- Blood: Clean up remainder of control.cpp in-line with Duke/SW.

* Split input bits and movement into separate functions.
* Reordered movement to be more like Duke/SW for ease of comparison.
* Removed a global.
* Removed a few includes.
This commit is contained in:
Mitchell Richters 2020-09-16 20:23:59 +10:00
parent 9c56dfffe0
commit db7793bf54
4 changed files with 115 additions and 100 deletions

View file

@ -337,7 +337,7 @@ void GameInterface::Ticker()
thinktime.Unclock();
gFrameCount++;
gFrameClock += 4;
gFrameClock += kTicsPerFrame;
if (gFrameClock == 8) gameaction = ga_autosave; // let the game run for 1 frame before saving.
for (int i = 0; i < 8; i++)

View file

@ -23,48 +23,115 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "ns.h" // Must come before everything else!
#include "compat.h"
#include "mmulti.h"
#include "gamecontrol.h"
#include "common_game.h"
#include "blood.h"
#include "globals.h"
#include "levels.h"
#include "view.h"
#include "d_event.h"
#include "gamestate.h"
#include "sound.h"
#include "menu.h"
BEGIN_BLD_NS
static const double gTurnSpeed = 92.;
static InputPacket gInput;
static double turnHeldTime;
enum
{
MAXFVEL = 2048,
MAXSVEL = 2048,
MAXHORIZVEL = 32
};
void applylook(PLAYER *pPlayer, fixed_t const q16avel, double const scaleAdjust);
void sethorizon(PLAYER *pPlayer, fixed_t const q16horz, double const scaleAdjust);
static void GetInputInternal(ControlInfo* const hidInput)
//---------------------------------------------------------------------------
//
// handles the input bits
//
//---------------------------------------------------------------------------
static void processInputBits(ControlInfo* const hidInput, bool* mouseaim)
{
ApplyGlobalInput(gInput, hidInput);
*mouseaim = !(gInput.actions & SB_AIMMODE);
if (!mouseaim || (gInput.actions & (SB_LOOK_UP|SB_LOOK_DOWN)))
{
gInput.actions |= SB_CENTERVIEW;
}
}
//---------------------------------------------------------------------------
//
// handles movement
//
//---------------------------------------------------------------------------
static void processMovement(ControlInfo* const hidInput, bool const mouseaim)
{
double const scaleAdjust = InputScale();
int prevPauseState = paused;
InputPacket input = {};
ApplyGlobalInput(gInput, hidInput);
bool mouseaim = !(gInput.actions & SB_AIMMODE);
if (!mouseaim) gInput.actions |= SB_CENTERVIEW;
if (gPlayer[myconnectindex].nextWeapon == 0)
{
}
if (gInput.actions & (SB_LOOK_UP|SB_LOOK_DOWN))
gInput.actions |= SB_CENTERVIEW;
int const run = !!(gInput.actions & SB_RUN);
int const keyMove = (1 + run) << 10;
InputPacket input = {};
if (gInput.fvel < keyMove && gInput.fvel > -keyMove)
if (buttonMap.ButtonDown(gamefunc_Strafe))
{
input.svel -= xs_CRoundToInt((hidInput->mousex * 32.) + (scaleAdjust * (hidInput->dyaw * keyMove)));
}
else
{
input.q16avel += FloatToFixed(hidInput->mousex + (scaleAdjust * hidInput->dyaw));
}
if (mouseaim)
{
input.q16horz += FloatToFixed(hidInput->mousey);
}
else
{
input.fvel -= xs_CRoundToInt(hidInput->mousey * 64.);
}
if (!in_mouseflip)
input.q16horz = -input.q16horz;
input.q16horz -= FloatToFixed(scaleAdjust * hidInput->dpitch);
input.svel -= xs_CRoundToInt(scaleAdjust * (hidInput->dx * keyMove));
input.fvel -= xs_CRoundToInt(scaleAdjust * (hidInput->dz * keyMove));
if (buttonMap.ButtonDown(gamefunc_Strafe))
{
if (gInput.svel < keyMove && gInput.svel > -keyMove)
{
if (buttonMap.ButtonDown(gamefunc_Turn_Left))
input.svel += keyMove;
if (buttonMap.ButtonDown(gamefunc_Turn_Right))
input.svel -= keyMove;
}
}
else
{
if (buttonMap.ButtonDown(gamefunc_Turn_Left))
{
turnHeldTime += scaleAdjust * kTicsPerFrame;
input.q16avel -= FloatToFixed(scaleAdjust * (min(12. * turnHeldTime, gTurnSpeed) / 4.));
