mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-26 14:02:04 +00:00
748 lines
23 KiB
C++
748 lines
23 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 "menu.h"
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#include "gamestate.h"
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#include "gameinput.h"
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#include "coreplayer.h"
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#include "g_input.h"
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//---------------------------------------------------------------------------
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//
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// CVARs to control input.
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//
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//---------------------------------------------------------------------------
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EXTERN_CVAR(Int, vr_mode)
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CVAR(Bool, cl_noturnscaling, false, CVAR_GLOBALCONFIG | CVAR_ARCHIVE);
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CVAR(Float, m_pitch, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
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CVAR(Float, m_yaw, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
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CVAR(Float, m_forward, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
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CVAR(Float, m_side, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
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CVAR(Float, cl_viewtiltscale, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE);
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CUSTOM_CVAR(Int, cl_viewtilting, 0, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
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{
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if (self < 0) self = 0;
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else if (self > 3) self = 3;
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}
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//---------------------------------------------------------------------------
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//
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// Initialised variables.
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//
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//---------------------------------------------------------------------------
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GameInput gameInput{};
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bool crouch_toggle = false;
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//---------------------------------------------------------------------------
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//
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// Input helper functions.
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//
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//---------------------------------------------------------------------------
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static inline DAngle getTicrateAngle(const double value)
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{
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return DAngle::fromDeg(getTicrateScale(value));
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}
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static inline DAngle getscaledangle(const DAngle angle, const double scale, const DAngle push)
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{
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return (angle.Normalized180() * getTicrateScale(scale)) + push;
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}
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bool scaletozero(DAngle& angle, const double scale, const DAngle push)
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{
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const auto sgn = angle.Sgn();
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if (!sgn || sgn != (angle -= getscaledangle(angle, scale, push * sgn)).Sgn())
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{
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angle = nullAngle;
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return true;
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}
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return false;
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}
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//---------------------------------------------------------------------------
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//
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// Clears crouch toggle state for new games.
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//
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//---------------------------------------------------------------------------
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void GameInput::resetCrouchToggle()
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{
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crouch_toggle = false;
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}
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//---------------------------------------------------------------------------
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//
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// Default player movement function for the games. Can be overridden.
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//
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//---------------------------------------------------------------------------
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void GameInterface::doPlayerMovement()
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{
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gameInput.processMovement();
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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->doPlayerMovement() as required.
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//
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//---------------------------------------------------------------------------
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void GameInput::processMovement(const double turnscale, const bool allowstrafe, const int drink_amt)
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{
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// set up variables.
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InputPacket thisInput{};
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keymove = 1 << int(!!(inputBuffer.actions & SB_RUN));
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const auto hidspeed = getTicrateAngle(YAW_TURNSPEEDS[2]);
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// get all input amounts.
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const auto turning = buttonMap.ButtonDown(gamefunc_Turn_Right) -
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buttonMap.ButtonDown(gamefunc_Turn_Left);
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const auto moving = buttonMap.ButtonDown(gamefunc_Move_Forward) -
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buttonMap.ButtonDown(gamefunc_Move_Backward) +
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joyAxes[JOYAXIS_Forward] * scaleAdjust;
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const auto strafing = buttonMap.ButtonDown(gamefunc_Strafe_Right) -
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buttonMap.ButtonDown(gamefunc_Strafe_Left) -
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joyAxes[JOYAXIS_Side] * scaleAdjust;
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const auto soaring = buttonMap.ButtonDown(gamefunc_Move_Up) -
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buttonMap.ButtonDown(gamefunc_Move_Down) +
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joyAxes[JOYAXIS_Up] * scaleAdjust;
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// process player yaw input.
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if (!(buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe))
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{
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const double turndir = clamp(turning + strafing * !allowstrafe, -1., 1.);
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const double tttscale = 1. / (1 + !(cl_noturnscaling || isTurboTurnTime()) * 2.8);
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const DAngle turnspeed = getTicrateAngle(YAW_TURNSPEEDS[keymove]) * tttscale;
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thisInput.ang.Yaw += MOUSE_SCALE * mouseInput.X * m_yaw;
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thisInput.ang.Yaw -= hidspeed * joyAxes[JOYAXIS_Yaw] * scaleAdjust;
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thisInput.ang.Yaw += turnspeed * turndir * scaleAdjust;
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thisInput.ang.Yaw *= turnscale;
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if (turndir) updateTurnHeldAmt(); else turnheldtime = 0;
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}
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else
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{
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thisInput.vel.Y += mouseInput.X * MOUSE_SCALE.Degrees() * m_side;
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thisInput.vel.Y -= joyAxes[JOYAXIS_Yaw] * keymove * scaleAdjust;
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thisInput.vel.Y += turning * keymove * scaleAdjust;
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}
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// process player pitch input.
