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8bfcb8c939
* Since all velocities are floated, we can now take each game's keymove scaling into its ticker and use a consistent keymove size, making non-mouselook and controller input truly identical across the games without having to try and fudge any values.
491 lines
14 KiB
C++
491 lines
14 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2019 Christoph Oelckers
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Copyright (C) 2020 Mitchell Richters
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This is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "gamecontrol.h"
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#include "gameinput.h"
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#include "gamestruct.h"
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#include "serializer.h"
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#include "gamefuncs.h"
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//---------------------------------------------------------------------------
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//
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// Input scale helper functions.
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//
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//---------------------------------------------------------------------------
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inline static double getTicrateScale(const double value)
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{
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return value / GameTicRate;
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}
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inline static double getCorrectedScale(const double scaleAdjust)
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{
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// When using the output of I_GetInputFrac() to scale input adjustments at framerate, deviations of over 100 ms can occur.
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// Below formula corrects the deviation, with 0.2125 being an average between an ideal value of 0.205 for 40Hz and 0.22 for 30Hz.
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// We use the average value here as the difference is under 5 ms and is not worth complicating the algorithm for such precision.
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return scaleAdjust < 1. ? scaleAdjust * (1. + 0.2125 * (1. - scaleAdjust)) : scaleAdjust;
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}
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inline static fixedhoriz getscaledhoriz(const double value, const double scaleAdjust, const fixedhoriz object, const double push)
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{
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return buildfhoriz(getCorrectedScale(scaleAdjust) * ((object.asbuildf() * getTicrateScale(value)) + push));
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}
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inline static DAngle getscaledangle(const double value, const double scaleAdjust, const DAngle object, const DAngle push)
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{
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return ((object.Normalized180() * getTicrateScale(value)) + push) * getCorrectedScale(scaleAdjust);
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}
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inline static void scaletozero(fixedhoriz& object, const double value, const double scaleAdjust, const double push = DBL_MAX)
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{
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if (auto sgn = Sgn(object.asq16()))
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{
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object -= getscaledhoriz(value, scaleAdjust, object, push == DBL_MAX ? sgn * 2. / 9. : push);
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if (sgn != Sgn(object.asq16())) object = q16horiz(0);
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}
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}
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inline static void scaletozero(DAngle& object, const double value, const double scaleAdjust, const DAngle push = -minAngle)
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{
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if (auto sgn = object.Sgn())
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{
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object -= getscaledangle(value, scaleAdjust, object, push == -minAngle ? DAngle::fromDeg(sgn * 5. / 128.) : push);
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if (sgn != object.Sgn()) object = nullAngle;
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}
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}
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//---------------------------------------------------------------------------
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//
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// Functions for determining whether its turbo turn time (turn key held for a number of tics).
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//
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//---------------------------------------------------------------------------
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/*
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// Turbo turn time.
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Blood: 24 * 30 = 720;
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Duke: 120 / 8 * 30 = 450;
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SW: 120 / 8 * 40 = 600;
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Exhumed: N/A;
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Average: 590.;
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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 double turnheldtime;
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void updateTurnHeldAmt(double const 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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void resetTurnHeldAmt()
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{
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turnheldtime = 0;
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}
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//---------------------------------------------------------------------------
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//
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// Player's movement function, called from game's ticker or from gi->GetInput() as required.
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//
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//---------------------------------------------------------------------------
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/*
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// Running speed.
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Blood: 92 / 4 * 2 * 30 = 1380;
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Duke: 15 * 2 * 2 * 30 = 1800;
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SW: 28 * 1.40625 * 40 = 1575; // Precisely, ((((28 * 12) + ((28 * 12) / 4)) * 3) / 32) * 40
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Exhumed: 12 * 4 * 30 = 1440;
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Average: 1548.75;
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// Normal speed.
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Blood: 92 / 4 * 30 = 690;
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Duke: 15 * 2 * 30 = 900;
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SW: 18 * 1.40625 * 40 = 1012.5; // Precisely, (((((12 + 6) * 12) + (((12 + 6) * 12) / 4)) * 3) / 32) * 40
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Exhumed: 8 * 4 * 30 = 960;
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Average: 890.625;
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// Preamble.
