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