SW: Make map follow mode work better.

- Input was too fast following input code changes.
- Speed of input can now be changed with toggling the run key.
- Remove function 'MoveScrollMode2D()' and incorporate into 'getinput()' to reduce code duplication.
- Store map follow coordinates in PLAYERp struct and remove old globals.
This commit is contained in:
Mitchell Richters 2020-04-01 21:30:54 +11:00 committed by Christoph Oelckers
parent 4630c8a0b7
commit 8e94c48eff
5 changed files with 126 additions and 193 deletions

View file

@ -75,7 +75,6 @@ extern short HelpPagePic[];
extern ParentalStruct aVoxelArray[MAXTILES];
extern SWBOOL RedrawScreen;
SWBOOL RedrawCompass=FALSE;
extern int Follow_posx,Follow_posy;
int ConnectCopySprite(uspritetype const * tsp);
void PreDrawStackedWater(void);
@ -1924,7 +1923,6 @@ short ScreenSavePic = FALSE;
SWBOOL PicInView(short, SWBOOL);
void DoPlayerDiveMeter(PLAYERp pp);
void MoveScrollMode2D(PLAYERp pp);
void
drawscreen(PLAYERp pp)
@ -2193,8 +2191,8 @@ drawscreen(PLAYERp pp)
if (ScrollMode2D)
{
tx = Follow_posx;
ty = Follow_posy;
tx = pp->mfposx;
ty = pp->mfposy;
}
for (j = 0; j < MAXSPRITES; j++)

