mirror of
https://github.com/ZDoom/Raze.git
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375 lines
12 KiB
C++
375 lines
12 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2019 Christoph Oelckers
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Copyright (C) 2020 Mitchell Richters
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This is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "gamecontrol.h"
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#include "gameinput.h"
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#include "gamestruct.h"
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#include "serializer.h"
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#include "gamefuncs.h"
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//---------------------------------------------------------------------------
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//
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// Static constants used throughout functions.
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//
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//---------------------------------------------------------------------------
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enum
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{
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BUILDTICRATE = 120,
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TURBOTURNBASE = 590,
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};
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static constexpr double YAW_TURNSPEEDS[3] = { 41.1987, 156.555, 272.241 };
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static constexpr double YAW_PREAMBLESCALE = YAW_TURNSPEEDS[0] / YAW_TURNSPEEDS[1];
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static constexpr double YAW_LOOKINGSPEED = 801.5625;
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static constexpr double YAW_ROTATESPEED = 126.5625;
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static constexpr double YAW_ROTATERETURN = (1. / 2.) * 30.;
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static constexpr double YAW_LOOKRETURN = (1. / 4.) * 30.;
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static constexpr double YAW_SPINSTAND = 675.;
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static constexpr double YAW_SPINCROUCH = 337.5;
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static constexpr double PITCH_LOOKSPEED = 222.83185;
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static constexpr double PITCH_AIMSPEED = PITCH_LOOKSPEED * 0.5;
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static constexpr double PITCH_CENTRESPEED = 10.25;
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static constexpr DAngle PITCH_CNTRSINEOFFSET = DAngle1 * 101.25;
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static constexpr double HORIZOFFSPEEDF = 1.95835;
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//---------------------------------------------------------------------------
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//
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// Input scale helper functions.
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//
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//---------------------------------------------------------------------------
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inline static 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 static double getCorrectedScale(const double scaleAdjust)
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{
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// When using the output of I_GetInputFrac() to scale input adjustments at framerate, deviations of over 100 ms can occur.
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// Below formula corrects the deviation, with 0.2125 being an average between an ideal value of 0.20 for 40Hz and 0.22 for 30Hz.
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// We use the average value here as the difference is under 5 ms and is not worth complicating the algorithm for such precision.
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return scaleAdjust < 1. ? scaleAdjust * (1. + 0.21 * (1. - scaleAdjust)) : scaleAdjust;
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}
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inline static DAngle getscaledangle(const double value, const double scaleAdjust, const DAngle object, const DAngle push)
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{
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return ((object.Normalized180() * getTicrateScale(value)) + push) * getCorrectedScale(scaleAdjust);
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}
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inline static void scaletozero(DAngle& object, const double value, const double scaleAdjust, const DAngle push = -minAngle)
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{
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if (auto sgn = object.Sgn())
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{
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object -= getscaledangle(value, scaleAdjust, object, push == -minAngle ? DAngle::fromDeg(sgn * (32. / 465.)) : push);
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if (sgn != object.Sgn()) object = nullAngle;
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}
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}
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//---------------------------------------------------------------------------
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//
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// Functions for determining whether its turbo turn time (turn key held for a number of tics).
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//
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//---------------------------------------------------------------------------
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static double turnheldtime;
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void updateTurnHeldAmt(double const scaleAdjust)
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{
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turnheldtime += getTicrateScale(BUILDTICRATE) * scaleAdjust;
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}
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bool isTurboTurnTime()
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{
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return turnheldtime >= getTicrateScale(TURBOTURNBASE);
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}
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void resetTurnHeldAmt()
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{
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turnheldtime = 0;
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}
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//---------------------------------------------------------------------------
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//
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// Player's movement function, called from game's ticker or from gi->GetInput() as required.
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//
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//---------------------------------------------------------------------------
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void processMovement(InputPacket* const currInput, InputPacket* const inputBuffer, ControlInfo* const hidInput, double const scaleAdjust, int const drink_amt, bool const allowstrafe, double const turnscale)
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{
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// set up variables.
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int const keymove = 1 << int(!!(inputBuffer->actions & SB_RUN));
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float const hidspeed = float(getTicrateScale(YAW_TURNSPEEDS[2]) * turnscale);
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float const scaleAdjustf = float(scaleAdjust);
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// determine player input.
