mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- Exhumed: Restore synchronised input, hook up rest of backend input functions and get rid of nPlayerDAng
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This commit is contained in:
parent
5324d9680b
commit
d46787cd96
11 changed files with 82 additions and 33 deletions
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@ -339,7 +339,6 @@ void GameInterface::Ticker()
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}
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else if (EndLevel == 0)
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{
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nPlayerDAng += localInput.q16avel;
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inita &= kAngleMask;
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for (int i = 0; i < 4; i++)
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@ -433,17 +432,12 @@ void GameInterface::Ticker()
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sPlayerInput[nLocalPlayer].actions = localInput.actions;
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if (oldactions & SB_CENTERVIEW) sPlayerInput[nLocalPlayer].actions |= SB_CENTERVIEW;
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if (cl_syncinput)
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{
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;// To be completed...
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}
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sPlayerInput[nLocalPlayer].nAngle = localInput.q16avel;
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sPlayerInput[nLocalPlayer].pan = localInput.q16horz;
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Ra[nLocalPlayer].nTarget = besttarget;
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lLocalCodes = 0;
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nPlayerDAng = 0;
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sPlayerInput[nLocalPlayer].horizon = PlayerList[nLocalPlayer].q16horiz;
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leveltime++;
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if (leveltime == 2) gameaction = ga_autosave; // let the game run for 1 frame before saving.
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@ -102,8 +102,13 @@ void GameInterface::Render()
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DrawClock();
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}
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DrawView(calc_smoothratio());
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double const smoothratio = calc_smoothratio();
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double const look_anghalf = getHalfLookAng(PlayerList[nLocalPlayer].oq16look_ang, PlayerList[nLocalPlayer].q16look_ang, cl_syncinput, smoothratio);
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DrawView(smoothratio);
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DrawStatusBar();
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DrawCrosshair(MAXTILES, PlayerList[nLocalPlayer].nHealth >> 3, -look_anghalf, 1);
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if (paused && !M_Active())
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{
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auto tex = GStrings("TXTB_PAUSED");
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@ -739,7 +739,7 @@ loc_flag:
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// loc_27266:
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case kWeaponSword:
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{
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nHeight += (100 - FixedToInt(sPlayerInput[nPlayer].horizon)) << 6;
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nHeight += (100 - FixedToInt(PlayerList[nLocalPlayer].q16horiz)) << 6;
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theZ += nHeight;
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@ -844,7 +844,7 @@ loc_flag:
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}
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case kWeaponPistol:
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{
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int var_50 = (FixedToInt(sPlayerInput[nPlayer].horizon) - 100) << 2;
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int var_50 = (FixedToInt(PlayerList[nLocalPlayer].q16horiz) - 100) << 2;
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nHeight -= var_50;
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if (sPlayerInput[nPlayer].nTarget >= 0 && cl_autoaim)
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@ -859,7 +859,7 @@ loc_flag:
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case kWeaponGrenade:
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{
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ThrowGrenade(nPlayer, ebp, ebx, nHeight - 2560, FixedToInt(sPlayerInput[nPlayer].horizon) - 100);
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ThrowGrenade(nPlayer, ebp, ebx, nHeight - 2560, FixedToInt(PlayerList[nLocalPlayer].q16horiz) - 100);
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break;
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}
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case kWeaponStaff:
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@ -985,6 +985,12 @@ void DrawWeapons(double smooth)
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nShade = sprite[PlayerList[nLocalPlayer].nSprite].shade;
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}
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double const look_anghalf = getHalfLookAng(PlayerList[nLocalPlayer].oq16look_ang, PlayerList[nLocalPlayer].q16look_ang, cl_syncinput, smooth);
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double const looking_arc = fabs(look_anghalf) / 4.5;
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xOffset -= look_anghalf;
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yOffset += looking_arc;
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seq_DrawGunSequence(var_28, PlayerList[nLocalPlayer].field_3FOUR, xOffset, yOffset, nShade, nPal);
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if (nWeapon != kWeaponM60)
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@ -196,7 +196,6 @@ void InitLevel(int level) // todo: use a map record