View file

@ -146,7 +146,6 @@ char DemoText[3][64];
int DemoTextYstart = 0;
SWBOOL DoubleInitAWE32 = FALSE;
int Follow_posx=0,Follow_posy=0;
SWBOOL NoMeters = FALSE;
short IntroAnimCount = 0;
@ -2983,7 +2982,8 @@ void getinput(int const playerNum)
static int32_t turnheldtime;
// reset localInput
// reset objects.
SW_PACKET input {};
localInput = {};
localInput.bits = 0;
@ -3018,62 +3018,6 @@ void getinput(int const playerNum)
ControlInfo info;
CONTROL_GetInput(&info);
//info.dz = (info.dz * move_scale)>>8;
//info.dyaw = (info.dyaw * turn_scale)>>8;
PauseKey(pp);
if (PauseKeySet)
return;
// MAP KEY
if (buttonMap.ButtonDown(gamefunc_Map))
{
buttonMap.ClearButton(gamefunc_Map);
// Init follow coords
Follow_posx = pp->posx;
Follow_posy = pp->posy;
if (dimensionmode == 3)
dimensionmode = 5;
else if (dimensionmode == 5)
dimensionmode = 6;
else
{
MirrorDelay = 1;
dimensionmode = 3;
SetFragBar(pp);
ScrollMode2D = FALSE;
SetRedrawScreen(pp);
}
}
// Toggle follow map mode on/off
if (dimensionmode == 5 || dimensionmode == 6)
{
if (buttonMap.ButtonDown(gamefunc_Map_Follow_Mode))
{
buttonMap.ClearButton(gamefunc_Map_Follow_Mode);
ScrollMode2D = !ScrollMode2D;
Follow_posx = pp->posx;
Follow_posy = pp->posy;
}
}
// If in 2D follow mode, scroll around using glob vars
// Tried calling this in domovethings, but key response it too poor, skips key presses
// Note: ScrollMode2D = Follow mode, so this get called only during follow mode
if (ScrollMode2D && pp == Player + playerNum && !Prediction)
MoveScrollMode2D(Player + playerNum);
// !JIM! Added M_Active() so that you don't move at all while using menus
if (M_Active() || ScrollMode2D || InputMode)
return;
SET_LOC_KEY(localInput.bits, SK_SPACE_BAR, ((!!inputState.GetKeyStatus(KEYSC_SPACE)) | buttonMap.ButtonDown(gamefunc_Open)));
int const running = G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run));
int32_t turnamount;
int32_t keymove;
@ -3099,11 +3043,128 @@ void getinput(int const playerNum)
keymove = NORMALKEYMOVE;
}
PauseKey(pp);
if (PauseKeySet)
return;
// MAP KEY
if (buttonMap.ButtonDown(gamefunc_Map))
{
buttonMap.ClearButton(gamefunc_Map);
// Init follow coords
pp->mfposx = pp->posx;
pp->mfposy = pp->posy;
if (dimensionmode == 3)
dimensionmode = 5;
else if (dimensionmode == 5)
dimensionmode = 6;
else
{
MirrorDelay = 1;
dimensionmode = 3;
SetFragBar(pp);
ScrollMode2D = FALSE;
SetRedrawScreen(pp);
}
}
// Toggle follow map mode on/off
if (dimensionmode == 5 || dimensionmode == 6)
{
if (buttonMap.ButtonDown(gamefunc_Map_Follow_Mode))
{
buttonMap.ClearButton(gamefunc_Map_Follow_Mode);
ScrollMode2D = !ScrollMode2D;
pp->mfposx = pp->posx;
pp->mfposy = pp->posy;
}
}
// If in 2D follow mode, scroll around.
if (ScrollMode2D && !Prediction)
{
extern SWBOOL HelpInputMode, ScrollMode2D;
keymove = keymove / 6;
if (M_Active())
return;
// Recenter view if told
if (buttonMap.ButtonDown(gamefunc_Center_View))
{
pp->mfposx = pp->posx;
pp->mfposy = pp->posy;
}
// Toggle follow map mode on/off
if (buttonMap.ButtonDown(gamefunc_Map_Follow_Mode))
{
buttonMap.ClearButton(gamefunc_Map_Follow_Mode);
ScrollMode2D = !ScrollMode2D;
// Reset coords
pp->mfposx = pp->posx;
pp->mfposy = pp->posy;
}
if (buttonMap.ButtonDown(gamefunc_Strafe))
input.svel -= info.dyaw>>2;
input.svel -= info.dx>>2;
input.vel = -info.dz>>2;
if (!ConPanel)
{
if (!HelpInputMode)
{
if (buttonMap.ButtonDown(gamefunc_Turn_Left))
input.svel += keymove;
if (buttonMap.ButtonDown(gamefunc_Turn_Right))
input.svel += -keymove;
if (buttonMap.ButtonDown(gamefunc_Move_Forward))
input.vel += keymove;
if (buttonMap.ButtonDown(gamefunc_Move_Backward))
input.vel += -keymove;
}
if (!InputMode)
{
if (buttonMap.ButtonDown(gamefunc_Strafe_Left))
input.svel += keymove;
if (buttonMap.ButtonDown(gamefunc_Strafe_Right))
input.svel += -keymove;
}
}
input.vel = clamp(input.vel, -MAXVEL, MAXVEL);
input.svel = clamp(input.svel, -MAXSVEL, MAXSVEL);
pp->mfposx += mulscale9(input.vel, sintable[NORM_ANGLE(fix16_to_int(pp->q16ang) + 512)]) +
mulscale9(input.svel, sintable[NORM_ANGLE(fix16_to_int(pp->q16ang))]);
pp->mfposy += mulscale9(input.vel, sintable[NORM_ANGLE(fix16_to_int(pp->q16ang))]) +
mulscale9(input.svel, sintable[NORM_ANGLE(fix16_to_int(pp->q16ang) + 1536)]);
pp->mfposx = max(pp->mfposx, x_min_bound);
pp->mfposy = max(pp->mfposy, y_min_bound);
pp->mfposx = min(pp->mfposx, x_max_bound);
pp->mfposy = min(pp->mfposy, y_max_bound);
}
// !JIM! Added M_Active() so that you don't move at all while using menus
if (M_Active() || ScrollMode2D || InputMode)
return;
SET_LOC_KEY(localInput.bits, SK_SPACE_BAR, ((!!inputState.GetKeyStatus(KEYSC_SPACE)) | buttonMap.ButtonDown(gamefunc_Open)));
info.dz = (info.dz * move_scale)>>8;
info.dyaw = (info.dyaw * turn_scale)>>8;
SW_PACKET input {};
if (buttonMap.ButtonDown(gamefunc_Strafe) && !pp->sop)
{
input.svel = -info.mousex;

View file

@ -1030,6 +1030,9 @@ struct PLAYERstruct
int
oposx, oposy, oposz;
// Map follow mode pos values.
int32_t mfposx, mfposy;
// holds last valid move position
short lv_sectnum;
int lv_x,lv_y,lv_z;
@ -1843,7 +1846,6 @@ typedef struct
extern SPIN Spin[17];
extern DOOR_AUTO_CLOSE DoorAutoClose[MAX_DOOR_AUTO_CLOSE];
extern int x_min_bound, y_min_bound, x_max_bound, y_max_bound;
#define MAXANIM 256
typedef void ANIM_CALLBACK (ANIMp, void *);

