raze-gles/source/core/gameinput.h

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#pragma once
#include "m_fixed.h"
#include "binaryangle.h"
#include "gamecvars.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;
double adjustment, target;
void backup()
{
ohoriz = horiz;
ohorizoff = horizoff;
}
void restore()
{
horiz = ohoriz;
horizoff = ohorizoff;
}
void addadjustment(double value)
{
if (!SyncInput())
{
adjustment += value * FRACUNIT;
}
else
{
horiz += q16horiz(FloatToFixed(value));
}
}
void resetadjustment()
{
adjustment = 0;
}
void settarget(double value, bool backup = false)
{
if (!SyncInput() && !backup)
{
target = value * FRACUNIT;
if (target == 0) target += 1;
}
else
{
horiz = q16horiz(FloatToFixed(value));
if (backup) ohoriz = horiz;
}
}
void processhelpers(double const scaleAdjust)
{
if (target)
{
horiz += q16horiz(xs_CRoundToInt(scaleAdjust * (target - horiz.asq16())));
if (abs(horiz.asq16() - target) < FRACUNIT)
{
horiz = q16horiz(target);
target = 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)));
}
};
struct PlayerAngle
{
binangle ang, oang;
lookangle look_ang, olook_ang, rotscrnang, orotscrnang, spin;
double adjustment, target;
void backup()
{
oang = ang;
olook_ang = look_ang;
orotscrnang = rotscrnang;
}
void restore()
{
ang = oang;
look_ang = olook_ang;
rotscrnang = orotscrnang;
}
void addadjustment(int value)
{
if (!SyncInput())
{
adjustment += BAngToBAM(value);
}
else
{
ang += buildang(value);
}
}
void addadjustment(double value)
{
if (!SyncInput())
{
adjustment += value * BAMUNIT;
}
else
{
ang += bamang(xs_CRoundToUInt(value * BAMUNIT));
}
}
void addadjustment(lookangle value)
{
if (!SyncInput())
{
adjustment += value.asbam();
}
else
{
ang += bamang(value.asbam());
}
}
void addadjustment(binangle value)
{
if (!SyncInput())
{
adjustment += value.asbam();
}
else
{
ang += value;
}
}
void resetadjustment()
{
adjustment = 0;
}
void settarget(int value, bool backup = false)
{
if (!SyncInput() && !backup)
{
target = (ang + getincanglebam(ang, buildang(value))).asbam();
if (target == 0) target += 1;
}
else
{
ang = buildang(value);
if (backup) oang = ang;
}
}
void settarget(double value, bool backup = false)
{
if (!SyncInput() && !backup)
{
target = (ang + getincanglebam(ang, buildfang(value))).asbam();
if (target == 0) target += 1;
}
else
{
ang = buildfang(value);
if (backup) oang = ang;
}
}
void settarget(binangle value, bool backup = false)
{
if (!SyncInput() && !backup)
{
target = (ang + getincanglebam(ang, value)).asbam();
if (target == 0) target += 1;
}
else
{
ang = value;
if (backup) oang = ang;
}
}
void processhelpers(double const scaleAdjust)
{
if (target)
{
ang += bamang(xs_CRoundToUInt(scaleAdjust * (target - ang.asbam())));
if (abs(ang.asbam() - target) < BAMUNIT)
{
ang = bamang(target);
target = 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.
}
};
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 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(fixedhoriz* horiz, float const horz, ESyncBits* actions, double const scaleAdjust = 1);
void applylook(PlayerAngle* angle, float const avel, ESyncBits* actions, double const scaleAdjust = 1);