mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Completely refactor G_BuildTiccmd into many smaller pieces
This commit is contained in:
parent
368ffb79b8
commit
c6db634635
3 changed files with 240 additions and 316 deletions
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@ -41,154 +41,161 @@
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namespace
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{
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struct joystickvector2_t
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{
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INT32 xaxis;
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INT32 yaxis;
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};
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// Take a magnitude of two axes, and adjust it to take out the deadzone
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// Will return a value between 0 and JOYAXISRANGE
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INT32 G_BasicDeadZoneCalculation(INT32 magnitude, fixed_t deadZone)
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{
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const INT32 jdeadzone = (JOYAXISRANGE * deadZone) / FRACUNIT;
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INT32 deadzoneAppliedValue = 0;
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INT32 adjustedMagnitude = std::abs(magnitude);
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if (jdeadzone >= JOYAXISRANGE && adjustedMagnitude >= JOYAXISRANGE) // If the deadzone and magnitude are both 100%...
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return JOYAXISRANGE; // ...return 100% input directly, to avoid dividing by 0
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else if (adjustedMagnitude > jdeadzone) // Otherwise, calculate how much the magnitude exceeds the deadzone
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{
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adjustedMagnitude = std::min(adjustedMagnitude, JOYAXISRANGE);
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adjustedMagnitude -= jdeadzone;
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deadzoneAppliedValue = (adjustedMagnitude * JOYAXISRANGE) / (JOYAXISRANGE - jdeadzone);
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return JOYAXISRANGE; // ...return 100% input directly, to avoid dividing by 0
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}
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return deadzoneAppliedValue;
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if (adjustedMagnitude <= jdeadzone)
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{
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return 0; // Magnitude is within deadzone, so do nothing
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}
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// Calculate how much the magnitude exceeds the deadzone
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adjustedMagnitude = std::min(adjustedMagnitude, JOYAXISRANGE) - jdeadzone;
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return (adjustedMagnitude * JOYAXISRANGE) / (JOYAXISRANGE - jdeadzone);
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}
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// Get the actual sensible radial value for a joystick axis when accounting for a deadzone
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void G_HandleAxisDeadZone(UINT8 splitnum, joystickvector2_t *joystickvector)
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class TiccmdBuilder
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{
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INT32 gamepadStyle = Joystick[splitnum].bGamepadStyle;
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fixed_t deadZone = cv_deadzone[splitnum].value;
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// When gamepadstyle is "true" the values are just -1, 0, or 1. This is done in the interface code.
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if (!gamepadStyle)
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struct JoyStickVector2
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{
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INT32 xaxis;
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INT32 yaxis;
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};
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ticcmd_t* cmd;
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INT32 realtics;
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UINT8 ssplayer;
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UINT8 viewnum;
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JoyStickVector2 joystickvector;
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UINT8 forplayer() const { return ssplayer - 1; }
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player_t* player() const { return &players[g_localplayers[forplayer()]]; }
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// Get the actual sensible radial value for a joystick axis when accounting for a deadzone
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void handle_axis_deadzone()
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{
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INT32 gamepadStyle = Joystick[forplayer()].bGamepadStyle;
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fixed_t deadZone = cv_deadzone[forplayer()].value;
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// When gamepadstyle is "true" the values are just -1, 0, or 1. This is done in the interface code.
