- Internalise InputPacket used in movement functions.

This commit is contained in:
Mitchell Richters 2023-04-03 19:35:35 +10:00
parent dbba0abb2e
commit 69c65dfe7e
8 changed files with 66 additions and 52 deletions

View file

@ -1415,9 +1415,9 @@ void GameInterface::FreeLevelData()
//
//---------------------------------------------------------------------------
void GameInterface::GetInput(InputPacket* const currInput, const double scaleAdjust)
void GameInterface::doPlayerMovement(const double scaleAdjust)
{
gameInput.processMovement(currInput, scaleAdjust);
gameInput.processMovement(scaleAdjust);
}
//---------------------------------------------------------------------------

View file

@ -102,12 +102,15 @@ void processCrouchToggle(bool& toggle, ESyncBits& actions, const bool crouchable
//---------------------------------------------------------------------------
//
// Player's movement function, called from game's ticker or from gi->GetInput() as required.
// Player's movement function, called from game's ticker or from gi->doPlayerMovement() as required.
//
//---------------------------------------------------------------------------
void GameInput::processMovement(InputPacket* const currInput, const double scaleAdjust, const int drink_amt, const bool allowstrafe, const double turnscale)
void GameInput::processMovement(const double scaleAdjust, const int drink_amt, const bool allowstrafe, const double turnscale)
{
// open up input packet for this session.
InputPacket thisInput{};
// set up variables.
const int keymove = 1 << int(!!(inputBuffer.actions & SB_RUN));
const float hidspeed = float(getTicrateScale(YAW_TURNSPEEDS[2]) * turnscale);
@ -123,33 +126,45 @@ void GameInput::processMovement(InputPacket* const currInput, const double scale
{
const float turndir = clamp(turning + strafing * !allowstrafe, -1.f, 1.f);
const float turnspeed = float(getTicrateScale(YAW_TURNSPEEDS[keymove]) * turnscale * (isTurboTurnTime() ? 1. : YAW_PREAMBLESCALE));
currInput->avel += mouseInput.X * m_yaw - (joyAxes[JOYAXIS_Yaw] * hidspeed - turndir * turnspeed) * scaleAdjustf;
thisInput.avel += mouseInput.X * m_yaw - (joyAxes[JOYAXIS_Yaw] * hidspeed - turndir * turnspeed) * scaleAdjustf;
if (turndir) updateTurnHeldAmt(scaleAdjust); else turnheldtime = 0;
}
else
{
currInput->svel += mouseInput.X * m_side - (joyAxes[JOYAXIS_Yaw] - turning) * keymove * scaleAdjustf;
thisInput.svel += mouseInput.X * m_side - (joyAxes[JOYAXIS_Yaw] - turning) * keymove * scaleAdjustf;
}
// process player pitch input.
if (!(inputBuffer.actions & SB_AIMMODE))
currInput->horz -= mouseInput.Y * m_pitch + joyAxes[JOYAXIS_Pitch] * hidspeed * scaleAdjustf;
{
thisInput.horz -= mouseInput.Y * m_pitch + joyAxes[JOYAXIS_Pitch] * hidspeed * scaleAdjustf;
}
else
currInput->fvel += mouseInput.Y * m_forward + joyAxes[JOYAXIS_Pitch] * keymove * scaleAdjustf;
{
thisInput.fvel += mouseInput.Y * m_forward + joyAxes[JOYAXIS_Pitch] * keymove * scaleAdjustf;
}
// process movement input.
currInput->fvel += moving * keymove;
currInput->svel += strafing * keymove * allowstrafe;
thisInput.fvel += moving * keymove;
thisInput.svel += strafing * keymove * allowstrafe;
// process RR's drunk state.
if (isRR() && drink_amt >= 66 && drink_amt <= 87)
currInput->svel += drink_amt & 1 ? -currInput->fvel : currInput->fvel;
thisInput.svel += drink_amt & 1 ? -thisInput.fvel : thisInput.fvel;
// add collected input to game's local input accumulation packet.
inputBuffer.fvel = clamp(inputBuffer.fvel + currInput->fvel, -(float)keymove, (float)keymove);
inputBuffer.svel = clamp(inputBuffer.svel + currInput->svel, -(float)keymove, (float)keymove);
inputBuffer.avel = clamp(inputBuffer.avel + currInput->avel, -179.f, 179.f);
inputBuffer.horz = clamp(inputBuffer.horz + currInput->horz, -179.f, 179.f);
inputBuffer.fvel = clamp(inputBuffer.fvel + thisInput.fvel, -(float)keymove, (float)keymove);
inputBuffer.svel = clamp(inputBuffer.svel + thisInput.svel, -(float)keymove, (float)keymove);
inputBuffer.avel = clamp(inputBuffer.avel + thisInput.avel, -179.f, 179.f);