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totalmoves = 0;
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GrabPalette();
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ResetMoveFifo();
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nPlayerDAng = 0;
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lPlayerXVel = 0;
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lPlayerYVel = 0;
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movefifopos = movefifoend;
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@ -201,6 +201,7 @@ static void processMovement(ControlInfo* const hidInput)
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{
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applylook(&pPlayer->q16angle, &pPlayer->q16look_ang, &pPlayer->q16rotscrnang, &pPlayer->spin, tempinput.q16avel, &sPlayerInput[nLocalPlayer].actions, scaleAdjust, false);
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sethorizon(&pPlayer->q16horiz, tempinput.q16horz, &sPlayerInput[nLocalPlayer].actions, scaleAdjust);
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UpdatePlayerSpriteAngle(pPlayer);
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}
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playerProcessHelpers(&pPlayer->q16angle, &pPlayer->angAdjust, &pPlayer->angTarget, &pPlayer->q16horiz, &pPlayer->horizAdjust, &pPlayer->horizTarget, scaleAdjust);
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@ -220,7 +221,6 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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{
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lPlayerYVel = 0;
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lPlayerXVel = 0;
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nPlayerDAng = 0;
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return;
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}
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@ -51,7 +51,6 @@ struct PlayerSave
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int lPlayerXVel = 0;
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int lPlayerYVel = 0;
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fixed_t nPlayerDAng = 0;
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short obobangle = 0, bobangle = 0;
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short bPlayerPan = 0;
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short bLockPan = 0;
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@ -338,6 +337,10 @@ void RestartPlayer(short nPlayer)
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}
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PlayerList[nPlayer].opos = sprite[nSprite].pos;
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PlayerList[nPlayer].oq16angle = PlayerList[nPlayer].q16angle;
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PlayerList[nPlayer].oq16horiz = PlayerList[nPlayer].q16horiz;
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PlayerList[nPlayer].oq16look_ang = PlayerList[nPlayer].q16look_ang = 0;
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PlayerList[nPlayer].oq16rotscrnang = PlayerList[nPlayer].q16rotscrnang = 0;
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nPlayerFloorSprite[nPlayer] = floorspr;
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@ -437,7 +440,7 @@ void RestartPlayer(short nPlayer)
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nYDamage[nPlayer] = 0;
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nXDamage[nPlayer] = 0;
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PlayerList[nPlayer].q16horiz = IntToFixed(100);
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PlayerList[nPlayer].oq16horiz = PlayerList[nPlayer].q16horiz = IntToFixed(100);
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nBreathTimer[nPlayer] = 90;
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nTauntTimer[nPlayer] = RandomSize(3) + 3;
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@ -454,7 +457,6 @@ void RestartPlayer(short nPlayer)
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if (nPlayer == nLocalPlayer)
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{
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nLocalSpr = nSprite;
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nPlayerDAng = 0;
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SetMagicFrame();
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RestoreGreenPal();
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@ -538,7 +540,7 @@ void StartDeathSeq(int nPlayer, int nVal)
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StopFiringWeapon(nPlayer);
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PlayerList[nPlayer].q16horiz = IntToFixed(100);
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PlayerList[nPlayer].oq16horiz = PlayerList[nPlayer].q16horiz = IntToFixed(100);
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oeyelevel[nPlayer] = eyelevel[nPlayer] = -14080;
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nPlayerInvisible[nPlayer] = 0;
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dVertPan[nPlayer] = 15;
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@ -703,6 +705,11 @@ static void pickupMessage(int no)
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}
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}
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void UpdatePlayerSpriteAngle(Player* pPlayer)
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{
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sprite[pPlayer->nSprite].ang = FixedToInt(pPlayer->q16angle);
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}
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void FuncPlayer(int a, int nDamage, int nRun)
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{
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int var_48 = 0;
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@ -724,6 +731,10 @@ void FuncPlayer(int a, int nDamage, int nRun)
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short nSprite2;
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PlayerList[nPlayer].opos = sprite[nPlayerSprite].pos;
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PlayerList[nPlayer].oq16angle = PlayerList[nPlayer].q16angle;
