raze/source/core/gameinput.cpp
Mitchell Richters d6de57095d - Take better advantage of InputPacket::ang's FRotator status.
* Change it to a DRotator as that's what the game is expecting. Too many narrowings against DAngle objects needed.
* Utilise object methods where possible.
* Do all math against the object where possible, not its members.
2023-10-03 23:07:45 +11:00

740 lines
23 KiB
C++

//-------------------------------------------------------------------------
/*
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 "menu.h"
#include "gamestate.h"
#include "gameinput.h"
#include "coreplayer.h"
#include "g_input.h"
#include "d_net.h"
//---------------------------------------------------------------------------
//
// CVARs to control input.
//
//---------------------------------------------------------------------------
EXTERN_CVAR(Int, vr_mode)
CVAR(Bool, cl_noturnscaling, false, CVAR_GLOBALCONFIG | CVAR_ARCHIVE);
CVAR(Float, m_pitch, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
CVAR(Float, m_yaw, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
CVAR(Float, m_forward, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
CVAR(Float, m_side, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
CVAR(Float, cl_viewtiltscale, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE);
CUSTOM_CVAR(Int, cl_viewtilting, 0, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
{
if (self < 0) self = 0;
else if (self > 3) self = 3;
}
//---------------------------------------------------------------------------
//
// Initialised variables.
//
//---------------------------------------------------------------------------
GameInput gameInput{};
bool crouch_toggle = false;
//---------------------------------------------------------------------------
//
// Input scale helper functions.
//
//---------------------------------------------------------------------------
static inline DAngle getscaledangle(const DAngle angle, const double scale, const double push)
{
return (angle.Normalized180() * getTicrateScale(scale)) + DAngle::fromDeg(push);
}
bool scaletozero(DAngle& angle, const double scale, const double push)
{
const auto sgn = angle.Sgn();
if (!sgn || sgn != (angle -= getscaledangle(angle, scale, push * sgn)).Sgn())
{
angle = nullAngle;
return true;
}
return false;
}
//---------------------------------------------------------------------------
//
// Clears crouch toggle state for new games.
//
//---------------------------------------------------------------------------
void GameInput::resetCrouchToggle()
{
crouch_toggle = false;
}
//---------------------------------------------------------------------------
//
// Player's movement function, called from game's ticker or from gi->doPlayerMovement() as required.
//
//---------------------------------------------------------------------------
void GameInput::processMovement(PlayerAngles* const plrAngles, const double scaleAdjust, const int drink_amt, const bool allowstrafe, const double turnscale)
{
// set up variables.
InputPacket thisInput{};
const auto keymove = 1 << int(!!(inputBuffer.actions & SB_RUN));
const auto hidspeed = DAngle::fromDeg(getTicrateScale(YAW_TURNSPEEDS[2]));
// get all input amounts.
const auto turning = buttonMap.ButtonDown(gamefunc_Turn_Right) -
buttonMap.ButtonDown(gamefunc_Turn_Left);
const auto moving = buttonMap.ButtonDown(gamefunc_Move_Forward) -
buttonMap.ButtonDown(gamefunc_Move_Backward) +
joyAxes[JOYAXIS_Forward] * scaleAdjust;
const auto strafing = buttonMap.ButtonDown(gamefunc_Strafe_Right) -
buttonMap.ButtonDown(gamefunc_Strafe_Left) -
joyAxes[JOYAXIS_Side] * scaleAdjust;
const auto soaring = buttonMap.ButtonDown(gamefunc_Move_Up) -
buttonMap.ButtonDown(gamefunc_Move_Down) +
joyAxes[JOYAXIS_Up] * scaleAdjust;
// process player yaw input.
