mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
SW: Process input at frame rate.
This commit is contained in:
parent
d78d046bad
commit
c162014dab
6 changed files with 271 additions and 281 deletions
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@ -2013,8 +2013,8 @@ drawscreen(PLAYERp pp)
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tx = camerapp->oposx + mulscale16(camerapp->posx - camerapp->oposx, smoothratio);
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ty = camerapp->oposy + mulscale16(camerapp->posy - camerapp->oposy, smoothratio);
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tz = camerapp->oposz + mulscale16(camerapp->posz - camerapp->oposz, smoothratio);
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tq16ang = camerapp->oq16ang + mulscale16(((camerapp->q16ang + fix16_from_int(1024) - camerapp->oq16ang) & 0x7FFFFFF) - fix16_from_int(1024), smoothratio);
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tq16horiz = camerapp->oq16horiz + mulscale16(camerapp->q16horiz - camerapp->oq16horiz, smoothratio);
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tq16ang = camerapp->q16ang;
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tq16horiz = camerapp->q16horiz;
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tsectnum = camerapp->cursectnum;
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//ASSERT(tsectnum >= 0 && tsectnum <= MAXSECTORS);
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@ -278,6 +278,8 @@ uint8_t DebugPrintColor = 255;
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int krandcount;
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SW_PACKET localInput;
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/// L O C A L P R O T O T Y P E S /////////////////////////////////////////////////////////
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void BOT_DeleteAllBots(void);
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void BotPlayerInsert(PLAYERp pp);
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@ -2524,7 +2526,7 @@ void InitRunLevel(void)
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StartAmbientSound();
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}
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void getinput(SW_PACKET*);
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void getinput(int playerNum);
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void RunLevel(void)
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{
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@ -2533,7 +2535,6 @@ void RunLevel(void)
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#if 0
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waitforeverybody();
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#endif
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PLAYERp pp = Player + myconnectindex;
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ready2send = 1;
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while (TRUE)
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@ -2556,9 +2557,20 @@ void RunLevel(void)
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{
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ototalclock += synctics;
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getinput(&loc);
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pp->inputfifo[Player[myconnectindex].movefifoend & (MOVEFIFOSIZ - 1)] = loc;
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getinput(myconnectindex);
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PLAYERp const pp = Player + myconnectindex;
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auto const q16ang = fix16_to_int(pp->q16ang);
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auto & input = pp->inputfifo[Player[myconnectindex].movefifoend & (MOVEFIFOSIZ - 1)];
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input = localInput;
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input.vel = mulscale9(localInput.vel, sintable[NORM_ANGLE(q16ang + 512)]) +
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mulscale9(localInput.svel, sintable[NORM_ANGLE(q16ang)]);
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input.svel = mulscale9(localInput.vel, sintable[NORM_ANGLE(q16ang)]) +
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mulscale9(localInput.svel, sintable[NORM_ANGLE(q16ang + 1536)]);
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pp->movefifoend++;
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localInput = {};
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domovethings();
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@ -2567,6 +2579,7 @@ void RunLevel(void)
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}
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getinput(myconnectindex);
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drawscreen(Player + screenpeek);
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if (QuitFlag)
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@ -2953,11 +2966,10 @@ void PauseKey(PLAYERp pp)
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short MirrorDelay;
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void getinput(SW_PACKET *loc)
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void getinput(int const playerNum)
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{
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int i;
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PLAYERp pp = Player + myconnectindex;
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PLAYERp newpp = Player + myconnectindex;
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PLAYERp pp = Player + playerNum;
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int inv_hotkey = 0;
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#define TURBOTURNTIME (120/8)
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@ -2969,24 +2981,24 @@ void getinput(SW_PACKET *loc)
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#define MAXSVEL ((NORMALKEYMOVE*2)+10)
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#define MAXANGVEL 100
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#define MAXHORIZVEL 128
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#define SET_LOC_KEY(loc, sync_num, key_test) SET(loc, ((!!(key_test)) << (sync_num)))
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#define HORIZ_SPEED (16)
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#define SET_LOC_KEY(bits, sync_num, key_test) SET(bits, ((!!(key_test)) << (sync_num)))
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static int32_t turnheldtime;
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int32_t momx, momy;
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extern SWBOOL MenuButtonAutoRun;
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// reset localInput
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localInput = {};
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localInput.bits = 0;
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extern SWBOOL MenuButtonAutoAim;
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if (Prediction && CommEnabled)
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{
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newpp = ppp;
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pp = ppp;
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}
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// reset all syncbits
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loc->bits = 0;
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// MAKE SURE THIS WILL GET SET
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SET_LOC_KEY(loc->bits, SK_QUIT_GAME, MultiPlayQuitFlag);
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SET_LOC_KEY(localInput.bits, SK_QUIT_GAME, MultiPlayQuitFlag);
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bool mouseaim = in_mousemode || buttonMap.ButtonDown(gamefunc_Mouse_Aiming);
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@ -2996,14 +3008,14 @@ void getinput(SW_PACKET *loc)
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// this needs to be fixed properly - as it is this can never be compatible with demo playback.
