SW: Process input at frame rate.

This commit is contained in:
Mitchell Richters 2020-03-29 22:01:11 +11:00 committed by Christoph Oelckers
parent d78d046bad
commit c162014dab
6 changed files with 271 additions and 281 deletions

View file

@ -2013,8 +2013,8 @@ drawscreen(PLAYERp pp)
tx = camerapp->oposx + mulscale16(camerapp->posx - camerapp->oposx, smoothratio);
ty = camerapp->oposy + mulscale16(camerapp->posy - camerapp->oposy, smoothratio);
tz = camerapp->oposz + mulscale16(camerapp->posz - camerapp->oposz, smoothratio);
tq16ang = camerapp->oq16ang + mulscale16(((camerapp->q16ang + fix16_from_int(1024) - camerapp->oq16ang) & 0x7FFFFFF) - fix16_from_int(1024), smoothratio);
tq16horiz = camerapp->oq16horiz + mulscale16(camerapp->q16horiz - camerapp->oq16horiz, smoothratio);
tq16ang = camerapp->q16ang;
tq16horiz = camerapp->q16horiz;
tsectnum = camerapp->cursectnum;
//ASSERT(tsectnum >= 0 && tsectnum <= MAXSECTORS);

View file

@ -278,6 +278,8 @@ uint8_t DebugPrintColor = 255;
int krandcount;
SW_PACKET localInput;
/// L O C A L P R O T O T Y P E S /////////////////////////////////////////////////////////
void BOT_DeleteAllBots(void);
void BotPlayerInsert(PLAYERp pp);
@ -2524,7 +2526,7 @@ void InitRunLevel(void)
StartAmbientSound();
}
void getinput(SW_PACKET*);
void getinput(int playerNum);
void RunLevel(void)
{
@ -2533,7 +2535,6 @@ void RunLevel(void)
#if 0
waitforeverybody();
#endif
PLAYERp pp = Player + myconnectindex;
ready2send = 1;
while (TRUE)
@ -2556,9 +2557,20 @@ void RunLevel(void)
{
ototalclock += synctics;
getinput(&loc);
pp->inputfifo[Player[myconnectindex].movefifoend & (MOVEFIFOSIZ - 1)] = loc;
getinput(myconnectindex);
PLAYERp const pp = Player + myconnectindex;
auto const q16ang = fix16_to_int(pp->q16ang);
auto & input = pp->inputfifo[Player[myconnectindex].movefifoend & (MOVEFIFOSIZ - 1)];
input = localInput;
input.vel = mulscale9(localInput.vel, sintable[NORM_ANGLE(q16ang + 512)]) +
mulscale9(localInput.svel, sintable[NORM_ANGLE(q16ang)]);
input.svel = mulscale9(localInput.vel, sintable[NORM_ANGLE(q16ang)]) +
mulscale9(localInput.svel, sintable[NORM_ANGLE(q16ang + 1536)]);
pp->movefifoend++;
localInput = {};
domovethings();
@ -2567,6 +2579,7 @@ void RunLevel(void)
}
getinput(myconnectindex);
drawscreen(Player + screenpeek);
if (QuitFlag)
@ -2953,11 +2966,10 @@ void PauseKey(PLAYERp pp)
short MirrorDelay;
void getinput(SW_PACKET *loc)
void getinput(int const playerNum)
{
int i;
PLAYERp pp = Player + myconnectindex;
PLAYERp newpp = Player + myconnectindex;
PLAYERp pp = Player + playerNum;
int inv_hotkey = 0;
#define TURBOTURNTIME (120/8)
@ -2969,24 +2981,24 @@ void getinput(SW_PACKET *loc)
#define MAXSVEL ((NORMALKEYMOVE*2)+10)
#define MAXANGVEL 100
#define MAXHORIZVEL 128
#define SET_LOC_KEY(loc, sync_num, key_test) SET(loc, ((!!(key_test)) << (sync_num)))
#define HORIZ_SPEED (16)
#define SET_LOC_KEY(bits, sync_num, key_test) SET(bits, ((!!(key_test)) << (sync_num)))
static int32_t turnheldtime;
int32_t momx, momy;
extern SWBOOL MenuButtonAutoRun;
// reset localInput
localInput = {};
localInput.bits = 0;
extern SWBOOL MenuButtonAutoAim;
if (Prediction && CommEnabled)
{
newpp = ppp;
pp = ppp;
}
// reset all syncbits
loc->bits = 0;
// MAKE SURE THIS WILL GET SET
SET_LOC_KEY(loc->bits, SK_QUIT_GAME, MultiPlayQuitFlag);
SET_LOC_KEY(localInput.bits, SK_QUIT_GAME, MultiPlayQuitFlag);
bool mouseaim = in_mousemode || buttonMap.ButtonDown(gamefunc_Mouse_Aiming);
@ -2996,14 +3008,14 @@ void getinput(SW_PACKET *loc)
// this needs to be fixed properly - as it is this can never be compatible with demo playback.
if (mouseaim)
SET(Player[myconnectindex].Flags, PF_MOUSE_AIMING_ON);
