mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 12:30:46 +00:00
- Blood: Cut q16horiz
/q16slopehoriz
over to PlayerHorizon struct.
This commit is contained in:
parent
f39939d114
commit
c03131f8d1
8 changed files with 56 additions and 51 deletions
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@ -56,10 +56,15 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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if (gView->pXSprite->health != 0)
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{
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applylook(&pPlayer->q16ang, &pPlayer->q16look_ang, &pPlayer->q16rotscrnang, &pPlayer->spin, input.q16avel, &pPlayer->input.actions, scaleAdjust, pPlayer->posture != 0);
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sethorizon2(&pPlayer->q16horiz, input.q16horz, &pPlayer->input.actions, scaleAdjust);
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sethorizon(&pPlayer->horizon.horiz, input.q16horz, &pPlayer->input.actions, scaleAdjust);
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}
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playerProcessHelpers(&pPlayer->q16ang, &pPlayer->angAdjust, &pPlayer->angTarget, &pPlayer->q16horiz, &pPlayer->horizAdjust, &pPlayer->horizTarget, scaleAdjust);
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// temporary vals to pass through to playerProcessHelpers().
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fixed_t horiz = 0;
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fixed_t target = 0;
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double adjust = 0;
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playerProcessHelpers(&pPlayer->q16ang, &pPlayer->angAdjust, &pPlayer->angTarget, &horiz, &adjust, &target, scaleAdjust);
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pPlayer->horizon.processhelpers(scaleAdjust);
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UpdatePlayerSpriteAngle(pPlayer);
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}
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@ -1488,15 +1488,15 @@ void trPlayerCtrlSetLookAngle(XSPRITE* pXSource, PLAYER* pPlayer)
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if (abs(look) > 0)
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{
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if (pPlayer->q16horiz != 0)
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if (pPlayer->horizon.horiz.asq16() != 0)
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{
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// move q16horiz back to 0
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pPlayer->q16horiz += xs_CRoundToInt(-pPlayer->q16horiz * (1. / 3.));
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// move horiz back to 0
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pPlayer->horizon.horiz += q16horiz(xs_CRoundToInt(-pPlayer->horizon.horiz.asq16() * (1. / 3.)));
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}
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}
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else
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{
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pPlayer->q16horiz = 0;
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pPlayer->horizon.horiz = q16horiz(0);
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}
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}
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@ -56,7 +56,7 @@ static int osdcmd_warptocoords(CCmdFuncPtr parm)
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if (parm->numparms == 5)
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{
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pPlayer->q16horiz = gView->q16horiz = IntToFixed(atoi(parm->parms[4]));
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pPlayer->horizon.horiz = gView->horizon.horiz = buildhoriz(atoi(parm->parms[4]));
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}
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viewBackupView(pPlayer->nPlayer);
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@ -721,8 +721,7 @@ void playerStart(int nPlayer, int bNewLevel)
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pPlayer->pXSprite->health = pDudeInfo->startHealth<<4;
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pPlayer->pSprite->cstat &= (unsigned short)~32768;
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pPlayer->bloodlust = 0;
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pPlayer->q16horiz = 0;
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pPlayer->q16slopehoriz = 0;
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pPlayer->horizon.horiz = pPlayer->horizon.horizoff = q16horiz(0);
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pPlayer->slope = 0;
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pPlayer->fraggerId = -1;
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pPlayer->underwaterTime = 1200;
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@ -1325,7 +1324,7 @@ void UpdatePlayerSpriteAngle(PLAYER *pPlayer)
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static void resetinputhelpers(PLAYER* pPlayer)
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{
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pPlayer->horizAdjust = 0;
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pPlayer->horizon.resetadjustment();
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pPlayer->angAdjust = 0;
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}
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@ -1364,7 +1363,7 @@ void ProcessInput(PLAYER *pPlayer)
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}
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pPlayer->deathTime += 4;
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if (!bSeqStat)
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playerAddHoriz2(&pPlayer->q16horiz, &pPlayer->horizAdjust, FixedToFloat(mulscale16(0x8000-(Cos(ClipHigh(pPlayer->deathTime<<3, 1024))>>15), gi->playerHorizMax()) - pPlayer->q16horiz));
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pPlayer->horizon.addadjustment(FixedToFloat(mulscale16(0x8000-(Cos(ClipHigh(pPlayer->deathTime<<3, 1024))>>15), gi->playerHorizMax()) - pPlayer->horizon.horiz.asq16()));
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if (pPlayer->curWeapon)
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pInput->setNewWeapon(pPlayer->curWeapon);
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if (pInput->actions & SB_OPEN)
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@ -1558,7 +1557,7 @@ void ProcessInput(PLAYER *pPlayer)
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if (cl_syncinput)
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{
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sethorizon2(&pPlayer->q16horiz, pInput->q16horz, &pInput->actions, 1);
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sethorizon(&pPlayer->horizon.horiz, pInput->q16horz, &pInput->actions, 1);
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}
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int nSector = pSprite->sectnum;
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@ -1578,16 +1577,16 @@ void ProcessInput(PLAYER *pPlayer)
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if (nSector2 == nSector)
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{
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int z2 = getflorzofslope(nSector2, x2, y2);
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pPlayer->q16slopehoriz = interpolate(pPlayer->q16slopehoriz, IntToFixed(z1-z2)>>3, 0x4000);
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pPlayer->horizon.horizoff = q16horiz(interpolate(pPlayer->horizon.horizoff.asq16(), IntToFixed(z1-z2)>>3, 0x4000));
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}
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}
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else
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{
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pPlayer->q16slopehoriz = interpolate(pPlayer->q16slopehoriz, 0, 0x4000);
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if (klabs(pPlayer->q16slopehoriz) < 4)
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pPlayer->q16slopehoriz = 0;
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pPlayer->horizon.horizoff = q16horiz(interpolate(pPlayer->horizon.horizoff.asq16(), 0, 0x4000));
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if (klabs(pPlayer->horizon.horizoff.asq16()) < 4)
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pPlayer->horizon.horizoff = q16horiz(0);
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}
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pPlayer->slope = -pPlayer->q16horiz >> 9;
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pPlayer->slope = -pPlayer->horizon.horiz.asq16() >> 9;
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if (pInput->actions & SB_INVPREV)
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{
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pInput->actions&= ~SB_INVPREV;
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@ -84,7 +84,8 @@ struct PLAYER
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spritetype* pSprite;
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XSPRITE* pXSprite;
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DUDEINFO* pDudeInfo;
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InputPacket input;
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InputPacket input;
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PlayerHorizon horizon;
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uint8_t newWeapon;
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int used1; // something related to game checksum
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int weaponQav;
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@ -108,8 +109,6 @@ struct PLAYER
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int zViewVel;
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int zWeapon;
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int zWeaponVel;
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fixed_t q16horiz; // horiz
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fixed_t q16slopehoriz; // horizoff
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int slope;
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bool isUnderwater;
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bool hasKey[8];
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@ -188,8 +187,8 @@ struct PLAYER
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fixed_t q16rotscrnang;
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// Input helper variables.
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double horizAdjust, angAdjust;
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fixed_t horizTarget, angTarget;
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double angAdjust;
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fixed_t angTarget;
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};
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struct PROFILE
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@ -58,8 +58,8 @@ static VIEW predictFifo[256];
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void viewInitializePrediction(void)
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{
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predict.at30 = gMe->q16ang;
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predict.at24 = gMe->q16horiz;
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predict.at28 = gMe->q16slopehoriz;
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predict.at24 = gMe->horizon.horiz;
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predict.at28 = gMe->horizon.horizoff;
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predict.at2c = gMe->slope;
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predict.at6f = gMe->cantJump;
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predict.at70 = gMe->isRunning;
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@ -212,6 +212,7 @@ static void fakeProcessInput(PLAYER *pPlayer, InputPacket *pInput)
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break;
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}
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#if 0
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if (predict.at6e && !(pInput->actions & (SB_LOOK_UP | SB_LOOK_DOWN)))
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{
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if (predict.at20 < 0)
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@ -236,6 +237,7 @@ static void fakeProcessInput(PLAYER *pPlayer, InputPacket *pInput)
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predict.at24 = FloatToFixed(fmulscale30(180., Sinf(FixedToFloat(predict.at20) * 8.)));
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else
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predict.at24 = 0;
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#endif
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int nSector = predict.at68;
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int florhit = predict.at75.florhit & 0xc000;
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@ -254,16 +256,16 @@ static void fakeProcessInput(PLAYER *pPlayer, InputPacket *pInput)
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if (nSector2 == nSector)
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{
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int z2 = getflorzofslope(nSector2, x2, y2);
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predict.at28 = interpolate(predict.at28, IntToFixed(z1-z2)>>3, 0x4000);
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predict.at28 = q16horiz(interpolate(predict.at28.asq16(), IntToFixed(z1 - z2) >> 3, 0x4000));
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}
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}
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else
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{
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predict.at28 = interpolate(predict.at28, 0, 0x4000);
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if (klabs(predict.at28) < 4)
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predict.at28 = 0;
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predict.at28 = q16horiz(interpolate(predict.at28.asq16(), 0, 0x4000));
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if (klabs(predict.at28.asq16()) < 4)
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predict.at28 = q16horiz(0);
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}
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predict.at2c = -predict.at24 >> 9;
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predict.at2c = -predict.at24.asq16() >> 9;
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}
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void fakePlayerProcess(PLAYER *pPlayer, InputPacket *pInput)
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@ -654,7 +656,7 @@ void viewCorrectPrediction(void)
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#if 0
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spritetype *pSprite = gMe->pSprite;
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VIEW *pView = &predictFifo[(gNetFifoTail-1)&255];
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if (gMe->q16ang != pView->at30 || pView->at24 != gMe->q16horiz || pView->at50 != pSprite->x || pView->at54 != pSprite->y || pView->at58 != pSprite->z)
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if (gMe->q16ang != pView->at30 || pView->at24 != gMe->horizon.horiz || pView->at50 != pSprite->x || pView->at54 != pSprite->y || pView->at58 != pSprite->z)
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{
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viewInitializePrediction();
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predictOld = gPrevView[myconnectindex];
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@ -109,8 +109,8 @@ void viewBackupView(int nPlayer)
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pView->at54 = pPlayer->pSprite->y;
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pView->at38 = pPlayer->zView;
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pView->at34 = pPlayer->zWeapon-pPlayer->zView-0xc00;
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pView->at24 = pPlayer->q16horiz;
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pView->at28 = pPlayer->q16slopehoriz;
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pView->at24 = pPlayer->horizon.horiz;
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pView->at28 = pPlayer->horizon.horizoff;
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pView->at2c = pPlayer->slope;
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pView->at8 = pPlayer->bobHeight;
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pView->atc = pPlayer->bobWidth;
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@ -633,7 +633,8 @@ void viewDrawScreen(bool sceneonly)
