mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-29 04:50:42 +00:00
SW: With the input tied to frame rate, disable aiming while the
player is dead, and also disable horizontal aiming while on a ladder.
This commit is contained in:
parent
40ca656f38
commit
120abb1029
1 changed files with 185 additions and 179 deletions
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@ -3289,215 +3289,221 @@ void getinput(int const playerNum)
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localInput.q16avel = fix16_clamp(fix16_sadd(localInput.q16avel, input.q16avel), fix16_from_int(-MAXANGVEL), fix16_from_int(MAXANGVEL));
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localInput.q16horz = fix16_clamp(fix16_sadd(localInput.q16horz, input.q16horz), fix16_from_int(-MAXHORIZVEL), fix16_from_int(MAXHORIZVEL));
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if (!TEST(pp->Flags, PF_TURN_180))
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if (!TEST(pp->Flags, PF_DEAD))
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{
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if (TEST_SYNC_KEY(pp, SK_TURN_180))
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if (!TEST(pp->Flags, PF_CLIMBING))
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{
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if (FLAG_KEY_PRESSED(pp, SK_TURN_180))
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if (!TEST(pp->Flags, PF_TURN_180))
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{
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if (TEST_SYNC_KEY(pp, SK_TURN_180))
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{
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if (FLAG_KEY_PRESSED(pp, SK_TURN_180))
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{
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fix16_t delta_q16ang;
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FLAG_KEY_RELEASE(pp, SK_TURN_180);
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pp->turn180_target = fix16_sadd(pp->q16ang, fix16_from_int(1024)) & 0x7FFFFFF;
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// make the first turn in the clockwise direction
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// the rest will follow
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delta_q16ang = GetDeltaAngleQ16(pp->turn180_target, pp->q16ang);
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pp->q16ang = fix16_sadd(pp->q16ang, fix16_max(fix16_one,fix16_from_float(scaleAdjustmentToInterval(fix16_to_int(fix16_sdiv(fix16_abs(delta_q16ang), fix16_from_int(TURN_SHIFT))))))) & 0x7FFFFFF;
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SET(pp->Flags, PF_TURN_180);
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}
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}
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else
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{
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FLAG_KEY_RESET(pp, SK_TURN_180);
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}
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}
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if (TEST(pp->Flags, PF_TURN_180))
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{
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fix16_t delta_q16ang;
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FLAG_KEY_RELEASE(pp, SK_TURN_180);
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delta_q16ang = GetDeltaAngleQ16(pp->turn180_target, pp->q16ang);
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pp->q16ang = fix16_sadd(pp->q16ang, fix16_from_float(scaleAdjustmentToInterval(fix16_to_int(fix16_sdiv(fix16_abs(delta_q16ang), fix16_from_int(TURN_SHIFT)))))) & 0x7FFFFFF;
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pp->turn180_target = fix16_sadd(pp->q16ang, fix16_from_int(1024)) & 0x7FFFFFF;
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sprite[pp->PlayerSprite].ang = fix16_to_int(pp->q16ang);
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if (!Prediction)
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{
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if (pp->PlayerUnderSprite >= 0)
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sprite[pp->PlayerUnderSprite].ang = fix16_to_int(pp->q16ang);
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}
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// make the first turn in the clockwise direction
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// the rest will follow
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// get new delta to see how close we are
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delta_q16ang = GetDeltaAngleQ16(pp->turn180_target, pp->q16ang);
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pp->q16ang = fix16_sadd(pp->q16ang, fix16_max(fix16_one,fix16_from_float(scaleAdjustmentToInterval(fix16_to_int(fix16_sdiv(fix16_abs(delta_q16ang), fix16_from_int(TURN_SHIFT))))))) & 0x7FFFFFF;
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if (fix16_abs(delta_q16ang) < fix16_from_int(3 * TURN_SHIFT))
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{
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pp->q16ang = pp->turn180_target;
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RESET(pp->Flags, PF_TURN_180);
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}
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else
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return;
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}
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SET(pp->Flags, PF_TURN_180);
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if (input.q16avel != 0)
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{
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pp->q16ang = fix16_sadd(pp->q16ang, input.q16avel) & 0x7FFFFFF;
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// update players sprite angle
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// NOTE: It's also updated in UpdatePlayerSprite, but needs to be
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// here to cover
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// all cases.
