raze/source/core/gameinput.h

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#pragma once
#include "m_fixed.h"
#include "binaryangle.h"
#include "gamecvars.h"
#include "gamestruct.h"
#include "packet.h"
int getincangle(int a, int na);
binangle getincanglebam(binangle a, binangle na);
struct PlayerHorizon
{
fixedhoriz horiz, ohoriz, horizoff, ohorizoff;
friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerHorizon& w, PlayerHorizon* def);
// Prototypes for functions in gameinput.cpp.
void applyinput(float const horz, ESyncBits* actions, double const scaleAdjust = 1);
void calcviewpitch(vec2_t const pos, binangle const ang, bool const aimmode, bool const canslopetilt, int const cursectnum, double const scaleAdjust = 1, bool const climbing = false);
// Interpolation helpers.
void backup()
{
ohoriz = horiz;
ohorizoff = horizoff;
}
void restore()
{
horiz = ohoriz;
horizoff = ohorizoff;
}
// Commonly used getters.
fixedhoriz osum() { return ohoriz + ohorizoff; }
fixedhoriz sum() { return horiz + horizoff; }
fixedhoriz interpolatedsum(double const smoothratio) { return q16horiz(interpolatedvalue(osum().asq16(), sum().asq16(), smoothratio)); }
// Ticrate playsim adjustment helpers.
void addadjustment(double value) { __addadjustment(buildfhoriz(value)); }
void addadjustment(fixedhoriz value) { __addadjustment(value); }
void settarget(double value, bool backup = false) { __settarget(buildfhoriz(value), backup); }
void settarget(fixedhoriz value, bool backup = false) { __settarget(value, backup); }
void resetadjustment() { adjustment = 0; }
bool targetset() { return target.asq16(); }
// Input locking helpers.
void lockinput() { inputdisabled = true; }
void unlockinput() { inputdisabled = false; }
bool movementlocked() { return targetset() || inputdisabled; }
// Draw code helpers.
double horizsumfrac(double const smoothratio) { return (!SyncInput() ? sum() : interpolatedsum(smoothratio)).asbuildf() * (1. / 16.); }
// Ticrate playsim adjustment processor.
void processhelpers(double const scaleAdjust)
{
if (targetset())
{
auto delta = (target - horiz).asbuildf();
if (abs(delta) > 1)
{
horiz += buildfhoriz(scaleAdjust * delta);
}
else
{
horiz = target;
target = q16horiz(0);
}
}
else if (adjustment)
{
horiz += buildfhoriz(scaleAdjust * adjustment);
}
}
private:
fixedhoriz target;
double adjustment;
bool inputdisabled;
void __addadjustment(fixedhoriz value)
{
if (!SyncInput())
{
adjustment += value.asbuildf();
}
else
{
horiz += value;
}
}
void __settarget(fixedhoriz value, bool backup)
{
value = q16horiz(clamp(value.asq16(), gi->playerHorizMin(), gi->playerHorizMax()));
if (!SyncInput() && !backup)
{
target = value;
if (!targetset()) target = q16horiz(1);
}
else
{
horiz = value;
if (backup) ohoriz = horiz;
}
}
};
struct PlayerAngle
{
binangle ang, oang, look_ang, olook_ang, rotscrnang, orotscrnang;
double spin;
friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, PlayerAngle* def);
// Prototypes for functions in gameinput.cpp.
void applyinput(float const avel, ESyncBits* actions, double const scaleAdjust = 1);
// Interpolation helpers.
void backup()
{
oang = ang;
olook_ang = look_ang;
orotscrnang = rotscrnang;
}
void restore()
{
ang = oang;
look_ang = olook_ang;
rotscrnang = orotscrnang;
}
// Commonly used getters.
binangle osum() { return oang + olook_ang; }
binangle sum() { return ang + look_ang; }
binangle interpolatedsum(double const smoothratio) { return interpolatedangle(osum(), sum(), smoothratio); }
binangle interpolatedlookang(double const smoothratio) { return interpolatedangle(olook_ang, look_ang, smoothratio); }
binangle interpolatedrotscrn(double const smoothratio) { return interpolatedangle(orotscrnang, rotscrnang, smoothratio); }
// Ticrate playsim adjustment helpers.
void addadjustment(double value) { __addadjustment(buildfang(value)); }
void addadjustment(binangle value) { __addadjustment(value); }
void settarget(double value, bool backup = false) { __settarget(buildfang(value), backup); }
void settarget(binangle value, bool backup = false) { __settarget(value, backup); }
void resetadjustment() { adjustment = 0; }
bool targetset() { return target.asbam(); }
// Input locking helpers.
void lockinput() { inputdisabled = true; }
void unlockinput() { inputdisabled = false; }
bool movementlocked() { return targetset() || inputdisabled; }
// Draw code helpers.
double look_anghalf(double const smoothratio) { return (!SyncInput() ? look_ang : interpolatedlookang(smoothratio)).signedbuildf() * 0.5; }
double looking_arc(double const smoothratio) { return fabs((!SyncInput() ? look_ang : interpolatedlookang(smoothratio)).signedbuildf()) * (1. / 9.); }
// Ticrate playsim adjustment processor.
void processhelpers(double const scaleAdjust)
{
if (targetset())
{
auto delta = getincanglebam(ang, target).signedbuildf();
if (abs(delta) > 1)
{
ang += buildfang(scaleAdjust * delta);
}
else
{
ang = target;
target = bamang(0);
}
}
else if (adjustment)
{
ang += buildfang(scaleAdjust * adjustment);
}
}
private:
binangle target;
double adjustment;
bool inputdisabled;
void __addadjustment(binangle value)
{
if (!SyncInput())
{
adjustment += value.signedbuildf();
}
else
{
ang += value;
}
}
void __settarget(binangle value, bool backup)
{
if (!SyncInput() && !backup)
{
target = value;
if (!targetset()) target = bamang(1);
}
else
{
ang = value;
if (backup) oang = ang;
}
}
};
struct PlayerPosition
{
vec3_t pos, opos;
// Interpolation helpers.
void backupx() { opos.x = pos.x; }
void backupy() { opos.y = pos.y; }
void backupz() { opos.z = pos.z; }
void backuppos() { opos = pos; }
// Interpolated points.
int32_t interpolatedx(double const smoothratio, int const scale = 16) { return interpolatedvalue(opos.x, pos.x, smoothratio, scale); }
int32_t interpolatedy(double const smoothratio, int const scale = 16) { return interpolatedvalue(opos.y, pos.y, smoothratio, scale); }
int32_t interpolatedz(double const smoothratio, int const scale = 16) { return interpolatedvalue(opos.z, pos.z, smoothratio, scale); }
// Interpolated vectors.
vec2_t interpolatedvec2(double const smoothratio, int const scale = 16)
{
return
{
interpolatedx(smoothratio, scale),
interpolatedy(smoothratio, scale)
};
}
vec3_t interpolatedvec3(double const smoothratio, int const scale = 16)
{
return
{
interpolatedx(smoothratio, scale),
interpolatedy(smoothratio, scale),
interpolatedz(smoothratio, scale)
};
}
};
class FSerializer;
FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, PlayerAngle* def);
FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerHorizon& w, PlayerHorizon* def);
FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerPosition& w, PlayerPosition* def);
void updateTurnHeldAmt(double const scaleAdjust);
bool isTurboTurnTime();
void resetTurnHeldAmt();
void processMovement(InputPacket* currInput, InputPacket* inputBuffer, ControlInfo* const hidInput, double const scaleAdjust, int const drink_amt = 0, bool const allowstrafe = true, double const turnscale = 1);