dhewm3/neo/framework/UsercmdGen.cpp
Daniel Gibson 50d7129b1c New input CVars: in_allowAlwaysRunInSP, m_invertLook
in_allowAlwaysRunInSP allows using in_alwaysRun and in_toggleRun
in Single Player (it'll still drain your stamina!)

m_invertLook allows inverting mouse look, both for up/down and
left/right, if you're into that kind of thing
2024-06-02 07:16:44 +02:00

1404 lines
37 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "idlib/math/Vector.h"
#include "idlib/Lib.h"
#include "framework/CVarSystem.h"
#include "framework/KeyInput.h"
#include "framework/async/AsyncNetwork.h"
#include "framework/UsercmdGen.h"
/*
================
usercmd_t::ByteSwap
================
*/
void usercmd_t::ByteSwap( void ) {
angles[0] = LittleShort( angles[0] );
angles[1] = LittleShort( angles[1] );
angles[2] = LittleShort( angles[2] );
sequence = LittleInt( sequence );
}
/*
================
usercmd_t::operator==
================
*/
bool usercmd_t::operator==( const usercmd_t &rhs ) const {
return ( buttons == rhs.buttons &&
forwardmove == rhs.forwardmove &&
rightmove == rhs.rightmove &&
upmove == rhs.upmove &&
angles[0] == rhs.angles[0] &&
angles[1] == rhs.angles[1] &&
angles[2] == rhs.angles[2] &&
impulse == rhs.impulse &&
flags == rhs.flags &&
mx == rhs.mx &&
my == rhs.my );
}
const int KEY_MOVESPEED = 127;
typedef enum {
UB_NONE,
UB_UP,
UB_DOWN,
UB_LEFT,
UB_RIGHT,
UB_FORWARD,
UB_BACK,
UB_LOOKUP,
UB_LOOKDOWN,
UB_STRAFE,
UB_MOVELEFT,
UB_MOVERIGHT,
UB_BUTTON0,
UB_BUTTON1,
UB_BUTTON2,
UB_BUTTON3,
UB_BUTTON4,
UB_BUTTON5,
UB_BUTTON6,
UB_BUTTON7,
UB_ATTACK, // NOTE: this value (20) is hardcoded in idUserInterfaceLocal::HandleEvent() !
UB_SPEED,
UB_ZOOM,
UB_SHOWSCORES,
UB_MLOOK,
UB_IMPULSE0,
UB_IMPULSE1,
UB_IMPULSE2,
UB_IMPULSE3,
UB_IMPULSE4,
UB_IMPULSE5,
UB_IMPULSE6,
UB_IMPULSE7,
UB_IMPULSE8,
UB_IMPULSE9,
UB_IMPULSE10,
UB_IMPULSE11,
UB_IMPULSE12,
UB_IMPULSE13,
UB_IMPULSE14,
UB_IMPULSE15,
UB_IMPULSE16,
UB_IMPULSE17,
UB_IMPULSE18,
UB_IMPULSE19,
UB_IMPULSE20,
UB_IMPULSE21,
UB_IMPULSE22,
UB_IMPULSE23,
UB_IMPULSE24,
UB_IMPULSE25,
UB_IMPULSE26,
UB_IMPULSE27,
UB_IMPULSE28,
UB_IMPULSE29,
UB_IMPULSE30,
UB_IMPULSE31,
UB_IMPULSE32,
UB_IMPULSE33,
UB_IMPULSE34,
UB_IMPULSE35,
UB_IMPULSE36,
UB_IMPULSE37,
UB_IMPULSE38,
UB_IMPULSE39,
UB_IMPULSE40,
UB_IMPULSE41,
UB_IMPULSE42,
UB_IMPULSE43,
UB_IMPULSE44,
UB_IMPULSE45,
UB_IMPULSE46,
UB_IMPULSE47,
UB_IMPULSE48,
UB_IMPULSE49,
UB_IMPULSE50,
UB_IMPULSE51,
UB_IMPULSE52,
UB_IMPULSE53,
UB_IMPULSE54,
UB_IMPULSE55,
UB_IMPULSE56,
UB_IMPULSE57,
UB_IMPULSE58,
UB_IMPULSE59,
UB_IMPULSE60,
UB_IMPULSE61,
UB_IMPULSE62,
UB_IMPULSE63,
UB_MAX_BUTTONS
} usercmdButton_t;
typedef struct {
const char *string;
usercmdButton_t button;
} userCmdString_t;
userCmdString_t userCmdStrings[] = {
{ "_moveUp", UB_UP },
{ "_moveDown", UB_DOWN },
{ "_left", UB_LEFT },
{ "_right", UB_RIGHT },
{ "_forward", UB_FORWARD },
{ "_back", UB_BACK },
{ "_lookUp", UB_LOOKUP },
{ "_lookDown", UB_LOOKDOWN },
{ "_strafe", UB_STRAFE },
{ "_moveLeft", UB_MOVELEFT },
{ "_moveRight", UB_MOVERIGHT },
{ "_attack", UB_ATTACK },
{ "_speed", UB_SPEED },
{ "_zoom", UB_ZOOM },
{ "_showScores", UB_SHOWSCORES },
{ "_mlook", UB_MLOOK },
{ "_button0", UB_BUTTON0 },
{ "_button1", UB_BUTTON1 },
{ "_button2", UB_BUTTON2 },
{ "_button3", UB_BUTTON3 },
{ "_button4", UB_BUTTON4 },
{ "_button5", UB_BUTTON5 },
{ "_button6", UB_BUTTON6 },
{ "_button7", UB_BUTTON7 },
{ "_impulse0", UB_IMPULSE0 },
{ "_impulse1", UB_IMPULSE1 },
{ "_impulse2", UB_IMPULSE2 },
{ "_impulse3", UB_IMPULSE3 },
{ "_impulse4", UB_IMPULSE4 },
{ "_impulse5", UB_IMPULSE5 },
{ "_impulse6", UB_IMPULSE6 },
{ "_impulse7", UB_IMPULSE7 },
{ "_impulse8", UB_IMPULSE8 },
