mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2025-03-20 18:01:16 +00:00
Use Scaled Radial Deadzones, instead of Axial deadzones.
Additionally fixes some weird padscale 0 stuff that was flipped. This does have gameplay implications in both NiGHTS and regular gameplay. Notably you won't feel like you're locked into up/down left/right when you want to turn, but this can make running perfectly straight a little bit more tricky.
This commit is contained in:
parent
6bd5246edd
commit
b17bf5d836
1 changed files with 142 additions and 68 deletions
210
src/g_game.c
210
src/g_game.c
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@ -275,6 +275,12 @@ static UINT8 *metalbuffer = NULL;
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static UINT8 *metal_p;
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static UINT16 metalversion;
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typedef struct joystickvector2_s
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{
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INT32 xaxis;
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INT32 yaxis;
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} joystickvector2_t;
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// extra data stuff (events registered this frame while recording)
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static struct {
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UINT8 flags; // EZT flags
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@ -882,12 +888,6 @@ static INT32 JoyAxis(axis_input_e axissel)
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retaxis = -JOYAXISRANGE;
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if (retaxis > (+JOYAXISRANGE))
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retaxis = +JOYAXISRANGE;
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if (!Joystick.bGamepadStyle && axissel < AXISDEAD)
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{
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const INT32 jdeadzone = JOYAXISRANGE/4;
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if (-jdeadzone < retaxis && retaxis < jdeadzone)
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return 0;
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}
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if (flp) retaxis = -retaxis; //flip it around
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return retaxis;
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}
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@ -955,16 +955,74 @@ static INT32 Joy2Axis(axis_input_e axissel)
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retaxis = -JOYAXISRANGE;
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if (retaxis > (+JOYAXISRANGE))
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retaxis = +JOYAXISRANGE;
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if (!Joystick2.bGamepadStyle && axissel < AXISDEAD)
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{
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const INT32 jdeadzone = JOYAXISRANGE/4;
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if (-jdeadzone < retaxis && retaxis < jdeadzone)
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return 0;
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}
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if (flp) retaxis = -retaxis; //flip it around
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return retaxis;
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}
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// Take a magnitude of two axes, and adjust it to take out the deadzone
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// Will return a value between 0 and JOYAXISRANGE
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static INT32 G_BasicDeadZoneCalculation(INT32 magnitude)
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{
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// TODO: console variable for deadzone setting
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const INT32 jdeadzone = JOYAXISRANGE/4;
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INT32 deadzoneAppliedValue = 0;
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if (jdeadzone > 0)
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{
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if (magnitude > jdeadzone)
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{
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INT32 adjustedMagnitude = abs(magnitude);
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adjustedMagnitude = min(adjustedMagnitude, JOYAXISRANGE);
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adjustedMagnitude -= jdeadzone;
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deadzoneAppliedValue = (adjustedMagnitude * JOYAXISRANGE) / (JOYAXISRANGE - jdeadzone);
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}
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}
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return deadzoneAppliedValue;
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}
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// Get the actual sensible radial value for a joystick axis when accounting for a deadzone
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static void G_HandleAxisDeadZone(UINT8 splitnum, joystickvector2_t *joystickvector)
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{
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INT32 gamepadStyle = Joystick.bGamepadStyle;
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if (splitnum == 1)
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{
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gamepadStyle = Joystick2.bGamepadStyle;
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}
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// When gamepadstyle is "true" the values are just -1, 0, or 1. This is done in the interface code.
