mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 17:01:28 +00:00
137 lines
4.5 KiB
C++
137 lines
4.5 KiB
C++
#pragma once
|
|
|
|
#include "m_fixed.h"
|
|
#include "gamecvars.h"
|
|
#include "gamestruct.h"
|
|
#include "gamefuncs.h"
|
|
#include "packet.h"
|
|
|
|
struct PlayerAngles
|
|
{
|
|
// Player viewing angles, separate from the camera.
|
|
DRotator PrevViewAngles, ViewAngles;
|
|
|
|
// Holder of current yaw spin state for the 180 degree turn.
|
|
DAngle YawSpin;
|
|
|
|
friend FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def);
|
|
|
|
// Prototypes for applying input.
|
|
void applyPitch(float const horz, ESyncBits* actions, double const scaleAdjust = 1);
|
|
void applyYaw(float const avel, ESyncBits* actions, double const scaleAdjust = 1);
|
|
|
|
// Prototypes for applying view.
|
|
void doViewPitch(const DVector2& pos, DAngle const ang, bool const aimmode, bool const canslopetilt, sectortype* const cursectnum, bool const climbing = false);
|
|
void doViewYaw(const ESyncBits actions);
|
|
|
|
// General methods.
|
|
void backupViewAngles() { PrevViewAngles = ViewAngles; }
|
|
void setActor(DCoreActor* const actor) { pActor = actor; }
|
|
|
|
// Angle getters.
|
|
DAngle getPitchWithView()
|
|
{
|
|
return pActor->spr.Angles.Pitch + ViewAngles.Pitch;
|
|
}
|
|
DRotator lerpViewAngles(const double interpfrac)
|
|
{
|
|
return interpolatedvalue(PrevViewAngles, ViewAngles, interpfrac);
|
|
}
|
|
DRotator getRenderAngles(const double interpfrac)
|
|
{
|
|
return (!SyncInput() ? pActor->spr.Angles : pActor->interpolatedangles(interpfrac)) + lerpViewAngles(interpfrac);
|
|
}
|
|
|
|
// Draw code helpers.
|
|
auto getCrosshairOffsets(const double interpfrac)
|
|
{
|
|
// Set up angles.
|
|
const auto viewAngles = lerpViewAngles(interpfrac);
|
|
const auto rotTangent = viewAngles.Roll.Tan();
|
|
const auto yawTangent = clamp(viewAngles.Yaw, -DAngle90, DAngle90).Tan();
|
|
const auto fovTangent = tan(r_fov * pi::pi() / 360.);
|
|
|
|
// Return as pair with roll as the 2nd object since all callers inevitably need it.
|
|
return std::make_pair(DVector2(160, 120 * -rotTangent) * -yawTangent / fovTangent, viewAngles.Roll);
|
|
}
|
|
auto getWeaponOffsets(const double interpfrac)
|
|
{
|
|
// Push the Y down a bit since the weapon is at the edge of the screen.
|
|
auto offsets = getCrosshairOffsets(interpfrac); offsets.first.Y *= 4.;
|
|
return offsets;
|
|
}
|
|
|
|
// Pitch methods.
|
|
void addPitch(const DAngle value) { updateAngle(PITCH, ClampViewPitch(pActor->spr.Angles.Pitch + value)); }
|
|
void setPitch(const DAngle value, const bool backup = false) { updateAngle(PITCH, ClampViewPitch(value), backup); }
|
|
|
|
// Yaw methods.
|
|
void addYaw(const DAngle value) { updateAngle(YAW, pActor->spr.Angles.Yaw + value); }
|
|
void setYaw(const DAngle value, const bool backup = false) { updateAngle(YAW, value, backup); }
|
|
|
|
// Roll methods.
|
|
void addRoll(const DAngle value) { updateAngle(ROLL, pActor->spr.Angles.Roll + value); }
|
|
void setRoll(const DAngle value, const bool backup = false) { updateAngle(ROLL, value, backup); }
|
|
|
|
// Applicator of pending angle changes.
|
|
void applyScaledAdjustments(const double scaleAdjust)
|
|
{
|
|
for (unsigned i = 0; i < MAXANGLES; i++)
|
|
{
|
|
if (Targets[i].Sgn())
|
|
{
|
|
// Calculate scaled amount of target and add to the accumlation buffer.
|
|
DAngle addition = Targets[i] * scaleAdjust;
|
|
AppliedAmounts[i] += addition;
|
|
|
|
// Test whether we're now reached/exceeded our target.
|
|
if (abs(AppliedAmounts[i]) >= abs(Targets[i]))
|
|
{
|
|
addition -= AppliedAmounts[i] - Targets[i];
|
|
Targets[i] = AppliedAmounts[i] = nullAngle;
|
|
}
|
|
|
|
// Apply the scaled addition to the angle.
|
|
pActor->spr.Angles[i] += addition;
|
|
}
|
|
}
|
|
}
|
|
|
|
private:
|
|
// DRotator indices.
|
|
enum : unsigned
|
|
{
|
|
PITCH,
|
|
YAW,
|
|
ROLL,
|
|
MAXANGLES,
|
|
};
|
|
|
|
// Private data which should never be accessed publically.
|
|
DRotator Targets, AppliedAmounts;
|
|
DCoreActor* pActor;
|
|
|
|
// Internal angle updater to reduce boilerplate from the public setters.
|
|
void updateAngle(const unsigned angIndex, const DAngle value, const bool backup = false)
|
|
{
|
|
if (!SyncInput() && !backup)
|
|
{
|
|
Targets[angIndex] = deltaangle(pActor->spr.Angles[angIndex], value);
|
|
AppliedAmounts[angIndex] = nullAngle;
|
|
}
|
|
else
|
|
{
|
|
pActor->spr.Angles[angIndex] = value;
|
|
if (backup) pActor->PrevAngles[angIndex] = pActor->spr.Angles[angIndex];
|
|
}
|
|
}
|
|
};
|
|
|
|
class FSerializer;
|
|
FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* 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);
|