glquake/source/in_null.c

165 lines
3.7 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// in_null.c -- for systems without a mouse
#include "quakedef.h"
#include <3ds.h>
extern int bind_grab;
extern cvar_t in_analog_strafe;
extern cvar_t in_x_axis_adjust;
extern cvar_t in_y_axis_adjust;
extern cvar_t in_mlook; //Heffo - mlook cvar
void IN_Init (void)
{
}
void IN_Shutdown (void)
{
}
void IN_Commands (void)
{
}
float IN_CalcInput(int axis, float speed, float tolerance, float acceleration) {
float value = ((float) axis / 154.0f);
if (value == 0.0f) {
return 0.0f;
}
float abs_value = fabs(value);
if (abs_value < tolerance) {
return 0.0f;
}
abs_value -= tolerance;
abs_value /= (1.0f - tolerance);
abs_value = powf(abs_value, acceleration);
abs_value *= speed;
if (value < 0.0f) {
value = -abs_value;
} else {
value = abs_value;
}
return value;
}
extern cvar_t scr_fov;
extern int original_fov, final_fov;
void IN_Move (usercmd_t *cmd)
{
// naievil -- fixme this operates incorrectly
unsigned char analog_strafe = 0;
// Don't let the pitch drift back to centre if analog nub look is on.
if (in_mlook.value)
V_StopPitchDrift();
else {
if (in_analog_strafe.value || (in_strafe.state & 1)) {
analog_strafe = 1;
}
}
// Read the pad state.
circlePosition pos;
//Read the CirclePad position
hidCircleRead(&pos);
//Print the CirclePad position
// Convert the inputs to floats in the range [-1, 1].
// Implement the dead zone.
float speed;
float deadZone = in_tolerance.value;
float acceleration = in_acceleration.value;
int x_adjust = 0;
int y_adjust = 0;
//shpuld begin
if (!analog_strafe) {
speed = sensitivity.value;
// ==== Aim Assist + ====
// cut look speed in half when facing enemy, unless
// mag is empty
if ((in_aimassist.value) && (sv_player->v.facingenemy == 1) && cl.stats[STAT_CURRENTMAG] > 0) {
speed *= 0.5;
}
// additionally, slice look speed when ADS/scopes
if (cl.stats[STAT_ZOOM] == 1)
speed *= 0.5;
else if (cl.stats[STAT_ZOOM] == 2)
speed *= 0.25;
} else {
speed = sv_player->v.maxspeed/150;
if (cl.stats[STAT_ZOOM] == 1)
speed *= 2;
else if (cl.stats[STAT_ZOOM] == 2)
speed *= 4;
}
//shpuld end
float x = IN_CalcInput(pos.dx+x_adjust, speed, deadZone, acceleration);
float y = IN_CalcInput(pos.dy+y_adjust, speed, deadZone, acceleration);
// Set the yaw.
// Analog nub look?
if (!analog_strafe) {
const float yawScale = 30.0f;
cl.viewangles[YAW] -= yawScale * x * host_frametime;
if (in_mlook.value)
{
// Set the pitch.
const bool invertPitch = m_pitch.value < 0;
const float pitchScale = yawScale * (invertPitch ? -1 : 1);
cl.viewangles[PITCH] += pitchScale * y * host_frametime;
// Don't look too far up or down.
if (cl.viewangles[PITCH] > 80.0f)
cl.viewangles[PITCH] = 80.0f;
if (cl.viewangles[PITCH] < -70.0f)
cl.viewangles[PITCH] = -70.0f;
}
else
{
// Move using up and down.
cmd->forwardmove -= cl_forwardspeed * y;
}
} else {
cmd->sidemove += cl_sidespeed * x;
cmd->forwardmove -= cl_forwardspeed * y;
}
}