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if (!gamepadStyle)
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{
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// Get the total magnitude of the 2 axes
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INT32 magnitude = (joystickvector->xaxis * joystickvector->xaxis) + (joystickvector->yaxis * joystickvector->yaxis);
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INT32 normalisedxaxis;
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INT32 normalisedyaxis;
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INT32 normalisedMagnitude;
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double dMagnitude = sqrt((double)magnitude);
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magnitude = (INT32)dMagnitude;
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// Get the normalised xy values from the magnitude
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normalisedxaxis = (joystickvector->xaxis * magnitude) / JOYAXISRANGE;
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normalisedyaxis = (joystickvector->yaxis * magnitude) / JOYAXISRANGE;
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// Apply the deadzone to the magnitude to give a correct value between 0 and JOYAXISRANGE
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normalisedMagnitude = G_BasicDeadZoneCalculation(magnitude);
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// Apply the deadzone to the xy axes
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joystickvector->xaxis = (normalisedxaxis * normalisedMagnitude) / JOYAXISRANGE;
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joystickvector->yaxis = (normalisedyaxis * normalisedMagnitude) / JOYAXISRANGE;
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// Cap the values so they don't go above the correct maximum
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joystickvector->xaxis = min(joystickvector->xaxis, JOYAXISRANGE);
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joystickvector->xaxis = max(joystickvector->xaxis, -JOYAXISRANGE);
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joystickvector->yaxis = min(joystickvector->yaxis, JOYAXISRANGE);
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joystickvector->yaxis = max(joystickvector->yaxis, -JOYAXISRANGE);
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}
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}
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//
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// G_BuildTiccmd
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@ -985,12 +1043,13 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics)
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{
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boolean forcestrafe = false;
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boolean forcefullinput = false;
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INT32 tspeed, forward, side, axis, altaxis, i;
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INT32 tspeed, forward, side, axis, strafeaxis, moveaxis, turnaxis, lookaxis, i;
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const INT32 speed = 1;
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// these ones used for multiple conditions
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boolean turnleft, turnright, strafelkey, straferkey, movefkey, movebkey, mouseaiming, analogjoystickmove, gamepadjoystickmove, thisjoyaiming;
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player_t *player = &players[consoleplayer];
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camera_t *thiscam = &camera;
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joystickvector2_t movejoystickvector, lookjoystickvector;
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static INT32 turnheld; // for accelerative turning
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static boolean keyboard_look; // true if lookup/down using keyboard
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@ -1030,11 +1089,16 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics)
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localaiming = 0;
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joyaiming = thisjoyaiming;
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axis = JoyAxis(AXISTURN);
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if (gamepadjoystickmove && axis != 0)
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turnaxis = JoyAxis(AXISTURN);
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lookaxis = JoyAxis(AXISLOOK);
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lookjoystickvector.xaxis = turnaxis;
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lookjoystickvector.yaxis = lookaxis;
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G_HandleAxisDeadZone(0, &lookjoystickvector);
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if (gamepadjoystickmove && lookjoystickvector.xaxis != 0)
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{
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turnright = turnright || (axis > 0);
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turnleft = turnleft || (axis < 0);
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turnright = turnright || (lookjoystickvector.xaxis > 0);
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turnleft = turnleft || (lookjoystickvector.xaxis < 0);
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}
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forward = side = 0;
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@ -1074,10 +1138,10 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics)
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if (turnleft)
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side -= sidemove[speed];
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if (analogjoystickmove && axis != 0)
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if (analogjoystickmove && lookjoystickvector.xaxis != 0)
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{
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// JOYAXISRANGE is supposed to be 1023 (divide by 1024)
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side += ((axis * sidemove[1]) >> 10);
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side += ((lookjoystickvector.xaxis * sidemove[1]) >> 10);
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}
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}
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else if (cv_analog.value) // Analog
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@ -1094,41 +1158,44 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics)
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else if (turnleft)
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cmd->angleturn = (INT16)(cmd->angleturn + angleturn[tspeed]);
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if (analogjoystickmove && axis != 0)
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if (analogjoystickmove && lookjoystickvector.xaxis != 0)
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{
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// JOYAXISRANGE should be 1023 (divide by 1024)
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cmd->angleturn = (INT16)(cmd->angleturn - ((axis * angleturn[1]) >> 10)); // ANALOG!
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cmd->angleturn = (INT16)(cmd->angleturn - ((lookjoystickvector.xaxis * angleturn[1]) >> 10)); // ANALOG!
