mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-27 04:00:42 +00:00
- gameinput.cpp: Make sethorizon()
, applylook()
and calcviewpitch()
class functions of PlayerHorizon
and PlayerAngle
where appropriate.
This commit is contained in:
parent
171d541112
commit
de06030ea0
11 changed files with 62 additions and 60 deletions
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@ -272,13 +272,13 @@ void processMovement(InputPacket* currInput, InputPacket* inputBuffer, ControlIn
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//
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//---------------------------------------------------------------------------
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void sethorizon(PlayerHorizon* horizon, float const horz, ESyncBits* actions, double const scaleAdjust)
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void PlayerHorizon::sethorizon(float const horz, ESyncBits* actions, double const scaleAdjust)
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{
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// Process only if no targeted horizon set.
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if (!horizon->targetset())
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if (!targetset())
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{
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// Store current horizon as true pitch.
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double pitch = horizon->horiz.aspitch();
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double pitch = horiz.aspitch();
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if (horz)
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{
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@ -313,20 +313,20 @@ void sethorizon(PlayerHorizon* horizon, float const horz, ESyncBits* actions, do
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}
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// clamp before converting back to horizon
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horizon->horiz = q16horiz(clamp(PitchToHoriz(pitch), gi->playerHorizMin(), gi->playerHorizMax()));
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horiz = q16horiz(clamp(PitchToHoriz(pitch), gi->playerHorizMin(), gi->playerHorizMax()));
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// return to center if conditions met.
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if ((*actions & SB_CENTERVIEW) && !(*actions & (SB_LOOK_UP|SB_LOOK_DOWN)))
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{
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if (abs(horizon->horiz.asq16()) > (FRACUNIT >> 2))
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if (abs(horiz.asq16()) > (FRACUNIT >> 2))
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{
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// move horiz back to 0
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horizon->horiz -= buildfhoriz(scaleAdjust * horizon->horiz.asbuildf() * (10. / GameTicRate));
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horiz -= buildfhoriz(scaleAdjust * horiz.asbuildf() * (10. / GameTicRate));
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}
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else
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{
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// not looking anymore because horiz is back at 0
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horizon->horiz = q16horiz(0);
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horiz = q16horiz(0);
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*actions &= ~SB_CENTERVIEW;
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}
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}
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@ -343,66 +343,66 @@ void sethorizon(PlayerHorizon* horizon, float const horz, ESyncBits* actions, do
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//
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//---------------------------------------------------------------------------
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void applylook(PlayerAngle* angle, float const avel, ESyncBits* actions, double const scaleAdjust)
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void PlayerAngle::applylook(float const avel, ESyncBits* actions, double const scaleAdjust)
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{
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// return q16rotscrnang to 0 and set to 0 if less than a quarter of a unit
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angle->rotscrnang -= buildfang(scaleAdjust * angle->rotscrnang.signedbuildf() * (15. / GameTicRate));
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if (abs(angle->rotscrnang.signedbam()) < (BAMUNIT >> 2)) angle->rotscrnang = bamang(0);
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rotscrnang -= buildfang(scaleAdjust * rotscrnang.signedbuildf() * (15. / GameTicRate));
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if (abs(rotscrnang.signedbam()) < (BAMUNIT >> 2)) rotscrnang = bamang(0);
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// return q16look_ang to 0 and set to 0 if less than a quarter of a unit
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angle->look_ang -= buildfang(scaleAdjust * angle->look_ang.signedbuildf() * (7.5 / GameTicRate));
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if (abs(angle->look_ang.signedbam()) < (BAMUNIT >> 2)) angle->look_ang = bamang(0);
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look_ang -= buildfang(scaleAdjust * look_ang.signedbuildf() * (7.5 / GameTicRate));
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if (abs(look_ang.signedbam()) < (BAMUNIT >> 2)) look_ang = bamang(0);
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if (*actions & SB_LOOK_LEFT)
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{
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// start looking left
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angle->look_ang += buildfang(scaleAdjust * -(4560. / GameTicRate));
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angle->rotscrnang += buildfang(scaleAdjust * (720. / GameTicRate));
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look_ang += buildfang(scaleAdjust * -(4560. / GameTicRate));
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rotscrnang += buildfang(scaleAdjust * (720. / GameTicRate));
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}
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if (*actions & SB_LOOK_RIGHT)
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{
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// start looking right
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angle->look_ang += buildfang(scaleAdjust * (4560. / GameTicRate));
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angle->rotscrnang += buildfang(scaleAdjust * -(720. / GameTicRate));
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look_ang += buildfang(scaleAdjust * (4560. / GameTicRate));
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rotscrnang += buildfang(scaleAdjust * -(720. / GameTicRate));
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}
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if (!angle->targetset())
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if (!targetset())
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{
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if (*actions & SB_TURNAROUND)
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{
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if (angle->spin == 0)
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if (spin == 0)
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{
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// currently not spinning, so start a spin
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angle->spin = -1024.;
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spin = -1024.;
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}
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*actions &= ~SB_TURNAROUND;
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}
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if (angle->spin < 0)
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if (spin < 0)
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{
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// return spin to 0
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double add = scaleAdjust * ((!(*actions & SB_CROUCH) ? 3840. : 1920.) / GameTicRate);
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angle->spin += add;
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if (angle->spin > 0)
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spin += add;
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if (spin > 0)
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{
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// Don't overshoot our target. With variable factor this is possible.