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if (mouseaim)
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SET(Player[myconnectindex].Flags, PF_MOUSE_AIMING_ON);
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SET(Player[playerNum].Flags, PF_MOUSE_AIMING_ON);
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else
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RESET(Player[myconnectindex].Flags, PF_MOUSE_AIMING_ON);
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RESET(Player[playerNum].Flags, PF_MOUSE_AIMING_ON);
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if (cl_autoaim)
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SET(Player[myconnectindex].Flags, PF_AUTO_AIM);
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SET(Player[playerNum].Flags, PF_AUTO_AIM);
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else
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RESET(Player[myconnectindex].Flags, PF_AUTO_AIM);
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RESET(Player[playerNum].Flags, PF_AUTO_AIM);
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}
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ControlInfo info;
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@ -3056,14 +3068,14 @@ void getinput(SW_PACKET *loc)
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// If in 2D follow mode, scroll around using glob vars
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// Tried calling this in domovethings, but key response it too poor, skips key presses
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// Note: ScrollMode2D = Follow mode, so this get called only during follow mode
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if (ScrollMode2D && pp == Player + myconnectindex && !Prediction)
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MoveScrollMode2D(Player + myconnectindex);
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if (ScrollMode2D && pp == Player + playerNum && !Prediction)
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MoveScrollMode2D(Player + playerNum);
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// !JIM! Added M_Active() so that you don't move at all while using menus
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if (M_Active() || ScrollMode2D || InputMode)
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return;
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SET_LOC_KEY(loc->bits, SK_SPACE_BAR, ((!!inputState.GetKeyStatus(KEYSC_SPACE)) | buttonMap.ButtonDown(gamefunc_Open)));
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SET_LOC_KEY(localInput.bits, SK_SPACE_BAR, ((!!inputState.GetKeyStatus(KEYSC_SPACE)) | buttonMap.ButtonDown(gamefunc_Open)));
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int const running = G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run));
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int32_t turnamount;
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@ -3092,56 +3104,60 @@ void getinput(SW_PACKET *loc)
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info.dz = (info.dz * move_scale)>>8;
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info.dyaw = (info.dyaw * turn_scale)>>8;
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int32_t svel = 0, vel = 0;
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fix16_t q16horz, q16avel = 0;
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SW_PACKET input {};
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if (buttonMap.ButtonDown(gamefunc_Strafe) && !pp->sop)
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{
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svel = -info.mousex;
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svel -= info.dyaw * keymove / analogExtent;
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input.svel = -info.mousex;
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input.svel -= info.dyaw * keymove / analogExtent;
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}
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else
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{
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q16avel = fix16_div(fix16_from_int(info.mousex), fix16_from_int(32));
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q16avel += fix16_from_int(info.dyaw) / analogExtent * (turnamount << 1);
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input.q16avel = fix16_sadd(input.q16avel, fix16_sdiv(fix16_from_int(info.mousex), fix16_from_int(32)));
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input.q16avel = fix16_sadd(input.q16avel, fix16_from_int(info.dyaw / analogExtent * (turnamount << 1)));
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}
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if (mouseaim)
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q16horz = -fix16_div(fix16_from_int(info.mousey), fix16_from_int(64));
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input.q16horz = fix16_sadd(input.q16horz, fix16_sdiv(fix16_from_int(info.mousey), fix16_from_int(64)));
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else
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vel = -(info.mousey >> 6);
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input.vel = -(info.mousey >> 6);
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if (in_mouseflip)
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q16horz = -q16horz;
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if (!in_mouseflip)
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input.q16horz = -input.q16horz;
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q16horz -= fix16_from_int(info.dpitch) * turnamount / analogExtent;
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svel -= info.dx * keymove / analogExtent;
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vel -= info.dz * keymove / analogExtent;
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input.q16horz = fix16_ssub(input.q16horz, fix16_from_int(info.dpitch * turnamount / analogExtent));
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input.svel -= info.dx * keymove / analogExtent;
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input.vel -= info.dz * keymove / analogExtent;
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static double lastInputTicks;
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auto const currentHiTicks = timerGetHiTicks();
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double const elapsedInputTicks = currentHiTicks - lastInputTicks;
