- SW: Uplift of `DoPlayerTurn()`.

* Set `PF2_INPUT_CAN_TURN` explicitly where `DoPlayerTurn()` would have been done within the original game.
* Uplift the turn 180 code to full Q16.16.
* Eliminate stupid input scaling so input matches that provided by the input device.
* Ticrate angle adjustments outside of the player's control still to be uplifted.
This commit is contained in:
Mitchell Richters 2020-09-07 19:23:48 +10:00
parent 6e6373deda
commit e84c8379d9
3 changed files with 59 additions and 92 deletions

View File

@ -877,7 +877,7 @@ struct PLAYERstruct
short camera_check_time_delay;
short cursectnum,lastcursectnum;
short turn180_target; // 180 degree turn
fixed_t turn180_target; // 180 degree turn
// variables that do not fit into sprite structure
int hvel,tilt,tilt_dest;

View File

@ -34,7 +34,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
BEGIN_SW_NS
void DoPlayerTurn(PLAYERp pp, fixed_t *pq16ang, fixed_t q16angvel, double const scaleAdjust);
void DoPlayerTurn(PLAYERp pp, fixed_t q16angvel, double const scaleAdjust);
void DoPlayerHorizon(PLAYERp pp, fixed_t *pq16horiz, fixed_t q16horz, double const scaleAdjust);
static InputPacket loc;
@ -281,7 +281,7 @@ static void processMovement(PLAYERp const pp, ControlInfo* const hidInput, bool
if (!cl_syncinput)
{
if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN))
DoPlayerTurn(pp, &pp->q16ang, q16avel, scaleAdjust);
DoPlayerTurn(pp, q16avel, scaleAdjust);
if (TEST(pp->Flags2, PF2_INPUT_CAN_AIM))
DoPlayerHorizon(pp, &pp->q16horiz, q16horz, scaleAdjust);
}