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}
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}
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axis = JoyAxis(AXISSTRAFE);
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if (gamepadjoystickmove && axis != 0)
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strafeaxis = JoyAxis(AXISSTRAFE);
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moveaxis = JoyAxis(AXISMOVE);
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movejoystickvector.xaxis = strafeaxis;
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movejoystickvector.yaxis = moveaxis;
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G_HandleAxisDeadZone(0, &movejoystickvector);
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if (gamepadjoystickmove && movejoystickvector.xaxis != 0)
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{
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if (axis < 0)
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if (movejoystickvector.xaxis > 0)
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side += sidemove[speed];
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else if (axis > 0)
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else if (movejoystickvector.xaxis < 0)
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side -= sidemove[speed];
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}
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else if (analogjoystickmove && axis != 0)
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else if (analogjoystickmove && movejoystickvector.xaxis != 0)
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{
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// JOYAXISRANGE is supposed to be 1023 (divide by 1024)
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side += ((axis * sidemove[1]) >> 10);
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side += ((movejoystickvector.xaxis * sidemove[1]) >> 10);
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}
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// forward with key or button
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axis = JoyAxis(AXISMOVE);
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altaxis = JoyAxis(AXISLOOK);
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if (movefkey || (gamepadjoystickmove && axis < 0)
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if (movefkey || (gamepadjoystickmove && movejoystickvector.yaxis < 0)
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|| ((player->powers[pw_carry] == CR_NIGHTSMODE)
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&& (PLAYER1INPUTDOWN(gc_lookup) || (gamepadjoystickmove && altaxis < 0))))
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&& (PLAYER1INPUTDOWN(gc_lookup) || (gamepadjoystickmove && lookjoystickvector.yaxis > 0))))
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forward = forwardmove[speed];
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if (movebkey || (gamepadjoystickmove && axis > 0)
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if (movebkey || (gamepadjoystickmove && movejoystickvector.yaxis > 0)
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|| ((player->powers[pw_carry] == CR_NIGHTSMODE)
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&& (PLAYER1INPUTDOWN(gc_lookdown) || (gamepadjoystickmove && altaxis > 0))))
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&& (PLAYER1INPUTDOWN(gc_lookdown) || (gamepadjoystickmove && lookjoystickvector.yaxis < 0))))
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forward -= forwardmove[speed];
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if (analogjoystickmove && axis != 0)
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forward -= ((axis * forwardmove[1]) >> 10); // ANALOG!
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if (analogjoystickmove && movejoystickvector.yaxis != 0)
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forward -= ((movejoystickvector.yaxis * forwardmove[1]) >> 10); // ANALOG!
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// some people strafe left & right with mouse buttons
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// those people are weird
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@ -1211,9 +1278,8 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics)
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localaiming += (mlooky<<19)*player_invert*screen_invert;
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}
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axis = JoyAxis(AXISLOOK);
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if (analogjoystickmove && joyaiming && axis != 0 && cv_lookaxis.value != 0)
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localaiming += (axis<<16) * screen_invert;
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if (analogjoystickmove && joyaiming && lookjoystickvector.yaxis != 0 && cv_lookaxis.value != 0)
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localaiming += (lookjoystickvector.yaxis<<16) * screen_invert;
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// spring back if not using keyboard neither mouselookin'
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if (!keyboard_look && cv_lookaxis.value == 0 && !joyaiming && !mouseaiming)
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if (!(player->powers[pw_carry] == CR_NIGHTSMODE))
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{
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if (PLAYER1INPUTDOWN(gc_lookup) || (gamepadjoystickmove && axis < 0))
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if (PLAYER1INPUTDOWN(gc_lookup) || (gamepadjoystickmove && lookjoystickvector.yaxis > 0))
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{
