//------------------------------------------------------------------------- /* Copyright (C) 2019 Christoph Oelckers Copyright (C) 2020 Mitchell Richters This 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 2 of the License, or (at your option) any later version. This program 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 this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "gamecontrol.h" #include "gameinput.h" #include "gamestruct.h" #include "serializer.h" #include "gamefuncs.h" //--------------------------------------------------------------------------- // // Static constants used throughout functions. // //--------------------------------------------------------------------------- enum { BUILDTICRATE = 120, TURBOTURNBASE = 590, }; static constexpr double YAW_TURNSPEEDS[3] = { 41.1987304, 156.555175, 272.24121 }; static constexpr double YAW_PREAMBLESCALE = YAW_TURNSPEEDS[0] / YAW_TURNSPEEDS[1]; static constexpr DAngle YAW_LOOKINGSPEED = DAngle::fromDeg(801.5625); static constexpr DAngle YAW_ROTATESPEED = DAngle::fromDeg(126.5625); static constexpr DAngle YAW_ROTATERETURN = DAngle::fromDeg(15.); static constexpr DAngle YAW_LOOKRETURN = DAngle::fromDeg(7.5); static constexpr DAngle YAW_SPINSTAND = DAngle::fromDeg(675.); static constexpr DAngle YAW_SPINCROUCH = YAW_SPINSTAND * 0.5; static constexpr DAngle PITCH_LOOKSPEED = DAngle::fromDeg(222.83185); static constexpr DAngle PITCH_AIMSPEED = PITCH_LOOKSPEED * 0.5; static constexpr DAngle PITCH_CENTERSPEED = DAngle::fromDeg(10.25); static constexpr DAngle PITCH_CNTRSINEOFFSET = DAngle::fromDeg(90. + 11.25); static constexpr DAngle PITCH_HORIZOFFSPEED = DAngle::fromDeg(1.95835); static constexpr DAngle PITCH_HORIZOFFCLIMB = DAngle::fromDeg(38.); static constexpr DAngle PITCH_HORIZOFFPUSH = DAngle::fromDeg(0.4476); //--------------------------------------------------------------------------- // // Input scale helper functions. // //--------------------------------------------------------------------------- template inline static T getTicrateScale(const T value) { return T(value / GameTicRate); } inline static double getCorrectedScale(const double scaleAdjust) { // When using the output of I_GetInputFrac() to scale input adjustments at framerate, deviations of over 100 ms can occur. // Below formula corrects the deviation, with 0.2125 being an average between an ideal value of 0.20 for 40Hz and 0.22 for 30Hz. // We use the average value here as the difference is under 5 ms and is not worth complicating the algorithm for such precision. return scaleAdjust < 1. ? scaleAdjust * (1. + 0.21 * (1. - scaleAdjust)) : scaleAdjust; } inline static DAngle getscaledangle(const DAngle value, const double scaleAdjust, const DAngle object, const DAngle push) { return ((object.Normalized180() * getTicrateScale(value)) + push) * getCorrectedScale(scaleAdjust); } inline static void scaletozero(DAngle& object, const DAngle value, const double scaleAdjust, const DAngle push = DAngle::fromDeg(32. / 465.)) { if (auto sgn = object.Sgn()) { object -= getscaledangle(value, scaleAdjust, object, push * sgn); if (sgn != object.Sgn()) object = nullAngle; } } //--------------------------------------------------------------------------- // // Functions for determining whether its turbo turn time (turn key held for a number of tics). // //--------------------------------------------------------------------------- static double turnheldtime; void updateTurnHeldAmt(double const scaleAdjust) { turnheldtime += getTicrateScale(BUILDTICRATE) * scaleAdjust; } bool isTurboTurnTime() { return turnheldtime >= getTicrateScale(TURBOTURNBASE); } void resetTurnHeldAmt() { turnheldtime = 0; } //--------------------------------------------------------------------------- // // Player's movement function, called from game's ticker or from gi->GetInput() as required. // //--------------------------------------------------------------------------- void processMovement(InputPacket* const currInput, InputPacket* const inputBuffer, ControlInfo* const hidInput, double const scaleAdjust, int const drink_amt, bool const allowstrafe, double const turnscale) { // set up variables. int const keymove = 1 << int(!!