- A_SetPitch now clamps the player's pitch within the valid range. It can

be made to clamp other actors' pitches to within the range (-90,+90)
  degrees with the SPF_FORCECLAMP flag.
- Transmit the local viewpitch limits to the other players.



SVN r3323 (trunk)
This commit is contained in:
Randy Heit 2011-12-06 01:25:37 +00:00
parent 0897a593c7
commit b41dbf8a52
11 changed files with 63 additions and 13 deletions

View file

@ -2450,6 +2450,11 @@ void Net_DoCommand (int type, BYTE **stream, int player)
}
break;
case DEM_SETPITCHLIMIT:
players[player].MinPitch = ReadByte(stream) * -ANGLE_1; // up
players[player].MaxPitch = ReadByte(stream) * ANGLE_1; // down
break;
default:
I_Error ("Unknown net command: %d", type);
break;
@ -2570,6 +2575,9 @@ void Net_SkipCommand (int type, BYTE **stream)
skip = 2 + ((*stream)[1] >> 7);
break;
case DEM_SETPITCHLIMIT:
skip = 2;
break;
default:
return;

View file

@ -282,6 +282,7 @@ public:
bool centering;
BYTE turnticks;
bool attackdown;
bool usedown;
DWORD oldbuttons;
@ -342,9 +343,9 @@ public:
TObjPtr<AActor> enemy; // The dead meat.
TObjPtr<AActor> missile; // A threathing missile that got to be avoided.
TObjPtr<AActor> mate; // Friend (used for grouping in templay or coop.
TObjPtr<AActor> last_mate; // If bots mate dissapeared (not if died) that mate is
TObjPtr<AActor> missile; // A threatening missile that needs to be avoided.
TObjPtr<AActor> mate; // Friend (used for grouping in teamplay or coop).
TObjPtr<AActor> last_mate; // If bots mate disappeared (not if died) that mate is
// pointed to by this. Allows bot to roam to it if
// necessary.
@ -380,6 +381,9 @@ public:
FString LogText; // [RH] Log for Strife
int MinPitch; // Viewpitch limits (negative is up, positive is down)
int MaxPitch;
SBYTE crouching;
SBYTE crouchdir;
fixed_t crouchfactor;

View file

@ -159,6 +159,7 @@ enum EDemoCommand
DEM_CONVCLOSE, // 60
DEM_CONVNULL, // 61
DEM_RUNSPECIAL, // 62 Byte: Special number, Byte: Arg count, Ints: Args
DEM_SETPITCHLIMIT, // 63 Byte: Up limit, Byte: Down limit (in degrees)
};
// The following are implemented by cht_DoCheat in m_cheat.cpp

View file

@ -2783,6 +2783,7 @@ void AActor::Tick ()
static const BYTE HereticScrollDirs[4] = { 6, 9, 1, 4 };
static const BYTE HereticSpeedMuls[5] = { 5, 10, 25, 30, 35 };
AActor *onmo;
int i;
@ -4027,6 +4028,7 @@ APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer)
p->BlendR = p->BlendG = p->BlendB = p->BlendA = 0.f;
p->mo->ResetAirSupply(false);
p->Uncrouch();
p->MinPitch = p->MaxPitch = 0; // will be filled in by PostBeginPlay()/netcode
p->velx = p->vely = 0; // killough 10/98: initialize bobbing to 0.

View file

@ -522,6 +522,14 @@ void APlayerPawn::PostBeginPlay()
P_FindFloorCeiling(this, true);
z = floorz;
}
else if (player - players == consoleplayer)
{
// Ask the local player's renderer what pitch restrictions
// should be imposed and let everybody know.
Net_WriteByte(DEM_SETPITCHLIMIT);
Net_WriteByte(Renderer->GetMaxViewPitch(false)); // up
Net_WriteByte(Renderer->GetMaxViewPitch(true)); // down
}
}
//===========================================================================
@ -2213,11 +2221,11 @@ void P_PlayerThink (player_t *player)
player->mo->pitch -= look;
if (look > 0)
{ // look up
player->mo->pitch = MAX(player->mo->pitch, Renderer->GetMaxViewPitch(false));
player->mo->pitch = MAX(player->mo->pitch, player->MinPitch);
}
else
{ // look down
player->mo->pitch = MIN(player->mo->pitch, Renderer->GetMaxViewPitch(true));
player->mo->pitch = MIN(player->mo->pitch, player->MaxPitch);
}
}
}

