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;
}
binangle getincanglebam(binangle a, binangle na)
{
int64_t cura = a.asbam();
int64_t newa = na.asbam();
if(abs(cura-newa) > INT32_MAX)
{
if(newa > INT32_MAX) newa -= UINT32_MAX;
if(cura > INT32_MAX) cura -= UINT32_MAX;
}
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return bamang(uint32_t(newa-cura));
}
//---------------------------------------------------------------------------
//
// Functions for determining whether its turbo turn time (turn key held for a number of tics).
//
//---------------------------------------------------------------------------
/*
// Turbo turn time.
Blood: 24 * 30 = 720;
Duke: 120 / 8 * 30 = 450;
SW: 120 / 8 * 40 = 600;
Exhumed: N/A;
Average: 590.;
*/
enum
{
BUILDTICRATE = 120,
TURBOTURNBASE = 590,
};
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.
//
//---------------------------------------------------------------------------
/*
// 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
Exhumed: 12 * 4 * 30 = 1440;
Average: 1548.75;
// 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
Exhumed: 8 * 4 * 30 = 960;
Average: 890.625;
// Preamble.
Blood: N/A;
Exhumed: 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;
*/
enum
{
RUNNINGTURNBASE = 1549,
NORMALTURNBASE = 891,
PREAMBLEBASE = 234,
};
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 running = !!(inputBuffer->actions & SB_RUN);
int const keymove = gi->playerKeyMove() << running;
float const mousevelscale = keymove * (1.f / 160.f);
double const cntrlvelscale = g_gameType & GAMEFLAG_PSEXHUMED ? 8. : 1.;
double const hidspeed = getTicrateScale(running ? RUNNINGTURNBASE : NORMALTURNBASE) * BAngToDegree;
// process mouse and initial controller input.
if (buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe)
currInput->svel -= xs_CRoundToInt((hidInput->mousemovex * mousevelscale) + (scaleAdjust * hidInput->dyaw * keymove * cntrlvelscale));
else
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currInput->avel += float(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.
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currInput->horz -= float(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
{
bool const turnleft = buttonMap.ButtonDown(gamefunc_Turn_Left) || (buttonMap.ButtonDown(gamefunc_Strafe_Left) && !allowstrafe);
bool const turnright = buttonMap.ButtonDown(gamefunc_Turn_Right) || (buttonMap.ButtonDown(gamefunc_Strafe_Right) && !allowstrafe);
if (turnleft || turnright)
{
double const turnamount = hidspeed * turnscale;
double const preambleturn = turnamount * (double(PREAMBLEBASE) / double(NORMALTURNBASE));
updateTurnHeldAmt(scaleAdjust);
if (turnleft)
currInput->avel -= float(scaleAdjust * (isTurboTurnTime() ? turnamount : preambleturn));
if (turnright)
currInput->avel += float(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;
currInput->svel += drink_amt & 1 ? keymove : -keymove;
}
if (buttonMap.ButtonDown(gamefunc_Move_Backward))
{
currInput->fvel -= keymove;
currInput->svel -= drink_amt & 1 ? keymove : -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.
//
//---------------------------------------------------------------------------
/*
// Aim speed.
Duke: 6 * 30 = 180;
SW: (16 / 2) * 40 = 320;
Average: 250.;
// Look speed.
Duke: 12 * 30 = 360;
SW: 16 * 40 = 640;
Average: 500.;
// Return to centre speed.
Duke: (1 / 3) * 30 = 10;
SW: (1 / 4) * 40 = 10;
Average: 10.;
*/
enum
{
AIMSPEED = 250,
LOOKSPEED = 500,
CNTRSPEED = 10,
};
void PlayerHorizon::applyinput(float const horz, ESyncBits* actions, double const scaleAdjust)
{
// Process only if movewment isn't locked.
if (!movementlocked())
{
// Test if we have input to process.
if (horz || *actions & (SB_AIM_UP | SB_AIM_DOWN | SB_LOOK_UP | SB_LOOK_DOWN))
{
// Store current horizon as true pitch.
double pitch = horiz.aspitch();
// Process mouse input.
if (horz)
{
*actions &= ~SB_CENTERVIEW;
pitch += horz;
}
// Process keyboard input.
auto doKbdInput = [&](ESyncBits_ const up, ESyncBits_ const down, double const rate, bool const lock)
{
if (*actions & (up | down))
{
if (lock) *actions &= ~SB_CENTERVIEW; else *actions |= SB_CENTERVIEW;
double const amount = scaleAdjust * HorizToPitch(getTicrateScale(rate));
if (*actions & down)
pitch -= amount;
if (*actions & up)
pitch += amount;
}
};
doKbdInput(SB_AIM_UP, SB_AIM_DOWN, AIMSPEED, true);
doKbdInput(SB_LOOK_UP, SB_LOOK_DOWN, LOOKSPEED, false);
// clamp before converting back to 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)) && horiz.asq16())
{
// move horiz back to 0
horiz -= getscaledhoriz(CNTRSPEED, scaleAdjust, &horiz);
if (abs(horiz.asq16()) < (FRACUNIT >> 2))
{
// not looking anymore because horiz is back at 0
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.
