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- Rename PlayerAngle
getters in preparation for replacement work.
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13 changed files with 46 additions and 46 deletions
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@ -122,14 +122,14 @@ struct PlayerAngle
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}
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// Commonly used getters.
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DAngle osum() { return ZzOLDANGLE + ZzOLDLOOKANG; }
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DAngle sum() { return ZzANGLE + ZzLOOKANG; }
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DAngle interpolatedsum(double const interpfrac) { return interpolatedvalue(osum(), sum(), interpfrac); }
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DAngle interpolatedang(double const interpfrac) { return interpolatedvalue(ZzOLDANGLE, ZzANGLE, interpfrac); }
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DAngle interpolatedlookang(double const interpfrac) { return interpolatedvalue(ZzOLDLOOKANG, ZzLOOKANG, interpfrac); }
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DAngle interpolatedrotscrn(double const interpfrac) { return interpolatedvalue(ZzOLDROTSCRNANG, ZzROTSCRNANG, interpfrac); }
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DAngle renderlookang(double const interpfrac) { return !SyncInput() ? ZzLOOKANG : interpolatedlookang(interpfrac); }
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DAngle renderrotscrn(double const interpfrac) { return !SyncInput() ? ZzROTSCRNANG : interpolatedrotscrn(interpfrac); }
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DAngle angOLDSUM() { return ZzOLDANGLE + ZzOLDLOOKANG; }
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DAngle angSUM() { return ZzANGLE + ZzLOOKANG; }
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DAngle angLERPSUM(double const interpfrac) { return interpolatedvalue(angOLDSUM(), angSUM(), interpfrac); }
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DAngle angLERPANG(double const interpfrac) { return interpolatedvalue(ZzOLDANGLE, ZzANGLE, interpfrac); }
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DAngle angLERPLOOKANG(double const interpfrac) { return interpolatedvalue(ZzOLDLOOKANG, ZzLOOKANG, interpfrac); }
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DAngle angLERPROTSCRN(double const interpfrac) { return interpolatedvalue(ZzOLDROTSCRNANG, ZzROTSCRNANG, interpfrac); }
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DAngle angRENDERLOOKANG(double const interpfrac) { return !SyncInput() ? ZzLOOKANG : angLERPLOOKANG(interpfrac); }
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DAngle angRENDERROTSCRN(double const interpfrac) { return !SyncInput() ? ZzROTSCRNANG : angLERPROTSCRN(interpfrac); }
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// Ticrate playsim adjustment helpers.
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void resetadjustment() { adjustment = nullAngle; }
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@ -141,19 +141,19 @@ struct PlayerAngle
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bool movementlocked() { return targetset() || inputdisabled; }
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// Draw code helpers. The logic where these are used rely heavily on Build's angle period.
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double look_anghalf(double const interpfrac) { return renderlookang(interpfrac).Normalized180().Degrees() * (128. / 45.); }
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double looking_arc(double const interpfrac) { return fabs(renderlookang(interpfrac).Normalized180().Degrees() * (1024. / 1620.)); }
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double angLOOKANGHALF(double const interpfrac) { return angRENDERLOOKANG(interpfrac).Normalized180().Degrees() * (128. / 45.); }
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double angLOOKINGARC(double const interpfrac) { return fabs(angRENDERLOOKANG(interpfrac).Normalized180().Degrees() * (1024. / 1620.)); }
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// Crosshair x/y offsets based on look_ang's tangent.
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DVector2 crosshairoffsets(const double interpfrac)
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DVector2 angCROSSHAIROFFSETS(const double interpfrac)
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{
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return DVector2(159.72, 145.5 * renderrotscrn(interpfrac).Sin()) * -renderlookang(interpfrac).Tan() * (1. / tan(r_fov * pi::pi() / 360.));
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return DVector2(159.72, 145.5 * angRENDERROTSCRN(interpfrac).Sin()) * -angRENDERLOOKANG(interpfrac).Tan() * (1. / tan(r_fov * pi::pi() / 360.));
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}
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// Weapon x/y offsets based on the above.