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if (gamepadStyle)
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{
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return;
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}
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// Get the total magnitude of the 2 axes
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INT32 magnitude = (joystickvector->xaxis * joystickvector->xaxis) + (joystickvector->yaxis * joystickvector->yaxis);
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INT32 normalisedXAxis;
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INT32 normalisedYAxis;
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INT32 normalisedMagnitude;
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double dMagnitude = std::sqrt((double)magnitude);
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magnitude = (INT32)dMagnitude;
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INT32 magnitude = std::sqrt(static_cast<double>(
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(joystickvector.xaxis * joystickvector.xaxis) + (joystickvector.yaxis * joystickvector.yaxis)
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));
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// Get the normalised xy values from the magnitude
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normalisedXAxis = (joystickvector->xaxis * magnitude) / JOYAXISRANGE;
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normalisedYAxis = (joystickvector->yaxis * magnitude) / JOYAXISRANGE;
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INT32 normalisedXAxis = (joystickvector.xaxis * magnitude) / JOYAXISRANGE;
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INT32 normalisedYAxis = (joystickvector.yaxis * magnitude) / JOYAXISRANGE;
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// Apply the deadzone to the magnitude to give a correct value between 0 and JOYAXISRANGE
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normalisedMagnitude = G_BasicDeadZoneCalculation(magnitude, deadZone);
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INT32 normalisedMagnitude = G_BasicDeadZoneCalculation(magnitude, deadZone);
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// Apply the deadzone to the xy axes
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joystickvector->xaxis = (normalisedXAxis * normalisedMagnitude) / JOYAXISRANGE;
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joystickvector->yaxis = (normalisedYAxis * normalisedMagnitude) / JOYAXISRANGE;
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joystickvector.xaxis = (normalisedXAxis * normalisedMagnitude) / JOYAXISRANGE;
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joystickvector.yaxis = (normalisedYAxis * normalisedMagnitude) / JOYAXISRANGE;
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// Cap the values so they don't go above the correct maximum
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joystickvector->xaxis = std::min(joystickvector->xaxis, JOYAXISRANGE);
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joystickvector->xaxis = std::max(joystickvector->xaxis, -JOYAXISRANGE);
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joystickvector->yaxis = std::min(joystickvector->yaxis, JOYAXISRANGE);
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joystickvector->yaxis = std::max(joystickvector->yaxis, -JOYAXISRANGE);
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joystickvector.xaxis = std::min(joystickvector.xaxis, JOYAXISRANGE);
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joystickvector.xaxis = std::max(joystickvector.xaxis, -JOYAXISRANGE);
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joystickvector.yaxis = std::min(joystickvector.yaxis, JOYAXISRANGE);
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joystickvector.yaxis = std::max(joystickvector.yaxis, -JOYAXISRANGE);
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}
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}
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// Turning was removed from G_BuildTiccmd to prevent easy client hacking.
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// This brings back the camera prediction that was lost.
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void G_DoAnglePrediction(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer, UINT8 viewnum, player_t *player)
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{
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angle_t angleChange = 0;
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// Chasecam stops in these situations, so local cam should stop too.
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// Otherwise it'll jerk when it resumes.
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if (player->playerstate == PST_DEAD)
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return;
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if (player->mo != NULL && !P_MobjWasRemoved(player->mo) && player->mo->hitlag > 0)
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return;
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while (realtics > 0)
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void hook()
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{
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localsteering[ssplayer - 1] = K_UpdateSteeringValue(localsteering[ssplayer - 1], cmd->turning);
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angleChange = K_GetKartTurnValue(player, localsteering[ssplayer - 1]) << TICCMD_REDUCE;
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/*
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Lua: Allow this hook to overwrite ticcmd.
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We check if we're actually in a level because for some reason this Hook would run in menus and on the titlescreen otherwise.
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Be aware that within this hook, nothing but this player's cmd can be edited (otherwise we'd run in some pretty bad synching problems since this is clientsided, or something)
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realtics--;
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Possible usages for this are:
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-Forcing the player to perform an action, which could otherwise require terrible, terrible hacking to replicate.
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-Preventing the player to perform an action, which would ALSO require some weirdo hacks.
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-Making some galaxy brain autopilot Lua if you're a masochist
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-Making a Mario Kart 8 Deluxe tier baby mode that steers you away from walls and whatnot. You know what, do what you want!
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*/
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if (!addedtogame || gamestate != GS_LEVEL)
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{
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return;
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}
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LUA_HookTiccmd(player(), cmd, HOOK(PlayerCmd));
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auto clamp = [](auto val, int range) { return std::clamp(static_cast<int>(val), -(range), range); };
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cmd->forwardmove = clamp(cmd->forwardmove, MAXPLMOVE);
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cmd->turning = clamp(cmd->turning, KART_FULLTURN);
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cmd->throwdir = clamp(cmd->throwdir, KART_FULLTURN);
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// Send leveltime when this tic was generated to the server for control lag calculations.
