- SW: Handle angAdjust and horizAdjust directly in processMovement() instead of via DoPlayerTurn()/DoPlayerHorizon().

* Eliminates issues with when to call when player is dead, etc. Handles cases like climbing a ladder which doesn't trigger `DoPlayerTurn()`.
This commit is contained in:
Mitchell Richters 2020-09-08 06:50:38 +10:00
parent 92443806af
commit 083ed3e9b7
3 changed files with 115 additions and 135 deletions

View file

@ -283,6 +283,9 @@ static void processMovement(PLAYERp const pp, ControlInfo* const hidInput, bool
if (TEST(pp->Flags2, PF2_INPUT_CAN_AIM))
DoPlayerHorizon(pp, q16horz, scaleAdjust);
if (pp->horizAdjust)
pp->q16horiz += FloatToFixed(scaleAdjust * pp->horizAdjust);
if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN_GENERAL))
DoPlayerTurn(pp, q16avel, scaleAdjust);
@ -294,6 +297,9 @@ static void processMovement(PLAYERp const pp, ControlInfo* const hidInput, bool
if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN_TURRET))
DoPlayerTurnTurret(pp, q16avel);
if (pp->angAdjust)
pp->q16ang = (pp->q16ang + FloatToFixed(scaleAdjust * pp->angAdjust)) & 0x7FFFFFF;
}
loc.fvel = clamp(loc.fvel + fvel, -MAXFVEL, MAXFVEL);