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sprite[pp->PlayerSprite].ang = fix16_to_int(pp->q16ang);
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if (!Prediction)
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{
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if (pp->PlayerUnderSprite >= 0)
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sprite[pp->PlayerUnderSprite].ang = fix16_to_int(pp->q16ang);
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}
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}
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}
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else
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// Fixme: This should probably be made optional.
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if (cl_slopetilting)
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{
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FLAG_KEY_RESET(pp, SK_TURN_180);
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}
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}
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int x,y,k,j;
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short tempsect;
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if (TEST(pp->Flags, PF_TURN_180))
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{
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fix16_t delta_q16ang;
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delta_q16ang = GetDeltaAngleQ16(pp->turn180_target, pp->q16ang);
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pp->q16ang = fix16_sadd(pp->q16ang, fix16_from_float(scaleAdjustmentToInterval(fix16_to_int(fix16_sdiv(fix16_abs(delta_q16ang), fix16_from_int(TURN_SHIFT)))))) & 0x7FFFFFF;
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sprite[pp->PlayerSprite].ang = fix16_to_int(pp->q16ang);
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if (!Prediction)
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{
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if (pp->PlayerUnderSprite >= 0)
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sprite[pp->PlayerUnderSprite].ang = fix16_to_int(pp->q16ang);
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}
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// get new delta to see how close we are
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delta_q16ang = GetDeltaAngleQ16(pp->turn180_target, pp->q16ang);
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if (fix16_abs(delta_q16ang) < fix16_from_int(3 * TURN_SHIFT))
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{
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pp->q16ang = pp->turn180_target;
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RESET(pp->Flags, PF_TURN_180);
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}
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else
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return;
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}
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if (input.q16avel != 0)
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{
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pp->q16ang = fix16_sadd(pp->q16ang, input.q16avel) & 0x7FFFFFF;
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// update players sprite angle
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// NOTE: It's also updated in UpdatePlayerSprite, but needs to be
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// here to cover
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// all cases.
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sprite[pp->PlayerSprite].ang = fix16_to_int(pp->q16ang);
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if (!Prediction)
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{
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if (pp->PlayerUnderSprite >= 0)
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sprite[pp->PlayerUnderSprite].ang = fix16_to_int(pp->q16ang);
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}
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}
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// Fixme: This should probably be made optional.
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if (cl_slopetilting)
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{
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int x,y,k,j;
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short tempsect;
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if (!TEST(pp->Flags, PF_FLYING|PF_SWIMMING|PF_DIVING|PF_CLIMBING|PF_JUMPING|PF_FALLING))
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{
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if (!TEST(pp->Flags, PF_MOUSE_AIMING_ON) && TEST(sector[pp->cursectnum].floorstat, FLOOR_STAT_SLOPE)) // If the floor is sloped
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if (!TEST(pp->Flags, PF_FLYING|PF_SWIMMING|PF_DIVING|PF_CLIMBING|PF_JUMPING|PF_FALLING))
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{
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// Get a point, 512 units ahead of player's position
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x = pp->posx + (sintable[(fix16_to_int(pp->q16ang) + 512) & 2047] >> 5);
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y = pp->posy + (sintable[fix16_to_int(pp->q16ang) & 2047] >> 5);
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tempsect = pp->cursectnum;
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COVERupdatesector(x, y, &tempsect);
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if (tempsect >= 0) // If the new point is inside a valid
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// sector...