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// Only do this when in a level. Also do this after the hook, so that it can't overwrite this.
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cmd->latency = (leveltime & TICCMD_LATENCYMASK);
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}
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// Turning was removed from G_BuildTiccmd to prevent easy client hacking.
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// This brings back the camera prediction that was lost.
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void angle_prediction()
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{
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// Chasecam stops in these situations, so local cam should stop too.
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// Otherwise it'll jerk when it resumes.
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if (player()->playerstate == PST_DEAD)
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{
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return;
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}
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if (player()->mo != NULL && !P_MobjWasRemoved(player()->mo) && player()->mo->hitlag > 0)
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{
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return;
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}
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angle_t angleChange = 0;
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while (realtics > 0)
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{
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INT32& steering = localsteering[forplayer()];
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steering = K_UpdateSteeringValue(steering, cmd->turning);
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angleChange = K_GetKartTurnValue(player(), steering) << TICCMD_REDUCE;
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realtics--;
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}
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#if 0
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// Left here in case it needs unsealing later. This tried to replicate an old localcam function, but this behavior was unpopular in tests.
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//if (player->pflags & PF_DRIFTEND)
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{
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localangle[ssplayer - 1] = player->mo->angle;
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}
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else
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// Left here in case it needs unsealing later. This tried to replicate an old localcam function, but this behavior was unpopular in tests.
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//if (player()->pflags & PF_DRIFTEND)
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{
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localangle[forplayer()] = player()->mo->angle;
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}
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else
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#endif
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{
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localangle[viewnum] += angleChange;
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}
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}
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}; // namespace
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void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
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{
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const UINT8 forplayer = ssplayer-1;
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const UINT8 viewnum = G_PartyPosition(g_localplayers[forplayer]);
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INT32 forward;
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joystickvector2_t joystickvector;
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player_t *player = &players[g_localplayers[forplayer]];
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//camera_t *thiscam = &camera[forplayer];
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//boolean *kbl = &keyboard_look[forplayer];
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//boolean *rd = &resetdown[forplayer];
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//const boolean mouseaiming = player->spectator;
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if (demo.playback) return;
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// Is there any reason this can't just be I_BaseTiccmd?
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switch (ssplayer)
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{
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case 2:
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G_CopyTiccmd(cmd, I_BaseTiccmd2(), 1);
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break;
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case 3:
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G_CopyTiccmd(cmd, I_BaseTiccmd3(), 1);
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break;
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case 4:
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G_CopyTiccmd(cmd, I_BaseTiccmd4(), 1);
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break;
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case 1:
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default:
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G_CopyTiccmd(cmd, I_BaseTiccmd(), 1); // empty, or external driver
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break;
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{
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localangle[viewnum] += angleChange;
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}
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}
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cmd->angle = localangle[viewnum] >> TICCMD_REDUCE;
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// why build a ticcmd if we're paused?
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// Or, for that matter, if we're being reborn.
