mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 08:51:24 +00:00
- SW: Delete all camera code guarded by CameraTestMode
, which is never set true anywhere.
* At least I wasted my time floatifying it... 😏
This commit is contained in:
parent
7a98e3e45b
commit
1f7362c158
4 changed files with 1 additions and 198 deletions
|
@ -95,7 +95,6 @@ bool GameInterface::StartGame(FNewGameStartup& gs)
|
|||
int handle = 0;
|
||||
int zero = 0;
|
||||
|
||||
CameraTestMode = false;
|
||||
StopAmbientSound();
|
||||
|
||||
//InitNewGame();
|
||||
|
|
|
@ -916,92 +916,6 @@ void post_analyzesprites(tspriteArray& tsprites)
|
|||
}
|
||||
#endif
|
||||
|
||||
static void CircleCamera(DVector3& ppos, sectortype** vsect, DAngle *nang, fixed_t q16horiz)
|
||||
{
|
||||
HitInfo hit{};
|
||||
double newdist;
|
||||
PLAYER* pp = &Player[screenpeek];
|
||||
DAngle ang = *nang + pp->circle_camera_ang;
|
||||
|
||||
// Calculate the vector (nx,ny,nz) to shoot backwards and lengthen some
|
||||
auto npos = DVector3(-ang.ToVector() * 64., FixedToFloat(q16horiz));
|
||||
npos.XY() += npos.XY() * 0.5;
|
||||
|
||||
// Player sprite of current view
|
||||
DSWActor* actor = pp->actor;
|
||||
|
||||
auto bakcstat = actor->spr.cstat;
|
||||
actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
|
||||
// Make sure sector passed to hitscan is correct
|
||||
//updatesector(*nx, *ny, vsect);
|
||||
|
||||
hitscan(ppos, *vsect, npos, hit, CLIPMASK_MISSILE);
|
||||
|
||||
// Restore cstat
|
||||
actor->spr.cstat = bakcstat;
|
||||
|
||||
auto hpos = hit.hitpos.XY() - ppos.XY();
|
||||
|
||||
// If something is in the way, make pp->circle_camera_dist lower if necessary
|
||||
if (fabs(npos.X) + fabs(npos.Y) > fabs(hpos.X) + fabs(hpos.Y))
|
||||
{
|
||||
if (hit.hitWall)
|
||||
{
|
||||
// Push you a little bit off the wall
|
||||
*vsect = hit.hitSector;
|
||||
auto daang = hit.hitWall->delta().Angle();
|
||||
newdist = (npos.X * daang.Sin() + npos.Y * -daang.Cos()) * (1. / 1024.);
|
||||
|
||||
if (fabs(npos.X) > fabs(npos.Y))
|
||||
hpos.X -= npos.X * newdist;
|
||||
else
|
||||
hpos.Y -= npos.Y * newdist;
|
||||
}
|
||||
else if (hit.actor() == nullptr)
|
||||
{
|
||||
// Push you off the ceiling/floor
|
||||
*vsect = hit.hitSector;
|
||||
|
||||
if (fabs(npos.X) > fabs(npos.Y))
|
||||
hpos.X -= npos.X * (1. / 32.);
|
||||
else
|
||||
hpos.Y -= npos.Y * (1. / 32.);
|
||||
}
|
||||
else
|
||||
{
|
||||
// if you hit a sprite that's not a wall sprite - try again
|
||||
auto hitactor = hit.actor();
|
||||
|
||||
if (!(hitactor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
|
||||
{
|
||||
auto flag_backup = hitactor->spr.cstat;
|
||||
hitactor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
||||
CircleCamera(ppos, vsect, nang, q16horiz);
|
||||
hitactor->spr.cstat = flag_backup;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
