SW: Make vehicle input better.

- Define new boolean 'on_vehicle' in PLAYERp struct for use with interpolating while on vehicle and other checks.
- Move horizon code back into separate DoPlayerHorizon() function. Adjusting horizon while in vehicle must come at the end of the DoPlayerOperate*() function.
- Make DoPlayerHorizon() accessible in game.cpp.
- Change code in DoPlayerHorizon() to process according how 'pp->on_vehicle' is set.
- Make scaleAdjustmentToInterval available outside of getinput().
- Don't process input at frame-rate while on a vehicle. Vehicle code is too difficult to process outside of the game's clock.

Partially based on NY00123's upstream implementation of tying player input to frame-rate.
This commit is contained in:
Mitchell Richters 2020-05-19 20:03:52 +10:00 committed by Christoph Oelckers
parent 58bb2e149b
commit 670a53c402
5 changed files with 261 additions and 148 deletions

View file

@ -2009,8 +2009,7 @@ drawscreen(PLAYERp pp)
tx = camerapp->oposx + mulscale16(camerapp->posx - camerapp->oposx, smoothratio);
ty = camerapp->oposy + mulscale16(camerapp->posy - camerapp->oposy, smoothratio);
tz = camerapp->oposz + mulscale16(camerapp->posz - camerapp->oposz, smoothratio);
if (/*PEDANTIC_MODE ||*/ pp->sop_control ||
pp == Player+myconnectindex && TEST(pp->Flags, PF_DEAD))
if (pp == Player+myconnectindex && (pp->on_vehicle || pp->sop_control || TEST(pp->Flags, PF_DEAD)))
{
tq16ang = camerapp->oq16ang + mulscale16(((camerapp->q16ang + fix16_from_int(1024) - camerapp->oq16ang) & 0x7FFFFFF) - fix16_from_int(1024), smoothratio);
tq16horiz = camerapp->oq16horiz + mulscale16(camerapp->q16horiz - camerapp->oq16horiz, smoothratio);

