mirror of
https://github.com/ZDoom/raze-gles.git
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- gameinput.cpp: Block player input within sethorizon()
and applylook()
if target for each has been set by the ticker.
* Stops players having the ability to provide input and fight the system trying to set an input.
This commit is contained in:
parent
4ffe004483
commit
9c01bde44e
10 changed files with 87 additions and 76 deletions
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@ -271,59 +271,63 @@ void processMovement(InputPacket* currInput, InputPacket* inputBuffer, ControlIn
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//
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//---------------------------------------------------------------------------
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void sethorizon(fixedhoriz* horiz, float const horz, ESyncBits* actions, double const scaleAdjust)
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void sethorizon(PlayerHorizon* horizon, float const horz, ESyncBits* actions, double const scaleAdjust)
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{
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// Store current horizon as true pitch.
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double pitch = horiz->aspitch();
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if (horz)
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// Process only if no targeted horizon set.
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if (!horizon->targetset())
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{
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*actions &= ~SB_CENTERVIEW;
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pitch += horz;
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}
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// Store current horizon as true pitch.
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double pitch = horizon->horiz.aspitch();
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// this is the locked type
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if (*actions & (SB_AIM_UP|SB_AIM_DOWN))
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{
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*actions &= ~SB_CENTERVIEW;
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double const amount = HorizToPitch(250. / GameTicRate);
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if (*actions & SB_AIM_DOWN)
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pitch -= scaleAdjust * amount;
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if (*actions & SB_AIM_UP)
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pitch += scaleAdjust * amount;
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}
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// this is the unlocked type
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if (*actions & (SB_LOOK_UP|SB_LOOK_DOWN))
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{
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*actions |= SB_CENTERVIEW;
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double const amount = HorizToPitch(500. / GameTicRate);
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if (*actions & SB_LOOK_DOWN)
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pitch -= scaleAdjust * amount;
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if (*actions & SB_LOOK_UP)
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pitch += scaleAdjust * amount;
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}
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// clamp before converting back to horizon
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*horiz = q16horiz(clamp(PitchToHoriz(pitch), gi->playerHorizMin(), gi->playerHorizMax()));
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// return to center if conditions met.
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if ((*actions & SB_CENTERVIEW) && !(*actions & (SB_LOOK_UP|SB_LOOK_DOWN)))
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{
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if (abs(horiz->asq16()) > FloatToFixed(0.25))
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if (horz)
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{
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// move horiz back to 0
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*horiz -= q16horiz(xs_CRoundToInt(scaleAdjust * horiz->asq16() * (10. / GameTicRate)));
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}
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else
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{
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// not looking anymore because horiz is back at 0
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*horiz = q16horiz(0);
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*actions &= ~SB_CENTERVIEW;
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pitch += horz;
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}
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// this is the locked type
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if (*actions & (SB_AIM_UP|SB_AIM_DOWN))
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{
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*actions &= ~SB_CENTERVIEW;
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double const amount = HorizToPitch(250. / GameTicRate);
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if (*actions & SB_AIM_DOWN)
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pitch -= scaleAdjust * amount;
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if (*actions & SB_AIM_UP)
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pitch += scaleAdjust * amount;
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}
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// this is the unlocked type
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if (*actions & (SB_LOOK_UP|SB_LOOK_DOWN))
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{
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*actions |= SB_CENTERVIEW;
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double const amount = HorizToPitch(500. / GameTicRate);
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if (*actions & SB_LOOK_DOWN)
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pitch -= scaleAdjust * amount;
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if (*actions & SB_LOOK_UP)
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pitch += scaleAdjust * amount;
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}
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// clamp before converting back to horizon
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horizon->horiz = q16horiz(clamp(PitchToHoriz(pitch), gi->playerHorizMin(), gi->playerHorizMax()));
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// return to center if conditions met.
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if ((*actions & SB_CENTERVIEW) && !(*actions & (SB_LOOK_UP|SB_LOOK_DOWN)))
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{
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if (abs(horizon->horiz.asq16()) > FloatToFixed(0.25))
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{
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// move horiz back to 0
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horizon->horiz -= q16horiz(xs_CRoundToInt(scaleAdjust * horizon->horiz.asq16() * (10. / GameTicRate)));
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}
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else
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{
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// not looking anymore because horiz is back at 0
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horizon->horiz = q16horiz(0);
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*actions &= ~SB_CENTERVIEW;
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}
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}
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}
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}
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@ -358,34 +362,41 @@ void applylook(PlayerAngle* angle, float const avel, ESyncBits* actions, double
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angle->rotscrnang -= bamlook(xs_CRoundToInt(scaleAdjust * (720. / GameTicRate) * BAMUNIT));
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}
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if (*actions & SB_TURNAROUND)
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if (!angle->targetset())
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{
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if (angle->spin.asbam() == 0)
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if (*actions & SB_TURNAROUND)
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{
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// currently not spinning, so start a spin
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angle->spin = buildlook(-1024);
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if (angle->spin.asbam() == 0)
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{
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// currently not spinning, so start a spin
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angle->spin = buildlook(-1024);
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}
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*actions &= ~SB_TURNAROUND;
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}
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*actions &= ~SB_TURNAROUND;
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}
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if (angle->spin.asbam() < 0)
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{
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// return spin to 0
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lookangle add = bamlook(xs_CRoundToUInt(scaleAdjust * ((!(*actions & SB_CROUCH) ? 3840. : 1920.) / GameTicRate) * BAMUNIT));
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angle->spin += add;
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if (angle->spin.asbam() > 0)
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if (angle->spin.asbam() < 0)
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{
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// Don't overshoot our target. With variable factor this is possible.