View file

@ -81,7 +81,6 @@ void pWeaponForceRest(PLAYERp pp);
#define SO_IDLE_SOUND 1
extern SWBOOL NoMeters;
extern int Follow_posx,Follow_posy;
#define TEST_UNDERWATER(pp) (TEST(sector[(pp)->cursectnum].extra, SECTFX_UNDERWATER))
extern unsigned char palette_data[256][3]; // Global palette array
@ -2211,132 +2210,6 @@ void PlayerCheckValidMove(PLAYERp pp)
}
}
void
MoveScrollMode2D(PLAYERp pp)
{
#define TURBOTURNTIME (120/8)
#define NORMALTURN (12+6)
#define RUNTURN (28)
#define PREAMBLETURN 3
#define NORMALKEYMOVE 35
#define MAXVEL ((NORMALKEYMOVE*2)+10)
#define MAXSVEL ((NORMALKEYMOVE*2)+10)
#define MAXANGVEL 100
ControlInfo scrl_input;
int32_t keymove;
int32_t momx, momy;
static int mfvel=0, mfsvel=0;
extern SWBOOL HelpInputMode, ScrollMode2D;
CONTROL_GetInput(&scrl_input);
mfsvel = mfvel = 0;
if (M_Active())
return;
// Recenter view if told
if (buttonMap.ButtonDown(gamefunc_Center_View))
{
Follow_posx = pp->posx;
Follow_posy = pp->posy;
}
// Toggle follow map mode on/off
if (buttonMap.ButtonDown(gamefunc_Map_Follow_Mode))
{
buttonMap.ClearButton(gamefunc_Map_Follow_Mode);
ScrollMode2D = !ScrollMode2D;
// Reset coords
Follow_posx = pp->posx;
Follow_posy = pp->posy;
}
if (buttonMap.ButtonDown(gamefunc_Strafe))
mfsvel -= scrl_input.dyaw>>2;
mfsvel -= scrl_input.dx>>2;
mfvel = -scrl_input.dz>>2;
#if 0
int const running = !!BUTTON(gamefunc_Run) ^ !!TEST(pp->Flags, PF_LOCK_RUN);
if (running)
{
keymove = NORMALKEYMOVE << 1;
}
else
#endif
{
keymove = NORMALKEYMOVE;
}
if (!HelpInputMode && !ConPanel)
{
if (buttonMap.ButtonDown(gamefunc_Turn_Left))
{
mfsvel -= -keymove;
}
if (buttonMap.ButtonDown(gamefunc_Turn_Right))
{
mfsvel -= keymove;
}
}
if (!InputMode && !ConPanel)
{
if (buttonMap.ButtonDown(gamefunc_Strafe_Left))
{
mfsvel += keymove;
}
if (buttonMap.ButtonDown(gamefunc_Strafe_Right))
{
mfsvel += -keymove;
}
}
if (!HelpInputMode && !ConPanel)
{
if (buttonMap.ButtonDown(gamefunc_Move_Forward))
{
mfvel += keymove;
}
if (buttonMap.ButtonDown(gamefunc_Move_Backward))
{
mfvel += -keymove;
}
}
if (mfvel < -MAXVEL)
mfvel = -MAXVEL;
if (mfvel > MAXVEL)
mfvel = MAXVEL;
if (mfsvel < -MAXSVEL)
mfsvel = -MAXSVEL;
if (mfsvel > MAXSVEL)
mfsvel = MAXSVEL;
momx = mulscale9(mfvel, sintable[NORM_ANGLE(fix16_to_int(pp->q16ang) + 512)]);
momy = mulscale9(mfvel, sintable[NORM_ANGLE(fix16_to_int(pp->q16ang))]);
momx += mulscale9(mfsvel, sintable[NORM_ANGLE(fix16_to_int(pp->q16ang))]);
momy += mulscale9(mfsvel, sintable[NORM_ANGLE(fix16_to_int(pp->q16ang) + 1536)]);
//mfvel = momx;
//mfsvel = momy;
Follow_posx += momx;
Follow_posy += momy;
Follow_posx = max(Follow_posx, x_min_bound);
Follow_posy = max(Follow_posy, y_min_bound);
Follow_posx = min(Follow_posx, x_max_bound);
Follow_posy = min(Follow_posy, y_max_bound);
}
void
DoPlayerMenuKeys(PLAYERp pp)
{

View file

@ -130,7 +130,6 @@ void DoPlayer(void);
void domovethings(void);
void InitAllPlayers(void);
void InitMultiPlayerInfo(void);
void MoveScrollMode2D(PLAYERp pp);
void DoPlayerDivePalette(PLAYERp pp);
void DoPlayerNightVisionPalette(PLAYERp pp);
void DoPlayerStopDiveNoWarp(PLAYERp pp);