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56eda9928c
# Conflicts: # source/core/gameinput.h
301 lines
6.3 KiB
C++
301 lines
6.3 KiB
C++
#pragma once
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#include "m_fixed.h"
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#include "binaryangle.h"
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#include "gamecvars.h"
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#include "gamestruct.h"
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#include "packet.h"
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int getincangle(int a, int na);
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double getincanglef(double a, double na);
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fixed_t getincangleq16(fixed_t a, fixed_t na);
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lookangle getincanglebam(binangle a, binangle na);
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struct PlayerHorizon
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{
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fixedhoriz horiz, ohoriz, horizoff, ohorizoff;
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void backup()
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{
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ohoriz = horiz;
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ohorizoff = horizoff;
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}
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void restore()
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{
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horiz = ohoriz;
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horizoff = ohorizoff;
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}
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void addadjustment(double value)
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{
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__addadjustment(q16horiz(FloatToFixed(value)));
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}
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void resetadjustment()
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{
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adjustment = 0;
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}
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void settarget(int value, bool backup = false)
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{
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__settarget(buildhoriz(clamp(value, FixedToInt(gi->playerHorizMin()), FixedToInt(gi->playerHorizMax()))), backup);
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}
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void settarget(double value, bool backup = false)
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{
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__settarget(buildfhoriz(clamp(value, FixedToFloat(gi->playerHorizMin()), FixedToFloat(gi->playerHorizMax()))), backup);
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}
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void settarget(fixedhoriz value, bool backup = false)
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{
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__settarget(q16horiz(clamp(value.asq16(), gi->playerHorizMin(), gi->playerHorizMax())), backup);
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}
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bool targetset()
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{
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return target.asq16();
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}
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void processhelpers(double const scaleAdjust)
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{
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if (targetset())
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{
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auto delta = (target - horiz).asq16();
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if (abs(delta) > FRACUNIT)
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{
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horiz += q16horiz(xs_CRoundToInt(scaleAdjust * delta));
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}
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else
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{
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horiz = target;
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target = q16horiz(0);
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}
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}
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else if (adjustment)
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{
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horiz += q16horiz(xs_CRoundToInt(scaleAdjust * adjustment));
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}
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}
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fixedhoriz osum()
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{
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return ohoriz + ohorizoff;
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}
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fixedhoriz sum()
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{
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return horiz + horizoff;
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}
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fixedhoriz interpolatedsum(double const smoothratio)
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{
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double const ratio = smoothratio * (1. / FRACUNIT);
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fixed_t const prev = osum().asq16();
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fixed_t const curr = sum().asq16();
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return q16horiz(prev + xs_CRoundToInt(ratio * (curr - prev)));
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}
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fixedhoriz interpolatedoff(double const smoothratio)
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{
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double const ratio = smoothratio * (1. / FRACUNIT);
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return q16horiz(ohorizoff.asq16() + xs_CRoundToInt(ratio * (horizoff - ohorizoff).asq16()));
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}
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private:
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fixedhoriz target;
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double adjustment;
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void __addadjustment(fixedhoriz value)
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{
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if (!SyncInput())
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{
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adjustment += value.asq16();
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}
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else
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{
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horiz += value;
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}
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}
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void __settarget(fixedhoriz value, bool backup = false)
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{
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if (!SyncInput() && !backup)
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{
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target = value;
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if (!targetset()) target = q16horiz(1);
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}
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else
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{
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horiz = value;
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if (backup) ohoriz = horiz;
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}
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}
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};
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struct PlayerAngle
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{
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binangle ang, oang;
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lookangle look_ang, olook_ang, rotscrnang, orotscrnang, spin;
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void backup()
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{
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oang = ang;
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olook_ang = look_ang;
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orotscrnang = rotscrnang;
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}
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void restore()
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{
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ang = oang;
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look_ang = olook_ang;
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rotscrnang = orotscrnang;
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}
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void addadjustment(int value)
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{
