#pragma once #include "serializer.h" #include "gamefuncs.h" enum : unsigned { CS_CANCROUCH = 1, CS_DISABLETOGGLE = 2, }; enum : unsigned { VEH_CANMOVE = 1, VEH_CANTURN = 2, VEH_SCALETURN = 4, }; inline double getTicrateScale(const double value) { return value / GameTicRate; } class GameInput { enum { BUILDTICRATE = 120, TURBOTURNBASE = 590, }; static constexpr double YAW_TURNSPEEDS[3] = { 234.375 * (360. / 2048.), 890.625 * (360. / 2048.), 1548.75 * (360. / 2048.) }; static constexpr float MOUSE_SCALE = (1.f / 16.f); // Input received from the OS. float joyAxes[NUM_JOYAXIS]; FVector2 mouseInput; // Internal variables when generating a packet. InputPacket inputBuffer; double turnheldtime; int WeaponToSend; int dpad_lock; ESyncBits ActionsToSend; // Turn speed doubling after x amount of tics. void updateTurnHeldAmt(const float scaleAdjust) { turnheldtime += getTicrateScale(BUILDTICRATE) * scaleAdjust; } bool isTurboTurnTime() { return turnheldtime >= getTicrateScale(TURBOTURNBASE); } // Prototypes for private member functions. void processInputBits(); public: // Bit sender updates. void SendWeapon(const int weapon) { WeaponToSend = weapon; } void SendAction(const ESyncBits action) { ActionsToSend |= action; } // Clear all values within this object. void Clear() { memset(this, 0, sizeof(*this)); } // Receives mouse input from OS for processing. void MouseAddToPos(float x, float y) { mouseInput.X += x; mouseInput.Y += y; } // Prototypes for large member functions. void processMovement(PlayerAngles* const plrAngles, const float scaleAdjust, const int drink_amt = 0, const bool allowstrafe = true, const float turnscale = 1.f); void processVehicle(PlayerAngles* const plrAngles, const float scaleAdjust, const float baseVel, const float velScale, const unsigned flags); void getInput(const double scaleAdjust, InputPacket* packet = nullptr); void resetCrouchToggle(); }; struct PlayerAngles { // Player viewing angles, separate from the camera. DRotator PrevViewAngles, ViewAngles; // Strafe roll counter, to be incremented/managed by the game's velocity handler. double PrevStrafeVel, StrafeVel; // Holder of current yaw spin state for the 180 degree turn. DAngle YawSpin; friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def); friend void GameInput::processMovement(PlayerAngles* const plrAngles, const float scaleAdjust, const int drink_amt, const bool allowstrafe, const float turnscale); friend void GameInput::processVehicle(PlayerAngles* const plrAngles, const float scaleAdjust, const float baseVel, const float velScale, const unsigned flags); // Prototypes. void doPitchInput(InputPacket* const input); void doYawInput(InputPacket* const input); void doViewPitch(const bool canslopetilt, const bool climbing = false); void doViewYaw(InputPacket* const input); void doRollInput(InputPacket* const input, const DVector2& nVelVect, const double nMaxVel, const bool bUnderwater); // General methods. void initialize(DCoreActor* const actor, const DAngle viewyaw = nullAngle) { memset(this, 0, sizeof(*this)); pActor = actor; CameraAngles = PrevLerpAngles = pActor->spr.Angles; PrevViewAngles.Yaw = ViewAngles.Yaw = viewyaw; } DAngle getPitchWithView() { return ClampViewPitch(pActor->spr.Angles.Pitch + ViewAngles.Pitch); } // Render angle functions. const DRotator& getCameraAngles() const { return CameraAngles; } DRotator getRenderAngles(const double interpfrac) { // Get angles and return with clamped off pitch. auto angles = CameraAngles + interpolatedvalue(PrevViewAngles, ViewAngles, interpfrac); angles.Pitch = ClampViewPitch(angles.Pitch); return angles; } void updateCameraAngles(const double interpfrac) { // Apply the current interpolated angle state to the render angles. const auto lerpAngles = interpolatedvalue(pActor->PrevAngles, pActor->spr.Angles, interpfrac); CameraAngles += lerpAngles - PrevLerpAngles; PrevLerpAngles = lerpAngles; } void resetCameraAngles() { // Apply any last remaining ticrate angle updates and reset variables. CameraAngles += pActor->spr.Angles - PrevLerpAngles; PrevLerpAngles = pActor->spr.Angles = CameraAngles; PrevViewAngles = ViewAngles; } // Draw code helpers. auto getCrosshairOffsets(const double interpfrac) { // Set up angles and return as pair with roll as the 2nd object since all callers inevitably need it. const auto viewAngles = interpolatedvalue(PrevViewAngles, ViewAngles, interpfrac); return std::make_pair(DVector2(160, 120 * -viewAngles.Roll.Tan()) * -viewAngles.Yaw.Tan() / tan(r_fov * pi::pi() / 360.), viewAngles.Roll); } auto getWeaponOffsets(const double interpfrac) { // Push the Y down a bit since the weapon is at the edge of the screen. Also null roll for now. auto offsets = getCrosshairOffsets(interpfrac); offsets.first.Y *= 4.; offsets.second = nullAngle; return offsets; } private: // Private data which should never be accessed publicly. DRotator PrevLerpAngles, CameraAngles; DCoreActor* pActor; // Constants used throughout input functions. static constexpr double ROLL_TILTAVELSCALE = (1966426. / 12000000.); 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 double PITCH_HORIZOFFPUSH = (14115687. / 31535389.); }; extern GameInput gameInput; class FSerializer; FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def); bool scaletozero(DAngle& angle, const double scale, const double push = (7646143. / 110386328.));