raze/source/core/gameinput.cpp

334 lines
11 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 "gamecontrol.h"
#include "gameinput.h"
#include "gamestruct.h"
#include "serializer.h"
#include "gamefuncs.h"
//---------------------------------------------------------------------------
//
// Static constants used throughout functions.
//
//---------------------------------------------------------------------------
enum
{
BUILDTICRATE = 120,
TURBOTURNBASE = 590,
};
static constexpr double YAW_TURNSPEEDS[3] = { 41.1987304, 156.555175, 272.24121 };
static constexpr double YAW_PREAMBLESCALE = YAW_TURNSPEEDS[0] / YAW_TURNSPEEDS[1];
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 = 222.83185;
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(-38.);
static constexpr DAngle PITCH_HORIZOFFPUSH = DAngle::fromDeg(0.4476);
//---------------------------------------------------------------------------
//
// Input scale helper functions.
//
//---------------------------------------------------------------------------
static inline double getTicrateScale(const double value)
{
return value / GameTicRate;
}
static inline DAngle getscaledangle(const DAngle angle, const double scale, const DAngle push)
{
return (angle.Normalized180() * getTicrateScale(scale)) + push;
}
static inline bool scaletozero(DAngle& angle, const double scale, const DAngle push = DAngle::fromDeg(32. / 465.))
{
auto sgn = angle.Sgn();
if (!sgn || sgn != (angle -= getscaledangle(angle, scale, push * sgn)).Sgn())
{
angle = nullAngle;
return true;
}
return false;
}
//---------------------------------------------------------------------------
//
// Functions for determining whether its turbo turn time (turn key held for a number of tics).
//
//---------------------------------------------------------------------------
static double turnheldtime;
void updateTurnHeldAmt(double const scaleAdjust)
{
turnheldtime += getTicrateScale(BUILDTICRATE) * scaleAdjust;
}
bool isTurboTurnTime()
{
return turnheldtime >= getTicrateScale(TURBOTURNBASE);
}
void resetTurnHeldAmt()
{
turnheldtime = 0;
}
//---------------------------------------------------------------------------
//
// Player's movement function, called from game's ticker or from gi->GetInput() as required.
//
//---------------------------------------------------------------------------
void processMovement(InputPacket* const currInput, InputPacket* const inputBuffer, ControlInfo* const hidInput, double const scaleAdjust, int const drink_amt, bool const allowstrafe, double const turnscale)
{
// set up variables.
int const keymove = 1 << int(!!(inputBuffer->actions & SB_RUN));
float const hidspeed = float(getTicrateScale(YAW_TURNSPEEDS[2]) * turnscale);
float const scaleAdjustf = float(scaleAdjust);
// determine player input.
auto const turning = buttonMap.ButtonDown(gamefunc_Turn_Right) - buttonMap.ButtonDown(gamefunc_Turn_Left);
auto const moving = buttonMap.ButtonDown(gamefunc_Move_Forward) - buttonMap.ButtonDown(gamefunc_Move_Backward) + hidInput->dz * scaleAdjustf;
auto const strafing = buttonMap.ButtonDown(gamefunc_Strafe_Right) - buttonMap.ButtonDown(gamefunc_Strafe_Left) - hidInput->dx * scaleAdjustf;
// process player angle input.
if (!(buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe))
{
float const turndir = clamp(turning + strafing * !allowstrafe, -1.f, 1.f);
float const turnspeed = float(getTicrateScale(YAW_TURNSPEEDS[keymove]) * turnscale * (isTurboTurnTime() ? 1. : YAW_PREAMBLESCALE));
currInput->avel += hidInput->mouseturnx + (hidInput->dyaw * hidspeed + turndir * turnspeed) * scaleAdjustf;
if (turndir) updateTurnHeldAmt(scaleAdjust); else resetTurnHeldAmt();
}
else
{
currInput->svel += hidInput->mousemovex + (hidInput->dyaw + turning) * keymove * scaleAdjustf;
}
// process player pitch input.
if (!(inputBuffer->actions & SB_AIMMODE))
currInput->horz += hidInput->mouseturny + hidInput->dpitch * hidspeed * scaleAdjustf;
else
currInput->fvel -= hidInput->mousemovey + hidInput->dpitch * keymove * scaleAdjustf;
// process movement input.
currInput->fvel += moving * keymove;
currInput->svel += strafing * keymove * allowstrafe;
// process RR's drunk state.
if (isRR() && drink_amt >= 66 && drink_amt <= 87)
currInput->svel += drink_amt & 1 ? -currInput->fvel : currInput->fvel;
// add collected input to game's local input accumulation packet.
inputBuffer->fvel = clamp(inputBuffer->fvel + currInput->fvel, -(float)keymove, (float)keymove);
inputBuffer->svel = clamp(inputBuffer->svel + currInput->svel, -(float)keymove, (float)keymove);
inputBuffer->avel = clamp(inputBuffer->avel + currInput->avel, -179.f, 179.f);
inputBuffer->horz = clamp(inputBuffer->horz + currInput->horz, -179.f, 179.f);
}
//---------------------------------------------------------------------------
//
// Adjust player's pitch by way of keyboard input.