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Blood: N/A;
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Exhumed: N/A;
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Duke: 5 * 2 * 30 = 300;
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SW: 3 * 1.40625 * 40 = 168.75; // Precisely, ((((3 * 12) + ((3 * 12) / 4)) * 3) / 32) * 40
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Average: 234.375;
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*/
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static constexpr double TURNSPEEDS[3] = { 234.375, 890.625, 1548.75 };
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static constexpr double PREAMBLESCALE = TURNSPEEDS[0] / TURNSPEEDS[1];
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void processMovement(InputPacket* const currInput, InputPacket* const inputBuffer, ControlInfo* const hidInput, double const scaleAdjust, int const drink_amt, bool const allowstrafe, double const turnscale)
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{
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// set up variables.
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int const keymove = 1 << int(!!(inputBuffer->actions & SB_RUN));
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float const hidspeed = float(getTicrateScale(TURNSPEEDS[2]) * turnscale * BAngToDegree);
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float const scaleAdjustf = float(scaleAdjust);
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// determine player input.
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auto const turning = buttonMap.ButtonDown(gamefunc_Turn_Right) - buttonMap.ButtonDown(gamefunc_Turn_Left);
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auto const moving = buttonMap.ButtonDown(gamefunc_Move_Forward) - buttonMap.ButtonDown(gamefunc_Move_Backward) + hidInput->dz * scaleAdjustf;
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auto const strafing = buttonMap.ButtonDown(gamefunc_Strafe_Right) - buttonMap.ButtonDown(gamefunc_Strafe_Left) - hidInput->dx * scaleAdjustf;
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// process player angle input.
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if (!(buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe))
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{
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float const turndir = clamp(turning + strafing * !allowstrafe, -1.f, 1.f);
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float const turnspeed = float(getTicrateScale(TURNSPEEDS[keymove]) * turnscale * BAngToDegree * (isTurboTurnTime() ? 1. : PREAMBLESCALE));
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currInput->avel += hidInput->mouseturnx + (hidInput->dyaw * hidspeed + turndir * turnspeed) * scaleAdjustf;
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if (turndir) updateTurnHeldAmt(scaleAdjust); else resetTurnHeldAmt();
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}
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else
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{
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currInput->svel += hidInput->mousemovex + (hidInput->dyaw + turning) * keymove * scaleAdjustf;
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}
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// process player pitch input.
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if (!(inputBuffer->actions & SB_AIMMODE))
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currInput->horz -= hidInput->mouseturny + hidInput->dpitch * hidspeed * scaleAdjustf;
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else
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currInput->fvel -= hidInput->mousemovey + hidInput->dpitch * keymove * scaleAdjustf;
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// process movement input.
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currInput->fvel += moving * keymove;
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currInput->svel += strafing * keymove * allowstrafe;
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if (isRR() && drink_amt >= 66 && drink_amt <= 87) currInput->svel += drink_amt & 1 ? -currInput->fvel : currInput->fvel;
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// add collected input to game's local input accumulation packet.
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inputBuffer->fvel = clamp<float>(inputBuffer->fvel + currInput->fvel, -keymove, keymove);
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inputBuffer->svel = clamp<float>(inputBuffer->svel + currInput->svel, -keymove, keymove);
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inputBuffer->avel += currInput->avel;
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inputBuffer->horz += currInput->horz;
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}
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//---------------------------------------------------------------------------
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//
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// Player's horizon function, called from game's ticker or from gi->GetInput() as required.
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//
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//---------------------------------------------------------------------------
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/*
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// Aim speed.
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Duke: 6 * 30 = 180;
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SW: (16 / 2) * 40 = 320;
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Average: 250.;
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// Look speed.
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Duke: 12 * 30 = 360;
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SW: 16 * 40 = 640;
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Average: 500.;
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// Return to centre speed.
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Duke: (1 / 3) * 30 = 10;
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SW: (1 / 4) * 40 = 10;
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Average: 10.;
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*/
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enum
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{
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AIMSPEED = 250,
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LOOKSPEED = 500,
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CNTRSPEED = 10,
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};
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void PlayerHorizon::applyinput(float const horz, ESyncBits* actions, double const scaleAdjust)
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{
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// Process only if movement isn't locked.
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if (!movementlocked())
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{
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// Test if we have input to process.