{ "_impulse9", UB_IMPULSE9 },
{ "_impulse10", UB_IMPULSE10 },
{ "_impulse11", UB_IMPULSE11 },
{ "_impulse12", UB_IMPULSE12 },
{ "_impulse13", UB_IMPULSE13 },
{ "_impulse14", UB_IMPULSE14 },
{ "_impulse15", UB_IMPULSE15 },
{ "_impulse16", UB_IMPULSE16 },
{ "_impulse17", UB_IMPULSE17 },
{ "_impulse18", UB_IMPULSE18 },
{ "_impulse19", UB_IMPULSE19 },
{ "_impulse20", UB_IMPULSE20 },
{ "_impulse21", UB_IMPULSE21 },
{ "_impulse22", UB_IMPULSE22 },
{ "_impulse23", UB_IMPULSE23 },
{ "_impulse24", UB_IMPULSE24 },
{ "_impulse25", UB_IMPULSE25 },
{ "_impulse26", UB_IMPULSE26 },
{ "_impulse27", UB_IMPULSE27 },
{ "_impulse28", UB_IMPULSE28 },
{ "_impulse29", UB_IMPULSE29 },
{ "_impulse30", UB_IMPULSE30 },
{ "_impulse31", UB_IMPULSE31 },
{ "_impulse32", UB_IMPULSE32 },
{ "_impulse33", UB_IMPULSE33 },
{ "_impulse34", UB_IMPULSE34 },
{ "_impulse35", UB_IMPULSE35 },
{ "_impulse36", UB_IMPULSE36 },
{ "_impulse37", UB_IMPULSE37 },
{ "_impulse38", UB_IMPULSE38 },
{ "_impulse39", UB_IMPULSE39 },
{ "_impulse40", UB_IMPULSE40 },
{ "_impulse41", UB_IMPULSE41 },
{ "_impulse42", UB_IMPULSE42 },
{ "_impulse43", UB_IMPULSE43 },
{ "_impulse44", UB_IMPULSE44 },
{ "_impulse45", UB_IMPULSE45 },
{ "_impulse46", UB_IMPULSE46 },
{ "_impulse47", UB_IMPULSE47 },
{ "_impulse48", UB_IMPULSE48 },
{ "_impulse49", UB_IMPULSE49 },
{ "_impulse50", UB_IMPULSE50 },
{ "_impulse51", UB_IMPULSE51 },
{ "_impulse52", UB_IMPULSE52 },
{ "_impulse53", UB_IMPULSE53 },
{ "_impulse54", UB_IMPULSE54 },
{ "_impulse55", UB_IMPULSE55 },
{ "_impulse56", UB_IMPULSE56 },
{ "_impulse57", UB_IMPULSE57 },
{ "_impulse58", UB_IMPULSE58 },
{ "_impulse59", UB_IMPULSE59 },
{ "_impulse60", UB_IMPULSE60 },
{ "_impulse61", UB_IMPULSE61 },
{ "_impulse62", UB_IMPULSE62 },
{ "_impulse63", UB_IMPULSE63 },
{ NULL, UB_NONE },
};
class buttonState_t {
public:
int on;
bool held;
buttonState_t() { Clear(); };
void Clear( void );
void SetKeyState( int keystate, bool toggle );
};
/*
================
buttonState_t::Clear
================
*/
void buttonState_t::Clear( void ) {
held = false;
on = 0;
}
/*
================
buttonState_t::SetKeyState
================
*/
void buttonState_t::SetKeyState( int keystate, bool toggle ) {
if ( !toggle ) {
held = false;
on = keystate;
} else if ( !keystate ) {
held = false;
} else if ( !held ) {
held = true;
on ^= 1;
}
}
const int NUM_USER_COMMANDS = sizeof(userCmdStrings) / sizeof(userCmdString_t);
const int MAX_CHAT_BUFFER = 127;
class idUsercmdGenLocal : public idUsercmdGen {
public:
idUsercmdGenLocal( void );
void Init( void );
void InitForNewMap( void );
void Shutdown( void );
void Clear( void );
void ClearAngles( void );
usercmd_t TicCmd( int ticNumber );
void InhibitUsercmd( inhibit_t subsystem, bool inhibit );
void UsercmdInterrupt( void );
int CommandStringUsercmdData( const char *cmdString );
int GetNumUserCommands( void );
const char * GetUserCommandName( int index );
void MouseState( int *x, int *y, int *button, bool *down );
int ButtonState( int key );
int KeyState( int key );
usercmd_t GetDirectUsercmd( void );
private:
void MakeCurrent( void );
void InitCurrent( void );
bool Inhibited( void );
void AdjustAngles( void );
void KeyMove( void );
void CircleToSquare( float & axis_x, float & axis_y ) const;
void HandleJoystickAxis( int keyNum, float unclampedValue, float threshold, bool positive );
void JoystickMove( void );
void JoystickFakeMouse(float axis_x, float axis_y, float deadzone);
void MouseMove( void );
void CmdButtons( void );
void Mouse( void );
void Keyboard( void );
void Joystick( void );
void Key( int keyNum, bool down );
// DG: if in_allowAlwaysRunInSP is set, you can use always run or toggle run even in SP.