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lastInputTicks = currentHiTicks;
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auto scaleAdjustmentToInterval = [=](double x) { return x * 30 / (1000.0 / elapsedInputTicks); };
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if (buttonMap.ButtonDown(gamefunc_Strafe) && !pp->sop)
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{
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if (buttonMap.ButtonDown(gamefunc_Turn_Left))
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svel -= -keymove;
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if (buttonMap.ButtonDown(gamefunc_Turn_Right))
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svel -= keymove;
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if (!localInput.svel)
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{
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if (buttonMap.ButtonDown(gamefunc_Turn_Left) && !localInput.svel)
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input.svel = keymove;
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if (buttonMap.ButtonDown(gamefunc_Turn_Right) && !localInput.svel)
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input.svel = -keymove;
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}
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}
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else
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{
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if (buttonMap.ButtonDown(gamefunc_Turn_Left))
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{
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turnheldtime += synctics;
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if (turnheldtime >= TURBOTURNTIME)
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q16avel -= fix16_from_int(turnamount);
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else
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q16avel -= fix16_from_int(PREAMBLETURN);
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input.q16avel = fix16_ssub(input.q16avel, fix16_from_float(scaleAdjustmentToInterval((turnheldtime >= TURBOTURNTIME) ? turnamount : PREAMBLETURN)));
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}
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else if (buttonMap.ButtonDown(gamefunc_Turn_Right))
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{
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turnheldtime += synctics;
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if (turnheldtime >= TURBOTURNTIME)
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q16avel += fix16_from_int(turnamount);
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else
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q16avel += fix16_from_int(PREAMBLETURN);
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input.q16avel = fix16_sadd(input.q16avel, fix16_from_float(scaleAdjustmentToInterval((turnheldtime >= TURBOTURNTIME) ? turnamount : PREAMBLETURN)));
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}
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else
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{
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@ -3149,43 +3165,181 @@ void getinput(SW_PACKET *loc)
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}
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}
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if (buttonMap.ButtonDown(gamefunc_Strafe_Left) && !pp->sop)
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svel += keymove;
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if (buttonMap.ButtonDown(gamefunc_Strafe_Right) && !pp->sop)
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svel += -keymove;
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if (buttonMap.ButtonDown(gamefunc_Move_Forward))
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if (localInput.svel < keymove && localInput.svel > -keymove)
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{
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vel += keymove;
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//DSPRINTF(ds,"vel key %d",vel);
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//DebugWriteString(ds);
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}
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else
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{
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//DSPRINTF(ds,"vel %d",vel);
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//DebugWriteString(ds);
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if (buttonMap.ButtonDown(gamefunc_Strafe_Left) && !pp->sop)
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input.svel += keymove;
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if (buttonMap.ButtonDown(gamefunc_Strafe_Right) && !pp->sop)
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input.svel += -keymove;
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}
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if (buttonMap.ButtonDown(gamefunc_Move_Backward))
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vel += -keymove;
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if (localInput.vel < keymove && localInput.vel > -keymove)
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{
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if (buttonMap.ButtonDown(gamefunc_Move_Forward))
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input.vel += keymove;
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vel = clamp(vel, -MAXVEL, MAXVEL);
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svel = clamp(svel, -MAXSVEL, MAXSVEL);
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if (buttonMap.ButtonDown(gamefunc_Move_Backward))
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input.vel += -keymove;
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}
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q16avel = fix16_clamp(q16avel, -fix16_from_int(MAXANGVEL), fix16_from_int(MAXANGVEL));
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q16horz = fix16_clamp(q16horz, -fix16_from_int(MAXHORIZVEL), fix16_from_int(MAXHORIZVEL));
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localInput.vel = clamp(localInput.vel + input.vel, -MAXVEL, MAXVEL);
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localInput.svel = clamp(localInput.svel + input.svel, -MAXSVEL, MAXSVEL);
