//------------------------------------------------------------------------- /* 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 "menu.h" #include "gameinput.h" #include "g_input.h" //--------------------------------------------------------------------------- // // CVARs to control input. // //--------------------------------------------------------------------------- CVAR(Bool, cl_noturnscaling, false, CVAR_GLOBALCONFIG | CVAR_ARCHIVE); CVAR(Float, m_pitch, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE) CVAR(Float, m_yaw, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE) CVAR(Float, m_forward, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE) CVAR(Float, m_side, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE) //--------------------------------------------------------------------------- // // Initialised variables. // //--------------------------------------------------------------------------- GameInput gameInput{}; bool crouch_toggle = false; //--------------------------------------------------------------------------- // // Default player movement function for the games. Can be overridden. // //--------------------------------------------------------------------------- void GameInterface::doPlayerMovement() { gameInput.processMovement(); } //--------------------------------------------------------------------------- // // Clears crouch toggle state for new games. // //--------------------------------------------------------------------------- void GameInput::resetCrouchToggle() { crouch_toggle = false; } //--------------------------------------------------------------------------- // // Player's movement function, called from game's ticker or from gi->doPlayerMovement() as required. // //--------------------------------------------------------------------------- void GameInput::processMovement(const double turnscale, const bool allowstrafe, const int drink_amt) { // set up variables. InputPacket thisInput{}; keymove = 1 << int(!!(inputBuffer.actions & SB_RUN)); const auto hidspeed = getTicrateAngle(YAW_TURNSPEEDS[2]); // get all input amounts. const auto turning = buttonMap.ButtonDown(gamefunc_Turn_Right) - buttonMap.ButtonDown(gamefunc_Turn_Left); const auto moving = buttonMap.ButtonDown(gamefunc_Move_Forward) - buttonMap.ButtonDown(gamefunc_Move_Backward) + joyAxes[JOYAXIS_Forward] * scaleAdjust; const auto strafing = buttonMap.ButtonDown(gamefunc_Strafe_Right) - buttonMap.ButtonDown(gamefunc_Strafe_Left) - joyAxes[JOYAXIS_Side] * scaleAdjust; const auto soaring = buttonMap.ButtonDown(gamefunc_Move_Up) - buttonMap.ButtonDown(gamefunc_Move_Down) + joyAxes[JOYAXIS_Up] * scaleAdjust; // process player yaw input. if (!(buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe)) { const double turndir = clamp(turning + strafing * !allowstrafe, -1., 1.); const double tttscale = (cl_noturnscaling || isTurboTurnTime()) ? 1 : (5. / 19.); const DAngle turnspeed = getTicrateAngle(YAW_TURNSPEEDS[keymove] * tttscale); thisInput.ang.Yaw += MOUSE_SCALE * mouseInput.X * m_yaw; thisInput.ang.Yaw -= hidspeed * joyAxes[JOYAXIS_Yaw] * scaleAdjust; thisInput.ang.Yaw += turnspeed * turndir * scaleAdjust; thisInput.ang.Yaw *= turnscale; if (turndir) updateTurnHeldAmt(); else turnheldtime = 0; } else { thisInput.vel.Y += mouseInput.X * MOUSE_SCALE.Degrees() * m_side; thisInput.vel.Y -= joyAxes[JOYAXIS_Yaw] * keymove * scaleAdjust; thisInput.vel.Y += turning * keymove * scaleAdjust; } // process player pitch input. if (!(inputBuffer.actions & SB_AIMMODE)) { thisInput.ang.Pitch -= MOUSE_SCALE * mouseInput.Y * m_pitch; thisInput.ang.Pitch -= hidspeed * joyAxes[JOYAXIS_Pitch] * scaleAdjust; thisInput.ang.Pitch *= turnscale; } else { thisInput.vel.X += mouseInput.Y * MOUSE_SCALE.Degrees() * m_forward; thisInput.vel.X += joyAxes[JOYAXIS_Pitch] * keymove * scaleAdjust; } // process movement input. thisInput.vel.X += moving * keymove; thisInput.vel.Y += strafing * keymove * allowstrafe; thisInput.vel.Z += soaring; // this isn't scaled by running. // process RR's drunk state. if (isRR() && drink_amt >= 66 && drink_amt <= 87) { thisInput.vel.Y += drink_amt & 1 ? -thisInput.vel.X : thisInput.vel.X; } // add collected input to game's local input accumulation packet. inputBuffer.vel += thisInput.vel; inputBuffer.ang += thisInput.ang; // directly update player angles if we can. if (scaleAdjust < 1) { PlayerArray[myconnectindex]->CameraAngles += thisInput.ang; } } //--------------------------------------------------------------------------- // // Player's vehicle movement function. // //--------------------------------------------------------------------------- void GameInput::processVehicle(const double baseVel, const double velScale, const unsigned flags) { // open up input packet for this session. InputPacket thisInput{}; // mask out all actions not compatible with vehicles. inputBuffer.actions &= ~(SB_WEAPONMASK_BITS | SB_TURNAROUND | SB_CENTERVIEW | SB_HOLSTER | SB_JUMP | SB_CROUCH | SB_RUN | SB_AIM_UP | SB_AIM_DOWN | SB_AIMMODE | SB_LOOK_UP | SB_LOOK_DOWN | SB_LOOK_LEFT | SB_LOOK_RIGHT); if ((keymove = !!(flags & VEH_CANMOVE))) { const auto kbdForwards = buttonMap.ButtonDown(gamefunc_Move_Forward) || buttonMap.ButtonDown(gamefunc_Strafe); const auto kbdBackward = buttonMap.ButtonDown(gamefunc_Move_Backward); thisInput.vel.X = kbdForwards - kbdBackward + joyAxes[JOYAXIS_Forward]; inputBuffer.vel.X += thisInput.vel.X; // This sync bit is the brake key. if (buttonMap.ButtonDown(gamefunc_Run)) inputBuffer.actions |= SB_CROUCH; } if (flags & VEH_CANTURN) { // Keyboard turning. const auto kbdLeft = buttonMap.ButtonDown(gamefunc_Turn_Left) || buttonMap.ButtonDown(gamefunc_Strafe_Left); const auto kbdRight = buttonMap.ButtonDown(gamefunc_Turn_Right) || buttonMap.ButtonDown(gamefunc_Strafe_Right); const auto kbdDir = kbdRight - kbdLeft; // Input device turning. const auto hidLeft = mouseInput.X < 0 || joyAxes[JOYAXIS_Yaw] > 0; const auto hidRight = mouseInput.X > 0 || joyAxes[JOYAXIS_Yaw] < 0; const auto hidDir = hidRight - hidLeft; // Velocity setup. const auto scaleVel = !(flags & VEH_SCALETURN) && (cl_noturnscaling || hidDir || isTurboTurnTime()); const auto turnVel = scaleVel ? baseVel : baseVel * velScale; const auto mouseVel = abs(turnVel * mouseInput.X * m_yaw) * (45. / 2048.) / scaleAdjust; // Apply inputs. thisInput.ang.Yaw += DAngle::fromDeg(((mouseVel > 1) ? g_sqrt(mouseVel) : mouseVel) * Sgn(turnVel) * Sgn(mouseInput.X) * Sgn(m_yaw)); thisInput.ang.Yaw -= DAngle::fromDeg(turnVel * joyAxes[JOYAXIS_Yaw] - turnVel * kbdDir); thisInput.ang.Yaw *= scaleAdjust; inputBuffer.ang.Yaw += thisInput.ang.Yaw; if (kbdDir) updateTurnHeldAmt(); else turnheldtime = 0; } else { turnheldtime = 0; } // directly update player angles if we can. if (scaleAdjust < 1) { PlayerArray[myconnectindex]->CameraAngles += thisInput.ang; } } //--------------------------------------------------------------------------- // // Processes all the input bits. // //--------------------------------------------------------------------------- void GameInput::processInputBits() { if (WeaponToSend != 0) inputBuffer.setNewWeapon(WeaponToSend); WeaponToSend = 0; if (buttonMap.ButtonDown(gamefunc_Dpad_Select)) { // These buttons should not autorepeat. The game handlers are not really equipped for that. if (joyAxes[JOYAXIS_Forward] > 0 && !(dpad_lock & 1)) { dpad_lock |= 1; inputBuffer.setNewWeapon(WeaponSel_Prev); } else dpad_lock &= ~1; if (joyAxes[JOYAXIS_Forward] < 0 && !(dpad_lock & 2)) { dpad_lock |= 2; inputBuffer.setNewWeapon(WeaponSel_Next); } else dpad_lock &= ~2; if ((joyAxes[JOYAXIS_Side] < 0 || joyAxes[JOYAXIS_Yaw] > 0) && !(dpad_lock & 4)) { dpad_lock |= 4; inputBuffer.actions |= SB_INVPREV; } else dpad_lock &= ~4; if ((joyAxes[JOYAXIS_Side] > 0 || joyAxes[JOYAXIS_Yaw] < 0) && !