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auto const turning = buttonMap.ButtonDown(gamefunc_Turn_Right) - buttonMap.ButtonDown(gamefunc_Turn_Left);
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auto const moving = buttonMap.ButtonDown(gamefunc_Move_Forward) - buttonMap.ButtonDown(gamefunc_Move_Backward) + hidInput->dz * scaleAdjustf;
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auto const strafing = buttonMap.ButtonDown(gamefunc_Strafe_Right) - buttonMap.ButtonDown(gamefunc_Strafe_Left) - hidInput->dx * scaleAdjustf;
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// process player angle input.
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if (!(buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe))
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{
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float const turndir = clamp(turning + strafing * !allowstrafe, -1.f, 1.f);
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float const turnspeed = float(getTicrateScale(YAW_TURNSPEEDS[keymove]) * turnscale * (isTurboTurnTime() ? 1. : YAW_PREAMBLESCALE));
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currInput->avel += hidInput->mouseturnx + (hidInput->dyaw * hidspeed + turndir * turnspeed) * scaleAdjustf;
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if (turndir) updateTurnHeldAmt(scaleAdjust); else resetTurnHeldAmt();
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}
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else
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{
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currInput->svel += hidInput->mousemovex + (hidInput->dyaw + turning) * keymove * scaleAdjustf;
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}
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// process player pitch input.
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if (!(inputBuffer->actions & SB_AIMMODE))
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currInput->horz -= hidInput->mouseturny + hidInput->dpitch * hidspeed * scaleAdjustf;
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else
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currInput->fvel -= hidInput->mousemovey + hidInput->dpitch * keymove * scaleAdjustf;
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// process movement input.
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currInput->fvel += moving * keymove;
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currInput->svel += strafing * keymove * allowstrafe;
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if (isRR() && drink_amt >= 66 && drink_amt <= 87) currInput->svel += drink_amt & 1 ? -currInput->fvel : currInput->fvel;
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// add collected input to game's local input accumulation packet.
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inputBuffer->fvel = clamp<float>(inputBuffer->fvel + currInput->fvel, -keymove, keymove);
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inputBuffer->svel = clamp<float>(inputBuffer->svel + currInput->svel, -keymove, keymove);
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inputBuffer->avel += currInput->avel;
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inputBuffer->horz += currInput->horz;
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}
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//---------------------------------------------------------------------------
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//
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// Player's horizon function, called from game's ticker or from gi->GetInput() as required.
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//
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//---------------------------------------------------------------------------
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void PlayerHorizon::applyinput(float const horz, ESyncBits* actions, double const scaleAdjust)
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{
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// Process only if movement isn't locked.
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if (!movementlocked())
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{
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// Process mouse input.
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if (horz)
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{
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*actions &= ~SB_CENTERVIEW;
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horiz += DAngle::fromDeg(horz);
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}
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// Process keyboard input.
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auto doKbdInput = [&](ESyncBits_ const up, ESyncBits_ const down, double const rate, bool const lock)
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{
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if (*actions & (up | down))
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{
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if (lock) *actions &= ~SB_CENTERVIEW; else *actions |= SB_CENTERVIEW;
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horiz += DAngle::fromDeg(scaleAdjust * getTicrateScale(rate) * (!!(*actions & up) - !!(*actions & down)));
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}
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};
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doKbdInput(SB_AIM_UP, SB_AIM_DOWN, PITCH_AIMSPEED, true);
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doKbdInput(SB_LOOK_UP, SB_LOOK_DOWN, PITCH_LOOKSPEED, false);
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// Do return to centre.
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if ((*actions & SB_CENTERVIEW) && !(*actions & (SB_LOOK_UP|SB_LOOK_DOWN)))
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{
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scaletozero(horiz, PITCH_CENTRESPEED * (PITCH_CNTRSINEOFFSET - abs(horiz)).Sin(), scaleAdjust);
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if (!horiz.Sgn()) *actions &= ~SB_CENTERVIEW;
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}
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// clamp before we finish, even if it's clamped in the drawer.
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horiz = ClampViewPitch(horiz);
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}
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else
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{
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*actions &= ~SB_CENTERVIEW;
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}
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}
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//---------------------------------------------------------------------------
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//
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// Player's angle function, called from game's ticker or from gi->GetInput() as required.
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//
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//---------------------------------------------------------------------------
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void PlayerAngle::applyinput(float const avel, ESyncBits* actions, double const scaleAdjust)
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{
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// Process angle return to zeros.
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scaletozero(rotscrnang, YAW_ROTATERETURN, scaleAdjust);
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scaletozero(look_ang, YAW_LOOKRETURN, scaleAdjust);
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// Process keyboard input.