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momx = mulscale9(vel, sintable[NORM_ANGLE(fix16_to_int(newpp->q16ang) + 512)]);
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momy = mulscale9(vel, sintable[NORM_ANGLE(fix16_to_int(newpp->q16ang))]);
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localInput.q16avel = fix16_sadd(localInput.q16avel, input.q16avel);
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pp->q16ang = fix16_sadd(pp->q16ang, input.q16avel) & 0x7FFFFFF;
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momx += mulscale9(svel, sintable[NORM_ANGLE(fix16_to_int(newpp->q16ang))]);
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momy += mulscale9(svel, sintable[NORM_ANGLE(fix16_to_int(newpp->q16ang) + 1536)]);
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localInput.q16horz = fix16_clamp(fix16_sadd(localInput.q16horz, input.q16horz), fix16_from_int(-MAXHORIZVEL), fix16_from_int(MAXHORIZVEL));
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pp->q16horiz = fix16_clamp(fix16_sadd(pp->q16horiz, input.q16horz), fix16_from_int(PLAYER_HORIZ_MAX), fix16_from_int(PLAYER_HORIZ_MAX));
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loc->vel = momx;
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loc->svel = momy;
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loc->q16avel = q16avel;
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loc->q16horz = q16horz;
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if (pp->horizAdjust)
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{
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int i;
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// Fixme: This should probably be made optional.
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if (cl_slopetilting)
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{
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int x,y,k,j;
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short tempsect;
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if (!TEST(pp->Flags, PF_FLYING|PF_SWIMMING|PF_DIVING|PF_CLIMBING|PF_JUMPING|PF_FALLING))
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{
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if (!TEST(pp->Flags, PF_MOUSE_AIMING_ON) && TEST(sector[pp->cursectnum].floorstat, FLOOR_STAT_SLOPE)) // If the floor is sloped
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{
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// Get a point, 512 units ahead of player's position
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x = pp->posx + (sintable[(fix16_to_int(pp->q16ang) + 512) & 2047] >> 5);
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y = pp->posy + (sintable[fix16_to_int(pp->q16ang) & 2047] >> 5);
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tempsect = pp->cursectnum;
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COVERupdatesector(x, y, &tempsect);
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if (tempsect >= 0) // If the new point is inside a valid
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// sector...
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{
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// Get the floorz as if the new (x,y) point was still in
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// your sector
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j = getflorzofslope(pp->cursectnum, pp->posx, pp->posy);
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k = getflorzofslope(pp->cursectnum, x, y);
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// If extended point is in same sector as you or the slopes
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// of the sector of the extended point and your sector match
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// closely (to avoid accidently looking straight out when
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// you're at the edge of a sector line) then adjust horizon
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// accordingly
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if ((pp->cursectnum == tempsect) ||
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(klabs(getflorzofslope(tempsect, x, y) - k) <= (4 << 8)))
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{
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pp->q16horizoff += fix16_from_int((((j - k) * 160) >> 16));
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}
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}
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}
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}
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if (TEST(pp->Flags, PF_CLIMBING))
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{
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// tilt when climbing but you can't even really tell it
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if (pp->q16horizoff < fix16_from_int(100))
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pp->q16horizoff += fix16_from_int((((100 - fix16_to_int(pp->q16horizoff)) >> 3) + 1));
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}
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else
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{
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// Make q16horizoff grow towards 0 since q16horizoff is not modified when
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// you're not on a slope
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if (pp->q16horizoff > 0)
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pp->q16horizoff -= fix16_from_int(((fix16_to_int(pp->q16horizoff) >> 3) + 1));
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if (pp->q16horizoff < 0)
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pp->q16horizoff += fix16_from_int((((fix16_to_int(-pp->q16horizoff)) >> 3) + 1));
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}
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}
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if (input.q16horz)
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{
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pp->q16horizbase += input.q16horz;
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SET(pp->Flags, PF_LOCK_HORIZ | PF_LOOKING);
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}
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if (TEST_SYNC_KEY(pp, SK_CENTER_VIEW))
