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104 lines
3.5 KiB
C++
104 lines
3.5 KiB
C++
#pragma once
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#include "m_fixed.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 PlayerAngles
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{
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// Player viewing angles, separate from the camera.
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DRotator PrevViewAngles, ViewAngles;
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// Player camera angles, not for direct manipulation within the playsim.
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DRotator RenderAngles;
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// Holder of current yaw spin state for the 180 degree turn.
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DAngle YawSpin;
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friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def);
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// Prototypes for applying input.
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void applyPitch(float const horz, ESyncBits* actions, double const scaleAdjust = 1);
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void applyYaw(float const avel, ESyncBits* actions, double const scaleAdjust = 1);
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// Prototypes for applying view.
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void doViewPitch(const DVector2& pos, DAngle const ang, bool const aimmode, bool const canslopetilt, sectortype* const cursectnum, bool const climbing = false);
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void doViewYaw(const ESyncBits actions);
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// General methods.
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void initialize(DCoreActor* const actor, const DAngle viewyaw = nullAngle)
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{
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if ((pActor = actor)) RenderAngles = PrevLerpAngles = pActor->spr.Angles;
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PrevViewAngles.Yaw = ViewAngles.Yaw = viewyaw;
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}
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DAngle getPitchWithView()
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{
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return ClampViewPitch(pActor->spr.Angles.Pitch + ViewAngles.Pitch);
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}
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// Render angle functions.
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DRotator& activeAngles()
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{
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return !SyncInput() ? RenderAngles : pActor->spr.Angles;
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}
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DRotator lerpViewAngles(const double interpfrac)
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{
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return interpolatedvalue(PrevViewAngles, ViewAngles, interpfrac);
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}
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DRotator getRenderAngles(const double interpfrac)
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{
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// Get angles and return with clamped off pitch.
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auto angles = RenderAngles + lerpViewAngles(interpfrac);
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angles.Pitch = ClampViewPitch(angles.Pitch);
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return angles;
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}
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void updateRenderAngles(const double interpfrac)
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{
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// Apply the current interpolated angle state to the render angles.
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const auto lerpAngles = pActor->interpolatedangles(interpfrac);
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RenderAngles += lerpAngles - PrevLerpAngles;
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PrevLerpAngles = lerpAngles;
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}
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void resetRenderAngles()
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{
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// Apply any last remaining ticrate angle updates and reset variables.
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RenderAngles += pActor->spr.Angles - PrevLerpAngles;
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PrevLerpAngles = pActor->spr.Angles = RenderAngles;
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PrevViewAngles = ViewAngles;
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}
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// Draw code helpers.
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auto getCrosshairOffsets(const double interpfrac)
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{
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// Set up angles.
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const auto viewAngles = lerpViewAngles(interpfrac);
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const auto rotTangent = viewAngles.Roll.Tan();
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const auto yawTangent = clamp(viewAngles.Yaw, -DAngle90, DAngle90).Tan();
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const auto fovTangent = tan(r_fov * pi::pi() / 360.);
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// Return as pair with roll as the 2nd object since all callers inevitably need it.
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return std::make_pair(DVector2(160, 120 * -rotTangent) * -yawTangent / fovTangent, viewAngles.Roll);
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}
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auto getWeaponOffsets(const double interpfrac)
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{
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// Push the Y down a bit since the weapon is at the edge of the screen.
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auto offsets = getCrosshairOffsets(interpfrac); offsets.first.Y *= 4.;
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return offsets;
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}
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private:
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// Private data which should never be accessed publically.
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DRotator PrevLerpAngles;
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DCoreActor* pActor;
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};
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class FSerializer;
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FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* 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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