//------------------------------------------------------------------------- /* 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 "build.h" CVARD(Bool, invertmousex, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "invert horizontal mouse movement") CVARD(Bool, invertmouse, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "invert vertical mouse movement") //--------------------------------------------------------------------------- // // code fron gameexec/conrun // //--------------------------------------------------------------------------- int getincangle(int a, int na) { a &= 2047; na &= 2047; if(abs(a-na) >= 1024) { if(na > 1024) na -= 2048; if(a > 1024) a -= 2048; } return na-a; } double getincanglef(double a, double na) { a = fmod(a, 2048.); na = fmod(na, 2048.); if(fabs(a-na) >= 1024) { if(na > 1024) na -= 2048; if(a > 1024) a -= 2048; } return na-a; } fixed_t getincangleq16(fixed_t a, fixed_t na) { a &= 0x7FFFFFF; na &= 0x7FFFFFF; if(abs(a-na) >= IntToFixed(1024)) { if(na > IntToFixed(1024)) na -= IntToFixed(2048); if(a > IntToFixed(1024)) a -= IntToFixed(2048); } return na-a; } lookangle getincanglebam(binangle a, binangle na) { int64_t cura = a.asbam() & 0xFFFFFFFF; int64_t newa = na.asbam() & 0xFFFFFFFF; if(abs(cura-newa) >= BAngToBAM(1024)) { if(newa > BAngToBAM(1024)) newa -= BAngToBAM(2048); if(cura > BAngToBAM(1024)) cura -= BAngToBAM(2048); } return bamlook(newa-cura); } //--------------------------------------------------------------------------- // // 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 += scaleAdjust * (120. / GameTicRate); } bool const isTurboTurnTime() { return turnheldtime >= 590. / GameTicRate; } void resetTurnHeldAmt() { turnheldtime = 0; } //--------------------------------------------------------------------------- // // Player's movement function, called from game's ticker or from gi->GetInput() as required. // //--------------------------------------------------------------------------- /* // Running speed. Blood: 92 / 4 * 2 * 30 = 1380; Duke: 15 * 2 * 2 * 30 = 1800; SW: 28 * 1.40625 * 40 = 1575; // Precisely, ((((28 * 12) + ((28 * 12) / 4)) * 3) / 32) * 40 Average: 1585.; // Normal speed. Blood: 92 / 4 * 30 = 690; Duke: 15 * 2 * 30 = 900; SW: 18 * 1.40625 * 40 = 1012.5; // Precisely, (((((12 + 6) * 12) + (((12 + 6) * 12) / 4)) * 3) / 32) * 40 Average: 867.5; // Preamble. Blood: N/A; Duke: 5 * 2 * 30 = 300; SW: 3 * 1.40625 * 40 = 168.75; // Precisely, ((((3 * 12) + ((3 * 12) / 4)) * 3) / 32) * 40 Average: 234.375; Ratio: 867.5 / 234.375 = (2776. / 750.); // Turbo turn time. Blood: 24 * 30 = 720; Duke: 128 / 8 * 30 = 450; SW: 128 / 8 * 40 = 600; Average: 590.; */ void processMovement(InputPacket* currInput, InputPacket* inputBuffer, ControlInfo* const hidInput, double const scaleAdjust, int const drink_amt, bool const allowstrafe, double const turnscale) { // set up variables int const running = !!(inputBuffer->actions & SB_RUN); int const keymove = gi->playerKeyMove() << running; int const cntrlvelscale = g_gameType & GAMEFLAG_PSEXHUMED ? 8 : 1; float const mousevelscale = keymove / 160.f; double const hidspeed = ((running ? 1585. : 867.5) / GameTicRate) * BAngToDegree; // process mouse and initial controller input. if (buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe) currInput->svel -= xs_CRoundToInt((hidInput->mousemovex * mousevelscale) + (scaleAdjust * (hidInput->dyaw / 60) * keymove * cntrlvelscale)); else currInput->avel += hidInput->mouseturnx + (scaleAdjust * hidInput->dyaw * hidspeed * turnscale); if (!