raze/source/core/gameinput.h

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);