SET(Player[playerNum].Flags, PF_MOUSE_AIMING_ON);
else
RESET(Player[myconnectindex].Flags, PF_MOUSE_AIMING_ON);
RESET(Player[playerNum].Flags, PF_MOUSE_AIMING_ON);
if (cl_autoaim)
SET(Player[myconnectindex].Flags, PF_AUTO_AIM);
SET(Player[playerNum].Flags, PF_AUTO_AIM);
else
RESET(Player[myconnectindex].Flags, PF_AUTO_AIM);
RESET(Player[playerNum].Flags, PF_AUTO_AIM);
}
ControlInfo info;
@ -3056,14 +3068,14 @@ void getinput(SW_PACKET *loc)
// If in 2D follow mode, scroll around using glob vars
// Tried calling this in domovethings, but key response it too poor, skips key presses
// Note: ScrollMode2D = Follow mode, so this get called only during follow mode
if (ScrollMode2D && pp == Player + myconnectindex && !Prediction)
MoveScrollMode2D(Player + myconnectindex);
if (ScrollMode2D && pp == Player + playerNum && !Prediction)
MoveScrollMode2D(Player + playerNum);
// !JIM! Added M_Active() so that you don't move at all while using menus
if (M_Active() || ScrollMode2D || InputMode)
return;
SET_LOC_KEY(loc->bits, SK_SPACE_BAR, ((!!inputState.GetKeyStatus(KEYSC_SPACE)) | buttonMap.ButtonDown(gamefunc_Open)));
SET_LOC_KEY(localInput.bits, SK_SPACE_BAR, ((!!inputState.GetKeyStatus(KEYSC_SPACE)) | buttonMap.ButtonDown(gamefunc_Open)));
int const running = G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run));
int32_t turnamount;
@ -3092,56 +3104,60 @@ void getinput(SW_PACKET *loc)
info.dz = (info.dz * move_scale)>>8;
info.dyaw = (info.dyaw * turn_scale)>>8;
int32_t svel = 0, vel = 0;
fix16_t q16horz, q16avel = 0;
SW_PACKET input {};
if (buttonMap.ButtonDown(gamefunc_Strafe) && !pp->sop)
{
svel = -info.mousex;
svel -= info.dyaw * keymove / analogExtent;
input.svel = -info.mousex;
input.svel -= info.dyaw * keymove / analogExtent;
}
else
{
q16avel = fix16_div(fix16_from_int(info.mousex), fix16_from_int(32));
q16avel += fix16_from_int(info.dyaw) / analogExtent * (turnamount << 1);
input.q16avel = fix16_sadd(input.q16avel, fix16_sdiv(fix16_from_int(info.mousex), fix16_from_int(32)));
input.q16avel = fix16_sadd(input.q16avel, fix16_from_int(info.dyaw / analogExtent * (turnamount << 1)));
}
if (mouseaim)
q16horz = -fix16_div(fix16_from_int(info.mousey), fix16_from_int(64));
input.q16horz = fix16_sadd(input.q16horz, fix16_sdiv(fix16_from_int(info.mousey), fix16_from_int(64)));
else
vel = -(info.mousey >> 6);
input.vel = -(info.mousey >> 6);
if (in_mouseflip)
q16horz = -q16horz;
if (!in_mouseflip)
input.q16horz = -input.q16horz;
q16horz -= fix16_from_int(info.dpitch) * turnamount / analogExtent;
svel -= info.dx * keymove / analogExtent;
vel -= info.dz * keymove / analogExtent;
input.q16horz = fix16_ssub(input.q16horz, fix16_from_int(info.dpitch * turnamount / analogExtent));
input.svel -= info.dx * keymove / analogExtent;
input.vel -= info.dz * keymove / analogExtent;
static double lastInputTicks;
auto const currentHiTicks = timerGetHiTicks();
double const elapsedInputTicks = currentHiTicks - lastInputTicks;
lastInputTicks = currentHiTicks;
auto scaleAdjustmentToInterval = [=](double x) { return x * 30 / (1000.0 / elapsedInputTicks); };
if (buttonMap.ButtonDown(gamefunc_Strafe) && !pp->sop)
{
if (buttonMap.ButtonDown(gamefunc_Turn_Left))
svel -= -keymove;
if (buttonMap.ButtonDown(gamefunc_Turn_Right))
svel -= keymove;
if (!localInput.svel)
{
if (buttonMap.ButtonDown(gamefunc_Turn_Left) && !localInput.svel)
input.svel = keymove;
if (buttonMap.ButtonDown(gamefunc_Turn_Right) && !localInput.svel)
input.svel = -keymove;
}
}
else
{
if (buttonMap.ButtonDown(gamefunc_Turn_Left))
{
turnheldtime += synctics;
if (turnheldtime >= TURBOTURNTIME)
q16avel -= fix16_from_int(turnamount);
else
q16avel -= fix16_from_int(PREAMBLETURN);