View file

@ -2533,13 +2533,14 @@ void RunLevel(void)
}
else
{
PLAYERp const pp = Player + myconnectindex;
while ((totalclock - ototalclock) >= synctics)
{
ototalclock += synctics;
getinput(myconnectindex);
PLAYERp const pp = Player + myconnectindex;
auto const q16ang = fix16_to_int(pp->q16ang);
auto & input = pp->inputfifo[Player[myconnectindex].movefifoend & (MOVEFIFOSIZ - 1)];
@ -2554,10 +2555,10 @@ void RunLevel(void)
domovethings();
}
}
if (!ScrollMode2D)
getinput(myconnectindex);
if (!ScrollMode2D && !pp->on_vehicle)
getinput(myconnectindex);
}
drawscreen(Player + screenpeek);
@ -3008,6 +3009,11 @@ void PauseKey(PLAYERp pp)
short MirrorDelay;
double elapsedInputTicks;
double scaleAdjustmentToInterval(double x) { return x * (120 / synctics) / (1000.0 / elapsedInputTicks); }
void DoPlayerHorizon(PLAYERp pp, fix16_t *q16horz);
void getinput(int const playerNum)
{
int i;
@ -3023,7 +3029,6 @@ void getinput(int const playerNum)
#define MAXSVEL ((NORMALKEYMOVE*2)+10)
#define MAXANGVEL 1024
#define MAXHORIZVEL 256
#define HORIZ_SPEED (16)
#define TURN_SHIFT 4
#define SET_LOC_KEY(bits, sync_num, key_test) SET(bits, ((!!(key_test)) << (sync_num)))
@ -3235,13 +3240,12 @@ void getinput(int const playerNum)
input.vel -= info.dz * keymove / analogExtent;
static double lastInputTicks;
auto const currentHiTicks = timerGetHiTicks();
double const elapsedInputTicks = currentHiTicks - lastInputTicks;
auto const currentHiTicks = timerGetHiTicks();
elapsedInputTicks = currentHiTicks - lastInputTicks;
lastInputTicks = currentHiTicks;
auto scaleAdjustmentToInterval = [=](double x) { return x * (120 / synctics) / (1000.0 / elapsedInputTicks); };
if (buttonMap.ButtonDown(gamefunc_Strafe) && !pp->sop)
{
if (!localInput.svel)
@ -3305,7 +3309,9 @@ void getinput(int const playerNum)
SET_LOC_KEY(localInput.bits, SK_CENTER_VIEW, buttonMap.ButtonDown(gamefunc_Center_View));
SET_LOC_KEY(localInput.bits, SK_TURN_180, buttonMap.ButtonDown(gamefunc_TurnAround));
if (!TEST(pp->Flags, PF_DEAD))
pp->on_vehicle = P_CheckOperatingVehicle(pp);
if (!TEST(pp->Flags, PF_DEAD) && !pp->on_vehicle)
{
if (!TEST(pp->Flags, PF_CLIMBING))
{
@ -3379,142 +3385,7 @@ void getinput(int const playerNum)
}
}
// Fixme: This should probably be made optional.
if (cl_slopetilting)
{
int x,y,k,j;
short tempsect;
if (!TEST(pp->Flags, PF_FLYING|PF_SWIMMING|PF_DIVING|PF_CLIMBING|PF_JUMPING|PF_FALLING))
{
if (!TEST(pp->Flags, PF_MOUSE_AIMING_ON) && TEST(sector[pp->cursectnum].floorstat, FLOOR_STAT_SLOPE)) // If the floor is sloped
{
// Get a point, 512 units ahead of player's position
x = pp->posx + (sintable[(fix16_to_int(pp->q16ang) + 512) & 2047] >> 5);
y = pp->posy + (sintable[fix16_to_int(pp->q16ang) & 2047] >> 5);
tempsect = pp->cursectnum;
COVERupdatesector(x, y, &tempsect);
if (tempsect >= 0) // If the new point is inside a valid
// sector...
{
// Get the floorz as if the new (x,y) point was still in
// your sector
j = getflorzofslope(pp->cursectnum, pp->posx, pp->posy);
k = getflorzofslope(pp->cursectnum, x, y);
// If extended point is in same sector as you or the slopes
// of the sector of the extended point and your sector match
// closely (to avoid accidently looking straight out when
// you're at the edge of a sector line) then adjust horizon
// accordingly
if ((pp->cursectnum == tempsect) ||
(klabs(getflorzofslope(tempsect, x, y) - k) <= (4 << 8)))