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{
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pp->q16horiz = pp->q16horizbase = fix16_from_int(100);
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pp->q16horizoff = 0;
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}
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// this is the locked type
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if (TEST_SYNC_KEY(pp, SK_SNAP_UP) || TEST_SYNC_KEY(pp, SK_SNAP_DOWN))
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{
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// set looking because player is manually looking
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SET(pp->Flags, PF_LOCK_HORIZ | PF_LOOKING);
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// adjust pp->q16horiz negative
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if (TEST_SYNC_KEY(pp, SK_SNAP_DOWN))
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pp->q16horizbase -= fix16_from_int((HORIZ_SPEED/2));
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// adjust pp->q16horiz positive
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if (TEST_SYNC_KEY(pp, SK_SNAP_UP))
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pp->q16horizbase += fix16_from_int((HORIZ_SPEED/2));
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}
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// this is the unlocked type
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if (TEST_SYNC_KEY(pp, SK_LOOK_UP) || TEST_SYNC_KEY(pp, SK_LOOK_DOWN))
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{
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RESET(pp->Flags, PF_LOCK_HORIZ);
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SET(pp->Flags, PF_LOOKING);
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// adjust pp->q16horiz negative
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if (TEST_SYNC_KEY(pp, SK_LOOK_DOWN))
|
||||
pp->q16horizbase -= fix16_from_int(HORIZ_SPEED);
|
||||
|
||||
// adjust pp->q16horiz positive
|
||||
if (TEST_SYNC_KEY(pp, SK_LOOK_UP))
|
||||
pp->q16horizbase += fix16_from_int(HORIZ_SPEED);
|
||||
}
|
||||
|
||||
|
||||
if (!TEST(pp->Flags, PF_LOCK_HORIZ))
|
||||
{
|
||||
if (!(TEST_SYNC_KEY(pp, SK_LOOK_UP) || TEST_SYNC_KEY(pp, SK_LOOK_DOWN)))
|
||||
{
|
||||
// not pressing the pp->q16horiz keys
|
||||
if (pp->q16horizbase != fix16_from_int(100))
|
||||
{
|
||||
|
||||
// move pp->q16horiz back to 100
|
||||
for (i = 1; i; i--)
|
||||
{
|
||||
// this formula does not work for pp->q16horiz = 101-103
|
||||
pp->q16horizbase += fix16_from_int(25 - (fix16_to_int(pp->q16horizbase) >> 2));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// not looking anymore because pp->q16horiz is back at 100
|
||||
RESET(pp->Flags, PF_LOOKING);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// bound the base
|
||||
pp->q16horizbase = fix16_max(pp->q16horizbase, fix16_from_int(PLAYER_HORIZ_MIN));
|
||||
pp->q16horizbase = fix16_min(pp->q16horizbase, fix16_from_int(PLAYER_HORIZ_MAX));
|
||||
|
||||
// bound adjust q16horizoff
|
||||
if (pp->q16horizbase + pp->q16horizoff < fix16_from_int(PLAYER_HORIZ_MIN))
|
||||
pp->q16horizoff = fix16_from_int(PLAYER_HORIZ_MIN) - pp->q16horizbase;
|
||||
else if (pp->q16horizbase + pp->q16horizoff > fix16_from_int(PLAYER_HORIZ_MAX))
|
||||
pp->q16horizoff = fix16_from_int(PLAYER_HORIZ_MAX) - pp->q16horizbase;
|
||||
|
||||
// add base and offsets
|
||||
pp->q16horiz = fix16_clamp((pp->q16horizbase + pp->q16horizoff), fix16_from_int(PLAYER_HORIZ_MIN), fix16_from_int(PLAYER_HORIZ_MAX));
|
||||
#if 0
|
||||
if (pp->q16horizbase + pp->q16horizoff < fix16_from_int(PLAYER_HORIZ_MIN))
|
||||
pp->q16horizbase += fix16_from_int(HORIZ_SPEED);
|
||||
else if (pp->q16horizbase + pp->q16horizoff > fix16_from_int(PLAYER_HORIZ_MAX))
|
||||
pp->q16horizbase -= fix16_from_int(HORIZ_SPEED);
|
||||
|
||||
pp->q16horiz = fix16_clamp((pp->q16horizbase + pp->q16horizoff), fix16_from_int(PLAYER_HORIZ_MIN), fix16_from_int(PLAYER_HORIZ_MAX));
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
if (!CommEnabled)
|
||||
{
|
||||
|
@ -3195,34 +3349,34 @@ void getinput(SW_PACKET *loc)
|
|||
{
|
||||
MenuButtonAutoAim = FALSE;
|
||||
if ((!!TEST(pp->Flags, PF_AUTO_AIM)) != !!cl_autoaim)
|
||||
SET_LOC_KEY(loc->bits, SK_AUTO_AIM, TRUE);
|
||||
SET_LOC_KEY(localInput.bits, SK_AUTO_AIM, TRUE);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
else if (inputState.GetKeyStatus(sc_Pause))
|
||||
{
|
||||
SET_LOC_KEY(loc->bits, SK_PAUSE, inputState.GetKeyStatus(sc_Pause));
|
||||
SET_LOC_KEY(localInput.bits, SK_PAUSE, inputState.GetKeyStatus(sc_Pause));
|
||||
inputState.ClearKeyStatus(sc_Pause);
|
||||
}
|
||||
|
||||
SET_LOC_KEY(loc->bits, SK_CENTER_VIEW, buttonMap.ButtonDown(gamefunc_Center_View));
|
||||
SET_LOC_KEY(localInput.bits, SK_CENTER_VIEW, buttonMap.ButtonDown(gamefunc_Center_View));
|
||||
|
||||
SET_LOC_KEY(loc->bits, SK_RUN, buttonMap.ButtonDown(gamefunc_Run));
|
||||
SET_LOC_KEY(loc->bits, SK_SHOOT, buttonMap.ButtonDown(gamefunc_Fire));
|
||||
SET_LOC_KEY(localInput.bits, SK_RUN, buttonMap.ButtonDown(gamefunc_Run));
|
||||
SET_LOC_KEY(localInput.bits, SK_SHOOT, buttonMap.ButtonDown(gamefunc_Fire));
|
||||
|
||||
// actually snap
|
||||
SET_LOC_KEY(loc->bits, SK_SNAP_UP, buttonMap.ButtonDown(gamefunc_Aim_Up));
|
||||
SET_LOC_KEY(loc->bits, SK_SNAP_DOWN, buttonMap.ButtonDown(gamefunc_Aim_Down));
|
||||
SET_LOC_KEY(localInput.bits, SK_SNAP_UP, buttonMap.ButtonDown(gamefunc_Aim_Up));
|
||||
SET_LOC_KEY(localInput.bits, SK_SNAP_DOWN, buttonMap.ButtonDown(gamefunc_Aim_Down));
|
||||
|
||||
// actually just look
|
||||
SET_LOC_KEY(loc->bits, SK_LOOK_UP, buttonMap.ButtonDown(gamefunc_Look_Up));
|
||||
SET_LOC_KEY(loc->bits, SK_LOOK_DOWN, buttonMap.ButtonDown(gamefunc_Look_Down));
|
||||
SET_LOC_KEY(localInput.bits, SK_LOOK_UP, buttonMap.ButtonDown(gamefunc_Look_Up));
|
||||
SET_LOC_KEY(localInput.bits, SK_LOOK_DOWN, buttonMap.ButtonDown(gamefunc_Look_Down));
|
||||
|
||||
for (i = 0; i < MAX_WEAPONS_KEYS; i++)
|
||||
{
|
||||
if (buttonMap.ButtonDown(gamefunc_Weapon_1 + i))
|
||||
{
|
||||
SET(loc->bits, i + 1);
|
||||
SET(localInput.bits, i + 1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -3263,7 +3417,7 @@ void getinput(SW_PACKET *loc)
|
|||
}
|
||||
}
|
||||
|
||||
SET(loc->bits, next_weapon + 1);
|
||||
SET(localInput.bits, next_weapon + 1);
|
||||
}
|
||||
|
||||
|
||||
|
@ -3301,7 +3455,7 @@ void getinput(SW_PACKET *loc)
|
|||
}
|
||||
}
|
||||
|
||||
SET(loc->bits, prev_weapon + 1);