//
//---------------------------------------------------------------------------
void PlayerAngles::doPitchKeys(ESyncBits* actions, const bool stopcentering)
{
// Cancel return to center if conditions met.
if (stopcentering) *actions &= ~SB_CENTERVIEW;
// Process keyboard input.
if (auto aiming = !!(*actions & SB_AIM_DOWN) - !!(*actions & SB_AIM_UP))
{
pActor->spr.Angles.Pitch += DAngle::fromDeg(getTicrateScale(PITCH_AIMSPEED)) * aiming;
*actions &= ~SB_CENTERVIEW;
}
if (auto looking = !!(*actions & SB_LOOK_DOWN) - !!(*actions & SB_LOOK_UP))
{
pActor->spr.Angles.Pitch += DAngle::fromDeg(getTicrateScale(PITCH_LOOKSPEED)) * looking;
*actions |= SB_CENTERVIEW;
}
// Do return to centre.
if ((*actions & SB_CENTERVIEW) && !(*actions & (SB_LOOK_UP|SB_LOOK_DOWN)))
{
const auto pitch = abs(pActor->spr.Angles.Pitch);
const auto scale = pitch > PITCH_CNTRSINEOFFSET ? (pitch - PITCH_CNTRSINEOFFSET).Cos() : 1.;
if (scaletozero(pActor->spr.Angles.Pitch, PITCH_CENTERSPEED * scale))
*actions &= ~SB_CENTERVIEW;
}
// clamp before we finish, factoring in the player's view pitch offset.
const auto maximum = GetMaxPitch() - ViewAngles.Pitch * (ViewAngles.Pitch < nullAngle);
const auto minimum = GetMinPitch() - ViewAngles.Pitch * (ViewAngles.Pitch > nullAngle);
pActor->spr.Angles.Pitch = clamp(pActor->spr.Angles.Pitch, maximum, minimum);
}
//---------------------------------------------------------------------------
//
// Adjust player's yaw by way of keyboard input.
//
//---------------------------------------------------------------------------
void PlayerAngles::doYawKeys(ESyncBits* actions)
{
if (*actions & SB_TURNAROUND)
{
if (YawSpin == nullAngle)
{
// currently not spinning, so start a spin
YawSpin = -DAngle180;
}
*actions &= ~SB_TURNAROUND;
}
if (YawSpin < nullAngle)
{
// return spin to 0
DAngle add = DAngle::fromDeg(getTicrateScale(!(*actions & SB_CROUCH) ? YAW_SPINSTAND : YAW_SPINCROUCH));
YawSpin += add;
if (YawSpin > nullAngle)
{
// Don't overshoot our target. With variable factor this is possible.
add -= YawSpin;
YawSpin = nullAngle;
}
pActor->spr.Angles.Yaw += add;
}
}
//---------------------------------------------------------------------------
//
// Player's slope tilt when playing without a mouse and on a slope.
//
//---------------------------------------------------------------------------
void PlayerAngles::doViewPitch(const bool canslopetilt, const bool climbing)
{
if (cl_slopetilting)
{
const auto actorsect = pActor->sector();
if (actorsect && (actorsect->floorstat & CSTAT_SECTOR_SLOPE) && canslopetilt) // If the floor is sloped
{
// Get a point, 512 (64 for Blood) units ahead of player's position
const auto rotpt = pActor->spr.pos.XY() + pActor->spr.Angles.Yaw.ToVector() * (!isBlood() ? 32 : 4);
auto tempsect = actorsect;
updatesector(rotpt, &tempsect);
if (tempsect != nullptr) // If the new point is inside a valid sector...
{
// Get the floorz as if the new (x,y) point was still in
// your sector, unless it's Blood.
const double j = getflorzofslopeptr(actorsect, pActor->spr.pos.XY());
const double k = getflorzofslopeptr(!isBlood() ? actorsect : tempsect, rotpt);
// If extended point is in same sector as you or the slopes
// of the sector of the extended point and your sector match
// closely (to avoid accidently looking straight out when
// you're at the edge of a sector line) then adjust horizon
// accordingly
if (actorsect == tempsect || (!isBlood() && abs(getflorzofslopeptr(tempsect, rotpt) - k) <= 4))
{
ViewAngles.Pitch -= maphoriz((j - k) * (!isBlood() ? 0.625 : 5.5));
}
}
}
}
if (cl_slopetilting && climbing)
{
// tilt when climbing but you can't even really tell it.
if (ViewAngles.Pitch > PITCH_HORIZOFFCLIMB)
ViewAngles.Pitch += getscaledangle(deltaangle(ViewAngles.Pitch, PITCH_HORIZOFFCLIMB), PITCH_HORIZOFFSPEED, PITCH_HORIZOFFPUSH);
}
else
{
// Make horizoff grow towards 0 since horizoff is not modified when you're not on a slope.
scaletozero(ViewAngles.Pitch, PITCH_HORIZOFFSPEED, PITCH_HORIZOFFPUSH);
}
// Clamp off against the maximum allowed pitch.
ViewAngles.Pitch = ClampViewPitch(ViewAngles.Pitch);
}
//---------------------------------------------------------------------------
//
// Player's look left/right key angle handler.
//
//---------------------------------------------------------------------------
void PlayerAngles::doViewYaw(const ESyncBits actions)
{
// Process angle return to zeros.
scaletozero(ViewAngles.Yaw, YAW_LOOKRETURN);
scaletozero(ViewAngles.Roll, YAW_LOOKRETURN);
// Process keyboard input.
if (auto looking = !!(actions & SB_LOOK_RIGHT) - !!(actions & SB_LOOK_LEFT))
{
ViewAngles.Yaw += DAngle::fromDeg(getTicrateScale(YAW_LOOKINGSPEED)) * looking;
ViewAngles.Roll += DAngle::fromDeg(getTicrateScale(YAW_ROTATESPEED)) * looking;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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();
if (arc.isReading())
{
w.resetRenderAngles();
}
}
return arc;
}