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https://github.com/ZDoom/Raze.git
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138 lines
3.8 KiB
C++
138 lines
3.8 KiB
C++
#pragma once
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#include "d_net.h"
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#include "packet.h"
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#include "gamestate.h"
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#include "gamefuncs.h"
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class DCorePlayer : public DObject
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{
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DECLARE_CLASS(DCorePlayer, DObject)
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HAS_OBJECT_POINTERS
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protected:
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DCorePlayer() = default;
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void Clear()
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{
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CameraAngles = PrevLerpAngles = PrevViewAngles = ViewAngles = {};
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PrevStrafeVel = StrafeVel = 0;
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YawSpin = nullAngle;
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CameraPos = {};
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memset(&lastcmd, 0, sizeof(lastcmd));
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memset(&cmd, 0, sizeof(cmd));
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actor = nullptr;
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pnum = 0;
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}
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public:
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DRotator PrevLerpAngles, CameraAngles;
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DRotator PrevViewAngles, ViewAngles;
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double PrevStrafeVel, StrafeVel;
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DAngle YawSpin;
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DVector3 CameraPos;
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ticcmd_t lastcmd, cmd;
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DCoreActor* actor;
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uint8_t pnum;
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DCorePlayer(uint8_t p) : pnum(p) {}
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void OnDestroy() override { if (actor) actor->Destroy(); actor = nullptr; }
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void Serialize(FSerializer& arc) override;
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// All overridable methods.
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virtual DCoreActor* GetActor() = 0;
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virtual bool canSlopeTilt() const { return false; }
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virtual unsigned getCrouchFlags() const = 0;
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virtual double GetMaxInputVel() const = 0;
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virtual const DVector2& GetInputVelocity() const { return actor->vel.XY(); }
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// Angle prototypes.
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void doPitchInput();
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void doYawInput();
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void doViewPitch(const bool climbing = false);
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void doViewYaw();
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void doRollInput(const bool bUnderwater);
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// Angle methods.
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void InitAngles(const DAngle viewyaw = nullAngle)
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{
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PrevLerpAngles = CameraAngles = actor->spr.Angles;
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PrevViewAngles = ViewAngles = { nullAngle, viewyaw, nullAngle };
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PrevStrafeVel = StrafeVel = 0;
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YawSpin = nullAngle;
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}
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DAngle getPitchWithView()
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{
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return ClampViewPitch(actor->spr.Angles.Pitch + ViewAngles.Pitch);
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}
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DRotator getRenderAngles(const double interpfrac)
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{
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// Get angles and return with clamped off pitch.
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auto angles = CameraAngles + interpolatedvalue(PrevViewAngles, ViewAngles, interpfrac);
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angles.Pitch = ClampViewPitch(angles.Pitch);
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return angles;
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}
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void updateCameraAngles(const double interpfrac)
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{
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// Apply the current interpolated angle state to the render angles.
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const auto lerpAngles = interpolatedvalue(actor->PrevAngles, actor->spr.Angles, interpfrac);
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CameraAngles += lerpAngles - PrevLerpAngles;
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PrevLerpAngles = lerpAngles;
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}
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void resetCameraAngles()
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{
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if (actor != nullptr)
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{
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// Apply any last remaining ticrate angle updates and reset variables.
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CameraAngles += actor->spr.Angles - PrevLerpAngles;
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PrevLerpAngles = actor->spr.Angles = CameraAngles;
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PrevViewAngles = ViewAngles;
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}
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}
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// Draw code helpers.
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auto getCrosshairOffsets(const double interpfrac)
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{
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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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}
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auto getWeaponOffsets(const double interpfrac)
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{
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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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return offsets;
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}
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};
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extern DCorePlayer* PlayerArray[MAXPLAYERS];
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inline double getTicrateScale(const double value)
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{
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return value / GameTicRate;
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}
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inline DAngle getTicrateAngle(const double value)
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{
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return DAngle::fromDeg(getTicrateScale(value));
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}
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inline DAngle getscaledangle(const DAngle angle, const double scale, const DAngle push)
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{
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return (angle.Normalized180() * getTicrateScale(scale)) + push;
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}
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inline bool scaletozero(DAngle& angle, const double scale, const DAngle push = DAngle::fromDeg(7646143. / 110386328.))
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{
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const auto sgn = angle.Sgn();
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if (!sgn || sgn != (angle -= getscaledangle(angle, scale, push * sgn)).Sgn())
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{
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angle = nullAngle;
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return true;
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}
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return false;
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}
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