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if (!TEST(pp->Flags, PF_MOUSE_AIMING_ON) && TEST(sector[pp->cursectnum].floorstat, FLOOR_STAT_SLOPE)) // If the floor is sloped
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{
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// Get the floorz as if the new (x,y) point was still in
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// your sector
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j = getflorzofslope(pp->cursectnum, pp->posx, pp->posy);
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k = getflorzofslope(pp->cursectnum, x, y);
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// Get a point, 512 units ahead of player's position
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x = pp->posx + (sintable[(fix16_to_int(pp->q16ang) + 512) & 2047] >> 5);
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y = pp->posy + (sintable[fix16_to_int(pp->q16ang) & 2047] >> 5);
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tempsect = pp->cursectnum;
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COVERupdatesector(x, y, &tempsect);
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// If extended point is in same sector as you or the slopes
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// of the sector of the extended point and your sector match
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// closely (to avoid accidently looking straight out when
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// you're at the edge of a sector line) then adjust horizon
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// accordingly
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if ((pp->cursectnum == tempsect) ||
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(klabs(getflorzofslope(tempsect, x, y) - k) <= (4 << 8)))
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if (tempsect >= 0) // If the new point is inside a valid
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// sector...
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{
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pp->q16horizoff = fix16_sadd(pp->q16horizoff, fix16_from_float(scaleAdjustmentToInterval(mulscale16((j - k), 160))));
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// Get the floorz as if the new (x,y) point was still in
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// your sector
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j = getflorzofslope(pp->cursectnum, pp->posx, pp->posy);
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k = getflorzofslope(pp->cursectnum, x, y);
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// If extended point is in same sector as you or the slopes
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// of the sector of the extended point and your sector match
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// closely (to avoid accidently looking straight out when
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// you're at the edge of a sector line) then adjust horizon
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// accordingly
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if ((pp->cursectnum == tempsect) ||
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(klabs(getflorzofslope(tempsect, x, y) - k) <= (4 << 8)))
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{
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pp->q16horizoff = fix16_sadd(pp->q16horizoff, fix16_from_float(scaleAdjustmentToInterval(mulscale16((j - k), 160))));
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}
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}
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}
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}
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}
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if (TEST(pp->Flags, PF_CLIMBING))
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{
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// tilt when climbing but you can't even really tell it
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if (pp->q16horizoff < fix16_from_int(100))
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pp->q16horizoff = fix16_sadd(pp->q16horizoff, fix16_from_float(scaleAdjustmentToInterval(fix16_to_float(((fix16_from_int(100) - pp->q16horizoff) >> 3) + fix16_one))));
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}
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else
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{
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// Make q16horizoff grow towards 0 since q16horizoff is not modified when
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// you're not on a slope
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if (pp->q16horizoff > 0)
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if (TEST(pp->Flags, PF_CLIMBING))
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{
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pp->q16horizoff = fix16_ssub(pp->q16horizoff, fix16_from_float(scaleAdjustmentToInterval(fix16_to_float((pp->q16horizoff >> 3) + fix16_one))));
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pp->q16horizoff = fix16_max(pp->q16horizoff, 0);
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}
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else if (pp->q16horizoff < 0)
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{
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pp->q16horizoff = fix16_sadd(pp->q16horizoff, fix16_from_float(scaleAdjustmentToInterval(fix16_to_float((-pp->q16horizoff >> 3) + fix16_one))));
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pp->q16horizoff = fix16_min(pp->q16horizoff, 0);
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}
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}
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}
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if (input.q16horz)
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{
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pp->q16horizbase = fix16_sadd(pp->q16horizbase, input.q16horz);
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SET(pp->Flags, PF_LOCK_HORIZ | PF_LOOKING);
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}