if (!(buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe))
{
const double turndir = clamp(turning + strafing * !allowstrafe, -1., 1.);
const double tttscale = 1. / (1 + !(cl_noturnscaling || isTurboTurnTime()) * 2.8);
const DAngle turnspeed = DAngle::fromDeg(getTicrateScale(YAW_TURNSPEEDS[keymove]) * tttscale);
thisInput.ang.Yaw += MOUSE_SCALE * mouseInput.X * m_yaw;
thisInput.ang.Yaw -= hidspeed * joyAxes[JOYAXIS_Yaw] * scaleAdjust;
thisInput.ang.Yaw += turnspeed * turndir * scaleAdjust;
thisInput.ang.Yaw *= turnscale;
if (turndir) updateTurnHeldAmt(scaleAdjust); else turnheldtime = 0;
}
else
{
thisInput.vel.Y += mouseInput.X * MOUSE_SCALE.Degrees() * m_side;
thisInput.vel.Y -= joyAxes[JOYAXIS_Yaw] * keymove * scaleAdjust;
thisInput.vel.Y += turning * keymove * scaleAdjust;
}
// process player pitch input.
if (!(inputBuffer.actions & SB_AIMMODE))
{
thisInput.ang.Pitch -= MOUSE_SCALE * mouseInput.Y * m_pitch;
thisInput.ang.Pitch -= hidspeed * joyAxes[JOYAXIS_Pitch] * scaleAdjust;
thisInput.ang.Pitch *= turnscale;
}
else
{
thisInput.vel.X += mouseInput.Y * MOUSE_SCALE.Degrees() * m_forward;
thisInput.vel.X += joyAxes[JOYAXIS_Pitch] * keymove * scaleAdjust;
}
// process movement input.
thisInput.vel.X += moving * keymove;
thisInput.vel.Y += strafing * keymove * allowstrafe;
thisInput.vel.Z += soaring; // this isn't scaled by running.
// process RR's drunk state.
if (isRR() && drink_amt >= 66 && drink_amt <= 87)
{
thisInput.vel.Y += drink_amt & 1 ? -thisInput.vel.X : thisInput.vel.X;
}
// add collected input to game's local input accumulation packet.
const DVector3 maxVel{ (double)keymove, (double)keymove, 1. };
const DRotator maxAng{ MAXANG, MAXANG, MAXANG };
inputBuffer.vel.X = clamp(inputBuffer.vel.X + thisInput.vel.X, -(double)keymove, (double)keymove);
inputBuffer.vel.Y = clamp(inputBuffer.vel.Y + thisInput.vel.Y, -(double)keymove, (double)keymove);
inputBuffer.vel.Z = clamp(inputBuffer.vel.Z + thisInput.vel.Z, -1., 1.);
inputBuffer.ang = clamp(inputBuffer.ang + thisInput.ang, -maxAng, maxAng);
// directly update player angles if we can.
if (scaleAdjust < 1)
{
plrAngles->CameraAngles += thisInput.ang;
}
}
//---------------------------------------------------------------------------
//
// Player's vehicle movement function.
//
//---------------------------------------------------------------------------
void GameInput::processVehicle(PlayerAngles* const plrAngles, const double scaleAdjust, const double baseVel, const double velScale, const unsigned flags)
{
// open up input packet for this session.
InputPacket thisInput{};
// mask out all actions not compatible with vehicles.
inputBuffer.actions &= ~(SB_WEAPONMASK_BITS | SB_TURNAROUND | SB_CENTERVIEW | SB_HOLSTER | SB_JUMP | SB_CROUCH | SB_RUN |
SB_AIM_UP | SB_AIM_DOWN | SB_AIMMODE | SB_LOOK_UP | SB_LOOK_DOWN | SB_LOOK_LEFT | SB_LOOK_RIGHT);
if (flags & VEH_CANMOVE)
{
const auto kbdForwards = buttonMap.ButtonDown(gamefunc_Move_Forward) || buttonMap.ButtonDown(gamefunc_Strafe);
const auto kbdBackward = buttonMap.ButtonDown(gamefunc_Move_Backward);
thisInput.vel.X = kbdForwards - kbdBackward + joyAxes[JOYAXIS_Forward];
inputBuffer.vel.X = clamp(inputBuffer.vel.X + thisInput.vel.X, -1., 1.);
// This sync bit is the brake key.