(dpad_lock & 8)) { dpad_lock |= 8; inputBuffer.actions |= SB_INVNEXT; } else dpad_lock &= ~8; // This eats the controller input for regular use joyAxes[JOYAXIS_Side] = 0; joyAxes[JOYAXIS_Forward] = 0; joyAxes[JOYAXIS_Yaw] = 0; } else dpad_lock = 0; const auto crouchFlags = PlayerArray[myconnectindex]->getCrouchFlags(); inputBuffer.actions |= ActionsToSend; ActionsToSend = 0; if (buttonMap.ButtonDown(gamefunc_Aim_Up) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && joyAxes[JOYAXIS_Forward] > 0)) { inputBuffer.actions |= SB_AIM_UP; inputBuffer.actions &= ~SB_CENTERVIEW; } if ((buttonMap.ButtonDown(gamefunc_Aim_Down) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && joyAxes[JOYAXIS_Forward] < 0))) { inputBuffer.actions |= SB_AIM_DOWN; inputBuffer.actions &= ~SB_CENTERVIEW; } if (buttonMap.ButtonDown(gamefunc_Toggle_Crouch)) { const bool canCrouch = crouchFlags & CS_CANCROUCH; crouch_toggle = !crouch_toggle && canCrouch; if (canCrouch) buttonMap.ClearButton(gamefunc_Toggle_Crouch); } if (buttonMap.ButtonDown(gamefunc_Crouch) || buttonMap.ButtonDown(gamefunc_Jump) || (crouchFlags & CS_DISABLETOGGLE)) crouch_toggle = false; if (buttonMap.ButtonDown(gamefunc_Crouch) || buttonMap.ButtonDown(gamefunc_Toggle_Crouch) || crouch_toggle) inputBuffer.actions |= SB_CROUCH; if (buttonMap.ButtonDown(gamefunc_Dpad_Aiming)) joyAxes[JOYAXIS_Forward] = 0; if (buttonMap.ButtonDown(gamefunc_Jump)) inputBuffer.actions |= SB_JUMP; if (buttonMap.ButtonDown(gamefunc_Fire)) inputBuffer.actions |= SB_FIRE; if (buttonMap.ButtonDown(gamefunc_Alt_Fire)) inputBuffer.actions |= SB_ALTFIRE; if (buttonMap.ButtonDown(gamefunc_Open)) { if (isBlood() || isExhumed()) buttonMap.ClearButton(gamefunc_Open); inputBuffer.actions |= SB_OPEN; } if (G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run))) inputBuffer.actions |= SB_RUN; if (!in_mousemode && !buttonMap.ButtonDown(gamefunc_Mouse_Aiming)) inputBuffer.actions |= SB_AIMMODE; if (buttonMap.ButtonDown(gamefunc_Look_Up)) inputBuffer.actions |= SB_LOOK_UP; if (buttonMap.ButtonDown(gamefunc_Look_Down)) inputBuffer.actions |= SB_LOOK_DOWN; if (buttonMap.ButtonDown(gamefunc_Look_Left)) inputBuffer.actions |= SB_LOOK_LEFT; if (buttonMap.ButtonDown(gamefunc_Look_Right)) inputBuffer.actions |= SB_LOOK_RIGHT; if (buttonMap.ButtonDown(gamefunc_Quick_Kick)) inputBuffer.actions |= SB_QUICK_KICK; } //--------------------------------------------------------------------------- // // Processes input and returns a packet if provided. // //--------------------------------------------------------------------------- void GameInput::getInput(InputPacket* packet) { I_GetEvent(); SendAction(PlayerArray[myconnectindex]->cmd.ucmd.actions & SB_CENTERVIEW); if (M_Active() || gamestate != GS_LEVEL) { inputBuffer = {}; return; } I_GetAxes(joyAxes); processInputBits(); if (!paused) gi->doPlayerMovement(); mouseInput.Zero(); if (packet) { const DVector3& maxVel = MAXVEL[keymove]; *packet = { clamp(inputBuffer.vel, -maxVel, maxVel), clamp(inputBuffer.ang, -MAXANG, MAXANG), inputBuffer.actions }; inputBuffer = {}; } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- CCMD(slot) { // The max differs between games so we have to handle this here. const bool isDukeShareware = (g_gameType & (GAMEFLAG_DUKE | GAMEFLAG_SHAREWARE)) == (GAMEFLAG_DUKE | GAMEFLAG_SHAREWARE); const int max = isExhumed() || isDukeShareware ? WeaponSel_MaxExhumed : isBlood() ? WeaponSel_MaxBlood : WeaponSel_Max; if (argv.argc() != 2) { Printf("slot : select a weapon from the given slot (1-%d)", max); return; } const auto slot = atoi(argv[1]); if (slot >= 1 && slot <= max) { gameInput.SendWeapon(slot); } } CCMD(weapprev) { gameInput.SendWeapon(WeaponSel_Prev); } CCMD(weapnext) { gameInput.SendWeapon(WeaponSel_Next); } CCMD(weapalt) { gameInput.SendWeapon(WeaponSel_Alt); // Only used by SW - should also be made usable by Blood ans Duke which put multiple weapons in the same slot. } CCMD(useitem) { const int max = isExhumed() ? 6 : isSWALL() ? 7 : isBlood() ? 4 : 5; if (argv.argc() != 2) { Printf("useitem : activates an inventory item (1-%d)", max); return; } const auto slot = atoi(argv[1]); if (slot >= 1 && slot <= max) { gameInput.SendAction(ESyncBits::FromInt(SB_ITEM_BIT_1 << (slot - 1))); } } CCMD(invprev) { gameInput.SendAction(SB_INVPREV); } CCMD(invnext) { gameInput.SendAction(SB_INVNEXT); } CCMD(invuse) { gameInput.SendAction(SB_INVUSE); } CCMD(centerview) { gameInput.SendAction(SB_CENTERVIEW); } CCMD(turnaround) { gameInput.SendAction(SB_TURNAROUND); } CCMD(holsterweapon) { gameInput.SendAction(SB_HOLSTER); } CCMD(third_person_view) { gi->ToggleThirdPerson(); } CCMD(coop_view) { gi->SwitchCoopView(); } CCMD(show_weapon) { gi->ToggleShowWeapon(); }