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if (paused || P_AutoPause() || (gamestate == GS_LEVEL && player->playerstate == PST_REBORN))
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bool typing_input()
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{
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return;
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}
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if (!menuactive && !chat_on && !CON_Ready())
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{
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return false;
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}
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cmd->flags = 0;
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if (menuactive || chat_on || CON_Ready())
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{
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cmd->flags |= TICCMD_TYPING;
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if (hu_keystrokes)
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@ -196,83 +203,63 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
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cmd->flags |= TICCMD_KEYSTROKE;
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}
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goto aftercmdinput;
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return true;
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}
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if (G_IsPartyLocal(displayplayers[forplayer]) == false)
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bool director_input()
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{
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if (M_MenuButtonPressed(forplayer, MBT_A))
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if (G_IsPartyLocal(displayplayers[forplayer()]) == true)
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{
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return false;
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}
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if (M_MenuButtonPressed(forplayer(), MBT_A))
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{
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G_AdjustView(ssplayer, 1, true);
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K_ToggleDirector(false);
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}
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if (M_MenuButtonPressed(forplayer, MBT_X))
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if (M_MenuButtonPressed(forplayer(), MBT_X))
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{
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G_AdjustView(ssplayer, -1, true);
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K_ToggleDirector(false);
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}
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if (player->spectator == true)
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if (player()->spectator == true)
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{
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// duplication of fire
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if (G_PlayerInputDown(forplayer, gc_item, 0))
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if (G_PlayerInputDown(forplayer(), gc_item, 0))
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{
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cmd->buttons |= BT_ATTACK;
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}
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if (M_MenuButtonPressed(forplayer, MBT_R))
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if (M_MenuButtonPressed(forplayer(), MBT_R))
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{
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K_ToggleDirector(true);
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}
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}
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goto aftercmdinput;
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return true;
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}
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if (K_PlayerUsesBotMovement(player))
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bool spectator_analog_input()
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{
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// Bot ticcmd is generated by K_BuildBotTiccmd
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return;
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}
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if (!player()->spectator && !objectplacing)
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{
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return false;
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}
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joystickvector.xaxis = G_PlayerInputAnalog(forplayer, gc_right, 0) - G_PlayerInputAnalog(forplayer, gc_left, 0);
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joystickvector.yaxis = 0;
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G_HandleAxisDeadZone(forplayer, &joystickvector);
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// For kart, I've turned the aim axis into a digital axis because we only
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// use it for aiming to throw items forward/backward and the vote screen
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// This mean that the turn axis will still be gradient but up/down will be 0
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// until the stick is pushed far enough
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joystickvector.yaxis = G_PlayerInputAnalog(forplayer, gc_down, 0) - G_PlayerInputAnalog(forplayer, gc_up, 0);
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if (encoremode)
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{
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joystickvector.xaxis = -joystickvector.xaxis;
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}
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forward = 0;
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cmd->turning = 0;
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cmd->aiming = 0;
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if (joystickvector.xaxis != 0)
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{
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cmd->turning -= (joystickvector.xaxis * KART_FULLTURN) / JOYAXISRANGE;
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}
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if (player->spectator || objectplacing) // SRB2Kart: spectators need special controls
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{
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if (G_PlayerInputDown(forplayer, gc_accel, 0))
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if (G_PlayerInputDown(forplayer(), gc_accel, 0))
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{
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cmd->buttons |= BT_ACCELERATE;
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}
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if (G_PlayerInputDown(forplayer, gc_brake, 0))
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if (G_PlayerInputDown(forplayer(), gc_brake, 0))
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{
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cmd->buttons |= BT_BRAKE;
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}
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if (G_PlayerInputDown(forplayer, gc_lookback, 0))
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if (G_PlayerInputDown(forplayer(), gc_lookback, 0))
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{
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cmd->aiming -= joystickvector.yaxis;
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}
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@ -280,30 +267,33 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
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{
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if (joystickvector.yaxis < 0)
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{
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forward += MAXPLMOVE;
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cmd->forwardmove += MAXPLMOVE;
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}
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if (joystickvector.yaxis > 0)
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{
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forward -= MAXPLMOVE;
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cmd->forwardmove -= MAXPLMOVE;
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}
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}
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return true;
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}
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else
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void kart_analog_input()
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{
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// forward with key or button // SRB2kart - we use an accel/brake instead of forward/backward.
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INT32 value = G_PlayerInputAnalog(forplayer, gc_accel, 0);
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INT32 value = G_PlayerInputAnalog(forplayer(), gc_accel, 0);
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if (value != 0)
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{
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cmd->buttons |= BT_ACCELERATE;
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forward += ((value * MAXPLMOVE) / JOYAXISRANGE);
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cmd->forwardmove += ((value * MAXPLMOVE) / JOYAXISRANGE);
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}
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value = G_PlayerInputAnalog(forplayer, gc_brake, 0);
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value = G_PlayerInputAnalog(forplayer(), gc_brake, 0);
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if (value != 0)
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{
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cmd->buttons |= BT_BRAKE;
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forward -= ((value * MAXPLMOVE) / JOYAXISRANGE);
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cmd->forwardmove -= ((value * MAXPLMOVE) / JOYAXISRANGE);
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}
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// But forward/backward IS used for aiming.