// Why not, we're all adults here, if you run out of stamina it's your problem
// (though I'll probably add another CVar to disable stamina in SP)
inline bool AlwaysRunAllowed() const
{
return in_allowAlwaysRunInSP.GetBool() || idAsyncNetwork::IsActive();
}
idVec3 viewangles;
int flags;
int impulse;
buttonState_t toggled_crouch;
buttonState_t toggled_run;
buttonState_t toggled_zoom;
int buttonState[UB_MAX_BUTTONS];
bool keyState[K_LAST_KEY];
int inhibitCommands; // true when in console or menu locally
int lastCommandTime;
bool initialized;
usercmd_t cmd; // the current cmd being built
usercmd_t buffered[MAX_BUFFERED_USERCMD];
int continuousMouseX, continuousMouseY; // for gui event generatioin, never zerod
int mouseButton; // for gui event generatioin
bool mouseDown;
int mouseDx, mouseDy; // added to by mouse events
float joystickAxis[MAX_JOYSTICK_AXIS]; // set by joystick events
int pollTime;
int lastPollTime;
float lastLookValuePitch;
float lastLookValueYaw;
bool heldJump; // TODO: ???
static idCVar in_yawSpeed;
static idCVar in_pitchSpeed;
static idCVar in_angleSpeedKey;
static idCVar in_freeLook;
static idCVar in_allowAlwaysRunInSP; // DG: I don't care, I'm not a cop
static idCVar in_alwaysRun;
static idCVar in_toggleRun;
static idCVar in_toggleCrouch;
static idCVar in_toggleZoom;
static idCVar sensitivity;
static idCVar m_pitch;
static idCVar m_yaw;
static idCVar m_strafeScale;
static idCVar m_smooth;
static idCVar m_strafeSmooth;
static idCVar m_showMouseRate;
static idCVar m_invertLook; // DG: added this
};
idCVar idUsercmdGenLocal::in_yawSpeed( "in_yawspeed", "140", CVAR_SYSTEM | CVAR_ARCHIVE | CVAR_FLOAT, "yaw change speed when holding down _left or _right button" );
idCVar idUsercmdGenLocal::in_pitchSpeed( "in_pitchspeed", "140", CVAR_SYSTEM | CVAR_ARCHIVE | CVAR_FLOAT, "pitch change speed when holding down look _lookUp or _lookDown button" );
idCVar idUsercmdGenLocal::in_angleSpeedKey( "in_anglespeedkey", "1.5", CVAR_SYSTEM | CVAR_ARCHIVE | CVAR_FLOAT, "angle change scale when holding down _speed button" );
idCVar idUsercmdGenLocal::in_freeLook( "in_freeLook", "1", CVAR_SYSTEM | CVAR_ARCHIVE | CVAR_BOOL, "look around with mouse (reverse _mlook button)" );
idCVar idUsercmdGenLocal::in_allowAlwaysRunInSP ( "in_allowAlwaysRunInSP", "0", CVAR_SYSTEM | CVAR_ARCHIVE | CVAR_BOOL, "Allow always run and toggle run in Single Player as well - keep in mind you may run out of stamina!" );
idCVar idUsercmdGenLocal::in_alwaysRun( "in_alwaysRun", "0", CVAR_SYSTEM | CVAR_ARCHIVE | CVAR_BOOL, "always run (reverse _speed button) - only in MP, unless in_allowAlwaysRunInSP is set" );
idCVar idUsercmdGenLocal::in_toggleRun( "in_toggleRun", "0", CVAR_SYSTEM | CVAR_ARCHIVE | CVAR_BOOL, "pressing _speed button toggles run on/off - only in MP, unless in_allowAlwaysRunInSP is set" );
idCVar idUsercmdGenLocal::in_toggleCrouch( "in_toggleCrouch", "0", CVAR_SYSTEM | CVAR_ARCHIVE | CVAR_BOOL, "pressing _movedown button toggles player crouching/standing" );
idCVar idUsercmdGenLocal::in_toggleZoom( "in_toggleZoom", "0", CVAR_SYSTEM | CVAR_ARCHIVE | CVAR_BOOL, "pressing _zoom button toggles zoom on/off" );
idCVar idUsercmdGenLocal::sensitivity( "sensitivity", "5", CVAR_SYSTEM | CVAR_ARCHIVE | CVAR_FLOAT, "mouse view sensitivity" );
idCVar idUsercmdGenLocal::m_pitch( "m_pitch", "0.022", CVAR_SYSTEM | CVAR_ARCHIVE | CVAR_FLOAT, "mouse pitch scale" );
idCVar idUsercmdGenLocal::m_yaw( "m_yaw", "0.022", CVAR_SYSTEM | CVAR_ARCHIVE | CVAR_FLOAT, "mouse yaw scale" );
idCVar idUsercmdGenLocal::m_strafeScale( "m_strafeScale", "6.25", CVAR_SYSTEM | CVAR_ARCHIVE | CVAR_FLOAT, "mouse strafe movement scale" );
idCVar idUsercmdGenLocal::m_smooth( "m_smooth", "1", CVAR_SYSTEM | CVAR_ARCHIVE | CVAR_INTEGER, "number of samples blended for mouse viewing", 1, 8, idCmdSystem::ArgCompletion_Integer<1,8> );
idCVar idUsercmdGenLocal::m_strafeSmooth( "m_strafeSmooth", "4", CVAR_SYSTEM | CVAR_ARCHIVE | CVAR_INTEGER, "number of samples blended for mouse moving", 1, 8, idCmdSystem::ArgCompletion_Integer<1,8> );
idCVar idUsercmdGenLocal::m_showMouseRate( "m_showMouseRate", "0", CVAR_SYSTEM | CVAR_BOOL, "shows mouse movement" );
idCVar idUsercmdGenLocal::m_invertLook( "m_invertLook", "0", CVAR_SYSTEM | CVAR_ARCHIVE | CVAR_INTEGER, "invert mouse look 0: don't invert, 1: invert up/down (flight controls), 2: invert left/right, 3: invert both", 0, 3, idCmdSystem::ArgCompletion_Integer<0,3> );
idCVar joy_triggerThreshold( "joy_triggerThreshold", "0.05", CVAR_FLOAT | CVAR_ARCHIVE, "how far the joystick triggers have to be pressed before they register as down" );
idCVar joy_deadZone( "joy_deadZone", "0.25", CVAR_FLOAT | CVAR_ARCHIVE, "specifies how large the dead-zone is on the joystick" );
idCVar joy_gammaLook( "joy_gammaLook", "1", CVAR_INTEGER | CVAR_ARCHIVE, "use a log curve instead of a power curve for movement" );
idCVar joy_powerScale( "joy_powerScale", "2", CVAR_FLOAT | CVAR_ARCHIVE, "Raise joystick values to this power" );
idCVar joy_pitchSpeed( "joy_pitchSpeed", "130", CVAR_ARCHIVE | CVAR_FLOAT, "pitch speed when pressing up or down on the joystick", 60, 600 );
idCVar joy_yawSpeed( "joy_yawSpeed", "240", CVAR_ARCHIVE | CVAR_FLOAT, "pitch speed when pressing left or right on the joystick", 60, 600 );
idCVar joy_invertLook( "joy_invertLook", "0", CVAR_ARCHIVE | CVAR_BOOL, "inverts the look controls so the forward looks up (flight controls) - the proper way to play games!" );
// these were a bad idea!
