mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- Exhumed: Initial uplift of player input. Still more to do.
This commit is contained in:
parent
59e4fae064
commit
3de787235d
4 changed files with 60 additions and 119 deletions
|
@ -439,10 +439,13 @@ void GameInterface::Ticker()
|
|||
// make weapon selection persist until it gets used up.
|
||||
sPlayerInput[nLocalPlayer].buttons = lLocalCodes;
|
||||
int weap = sPlayerInput[nLocalPlayer].getNewWeapon();
|
||||
sPlayerInput[nLocalPlayer].actions = localInput.actions;
|
||||
if (weap2 <= 0 || weap2 > 7) sPlayerInput[nLocalPlayer].SetNewWeapon(weap);
|
||||
sPlayerInput[nLocalPlayer].nTarget = besttarget;
|
||||
|
||||
auto oldactions = sPlayerInput[nLocalPlayer].actions;
|
||||
sPlayerInput[nLocalPlayer].actions = localInput.actions;
|
||||
if (oldactions & SB_CENTERVIEW) sPlayerInput[nLocalPlayer].actions |= SB_CENTERVIEW;
|
||||
|
||||
Ra[nLocalPlayer].nTarget = besttarget;
|
||||
|
||||
lLocalCodes = 0;
|
||||
|
|
|
@ -260,7 +260,8 @@ struct GameInterface : ::GameInterface
|
|||
void LevelCompleted(MapRecord *map, int skill) override;
|
||||
void NextLevel(MapRecord *map, int skill) override;
|
||||
bool DrawAutomapPlayer(int x, int y, int z, int a) override;
|
||||
|
||||
fixed_t playerHorizMin() override { return 0; }
|
||||
fixed_t playerHorizMax() override { return IntToFixed(184); }
|
||||
|
||||
::GameStats getStats() override;
|
||||
};
|
||||
|
|
|
@ -17,21 +17,20 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|||
//-------------------------------------------------------------------------
|
||||
#include "ns.h"
|
||||
#include "ps_input.h"
|
||||
#include "engine.h"
|
||||
#include "exhumed.h"
|
||||
#include "player.h"
|
||||
#include "aistuff.h"
|
||||
#include "status.h"
|
||||
#include "view.h"
|
||||
#include "gamecontrol.h"
|
||||
#include <string.h>
|
||||
#include "v_video.h"
|
||||
#include "menu.h"
|
||||
|
||||
BEGIN_PS_NS
|
||||
|
||||
extern short bPlayerPan;
|
||||
extern short bLockPan;
|
||||
|
||||
static int turn;
|
||||
static int counter;
|
||||
|
||||
short nInputStack = 0;
|
||||
|
||||
short bStackNode[kMaxPlayers];
|
||||
|
@ -98,64 +97,40 @@ void CheckKeys2()
|
|||
}
|
||||
|
||||
|
||||
static void PlayerInterruptKeys(bool after, ControlInfo* const hidInput)
|
||||
static void processMovement(ControlInfo* const hidInput)
|
||||
{
|
||||
static double lastInputTicks;
|
||||
auto const currentHiTicks = I_msTimeF();
|
||||
double const elapsedInputTicks = currentHiTicks - lastInputTicks;
|
||||
|
||||
lastInputTicks = currentHiTicks;
|
||||
|
||||
auto scaleAdjustmentToInterval = [=](double x) { return x * (120 / 4) / (1000.0 / elapsedInputTicks); };
|
||||
|
||||
if (paused)
|
||||
return;
|
||||
|
||||
InputPacket tempinput{};
|
||||
fixed_t input_angle = 0;
|
||||
|
||||
if (!after)
|
||||
{
|
||||
localInput = {};
|
||||
ApplyGlobalInput(localInput, hidInput);
|
||||
if (PlayerList[nLocalPlayer].nHealth == 0) localInput.actions &= SB_OPEN;
|
||||
}
|
||||
|
||||
if (PlayerList[nLocalPlayer].nHealth == 0)
|
||||
{
|
||||
lPlayerYVel = 0;
|
||||
lPlayerXVel = 0;
|
||||
nPlayerDAng = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
// JBF: Run key behaviour is selectable
|
||||
int const playerRunning = !!(localInput.actions & SB_RUN);
|
||||
int const turnAmount = playerRunning ? 12 : 8;
|
||||
int const keyMove = playerRunning ? 12 : 6;
|
||||
bool const mouseaim = !(localInput.actions & SB_AIMMODE);
|
||||