(inputBuffer->actions & SB_AIMMODE)) currInput->horz -= hidInput->mouseturny; else currInput->fvel -= xs_CRoundToInt(hidInput->mousemovey * mousevelscale); if (invertmouse) currInput->horz = -currInput->horz; if (invertmousex) currInput->avel = -currInput->avel; // process remaining controller input. currInput->horz -= scaleAdjust * hidInput->dpitch * hidspeed; currInput->svel += xs_CRoundToInt(scaleAdjust * hidInput->dx * keymove * cntrlvelscale); currInput->fvel += xs_CRoundToInt(scaleAdjust * hidInput->dz * keymove * cntrlvelscale); // process keyboard turning keys. if (buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe) { if (abs(inputBuffer->svel) < keymove) { if (buttonMap.ButtonDown(gamefunc_Turn_Left)) currInput->svel += keymove; if (buttonMap.ButtonDown(gamefunc_Turn_Right)) currInput->svel -= keymove; } } else { double turnamount = hidspeed * turnscale; double preambleturn = turnamount * (750. / 2776.); // allow Exhumed to use its legacy values given the drastic difference from the other games. if ((g_gameType & GAMEFLAG_PSEXHUMED) && cl_exhumedoldturn) { preambleturn = turnamount = (running ? 12 : 8) * BAngToDegree; } if (buttonMap.ButtonDown(gamefunc_Turn_Left) || (buttonMap.ButtonDown(gamefunc_Strafe_Left) && !allowstrafe)) { updateTurnHeldAmt(scaleAdjust); currInput->avel -= scaleAdjust * (isTurboTurnTime() ? turnamount : preambleturn); } else if (buttonMap.ButtonDown(gamefunc_Turn_Right) || (buttonMap.ButtonDown(gamefunc_Strafe_Right) && !allowstrafe)) { updateTurnHeldAmt(scaleAdjust); currInput->avel += scaleAdjust * (isTurboTurnTime() ? turnamount : preambleturn); } else { resetTurnHeldAmt(); } } // process keyboard forward/side velocity keys. if (abs(inputBuffer->svel) < keymove) { if (buttonMap.ButtonDown(gamefunc_Strafe_Left) && allowstrafe) currInput->svel += keymove; if (buttonMap.ButtonDown(gamefunc_Strafe_Right) && allowstrafe) currInput->svel -= keymove; } if (abs(inputBuffer->fvel) < keymove) { if (isRR() && drink_amt >= 66 && drink_amt <= 87) { if (buttonMap.ButtonDown(gamefunc_Move_Forward)) { currInput->fvel += keymove; if (drink_amt & 1) currInput->svel += keymove; else currInput->svel -= keymove; } if (buttonMap.ButtonDown(gamefunc_Move_Backward)) { currInput->fvel -= keymove; if (drink_amt & 1) currInput->svel -= keymove; else currInput->svel += keymove; } } else { if (buttonMap.ButtonDown(gamefunc_Move_Forward)) currInput->fvel += keymove; if (buttonMap.ButtonDown(gamefunc_Move_Backward)) currInput->fvel -= keymove; } } // 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 sethorizon(PlayerHorizon* horizon, float const horz, ESyncBits* actions, double const scaleAdjust) { // Process only if no targeted horizon set. if (!horizon->targetset()) { // Store current horizon as true pitch. double pitch = horizon->horiz.aspitch(); if (horz) { *actions &= ~SB_CENTERVIEW; pitch += horz; } // this is the locked type if (*actions & (SB_AIM_UP|SB_AIM_DOWN)) { *actions &= ~SB_CENTERVIEW; double const amount = HorizToPitch(250. / GameTicRate); if (*actions & SB_AIM_DOWN) pitch -= scaleAdjust * amount; if (*actions & SB_AIM_UP) pitch += scaleAdjust * amount; } // this is the unlocked type if (*actions & (SB_LOOK_UP|SB_LOOK_DOWN)) { *actions |= SB_CENTERVIEW; double const amount = HorizToPitch(500. / GameTicRate); if (*actions & SB_LOOK_DOWN) pitch -= scaleAdjust * amount; if (*actions & SB_LOOK_UP) pitch += scaleAdjust * amount; } // clamp before converting back to horizon horizon->horiz = q16horiz(clamp(PitchToHoriz(pitch), gi->playerHorizMin(), gi->playerHorizMax())); // return to center if conditions met. if ((*actions & SB_CENTERVIEW) && !(*actions & (SB_LOOK_UP|SB_LOOK_DOWN))) { if (abs(horizon->horiz.asq16()) > FloatToFixed(0.25)) { // move horiz back to 0 horizon->horiz -= q16horiz(xs_CRoundToInt(scaleAdjust * horizon->horiz.asq16() * (10. / GameTicRate))); } else { // not looking anymore because horiz is back at 0 horizon->horiz = q16horiz(0); *actions &= ~SB_CENTERVIEW; } } } else { *actions &= ~SB_CENTERVIEW; } } //--------------------------------------------------------------------------- // // Player's angle function, called from game's ticker or from gi->GetInput() as required. // //--------------------------------------------------------------------------- void applylook(PlayerAngle* angle, float const avel, ESyncBits* actions, double const