idCVar joy_dampenLook( "joy_dampenLook", "1", CVAR_BOOL | CVAR_ARCHIVE, "Do not allow full acceleration on look" );
idCVar joy_deltaPerMSLook( "joy_deltaPerMSLook", "0.003", CVAR_FLOAT | CVAR_ARCHIVE, "Max amount to be added on look per MS" );
idCVar in_useGamepad( "in_useGamepad", "1", CVAR_ARCHIVE | CVAR_BOOL, "enables/disables the gamepad for PC use" );
// TODO idCVar in_mouseInvertLook( "in_mouseInvertLook", "0", CVAR_ARCHIVE | CVAR_BOOL, "inverts the look controls so the forward looks up (flight controls) - the proper way to play games!" );
static idUsercmdGenLocal localUsercmdGen;
idUsercmdGen *usercmdGen = &localUsercmdGen;
/*
================
idUsercmdGenLocal::idUsercmdGenLocal
================
*/
idUsercmdGenLocal::idUsercmdGenLocal( void ) {
lastCommandTime = 0;
initialized = false;
flags = 0;
impulse = 0;
toggled_crouch.Clear();
toggled_run.Clear();
toggled_zoom.Clear();
toggled_run.on = in_alwaysRun.GetBool();
lastLookValuePitch = lastLookValueYaw = 0.0f;
ClearAngles();
Clear();
}
/*
================
idUsercmdGenLocal::InhibitUsercmd
================
*/
void idUsercmdGenLocal::InhibitUsercmd( inhibit_t subsystem, bool inhibit ) {
if ( inhibit ) {
inhibitCommands |= 1 << subsystem;
} else {
inhibitCommands &= ( 0xffffffff ^ ( 1 << subsystem ) );
}
}
/*
===============
idUsercmdGenLocal::ButtonState
Returns (the fraction of the frame) that the key was down
===============
*/
int idUsercmdGenLocal::ButtonState( int key ) {
if ( key<0 || key>=UB_MAX_BUTTONS ) {
return -1;
}
return ( buttonState[key] > 0 ) ? 1 : 0;
}
/*
===============
idUsercmdGenLocal::KeyState
Returns (the fraction of the frame) that the key was down
bk20060111
===============
*/
int idUsercmdGenLocal::KeyState( int key ) {
if ( key<0 || key>=K_LAST_KEY ) {
return -1;
}
return ( keyState[key] ) ? 1 : 0;
}
//=====================================================================
/*
================
idUsercmdGenLocal::GetNumUserCommands
================
*/
int idUsercmdGenLocal::GetNumUserCommands( void ) {
return NUM_USER_COMMANDS;
}
/*
================
idUsercmdGenLocal::GetNumUserCommands
================
*/
const char *idUsercmdGenLocal::GetUserCommandName( int index ) {
if (index >= 0 && index < NUM_USER_COMMANDS) {
return userCmdStrings[index].string;
}
return "";
}
/*
================
idUsercmdGenLocal::Inhibited
is user cmd generation inhibited
================
*/
bool idUsercmdGenLocal::Inhibited( void ) {
return ( inhibitCommands != 0);
}
/*
================
idUsercmdGenLocal::AdjustAngles
Moves the local angle positions
================
*/
void idUsercmdGenLocal::AdjustAngles( void ) {
float speed;
if ( toggled_run.on ^ ( in_alwaysRun.GetBool() && AlwaysRunAllowed() ) ) { // DG: always run in SP
speed = idMath::M_MS2SEC * USERCMD_MSEC * in_angleSpeedKey.GetFloat();
} else {
speed = idMath::M_MS2SEC * USERCMD_MSEC;
}
if ( !ButtonState( UB_STRAFE ) ) {
viewangles[YAW] -= speed * in_yawSpeed.GetFloat() * ButtonState( UB_RIGHT );
viewangles[YAW] += speed * in_yawSpeed.GetFloat() * ButtonState( UB_LEFT );
}
viewangles[PITCH] -= speed * in_pitchSpeed.GetFloat() * ButtonState( UB_LOOKUP );
viewangles[PITCH] += speed * in_pitchSpeed.GetFloat() * ButtonState( UB_LOOKDOWN );
}
/*
================
idUsercmdGenLocal::KeyMove
Sets the usercmd_t based on key states
================
*/
void idUsercmdGenLocal::KeyMove( void ) {
int forward, side, up;
forward = 0;
side = 0;
up = 0;
if ( ButtonState( UB_STRAFE ) ) {
side += KEY_MOVESPEED * ButtonState( UB_RIGHT );
side -= KEY_MOVESPEED * ButtonState( UB_LEFT );
}
side += KEY_MOVESPEED * ButtonState( UB_MOVERIGHT );
side -= KEY_MOVESPEED * ButtonState( UB_MOVELEFT );
up -= KEY_MOVESPEED * toggled_crouch.on;
up += KEY_MOVESPEED * ButtonState( UB_UP );
forward += KEY_MOVESPEED * ButtonState( UB_FORWARD );
forward -= KEY_MOVESPEED * ButtonState( UB_BACK );
// only set each movement variable if its unset at this point.