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add -= angle->spin;
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// return spin to 0
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lookangle add = bamlook(xs_CRoundToUInt(scaleAdjust * ((!(*actions & SB_CROUCH) ? 3840. : 1920.) / GameTicRate) * BAMUNIT));
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angle->spin += add;
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if (angle->spin.asbam() > 0)
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{
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// Don't overshoot our target. With variable factor this is possible.
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add -= angle->spin;
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angle->spin = bamlook(0);
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}
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angle->ang += bamang(add.asbam());
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}
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if (avel)
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{
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// add player's input
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angle->ang += degang(avel);
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angle->spin = bamlook(0);
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}
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angle->ang += bamang(add.asbam());
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}
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if (avel)
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else
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{
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// add player's input
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angle->ang += degang(avel);
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angle->spin = bamlook(0);
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}
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}
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@ -290,6 +290,6 @@ void updateTurnHeldAmt(double const scaleAdjust);
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bool const isTurboTurnTime();
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void resetTurnHeldAmt();
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void processMovement(InputPacket* currInput, InputPacket* inputBuffer, ControlInfo* const hidInput, double const scaleAdjust, int const drink_amt = 0, bool const allowstrafe = true, double const turnscale = 1);
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void sethorizon(fixedhoriz* horiz, float const horz, ESyncBits* actions, double const scaleAdjust = 1);
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void sethorizon(PlayerHorizon* horizon, float const horz, ESyncBits* actions, double const scaleAdjust = 1);
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void applylook(PlayerAngle* angle, float const avel, ESyncBits* actions, double const scaleAdjust = 1);
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void calcviewpitch(vec2_t const pos, fixedhoriz* horizoff, binangle const ang, bool const aimmode, bool const canslopetilt, int const cursectnum, double const scaleAdjust = 1, bool const climbing = false);
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@ -59,7 +59,7 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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if (gView->pXSprite->health != 0)
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{
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applylook(&pPlayer->angle, input.avel, &pPlayer->input.actions, scaleAdjust);
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sethorizon(&pPlayer->horizon.horiz, input.horz, &pPlayer->input.actions, scaleAdjust);
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sethorizon(&pPlayer->horizon, input.horz, &pPlayer->input.actions, scaleAdjust);
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doslopetilting(pPlayer, scaleAdjust);
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}
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@ -1548,7 +1548,7 @@ void ProcessInput(PLAYER *pPlayer)
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if (SyncInput())
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{
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sethorizon(&pPlayer->horizon.horiz, pInput->horz, &pInput->actions);
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sethorizon(&pPlayer->horizon, pInput->horz, &pInput->actions);
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doslopetilting(pPlayer);
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}
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@ -842,7 +842,7 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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doslopetilting(p, scaleAdjust);
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applylook(&p->angle, p->adjustavel(input.avel), &p->sync.actions, scaleAdjust);
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p->apply_seasick(scaleAdjust);
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sethorizon(&p->horizon.horiz, input.horz, &p->sync.actions, scaleAdjust);
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sethorizon(&p->horizon, input.horz, &p->sync.actions, scaleAdjust);
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}
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p->angle.processhelpers(scaleAdjust);
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@ -3139,7 +3139,7 @@ HORIZONLY:
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if (SyncInput())
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{
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sethorizon(&p->horizon.horiz, PlayerHorizon(snum), &p->sync.actions);
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sethorizon(&p->horizon, PlayerHorizon(snum), &p->sync.actions);
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}
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p->checkhardlanding();
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@ -4001,7 +4001,7 @@ HORIZONLY:
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if (SyncInput())
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{
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sethorizon(&p->horizon.horiz, PlayerHorizon(snum), &p->sync.actions);
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sethorizon(&p->horizon, PlayerHorizon(snum), &p->sync.actions);
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}
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p->checkhardlanding();
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@ -125,7 +125,7 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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if (!nFreeze)
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{
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applylook(&pPlayer->angle, input.avel, &sPlayerInput[nLocalPlayer].actions, scaleAdjust);
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sethorizon(&pPlayer->horizon.horiz, input.horz, &sPlayerInput[nLocalPlayer].actions, scaleAdjust);
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sethorizon(&pPlayer->horizon, input.horz, &sPlayerInput[nLocalPlayer].actions, scaleAdjust);
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}
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pPlayer->angle.processhelpers(scaleAdjust);
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@ -2656,7 +2656,7 @@ loc_1BD2E:
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if (SyncInput())
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{
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Player* pPlayer = &PlayerList[nPlayer];
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sethorizon(&pPlayer->horizon.horiz, sPlayerInput[nPlayer].pan, &sPlayerInput[nLocalPlayer].actions);
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sethorizon(&pPlayer->horizon, sPlayerInput[nPlayer].pan, &sPlayerInput[nLocalPlayer].actions);
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}
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}
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else // else, player's health is less than 0
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@ -1669,7 +1669,7 @@ DoPlayerHorizon(PLAYERp pp, float const horz, double const scaleAdjust)
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{
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bool const canslopetilt = !TEST(pp->Flags, PF_FLYING|PF_SWIMMING|PF_DIVING|PF_CLIMBING|PF_JUMPING|PF_FALLING) && TEST(sector[pp->cursectnum].floorstat, FLOOR_STAT_SLOPE);
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calcviewpitch(pp->pos.vec2, &pp->horizon.horizoff, pp->angle.ang, pp->input.actions & SB_AIMMODE, canslopetilt, pp->cursectnum, scaleAdjust, TEST(pp->Flags, PF_CLIMBING));
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sethorizon(&pp->horizon.horiz, horz, &pp->input.actions, scaleAdjust);
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sethorizon(&pp->horizon, horz, &pp->input.actions, scaleAdjust);
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}
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void
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