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if (horz || *actions & (SB_AIM_UP | SB_AIM_DOWN | SB_LOOK_UP | SB_LOOK_DOWN))
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{
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// Store current horizon as true pitch.
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double pitch = horiz.aspitch();
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// Process mouse input.
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if (horz)
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{
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*actions &= ~SB_CENTERVIEW;
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pitch += horz;
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}
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// Process keyboard input.
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auto doKbdInput = [&](ESyncBits_ const up, ESyncBits_ const down, double const rate, bool const lock)
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{
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if (*actions & (up | down))
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{
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if (lock) *actions &= ~SB_CENTERVIEW; else *actions |= SB_CENTERVIEW;
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double const amount = scaleAdjust * HorizToPitch(getTicrateScale(rate));
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if (*actions & down)
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pitch -= amount;
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if (*actions & up)
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pitch += amount;
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}
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};
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doKbdInput(SB_AIM_UP, SB_AIM_DOWN, AIMSPEED, true);
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doKbdInput(SB_LOOK_UP, SB_LOOK_DOWN, LOOKSPEED, false);
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// clamp before converting back to horizon
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horiz = q16horiz(clamp(PitchToHoriz(pitch), gi->playerHorizMin(), gi->playerHorizMax()));
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}
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// return to center if conditions met.
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if ((*actions & SB_CENTERVIEW) && !(*actions & (SB_LOOK_UP|SB_LOOK_DOWN)))
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{
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scaletozero(horiz, CNTRSPEED, scaleAdjust);
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if (!horiz.asq16()) *actions &= ~SB_CENTERVIEW;
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}
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}
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else
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{
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*actions &= ~SB_CENTERVIEW;
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}
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}
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//---------------------------------------------------------------------------
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//
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// Player's angle function, called from game's ticker or from gi->GetInput() as required.
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//
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//---------------------------------------------------------------------------
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/*
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// Rotate return speed.
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Duke: (1 / 2) * 30 = 15;
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// Look return speed.
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Duke: (1 / 4) * 30 = 7.5;
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// Rotating speed.
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Duke: 24 * 30 = 720;
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// Looking speed.
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Duke: 152 * 30 = 4560;
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// Spin standing speed.
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Duke: 128 * 30 = 3840;
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Blood: 128 * 30 = 3840;
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// Looking speed.
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Blood: 64 * 30 = 1920;
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*/
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static constexpr double ROTRETURNSPEED = (1. / 2.) * 30.;
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static constexpr double LOOKRETURNSPEED = (1. / 4.) * 30.;
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enum
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{
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ROTATESPEED = 720,
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LOOKINGSPEED = 4560,
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SPINSTAND = 3840,
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SPINCROUCH = 1920,
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};
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void PlayerAngle::applyinput(float const avel, ESyncBits* actions, double const scaleAdjust)
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{
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// Process angle return to zeros.
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scaletozero(rotscrnang, ROTRETURNSPEED, scaleAdjust);
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scaletozero(look_ang, LOOKRETURNSPEED, scaleAdjust);
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// Process keyboard input.
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auto doLookKeys = [&](ESyncBits_ const key, double const direction)
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{
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if (*actions & key)
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{
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look_ang += DAngle::fromDeg(getTicrateScale(LOOKINGSPEED) * getCorrectedScale(scaleAdjust) * direction * BAngToDegree);
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rotscrnang -= DAngle::fromDeg(getTicrateScale(ROTATESPEED) * getCorrectedScale(scaleAdjust) * direction * BAngToDegree);
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}
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};
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doLookKeys(SB_LOOK_LEFT, -1);
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doLookKeys(SB_LOOK_RIGHT, 1);
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if (!movementlocked())
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{
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if (*actions & SB_TURNAROUND)
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{
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if (spin == nullAngle)
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{
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// currently not spinning, so start a spin
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spin = -DAngle180;
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}
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*actions &= ~SB_TURNAROUND;
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}
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if (avel)
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{
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// add player's input
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ang += DAngle::fromDeg(avel);
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}
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if (spin < nullAngle)
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{
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// return spin to 0
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DAngle add = DAngle::fromDeg(getTicrateScale(!(*actions & SB_CROUCH) ? SPINSTAND : SPINCROUCH) * scaleAdjust * BAngToDegree);
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spin += add;
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if (spin > nullAngle)
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{
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// Don't overshoot our target. With variable factor this is possible.