// NOTE: joystick input happens before this.
if (cmd.forwardmove == 0) {
cmd.forwardmove = idMath::ClampChar( forward );
}
if (cmd.rightmove == 0) {
cmd.rightmove = idMath::ClampChar( side );
}
if (cmd.upmove == 0) {
cmd.upmove = idMath::ClampChar( up );
}
}
/*
=================
idUsercmdGenLocal::MouseMove
=================
*/
void idUsercmdGenLocal::MouseMove( void ) {
float mx, my, strafeMx, strafeMy;
static int history[8][2];
static int historyCounter;
int i;
history[historyCounter&7][0] = mouseDx;
history[historyCounter&7][1] = mouseDy;
// allow mouse movement to be smoothed together
int smooth = m_smooth.GetInteger();
if ( smooth < 1 ) {
smooth = 1;
}
if ( smooth > 8 ) {
smooth = 8;
}
mx = 0;
my = 0;
for ( i = 0 ; i < smooth ; i++ ) {
mx += history[ ( historyCounter - i + 8 ) & 7 ][0];
my += history[ ( historyCounter - i + 8 ) & 7 ][1];
}
mx /= smooth;
my /= smooth;
// use a larger smoothing for strafing
smooth = m_strafeSmooth.GetInteger();
if ( smooth < 1 ) {
smooth = 1;
}
if ( smooth > 8 ) {
smooth = 8;
}
strafeMx = 0;
strafeMy = 0;
for ( i = 0 ; i < smooth ; i++ ) {
strafeMx += history[ ( historyCounter - i + 8 ) & 7 ][0];
strafeMy += history[ ( historyCounter - i + 8 ) & 7 ][1];
}
strafeMx /= smooth;
strafeMy /= smooth;
historyCounter++;
if ( idMath::Fabs( mx ) > 1000 || idMath::Fabs( my ) > 1000 ) {
Sys_DebugPrintf( "idUsercmdGenLocal::MouseMove: Ignoring ridiculous mouse delta.\n" );
mx = my = 0;
}
mx *= sensitivity.GetFloat();
my *= sensitivity.GetFloat();
if ( m_showMouseRate.GetBool() ) {
Sys_DebugPrintf( "[%3i %3i = %5.1f %5.1f = %5.1f %5.1f] ", mouseDx, mouseDy, mx, my, strafeMx, strafeMy );
}
mouseDx = 0;
mouseDy = 0;
if ( !strafeMx && !strafeMy ) {
return;
}
if ( ButtonState( UB_STRAFE ) || !( cmd.buttons & BUTTON_MLOOK ) ) {
// add mouse X/Y movement to cmd
strafeMx *= m_strafeScale.GetFloat();
strafeMy *= m_strafeScale.GetFloat();
// clamp as a vector, instead of separate floats
float len = sqrt( strafeMx * strafeMx + strafeMy * strafeMy );
if ( len > 127 ) {
strafeMx = strafeMx * 127 / len;
strafeMy = strafeMy * 127 / len;
}
}
if ( !ButtonState( UB_STRAFE ) ) {
// m_invertLook 2 and 3 invert looking left/right
float invYaw = ( m_invertLook.GetInteger() & 2 ) ? -1.0f : 1.0f;
viewangles[YAW] -= m_yaw.GetFloat() * mx * invYaw;
} else {
cmd.rightmove = idMath::ClampChar( (int)(cmd.rightmove + strafeMx) );
}
if ( !ButtonState( UB_STRAFE ) && ( cmd.buttons & BUTTON_MLOOK ) ) {
// m_invertLook 1 and 3 invert looking up/down
float invPitch = ( m_invertLook.GetInteger() & 1 ) ? -1.0f : 1.0f;
viewangles[PITCH] += m_pitch.GetFloat() * my * invPitch;
} else {
cmd.forwardmove = idMath::ClampChar( (int)(cmd.forwardmove - strafeMy) );
}
}
/*
========================
idUsercmdGenLocal::CircleToSquare
========================
*/
void idUsercmdGenLocal::CircleToSquare( float & axis_x, float & axis_y ) const {
// bring everything in the first quadrant
bool flip_x = false;
if ( axis_x < 0.0f ) {
flip_x = true;
axis_x *= -1.0f;
}
bool flip_y = false;
if ( axis_y < 0.0f ) {
flip_y = true;
axis_y *= -1.0f;
}
// swap the two axes so we project against the vertical line X = 1
bool swap = false;
if ( axis_y > axis_x ) {
float tmp = axis_x;
axis_x = axis_y;
axis_y = tmp;
swap = true;
}
if ( axis_x < 0.001f ) {
// on one of the axes where no correction is needed
return;
}
// length (max 1.0f at the unit circle)
float len = idMath::Sqrt( axis_x * axis_x + axis_y * axis_y );
if ( len > 1.0f ) {
len = 1.0f;
}
// thales
float axis_y_us = axis_y / axis_x;
// use a power curve to shift the correction to happen closer to the unit circle
float correctionRatio = Square( len );
axis_x += correctionRatio * ( len - axis_x );
axis_y += correctionRatio * ( axis_y_us - axis_y );
// go back through the symmetries
if ( swap ) {
float tmp = axis_x;
axis_x = axis_y;
axis_y = tmp;
}
if ( flip_x ) {
axis_x *= -1.0f;
}
if ( flip_y ) {
axis_y *= -1.0f;
}
}
/*
========================
idUsercmdGenLocal::HandleJoystickAxis
========================
*/
void idUsercmdGenLocal::HandleJoystickAxis( int keyNum, float unclampedValue, float threshold, bool positive ) {
if ( ( unclampedValue > 0.0f ) && !positive ) {
return;
}
if ( ( unclampedValue < 0.0f ) && positive ) {
return;
}
float value = 0.0f;
bool pressed = false;
if ( unclampedValue > threshold ) {
value = idMath::Fabs( ( unclampedValue - threshold ) / ( 1.0f - threshold ) );
pressed = true;
} else if ( unclampedValue < -threshold ) {
value = idMath::Fabs( ( unclampedValue + threshold ) / ( 1.0f - threshold ) );
pressed = true;
}
int action = idKeyInput::GetUsercmdAction( keyNum );
if ( action >= UB_ATTACK ) {
Key( keyNum, pressed );
return;
}
if ( !pressed ) {
return;
}
float lookValue = 0.0f;
if ( joy_gammaLook.GetBool() ) {
lookValue = idMath::Pow( 1.04712854805f, value * 100.0f ) * 0.01f;
} else {
lookValue = idMath::Pow( value, joy_powerScale.GetFloat() );
}
#if 0 // TODO: aim assist maybe.
