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93 lines
2.6 KiB
C++
93 lines
2.6 KiB
C++
#pragma once
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 2020 Christoph Oelckers & Mitchell Richters
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This file is part of Raze.
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Raze is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "blood.h"
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#include "gamestate.h"
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#include "inputstate.h"
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#include "gamestruct.h"
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#include "razemenu.h"
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BEGIN_BLD_NS
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static InputPacket gInput;
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void UpdatePlayerSpriteAngle(PLAYER* pPlayer);
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void doslopetilting(PLAYER* pPlayer, double const scaleAdjust);
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdjust, InputPacket* packet)
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{
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if (paused || M_Active())
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{
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gInput = {};
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return;
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}
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PLAYER* pPlayer = &gPlayer[myconnectindex];
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InputPacket input{};
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ApplyGlobalInput(gInput, hidInput);
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processMovement(&input, &gInput, hidInput, scaleAdjust);
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if (!SyncInput() && gamestate == GS_LEVEL)
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{
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// Perform unsynchronised angle/horizon if not dead.
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if (pPlayer->actor->xspr.health != 0)
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{
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pPlayer->angle.applyinput(input.avel, &pPlayer->input.actions, scaleAdjust);
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pPlayer->horizon.applyinput(input.horz, &pPlayer->input.actions, scaleAdjust);
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doslopetilting(pPlayer, scaleAdjust);
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}
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pPlayer->angle.processhelpers(scaleAdjust);
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pPlayer->horizon.processhelpers(scaleAdjust);
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UpdatePlayerSpriteAngle(pPlayer);
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}
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if (packet)
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{
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*packet = gInput;
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gInput = {};
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}
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}
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//---------------------------------------------------------------------------
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//
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// This is called from InputState::ClearAllInput and resets all static state being used here.
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//
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//---------------------------------------------------------------------------
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void GameInterface::clearlocalinputstate()
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{
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gInput = {};
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}
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END_BLD_NS
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