View file

@ -1548,82 +1548,74 @@ DoPlayerCrawlHeight(PLAYERp pp)
void
DoPlayerTurn(PLAYERp pp, fixed_t const q16avel, double const scaleAdjust)
{
if (!TEST(pp->Flags, PF_DEAD) || TEST(pp->Flags, PF_DEAD) && TEST(pp->Flags, PF_DEAD_HEAD|PF_HEAD_CONTROL))
if (!TEST(pp->Flags, PF_TURN_180))
{
if (!TEST(pp->Flags, PF_TURN_180))
if (pp->input.actions & SB_TURNAROUND)
{
if (pp->input.actions & SB_TURNAROUND)
if (pp->KeyPressBits & SB_TURNAROUND)
{
if (pp->KeyPressBits & SB_TURNAROUND)
{
fixed_t delta_ang;
fixed_t delta_ang;
pp->KeyPressBits &= ~SB_TURNAROUND;
pp->KeyPressBits &= ~SB_TURNAROUND;
pp->turn180_target = pp->q16ang + IntToFixed(1024);
pp->turn180_target = pp->q16ang + IntToFixed(1024);
// make the first turn in the clockwise direction
// the rest will follow
delta_ang = labs(GetDeltaQ16Angle(pp->turn180_target, pp->q16ang)) >> TURN_SHIFT;
pp->q16ang = (pp->q16ang + xs_CRoundToInt(scaleAdjust * delta_ang)) & 0x7FFFFFF;
// make the first turn in the clockwise direction
// the rest will follow
delta_ang = labs(GetDeltaQ16Angle(pp->turn180_target, pp->q16ang)) >> TURN_SHIFT;
pp->q16ang = (pp->q16ang + xs_CRoundToInt(scaleAdjust * delta_ang)) & 0x7FFFFFF;
SET(pp->Flags, PF_TURN_180);
}
}
else
{
pp->KeyPressBits |= SB_TURNAROUND;
SET(pp->Flags, PF_TURN_180);
}
}
if (TEST(pp->Flags, PF_TURN_180))
else
{
fixed_t delta_ang;
delta_ang = GetDeltaQ16Angle(pp->turn180_target, pp->q16ang) >> TURN_SHIFT;
pp->q16ang = (pp->q16ang + xs_CRoundToInt(scaleAdjust * delta_ang)) & 0x7FFFFFF;
sprite[pp->PlayerSprite].ang = FixedToInt(pp->q16ang);
if (!Prediction && pp->PlayerUnderSprite >= 0)
{
sprite[pp->PlayerUnderSprite].ang = FixedToInt(pp->q16ang);
}
// get new delta to see how close we are
delta_ang = GetDeltaQ16Angle(pp->turn180_target, pp->q16ang);
if (labs(delta_ang) < (IntToFixed(3) << TURN_SHIFT))
{
pp->q16ang = pp->turn180_target;
RESET(pp->Flags, PF_TURN_180);
}
else
{
return;
}
}
if (q16avel != 0)
{
pp->q16ang = (pp->q16ang + q16avel) & 0x7FFFFFF;
pp->KeyPressBits |= SB_TURNAROUND;
}
}
if (!cl_syncinput && pp->angAdjust)
if (TEST(pp->Flags, PF_TURN_180))
{
pp->q16ang = (pp->q16ang + FloatToFixed(scaleAdjust * pp->angAdjust)) & 0x7FFFFFF;
fixed_t delta_ang;
delta_ang = GetDeltaQ16Angle(pp->turn180_target, pp->q16ang) >> TURN_SHIFT;
pp->q16ang = (pp->q16ang + xs_CRoundToInt(scaleAdjust * delta_ang)) & 0x7FFFFFF;
sprite[pp->PlayerSprite].ang = FixedToInt(pp->q16ang);
if (!Prediction && pp->PlayerUnderSprite >= 0)
{
sprite[pp->PlayerUnderSprite].ang = FixedToInt(pp->q16ang);
}
// get new delta to see how close we are
delta_ang = GetDeltaQ16Angle(pp->turn180_target, pp->q16ang);
if (labs(delta_ang) < (IntToFixed(3) << TURN_SHIFT))
{
pp->q16ang = pp->turn180_target;
RESET(pp->Flags, PF_TURN_180);
}
else
{
return;
}
}
// update players sprite angle
// NOTE: It's also updated in UpdatePlayerSprite, but needs to be
// here to cover
// all cases.
sprite[pp->PlayerSprite].ang = FixedToInt(pp->q16ang);
if (!Prediction && pp->PlayerUnderSprite >= 0)
if (q16avel != 0)
{
sprite[pp->PlayerUnderSprite].ang = FixedToInt(pp->q16ang);
pp->q16ang = (pp->q16ang + q16avel) & 0x7FFFFFF;
// update players sprite angle
// NOTE: It's also updated in UpdatePlayerSprite, but needs to be
// here to cover
// all cases.
sprite[pp->PlayerSprite].ang = FixedToInt(pp->q16ang);
if (!Prediction && pp->PlayerUnderSprite >= 0)
{
sprite[pp->PlayerUnderSprite].ang = FixedToInt(pp->q16ang);
}
}
}
@ -1833,71 +1825,68 @@ PlayerAutoLook(PLAYERp pp, double const scaleAdjust)
void
DoPlayerHorizon(PLAYERp pp, fixed_t const q16horz, double const scaleAdjust)
{
if (!TEST(pp->Flags, PF_DEAD))
// Fixme: This should probably be made optional.
if (cl_slopetilting)
PlayerAutoLook(pp, scaleAdjust);
if (q16horz)
{
// Fixme: This should probably be made optional.
if (cl_slopetilting)
PlayerAutoLook(pp, scaleAdjust);
pp->q16horizbase += q16horz;
SET(pp->Flags, PF_LOCK_HORIZ | PF_LOOKING);
}
if (q16horz)
// this is the locked type
if (pp->input.actions & (SB_AIM_UP|SB_AIM_DOWN))
{
// set looking because player is manually looking.
SET(pp->Flags, PF_LOCK_HORIZ | PF_LOOKING);
// adjust q16horiz negative
if (pp->input.actions & SB_AIM_DOWN)
pp->q16horizbase -= FloatToFixed(scaleAdjust * (HORIZ_SPEED >> 1));
// adjust q16horiz positive
if (pp->input.actions & SB_AIM_UP)
pp->q16horizbase += FloatToFixed(scaleAdjust * (HORIZ_SPEED >> 1));
}
// this is the unlocked type
if (pp->input.actions & (SB_LOOK_UP|SB_LOOK_DOWN|SB_CENTERVIEW))
{
RESET(pp->Flags, PF_LOCK_HORIZ);
SET(pp->Flags, PF_LOOKING);
// adjust q16horiz negative
if (pp->input.actions & SB_LOOK_DOWN)