idGame * game = common->Game();
if ( game != NULL ) {
lookValue *= game->GetAimAssistSensitivity();
}
#endif
switch ( action ) {
case UB_FORWARD: {
float move = (float)cmd.forwardmove + ( KEY_MOVESPEED * value );
cmd.forwardmove = idMath::ClampChar( idMath::Ftoi( move ) );
break;
}
case UB_BACK: {
float move = (float)cmd.forwardmove - ( KEY_MOVESPEED * value );
cmd.forwardmove = idMath::ClampChar( idMath::Ftoi( move ) );
break;
}
case UB_MOVELEFT: {
float move = (float)cmd.rightmove - ( KEY_MOVESPEED * value );
cmd.rightmove = idMath::ClampChar( idMath::Ftoi( move ) );
break;
}
case UB_MOVERIGHT: {
float move = (float)cmd.rightmove + ( KEY_MOVESPEED * value );
cmd.rightmove = idMath::ClampChar( idMath::Ftoi( move ) );
break;
}
case UB_LOOKUP: {
if ( joy_dampenLook.GetBool() ) {
lookValue = Min( lookValue, ( pollTime - lastPollTime ) * joy_deltaPerMSLook.GetFloat() + lastLookValuePitch );
lastLookValuePitch = lookValue;
}
float invertPitch = joy_invertLook.GetBool() ? -1.0f : 1.0f;
viewangles[PITCH] -= MS2SEC( pollTime - lastPollTime ) * lookValue * joy_pitchSpeed.GetFloat() * invertPitch;
break;
}
case UB_LOOKDOWN: {
if ( joy_dampenLook.GetBool() ) {
lookValue = Min( lookValue, ( pollTime - lastPollTime ) * joy_deltaPerMSLook.GetFloat() + lastLookValuePitch );
lastLookValuePitch = lookValue;
}
float invertPitch = joy_invertLook.GetBool() ? -1.0f : 1.0f;
viewangles[PITCH] += MS2SEC( pollTime - lastPollTime ) * lookValue * joy_pitchSpeed.GetFloat() * invertPitch;
break;
}
case UB_LEFT: {
if ( joy_dampenLook.GetBool() ) {
lookValue = Min( lookValue, ( pollTime - lastPollTime ) * joy_deltaPerMSLook.GetFloat() + lastLookValueYaw );
lastLookValueYaw = lookValue;
}
viewangles[YAW] += MS2SEC( pollTime - lastPollTime ) * lookValue * joy_yawSpeed.GetFloat();
break;
}
case UB_RIGHT: {
if ( joy_dampenLook.GetBool() ) {
lookValue = Min( lookValue, ( pollTime - lastPollTime ) * joy_deltaPerMSLook.GetFloat() + lastLookValueYaw );
lastLookValueYaw = lookValue;
}
viewangles[YAW] -= MS2SEC( pollTime - lastPollTime ) * lookValue * joy_yawSpeed.GetFloat();
break;
}
}
}
static float joyAxisToMouseDelta(float axis, float deadzone)
{
float ret = 0.0f;
float val = fabsf(axis); // calculations below require a positive value
if(val > deadzone) {
// from deadzone .. 1 to 0 .. 1-deadzone
val -= deadzone;
// and then to 0..1
val = val * (1.0f / (1.0f - deadzone));
// make it exponential curve - exp(val*3) should return sth between 1 and 20;
// then turning that into 0.5 .. 10
ret = expf( val * 3.0f ) * 0.5f;
if(axis < 0.0f) // restore sign
ret = -ret;
}
return ret;
}
extern bool D3_IN_interactiveIngameGuiActive; // from sys/events.cpp
void idUsercmdGenLocal::JoystickFakeMouse(float axis_x, float axis_y, float deadzone)
{
if ( D3_IN_interactiveIngameGuiActive ) {
float x = joyAxisToMouseDelta(axis_x, deadzone);
float y = joyAxisToMouseDelta(axis_y, deadzone);
continuousMouseX += x;
continuousMouseY += y;
}
}
/*
=================
idUsercmdGenLocal::JoystickMove
=================
*/
void idUsercmdGenLocal::JoystickMove() {
float threshold = joy_deadZone.GetFloat();
float triggerThreshold = joy_triggerThreshold.GetFloat();
float axis_y = joystickAxis[ AXIS_LEFT_Y ];
float axis_x = joystickAxis[ AXIS_LEFT_X ];
CircleToSquare( axis_x, axis_y );
HandleJoystickAxis( K_JOY_STICK1_UP, axis_y, threshold, false );
HandleJoystickAxis( K_JOY_STICK1_DOWN, axis_y, threshold, true );
HandleJoystickAxis( K_JOY_STICK1_LEFT, axis_x, threshold, false );
HandleJoystickAxis( K_JOY_STICK1_RIGHT, axis_x, threshold, true );
JoystickFakeMouse( axis_x, axis_y, threshold );
axis_y = joystickAxis[ AXIS_RIGHT_Y ];
axis_x = joystickAxis[ AXIS_RIGHT_X ];
CircleToSquare( axis_x, axis_y );
HandleJoystickAxis( K_JOY_STICK2_UP, axis_y, threshold, false );
HandleJoystickAxis( K_JOY_STICK2_DOWN, axis_y, threshold, true );
HandleJoystickAxis( K_JOY_STICK2_LEFT, axis_x, threshold, false );
HandleJoystickAxis( K_JOY_STICK2_RIGHT, axis_x, threshold, true );
JoystickFakeMouse( axis_x, axis_y, threshold );
HandleJoystickAxis( K_JOY_TRIGGER1, joystickAxis[ AXIS_LEFT_TRIG ], triggerThreshold, true );
HandleJoystickAxis( K_JOY_TRIGGER2, joystickAxis[ AXIS_RIGHT_TRIG ], triggerThreshold, true );
}
/*
==============
idUsercmdGenLocal::CmdButtons
==============
*/
void idUsercmdGenLocal::CmdButtons( void ) {
int i;
cmd.buttons = 0;
// figure button bits
for (i = 0 ; i <= 7 ; i++) {
if ( ButtonState( (usercmdButton_t)( UB_BUTTON0 + i ) ) ) {
cmd.buttons |= 1 << i;
}
}
// check the attack button
if ( ButtonState( UB_ATTACK ) ) {
cmd.buttons |= BUTTON_ATTACK;
}
// check the run button
if ( toggled_run.on ^ ( in_alwaysRun.GetBool() && AlwaysRunAllowed() ) ) { // DG: always run in SP
cmd.buttons |= BUTTON_RUN;
}
// check the zoom button
if ( toggled_zoom.on ) {