newdist = fabs(npos.X) > fabs(npos.Y) ? hpos.X / npos.X : hpos.Y / npos.Y;
|
||||
if (newdist < pp->circle_camera_dist) pp->circle_camera_dist = newdist;
|
||||
}
|
||||
|
||||
// Actually move you! (Camerdist is 1 if nothing is in the way)
|
||||
ppos += npos * pp->circle_camera_dist;
|
||||
|
||||
// Slowly increase pp->circle_camera_dist until it reaches 65536
|
||||
// Synctics is a timer variable so it increases the same rate
|
||||
// on all speed computers
|
||||
pp->circle_camera_dist = min((pp->circle_camera_dist + (3 << 8)) * (1. / 64), 1.);
|
||||
//pp->circle_camera_dist = min(pp->circle_camera_dist + (synctics << 10), 65536);
|
||||
|
||||
// Make sure vsect is correct
|
||||
updatesectorz(ppos, vsect);
|
||||
|
||||
*nang = ang;
|
||||
}
|
||||
|
||||
std::pair<DVector3, DAngle> GameInterface::GetCoordinates()
|
||||
{
|
||||
PLAYER* pp = Player + myconnectindex;
|
||||
|
@ -1048,108 +962,7 @@ void PrintSpriteInfo(PLAYER* pp)
|
|||
|
||||
static void DrawCrosshair(PLAYER* pp, const double inputfrac)
|
||||
{
|
||||
if (!(CameraTestMode))
|
||||
{
|
||||
::DrawCrosshair(2326, pp->actor->user.Health, -pp->angle.look_anghalf(inputfrac), (pp->Flags & PF_VIEW_FROM_OUTSIDE) ? 5 : 0, 2, shadeToLight(10));
|
||||
}
|
||||
}
|
||||
|
||||
static void CameraView(PLAYER* pp, DVector3& tpos, sectortype** tsect, DAngle *tang, fixedhoriz *thoriz)
|
||||
{
|
||||
bool found_camera = false;
|
||||
bool player_in_camera = false;
|
||||
|
||||
if (pp == &Player[screenpeek])
|
||||
{
|
||||
SWStatIterator it(STAT_DEMO_CAMERA);
|
||||
while (auto actor = it.Next())
|
||||
{
|
||||
DAngle ang = (tpos.XY() - actor->spr.pos.XY()).Angle();
|
||||
bool ang_test = deltaangle(ang, actor->spr.angle) < DAngle::fromBuild(actor->spr.lotag);
|
||||
|
||||
bool FAFcansee_test = (FAFcansee(actor->spr.pos, actor->sector(), tpos, pp->cursector) ||
|
||||
FAFcansee(actor->spr.pos, actor->sector(), tpos.plusZ(ActorSizeZ(pp->actor)), pp->cursector));
|
||||
|
||||
player_in_camera = ang_test && FAFcansee_test;
|
||||
|
||||
if (player_in_camera || pp->camera_check_time_delay > 0)
|
||||
{
|
||||
|
||||
// if your not in the camera but are still looking
|
||||
// make sure that only the last camera shows you
|
||||
|
||||
if (!player_in_camera && pp->camera_check_time_delay > 0)
|
||||
{
|
||||
if (pp->last_camera_act != actor)
|
||||
continue;
|
||||
}
|
||||
|
||||
switch (actor->spr.clipdist)
|
||||
{
|
||||
case 1:
|
||||
pp->last_camera_act = actor;
|
||||
CircleCamera(tpos, tsect, tang, 0);
|
||||
found_camera = true;
|
||||
break;
|
||||
|
||||
default:
|
||||
{
|
||||
pp->last_camera_act = actor;
|
||||
auto xyvect = ang.ToVector() * 128.;
|
||||
auto zdiff = actor->spr.pos.Z - tpos.Z;
|
||||
double zvect;
|
||||
|
||||
if (abs(actor->spr.pos.X - tpos.X) > 62.5)
|
||||
