//------------------------------------------------------------------------- /* Copyright (C) 2023 Christoph Oelckers Copyright (C) 2023 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 "gameinput.h" //--------------------------------------------------------------------------- // // Input constants used throughout associated functions. // //--------------------------------------------------------------------------- static constexpr double ROLL_TILTAVELSCALE = (1966426. / 12000000.); static constexpr DAngle ROLL_TILTAVELMAX = DAngle::fromDeg(90. / 32. * 1.5); static constexpr double ROLL_TILTRETURN = 15.; static constexpr double YAW_LOOKINGSPEED = 801.5625; static constexpr double YAW_ROTATESPEED = 63.28125; static constexpr double YAW_LOOKRETURN = 7.5; static constexpr double YAW_SPINSTAND = 675.; static constexpr double YAW_SPINCROUCH = YAW_SPINSTAND * 0.5; static constexpr double PITCH_LOOKSPEED = (269426662. / 1209103.); static constexpr double PITCH_AIMSPEED = PITCH_LOOKSPEED * 0.5; static constexpr double PITCH_CENTERSPEED = 10.7375; static constexpr double PITCH_HORIZOFFSPEED = 4.375; static constexpr DAngle PITCH_CNTRSINEOFFSET = DAngle90 / 8.; static constexpr DAngle PITCH_HORIZOFFCLIMB = DAngle::fromDeg(-127076387. / 3344227.); static constexpr DAngle PITCH_HORIZOFFPUSH = DAngle::fromDeg(14115687. / 31535389.); //--------------------------------------------------------------------------- // // CVARs to control view rolling. // //--------------------------------------------------------------------------- EXTERN_CVAR(Int, vr_mode) CVAR(Float, cl_viewtiltscale, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE); CUSTOM_CVAR(Int, cl_viewtilting, 0, CVAR_GLOBALCONFIG | CVAR_ARCHIVE) { if (self < 0) self = 0; else if (self > 3) self = 3; } //--------------------------------------------------------------------------- // // Adjust player's pitch by way of keyboard input. // //--------------------------------------------------------------------------- void DCorePlayer::doPitchInput() { // Add player's mouse/device input. if (cmd.ucmd.ang.Pitch.Degrees()) { actor->spr.Angles.Pitch += cmd.ucmd.ang.Pitch * gameInput.SyncInput(); cmd.ucmd.actions &= ~SB_CENTERVIEW; } // Set up a myriad of bools. const auto aimingUp = (cmd.ucmd.actions & SB_LOOK_UP) == SB_AIM_UP; const auto aimingDown = (cmd.ucmd.actions & SB_LOOK_DOWN) == SB_AIM_DOWN; const auto lookingUp = (cmd.ucmd.actions & SB_LOOK_UP) == SB_LOOK_UP; const auto lookingDown = (cmd.ucmd.actions & SB_LOOK_DOWN) == SB_LOOK_DOWN; // Process keyboard input. if (const auto aiming = aimingDown - aimingUp) { actor->spr.Angles.Pitch += getTicrateAngle(PITCH_AIMSPEED * aiming); cmd.ucmd.actions &= ~SB_CENTERVIEW; } if (const auto looking = lookingDown - lookingUp) { actor->spr.Angles.Pitch += getTicrateAngle(PITCH_LOOKSPEED * looking); cmd.ucmd.actions |= SB_CENTERVIEW; } // Do return to centre. if ((cmd.ucmd.actions & SB_CENTERVIEW) && !(lookingUp || lookingDown)) { const auto pitch = abs(actor->spr.Angles.Pitch); const auto scale = pitch > PITCH_CNTRSINEOFFSET ? (pitch - PITCH_CNTRSINEOFFSET).Cos() : 1.; if (scaletozero(actor->spr.Angles.Pitch, PITCH_CENTERSPEED * scale)) cmd.ucmd.actions &= ~SB_CENTERVIEW; } // clamp before we finish, factoring in the player's view pitch offset. const auto maximum = GetMaxPitch() - ViewAngles.Pitch * (ViewAngles.Pitch < nullAngle); const auto minimum = GetMinPitch() - ViewAngles.Pitch * (ViewAngles.Pitch > nullAngle); actor->spr.Angles.Pitch = clamp(actor->spr.Angles.Pitch, maximum, minimum); } //--------------------------------------------------------------------------- // // Adjust player's yaw by way of keyboard input. // //--------------------------------------------------------------------------- void DCorePlayer::doYawInput() { // Add player's mouse/device input. actor->spr.Angles.Yaw += cmd.ucmd.ang.Yaw * gameInput.SyncInput(); if (cmd.ucmd.actions & SB_TURNAROUND) { if (YawSpin == nullAngle) { // currently not spinning, so start a spin YawSpin = -DAngle180; } cmd.ucmd.actions &= ~SB_TURNAROUND; } if (YawSpin < nullAngle) { // return spin to 0 DAngle add = getTicrateAngle(!