#pragma once #include "serializer.h" #include "gamefuncs.h" inline double getTicrateScale(const double value) { return value / GameTicRate; } class GameInput { 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]; // 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 double turnscale = 1.); void processVehicle(PlayerAngles* const plrAngles, const float scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate); void getInput(const double scaleAdjust, InputPacket* packet = nullptr); }; struct PlayerAngles { // Player viewing angles, separate from the camera. DRotator PrevViewAngles, ViewAngles; // 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 double turnscale); friend void GameInput::processVehicle(PlayerAngles* const plrAngles, const float scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate); // Prototypes. void doPitchKeys(InputPacket* const input); void doYawKeys(InputPacket* const input); void doViewPitch(const bool canslopetilt, const bool climbing = false); void doViewYaw(InputPacket* const input); // General methods. void initialize(DCoreActor* const actor, const DAngle viewyaw = nullAngle) { if ((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 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); }; extern GameInput gameInput; class FSerializer; FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def); void processCrouchToggle(bool& toggle, ESyncBits& actions, const bool crouchable, const bool disabletoggle);