input.q16avel = fix16_ssub(input.q16avel, fix16_from_float(scaleAdjustmentToInterval((turnheldtime >= TURBOTURNTIME) ? turnamount : PREAMBLETURN)));
}
else if (buttonMap.ButtonDown(gamefunc_Turn_Right))
{
turnheldtime += synctics;
if (turnheldtime >= TURBOTURNTIME)
q16avel += fix16_from_int(turnamount);
else
q16avel += fix16_from_int(PREAMBLETURN);
input.q16avel = fix16_sadd(input.q16avel, fix16_from_float(scaleAdjustmentToInterval((turnheldtime >= TURBOTURNTIME) ? turnamount : PREAMBLETURN)));
}
else
{
@ -3149,43 +3165,181 @@ void getinput(SW_PACKET *loc)
}
}
if (localInput.svel < keymove && localInput.svel > -keymove)
{
if (buttonMap.ButtonDown(gamefunc_Strafe_Left) && !pp->sop)
svel += keymove;
input.svel += keymove;
if (buttonMap.ButtonDown(gamefunc_Strafe_Right) && !pp->sop)
svel += -keymove;
input.svel += -keymove;
}
if (buttonMap.ButtonDown(gamefunc_Move_Forward))
if (localInput.vel < keymove && localInput.vel > -keymove)
{
vel += keymove;
//DSPRINTF(ds,"vel key %d",vel);
//DebugWriteString(ds);
if (buttonMap.ButtonDown(gamefunc_Move_Forward))
input.vel += keymove;
if (buttonMap.ButtonDown(gamefunc_Move_Backward))
input.vel += -keymove;
}
localInput.vel = clamp(localInput.vel + input.vel, -MAXVEL, MAXVEL);
localInput.svel = clamp(localInput.svel + input.svel, -MAXSVEL, MAXSVEL);
localInput.q16avel = fix16_sadd(localInput.q16avel, input.q16avel);
pp->q16ang = fix16_sadd(pp->q16ang, input.q16avel) & 0x7FFFFFF;
localInput.q16horz = fix16_clamp(fix16_sadd(localInput.q16horz, input.q16horz), fix16_from_int(-MAXHORIZVEL), fix16_from_int(MAXHORIZVEL));
pp->q16horiz = fix16_clamp(fix16_sadd(pp->q16horiz, input.q16horz), fix16_from_int(PLAYER_HORIZ_MAX), fix16_from_int(PLAYER_HORIZ_MAX));
if (pp->horizAdjust)
{
int i;
// Fixme: This should probably be made optional.
if (cl_slopetilting)
{
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
{
//DSPRINTF(ds,"vel %d",vel);
//DebugWriteString(ds);
// 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));
}
}
if (buttonMap.ButtonDown(gamefunc_Move_Backward))
vel += -keymove;
if (input.q16horz)
{
pp->q16horizbase += input.q16horz;
SET(pp->Flags, PF_LOCK_HORIZ | PF_LOOKING);
}
vel = clamp(vel, -MAXVEL, MAXVEL);
svel = clamp(svel, -MAXSVEL, MAXSVEL);
if (TEST_SYNC_KEY(pp, SK_CENTER_VIEW))
{
pp->q16horiz = pp->q16horizbase = fix16_from_int(100);
pp->q16horizoff = 0;
}
q16avel = fix16_clamp(q16avel, -fix16_from_int(MAXANGVEL), fix16_from_int(MAXANGVEL));
q16horz = fix16_clamp(q16horz, -fix16_from_int(MAXHORIZVEL), fix16_from_int(MAXHORIZVEL));
// 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);
momx = mulscale9(vel, sintable[NORM_ANGLE(fix16_to_int(newpp->q16ang) + 512)]);
momy = mulscale9(vel, sintable[NORM_ANGLE(fix16_to_int(newpp->q16ang))]);
// adjust pp->q16horiz negative
if (TEST_SYNC_KEY(pp, SK_SNAP_DOWN))
pp->q16horizbase -= fix16_from_int((HORIZ_SPEED/2));
momx += mulscale9(svel, sintable[NORM_ANGLE(fix16_to_int(newpp->q16ang))]);
momy += mulscale9(svel, sintable[NORM_ANGLE(fix16_to_int(newpp->q16ang) + 1536)]);
// adjust pp->q16horiz positive
if (TEST_SYNC_KEY(pp, SK_SNAP_UP))
pp->q16horizbase += fix16_from_int((HORIZ_SPEED/2));
}
loc->vel = momx;
loc->svel = momy;
loc->q16avel = q16avel;
loc->q16horz = q16horz;
// 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);
}
}
}
// 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));

View file

@ -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;

View file

@ -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;

View file

@ -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);

View file

@ -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);