raze/source/core/gameinput.h

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#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);
binangle 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(buildfhoriz(value));
}
void addadjustment(fixedhoriz value)
{
__addadjustment(value);
}
void resetadjustment()
{
adjustment = 0;
}
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).asbuildf();
if (abs(delta) > 1)
{
horiz += buildfhoriz(scaleAdjust * delta);
}
else
{
horiz = target;
target = q16horiz(0);
}
}
else if (adjustment)
{
horiz += buildfhoriz(scaleAdjust * adjustment);
}
}
fixedhoriz osum()
{
return ohoriz + ohorizoff;
}
fixedhoriz sum()
{
return horiz + horizoff;
}
fixedhoriz interpolatedsum(double const smoothratio)
{
return q16horiz(interpolatedvalue(osum().asq16(), sum().asq16(), smoothratio));
}
double horizsumfrac(bool const precise, double const smoothratio)
{
return !precise ? sum().asq16() >> 20 : (!SyncInput() ? sum() : interpolatedsum(smoothratio)).asbuildf() * (1. / 16.); // Used within draw code for Duke.
}
private:
fixedhoriz target;
double adjustment;
void __addadjustment(fixedhoriz value)
{
if (!SyncInput())
{
adjustment += value.asbuildf();
}
else
{
horiz += value;
}
}
void __settarget(fixedhoriz value, bool backup)
{
if (!SyncInput() && !backup)
{
target = value;
if (!targetset()) target = q16horiz(1);
}
else
{
horiz = value;
if (backup) ohoriz = horiz;
}
}
};
struct PlayerAngle
{
binangle ang, oang, look_ang, olook_ang, rotscrnang, orotscrnang;
double spin;
void backup()
{
oang = ang;
olook_ang = look_ang;
orotscrnang = rotscrnang;
}
void restore()
{
ang = oang;
look_ang = olook_ang;
rotscrnang = orotscrnang;
}
void addadjustment(double value)
{
__addadjustment(buildfang(value));
}
void addadjustment(binangle value)
{
__addadjustment(value);
}
void resetadjustment()
{
adjustment = 0;
}
void settarget(double value, bool backup = false)
{
__settarget(buildfang(value), 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).signedbuildf();
if (abs(delta) > 1)
{
ang += buildfang(scaleAdjust * delta);
}
else
{
ang = target;
target = bamang(0);
}
}
else if (adjustment)
{
ang += buildfang(scaleAdjust * adjustment);
}
}
binangle osum()
{
return oang + olook_ang;
}
binangle sum()
{
return ang + look_ang;
}
binangle interpolatedsum(double const smoothratio)
{
return interpolatedangle(osum(), sum(), smoothratio);
}
binangle interpolatedlookang(double const smoothratio)
{
return interpolatedangle(olook_ang, look_ang, smoothratio);
}
binangle interpolatedrotscrn(double const smoothratio)
{
return interpolatedangle(orotscrnang, rotscrnang, smoothratio);
}
double look_anghalf(bool const precise, double const smoothratio)
{
return !precise ? look_ang.signedbam() >> 22 : (!SyncInput() ? look_ang : interpolatedlookang(smoothratio)).signedbuildf() * 0.5; // Used within draw code for weapon and crosshair when looking left/right.
}
double looking_arc(bool const precise, double const smoothratio)
{
return !precise ? abs(look_ang.signedbuild()) / 9 : fabs((!SyncInput() ? look_ang : interpolatedlookang(smoothratio)).signedbuildf()) * (1. / 9.); // Used within draw code for weapon and crosshair when looking left/right.
}
private:
binangle target;
double adjustment;
void __addadjustment(binangle value)
{
if (!SyncInput())
{
adjustment += value.signedbuildf();
}
else
{
ang += value;
}
}
void __settarget(binangle value, bool backup)
{
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);