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if (TEST_SYNC_KEY(pp, SK_CENTER_VIEW))
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{
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pp->q16horiz = pp->q16horizbase = fix16_from_int(100);
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pp->q16horizoff = 0;
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}
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// this is the locked type
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if (TEST_SYNC_KEY(pp, SK_SNAP_UP) || TEST_SYNC_KEY(pp, SK_SNAP_DOWN))
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{
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// set looking because player is manually looking
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SET(pp->Flags, PF_LOCK_HORIZ | PF_LOOKING);
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// adjust pp->q16horiz negative
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if (TEST_SYNC_KEY(pp, SK_SNAP_DOWN))
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pp->q16horizbase = fix16_ssub(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval((HORIZ_SPEED/2))));
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// adjust pp->q16horiz positive
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if (TEST_SYNC_KEY(pp, SK_SNAP_UP))
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pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval((HORIZ_SPEED/2))));
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}
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// this is the unlocked type
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if (TEST_SYNC_KEY(pp, SK_LOOK_UP) || TEST_SYNC_KEY(pp, SK_LOOK_DOWN))
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{
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RESET(pp->Flags, PF_LOCK_HORIZ);
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SET(pp->Flags, PF_LOOKING);
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// adjust pp->q16horiz negative
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if (TEST_SYNC_KEY(pp, SK_LOOK_DOWN))
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pp->q16horizbase = fix16_ssub(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval(HORIZ_SPEED)));
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// adjust pp->q16horiz positive
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if (TEST_SYNC_KEY(pp, SK_LOOK_UP))
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pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval(HORIZ_SPEED)));
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}
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if (!TEST(pp->Flags, PF_LOCK_HORIZ))
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{
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if (!(TEST_SYNC_KEY(pp, SK_LOOK_UP) || TEST_SYNC_KEY(pp, SK_LOOK_DOWN)))
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{
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// not pressing the pp->q16horiz keys
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if (pp->q16horizbase != fix16_from_int(100))
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{
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int i;
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// move pp->q16horiz back to 100
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for (i = 1; i; i--)
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{
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// this formula does not work for pp->q16horiz = 101-103
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pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval(fix16_to_float(fix16_ssub(fix16_from_int(25), fix16_sdiv(pp->q16horizbase, fix16_from_int(4)))))));
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}
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// tilt when climbing but you can't even really tell it
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if (pp->q16horizoff < fix16_from_int(100))
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pp->q16horizoff = fix16_sadd(pp->q16horizoff, fix16_from_float(scaleAdjustmentToInterval(fix16_to_float(((fix16_from_int(100) - pp->q16horizoff) >> 3) + fix16_one))));
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}
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else
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{
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// not looking anymore because pp->q16horiz is back at 100
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RESET(pp->Flags, PF_LOOKING);
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// Make q16horizoff grow towards 0 since q16horizoff is not modified when
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// you're not on a slope
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if (pp->q16horizoff > 0)
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{
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pp->q16horizoff = fix16_ssub(pp->q16horizoff, fix16_from_float(scaleAdjustmentToInterval(fix16_to_float((pp->q16horizoff >> 3) + fix16_one))));
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pp->q16horizoff = fix16_max(pp->q16horizoff, 0);
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}
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else if (pp->q16horizoff < 0)
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{
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pp->q16horizoff = fix16_sadd(pp->q16horizoff, fix16_from_float(scaleAdjustmentToInterval(fix16_to_float((-pp->q16horizoff >> 3) + fix16_one))));
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pp->q16horizoff = fix16_min(pp->q16horizoff, 0);
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}
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}
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}
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if (input.q16horz)
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{
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pp->q16horizbase = fix16_sadd(pp->q16horizbase, input.q16horz);
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SET(pp->Flags, PF_LOCK_HORIZ | PF_LOOKING);
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}
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if (TEST_SYNC_KEY(pp, SK_CENTER_VIEW))
