From 71fb91940d738cdcfd4f96e0fa33b0d5ad4e6419 Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Mon, 6 Jun 2022 18:41:45 +1000 Subject: [PATCH] Revert "- Simplify `PlayerHorizon::settarget()` by adding a dedicated angle setter that resets interpolated value as well." This reverts commit 0416834d9d72e4077d1fa90acf416d55dd5df81a. Revert "- Simplify `PlayerAngle::settarget()` by adding a dedicated angle setter that resets interpolated value as well." This reverts commit 5a550613f3cc5fe1339900536edef01638e33856. Revert "- Add bool `lock` to `PlayerHorizon::settarget()` when setting target from the ticker without having to call setters and resetters." This reverts commit 18541d1ab422f4a98fb44b9531a3a2627ece1335. Revert "- Add bool `lock` to `PlayerAngle::settarget()` when setting target from the ticker without having to call setters and resetters." This reverts commit 1ac58dc41cc741554bc332c9b49a25e9a7415564. * We need to ensure only the ticker can unlock the player's input if it's telling us to lock the input. --- source/core/gameinput.h | 24 ++++++++++-------------- source/games/blood/src/nnexts.cpp | 12 ++++++++---- source/games/blood/src/player.cpp | 3 +++ source/games/blood/src/triggers.cpp | 2 +- source/games/exhumed/src/player.cpp | 4 ++-- 5 files changed, 24 insertions(+), 21 deletions(-) diff --git a/source/core/gameinput.h b/source/core/gameinput.h index 22070e9753f..dffabff757d 100644 --- a/source/core/gameinput.h +++ b/source/core/gameinput.h @@ -55,14 +55,13 @@ struct PlayerHorizon fixedhoriz sum() { return horiz + horizoff; } fixedhoriz interpolatedsum(double const smoothratio) { return interpolatedhorizon(osum(), sum(), smoothratio); } - // Setter to force horizon and its interpolation companion. - void setvalue(fixedhoriz const value) { ohoriz = horiz = q16horiz(clamp(value.asq16(), gi->playerHorizMin(), gi->playerHorizMax())); } - // Ticrate playsim adjustment helpers. void resetadjustment() { adjustment = 0; } bool targetset() { return target.asq16(); } // Input locking helpers. + void lockinput() { inputdisabled = true; } + void unlockinput() { inputdisabled = false; } bool movementlocked() { return targetset() || inputdisabled; } // Draw code helpers. @@ -96,19 +95,19 @@ struct PlayerHorizon } } - void settarget(fixedhoriz value, bool const lock = false) + void settarget(fixedhoriz value, bool const backup = false) { // Clamp incoming variable because sometimes the caller can exceed bounds. value = q16horiz(clamp(value.asq16(), gi->playerHorizMin(), gi->playerHorizMax())); - if (!SyncInput()) + if (!SyncInput() && !backup) { - inputdisabled = lock; target = value.asq16() ? value : q16horiz(1); } else { horiz = value; + if (backup) ohoriz = horiz; } } @@ -126,7 +125,6 @@ struct PlayerHorizon { horiz = target; target = q16horiz(0); - inputdisabled = false; } } else if (adjustment) @@ -172,14 +170,13 @@ struct PlayerAngle binangle interpolatedlookang(double const smoothratio) { return interpolatedangle(olook_ang, look_ang, smoothratio); } binangle interpolatedrotscrn(double const smoothratio) { return interpolatedangle(orotscrnang, rotscrnang, smoothratio); } - // Setter to force angle and its interpolation companion. - void setvalue(binangle const value) { oang = ang = value; } - // Ticrate playsim adjustment helpers. void resetadjustment() { adjustment = 0; } bool targetset() { return target.asbam(); } // Input locking helpers. + void lockinput() { inputdisabled = true; } + void unlockinput() { inputdisabled = false; } bool movementlocked() { return targetset() || inputdisabled; } // Draw code helpers. @@ -214,16 +211,16 @@ struct PlayerAngle } } - void settarget(binangle const value, bool const lock = false) + void settarget(binangle const value, bool const backup = false) { - if (!SyncInput()) + if (!SyncInput() && !backup) { - inputdisabled = lock; target = value.asbam() ? value : bamang(1); } else { ang = value; + if (backup) oang = ang; } } @@ -241,7 +238,6 @@ struct PlayerAngle { ang = target; target = bamang(0); - inputdisabled = false; } } else if (adjustment) diff --git a/source/games/blood/src/nnexts.cpp b/source/games/blood/src/nnexts.cpp index e1145ee9658..bf8fefb2035 100644 --- a/source/games/blood/src/nnexts.cpp +++ b/source/games/blood/src/nnexts.cpp @@ -2234,7 +2234,8 @@ void trPlayerCtrlSetLookAngle(int value, PLAYER* pPlayer) adjustment = 0; } - pPlayer->horizon.settarget(buildfhoriz(100. * tan(adjustment * pi::pi() / 1024.)), true); + pPlayer->horizon.settarget(buildfhoriz(100. * tan(adjustment * pi::pi() * (1. / 1024.)))); + pPlayer->horizon.lockinput(); } //--------------------------------------------------------------------------- @@ -3119,7 +3120,8 @@ void useTeleportTarget(DBloodActor* sourceactor, DBloodActor* actor) { if (pPlayer) { - pPlayer->angle.settarget(buildang(sourceactor->spr.ang), true); + pPlayer->angle.settarget(buildang(sourceactor->spr.ang)); + pPlayer->angle.lockinput(); } else if (isDude) sourceactor->xspr.goalAng = actor->spr.ang = sourceactor->spr.ang; else actor->spr.ang = sourceactor->spr.ang; @@ -5840,11 +5842,13 @@ bool modernTypeOperateSprite(DBloodActor* actor, EVENT& event) if (actor->xspr.data4 != 0) break; else if (actor->spr.flags & kModernTypeFlag1) { - pPlayer->angle.settarget(buildang(actor->spr.ang), true); + pPlayer->angle.settarget(buildang(actor->spr.ang)); + pPlayer->angle.lockinput(); } else if (valueIsBetween(actor->xspr.data2, -kAng360, kAng360)) { - pPlayer->angle.settarget(buildang(actor->xspr.data2), true); + pPlayer->angle.settarget(buildang(actor->xspr.data2)); + pPlayer->angle.lockinput(); } break; case 10: // 74 (de)activate powerup diff --git a/source/games/blood/src/player.cpp b/source/games/blood/src/player.cpp index 2e070d2f149..d9b3e712e57 100644 --- a/source/games/blood/src/player.cpp +++ b/source/games/blood/src/player.cpp @@ -1781,6 +1781,9 @@ void ProcessInput(PLAYER* pPlayer) doslopetilting(pPlayer); } + pPlayer->angle.unlockinput(); + pPlayer->horizon.unlockinput(); + pPlayer->slope = -pPlayer->horizon.horiz.asq16() >> 9; if (pInput->actions & SB_INVPREV) { diff --git a/source/games/blood/src/triggers.cpp b/source/games/blood/src/triggers.cpp index dfd176f38ca..73b9fcce5e4 100644 --- a/source/games/blood/src/triggers.cpp +++ b/source/games/blood/src/triggers.cpp @@ -1543,7 +1543,7 @@ void OperateTeleport(sectortype* pSector) { playerResetInertia(pPlayer); pPlayer->zViewVel = pPlayer->zWeaponVel = 0; - pPlayer->angle.setvalue(buildang(actor->spr.ang)); + pPlayer->angle.settarget(buildang(actor->spr.ang), true); } } } diff --git a/source/games/exhumed/src/player.cpp b/source/games/exhumed/src/player.cpp index 238449ea5f5..841098cb006 100644 --- a/source/games/exhumed/src/player.cpp +++ b/source/games/exhumed/src/player.cpp @@ -935,10 +935,10 @@ void AIPlayer::Tick(RunListEvent* ev) if (nTotalPlayers <= 1) { auto ang = GetAngleToSprite(pPlayerActor, pSpiritSprite) & kAngleMask; - PlayerList[nPlayer].angle.setvalue(buildang(ang)); + PlayerList[nPlayer].angle.settarget(buildang(ang), true); pPlayerActor->spr.ang = ang; - PlayerList[nPlayer].horizon.setvalue(buildhoriz(0)); + PlayerList[nPlayer].horizon.settarget(buildhoriz(0), true); lPlayerXVel = 0; lPlayerYVel = 0;