{
pp->q16horizoff = fix16_sadd(pp->q16horizoff, fix16_from_dbl(scaleAdjustmentToInterval(mulscale16((j - k), 160))));
}
}
}
}
if (TEST(pp->Flags, PF_CLIMBING))
{
// tilt when climbing but you can't even really tell it
if (pp->q16horizoff < fix16_from_int(100))
pp->q16horizoff = fix16_sadd(pp->q16horizoff, fix16_from_dbl(scaleAdjustmentToInterval(fix16_to_dbl(((fix16_from_int(100) - pp->q16horizoff) >> 3) + fix16_one))));
}
else
{
// Make q16horizoff grow towards 0 since q16horizoff is not modified when
// you're not on a slope
if (pp->q16horizoff > 0)
{
pp->q16horizoff = fix16_ssub(pp->q16horizoff, fix16_from_dbl(scaleAdjustmentToInterval(fix16_to_dbl((pp->q16horizoff >> 3) + fix16_one))));
pp->q16horizoff = fix16_max(pp->q16horizoff, 0);
}
else if (pp->q16horizoff < 0)
{
pp->q16horizoff = fix16_sadd(pp->q16horizoff, fix16_from_dbl(scaleAdjustmentToInterval(fix16_to_dbl((-pp->q16horizoff >> 3) + fix16_one))));
pp->q16horizoff = fix16_min(pp->q16horizoff, 0);
}
}
}
if (input.q16horz)
{
pp->q16horizbase = fix16_sadd(pp->q16horizbase, input.q16horz);
SET(pp->Flags, PF_LOCK_HORIZ | PF_LOOKING);
}
// this is the locked type
if (TEST_SYNC_KEY(pp, SK_SNAP_UP) || TEST_SYNC_KEY(pp, SK_SNAP_DOWN))
{
// set looking because player is manually looking
SET(pp->Flags, PF_LOCK_HORIZ | PF_LOOKING);
// adjust pp->q16horiz negative
if (TEST_SYNC_KEY(pp, SK_SNAP_DOWN))
pp->q16horizbase = fix16_ssub(pp->q16horizbase, fix16_from_dbl(scaleAdjustmentToInterval(HORIZ_SPEED / 2)));
// adjust pp->q16horiz positive
if (TEST_SYNC_KEY(pp, SK_SNAP_UP))
pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_dbl(scaleAdjustmentToInterval(HORIZ_SPEED / 2)));
}
// this is the unlocked type
if (TEST_SYNC_KEY(pp, SK_LOOK_UP) || TEST_SYNC_KEY(pp, SK_LOOK_DOWN) || TEST_SYNC_KEY(pp, SK_CENTER_VIEW))
{
RESET(pp->Flags, PF_LOCK_HORIZ);
SET(pp->Flags, PF_LOOKING);
// adjust pp->q16horiz negative
if (TEST_SYNC_KEY(pp, SK_LOOK_DOWN))
pp->q16horizbase = fix16_ssub(pp->q16horizbase, fix16_from_dbl(scaleAdjustmentToInterval(HORIZ_SPEED)));
// adjust pp->q16horiz positive
if (TEST_SYNC_KEY(pp, SK_LOOK_UP))
pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_dbl(scaleAdjustmentToInterval(HORIZ_SPEED)));
// reset pp->q16horizoff when resetting to center.
if (TEST_SYNC_KEY(pp, SK_CENTER_VIEW))
pp->q16horizoff = 0;
}
if (!TEST(pp->Flags, PF_LOCK_HORIZ))
{
if (!(TEST_SYNC_KEY(pp, SK_LOOK_UP) || TEST_SYNC_KEY(pp, SK_LOOK_DOWN)))
{
// not pressing the pp->q16horiz keys
if (pp->q16horizbase != fix16_from_int(100))
{
int i;
// move pp->q16horiz back to 100
for (i = 1; i; i--)
{
// this formula does not work for pp->q16horiz = 101-103
pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_dbl(scaleAdjustmentToInterval(fix16_to_dbl(fix16_ssub(fix16_from_int(25), fix16_sdiv(pp->q16horizbase, fix16_from_int(4)))))));
}
}
else
{
// not looking anymore because pp->q16horiz is back at 100
RESET(pp->Flags, PF_LOOKING);
}
}
}
// bound the base
pp->q16horizbase = fix16_clamp(pp->q16horizbase, fix16_from_int(PLAYER_HORIZ_MIN), 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_int(PLAYER_HORIZ_MIN), pp->q16horizbase);
else if (pp->q16horizbase + pp->q16horizoff > fix16_from_int(PLAYER_HORIZ_MAX))
pp->q16horizoff = fix16_ssub(fix16_from_int(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));
DoPlayerHorizon(pp, &localInput.q16horz);
}
if (!CommEnabled)