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PlayerList[nPlayer].oq16horiz = PlayerList[nPlayer].q16horiz;
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PlayerList[nPlayer].oq16look_ang = PlayerList[nPlayer].q16look_ang;
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PlayerList[nPlayer].oq16rotscrnang = PlayerList[nPlayer].q16rotscrnang;
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oeyelevel[nPlayer] = eyelevel[nPlayer];
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switch (nMessage)
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@ -937,7 +948,12 @@ void FuncPlayer(int a, int nDamage, int nRun)
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}
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// loc_1A494:
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sprite[nPlayerSprite].ang = FixedToInt(PlayerList[nPlayer].q16angle);
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if (cl_syncinput)
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{
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Player* pPlayer = &PlayerList[nPlayer];
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applylook(&pPlayer->q16angle, &pPlayer->q16look_ang, &pPlayer->q16rotscrnang, &pPlayer->spin, sPlayerInput[nPlayer].nAngle, &sPlayerInput[nLocalPlayer].actions, 1, false);
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UpdatePlayerSpriteAngle(pPlayer);
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}
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// sprite[nPlayerSprite].zvel is modified within Gravity()
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short zVel = sprite[nPlayerSprite].zvel;
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@ -1034,9 +1050,11 @@ void FuncPlayer(int a, int nDamage, int nRun)
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{
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auto ang = GetAngleToSprite(nPlayerSprite, nSpiritSprite) & kAngleMask;
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playerSetAngle(&PlayerList[nPlayer].q16angle, &PlayerList[nPlayer].angTarget, ang);
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PlayerList[nPlayer].oq16angle = PlayerList[nPlayer].q16angle;
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sprite[nPlayerSprite].ang = ang;
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playerSetHoriz(&PlayerList[nPlayer].q16horiz, &PlayerList[nPlayer].horizTarget, 100);
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PlayerList[nPlayer].oq16horiz = PlayerList[nPlayer].q16horiz;
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lPlayerXVel = 0;
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lPlayerYVel = 0;
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@ -1045,8 +1063,6 @@ void FuncPlayer(int a, int nDamage, int nRun)
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sprite[nPlayerSprite].yvel = 0;
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sprite[nPlayerSprite].zvel = 0;
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nPlayerDAng = 0;
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if (nFreeze < 1)
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{
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nFreeze = 1;
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@ -1190,11 +1206,6 @@ void FuncPlayer(int a, int nDamage, int nRun)
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}
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loc_1AB8E:
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if (cl_syncinput)
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{
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;// To be completed.
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}
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playerX -= sprite[nPlayerSprite].x;
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playerY -= sprite[nPlayerSprite].y;
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@ -2663,6 +2674,12 @@ loc_1BD2E:
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PlayerList[nPlayer].nAction = nActionB;
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PlayerList[nPlayer].field_2 = 0;
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}
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if (cl_syncinput)
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{
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Player* pPlayer = &PlayerList[nPlayer];
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sethorizon(&pPlayer->q16horiz, sPlayerInput[nPlayer].pan, &sPlayerInput[nLocalPlayer].actions, 1);
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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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{
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@ -2833,7 +2850,6 @@ loc_1BD2E:
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static SavegameHelper sgh("player",
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SV(lPlayerXVel),
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SV(lPlayerYVel),
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SV(nPlayerDAng),
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SV(obobangle),
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SV(bobangle),
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SV(bPlayerPan),
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@ -43,7 +43,6 @@ extern int nLocalPlayer;
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extern int lPlayerXVel;
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extern int lPlayerYVel;
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extern fixed_t nPlayerDAng;
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struct Player
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{
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@ -127,6 +126,7 @@ short GetPlayerFromSprite(short nSprite);
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void SetPlayerMummified(int nPlayer, int bIsMummified);
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int AddAmmo(int nPlayer, int nWeapon, int nAmmoAmount);
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void ShootStaff(int nPlayer);
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void UpdatePlayerSpriteAngle(Player* pPlayer);
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END_PS_NS
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@ -38,7 +38,8 @@ struct PlayerInput
