#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 (!cl_syncinput) { adjustment += value * FRACUNIT; } else { horiz += q16horiz(FloatToFixed(value)); } } void resetadjustment() { adjustment = 0; } void settarget(double value, bool backup = false) { if (!cl_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 (!cl_syncinput) { adjustment += BAngToBAM(value); } else { ang += buildang(value); } } void addadjustment(double value) { if (!cl_syncinput) { adjustment += value * BAMUNIT; } else { ang += bamang(xs_CRoundToUInt(value * BAMUNIT)); } } void addadjustment(lookangle value) { if (!cl_syncinput) { adjustment += value.asbam(); } else { ang += bamang(value.asbam()); } } void addadjustment(binangle value) { if (!cl_syncinput) { adjustment += value.asbam(); } else { ang += value; } } void resetadjustment() { adjustment = 0; } void settarget(int value, bool backup = false) { if (!cl_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 (!cl_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 (!cl_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 (!cl_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);