raze/source/sw/src/input.cpp
Christoph Oelckers 76811a1881 - InputState cleanup
This removes most of the InputState class because it is no longer used.
The only remaining places still checking scan codes are the modifiers for sizeup and sizedown.
All the rest was remapped to safer methods. The multiplayer taunts are currently inoperable, they will need support of shift-bindings to get proper support.
2020-08-24 20:34:18 +02:00

527 lines
16 KiB
C++

//-------------------------------------------------------------------------
/*
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
SWBOOL MultiPlayQuitFlag = FALSE;
int WeaponToSend = 0;
int BitsToSend = 0;
int inv_hotkey = 0;
void
FunctionKeys(PLAYERp pp)
{
// F7 VIEW control
if (buttonMap.ButtonDown(gamefunc_Third_Person_View))
{
buttonMap.ClearButton(gamefunc_Third_Person_View);
if (inputState.ShiftPressed())
{
if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
pp->view_outside_dang = NORM_ANGLE(pp->view_outside_dang + 256);
}
else
{
if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
{
RESET(pp->Flags, PF_VIEW_FROM_OUTSIDE);
}
else
{
SET(pp->Flags, PF_VIEW_FROM_OUTSIDE);
pp->camera_dist = 0;
}
}
}
}
double elapsedInputTicks;
double scaleAdjustmentToInterval(double x) { return x * (120 / synctics) / (1000.0 / elapsedInputTicks); }
void DoPlayerTurn(PLAYERp pp, fix16_t *pq16ang, fix16_t q16angvel);
void DoPlayerHorizon(PLAYERp pp, fix16_t *pq16horiz, fix16_t q16aimvel);
void GameInterface::ResetFollowPos(bool)
{
auto pp = &Player[myconnectindex];
Follow_posx = pp->posx;
Follow_posy = pp->posy;
}
void
getinput(SW_PACKET *loc, SWBOOL tied)
{
int i;
PLAYERp pp = Player + myconnectindex;
PLAYERp newpp = Player + myconnectindex;
#define TURBOTURNTIME (120/8)
#define NORMALTURN (12+6)
#define RUNTURN (28)
#define PREAMBLETURN 3
#define NORMALKEYMOVE 35
#define MAXVEL ((NORMALKEYMOVE*2)+10)
#define MAXSVEL ((NORMALKEYMOVE*2)+10)
#define MAXANGVEL 100
#define MAXHORIZVEL 128
#define SET_LOC_KEY(loc, sync_num, key_test) SET(loc, ((!!(key_test)) << (sync_num)))
static int32_t turnheldtime;
int32_t momx, momy;
extern SWBOOL MenuButtonAutoAim;
if (Prediction && CommEnabled)
{
newpp = ppp;
}
static double lastInputTicks;
auto const currentHiTicks = timerGetHiTicks();
elapsedInputTicks = currentHiTicks - lastInputTicks;
lastInputTicks = currentHiTicks;
// MAKE SURE THIS WILL GET SET
SET_LOC_KEY(loc->bits, SK_QUIT_GAME, MultiPlayQuitFlag);
bool mouseaim = in_mousemode || buttonMap.ButtonDown(gamefunc_Mouse_Aiming);
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);
}
ControlInfo info;
CONTROL_GetInput(&info);
if (paused)
return;
// If in 2D follow mode, scroll around using glob vars
// Tried calling this in domovethings, but key response it too poor, skips key presses
// Note: this get called only during follow mode
if (!tied && automapFollow && pp == Player + myconnectindex && !Prediction)
MoveScrollMode2D(Player + myconnectindex);
// !JIM! Added M_Active() so that you don't move at all while using menus
if (M_Active() || automapFollow)
return;
SET_LOC_KEY(loc->bits, SK_SPACE_BAR, buttonMap.ButtonDown(gamefunc_Open));
int const running = G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run));
int32_t turnamount;
int32_t keymove;
// The function DoPlayerTurn() scales the player's q16angvel by 1.40625, so store as constant
// and use to scale back player's aim and ang values for a consistent feel between games.
float const angvelScale = 1.40625f;
float const aimvelScale = 1.203125f;
// Shadow Warrior has a ticrate of 40, 25% more than the other games, so store below constant
// for dividing controller input to match speed input speed of other games.