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@ -313,120 +303,109 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
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}
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}
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// drift
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if (G_PlayerInputDown(forplayer, gc_drift, 0))
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void analog_input()
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{
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cmd->buttons |= BT_DRIFT;
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}
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joystickvector.xaxis = G_PlayerInputAnalog(forplayer(), gc_right, 0) - G_PlayerInputAnalog(forplayer(), gc_left, 0);
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joystickvector.yaxis = 0;
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handle_axis_deadzone();
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// C
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if (G_PlayerInputDown(forplayer, gc_spindash, 0))
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{
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cmd->buttons |= BT_SPINDASHMASK;
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}
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// For kart, I've turned the aim axis into a digital axis because we only
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// use it for aiming to throw items forward/backward and the vote screen
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// This mean that the turn axis will still be gradient but up/down will be 0
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// until the stick is pushed far enough
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joystickvector.yaxis = G_PlayerInputAnalog(forplayer(), gc_down, 0) - G_PlayerInputAnalog(forplayer(), gc_up, 0);
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// fire
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if (G_PlayerInputDown(forplayer, gc_item, 0))
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{
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cmd->buttons |= BT_ATTACK;
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}
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|
||||
// rear view
|
||||
if (G_PlayerInputDown(forplayer, gc_lookback, 0))
|
||||
{
|
||||
cmd->buttons |= BT_LOOKBACK;
|
||||
}
|
||||
|
||||
// respawn
|
||||
if (G_PlayerInputDown(forplayer, gc_respawn, 0))
|
||||
{
|
||||
cmd->buttons |= (BT_RESPAWN | BT_EBRAKEMASK);
|
||||
}
|
||||
|
||||
// mp general function button
|
||||
if (G_PlayerInputDown(forplayer, gc_vote, 0))
|
||||
{
|
||||
cmd->buttons |= BT_VOTE;
|
||||
}
|
||||
|
||||
// lua buttons a thru c
|
||||
if (G_PlayerInputDown(forplayer, gc_luaa, 0)) { cmd->buttons |= BT_LUAA; }
|
||||
if (G_PlayerInputDown(forplayer, gc_luab, 0)) { cmd->buttons |= BT_LUAB; }
|
||||
if (G_PlayerInputDown(forplayer, gc_luac, 0)) { cmd->buttons |= BT_LUAC; }
|
||||
|
||||
// spectator aiming shit, ahhhh...
|
||||
/*
|
||||
{
|
||||
INT32 player_invert = invertmouse ? -1 : 1;
|
||||
INT32 screen_invert =
|
||||
(player->mo && (player->mo->eflags & MFE_VERTICALFLIP)
|
||||
&& (!thiscam->chase)) //because chasecam's not inverted
|
||||
? -1 : 1; // set to -1 or 1 to multiply
|
||||
|
||||
axis = PlayerJoyAxis(ssplayer, AXISLOOK);
|
||||
if (analogjoystickmove && axis != 0 && lookaxis && player->spectator)
|
||||
cmd->aiming += (axis<<16) * screen_invert;
|
||||
|
||||
// spring back if not using keyboard neither mouselookin'
|
||||
if (*kbl == false && !lookaxis && !mouseaiming)
|
||||
cmd->aiming = 0;
|
||||
|
||||
if (player->spectator)
|
||||
if (encoremode)
|
||||
{
|
||||
if (PlayerInputDown(ssplayer, gc_lookup) || (gamepadjoystickmove && axis < 0))
|
||||
{
|
||||
cmd->aiming += KB_LOOKSPEED * screen_invert;
|
||||
*kbl = true;
|
||||
}
|
||||
else if (PlayerInputDown(ssplayer, gc_lookdown) || (gamepadjoystickmove && axis > 0))
|
||||
{
|
||||
cmd->aiming -= KB_LOOKSPEED * screen_invert;
|
||||
*kbl = true;
|
||||
}
|
||||
joystickvector.xaxis = -joystickvector.xaxis;
|
||||
}
|
||||
|
||||
if (PlayerInputDown(ssplayer, gc_centerview)) // No need to put a spectator limit on this one though :V
|
||||
cmd->aiming = 0;
|
||||
if (joystickvector.xaxis != 0)
|
||||
{
|
||||
cmd->turning -= (joystickvector.xaxis * KART_FULLTURN) / JOYAXISRANGE;
|
||||
}
|
||||
|
||||
if (spectator_analog_input())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
kart_analog_input();
|
||||
}
|
||||
*/
|
||||
|
||||
cmd->forwardmove += (SINT8)forward;
|
||||
|
||||
aftercmdinput:
|
||||
|
||||
/* Lua: Allow this hook to overwrite ticcmd.