if (buttonMap.ButtonDown(gamefunc_Run)) inputBuffer.actions |= SB_CROUCH;
}
if (flags & VEH_CANTURN)
{
// Keyboard turning.
const auto kbdLeft = buttonMap.ButtonDown(gamefunc_Turn_Left) || buttonMap.ButtonDown(gamefunc_Strafe_Left);
const auto kbdRight = buttonMap.ButtonDown(gamefunc_Turn_Right) || buttonMap.ButtonDown(gamefunc_Strafe_Right);
const auto kbdDir = kbdRight - kbdLeft;
// Input device turning.
const auto hidLeft = mouseInput.X < 0 || joyAxes[JOYAXIS_Yaw] > 0;
const auto hidRight = mouseInput.X > 0 || joyAxes[JOYAXIS_Yaw] < 0;
const auto hidDir = hidRight - hidLeft;
// Velocity setup.
const auto scaleVel = !(flags & VEH_SCALETURN) && (cl_noturnscaling || hidDir || isTurboTurnTime());
const auto turnVel = scaleVel ? baseVel : baseVel * velScale;
const auto mouseVel = abs(turnVel * mouseInput.X * m_yaw) * (45.f / 2048.f) / scaleAdjust;
const auto maxVel = DAngle::fromDeg(abs(turnVel * 1.5f));
// Apply inputs.
thisInput.ang.Yaw += DAngle::fromDeg(((mouseVel > 1) ? sqrt(mouseVel) : mouseVel) * Sgn(turnVel) * Sgn(mouseInput.X) * Sgn(m_yaw));
thisInput.ang.Yaw -= DAngle::fromDeg(turnVel * joyAxes[JOYAXIS_Yaw]);
thisInput.ang.Yaw += DAngle::fromDeg(turnVel * kbdDir);
thisInput.ang.Yaw *= scaleAdjust;
inputBuffer.ang.Yaw = clamp(inputBuffer.ang.Yaw + thisInput.ang.Yaw, -maxVel, maxVel);
if (kbdDir) updateTurnHeldAmt(scaleAdjust); else turnheldtime = 0;
}
else
{
turnheldtime = 0;
}
// directly update player angles if we can.
if (scaleAdjust < 1)
{
plrAngles->CameraAngles += thisInput.ang;
}
}
//---------------------------------------------------------------------------
//
// Processes all the input bits.
//
//---------------------------------------------------------------------------
void GameInput::processInputBits()
{
if (WeaponToSend != 0) inputBuffer.setNewWeapon(WeaponToSend);
WeaponToSend = 0;
if (buttonMap.ButtonDown(gamefunc_Dpad_Select))
{
// These buttons should not autorepeat. The game handlers are not really equipped for that.
if (joyAxes[JOYAXIS_Forward] > 0 && !(dpad_lock & 1)) { dpad_lock |= 1; inputBuffer.setNewWeapon(WeaponSel_Prev); }
else dpad_lock &= ~1;
if (joyAxes[JOYAXIS_Forward] < 0 && !(dpad_lock & 2)) { dpad_lock |= 2; inputBuffer.setNewWeapon(WeaponSel_Next); }
else dpad_lock &= ~2;
if ((joyAxes[JOYAXIS_Side] < 0 || joyAxes[JOYAXIS_Yaw] > 0) && !(dpad_lock & 4)) { dpad_lock |= 4; inputBuffer.actions |= SB_INVPREV; }
else dpad_lock &= ~4;
if ((joyAxes[JOYAXIS_Side] > 0 || joyAxes[JOYAXIS_Yaw] < 0) && !(dpad_lock & 8)) { dpad_lock |= 8; inputBuffer.actions |= SB_INVNEXT; }
else dpad_lock &= ~8;
// This eats the controller input for regular use
joyAxes[JOYAXIS_Side] = 0;
joyAxes[JOYAXIS_Forward] = 0;
joyAxes[JOYAXIS_Yaw] = 0;
}
else dpad_lock = 0;
const auto crouchState = gi->getCrouchState();
