2020-10-11 14:33:43 +00:00
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#pragma once
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2023-03-13 10:33:37 +00:00
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#include "serializer.h"
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2022-08-28 04:19:04 +00:00
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#include "gamefuncs.h"
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2020-10-11 14:33:43 +00:00
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2023-04-02 08:26:22 +00:00
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extern ESyncBits ActionsToSend;
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2022-11-25 06:09:11 +00:00
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struct PlayerAngles
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2020-10-11 14:33:43 +00:00
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{
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2022-11-27 03:48:37 +00:00
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// Player viewing angles, separate from the camera.
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DRotator PrevViewAngles, ViewAngles;
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// Holder of current yaw spin state for the 180 degree turn.
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DAngle YawSpin;
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2022-11-25 06:09:11 +00:00
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friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def);
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2023-03-18 08:48:18 +00:00
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friend void getInput(const double scaleAdjust, PlayerAngles* const plrAngles, InputPacket* packet);
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2021-07-18 09:25:41 +00:00
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2022-12-09 07:09:59 +00:00
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// Prototypes.
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2023-03-13 10:17:53 +00:00
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void doPitchKeys(InputPacket* const input);
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2023-03-13 10:33:37 +00:00
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void doYawKeys(InputPacket* const input);
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2023-03-13 10:17:33 +00:00
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void doViewPitch(const bool canslopetilt, const bool climbing = false);
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2023-03-13 10:33:37 +00:00
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void doViewYaw(InputPacket* const input);
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2021-07-18 09:25:41 +00:00
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2022-11-27 02:36:55 +00:00
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// General methods.
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2022-12-09 06:55:13 +00:00
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void initialize(DCoreActor* const actor, const DAngle viewyaw = nullAngle)
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{
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2023-03-26 04:35:20 +00:00
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if ((pActor = actor)) CameraAngles = PrevLerpAngles = pActor->spr.Angles;
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2022-12-09 06:55:13 +00:00
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PrevViewAngles.Yaw = ViewAngles.Yaw = viewyaw;
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}
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2022-11-25 11:24:32 +00:00
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DAngle getPitchWithView()
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{
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2022-12-09 06:55:13 +00:00
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return ClampViewPitch(pActor->spr.Angles.Pitch + ViewAngles.Pitch);
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}
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// Render angle functions.
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2023-03-18 09:14:01 +00:00
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const DRotator& getCameraAngles() const
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{
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return CameraAngles;
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}
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2022-12-05 05:09:43 +00:00
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DRotator getRenderAngles(const double interpfrac)
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{
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2022-12-09 06:55:13 +00:00
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// Get angles and return with clamped off pitch.
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2023-03-17 03:20:36 +00:00
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auto angles = CameraAngles + interpolatedvalue(PrevViewAngles, ViewAngles, interpfrac);
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2022-12-09 06:55:13 +00:00
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angles.Pitch = ClampViewPitch(angles.Pitch);
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return angles;
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}
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2023-03-17 03:20:36 +00:00
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void updateCameraAngles(const double interpfrac)
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2022-12-09 06:55:13 +00:00
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{
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// Apply the current interpolated angle state to the render angles.
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2023-02-04 06:05:18 +00:00
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const auto lerpAngles = interpolatedvalue(pActor->PrevAngles, pActor->spr.Angles, interpfrac);
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2023-03-17 03:20:36 +00:00
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CameraAngles += lerpAngles - PrevLerpAngles;
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2022-12-09 06:55:13 +00:00
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PrevLerpAngles = lerpAngles;
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}
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2023-03-17 03:20:36 +00:00
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void resetCameraAngles()
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2022-12-09 06:55:13 +00:00
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{
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// Apply any last remaining ticrate angle updates and reset variables.
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2023-03-17 03:20:36 +00:00
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CameraAngles += pActor->spr.Angles - PrevLerpAngles;
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PrevLerpAngles = pActor->spr.Angles = CameraAngles;
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2022-12-09 06:55:13 +00:00
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PrevViewAngles = ViewAngles;
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2022-12-05 05:09:43 +00:00
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}
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2022-12-02 07:16:04 +00:00
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// Draw code helpers.
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auto getCrosshairOffsets(const double interpfrac)
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{
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2023-02-04 06:05:18 +00:00
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// Set up angles and return as pair with roll as the 2nd object since all callers inevitably need it.
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const auto viewAngles = interpolatedvalue(PrevViewAngles, ViewAngles, interpfrac);
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return std::make_pair(DVector2(160, 120 * -viewAngles.Roll.Tan()) * -viewAngles.Yaw.Tan() / tan(r_fov * pi::pi() / 360.), viewAngles.Roll);
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2022-12-02 07:16:04 +00:00
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}
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auto getWeaponOffsets(const double interpfrac)
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{
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2023-03-16 05:34:31 +00:00
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// Push the Y down a bit since the weapon is at the edge of the screen. Also null roll for now.
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auto offsets = getCrosshairOffsets(interpfrac); offsets.first.Y *= 4.; offsets.second = nullAngle;
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2022-12-02 07:16:04 +00:00
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return offsets;
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}
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2021-04-02 11:46:43 +00:00
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private:
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2023-03-18 08:48:18 +00:00
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// Private data which should never be accessed publicly.
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DRotator PrevLerpAngles, CameraAngles;
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2022-11-27 02:36:55 +00:00
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DCoreActor* pActor;
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2020-10-11 14:33:43 +00:00
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};
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2020-10-11 14:55:12 +00:00
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class FSerializer;
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2022-11-25 06:09:11 +00:00
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FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def);
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2020-10-11 14:55:12 +00:00
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2023-03-30 13:28:41 +00:00
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struct HIDInput
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{
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float joyaxes[NUM_JOYAXIS];
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FVector2 mouse;
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};
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2021-01-01 22:53:03 +00:00
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2023-03-30 12:14:26 +00:00
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void processVehicleInput(HIDInput* const hidInput, InputPacket* const currInput, const double scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate);
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2023-03-18 08:48:18 +00:00
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void getInput(const double scaleAdjust, PlayerAngles* const plrAngles, InputPacket* packet = nullptr);
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