raze/source/core/gameinput.h
Mitchell Richters 3625a6af52 - Move PlayerAngles class directly into DCorePlayer.
* No refactoring around it yet.
* The #includes could use some cleaning up...
2023-11-04 19:10:03 +11:00

115 lines
2.4 KiB
C++

#pragma once
#include "serializer.h"
#include "coreplayer.h"
#include "d_net.h"
enum : unsigned
{
CS_CANCROUCH = 1,
CS_DISABLETOGGLE = 2,
};
enum : unsigned
{
VEH_CANMOVE = 1,
VEH_CANTURN = 2,
VEH_SCALETURN = 4,
};
class GameInput
{
enum
{
BUILDTICRATE = 120,
TURBOTURNBASE = 590,
};
static constexpr double YAW_TURNSPEEDS[3] = { 234.375 * (360. / 2048.), 890.625 * (360. / 2048.), 1548.75 * (360. / 2048.) };
static constexpr DVector3 MAXVEL[3] = { { 0., 0., 1. }, { 1., 1., 1. }, { 2., 2., 1. } };
static constexpr DRotator MAXANG = { DAngle180 - minAngle, DAngle180 - minAngle, DAngle180 - minAngle };
static constexpr DAngle MOUSE_SCALE = DAngle::fromDeg(1. / 16.);
// Input received from the OS.
float joyAxes[NUM_JOYAXIS];
FVector2 mouseInput;
// Internal variables when generating a packet.
InputPacket inputBuffer;
ESyncBits ActionsToSend;
double turnheldtime;
double scaleAdjust;
bool syncinput;
int WeaponToSend;
int dpad_lock;
int keymove;
// Turn speed doubling after x amount of tics.
void updateTurnHeldAmt()
{
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;
}
// Receives the current input scale from the engine's main loop.
void UpdateInputScale()
{
const double frac = I_GetInputFrac();
scaleAdjust = !SyncInput() ? frac : 1;
}
// Handling of whether to allow unsynchronised input.
bool SyncInput()
{
return syncinput || cl_syncinput || cl_capfps;
}
void ForceInputSync(const int pnum)
{
if (pnum == myconnectindex)
{
syncinput = true;
}
}
void ResetInputSync()
{
syncinput = false;
}
// Prototypes for large member functions.
void processMovement(const double turnscale = 1, const bool allowstrafe = true, const int drink_amt = 0);
void processVehicle(const double baseVel, const double velScale, const unsigned flags);
void getInput(InputPacket* packet = nullptr);
void resetCrouchToggle();
};
extern GameInput gameInput;