inputBuffer.actions |= ActionsToSend | (PlayerArray[myconnectindex]->cmd.ucmd.actions & SB_CENTERVIEW);
ActionsToSend = 0;
if (buttonMap.ButtonDown(gamefunc_Aim_Up) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && joyAxes[JOYAXIS_Forward] > 0))
{
inputBuffer.actions |= SB_AIM_UP;
inputBuffer.actions &= ~SB_CENTERVIEW;
}
if ((buttonMap.ButtonDown(gamefunc_Aim_Down) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && joyAxes[JOYAXIS_Forward] < 0)))
{
inputBuffer.actions |= SB_AIM_DOWN;
inputBuffer.actions &= ~SB_CENTERVIEW;
}
if (buttonMap.ButtonDown(gamefunc_Toggle_Crouch))
{
const bool canCrouch = crouchState & CS_CANCROUCH;
crouch_toggle = !crouch_toggle && canCrouch;
if (canCrouch) buttonMap.ClearButton(gamefunc_Toggle_Crouch);
}
if (buttonMap.ButtonDown(gamefunc_Crouch) || buttonMap.ButtonDown(gamefunc_Jump) || (crouchState & CS_DISABLETOGGLE))
crouch_toggle = false;
if (buttonMap.ButtonDown(gamefunc_Crouch) || buttonMap.ButtonDown(gamefunc_Toggle_Crouch) || crouch_toggle)
inputBuffer.actions |= SB_CROUCH;
if (buttonMap.ButtonDown(gamefunc_Dpad_Aiming))
joyAxes[JOYAXIS_Forward] = 0;
if (buttonMap.ButtonDown(gamefunc_Jump))
inputBuffer.actions |= SB_JUMP;
if (buttonMap.ButtonDown(gamefunc_Fire))
inputBuffer.actions |= SB_FIRE;
if (buttonMap.ButtonDown(gamefunc_Alt_Fire))
inputBuffer.actions |= SB_ALTFIRE;
if (buttonMap.ButtonDown(gamefunc_Open))
{
if (isBlood() || isExhumed()) buttonMap.ClearButton(gamefunc_Open);
inputBuffer.actions |= SB_OPEN;
}
if (G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run)))
inputBuffer.actions |= SB_RUN;
if (!in_mousemode && !buttonMap.ButtonDown(gamefunc_Mouse_Aiming))
inputBuffer.actions |= SB_AIMMODE;
if (buttonMap.ButtonDown(gamefunc_Look_Up))
inputBuffer.actions |= SB_LOOK_UP;
if (buttonMap.ButtonDown(gamefunc_Look_Down))
inputBuffer.actions |= SB_LOOK_DOWN;
if (buttonMap.ButtonDown(gamefunc_Look_Left))
inputBuffer.actions |= SB_LOOK_LEFT;
if (buttonMap.ButtonDown(gamefunc_Look_Right))
inputBuffer.actions |= SB_LOOK_RIGHT;
if (buttonMap.ButtonDown(gamefunc_Quick_Kick))
inputBuffer.actions |= SB_QUICK_KICK;
}
//---------------------------------------------------------------------------
//
// Processes input and returns a packet if provided.
//
//---------------------------------------------------------------------------
void GameInput::getInput(const double scaleAdjust, InputPacket* packet)
{
I_GetEvent();
if (M_Active() || gamestate != GS_LEVEL)
{
inputBuffer = {};
return;
}
I_GetAxes(joyAxes);
processInputBits();
gi->doPlayerMovement(!SyncInput() ? scaleAdjust : 1.);
mouseInput.Zero();
if (packet)
{
*packet = inputBuffer;
inputBuffer = {};
}
}
//---------------------------------------------------------------------------
//
// Adjust player's pitch by way of keyboard input.
