mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-14 00:21:38 +00:00
295 lines
6 KiB
C++
295 lines
6 KiB
C++
#pragma once
|
|
|
|
#include "m_fixed.h"
|
|
#include "binaryangle.h"
|
|
#include "gamecvars.h"
|
|
#include "gamestruct.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;
|
|
|
|
void backup()
|
|
{
|
|
ohoriz = horiz;
|
|
ohorizoff = horizoff;
|
|
}
|
|
|
|
void restore()
|
|
{
|
|
horiz = ohoriz;
|
|
horizoff = ohorizoff;
|
|
}
|
|
|
|
void addadjustment(double value)
|
|
{
|
|
__addadjustment(q16horiz(FloatToFixed(value)));
|
|
}
|
|
|
|
void resetadjustment()
|
|
{
|
|
adjustment = 0;
|
|
}
|
|
|
|
void settarget(int value, bool backup = false)
|
|
{
|
|
__settarget(buildhoriz(clamp(value, FixedToInt(gi->playerHorizMin()), FixedToInt(gi->playerHorizMax()))), backup);
|
|
}
|
|
|
|
void settarget(double value, bool backup = false)
|
|
{
|
|
__settarget(buildfhoriz(clamp(value, FixedToFloat(gi->playerHorizMin()), FixedToFloat(gi->playerHorizMax()))), backup);
|
|
}
|
|
|
|
void settarget(fixedhoriz value, bool backup = false)
|
|
{
|
|
__settarget(q16horiz(clamp(value.asq16(), gi->playerHorizMin(), gi->playerHorizMax())), backup);
|
|
}
|
|
|
|
bool targetset()
|
|
{
|
|
return target.asq16();
|
|
}
|
|
|
|
void processhelpers(double const scaleAdjust)
|
|
{
|
|
if (targetset())
|
|
{
|
|
auto delta = (target - horiz).asq16();
|
|
|
|
if (abs(delta) > FRACUNIT)
|
|
{
|
|
horiz += q16horiz(xs_CRoundToInt(scaleAdjust * delta));
|
|
}
|
|
else
|
|
{
|
|
horiz = target;
|
|
target = q16horiz(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)));
|
|
}
|
|
|
|
private:
|
|
fixedhoriz target;
|
|
double adjustment;
|
|
|
|
void __addadjustment(fixedhoriz value)
|
|
{
|
|
if (!SyncInput())
|
|
{
|
|
adjustment += value.asq16();
|
|
}
|
|
else
|
|
{
|
|
horiz += value;
|
|
}
|
|
}
|
|
|
|
void __settarget(fixedhoriz value, bool backup = false)
|
|
{
|
|
if (!SyncInput() && !backup)
|
|
{
|
|
target = value;
|
|
if (!targetset()) target = q16horiz(1);
|
|
}
|
|
else
|
|
{
|
|
horiz = value;
|
|
if (backup) ohoriz = horiz;
|
|
}
|
|
}
|
|
};
|
|
|
|
struct PlayerAngle
|
|
{
|
|
binangle ang, oang;
|
|
lookangle look_ang, olook_ang, rotscrnang, orotscrnang, spin;
|
|
|
|
void backup()
|
|
{
|
|
oang = ang;
|
|
olook_ang = look_ang;
|
|
orotscrnang = rotscrnang;
|
|
}
|
|
|
|
void restore()
|
|
{
|
|
ang = oang;
|
|
look_ang = olook_ang;
|
|
rotscrnang = orotscrnang;
|
|
}
|
|
|
|
void addadjustment(int value)
|
|
{
|
|
__addadjustment(buildlook(value));
|
|
}
|
|
|
|
void addadjustment(double value)
|
|
{
|
|
__addadjustment(buildflook(value));
|
|
}
|
|
|
|
void addadjustment(lookangle value)
|
|
{
|
|
__addadjustment(value);
|
|
}
|
|
|
|
void addadjustment(binangle value)
|
|
{
|
|
__addadjustment(bamlook(value.asbam()));
|
|
}
|
|
|
|
void resetadjustment()
|
|
{
|
|
adjustment = 0;
|
|
}
|
|
|
|
void settarget(int value, bool backup = false)
|
|
{
|
|
__settarget(buildang(value & 2047), backup);
|
|
}
|
|
|
|
void settarget(double value, bool backup = false)
|
|
{
|
|
__settarget(buildfang(fmod(value, 2048)), backup);
|
|
}
|
|
|
|
void settarget(binangle value, bool backup = false)
|
|
{
|
|
__settarget(value, backup);
|
|
}
|
|
|
|
bool targetset()
|
|
{
|
|
return target.asbam();
|
|
}
|
|
|
|
void processhelpers(double const scaleAdjust)
|
|
{
|
|
if (targetset())
|
|
{
|
|
auto delta = getincanglebam(ang, target).asbam();
|
|
|
|
if (delta > BAMUNIT)
|
|
{
|
|
ang += bamang(xs_CRoundToUInt(scaleAdjust * delta));
|
|
}
|
|
else
|
|
{
|
|
ang = target;
|
|
target = bamang(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.
|
|
}
|
|
|
|
private:
|
|
binangle target;
|
|
double adjustment;
|
|
|
|
void __addadjustment(lookangle value)
|
|
{
|
|
if (!SyncInput())
|
|
{
|
|
adjustment += value.asbam();
|
|
}
|
|
else
|
|
{
|
|
ang += value;
|
|
}
|
|
}
|
|
|
|
void __settarget(binangle value, bool backup = false)
|
|
{
|
|
if (!SyncInput() && !backup)
|
|
{
|
|
target = value;
|
|
if (!targetset()) target = bamang(1);
|
|
}
|
|
else
|
|
{
|
|
ang = value;
|
|
if (backup) oang = ang;
|
|
}
|
|
}
|
|
};
|
|
|
|
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 const isTurboTurnTime();
|
|
void resetTurnHeldAmt();
|
|
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(PlayerHorizon* horizon, float const horz, ESyncBits* actions, double const scaleAdjust = 1);
|
|
void applylook(PlayerAngle* angle, float const avel, ESyncBits* actions, double const scaleAdjust = 1);
|
|
void calcviewpitch(vec2_t const pos, fixedhoriz* horizoff, binangle const ang, bool const aimmode, bool const canslopetilt, int const cursectnum, double const scaleAdjust = 1, bool const climbing = false);
|