raze/source/sw/src/input.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "game.h"
#include "network.h"
#include "gamecontrol.h"
#include "player.h"
#include "menu.h"
BEGIN_SW_NS
void DoPlayerTurn(PLAYERp pp, fixed_t const q16avel, double const scaleAdjust);
void DoPlayerHorizon(PLAYERp pp, fixed_t const q16horz, double const scaleAdjust);
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static InputPacket loc;
static int32_t turnheldtime;
void
InitNetVars(void)
{
loc = {};
}
void
InitTimingVars(void)
{
PlayClock = 0;
randomseed = 17L;
MoveSkip8 = 2;
MoveSkip2 = 0;
MoveSkip4 = 1; // start slightly offset so these
}
enum
{
TURBOTURNTIME = (120 / 8),
NORMALTURN = (12 + 6),
RUNTURN = (28),
PREAMBLETURN = 3,
NORMALKEYMOVE = 35,
MAXFVEL = ((NORMALKEYMOVE * 2) + 10),
MAXSVEL = ((NORMALKEYMOVE * 2) + 10),
MAXANGVEL = 100,
MAXHORIZVEL = 128
};
//---------------------------------------------------------------------------
//
// handles the input bits
//
//---------------------------------------------------------------------------
static void processInputBits(PLAYERp const pp, ControlInfo* const hidInput, bool* mouseaim)
{
ApplyGlobalInput(loc, hidInput);
*mouseaim = !(loc.actions & SB_AIMMODE);
if (!CommEnabled)
{
// Go back to the source to set this - the old code here was catastrophically bad.
// this needs to be fixed properly - as it is this can never be compatible with demo playback.
if (mouseaim)
SET(Player[myconnectindex].Flags, PF_MOUSE_AIMING_ON);
else
RESET(Player[myconnectindex].Flags, PF_MOUSE_AIMING_ON);
if (cl_autoaim)
SET(Player[myconnectindex].Flags, PF_AUTO_AIM);
else
RESET(Player[myconnectindex].Flags, PF_AUTO_AIM);
}
if (buttonMap.ButtonDown(gamefunc_Toggle_Crouch))
{
// this shares a bit with another function so cannot be in the common code.
loc.actions |= SB_CROUCH_LOCK;
}
}
//---------------------------------------------------------------------------
//
// handles movement
//
//---------------------------------------------------------------------------
static void processWeapon(PLAYERp const pp)
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{
USERp u = User[pp->PlayerSprite];
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int i;
if (loc.getNewWeapon() == WeaponSel_Next)
{
short next_weapon = u->WeaponNum + 1;
short start_weapon;
start_weapon = u->WeaponNum + 1;
if (u->WeaponNum == WPN_SWORD)
start_weapon = WPN_STAR;
if (u->WeaponNum == WPN_FIST)
{
next_weapon = 14;
}
else
{
next_weapon = -1;
for (i = start_weapon; TRUE; i++)
{
if (i >= MAX_WEAPONS_KEYS)
{
next_weapon = 13;
break;
}
if (TEST(pp->WpnFlags, BIT(i)) && pp->WpnAmmo[i])
{
next_weapon = i;
break;
}
}
}
loc.setNewWeapon(next_weapon + 1);
}
else if (loc.getNewWeapon() == WeaponSel_Prev)
{
USERp u = User[pp->PlayerSprite];
short prev_weapon = u->WeaponNum - 1;
short start_weapon;
start_weapon = u->WeaponNum - 1;
if (u->WeaponNum == WPN_SWORD)
{
prev_weapon = 13;
}
else if (u->WeaponNum == WPN_STAR)
{
prev_weapon = 14;
}
else
{
prev_weapon = -1;
for (i = start_weapon; TRUE; i--)
{
if (i <= -1)
i = WPN_HEART;
if (TEST(pp->WpnFlags, BIT(i)) && pp->WpnAmmo[i])
{
prev_weapon = i;
break;
}
}
}
loc.setNewWeapon(prev_weapon + 1);
}
else if (loc.getNewWeapon() == WeaponSel_Alt)
{
USERp u = User[pp->PlayerSprite];
short const which_weapon = u->WeaponNum + 1;
loc.setNewWeapon(which_weapon);
}
}
//---------------------------------------------------------------------------
//
// handles movement
//
//---------------------------------------------------------------------------
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static void processMovement(PLAYERp const pp, ControlInfo* const hidInput, bool const mouseaim)
{
double const scaleAdjust = InputScale();
bool const strafeKey = buttonMap.ButtonDown(gamefunc_Strafe) && !pp->sop;
int32_t turnamount, keymove;
int32_t fvel = 0, svel = 0;
fixed_t q16avel = 0, q16horz = 0;
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if (loc.actions & SB_RUN)
