#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); //--------------------------------------------------------------------------- // // Functions for dividing an input value by current ticrate for angle/horiz scaling. // //--------------------------------------------------------------------------- inline double getTicrateScale(double const value) { return value / GameTicRate; } inline double getTicrateScale(double const value, double const scaleAdjust) { return scaleAdjust * getTicrateScale(value); } 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, binangle const ang, bool const aimmode, bool const canslopetilt, int const cursectnum, double const scaleAdjust = 1, bool const climbing = false); // 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 addadjustment(double value) { __addadjustment(buildfhoriz(value)); } void addadjustment(fixedhoriz value) { __addadjustment(value); } void settarget(double value, bool backup = false) { __settarget(buildfhoriz(value), backup); } void settarget(fixedhoriz value, bool backup = false) { __settarget(value, backup); } 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 scale helpers. fixedhoriz getscaledhoriz(double const value, double const scaleAdjust = 1., fixedhoriz* const object = nullptr, double const push = 0.) { return buildfhoriz(scaleAdjust * (((object ? object->asbuildf() : 1.) * getTicrateScale(value)) + push)); } void scaletozero(fixedhoriz& object, double const value, double const scaleAdjust, double const push = DBL_MAX) { if (object.asq16()) { auto sgn = Sgn(object.asq16()); object -= getscaledhoriz(value, scaleAdjust, &object, push == DBL_MAX ? sgn * (2. / 9.) * (scaleAdjust < 1. ? (1. - scaleAdjust * 0.5) * 1.5 : 1.) : push); if (sgn != Sgn(object.asq16())) object = q16horiz(0); } } // Ticrate playsim adjustment processor. 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; 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; 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. 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); } // Ticrate playsim adjustment helpers. void addadjustment(double value) { __addadjustment(buildfang(value)); } void addadjustment(binangle value) { __addadjustment(value); } void settarget(double value, bool backup = false) { __settarget(buildfang(value), backup); } void settarget(binangle value, bool backup = false) { __settarget(value, backup); } void resetadjustment() { adjustment = 0; } bool targetset() { return target.asbam(); } // Input locking helpers. void lockinput() { inputdisabled = true; } void unlockinput() { inputdisabled = false; } bool movementlocked() { return targetset() || inputdisabled; } // Draw code helpers. double look_anghalf(double const smoothratio) { return (!SyncInput() ? look_ang : interpolatedlookang(smoothratio)).signedbuildf() * 0.5; } double looking_arc(double const smoothratio) { return fabs((!SyncInput() ? look_ang : interpolatedlookang(smoothratio)).signedbuildf()) * (1. / 9.); } // Ticrate scale helpers. binangle getscaledangle(double const value, double const scaleAdjust = 1., binangle* const object = nullptr, double const push = 0.) { return buildfang(scaleAdjust * (((object ? object->signedbuildf() : 1.) * getTicrateScale(value)) + push)); } void scaletozero(binangle& object, double const value, double const scaleAdjust, double const push = DBL_MAX) { if (object.asbam()) { auto sgn = Sgn(object.signedbam()); object -= getscaledangle(value, scaleAdjust, &object, push == DBL_MAX ? sgn * (2. / 9.) * (scaleAdjust < 1. ? (1. - scaleAdjust * 0.5) * 1.5 : 1.) : push); if (sgn != Sgn(object.signedbam())) object = bamang(0); } } // Ticrate playsim adjustment processor. 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); } } private: binangle target; double adjustment; bool inputdisabled; 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; } } }; struct PlayerPosition { vec3_t pos, opos; // Interpolation helpers. void backupx() { opos.x = pos.x; } void backupy() { opos.y = pos.y; } void backupz() { opos.z = pos.z; } void backuppos() { opos = pos; } // Interpolated points. int32_t interpolatedx(double const smoothratio, int const scale = 16) { return interpolatedvalue(opos.x, pos.x, smoothratio, scale); } int32_t interpolatedy(double const smoothratio, int const scale = 16) { return interpolatedvalue(opos.y, pos.y, smoothratio, scale); } int32_t interpolatedz(double const smoothratio, int const scale = 16) { return interpolatedvalue(opos.z, pos.z, smoothratio, scale); } // Interpolated vectors. vec2_t interpolatedvec2(double const smoothratio, int const scale = 16) { return { interpolatedx(smoothratio, scale), interpolatedy(smoothratio, scale) }; } vec3_t interpolatedvec3(double const smoothratio, int const scale = 16) { return { interpolatedx(smoothratio, scale), interpolatedy(smoothratio, scale), interpolatedz(smoothratio, scale) }; } }; class FSerializer; FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, PlayerAngle* def); FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerHorizon& w, PlayerHorizon* def); FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerPosition& w, PlayerPosition* 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);