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__addadjustment(buildlook(value));
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}
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void addadjustment(double value)
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{
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__addadjustment(buildflook(value));
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}
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void addadjustment(lookangle value)
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{
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__addadjustment(value);
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}
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void addadjustment(binangle value)
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{
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__addadjustment(bamlook(value.asbam()));
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}
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void resetadjustment()
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{
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adjustment = 0;
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}
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void settarget(int value, bool backup = false)
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{
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__settarget(buildang(value & 2047), backup);
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}
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void settarget(double value, bool backup = false)
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{
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__settarget(buildfang(fmod(value, 2048)), backup);
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}
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void settarget(binangle value, bool backup = false)
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{
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__settarget(value, backup);
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}
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bool targetset()
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{
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return target.asbam();
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}
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void processhelpers(double const scaleAdjust)
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{
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if (targetset())
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{
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auto delta = getincanglebam(ang, target).asbam();
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if (delta > BAMUNIT)
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{
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ang += bamang(xs_CRoundToUInt(scaleAdjust * delta));
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}
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else
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{
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ang = target;
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target = bamang(0);
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}
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}
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else if (adjustment)
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{
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ang += bamang(xs_CRoundToUInt(scaleAdjust * adjustment));
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}
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}
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binangle osum()
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{
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return oang + olook_ang;
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}
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binangle sum()
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{
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return ang + look_ang;
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}
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binangle interpolatedsum(double const smoothratio)
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{
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double const ratio = smoothratio * (1. / FRACUNIT);
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uint32_t const dang = UINT32_MAX >> 1;
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int64_t const prev = osum().asbam();
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int64_t const curr = sum().asbam();
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return bamang(prev + xs_CRoundToUInt(ratio * (((curr + dang - prev) & 0xFFFFFFFF) - dang)));
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}
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lookangle interpolatedlookang(double const smoothratio)
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{
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double const ratio = smoothratio * (1. / FRACUNIT);
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return bamlook(olook_ang.asbam() + xs_CRoundToInt(ratio * (look_ang - olook_ang).asbam()));
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}
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lookangle interpolatedrotscrn(double const smoothratio)
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{
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double const ratio = smoothratio * (1. / FRACUNIT);
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return bamlook(orotscrnang.asbam() + xs_CRoundToInt(ratio * (rotscrnang - orotscrnang).asbam()));
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}
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double look_anghalf(double const smoothratio)
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{
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return (!SyncInput() ? look_ang : interpolatedlookang(smoothratio)).asbam() * (0.5 / BAMUNIT); // Used within draw code for weapon and crosshair when looking left/right.
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}
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private:
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binangle target;
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double adjustment;
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void __addadjustment(lookangle value)
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{
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if (!SyncInput())
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{
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adjustment += value.asbam();
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}
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else
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{
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ang += value;
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}
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}
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void __settarget(binangle value, bool backup = false)
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{
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if (!SyncInput() && !backup)
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{
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target = value;
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if (!targetset()) target = bamang(1);
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}
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else
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{
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ang = value;
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if (backup) oang = ang;
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}
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}
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};
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class FSerializer;
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FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngle& w, PlayerAngle* def);
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FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerHorizon& w, PlayerHorizon* def);
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void updateTurnHeldAmt(double const scaleAdjust);
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bool const isTurboTurnTime();
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void resetTurnHeldAmt();
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void processMovement(InputPacket* currInput, InputPacket* inputBuffer, ControlInfo* const hidInput, double const scaleAdjust, int const drink_amt = 0, bool const allowstrafe = true, double const turnscale = 1);
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void sethorizon(PlayerHorizon* horizon, float const horz, ESyncBits* actions, double const scaleAdjust = 1);
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void applylook(PlayerAngle* angle, float const avel, ESyncBits* actions, double const scaleAdjust = 1);
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void calcviewpitch(vec2_t const pos, fixedhoriz* horizoff, binangle const ang, bool const aimmode, bool const canslopetilt, int const cursectnum, double const scaleAdjust = 1, bool const climbing = false);
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