double const scaleAdjust = InputScale();
|
||||
InputPacket tempinput {};
|
||||
|
||||
if (buttonMap.ButtonDown(gamefunc_Strafe))
|
||||
{
|
||||
tempinput.svel -= hidInput->mousex * 4.f;
|
||||
tempinput.svel -= hidInput->dyaw * keyMove;
|
||||
tempinput.svel -= xs_CRoundToInt((hidInput->mousex * 32.) + (scaleAdjust * (hidInput->dyaw * keyMove)));
|
||||
}
|
||||
else
|
||||
{
|
||||
input_angle += FloatToFixed(hidInput->mousex + scaleAdjustmentToInterval(hidInput->dyaw));
|
||||
tempinput.q16avel += FloatToFixed(hidInput->mousex + (scaleAdjust * hidInput->dyaw));
|
||||
}
|
||||
|
||||
bool mouseaim = !(localInput.actions & SB_AIMMODE);
|
||||
|
||||
if (mouseaim)
|
||||
{
|
||||
tempinput.q16horz += FloatToFixed(hidInput->mousey);
|
||||
}
|
||||
else
|
||||
tempinput.fvel -= hidInput->mousey * 8.f;
|
||||
{
|
||||
tempinput.fvel -= xs_CRoundToInt(hidInput->mousey * 8.);
|
||||
}
|
||||
|
||||
if (!in_mouseflip) tempinput.q16horz = -tempinput.q16horz;
|
||||
if (!in_mouseflip)
|
||||
tempinput.q16horz = -tempinput.q16horz;
|
||||
|
||||
tempinput.q16horz -= FloatToFixed(scaleAdjustmentToInterval(hidInput->dpitch));
|
||||
tempinput.svel -= hidInput->dx * keyMove;
|
||||
tempinput.fvel -= hidInput->dz * keyMove;
|
||||
tempinput.q16horz -= FloatToFixed(scaleAdjust * hidInput->dpitch);
|
||||
tempinput.svel -= xs_CRoundToInt(scaleAdjust * (hidInput->dx * keyMove));
|
||||
tempinput.fvel -= xs_CRoundToInt(scaleAdjust * (hidInput->dz * keyMove));
|
||||
|
||||
if (buttonMap.ButtonDown(gamefunc_Strafe))
|
||||
{
|
||||
|
@ -167,9 +142,6 @@ static void PlayerInterruptKeys(bool after, ControlInfo* const hidInput)
|
|||
}
|
||||
else
|
||||
{
|
||||
static int turn = 0;
|
||||
static int counter = 0;
|
||||
// normal, non strafing movement
|
||||
if (buttonMap.ButtonDown(gamefunc_Turn_Left))
|
||||
{
|
||||
turn -= 2;
|
||||
|
@ -200,7 +172,7 @@ static void PlayerInterruptKeys(bool after, ControlInfo* const hidInput)
|
|||
}
|
||||
|
||||
//if ((counter++) % 4 == 0) // what was this for???
|
||||
input_angle += FloatToFixed(scaleAdjustmentToInterval(turn * 2));
|
||||
tempinput.q16avel += FloatToFixed(scaleAdjust * (turn * 2));
|
||||
|
||||
}
|
||||
|
||||
|
@ -218,81 +190,43 @@ static void PlayerInterruptKeys(bool after, ControlInfo* const hidInput)
|
|||
|
||||
localInput.fvel = clamp(localInput.fvel + tempinput.fvel, -12, 12);
|
||||
localInput.svel = clamp(localInput.svel + tempinput.svel, -12, 12);
|
||||
localInput.q16avel += input_angle;
|
||||
localInput.q16avel += tempinput.q16avel;
|
||||
localInput.q16horz += tempinput.q16horz;
|
||||
|
||||
if (!nFreeze)
|
||||
if (!cl_syncinput && !nFreeze)
|
||||
{
|
||||
PlayerList[nLocalPlayer].q16angle = (PlayerList[nLocalPlayer].q16angle + input_angle) & 0x7FFFFFF;
|
||||
Player* pPlayer = &PlayerList[nLocalPlayer];
|
||||
|
||||
// A horiz diff of 128 equal 45 degrees,
|
||||
// so we convert horiz to 1024 angle units
|
||||
|
||||
float const horizAngle = clamp(atan2f(PlayerList[nLocalPlayer].q16horiz - IntToFixed(92), IntToFixed(128)) * (512.f / fPI) + FixedToFloat(tempinput.q16horz), -255.f, 255.f);
|
||||
auto newq16horiz = IntToFixed(92) + xs_CRoundToInt(IntToFixed(128) * tanf(horizAngle * (fPI / 512.f)));
|
||||
if (PlayerList[nLocalPlayer].q16horiz != newq16horiz)
|
||||
{
|
||||
bLockPan = true;
|
||||
PlayerList[nLocalPlayer].q16horiz = newq16horiz;
|
||||
nDestVertPan[nLocalPlayer] = PlayerList[nLocalPlayer].q16horiz;
|
||||
}
|
||||
|
||||
// Look/aim up/down functions.