//
//---------------------------------------------------------------------------
void PlayerAngles::doPitchInput(InputPacket* const input)
{
// Add player's mouse/device input.
if (input->ang.Pitch.Degrees())
{
pActor->spr.Angles.Pitch += input->ang.Pitch * SyncInput();
input->actions &= ~SB_CENTERVIEW;
}
// Set up a myriad of bools.
const auto aimingUp = (input->actions & SB_LOOK_UP) == SB_AIM_UP;
const auto aimingDown = (input->actions & SB_LOOK_DOWN) == SB_AIM_DOWN;
const auto lookingUp = (input->actions & SB_LOOK_UP) == SB_LOOK_UP;
const auto lookingDown = (input->actions & SB_LOOK_DOWN) == SB_LOOK_DOWN;
// Process keyboard input.
if (const auto aiming = aimingDown - aimingUp)
{
pActor->spr.Angles.Pitch += DAngle::fromDeg(getTicrateScale(PITCH_AIMSPEED) * aiming);
input->actions &= ~SB_CENTERVIEW;
}
if (const auto looking = lookingDown - lookingUp)
{
pActor->spr.Angles.Pitch += DAngle::fromDeg(getTicrateScale(PITCH_LOOKSPEED) * looking);
input->actions |= SB_CENTERVIEW;
}
// Do return to centre.
if ((input->actions & SB_CENTERVIEW) && !(lookingUp || lookingDown))
{
const auto pitch = abs(pActor->spr.Angles.Pitch);
const auto scale = pitch > PITCH_CNTRSINEOFFSET ? (pitch - PITCH_CNTRSINEOFFSET).Cos() : 1.;
if (scaletozero(pActor->spr.Angles.Pitch, PITCH_CENTERSPEED * scale))
input->actions &= ~SB_CENTERVIEW;
}
// clamp before we finish, factoring in the player's view pitch offset.
const auto maximum = GetMaxPitch() - ViewAngles.Pitch * (ViewAngles.Pitch < nullAngle);
const auto minimum = GetMinPitch() - ViewAngles.Pitch * (ViewAngles.Pitch > nullAngle);
pActor->spr.Angles.Pitch = clamp(pActor->spr.Angles.Pitch, maximum, minimum);
}
//---------------------------------------------------------------------------
//
// Adjust player's yaw by way of keyboard input.
//
//---------------------------------------------------------------------------
void PlayerAngles::doYawInput(InputPacket* const input)
{
// Add player's mouse/device input.
pActor->spr.Angles.Yaw += input->ang.Yaw * SyncInput();
if (input->actions & SB_TURNAROUND)
{
if (YawSpin == nullAngle)
{
// currently not spinning, so start a spin
YawSpin = -DAngle180;
}
input->actions &= ~SB_TURNAROUND;
}
if (YawSpin < nullAngle)
{
// return spin to 0
DAngle add = DAngle::fromDeg(getTicrateScale(!(input->actions & SB_CROUCH) ? YAW_SPINSTAND : YAW_SPINCROUCH));
YawSpin += add;
if (YawSpin > nullAngle)
{
// Don't overshoot our target. With variable factor this is possible.
add -= YawSpin;
YawSpin = nullAngle;
}
pActor->spr.Angles.Yaw += add;
}
}
//---------------------------------------------------------------------------
//
// Player's slope tilt when playing without a mouse and on a slope.
//
//---------------------------------------------------------------------------
void PlayerAngles::doViewPitch(const bool canslopetilt, const bool climbing)
{
if (cl_slopetilting && canslopetilt)
{
const auto actorsect = pActor->sector();
if (actorsect && (actorsect->floorstat & CSTAT_SECTOR_SLOPE)) // If the floor is sloped
{
// Get a point, 512 (64 for Blood) units ahead of player's position
const auto rotpt = pActor->spr.pos.XY() + pActor->spr.Angles.Yaw.ToVector() * (!isBlood() ? 32 : 4);
auto tempsect = actorsect;
updatesector(rotpt, &tempsect);
if (tempsect != nullptr) // If the new point is inside a valid sector...
