-processinput_d

This commit is contained in:
Christoph Oelckers 2020-05-19 00:26:07 +02:00
parent df41875aa6
commit fadbe61b9c
4 changed files with 823 additions and 147 deletions

View file

@ -631,7 +631,7 @@ int endoflevel(int snum)
//
//---------------------------------------------------------------------------
void timedexit(int snum)
int timedexit(int snum)
{
auto p = &ps[snum];
p->timebeforeexit--;
@ -659,8 +659,9 @@ void timedexit(int snum)
ud.level_number++;
ud.m_level_number = ud.level_number;
}
return;
return true;
}
return false;
}
//---------------------------------------------------------------------------
@ -735,6 +736,16 @@ void playerCenterView(int snum)
}
}
#pragma message("input stuff begins here")
void horizAngleAdjust(int snum, int delta)
{
#if 1 // for per-frame input
g_player[snum].horizAngleAdjust = delta;
#else // for synchronous input
ps[snum].addhoriz(delta);
#endif
}
void playerLookUp(int snum, int sb_snum)
{
auto p = &ps[snum];
@ -743,8 +754,7 @@ void playerLookUp(int snum, int sb_snum)
if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0)
{
p->return_to_center = 9;
if (sb_snum & SKB_RUN) p->addhoriz(12); // running
p->addhoriz(12);
horizAngleAdjust(snum, (sb_snum & SKB_RUN) ? 12 : 24);
}
}
@ -756,8 +766,7 @@ void playerLookDown(int snum, int sb_snum)
if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0)
{
p->return_to_center = 9;
if (sb_snum & SKB_RUN) p->addhoriz(-12);
p->addhoriz(-12); // running
horizAngleAdjust(snum, (sb_snum & SKB_RUN) ? -12 : -24);
}
}
@ -768,8 +777,7 @@ void playerAimUp(int snum, int sb_snum)
OnEvent(EVENT_AIMUP, p->i, snum, -1);
if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0)
{
if (sb_snum & SKB_RUN) p->addhoriz(6); // running
p->addhoriz(6); // running
horizAngleAdjust(snum, (sb_snum & SKB_RUN) ? 6 : 12);
}
}
@ -780,8 +788,7 @@ void playerAimDown(int snum, int sb_snum)
OnEvent(EVENT_AIMDOWN, p->i, snum, -1);
if (GetGameVarID(g_iReturnVarID, p->i, snum) == 0)
{
if (sb_snum & SKB_RUN) p->addhoriz(-6); // running
p->addhoriz(-6); // running
horizAngleAdjust(snum, (sb_snum & SKB_RUN) ? -6 : -12);
}
}

View file

@ -187,6 +187,7 @@ typedef struct player_struct {
void addang(int v) { q16ang = (q16ang + (v << FRACBITS)) & ((2048 << FRACBITS)-1); }
void setoang(int v) { oq16ang = v << FRACBITS; }
void addhoriz(int v) { q16horiz += (v << FRACBITS); }
void addhorizoff(int v) { q16horiz += (v << FRACBITS); }
void sethoriz(int v) { q16horiz = (v << FRACBITS); }
int gethoriz() { return q16horiz >> FRACBITS; }
int gethorizsum() { return (q16horiz + q16horizoff) >> FRACBITS; }
@ -462,13 +463,21 @@ int hits(int i);
int hitasprite(int i, short* hitsp);
int aim(spritetype* s, int aang);
void timedexit(int snum);
int timedexit(int snum);
void dokneeattack(int snum, int pi, const std::initializer_list<int>& respawnlist);
int endoflevel(int snum);
void playerisdead(int snum, int psectlotag, int fz, int cz);
void footprints(int snum);
int makepainsounds(int snum, int type);
void playerCrouch(int snum);
void playerJump(int snum, int fz, int cz);
void playerLookLeft(int snum);
void playerLookRight(int snum);
void playerCenterView(int snum);
void playerLookUp(int snum, int sb_snum);
void playerLookDown(int snum, int sb_snum);
void playerAimUp(int snum, int sb_snum);
void playerAimDown(int snum, int sb_snum);
extern int lastvisinc;

