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
This commit is contained in:
terminx 2020-02-08 05:09:11 +00:00 committed by Christoph Oelckers
parent bcb561014d
commit 9630126a6d

View file

@ -2891,15 +2891,32 @@ enddisplayweapon:
int32_t mouseyaxismode = -1;
enum inputlock_t
{
IL_NOANGLE = 0x1,
IL_NOHORIZ = 0x2,
IL_NOMOVE = 0x4,
IL_NOTHING = IL_NOANGLE|IL_NOHORIZ|IL_NOMOVE,
};
static int P_CheckLockedMovement(int const playerNum)
{
auto const pPlayer = g_player[playerNum].ps;
if (pPlayer->on_crane >= 0) return 2;
if (pPlayer->on_crane >= 0)
return IL_NOMOVE|IL_NOANGLE;
return (pPlayer->dead_flag || pPlayer->fist_incs || pPlayer->transporter_hold > 2 || pPlayer->hard_landing || pPlayer->access_incs > 0 || pPlayer->knee_incs > 0
|| (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == TRIPBOMB_WEAPON && pPlayer->kickback_pic > 1
&& pPlayer->kickback_pic < PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay)));
if (pPlayer->newowner != -1)
return IL_NOANGLE|IL_NOHORIZ;
if (pPlayer->dead_flag || pPlayer->fist_incs || pPlayer->transporter_hold > 2 || pPlayer->hard_landing || pPlayer->access_incs > 0
|| pPlayer->knee_incs > 0
|| (PWEAPON(playerNum, pPlayer->curr_weapon, WorksLike) == TRIPBOMB_WEAPON && pPlayer->kickback_pic > 1
&& pPlayer->kickback_pic < PWEAPON(playerNum, pPlayer->curr_weapon, FireDelay)))
return IL_NOTHING;
return 0;
}
void P_GetInput(int const playerNum)
@ -3126,7 +3143,7 @@ void P_GetInput(int const playerNum)
int const movementLocked = P_CheckLockedMovement(playerNum);
if ((ud.scrollmode && ud.overhead_on) || movementLocked == 1)
if ((ud.scrollmode && ud.overhead_on) || (movementLocked & IL_NOTHING) == IL_NOTHING)
{
if (ud.scrollmode && ud.overhead_on)
{
@ -3134,26 +3151,28 @@ void P_GetInput(int const playerNum)
ud.folavel = fix16_to_int(input.q16avel);
}
localInput.fvel = 0;
localInput.svel = 0;
localInput.q16avel = 0;
localInput.q16horz = 0;
localInput.fvel = localInput.svel = 0;
localInput.q16avel = localInput.q16horz = 0;
}
else
{
if (movementLocked != 2)
if (!(movementLocked & IL_NOMOVE))
{
localInput.q16avel = fix16_sadd(localInput.q16avel, input.q16avel);
localInput.fvel = clamp(localInput.fvel + input.fvel, -MAXVEL, MAXVEL);
localInput.svel = clamp(localInput.svel + input.svel, -MAXSVEL, MAXSVEL);
pPlayer->q16ang = fix16_sadd(pPlayer->q16ang, input.q16avel);
pPlayer->q16ang &= 0x7FFFFFF;
localInput.fvel = clamp(localInput.fvel + input.fvel, -MAXVEL, MAXVEL);
localInput.svel = clamp(localInput.svel + input.svel, -MAXSVEL, MAXSVEL);
}
localInput.q16horz = fix16_clamp(fix16_sadd(localInput.q16horz, input.q16horz), F16(-MAXHORIZVEL), F16(MAXHORIZVEL));
pPlayer->q16horiz = fix16_clamp(fix16_sadd(pPlayer->q16horiz, input.q16horz), F16(HORIZ_MIN), F16(HORIZ_MAX));
if (!(movementLocked & IL_NOANGLE))
{
localInput.q16avel = fix16_sadd(localInput.q16avel, input.q16avel);
pPlayer->q16ang = fix16_sadd(pPlayer->q16ang, input.q16avel) & 0x7FFFFFF;
}
if (!(movementLocked & IL_NOHORIZ))
{
localInput.q16horz = fix16_clamp(fix16_sadd(localInput.q16horz, input.q16horz), F16(-MAXHORIZVEL), F16(MAXHORIZVEL));
pPlayer->q16horiz = fix16_clamp(fix16_sadd(pPlayer->q16horiz, input.q16horz), F16(HORIZ_MIN), F16(HORIZ_MAX));
}
}
// A horiz diff of 128 equal 45 degrees, so we convert horiz to 1024 angle units
@ -5244,7 +5263,7 @@ void P_ProcessInput(int playerNum)
}
}
if (P_CheckLockedMovement(playerNum))
if (P_CheckLockedMovement(playerNum) & IL_NOMOVE)
{
velocityModifier = 0;
pPlayer->vel.x = 0;