Exhumed: Fix look up/down in line with input amendments.

This commit is contained in:
Mitchell Richters 2020-04-04 18:47:55 +11:00 committed by Christoph Oelckers
parent 2ddc442e48
commit b801a73db9
5 changed files with 31 additions and 60 deletions

View File

@ -2227,7 +2227,7 @@ GAMELOOP:
lLocalCodes = 0;
nPlayerDAng = 0;
sPlayerInput[nLocalPlayer].horizon = nVertPan[nLocalPlayer];
sPlayerInput[nLocalPlayer].horizon = PlayerList[nLocalPlayer].q16horiz;
}
// loc_11F72:
@ -2334,7 +2334,7 @@ GAMELOOP:
lLocalCodes = 0;
nPlayerDAng = 0;
sPlayerInput[nLocalPlayer].horizon = nVertPan[nLocalPlayer];
sPlayerInput[nLocalPlayer].horizon = PlayerList[nLocalPlayer].q16horiz;
while (levelnew < 0 && totalclock >= tclocks + 4)
{
@ -2882,7 +2882,7 @@ int DoSpiritHead()
{
static short word_964E6 = 0;
nVertPan[0] += (nDestVertPan[0] - nVertPan[0]) / 4;
PlayerList[0].q16horiz = fix16_sadd(PlayerList[0].q16horiz, fix16_sdiv(fix16_ssub(nDestVertPan[0], PlayerList[0].q16horiz), fix16_from_int(4)));
tileInvalidate(kTileRamsesWorkTile, -1, -1);

