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176 lines
6 KiB
C++
176 lines
6 KiB
C++
#pragma once
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#include "serializer.h"
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#include "gamefuncs.h"
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inline double getTicrateScale(const double value)
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{
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return value / GameTicRate;
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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 float MOUSE_SCALE = (1.f / 16.f);
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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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double turnheldtime;
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int WeaponToSend;
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int dpad_lock;
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ESyncBits ActionsToSend;
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// Turn speed doubling after x amount of tics.
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void updateTurnHeldAmt(const float scaleAdjust)
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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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// Prototypes for large member functions.
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void processMovement(PlayerAngles* const plrAngles, const float scaleAdjust, const int drink_amt = 0, const bool allowstrafe = true, const float turnscale = 1.f);
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void processVehicle(PlayerAngles* const plrAngles, const float scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate);
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void getInput(const double scaleAdjust, InputPacket* packet = nullptr);
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};
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struct PlayerAngles
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{
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// Player viewing angles, separate from the camera.
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DRotator PrevViewAngles, ViewAngles;
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// Strafe roll counter, to be incremented/managed by the game's velocity handler.
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double PrevStrafeVel, StrafeVel;
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// Holder of current yaw spin state for the 180 degree turn.
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DAngle YawSpin;
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friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def);
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friend void GameInput::processMovement(PlayerAngles* const plrAngles, const float scaleAdjust, const int drink_amt, const bool allowstrafe, const float turnscale);
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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);
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// Prototypes.
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void doPitchInput(InputPacket* const input);
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void doYawInput(InputPacket* const input);
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void doViewPitch(const bool canslopetilt, const bool climbing = false);
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void doViewYaw(InputPacket* const input);
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void doRollInput(InputPacket* const input, const DVector2& nVelVect, const double nMaxVel, const bool bUnderwater);
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// General methods.
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void initialize(DCoreActor* const actor, const DAngle viewyaw = nullAngle)
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{
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if ((pActor = actor)) CameraAngles = PrevLerpAngles = pActor->spr.Angles;
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PrevViewAngles.Yaw = ViewAngles.Yaw = viewyaw;
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}
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DAngle getPitchWithView()
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{
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return ClampViewPitch(pActor->spr.Angles.Pitch + ViewAngles.Pitch);
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}
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// Render angle functions.
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const DRotator& getCameraAngles() const
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{
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return CameraAngles;
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}
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DRotator getRenderAngles(const double interpfrac)
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{
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// Get angles and return with clamped off pitch.
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auto angles = CameraAngles + interpolatedvalue(PrevViewAngles, ViewAngles, interpfrac);
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angles.Pitch = ClampViewPitch(angles.Pitch);
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return angles;
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}
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void updateCameraAngles(const double interpfrac)
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{
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// Apply the current interpolated angle state to the render angles.
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const auto lerpAngles = interpolatedvalue(pActor->PrevAngles, pActor->spr.Angles, interpfrac);
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CameraAngles += lerpAngles - PrevLerpAngles;
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PrevLerpAngles = lerpAngles;
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}
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void resetCameraAngles()
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{
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// Apply any last remaining ticrate angle updates and reset variables.
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CameraAngles += pActor->spr.Angles - PrevLerpAngles;
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PrevLerpAngles = pActor->spr.Angles = CameraAngles;
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PrevViewAngles = ViewAngles;
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}
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// Draw code helpers.
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auto getCrosshairOffsets(const double interpfrac)
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{
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// Set up angles and return as pair with roll as the 2nd object since all callers inevitably need it.
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const auto viewAngles = interpolatedvalue(PrevViewAngles, ViewAngles, interpfrac);
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return std::make_pair(DVector2(160, 120 * -viewAngles.Roll.Tan()) * -viewAngles.Yaw.Tan() / tan(r_fov * pi::pi() / 360.), viewAngles.Roll);
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}
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auto getWeaponOffsets(const double interpfrac)
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{
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// Push the Y down a bit since the weapon is at the edge of the screen. Also null roll for now.
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auto offsets = getCrosshairOffsets(interpfrac); offsets.first.Y *= 4.; offsets.second = nullAngle;
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return offsets;
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}
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private:
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// Private data which should never be accessed publicly.
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DRotator PrevLerpAngles, CameraAngles;
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DCoreActor* pActor;
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// Constants used throughout input functions.
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static constexpr double ROLL_TILTAVELSCALE = (1966426. / 12000000.);
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static constexpr double ROLL_TILTRETURN = 15.;
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static constexpr double YAW_LOOKINGSPEED = 801.5625;
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static constexpr double YAW_ROTATESPEED = 63.28125;
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static constexpr double YAW_LOOKRETURN = 7.5;
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static constexpr double YAW_SPINSTAND = 675.;
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static constexpr double YAW_SPINCROUCH = YAW_SPINSTAND * 0.5;
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static constexpr double PITCH_LOOKSPEED = (269426662. / 1209103.);
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static constexpr double PITCH_AIMSPEED = PITCH_LOOKSPEED * 0.5;
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static constexpr double PITCH_CENTERSPEED = 10.7375;
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static constexpr double PITCH_HORIZOFFSPEED = 4.375;
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static constexpr DAngle PITCH_CNTRSINEOFFSET = DAngle90 / 8.;
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static constexpr DAngle PITCH_HORIZOFFCLIMB = DAngle::fromDeg(-127076387. / 3344227.);
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static constexpr double PITCH_HORIZOFFPUSH = (14115687. / 31535389.);
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};
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extern GameInput gameInput;
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class FSerializer;
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FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def);
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void processCrouchToggle(bool& toggle, ESyncBits& actions, const bool crouchable, const bool disabletoggle);
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