//------------------------------------------------------------------------- /* 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 "gamecontrol.h" #include "gameinput.h" #include "gamestruct.h" #include "serializer.h" #include "build.h" CVARD(Bool, invertmousex, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "invert horizontal mouse movement") CVARD(Bool, invertmouse, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "invert vertical mouse movement") //--------------------------------------------------------------------------- // // code fron gameexec/conrun // //--------------------------------------------------------------------------- int getincangle(int a, int na) { a &= 2047; na &= 2047; if(abs(a-na) >= 1024) { if(na > 1024) na -= 2048; if(a > 1024) a -= 2048; } return na-a; } binangle getincanglebam(binangle a, binangle na) { int64_t cura = a.asbam(); int64_t newa = na.asbam(); if(abs(cura-newa) > INT32_MAX) { if(newa > INT32_MAX) newa -= UINT32_MAX; if(cura > INT32_MAX) cura -= UINT32_MAX; } return bamang(uint32_t(newa-cura)); } //--------------------------------------------------------------------------- // // Functions for determining whether its turbo turn time (turn key held for a number of tics). // //--------------------------------------------------------------------------- /* // Turbo turn time. Blood: 24 * 30 = 720; Duke: 120 / 8 * 30 = 450; SW: 120 / 8 * 40 = 600; Exhumed: N/A; Average: 590.; */ enum { BUILDTICRATE = 120, TURBOTURNBASE = 590, }; static double turnheldtime; void updateTurnHeldAmt(double const scaleAdjust) { turnheldtime += getTicrateScale(BUILDTICRATE, scaleAdjust); } bool isTurboTurnTime() { return turnheldtime >= getTicrateScale(TURBOTURNBASE); } void resetTurnHeldAmt() { turnheldtime = 0; } //--------------------------------------------------------------------------- // // Player's movement function, called from game's ticker or from gi->GetInput() as required. // //--------------------------------------------------------------------------- /* // Running speed. Blood: 92 / 4 * 2 * 30 = 1380; Duke: 15 * 2 * 2 * 30 = 1800; SW: 28 * 1.40625 * 40 = 1575; // Precisely, ((((28 * 12) + ((28 * 12) / 4)) * 3) / 32) * 40 Exhumed: 12 * 4 * 30 = 1440; Average: 1548.75; // Normal speed. Blood: 92 / 4 * 30 = 690; Duke: 15 * 2 * 30 = 900; SW: 18 * 1.40625 * 40 = 1012.5; // Precisely, (((((12 + 6) * 12) + (((12 + 6) * 12) / 4)) * 3) / 32) * 40 Exhumed: 8 * 4 * 30 = 960; Average: 890.625; // Preamble. Blood: N/A; Exhumed: N/A; Duke: 5 * 2 * 30 = 300; SW: 3 * 1.40625 * 40 = 168.75; // Precisely, ((((3 * 12) + ((3 * 12) / 4)) * 3) / 32) * 40 Average: 234.375; */ enum { RUNNINGTURNBASE = 1549, NORMALTURNBASE = 891, PREAMBLEBASE = 234, }; void processMovement(InputPacket* const currInput, InputPacket* const inputBuffer, ControlInfo* const hidInput, double const scaleAdjust, int const drink_amt, bool const allowstrafe, double const turnscale) { // set up variables int const running = !!(inputBuffer->actions & SB_RUN); int const keymove = gi->playerKeyMove() << running; float const mousevelscale = keymove * (1.f / 160.f); double const cntrlvelscale = g_gameType & GAMEFLAG_PSEXHUMED ? 