|
||||
We check if we're actually in a level because for some reason this Hook would run in menus and on the titlescreen otherwise.
|
||||
Be aware that within this hook, nothing but this player's cmd can be edited (otherwise we'd run in some pretty bad synching problems since this is clientsided, or something)
|
||||
|
||||
Possible usages for this are:
|
||||
-Forcing the player to perform an action, which could otherwise require terrible, terrible hacking to replicate.
|
||||
-Preventing the player to perform an action, which would ALSO require some weirdo hacks.
|
||||
-Making some galaxy brain autopilot Lua if you're a masochist
|
||||
-Making a Mario Kart 8 Deluxe tier baby mode that steers you away from walls and whatnot. You know what, do what you want!
|
||||
*/
|
||||
if (addedtogame && gamestate == GS_LEVEL)
|
||||
void common_button_input()
|
||||
{
|
||||
LUA_HookTiccmd(player, cmd, HOOK(PlayerCmd));
|
||||
auto map = [this](INT32 gamecontrol, UINT32 button)
|
||||
{
|
||||
if (G_PlayerInputDown(forplayer(), gamecontrol, 0))
|
||||
{
|
||||
cmd->buttons |= button;
|
||||
}
|
||||
};
|
||||
|
||||
// Send leveltime when this tic was generated to the server for control lag calculations.
|
||||
// Only do this when in a level. Also do this after the hook, so that it can't overwrite this.
|
||||
cmd->latency = (leveltime & TICCMD_LATENCYMASK);
|
||||
map(gc_drift, BT_DRIFT); // drift
|
||||
map(gc_spindash, BT_SPINDASHMASK); // C
|
||||
map(gc_item, BT_ATTACK); // fire
|
||||
|
||||
map(gc_lookback, BT_LOOKBACK); // rear view
|
||||
map(gc_respawn, BT_RESPAWN | BT_EBRAKEMASK); // respawn
|
||||
map(gc_vote, BT_VOTE); // mp general function button
|
||||
|
||||
// lua buttons a thru c
|
||||
map(gc_luaa, BT_LUAA);
|
||||
map(gc_luab, BT_LUAB);
|
||||
map(gc_luac, BT_LUAC);
|
||||
}
|
||||
|
||||
if (cmd->forwardmove > MAXPLMOVE)
|
||||
cmd->forwardmove = MAXPLMOVE;
|
||||
else if (cmd->forwardmove < -MAXPLMOVE)
|
||||
cmd->forwardmove = -MAXPLMOVE;
|
||||
public:
|
||||
explicit TiccmdBuilder(ticcmd_t* cmd_, INT32 realtics_, UINT8 ssplayer_) :
|
||||
cmd(cmd_), realtics(realtics_), ssplayer(ssplayer_), viewnum(G_PartyPosition(g_localplayers[forplayer()]))
|
||||
{
|
||||
*cmd = {}; // blank ticcmd
|
||||
|
||||
if (cmd->turning > KART_FULLTURN)
|
||||
cmd->turning = KART_FULLTURN;
|
||||
else if (cmd->turning < -KART_FULLTURN)
|
||||
cmd->turning = -KART_FULLTURN;
|
||||
if (demo.playback)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (cmd->throwdir > KART_FULLTURN)
|
||||
cmd->throwdir = KART_FULLTURN;
|
||||
else if (cmd->throwdir < -KART_FULLTURN)
|
||||
cmd->throwdir = -KART_FULLTURN;
|
||||
if (paused || P_AutoPause())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
G_DoAnglePrediction(cmd, realtics, ssplayer, viewnum, player);
|
||||
if (gamestate == GS_LEVEL && player()->playerstate == PST_REBORN)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// A human player can turn into a bot at the end of
|
||||
// a race, so the director controls have higher
|
||||
// priority.