View file

@ -49,7 +49,7 @@ struct FRenderer
virtual void StartSerialize(FArchive &arc) {}
virtual void EndSerialize(FArchive &arc) {}
virtual int GetMaxViewPitch(bool down) = 0;
virtual int GetMaxViewPitch(bool down) = 0; // return value is in plain degrees
virtual void OnModeSet () {}
virtual void ErrorCleanup () {}

View file

@ -173,7 +173,7 @@ void FSoftwareRenderer::DrawRemainingPlayerSprites()
int FSoftwareRenderer::GetMaxViewPitch(bool down)
{
return down? MAX_DN_ANGLE*ANGLE_1 : -MAX_UP_ANGLE*ANGLE_1;
return down ? MAX_DN_ANGLE : MAX_UP_ANGLE;
}
//==========================================================================

View file

@ -601,11 +601,11 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
// Avoid overflowing viewpitch (can happen when a netgame is stalled)
if (viewpitch + delta <= viewpitch)
{
viewpitch = Renderer->GetMaxViewPitch(true);
viewpitch = player->MaxPitch;
}
else
{
viewpitch = MIN(viewpitch + delta, Renderer->GetMaxViewPitch(true));
viewpitch = MIN(viewpitch + delta, player->MaxPitch);
}
}
else if (delta < 0)
@ -613,11 +613,11 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
// Avoid overflowing viewpitch (can happen when a netgame is stalled)
if (viewpitch + delta >= viewpitch)
{
viewpitch = Renderer->GetMaxViewPitch(false);
viewpitch = player->MinPitch;
}
else
{
viewpitch = MAX(viewpitch + delta, Renderer->GetMaxViewPitch(false));
viewpitch = MAX(viewpitch + delta, player->MinPitch);
}
}
}

View file

@ -3416,10 +3416,34 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetAngle)
//
//===========================================================================
enum
{
SPF_FORCECLAMP = 1, // players always clamp
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
{
ACTION_PARAM_START(1);
ACTION_PARAM_START(2);
ACTION_PARAM_ANGLE(pitch, 0);
ACTION_PARAM_INT(flags, 1);
if (self->player != NULL || (flags & SPF_FORCECLAMP))
{ // clamp the pitch we set
int min, max;
if (self->player != NULL)
{
min = self->player->MinPitch;
max = self->player->MaxPitch;
}
else
{
min = -ANGLE_90 + (1 << ANGLETOFINESHIFT);
max = ANGLE_90 - (1 << ANGLETOFINESHIFT);
}
pitch = clamp<int>(pitch, min, max);
}
self->pitch = pitch;
}

View file

@ -278,7 +278,7 @@ ACTOR Actor native //: Thinker
action native A_PigPain ();
action native A_MonsterRefire(int chance, state label);
action native A_SetAngle(float angle = 0);
action native A_SetPitch(float pitch);
action native A_SetPitch(float pitch, int flags = 0);
action native A_ScaleVelocity(float scale);
action native A_ChangeVelocity(float x = 0, float y = 0, float z = 0, int flags = 0);
action native A_SetArg(int pos, int value);

View file

@ -257,5 +257,8 @@ Const Int WARPF_STOP = 0x80;
Const Int WARPF_TOFLOOR = 0x100;
Const Int WARPF_TESTONLY = 0x200;
// flags for A_SetPitch
const int SPF_FORCECLAMP = 1;
// This is only here to provide one global variable for testing.
native int testglobalvar;