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add -= spin;
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spin = nullAngle;
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}
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ang += add;
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}
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}
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else
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{
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spin = nullAngle;
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}
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}
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//---------------------------------------------------------------------------
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//
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// Player's slope tilt when playing without a mouse and on a slope.
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//
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//---------------------------------------------------------------------------
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/*
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// Horizoff centre speed.
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Duke: (1 / 8) * 30 = 3.75;
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SW: (1 / 8) * 40 = 5;
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Average: 4.375;
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*/
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static constexpr double HORIZOFFSPEED = (1. / 8.) * 35.;
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enum
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{
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// Values used by Duke/SW, where this function originated from.
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DEFSINSHIFT = 5,
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DEFVIEWPITCH = 160,
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// Values used by Blood since it calculates differently to Duke/SW.
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BLOODSINSHIFT = 8,
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SINSHIFTDELTA = BLOODSINSHIFT - DEFSINSHIFT,
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BLOODVIEWPITCH = (0x4000 >> SINSHIFTDELTA) - (DEFVIEWPITCH << (SINSHIFTDELTA - 1)), // 1408.
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};
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void PlayerHorizon::calcviewpitch(vec2_t const pos, DAngle const ang, bool const aimmode, bool const canslopetilt, sectortype* const cursectnum, double const scaleAdjust, bool const climbing)
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{
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if (cl_slopetilting && cursectnum != nullptr)
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{
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if (aimmode && canslopetilt) // If the floor is sloped
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{
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// Get a point, 512 (64 for Blood) units ahead of player's position
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int const shift = isBlood() ? BLOODSINSHIFT : DEFSINSHIFT;
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int const x = pos.X + int(ang.Cos() * (1 << (BUILDSINBITS - shift)));
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int const y = pos.Y + int(ang.Sin() * (1 << (BUILDSINBITS - shift)));
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auto tempsect = cursectnum;
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updatesector(x, y, &tempsect);
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if (tempsect != nullptr) // If the new point is inside a valid sector...
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{
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// Get the floorz as if the new (x,y) point was still in
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// your sector
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int const j = getflorzofslopeptr(cursectnum, pos.X, pos.Y);
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int const k = getflorzofslopeptr(tempsect, x, y);
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// If extended point is in same sector as you or the slopes
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// of the sector of the extended point and your sector match
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// closely (to avoid accidently looking straight out when
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// you're at the edge of a sector line) then adjust horizon
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// accordingly
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if (cursectnum == tempsect || (!isBlood() && abs(getflorzofslopeptr(tempsect, x, y) - k) <= (4 << 8)))
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{
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horizoff += q16horiz(fixed_t(scaleAdjust * ((j - k) * (!isBlood() ? DEFVIEWPITCH : BLOODVIEWPITCH))));
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}
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}
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}
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if (climbing)
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{
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// tilt when climbing but you can't even really tell it.
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if (horizoff.asq16() < IntToFixed(100)) horizoff += getscaledhoriz(HORIZOFFSPEED, scaleAdjust, buildhoriz(100) - horizoff, 1.);
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}
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else
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{
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// Make horizoff grow towards 0 since horizoff is not modified when you're not on a slope.
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scaletozero(horizoff, HORIZOFFSPEED, scaleAdjust, Sgn(horizoff.asq16()));
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, PlayerAngle* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc("ang", w.ang)
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("lookang", w.look_ang)
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("rotscrnang", w.rotscrnang)
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("spin", w.spin)
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("inputdisabled", w.inputdisabled)
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.EndObject();
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if (arc.isReading())
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{
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w.oang = w.ang;
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w.olook_ang = w.look_ang;
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w.orotscrnang = w.rotscrnang;
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w.inputdisabled = w.inputdisabled;
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w.resetadjustment();
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}
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}
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return arc;
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}
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FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerHorizon& w, PlayerHorizon* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc("horiz", w.horiz)
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("horizoff", w.horizoff)
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("inputdisabled", w.inputdisabled)
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.EndObject();
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if (arc.isReading())
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{
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w.ohoriz = w.horiz;
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w.ohorizoff = w.horizoff;
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w.inputdisabled = w.inputdisabled;
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w.resetadjustment();
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}
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}
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return arc;
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}
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