- Duke: Simplify entire camera angle setup.

This commit is contained in:
Mitchell Richters 2020-09-23 15:34:03 +10:00
parent ed9c8af82f
commit 470f481619
8 changed files with 23 additions and 43 deletions

View file

@ -1995,9 +1995,10 @@ void camera(int i)
}
}
hittype[i].tempang = s->ang;
if (s->hitag > 0)
{
hittype[i].tempang = s->ang;
if (t[1] < s->hitag)
s->ang += 8;
else if (t[1] < (s->hitag * 3))

View file

@ -530,11 +530,6 @@ static void processInputBits(player_struct *p, ControlInfo* const hidInput)
loc.actions &= ~(SB_WEAPONMASK_BITS | SB_TURNAROUND | SB_CENTERVIEW | SB_HOLSTER | SB_JUMP | SB_CROUCH | SB_RUN |
SB_AIM_UP | SB_AIM_DOWN | SB_AIMMODE | SB_LOOK_UP | SB_LOOK_DOWN | SB_LOOK_LEFT | SB_LOOK_RIGHT);
}
else if (p->newowner != -1)
{
// Remove look left/right bits if looking through a camera.
loc.actions &= ~(SB_LOOK_LEFT | SB_LOOK_RIGHT);
}
else
{
if (buttonMap.ButtonDown(gamefunc_Quick_Kick)) // this shares a bit with another function so cannot be in the common code.

View file

@ -2782,14 +2782,7 @@ void processinput_d(int snum)
if (p->newowner >= 0)
{
i = p->newowner;
hittype[i].oq16ang = p->q16ang;
p->posx = sprite[i].x;
p->posy = sprite[i].y;
p->posz = sprite[i].z;
p->setang(sprite[i].ang);
p->posxv = p->posyv = s->xvel = 0;
p->setlookang(0);
p->setrotscrnang(0);
fi.doincrements(p);

View file

@ -3667,13 +3667,7 @@ void processinput_r(int snum)
if (p->newowner >= 0)
{
i = p->newowner;
p->posx = sprite[i].x;
p->posy = sprite[i].y;
p->posz = sprite[i].z;
p->setang(sprite[i].ang);
p->posxv = p->posyv = s->xvel = 0;
p->setlookang(0);
p->setrotscrnang(0);
fi.doincrements(p);

