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222 lines
6.3 KiB
C++
222 lines
6.3 KiB
C++
#pragma once
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#include "m_fixed.h"
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#include "fixedhorizon.h"
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#include "gamecvars.h"
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#include "gamestruct.h"
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#include "gamefuncs.h"
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#include "packet.h"
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struct PlayerHorizon
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{
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fixedhoriz horiz, ohoriz, horizoff, ohorizoff;
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friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerHorizon& w, PlayerHorizon* def);
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// Prototypes for functions in gameinput.cpp.
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void applyinput(float const horz, ESyncBits* actions, double const scaleAdjust = 1);
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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);
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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)
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{
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vec2_t ps = { int(pos.X * worldtoint), int(pos.Y * worldtoint) };
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calcviewpitch(ps, ang, aimmode, canslopetilt, cursectnum, scaleAdjust, climbing);
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}
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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)
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{
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vec2_t ps = { int(pos.X * worldtoint), int(pos.Y * worldtoint) };
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calcviewpitch(ps, ang, aimmode, canslopetilt, cursectnum, scaleAdjust, climbing);
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}
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// Interpolation helpers.
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void backup()
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{
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ohoriz = horiz;
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ohorizoff = horizoff;
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}
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void restore()
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{
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horiz = ohoriz;
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horizoff = ohorizoff;
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}
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// Commonly used getters.
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fixedhoriz osum() { return ohoriz + ohorizoff; }
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fixedhoriz sum() { return horiz + horizoff; }
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fixedhoriz interpolatedsum(double const interpfrac) { return interpolatedvalue(osum(), sum(), interpfrac); }
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// Ticrate playsim adjustment helpers.
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void resetadjustment() { adjustment = 0; }
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bool targetset() { return target.asq16(); }
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// Input locking helpers.
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void lockinput() { inputdisabled = true; }
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void unlockinput() { inputdisabled = false; }
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bool movementlocked() { return targetset() || inputdisabled; }
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// Draw code helpers.
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double horizsumfrac(double const interpfrac) { return (!SyncInput() ? sum() : interpolatedsum(interpfrac)).asbuildf() * (1. / 16.); }
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// Ticrate playsim adjustment setters and processor.
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void addadjustment(fixedhoriz const value)
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{
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if (!SyncInput())
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{
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adjustment += value.asbuildf();
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}
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else
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{
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horiz += value;
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}
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}
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void settarget(fixedhoriz value, bool const backup = false)
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{
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// Clamp incoming variable because sometimes the caller can exceed bounds.
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value = q16horiz(clamp(value.asq16(), gi->playerHorizMin(), gi->playerHorizMax()));
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if (!SyncInput() && !backup)
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{
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target = value.asq16() ? value : q16horiz(1);
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}
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else
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{
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horiz = value;
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if (backup) ohoriz = horiz;
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}
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}
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void processhelpers(double const scaleAdjust)
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{
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if (targetset())
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{
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auto delta = (target - horiz).asbuildf();
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if (abs(delta) > 1)
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{
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horiz += buildfhoriz(scaleAdjust * delta);
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}
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else
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{
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horiz = target;
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target = q16horiz(0);
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}
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}
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else if (adjustment)
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{
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horiz += buildfhoriz(scaleAdjust * adjustment);
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}
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}
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private:
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fixedhoriz target;
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double adjustment;
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bool inputdisabled;
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};
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struct PlayerAngle
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{
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DAngle ang, oang, look_ang, olook_ang, rotscrnang, orotscrnang, spin;
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friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, PlayerAngle* def);
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// Prototypes for functions in gameinput.cpp.
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void applyinput(float const avel, ESyncBits* actions, double const scaleAdjust = 1);
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// Interpolation helpers.
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void backup()
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{
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oang = ang;
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olook_ang = look_ang;
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orotscrnang = rotscrnang;
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}
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void restore()
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{
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ang = oang;
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look_ang = olook_ang;
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rotscrnang = orotscrnang;
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}
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// Commonly used getters.
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DAngle osum() { return oang + olook_ang; }
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DAngle sum() { return ang + look_ang; }
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DAngle interpolatedsum(double const interpfrac) { return interpolatedvalue(osum(), sum(), interpfrac); }
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DAngle interpolatedang(double const interpfrac) { return interpolatedvalue(oang, ang, interpfrac); }
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DAngle interpolatedlookang(double const interpfrac) { return interpolatedvalue(olook_ang, look_ang, interpfrac); }
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DAngle interpolatedrotscrn(double const interpfrac) { return interpolatedvalue(orotscrnang, rotscrnang, interpfrac); }
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DAngle renderlookang(double const interpfrac) { return !SyncInput() ? look_ang : interpolatedlookang(interpfrac); }
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// Ticrate playsim adjustment helpers.
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void resetadjustment() { adjustment = nullAngle; }
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bool targetset() { return target.Sgn(); }
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// Input locking helpers.
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void lockinput() { inputdisabled = true; }
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void unlockinput() { inputdisabled = false; }
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bool movementlocked() { return targetset() || inputdisabled; }
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// Draw code helpers. The logic where these are used rely heavily on Build's angle period.
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double look_anghalf(double const interpfrac) { return renderlookang(interpfrac).Normalized180().Degrees() * (128. / 45.); }
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double looking_arc(double const interpfrac) { return fabs(renderlookang(interpfrac).Normalized180().Degrees() * (1024. / 1620.)); }
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// Ticrate playsim adjustment setters and processor.
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void addadjustment(const DAngle value)
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{
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if (!SyncInput())
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{
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adjustment += value.Normalized180();
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}
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else
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{
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ang += value;
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}
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}
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void settarget(const DAngle value, bool const backup = false)
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{
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if (!SyncInput() && !backup)
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{
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target = value.Sgn() ? value : DAngle::fromBam(1);
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}
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else
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{
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ang = value;
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if (backup) oang = ang;
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}
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}
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void processhelpers(double const scaleAdjust)
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{
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if (targetset())
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{
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auto delta = deltaangle(ang, target);
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if (abs(delta) > DAngleBuildToDeg)
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{
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ang += delta * scaleAdjust;
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}
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else
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{
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ang = target;
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target = nullAngle;
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}
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}
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else if (adjustment.Sgn())
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{
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ang += adjustment * scaleAdjust;
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}
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}
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private:
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DAngle target, adjustment;
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bool inputdisabled;
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};
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class FSerializer;
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FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, PlayerAngle* def);
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FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerHorizon& w, PlayerHorizon* def);
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void updateTurnHeldAmt(double const scaleAdjust);
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bool isTurboTurnTime();
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void resetTurnHeldAmt();
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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);
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