8. : 1.; double const hidspeed = getTicrateScale(running ? RUNNINGTURNBASE : NORMALTURNBASE) * BAngToDegree; // process mouse and initial controller input. if (buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe) currInput->svel -= xs_CRoundToInt((hidInput->mousemovex * mousevelscale) + (scaleAdjust * hidInput->dyaw * keymove * cntrlvelscale)); else currInput->avel += float(hidInput->mouseturnx + (scaleAdjust * hidInput->dyaw * hidspeed * turnscale)); if (!(inputBuffer->actions & SB_AIMMODE)) currInput->horz -= hidInput->mouseturny; else currInput->fvel -= xs_CRoundToInt(hidInput->mousemovey * mousevelscale); if (invertmouse) currInput->horz = -currInput->horz; if (invertmousex) currInput->avel = -currInput->avel; // process remaining controller input. currInput->horz -= float(scaleAdjust * hidInput->dpitch * hidspeed); currInput->svel += xs_CRoundToInt(scaleAdjust * hidInput->dx * keymove * cntrlvelscale); currInput->fvel += xs_CRoundToInt(scaleAdjust * hidInput->dz * keymove * cntrlvelscale); // process keyboard turning keys. if (buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe) { if (abs(inputBuffer->svel) < keymove) { if (buttonMap.ButtonDown(gamefunc_Turn_Left)) currInput->svel += keymove; if (buttonMap.ButtonDown(gamefunc_Turn_Right)) currInput->svel -= keymove; } } else { bool const turnleft = buttonMap.ButtonDown(gamefunc_Turn_Left) || (buttonMap.ButtonDown(gamefunc_Strafe_Left) && !allowstrafe); bool const turnright = buttonMap.ButtonDown(gamefunc_Turn_Right) || (buttonMap.ButtonDown(gamefunc_Strafe_Right) && !allowstrafe); if (turnleft || turnright) { double const turnamount = hidspeed * turnscale; double const preambleturn = turnamount * (double(PREAMBLEBASE) / double(NORMALTURNBASE)); updateTurnHeldAmt(scaleAdjust); if (turnleft) currInput->avel -= float(scaleAdjust * (isTurboTurnTime() ? turnamount : preambleturn)); if (turnright) currInput->avel += float(scaleAdjust * (isTurboTurnTime() ? turnamount : preambleturn)); } else { resetTurnHeldAmt(); } } // process keyboard forward/side velocity keys. if (abs(inputBuffer->svel) < keymove) { if (buttonMap.ButtonDown(gamefunc_Strafe_Left) && allowstrafe) currInput->svel += keymove; if (buttonMap.ButtonDown(gamefunc_Strafe_Right) && allowstrafe) currInput->svel -= keymove; } if (abs(inputBuffer->fvel) < keymove) { if (isRR() && drink_amt >= 66 && drink_amt <= 87) { if (buttonMap.ButtonDown(gamefunc_Move_Forward)) { currInput->fvel += keymove; currInput->svel += drink_amt & 1 ? keymove : -keymove; } if (buttonMap.ButtonDown(gamefunc_Move_Backward)) { currInput->fvel -= keymove; currInput->svel -= drink_amt & 1 ? keymove : -keymove; } } else { if (buttonMap.ButtonDown(gamefunc_Move_Forward)) currInput->fvel += keymove; if (buttonMap.ButtonDown(gamefunc_Move_Backward)) currInput->fvel -= keymove; } } // add collected input to game's local input accumulation packet. inputBuffer->fvel = clamp(inputBuffer->fvel + currInput->fvel, -keymove, keymove); inputBuffer->svel = clamp(inputBuffer->svel + currInput->svel, -keymove, keymove); inputBuffer->avel += currInput->avel; inputBuffer->horz += currInput->horz; } //--------------------------------------------------------------------------- // // Player's horizon function, called from game's ticker or from gi->GetInput() as required. // //--------------------------------------------------------------------------- /* // Aim speed. Duke: 6 * 30 = 180; SW: (16 / 2) * 40 = 320; Average: 250.; // Look speed. Duke: 12 * 30 = 360; SW: 16 * 40 = 640; Average: 500.; // Return to centre speed. Duke: (1 / 3) * 30 = 10; SW: (1 / 4) * 40 = 10; Average: 