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add -= angle->spin;
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angle->spin = 0;
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add -= spin;
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spin = 0;
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}
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angle->ang += buildfang(add);
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ang += buildfang(add);
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}
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if (avel)
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{
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// add player's input
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angle->ang += degang(avel);
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angle->spin = 0;
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ang += degang(avel);
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spin = 0;
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}
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}
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else
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{
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angle->spin = 0;
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spin = 0;
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}
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}
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@ -412,7 +412,7 @@ void applylook(PlayerAngle* angle, float const avel, ESyncBits* actions, double
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//
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//---------------------------------------------------------------------------
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void calcviewpitch(vec2_t const pos, fixedhoriz* horizoff, binangle const ang, bool const aimmode, bool const canslopetilt, int const cursectnum, double const scaleAdjust, bool const climbing)
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void PlayerHorizon::calcviewpitch(vec2_t const pos, binangle const ang, bool const aimmode, bool const canslopetilt, int const cursectnum, double const scaleAdjust, bool const climbing)
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{
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if (cl_slopetilting)
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{
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@ -439,7 +439,7 @@ void calcviewpitch(vec2_t const pos, fixedhoriz* horizoff, binangle const ang, b
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// accordingly
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if (cursectnum == tempsect || (!isBlood() && abs(getflorzofslope(tempsect, x, y) - k) <= (4 << 8)))
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{
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*horizoff += q16horiz(xs_CRoundToInt(scaleAdjust * ((j - k) * (!isBlood() ? 160 : 1408))));
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horizoff += q16horiz(xs_CRoundToInt(scaleAdjust * ((j - k) * (!isBlood() ? 160 : 1408))));
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}
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}
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}
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@ -447,21 +447,21 @@ void calcviewpitch(vec2_t const pos, fixedhoriz* horizoff, binangle const ang, b
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if (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 (horizoff->asq16() < IntToFixed(100))
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*horizoff += q16horiz(xs_CRoundToInt(scaleAdjust * (((IntToFixed(100) - horizoff->asq16()) >> 3) + FRACUNIT)));
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if (horizoff.asq16() < IntToFixed(100))
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horizoff += q16horiz(xs_CRoundToInt(scaleAdjust * (((IntToFixed(100) - horizoff.asq16()) >> 3) + FRACUNIT)));
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}
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else
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{
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// Make horizoff grow towards 0 since horizoff is not modified when you're not on a slope.
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if (horizoff->asq16() > 0)
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if (horizoff.asq16() > 0)
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{
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*horizoff += q16horiz(xs_CRoundToInt(-scaleAdjust * ((horizoff->asq16() >> 3) + FRACUNIT)));
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if (horizoff->asq16() < 0) *horizoff = q16horiz(0);
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horizoff += q16horiz(xs_CRoundToInt(-scaleAdjust * ((horizoff.asq16() >> 3) + FRACUNIT)));
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if (horizoff.asq16() < 0) horizoff = q16horiz(0);
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}
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if (horizoff->asq16() < 0)
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if (horizoff.asq16() < 0)
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{
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*horizoff += q16horiz(xs_CRoundToInt(-scaleAdjust * ((horizoff->asq16() >> 3) - FRACUNIT)));
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if (horizoff->asq16() > 0) *horizoff = q16horiz(0);
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horizoff += q16horiz(xs_CRoundToInt(-scaleAdjust * ((horizoff.asq16() >> 3) - FRACUNIT)));
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if (horizoff.asq16() > 0) horizoff = q16horiz(0);
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}
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}
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}
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@ -99,6 +99,9 @@ struct PlayerHorizon
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return !precise ? sum().asq16() >> 20 : (!SyncInput() ? sum() : interpolatedsum(smoothratio)).asbuildf() * (1. / 16.); // Used within draw code for Duke.