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localaiming += KB_LOOKSPEED * screen_invert;
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keyboard_look = true;
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}
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else if (PLAYER1INPUTDOWN(gc_lookdown) || (gamepadjoystickmove && axis > 0))
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else if (PLAYER1INPUTDOWN(gc_lookdown) || (gamepadjoystickmove && lookjoystickvector.yaxis < 0))
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{
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localaiming -= KB_LOOKSPEED * screen_invert;
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keyboard_look = true;
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@ -1316,12 +1382,13 @@ void G_BuildTiccmd2(ticcmd_t *cmd, INT32 realtics)
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{
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boolean forcestrafe = false;
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boolean forcefullinput = false;
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INT32 tspeed, forward, side, axis, altaxis, i;
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INT32 tspeed, forward, side, axis, strafeaxis, moveaxis, turnaxis, lookaxis, i;
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const INT32 speed = 1;
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// these ones used for multiple conditions
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boolean turnleft, turnright, strafelkey, straferkey, movefkey, movebkey, mouseaiming, analogjoystickmove, gamepadjoystickmove, thisjoyaiming;
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player_t *player = &players[secondarydisplayplayer];
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camera_t *thiscam = (player->bot == 2 ? &camera : &camera2);
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joystickvector2_t movejoystickvector, lookjoystickvector;
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static INT32 turnheld; // for accelerative turning
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static boolean keyboard_look; // true if lookup/down using keyboard
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@ -1359,11 +1426,16 @@ void G_BuildTiccmd2(ticcmd_t *cmd, INT32 realtics)
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localaiming2 = 0;
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joyaiming = thisjoyaiming;
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axis = Joy2Axis(AXISTURN);
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if (gamepadjoystickmove && axis != 0)
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turnaxis = Joy2Axis(AXISTURN);
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lookaxis = Joy2Axis(AXISLOOK);
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lookjoystickvector.xaxis = turnaxis;
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lookjoystickvector.yaxis = lookaxis;
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G_HandleAxisDeadZone(1, &lookjoystickvector);
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if (gamepadjoystickmove && lookjoystickvector.xaxis != 0)
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{
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turnright = turnright || (axis > 0);
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turnleft = turnleft || (axis < 0);
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turnright = turnright || (lookjoystickvector.xaxis > 0);
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turnleft = turnleft || (lookjoystickvector.xaxis < 0);
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}
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forward = side = 0;
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@ -1404,10 +1476,10 @@ void G_BuildTiccmd2(ticcmd_t *cmd, INT32 realtics)
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if (turnleft)
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side -= sidemove[speed];
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if (analogjoystickmove && axis != 0)
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if (analogjoystickmove && lookjoystickvector.xaxis != 0)
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{
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// JOYAXISRANGE is supposed to be 1023 (divide by 1024)
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side += ((axis * sidemove[1]) >> 10);
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side += ((lookjoystickvector.xaxis * sidemove[1]) >> 10);
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}
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}
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else if (cv_analog2.value) // Analog
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@ -1424,41 +1496,44 @@ void G_BuildTiccmd2(ticcmd_t *cmd, INT32 realtics)
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else if (turnleft)
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cmd->angleturn = (INT16)(cmd->angleturn + angleturn[tspeed]);
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if (analogjoystickmove && axis != 0)
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if (analogjoystickmove && lookjoystickvector.xaxis != 0)
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{
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// JOYAXISRANGE should be 1023 (divide by 1024)
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cmd->angleturn = (INT16)(cmd->angleturn - ((axis * angleturn[1]) >> 10)); // ANALOG!
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cmd->angleturn = (INT16)(cmd->angleturn - ((lookjoystickvector.xaxis * angleturn[1]) >> 10)); // ANALOG!