View File

@ -1542,46 +1542,30 @@ DoPlayerCrawlHeight(PLAYERp pp)
pp->posz = pp->posz - (DIV4(diff) + DIV8(diff));
}
void
DoPlayerTurn(PLAYERp pp, fixed_t *pq16ang, fixed_t q16angvel, double const scaleAdjust = 1.)
enum
{
TURN_SHIFT = 2
};
void
DoPlayerTurn(PLAYERp pp, fixed_t const q16avel, double const scaleAdjust)
{
#define TURN_SHIFT 2
#if 0
if (!cl_syncinput && (pq16ang == &pp->q16ang))
{
SET(pp->Flags2, PF2_INPUT_CAN_TURN);
pp->q16ang = pp->input.q16ang;
if ((pp == &Player[myconnectindex]) || (pp == ppp)) // No coop view?
pp->oq16ang = pp->q16ang;
sprite[pp->PlayerSprite].ang = FixedToInt(*pq16ang);
if (!Prediction)
{
if (pp->PlayerUnderSprite >= 0)
sprite[pp->PlayerUnderSprite].ang = FixedToInt(*pq16ang);
}
return;
}
#endif
if (!TEST(pp->Flags, PF_TURN_180))
{
if (pp->input.actions & SB_TURNAROUND)
{
if (pp->KeyPressBits & SB_TURNAROUND)
{
short delta_ang;
fixed_t delta_ang;
pp->KeyPressBits &= ~SB_TURNAROUND;
pp->turn180_target = NORM_ANGLE(FixedToInt(*pq16ang) + 1024);
pp->turn180_target = pp->q16ang + IntToFixed(1024);
// make the first turn in the clockwise direction
// the rest will follow
delta_ang = GetDeltaAngle(pp->turn180_target, FixedToInt(*pq16ang));
if (cl_syncinput)
*pq16ang = NORM_Q16ANGLE(*pq16ang + IntToFixed(labs(delta_ang) >> TURN_SHIFT));
else
// Add at least 1 unit to ensure the turn direction is clockwise
*pq16ang = NORM_Q16ANGLE(*pq16ang + max(FRACUNIT, FloatToFixed(scaleAdjust * (labs(delta_ang) >> TURN_SHIFT))));
delta_ang = labs(GetDeltaQ16Angle(pp->turn180_target, pp->q16ang)) >> TURN_SHIFT;
pp->q16ang = (pp->q16ang + xs_CRoundToInt(scaleAdjust * delta_ang)) & 0x7FFFFFF;
SET(pp->Flags, PF_TURN_180);
}
@ -1594,58 +1578,45 @@ DoPlayerTurn(PLAYERp pp, fixed_t *pq16ang, fixed_t q16angvel, double const scale
if (TEST(pp->Flags, PF_TURN_180))
{
short delta_ang;
fixed_t delta_ang;
delta_ang = GetDeltaAngle(pp->turn180_target, FixedToInt(*pq16ang));
if (cl_syncinput)
*pq16ang = IntToFixed(NORM_ANGLE(FixedToInt(*pq16ang) + (delta_ang >> TURN_SHIFT)));
else
*pq16ang = NORM_Q16ANGLE(*pq16ang + FloatToFixed(scaleAdjust * (delta_ang >> TURN_SHIFT)));
delta_ang = GetDeltaQ16Angle(pp->turn180_target, pp->q16ang) >> TURN_SHIFT;
pp->q16ang = (pp->q16ang + xs_CRoundToInt(scaleAdjust * delta_ang)) & 0x7FFFFFF;
if (pq16ang == &pp->q16ang)
sprite[pp->PlayerSprite].ang = FixedToInt(pp->q16ang);
if (!Prediction && pp->PlayerUnderSprite >= 0)
{
sprite[pp->PlayerSprite].ang = FixedToInt(*pq16ang);
if (!Prediction)
{
if (pp->PlayerUnderSprite >= 0)
sprite[pp->PlayerUnderSprite].ang = FixedToInt(*pq16ang);
}
sprite[pp->PlayerUnderSprite].ang = FixedToInt(pp->q16ang);
}
// get new delta to see how close we are
delta_ang = GetDeltaAngle(pp->turn180_target, FixedToInt(*pq16ang));
delta_ang = GetDeltaQ16Angle(pp->turn180_target, pp->q16ang);
if (labs(delta_ang) < (3<<TURN_SHIFT))
if (labs(delta_ang) < (IntToFixed(3) << TURN_SHIFT))
{
*pq16ang = IntToFixed(pp->turn180_target);
pp->q16ang = pp->turn180_target;
RESET(pp->Flags, PF_TURN_180);
}
else
{
return;
}
}
q16angvel *= PLAYER_TURN_SCALE;
if (q16angvel != 0)
if (q16avel != 0)
{
// running is not handled here now
q16angvel += q16angvel / 4;
*pq16ang += (q16angvel * synctics) / 32;
*pq16ang = NORM_Q16ANGLE(*pq16ang);
pp->q16ang = (pp->q16ang + q16avel) & 0x7FFFFFF;
// update players sprite angle
// NOTE: It's also updated in UpdatePlayerSprite, but needs to be
// here to cover
// all cases.
if (pq16ang == &pp->q16ang)
sprite[pp->PlayerSprite].ang = FixedToInt(pp->q16ang);
if (!Prediction && pp->PlayerUnderSprite >= 0)
{
sprite[pp->PlayerSprite].ang = FixedToInt(*pq16ang);
if (!Prediction)
{
if (pp->PlayerUnderSprite >= 0)
sprite[pp->PlayerUnderSprite].ang = FixedToInt(*pq16ang);
}
sprite[pp->PlayerUnderSprite].ang = FixedToInt(pp->q16ang);
}
}
}
@ -2105,7 +2076,7 @@ DoPlayerBeginRecoil(PLAYERp pp, short pix_amt)
return;
#else
SET(pp->Flags, PF_RECOIL);
SET(pp->Flags2, PF2_INPUT_CAN_TURN|PF2_INPUT_CAN_AIM);
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
pp->recoil_amt = pix_amt;
pp->recoil_speed = 80;
@ -2474,7 +2445,14 @@ DoPlayerMove(PLAYERp pp)
SlipSlope(pp);
DoPlayerTurn(pp, &pp->q16ang, pp->input.q16avel, 1);
if (!cl_syncinput)
{
