mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 12:30:46 +00:00
7fcf1c94a1
* Stop panning if underwater. * Remove overload from PlayerHorizon fromd32dcd5f8e
that was causing problems for other games. * Remove static bool `plrFalling` also fromd32dcd5f8e
and add `bIsFalling` to `Player` struct, hooking up with save code as well.
279 lines
5.7 KiB
C++
279 lines
5.7 KiB
C++
#pragma once
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#include "m_fixed.h"
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#include "binaryangle.h"
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#include "gamecvars.h"
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#include "packet.h"
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int getincangle(int a, int na);
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double getincanglef(double a, double na);
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fixed_t getincangleq16(fixed_t a, fixed_t na);
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lookangle getincanglebam(binangle a, binangle na);
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struct PlayerHorizon
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{
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fixedhoriz horiz, ohoriz, horizoff, ohorizoff;
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double adjustment, target;
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void backup()
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{
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ohoriz = horiz;
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ohorizoff = horizoff;
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}
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void restore()
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{
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horiz = ohoriz;
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horizoff = ohorizoff;
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}
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void addadjustment(double value)
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{
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if (!SyncInput())
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{
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adjustment += value * FRACUNIT;
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}
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else
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{
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horiz += q16horiz(FloatToFixed(value));
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}
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}
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void resetadjustment()
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{
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adjustment = 0;
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}
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void settarget(double value, bool backup = false)
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{
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if (!SyncInput() && !backup)
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{
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target = value * FRACUNIT;
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if (target == 0) target += 1;
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}
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else
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{
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horiz = q16horiz(FloatToFixed(value));
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if (backup) ohoriz = horiz;
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}
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}
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void processhelpers(double const scaleAdjust)
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{
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if (target)
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{
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horiz += q16horiz(xs_CRoundToInt(scaleAdjust * (target - horiz.asq16())));
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if (abs(horiz.asq16() - target) < FRACUNIT)
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{
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horiz = q16horiz(target);
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target = 0;
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}
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}
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else if (adjustment)
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{
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horiz += q16horiz(xs_CRoundToInt(scaleAdjust * adjustment));
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}
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}
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fixedhoriz osum()
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{
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return ohoriz + ohorizoff;
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}
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fixedhoriz sum()
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{
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return horiz + horizoff;
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}
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fixedhoriz interpolatedsum(double const smoothratio)
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{
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double const ratio = smoothratio * (1. / FRACUNIT);
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fixed_t const prev = osum().asq16();
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fixed_t const curr = sum().asq16();
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return q16horiz(prev + xs_CRoundToInt(ratio * (curr - prev)));
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}
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};
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struct PlayerAngle
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{
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binangle ang, oang;
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lookangle look_ang, olook_ang, rotscrnang, orotscrnang, spin;
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double adjustment, target;
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void backup()
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{
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oang = ang;
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olook_ang = look_ang;
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orotscrnang = rotscrnang;
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}
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void restore()
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{
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ang = oang;
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look_ang = olook_ang;
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rotscrnang = orotscrnang;
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}
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void addadjustment(int value)
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{
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if (!SyncInput())
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{
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adjustment += BAngToBAM(value);
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}
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else
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{
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ang += buildang(value);
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}
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}
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void addadjustment(double value)
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{
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if (!SyncInput())
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{
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adjustment += value * BAMUNIT;
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}
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else
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{
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ang += bamang(xs_CRoundToUInt(value * BAMUNIT));
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}
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}
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void addadjustment(lookangle value)
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{
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if (!SyncInput())
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{
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adjustment += value.asbam();
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}
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else
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{
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ang += bamang(value.asbam());
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}
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}
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void addadjustment(binangle value)
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{
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if (!SyncInput())
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{
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adjustment += value.asbam();
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}
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else
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{
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ang += value;
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}
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}
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void resetadjustment()
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{
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adjustment = 0;
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}
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void settarget(int value, bool backup = false)
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{
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if (!SyncInput() && !backup)
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{
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target = (ang + getincanglebam(ang, buildang(value))).asbam();
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if (target == 0) target += 1;
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}
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else
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{
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ang = buildang(value);
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if (backup) oang = ang;
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}
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}
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void settarget(double value, bool backup = false)
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{
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if (!SyncInput() && !backup)
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{
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target = (ang + getincanglebam(ang, buildfang(value))).asbam();
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if (target == 0) target += 1;
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}
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else
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{
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ang = buildfang(value);
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if (backup) oang = ang;
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}
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}
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void settarget(binangle value, bool backup = false)
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{
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if (!SyncInput() && !backup)
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{
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target = (ang + getincanglebam(ang, value)).asbam();
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if (target == 0) target += 1;
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}
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else
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{
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ang = value;
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if (backup) oang = ang;
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}
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}
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void processhelpers(double const scaleAdjust)
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{
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if (target)
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{
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ang += bamang(xs_CRoundToUInt(scaleAdjust * (target - ang.asbam())));
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if (abs(ang.asbam() - target) < BAMUNIT)
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{
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ang = bamang(target);
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target = 0;
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}
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}
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else if (adjustment)
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{
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ang += bamang(xs_CRoundToUInt(scaleAdjust * adjustment));
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}
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}
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binangle osum()
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{
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return oang + olook_ang;
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}
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binangle sum()
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{
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return ang + look_ang;
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}
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binangle interpolatedsum(double const smoothratio)
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{
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double const ratio = smoothratio * (1. / FRACUNIT);
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uint32_t const dang = UINT32_MAX >> 1;
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int64_t const prev = osum().asbam();
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int64_t const curr = sum().asbam();
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return bamang(prev + xs_CRoundToUInt(ratio * (((curr + dang - prev) & 0xFFFFFFFF) - dang)));
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}
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lookangle interpolatedlookang(double const smoothratio)
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{
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double const ratio = smoothratio * (1. / FRACUNIT);
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return bamlook(olook_ang.asbam() + xs_CRoundToInt(ratio * (look_ang - olook_ang).asbam()));
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}
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lookangle interpolatedrotscrn(double const smoothratio)
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{
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double const ratio = smoothratio * (1. / FRACUNIT);
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return bamlook(orotscrnang.asbam() + xs_CRoundToInt(ratio * (rotscrnang - orotscrnang).asbam()));
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}
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double look_anghalf(double const smoothratio)
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{
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return (!SyncInput() ? look_ang : interpolatedlookang(smoothratio)).asbam() * (0.5 / BAMUNIT); // Used within draw code for weapon and crosshair when looking left/right.
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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, PlayerAngle& w, PlayerAngle* def);
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FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerHorizon& w, PlayerHorizon* def);
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void updateTurnHeldAmt(double const scaleAdjust);
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bool const isTurboTurnTime();
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void resetTurnHeldAmt();
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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);
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void sethorizon(fixedhoriz* horiz, float const horz, ESyncBits* actions, double const scaleAdjust = 1);
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void applylook(PlayerAngle* angle, float const avel, ESyncBits* actions, double const scaleAdjust = 1);
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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);
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