- gameinput.h: Remove some of the verticality from the PlayerHorizon and PlayerAngle structs.

This commit is contained in:
Mitch Richters 2021-10-30 20:07:52 +11:00 committed by Christoph Oelckers
parent 9d310c7d6a
commit 7ee4f49649

View file

@ -15,63 +15,44 @@ struct PlayerHorizon
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;
}
void addadjustment(double value)
{
__addadjustment(buildfhoriz(value));
}
// 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)); }
void addadjustment(fixedhoriz value)
{
__addadjustment(value);
}
// 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(); }
void resetadjustment()
{
adjustment = 0;
}
// Input locking helpers.
void lockinput() { inputdisabled = true; }
void unlockinput() { inputdisabled = false; }
bool movementlocked() { return target.asq16() || inputdisabled; }
void settarget(double value, bool backup = false)
{
__settarget(buildfhoriz(value), backup);
}
void settarget(fixedhoriz value, bool backup = false)
{
__settarget(value, backup);
}
void lockinput()
{
inputdisabled = true;
}
void unlockinput()
{
inputdisabled = false;
}
bool targetset()
{
return target.asq16();
}
bool movementlocked()
{
return target.asq16() || 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())
@ -94,29 +75,6 @@ struct PlayerHorizon
}
}
fixedhoriz osum()
{
return ohoriz + ohorizoff;
}
fixedhoriz sum()
{
return horiz + horizoff;
}
fixedhoriz interpolatedsum(double const smoothratio)
{
return q16horiz(interpolatedvalue(osum().asq16(), sum().asq16(), smoothratio));
}
double horizsumfrac(double const smoothratio)
{
return (!SyncInput() ? sum() : interpolatedsum(smoothratio)).asbuildf() * (1. / 16.); // Used within draw code for Duke.
}
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);
private:
fixedhoriz target;
double adjustment;
@ -158,13 +116,16 @@ struct PlayerAngle
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;
@ -172,51 +133,31 @@ struct PlayerAngle
rotscrnang = orotscrnang;
}
void addadjustment(double value)
{
__addadjustment(buildfang(value));
}
// 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); }
void addadjustment(binangle value)
{
__addadjustment(value);
}
// 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(); }
void resetadjustment()
{
adjustment = 0;
}
// Input locking helpers.
void lockinput() { inputdisabled = true; }
void unlockinput() { inputdisabled = false; }
bool movementlocked() { return target.asq16() || inputdisabled; }
void settarget(double value, bool backup = false)
{
__settarget(buildfang(value), backup);
}
void settarget(binangle value, bool backup = false)
{
__settarget(value, backup);
}
void lockinput()
{
inputdisabled = true;
}
void unlockinput()
{
inputdisabled = false;
}
bool targetset()
{
return target.asbam();
}
bool movementlocked()
{
return target.asq16() || 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())
@ -239,43 +180,6 @@ struct PlayerAngle
}
}
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);
}
double look_anghalf(double const smoothratio)
{
return (!SyncInput() ? look_ang : interpolatedlookang(smoothratio)).signedbuildf() * 0.5; // Used within draw code for weapon and crosshair when looking left/right.
}
double looking_arc(double const smoothratio)
{
return fabs((!SyncInput() ? look_ang : interpolatedlookang(smoothratio)).signedbuildf()) * (1. / 9.); // Used within draw code for weapon and crosshair when looking left/right.
}
void applyinput(float const avel, ESyncBits* actions, double const scaleAdjust = 1);
private:
binangle target;
double adjustment;