//------------------------------------------------------------------------- /* 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); 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) { USERp u = User[pp->PlayerSprite]; 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 // //--------------------------------------------------------------------------- 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; if (loc.actions & SB_RUN) { turnamount = pp->sop_control ? RUNTURN * 3 : RUNTURN; keymove = NORMALKEYMOVE << 1; } else { turnamount = pp->sop_control ? NORMALTURN * 3 : NORMALTURN; keymove = NORMALKEYMOVE; } if (strafeKey) { svel -= xs_CRoundToInt(hidInput->mousex * 4.); svel -= hidInput->dyaw * keymove; } else { q16avel += FloatToFixed(hidInput->mousex + (scaleAdjust * hidInput->dyaw)); } if (mouseaim) q16horz -= FloatToFixed(hidInput->mousey); else fvel -= xs_CRoundToInt(hidInput->mousey * 8.); if (in_mouseflip) q16horz = -q16horz; q16horz -= FloatToFixed(scaleAdjust * hidInput->dpitch); svel -= hidInput->dx * keymove; fvel -= hidInput->dz * keymove; if (strafeKey) { if (buttonMap.ButtonDown(gamefunc_Turn_Left)) svel += keymove; 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)); } else if (buttonMap.ButtonDown(gamefunc_Turn_Right) || (buttonMap.ButtonDown(gamefunc_Strafe_Right) && pp->sop)) { turnheldtime += synctics; q16avel += FloatToFixed(scaleAdjust * (turnheldtime >= TURBOTURNTIME ? turnamount : PREAMBLETURN)); } else { turnheldtime = 0; } } if (buttonMap.ButtonDown(gamefunc_Strafe_Left) && !pp->sop) svel += keymove; if (buttonMap.ButtonDown(gamefunc_Strafe_Right) && !pp->sop) svel -= keymove; if (buttonMap.ButtonDown(gamefunc_Move_Forward)) fvel += keymove; if (buttonMap.ButtonDown(gamefunc_Move_Backward)) fvel -= keymove; if (!cl_syncinput) { if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN)) DoPlayerTurn(pp, q16avel, scaleAdjust); if (TEST(pp->Flags2, PF2_INPUT_CAN_AIM)) DoPlayerHorizon(pp, q16horz, scaleAdjust); } loc.fvel = clamp(loc.fvel + fvel, -MAXFVEL, MAXFVEL); loc.svel = clamp(loc.svel + svel, -MAXSVEL, MAXSVEL); loc.q16avel = clamp(loc.q16avel + q16avel, -IntToFixed(MAXANGVEL), IntToFixed(MAXANGVEL)); loc.q16horz = clamp(loc.q16horz + q16horz, -IntToFixed(MAXHORIZVEL), IntToFixed(MAXHORIZVEL)); } 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 = {}; } } END_SW_NS