- Blood/Duke/RR/SW: Unify the player's horizon function.

* For Duke/SW, we continually apply `SB_CENTERVIEW` only if it was previously a toggled action, similar to Blood.
* For SW, we remove two SW-specific bits (`PF_LOCK_HORIZ` and `PF_LOOKING`) that are no longer needed.
* For Duke, we remove `return_to_center` and just use the `SB_CENTERVIEW` action bit as required.
* For `sethorizon()`, feature set and adjustment speeds are an averaged out accumulation across Duke/SW:
** GameTicRate is factored in for adjustment decisions to provide consistency for SW being the faster game.
** Adjustment amounts are half way between Duke/SW.
This commit is contained in:
Mitchell Richters 2020-09-20 20:01:05 +10:00
parent 0c4fe5f91b
commit 0ab3b33a6c
25 changed files with 126 additions and 220 deletions

View file

@ -1487,3 +1487,69 @@ fixed_t getincangleq16(fixed_t a, fixed_t na)
return (na-a);
}
}
//---------------------------------------------------------------------------
//
// Player's horizon function, called in processInput() or from gi->GetInput() as required.
//
//---------------------------------------------------------------------------
void sethorizon(fixed_t* q16horiz, fixed_t const q16horz, ESyncBits* actions, double const scaleAdjust)
{
// Calculate adjustment as true pitch (Fixed point math really sucks...)
double horizAngle = atan2(*q16horiz - IntToFixed(100), IntToFixed(128)) * (512. / pi::pi());
if (q16horz)
{
*actions &= ~SB_CENTERVIEW;
horizAngle = clamp(horizAngle + FixedToFloat(q16horz), -180, 180);
}
// this is the locked type
if (*actions & (SB_AIM_UP|SB_AIM_DOWN))
{
*actions &= ~SB_CENTERVIEW;
double const amount = 250. / GameTicRate;
if (*actions & SB_AIM_DOWN)
horizAngle -= scaleAdjust * amount;
if (*actions & SB_AIM_UP)
horizAngle += scaleAdjust * amount;
}
// this is the unlocked type
if (*actions & (SB_LOOK_UP|SB_LOOK_DOWN))
{
*actions |= SB_CENTERVIEW;
double const amount = 500. / GameTicRate;
if (*actions & SB_LOOK_DOWN)
horizAngle -= scaleAdjust * amount;
if (*actions & SB_LOOK_UP)
horizAngle += scaleAdjust * amount;
}
// convert back to Build's horizon
*q16horiz = IntToFixed(100) + xs_CRoundToInt(IntToFixed(128) * tan(horizAngle * (pi::pi() / 512.)));
// return to center if conditions met.
if ((*actions & SB_CENTERVIEW) && !(*actions & (SB_LOOK_UP|SB_LOOK_DOWN)))
{
if (*q16horiz < FloatToFixed(99.75) || *q16horiz > FloatToFixed(100.25))
{
// move *q16horiz back to 100
*q16horiz += xs_CRoundToInt(scaleAdjust * (((1000. / GameTicRate) * FRACUNIT) - (*q16horiz * (10. / GameTicRate))));
}
else
{
// not looking anymore because *q16horiz is back at 100
*q16horiz = IntToFixed(100);
*actions &= ~SB_CENTERVIEW;
}
}
// clamp before returning
*q16horiz = clamp(*q16horiz, gi->playerHorizMin(), gi->playerHorizMax());
}