{
// Get the floorz as if the new (x,y) point was still in
// your sector, unless it's Blood.
const double j = getflorzofslopeptr(actorsect, pActor->spr.pos.XY());
const double k = getflorzofslopeptr(!isBlood() ? actorsect : tempsect, rotpt);
// 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 (actorsect == tempsect || (!isBlood() && abs(getflorzofslopeptr(tempsect, rotpt) - k) <= 4))
{
ViewAngles.Pitch -= maphoriz((j - k) * (!isBlood() ? 0.625 : 5.5));
}
}
}
}
if (cl_slopetilting && climbing)
{
// tilt when climbing but you can't even really tell it.
if (ViewAngles.Pitch > PITCH_HORIZOFFCLIMB)
ViewAngles.Pitch += getscaledangle(deltaangle(ViewAngles.Pitch, PITCH_HORIZOFFCLIMB), PITCH_HORIZOFFSPEED, PITCH_HORIZOFFPUSH);
}
else
{
// Make horizoff grow towards 0 since horizoff is not modified when you're not on a slope.
scaletozero(ViewAngles.Pitch, PITCH_HORIZOFFSPEED, PITCH_HORIZOFFPUSH);
}
// Clamp off against the maximum allowed pitch.
ViewAngles.Pitch = ClampViewPitch(ViewAngles.Pitch);
}
//---------------------------------------------------------------------------
//
// Player's look left/right key angle handler.
//
//---------------------------------------------------------------------------
void PlayerAngles::doViewYaw(InputPacket* const input)
{
// Process angle return to zeros.
scaletozero(ViewAngles.Yaw, YAW_LOOKRETURN);
scaletozero(ViewAngles.Roll, YAW_LOOKRETURN);
// Process keyboard input.
if (const auto looking = !!(input->actions & SB_LOOK_RIGHT) - !!(input->actions & SB_LOOK_LEFT))
{
ViewAngles.Yaw += DAngle::fromDeg(getTicrateScale(YAW_LOOKINGSPEED) * looking);
ViewAngles.Roll += DAngle::fromDeg(getTicrateScale(YAW_ROTATESPEED) * looking);
}
}
//---------------------------------------------------------------------------
//
// View tilting effects, mostly for Exhumed to enhance its gameplay feel.
//
//---------------------------------------------------------------------------
void PlayerAngles::doRollInput(InputPacket* const input, const DVector2& nVelVect, const double nMaxVel, const bool bUnderwater)
{
// Allow viewtilting if we're not in a VR mode.
if (!vr_mode)
{
// Scale/attenuate tilting based on player actions.
const auto rollAmp = cl_viewtiltscale / (bUnderwater + 1);
const auto runScale = 1. / (!(input->actions & SB_RUN) + 1);
const auto strafeScale = !!input->vel.Y + 1;
if (cl_viewtilting == 1)
{
// Console-like yaw rolling. Adjustment == ~(90/32) for keyboard turning. Clamp is 1.5x this value.
const auto rollAdj = input->ang.Yaw * ROLL_TILTAVELSCALE * rollAmp;
const auto rollMax = DAngle::fromDeg((90. / 32. * 1.5) * cl_viewtiltscale);
scaletozero(pActor->spr.Angles.Roll, ROLL_TILTRETURN);
pActor->spr.Angles.Roll = clamp(pActor->spr.Angles.Roll + rollAdj, -rollMax, rollMax);
}
else if (cl_viewtilting == 2)
{
// Quake-like strafe rolling. Adjustment == (90/48) for running keyboard strafe.
const auto rollAdj = StrafeVel * strafeScale * rollAmp;
const auto rollMax = nMaxVel * runScale * cl_viewtiltscale;
pActor->spr.Angles.Roll = DAngle::fromDeg(clamp(rollAdj, -rollMax, rollMax) * (1.875 / nMaxVel));
}
else if (cl_viewtilting == 3)
{
// Movement rolling from player's velocity. Adjustment == (90/48) for running keyboard strafe.