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{
turnamount = pp->sop_control ? RUNTURN * 3 : RUNTURN;
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keymove = NORMALKEYMOVE << 1;
}
else
{
turnamount = pp->sop_control ? NORMALTURN * 3 : NORMALTURN;
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keymove = NORMALKEYMOVE;
}
if (strafeKey)
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{
svel -= xs_CRoundToInt(hidInput->mousex * 4.);
svel -= hidInput->dyaw * keymove;
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}
else
{
q16avel += FloatToFixed(hidInput->mousex + (scaleAdjust * hidInput->dyaw));
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}
if (mouseaim)
q16horz -= FloatToFixed(hidInput->mousey);
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else
fvel -= xs_CRoundToInt(hidInput->mousey * 8.);
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if (in_mouseflip)
q16horz = -q16horz;
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q16horz -= FloatToFixed(scaleAdjust * hidInput->dpitch);
svel -= hidInput->dx * keymove;
fvel -= hidInput->dz * keymove;
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if (strafeKey)
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{
if (buttonMap.ButtonDown(gamefunc_Turn_Left))
svel += keymove;
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if (buttonMap.ButtonDown(gamefunc_Turn_Right))
svel -= keymove;
}
else
{
if (buttonMap.ButtonDown(gamefunc_Turn_Left) || (buttonMap.ButtonDown(gamefunc_Strafe_Left) && pp->sop))
{
turnheldtime += synctics;
q16avel -= FloatToFixed(scaleAdjust * (turnheldtime >= TURBOTURNTIME ? turnamount : PREAMBLETURN));
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}
else if (buttonMap.ButtonDown(gamefunc_Turn_Right) || (buttonMap.ButtonDown(gamefunc_Strafe_Right) && pp->sop))
{
turnheldtime += synctics;
q16avel += FloatToFixed(scaleAdjust * (turnheldtime >= TURBOTURNTIME ? turnamount : PREAMBLETURN));
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}
else
{
turnheldtime = 0;
}
}
if (buttonMap.ButtonDown(gamefunc_Strafe_Left) && !pp->sop)
svel += keymove;
if (buttonMap.ButtonDown(gamefunc_Strafe_Right) && !pp->sop)
svel -= keymove;
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if (buttonMap.ButtonDown(gamefunc_Move_Forward))
fvel += keymove;
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if (buttonMap.ButtonDown(gamefunc_Move_Backward))
fvel -= keymove;
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if (!cl_syncinput)
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{
if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN))
DoPlayerTurn(pp, q16avel, scaleAdjust);
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if (TEST(pp->Flags2, PF2_INPUT_CAN_AIM))
DoPlayerHorizon(pp, q16horz, scaleAdjust);
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}
loc.fvel = clamp(loc.fvel + fvel, -MAXFVEL, MAXFVEL);
loc.svel = clamp(loc.svel + svel, -MAXSVEL, MAXSVEL);
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loc.q16avel = clamp(loc.q16avel + q16avel, -IntToFixed(MAXANGVEL), IntToFixed(MAXANGVEL));
loc.q16horz = clamp(loc.q16horz + q16horz, -IntToFixed(MAXHORIZVEL), IntToFixed(MAXHORIZVEL));
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}
void GameInterface::GetInput(InputPacket *packet, ControlInfo* const hidInput)
{
if (paused || M_Active())
{
loc = {};
return;
}
PLAYERp pp = &Player[myconnectindex];
bool mouseaim;
processInputBits(pp, hidInput, &mouseaim);
processMovement(pp, hidInput, mouseaim);
processWeapon(pp);
if (packet)
{
auto const ang = FixedToInt(pp->q16ang);
*packet = loc;
packet->fvel = mulscale9(loc.fvel, sintable[NORM_ANGLE(ang + 512)]) + mulscale9(loc.svel, sintable[NORM_ANGLE(ang)]);
packet->svel = mulscale9(loc.fvel, sintable[NORM_ANGLE(ang)]) + mulscale9(loc.svel, sintable[NORM_ANGLE(ang + 1536)]);
loc = {};
}
}
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END_SW_NS