mirror of
https://github.com/ZDoom/Raze.git
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273 lines
9.6 KiB
C++
273 lines
9.6 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2023 Christoph Oelckers
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Copyright (C) 2023 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 "gameinput.h"
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//---------------------------------------------------------------------------
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//
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// Input constants used throughout associated functions.
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//
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//---------------------------------------------------------------------------
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static constexpr double ROLL_TILTAVELSCALE = (1966426. / 12000000.);
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static constexpr DAngle ROLL_TILTAVELMAX = DAngle::fromDeg(90. / 32. * 1.5);
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static constexpr double ROLL_TILTRETURN = 15.;
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static constexpr double YAW_LOOKINGSPEED = 801.5625;
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static constexpr double YAW_ROTATESPEED = 63.28125;
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static constexpr double YAW_LOOKRETURN = 7.5;
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static constexpr double YAW_SPINSTAND = 675.;
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static constexpr double YAW_SPINCROUCH = YAW_SPINSTAND * 0.5;
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static constexpr double PITCH_LOOKSPEED = (269426662. / 1209103.);
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static constexpr double PITCH_AIMSPEED = PITCH_LOOKSPEED * 0.5;
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static constexpr double PITCH_CENTERSPEED = 10.7375;
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static constexpr double PITCH_HORIZOFFSPEED = 4.375;
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static constexpr DAngle PITCH_CNTRSINEOFFSET = DAngle90 / 8.;
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static constexpr DAngle PITCH_HORIZOFFCLIMB = DAngle::fromDeg(-127076387. / 3344227.);
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static constexpr DAngle PITCH_HORIZOFFPUSH = DAngle::fromDeg(14115687. / 31535389.);
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//---------------------------------------------------------------------------
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//
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// CVARs to control view rolling.
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//
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//---------------------------------------------------------------------------
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EXTERN_CVAR(Int, vr_mode)
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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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// Adjust player's pitch by way of keyboard input.
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//
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//---------------------------------------------------------------------------
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void DCorePlayer::doPitchInput()
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{
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// Add player's mouse/device input.
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if (cmd.ucmd.ang.Pitch.Degrees())
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{
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actor->spr.Angles.Pitch += cmd.ucmd.ang.Pitch * gameInput.SyncInput();
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cmd.ucmd.actions &= ~SB_CENTERVIEW;
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}
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// Set up a myriad of bools.
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const auto aimingUp = (cmd.ucmd.actions & SB_LOOK_UP) == SB_AIM_UP;
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const auto aimingDown = (cmd.ucmd.actions & SB_LOOK_DOWN) == SB_AIM_DOWN;
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const auto lookingUp = (cmd.ucmd.actions & SB_LOOK_UP) == SB_LOOK_UP;
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const auto lookingDown = (cmd.ucmd.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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actor->spr.Angles.Pitch += getTicrateAngle(PITCH_AIMSPEED * aiming);
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cmd.ucmd.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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actor->spr.Angles.Pitch += getTicrateAngle(PITCH_LOOKSPEED * looking);
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cmd.ucmd.actions |= SB_CENTERVIEW;
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}
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// Do return to centre.
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if ((cmd.ucmd.actions & SB_CENTERVIEW) && !(lookingUp || lookingDown))
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{
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const auto pitch = abs(actor->spr.Angles.Pitch);
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const auto scale = pitch > PITCH_CNTRSINEOFFSET ? (pitch - PITCH_CNTRSINEOFFSET).Cos() : 1.;
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if (scaletozero(actor->spr.Angles.Pitch, PITCH_CENTERSPEED * scale))
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cmd.ucmd.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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actor->spr.Angles.Pitch = clamp(actor->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 DCorePlayer::doYawInput()
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{
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// Add player's mouse/device input.
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actor->spr.Angles.Yaw += cmd.ucmd.ang.Yaw * gameInput.SyncInput();
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if (cmd.ucmd.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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cmd.ucmd.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(!(cmd.ucmd.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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actor->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 DCorePlayer::doViewPitch(const bool canslopetilt, const bool climbing)
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{
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if (cl_slopetilting && canslopetilt)
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{
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const auto actorsect = actor->sector();
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if (actorsect && (actorsect->floorstat & CSTAT_SECTOR_SLOPE)) // 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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const auto rotpt = actor->spr.pos.XY() + actor->spr.Angles.Yaw.ToVector() * (!isBlood() ? 32 : 4);
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auto tempsect = actorsect;
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updatesector(rotpt, &tempsect);
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if (tempsect != nullptr) // 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, unless it's Blood.