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DVector2 weaponoffsets(const double interpfrac)
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DVector2 angWEAPONOFFSETS(const double interpfrac)
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{
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auto offsets = crosshairoffsets(interpfrac); offsets.Y = abs(offsets.Y) * 4.;
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auto offsets = angCROSSHAIROFFSETS(interpfrac); offsets.Y = abs(offsets.Y) * 4.;
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return offsets;
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}
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@ -108,7 +108,7 @@ void hudDraw(PLAYER* pPlayer, sectortype* pSector, double bobx, double boby, dou
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{
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if (gViewPos == 0)
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{
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auto cXY = DVector2(160, 220) + pPlayer->angle.weaponoffsets(interpfrac);
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auto cXY = DVector2(160, 220) + pPlayer->angle.angWEAPONOFFSETS(interpfrac);
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if (cl_weaponsway)
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{
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@ -446,7 +446,7 @@ static void DrawMap(PLAYER* pPlayer, const double interpfrac)
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setViewport(Hud_Stbar);
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tm = 1;
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}
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auto ang = !SyncInput() ? pPlayer->angle.sum() : pPlayer->angle.interpolatedsum(interpfrac);
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auto ang = !SyncInput() ? pPlayer->angle.angSUM() : pPlayer->angle.angLERPSUM(interpfrac);
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DrawOverheadMap(pPlayer->actor->interpolatedpos(interpfrac).XY(), ang, interpfrac);
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if (tm)
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setViewport(hud_size);
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@ -501,15 +501,15 @@ static void SetupView(PLAYER* pPlayer, DVector3& cPos, DAngle& cA, DAngle& cH, s
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if (!SyncInput())
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{
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cA = pPlayer->angle.sum();
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cA = pPlayer->angle.angSUM();
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cH = pPlayer->horizon.horizSUM();
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rotscrnang = pPlayer->angle.ZzROTSCRNANG;
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}
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else
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{
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cA = pPlayer->angle.interpolatedsum(interpfrac);
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cA = pPlayer->angle.angLERPSUM(interpfrac);
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cH = pPlayer->horizon.horizLERPSUM(interpfrac);
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rotscrnang = pPlayer->angle.interpolatedrotscrn(interpfrac);
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rotscrnang = pPlayer->angle.angLERPROTSCRN(interpfrac);
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}
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}
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@ -742,8 +742,8 @@ void viewDrawScreen(bool sceneonly)
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bDeliriumOld = bDelirium && gDeliriumBlur;
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if (sceneonly) return;
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auto offsets = pPlayer->angle.crosshairoffsets(interpfrac);
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DrawCrosshair(kCrosshairTile, pPlayer->actor->xspr.health >> 4, offsets.X, offsets.Y, 2, -pPlayer->angle.interpolatedrotscrn(interpfrac));
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auto offsets = pPlayer->angle.angCROSSHAIROFFSETS(interpfrac);
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DrawCrosshair(kCrosshairTile, pPlayer->actor->xspr.health >> 4, offsets.X, offsets.Y, 2, -pPlayer->angle.angLERPROTSCRN(interpfrac));
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#if 0 // This currently does not work. May have to be redone as a hardware effect.
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if (v4 && gNetPlayers > 1)
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{
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@ -291,8 +291,8 @@ void drawoverlays(double interpfrac)
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if (ps[myconnectindex].newOwner == nullptr && ud.cameraactor == nullptr)
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{
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auto offsets = pp->angle.crosshairoffsets(interpfrac);
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DrawCrosshair(TILE_CROSSHAIR, ps[screenpeek].last_extra, offsets.X, offsets.Y + (pp->over_shoulder_on ? 2.5 : 0), isRR() ? 0.5 : 1, -pp->angle.interpolatedrotscrn(interpfrac));
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auto offsets = pp->angle.angCROSSHAIROFFSETS(interpfrac);
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DrawCrosshair(TILE_CROSSHAIR, ps[screenpeek].last_extra, offsets.X, offsets.Y + (pp->over_shoulder_on ? 2.5 : 0), isRR() ? 0.5 : 1, -pp->angle.angLERPROTSCRN(interpfrac));
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}
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if (paused == 2)
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@ -228,11 +228,11 @@ void displayweapon_d(int snum, double interpfrac)
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hard_landing *= 8.;
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gun_pos -= fabs(p->GetActor()->spr.scale.X < 0.5 ? BobVal(weapon_sway * 4.) * 32 : BobVal(weapon_sway * 0.5) * 16) + hard_landing;
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auto offsets = p->angle.weaponoffsets(interpfrac);