cmd.buttons |= BUTTON_ZOOM;
}
// check the scoreboard button
if ( ButtonState( UB_SHOWSCORES ) || ButtonState( UB_IMPULSE19 ) ) {
// the button is toggled in SP mode as well but without effect
cmd.buttons |= BUTTON_SCORES;
}
// check the mouse look button
if ( ButtonState( UB_MLOOK ) ^ in_freeLook.GetInteger() ) {
cmd.buttons |= BUTTON_MLOOK;
}
}
/*
================
idUsercmdGenLocal::InitCurrent
inits the current command for this frame
================
*/
void idUsercmdGenLocal::InitCurrent( void ) {
memset( &cmd, 0, sizeof( cmd ) );
cmd.flags = flags;
cmd.impulse = impulse;
cmd.buttons |= ( in_alwaysRun.GetBool() && AlwaysRunAllowed() ) ? BUTTON_RUN : 0; // DG: always run in SP
cmd.buttons |= in_freeLook.GetBool() ? BUTTON_MLOOK : 0;
}
/*
================
idUsercmdGenLocal::MakeCurrent
creates the current command for this frame
================
*/
void idUsercmdGenLocal::MakeCurrent( void ) {
idVec3 oldAngles;
int i;
oldAngles = viewangles;
if ( !Inhibited() ) {
// update toggled key states
toggled_crouch.SetKeyState( ButtonState( UB_DOWN ), in_toggleCrouch.GetBool() );
// DG: allow toggle run in SP (of in_allowAlwaysRun is set)
toggled_run.SetKeyState( ButtonState( UB_SPEED ), in_toggleRun.GetBool() && AlwaysRunAllowed() );
toggled_zoom.SetKeyState( ButtonState( UB_ZOOM ), in_toggleZoom.GetBool() );
// keyboard angle adjustment
AdjustAngles();
// get basic movement from joystick
JoystickMove();
// set button bits
CmdButtons();
// get basic movement from keyboard
KeyMove();
// get basic movement from mouse
MouseMove();
// check to make sure the angles haven't wrapped
if ( viewangles[PITCH] - oldAngles[PITCH] > 90 ) {
viewangles[PITCH] = oldAngles[PITCH] + 90;
} else if ( oldAngles[PITCH] - viewangles[PITCH] > 90 ) {
viewangles[PITCH] = oldAngles[PITCH] - 90;
}
} else {
mouseDx = 0;
mouseDy = 0;
}
for ( i = 0; i < 3; i++ ) {
cmd.angles[i] = ANGLE2SHORT( viewangles[i] );
}
cmd.mx = continuousMouseX;
cmd.my = continuousMouseY;
flags = cmd.flags;
impulse = cmd.impulse;
}
//=====================================================================
/*
================
idUsercmdGenLocal::CommandStringUsercmdData
Returns the button if the command string is used by the async usercmd generator.
================
*/
int idUsercmdGenLocal::CommandStringUsercmdData( const char *cmdString ) {
for ( userCmdString_t *ucs = userCmdStrings ; ucs->string ; ucs++ ) {
if ( idStr::Icmp( cmdString, ucs->string ) == 0 ) {
return ucs->button;
}
}
return UB_NONE;
}
/*
================
idUsercmdGenLocal::Init
================
*/
void idUsercmdGenLocal::Init( void ) {
initialized = true;
}
/*
================
idUsercmdGenLocal::InitForNewMap
================
*/
void idUsercmdGenLocal::InitForNewMap( void ) {
flags = 0;
impulse = 0;
toggled_crouch.Clear();
toggled_run.Clear();
toggled_zoom.Clear();
toggled_run.on = in_alwaysRun.GetBool();
Clear();
ClearAngles();
}
/*
================
idUsercmdGenLocal::Shutdown
================
*/
void idUsercmdGenLocal::Shutdown( void ) {
initialized = false;
}
/*
================
idUsercmdGenLocal::Clear
================
*/
void idUsercmdGenLocal::Clear( void ) {
// clears all key states
memset( buttonState, 0, sizeof( buttonState ) );
memset( keyState, false, sizeof( keyState ) );
memset( joystickAxis, 0, sizeof( joystickAxis ) );
inhibitCommands = false;
mouseDx = mouseDy = 0;
mouseButton = 0;
mouseDown = false;
}
/*
================
idUsercmdGenLocal::ClearAngles
================
*/
void idUsercmdGenLocal::ClearAngles( void ) {
viewangles.Zero();
}
/*
================
idUsercmdGenLocal::TicCmd
Returns a buffered usercmd
================
*/
usercmd_t idUsercmdGenLocal::TicCmd( int ticNumber ) {
// the packetClient code can legally ask for com_ticNumber+1, because
// it is in the async code and com_ticNumber hasn't been updated yet,
// but all other code should never ask for anything > com_ticNumber
if ( ticNumber > com_ticNumber+1 ) {
common->Error( "idUsercmdGenLocal::TicCmd ticNumber > com_ticNumber" );
}
if ( ticNumber <= com_ticNumber - MAX_BUFFERED_USERCMD ) {
// this can happen when something in the game code hitches badly, allowing the
// async code to overflow the buffers
//common->Printf( "warning: idUsercmdGenLocal::TicCmd ticNumber <= com_ticNumber - MAX_BUFFERED_USERCMD\n" );
}
return buffered[ ticNumber & (MAX_BUFFERED_USERCMD-1) ];
}
//======================================================================
/*
===================
idUsercmdGenLocal::Key
Handles async mouse/keyboard button actions
===================
*/
void idUsercmdGenLocal::Key( int keyNum, bool down ) {
// Sanity check, sometimes we get double message :(
if ( keyState[ keyNum ] == down ) {
return;
}
keyState[ keyNum ] = down;
int action = idKeyInput::GetUsercmdAction( keyNum );
// TODO: if action == 0 return ?
