raze/source/core/gameinput.h

221 lines
6.3 KiB
C++

#pragma once
#include "m_fixed.h"
#include "gamecvars.h"
#include "gamestruct.h"
#include "gamefuncs.h"
#include "packet.h"
struct PlayerHorizon
{
DAngle ZzHORIZON, ZzOLDHORIZON, ZzHORIZOFF, ZzOHORIZOFF;
friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerHorizon& w, PlayerHorizon* def);
// Prototypes for functions in gameinput.cpp.
void applyPitch(float const horz, ESyncBits* actions, double const scaleAdjust = 1);
void doViewPitch(const DVector2& pos, DAngle const ang, bool const aimmode, bool const canslopetilt, sectortype* const cursectnum, double const scaleAdjust = 1, bool const climbing = false);
// Interpolation helpers.
void backupPitch()
{
ZzOLDHORIZON = ZzHORIZON;
ZzOHORIZOFF = ZzHORIZOFF;
}
void restorePitch()
{
ZzHORIZON = ZzOLDHORIZON;
ZzHORIZOFF = ZzOHORIZOFF;
}
// Commonly used getters.
DAngle horizOLDSUM() { return ZzOLDHORIZON + ZzOHORIZOFF; }
DAngle horizSUM() { return ZzHORIZON + ZzHORIZOFF; }
DAngle horizLERPSUM(double const interpfrac) { return interpolatedvalue(horizOLDSUM(), horizSUM(), interpfrac); }
// Ticrate playsim adjustment helpers.
void resetAdjustmentPitch() { legacyAdjustmentPitch = nullAngle; }
bool targetedPitch() { return legacyTargetPitch.Sgn(); }
// Input locking helpers.
void lockPitch() { legacyDisabledPitch = true; }
void unlockPitch() { legacyDisabledPitch = false; }
bool lockedPitch() { return targetedPitch() || legacyDisabledPitch; }
// Ticrate playsim adjustment setters and processor.
void addPitch(DAngle const value)
{
if (!SyncInput())
{
legacyAdjustmentPitch += value;
}
else
{
ZzHORIZON += value;
}
}
void setPitch(DAngle value, bool const backup = false)
{
// Clamp incoming variable because sometimes the caller can exceed bounds.
value = ClampViewPitch(value);
if (!SyncInput() && !backup)
{
legacyTargetPitch = value.Sgn() ? value : minAngle;
}
else
{
ZzHORIZON = value;
if (backup) ZzOLDHORIZON = ZzHORIZON;
}
}
void processLegacyHelperPitch(double const scaleAdjust)
{
if (targetedPitch())
{
auto delta = deltaangle(ZzHORIZON, legacyTargetPitch);
if (abs(delta).Degrees() > 0.45)
{
ZzHORIZON += delta * scaleAdjust;
}
else
{
ZzHORIZON = legacyTargetPitch;
legacyTargetPitch = nullAngle;
}
}
else if (legacyAdjustmentPitch.Sgn())
{
ZzHORIZON += legacyAdjustmentPitch * scaleAdjust;
}
}
private:
DAngle legacyTargetPitch, legacyAdjustmentPitch;
bool legacyDisabledPitch;
};
struct PlayerAngle
{
DAngle ZzANGLE, ZzOLDANGLE, ZzLOOKANG, ZzOLDLOOKANG, ZzROTSCRNANG, ZzOLDROTSCRNANG, 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()
{
ZzOLDANGLE = ZzANGLE;
ZzOLDLOOKANG = ZzLOOKANG;
ZzOLDROTSCRNANG = ZzROTSCRNANG;
}
void restore()
{
ZzANGLE = ZzOLDANGLE;
ZzLOOKANG = ZzOLDLOOKANG;
ZzROTSCRNANG = ZzOLDROTSCRNANG;
}
// Commonly used getters.
DAngle osum() { return ZzOLDANGLE + ZzOLDLOOKANG; }
DAngle sum() { return ZzANGLE + ZzLOOKANG; }
DAngle interpolatedsum(double const interpfrac) { return interpolatedvalue(osum(), sum(), interpfrac); }
DAngle interpolatedang(double const interpfrac) { return interpolatedvalue(ZzOLDANGLE, ZzANGLE, interpfrac); }
DAngle interpolatedlookang(double const interpfrac) { return interpolatedvalue(ZzOLDLOOKANG, ZzLOOKANG, interpfrac); }
DAngle interpolatedrotscrn(double const interpfrac) { return interpolatedvalue(ZzOLDROTSCRNANG, ZzROTSCRNANG, interpfrac); }
DAngle renderlookang(double const interpfrac) { return !SyncInput() ? ZzLOOKANG : interpolatedlookang(interpfrac); }
DAngle renderrotscrn(double const interpfrac) { return !SyncInput() ? ZzROTSCRNANG : interpolatedrotscrn(interpfrac); }
// 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 interpfrac) { return renderlookang(interpfrac).Normalized180().Degrees() * (128. / 45.); }
double looking_arc(double const interpfrac) { return fabs(renderlookang(interpfrac).Normalized180().Degrees() * (1024. / 1620.)); }
// Crosshair x/y offsets based on look_ang's tangent.
DVector2 crosshairoffsets(const double interpfrac)
{
return DVector2(159.72, 145.5 * renderrotscrn(interpfrac).Sin()) * -renderlookang(interpfrac).Tan() * (1. / tan(r_fov * pi::pi() / 360.));
}
// Weapon x/y offsets based on the above.
DVector2 weaponoffsets(const double interpfrac)
{
auto offsets = crosshairoffsets(interpfrac); offsets.Y = abs(offsets.Y) * 4.;
return offsets;
}
// Ticrate playsim adjustment setters and processor.
void addadjustment(const DAngle value)
{
if (!SyncInput())
{
adjustment += value.Normalized180();
}
else
{
ZzANGLE += value;
}
}
void settarget(const DAngle value, bool const backup = false)
{
if (!SyncInput() && !backup)
{
target = value.Sgn() ? value : minAngle;
}
else
{
ZzANGLE = value;
if (backup) ZzOLDANGLE = ZzANGLE;
}
}
void processhelpers(double const scaleAdjust)
{
if (targetset())
{
auto delta = deltaangle(ZzANGLE, target);
if (abs(delta) > DAngleBuildToDeg)
{
ZzANGLE += delta * scaleAdjust;
}
else
{
ZzANGLE = target;
target = nullAngle;
}
}
else if (adjustment.Sgn())
{
ZzANGLE += 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);