#pragma once #include "m_fixed.h" #include "fixedhorizon.h" #include "interphelpers.h" #include "gamecvars.h" #include "gamestruct.h" #include "gamefuncs.h" #include "packet.h" struct PlayerHorizon { fixedhoriz horiz, ohoriz, horizoff, ohorizoff; friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerHorizon& w, PlayerHorizon* def); // Prototypes for functions in gameinput.cpp. void applyinput(float const horz, ESyncBits* actions, double const scaleAdjust = 1); void calcviewpitch(vec2_t const pos, DAngle const ang, bool const aimmode, bool const canslopetilt, sectortype* const cursectnum, double const scaleAdjust = 1, bool const climbing = false); void calcviewpitch(const DVector2& pos, DAngle const ang, bool const aimmode, bool const canslopetilt, sectortype* const cursectnum, double const scaleAdjust = 1, bool const climbing = false) { vec2_t ps = { int(pos.X * worldtoint), int(pos.Y * worldtoint) }; calcviewpitch(ps, ang, aimmode, canslopetilt, cursectnum, scaleAdjust, climbing); } void calcviewpitch(const DVector3& pos, DAngle const ang, bool const aimmode, bool const canslopetilt, sectortype* const cursectnum, double const scaleAdjust = 1, bool const climbing = false) { vec2_t ps = { int(pos.X * worldtoint), int(pos.Y * worldtoint) }; calcviewpitch(ps, ang, aimmode, canslopetilt, cursectnum, scaleAdjust, climbing); } // Interpolation helpers. void backup() { ohoriz = horiz; ohorizoff = horizoff; } void restore() { horiz = ohoriz; horizoff = ohorizoff; } // Commonly used getters. fixedhoriz osum() { return ohoriz + ohorizoff; } fixedhoriz sum() { return horiz + horizoff; } fixedhoriz interpolatedsum(double const smoothratio) { return interpolatedhorizon(osum(), sum(), smoothratio); } // Ticrate playsim adjustment helpers. void resetadjustment() { adjustment = 0; } bool targetset() { return target.asq16(); } // Input locking helpers. void lockinput() { inputdisabled = true; } void unlockinput() { inputdisabled = false; } bool movementlocked() { return targetset() || inputdisabled; } // Draw code helpers. double horizsumfrac(double const smoothratio) { return (!SyncInput() ? sum() : interpolatedsum(smoothratio)).asbuildf() * (1. / 16.); } // Ticrate playsim adjustment setters and processor. void addadjustment(fixedhoriz const value) { if (!SyncInput()) { adjustment += value.asbuildf(); } else { horiz += value; } } void settarget(fixedhoriz value, bool const backup = false) { // Clamp incoming variable because sometimes the caller can exceed bounds. value = q16horiz(clamp(value.asq16(), gi->playerHorizMin(), gi->playerHorizMax())); if (!SyncInput() && !backup) { target = value.asq16() ? value : q16horiz(1); } else { horiz = value; if (backup) ohoriz = horiz; } } 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); } } private: fixedhoriz target; double adjustment; bool inputdisabled; }; struct PlayerAngle { DAngle ang, oang, look_ang, olook_ang, rotscrnang, orotscrnang, spin; friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, PlayerAngle* def); // Prototypes for functions in gameinput.cpp. void applyinput(float const avel, ESyncBits* actions, double const scaleAdjust = 1); // Interpolation helpers. void backup() { oang = ang; olook_ang = look_ang; orotscrnang = rotscrnang; } void restore() { ang = oang; look_ang = olook_ang; rotscrnang = orotscrnang; } // Commonly used getters. DAngle osum() { return oang + olook_ang; } DAngle sum() { return ang + look_ang; } DAngle interpolatedsum(double const smoothratio) { return interpolatedangle(osum(), sum(), smoothratio); } DAngle interpolatedlookang(double const smoothratio) { return interpolatedangle(olook_ang, look_ang, smoothratio); } DAngle interpolatedrotscrn(double const smoothratio) { return interpolatedangle(orotscrnang, rotscrnang, smoothratio); } DAngle renderlookang(double const smoothratio) { return !SyncInput() ? look_ang : interpolatedlookang(smoothratio); } // Ticrate playsim adjustment helpers. void resetadjustment() { adjustment = nullAngle; } bool targetset() { return target.Sgn(); } // Input locking helpers. void lockinput() { inputdisabled = true; } void unlockinput() { inputdisabled = false; } bool movementlocked() { return targetset() || inputdisabled; } // Draw code helpers. The logic where these are used rely heavily on Build's angle period. double look_anghalf(double const smoothratio) { return renderlookang(smoothratio).Normalized180().Buildfang() * 0.5; } double looking_arc(double const smoothratio) { return fabs(renderlookang(smoothratio).Normalized180().Buildfang() * (1. / 9.)); } // Ticrate playsim adjustment setters and processor. void addadjustment(const DAngle value) { if (!SyncInput()) { adjustment += value.Normalized180(); } else { ang += value; } } void settarget(const DAngle value, bool const backup = false) { if (!SyncInput() && !backup) { target = value.Sgn() ? value : DAngle::fromBam(1); } else { ang = value; if (backup) oang = ang; } } void processhelpers(double const scaleAdjust) { if (targetset()) { auto delta = deltaangle(ang, target); if (abs(delta) > DAngleBuildToDeg) { ang += delta * scaleAdjust; } else { ang = target; target = nullAngle; } } else if (adjustment.Sgn()) { ang += adjustment * scaleAdjust; } } private: DAngle target, adjustment; bool inputdisabled; }; 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 isTurboTurnTime(); void resetTurnHeldAmt(); void processMovement(InputPacket* const currInput, InputPacket* const inputBuffer, ControlInfo* const hidInput, double const scaleAdjust, int const drink_amt = 0, bool const allowstrafe = true, double const turnscale = 1);