inputBuffer.horz = clamp(inputBuffer.horz + thisInput.horz, -179.f, 179.f);
// directly update player angles if we can.
if (scaleAdjust < 1)
{
const auto plrAngles = gi->getConsoleAngles();
plrAngles->CameraAngles.Yaw += DAngle::fromDeg(thisInput.avel);
plrAngles->CameraAngles.Pitch += DAngle::fromDeg(thisInput.horz);
}
}
@ -159,8 +174,11 @@ void GameInput::processMovement(InputPacket* const currInput, const double scale
//
//---------------------------------------------------------------------------
void GameInput::processVehicle(InputPacket* const currInput, const double scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate)
void GameInput::processVehicle(const double scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate)
{
// open up input packet for this session.
InputPacket thisInput{};
// mask out all actions not compatible with vehicles.
inputBuffer.actions &= ~(SB_WEAPONMASK_BITS | SB_TURNAROUND | SB_CENTERVIEW | SB_HOLSTER | SB_JUMP | SB_CROUCH | SB_RUN |
SB_AIM_UP | SB_AIM_DOWN | SB_AIMMODE | SB_LOOK_UP | SB_LOOK_DOWN | SB_LOOK_LEFT | SB_LOOK_RIGHT);
@ -169,7 +187,7 @@ void GameInput::processVehicle(InputPacket* const currInput, const double scaleA
{
const auto kbdForwards = buttonMap.ButtonDown(gamefunc_Move_Forward) || buttonMap.ButtonDown(gamefunc_Strafe);
const auto kbdBackward = buttonMap.ButtonDown(gamefunc_Move_Backward);
currInput->fvel = kbdForwards - kbdBackward + joyAxes[JOYAXIS_Forward];
thisInput.fvel = kbdForwards - kbdBackward + joyAxes[JOYAXIS_Forward];
if (buttonMap.ButtonDown(gamefunc_Run)) inputBuffer.actions |= SB_CROUCH;
}
@ -185,9 +203,9 @@ void GameInput::processVehicle(InputPacket* const currInput, const double scaleA
const auto kbdDir = kbdRight - kbdLeft;
const auto turnVel = (!attenuate && (isTurboTurnTime() || hidLeft || hidRight)) ? (baseVel) : (baseVel * velScale);
currInput->avel += turnVel * -joyAxes[JOYAXIS_Yaw] + turnVel * kbdDir;
currInput->avel += sqrtf(abs(turnVel * mouseInput.X * m_yaw / (float)scaleAdjust) * (7.f / 20.f)) * Sgn(turnVel) * Sgn(mouseInput.X);
currInput->avel *= (float)scaleAdjust;
thisInput.avel += turnVel * -joyAxes[JOYAXIS_Yaw] + turnVel * kbdDir;
thisInput.avel += sqrtf(abs(turnVel * mouseInput.X * m_yaw / (float)scaleAdjust) * (7.f / 20.f)) * Sgn(turnVel) * Sgn(mouseInput.X);
thisInput.avel *= (float)scaleAdjust;
if (kbdDir) updateTurnHeldAmt(scaleAdjust); else turnheldtime = 0;
}
else
@ -195,8 +213,16 @@ void GameInput::processVehicle(InputPacket* const currInput, const double scaleA
turnheldtime = 0;
}
inputBuffer.fvel = clamp(inputBuffer.fvel + currInput->fvel, -1.00f, 1.00f);
inputBuffer.avel = clamp(inputBuffer.avel + currInput->avel, -179.f, 179.f);
inputBuffer.fvel = clamp(inputBuffer.fvel + thisInput.fvel, -1.00f, 1.00f);
inputBuffer.avel = clamp(inputBuffer.avel + thisInput.avel, -179.f, 179.f);
// directly update player angles if we can.
if (scaleAdjust < 1)
{
const auto plrAngles = gi->getConsoleAngles();
plrAngles->CameraAngles.Yaw += DAngle::fromDeg(thisInput.avel);
plrAngles->CameraAngles.Pitch += DAngle::fromDeg(thisInput.horz);
}
}
@ -321,37 +347,24 @@ void GameInput::processInputBits()
//
//---------------------------------------------------------------------------
void GameInput::getInput(const double scaleAdjust, PlayerAngles* const plrAngles, InputPacket* packet)
void GameInput::getInput(const double scaleAdjust, InputPacket* packet)
{
if (M_Active() || gamestate != GS_LEVEL || !plrAngles || !plrAngles->pActor)
if (M_Active() || gamestate != GS_LEVEL)
{
inputBuffer = {};
return;
}
InputPacket input{};
prepareHidInput();
processInputBits();
// Directly update the camera angles if we're unsynchronised.
if (!SyncInput())
{
gi->GetInput(&input, scaleAdjust);
plrAngles->CameraAngles.Yaw += DAngle::fromDeg(input.avel);
plrAngles->CameraAngles.Pitch += DAngle::fromDeg(input.horz);
}
else
{
gi->GetInput(&input, 1);
}
gi->doPlayerMovement(!SyncInput() ? scaleAdjust : 1.);
resetHidInput();
if (packet)
{
*packet = inputBuffer;
inputBuffer = {};
}
resetHidInput();
}