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auto offsets = p->angle.angWEAPONOFFSETS(interpfrac);
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auto horiz = !SyncInput() ? p->horizon.horizSUM() : p->horizon.horizLERPSUM(interpfrac);
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auto pitchoffset = interpolatedvalue(0., 16., horiz / DAngle90);
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auto yawinput = getavel(snum) * (1. / 16.);
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auto angle = p->angle.renderrotscrn(interpfrac);
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auto angle = p->angle.angRENDERROTSCRN(interpfrac);
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auto weapon_xoffset = 160 - 90 - (BobVal(512 + weapon_sway * 0.5) * (16384. / 1536.)) - 58 - p->weapon_ang;
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auto shade = min(p->GetActor()->spr.shade, (int8_t)24);
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@ -133,8 +133,8 @@ void displayweapon_r(int snum, double interpfrac)
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TiltStatus = p->TiltStatus;
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}
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look_anghalf = p->angle.look_anghalf(interpfrac);
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looking_arc = p->angle.looking_arc(interpfrac);
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look_anghalf = p->angle.angLOOKANGHALF(interpfrac);
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looking_arc = p->angle.angLOOKINGARC(interpfrac);
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hard_landing *= 8.;
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gun_pos -= fabs(p->GetActor()->spr.scale.X < 0.125 ? BobVal(weapon_sway * 4.) * 32 : BobVal(weapon_sway * 0.5) * 16);
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@ -271,7 +271,7 @@ void displayrooms(int snum, double interpfrac, bool sceneonly)
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setgamepalette(setpal(p));
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// set screen rotation.
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rotscrnang = !SyncInput() ? p->angle.ZzROTSCRNANG : p->angle.interpolatedrotscrn(interpfrac);
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rotscrnang = !SyncInput() ? p->angle.ZzROTSCRNANG : p->angle.angLERPROTSCRN(interpfrac);
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// use player's actor initially.
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viewer = p->GetActor();
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@ -298,13 +298,13 @@ void displayrooms(int snum, double interpfrac, bool sceneonly)
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if (SyncInput())
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{
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// Original code for when the values are passed through the sync struct
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cang = p->angle.interpolatedsum(interpfrac);
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cang = p->angle.angLERPSUM(interpfrac);
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choriz = p->horizon.horizLERPSUM(interpfrac);
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}
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else
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{
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// This is for real time updating of the view direction.
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cang = p->angle.sum();
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cang = p->angle.angSUM();
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choriz = p->horizon.horizSUM();
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}
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}
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@ -87,8 +87,8 @@ void GameInterface::Render()
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if (nFreeze != 2) // Hide when Ramses is talking.
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{
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DrawStatusBar();
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auto offsets = PlayerList[nLocalPlayer].angle.crosshairoffsets(interpfrac);
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DrawCrosshair(kCrosshairTile, PlayerList[nLocalPlayer].nHealth >> 3, offsets.X, offsets.Y, 1, -PlayerList[nLocalPlayer].angle.interpolatedrotscrn(interpfrac));
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auto offsets = PlayerList[nLocalPlayer].angle.angCROSSHAIROFFSETS(interpfrac);
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DrawCrosshair(kCrosshairTile, PlayerList[nLocalPlayer].nHealth >> 3, offsets.X, offsets.Y, 1, -PlayerList[nLocalPlayer].angle.angLERPROTSCRN(interpfrac));
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if (paused && !M_Active())
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{
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@ -1000,8 +1000,8 @@ void DrawWeapons(double interpfrac)
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nShade = PlayerList[nLocalPlayer].pActor->spr.shade;
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}
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double const look_anghalf = PlayerList[nLocalPlayer].angle.look_anghalf(interpfrac);
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double const looking_arc = PlayerList[nLocalPlayer].angle.looking_arc(interpfrac);
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double const look_anghalf = PlayerList[nLocalPlayer].angle.angLOOKANGHALF(interpfrac);
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double const looking_arc = PlayerList[nLocalPlayer].angle.angLOOKINGARC(interpfrac);
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xOffset -= look_anghalf;
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yOffset += looking_arc;
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@ -55,7 +55,7 @@ void DrawMap(double const interpfrac)
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if (!nFreeze && automapMode != am_off)
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{
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auto pPlayerActor = PlayerList[nLocalPlayer].pActor;
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auto ang = !SyncInput() ? PlayerList[nLocalPlayer].angle.sum() : PlayerList[nLocalPlayer].angle.interpolatedsum(interpfrac);