View file

@ -1282,6 +1282,8 @@ struct PLAYERstruct
short Reverb; // Player's current reverb setting
short Heads; // Number of Accursed Heads orbiting player
int PlayerVersion;
SWBOOL on_vehicle;
};
extern PLAYER Player[MAX_SW_PLAYERS_REG+1];

View file

@ -1188,6 +1188,16 @@ SWBOOL
FAFcansee(int32_t xs, int32_t ys, int32_t zs, int16_t sects,
int32_t xe, int32_t ye, int32_t ze, int16_t secte);
SWBOOL
P_CheckOperatingVehicle(PLAYERp pp)
{
SWBOOL on_vehicle = pp->DoPlayerAction == DoPlayerOperateBoat ||
pp->DoPlayerAction == DoPlayerOperateTank ||
pp->DoPlayerAction == DoPlayerOperateTurret;
return on_vehicle;
}
int
DoPickTarget(SPRITEp sp, uint32_t max_delta_ang, SWBOOL skip_targets)
{
@ -1733,6 +1743,229 @@ void SlipSlope(PLAYERp pp)
extern int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust;
double scaleAdjustmentToInterval(double x);
void
DoPlayerHorizon(PLAYERp pp, fix16_t *q16horz)
{
#define HORIZ_SPEED (16)
// Fixme: This should probably be made optional.
if (cl_slopetilting)
{
int x,y,k,j;
short tempsect;
if (!TEST(pp->Flags, PF_FLYING|PF_SWIMMING|PF_DIVING|PF_CLIMBING|PF_JUMPING|PF_FALLING))
{
if (!TEST(pp->Flags, PF_MOUSE_AIMING_ON) && TEST(sector[pp->cursectnum].floorstat, FLOOR_STAT_SLOPE)) // If the floor is sloped
{
// Get a point, 512 units ahead of player's position
x = pp->posx + (sintable[(fix16_to_int(pp->q16ang) + 512) & 2047] >> 5);
y = pp->posy + (sintable[fix16_to_int(pp->q16ang) & 2047] >> 5);
tempsect = pp->cursectnum;
COVERupdatesector(x, y, &tempsect);
if (tempsect >= 0) // If the new point is inside a valid sector...
{
// Get the floorz as if the new (x,y) point was still in
// your sector
j = getflorzofslope(pp->cursectnum, pp->posx, pp->posy);
k = getflorzofslope(pp->cursectnum, x, y);
// If extended point is in same sector as you or the slopes
// of the sector of the extended point and your sector match
// closely (to avoid accidently looking straight out when
// you're at the edge of a sector line) then adjust horizon
// accordingly
if ((pp->cursectnum == tempsect) || (klabs(getflorzofslope(tempsect, x, y) - k) <= (4 << 8)))
{
if (!pp->on_vehicle)
{
pp->q16horizoff = fix16_sadd(pp->q16horizoff, fix16_from_dbl(scaleAdjustmentToInterval(mulscale16((j - k), 160))));
}
else
{
pp->q16horizoff += fix16_from_int((((j - k) * 160) >> 16));
}
}
}
}
}
if (TEST(pp->Flags, PF_CLIMBING))
{
// tilt when climbing but you can't even really tell it
if (pp->q16horizoff < fix16_from_int(100))
{
if (!pp->on_vehicle)
{
pp->q16horizoff = fix16_sadd(pp->q16horizoff, fix16_from_dbl(scaleAdjustmentToInterval(fix16_to_dbl(((fix16_from_int(100) - pp->q16horizoff) >> 3) + fix16_one))));
}
else
{
pp->q16horizoff += fix16_from_int((((100 - fix16_to_int(pp->q16horizoff)) >> 3) + 1));
}
}
}
else
{
// Make q16horizoff grow towards 0 since q16horizoff is not modified when
// you're not on a slope
if (pp->q16horizoff > 0)
{
if (!pp->on_vehicle)
{
pp->q16horizoff = fix16_ssub(pp->q16horizoff, fix16_from_dbl(scaleAdjustmentToInterval(fix16_to_dbl((pp->q16horizoff >> 3) + fix16_one))));
pp->q16horizoff = fix16_max(pp->q16horizoff, 0);
}
else
{
pp->q16horizoff -= fix16_from_int(((fix16_to_int(pp->q16horizoff) >> 3) + 1));
}
}
else if (pp->q16horizoff < 0)
{
if (!pp->on_vehicle)
{
pp->q16horizoff = fix16_sadd(pp->q16horizoff, fix16_from_dbl(scaleAdjustmentToInterval(fix16_to_dbl((-pp->q16horizoff >> 3) + fix16_one))));
pp->q16horizoff = fix16_min(pp->q16horizoff, 0);
}
else
{
pp->q16horizoff += fix16_from_int((((fix16_to_int(-pp->q16horizoff)) >> 3) + 1));
}
}
}
}
if (*q16horz)
{
if (!pp->on_vehicle)
{
pp->q16horizbase = fix16_sadd(pp->q16horizbase, *q16horz);
}
else
{
pp->q16horizbase += *q16horz;