View file

@ -244,6 +244,17 @@ void renderMirror(int cposx, int cposy, int cposz, binangle cang, fixedhoriz cho
//
//---------------------------------------------------------------------------
static inline int16_t getcamspriteang(short const newowner, double const smoothratio)
{
return hittype[newowner].tempang + xs_CRoundToInt(fmulscale16(((sprite[newowner].ang - hittype[newowner].tempang + 1024) & 2047) - 1024, smoothratio));
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void animatecamsprite(double smoothratio)
{
const int VIEWSCREEN_ACTIVE_DISTANCE = 8192;
@ -269,7 +280,7 @@ void animatecamsprite(double smoothratio)
screen->RenderTextureView(canvas, [=](IntRect& rect)
{
auto camera = &sprite[sp->owner];
auto ang = hittype[sp->owner].tempang + xs_CRoundToInt(fmulscale16(((camera->ang - hittype[sp->owner].tempang + 1024) & 2047) - 1024, smoothratio));
auto ang = getcamspriteang(sp->owner, smoothratio);
// Note: no ROR or camera here for now - the current setup has no means to detect these things before rendering the scene itself.
drawrooms(camera->x, camera->y, camera->z, ang, 100 + camera->shade, camera->sectnum); // why 'shade'...?
display_mirror = 1; // should really be 'display external view'.
@ -468,6 +479,7 @@ void displayrooms(int snum, double smoothratio)
short sect;
binangle cang;
fixedhoriz choriz;
fixed_t q16rotscrnang;
struct player_struct* p;
int tiltcs = 0; // JBF 20030807
@ -531,10 +543,8 @@ void displayrooms(int snum, double smoothratio)
setdrugmode(p, i);
}
if (!cl_syncinput)
renderSetRollAngle(FixedToFloat(p->q16rotscrnang));
else
renderSetRollAngle(FixedToFloat(p->oq16rotscrnang + fmulscale16(((p->q16rotscrnang - p->oq16rotscrnang + dang) & 0x7FFFFFF) - dang, smoothratio)));
// set screen rotation.
q16rotscrnang = !cl_syncinput ? p->q16rotscrnang : p->oq16rotscrnang + fmulscale16(((p->q16rotscrnang - p->oq16rotscrnang + dang) & 0x7FFFFFF) - dang, smoothratio);
if ((snum == myconnectindex) && (numplayers > 1))
{
@ -581,34 +591,24 @@ void displayrooms(int snum, double smoothratio)
if (p->newowner >= 0)
{
fixed_t& oang = hittype[p->newowner].oq16ang;
fixed_t& ang = p->q16ang;
if (p->newowner != p->oldowner)
{
oang = ang = IntToFixed(sprite[p->newowner].ang);
cang = q16ang(ang);
p->oldowner = p->newowner;
}
else
{
cang = q16ang(oang + xs_CRoundToInt(fmulscale16(((ang + dang - oang) & 0x7FFFFFF) - dang, smoothratio)));
}
cang = buildang(getcamspriteang(p->newowner, smoothratio));
choriz = q16horiz(p->q16horiz + p->q16horizoff);
cposx = sprite[p->newowner].pos.x;
cposy = sprite[p->newowner].pos.y;
cposz = sprite[p->newowner].pos.z;
sect = sprite[p->newowner].sectnum;
q16rotscrnang = 0;
smoothratio = MaxSmoothRatio;
}
else if (p->over_shoulder_on == 0)
{
p->oldowner = -1;
if (cl_viewbob) cposz += p->opyoff + xs_CRoundToInt(fmulscale16(p->pyoff - p->opyoff, smoothratio));
}
else view(p, &cposx, &cposy, &cposz, &sect, cang.asbuild(), choriz.asbuild(), smoothratio);
// do screen rotation.
renderSetRollAngle(FixedToInt(q16rotscrnang));
cz = hittype[p->i].ceilingz;
fz = hittype[p->i].floorz;

View file

@ -1733,7 +1733,6 @@ void checksectors_d(int snum)
p->posx = p->oposx;
p->posy = p->oposy;
p->posz = p->oposz;
p->q16ang = p->oq16ang;
p->newowner = -1;
updatesector(p->posx, p->posy, &p->cursectnum);

View file

@ -2409,7 +2409,6 @@ void checkhitsprite_r(int i, int sn)
ps[p].posx = ps[p].oposx;
ps[p].posy = ps[p].oposy;
ps[p].posz = ps[p].oposz;
ps[p].q16ang = ps[p].oq16ang;
updatesector(ps[p].posx, ps[p].posy, &ps[p].cursectnum);
setpal(&ps[p]);

View file

@ -27,7 +27,6 @@ struct weaponhit
short timetosleep;
int floorz, ceilingz, lastvx, lastvy, bposx, bposy, bposz, aflags;
int temp_data[6];
fixed_t oq16ang; // for interpolating security cameras in displayrooms() when p->newowner >= 0.
};
struct animwalltype
@ -137,7 +136,7 @@ struct player_struct
short ammo_amount[MAX_WEAPONS], wackedbyactor, frag, fraggedself;
short curr_weapon, last_weapon, tipincs, wantweaponfire;
short holoduke_amount, newowner, oldowner, hurt_delay, hbomb_hold_delay;
short holoduke_amount, newowner, hurt_delay, hbomb_hold_delay;
short jumping_counter, airleft, knee_incs, access_incs;
short ftq, access_wallnum, access_spritenum;
short got_access, weapon_ang, firstaid_amount;