raze/source/core/gamecontrol.h
Mitchell Richters f35bec4a5d - Fix interpolation issues and do other minor fixes following shift to fixedhoriz and binangle.
* When interpolating on the initial setup, when binangle reached an overflow point when going lower than zero, the engine was spinning the player around clockwise to the new angle (2047, for instance).
* Interpolating after casting as uint64_t with a workflow similar to the original games, the issue went away.
* Cleaned up other interpolation functions to be of a consistent workflow.
* Scale keyboard input turning down to degree speeds.
* Uplift some remaining Q16.16 code in `applylook()` to full BAM precision.
* Move static calculations of aim and look speeds for `sethorizon()` back into function since GameTicRate isn't set right before calculation is done.
* Simplify the angle target setup back to a basic value like before.
* Repair SW interpolation issues of weapon sprite drawer when rotating left/right.
* Fix SW death horizon constant values following change of horizon center to 0.
2020-10-08 21:12:21 +11:00

416 lines
8.9 KiB
C++

#pragma once
#include <memory>
#include "c_cvars.h"
#include "zstring.h"
#include "inputstate.h"
#include "gamecvars.h"
#include "tarray.h"
#include "name.h"
#include "memarena.h"
#include "stats.h"
#include "i_time.h"
#include "palentry.h"
#include "pragmas.h"
#include "binaryangle.h"
extern FString currentGame;
extern FString LumpFilter;
class FArgs;
extern bool GUICapture;
extern bool AppActive;
extern cycle_t drawtime, actortime, thinktime, gameupdatetime;
extern bool r_NoInterpolate;
struct MapRecord;
struct FSaveGameNode;
extern MapRecord* g_nextmap;
extern int g_nextskill;
extern FSaveGameNode* g_savenode;
extern FMemArena dump; // this is for memory blocks than cannot be deallocated without some huge effort. Put them in here so that they do not register on shutdown.
extern TMap<FName, int32_t> NameToTileIndex;
int CONFIG_Init();
// I am not sure if anything below will survive for long...
#define MAXMOUSEAXES 2
#define MAXMOUSEDIGITAL (MAXMOUSEAXES*2)
// default mouse scale
#define DEFAULTMOUSEANALOGUESCALE 65536
// default joystick settings
#define DEFAULTJOYSTICKANALOGUESCALE 65536
#define DEFAULTJOYSTICKANALOGUEDEAD 1000
#define DEFAULTJOYSTICKANALOGUESATURATE 9500
void CONFIG_SetupJoystick(void);
void CONFIG_SetGameControllerDefaultsClear();
extern FStringCVar* const CombatMacros[];
void CONFIG_ReadCombatMacros();
int GameMain();
int GetAutomapZoom(int gZoom);
void DrawCrosshair(int deftile, int health, double xdelta, double ydelta, double scale, PalEntry color = 0xffffffff);
void updatePauseStatus();
void DeferedStartGame(MapRecord* map, int skill);
void ChangeLevel(MapRecord* map, int skill);
void CompleteLevel(MapRecord* map);
int getincangle(int c, int n);
fixed_t getincangleq16(fixed_t c, fixed_t n);
struct PlayerHorizon
{
fixedhoriz horiz, ohoriz, horizoff, ohorizoff;
fixed_t target;
double adjustment;
void backup()
{
ohoriz = horiz;
ohorizoff = horizoff;
}
void restore()
{
horiz = ohoriz;
horizoff = ohorizoff;
}
void addadjustment(double value)
{
if (!cl_syncinput)
{
adjustment += value;
}
else
{
horiz += q16horiz(FloatToFixed(value));
}
}
void resetadjustment()
{
adjustment = 0;
}
