//------------------------------------------------------------------------- /* 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 "gamestate.h" #include "gameinput.h" EXTERN_CVAR(Float, m_sensitivity_x) EXTERN_CVAR(Float, m_yaw) //--------------------------------------------------------------------------- // // Static constants used throughout functions. // //--------------------------------------------------------------------------- enum { BUILDTICRATE = 120, TURBOTURNBASE = 590, }; static constexpr double YAW_TURNSPEEDS[3] = { 41.1987304, 156.555175, 272.24121 }; static constexpr double YAW_PREAMBLESCALE = YAW_TURNSPEEDS[0] / YAW_TURNSPEEDS[1]; 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 = 222.83185; 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(-38.); static constexpr DAngle PITCH_HORIZOFFPUSH = DAngle::fromDeg(0.4476); static InputPacket inputBuffer{}; //--------------------------------------------------------------------------- // // Input scale helper functions. // //--------------------------------------------------------------------------- static inline double getTicrateScale(const double value) { return value / GameTicRate; } static inline DAngle getscaledangle(const DAngle angle, const double scale, const DAngle push) { return (angle.Normalized180() * getTicrateScale(scale)) + push; } static inline bool scaletozero(DAngle& angle, const double scale, const DAngle push = DAngle::fromDeg(32. / 465.)) { const auto sgn = angle.Sgn(); if (!sgn || sgn != (angle -= getscaledangle(angle, scale, push * sgn)).Sgn()) { angle = nullAngle; return true; } return false; } //--------------------------------------------------------------------------- // // Functions for determining whether its turbo turn time (turn key held for a number of tics). // //--------------------------------------------------------------------------- static double turnheldtime; static inline void updateTurnHeldAmt(const double scaleAdjust) { turnheldtime += getTicrateScale(BUILDTICRATE) * scaleAdjust; } static inline bool isTurboTurnTime() { return turnheldtime >= getTicrateScale(TURBOTURNBASE); } static inline void resetTurnHeldAmt() { turnheldtime = 0; } //--------------------------------------------------------------------------- // // Player's movement function, called from game's ticker or from gi->GetInput() as required. // //--------------------------------------------------------------------------- void processMovement(HIDInput* const hidInput, InputPacket* const inputBuffer, InputPacket* const currInput, const double scaleAdjust, const int drink_amt, const bool allowstrafe, const double turnscale) { // set up variables. const int keymove = 1 << int(!!(inputBuffer->actions & SB_RUN)); const float hidspeed = float(getTicrateScale(YAW_TURNSPEEDS[2]) * turnscale); const float scaleAdjustf = float(scaleAdjust); // determine player input. 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) + hidInput->joyaxes[JOYAXIS_Forward] * scaleAdjustf; const auto strafing = buttonMap.ButtonDown(gamefunc_Strafe_Right) - buttonMap.ButtonDown(gamefunc_Strafe_Left) - hidInput->joyaxes[JOYAXIS_Side] * scaleAdjustf; // process player angle input. if (!(buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe)) { const float turndir = clamp(turning + strafing * !allowstrafe, -1.f, 1.f); const float turnspeed = float(getTicrateScale(YAW_TURNSPEEDS[keymove]) * turnscale * (isTurboTurnTime() ? 1. : YAW_PREAMBLESCALE)); currInput->avel += hidInput->mouseturnx - (hidInput->joyaxes[JOYAXIS_Yaw] * hidspeed - turndir * turnspeed) * scaleAdjustf; if (turndir) updateTurnHeldAmt(scaleAdjust); else resetTurnHeldAmt(); } else { currInput->svel += hidInput->mousemovex - (hidInput->joyaxes[JOYAXIS_Yaw] - turning) * keymove * scaleAdjustf; } // process player pitch input. if (!