mirror of
https://github.com/DrBeef/Raze.git
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174 lines
5.8 KiB
C++
174 lines
5.8 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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// Holder of current yaw spin state for the 180 degree turn.
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DAngle YawSpin;
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// Temporary wrappers.
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DAngle& ZzHORIZON() { return pActor->spr.Angles.Pitch; }
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DAngle& ZzOLDHORIZON() { return pActor->PrevAngles.Pitch; }
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DAngle& ZzANGLE() { return pActor->spr.Angles.Yaw; }
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DAngle& ZzOLDANGLE() { return pActor->PrevAngles.Yaw; }
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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 resetAdjustments() { Adjustments = {}; }
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void backupViewAngles() { PrevViewAngles = ViewAngles; }
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void setActor(DCoreActor* const actor) { pActor = actor; }
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// Angle getters.
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DAngle getPitchWithView()
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{
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return pActor->spr.Angles.Pitch + ViewAngles.Pitch;
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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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return (!SyncInput() ? pActor->spr.Angles : pActor->interpolatedangles(interpfrac)) + lerpViewAngles(interpfrac);
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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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// Pitch methods.
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void lockPitch() { AngleLocks.Set(PITCH); }
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void unlockPitch() { AngleLocks.Clear(PITCH); }
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bool lockedPitch() { return Targets.Pitch.Sgn() || AngleLocks[PITCH]; }
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void addPitch(const DAngle value) { addAngle(PITCH, value); }
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void setPitch(const DAngle value, const bool backup = false) { setAngle(PITCH, ClampViewPitch(value), backup); }
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// Yaw methods.
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void lockYaw() { AngleLocks.Set(YAW); }
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void unlockYaw() { AngleLocks.Clear(YAW); }
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bool lockedYaw() { return Targets.Yaw.Sgn() || AngleLocks[YAW]; }
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void addYaw(const DAngle value) { addAngle(YAW, value); }
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void setYaw(const DAngle value, const bool backup = false) { setAngle(YAW, value, backup); }
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// Roll methods.
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void lockRoll() { AngleLocks.Set(ROLL); }
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void unlockRoll() { AngleLocks.Clear(ROLL); }
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bool lockedRoll() { return Targets.Roll.Sgn() || AngleLocks[ROLL]; }
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void addRoll(const DAngle value) { addAngle(ROLL, value); }
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void setRoll(const DAngle value, const bool backup = false) { setAngle(ROLL, value, backup); }
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// Applicator of pending angle changes.
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void applyScaledAdjustments(const double scaleAdjust)
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{
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for (unsigned i = 0; i < MAXANGLES; i++)
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{
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if (Targets[i].Sgn())
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{
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const auto delta = deltaangle(pActor->spr.Angles[i], Targets[i]);
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if (abs(delta.Degrees()) > BAngToDegree)
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{
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pActor->spr.Angles[i] += delta * scaleAdjust;
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}
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else
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{
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pActor->spr.Angles[i] = Targets[i];
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Targets[i] = nullAngle;
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}
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}
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else if (Adjustments[i].Sgn())
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{
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pActor->spr.Angles[i] += Adjustments[i] * scaleAdjust;
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}
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}
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}
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// Legacy, to be removed.
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DAngle horizLERPSUM(double const interpfrac) { return interpolatedvalue(ZzOLDHORIZON() + PrevViewAngles.Pitch, ZzHORIZON() + ViewAngles.Pitch, interpfrac); }
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DAngle angSUM(const double interpfrac) { return ZzANGLE() + angLERPLOOKANG(interpfrac); }
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DAngle angLERPSUM(double const interpfrac) { return interpolatedvalue(ZzOLDANGLE() + PrevViewAngles.Yaw, ZzANGLE() + ViewAngles.Yaw, interpfrac); }
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DAngle angLERPANG(double const interpfrac) { return interpolatedvalue(ZzOLDANGLE(), ZzANGLE(), interpfrac); }
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DAngle angLERPLOOKANG(double const interpfrac) { return interpolatedvalue(PrevViewAngles.Yaw, ViewAngles.Yaw, interpfrac); }
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private:
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// DRotator indices.
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enum : unsigned
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{
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PITCH,
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YAW,
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ROLL,
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MAXANGLES,
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};
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// Private data which should never be accessed publically.
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DRotator Targets, Adjustments;
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FixedBitArray<MAXANGLES> AngleLocks;
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DCoreActor* pActor;
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void addAngle(const unsigned angIndex, const DAngle value)
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{
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if (!SyncInput())
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{
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Adjustments[angIndex] += value.Normalized180();
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}
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else
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{
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pActor->spr.Angles[angIndex] += value;
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}
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}
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void setAngle(const unsigned angIndex, const DAngle value, const bool backup)
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{
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if (!SyncInput() && !backup)
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{
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Targets[angIndex] = value.Sgn() ? value : minAngle;
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}
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else
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{
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pActor->spr.Angles[angIndex] = value;
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if (backup) pActor->PrevAngles[angIndex] = pActor->spr.Angles[angIndex];
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}
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}
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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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