const auto rollAdj = nVelVect.Rotated(-pActor->spr.Angles.Yaw).Y * strafeScale * rollAmp;
const auto rollMax = nMaxVel * runScale * cl_viewtiltscale;
pActor->spr.Angles.Roll = DAngle::fromDeg(clamp(rollAdj, -rollMax, rollMax) * (1.875 / nMaxVel));
}
else
{
// Always reset roll if we're not tilting at all.
pActor->spr.Angles.Roll = nullAngle;
}
}
else
{
// Add player's device input.
pActor->spr.Angles.Roll += input->ang.Roll * SyncInput();
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def)
{
if (arc.BeginObject(keyname))
{
arc("viewangles", w.ViewAngles)
("spin", w.YawSpin)
("actor", w.pActor)
.EndObject();
}
return arc;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
CCMD(slot)
{
// The max differs between games so we have to handle this here.
const bool isDukeShareware = (g_gameType & (GAMEFLAG_DUKE | GAMEFLAG_SHAREWARE)) == (GAMEFLAG_DUKE | GAMEFLAG_SHAREWARE);
const int max = isExhumed() || isDukeShareware ? WeaponSel_MaxExhumed : isBlood() ? WeaponSel_MaxBlood : WeaponSel_Max;
if (argv.argc() != 2)
{
Printf("slot <weaponslot>: select a weapon from the given slot (1-%d)", max);
return;
}
const auto slot = atoi(argv[1]);
if (slot >= 1 && slot <= max)
{
gameInput.SendWeapon(slot);
}
}
CCMD(weapprev)
{
gameInput.SendWeapon(WeaponSel_Prev);
}
CCMD(weapnext)
{
gameInput.SendWeapon(WeaponSel_Next);
}
CCMD(weapalt)
{
gameInput.SendWeapon(WeaponSel_Alt); // Only used by SW - should also be made usable by Blood ans Duke which put multiple weapons in the same slot.
}
CCMD(useitem)
{
const int max = isExhumed() ? 6 : isSWALL() ? 7 : isBlood() ? 4 : 5;
if (argv.argc() != 2)
{
Printf("useitem <itemnum>: activates an inventory item (1-%d)", max);
return;
}
const auto slot = atoi(argv[1]);
if (slot >= 1 && slot <= max)
{
gameInput.SendAction(ESyncBits::FromInt(SB_ITEM_BIT_1 << (slot - 1)));
}
}
CCMD(invprev)
{
gameInput.SendAction(SB_INVPREV);
}
CCMD(invnext)
{
gameInput.SendAction(SB_INVNEXT);
}
CCMD(invuse)
{
gameInput.SendAction(SB_INVUSE);
}
CCMD(centerview)
{
gameInput.SendAction(SB_CENTERVIEW);
}
CCMD(turnaround)
{
gameInput.SendAction(SB_TURNAROUND);
}
CCMD(holsterweapon)
{
gameInput.SendAction(SB_HOLSTER);
}
CCMD(warptocoords)
{
if (netgame)
{
Printf("warptocoords cannot be used in multiplayer.\n");
return;
}
if (argv.argc() < 4)
{
Printf("warptocoords [x] [y] [z] [yaw] (optional) [pitch] (optional): warps the player to the specified coordinates\n");
return;
}
if (gamestate != GS_LEVEL)
{
Printf("warptocoords: must be in a level\n");
return;
}
if (const auto pActor = PlayerArray[myconnectindex]->actor)
{
pActor->spr.pos = DVector3(atof(argv[1]), atof(argv[2]), atof(argv[3]));
if (argv.argc() > 4) pActor->spr.Angles.Yaw = DAngle::fromDeg(atof(argv[4]));
if (argv.argc() > 5) pActor->spr.Angles.Pitch = DAngle::fromDeg(atof(argv[5]));
pActor->backuploc();
}
}
CCMD(third_person_view)
{
gi->ToggleThirdPerson();
}
CCMD(coop_view)
{
gi->SwitchCoopView();
}
CCMD(show_weapon)
{
gi->ToggleShowWeapon();
}