}
SET(pp->Flags, PF_LOCK_HORIZ | PF_LOOKING);
}
// this is the locked type
if (TEST_SYNC_KEY(pp, SK_SNAP_UP) || TEST_SYNC_KEY(pp, SK_SNAP_DOWN))
{
// set looking because player is manually looking
SET(pp->Flags, PF_LOCK_HORIZ | PF_LOOKING);
// adjust pp->q16horiz negative
if (TEST_SYNC_KEY(pp, SK_SNAP_DOWN))
{
if (!pp->on_vehicle)
{
pp->q16horizbase = fix16_ssub(pp->q16horizbase, fix16_from_dbl(scaleAdjustmentToInterval(HORIZ_SPEED / 2)));
}
else
{
pp->q16horizbase -= fix16_from_int((HORIZ_SPEED/2));
}
}
// adjust pp->q16horiz positive
if (TEST_SYNC_KEY(pp, SK_SNAP_UP))
{
if (!pp->on_vehicle)
{
pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_dbl(scaleAdjustmentToInterval(HORIZ_SPEED / 2)));
}
else
{
pp->q16horizbase += fix16_from_int((HORIZ_SPEED/2));
}
}
}
// this is the unlocked type
if (TEST_SYNC_KEY(pp, SK_LOOK_UP) || TEST_SYNC_KEY(pp, SK_LOOK_DOWN) || TEST_SYNC_KEY(pp, SK_CENTER_VIEW))
{
RESET(pp->Flags, PF_LOCK_HORIZ);
SET(pp->Flags, PF_LOOKING);
// adjust pp->q16horiz negative
if (TEST_SYNC_KEY(pp, SK_LOOK_DOWN))
{
if (!pp->on_vehicle)
{
pp->q16horizbase = fix16_ssub(pp->q16horizbase, fix16_from_dbl(scaleAdjustmentToInterval(HORIZ_SPEED)));
}
else
{
pp->q16horizbase -= fix16_from_int(HORIZ_SPEED);
}
}
// adjust pp->q16horiz positive
if (TEST_SYNC_KEY(pp, SK_LOOK_UP))
{
if (!pp->on_vehicle)
{
pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_dbl(scaleAdjustmentToInterval(HORIZ_SPEED)));
}
else
{
pp->q16horizbase += fix16_from_int(HORIZ_SPEED);
}
}
// reset pp->q16horizoff when resetting to center.
if (TEST_SYNC_KEY(pp, SK_CENTER_VIEW))
pp->q16horizoff = 0;
}
if (!TEST(pp->Flags, PF_LOCK_HORIZ))
{
if (!(TEST_SYNC_KEY(pp, SK_LOOK_UP) || TEST_SYNC_KEY(pp, SK_LOOK_DOWN)))
{
// not pressing the pp->q16horiz keys
if (pp->q16horizbase != fix16_from_int(100))
{
int i;
// move pp->q16horiz back to 100
for (i = 1; i; i--)
{
// this formula does not work for pp->q16horiz = 101-103
if (!pp->on_vehicle)
{
pp->q16horizbase = fix16_sadd(pp->q16horizbase, fix16_from_dbl(scaleAdjustmentToInterval(fix16_to_dbl(fix16_ssub(fix16_from_int(25), fix16_sdiv(pp->q16horizbase, fix16_from_int(4)))))));
}
else
{
pp->q16horizbase += fix16_from_int(25 - (fix16_to_int(pp->q16horizbase) >> 2));
}
}
}
else
{
// not looking anymore because pp->q16horiz is back at 100
RESET(pp->Flags, PF_LOOKING);
}
}
}
// bound the base
pp->q16horizbase = fix16_clamp(pp->q16horizbase, fix16_from_int(PLAYER_HORIZ_MIN), 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_int(PLAYER_HORIZ_MIN), pp->q16horizbase);
else if (pp->q16horizbase + pp->q16horizoff > fix16_from_int(PLAYER_HORIZ_MAX))
pp->q16horizoff = fix16_ssub(fix16_from_int(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));
}
void
DoPlayerBob(PLAYERp pp)
{
@ -2496,6 +2729,8 @@ DoPlayerMoveBoat(PLAYERp pp)
OperateSectorObject(pp->sop, fix16_to_int(pp->q16ang), pp->posx, pp->posy);
pp->cursectnum = save_sectnum; // for speed
DoPlayerHorizon(pp, &pp->input.q16horz);
}
#if 0
@ -3006,6 +3241,8 @@ DoPlayerMoveTank(PLAYERp pp)
OperateSectorObject(pp->sop, fix16_to_int(pp->q16ang), pp->posx, pp->posy);
pp->cursectnum = save_sectnum; // for speed
DoPlayerHorizon(pp, &pp->input.q16horz);
DoTankTreads(pp);
}
@ -3020,6 +3257,8 @@ DoPlayerMoveTurret(PLAYERp pp)
SET(pp->Flags, PF_PLAYER_MOVED);
OperateSectorObject(pp->sop, fix16_to_int(pp->q16ang), pp->sop->xmid, pp->sop->ymid);
DoPlayerHorizon(pp, &pp->input.q16horz);
}
void

View file

@ -143,6 +143,8 @@ void PlaySOsound(short sectnum,short sound_num);
void DoSpawnTeleporterEffectPlace(SPRITEp sp);
void FindMainSector(SECTOR_OBJECTp sop);
SWBOOL P_CheckOperatingVehicle(PLAYERp pp);
END_SW_NS
#endif