zvect = (xyvect.X * zdiff) / (actor->spr.pos.X - tpos.X);
|
||||
else if (abs(actor->spr.pos.Y - tpos.Y) > 62.5)
|
||||
zvect = (xyvect.Y * zdiff) / (actor->spr.pos.Y - tpos.Y);
|
||||
else if ((actor->spr.pos.X - tpos.X) != 0)
|
||||
zvect = (xyvect.X * zdiff) / (actor->spr.pos.X - tpos.X);
|
||||
else if ((actor->spr.pos.Y - tpos.Y) != 0)
|
||||
zvect = (xyvect.Y * zdiff) / (actor->spr.pos.Y - tpos.Y);
|
||||
else
|
||||
zvect = 0;
|
||||
|
||||
// new positon for player
|
||||
tpos = actor->spr.pos;
|
||||
*thoriz = q16horiz(clamp(-FloatToFixed<12>(zvect), gi->playerHorizMin(), gi->playerHorizMax()));
|
||||
*tang = ang;
|
||||
*tsect = actor->sector();
|
||||
|
||||
found_camera = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (found_camera)
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// if you player_in_camera you definately have a camera
|
||||
if (player_in_camera)
|
||||
{
|
||||
pp->camera_check_time_delay = 120/2;
|
||||
pp->Flags |= (PF_VIEW_FROM_CAMERA);
|
||||
|
||||
ASSERT(found_camera);
|
||||
}
|
||||
else
|
||||
// if you !player_in_camera you still might have a camera
|
||||
// for a split second
|
||||
{
|
||||
if (found_camera)
|
||||
{
|
||||
pp->Flags |= (PF_VIEW_FROM_CAMERA);
|
||||
}
|
||||
else
|
||||
{
|
||||
pp->circle_camera_ang = nullAngle;
|
||||
pp->circle_camera_dist = CIRCLE_CAMERA_DIST_MINF;
|
||||
pp->Flags &= ~(PF_VIEW_FROM_CAMERA);
|
||||
}
|
||||
}
|
||||
::DrawCrosshair(2326, pp->actor->user.Health, -pp->angle.look_anghalf(inputfrac), (pp->Flags & PF_VIEW_FROM_OUTSIDE) ? 5 : 0, 2, shadeToLight(10));
|
||||
}
|
||||
|
||||
void PreDraw(void)
|
||||
|
@ -1317,7 +1130,6 @@ void RestorePortalState()
|
|||
|
||||
void drawscreen(PLAYER* pp, double smoothratio, bool sceneonly)
|
||||
{
|
||||
extern bool CameraTestMode;
|
||||
DAngle tang, trotscrnang;
|
||||
fixedhoriz thoriz;
|
||||
sectortype* tsect;
|
||||
|
@ -1393,10 +1205,6 @@ void drawscreen(PLAYER* pp, double smoothratio, bool sceneonly)
|
|||
calcChaseCamPos(tpos, pp->actor, &tsect, tang, thoriz, interpfrac);
|
||||
}
|
||||
}
|
||||
else if(CameraTestMode)
|
||||
{
|
||||
CameraView(camerapp, tpos, &tsect, &tang, &thoriz);
|
||||
}
|
||||
|
||||
if (!(pp->Flags & (PF_VIEW_FROM_CAMERA|PF_VIEW_FROM_OUTSIDE)))
|
||||
{
|
||||
|
|
|
@ -193,8 +193,6 @@ int OrigCommPlayers=0;
|
|||
extern uint8_t CommPlayers;
|
||||
extern bool CommEnabled;
|
||||
|
||||
bool CameraTestMode = false;
|
||||
|
||||
char ds[645]; // debug string
|
||||
|
||||
extern short NormalVisibility;
|
||||
|
|
|
@ -560,8 +560,6 @@ enum
|
|||
|
||||
};
|
||||
|
||||
extern bool CameraTestMode;
|
||||
|
||||
enum PlayerDeathTypes
|
||||
{
|
||||
PLAYER_DEATH_FLIP, PLAYER_DEATH_CRUMBLE, PLAYER_DEATH_EXPLODE, PLAYER_DEATH_RIPPER, PLAYER_DEATH_SQUISH, PLAYER_DEATH_DROWN, MAX_PLAYER_DEATHS
|
||||
|
|
Loading…
Reference in a new issue