(inputBuffer->actions & SB_RUN)); float const hidspeed = float(getTicrateScale(YAW_TURNSPEEDS[2]) * turnscale); float const scaleAdjustf = float(scaleAdjust); // determine player input. auto const turning = buttonMap.ButtonDown(gamefunc_Turn_Right) - buttonMap.ButtonDown(gamefunc_Turn_Left); auto const moving = buttonMap.ButtonDown(gamefunc_Move_Forward) - buttonMap.ButtonDown(gamefunc_Move_Backward) + hidInput->dz * scaleAdjustf; auto const strafing = buttonMap.ButtonDown(gamefunc_Strafe_Right) - buttonMap.ButtonDown(gamefunc_Strafe_Left) - hidInput->dx * scaleAdjustf; // process player angle input. if (!(buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe)) { float const turndir = clamp(turning + strafing * !allowstrafe, -1.f, 1.f); float const turnspeed = float(getTicrateScale(YAW_TURNSPEEDS[keymove]) * turnscale * (isTurboTurnTime() ? 1. : YAW_PREAMBLESCALE)); currInput->avel += hidInput->mouseturnx + (hidInput->dyaw * hidspeed + turndir * turnspeed) * scaleAdjustf; if (turndir) updateTurnHeldAmt(scaleAdjust); else resetTurnHeldAmt(); } else { currInput->svel += hidInput->mousemovex + (hidInput->dyaw + turning) * keymove * scaleAdjustf; } // process player pitch input. if (!(inputBuffer->actions & SB_AIMMODE)) currInput->horz -= hidInput->mouseturny + hidInput->dpitch * hidspeed * scaleAdjustf; else currInput->fvel -= hidInput->mousemovey + hidInput->dpitch * keymove * scaleAdjustf; // process movement input. currInput->fvel += moving * keymove; currInput->svel += strafing * keymove * allowstrafe; if (isRR() && drink_amt >= 66 && drink_amt <= 87) currInput->svel += drink_amt & 1 ? -currInput->fvel : currInput->fvel; // add collected input to game's local input accumulation packet. inputBuffer->fvel = clamp(inputBuffer->fvel + currInput->fvel, -keymove, keymove); inputBuffer->svel = clamp(inputBuffer->svel + currInput->svel, -keymove, keymove); inputBuffer->avel += currInput->avel; inputBuffer->horz += currInput->horz; } //--------------------------------------------------------------------------- // // Player's horizon function, called from game's ticker or from gi->GetInput() as required. // //--------------------------------------------------------------------------- void PlayerHorizon::applyinput(float const horz, ESyncBits* actions, double const scaleAdjust) { // Process only if movement isn't locked. if (!movementlocked()) { // Process mouse input. if (horz) { *actions &= ~SB_CENTERVIEW; horiz += DAngle::fromDeg(horz); } // Process keyboard input. auto doKbdInput = [&](ESyncBits_ const up, ESyncBits_ const down, DAngle const rate, bool const lock) { if (*actions & (up | down)) { if (lock) *actions &= ~SB_CENTERVIEW; else *actions |= SB_CENTERVIEW; horiz += getTicrateScale(rate) * scaleAdjust * (!!(*actions & up) - !!(*actions & down)); } }; doKbdInput(SB_AIM_UP, SB_AIM_DOWN, PITCH_AIMSPEED, true); doKbdInput(SB_LOOK_UP, SB_LOOK_DOWN, PITCH_LOOKSPEED, false); // Do return to centre. if ((*actions & SB_CENTERVIEW) && !