File diff suppressed because it is too large Load diff

View file

@ -92,7 +92,7 @@ void DoFire(struct player_struct *p, short snum)
{
// do clip check...
p->kickback_pic=aplWeaponTotalTime[p->curr_weapon][snum];
// is same as (*kb)....
// is same as p->kickback_pic....
}
if(aplWeaponWorksLike[p->curr_weapon][snum]!=KNEE_WEAPON)
@ -141,7 +141,7 @@ void DoSpawn(struct player_struct *p, short snum)
//
//---------------------------------------------------------------------------
void fireweapon_ww(int snum, int* kb)
void fireweapon_ww(int snum)
{
auto p = &ps[snum];
int pi = p->i;
@ -171,7 +171,7 @@ void fireweapon_ww(int snum, int* kb)
p->hbomb_hold_delay = 0;
if (p->ammo_amount[p->curr_weapon] > 0)
{
(*kb) = 1;
p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{
spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
@ -180,7 +180,7 @@ void fireweapon_ww(int snum, int* kb)
break;
case HANDREMOTE_WEAPON:
p->hbomb_hold_delay = 0;
(*kb) = 1;
p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{
spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
@ -191,7 +191,7 @@ void fireweapon_ww(int snum, int* kb)
if (p->ammo_amount[p->curr_weapon] > 0)
{
// p->ammo_amount[p->curr_weapon]--;
(*kb) = 1;
p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{
spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
@ -203,7 +203,7 @@ void fireweapon_ww(int snum, int* kb)
case CHAINGUN_WEAPON:
if (p->ammo_amount[p->curr_weapon] > 0)
{
(*kb) = 1;
p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{
spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
@ -214,7 +214,7 @@ void fireweapon_ww(int snum, int* kb)
case SHOTGUN_WEAPON:
if (p->ammo_amount[p->curr_weapon] > 0 && p->random_club_frame == 0)
{
(*kb) = 1;
p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{
spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
@ -224,7 +224,7 @@ void fireweapon_ww(int snum, int* kb)
case TRIPBOMB_WEAPON:
if (operateTripbomb(snum))
{
(*kb) = 1;
p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{
spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
@ -235,7 +235,7 @@ void fireweapon_ww(int snum, int* kb)
case SHRINKER_WEAPON:
if (p->ammo_amount[p->curr_weapon] > 0)
{
(*kb) = 1;
p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{
spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
@ -246,7 +246,7 @@ void fireweapon_ww(int snum, int* kb)
case GROW_WEAPON:
if (p->ammo_amount[p->curr_weapon] > 0)
{
(*kb) = 1;
p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{
spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
@ -257,7 +257,7 @@ void fireweapon_ww(int snum, int* kb)
case FREEZE_WEAPON:
if (p->ammo_amount[p->curr_weapon] > 0)
{
(*kb) = 1;
p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{
spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
@ -267,7 +267,7 @@ void fireweapon_ww(int snum, int* kb)
case DEVISTATOR_WEAPON:
if (p->ammo_amount[p->curr_weapon] > 0)
{
(*kb) = 1;
p->kickback_pic = 1;
p->hbomb_hold_delay = !p->hbomb_hold_delay;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{