View File

@ -276,66 +276,44 @@ void PlayerInterruptKeys()
localInput.yVel = clamp(localInput.yVel + input.yVel, -12, 12);
localInput.xVel = clamp(localInput.xVel + input.xVel, -12, 12);
localInput.nAngle = fix16_sadd(localInput.nAngle, input.nAngle);
localInput.nAngle = fix16_sadd(localInput.nAngle, input.nAngle);
PlayerList[nLocalPlayer].q16angle = fix16_sadd(PlayerList[nLocalPlayer].q16angle, input.nAngle) & 0x7FFFFFF;
PlayerList[nLocalPlayer].q16horiz = fix16_clamp(fix16_sadd(PlayerList[nLocalPlayer].q16horiz, input.horizon), fix16_from_int(0), fix16_from_int(184));
// A horiz diff of 128 equal 45 degrees,
// so we convert horiz to 1024 angle units
float horizAngle = atan2f(nVertPan[nLocalPlayer] - fix16_from_int(92), fix16_from_int(128)) * (512.f / fPI) + scaleAdjustmentToInterval(fix16_to_float(input.horizon));
horizAngle = clamp(horizAngle, -255.f, 255.f);
nVertPan[nLocalPlayer] = fix16_clamp(fix16_from_int(92) + Blrintf(fix16_from_int(128) * tanf(horizAngle * (fPI / 512.f))), fix16_from_int(0), fix16_from_int(184));
float const horizAngle = clamp(atan2f(PlayerList[nLocalPlayer].q16horiz - fix16_from_int(92), fix16_from_int(128)) * (512.f / fPI) + fix16_to_float(input.horizon), -255.f, 255.f);
PlayerList[nLocalPlayer].q16horiz = fix16_from_int(92) + Blrintf(fix16_from_int(128) * tanf(horizAngle * (fPI / 512.f)));
// TODO - tidy / consolidate repeating blocks of code here?
if (buttonMap.ButtonDown(gamefunc_Look_Up))
// Look/aim up/down functions.
if (buttonMap.ButtonDown(gamefunc_Look_Up) || buttonMap.ButtonDown(gamefunc_Aim_Up))
{
bLockPan = kFalse;
if (nVertPan[nLocalPlayer] < fix16_from_int(180)) {
nVertPan[nLocalPlayer] = fix16_sadd(nVertPan[nLocalPlayer], fix16_from_float(scaleAdjustmentToInterval(4)));
if (PlayerList[nLocalPlayer].q16horiz < fix16_from_int(180)) {
PlayerList[nLocalPlayer].q16horiz = fix16_sadd(PlayerList[nLocalPlayer].q16horiz, fix16_from_float(scaleAdjustmentToInterval(4)));
}
bPlayerPan = kTrue;
nDestVertPan[nLocalPlayer] = nVertPan[nLocalPlayer];
nDestVertPan[nLocalPlayer] = PlayerList[nLocalPlayer].q16horiz;
}
else if (buttonMap.ButtonDown(gamefunc_Look_Down))
else if (buttonMap.ButtonDown(gamefunc_Look_Down) || buttonMap.ButtonDown(gamefunc_Aim_Down))
{
bLockPan = kFalse;
if (nVertPan[nLocalPlayer] > fix16_from_int(4)) {
nVertPan[nLocalPlayer] = fix16_ssub(nVertPan[nLocalPlayer], fix16_from_float(scaleAdjustmentToInterval(4)));
if (PlayerList[nLocalPlayer].q16horiz > fix16_from_int(4)) {
PlayerList[nLocalPlayer].q16horiz = fix16_ssub(PlayerList[nLocalPlayer].q16horiz, fix16_from_float(scaleAdjustmentToInterval(4)));
}
bPlayerPan = kTrue;
nDestVertPan[nLocalPlayer] = nVertPan[nLocalPlayer];
nDestVertPan[nLocalPlayer] = PlayerList[nLocalPlayer].q16horiz;
}
else if (buttonMap.ButtonDown(gamefunc_Look_Straight))
{
bLockPan = kFalse;
bPlayerPan = kFalse;
nVertPan[nLocalPlayer] = fix16_from_int(92);
PlayerList[nLocalPlayer].q16horiz = fix16_from_int(92);
nDestVertPan[nLocalPlayer] = fix16_from_int(92);
}
else if (buttonMap.ButtonDown(gamefunc_Aim_Up))
{
bLockPan = kTrue;
if (nVertPan[nLocalPlayer] < fix16_from_int(180)) {
nVertPan[nLocalPlayer] = fix16_sadd(nVertPan[nLocalPlayer], fix16_from_float(scaleAdjustmentToInterval(4)));
}
bPlayerPan = kTrue;
nDestVertPan[nLocalPlayer] = nVertPan[nLocalPlayer];
}
else if (buttonMap.ButtonDown(gamefunc_Aim_Down))
{
bLockPan = kTrue;
if (nVertPan[nLocalPlayer] > fix16_from_int(4)) {
nVertPan[nLocalPlayer] = fix16_ssub(nVertPan[nLocalPlayer], fix16_from_float(scaleAdjustmentToInterval(4)));
}
bPlayerPan = kTrue;
nDestVertPan[nLocalPlayer] = nVertPan[nLocalPlayer];
}
// loc_1C048:
if (totalvel[nLocalPlayer] > 20) {
@ -346,7 +324,7 @@ void PlayerInterruptKeys()
bLockPan = kTrue;
// loc_1C05E
fix16_t ecx = fix16_ssub(nDestVertPan[nLocalPlayer], PlayerList[nLocalPlayer].q16horiz);
fix16_t ecx = nDestVertPan[nLocalPlayer] - PlayerList[nLocalPlayer].q16horiz;
if (g_MyAimMode)
{
@ -379,9 +357,10 @@ void PlayerInterruptKeys()
}
}
nVertPan[nLocalPlayer] = fix16_sadd(nVertPan[nLocalPlayer], ecx);
PlayerList[nLocalPlayer].q16horiz = fix16_clamp(nVertPan[nLocalPlayer], fix16_from_int(0), fix16_from_int(184));
PlayerList[nLocalPlayer].q16horiz = fix16_sadd(PlayerList[nLocalPlayer].q16horiz, ecx);
}
PlayerList[nLocalPlayer].q16horiz = fix16_clamp(PlayerList[nLocalPlayer].q16horiz, fix16_from_int(0), fix16_from_int(184));
}
void RestoreSavePoint(int nPlayer, int *x, int *y, int *z, short *nSector, short *nAngle)
@ -583,7 +562,6 @@ void RestartPlayer(short nPlayer)
}
PlayerList[nPlayer].opos = sprite[nSprite].pos;
PlayerList[nPlayer].q16oangle = PlayerList[nPlayer].q16angle;
nPlayerFloorSprite[nPlayer] = floorspr;
@ -683,7 +661,7 @@ void RestartPlayer(short nPlayer)
nYDamage[nPlayer] = 0;
nXDamage[nPlayer] = 0;
PlayerList[nPlayer].q16ohoriz = PlayerList[nPlayer].q16horiz = nVertPan[nPlayer] = F16(92);
PlayerList[nPlayer].q16horiz = F16(92);
nDestVertPan[nPlayer] = F16(92);
nBreathTimer[nPlayer] = 90;
@ -785,7 +763,7 @@ void StartDeathSeq(int nPlayer, int nVal)
StopFiringWeapon(nPlayer);
PlayerList[nPlayer].q16ohoriz = PlayerList[nPlayer].q16horiz = nVertPan[nPlayer] = F16(92);
PlayerList[nPlayer].q16horiz = F16(92);
oeyelevel[nPlayer] = eyelevel[nPlayer] = -14080;
nPlayerInvisible[nPlayer] = 0;
dVertPan[nPlayer] = 15;
@ -962,8 +940,6 @@ void FuncPlayer(int a, int nDamage, int nRun)
short nSprite2;
PlayerList[nPlayer].opos = sprite[nPlayerSprite].pos;
PlayerList[nPlayer].q16oangle = PlayerList[nPlayer].q16angle;
PlayerList[nPlayer].q16ohoriz = PlayerList[nPlayer].q16horiz;
oeyelevel[nPlayer] = eyelevel[nPlayer];
switch (nMessage)
@ -1273,10 +1249,9 @@ void FuncPlayer(int a, int nDamage, int nRun)
if (nTotalPlayers <= 1)
{
PlayerList[nPlayer].q16angle = fix16_from_int(GetAngleToSprite(nPlayerSprite, nSpiritSprite) & kAngleMask);
PlayerList[nPlayer].q16oangle = PlayerList[nPlayer].q16angle;
sprite[nPlayerSprite].ang = fix16_to_int(PlayerList[nPlayer].q16angle);
PlayerList[nPlayer].q16ohoriz = PlayerList[nPlayer].q16horiz = nVertPan[nPlayer] = F16(92);
PlayerList[nPlayer].q16horiz = F16(92);
lPlayerXVel = 0;
lPlayerYVel = 0;
@ -3068,19 +3043,19 @@ loc_1BD2E:
}
else
{
if (nVertPan[nPlayer] < F16(92))
if (PlayerList[nPlayer].q16horiz < fix16_from_int(92))
{
nVertPan[nPlayer] = F16(91);
PlayerList[nPlayer].q16horiz = fix16_from_int(91);
eyelevel[nPlayer] -= (dVertPan[nPlayer] << 8);
}
else
{
nVertPan[nPlayer] += fix16_from_int(dVertPan[nPlayer]);
if (nVertPan[nPlayer] >= F16(200))
PlayerList[nPlayer].q16horiz = fix16_sadd(PlayerList[nPlayer].q16horiz, fix16_from_int(dVertPan[nPlayer]));
if (PlayerList[nPlayer].q16horiz >= fix16_from_int(200))
{
nVertPan[nPlayer] = F16(199);
PlayerList[nPlayer].q16horiz = fix16_from_int(199);
}
else if (nVertPan[nPlayer] <= F16(92))
else if (PlayerList[nPlayer].q16horiz <= fix16_from_int(92))
{
if (!(SectFlag[sprite[nPlayerSprite].sectnum] & kSectUnderwater))
{

View File

@ -72,8 +72,8 @@ struct Player
short field_3C;
short nRun;
fix16_t q16angle, q16oangle;
fix16_t q16horiz, q16ohoriz;
fix16_t q16angle;
fix16_t q16horiz;
vec3_t opos;
};

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@ -47,7 +47,6 @@ int zbob;
fix16_t nDestVertPan[kMaxPlayers] = { 0 };
short dVertPan[kMaxPlayers];
fix16_t nVertPan[kMaxPlayers];
int nCamerax;
int nCameray;
int nCameraz;
@ -414,7 +413,6 @@ void DrawView(int smoothRatio, bool sceneonly)
viewz = playerZ + nQuake[nLocalPlayer];
int floorZ = sector[sprite[nPlayerSprite].sectnum].floorz;
// pan = nVertPan[nLocalPlayer];
pan = PlayerList[nLocalPlayer].q16horiz;
if (viewz > floorZ)
@ -648,7 +646,6 @@ static SavegameHelper sgh("view",
SV(nEnemyPal),
SA(nDestVertPan),
SA(dVertPan),
SA(nVertPan),
SA(nQuake),
SV(g_interpolationCnt),
SA(oldipos),

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@ -49,7 +49,6 @@ void viewRestoreInterpolations(void);
extern fix16_t nDestVertPan[];
extern short dVertPan[];
extern fix16_t nVertPan[];
extern short nQuake[];
extern int nCamerax;
extern int nCameray;