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if (!(inputBuffer.actions & SB_AIMMODE))
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{
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thisInput.ang.Pitch -= MOUSE_SCALE * mouseInput.Y * m_pitch;
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thisInput.ang.Pitch -= hidspeed * joyAxes[JOYAXIS_Pitch] * scaleAdjust;
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thisInput.ang.Pitch *= turnscale;
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}
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else
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{
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thisInput.vel.X += mouseInput.Y * MOUSE_SCALE.Degrees() * m_forward;
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thisInput.vel.X += joyAxes[JOYAXIS_Pitch] * keymove * scaleAdjust;
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}
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// process movement input.
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thisInput.vel.X += moving * keymove;
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thisInput.vel.Y += strafing * keymove * allowstrafe;
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thisInput.vel.Z += soaring; // this isn't scaled by running.
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// process RR's drunk state.
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if (isRR() && drink_amt >= 66 && drink_amt <= 87)
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{
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thisInput.vel.Y += drink_amt & 1 ? -thisInput.vel.X : thisInput.vel.X;
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}
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// add collected input to game's local input accumulation packet.
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inputBuffer.vel += thisInput.vel;
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inputBuffer.ang += thisInput.ang;
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// directly update player angles if we can.
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if (scaleAdjust < 1)
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{
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PlayerArray[myconnectindex]->Angles.CameraAngles += thisInput.ang;
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}
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}
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//---------------------------------------------------------------------------
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//
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// Player's vehicle movement function.
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//
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//---------------------------------------------------------------------------
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void GameInput::processVehicle(const double baseVel, const double velScale, const unsigned flags)
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{
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// open up input packet for this session.
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InputPacket thisInput{};
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// mask out all actions not compatible with vehicles.
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inputBuffer.actions &= ~(SB_WEAPONMASK_BITS | SB_TURNAROUND | SB_CENTERVIEW | SB_HOLSTER | SB_JUMP | SB_CROUCH | SB_RUN |
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SB_AIM_UP | SB_AIM_DOWN | SB_AIMMODE | SB_LOOK_UP | SB_LOOK_DOWN | SB_LOOK_LEFT | SB_LOOK_RIGHT);
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if ((keymove = !!(flags & VEH_CANMOVE)))
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{
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const auto kbdForwards = buttonMap.ButtonDown(gamefunc_Move_Forward) || buttonMap.ButtonDown(gamefunc_Strafe);
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const auto kbdBackward = buttonMap.ButtonDown(gamefunc_Move_Backward);
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thisInput.vel.X = kbdForwards - kbdBackward + joyAxes[JOYAXIS_Forward];
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inputBuffer.vel.X += thisInput.vel.X;
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// This sync bit is the brake key.
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if (buttonMap.ButtonDown(gamefunc_Run)) inputBuffer.actions |= SB_CROUCH;
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}
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if (flags & VEH_CANTURN)
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{
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// Keyboard turning.
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const auto kbdLeft = buttonMap.ButtonDown(gamefunc_Turn_Left) || buttonMap.ButtonDown(gamefunc_Strafe_Left);
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const auto kbdRight = buttonMap.ButtonDown(gamefunc_Turn_Right) || buttonMap.ButtonDown(gamefunc_Strafe_Right);
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const auto kbdDir = kbdRight - kbdLeft;
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// Input device turning.
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const auto hidLeft = mouseInput.X < 0 || joyAxes[JOYAXIS_Yaw] > 0;
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const auto hidRight = mouseInput.X > 0 || joyAxes[JOYAXIS_Yaw] < 0;
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const auto hidDir = hidRight - hidLeft;
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// Velocity setup.
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const auto scaleVel = !(flags & VEH_SCALETURN) && (cl_noturnscaling || hidDir || isTurboTurnTime());
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const auto turnVel = scaleVel ? baseVel : baseVel * velScale;
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const auto mouseVel = abs(turnVel * mouseInput.X * m_yaw) * (45. / 2048.) / scaleAdjust;
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// Apply inputs.
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thisInput.ang.Yaw += DAngle::fromDeg(((mouseVel > 1) ? g_sqrt(mouseVel) : mouseVel) * Sgn(turnVel) * Sgn(mouseInput.X) * Sgn(m_yaw));
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thisInput.ang.Yaw -= DAngle::fromDeg(turnVel * joyAxes[JOYAXIS_Yaw] - turnVel * kbdDir);
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thisInput.ang.Yaw *= scaleAdjust;
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inputBuffer.ang.Yaw += thisInput.ang.Yaw;
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if (kbdDir) updateTurnHeldAmt(); else turnheldtime = 0;
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}
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else
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{
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turnheldtime = 0;
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}
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// directly update player angles if we can.
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if (scaleAdjust < 1)
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{
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PlayerArray[myconnectindex]->Angles.CameraAngles += thisInput.ang;
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}
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}
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//---------------------------------------------------------------------------
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//
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// Processes all the input bits.