|
||||
if (localInput.actions & (SB_LOOK_UP|SB_AIM_UP))
|
||||
{
|
||||
bLockPan |= (localInput.actions & SB_LOOK_UP);
|
||||
if (PlayerList[nLocalPlayer].q16horiz < IntToFixed(180)) {
|
||||
PlayerList[nLocalPlayer].q16horiz += FloatToFixed(scaleAdjustmentToInterval(4));
|
||||
}
|
||||
|
||||
bPlayerPan = true;
|
||||
nDestVertPan[nLocalPlayer] = PlayerList[nLocalPlayer].q16horiz;
|
||||
}
|
||||
else if (localInput.actions & (SB_LOOK_DOWN|SB_AIM_DOWN))
|
||||
{
|
||||
bLockPan |= (localInput.actions & SB_LOOK_DOWN);
|
||||
if (PlayerList[nLocalPlayer].q16horiz > IntToFixed(4)) {
|
||||
PlayerList[nLocalPlayer].q16horiz -= FloatToFixed(scaleAdjustmentToInterval(4));
|
||||
}
|
||||
|
||||
bPlayerPan = true;
|
||||
nDestVertPan[nLocalPlayer] = PlayerList[nLocalPlayer].q16horiz;
|
||||
}
|
||||
applylook(&pPlayer->q16angle, &pPlayer->q16look_ang, &pPlayer->q16rotscrnang, &pPlayer->spin, tempinput.q16avel, &sPlayerInput[nLocalPlayer].actions, scaleAdjust, false);
|
||||
sethorizon(&pPlayer->q16horiz, tempinput.q16horz, &sPlayerInput[nLocalPlayer].actions, scaleAdjust);
|
||||
}
|
||||
|
||||
// loc_1C048:
|
||||
if (totalvel[nLocalPlayer] > 20) {
|
||||
bPlayerPan = false;
|
||||
}
|
||||
if (nFreeze) return;
|
||||
|
||||
// loc_1C05E
|
||||
fixed_t dVertPan = nDestVertPan[nLocalPlayer] - PlayerList[nLocalPlayer].q16horiz;
|
||||
if (dVertPan != 0 && !bLockPan)
|
||||
{
|
||||
int val = dVertPan / 4;
|
||||
if (abs(val) >= 4)
|
||||
{
|
||||
if (val >= 4)
|
||||
PlayerList[nLocalPlayer].q16horiz += IntToFixed(4);
|
||||
else if (val <= -4)
|
||||
PlayerList[nLocalPlayer].q16horiz -= IntToFixed(4);
|
||||
}
|
||||
else if (abs(dVertPan) >= FRACUNIT)
|
||||
PlayerList[nLocalPlayer].q16horiz += dVertPan / 2.0f;
|
||||
else
|
||||
{
|
||||
if (mouseaim) bLockPan = true;
|
||||
PlayerList[nLocalPlayer].q16horiz = nDestVertPan[nLocalPlayer];
|
||||
}
|
||||
}
|
||||
else bLockPan = mouseaim;
|
||||
PlayerList[nLocalPlayer].q16horiz = clamp(PlayerList[nLocalPlayer].q16horiz, 0, IntToFixed(184));
|
||||
}
|
||||
|
||||
|
||||
void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
|
||||
{
|
||||
PlayerInterruptKeys(packet == nullptr, hidInput);
|
||||
if (paused || M_Active())
|
||||
{
|
||||
localInput = {};
|
||||
return;
|
||||
}
|
||||
|
||||
if (PlayerList[nLocalPlayer].nHealth == 0)
|
||||
{
|
||||
lPlayerYVel = 0;
|
||||
lPlayerXVel = 0;
|
||||
nPlayerDAng = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
if (packet != nullptr)
|
||||
{
|
||||
localInput = {};
|
||||
ApplyGlobalInput(localInput, hidInput);
|
||||
if (PlayerList[nLocalPlayer].nHealth == 0) localInput.actions &= SB_OPEN;
|
||||
}
|
||||
|
||||
processMovement(hidInput);
|
||||
if (packet) *packet = localInput;
|
||||
}
|
||||
|
||||
|
|
|
@ -70,8 +70,11 @@ struct Player
|
|||
short field_3C;
|
||||
short nRun;
|
||||
|
||||
fixed_t q16angle;
|
||||
fixed_t q16horiz;
|
||||
fixed_t oq16angle, q16angle;
|
||||
fixed_t oq16horiz, q16horiz;
|
||||
fixed_t oq16look_ang, q16look_ang;
|
||||
fixed_t oq16rotscrnang, q16rotscrnang;
|
||||
fixed_t spin;
|
||||
vec3_t opos;
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue