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Improve player input locking logic
This fixes the issue with mouse input and viewscreens. git-svn-id: https://svn.eduke32.com/eduke32@8619 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 39 additions and 20 deletions
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@ -2891,15 +2891,32 @@ enddisplayweapon:
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int32_t mouseyaxismode = -1;
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enum inputlock_t
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{
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IL_NOANGLE = 0x1,
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IL_NOHORIZ = 0x2,
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IL_NOMOVE = 0x4,
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IL_NOTHING = IL_NOANGLE|IL_NOHORIZ|IL_NOMOVE,
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};
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static int P_CheckLockedMovement(int const playerNum)
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{
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auto const pPlayer = g_player[playerNum].ps;
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if (pPlayer->on_crane >= 0) return 2;
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if (pPlayer->on_crane >= 0)
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return IL_NOMOVE|IL_NOANGLE;
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return (pPlayer->dead_flag || pPlayer->fist_incs || pPlayer->transporter_hold > 2 || pPlayer->hard_landing || pPlayer->access_incs > 0 || 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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if (pPlayer->newowner != -1)
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return IL_NOANGLE|IL_NOHORIZ;
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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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|| 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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return 0;
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}
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void P_GetInput(int const playerNum)
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@ -3126,7 +3143,7 @@ void P_GetInput(int const playerNum)
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int const movementLocked = P_CheckLockedMovement(playerNum);
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if ((ud.scrollmode && ud.overhead_on) || movementLocked == 1)
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if ((ud.scrollmode && ud.overhead_on) || (movementLocked & IL_NOTHING) == IL_NOTHING)
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{
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if (ud.scrollmode && ud.overhead_on)
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{
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@ -3134,26 +3151,28 @@ void P_GetInput(int const playerNum)
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ud.folavel = fix16_to_int(input.q16avel);
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}
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localInput.fvel = 0;
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localInput.svel = 0;
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localInput.q16avel = 0;
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localInput.q16horz = 0;
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localInput.fvel = localInput.svel = 0;
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localInput.q16avel = localInput.q16horz = 0;
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}
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else
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{
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if (movementLocked != 2)
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if (!(movementLocked & IL_NOMOVE))
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{
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localInput.q16avel = fix16_sadd(localInput.q16avel, input.q16avel);
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localInput.fvel = clamp(localInput.fvel + input.fvel, -MAXVEL, MAXVEL);
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localInput.svel = clamp(localInput.svel + input.svel, -MAXSVEL, MAXSVEL);
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pPlayer->q16ang = fix16_sadd(pPlayer->q16ang, input.q16avel);
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pPlayer->q16ang &= 0x7FFFFFF;
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localInput.fvel = clamp(localInput.fvel + input.fvel, -MAXVEL, MAXVEL);
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localInput.svel = clamp(localInput.svel + input.svel, -MAXSVEL, MAXSVEL);
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}
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localInput.q16horz = fix16_clamp(fix16_sadd(localInput.q16horz, input.q16horz), F16(-MAXHORIZVEL), F16(MAXHORIZVEL));
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pPlayer->q16horiz = fix16_clamp(fix16_sadd(pPlayer->q16horiz, input.q16horz), F16(HORIZ_MIN), F16(HORIZ_MAX));
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if (!(movementLocked & IL_NOANGLE))
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{
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localInput.q16avel = fix16_sadd(localInput.q16avel, input.q16avel);
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pPlayer->q16ang = fix16_sadd(pPlayer->q16ang, input.q16avel) & 0x7FFFFFF;
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}
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if (!(movementLocked & IL_NOHORIZ))
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{
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localInput.q16horz = fix16_clamp(fix16_sadd(localInput.q16horz, input.q16horz), F16(-MAXHORIZVEL), F16(MAXHORIZVEL));
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pPlayer->q16horiz = fix16_clamp(fix16_sadd(pPlayer->q16horiz, input.q16horz), F16(HORIZ_MIN), F16(HORIZ_MAX));
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}
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}
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// A horiz diff of 128 equal 45 degrees, so we convert horiz to 1024 angle units
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@ -5244,7 +5263,7 @@ void P_ProcessInput(int playerNum)
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}
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}
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if (P_CheckLockedMovement(playerNum))
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if (P_CheckLockedMovement(playerNum) & IL_NOMOVE)
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{
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velocityModifier = 0;
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pPlayer->vel.x = 0;
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