//
//---------------------------------------------------------------------------
/*
// Rotate return speed.
Duke: (1 / 2) * 30 = 15;
// Look return speed.
Duke: (1 / 4) * 30 = 7.5;
// Rotating speed.
Duke: 24 * 30 = 720;
// Looking speed.
Duke: 152 * 30 = 4560;
// Spin standing speed.
Duke: 128 * 30 = 3840;
Blood: 128 * 30 = 3840;
// Looking speed.
Blood: 64 * 30 = 1920;
*/
enum
{
LOOKROTRETBASE = 15,
ROTATESPEED = 720,
LOOKINGSPEED = 4560,
SPINSTAND = 3840,
SPINCROUCH = 1920,
};
void PlayerAngle::applyinput(float const avel, ESyncBits* actions, double const scaleAdjust)
{
if (rotscrnang.asbam())
{
// return rotscrnang to 0
auto sgn = Sgn(rotscrnang.signedbam());
rotscrnang -= getscaledangle(LOOKROTRETBASE, scaleAdjust, &rotscrnang, sgn);
if (sgn != Sgn(rotscrnang.signedbam())) rotscrnang = bamang(0);
}
if (look_ang.asbam())
{
// return look_ang to 0
look_ang -= getscaledangle(+LOOKROTRETBASE * 0.5, scaleAdjust, &look_ang);
if (abs(look_ang.signedbam()) < (BAMUNIT >> 2)) look_ang = bamang(0);
}
// Process keyboard input.
auto doLookKeys = [&](ESyncBits_ const key, double const direction)
{
if (*actions & key)
{
look_ang += getscaledangle(LOOKINGSPEED, scaleAdjust * direction);
rotscrnang -= getscaledangle(ROTATESPEED, scaleAdjust * direction);
}
};
doLookKeys(SB_LOOK_LEFT, -1);
doLookKeys(SB_LOOK_RIGHT, 1);
if (!movementlocked())
{
if (*actions & SB_TURNAROUND)
{
if (spin == 0)
{
// currently not spinning, so start a spin
spin = -1024.;
}
*actions &= ~SB_TURNAROUND;
}
if (avel)
{
// add player's input
ang += degang(avel);
spin = 0;
}
if (spin < 0)
{
// return spin to 0
double add = getTicrateScale(!(*actions & SB_CROUCH) ? SPINSTAND : SPINCROUCH, scaleAdjust);
spin += add;
if (spin > 0)
{
// Don't overshoot our target. With variable factor this is possible.
add -= spin;
spin = 0;
}
ang += buildfang(add);
}
}
else
{
spin = 0;
}
}
//---------------------------------------------------------------------------
//
// Player's slope tilt when playing without a mouse and on a slope.
//
//---------------------------------------------------------------------------
/*
// Horizoff centre speed.
Duke: (1 / 8) * 30 = 3.75;
SW: (1 / 8) * 40 = 5;
Average: 4.375;
*/
enum
{
// Values used by Duke/SW, where this function originated from.
DEFSINSHIFT = 5,
DEFVIEWPITCH = 160,
// Values used by Blood since it calculates differently to Duke/SW.
BLOODSINSHIFT = 8,
SINSHIFTDELTA = BLOODSINSHIFT - DEFSINSHIFT,
BLOODVIEWPITCH = (0x4000 >> SINSHIFTDELTA) - (DEFVIEWPITCH << (SINSHIFTDELTA - 1)), // 1408.
};
void PlayerHorizon::calcviewpitch(vec2_t const pos, 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() ? BLOODSINSHIFT : DEFSINSHIFT);
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() ? DEFVIEWPITCH : BLOODVIEWPITCH))));
}
}
}
if (climbing)
{
// tilt when climbing but you can't even really tell it.
if (horizoff.asq16() < IntToFixed(100))
{ auto temphorizoff = buildhoriz(100) - horizoff;
horizoff += getscaledhoriz(4.375, scaleAdjust, &temphorizoff, 1.);
}
}
else if (horizoff.asq16())
{
// Make horizoff grow towards 0 since horizoff is not modified when you're not on a slope.
auto sgn = Sgn(horizoff.asq16());
horizoff -= getscaledhoriz(4.375, scaleAdjust, &horizoff, sgn);
if (sgn != Sgn(horizoff.asq16())) 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)
("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;
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerPosition& w, PlayerPosition* def)
{
if (arc.BeginObject(keyname))
{
arc("pos", w.pos).EndObject();
if (arc.isReading())
{
w.opos = w.pos;
}
}
return arc;
}