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}
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}
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axis = Joy2Axis(AXISSTRAFE);
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if (gamepadjoystickmove && axis != 0)
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strafeaxis = Joy2Axis(AXISSTRAFE);
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moveaxis = Joy2Axis(AXISMOVE);
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movejoystickvector.xaxis = strafeaxis;
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movejoystickvector.yaxis = moveaxis;
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G_HandleAxisDeadZone(1, &movejoystickvector);
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if (gamepadjoystickmove && movejoystickvector.xaxis != 0)
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{
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if (axis < 0)
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if (movejoystickvector.xaxis > 0)
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side += sidemove[speed];
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else if (axis > 0)
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else if (movejoystickvector.xaxis < 0)
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side -= sidemove[speed];
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}
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else if (analogjoystickmove && axis != 0)
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else if (analogjoystickmove && movejoystickvector.xaxis != 0)
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{
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// JOYAXISRANGE is supposed to be 1023 (divide by 1024)
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side += ((axis * sidemove[1]) >> 10);
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side += ((movejoystickvector.xaxis * sidemove[1]) >> 10);
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}
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// forward with key or button
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axis = Joy2Axis(AXISMOVE);
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altaxis = Joy2Axis(AXISLOOK);
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if (movefkey || (gamepadjoystickmove && axis < 0)
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if (movefkey || (gamepadjoystickmove && movejoystickvector.yaxis < 0)
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|| ((player->powers[pw_carry] == CR_NIGHTSMODE)
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&& (PLAYER2INPUTDOWN(gc_lookup) || (gamepadjoystickmove && altaxis < 0))))
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&& (PLAYER2INPUTDOWN(gc_lookup) || (gamepadjoystickmove && lookjoystickvector.yaxis > 0))))
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forward = forwardmove[speed];
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if (movebkey || (gamepadjoystickmove && axis > 0)
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if (movebkey || (gamepadjoystickmove && movejoystickvector.yaxis > 0)
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|| ((player->powers[pw_carry] == CR_NIGHTSMODE)
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&& (PLAYER2INPUTDOWN(gc_lookdown) || (gamepadjoystickmove && altaxis > 0))))
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&& (PLAYER2INPUTDOWN(gc_lookdown) || (gamepadjoystickmove && lookjoystickvector.yaxis < 0))))
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forward -= forwardmove[speed];
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if (analogjoystickmove && axis != 0)
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forward -= ((axis * forwardmove[1]) >> 10); // ANALOG!
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if (analogjoystickmove && movejoystickvector.yaxis != 0)
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forward -= ((movejoystickvector.yaxis * forwardmove[1]) >> 10); // ANALOG!
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// some people strafe left & right with mouse buttons
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// those people are (still) weird
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@ -1538,9 +1613,8 @@ void G_BuildTiccmd2(ticcmd_t *cmd, INT32 realtics)
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localaiming2 += (mlook2y<<19)*player_invert*screen_invert;
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}
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axis = Joy2Axis(AXISLOOK);
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if (analogjoystickmove && joyaiming && axis != 0 && cv_lookaxis2.value != 0)
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localaiming2 += (axis<<16) * screen_invert;
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if (analogjoystickmove && joyaiming && lookjoystickvector.yaxis != 0 && cv_lookaxis2.value != 0)
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localaiming2 += (lookjoystickvector.yaxis<<16) * screen_invert;
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// spring back if not using keyboard neither mouselookin'
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if (!keyboard_look && cv_lookaxis2.value == 0 && !joyaiming && !mouseaiming)
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@ -1548,12 +1622,12 @@ void G_BuildTiccmd2(ticcmd_t *cmd, INT32 realtics)
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if (!(player->powers[pw_carry] == CR_NIGHTSMODE))
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{
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if (PLAYER2INPUTDOWN(gc_lookup) || (gamepadjoystickmove && axis < 0))
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if (PLAYER2INPUTDOWN(gc_lookup) || (gamepadjoystickmove && lookjoystickvector.yaxis > 0))
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{
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localaiming2 += KB_LOOKSPEED * screen_invert;
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keyboard_look = true;
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}
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else if (PLAYER2INPUTDOWN(gc_lookdown) || (gamepadjoystickmove && axis > 0))
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else if (PLAYER2INPUTDOWN(gc_lookdown) || (gamepadjoystickmove && lookjoystickvector.yaxis < 0))
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{
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localaiming2 -= KB_LOOKSPEED * screen_invert;
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keyboard_look = true;
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