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}
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void sethorizon(float const horz, ESyncBits* actions, double const scaleAdjust = 1);
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void calcviewpitch(vec2_t const pos, binangle const ang, bool const aimmode, bool const canslopetilt, int const cursectnum, double const scaleAdjust = 1, bool const climbing = false);
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private:
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fixedhoriz target;
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double adjustment;
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@ -236,6 +239,8 @@ struct PlayerAngle
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return !precise ? abs(look_ang.signedbuild()) / 9 : fabs((!SyncInput() ? look_ang : interpolatedlookang(smoothratio)).signedbuildf()) * (1. / 9.); // Used within draw code for weapon and crosshair when looking left/right.
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}
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void applylook(float const avel, ESyncBits* actions, double const scaleAdjust = 1);
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private:
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binangle target;
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double adjustment;
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@ -276,6 +281,3 @@ void updateTurnHeldAmt(double const scaleAdjust);
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bool const isTurboTurnTime();
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void resetTurnHeldAmt();
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void processMovement(InputPacket* currInput, InputPacket* inputBuffer, ControlInfo* const hidInput, double const scaleAdjust, int const drink_amt = 0, bool const allowstrafe = true, double const turnscale = 1);
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void sethorizon(PlayerHorizon* horizon, float const horz, ESyncBits* actions, double const scaleAdjust = 1);
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void applylook(PlayerAngle* angle, float const avel, ESyncBits* actions, double const scaleAdjust = 1);
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void calcviewpitch(vec2_t const pos, fixedhoriz* horizoff, binangle const ang, bool const aimmode, bool const canslopetilt, int const cursectnum, double const scaleAdjust = 1, bool const climbing = false);
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@ -58,8 +58,8 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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// Perform unsynchronised angle/horizon if not dead.
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if (gView->pXSprite->health != 0)
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{
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applylook(&pPlayer->angle, input.avel, &pPlayer->input.actions, scaleAdjust);
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sethorizon(&pPlayer->horizon, input.horz, &pPlayer->input.actions, scaleAdjust);
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pPlayer->angle.applylook(input.avel, &pPlayer->input.actions, scaleAdjust);
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pPlayer->horizon.sethorizon(input.horz, &pPlayer->input.actions, scaleAdjust);
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doslopetilting(pPlayer, scaleAdjust);
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}
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@ -1300,7 +1300,7 @@ void doslopetilting(PLAYER* pPlayer, double const scaleAdjust = 1)
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auto* const pXSprite = pPlayer->pXSprite;
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int const florhit = gSpriteHit[pSprite->extra].florhit & 0xc000;
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char const va = pXSprite->height < 16 && (florhit == 0x4000 || florhit == 0) ? 1 : 0;
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calcviewpitch(pSprite->pos.vec2, &pPlayer->horizon.horizoff, buildang(pSprite->ang), va, sector[pSprite->sectnum].floorstat & 2, pSprite->sectnum, scaleAdjust);
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pPlayer->horizon.calcviewpitch(pSprite->pos.vec2, buildang(pSprite->ang), va, sector[pSprite->sectnum].floorstat & 2, pSprite->sectnum, scaleAdjust);
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}
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void ProcessInput(PLAYER *pPlayer)
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if (SyncInput())
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{
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applylook(&pPlayer->angle, pInput->avel, &pInput->actions);
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pPlayer->angle.applylook(pInput->avel, &pInput->actions);
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}
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// unconditionally update the player's sprite angle
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@ -1549,7 +1549,7 @@ void ProcessInput(PLAYER *pPlayer)
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if (SyncInput())
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{
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sethorizon(&pPlayer->horizon, pInput->horz, &pInput->actions);
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pPlayer->horizon.sethorizon(pInput->horz, &pInput->actions);
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doslopetilting(pPlayer);
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}
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@ -190,7 +190,7 @@ inline bool playrunning()
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inline void doslopetilting(player_struct* p, double const scaleAdjust = 1)
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{
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bool const canslopetilt = p->on_ground && sector[p->cursectnum].lotag != ST_2_UNDERWATER && (sector[p->cursectnum].floorstat & 2);
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calcviewpitch(p->pos.vec2, &p->horizon.horizoff, p->angle.ang, p->aim_mode == 0, canslopetilt, p->cursectnum, scaleAdjust);
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p->horizon.calcviewpitch(p->pos.vec2, p->angle.ang, p->aim_mode == 0, canslopetilt, p->cursectnum, scaleAdjust);
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}
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@ -834,9 +834,9 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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{
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// Do these in the same order as the old code.
