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int duration;
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double smoothratio;
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if (pPlayer->weaponTimer == 0) // playing idle QAV?
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{
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// Double shotgun fix from BloodGDX.
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if (/*!IsOriginalDemo() &&*/ (pPlayer->weaponState == -1 || (pPlayer->curWeapon == 3 && pPlayer->weaponState == 7))/* && isOriginalQAV()*/)
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duration = pQAV->duration - 1;
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else duration = (PlayClock + MulScale(4, int(smoothratio), 16)) % pQAV->duration;
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}
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else duration = pQAV->duration - pPlayer->weaponTimer;
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qavProcessTimer(pPlayer, pQAV, &duration, &smoothratio, pPlayer->weaponState == -1 || (pPlayer->curWeapon == 3 && pPlayer->weaponState == 7));
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pQAV->x = int(xpos);
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pQAV->y = int(ypos);
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@ -302,6 +296,8 @@ static void StartQAV(PLAYER *pPlayer, int nWeaponQAV, int callback, bool looped
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pPlayer->weaponTimer = weaponQAV[nWeaponQAV]->duration;
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pPlayer->qavCallback = callback;
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pPlayer->qavLoop = looped;
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pPlayer->qavLastTick = I_GetTime(weaponQAV[nWeaponQAV]->ticrate);
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pPlayer->qavTimer = weaponQAV[nWeaponQAV]->duration;
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//weaponQAV[nWeaponQAV]->Preload();
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WeaponPlay(pPlayer);
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pPlayer->weaponTimer -= 4;
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@ -1913,6 +1909,7 @@ static bool processProxy(PLAYER *pPlayer)
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case 9:
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pPlayer->throwPower = ClipHigh(DivScale(PlayClock-pPlayer->throwTime,240, 16), 65536);
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pPlayer->weaponTimer = 0;
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pPlayer->qavTimer = 0;
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if (!(pPlayer->input.actions & SB_FIRE))
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{
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pPlayer->weaponState = 8;
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@ -2043,11 +2040,15 @@ void WeaponProcess(PLAYER *pPlayer) {
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if (bShoot && CheckAmmo(pPlayer, pPlayer->weaponAmmo, 1))
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{
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while (pPlayer->weaponTimer <= 0)
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{
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pPlayer->weaponTimer += weaponQAV[pPlayer->weaponQav]->duration;
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pPlayer->qavTimer += weaponQAV[pPlayer->weaponQav]->duration;
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}
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}
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else
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{
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pPlayer->weaponTimer = 0;
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pPlayer->qavTimer = 0;
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pPlayer->qavLoop = 0;
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}
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return;
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