(inputBuffer->actions & SB_AIMMODE)) currInput->horz -= hidInput->mouseturny + hidInput->joyaxes[JOYAXIS_Pitch] * hidspeed * scaleAdjustf; else currInput->fvel += hidInput->mousemovey + hidInput->joyaxes[JOYAXIS_Pitch] * keymove * scaleAdjustf; // process movement input. currInput->fvel += moving * keymove; currInput->svel += strafing * keymove * allowstrafe; // process RR's drunk state. if (isRR() && drink_amt >= 66 && drink_amt <= 87) currInput->svel += drink_amt & 1 ? -currInput->fvel : currInput->fvel; // add collected input to game's local input accumulation packet. inputBuffer->fvel = clamp(inputBuffer->fvel + currInput->fvel, -(float)keymove, (float)keymove); inputBuffer->svel = clamp(inputBuffer->svel + currInput->svel, -(float)keymove, (float)keymove); inputBuffer->avel = clamp(inputBuffer->avel + currInput->avel, -179.f, 179.f); inputBuffer->horz = clamp(inputBuffer->horz + currInput->horz, -179.f, 179.f); } //--------------------------------------------------------------------------- // // Player's vehicle movement function. // //--------------------------------------------------------------------------- void processVehicleInput(HIDInput* const hidInput, InputPacket* const inputBuffer, InputPacket* const currInput, const double scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate) { // 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); // Cancel out micro-movement if (fabs(hidInput->mouseturnx) < (m_sensitivity_x * m_yaw * backendinputscale() * 2.f)) hidInput->mouseturnx = 0; // Yes, we need all these bools... const auto kbdForwards = buttonMap.ButtonDown(gamefunc_Move_Forward) || buttonMap.ButtonDown(gamefunc_Strafe); const auto kbdBackward = buttonMap.ButtonDown(gamefunc_Move_Backward); 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 hidLeft = hidInput->mouseturnx < 0 || hidInput->joyaxes[JOYAXIS_Yaw] > 0; const auto hidRight = hidInput->mouseturnx > 0 || hidInput->joyaxes[JOYAXIS_Yaw] < 0; const auto turnDir = (kbdRight || hidRight) - (kbdLeft || hidLeft); if (canMove) { currInput->fvel = kbdForwards - kbdBackward + hidInput->joyaxes[JOYAXIS_Forward]; if (buttonMap.ButtonDown(gamefunc_Run)) inputBuffer->actions |= SB_CROUCH; } if (canTurn && turnDir) { const bool noattenuate = (isTurboTurnTime() || hidLeft || hidRight) && !attenuate; const auto vel = (noattenuate) ? (baseVel) : (baseVel * velScale); currInput->avel = vel * -hidInput->joyaxes[JOYAXIS_Yaw]; if (const auto kbdDir = kbdRight - kbdLeft) { currInput->avel += vel * kbdDir; updateTurnHeldAmt(scaleAdjust); } else { resetTurnHeldAmt(); } if (hidInput->mouseturnx) { currInput->avel += sqrtf(abs(vel * hidInput->mouseturnx / (float)scaleAdjust) * (7.f / 20.f)) * Sgn(vel) * Sgn(hidInput->mouseturnx); } currInput->avel *= (float)scaleAdjust; } else { resetTurnHeldAmt(); } inputBuffer->fvel = clamp(inputBuffer->fvel + currInput->fvel, -1.00f, 1.00f); inputBuffer->avel = clamp(inputBuffer->avel + currInput->avel, -179.f, 179.f); } //--------------------------------------------------------------------------- // // Processes input and returns a packet if provided. // //--------------------------------------------------------------------------- void clearLocalInputBuffer() { inputBuffer = {}; resetTurnHeldAmt(); } void getInput(const double scaleAdjust, PlayerAngles* const plrAngles, InputPacket* packet) { if (M_Active() || gamestate != GS_LEVEL || !plrAngles || !plrAngles->pActor) { inputBuffer = {}; return; } InputPacket input{}; HIDInput hidInput{}; ApplyGlobalInput(&hidInput, &inputBuffer); // Directly update the camera angles if we're unsynchronised. if (!SyncInput()) { gi->GetInput(&hidInput, &inputBuffer, &input, scaleAdjust); plrAngles->CameraAngles.Yaw += DAngle::fromDeg(input.avel); plrAngles->CameraAngles.Pitch += DAngle::fromDeg(input.horz); } else { gi->GetInput(&hidInput, &inputBuffer, &input, 