|
||||
SET(localInput.bits, prev_weapon + 1);
|
||||
}
|
||||
|
||||
if (buttonMap.ButtonDown(gamefunc_Alt_Weapon))
|
||||
|
@ -3309,7 +3463,7 @@ void getinput(SW_PACKET *loc)
|
|||
buttonMap.ClearButton(gamefunc_Alt_Weapon);
|
||||
USERp u = User[pp->PlayerSprite];
|
||||
short const which_weapon = u->WeaponNum + 1;
|
||||
SET(loc->bits, which_weapon);
|
||||
SET(localInput.bits, which_weapon);
|
||||
}
|
||||
|
||||
|
||||
|
@ -3327,23 +3481,23 @@ void getinput(SW_PACKET *loc)
|
|||
if (buttonMap.ButtonDown(gamefunc_Caltrops))
|
||||
inv_hotkey = INVENTORY_CALTROPS+1;
|
||||
|
||||
SET(loc->bits, inv_hotkey<<SK_INV_HOTKEY_BIT0);
|
||||
SET(localInput.bits, inv_hotkey<<SK_INV_HOTKEY_BIT0);
|
||||
|
||||
SET_LOC_KEY(loc->bits, SK_INV_USE, buttonMap.ButtonDown(gamefunc_Inventory));
|
||||
SET_LOC_KEY(localInput.bits, SK_INV_USE, buttonMap.ButtonDown(gamefunc_Inventory));
|
||||
|
||||
SET_LOC_KEY(loc->bits, SK_OPERATE, buttonMap.ButtonDown(gamefunc_Open));
|
||||
SET_LOC_KEY(loc->bits, SK_JUMP, buttonMap.ButtonDown(gamefunc_Jump));
|
||||
SET_LOC_KEY(loc->bits, SK_CRAWL, buttonMap.ButtonDown(gamefunc_Crouch));
|
||||
SET_LOC_KEY(localInput.bits, SK_OPERATE, buttonMap.ButtonDown(gamefunc_Open));
|
||||
SET_LOC_KEY(localInput.bits, SK_JUMP, buttonMap.ButtonDown(gamefunc_Jump));
|
||||
SET_LOC_KEY(localInput.bits, SK_CRAWL, buttonMap.ButtonDown(gamefunc_Crouch));
|
||||
|
||||
SET_LOC_KEY(loc->bits, SK_TURN_180, buttonMap.ButtonDown(gamefunc_TurnAround));
|
||||
SET_LOC_KEY(localInput.bits, SK_TURN_180, buttonMap.ButtonDown(gamefunc_TurnAround));
|
||||
|
||||
SET_LOC_KEY(loc->bits, SK_INV_LEFT, buttonMap.ButtonDown(gamefunc_Inventory_Left));
|
||||
SET_LOC_KEY(loc->bits, SK_INV_RIGHT, buttonMap.ButtonDown(gamefunc_Inventory_Right));
|
||||
SET_LOC_KEY(localInput.bits, SK_INV_LEFT, buttonMap.ButtonDown(gamefunc_Inventory_Left));
|
||||
SET_LOC_KEY(localInput.bits, SK_INV_RIGHT, buttonMap.ButtonDown(gamefunc_Inventory_Right));
|
||||
|
||||
SET_LOC_KEY(loc->bits, SK_HIDE_WEAPON, buttonMap.ButtonDown(gamefunc_Holster_Weapon));
|
||||
SET_LOC_KEY(localInput.bits, SK_HIDE_WEAPON, buttonMap.ButtonDown(gamefunc_Holster_Weapon));
|
||||
|
||||
// need BUTTON
|
||||
SET_LOC_KEY(loc->bits, SK_CRAWL_LOCK, inputState.GetKeyStatus(KEYSC_NUM));
|
||||
SET_LOC_KEY(localInput.bits, SK_CRAWL_LOCK, inputState.GetKeyStatus(KEYSC_NUM));
|
||||
|
||||
if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
|
||||
{
|
||||
|
@ -3356,7 +3510,7 @@ void getinput(SW_PACKET *loc)
|
|||
if (screenpeek < 0)
|
||||
screenpeek = connecthead;
|
||||
|
||||
if (dimensionmode != 2 && screenpeek == myconnectindex)
|
||||
if (dimensionmode != 2 && screenpeek == playerNum)
|
||||
{
|
||||
// JBF: figure out what's going on here
|
||||
memcpy(pp->temp_pal, palette_data, sizeof(palette_data));
|
||||
|
|
|
@ -1029,7 +1029,6 @@ struct PLAYERstruct
|
|||
// interpolation
|
||||
int
|
||||
oposx, oposy, oposz;
|
||||
fix16_t oq16horiz, oq16ang;
|
||||
|
||||
// holds last valid move position
|
||||
short lv_sectnum;
|
||||
|
@ -1065,6 +1064,7 @@ struct PLAYERstruct
|
|||
int drive_oangvel;
|
||||
|
||||
|
||||
bool horizAdjust;
|
||||
|
||||
// scroll 2D mode stuff
|
||||
int scr_x, scr_y, oscr_x, oscr_y;
|
||||
|
|
|
@ -44,7 +44,8 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
|
|||
|
||||
BEGIN_SW_NS
|
||||
|
||||
void getinput(SW_PACKET*);
|
||||
// getinput() calls will require redoing with regard to local input changes.
|
||||
// void getinput(int playerNum);
|
||||
|
||||
/*
|
||||
SYNC BUG NOTES:
|
||||
|
@ -932,7 +933,8 @@ faketimerhandler(void)
|
|||
if (Player[myconnectindex].movefifoend - movefifoplc >= 100)
|
||||
return;
|
||||
|
||||
getinput(&loc);
|
||||
// getinput() calls will require redoing with regard to local input changes.
|
||||
// getinput(&loc);
|
||||
|
||||
AveragePacket.vel += loc.vel;
|
||||
AveragePacket.svel += loc.svel;
|
||||
|
|
|
@ -1796,169 +1796,7 @@ void SlipSlope(PLAYERp pp)
|
|||
pp->yvect += mulscale(sintable[ang], sector[pp->cursectnum].floorheinum, sectu->speed);
|
||||
}
|
||||
|
||||
void
|
||||
PlayerAutoLook(PLAYERp pp)
|
||||
{
|
||||
int x,y,k,j;
|
||||
short tempsect;
|
||||
|
||||
|
||||
if (!TEST(pp->Flags, PF_FLYING|PF_SWIMMING|PF_DIVING|PF_CLIMBING|PF_JUMPING|PF_FALLING))
|
||||
{
|
||||
if (!TEST(pp->Flags, PF_MOUSE_AIMING_ON) && TEST(sector[pp->cursectnum].floorstat, FLOOR_STAT_SLOPE)) // If the floor is sloped
|
||||
{
|
||||
// Get a point, 512 units ahead of player's position
|
||||
x = pp->posx + (sintable[(fix16_to_int(pp->q16ang) + 512) & 2047] >> 5);
|
||||
y = pp->posy + (sintable[fix16_to_int(pp->q16ang) & 2047] >> 5);
|
||||
tempsect = pp->cursectnum;
|
||||
COVERupdatesector(x, y, &tempsect);
|
||||
|
||||
if (tempsect >= 0) // If the new point is inside a valid
|
||||
// sector...
|
||||
{
|
||||
// Get the floorz as if the new (x,y) point was still in
|
||||
// your sector
|
||||
j = getflorzofslope(pp->cursectnum, pp->posx, pp->posy);
|
||||
k = getflorzofslope(pp->cursectnum, x, y);
|
||||
|
||||
// If extended point is in same sector as you or the slopes
|
||||
// of the sector of the extended point and your sector match
|
||||
// closely (to avoid accidently looking straight out when
|
||||
// you're at the edge of a sector line) then adjust horizon
|
||||
// accordingly
|
||||
if ((pp->cursectnum == tempsect) ||
|
||||
(klabs(getflorzofslope(tempsect, x, y) - k) <= (4 << 8)))
|
||||
{
|
||||
pp->q16horizoff += fix16_from_int((((j - k) * 160) >> 16));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (TEST(pp->Flags, PF_CLIMBING))
|
||||
{
|
||||
// tilt when climbing but you can't even really tell it
|
||||
if (pp->q16horizoff < fix16_from_int(100))
|
||||
pp->q16horizoff += fix16_from_int((((100 - fix16_to_int(pp->q16horizoff)) >> 3) + 1));
|
||||
}
|
||||
else
|
||||
{
|
||||
// Make q16horizoff grow towards 0 since q16horizoff is not modified when
|
||||
// you're not on a slope
|
||||
if (pp->q16horizoff > 0)
|
||||
pp->q16horizoff -= fix16_from_int(((fix16_to_int(pp->q16horizoff) >> 3) + 1));
|
||||
if (pp->q16horizoff < 0)
|
||||
pp->q16horizoff += fix16_from_int((((fix16_to_int(-pp->q16horizoff)) >> 3) + 1));
|
||||
}
|
||||
}
|
||||
|
||||
extern int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust;
|
||||
void
|
||||
DoPlayerHorizon(PLAYERp pp)
|
||||
{
|
||||
int i;
|
||||
#define HORIZ_SPEED (16)
|
||||
|
||||
// //DSPRINTF(ds,"fix16_to_int(pp->q16horizoff), %d", fix16_to_int(pp->q16horizoff));
|
||||
// MONO_PRINT(ds);
|
||||
|
||||
// Fixme: This should probably be made optional.
|
||||
if (cl_slopetilting)
|
||||
PlayerAutoLook(pp);
|
||||
|
||||
if (pp->input.q16horz)
|
||||
{
|
||||
pp->q16horizbase += pp->input.q16horz;
|
||||
SET(pp->Flags, PF_LOCK_HORIZ | PF_LOOKING);
|
||||
}
|
||||
|
||||
if (TEST_SYNC_KEY(pp, SK_CENTER_VIEW))
|
||||
{
|
||||
pp->q16horiz = pp->q16horizbase = fix16_from_int(100);
|
||||
pp->q16horizoff = 0;
|
||||
}
|
||||
|
||||
// this is the locked type
|
||||
if (TEST_SYNC_KEY(pp, SK_SNAP_UP) || TEST_SYNC_KEY(pp, SK_SNAP_DOWN))
|
||||
{
|
||||
// set looking because player is manually looking
|
||||
SET(pp->Flags, PF_LOCK_HORIZ | PF_LOOKING);
|
||||
|
||||
// adjust pp->q16horiz negative
|
||||
if (TEST_SYNC_KEY(pp, SK_SNAP_DOWN))
|
||||
pp->q16horizbase -= fix16_from_int((HORIZ_SPEED/2));
|
||||
|
||||
// adjust pp->q16horiz positive
|
||||
if (TEST_SYNC_KEY(pp, SK_SNAP_UP))
|
||||
pp->q16horizbase += fix16_from_int((HORIZ_SPEED/2));
|
||||
}
|
||||
|
||||
|
||||
// this is the unlocked type
|
||||
if (TEST_SYNC_KEY(pp, SK_LOOK_UP) || TEST_SYNC_KEY(pp, SK_LOOK_DOWN))
|
||||
{
|
||||
RESET(pp->Flags, PF_LOCK_HORIZ);
|
||||
SET(pp->Flags, PF_LOOKING);
|
||||
|
||||
// adjust pp->q16horiz negative
|
||||
if (TEST_SYNC_KEY(pp, SK_LOOK_DOWN))
|
||||
pp->q16horizbase -= fix16_from_int(HORIZ_SPEED);
|
||||
|
||||
// adjust pp->q16horiz positive
|
||||
if (TEST_SYNC_KEY(pp, SK_LOOK_UP))
|
||||
pp->q16horizbase += fix16_from_int(HORIZ_SPEED);
|
||||
}
|
||||
|
||||
|
||||
if (!TEST(pp->Flags, PF_LOCK_HORIZ))
|
||||
{
|
||||
if (!(TEST_SYNC_KEY(pp, SK_LOOK_UP) || TEST_SYNC_KEY(pp, SK_LOOK_DOWN)))
|
||||
{
|
||||
// not pressing the pp->q16horiz keys
|
||||
if (pp->q16horizbase != fix16_from_int(100))
|
||||
{
|
||||
|
||||
// move pp->q16horiz back to 100
|
||||
for (i = 1; i; i--)
|
||||
{
|
||||
// this formula does not work for pp->q16horiz = 101-103
|
||||
pp->q16horizbase += fix16_from_int(25 - (fix16_to_int(pp->q16horizbase) >> 2));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// not looking anymore because pp->q16horiz is back at 100
|
||||
RESET(pp->Flags, PF_LOOKING);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if 1
|
||||
// bound the base
|
||||
pp->q16horizbase = fix16_max(pp->q16horizbase, fix16_from_int(PLAYER_HORIZ_MIN));
|
||||
pp->q16horizbase = fix16_min(pp->q16horizbase, fix16_from_int(PLAYER_HORIZ_MAX));
|
||||
|
||||
// bound adjust q16horizoff
|
||||
if (pp->q16horizbase + pp->q16horizoff < fix16_from_int(PLAYER_HORIZ_MIN))
|
||||
pp->q16horizoff = fix16_from_int(PLAYER_HORIZ_MIN) - pp->q16horizbase;
|
||||
else if (pp->q16horizbase + pp->q16horizoff > fix16_from_int(PLAYER_HORIZ_MAX))
|
||||
pp->q16horizoff = fix16_from_int(PLAYER_HORIZ_MAX) - pp->q16horizbase;
|
||||
|
||||
////DSPRINTF(ds,"base %d, off %d, base + off %d",fix16_to_int(pp->q16horizbase), fix16_to_int(pp->q16horizoff), fix16_to_int(pp->q16horizbase + pp->q16horizoff));
|
||||
//MONO_PRINT(ds);
|
||||
|
||||
// add base and offsets
|
||||
pp->q16horiz = pp->q16horizbase + pp->q16horizoff;
|
||||
#else
|
||||
if (pp->q16horizbase + pp->q16horizoff < fix16_from_int(PLAYER_HORIZ_MIN))
|
||||
pp->q16horizbase += fix16_from_int(HORIZ_SPEED);
|
||||
else if (pp->q16horizbase + pp->q16horizoff > fix16_from_int(PLAYER_HORIZ_MAX))
|
||||
pp->q16horizbase -= HORIZ_SPEED;
|
||||
|
||||
pp->q16horiz = pp->q16horizbase + pp->q16horizoff;
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
void
|
||||
DoPlayerBob(PLAYERp pp)
|
||||
|
@ -2646,7 +2484,7 @@ DoPlayerMove(PLAYERp pp)
|
|||
|
||||