View file

@ -75,9 +75,9 @@ public:
}
// Prototypes for large member functions.
void processMovement(InputPacket* const currInput, const double scaleAdjust, const int drink_amt = 0, const bool allowstrafe = true, const double turnscale = 1.);
void processVehicle(InputPacket* const currInput, const double scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate);
void getInput(const double scaleAdjust, PlayerAngles* const plrAngles, InputPacket* packet = nullptr);
void processMovement(const double scaleAdjust, const int drink_amt = 0, const bool allowstrafe = true, const double turnscale = 1.);
void processVehicle(const double scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate);
void getInput(const double scaleAdjust, InputPacket* packet = nullptr);
};
struct PlayerAngles
@ -89,7 +89,8 @@ struct PlayerAngles
DAngle YawSpin;
friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def);
friend void GameInput::getInput(const double scaleAdjust, PlayerAngles* const plrAngles, InputPacket* packet);
friend void GameInput::processMovement(const double scaleAdjust, const int drink_amt, const bool allowstrafe, const double turnscale);
friend void GameInput::processVehicle(const double scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate);
// Prototypes.
void doPitchKeys(InputPacket* const input);

View file

@ -119,7 +119,7 @@ struct GameInterface
virtual bool WantEscape() { return false; }
virtual void StartSoundEngine() = 0;
virtual void reapplyInputBits(InputPacket* const input) = 0;
virtual void GetInput(InputPacket* const currInput, const double scaleAdjust);
virtual void doPlayerMovement(const double scaleAdjust);
virtual FString statFPS()
{

View file

@ -137,7 +137,7 @@ void G_BuildTiccmd(ticcmd_t* cmd)
}
cmd->ucmd = {};
I_GetEvent();
gameInput.getInput(inputScale, gi->getConsoleAngles(), &cmd->ucmd);
gameInput.getInput(inputScale, &cmd->ucmd);
cmd->consistency = consistency[myconnectindex][(maketic / ticdup) % BACKUPTICS];
}
@ -606,7 +606,7 @@ void TryRunTics (void)
if (!SyncInput())
{
I_GetEvent();
gameInput.getInput(inputScale, gi->getConsoleAngles());
gameInput.getInput(inputScale);
}
return;
}

View file

@ -40,7 +40,7 @@ struct GameInterface : public ::GameInterface
void ExitFromMenu() override;
void DrawPlayerSprite(const DVector2& origin, bool onteam) override;
void reapplyInputBits(InputPacket* const input) override { input->actions |= ps[myconnectindex].sync.actions & SB_CENTERVIEW; }
void GetInput(InputPacket* const currInput, const double scaleAdjust) override;
void doPlayerMovement(const double scaleAdjust) override;
void UpdateSounds() override;
void Startup() override;
void DrawBackground() override;

View file

@ -501,7 +501,7 @@ void hud_input(int plnum)
//
//---------------------------------------------------------------------------
void GameInterface::GetInput(InputPacket* const currInput, const double scaleAdjust)
void GameInterface::doPlayerMovement(const double scaleAdjust)
{
auto const p = &ps[myconnectindex];
@ -525,11 +525,11 @@ void GameInterface::GetInput(InputPacket* const currInput, const double scaleAdj
const auto canTurn = p->OnMotorcycle || p->MotoSpeed || p->moto_drink;
const auto attenuate = p->OnMotorcycle && p->MotoSpeed <= 0;
gameInput.processVehicle(currInput, scaleAdjust, baseVel, velScale, canMove, canTurn, attenuate);
gameInput.processVehicle(scaleAdjust, baseVel, velScale, canMove, canTurn, attenuate);
}
else
{
gameInput.processMovement(currInput, scaleAdjust, p->drink_amt);
gameInput.processMovement(scaleAdjust, p->drink_amt);
}
}

View file

@ -1889,9 +1889,9 @@ struct GameInterface : public ::GameInterface
int GetCurrentSkill() override;
void StartSoundEngine() override;
void reapplyInputBits(InputPacket* const input) override { input->actions |= Player[myconnectindex].input.actions & SB_CENTERVIEW; }
void GetInput(InputPacket* const currInput, const double scaleAdjust) override
void doPlayerMovement(const double scaleAdjust) override
{
gameInput.processMovement(currInput, scaleAdjust, 0, !Player[myconnectindex].sop, Player[myconnectindex].sop_control ? 3. / 1.40625 : 1.);
gameInput.processMovement(scaleAdjust, 0, !Player[myconnectindex].sop, Player[myconnectindex].sop_control ? 3. / 1.40625 : 1.);
}