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const double j = getflorzofslopeptr(actorsect, actor->spr.pos.XY());
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const double k = getflorzofslopeptr(!isBlood() ? actorsect : tempsect, rotpt);
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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 (actorsect == tempsect || (!isBlood() && abs(getflorzofslopeptr(tempsect, rotpt) - k) <= 4))
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{
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ViewAngles.Pitch -= maphoriz((j - k) * (!isBlood() ? 0.625 : 5.5));
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}
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}
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}
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}
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if (cl_slopetilting && 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 (ViewAngles.Pitch > PITCH_HORIZOFFCLIMB)
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ViewAngles.Pitch += getscaledangle(deltaangle(ViewAngles.Pitch, PITCH_HORIZOFFCLIMB), PITCH_HORIZOFFSPEED, PITCH_HORIZOFFPUSH);
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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(ViewAngles.Pitch, PITCH_HORIZOFFSPEED, PITCH_HORIZOFFPUSH);
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}
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}
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//---------------------------------------------------------------------------
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//
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// Player's look left/right key angle handler.
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//
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//---------------------------------------------------------------------------
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void DCorePlayer::doViewYaw()
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{
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// Process angle return to zeros.
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scaletozero(ViewAngles.Yaw, YAW_LOOKRETURN);
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scaletozero(ViewAngles.Roll, YAW_LOOKRETURN);
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// Process keyboard input.
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if (const auto looking = !!(cmd.ucmd.actions & SB_LOOK_RIGHT) - !!(cmd.ucmd.actions & SB_LOOK_LEFT))
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{
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ViewAngles.Yaw += getTicrateAngle(YAW_LOOKINGSPEED * looking);
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ViewAngles.Roll += getTicrateAngle(YAW_ROTATESPEED * looking);
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}
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}
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//---------------------------------------------------------------------------
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//
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// View tilting effects, mostly for Exhumed to enhance its gameplay feel.
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//
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//---------------------------------------------------------------------------
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void DCorePlayer::doRollInput(const DVector2& nVelVect, const double nMaxVel, const bool bUnderwater)
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{
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// Allow viewtilting if we're not in a VR mode.
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if (!vr_mode)
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{
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// Scale/attenuate tilting based on player actions.
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const auto rollAmp = cl_viewtiltscale / (1 + bUnderwater);
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const auto runScale = 1. / (1 + !(cmd.ucmd.actions & SB_RUN));
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const auto strafeScale = 1 + !!cmd.ucmd.vel.Y;
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if (cl_viewtilting == 1)
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{
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// Console-like yaw rolling. Adjustment == ~(90/32) for keyboard turning. Clamp is 1.5x this value.
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const auto rollAdj = cmd.ucmd.ang.Yaw * ROLL_TILTAVELSCALE * rollAmp;
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const auto rollMax = ROLL_TILTAVELMAX * cl_viewtiltscale;
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scaletozero(actor->spr.Angles.Roll, ROLL_TILTRETURN);
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actor->spr.Angles.Roll = clamp(actor->spr.Angles.Roll + rollAdj, -rollMax, rollMax);
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}
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else if (cl_viewtilting == 2)
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{
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// Quake-like strafe rolling. Adjustment == (90/48) for running keyboard strafe.
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const auto rollAdj = StrafeVel * strafeScale * rollAmp;
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const auto rollMax = nMaxVel * runScale * cl_viewtiltscale;
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actor->spr.Angles.Roll = DAngle::fromDeg(clamp(rollAdj, -rollMax, rollMax) * (1.875 / nMaxVel));
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}
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else if (cl_viewtilting == 3)
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{
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// Movement rolling from player's velocity. Adjustment == (90/48) for running keyboard strafe.
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const auto rollAdj = nVelVect.Rotated(-actor->spr.Angles.Yaw).Y * strafeScale * rollAmp;
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const auto rollMax = nMaxVel * runScale * cl_viewtiltscale;
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actor->spr.Angles.Roll = DAngle::fromDeg(clamp(rollAdj, -rollMax, rollMax) * (1.875 / nMaxVel));
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}
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else
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{
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// Always reset roll if we're not tilting at all.
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actor->spr.Angles.Roll = nullAngle;
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}
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}
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else
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{
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// Add player's device input.
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actor->spr.Angles.Roll += cmd.ucmd.ang.Roll * gameInput.SyncInput();
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}
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}
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