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//
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//---------------------------------------------------------------------------
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void GameInput::processInputBits()
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{
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if (WeaponToSend != 0) inputBuffer.setNewWeapon(WeaponToSend);
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WeaponToSend = 0;
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if (buttonMap.ButtonDown(gamefunc_Dpad_Select))
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{
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// These buttons should not autorepeat. The game handlers are not really equipped for that.
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if (joyAxes[JOYAXIS_Forward] > 0 && !(dpad_lock & 1)) { dpad_lock |= 1; inputBuffer.setNewWeapon(WeaponSel_Prev); }
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else dpad_lock &= ~1;
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if (joyAxes[JOYAXIS_Forward] < 0 && !(dpad_lock & 2)) { dpad_lock |= 2; inputBuffer.setNewWeapon(WeaponSel_Next); }
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else dpad_lock &= ~2;
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if ((joyAxes[JOYAXIS_Side] < 0 || joyAxes[JOYAXIS_Yaw] > 0) && !(dpad_lock & 4)) { dpad_lock |= 4; inputBuffer.actions |= SB_INVPREV; }
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else dpad_lock &= ~4;
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if ((joyAxes[JOYAXIS_Side] > 0 || joyAxes[JOYAXIS_Yaw] < 0) && !(dpad_lock & 8)) { dpad_lock |= 8; inputBuffer.actions |= SB_INVNEXT; }
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else dpad_lock &= ~8;
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// This eats the controller input for regular use
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joyAxes[JOYAXIS_Side] = 0;
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joyAxes[JOYAXIS_Forward] = 0;
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joyAxes[JOYAXIS_Yaw] = 0;
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}
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else dpad_lock = 0;
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const auto crouchState = gi->getCrouchState();
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inputBuffer.actions |= ActionsToSend | GetPersistentActions();
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ActionsToSend = 0;
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if (buttonMap.ButtonDown(gamefunc_Aim_Up) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && joyAxes[JOYAXIS_Forward] > 0))
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{
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inputBuffer.actions |= SB_AIM_UP;
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inputBuffer.actions &= ~SB_CENTERVIEW;
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}
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if ((buttonMap.ButtonDown(gamefunc_Aim_Down) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && joyAxes[JOYAXIS_Forward] < 0)))
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{
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inputBuffer.actions |= SB_AIM_DOWN;
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inputBuffer.actions &= ~SB_CENTERVIEW;
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}
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if (buttonMap.ButtonDown(gamefunc_Toggle_Crouch))
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{
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const bool canCrouch = crouchState & CS_CANCROUCH;
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crouch_toggle = !crouch_toggle && canCrouch;
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if (canCrouch) buttonMap.ClearButton(gamefunc_Toggle_Crouch);
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}
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if (buttonMap.ButtonDown(gamefunc_Crouch) || buttonMap.ButtonDown(gamefunc_Jump) || (crouchState & CS_DISABLETOGGLE))
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crouch_toggle = false;
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if (buttonMap.ButtonDown(gamefunc_Crouch) || buttonMap.ButtonDown(gamefunc_Toggle_Crouch) || crouch_toggle)
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inputBuffer.actions |= SB_CROUCH;
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if (buttonMap.ButtonDown(gamefunc_Dpad_Aiming))
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joyAxes[JOYAXIS_Forward] = 0;
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if (buttonMap.ButtonDown(gamefunc_Jump))
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inputBuffer.actions |= SB_JUMP;
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if (buttonMap.ButtonDown(gamefunc_Fire))
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inputBuffer.actions |= SB_FIRE;
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if (buttonMap.ButtonDown(gamefunc_Alt_Fire))
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inputBuffer.actions |= SB_ALTFIRE;
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if (buttonMap.ButtonDown(gamefunc_Open))
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{
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if (isBlood() || isExhumed()) buttonMap.ClearButton(gamefunc_Open);
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inputBuffer.actions |= SB_OPEN;
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}
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if (G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run)))
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inputBuffer.actions |= SB_RUN;
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if (!in_mousemode && !buttonMap.ButtonDown(gamefunc_Mouse_Aiming))
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inputBuffer.actions |= SB_AIMMODE;
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if (buttonMap.ButtonDown(gamefunc_Look_Up))
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inputBuffer.actions |= SB_LOOK_UP;
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if (buttonMap.ButtonDown(gamefunc_Look_Down))
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inputBuffer.actions |= SB_LOOK_DOWN;
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if (buttonMap.ButtonDown(gamefunc_Look_Left))
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inputBuffer.actions |= SB_LOOK_LEFT;
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if (buttonMap.ButtonDown(gamefunc_Look_Right))
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inputBuffer.actions |= SB_LOOK_RIGHT;
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if (buttonMap.ButtonDown(gamefunc_Quick_Kick))
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inputBuffer.actions |= SB_QUICK_KICK;
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}
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//---------------------------------------------------------------------------
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//
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// Processes input and returns a packet if provided.