1); } if (packet) { *packet = inputBuffer; inputBuffer = {}; } } //--------------------------------------------------------------------------- // // Adjust player's pitch by way of keyboard input. // //--------------------------------------------------------------------------- void PlayerAngles::doPitchKeys(InputPacket* const input) { // Cancel return to center if conditions met. if (input->horz) input->actions &= ~SB_CENTERVIEW; // Set up a myriad of bools. const auto aimingUp = (input->actions & SB_LOOK_UP) == SB_AIM_UP; const auto aimingDown = (input->actions & SB_LOOK_DOWN) == SB_AIM_DOWN; const auto lookingUp = (input->actions & SB_LOOK_UP) == SB_LOOK_UP; const auto lookingDown = (input->actions & SB_LOOK_DOWN) == SB_LOOK_DOWN; // Process keyboard input. if (const auto aiming = aimingDown - aimingUp) { pActor->spr.Angles.Pitch += DAngle::fromDeg(getTicrateScale(PITCH_AIMSPEED) * aiming); input->actions &= ~SB_CENTERVIEW; } if (const auto looking = lookingDown - lookingUp) { pActor->spr.Angles.Pitch += DAngle::fromDeg(getTicrateScale(PITCH_LOOKSPEED) * looking); input->actions |= SB_CENTERVIEW; } // Do return to centre. if ((input->actions & SB_CENTERVIEW) && !(lookingUp || lookingDown)) { const auto pitch = abs(pActor->spr.Angles.Pitch); const auto scale = pitch > PITCH_CNTRSINEOFFSET ? (pitch - PITCH_CNTRSINEOFFSET).Cos() : 1.; if (scaletozero(pActor->spr.Angles.Pitch, PITCH_CENTERSPEED * scale)) input->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); pActor->spr.Angles.Pitch = clamp(pActor->spr.Angles.Pitch, maximum, minimum); } //--------------------------------------------------------------------------- // // Adjust player's yaw by way of keyboard input. // //--------------------------------------------------------------------------- void PlayerAngles::doYawKeys(InputPacket* const input) { if (input->actions & SB_TURNAROUND) { if (YawSpin == nullAngle) { // currently not spinning, so start a spin YawSpin = -DAngle180; } input->actions &= ~SB_TURNAROUND; } if (YawSpin < nullAngle) { // return spin to 0 DAngle add = DAngle::fromDeg(getTicrateScale(!(input->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; } pActor->spr.Angles.Yaw += add; } } //--------------------------------------------------------------------------- // // Player's slope tilt when playing without a mouse and on a slope. // //--------------------------------------------------------------------------- void PlayerAngles::doViewPitch(const bool canslopetilt, const bool climbing) { if (cl_slopetilting && canslopetilt) { const auto actorsect = pActor->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 = pActor->spr.pos.XY() + pActor->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, pActor->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); } // Clamp off against the maximum allowed pitch. ViewAngles.Pitch = ClampViewPitch(ViewAngles.Pitch); } //--------------------------------------------------------------------------- // // Player's look left/right key angle handler. // //--------------------------------------------------------------------------- void PlayerAngles::doViewYaw(InputPacket* const input) { // Process angle return to zeros. scaletozero(ViewAngles.Yaw, YAW_LOOKRETURN); scaletozero(ViewAngles.Roll, YAW_LOOKRETURN); // Process keyboard input. if (const auto looking = !!(input->actions & SB_LOOK_RIGHT) - !!(input->actions & SB_LOOK_LEFT)) { ViewAngles.Yaw += DAngle::fromDeg(getTicrateScale(YAW_LOOKINGSPEED) * looking); ViewAngles.Roll += DAngle::fromDeg(getTicrateScale(YAW_ROTATESPEED) * looking); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def) { if (arc.BeginObject(keyname)) { arc("viewangles", w.ViewAngles) ("spin", w.YawSpin) ("actor", w.pActor) .EndObject(); if (arc.isReading()) { w.resetCameraAngles(); } } return arc; }