- Take better advantage of InputPacket::vel's FVector3 status.

* Change it to a DVector3 as that's what the game is expecting. Too many narrowings against DAngle objects needed.
* Utilise object methods where possible.
* Do all math against the object where possible, not its members.
This commit is contained in:
Mitchell Richters 2023-10-03 21:46:13 +11:00
parent 828e46a8da
commit f88d435335
9 changed files with 42 additions and 59 deletions

View file

@ -1522,6 +1522,12 @@ inline TVector2<T> clamp(const TVector2<T> &vec, const TVector2<T> &min, const T
return TVector2<T>(clamp(vec.X, min.X, max.X), clamp(vec.Y, min.Y, max.Y));
}
template<class T>
inline TVector3<T> clamp(const TVector3<T> &vec, const TVector3<T> &min, const TVector3<T> &max)
{
return TVector3<T>(clamp(vec.X, min.X, max.X), clamp(vec.Y, min.Y, max.Y), clamp(vec.Z, min.Z, max.Z));
}
template<class T>
inline TAngle<T> interpolatedvalue(const TAngle<T> &oang, const TAngle<T> &ang, const double interpfrac)
{

View file

@ -1032,9 +1032,7 @@ void NetUpdate (void)
int mod = maketic - ticdup;
int modp, tic;
float svel = 0;
float fvel = 0;
float uvel = 0;
DVector3 vel{};
float avel = 0;
float horz = 0;
float roll = 0;
@ -1042,17 +1040,13 @@ void NetUpdate (void)
for (tic = 0; tic < ticdup; ++tic)
{
modp = (mod + tic) % LOCALCMDTICS;
fvel += localcmds[modp].ucmd.vel.X;
svel += localcmds[modp].ucmd.vel.Y;
uvel += localcmds[modp].ucmd.vel.Z;
vel += localcmds[modp].ucmd.vel;
avel += localcmds[modp].ucmd.avel;
horz += localcmds[modp].ucmd.horz;
roll += localcmds[modp].ucmd.roll;
}
svel /= ticdup;
fvel /= ticdup;
uvel /= ticdup;
vel /= ticdup;
avel /= ticdup;
horz /= ticdup;
roll /= ticdup;
@ -1060,9 +1054,7 @@ void NetUpdate (void)
for (tic = 0; tic < ticdup; ++tic)
{
modp = (mod + tic) % LOCALCMDTICS;
localcmds[modp].ucmd.vel.X = fvel;
localcmds[modp].ucmd.vel.Y = svel;
localcmds[modp].ucmd.vel.Z = uvel;
localcmds[modp].ucmd.vel = vel;
localcmds[modp].ucmd.avel = avel;
localcmds[modp].ucmd.horz = horz;
localcmds[modp].ucmd.roll = roll;

View file

@ -210,17 +210,17 @@ int PackUserCmd (const InputPacket *ucmd, const InputPacket *basis, uint8_t **st
if (ucmd->vel.X != basis->vel.X)
{
flags |= UCMDF_FORWARDMOVE;
WriteFloat (ucmd->vel.X, stream);
WriteFloat ((float)ucmd->vel.X, stream);
}
if (ucmd->vel.Y != basis->vel.Y)
{
flags |= UCMDF_SIDEMOVE;
WriteFloat (ucmd->vel.Y, stream);
WriteFloat ((float)ucmd->vel.Y, stream);
}
if (ucmd->vel.Z != basis->vel.Z)
{
flags |= UCMDF_UPMOVE;
WriteFloat (ucmd->vel.Z, stream);
WriteFloat ((float)ucmd->vel.Z, stream);
}
if (ucmd->roll != basis->roll)
{
@ -252,9 +252,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, InputPacket &cmd, Inpu
arc("actions", cmd.actions)
("horz", cmd.horz)
("avel", cmd.avel)
("fvel", cmd.vel.X)
("svel", cmd.vel.Y)
("uvel", cmd.vel.Z)
("vel", cmd.vel)
("roll", cmd.roll)
.EndObject();
}
@ -268,9 +266,7 @@ int WriteUserCmdMessage (InputPacket *ucmd, const InputPacket *basis, uint8_t **
if (ucmd->actions != 0 ||
ucmd->horz != 0 ||
ucmd->avel != 0 ||
ucmd->vel.X != 0 ||
ucmd->vel.Y != 0 ||
ucmd->vel.Z != 0 ||
!ucmd->vel.isZero() ||
ucmd->roll != 0)
{
WriteByte (DEM_USERCMD, stream);
@ -281,9 +277,7 @@ int WriteUserCmdMessage (InputPacket *ucmd, const InputPacket *basis, uint8_t **
if (ucmd->actions != basis->actions ||
ucmd->horz != basis->horz ||
ucmd->avel != basis->avel ||
ucmd->vel.X != basis->vel.X ||
ucmd->vel.Y != basis->vel.Y ||
ucmd->vel.Z != basis->vel.Z ||
ucmd->vel != basis->vel ||
ucmd->roll != basis->roll)
{
WriteByte (DEM_USERCMD, stream);