if ( down ) {
buttonState[ action ]++;
if ( !Inhibited() ) {
if ( action >= UB_IMPULSE0 && action <= UB_IMPULSE61 ) {
cmd.impulse = action - UB_IMPULSE0;
cmd.flags ^= UCF_IMPULSE_SEQUENCE;
}
}
} else {
buttonState[ action ]--;
// we might have one held down across an app active transition
if ( buttonState[ action ] < 0 ) {
buttonState[ action ] = 0;
}
}
}
/*
===================
idUsercmdGenLocal::Mouse
===================
*/
void idUsercmdGenLocal::Mouse( void ) {
int i, numEvents;
numEvents = Sys_PollMouseInputEvents();
if ( numEvents ) {
//
// Study each of the buffer elements and process them.
//
for( i = 0; i < numEvents; i++ ) {
int action, value;
if ( Sys_ReturnMouseInputEvent( i, action, value ) ) {
if ( action >= M_ACTION1 && action <= M_ACTION8 ) {
mouseButton = K_MOUSE1 + ( action - M_ACTION1 );
mouseDown = ( value != 0 );
Key( mouseButton, mouseDown );
} else {
switch ( action ) {
case M_DELTAX:
mouseDx += value;
continuousMouseX += value;
break;
case M_DELTAY:
mouseDy += value;
continuousMouseY += value;
break;
case M_DELTAZ:
int key = value < 0 ? K_MWHEELDOWN : K_MWHEELUP;
value = abs( value );
while( value-- > 0 ) {
Key( key, true );
Key( key, false );
mouseButton = key;
mouseDown = true;
}
break;
}
}
}
}
}
Sys_EndMouseInputEvents();
}
/*
===============
idUsercmdGenLocal::Keyboard
===============
*/
void idUsercmdGenLocal::Keyboard( void ) {
int numEvents = Sys_PollKeyboardInputEvents();
if ( numEvents ) {
//
// Study each of the buffer elements and process them.
//
int key;
bool state;
for( int i = 0; i < numEvents; i++ ) {
if (Sys_ReturnKeyboardInputEvent( i, key, state )) {
Key ( key, state );
}
}
}
Sys_EndKeyboardInputEvents();
}
/*
===============
idUsercmdGenLocal::Joystick
===============
*/
void idUsercmdGenLocal::Joystick( void ) {
int numEvents = Sys_PollJoystickInputEvents( 0 );
// Study each of the buffer elements and process them.
for ( int i = 0; i < numEvents; i++ ) {
int action;
int value;
if ( Sys_ReturnJoystickInputEvent( i, action, value ) ) {
if ( action >= J_ACTION_FIRST && action <= J_ACTION_MAX ) {
int joyButton = K_FIRST_JOY + ( action - J_ACTION_FIRST );
Key( joyButton, ( value != 0 ) );
} else if ( ( action >= J_AXIS_MIN ) && ( action <= J_AXIS_MAX ) ) {
joystickAxis[ action - J_AXIS_MIN ] = static_cast<float>( value ) / 32767.0f;
} else {
//assert( !"Unknown joystick event" );
}
}
}
Sys_EndJoystickInputEvents();
}
/*
================
idUsercmdGenLocal::UsercmdInterrupt
Called asyncronously
================
*/
void idUsercmdGenLocal::UsercmdInterrupt( void ) {
// dedicated servers won't create usercmds
if ( !initialized ) {
return;
}
// init the usercmd for com_ticNumber+1
InitCurrent();
// process the system mouse events
Mouse();
// process the system keyboard events
Keyboard();
// process the system joystick events
if ( in_useGamepad.GetBool() ) {
Joystick();
}
// create the usercmd for com_ticNumber+1
MakeCurrent();
// save a number for debugging cmdDemos and networking
cmd.sequence = com_ticNumber+1;
buffered[(com_ticNumber+1) & (MAX_BUFFERED_USERCMD-1)] = cmd;
}
/*
================
idUsercmdGenLocal::MouseState
================
*/
void idUsercmdGenLocal::MouseState( int *x, int *y, int *button, bool *down ) {
*x = continuousMouseX;
*y = continuousMouseY;
*button = mouseButton;
*down = mouseDown;
}
/*
================
idUsercmdGenLocal::GetDirectUsercmd
================
*/
usercmd_t idUsercmdGenLocal::GetDirectUsercmd( void ) {
pollTime = Sys_Milliseconds();
if ( pollTime - lastPollTime > 100 ) {
lastPollTime = pollTime - 100;
}
// initialize current usercmd
InitCurrent();
// process the system mouse events
Mouse();
// process the system keyboard events
Keyboard();
// process the system joystick events
if ( in_useGamepad.GetBool() ) {
Joystick();
}
// create the usercmd
MakeCurrent();
cmd.duplicateCount = 0;
lastPollTime = pollTime;
return cmd;
}