DoPlayerSetWadeDepth(pp);
|
||||
|
||||
DoPlayerHorizon(pp);
|
||||
pp->horizAdjust = TRUE;
|
||||
|
||||
if (pp->cursectnum >= 0 && TEST(sector[pp->cursectnum].extra, SECTFX_DYNAMIC_AREA))
|
||||
{
|
||||
|
@ -2854,7 +2692,7 @@ DoPlayerMoveBoat(PLAYERp pp)
|
|||
OperateSectorObject(pp->sop, fix16_to_int(pp->q16ang), pp->posx, pp->posy);
|
||||
pp->cursectnum = save_sectnum; // for speed
|
||||
|
||||
DoPlayerHorizon(pp);
|
||||
pp->horizAdjust = TRUE;
|
||||
}
|
||||
|
||||
#if 0
|
||||
|
@ -3365,7 +3203,7 @@ DoPlayerMoveTank(PLAYERp pp)
|
|||
OperateSectorObject(pp->sop, fix16_to_int(pp->q16ang), pp->posx, pp->posy);
|
||||
pp->cursectnum = save_sectnum; // for speed
|
||||
|
||||
DoPlayerHorizon(pp);
|
||||
pp->horizAdjust = TRUE;
|
||||
|
||||
DoTankTreads(pp);
|
||||
}
|
||||
|
@ -3382,7 +3220,7 @@ DoPlayerMoveTurret(PLAYERp pp)
|
|||
|
||||
OperateSectorObject(pp->sop, fix16_to_int(pp->q16ang), pp->sop->xmid, pp->sop->ymid);
|
||||
|
||||
DoPlayerHorizon(pp);
|
||||
pp->horizAdjust = TRUE;
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -3958,7 +3796,7 @@ DoPlayerClimb(PLAYERp pp)
|
|||
sp->z = pp->posz + PLAYER_HEIGHT;
|
||||
changespritesect(pp->PlayerSprite, pp->cursectnum);
|
||||
|
||||
DoPlayerHorizon(pp);
|
||||
pp->horizAdjust = TRUE;
|
||||
|
||||
if (FAF_ConnectArea(pp->cursectnum))
|
||||
{
|
||||
|
@ -6013,9 +5851,9 @@ DoPlayerStopOperate(PLAYERp pp)
|
|||
if (pp->sop_remote)
|
||||
{
|
||||
if (TEST_BOOL1(pp->remote_sprite))
|
||||
pp->q16ang = pp->oq16ang = fix16_from_int(pp->remote_sprite->ang);
|
||||
pp->q16ang = fix16_from_int(pp->remote_sprite->ang);
|
||||
else
|
||||
pp->q16ang = pp->oq16ang = fix16_from_int(getangle(pp->sop_remote->xmid - pp->posx, pp->sop_remote->ymid - pp->posy));
|
||||
pp->q16ang = fix16_from_int(getangle(pp->sop_remote->xmid - pp->posx, pp->sop_remote->ymid - pp->posy));
|
||||
}
|
||||
|
||||
if (pp->sop_control)
|
||||
|
@ -7451,8 +7289,6 @@ MoveSkipSavePos(void)
|
|||
pp->oposx = pp->posx;
|
||||
pp->oposy = pp->posy;
|
||||
pp->oposz = pp->posz;
|
||||
pp->oq16ang = pp->q16ang;
|
||||
pp->oq16horiz = pp->q16horiz;
|
||||
}
|
||||
|
||||
// save off stats for skip4
|
||||
|
@ -8001,8 +7837,8 @@ InitAllPlayers(void)
|
|||
pp->posx = pp->oposx = pfirst->posx;
|
||||
pp->posy = pp->oposy = pfirst->posy;
|
||||
pp->posz = pp->oposz = pfirst->posz;
|
||||
pp->q16ang = pp->oq16ang = pfirst->q16ang;
|
||||
pp->q16horiz = pp->oq16horiz = pfirst->q16horiz;
|
||||
pp->q16ang = pfirst->q16ang;
|
||||
pp->q16horiz = pfirst->q16horiz;
|
||||
pp->cursectnum = pfirst->cursectnum;
|
||||
// set like this so that player can trigger something on start of the level
|
||||
pp->lastcursectnum = pfirst->cursectnum+1;
|
||||
|
@ -8153,7 +7989,7 @@ PlayerSpawnPosition(PLAYERp pp)
|
|||
pp->posx = pp->oposx = sp->x;
|
||||
pp->posy = pp->oposy = sp->y;
|
||||
pp->posz = pp->oposz = sp->z;
|
||||
pp->q16ang = pp->oq16ang = fix16_from_int(sp->ang);
|
||||
pp->q16ang = fix16_from_int(sp->ang);
|
||||
pp->cursectnum = sp->sectnum;
|
||||
|
||||
getzsofslope(pp->cursectnum, pp->posx, pp->posy, &cz, &fz);
|
||||
|
|
|
@ -157,11 +157,9 @@ DoPrediction(PLAYERp ppp)
|
|||
u = User[ppp->PlayerSprite];
|
||||
User[ppp->PlayerSprite] = &PredictUser;
|
||||
|
||||
ppp->oq16ang = ppp->q16ang;
|
||||
ppp->oposx = ppp->posx;
|
||||
ppp->oposy = ppp->posy;
|
||||
ppp->oposz = ppp->posz;
|
||||
ppp->oq16horiz = ppp->q16horiz;
|
||||
|
||||
#if PREDICT_DEBUG
|
||||
PredictDebug(ppp);
|
||||
|
|
Loading…
Reference in a new issue