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doslopetilting(p, scaleAdjust);
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applylook(&p->angle, p->adjustavel(input.avel), &p->sync.actions, scaleAdjust);
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p->angle.applylook(p->adjustavel(input.avel), &p->sync.actions, scaleAdjust);
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p->apply_seasick(scaleAdjust);
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sethorizon(&p->horizon, input.horz, &p->sync.actions, scaleAdjust);
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p->horizon.sethorizon(input.horz, &p->sync.actions, scaleAdjust);
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}
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p->angle.processhelpers(scaleAdjust);
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@ -2906,7 +2906,7 @@ void processinput_d(int snum)
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// may still be needed later for demo recording
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sb_avel = p->adjustavel(sb_avel);
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applylook(&p->angle, sb_avel, &p->sync.actions);
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p->angle.applylook(sb_avel, &p->sync.actions);
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}
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if (p->spritebridge == 0)
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@ -3139,7 +3139,7 @@ HORIZONLY:
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if (SyncInput())
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{
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sethorizon(&p->horizon, PlayerHorizon(snum), &p->sync.actions);
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p->horizon.sethorizon(PlayerHorizon(snum), &p->sync.actions);
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}
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p->checkhardlanding();
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@ -3639,7 +3639,7 @@ void processinput_r(int snum)
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// may still be needed later for demo recording
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sb_avel = p->adjustavel(sb_avel);
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applylook(&p->angle, sb_avel, &p->sync.actions);
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p->angle.applylook(sb_avel, &p->sync.actions);
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}
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if (p->spritebridge == 0)
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@ -4001,7 +4001,7 @@ HORIZONLY:
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if (SyncInput())
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{
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sethorizon(&p->horizon, PlayerHorizon(snum), &p->sync.actions);
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p->horizon.sethorizon(PlayerHorizon(snum), &p->sync.actions);
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}
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p->checkhardlanding();
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@ -124,8 +124,8 @@ void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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{
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if (!nFreeze)
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{
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applylook(&pPlayer->angle, input.avel, &sPlayerInput[nLocalPlayer].actions, scaleAdjust);
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sethorizon(&pPlayer->horizon, input.horz, &sPlayerInput[nLocalPlayer].actions, scaleAdjust);
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pPlayer->angle.applylook(input.avel, &sPlayerInput[nLocalPlayer].actions, scaleAdjust);
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pPlayer->horizon.sethorizon(input.horz, &sPlayerInput[nLocalPlayer].actions, scaleAdjust);
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if (input.horz)
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{
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@ -915,7 +915,7 @@ void FuncPlayer(int a, int nDamage, int nRun)
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if (SyncInput())
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{
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Player* pPlayer = &PlayerList[nPlayer];
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applylook(&pPlayer->angle, sPlayerInput[nPlayer].nAngle, &sPlayerInput[nLocalPlayer].actions);
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pPlayer->angle.applylook(sPlayerInput[nPlayer].nAngle, &sPlayerInput[nLocalPlayer].actions);
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UpdatePlayerSpriteAngle(pPlayer);
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}
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@ -2651,7 +2651,7 @@ loc_1BD2E:
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if (SyncInput())
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{
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sethorizon(&pPlayer->horizon, sPlayerInput[nPlayer].pan, &sPlayerInput[nLocalPlayer].actions);
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pPlayer->horizon.sethorizon(sPlayerInput[nPlayer].pan, &sPlayerInput[nLocalPlayer].actions);
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}
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if (sPlayerInput[nPlayer].pan)
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@ -1516,7 +1516,7 @@ UpdatePlayerSpriteAngle(PLAYERp pp)
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void
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DoPlayerTurn(PLAYERp pp, float const avel, double const scaleAdjust)
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{
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applylook(&pp->angle, avel, &pp->input.actions, scaleAdjust);
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pp->angle.applylook(avel, &pp->input.actions, scaleAdjust);
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UpdatePlayerSpriteAngle(pp);
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}
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@ -1667,8 +1667,8 @@ void
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DoPlayerHorizon(PLAYERp pp, float const horz, double const scaleAdjust)
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{
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bool const canslopetilt = !TEST(pp->Flags, PF_FLYING|PF_SWIMMING|PF_DIVING|PF_CLIMBING|PF_JUMPING|PF_FALLING) && TEST(sector[pp->cursectnum].floorstat, FLOOR_STAT_SLOPE);
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calcviewpitch(pp->pos.vec2, &pp->horizon.horizoff, pp->angle.ang, pp->input.actions & SB_AIMMODE, canslopetilt, pp->cursectnum, scaleAdjust, TEST(pp->Flags, PF_CLIMBING));
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sethorizon(&pp->horizon, horz, &pp->input.actions, scaleAdjust);
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pp->horizon.calcviewpitch(pp->pos.vec2, pp->angle.ang, pp->input.actions & SB_AIMMODE, canslopetilt, pp->cursectnum, scaleAdjust, TEST(pp->Flags, PF_CLIMBING));
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pp->horizon.sethorizon(horz, &pp->input.actions, scaleAdjust);
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}
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void
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