pp->q16horizbase -= FloatToFixed(scaleAdjust * HORIZ_SPEED);
// adjust q16horiz positive
if (pp->input.actions & SB_LOOK_UP)
pp->q16horizbase += FloatToFixed(scaleAdjust * HORIZ_SPEED);
if (pp->input.actions & SB_CENTERVIEW)
pp->q16horizoff = 0;
}
if (!TEST(pp->Flags, PF_LOCK_HORIZ))
{
if (!(pp->input.actions & (SB_LOOK_UP|SB_LOOK_DOWN)))
{
pp->q16horizbase += q16horz;
SET(pp->Flags, PF_LOCK_HORIZ | PF_LOOKING);
}
// this is the locked type
if (pp->input.actions & (SB_AIM_UP|SB_AIM_DOWN))
{
// set looking because player is manually looking.
SET(pp->Flags, PF_LOCK_HORIZ | PF_LOOKING);
// adjust q16horiz negative
if (pp->input.actions & SB_AIM_DOWN)
pp->q16horizbase -= FloatToFixed(scaleAdjust * (HORIZ_SPEED >> 1));
// adjust q16horiz positive
if (pp->input.actions & SB_AIM_UP)
pp->q16horizbase += FloatToFixed(scaleAdjust * (HORIZ_SPEED >> 1));
}
// this is the unlocked type
if (pp->input.actions & (SB_LOOK_UP|SB_LOOK_DOWN|SB_CENTERVIEW))
{
RESET(pp->Flags, PF_LOCK_HORIZ);
SET(pp->Flags, PF_LOOKING);
// adjust q16horiz negative
if (pp->input.actions & SB_LOOK_DOWN)
pp->q16horizbase -= FloatToFixed(scaleAdjust * HORIZ_SPEED);
// adjust q16horiz positive
if (pp->input.actions & SB_LOOK_UP)
pp->q16horizbase += FloatToFixed(scaleAdjust * HORIZ_SPEED);
if (pp->input.actions & SB_CENTERVIEW)
pp->q16horizoff = 0;
}
if (!TEST(pp->Flags, PF_LOCK_HORIZ))
{
if (!(pp->input.actions & (SB_LOOK_UP|SB_LOOK_DOWN)))
// not pressing the q16horiz keys
if (pp->q16horizbase != IntToFixed(100))
{
// not pressing the q16horiz keys
if (pp->q16horizbase != IntToFixed(100))
// move q16horiz back to 100
for (int i = 1; i; i--)
{
// move q16horiz back to 100
for (int i = 1; i; i--)
{
// this formula does not work for q16horiz = 101-103
pp->q16horizbase += xs_CRoundToInt(scaleAdjust * (IntToFixed(25) - (pp->q16horizbase >> 2)));
}
}
else
{
// not looking anymore because q16horiz is back at 100
RESET(pp->Flags, PF_LOOKING);
// this formula does not work for q16horiz = 101-103
pp->q16horizbase += xs_CRoundToInt(scaleAdjust * (IntToFixed(25) - (pp->q16horizbase >> 2)));
}
}
else
{
// not looking anymore because q16horiz is back at 100
RESET(pp->Flags, PF_LOOKING);
}
}
}
@ -1913,11 +1902,6 @@ DoPlayerHorizon(PLAYERp pp, fixed_t const q16horz, double const scaleAdjust)
// add base and offsets
pp->q16horiz = pp->q16horizbase + pp->q16horizoff;
if (!cl_syncinput)
{
pp->q16horiz += xs_CRoundToInt(scaleAdjust * pp->horizAdjust);
}
}
void
@ -4293,7 +4277,7 @@ PlayerOnLadder(PLAYERp pp)
pp->lx = lsp->x + nx * 5;
pp->ly = lsp->y + ny * 5;
playerSetAngle(pp, pp->LadderAngle);
playerAddAngle(pp, FixedToFloat(GetDeltaQ16Angle(IntToFixed(pp->LadderAngle), pp->q16ang)));
return TRUE;
}
@ -6296,9 +6280,6 @@ DoPlayerDeathHoriz(PLAYERp pp, short target, short speed)
{
if (pp->q16horiz > IntToFixed(target))
{
if (!cl_syncinput)
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
playerAddHoriz(pp, -speed);
if (pp->q16horiz <= IntToFixed(target))
@ -6307,9 +6288,6 @@ DoPlayerDeathHoriz(PLAYERp pp, short target, short speed)
if (pp->q16horiz < IntToFixed(target))
{
if (!cl_syncinput)
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
playerAddHoriz(pp, speed);
if (pp->q16horiz >= IntToFixed(target))
@ -6410,10 +6388,6 @@ void DoPlayerDeathFollowKiller(PLAYERp pp)
if (FAFcansee(kp->x, kp->y, SPRITEp_TOS(kp), kp->sectnum, pp->posx, pp->posy, pp->posz, pp->cursectnum))
{
if (!cl_syncinput)
{
SET(pp->Flags2, PF2_INPUT_CAN_TURN_GENERAL);
}
playerAddAngle(pp, GetDeltaQ16Angle(gethiq16angle(kp->x - pp->posx, kp->y - pp->posy), pp->q16ang) / (double)(FRACUNIT << 4));
}
}
@ -7452,7 +7426,7 @@ domovethings(void)
// auto tracking mode for single player multi-game
if (numplayers <= 1 && PlayerTrackingMode && pnum == screenpeek && screenpeek != myconnectindex)
{
playerSetAngle(&Player[screenpeek], gethiq16angle(Player[myconnectindex].posx - Player[screenpeek].posx, Player[myconnectindex].posy - Player[screenpeek].posy) / (double)(FRACUNIT));
playerSetAngle(&Player[screenpeek], FixedToFloat(gethiq16angle(Player[myconnectindex].posx - Player[screenpeek].posx, Player[myconnectindex].posy - Player[screenpeek].posy)));
}
if (!TEST(pp->Flags, PF_DEAD))

View file

@ -1675,7 +1675,7 @@ MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny)
// New angle is formed by taking last known angle and
// adjusting by the delta angle
playerSetAngle(pp, (pp->RevolveQ16Ang + IntToFixed(pp->RevolveDeltaAng)) / (double)(FRACUNIT));
playerSetAngle(pp, FixedToFloat(pp->RevolveQ16Ang + IntToFixed(pp->RevolveDeltaAng)));
UpdatePlayerSprite(pp);
}