raze/source/core/gamecontrol.h
Christoph Oelckers fe2e96d3a6 Merge branch 'master' into InputContinuation
# Conflicts:
#	source/games/duke/src/duke3d.h
2020-10-10 21:39:27 +02:00

412 lines
8.8 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;
extern MapRecord* g_nextmap;
extern int g_nextskill;
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.
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, bool nostopsound = false);
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);
}