#pragma once #include "m_fixed.h" #include "binaryangle.h" #include "gamecvars.h" #include "gamestruct.h" #include "packet.h" int getincangle(int a, int na); double getincanglef(double a, double na); fixed_t getincangleq16(fixed_t a, fixed_t na); lookangle getincanglebam(binangle a, binangle na); struct PlayerHorizon { fixedhoriz horiz, ohoriz, horizoff, ohorizoff; void backup() { ohoriz = horiz; ohorizoff = horizoff; } void restore() { horiz = ohoriz; horizoff = ohorizoff; } void addadjustment(double value) { __addadjustment(q16horiz(FloatToFixed(value))); } void resetadjustment() { adjustment = 0; } void settarget(int value, bool backup = false) { __settarget(buildhoriz(clamp(value, FixedToInt(gi->playerHorizMin()), FixedToInt(gi->playerHorizMax()))), backup); } void settarget(double value, bool backup = false) { __settarget(buildfhoriz(clamp(value, FixedToFloat(gi->playerHorizMin()), FixedToFloat(gi->playerHorizMax()))), backup); } void settarget(fixedhoriz value, bool backup = false) { __settarget(q16horiz(clamp(value.asq16(), gi->playerHorizMin(), gi->playerHorizMax())), backup); } bool targetset() { return target.asq16(); } void processhelpers(double const scaleAdjust) { if (targetset()) { auto delta = (target - horiz).asq16(); if (abs(delta) > FRACUNIT) { horiz += q16horiz(xs_CRoundToInt(scaleAdjust * delta)); } else { horiz = target; target = q16horiz(0); } } else if (adjustment) { horiz += q16horiz(xs_CRoundToInt(scaleAdjust * adjustment)); } } fixedhoriz osum() { return ohoriz + ohorizoff; } fixedhoriz sum() { return horiz + horizoff; } fixedhoriz interpolatedsum(double const smoothratio) { double const ratio = smoothratio * (1. / FRACUNIT); fixed_t const prev = osum().asq16(); fixed_t const curr = sum().asq16(); return q16horiz(prev + xs_CRoundToInt(ratio * (curr - prev))); } private: fixedhoriz target; double adjustment; void __addadjustment(fixedhoriz value) { if (!SyncInput()) { adjustment += value.asq16(); } else { horiz += value; } } void __settarget(fixedhoriz value, bool backup = false) { if (!SyncInput() && !backup) { target = value; if (!targetset()) target = q16horiz(1); } else { horiz = value; if (backup) ohoriz = horiz; } } }; struct PlayerAngle { binangle ang, oang; lookangle look_ang, olook_ang, rotscrnang, orotscrnang, spin; void backup() { oang = ang; olook_ang = look_ang; orotscrnang = rotscrnang; } void restore() { ang = oang; look_ang = olook_ang; rotscrnang = orotscrnang; } void addadjustment(int value) { __addadjustment(buildlook(value)); } void addadjustment(double value) { __addadjustment(buildflook(value)); } void addadjustment(lookangle value) { __addadjustment(value); } void addadjustment(binangle value) { __addadjustment(bamlook(value.asbam())); } void resetadjustment() { adjustment = 0; } void settarget(int value, bool backup = false) { __settarget(buildang(value & 2047), backup); } void settarget(double value, bool backup = false) { __settarget(buildfang(fmod(value, 2048)), backup); } void settarget(binangle value, bool backup = false) { __settarget(value, backup); } bool targetset() { return target.asbam(); } void processhelpers(double const scaleAdjust) { if (targetset()) { auto delta = getincanglebam(ang, target).asbam(); if (delta > BAMUNIT) { ang += bamang(xs_CRoundToUInt(scaleAdjust * delta)); } else { ang = target; target = bamang(0); } } else if (adjustment) { ang += bamang(xs_CRoundToUInt(scaleAdjust * adjustment)); } } binangle osum() { return oang + olook_ang; } binangle sum() { return ang + look_ang; } binangle interpolatedsum(double const smoothratio) { double const ratio = smoothratio * (1. / FRACUNIT); uint32_t const dang = UINT32_MAX >> 1; int64_t const prev = osum().asbam(); int64_t const curr = sum().asbam(); return bamang(prev + xs_CRoundToUInt(ratio * (((curr + dang - prev) & 0xFFFFFFFF) - dang))); } lookangle interpolatedlookang(double const smoothratio) { double const ratio = smoothratio * (1. / FRACUNIT); return bamlook(olook_ang.asbam() + xs_CRoundToInt(ratio * (look_ang - olook_ang).asbam())); } lookangle interpolatedrotscrn(double const smoothratio) { double const ratio = smoothratio * (1. / FRACUNIT); return bamlook(orotscrnang.asbam() + xs_CRoundToInt(ratio * (rotscrnang - orotscrnang).asbam())); } double look_anghalf(double const smoothratio) { return (!SyncInput() ? look_ang : interpolatedlookang(smoothratio)).asbam() * (0.5 / BAMUNIT); // Used within draw code for weapon and crosshair when looking left/right. } private: binangle target; double adjustment; void __addadjustment(lookangle value) { if (!SyncInput()) { adjustment += value.asbam(); } else { ang += value; } } void __settarget(binangle value, bool backup = false) { if (!SyncInput() && !backup) { target = value; if (!targetset()) target = bamang(1); } else { ang = value; if (backup) oang = ang; } } }; 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 const 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); void sethorizon(PlayerHorizon* horizon, float const horz, ESyncBits* actions, double const scaleAdjust = 1); void applylook(PlayerAngle* angle, float const avel, ESyncBits* actions, double const scaleAdjust = 1); void calcviewpitch(vec2_t const pos, fixedhoriz* horizoff, binangle const ang, bool const aimmode, bool const canslopetilt, int const cursectnum, double const scaleAdjust = 1, bool const climbing = false);