#pragma once #include "m_fixed.h" #include "binaryangle.h" #include "gamecvars.h" #include "gamestruct.h" #include "packet.h" int getincangle(int a, int 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(value), backup); } void settarget(fixedhoriz value, bool backup = false) { __settarget(value, 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(double const smoothratio) { return (!SyncInput() ? sum() : interpolatedsum(smoothratio)).asbuildf() * (1. / 16.); // Used within draw code for Duke. } fixedhoriz interpolatedoff(double const smoothratio) { double const ratio = smoothratio * (1. / FRACUNIT); return q16horiz(ohorizoff.asq16() + xs_CRoundToInt(ratio * (horizoff - ohorizoff).asq16())); } void applyinput(float const horz, ESyncBits* actions, double const scaleAdjust = 1); void calcviewpitch(vec2_t const pos, binangle const ang, bool const aimmode, bool const canslopetilt, int const cursectnum, double const scaleAdjust = 1, bool const climbing = false); private: fixedhoriz target; double adjustment; void __addadjustment(fixedhoriz value) { if (!SyncInput()) { adjustment += value.asbuildf(); } else { horiz += value; } } void __settarget(fixedhoriz value, bool backup) { value = q16horiz(clamp(value.asq16(), gi->playerHorizMin(), gi->playerHorizMax())); 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(double const smoothratio) { return (!SyncInput() ? look_ang : interpolatedlookang(smoothratio)).signedbuildf() * 0.5; // Used within draw code for weapon and crosshair when looking left/right. } double looking_arc(double const smoothratio) { return fabs((!SyncInput() ? look_ang : interpolatedlookang(smoothratio)).signedbuildf()) * (1. / 9.); // Used within draw code for weapon and crosshair when looking left/right. } void applyinput(float const avel, ESyncBits* actions, double const scaleAdjust = 1); 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);