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https://github.com/ZDoom/raze-gles.git
synced 2024-11-11 15:21:48 +00:00
- the main input function is also free of conflicts. That leaves 3 functions with roughly 4kb of code that cannot be redone without using EDuke code.
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6c2600df51
commit
47a0b14b43
2 changed files with 88 additions and 112 deletions
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@ -42,8 +42,6 @@ BEGIN_DUKE_NS
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static int WeaponToSend;
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static ESyncBits BitsToSend;
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extern double elapsedInputTicks;
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//---------------------------------------------------------------------------
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//
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// handles UI side input not handled via CCMDs or CVARs.
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@ -709,7 +707,7 @@ enum
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//
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//---------------------------------------------------------------------------
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fix16_t GetDeltaQ16Angle(fix16_t ang1, fix16_t ang2)
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static fix16_t GetDeltaQ16Angle(fix16_t ang1, fix16_t ang2)
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{
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// Look at the smaller angle if > 1024 (180 degrees)
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if (fix16_abs(ang1 - ang2) > fix16_from_int(1024))
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@ -733,7 +731,7 @@ fix16_t GetDeltaQ16Angle(fix16_t ang1, fix16_t ang2)
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//
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//---------------------------------------------------------------------------
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void processInputBits(player_struct *p, ControlInfo &info)
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static void processInputBits(player_struct *p, ControlInfo &info)
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{
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bool onVehicle = p->OnMotorcycle || p->OnBoat;
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if (buttonMap.ButtonDown(gamefunc_Fire)) loc.bits |= SKB_FIRE;
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@ -801,7 +799,7 @@ void processInputBits(player_struct *p, ControlInfo &info)
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//
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//---------------------------------------------------------------------------
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void processMovement(player_struct *p, input_t &input, ControlInfo &info, double scaleFactor)
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static void processMovement(player_struct *p, input_t &input, ControlInfo &info, double scaleFactor)
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{
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bool mouseaim = in_mousemode || buttonMap.ButtonDown(gamefunc_Mouse_Aiming);
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@ -906,7 +904,7 @@ void processMovement(player_struct *p, input_t &input, ControlInfo &info, double
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//
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//---------------------------------------------------------------------------
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int motoApplyTurn(player_struct* p, int turnl, int turnr, int bike_turn, bool goback, double factor)
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static int motoApplyTurn(player_struct* p, int turnl, int turnr, int bike_turn, bool goback, double factor)
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{
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static int turnheldtime;
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static int lastcontroltime;
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@ -1060,7 +1058,7 @@ static int boatApplyTurn(player_struct *p, int turnl, int turnr, int bike_turn,
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//
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//---------------------------------------------------------------------------
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void processVehicleInput(player_struct *p, ControlInfo& info, input_t& input, double scaleAdjust)
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static void processVehicleInput(player_struct *p, ControlInfo& info, input_t& input, double scaleAdjust)
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{
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auto turnspeed = info.mousex + scaleAdjust * info.dyaw * (1. / 32); // originally this was 64, not 32. Why the change?
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int turnl = buttonMap.ButtonDown(gamefunc_Turn_Left) || buttonMap.ButtonDown(gamefunc_Strafe_Left);
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@ -1112,6 +1110,82 @@ void processVehicleInput(player_struct *p, ControlInfo& info, input_t& input, do
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input.q16avel = fix16_from_dbl(turnvel);
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}
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//---------------------------------------------------------------------------
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//
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// main input handler routine
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//
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//---------------------------------------------------------------------------
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void checkCrouchToggle(player_struct* p);
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void FinalizeInput(int playerNum, input_t& input, bool vehicle);
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void GetInput()
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{
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static double lastCheck;
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double elapsedInputTicks;
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auto const p = &ps[myconnectindex];
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updatePauseStatus();
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auto now = I_msTimeF();
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// do not let this become too large - it would create overflows resulting in undefined behavior. The very first tic must not use the timer difference at all because the timer has not been set yet.
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// This really needs to have the timer fixed to be robust, doing it ad-hoc here is not really safe.
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if (lastCheck > 0) elapsedInputTicks = min(now - lastCheck, 10.);
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else elapsedInputTicks = 1;
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lastCheck = now;
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if (paused)
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{
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loc = {};
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if (g_gameQuit) loc.bits |= SKB_GAMEQUIT;
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return;
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}
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D_ProcessEvents();
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if (numplayers == 1)
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{
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setlocalplayerinput(p);
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}
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double scaleAdjust = elapsedInputTicks * REALGAMETICSPERSEC / 1000.0;
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ControlInfo info;
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CONTROL_GetInput(&info);
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input_t input{};
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if (isRRRA() && (p->OnMotorcycle || p->OnBoat))
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{
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p->crouch_toggle = 0;
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processInputBits(p, info);
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processVehicleInput(p, info, input, scaleAdjust);
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FinalizeInput(myconnectindex, input, true);
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if (!synchronized_input)
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{
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p->q16horiz = clamp(p->q16horiz, F16(HORIZ_MIN), F16(HORIZ_MAX));
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if (sprite[p->i].extra > 0)
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{
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apply_seasick(p, scaleAdjust);
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}
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}
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}
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else
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{
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processMovement(p, input, info, scaleAdjust);
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checkCrouchToggle(p);
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processInputBits(p, info);
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FinalizeInput(myconnectindex, input, false);
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if (!synchronized_input)
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{
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if (sprite[p->i].extra > 0)
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{
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applylook(myconnectindex, scaleAdjust);
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}
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// Do these in the same order as the old code.