float const ticrateScale = 0.75f;
if (running)
{
if (pp->sop_control)
turnamount = RUNTURN * 3;
else
turnamount = RUNTURN;
keymove = NORMALKEYMOVE << 1;
}
else
{
if (pp->sop_control)
turnamount = NORMALTURN * 3;
else
turnamount = NORMALTURN;
keymove = NORMALKEYMOVE;
}
if (tied)
keymove = 0;
int32_t svel = 0, vel = 0;
fix16_t q16aimvel = 0, q16angvel = 0;
if (buttonMap.ButtonDown(gamefunc_Strafe) && !pp->sop)
{
svel -= (info.mousex * ticrateScale) * 4.f;
svel -= info.dyaw * keymove;
}
else
{
q16angvel = fix16_sadd(q16angvel, fix16_from_float(info.mousex / angvelScale));
q16angvel = fix16_sadd(q16angvel, fix16_from_dbl(scaleAdjustmentToInterval((info.dyaw * ticrateScale) / angvelScale)));
}
if (mouseaim)
q16aimvel = fix16_ssub(q16aimvel, fix16_from_float(info.mousey / aimvelScale));
else
vel -= (info.mousey * ticrateScale) * 8.f;
if (in_mouseflip)
q16aimvel = -q16aimvel;
q16aimvel -= fix16_from_dbl(scaleAdjustmentToInterval((info.dpitch * ticrateScale) / aimvelScale));
svel -= info.dx * keymove;
vel -= info.dz * keymove;
if (buttonMap.ButtonDown(gamefunc_Strafe) && !pp->sop)
{
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;
if (PedanticMode)
{
if (turnheldtime >= TURBOTURNTIME)
q16angvel -= fix16_from_int(turnamount);
else
q16angvel -= fix16_from_int(PREAMBLETURN);
}
else
q16angvel = fix16_ssub(q16angvel, fix16_from_float(scaleAdjustmentToInterval((turnheldtime >= TURBOTURNTIME) ? turnamount : PREAMBLETURN)));
}
else if (buttonMap.ButtonDown(gamefunc_Turn_Right) || (buttonMap.ButtonDown(gamefunc_Strafe_Right) && pp->sop))
{
turnheldtime += synctics;
if (PedanticMode)
{
if (turnheldtime >= TURBOTURNTIME)
q16angvel += fix16_from_int(turnamount);
else
q16angvel += fix16_from_int(PREAMBLETURN);
}
else
q16angvel = fix16_sadd(q16angvel, fix16_from_float(scaleAdjustmentToInterval((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))
{
vel += keymove;
}
if (buttonMap.ButtonDown(gamefunc_Move_Backward))
vel += -keymove;
q16angvel = fix16_clamp(q16angvel, -fix16_from_int(MAXANGVEL), fix16_from_int(MAXANGVEL));
q16aimvel = fix16_clamp(q16aimvel, -fix16_from_int(MAXHORIZVEL), fix16_from_int(MAXHORIZVEL));
void DoPlayerTeleportPause(PLAYERp pp);
if (PedanticMode)
{
q16angvel = fix16_floor(q16angvel);
q16aimvel = fix16_floor(q16aimvel);
}
else
{
fix16_t prevcamq16ang = pp->camq16ang, prevcamq16horiz = pp->camq16horiz;
if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN))
DoPlayerTurn(pp, &pp->camq16ang, q16angvel);
if (TEST(pp->Flags2, PF2_INPUT_CAN_AIM))
DoPlayerHorizon(pp, &pp->camq16horiz, q16aimvel);
pp->oq16ang += pp->camq16ang - prevcamq16ang;
pp->oq16horiz += pp->camq16horiz - prevcamq16horiz;
}
loc->vel += vel;
loc->svel += svel;
if (!tied)
{
vel = clamp(loc->vel, -MAXVEL, MAXVEL);
svel = clamp(loc->svel, -MAXSVEL, MAXSVEL);
momx = mulscale9(vel, sintable[NORM_ANGLE(fix16_to_int(newpp->q16ang) + 512)]);
momy = mulscale9(vel, sintable[NORM_ANGLE(fix16_to_int(newpp->q16ang))]);
momx += mulscale9(svel, sintable[NORM_ANGLE(fix16_to_int(newpp->q16ang))]);
momy += mulscale9(svel, sintable[NORM_ANGLE(fix16_to_int(newpp->q16ang) + 1536)]);
loc->vel = momx;
loc->svel = momy;
}
loc->q16angvel += q16angvel;
loc->q16aimvel += q16aimvel;
if (!CommEnabled)
{
// What a mess...:?
