raze/source/core/gameinput.h

226 lines
6.7 KiB
C++

#pragma once
#include "serializer.h"
#include "gamefuncs.h"
#include "d_net.h"
enum : unsigned
{
CS_CANCROUCH = 1,
CS_DISABLETOGGLE = 2,
};
enum : unsigned
{
VEH_CANMOVE = 1,
VEH_CANTURN = 2,
VEH_SCALETURN = 4,
};
inline double getTicrateScale(const double value)
{
return value / GameTicRate;
}
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();
};
struct PlayerAngles
{
// Player viewing angles, separate from the camera.
DRotator PrevViewAngles, ViewAngles;
// Strafe roll counter, to be incremented/managed by the game's velocity handler.
double PrevStrafeVel, StrafeVel;
// Holder of current yaw spin state for the 180 degree turn.
DAngle YawSpin;
friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def);
friend void GameInput::processMovement(const double turnscale, const bool allowstrafe, const int drink_amt);
friend void GameInput::processVehicle(const double baseVel, const double velScale, const unsigned flags);
// Prototypes.
void doPitchInput(InputPacket* const input);
void doYawInput(InputPacket* const input);
void doViewPitch(const bool canslopetilt, const bool climbing = false);
void doViewYaw(InputPacket* const input);
void doRollInput(InputPacket* const input, const DVector2& nVelVect, const double nMaxVel, const bool bUnderwater);
// General methods.
void initialize(DCoreActor* const actor, const DAngle viewyaw = nullAngle)
{
memset(this, 0, sizeof(*this));
pActor = actor;
CameraAngles = PrevLerpAngles = pActor->spr.Angles;
PrevViewAngles.Yaw = ViewAngles.Yaw = viewyaw;
}
DAngle getPitchWithView()
{
return ClampViewPitch(pActor->spr.Angles.Pitch + ViewAngles.Pitch);
}
// Render angle functions.
const DRotator& getCameraAngles() const
{
return CameraAngles;
}
DRotator getRenderAngles(const double interpfrac)
{
// Get angles and return with clamped off pitch.
auto angles = CameraAngles + interpolatedvalue(PrevViewAngles, ViewAngles, interpfrac);
angles.Pitch = ClampViewPitch(angles.Pitch);
return angles;
}
void updateCameraAngles(const double interpfrac)
{
// Apply the current interpolated angle state to the render angles.
const auto lerpAngles = interpolatedvalue(pActor->PrevAngles, pActor->spr.Angles, interpfrac);
CameraAngles += lerpAngles - PrevLerpAngles;
PrevLerpAngles = lerpAngles;
}
void resetCameraAngles()
{
if (pActor != nullptr)
{
// Apply any last remaining ticrate angle updates and reset variables.
CameraAngles += pActor->spr.Angles - PrevLerpAngles;
PrevLerpAngles = pActor->spr.Angles = CameraAngles;
PrevViewAngles = ViewAngles;
}
}
// Draw code helpers.
auto getCrosshairOffsets(const double interpfrac)
{
// Set up angles and return as pair with roll as the 2nd object since all callers inevitably need it.
const auto viewAngles = interpolatedvalue(PrevViewAngles, ViewAngles, interpfrac);
return std::make_pair(DVector2(160, 120 * -viewAngles.Roll.Tan()) * -viewAngles.Yaw.Tan() / tan(r_fov * pi::pi() / 360.), viewAngles.Roll);
}
auto getWeaponOffsets(const double interpfrac)
{
// Push the Y down a bit since the weapon is at the edge of the screen. Also null roll for now.
auto offsets = getCrosshairOffsets(interpfrac); offsets.first.Y *= 4.; offsets.second = nullAngle;
return offsets;
}
private:
// Private data which should never be accessed publicly.
DRotator PrevLerpAngles, CameraAngles;
DCoreActor* pActor;
// Constants used throughout input functions.
static constexpr double ROLL_TILTAVELSCALE = (1966426. / 12000000.);
static constexpr DAngle ROLL_TILTAVELMAX = DAngle::fromDeg(90. / 32. * 1.5);
static constexpr double ROLL_TILTRETURN = 15.;
static constexpr double YAW_LOOKINGSPEED = 801.5625;
static constexpr double YAW_ROTATESPEED = 63.28125;
static constexpr double YAW_LOOKRETURN = 7.5;
static constexpr double YAW_SPINSTAND = 675.;
static constexpr double YAW_SPINCROUCH = YAW_SPINSTAND * 0.5;
static constexpr double PITCH_LOOKSPEED = (269426662. / 1209103.);
static constexpr double PITCH_AIMSPEED = PITCH_LOOKSPEED * 0.5;
static constexpr double PITCH_CENTERSPEED = 10.7375;
static constexpr double PITCH_HORIZOFFSPEED = 4.375;
static constexpr DAngle PITCH_CNTRSINEOFFSET = DAngle90 / 8.;
static constexpr DAngle PITCH_HORIZOFFCLIMB = DAngle::fromDeg(-127076387. / 3344227.);
static constexpr DAngle PITCH_HORIZOFFPUSH = DAngle::fromDeg(14115687. / 31535389.);
};
extern GameInput gameInput;
class FSerializer;
FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def);
bool scaletozero(DAngle& angle, const double scale, const DAngle push = DAngle::fromDeg(7646143. / 110386328.));