void settarget(double value, bool backup = false)
{
if (!cl_syncinput)
{
target = FloatToFixed(value);
if (target == 0) target += 1;
}
else
{
horiz = q16horiz(FloatToFixed(value));
if (backup) ohoriz = horiz;
}
}
void processhelpers(double const scaleAdjust)
{
if (target)
{
horiz += q16horiz(xs_CRoundToInt(scaleAdjust * (target - horiz.asq16())));
if (abs(horiz.asq16() - target) < FRACUNIT)
{
horiz = q16horiz(target);
target = 0;
}
}
else if (adjustment)
{
horiz += q16horiz(FloatToFixed(scaleAdjust * adjustment));
}
}
fixedhoriz sum()
{
return horiz + horizoff;
}
fixedhoriz interpolatedsum(double const smoothratio)
{
double const ratio = smoothratio / FRACUNIT;
fixed_t const prev = (ohoriz + ohorizoff).asq16();
fixed_t const curr = (horiz + horizoff).asq16();
return q16horiz(prev + xs_CRoundToInt(ratio * (curr - prev)));
}
};
struct PlayerAngle
{
binangle ang, oang;
lookangle look_ang, olook_ang, rotscrnang, orotscrnang, spin;
double adjustment, target;
void backup()
{
oang = ang;
olook_ang = look_ang;
orotscrnang = rotscrnang;
}
void restore()
{
ang = oang;
look_ang = olook_ang;
rotscrnang = orotscrnang;
}
void addadjustment(double value)
{
if (!cl_syncinput)
{
adjustment += value;
}
else
{
ang += bamang(xs_CRoundToUInt(value * BAMUNIT));
}
}
void resetadjustment()
{
adjustment = 0;
}
void settarget(double value, bool backup = false)
{
if (!cl_syncinput)
{
if (value == 0) value += (1. / BAMUNIT);
target = xs_CRoundToUInt(value * BAMUNIT);
}
else
{
ang = bamang(xs_CRoundToUInt(value * BAMUNIT));
if (backup) oang = ang;
}
}
void processhelpers(double const scaleAdjust)
{
if (target)
{
ang = bamang(ang.asbam() + xs_CRoundToInt(scaleAdjust * (target - ang.asbam())));
if (ang.asbam() - target < BAMUNIT)
{
ang = bamang(target);
target = 0;
}
}
else if (adjustment)
{
ang += bamang(xs_CRoundToUInt(scaleAdjust * adjustment * BAMUNIT));
}
}
binangle sum()
{
return bamang(ang.asbam() + look_ang.asbam());
}
binangle interpolatedsum(double const smoothratio)
{
double const ratio = smoothratio / FRACUNIT;
int32_t const dang = UINT32_MAX / 2;
int64_t const prev = oang.asbam() + olook_ang.asbam();
int64_t const curr = ang.asbam() + look_ang.asbam();
return bamang(prev + xs_CRoundToUInt(ratio * (((curr + dang - prev) & 0xFFFFFFFF) - dang)));
}
lookangle interpolatedrotscrn(double const smoothratio)
{
double const ratio = smoothratio / FRACUNIT;
return bamlook(orotscrnang.asbam() + xs_CRoundToInt(ratio * (rotscrnang.asbam() - orotscrnang.asbam())));
}
};
void processMovement(InputPacket* currInput, InputPacket* inputBuffer, ControlInfo* const hidInput, double const scaleAdjust, int const drink_amt = 0, bool const allowstrafe = true, double const turnscale = 1);
void sethorizon(fixedhoriz* horiz, float const horz, ESyncBits* actions, double const scaleAdjust);
void applylook(PlayerAngle* angle, float const avel, ESyncBits* actions, double const scaleAdjust, bool const crouching);
struct UserConfig
{
FString gamegrp;
FString CommandMap;
FString DefaultDef;
FString DefaultCon;
FString CommandDemo;
FString CommandName;
FString CommandIni;
std::unique_ptr<FArgs> AddDefs;
std::unique_ptr<FArgs> AddCons;
std::unique_ptr<FArgs> AddFiles;
std::unique_ptr<FArgs> AddFilesPre; //To be added before the main directory. Only for legacy options.