View file

@ -167,9 +167,8 @@ void GameInput::processMovement(PlayerAngles* const plrAngles, const float scale
}
// add collected input to game's local input accumulation packet.
inputBuffer.vel.X = clamp(inputBuffer.vel.X + thisInput.vel.X, -(float)keymove, (float)keymove);
inputBuffer.vel.Y = clamp(inputBuffer.vel.Y + thisInput.vel.Y, -(float)keymove, (float)keymove);
inputBuffer.vel.Z = clamp(inputBuffer.vel.Z + thisInput.vel.Z, -1.00f, 1.00f);
const DVector3 maxVel{ (double)keymove, (double)keymove, 1. };
inputBuffer.vel = clamp(inputBuffer.vel + thisInput.vel, -maxVel, maxVel);
inputBuffer.avel = clamp(inputBuffer.avel + thisInput.avel, -179.f, 179.f);
inputBuffer.horz = clamp(inputBuffer.horz + thisInput.horz, -179.f, 179.f);
@ -203,7 +202,7 @@ void GameInput::processVehicle(PlayerAngles* const plrAngles, const float scaleA
const auto kbdForwards = buttonMap.ButtonDown(gamefunc_Move_Forward) || buttonMap.ButtonDown(gamefunc_Strafe);
const auto kbdBackward = buttonMap.ButtonDown(gamefunc_Move_Backward);
thisInput.vel.X = kbdForwards - kbdBackward + joyAxes[JOYAXIS_Forward];
inputBuffer.vel.X = clamp(inputBuffer.vel.X + thisInput.vel.X, -1.f, 1.f);
inputBuffer.vel.X = clamp(inputBuffer.vel.X + thisInput.vel.X, -1., 1.);
// This sync bit is the brake key.
if (buttonMap.ButtonDown(gamefunc_Run)) inputBuffer.actions |= SB_CROUCH;

View file

@ -70,7 +70,7 @@ enum
struct InputPacket
{
FVector3 vel;
DVector3 vel;
float avel;
float horz;
float roll;

View file

@ -859,8 +859,7 @@ void playerStart(int nPlayer, int bNewLevel)
actor->vel.Zero();
pInput->avel = 0;
pInput->actions = 0;
pInput->vel.X = 0;
pInput->vel.Y = 0;
pInput->vel.Zero();
pInput->horz = 0;
pPlayer->flickerEffect = 0;
pPlayer->quakeEffect = 0;
@ -1526,7 +1525,7 @@ void ProcessInput(DBloodPlayer* pPlayer)
// Allow it to become true behind a CVAR to offer an alternate playing experience if desired.
pPlayer->isRunning = !!(pInput->actions & SB_RUN) && !cl_bloodvanillarun;
if ((pInput->actions & SB_BUTTON_MASK) || pInput->vel.X || pInput->vel.Y || pInput->avel)
if ((pInput->actions & SB_BUTTON_MASK) || !pInput->vel.XY().isZero() || pInput->avel)
pPlayer->restTime = 0;
else if (pPlayer->restTime >= 0)
pPlayer->restTime += 4;
@ -1573,7 +1572,7 @@ void ProcessInput(DBloodPlayer* pPlayer)
return;
}
if ((pInput->vel.X || pInput->vel.Y) && (pPlayer->posture == 1 || actor->xspr.height < 256))
if (!pInput->vel.XY().isZero() && (pPlayer->posture == 1 || actor->xspr.height < 256))
{
const double speed = pPlayer->posture == 1? 1. : 1. - (actor->xspr.height * (1. / 256.) * (actor->xspr.height < 256));
const double fvAccel = pInput->vel.X > 0 ? pPosture->frontAccel : pPosture->backAccel;