@ -279,7 +279,7 @@ void fireweapon_ww(int snum, int* kb)
case RPG_WEAPON:
if (p->ammo_amount[RPG_WEAPON] > 0)
{
(*kb) = 1;
p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{
spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
@ -290,7 +290,7 @@ void fireweapon_ww(int snum, int* kb)
case KNEE_WEAPON:
if (p->quick_kick == 0)
{
(*kb) = 1;
p->kickback_pic = 1;
if (aplWeaponInitialSound[p->curr_weapon][snum])
{
spritesound(aplWeaponInitialSound[p->curr_weapon][snum], pi);
@ -308,7 +308,7 @@ void fireweapon_ww(int snum, int* kb)
//
//---------------------------------------------------------------------------
void operateweapon_ww(int snum, int sb_snum, int psect, int* kb)
void operateweapon_ww(int snum, int sb_snum, int psect)
{
auto p = &ps[snum];
int pi = p->i;
@ -319,7 +319,7 @@ void operateweapon_ww(int snum, int sb_snum, int psect, int* kb)
if (aplWeaponWorksLike[p->curr_weapon][snum] == HANDBOMB_WEAPON)
{
if (aplWeaponHoldDelay[p->curr_weapon][snum] // there is a hold delay
&& ((*kb) == aplWeaponFireDelay[p->curr_weapon][snum]) // and we are 'at' hold
&& (p->kickback_pic == aplWeaponFireDelay[p->curr_weapon][snum]) // and we are 'at' hold
&& (sb_snum & (1 << 2)) // and 'fire' button is still down
)
// just hold here...
@ -327,8 +327,8 @@ void operateweapon_ww(int snum, int sb_snum, int psect, int* kb)
p->rapid_fire_hold = 1;
return;
}
(*kb)++;
if ((*kb) == aplWeaponHoldDelay[p->curr_weapon][snum])
p->kickback_pic++;
if (p->kickback_pic == aplWeaponHoldDelay[p->curr_weapon][snum])
{
p->ammo_amount[p->curr_weapon]--;
@ -375,23 +375,23 @@ void operateweapon_ww(int snum, int sb_snum, int psect, int* kb)
p->hbomb_on = 1;
}
else if ((*kb) < aplWeaponHoldDelay[p->curr_weapon][snum] &&
else if (p->kickback_pic < aplWeaponHoldDelay[p->curr_weapon][snum] &&
(sb_snum & SKB_CROUCH))
{
p->hbomb_hold_delay++;
}
else if ((*kb) > aplWeaponTotalTime[p->curr_weapon][snum])
else if (p->kickback_pic > aplWeaponTotalTime[p->curr_weapon][snum])
{
(*kb) = 0;
p->kickback_pic = 0;
// don't change to remote when in NAM: grenades are timed
checkavailweapon(p);
}
}
else if (aplWeaponWorksLike[p->curr_weapon][snum] == HANDREMOTE_WEAPON)
{
(*kb)++;
p->kickback_pic++;
if ((*kb) == aplWeaponFireDelay[p->curr_weapon][snum])
if (p->kickback_pic == aplWeaponFireDelay[p->curr_weapon][snum])
{
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_BOMB_TRIGGER)
{
@ -411,9 +411,9 @@ void operateweapon_ww(int snum, int sb_snum, int psect, int* kb)
}
}
if ((*kb) >= aplWeaponTotalTime[p->curr_weapon][snum])
if (p->kickback_pic >= aplWeaponTotalTime[p->curr_weapon][snum])
{
(*kb) = 0;
p->kickback_pic = 0;
/// WHAT THE HELL DOES THIS DO....?????????????
if (p->ammo_amount[TRIPBOMB_WEAPON] > 0)
fi.addweapon(p, TRIPBOMB_WEAPON);
@ -426,51 +426,51 @@ void operateweapon_ww(int snum, int sb_snum, int psect, int* kb)
{
// the basic weapon...
(*kb)++;
p->kickback_pic++;
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_CHECKATRELOAD)
{
if (*kb == aplWeaponReload[p->curr_weapon][snum])
