raze/source/core/gameinput.cpp

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//-------------------------------------------------------------------------
/*
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;
}