mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-11 13:21:49 +00:00
bb20827027
* Controller input before was too fast compared to other games, now it's 1:1. * Mouse input when used without mouse look was too slow, now it's also 1:1 with the other games. * `hid` in the context of `hidprescale` refers to 'Human Interface Device'.
555 lines
14 KiB
C++
555 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 "build.h"
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CVARD(Bool, invertmousex, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "invert horizontal mouse movement")
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CVARD(Bool, invertmouse, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "invert vertical mouse movement")
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//---------------------------------------------------------------------------
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//
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// code fron gameexec/conrun
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//
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//---------------------------------------------------------------------------
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int getincangle(int a, int na)
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{
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a &= 2047;
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na &= 2047;
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if(abs(a-na) >= 1024)
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{
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if(na > 1024) na -= 2048;
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if(a > 1024) a -= 2048;
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}
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return na-a;
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}
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binangle getincanglebam(binangle a, binangle na)
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{
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int64_t cura = a.asbam();
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int64_t newa = na.asbam();
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if(abs(cura-newa) > INT32_MAX)
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{
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if(newa > INT32_MAX) newa -= UINT32_MAX;
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if(cura > INT32_MAX) cura -= UINT32_MAX;
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}
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return bamang(uint32_t(newa-cura));
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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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enum
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{
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RUNNINGTURNBASE = 1549,
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NORMALTURNBASE = 891,
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PREAMBLEBASE = 234,
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};
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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 running = !!(inputBuffer->actions & SB_RUN);
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int const keymove = gi->playerKeyMove() << running;
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float const mousevelscale = keymove * (1.f / 160.f);
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double const hidprescale = g_gameType & GAMEFLAG_PSEXHUMED ? 5. : 1.;
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double const hidspeed = getTicrateScale(running ? RUNNINGTURNBASE : NORMALTURNBASE) * BAngToDegree;
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// process mouse and initial controller input.
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if (buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe)
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currInput->svel -= xs_CRoundToInt(((hidInput->mousemovex * mousevelscale) + (scaleAdjust * hidInput->dyaw * keymove)) * hidprescale);
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else
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currInput->avel += float(hidInput->mouseturnx + (scaleAdjust * hidInput->dyaw * hidspeed * turnscale));
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if (!(inputBuffer->actions & SB_AIMMODE))
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currInput->horz -= hidInput->mouseturny;
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else
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currInput->fvel -= xs_CRoundToInt(hidInput->mousemovey * mousevelscale * hidprescale);
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if (invertmouse)
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currInput->horz = -currInput->horz;
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if (invertmousex)
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currInput->avel = -currInput->avel;
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// process remaining controller input.
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currInput->horz -= float(scaleAdjust * hidInput->dpitch * hidspeed);
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currInput->svel += xs_CRoundToInt(scaleAdjust * hidInput->dx * keymove * hidprescale);
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currInput->fvel += xs_CRoundToInt(scaleAdjust * hidInput->dz * keymove * hidprescale);
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// process keyboard turning keys.
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if (buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe)
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{
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if (abs(inputBuffer->svel) < keymove)
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{
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if (buttonMap.ButtonDown(gamefunc_Turn_Left))
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currInput->svel += keymove;
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if (buttonMap.ButtonDown(gamefunc_Turn_Right))
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currInput->svel -= keymove;
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}
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}
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else
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{
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bool const turnleft = buttonMap.ButtonDown(gamefunc_Turn_Left) || (buttonMap.ButtonDown(gamefunc_Strafe_Left) && !allowstrafe);
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bool const turnright = buttonMap.ButtonDown(gamefunc_Turn_Right) || (buttonMap.ButtonDown(gamefunc_Strafe_Right) && !allowstrafe);
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if (turnleft || turnright)
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{
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double const turnamount = hidspeed * turnscale;
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double const preambleturn = turnamount * (double(PREAMBLEBASE) / double(NORMALTURNBASE));
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updateTurnHeldAmt(scaleAdjust);
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if (turnleft)
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currInput->avel -= float(scaleAdjust * (isTurboTurnTime() ? turnamount : preambleturn));
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if (turnright)
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currInput->avel += float(scaleAdjust * (isTurboTurnTime() ? turnamount : preambleturn));
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}
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else
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{
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resetTurnHeldAmt();
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}
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}
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// process keyboard forward/side velocity keys.
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if (abs(inputBuffer->svel) < keymove)
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{
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if (buttonMap.ButtonDown(gamefunc_Strafe_Left) && allowstrafe)
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currInput->svel += keymove;
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if (buttonMap.ButtonDown(gamefunc_Strafe_Right) && allowstrafe)
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currInput->svel -= keymove;
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}
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if (abs(inputBuffer->fvel) < keymove)
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{
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if (isRR() && drink_amt >= 66 && drink_amt <= 87)
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{
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if (buttonMap.ButtonDown(gamefunc_Move_Forward))
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{
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currInput->fvel += keymove;
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currInput->svel += drink_amt & 1 ? keymove : -keymove;
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}
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if (buttonMap.ButtonDown(gamefunc_Move_Backward))
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{
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currInput->fvel -= keymove;
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currInput->svel -= drink_amt & 1 ? keymove : -keymove;
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}
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}
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else
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{
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if (buttonMap.ButtonDown(gamefunc_Move_Forward))
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currInput->fvel += keymove;
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if (buttonMap.ButtonDown(gamefunc_Move_Backward))
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currInput->fvel -= keymove;
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}
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}
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// add collected input to game's local input accumulation packet.
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inputBuffer->fvel = clamp(inputBuffer->fvel + currInput->fvel, -keymove, keymove);
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inputBuffer->svel = clamp(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 movewment 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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enum
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{
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LOOKROTRETBASE = 15,
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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, LOOKROTRETBASE, scaleAdjust);
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scaletozero(look_ang, +LOOKROTRETBASE * 0.5, 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 += getscaledangle(LOOKINGSPEED, scaleAdjust * direction);
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rotscrnang -= getscaledangle(ROTATESPEED, scaleAdjust * direction);
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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 == 0)
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{
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// currently not spinning, so start a spin
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spin = -1024.;
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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 += degang(avel);
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spin = 0;
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}
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if (spin < 0)
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{
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// return spin to 0
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double add = getTicrateScale(!(*actions & SB_CROUCH) ? SPINSTAND : SPINCROUCH, scaleAdjust);
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spin += add;
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if (spin > 0)
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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 = 0;
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}
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ang += buildfang(add);
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}
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}
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else
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{
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spin = 0;
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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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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, binangle const ang, bool const aimmode, bool const canslopetilt, int const cursectnum, double const scaleAdjust, bool const climbing)
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{
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if (cl_slopetilting)
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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 + ang.bcos(shift);
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int const y = pos.y + ang.bsin(shift);
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int tempsect = cursectnum;
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updatesector(x, y, &tempsect);
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if (tempsect >= 0) // 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 = getflorzofslope(cursectnum, pos.x, pos.y);
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int const k = getflorzofslope(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(getflorzofslope(tempsect, x, y) - k) <= (4 << 8)))
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{
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horizoff += q16horiz(xs_CRoundToInt(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))
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{
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auto temphorizoff = buildhoriz(100) - horizoff;
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horizoff += getscaledhoriz(4.375, scaleAdjust, &temphorizoff, 1.);
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}
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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, 4.375, scaleAdjust, Sgn(horizoff.asq16()));
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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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}
|
|
return arc;
|
|
}
|
|
|
|
FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerHorizon& w, PlayerHorizon* def)
|
|
{
|
|
if (arc.BeginObject(keyname))
|
|
{
|
|
arc("horiz", w.horiz)
|
|
("horizoff", w.horizoff)
|
|
("inputdisabled", w.inputdisabled)
|
|
.EndObject();
|
|
|
|
if (arc.isReading())
|
|
{
|
|
w.ohoriz = w.horiz;
|
|
w.ohorizoff = w.horizoff;
|
|
w.inputdisabled = w.inputdisabled;
|
|
w.resetadjustment();
|
|
}
|
|
}
|
|
return arc;
|
|
}
|
|
|
|
FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerPosition& w, PlayerPosition* def)
|
|
{
|
|
if (arc.BeginObject(keyname))
|
|
{
|
|
arc("pos", w.pos).EndObject();
|
|
|
|
if (arc.isReading())
|
|
{
|
|
w.opos = w.pos;
|
|
}
|
|
}
|
|
return arc;
|
|
}
|