if (p->kickback_pic == aplWeaponReload[p->curr_weapon][snum])
{
checkavailweapon(p);
}
}
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_STANDSTILL
&& *kb < (aplWeaponFireDelay[p->curr_weapon][snum] + 1))
&& p->kickback_pic < (aplWeaponFireDelay[p->curr_weapon][snum] + 1))
{
p->posz = p->oposz;
p->poszv = 0;
}
if (*kb == aplWeaponSound2Time[p->curr_weapon][snum])
if (p->kickback_pic == aplWeaponSound2Time[p->curr_weapon][snum])
{
if (aplWeaponSound2Sound[p->curr_weapon][snum])
{
spritesound(aplWeaponSound2Sound[p->curr_weapon][snum], pi);
}
}
if (*kb == aplWeaponSpawnTime[p->curr_weapon][snum])
if (p->kickback_pic == aplWeaponSpawnTime[p->curr_weapon][snum])
{
DoSpawn(p, snum);
}
if (*kb == aplWeaponFireDelay[p->curr_weapon][snum])
if (p->kickback_pic == aplWeaponFireDelay[p->curr_weapon][snum])
{
DoFire(p, snum);
}
if (*kb > aplWeaponFireDelay[p->curr_weapon][snum]
&& (*kb) < aplWeaponTotalTime[p->curr_weapon][snum])
if (p->kickback_pic > aplWeaponFireDelay[p->curr_weapon][snum]
&& p->kickback_pic < aplWeaponTotalTime[p->curr_weapon][snum])
{
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_AUTOMATIC)
{ // an 'automatic'
if ((sb_snum & (1 << 2)) == 0)
{
*kb = aplWeaponTotalTime[p->curr_weapon][snum];
p->kickback_pic = aplWeaponTotalTime[p->curr_weapon][snum];
}
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_FIREEVERYTHIRD)
{
if (((*(kb)) % 3) == 0)
if (((p->kickback_pic) % 3) == 0)
{
DoFire(p, snum);
DoSpawn(p, snum);
@ -486,7 +486,7 @@ void operateweapon_ww(int snum, int sb_snum, int psect, int* kb)
} // 'automatic
}
else if ((*kb) >= aplWeaponTotalTime[p->curr_weapon][snum])
else if (p->kickback_pic >= aplWeaponTotalTime[p->curr_weapon][snum])
{
if ( //!(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_CHECKATRELOAD) &&
aplWeaponReload[p->curr_weapon][snum] > aplWeaponTotalTime[p->curr_weapon][snum]
@ -500,19 +500,19 @@ void operateweapon_ww(int snum, int sb_snum, int psect, int* kb)
i = aplWeaponReload[p->curr_weapon][snum] - aplWeaponTotalTime[p->curr_weapon][snum];
// time for 'reload'
if ((*kb) == (aplWeaponTotalTime[p->curr_weapon][snum] + 1))
if (p->kickback_pic == (aplWeaponTotalTime[p->curr_weapon][snum] + 1))
{ // eject shortly after 'total time'
spritesound(EJECT_CLIP, pi);
}
else if ((*kb) == (aplWeaponReload[p->curr_weapon][snum] - (i / 3)))
else if (p->kickback_pic == (aplWeaponReload[p->curr_weapon][snum] - (i / 3)))
{
// insert occurs 2/3 of way through reload delay
spritesound(INSERT_CLIP, pi);
}
if ((*kb) >= (aplWeaponReload[p->curr_weapon][snum]))
if (p->kickback_pic >= (aplWeaponReload[p->curr_weapon][snum]))
{
*kb = 0;
p->kickback_pic = 0;
}
}
@ -525,21 +525,21 @@ void operateweapon_ww(int snum, int sb_snum, int psect, int* kb)
// we are an AUTOMATIC. Fire again...
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_RANDOMRESTART)
{
*kb = 1 + (krand() & 3);
p->kickback_pic = 1 + (krand() & 3);
}
else
{
*kb = 1;
p->kickback_pic = 1;
}
}
else
{
*kb = 0;
p->kickback_pic = 0;
}
}
else
{ // not 'automatic' and >totaltime
*kb = 0;
p->kickback_pic = 0;
}
}
}