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int yVel;
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uint16_t buttons;
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short nTarget;
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fixed_t horizon;
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fixed_t nAngle;
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fixed_t pan;
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int8_t nItem;
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ESyncBits actions;
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@ -376,7 +376,7 @@ void seq_DrawPilotLightSeq(double xOffset, double yOffset)
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double x = ChunkXpos[nFrameBase] + (160 + xOffset);
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double y = ChunkYpos[nFrameBase] + (100 + yOffset);
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hud_drawsprite(x, y, 65536, fmod(-2 * FixedToFloat(nPlayerDAng), kAngleMask + 1), nTile, 0, 0, 1);
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hud_drawsprite(x, y, 65536, fmod(-2 * FixedToFloat(PlayerList[nLocalPlayer].q16angle), kAngleMask + 1), nTile, 0, 0, 1);
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nFrameBase++;
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}
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}
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@ -1002,7 +1002,6 @@ void DrawStatusBar()
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}
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DExhumedStatusBar sbar;
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sbar.Draw();
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DrawCrosshair(MAXTILES, PlayerList[nLocalPlayer].nHealth >> 3, 0, 1);
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}
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@ -237,6 +237,9 @@ void DrawView(double smoothRatio, bool sceneonly)
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short nSector;
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fixed_t nAngle;
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fixed_t pan;
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fixed_t q16rotscrnang;
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fixed_t dang = IntToFixed(1024);
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zbob = Sin(2 * bobangle) >> 3;
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@ -276,13 +279,32 @@ void DrawView(double smoothRatio, bool sceneonly)
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+ interpolate16(oeyelevel[nLocalPlayer], eyelevel[nLocalPlayer], smoothRatio);
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nSector = nPlayerViewSect[nLocalPlayer];
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updatesector(playerX, playerY, &nSector);
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nAngle = PlayerList[nLocalPlayer].q16angle;
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if (!cl_syncinput)
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{
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nAngle = PlayerList[nLocalPlayer].q16angle + PlayerList[nLocalPlayer].q16look_ang;
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q16rotscrnang = PlayerList[nLocalPlayer].q16rotscrnang;
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}
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else
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{
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fixed_t oang, ang;
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oang = PlayerList[nLocalPlayer].oq16angle + PlayerList[nLocalPlayer].oq16look_ang;
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ang = PlayerList[nLocalPlayer].q16angle + PlayerList[nLocalPlayer].q16look_ang;
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nAngle = oang + xs_CRoundToInt(fmulscale16(((ang + dang - oang) & 0x7FFFFFF) - dang, smoothRatio));
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oang = PlayerList[nLocalPlayer].oq16rotscrnang + PlayerList[nLocalPlayer].oq16rotscrnang;
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ang = PlayerList[nLocalPlayer].q16rotscrnang + PlayerList[nLocalPlayer].q16rotscrnang;
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q16rotscrnang = oang + xs_CRoundToInt(fmulscale16(((ang + dang - oang) & 0x7FFFFFF) - dang, smoothRatio));
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}
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if (!bCamera)
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{
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sprite[nPlayerSprite].cstat |= CSTAT_SPRITE_INVISIBLE;
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sprite[nDoppleSprite[nLocalPlayer]].cstat |= CSTAT_SPRITE_INVISIBLE;
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}
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renderSetRollAngle(FixedToFloat(q16rotscrnang));
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}
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nCameraa = nAngle;
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@ -299,7 +321,14 @@ void DrawView(double smoothRatio, bool sceneonly)
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viewz = playerZ + nQuake[nLocalPlayer];
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int floorZ = sector[sprite[nPlayerSprite].sectnum].floorz;
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pan = PlayerList[nLocalPlayer].q16horiz;
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if (!cl_syncinput)
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{
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pan = PlayerList[nLocalPlayer].q16horiz;
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}
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else
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{
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pan = PlayerList[nLocalPlayer].oq16horiz + xs_CRoundToInt(fmulscale16(PlayerList[nLocalPlayer].q16horiz - PlayerList[nLocalPlayer].oq16horiz, smoothRatio));
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}
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if (viewz > floorZ)
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viewz = floorZ;
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