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auto doLookKeys = [&](ESyncBits_ const key, double const direction)
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{
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if (*actions & key)
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{
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look_ang += DAngle::fromDeg(getTicrateScale(YAW_LOOKINGSPEED) * getCorrectedScale(scaleAdjust) * direction);
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rotscrnang -= DAngle::fromDeg(getTicrateScale(YAW_ROTATESPEED) * getCorrectedScale(scaleAdjust) * direction);
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}
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};
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doLookKeys(SB_LOOK_LEFT, -1);
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doLookKeys(SB_LOOK_RIGHT, 1);
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if (!movementlocked())
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{
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if (*actions & SB_TURNAROUND)
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{
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if (spin == nullAngle)
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{
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// currently not spinning, so start a spin
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spin = -DAngle180;
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}
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*actions &= ~SB_TURNAROUND;
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}
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if (avel)
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{
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// add player's input
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ang += DAngle::fromDeg(avel);
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}
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if (spin < nullAngle)
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{
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// return spin to 0
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DAngle add = DAngle::fromDeg(getTicrateScale(!(*actions & SB_CROUCH) ? YAW_SPINSTAND : YAW_SPINCROUCH) * scaleAdjust);
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spin += add;
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if (spin > nullAngle)
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{
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// Don't overshoot our target. With variable factor this is possible.
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add -= spin;
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spin = nullAngle;
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}
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ang += add;
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}
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}
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else
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{
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spin = nullAngle;
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}
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}
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//---------------------------------------------------------------------------
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//
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// Player's slope tilt when playing without a mouse and on a slope.
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//
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//---------------------------------------------------------------------------
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void PlayerHorizon::calcviewpitch(const DVector2& pos, DAngle const ang, bool const aimmode, bool const canslopetilt, sectortype* const cursectnum, double const scaleAdjust, bool const climbing)
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{
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if (cl_slopetilting && cursectnum != nullptr)
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{
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if (aimmode && canslopetilt) // If the floor is sloped
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{
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// Get a point, 512 (64 for Blood) units ahead of player's position
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auto rotpt = pos + ang.ToVector() * (isBlood() ? 4 : 32);
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auto tempsect = cursectnum;
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updatesector(rotpt, &tempsect);
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if (tempsect != nullptr) // If the new point is inside a valid sector...
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{
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// Get the floorz as if the new (x,y) point was still in
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// your sector
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double const j = getflorzofslopeptr(cursectnum, pos);
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double const k = getflorzofslopeptr(tempsect, rotpt);
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// If extended point is in same sector as you or the slopes
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// of the sector of the extended point and your sector match
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// closely (to avoid accidently looking straight out when
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// you're at the edge of a sector line) then adjust horizon
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// accordingly
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if (cursectnum == tempsect || (!isBlood() && abs(getflorzofslopeptr(tempsect, rotpt) - k) <= 4))
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{
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horizoff += maphoriz(scaleAdjust * ((j - k) * (!isBlood() ? 0.625 : 5.5)));
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}
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}
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}
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if (climbing)
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{
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// tilt when climbing but you can't even really tell it.
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if (horizoff < DAngle::fromDeg(38)) horizoff += getscaledangle(HORIZOFFSPEEDF, scaleAdjust, deltaangle(horizoff, DAngle::fromDeg(38)), DAngle::fromDeg(0.4476));
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}
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else
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{
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// Make horizoff grow towards 0 since horizoff is not modified when you're not on a slope.
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scaletozero(horizoff, HORIZOFFSPEEDF, scaleAdjust, DAngle::fromDeg(horizoff.Sgn() * 0.4476));
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}
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// Clamp off against the maximum allowed pitch.
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horizoff = ClampViewPitch(horizoff);
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, PlayerAngle* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc("ang", w.ang)
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("lookang", w.look_ang)
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("rotscrnang", w.rotscrnang)
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("spin", w.spin)
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("inputdisabled", w.inputdisabled)
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.EndObject();
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if (arc.isReading())
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{
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w.oang = w.ang;
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w.olook_ang = w.look_ang;
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w.orotscrnang = w.rotscrnang;
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w.inputdisabled = w.inputdisabled;
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w.resetadjustment();
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}
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}
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return arc;
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}
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FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerHorizon& w, PlayerHorizon* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc("horiz", w.horiz)
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("horizoff", w.horizoff)
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("inputdisabled", w.inputdisabled)
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.EndObject();
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if (arc.isReading())
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{
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w.ohoriz = w.horiz;
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w.ohorizoff = w.horizoff;
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w.inputdisabled = w.inputdisabled;
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w.resetadjustment();
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}
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}
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return arc;
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}
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