}
else if (buttonMap.ButtonDown(gamefunc_Turn_Right))
{
turnHeldTime += scaleAdjust * kTicsPerFrame;
input.q16avel += FloatToFixed(scaleAdjust * (min(12. * turnHeldTime, gTurnSpeed) / 4.));
}
else
{
turnHeldTime = 0;
}
}
if (run && turnHeldTime > 24.)
input.q16avel <<= 1;
if (abs(gInput.fvel) < keyMove)
{
if (buttonMap.ButtonDown(gamefunc_Move_Forward))
input.fvel += keyMove;
@ -73,91 +140,41 @@ static void GetInputInternal(ControlInfo* const hidInput)
input.fvel -= keyMove;
}
if (gInput.svel < keyMove && gInput.svel > -keyMove)
if (abs(gInput.svel) < keyMove)
{
if (buttonMap.ButtonDown(gamefunc_Strafe_Left))
input.svel += keyMove;
if (buttonMap.ButtonDown(gamefunc_Strafe_Right))
input.svel -= keyMove;
}
char turnLeft = 0, turnRight = 0;
if (buttonMap.ButtonDown(gamefunc_Strafe))
{
if (gInput.svel < keyMove && gInput.svel > -keyMove)
{
if (buttonMap.ButtonDown(gamefunc_Turn_Left))
input.svel += keyMove;
if (buttonMap.ButtonDown(gamefunc_Turn_Right))
input.svel -= keyMove;
}
}
else
{
if (buttonMap.ButtonDown(gamefunc_Turn_Left))
turnLeft = 1;
if (buttonMap.ButtonDown(gamefunc_Turn_Right))
turnRight = 1;
}
static int32_t turnHeldTime;
static int32_t lastInputClock; // MED
int32_t const elapsedTics = gFrameClock - lastInputClock;
lastInputClock = gFrameClock;
if (turnLeft || turnRight)
turnHeldTime += elapsedTics;
else
turnHeldTime = 0;
if (turnLeft)
input.q16avel -= FloatToFixed(scaleAdjust * (ClipHigh(12 * turnHeldTime, gTurnSpeed) >> 2));
if (turnRight)
input.q16avel += FloatToFixed(scaleAdjust * (ClipHigh(12 * turnHeldTime, gTurnSpeed) >> 2));
if (run && turnHeldTime > 24)
input.q16avel <<= 1;
if (buttonMap.ButtonDown(gamefunc_Strafe))
{
input.svel -= xs_CRoundToInt((hidInput->mousex * 32.) + (scaleAdjust * (hidInput->dyaw * keyMove)));
}
else
{
input.q16avel += FloatToFixed(hidInput->mousex + (scaleAdjust * (hidInput->dyaw)));
}
input.svel -= xs_CRoundToInt(scaleAdjust * (hidInput->dx * keyMove));
input.fvel -= xs_CRoundToInt(scaleAdjust * (hidInput->dz * keyMove));
if (mouseaim)
input.q16horz += FloatToFixed(hidInput->mousey);
else
input.fvel -= xs_CRoundToInt(hidInput->mousey * 64.);
if (!in_mouseflip)
input.q16horz = -input.q16horz;
input.q16horz -= FloatToFixed(scaleAdjust * hidInput->dpitch);
gInput.fvel = clamp(gInput.fvel + input.fvel, -2048, 2048);
gInput.svel = clamp(gInput.svel + input.svel, -2048, 2048);
gInput.q16avel += input.q16avel;
gInput.q16horz = clamp(gInput.q16horz + input.q16horz, IntToFixed(-127) >> 2, IntToFixed(127) >> 2);
if (!cl_syncinput && gamestate == GS_LEVEL)
{
applylook(&gPlayer[myconnectindex], input.q16avel, scaleAdjust);
sethorizon(&gPlayer[myconnectindex], input.q16horz, scaleAdjust);
PLAYER* pPlayer = &gPlayer[myconnectindex];
applylook(pPlayer, input.q16avel, scaleAdjust);
sethorizon(pPlayer, input.q16horz, scaleAdjust);
}
gInput.fvel = clamp(gInput.fvel + input.fvel, -MAXFVEL, MAXFVEL);
gInput.svel = clamp(gInput.svel + input.svel, -MAXSVEL, MAXSVEL);
gInput.q16avel += input.q16avel;
gInput.q16horz = clamp(gInput.q16horz + input.q16horz, -IntToFixed(MAXHORIZVEL), IntToFixed(MAXHORIZVEL));
}
void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
{
GetInputInternal(hidInput);
if (paused || M_Active())
{
gInput = {};
return;
}
bool mouseaim;
processInputBits(hidInput, &mouseaim);
processMovement(hidInput, mouseaim);
if (packet)
{
*packet = gInput;

View file

@ -38,7 +38,6 @@ int gFrameCount;
static const char *_module;
static int _line;
int32_t gTurnSpeed = 92;
int32_t gDetail = 4;
bool gNoClip;
bool gInfiniteAmmo;

View file

@ -35,7 +35,6 @@ extern int gFrameCount;
#define MAXPLAYERNAME 16
extern int32_t gTurnSpeed;
extern int32_t gDetail;
extern bool gNoClip;
extern bool gInfiniteAmmo;