(*actions & (SB_LOOK_UP|SB_LOOK_DOWN))) { scaletozero(horiz, PITCH_CENTERSPEED * (PITCH_CNTRSINEOFFSET - abs(horiz)).Sin(), scaleAdjust); if (!horiz.Sgn()) *actions &= ~SB_CENTERVIEW; } // clamp before we finish, even if it's clamped in the drawer. horiz = ClampViewPitch(horiz); } else { *actions &= ~SB_CENTERVIEW; } } //--------------------------------------------------------------------------- // // Player's angle function, called from game's ticker or from gi->GetInput() as required. // //--------------------------------------------------------------------------- void PlayerAngle::applyinput(float const avel, ESyncBits* actions, double const scaleAdjust) { // Process angle return to zeros. scaletozero(rotscrnang, YAW_ROTATERETURN, scaleAdjust); scaletozero(look_ang, YAW_LOOKRETURN, scaleAdjust); // Process keyboard input. auto doLookKeys = [&](ESyncBits_ const key, double const direction) { if (*actions & key) { look_ang += getTicrateScale(YAW_LOOKINGSPEED) * getCorrectedScale(scaleAdjust) * direction; rotscrnang -= getTicrateScale(YAW_ROTATESPEED) * getCorrectedScale(scaleAdjust) * direction; } }; doLookKeys(SB_LOOK_LEFT, -1); doLookKeys(SB_LOOK_RIGHT, 1); if (!movementlocked()) { if (*actions & SB_TURNAROUND) { if (spin == nullAngle) { // currently not spinning, so start a spin spin = -DAngle180; } *actions &= ~SB_TURNAROUND; } if (avel) { // add player's input ang += DAngle::fromDeg(avel); } if (spin < nullAngle) { // return spin to 0 DAngle add = getTicrateScale(!(*actions & SB_CROUCH) ? YAW_SPINSTAND : YAW_SPINCROUCH) * scaleAdjust; spin += add; if (spin > nullAngle) { // Don't overshoot our target. With variable factor this is possible. add -= spin; spin = nullAngle; } ang += add; } } else { spin = nullAngle; } } //--------------------------------------------------------------------------- // // Player's slope tilt when playing without a mouse and on a slope. // //--------------------------------------------------------------------------- void PlayerHorizon::calcviewpitch(const DVector2& pos, DAngle const ang, bool const aimmode, bool const canslopetilt, sectortype* const cursectnum, double const scaleAdjust, bool const climbing) { if (cl_slopetilting && cursectnum != nullptr) { if (aimmode && canslopetilt) // If the floor is sloped { // Get a point, 512 (64 for Blood) units ahead of player's position auto rotpt = pos + ang.ToVector() * (isBlood() ? 4 : 32); auto tempsect = cursectnum; updatesector(rotpt, &tempsect); if (tempsect != nullptr) // If the new point is inside a valid sector... { // Get the floorz as if the new (x,y) point was still in // your sector double const j = getflorzofslopeptr(cursectnum, pos); double const k = getflorzofslopeptr(tempsect, rotpt); // If extended point is in same sector as you or the slopes // of the sector of the extended point and your sector match // closely (to avoid accidently looking straight out when // you're at the edge of a sector line) then adjust horizon // accordingly if (cursectnum == tempsect || (!isBlood() && abs(getflorzofslopeptr(tempsect, rotpt) - k) <= 4)) { horizoff += maphoriz(scaleAdjust * ((j - k) * (!isBlood() ? 0.625 : 5.5))); } } } if (climbing) { // tilt when climbing but you can't even really tell it. if (horizoff < PITCH_HORIZOFFCLIMB) horizoff += getscaledangle(PITCH_HORIZOFFSPEED, scaleAdjust, deltaangle(horizoff, PITCH_HORIZOFFCLIMB), PITCH_HORIZOFFPUSH); } else { // Make horizoff grow towards 0 since horizoff is not modified when you're not on a slope. scaletozero(horizoff, PITCH_HORIZOFFSPEED, scaleAdjust, PITCH_HORIZOFFPUSH); } // Clamp off against the maximum allowed pitch. horizoff = ClampViewPitch(horizoff); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, PlayerAngle* def) { if (arc.BeginObject(keyname)) { arc("ang", w.ang) ("lookang", w.look_ang) ("rotscrnang", w.rotscrnang) ("spin", w.spin) ("inputdisabled", w.inputdisabled) .EndObject(); if (arc.isReading()) { w.oang = w.ang; w.olook_ang = w.look_ang; w.orotscrnang = w.rotscrnang; w.inputdisabled = w.inputdisabled; w.resetadjustment(); } } return arc; } FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerHorizon& w, PlayerHorizon* def) { if (arc.BeginObject(keyname)) { arc("horiz", w.horiz) ("horizoff", w.horizoff) ("inputdisabled", w.inputdisabled) .EndObject(); if (arc.isReading()) { w.ohoriz = w.horiz; w.ohorizoff = w.horizoff; w.inputdisabled = w.inputdisabled; w.resetadjustment(); } } return arc; }