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- Reduce GameInput::processVehicle()
interface by changing three bools to a bitfield.
This commit is contained in:
parent
ce236c795f
commit
e0e459216d
3 changed files with 18 additions and 10 deletions
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@ -185,7 +185,7 @@ void GameInput::processMovement(PlayerAngles* const plrAngles, const float scale
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//
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//---------------------------------------------------------------------------
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void GameInput::processVehicle(PlayerAngles* const plrAngles, const float scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate)
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void GameInput::processVehicle(PlayerAngles* const plrAngles, const float scaleAdjust, const float baseVel, const float velScale, const unsigned flags)
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{
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// open up input packet for this session.
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InputPacket thisInput{};
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@ -194,7 +194,7 @@ void GameInput::processVehicle(PlayerAngles* const plrAngles, const float scaleA
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inputBuffer.actions &= ~(SB_WEAPONMASK_BITS | SB_TURNAROUND | SB_CENTERVIEW | SB_HOLSTER | SB_JUMP | SB_CROUCH | SB_RUN |
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SB_AIM_UP | SB_AIM_DOWN | SB_AIMMODE | SB_LOOK_UP | SB_LOOK_DOWN | SB_LOOK_LEFT | SB_LOOK_RIGHT);
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if (canMove)
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if (flags & VEH_CANMOVE)
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{
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const auto kbdForwards = buttonMap.ButtonDown(gamefunc_Move_Forward) || buttonMap.ButtonDown(gamefunc_Strafe);
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const auto kbdBackward = buttonMap.ButtonDown(gamefunc_Move_Backward);
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@ -205,7 +205,7 @@ void GameInput::processVehicle(PlayerAngles* const plrAngles, const float scaleA
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if (buttonMap.ButtonDown(gamefunc_Run)) inputBuffer.actions |= SB_CROUCH;
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}
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if (canTurn)
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if (flags & VEH_CANTURN)
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{
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// Keyboard turning.
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const auto kbdLeft = buttonMap.ButtonDown(gamefunc_Turn_Left) || buttonMap.ButtonDown(gamefunc_Strafe_Left);
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@ -217,7 +217,7 @@ void GameInput::processVehicle(PlayerAngles* const plrAngles, const float scaleA
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const auto hidRight = mouseInput.X > 0 || joyAxes[JOYAXIS_Yaw] < 0;
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// Velocity setup.
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const auto turnVel = (!attenuate && (isTurboTurnTime() || hidLeft || hidRight)) ? (baseVel) : (baseVel * velScale);
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const auto turnVel = (!(flags & VEH_SCALETURN) && (isTurboTurnTime() || hidLeft || hidRight)) ? (baseVel) : (baseVel * velScale);
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const auto mouseVel = abs(turnVel * mouseInput.X * m_yaw) * (45.f / 2048.f) / scaleAdjust;
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const auto maxVel = abs(turnVel * 1.5f);
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@ -9,6 +9,13 @@ enum : unsigned
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CS_DISABLETOGGLE = 2,
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};
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enum : unsigned
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{
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VEH_CANMOVE = 1,
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VEH_CANTURN = 2,
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VEH_SCALETURN = 4,
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};
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inline double getTicrateScale(const double value)
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{
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return value / GameTicRate;
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@ -75,7 +82,7 @@ public:
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// Prototypes for large member functions.
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void processMovement(PlayerAngles* const plrAngles, const float scaleAdjust, const int drink_amt = 0, const bool allowstrafe = true, const float turnscale = 1.f);
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void processVehicle(PlayerAngles* const plrAngles, const float scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate);
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void processVehicle(PlayerAngles* const plrAngles, const float scaleAdjust, const float baseVel, const float velScale, const unsigned flags);
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void getInput(const double scaleAdjust, InputPacket* packet = nullptr);
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void resetCrouchToggle();
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};
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@ -93,7 +100,7 @@ struct PlayerAngles
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friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def);
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friend void GameInput::processMovement(PlayerAngles* const plrAngles, const float scaleAdjust, const int drink_amt, const bool allowstrafe, const float turnscale);
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friend void GameInput::processVehicle(PlayerAngles* const plrAngles, const float scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate);
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friend void GameInput::processVehicle(PlayerAngles* const plrAngles, const float scaleAdjust, const float baseVel, const float velScale, const unsigned flags);
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// Prototypes.
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void doPitchInput(InputPacket* const input);
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@ -529,11 +529,12 @@ void GameInterface::doPlayerMovement(const float scaleAdjust)
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baseVel = VEHICLETURN * velScale;
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}
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const auto canMove = p->OnBoat || !p->moto_underwater;
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const auto canTurn = p->OnMotorcycle || p->MotoSpeed || p->moto_drink;
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const auto attenuate = p->OnMotorcycle && p->MotoSpeed <= 0;
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unsigned vehFlags = 0;
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vehFlags |= VEH_CANMOVE * (p->OnBoat || !p->moto_underwater);
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vehFlags |= VEH_CANTURN * (p->OnMotorcycle || p->MotoSpeed || p->moto_drink);
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vehFlags |= VEH_SCALETURN * (p->OnMotorcycle && p->MotoSpeed <= 0);
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gameInput.processVehicle(&p->Angles, scaleAdjust, baseVel, velScale, canMove, canTurn, attenuate);
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gameInput.processVehicle(&p->Angles, scaleAdjust, baseVel, velScale, vehFlags);
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}
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else
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{
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