10.; */ enum { AIMSPEED = 250, LOOKSPEED = 500, CNTRSPEED = 10, }; void PlayerHorizon::applyinput(float const horz, ESyncBits* actions, double const scaleAdjust) { // Process only if movewment isn't locked. if (!movementlocked()) { // Test if we have input to process. if (horz || *actions & (SB_AIM_UP | SB_AIM_DOWN | SB_LOOK_UP | SB_LOOK_DOWN)) { // Store current horizon as true pitch. double pitch = horiz.aspitch(); // Process mouse input. if (horz) { *actions &= ~SB_CENTERVIEW; pitch += horz; } // Process keyboard input. auto doKbdInput = [&](ESyncBits_ const up, ESyncBits_ const down, double const rate, bool const lock) { if (*actions & (up | down)) { if (lock) *actions &= ~SB_CENTERVIEW; else *actions |= SB_CENTERVIEW; double const amount = scaleAdjust * HorizToPitch(getTicrateScale(rate)); if (*actions & down) pitch -= amount; if (*actions & up) pitch += amount; } }; doKbdInput(SB_AIM_UP, SB_AIM_DOWN, AIMSPEED, true); doKbdInput(SB_LOOK_UP, SB_LOOK_DOWN, LOOKSPEED, false); // clamp before converting back to horizon horiz = q16horiz(clamp(PitchToHoriz(pitch), gi->playerHorizMin(), gi->playerHorizMax())); } // return to center if conditions met. if ((*actions & SB_CENTERVIEW) && !(*actions & (SB_LOOK_UP|SB_LOOK_DOWN)) && horiz.asq16()) { // move horiz back to 0 horiz -= getscaledhoriz(CNTRSPEED, scaleAdjust, &horiz); if (abs(horiz.asq16()) < (FRACUNIT >> 2)) { // not looking anymore because horiz is back at 0 horiz = q16horiz(0); *actions &= ~SB_CENTERVIEW; } } } else { *actions &= ~SB_CENTERVIEW; } } //--------------------------------------------------------------------------- // // Player's angle function, called from game's ticker or from gi->GetInput() as required. // //--------------------------------------------------------------------------- /* // Rotate return speed. Duke: (1 / 2) * 30 = 15; // Look return speed. Duke: (1 / 4) * 30 = 7.5; // Rotating speed. Duke: 24 * 30 = 720; // Looking speed. Duke: 152 * 30 = 4560; // Spin standing speed. Duke: 128 * 30 = 3840; Blood: 128 * 30 = 3840; // Looking speed. Blood: 64 * 30 = 1920; */ enum { LOOKROTRETBASE = 15, ROTATESPEED = 720, LOOKINGSPEED = 4560, SPINSTAND = 3840, SPINCROUCH = 1920, }; void PlayerAngle::applyinput(float const avel, ESyncBits* actions, double const scaleAdjust) { if (rotscrnang.asbam()) { // return rotscrnang to 0 auto sgn = Sgn(rotscrnang.signedbam()); rotscrnang -= getscaledangle(LOOKROTRETBASE, scaleAdjust, &rotscrnang, sgn); if (sgn != Sgn(rotscrnang.signedbam())) rotscrnang = bamang(0); } if (look_ang.asbam()) { // return look_ang to 0 look_ang -= getscaledangle(+LOOKROTRETBASE * 0.5, scaleAdjust, &look_ang); if (abs(look_ang.signedbam()) < (BAMUNIT >> 2)) look_ang = bamang(0); } // Process keyboard input. auto doLookKeys = [&](ESyncBits_ const key, double const direction) { if (*actions & key) { look_ang += getscaledangle(LOOKINGSPEED, scaleAdjust * direction); rotscrnang -= getscaledangle(ROTATESPEED, scaleAdjust * direction); } }; doLookKeys(SB_LOOK_LEFT, -1); doLookKeys(SB_LOOK_RIGHT, 1); if (!movementlocked()) { if (*actions & SB_TURNAROUND) { if (spin == 0) { // currently not spinning, so start a spin spin = -1024.; } *actions &= ~SB_TURNAROUND; } if (avel) { // add player's input ang += degang(avel); spin = 0; } if (spin < 0) { // return spin to 0 double add = getTicrateScale(!