mirror of
https://github.com/ZDoom/Raze.git
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531c95c7ca
* No refactoring around it yet. * The #includes could use some cleaning up...
115 lines
2.4 KiB
C++
115 lines
2.4 KiB
C++
#pragma once
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#include "serializer.h"
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#include "coreplayer.h"
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#include "d_net.h"
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enum : unsigned
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{
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CS_CANCROUCH = 1,
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CS_DISABLETOGGLE = 2,
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};
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enum : unsigned
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{
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VEH_CANMOVE = 1,
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VEH_CANTURN = 2,
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VEH_SCALETURN = 4,
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};
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class GameInput
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{
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enum
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{
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BUILDTICRATE = 120,
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TURBOTURNBASE = 590,
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};
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static constexpr double YAW_TURNSPEEDS[3] = { 234.375 * (360. / 2048.), 890.625 * (360. / 2048.), 1548.75 * (360. / 2048.) };
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static constexpr DVector3 MAXVEL[3] = { { 0., 0., 1. }, { 1., 1., 1. }, { 2., 2., 1. } };
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static constexpr DRotator MAXANG = { DAngle180 - minAngle, DAngle180 - minAngle, DAngle180 - minAngle };
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static constexpr DAngle MOUSE_SCALE = DAngle::fromDeg(1. / 16.);
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// Input received from the OS.
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float joyAxes[NUM_JOYAXIS];
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FVector2 mouseInput;
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// Internal variables when generating a packet.
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InputPacket inputBuffer;
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ESyncBits ActionsToSend;
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double turnheldtime;
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double scaleAdjust;
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bool syncinput;
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int WeaponToSend;
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int dpad_lock;
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int keymove;
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// Turn speed doubling after x amount of tics.
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void updateTurnHeldAmt()
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{
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turnheldtime += getTicrateScale(BUILDTICRATE * scaleAdjust);
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}
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bool isTurboTurnTime()
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{
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return turnheldtime >= getTicrateScale(TURBOTURNBASE);
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}
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// Prototypes for private member functions.
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void processInputBits();
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public:
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// Bit sender updates.
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void SendWeapon(const int weapon)
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{
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WeaponToSend = weapon;
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}
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void SendAction(const ESyncBits action)
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{
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ActionsToSend |= action;
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}
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// Clear all values within this object.
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void Clear()
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{
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memset(this, 0, sizeof(*this));
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}
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// Receives mouse input from OS for processing.
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void MouseAddToPos(float x, float y)
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{
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mouseInput.X += x;
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mouseInput.Y += y;
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}
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// Receives the current input scale from the engine's main loop.
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void UpdateInputScale()
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{
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const double frac = I_GetInputFrac();
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scaleAdjust = !SyncInput() ? frac : 1;
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}
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// Handling of whether to allow unsynchronised input.
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bool SyncInput()
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{
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return syncinput || cl_syncinput || cl_capfps;
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}
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void ForceInputSync(const int pnum)
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{
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if (pnum == myconnectindex)
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{
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syncinput = true;
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}
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}
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void ResetInputSync()
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{
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syncinput = false;
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}
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// Prototypes for large member functions.
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void processMovement(const double turnscale = 1, const bool allowstrafe = true, const int drink_amt = 0);
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void processVehicle(const double baseVel, const double velScale, const unsigned flags);
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void getInput(InputPacket* packet = nullptr);
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void resetCrouchToggle();
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};
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extern GameInput gameInput;
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