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auto ang = !SyncInput() ? PlayerList[nLocalPlayer].angle.angSUM() : PlayerList[nLocalPlayer].angle.angLERPSUM(interpfrac);
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DrawOverheadMap(pPlayerActor->interpolatedpos(interpfrac).XY(), ang, interpfrac);
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}
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}
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@ -235,14 +235,14 @@ void DrawView(double interpfrac, bool sceneonly)
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if (!SyncInput())
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{
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nCamerapan = PlayerList[nLocalPlayer].horizon.horizSUM();
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nCameraang = PlayerList[nLocalPlayer].angle.sum();
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nCameraang = PlayerList[nLocalPlayer].angle.angSUM();
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rotscrnang = PlayerList[nLocalPlayer].angle.ZzROTSCRNANG;
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}
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else
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{
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nCamerapan = PlayerList[nLocalPlayer].horizon.horizLERPSUM(interpfrac);
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nCameraang = PlayerList[nLocalPlayer].angle.interpolatedsum(interpfrac);
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rotscrnang = PlayerList[nLocalPlayer].angle.interpolatedrotscrn(interpfrac);
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nCameraang = PlayerList[nLocalPlayer].angle.angLERPSUM(interpfrac);
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rotscrnang = PlayerList[nLocalPlayer].angle.angLERPROTSCRN(interpfrac);
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}
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if (!bCamera)
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@ -812,7 +812,7 @@ static void analyzesprites(tspriteArray& tsprites, const DVector3& viewpos, doub
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{
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pp = tActor->user.PlayerP;
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tsp->pos = pp->actor->getRenderPos(interpfrac);
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tsp->Angles.Yaw = pp->angle.interpolatedang(interpfrac);
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tsp->Angles.Yaw = pp->angle.angLERPANG(interpfrac);
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}
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}
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@ -1021,8 +1021,8 @@ void PrintSpriteInfo(PLAYER* pp)
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static void DrawCrosshair(PLAYER* pp, const double interpfrac)
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{
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auto offsets = pp->angle.crosshairoffsets(interpfrac);
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::DrawCrosshair(2326, pp->actor->user.Health, offsets.X, offsets.Y + ((pp->Flags & PF_VIEW_FROM_OUTSIDE) ? 5 : 0), 2, -pp->angle.interpolatedrotscrn(interpfrac), shadeToLight(10));
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auto offsets = pp->angle.angCROSSHAIROFFSETS(interpfrac);
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::DrawCrosshair(2326, pp->actor->user.Health, offsets.X, offsets.Y + ((pp->Flags & PF_VIEW_FROM_OUTSIDE) ? 5 : 0), 2, -pp->angle.angLERPROTSCRN(interpfrac), shadeToLight(10));
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}
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//---------------------------------------------------------------------------
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@ -1244,13 +1244,13 @@ void drawscreen(PLAYER* pp, double interpfrac, bool sceneonly)
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DVector3 tpos = camerapp->actor->getRenderPos(interpfrac);
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if (SyncInput() || pp != Player+myconnectindex)
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{
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tang = camerapp->angle.interpolatedsum(interpfrac);
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tang = camerapp->angle.angLERPSUM(interpfrac);
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thoriz = camerapp->horizon.horizLERPSUM(interpfrac);
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trotscrnang = camerapp->angle.interpolatedrotscrn(interpfrac);
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trotscrnang = camerapp->angle.angLERPROTSCRN(interpfrac);
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}
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else
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{
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tang = pp->angle.sum();
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tang = pp->angle.angSUM();
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thoriz = pp->horizon.horizSUM();
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trotscrnang = pp->angle.ZzROTSCRNANG;
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}
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@ -7428,8 +7428,8 @@ void pDisplaySprites(PLAYER* pp, double interpfrac)
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double ang;
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int flags;
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const auto offsets = pp->angle.weaponoffsets(interpfrac);
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const auto angle = pp->angle.renderrotscrn(interpfrac).Buildfang();
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const auto offsets = pp->angle.angWEAPONOFFSETS(interpfrac);
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const auto angle = pp->angle.angRENDERROTSCRN(interpfrac).Buildfang();
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auto list = pp->GetPanelSpriteList();
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for (auto psp = list->Next; next = psp->Next, psp != list; psp = next)
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