(*actions & SB_CROUCH) ? SPINSTAND : SPINCROUCH, scaleAdjust); spin += add; if (spin > 0) { // Don't overshoot our target. With variable factor this is possible. add -= spin; spin = 0; } ang += buildfang(add); } } else { spin = 0; } } //--------------------------------------------------------------------------- // // Player's slope tilt when playing without a mouse and on a slope. // //--------------------------------------------------------------------------- /* // Horizoff centre speed. Duke: (1 / 8) * 30 = 3.75; SW: (1 / 8) * 40 = 5; Average: 4.375; */ enum { // Values used by Duke/SW, where this function originated from. DEFSINSHIFT = 5, DEFVIEWPITCH = 160, // Values used by Blood since it calculates differently to Duke/SW. BLOODSINSHIFT = 8, SINSHIFTDELTA = BLOODSINSHIFT - DEFSINSHIFT, BLOODVIEWPITCH = (0x4000 >> SINSHIFTDELTA) - (DEFVIEWPITCH << (SINSHIFTDELTA - 1)), // 1408. }; void PlayerHorizon::calcviewpitch(vec2_t const pos, binangle const ang, bool const aimmode, bool const canslopetilt, int const cursectnum, double const scaleAdjust, bool const climbing) { if (cl_slopetilting) { if (aimmode && canslopetilt) // If the floor is sloped { // Get a point, 512 (64 for Blood) units ahead of player's position int const shift = -(isBlood() ? BLOODSINSHIFT : DEFSINSHIFT); int const x = pos.x + ang.bcos(shift); int const y = pos.y + ang.bsin(shift); int16_t tempsect = cursectnum; updatesector(x, y, &tempsect); if (tempsect >= 0) // If the new point is inside a valid sector... { // Get the floorz as if the new (x,y) point was still in // your sector int const j = getflorzofslope(cursectnum, pos.x, pos.y); int const k = getflorzofslope(tempsect, x, y); // 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 (cursectnum == tempsect || (!isBlood() && abs(getflorzofslope(tempsect, x, y) - k) <= (4 << 8))) { horizoff += q16horiz(xs_CRoundToInt(scaleAdjust * ((j - k) * (!isBlood() ? DEFVIEWPITCH : BLOODVIEWPITCH)))); } } } if (climbing) { // tilt when climbing but you can't even really tell it. if (horizoff.asq16() < IntToFixed(100)) { auto temphorizoff = buildhoriz(100) - horizoff; horizoff += getscaledhoriz(4.375, scaleAdjust, &temphorizoff, 1.); } } else if (horizoff.asq16()) { // Make horizoff grow towards 0 since horizoff is not modified when you're not on a slope. auto sgn = Sgn(horizoff.asq16()); horizoff -= getscaledhoriz(4.375, scaleAdjust, &horizoff, sgn); if (sgn != Sgn(horizoff.asq16())) horizoff = q16horiz(0); } } } FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, PlayerAngle* def) { if (arc.BeginObject(keyname)) { arc("ang", w.ang) ("lookang", w.look_ang) ("rotscrnang", w.rotscrnang) ("spin", w.spin) ("inputdisabled", w.inputdisabled) .EndObject(); if (arc.isReading()) { w.oang = w.ang; w.olook_ang = w.look_ang; w.orotscrnang = w.rotscrnang; w.inputdisabled = w.inputdisabled; w.resetadjustment(); } } return arc; } FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerHorizon& w, PlayerHorizon* def) { if (arc.BeginObject(keyname)) { arc("horiz", w.horiz) ("horizoff", w.horizoff) ("inputdisabled", w.inputdisabled) .EndObject(); if (arc.isReading()) { w.ohoriz = w.horiz; w.ohorizoff = w.horizoff; w.inputdisabled = w.inputdisabled; w.resetadjustment(); } } return arc; } FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerPosition& w, PlayerPosition* def) { if (arc.BeginObject(keyname)) { arc("pos", w.pos).EndObject(); if (arc.isReading()) { w.opos = w.pos; } } return arc; }