(cmd.ucmd.actions & SB_CROUCH) ? YAW_SPINSTAND : YAW_SPINCROUCH); YawSpin += add; if (YawSpin > nullAngle) { // Don't overshoot our target. With variable factor this is possible. add -= YawSpin; YawSpin = nullAngle; } actor->spr.Angles.Yaw += add; } } //--------------------------------------------------------------------------- // // Player's slope tilt when playing without a mouse and on a slope. // //--------------------------------------------------------------------------- void DCorePlayer::doViewPitch(const bool canslopetilt, const bool climbing) { if (cl_slopetilting && canslopetilt) { const auto actorsect = actor->sector(); if (actorsect && (actorsect->floorstat & CSTAT_SECTOR_SLOPE)) // If the floor is sloped { // Get a point, 512 (64 for Blood) units ahead of player's position const auto rotpt = actor->spr.pos.XY() + actor->spr.Angles.Yaw.ToVector() * (!isBlood() ? 32 : 4); auto tempsect = actorsect; updatesector(rotpt, &tempsect); if (tempsect != nullptr) // If the new point is inside a valid sector... { // Get the floorz as if the new (x,y) point was still in // your sector, unless it's Blood. const double j = getflorzofslopeptr(actorsect, actor->spr.pos.XY()); const double k = getflorzofslopeptr(!isBlood() ? actorsect : tempsect, rotpt); // 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 (actorsect == tempsect || (!isBlood() && abs(getflorzofslopeptr(tempsect, rotpt) - k) <= 4)) { ViewAngles.Pitch -= maphoriz((j - k) * (!isBlood() ? 0.625 : 5.5)); } } } } if (cl_slopetilting && climbing) { // tilt when climbing but you can't even really tell it. if (ViewAngles.Pitch > PITCH_HORIZOFFCLIMB) ViewAngles.Pitch += getscaledangle(deltaangle(ViewAngles.Pitch, PITCH_HORIZOFFCLIMB), PITCH_HORIZOFFSPEED, PITCH_HORIZOFFPUSH); } else { // Make horizoff grow towards 0 since horizoff is not modified when you're not on a slope. scaletozero(ViewAngles.Pitch, PITCH_HORIZOFFSPEED, PITCH_HORIZOFFPUSH); } } //--------------------------------------------------------------------------- // // Player's look left/right key angle handler. // //--------------------------------------------------------------------------- void DCorePlayer::doViewYaw() { // Process angle return to zeros. scaletozero(ViewAngles.Yaw, YAW_LOOKRETURN); scaletozero(ViewAngles.Roll, YAW_LOOKRETURN); // Process keyboard input. if (const auto looking = !!(cmd.ucmd.actions & SB_LOOK_RIGHT) - !!(cmd.ucmd.actions & SB_LOOK_LEFT)) { ViewAngles.Yaw += getTicrateAngle(YAW_LOOKINGSPEED * looking); ViewAngles.Roll += getTicrateAngle(YAW_ROTATESPEED * looking); } } //--------------------------------------------------------------------------- // // View tilting effects, mostly for Exhumed to enhance its gameplay feel. // //--------------------------------------------------------------------------- void DCorePlayer::doRollInput(const bool bUnderwater) { // Allow viewtilting if we're not in a VR mode. if (!vr_mode) { // Scale/attenuate tilting based on player actions. const auto nMaxVel = GetMaxInputVel(); const auto rollAmp = cl_viewtiltscale / (1 + bUnderwater); const auto runScale = 1. / (1 + !(cmd.ucmd.actions & SB_RUN)); const auto strafeScale = 1 + !!cmd.ucmd.vel.Y; if (cl_viewtilting == 1) { // Console-like yaw rolling. Adjustment == ~(90/32) for keyboard turning. Clamp is 1.5x this value. const auto rollAdj = cmd.ucmd.ang.Yaw * ROLL_TILTAVELSCALE * rollAmp; const auto rollMax = ROLL_TILTAVELMAX * cl_viewtiltscale; scaletozero(actor->spr.Angles.Roll, ROLL_TILTRETURN); actor->spr.Angles.Roll = clamp(actor->spr.Angles.Roll + rollAdj, -rollMax, rollMax); } else if (cl_viewtilting == 2) { // Quake-like strafe rolling. Adjustment == (90/48) for running keyboard strafe. const auto rollAdj = StrafeVel * strafeScale * rollAmp; const auto rollMax = nMaxVel * runScale * cl_viewtiltscale; actor->spr.Angles.Roll = DAngle::fromDeg(clamp(rollAdj, -rollMax, rollMax) * (1.875 / nMaxVel)); } else if (cl_viewtilting == 3) { // Movement rolling from player's velocity. Adjustment == (90/48) for running keyboard strafe. const auto rollAdj = GetInputVelocity().Rotated(-actor->spr.Angles.Yaw).Y * strafeScale * rollAmp; const auto rollMax = nMaxVel * runScale * cl_viewtiltscale; actor->spr.Angles.Roll = DAngle::fromDeg(clamp(rollAdj, -rollMax, rollMax) * (1.875 / nMaxVel)); } else { // Always reset roll if we're not tilting at all. actor->spr.Angles.Roll = nullAngle; } } else { // Add player's device input. actor->spr.Angles.Roll += cmd.ucmd.ang.Roll * gameInput.SyncInput(); } }