raze/source/core/gameinput.h

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C
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#pragma once
#include "m_fixed.h"
#include "fixedhorizon.h"
#include "interphelpers.h"
#include "gamecvars.h"
#include "gamestruct.h"
#include "gamefuncs.h"
#include "packet.h"
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, DAngle const ang, bool const aimmode, bool const canslopetilt, sectortype* const cursectnum, double const scaleAdjust = 1, bool const climbing = false);
void calcviewpitch(const DVector2& pos, DAngle const ang, bool const aimmode, bool const canslopetilt, sectortype* const cursectnum, double const scaleAdjust = 1, bool const climbing = false)
{
vec2_t ps = { int(pos.X * worldtoint), int(pos.Y * worldtoint) };
calcviewpitch(ps, ang, aimmode, canslopetilt, cursectnum, scaleAdjust, climbing);
}
void calcviewpitch(const DVector3& pos, DAngle const ang, bool const aimmode, bool const canslopetilt, sectortype* const cursectnum, double const scaleAdjust = 1, bool const climbing = false)
{
vec2_t ps = { int(pos.X * worldtoint), int(pos.Y * worldtoint) };
calcviewpitch(ps, ang, aimmode, canslopetilt, cursectnum, scaleAdjust, climbing);
}
// 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 interpolatedhorizon(osum(), sum(), smoothratio); }
// Ticrate playsim adjustment helpers.
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 setters and processor.
void addadjustment(fixedhoriz const value)
{
if (!SyncInput())
{
adjustment += value.asbuildf();
}
else
{
horiz += value;
}
}
void settarget(fixedhoriz value, bool const backup = false)
{
// Clamp incoming variable because sometimes the caller can exceed bounds.
value = q16horiz(clamp(value.asq16(), gi->playerHorizMin(), gi->playerHorizMax()));
if (!SyncInput() && !backup)
{
target = value.asq16() ? value : q16horiz(1);
}
else
{
horiz = value;
if (backup) ohoriz = horiz;
}
}
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;
};
struct PlayerAngle
{
DAngle ang, oang, look_ang, olook_ang, rotscrnang, orotscrnang, 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.
DAngle osum() { return oang + olook_ang; }
DAngle sum() { return ang + look_ang; }
DAngle interpolatedsum(double const smoothratio) { return interpolatedangle(osum(), sum(), smoothratio); }
DAngle interpolatedlookang(double const smoothratio) { return interpolatedangle(olook_ang, look_ang, smoothratio); }
DAngle interpolatedrotscrn(double const smoothratio) { return interpolatedangle(orotscrnang, rotscrnang, smoothratio); }
DAngle renderlookang(double const smoothratio) { return !SyncInput() ? look_ang : interpolatedlookang(smoothratio); }
// Ticrate playsim adjustment helpers.
void resetadjustment() { adjustment = nullAngle; }
bool targetset() { return target.Sgn(); }
// Input locking helpers.
void lockinput() { inputdisabled = true; }
void unlockinput() { inputdisabled = false; }
bool movementlocked() { return targetset() || inputdisabled; }
// Draw code helpers. The logic where these are used rely heavily on Build's angle period.
double look_anghalf(double const smoothratio) { return renderlookang(smoothratio).Normalized180().Buildfang() * 0.5; }
double looking_arc(double const smoothratio) { return fabs(renderlookang(smoothratio).Normalized180().Buildfang() * (1. / 9.)); }
// Ticrate playsim adjustment setters and processor.
void addadjustment(const DAngle value)
{
if (!SyncInput())
{
adjustment += value.Normalized180();
}
else
{
ang += value;
}
}
void settarget(const DAngle value, bool const backup = false)
{
if (!SyncInput() && !backup)
{
target = value.Sgn() ? value : DAngle::fromBam(1);
}
else
{
ang = value;
if (backup) oang = ang;
}
}
void processhelpers(double const scaleAdjust)
{
if (targetset())
{
auto delta = deltaangle(ang, target);
if (abs(delta) > DAngleBuildToDeg)
{
ang += delta * scaleAdjust;
}
else
{
ang = target;
target = nullAngle;
}
}
else if (adjustment.Sgn())
{
ang += adjustment * scaleAdjust;
}
}
private:
DAngle target, adjustment;
bool inputdisabled;
};
class FSerializer;
FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, PlayerAngle* def);
FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerHorizon& w, PlayerHorizon* def);
void updateTurnHeldAmt(double const scaleAdjust);
bool isTurboTurnTime();
void resetTurnHeldAmt();
void processMovement(InputPacket* const currInput, InputPacket* const inputBuffer, ControlInfo* const hidInput, double const scaleAdjust, int const drink_amt = 0, bool const allowstrafe = true, double const turnscale = 1);