std::unique_ptr<FArgs> AddArt;
TArray<FString> toBeDeleted;
bool nomonsters = false;
bool nosound = false;
//bool nomusic = false;
bool nologo = false;
int setupstate = -1;
void ProcessOptions();
};
extern UserConfig userConfig;
extern int nomusic;
extern bool nosound;
inline bool MusicEnabled()
{
return mus_enabled && !nomusic;
}
inline bool SoundEnabled()
{
return snd_enabled && !nosound;
}
enum
{
GAMEFLAG_DUKE = 0x00000001,
GAMEFLAG_NAM = 0x00000002,
GAMEFLAG_NAPALM = 0x00000004,
GAMEFLAG_WW2GI = 0x00000008,
GAMEFLAG_ADDON = 0x00000010,
GAMEFLAG_SHAREWARE = 0x00000020,
GAMEFLAG_DUKEBETA = 0x00000060, // includes 0x20 since it's a shareware beta
GAMEFLAG_PLUTOPAK = 0x00000080,
GAMEFLAG_RR = 0x00000100,
GAMEFLAG_RRRA = 0x00000200,
GAMEFLAG_RRALL = GAMEFLAG_RR | GAMEFLAG_RRRA,
GAMEFLAG_BLOOD = 0x00000800,
GAMEFLAG_SW = 0x00001000,
GAMEFLAG_POWERSLAVE = 0x00002000,
GAMEFLAG_EXHUMED = 0x00004000,
GAMEFLAG_PSEXHUMED = GAMEFLAG_POWERSLAVE | GAMEFLAG_EXHUMED, // the two games really are the same, except for the name and the publisher.
GAMEFLAG_WORLDTOUR = 0x00008000,
GAMEFLAG_DUKEDC = 0x00010000,
GAMEFLAGMASK = 0x0000FFFF, // flags allowed from grpinfo
// We still need these for the parsers.
GAMEFLAG_FURY = 0,
GAMEFLAG_DEER = 0,
};
struct GrpInfo
{
FString name;
FString scriptname;
FString defname;
FString rtsname;
FString gamefilter;
uint32_t CRC = 0;
uint32_t dependencyCRC = 0;
size_t size = 0;
int flags = 0;
bool loaddirectory = false;
bool isAddon = false;
TArray<FString> mustcontain;
TArray<FString> tobedeleted;
TArray<FString> loadfiles;
TArray<FString> loadart;
};
struct GrpEntry
{
FString FileName;
GrpInfo FileInfo;
uint32_t FileIndex;
};
extern int g_gameType;
const char* G_DefaultDefFile(void);
const char* G_DefFile(void);
void LoadDefinitions();
// game check shortcuts
inline bool isNam()
{
return g_gameType & (GAMEFLAG_NAM | GAMEFLAG_NAPALM);
}
inline bool isNamWW2GI()
{
return g_gameType & (GAMEFLAG_NAM | GAMEFLAG_NAPALM |GAMEFLAG_WW2GI);
}
inline bool isWW2GI()
{
return g_gameType & (GAMEFLAG_WW2GI);
}
inline bool isRR()
{
return g_gameType & (GAMEFLAG_RRALL);
}
inline bool isRRRA()
{
return g_gameType & (GAMEFLAG_RRRA);
}
inline bool isWorldTour()
{
return g_gameType & GAMEFLAG_WORLDTOUR;
}
inline bool isPlutoPak()
{
return g_gameType & GAMEFLAG_PLUTOPAK;
}
TArray<GrpEntry> GrpScan();
void S_PauseSound(bool notmusic, bool notsfx);
void S_ResumeSound(bool notsfx);
void S_SetSoundPaused(int state);
void G_FatalEngineError(void);
enum
{
MaxSmoothRatio = FRACUNIT
};
FString G_GetDemoPath();
enum
{
PAUSESFX_MENU = 1,
PAUSESFX_CONSOLE = 2
};
extern int paused;
extern int chatmodeon;
extern bool sendPause;
extern int lastTic;
//---------------------------------------------------------------------------
//
// Return half player's q16look_ang directly or interpolated as required.
//
//---------------------------------------------------------------------------
inline double getHalfLookAng(fixed_t const oq16look_ang, fixed_t const q16look_ang, bool interpolate, double smoothratio)
{
return (!interpolate ? q16look_ang : oq16look_ang + fmulscale16(q16look_ang - oq16look_ang, smoothratio)) * (0.5 / FRACUNIT);
}