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//
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//---------------------------------------------------------------------------
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void GameInput::getInput(InputPacket* packet)
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{
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I_GetEvent();
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if (paused || M_Active() || gamestate != GS_LEVEL)
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{
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inputBuffer = {};
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return;
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}
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I_GetAxes(joyAxes);
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processInputBits();
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gi->doPlayerMovement();
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mouseInput.Zero();
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if (packet)
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{
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const DVector3& maxVel = MAXVEL[keymove];
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*packet = { clamp(inputBuffer.vel, -maxVel, maxVel), clamp(inputBuffer.ang, -MAXANG, MAXANG), inputBuffer.actions };
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inputBuffer = {};
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}
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}
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//---------------------------------------------------------------------------
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//
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// Adjust player's pitch by way of keyboard input.
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//
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//---------------------------------------------------------------------------
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void PlayerAngles::doPitchInput(InputPacket* const input)
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{
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// Add player's mouse/device input.
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if (input->ang.Pitch.Degrees())
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{
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pActor->spr.Angles.Pitch += input->ang.Pitch * gameInput.SyncInput();
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input->actions &= ~SB_CENTERVIEW;
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}
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// Set up a myriad of bools.
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const auto aimingUp = (input->actions & SB_LOOK_UP) == SB_AIM_UP;
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const auto aimingDown = (input->actions & SB_LOOK_DOWN) == SB_AIM_DOWN;
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const auto lookingUp = (input->actions & SB_LOOK_UP) == SB_LOOK_UP;
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const auto lookingDown = (input->actions & SB_LOOK_DOWN) == SB_LOOK_DOWN;
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// Process keyboard input.
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if (const auto aiming = aimingDown - aimingUp)
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{
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pActor->spr.Angles.Pitch += getTicrateAngle(PITCH_AIMSPEED) * aiming;
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input->actions &= ~SB_CENTERVIEW;
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}
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if (const auto looking = lookingDown - lookingUp)
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{
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pActor->spr.Angles.Pitch += getTicrateAngle(PITCH_LOOKSPEED) * looking;
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input->actions |= SB_CENTERVIEW;
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}
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// Do return to centre.
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if ((input->actions & SB_CENTERVIEW) && !(lookingUp || lookingDown))
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{
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const auto pitch = abs(pActor->spr.Angles.Pitch);
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const auto scale = pitch > PITCH_CNTRSINEOFFSET ? (pitch - PITCH_CNTRSINEOFFSET).Cos() : 1.;
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if (scaletozero(pActor->spr.Angles.Pitch, PITCH_CENTERSPEED * scale))
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input->actions &= ~SB_CENTERVIEW;
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}
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// clamp before we finish, factoring in the player's view pitch offset.
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const auto maximum = GetMaxPitch() - ViewAngles.Pitch * (ViewAngles.Pitch < nullAngle);
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const auto minimum = GetMinPitch() - ViewAngles.Pitch * (ViewAngles.Pitch > nullAngle);
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pActor->spr.Angles.Pitch = clamp(pActor->spr.Angles.Pitch, maximum, minimum);
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}
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//---------------------------------------------------------------------------
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//
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// Adjust player's yaw by way of keyboard input.
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//
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//---------------------------------------------------------------------------
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void PlayerAngles::doYawInput(InputPacket* const input)
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{
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// Add player's mouse/device input.
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pActor->spr.Angles.Yaw += input->ang.Yaw * gameInput.SyncInput();
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if (input->actions & SB_TURNAROUND)
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{
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if (YawSpin == nullAngle)
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{
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// currently not spinning, so start a spin
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YawSpin = -DAngle180;
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}
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input->actions &= ~SB_TURNAROUND;
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}
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if (YawSpin < nullAngle)
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{
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// return spin to 0
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DAngle add = getTicrateAngle(!(input->actions & SB_CROUCH) ? YAW_SPINSTAND : YAW_SPINCROUCH);
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YawSpin += add;
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if (YawSpin > nullAngle)
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{
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// Don't overshoot our target. With variable factor this is possible.
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add -= YawSpin;
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YawSpin = nullAngle;
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}
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pActor->spr.Angles.Yaw += add;
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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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void PlayerAngles::doViewPitch(const bool canslopetilt, const bool climbing)
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{
|
|
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);
|
|
}
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// 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 += getTicrateAngle(YAW_LOOKINGSPEED) * looking;
|
|
ViewAngles.Roll += getTicrateAngle(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 = ROLL_TILTAVELMAX * 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 * gameInput.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]->GetActor())
|
|
{
|
|
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();
|
|
}
|