scaleAdjust) { // return q16rotscrnang to 0 and set to 0 if less than a quarter of a unit angle->rotscrnang -= bamlook(xs_CRoundToInt(scaleAdjust * angle->rotscrnang.asbam() * (15. / GameTicRate))); if (abs(angle->rotscrnang.asbam()) < (BAMUNIT >> 2)) angle->rotscrnang = bamlook(0); // return q16look_ang to 0 and set to 0 if less than a quarter of a unit angle->look_ang -= bamlook(xs_CRoundToInt(scaleAdjust * angle->look_ang.asbam() * (7.5 / GameTicRate))); if (abs(angle->look_ang.asbam()) < (BAMUNIT >> 2)) angle->look_ang = bamlook(0); if (*actions & SB_LOOK_LEFT) { // start looking left angle->look_ang -= bamlook(xs_CRoundToInt(scaleAdjust * (4560. / GameTicRate) * BAMUNIT)); angle->rotscrnang += bamlook(xs_CRoundToInt(scaleAdjust * (720. / GameTicRate) * BAMUNIT)); } if (*actions & SB_LOOK_RIGHT) { // start looking right angle->look_ang += bamlook(xs_CRoundToInt(scaleAdjust * (4560. / GameTicRate) * BAMUNIT)); angle->rotscrnang -= bamlook(xs_CRoundToInt(scaleAdjust * (720. / GameTicRate) * BAMUNIT)); } if (!angle->targetset()) { if (*actions & SB_TURNAROUND) { if (angle->spin.asbam() == 0) { // currently not spinning, so start a spin angle->spin = buildlook(-1024); } *actions &= ~SB_TURNAROUND; } if (angle->spin.asbam() < 0) { // return spin to 0 lookangle add = bamlook(xs_CRoundToUInt(scaleAdjust * ((!(*actions & SB_CROUCH) ? 3840. : 1920.) / GameTicRate) * BAMUNIT)); angle->spin += add; if (angle->spin.asbam() > 0) { // Don't overshoot our target. With variable factor this is possible. add -= angle->spin; angle->spin = bamlook(0); } angle->ang += bamang(add.asbam()); } if (avel) { // add player's input angle->ang += degang(avel); angle->spin = bamlook(0); } } else { angle->spin = bamlook(0); } } //--------------------------------------------------------------------------- // // Player's slope tilt when playing without a mouse and on a slope. // //--------------------------------------------------------------------------- void calcviewpitch(vec2_t const pos, fixedhoriz* horizoff, binangle const ang, bool const aimmode, bool const canslopetilt, int const cursectnum, double const scaleAdjust, bool const climbing) { if (cl_slopetilting) { if (aimmode && canslopetilt) // If the floor is sloped { // Get a point, 512 (64 for Blood) units ahead of player's position int const shift = -(isBlood() ? 8 : 5); int const x = pos.x + ang.bcos(shift); int const y = pos.y + ang.bsin(shift); int16_t tempsect = cursectnum; updatesector(x, y, &tempsect); if (tempsect >= 0) // If the new point is inside a valid sector... { // Get the floorz as if the new (x,y) point was still in // your sector int const j = getflorzofslope(cursectnum, pos.x, pos.y); int const k = getflorzofslope(tempsect, x, y); // 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(getflorzofslope(tempsect, x, y) - k) <= (4 << 8))) { *horizoff += q16horiz(xs_CRoundToInt(scaleAdjust * ((j - k) * (!isBlood() ? 160 : 1408)))); } } } if (climbing) { // tilt when climbing but you can't even really tell it. if (horizoff->asq16() < IntToFixed(100)) *horizoff += q16horiz(xs_CRoundToInt(scaleAdjust * (((IntToFixed(100) - horizoff->asq16()) >> 3) + FRACUNIT))); } else { // Make horizoff grow towards 0 since horizoff is not modified when you're not on a slope. if (horizoff->asq16() > 0) { *horizoff += q16horiz(xs_CRoundToInt(-scaleAdjust * ((horizoff->asq16() >> 3) + FRACUNIT))); if (horizoff->asq16() < 0) *horizoff = q16horiz(0); } if (horizoff->asq16() < 0) { *horizoff += q16horiz(xs_CRoundToInt(-scaleAdjust * ((horizoff->asq16() >> 3) - FRACUNIT))); if (horizoff->asq16() > 0) *horizoff = q16horiz(0); } } } } 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) .EndObject(); if (arc.isReading()) { w.oang = w.ang; w.olook_ang = w.look_ang; w.orotscrnang = w.rotscrnang; 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) .EndObject(); if (arc.isReading()) { w.ohoriz = w.horiz; w.ohorizoff = w.horizoff; w.resetadjustment(); } } return arc; }