|
||||
bool overlay = typing_input() || director_input();
|
||||
|
||||
if (K_PlayerUsesBotMovement(player()))
|
||||
{
|
||||
// Bot ticcmd is generated by K_BuildBotTiccmd
|
||||
return;
|
||||
}
|
||||
|
||||
if (!overlay)
|
||||
{
|
||||
analog_input();
|
||||
common_button_input();
|
||||
}
|
||||
|
||||
cmd->angle = localangle[viewnum] >> TICCMD_REDUCE;
|
||||
|
||||
hook();
|
||||
|
||||
angle_prediction();
|
||||
}
|
||||
};
|
||||
|
||||
}; // namespace
|
||||
|
||||
void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
|
||||
{
|
||||
TiccmdBuilder(cmd, realtics, ssplayer);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -90,27 +90,6 @@ void I_GetEvent(void);
|
|||
*/
|
||||
void I_OsPolling(void);
|
||||
|
||||
// Either returns a null ticcmd,
|
||||
// or calls a loadable driver to build it.
|
||||
// This ticcmd will then be modified by the gameloop
|
||||
// for normal input.
|
||||
|
||||
/** \brief Input for the first player
|
||||
*/
|
||||
ticcmd_t *I_BaseTiccmd(void);
|
||||
|
||||
/** \brief Input for the second player
|
||||
*/
|
||||
ticcmd_t *I_BaseTiccmd2(void);
|
||||
|
||||
/** \brief Input for the third player
|
||||
*/
|
||||
ticcmd_t *I_BaseTiccmd3(void);
|
||||
|
||||
/** \brief Input for the fourth player
|
||||
*/
|
||||
ticcmd_t *I_BaseTiccmd4(void);
|
||||
|
||||
/** \brief Called by M_Responder when quit is selected, return exit code 0
|
||||
*/
|
||||
void I_Quit(void) FUNCNORETURN;
|
||||
|
|
|
|||
|
|
@ -1416,40 +1416,6 @@ void I_Tactile4(FFType pFFType, const JoyFF_t *FFEffect)
|
|||
(void)FFEffect;
|
||||
}
|
||||
|
||||
static ticcmd_t emptycmd[MAXSPLITSCREENPLAYERS];
|
||||
|
||||
/** \brief empty ticcmd for player 1
|
||||
*/
|
||||
|
||||
ticcmd_t *I_BaseTiccmd(void)
|
||||
{
|
||||
return &emptycmd[0];
|
||||
}
|
||||
|
||||
/** \brief empty ticcmd for player 2
|
||||
*/
|
||||
|
||||
ticcmd_t *I_BaseTiccmd2(void)
|
||||
{
|
||||
return &emptycmd[1];
|
||||
}
|
||||
|
||||
/** \brief empty ticcmd for player 3
|
||||
*/
|
||||
|
||||
ticcmd_t *I_BaseTiccmd3(void)
|
||||
{
|
||||
return &emptycmd[2];
|
||||
}
|
||||
|
||||
/** \brief empty ticcmd for player 4
|
||||
*/
|
||||
|
||||
ticcmd_t *I_BaseTiccmd4(void)
|
||||
{
|
||||
return &emptycmd[3];
|
||||
}
|
||||
|
||||
//
|
||||
// I_GetTime
|
||||
// returns time in 1/TICRATE second tics
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue