raze/source/core/gameinput.cpp
2023-12-05 22:39:31 +01:00

453 lines
13 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 "gameinput.h"
#include "g_input.h"
//---------------------------------------------------------------------------
//
// CVARs to control input.
//
//---------------------------------------------------------------------------
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)
//---------------------------------------------------------------------------
//
// Initialised variables.
//
//---------------------------------------------------------------------------
GameInput gameInput{};
bool crouch_toggle = false;
//---------------------------------------------------------------------------
//
// Clears crouch toggle state for new games.
//
//---------------------------------------------------------------------------
void GameInput::resetCrouchToggle()
{
crouch_toggle = false;
}
//---------------------------------------------------------------------------
//
// Default player movement function for the games. Can be overridden.
//
//---------------------------------------------------------------------------
void GameInterface::doPlayerMovement()
{
gameInput.processMovement();
}
//---------------------------------------------------------------------------
//
// Player's movement function, called from game's ticker or from gi->doPlayerMovement() as required.
//
//---------------------------------------------------------------------------
void GameInput::processMovement(const double turnscale, const bool allowstrafe, const int drink_amt)
{
// set up variables.
InputPacket thisInput{};
keymove = 1 << int(!!(inputBuffer.actions & SB_RUN));
const auto hidspeed = getTicrateAngle(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 = (cl_noturnscaling || isTurboTurnTime()) ? 1 : (5. / 19.);
const DAngle turnspeed = getTicrateAngle(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(); 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.
inputBuffer.vel += thisInput.vel;
inputBuffer.ang += thisInput.ang;
// directly update player angles if we can.
if (scaleAdjust < 1)
{
PlayerArray[myconnectindex]->CameraAngles += thisInput.ang;
}
}
//---------------------------------------------------------------------------
//
// Player's vehicle movement function.
//
//---------------------------------------------------------------------------
void GameInput::processVehicle(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 ((keymove = !!(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 += thisInput.vel.X;
// 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. / 2048.) / scaleAdjust;
// Apply inputs.
thisInput.ang.Yaw += DAngle::fromDeg(((mouseVel > 1) ? g_sqrt(mouseVel) : mouseVel) * Sgn(turnVel) * Sgn(mouseInput.X) * Sgn(m_yaw));
thisInput.ang.Yaw -= DAngle::fromDeg(turnVel * joyAxes[JOYAXIS_Yaw] - turnVel * kbdDir);
thisInput.ang.Yaw *= scaleAdjust;
inputBuffer.ang.Yaw += thisInput.ang.Yaw;
if (kbdDir) updateTurnHeldAmt(); else turnheldtime = 0;
}
else
{
turnheldtime = 0;
}
// directly update player angles if we can.
if (scaleAdjust < 1)
{
PlayerArray[myconnectindex]->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 | GetPersistentActions();
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(InputPacket* packet)
{
I_GetEvent();
if (paused || M_Active() || gamestate != GS_LEVEL)
{
inputBuffer = {};
return;
}
I_GetAxes(joyAxes);
processInputBits();
gi->doPlayerMovement();
mouseInput.Zero();
if (packet)
{
const DVector3& maxVel = MAXVEL[keymove];
*packet = { clamp(inputBuffer.vel, -maxVel, maxVel), clamp(inputBuffer.ang, -MAXANG, MAXANG), inputBuffer.actions };
inputBuffer = {};
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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(third_person_view)
{
gi->ToggleThirdPerson();
}
CCMD(coop_view)
{
gi->SwitchCoopView();
}
CCMD(show_weapon)
{
gi->ToggleShowWeapon();
}