View file

@ -137,12 +137,12 @@ inline bool PlayerUseItem(int pl, int num)
return getPlayer(pl)->cmd.ucmd.isItemUsed(num - 1);
}
inline float PlayerInputSideVel(int pl)
inline double PlayerInputSideVel(int pl)
{
return getPlayer(pl)->cmd.ucmd.vel.Y;
}
inline float PlayerInputForwardVel(int pl)
inline double PlayerInputForwardVel(int pl)
{
return getPlayer(pl)->cmd.ucmd.vel.X;
}
@ -264,12 +264,9 @@ inline int monsterCheatCheck(DDukeActor* self)
inline void processinputvel(int snum)
{
const auto p = getPlayer(snum);
const auto velvect = DVector2(p->cmd.ucmd.vel.X, p->cmd.ucmd.vel.Y).Rotated(p->GetActor()->spr.Angles.Yaw) + p->fric;
p->cmd.ucmd.vel.X = (float)velvect.X;
p->cmd.ucmd.vel.Y = (float)velvect.Y;
p->cmd.ucmd.vel.XY() = p->cmd.ucmd.vel.XY().Rotated(p->GetActor()->spr.Angles.Yaw) + p->fric;
}
inline const ActorInfo* DDukeActor::conInfo() const
{
auto tn = static_cast<PClassActor*>(GetClass())->ActorInfo()->TypeNum;

View file

@ -1102,7 +1102,7 @@ static void updatePlayerVelocity(DExhumedPlayer* const pPlayer)
if (pPlayer->nHealth > 0)
{
const auto pInput = &pPlayer->cmd.ucmd;
const auto inputvect = DVector2(pInput->vel.X, pInput->vel.Y).Rotated(pPlayerActor->spr.Angles.Yaw) * 0.375;
const auto inputvect = pInput->vel.XY().Rotated(pPlayerActor->spr.Angles.Yaw) * 0.375;
for (int i = 0; i < 4; i++)
{