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calcviewpitch(p, scaleAdjust);
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sethorizon(myconnectindex, loc.bits, scaleAdjust, true);
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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@ -27,12 +27,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_DUKE_NS
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fix16_t GetDeltaQ16Angle(fix16_t ang1, fix16_t ang2);
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void processInputBits(player_struct *p, ControlInfo& info);
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int motoApplyTurn(player_struct* p, int turnl, int turnr, int bike_turn, bool goback, double factor);
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void processVehicleInput(player_struct* p, ControlInfo& info, input_t& input, double scaleAdjust);
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void processMovement(player_struct* p, input_t& input, ControlInfo& info, double scaleFactor);
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int32_t PHEIGHT = PHEIGHT_DUKE;
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@ -71,23 +65,20 @@ enum inputlock_t
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static int P_CheckLockedMovement(int const playerNum)
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{
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auto& thisPlayer = g_player[playerNum];
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auto const pPlayer = &ps[playerNum];
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if (pPlayer->on_crane >= 0)
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return IL_NOMOVE|IL_NOANGLE;
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if (pPlayer->newowner != -1)
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return IL_NOANGLE|IL_NOHORIZ;
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if (pPlayer->curr_weapon > 11) return 0;
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if (pPlayer->dead_flag || pPlayer->fist_incs || pPlayer->transporter_hold > 2 || pPlayer->hard_landing || pPlayer->access_incs > 0
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if (sprite[pPlayer->i].extra <= 0 || (pPlayer->dead_flag && !ud.god) || pPlayer->fist_incs || pPlayer->transporter_hold > 2 || pPlayer->hard_landing || pPlayer->access_incs > 0
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|| pPlayer->knee_incs > 0
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|| (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == TRIPBOMB_WEAPON && pPlayer->kickback_pic > 1
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&& pPlayer->kickback_pic < PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay)))
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return IL_NOTHING;
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if (pPlayer->on_crane >= 0)
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return IL_NOMOVE | IL_NOANGLE;
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if (pPlayer->newowner != -1)
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return IL_NOANGLE | IL_NOHORIZ;
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if (pPlayer->return_to_center > 0)
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return IL_NOHORIZ;
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@ -175,93 +166,4 @@ void FinalizeInput(int playerNum, input_t &input, bool vehicle)
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}
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}
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double elapsedInputTicks = -1;
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void P_GetInput(int const playerNum)
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{
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auto const pPlayer = &ps[playerNum];
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ControlInfo info;
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double scaleAdjust = elapsedInputTicks * REALGAMETICSPERSEC / 1000.0;
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CONTROL_GetInput(&info);
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input_t input {};
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// here it goes
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processMovement(pPlayer, input, info, scaleAdjust);
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checkCrouchToggle(pPlayer);
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processInputBits(pPlayer, info);
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FinalizeInput(playerNum, input, false);
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if (!synchronized_input)
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{
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// don't adjust rotscrnang and look_ang if dead.
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if (sprite[pPlayer->i].extra > 0)
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{
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applylook(playerNum, scaleAdjust);
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}
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// Do these in the same order as the old code.
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calcviewpitch(pPlayer, scaleAdjust);
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sethorizon(playerNum, loc.bits, scaleAdjust, true);
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}
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}
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void P_GetInputVehicle(int playerNum)
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{
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auto const pPlayer = &ps[playerNum];
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ControlInfo info;
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double scaleAdjust = elapsedInputTicks * REALGAMETICSPERSEC / 1000.0;
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CONTROL_GetInput(&info);
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input_t input {};
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pPlayer->crouch_toggle = 0;
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processInputBits(pPlayer, info);
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processVehicleInput(pPlayer, info, input, scaleAdjust);
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FinalizeInput(playerNum, input, true);
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// don't adjust rotscrnang and look_ang if dead.
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if (sprite[pPlayer->i].extra > 0 && !synchronized_input)
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{
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apply_seasick(pPlayer, scaleAdjust);
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}
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}
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void GetInput()
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{
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static double lastCheck;
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auto const p = &ps[myconnectindex];
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updatePauseStatus();
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auto now = I_msTimeF();
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// do not let this become too large - it would create overflows resulting in undefined behavior. The very first tic must not use the timer difference at all because the timer has not been set yet.
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// This really needs to have the timer fixed to be robust, doing it ad-hoc here is not really safe.
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if (elapsedInputTicks >= 0) elapsedInputTicks = min(now - lastCheck, 10.);
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else elapsedInputTicks = 1;
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lastCheck = now;
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if (paused)
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{
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loc = {};
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if (g_gameQuit) loc.bits |= SKB_GAMEQUIT;
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return;
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}
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D_ProcessEvents();
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if (numplayers == 1)
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{
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setlocalplayerinput(p);
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}
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if (isRRRA() && (p->OnMotorcycle || p->OnBoat))
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P_GetInputVehicle(myconnectindex);
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else
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P_GetInput(myconnectindex);
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}
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END_DUKE_NS
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