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renderSetAspect(v1, yxaspect);
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int cX, cY, cZ, v74, v8c;
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fixed_t cA, q16horiz, q16slopehoriz, q16rotscrnang;
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fixed_t cA, q16rotscrnang;
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fixedhoriz q16horizon, q16horizoff;
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double zDelta, v4c, v48;
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int nSectnum = gView->pSprite->sectnum;
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if (numplayers > 1 && gView == gMe && gPrediction && gMe->pXSprite->health > 0)
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@ -643,7 +644,7 @@ void viewDrawScreen(bool sceneonly)
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cY = interpolate(predictOld.at54, predict.at54, gInterpolate);
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cZ = interpolate(predictOld.at38, predict.at38, gInterpolate);
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zDelta = finterpolate(predictOld.at34, predict.at34, gInterpolate);
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q16slopehoriz = interpolate(predictOld.at28, predict.at28, gInterpolate);
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q16horizoff = q16horiz(interpolate(predictOld.at28.asq16(), predict.at28.asq16(), gInterpolate));
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v74 = interpolate(predictOld.atc, predict.atc, gInterpolate);
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v8c = interpolate(predictOld.at8, predict.at8, gInterpolate);
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v4c = finterpolate(predictOld.at1c, predict.at1c, gInterpolate);
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@ -652,13 +653,13 @@ void viewDrawScreen(bool sceneonly)
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if (!cl_syncinput)
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{
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cA = predict.at30 + predict.q16look_ang;
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q16horiz = predict.at24;
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q16horizon = predict.at24;
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q16rotscrnang = predict.q16rotscrnang;
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}
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else
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{
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cA = interpolateangfix16(predictOld.at30 + predictOld.q16look_ang, predict.at30 + predict.q16look_ang, gInterpolate);
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q16horiz = interpolate(predictOld.at24, predict.at24, gInterpolate);
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q16horizon = q16horiz(interpolate(predictOld.at24.asq16(), predict.at24.asq16(), gInterpolate));
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q16rotscrnang = interpolateangfix16(predictOld.q16rotscrnang, predict.q16rotscrnang, gInterpolate);
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}
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}
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@ -669,7 +670,7 @@ void viewDrawScreen(bool sceneonly)
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cY = interpolate(pView->at54, gView->pSprite->y, gInterpolate);
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cZ = interpolate(pView->at38, gView->zView, gInterpolate);
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zDelta = finterpolate(pView->at34, gView->zWeapon - gView->zView - (12 << 8), gInterpolate);
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q16slopehoriz = interpolate(pView->at28, gView->q16slopehoriz, gInterpolate);
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q16horizoff = q16horiz(interpolate(pView->at28.asq16(), gView->horizon.horizoff.asq16(), gInterpolate));
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v74 = interpolate(pView->atc, gView->bobWidth, gInterpolate);
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v8c = interpolate(pView->at8, gView->bobHeight, gInterpolate);
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v4c = finterpolate(pView->at1c, gView->swayWidth, gInterpolate);
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@ -678,26 +679,26 @@ void viewDrawScreen(bool sceneonly)
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if (!cl_syncinput)
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{
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cA = gView->q16ang + gView->q16look_ang;
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q16horiz = gView->q16horiz;
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q16horizon = gView->horizon.horiz;
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q16rotscrnang = gView->q16rotscrnang;
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}
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else
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{
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cA = interpolateangfix16(pView->at30 + pView->q16look_ang, gView->q16ang + gView->q16look_ang, gInterpolate);
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q16horiz = interpolate(pView->at24, gView->q16horiz, gInterpolate);
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q16horizon = q16horiz(interpolate(pView->at24.asq16(), gView->horizon.horiz.asq16(), gInterpolate));
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q16rotscrnang = interpolateangfix16(pView->q16rotscrnang, gView->q16rotscrnang, gInterpolate);
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}
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}
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viewUpdateShake();
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q16horiz += IntToFixed(shakeHoriz);
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q16horizon += buildhoriz(shakeHoriz);
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cA += IntToFixed(shakeAngle);
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cX += shakeX;
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cY += shakeY;
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cZ += shakeZ;
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v4c += shakeBobX;
