From 06e772b44b00fc26853b7000e93244adcb0c433f Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Wed, 7 Sep 2022 13:52:32 +1000 Subject: [PATCH] - Rename `interpolatedvalue()` in preparation for replacement. --- source/core/interphelpers.h | 4 ++-- source/games/blood/src/player.cpp | 4 ++-- source/games/blood/src/prediction.cpp | 4 ++-- source/games/blood/src/qav.cpp | 2 +- source/games/blood/src/triggers.cpp | 12 ++++++------ source/games/blood/src/view.cpp | 22 +++++++++++----------- source/games/blood/src/weapon.cpp | 6 +++--- source/games/duke/src/animatesprites_d.cpp | 6 +++--- source/games/duke/src/animatesprites_r.cpp | 6 +++--- source/games/duke/src/game_misc.cpp | 2 +- source/games/duke/src/render.cpp | 12 ++++++------ source/games/sw/src/draw.cpp | 4 ++-- 12 files changed, 42 insertions(+), 42 deletions(-) diff --git a/source/core/interphelpers.h b/source/core/interphelpers.h index c24c11aa6..9379bf77d 100644 --- a/source/core/interphelpers.h +++ b/source/core/interphelpers.h @@ -37,12 +37,12 @@ #include "fixedhorizon.h" -inline constexpr int32_t interpolatedvalue(int32_t oval, int32_t val, double const smoothratio, int const scale = 16) +inline constexpr int32_t __interpvalue(int32_t oval, int32_t val, double const smoothratio, int const scale = 16) { return oval + MulScale(val - oval, int(smoothratio), scale); } -inline constexpr int32_t interpolatedvalue(int32_t oval, int32_t val, int const smoothratio, int const scale = 16) +inline constexpr int32_t __interpvalue(int32_t oval, int32_t val, int const smoothratio, int const scale = 16) { return oval + MulScale(val - oval, smoothratio, scale); } diff --git a/source/games/blood/src/player.cpp b/source/games/blood/src/player.cpp index cc727b13c..d6bb3b796 100644 --- a/source/games/blood/src/player.cpp +++ b/source/games/blood/src/player.cpp @@ -1863,14 +1863,14 @@ void playerProcess(PLAYER* pPlayer) } ProcessInput(pPlayer); int nSpeed = approxDist(actor->int_vel().X, actor->int_vel().Y); - pPlayer->zViewVel = interpolatedvalue(pPlayer->zViewVel, actor->int_vel().Z, 0x7000); + pPlayer->zViewVel = __interpvalue(pPlayer->zViewVel, actor->int_vel().Z, 0x7000); int dz = pPlayer->actor->int_pos().Z - pPosture->eyeAboveZ - pPlayer->zView; if (dz > 0) pPlayer->zViewVel += MulScale(dz << 8, 0xa000, 16); else pPlayer->zViewVel += MulScale(dz << 8, 0x1800, 16); pPlayer->zView += pPlayer->zViewVel >> 8; - pPlayer->zWeaponVel = interpolatedvalue(pPlayer->zWeaponVel, actor->int_vel().Z, 0x5000); + pPlayer->zWeaponVel = __interpvalue(pPlayer->zWeaponVel, actor->int_vel().Z, 0x5000); dz = pPlayer->actor->int_pos().Z - pPosture->weaponAboveZ - pPlayer->zWeapon; if (dz > 0) pPlayer->zWeaponVel += MulScale(dz << 8, 0x8000, 16); diff --git a/source/games/blood/src/prediction.cpp b/source/games/blood/src/prediction.cpp index 23e384900..f8d17e366 100644 --- a/source/games/blood/src/prediction.cpp +++ b/source/games/blood/src/prediction.cpp @@ -287,7 +287,7 @@ void fakePlayerProcess(PLAYER* pPlayer, InputPacket* pInput) int nSpeed = approxDist(predict.xvel, predict.yvel); - predict.at3c = interpolatedvalue(predict.at3c, predict.zvel, 0x7000); + predict.at3c = __interpvalue(predict.at3c, predict.zvel, 0x7000); int dz = predict.z - pPosture->eyeAboveZ - predict.viewz; if (dz > 0) predict.at3c += MulScale(dz << 8, 0xa000, 16); @@ -295,7 +295,7 @@ void fakePlayerProcess(PLAYER* pPlayer, InputPacket* pInput) predict.at3c += MulScale(dz << 8, 0x1800, 16); predict.viewz += predict.at3c >> 8; - predict.at44 = interpolatedvalue(predict.at44, predict.zvel, 0x5000); + predict.at44 = __interpvalue(predict.at44, predict.zvel, 0x5000); dz = predict.z - pPosture->weaponAboveZ - predict.at40; if (dz > 0) predict.at44 += MulScale(dz << 8, 0x8000, 16); diff --git a/source/games/blood/src/qav.cpp b/source/games/blood/src/qav.cpp index 2c58cf99f..459b964de 100644 --- a/source/games/blood/src/qav.cpp +++ b/source/games/blood/src/qav.cpp @@ -199,7 +199,7 @@ void QAV::Draw(double x, double y, int ticks, int stat, int shade, int palnum, b tileY += __interpvaluef(prevTile->y, thisTile->y, smoothratio); tileZ = __interpvaluef(prevTile->z, thisTile->z, smoothratio); tileA = interpolatedangle(DAngle::fromBuild(prevTile->angle), DAngle::fromBuild(thisTile->angle), smoothratio * (1. / MaxSmoothRatio)).Buildfang(); - tileShade = interpolatedvalue(prevTile->shade, thisTile->shade, smoothratio) + shade; + tileShade = __interpvalue(prevTile->shade, thisTile->shade, smoothratio) + shade; auto prevAlpha = ((stat | prevTile->stat) & RS_TRANS1) ? glblend[0].def[!!((stat | prevTile->stat) & RS_TRANS2)].alpha : 1.; auto thisAlpha = (tileStat & RS_TRANS1) ? glblend[0].def[!!(tileStat & RS_TRANS2)].alpha : 1.; tileAlpha = __interpvaluef(prevAlpha, thisAlpha, smoothratio); diff --git a/source/games/blood/src/triggers.cpp b/source/games/blood/src/triggers.cpp index f025c5216..855149142 100644 --- a/source/games/blood/src/triggers.cpp +++ b/source/games/blood/src/triggers.cpp @@ -842,14 +842,14 @@ void PathSound(sectortype* pSector, int nSound) void TranslateSector(sectortype* pSector, int a2, int a3, int a4, int a5, int a6, int a7, int a8, int a9, int a10, int a11, bool bAllWalls) { XSECTOR* pXSector = &pSector->xs(); - int v20 = interpolatedvalue(a6, a9, a2); - int vc = interpolatedvalue(a6, a9, a3); + int v20 = __interpvalue(a6, a9, a2); + int vc = __interpvalue(a6, a9, a3); int v28 = vc - v20; - int v24 = interpolatedvalue(a7, a10, a2); - int v8 = interpolatedvalue(a7, a10, a3); + int v24 = __interpvalue(a7, a10, a2); + int v8 = __interpvalue(a7, a10, a3); int v2c = v8 - v24; - int v44 = interpolatedvalue(a8, a11, a2); - int ang = interpolatedvalue(a8, a11, a3); + int v44 = __interpvalue(a8, a11, a2); + int ang = __interpvalue(a8, a11, a3); int v14 = ang - v44; DVector2 pivot = { a4 * inttoworld, a5 * inttoworld }; diff --git a/source/games/blood/src/view.cpp b/source/games/blood/src/view.cpp index a0db9080d..71d98bb0c 100644 --- a/source/games/blood/src/view.cpp +++ b/source/games/blood/src/view.cpp @@ -472,7 +472,7 @@ static void DrawMap(DBloodActor* view) tm = 1; } VIEW* pView = &gPrevView[gViewIndex]; - auto xy = DVector2(interpolatedvalue(pView->x, view->int_pos().X, gInterpolate), interpolatedvalue(pView->y, view->int_pos().Y, gInterpolate)) * inttoworld; + auto xy = DVector2(__interpvalue(pView->x, view->int_pos().X, gInterpolate), __interpvalue(pView->y, view->int_pos().Y, gInterpolate))* inttoworld; auto ang = !SyncInput() ? gView->angle.sum() : gView->angle.interpolatedsum(gInterpolate * (1. / MaxSmoothRatio)); DrawOverheadMap(xy, ang, gInterpolate); if (tm) @@ -494,12 +494,12 @@ void SetupView(int& cX, int& cY, int& cZ, DAngle& cA, fixedhoriz& cH, sectortype if (numplayers > 1 && gView == gMe && gPrediction && gMe->actor->xspr.health > 0) { nSectnum = predict.sectnum; - cX = interpolatedvalue(predictOld.x, predict.x, gInterpolate); - cY = interpolatedvalue(predictOld.y, predict.y, gInterpolate); - cZ = interpolatedvalue(predictOld.viewz, predict.viewz, gInterpolate); + cX = __interpvalue(predictOld.x, predict.x, gInterpolate); + cY = __interpvalue(predictOld.y, predict.y, gInterpolate); + cZ = __interpvalue(predictOld.viewz, predict.viewz, gInterpolate); zDelta = __interpvaluef(predictOld.weaponZ, predict.weaponZ, gInterpolate); - bobWidth = interpolatedvalue(predictOld.bobWidth, predict.bobWidth, gInterpolate); - bobHeight = interpolatedvalue(predictOld.bobHeight, predict.bobHeight, gInterpolate); + bobWidth = __interpvalue(predictOld.bobWidth, predict.bobWidth, gInterpolate); + bobHeight = __interpvalue(predictOld.bobHeight, predict.bobHeight, gInterpolate); shakeX = __interpvaluef(predictOld.shakeBobX, predict.shakeBobX, gInterpolate); shakeY = __interpvaluef(predictOld.shakeBobY, predict.shakeBobY, gInterpolate); @@ -520,12 +520,12 @@ void SetupView(int& cX, int& cY, int& cZ, DAngle& cA, fixedhoriz& cH, sectortype #endif { VIEW* pView = &gPrevView[gViewIndex]; - cX = interpolatedvalue(pView->x, gView->actor->int_pos().X, gInterpolate); - cY = interpolatedvalue(pView->y, gView->actor->int_pos().Y, gInterpolate); - cZ = interpolatedvalue(pView->viewz, gView->zView, gInterpolate); + cX = __interpvalue(pView->x, gView->actor->int_pos().X, gInterpolate); + cY = __interpvalue(pView->y, gView->actor->int_pos().Y, gInterpolate); + cZ = __interpvalue(pView->viewz, gView->zView, gInterpolate); zDelta = __interpvaluef(pView->weaponZ, gView->zWeapon - gView->zView - (12 << 8), gInterpolate); - bobWidth = interpolatedvalue(pView->bobWidth, gView->bobWidth, gInterpolate); - bobHeight = interpolatedvalue(pView->bobHeight, gView->bobHeight, gInterpolate); + bobWidth = __interpvalue(pView->bobWidth, gView->bobWidth, gInterpolate); + bobHeight = __interpvalue(pView->bobHeight, gView->bobHeight, gInterpolate); shakeX = __interpvaluef(pView->shakeBobX, gView->swayWidth, gInterpolate); shakeY = __interpvaluef(pView->shakeBobY, gView->swayHeight, gInterpolate); diff --git a/source/games/blood/src/weapon.cpp b/source/games/blood/src/weapon.cpp index 1448b94b6..f281f2972 100644 --- a/source/games/blood/src/weapon.cpp +++ b/source/games/blood/src/weapon.cpp @@ -546,9 +546,9 @@ void UpdateAimVector(PLAYER* pPlayer) aim2 = aim; RotateVector((int*)&aim2.dx, (int*)&aim2.dy, -plActor->int_ang()); aim2.dz -= pPlayer->slope; - pPlayer->relAim.dx = interpolatedvalue(pPlayer->relAim.dx, aim2.dx, pWeaponTrack->aimSpeedHorz); - pPlayer->relAim.dy = interpolatedvalue(pPlayer->relAim.dy, aim2.dy, pWeaponTrack->aimSpeedHorz); - pPlayer->relAim.dz = interpolatedvalue(pPlayer->relAim.dz, aim2.dz, pWeaponTrack->aimSpeedVert); + pPlayer->relAim.dx = __interpvalue(pPlayer->relAim.dx, aim2.dx, pWeaponTrack->aimSpeedHorz); + pPlayer->relAim.dy = __interpvalue(pPlayer->relAim.dy, aim2.dy, pWeaponTrack->aimSpeedHorz); + pPlayer->relAim.dz = __interpvalue(pPlayer->relAim.dz, aim2.dz, pWeaponTrack->aimSpeedVert); pPlayer->aim = pPlayer->relAim; RotateVector((int*)&pPlayer->aim.dx, (int*)&pPlayer->aim.dy, plActor->int_ang()); pPlayer->aim.dz += pPlayer->slope; diff --git a/source/games/duke/src/animatesprites_d.cpp b/source/games/duke/src/animatesprites_d.cpp index 141b9ce59..b846edc23 100644 --- a/source/games/duke/src/animatesprites_d.cpp +++ b/source/games/duke/src/animatesprites_d.cpp @@ -307,9 +307,9 @@ void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, int smoothrat #if 0 // multiplayer only if (screenpeek == myconnectindex && numplayers >= 2) { - t->x = interpolatedvalue(omyx, myx, smoothratio); - t->y = interpolatedvalue(omyy, myy, smoothratio); - t->z = interpolatedvalue(omyz, myz, smoothratio) + gs_playerheight; + t->x = __interpvalue(omyx, myx, smoothratio); + t->y = __interpvalue(omyy, myy, smoothratio); + t->z = __interpvalue(omyz, myz, smoothratio) + gs_playerheight; t->ang = interpolatedangle(omyang, myang, smoothratio * (1. / MaxSmoothRatio)).asbuild(); t->sector = mycursectnum; } diff --git a/source/games/duke/src/animatesprites_r.cpp b/source/games/duke/src/animatesprites_r.cpp index f7c2edef7..75fd3f8a0 100644 --- a/source/games/duke/src/animatesprites_r.cpp +++ b/source/games/duke/src/animatesprites_r.cpp @@ -349,9 +349,9 @@ void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, int smoothrat #if 0 // multiplayer only if (screenpeek == myconnectindex && numplayers >= 2) { - t->x = interpolatedvalue(omyx, myx, smoothratio); - t->y = interpolatedvalue(omyy, myy, smoothratio); - t->z = interpolatedvalue(omyz, myz, smoothratio) + gs.playerheight; + t->x = __interpvalue(omyx, myx, smoothratio); + t->y = __interpvalue(omyy, myy, smoothratio); + t->z = __interpvalue(omyz, myz, smoothratio) + gs.playerheight; t->ang = interpolatedangle(omyang, myang, smoothratio * (1. / MaxSmoothRatio)).asbuild(); t->sector = mycursectnum; } diff --git a/source/games/duke/src/game_misc.cpp b/source/games/duke/src/game_misc.cpp index a7d3b6ac2..0c2a979e8 100644 --- a/source/games/duke/src/game_misc.cpp +++ b/source/games/duke/src/game_misc.cpp @@ -266,7 +266,7 @@ void drawoverlays(double smoothratio) { if (screenpeek == myconnectindex && numplayers > 1) { - cposxy = DVector2(interpolatedvalue(omyx, myx, smoothratio), interpolatedvalue(omyy, myy, smoothratio)) * inttoworld; + cposxy = DVector2(__interpvalue(omyx, myx, smoothratio), __interpvalue(omyy, myy, smoothratio)) * inttoworld; cang = !SyncInput() ? myang : interpolatedangle(omyang, myang, smoothratio * (1. / MaxSmoothRatio)); } else diff --git a/source/games/duke/src/render.cpp b/source/games/duke/src/render.cpp index d1f1eed06..d18a44001 100644 --- a/source/games/duke/src/render.cpp +++ b/source/games/duke/src/render.cpp @@ -286,9 +286,9 @@ void displayrooms(int snum, double smoothratio, bool sceneonly) #if 0 if ((snum == myconnectindex) && (numplayers > 1)) { - cposx = interpolatedvalue(omyx, myx, smoothratio); - cposy = interpolatedvalue(omyy, myy, smoothratio); - cposz = interpolatedvalue(omyz, myz, smoothratio); + cposx = __interpvalue(omyx, myx, smoothratio); + cposy = __interpvalue(omyy, myy, smoothratio); + cposz = __interpvalue(omyz, myz, smoothratio); if (SyncInput()) { choriz = interpolatedhorizon(omyhoriz + omyhorizoff, myhoriz + myhorizoff, smoothratio); @@ -304,9 +304,9 @@ void displayrooms(int snum, double smoothratio, bool sceneonly) else #endif { - cposx = interpolatedvalue(p->player_int_opos().X, p->player_int_pos().X, smoothratio); - cposy = interpolatedvalue(p->player_int_opos().Y, p->player_int_pos().Y, smoothratio); - cposz = interpolatedvalue(p->player_int_opos().Z, p->player_int_pos().Z, smoothratio);; + cposx = __interpvalue(p->player_int_opos().X, p->player_int_pos().X, smoothratio); + cposy = __interpvalue(p->player_int_opos().Y, p->player_int_pos().Y, smoothratio); + cposz = __interpvalue(p->player_int_opos().Z, p->player_int_pos().Z, smoothratio);; if (SyncInput()) { // Original code for when the values are passed through the sync struct diff --git a/source/games/sw/src/draw.cpp b/source/games/sw/src/draw.cpp index 27afad19b..2b9d7a5f4 100644 --- a/source/games/sw/src/draw.cpp +++ b/source/games/sw/src/draw.cpp @@ -1465,11 +1465,11 @@ void drawscreen(PLAYER* pp, double smoothratio, bool sceneonly) if (cl_viewbob) { tz += bobamt; - tz += interpolatedvalue(pp->obob_z, pp->bob_z, smoothratio) * zworldtoint; + tz += __interpvalue(pp->obob_z, pp->bob_z, smoothratio) * zworldtoint; } // recoil only when not in camera - thoriz = q16horiz(clamp(thoriz.asq16() + interpolatedvalue(pp->recoil_ohorizoff, pp->recoil_horizoff, smoothratio), gi->playerHorizMin(), gi->playerHorizMax())); + thoriz = q16horiz(clamp(thoriz.asq16() + __interpvalue(pp->recoil_ohorizoff, pp->recoil_horizoff, smoothratio), gi->playerHorizMin(), gi->playerHorizMax())); } if (automapMode != am_full)