View file

@ -1864,8 +1864,7 @@ void DoPlayerMove(DSWPlayer* pp)
pp->ovect = pp->vect;
pp->Angles.PrevStrafeVel = pp->Angles.StrafeVel;
pp->vect.X += pp->cmd.ucmd.vel.X * INPUT_SCALE;
pp->vect.Y += pp->cmd.ucmd.vel.Y * INPUT_SCALE;
pp->vect += pp->cmd.ucmd.vel.XY() * INPUT_SCALE;
pp->Angles.StrafeVel += pp->svel * INPUT_SCALE;
friction = pp->friction;
@ -2390,9 +2389,12 @@ void DoPlayerMoveVehicle(DSWPlayer* pp)
if (!Prediction)
{
if (abs(pp->cmd.ucmd.vel.X + pp->cmd.ucmd.vel.Y) && !abs(pp->lastcmd.ucmd.vel.X + pp->lastcmd.ucmd.vel.Y))
const auto lastvel = pp->lastcmd.ucmd.vel.XY().Sum();
const auto thisvel = pp->cmd.ucmd.vel.XY().Sum();
if (thisvel && !lastvel)
PlaySOsound(pp->sop->mid_sector,SO_DRIVE_SOUND);
else if (!abs(pp->cmd.ucmd.vel.X + pp->cmd.ucmd.vel.Y) && abs(pp->lastcmd.ucmd.vel.X + pp->lastcmd.ucmd.vel.Y))
else if (!thisvel && lastvel)
PlaySOsound(pp->sop->mid_sector,SO_IDLE_SOUND);
}
@ -2405,16 +2407,14 @@ void DoPlayerMoveVehicle(DSWPlayer* pp)
if (sop->drive_speed)
{
pp->vect.X = pp->cmd.ucmd.vel.X * sop->drive_speed * (70. / 1048576.);
pp->vect.Y = pp->cmd.ucmd.vel.Y * sop->drive_speed * (70. / 1048576.);
pp->vect = pp->cmd.ucmd.vel.XY() * sop->drive_speed * (70. / 1048576.);
// does sliding/momentum
pp->vect = (pp->vect + (pp->ovect * (sop->drive_slide-1)))/sop->drive_slide;
}
else
{
pp->vect.X += pp->cmd.ucmd.vel.X * INPUT_SCALE;
pp->vect.Y += pp->cmd.ucmd.vel.Y * INPUT_SCALE;
pp->vect += pp->cmd.ucmd.vel.XY() * INPUT_SCALE;
pp->vect *= TANK_FRICTION;
pp->vect = (pp->vect + (pp->ovect*1))/2;
@ -3079,8 +3079,7 @@ void DoPlayerClimb(DSWPlayer* pp)
if (Prediction)
return;
pp->vect.X += pp->cmd.ucmd.vel.X * INPUT_SCALE;
pp->vect.Y += pp->cmd.ucmd.vel.Y * INPUT_SCALE;
pp->vect += pp->cmd.ucmd.vel.XY() * INPUT_SCALE;
pp->vect *= PLAYER_CLIMB_FRICTION;
if (abs(pp->vect.X) < 0.05 && abs(pp->vect.Y) < 0.05)
pp->vect.X = pp->vect.Y = 0;
@ -4957,7 +4956,7 @@ void DoPlayerBeginOperate(DSWPlayer* pp)
switch (sop->track)
{
case SO_VEHICLE:
if (pp->cmd.ucmd.vel.X || pp->cmd.ucmd.vel.Y)
if (!pp->cmd.ucmd.vel.XY().isZero())
PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
else
PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
@ -4975,7 +4974,7 @@ void DoPlayerBeginOperate(DSWPlayer* pp)
break;
#if 0
case SO_SPEED_BOAT:
if (pp->input.fvel || pp->input.svel)
if (!pp->cmd.ucmd.vel.XY().isZero())
PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
else
PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
@ -5050,7 +5049,7 @@ void DoPlayerBeginRemoteOperate(DSWPlayer* pp, SECTOR_OBJECT* sop)
switch (sop->track)
{
case SO_VEHICLE:
if (pp->cmd.ucmd.vel.X || pp->cmd.ucmd.vel.Y)
if (!pp->cmd.ucmd.vel.XY().isZero())
PlaySOsound(pp->sop->mid_sector, SO_DRIVE_SOUND);
else
PlaySOsound(pp->sop->mid_sector, SO_IDLE_SOUND);
@ -6551,7 +6550,7 @@ void ChopsCheck(DSWPlayer* pp)
{
if (!M_Active() && !(pp->Flags & PF_DEAD) && !pp->sop_riding && numplayers <= 1)
{
if (pp->cmd.ucmd.actions & ~SB_RUN || pp->cmd.ucmd.vel.X || pp->cmd.ucmd.vel.Y || pp->cmd.ucmd.avel || pp->cmd.ucmd.horz ||
if (pp->cmd.ucmd.actions & ~SB_RUN || !pp->cmd.ucmd.vel.XY().isZero() || pp->cmd.ucmd.avel || pp->cmd.ucmd.horz ||
(pp->Flags & (PF_CLIMBING | PF_FALLING | PF_DIVING)))
{
// Hit a input key or other reason to stop chops
@ -6785,11 +6784,8 @@ void domovethings(void)
pp->svel = pp->cmd.ucmd.vel.Y;
// convert fvel/svel into a vector before performing actions.
const auto fvel = pp->cmd.ucmd.vel.X + pp->cmd.ucmd.vel.Z * (pp->DoPlayerAction == DoPlayerClimb);
const auto svel = pp->cmd.ucmd.vel.Y;
const auto velvect = DVector2(fvel, svel).Rotated(pp->GetActor()->spr.Angles.Yaw);
pp->cmd.ucmd.vel.X = (float)velvect.X;
pp->cmd.ucmd.vel.Y = (float)velvect.Y;
pp->cmd.ucmd.vel.X += pp->cmd.ucmd.vel.Z * (pp->DoPlayerAction == DoPlayerClimb);
pp->cmd.ucmd.vel.XY() = pp->cmd.ucmd.vel.XY().Rotated(pp->GetActor()->spr.Angles.Yaw);
if (pp->DoPlayerAction) pp->DoPlayerAction(pp);