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v48 += shakeBobY;
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q16horiz += IntToFixed(mulscale30(0x40000000 - Cos(gView->tiltEffect << 2), 30));
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q16horizon += buildhoriz(mulscale30(0x40000000 - Cos(gView->tiltEffect << 2), 30));
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if (gViewPos == 0)
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{
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if (cl_viewbob)
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@ -714,15 +715,15 @@ void viewDrawScreen(bool sceneonly)
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}
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if (cl_slopetilting)
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{
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q16horiz += q16slopehoriz;
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q16horizon += q16horizoff;
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}
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cZ += xs_CRoundToInt(q16horiz / 6553.6);
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cZ += xs_CRoundToInt(q16horizon.asq16() / 6553.6);
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cameradist = -1;
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cameraclock = gFrameClock +mulscale16(4, (int)gInterpolate);
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}
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else
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{
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CalcPosition(gView->pSprite, (int*)&cX, (int*)&cY, (int*)&cZ, &nSectnum, FixedToInt(cA), q16horiz, (int)gInterpolate);
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CalcPosition(gView->pSprite, (int*)&cX, (int*)&cY, (int*)&cZ, &nSectnum, FixedToInt(cA), q16horizon.asq16(), (int)gInterpolate);
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}
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CheckLink((int*)&cX, (int*)&cY, (int*)&cZ, &nSectnum);
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int v78 = interpolateang(gScreenTiltO, gScreenTilt, gInterpolate);
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@ -879,13 +880,13 @@ void viewDrawScreen(bool sceneonly)
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{
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cZ = vfc + (gLowerLink[nSectnum] >= 0 ? 0 : (8 << 8));
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}
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q16horiz = ClipRange(q16horiz, gi->playerHorizMin(), gi->playerHorizMax());
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q16horizon = q16horiz(ClipRange(q16horizon.asq16(), gi->playerHorizMin(), gi->playerHorizMax()));
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RORHACK:
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int ror_status[16];
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for (int i = 0; i < 16; i++)
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ror_status[i] = TestBitString(gotpic, 4080 + i);
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fixed_t deliriumPitchI = interpolate(IntToFixed(deliriumPitchO), IntToFixed(deliriumPitch), gInterpolate);
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DrawMirrors(cX, cY, cZ, cA, q16horiz + deliriumPitchI, gInterpolate, gViewIndex);
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DrawMirrors(cX, cY, cZ, cA, q16horizon.asq16() + deliriumPitchI, gInterpolate, gViewIndex);
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int bakCstat = gView->pSprite->cstat;
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if (gViewPos == 0)
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{
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@ -896,7 +897,7 @@ void viewDrawScreen(bool sceneonly)
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gView->pSprite->cstat |= 514;
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}
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renderDrawRoomsQ16(cX, cY, cZ, cA, q16horiz + deliriumPitchI, nSectnum);
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renderDrawRoomsQ16(cX, cY, cZ, cA, q16horizon.asq16() + deliriumPitchI, nSectnum);
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viewProcessSprites(cX, cY, cZ, FixedToInt(cA), gInterpolate);
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bool do_ror_hack = false;
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for (int i = 0; i < 16; i++)
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@ -954,7 +955,7 @@ void viewDrawScreen(bool sceneonly)
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int v8 = byte_1CE5C2 > 0 && (sector[tmpSect].ceilingstat & 1);
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if (gWeather.at12d8 > 0 || v8)
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{
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gWeather.Draw(cX, cY, cZ, cA, q16horiz + deliriumPitch, gWeather.at12d8);
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gWeather.Draw(cX, cY, cZ, cA, q16horizon.asq16() + deliriumPitch, gWeather.at12d8);
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if (v8)
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{
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gWeather.at12d8 = ClipRange(delta * 8 + gWeather.at12d8, 0, 4095);
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@ -39,9 +39,8 @@ struct VIEW {
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int at14;
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int at18; // bob sway y
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int at1c; // bob sway x
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fixed_t at20;
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fixed_t at24; // horiz
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int at28; // horizoff
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fixedhoriz at24; // horiz
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fixedhoriz at28; // horizoff
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int at2c;
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fixed_t at30; // angle
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int at34; // weapon z
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Loading…
Reference in a new issue