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{
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pp->q16horiz = pp->q16horizbase = fix16_from_int(100);
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pp->q16horizoff = 0;
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}
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// this is the locked type
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if (TEST_SYNC_KEY(pp, SK_SNAP_UP) || TEST_SYNC_KEY(pp, SK_SNAP_DOWN))
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{
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// set looking because player is manually looking
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SET(pp->Flags, PF_LOCK_HORIZ | PF_LOOKING);
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// adjust pp->q16horiz negative
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if (TEST_SYNC_KEY(pp, SK_SNAP_DOWN))
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pp->q16horizbase = fix16_ssub(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval((HORIZ_SPEED/2))));
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// adjust pp->q16horiz positive
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if (TEST_SYNC_KEY(pp, SK_SNAP_UP))
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pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval((HORIZ_SPEED/2))));
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}
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// this is the unlocked type
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if (TEST_SYNC_KEY(pp, SK_LOOK_UP) || TEST_SYNC_KEY(pp, SK_LOOK_DOWN))
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{
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RESET(pp->Flags, PF_LOCK_HORIZ);
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SET(pp->Flags, PF_LOOKING);
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// adjust pp->q16horiz negative
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if (TEST_SYNC_KEY(pp, SK_LOOK_DOWN))
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pp->q16horizbase = fix16_ssub(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval(HORIZ_SPEED)));
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// adjust pp->q16horiz positive
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if (TEST_SYNC_KEY(pp, SK_LOOK_UP))
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pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval(HORIZ_SPEED)));
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}
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if (!TEST(pp->Flags, PF_LOCK_HORIZ))
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{
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if (!(TEST_SYNC_KEY(pp, SK_LOOK_UP) || TEST_SYNC_KEY(pp, SK_LOOK_DOWN)))
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{
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// not pressing the pp->q16horiz keys
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if (pp->q16horizbase != fix16_from_int(100))
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{
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int i;
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// move pp->q16horiz back to 100
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for (i = 1; i; i--)
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{
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// this formula does not work for pp->q16horiz = 101-103
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pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_float(scaleAdjustmentToInterval(fix16_to_float(fix16_ssub(fix16_from_int(25), fix16_sdiv(pp->q16horizbase, fix16_from_int(4)))))));
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}
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}
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else
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{
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// not looking anymore because pp->q16horiz is back at 100
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RESET(pp->Flags, PF_LOOKING);
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}
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}
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}
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// bound the base
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pp->q16horizbase = fix16_max(pp->q16horizbase, fix16_from_int(PLAYER_HORIZ_MIN));
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pp->q16horizbase = fix16_min(pp->q16horizbase, fix16_from_int(PLAYER_HORIZ_MAX));
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// bound adjust q16horizoff
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if (pp->q16horizbase + pp->q16horizoff < fix16_from_int(PLAYER_HORIZ_MIN))
|
||||
pp->q16horizoff = fix16_ssub(fix16_from_float(scaleAdjustmentToInterval(PLAYER_HORIZ_MIN)), pp->q16horizbase);
|
||||
else if (pp->q16horizbase + pp->q16horizoff > fix16_from_int(PLAYER_HORIZ_MAX))
|
||||
pp->q16horizoff = fix16_ssub(fix16_from_float(scaleAdjustmentToInterval(PLAYER_HORIZ_MAX)), pp->q16horizbase);
|
||||
|
||||
// add base and offsets
|
||||
pp->q16horiz = fix16_clamp((pp->q16horizbase + pp->q16horizoff), fix16_from_int(PLAYER_HORIZ_MIN), fix16_from_int(PLAYER_HORIZ_MAX));
|
||||
}
|
||||
|
||||
// bound the base
|
||||
pp->q16horizbase = fix16_max(pp->q16horizbase, fix16_from_int(PLAYER_HORIZ_MIN));
|
||||
pp->q16horizbase = fix16_min(pp->q16horizbase, fix16_from_int(PLAYER_HORIZ_MAX));
|
||||
|
||||
// bound adjust q16horizoff
|
||||
if (pp->q16horizbase + pp->q16horizoff < fix16_from_int(PLAYER_HORIZ_MIN))
|
||||
pp->q16horizoff = fix16_ssub(fix16_from_float(scaleAdjustmentToInterval(PLAYER_HORIZ_MIN)), pp->q16horizbase);
|
||||
else if (pp->q16horizbase + pp->q16horizoff > fix16_from_int(PLAYER_HORIZ_MAX))
|
||||
pp->q16horizoff = fix16_ssub(fix16_from_float(scaleAdjustmentToInterval(PLAYER_HORIZ_MAX)), pp->q16horizbase);
|
||||
|
||||
// add base and offsets
|
||||
pp->q16horiz = fix16_clamp((pp->q16horizbase + pp->q16horizoff), fix16_from_int(PLAYER_HORIZ_MIN), fix16_from_int(PLAYER_HORIZ_MAX));
|
||||
|
||||
if (!CommEnabled)
|
||||
{
|
||||
// What a mess...:?
|
||||
|
|
Loading…
Reference in a new issue