SET(pp->Flags2, PF2_INPUT_CAN_TURN);
}
else
{
DoPlayerTurn(pp, pp->input.q16avel, 1);
}
pp->oldposx = pp->posx;
pp->oldposy = pp->posy;
@ -3298,7 +3276,7 @@ DoPlayerBeginJump(PLAYERp pp)
RESET(pp->Flags, PF_FALLING);
RESET(pp->Flags, PF_CRAWLING);
RESET(pp->Flags, PF_LOCK_CRAWL);
SET(pp->Flags2, PF2_INPUT_CAN_TURN|PF2_INPUT_CAN_AIM);
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
pp->floor_dist = PLAYER_JUMP_FLOOR_DIST;
pp->ceiling_dist = PLAYER_JUMP_CEILING_DIST;
@ -3328,7 +3306,7 @@ DoPlayerBeginForceJump(PLAYERp pp)
SET(pp->Flags, PF_JUMPING);
RESET(pp->Flags, PF_FALLING|PF_CRAWLING|PF_CLIMBING|PF_LOCK_CRAWL);
SET(pp->Flags2, PF2_INPUT_CAN_TURN|PF2_INPUT_CAN_AIM);
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
pp->JumpDuration = MAX_JUMP_DURATION;
pp->DoPlayerAction = DoPlayerForceJump;
@ -3479,7 +3457,7 @@ DoPlayerBeginFall(PLAYERp pp)
RESET(pp->Flags, PF_JUMPING);
RESET(pp->Flags, PF_CRAWLING);
RESET(pp->Flags, PF_LOCK_CRAWL);
SET(pp->Flags2, PF2_INPUT_CAN_TURN|PF2_INPUT_CAN_AIM);
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
pp->floor_dist = PLAYER_FALL_FLOOR_DIST;
pp->ceiling_dist = PLAYER_FALL_CEILING_DIST;
@ -3973,7 +3951,7 @@ DoPlayerBeginCrawl(PLAYERp pp)
RESET(pp->Flags, PF_FALLING | PF_JUMPING);
SET(pp->Flags, PF_CRAWLING);
SET(pp->Flags2, PF2_INPUT_CAN_TURN|PF2_INPUT_CAN_AIM);
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
pp->friction = PLAYER_CRAWL_FRICTION;
pp->floor_dist = PLAYER_CRAWL_FLOOR_DIST;
@ -4129,7 +4107,7 @@ DoPlayerBeginFly(PLAYERp pp)
RESET(pp->Flags, PF_FALLING | PF_JUMPING | PF_CRAWLING);
SET(pp->Flags, PF_FLYING);
SET(pp->Flags2, PF2_INPUT_CAN_TURN|PF2_INPUT_CAN_AIM);
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
pp->friction = PLAYER_FLY_FRICTION;
pp->floor_dist = PLAYER_RUN_FLOOR_DIST;
@ -4816,7 +4794,7 @@ DoPlayerBeginDive(PLAYERp pp)
if (pp->Bloody) pp->Bloody = FALSE; // Water washes away the blood
SET(pp->Flags, PF_DIVING);
SET(pp->Flags2, PF2_INPUT_CAN_TURN|PF2_INPUT_CAN_AIM);
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
DoPlayerDivePalette(pp);
DoPlayerNightVisionPalette(pp);
@ -4882,7 +4860,7 @@ void DoPlayerBeginDiveNoWarp(PLAYERp pp)
}
SET(pp->Flags, PF_DIVING);
SET(pp->Flags2, PF2_INPUT_CAN_TURN|PF2_INPUT_CAN_AIM);
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
DoPlayerDivePalette(pp);
DoPlayerNightVisionPalette(pp);
@ -5289,7 +5267,7 @@ DoPlayerBeginWade(PLAYERp pp)
RESET(pp->Flags, PF_JUMPING | PF_FALLING);
RESET(pp->Flags, PF_CRAWLING);
SET(pp->Flags2, PF2_INPUT_CAN_TURN|PF2_INPUT_CAN_AIM);
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
pp->friction = PLAYER_WADE_FRICTION;
pp->floor_dist = PLAYER_WADE_FLOOR_DIST;
@ -6466,12 +6444,15 @@ void DoPlayerDeathFollowKiller(PLAYERp pp)
// allow turning
if (TEST(pp->Flags, PF_DEAD_HEAD|PF_HEAD_CONTROL))
SET(pp->Flags2, PF2_INPUT_CAN_TURN);
if ((TEST(pp->Flags, PF_DEAD_HEAD) && pp->input.q16avel != 0) || TEST(pp->Flags, PF_HEAD_CONTROL))
{
DoPlayerTurn(pp, &pp->q16ang, pp->input.q16avel, 1);
return;
{
if (!cl_syncinput)
{
SET(pp->Flags2, PF2_INPUT_CAN_TURN);
}
else
{
DoPlayerTurn(pp, pp->input.q16avel, 1);
}
}
// follow what killed you if its available
@ -6952,7 +6933,7 @@ DoPlayerBeginRun(PLAYERp pp)
}
RESET(pp->Flags, PF_CRAWLING|PF_JUMPING|PF_FALLING|PF_LOCK_CRAWL|PF_CLIMBING);
SET(pp->Flags2, PF2_INPUT_CAN_TURN|PF2_INPUT_CAN_AIM);
SET(pp->Flags2, PF2_INPUT_CAN_AIM);
if (pp->WadeDepth)
{
@ -7539,23 +7520,9 @@ domovethings(void)
ChopsCheck(pp);
// Reset flags used while tying input to framerate
auto prevFlags2 = pp->Flags2;
RESET(pp->Flags2, PF2_INPUT_CAN_TURN|PF2_INPUT_CAN_AIM);
if (pp->DoPlayerAction) pp->DoPlayerAction(pp);
// Fix a possible jitter upon player action change;
// Mostly done in order to force updates to oq16ang/oq16horiz.
// Don't do so for a dead player which may follow
// the killer if present, due to angle interpolation.
if (!cl_syncinput && !TEST(pp->Flags, PF_DEAD))
{
auto currFlags2 = pp->Flags2;
if (prevFlags2 & currFlags2 & PF2_INPUT_CAN_TURN)
DoPlayerTurn(pp, &pp->q16ang, 0, 1);
if (prevFlags2 & currFlags2 & PF2_INPUT_CAN_AIM)
DoPlayerHorizon(pp, &pp->q16horiz, 0, 1);
pp->Flags2 = currFlags2;
}
UpdatePlayerSprite(pp);
pSpriteControl(pp);