#if 0
if (MenuButtonAutoAim)
{
MenuButtonAutoAim = FALSE;
if ((!!TEST(pp->Flags, PF_AUTO_AIM)) != !!cl_autoaim)
SET_LOC_KEY(loc->bits, SK_AUTO_AIM, TRUE);
}
#endif
}
SET_LOC_KEY(loc->bits, SK_RUN, buttonMap.ButtonDown(gamefunc_Run));
SET_LOC_KEY(loc->bits, SK_SHOOT, buttonMap.ButtonDown(gamefunc_Fire));
// actually snap
SET_LOC_KEY(loc->bits, SK_SNAP_UP, buttonMap.ButtonDown(gamefunc_Aim_Up));
SET_LOC_KEY(loc->bits, SK_SNAP_DOWN, buttonMap.ButtonDown(gamefunc_Aim_Down));
// actually just look
SET_LOC_KEY(loc->bits, SK_LOOK_UP, buttonMap.ButtonDown(gamefunc_Look_Up));
SET_LOC_KEY(loc->bits, SK_LOOK_DOWN, buttonMap.ButtonDown(gamefunc_Look_Down));
if (WeaponToSend > 0)
{
loc->bits &= ~SK_WEAPON_MASK;
loc->bits |= WeaponToSend;
WeaponToSend = 0;
}
else if (WeaponToSend == -1)
{
USERp u = User[pp->PlayerSprite];
short next_weapon = u->WeaponNum + 1;
short start_weapon;
WeaponToSend = 0;
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;
}
}
}
SET(loc->bits, next_weapon + 1);
}
else if (WeaponToSend == -2)
{
USERp u = User[pp->PlayerSprite];
short prev_weapon = u->WeaponNum - 1;
short start_weapon;
WeaponToSend = 0;
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;
}
}
}
SET(loc->bits, prev_weapon + 1);
}
if (buttonMap.ButtonDown(gamefunc_Alt_Weapon))
{
buttonMap.ClearButton(gamefunc_Alt_Weapon);
USERp u = User[pp->PlayerSprite];
short const which_weapon = u->WeaponNum + 1;
SET(loc->bits, which_weapon);
}
loc->bits |= BitsToSend;
BitsToSend = 0;
SET(loc->bits, inv_hotkey<<SK_INV_HOTKEY_BIT0);
inv_hotkey = 0;
SET_LOC_KEY(loc->bits, SK_OPERATE, buttonMap.ButtonDown(gamefunc_Open));
SET_LOC_KEY(loc->bits, SK_JUMP, buttonMap.ButtonDown(gamefunc_Jump));
SET_LOC_KEY(loc->bits, SK_CRAWL, buttonMap.ButtonDown(gamefunc_Crouch));
// need BUTTON
SET_LOC_KEY(loc->bits, SK_CRAWL_LOCK, buttonMap.ButtonDown(gamefunc_Toggle_Crouch));
if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
{
if (buttonMap.ButtonDown(gamefunc_See_Coop_View))
{
buttonMap.ClearButton(gamefunc_See_Coop_View);
screenpeek = connectpoint2[screenpeek];
if (screenpeek < 0)
screenpeek = connecthead;
if (screenpeek == myconnectindex)
{
// JBF: figure out what's going on here
DoPlayerDivePalette(pp); // Check Dive again
DoPlayerNightVisionPalette(pp); // Check Night Vision again
}
else
{
PLAYERp tp = Player+screenpeek;
DoPlayerDivePalette(tp);
DoPlayerNightVisionPalette(tp);
}
}
}
if (!tied)
FunctionKeys(pp);
}
//---------------------------------------------------------------------------
//
// CCMD based input. The basics are from Randi's ZDuke but this uses dynamic
// registration to only have the commands active when this game module runs.
//
//---------------------------------------------------------------------------
static int ccmd_slot(CCmdFuncPtr parm)
{
if (parm->numparms != 1) return CCMD_SHOWHELP;
auto slot = atoi(parm->parms[0]);
if (slot >= 1 && slot <= 10)
{
WeaponToSend = slot;
return CCMD_OK;
}
return CCMD_SHOWHELP;
}
void registerinputcommands()
{
C_RegisterFunction("slot", "slot <weaponslot>: select a weapon from the given slot (1-10)", ccmd_slot);
C_RegisterFunction("weapprev", nullptr, [](CCmdFuncPtr)->int { WeaponToSend = -2; return CCMD_OK; });
C_RegisterFunction("weapnext", nullptr, [](CCmdFuncPtr)->int { WeaponToSend = -1; return CCMD_OK; });
C_RegisterFunction("pause", nullptr, [](CCmdFuncPtr)->int { BitsToSend |= BIT(SK_PAUSE); sendPause = true; return CCMD_OK; });
C_RegisterFunction("smoke_bomb", nullptr, [](CCmdFuncPtr)->int { inv_hotkey = INVENTORY_CLOAK + 1; return CCMD_OK; });
C_RegisterFunction("nightvision", nullptr, [](CCmdFuncPtr)->int { inv_hotkey = INVENTORY_NIGHT_VISION + 1; return CCMD_OK; });
C_RegisterFunction("medkit", nullptr, [](CCmdFuncPtr)->int { inv_hotkey = INVENTORY_MEDKIT + 1; return CCMD_OK; });
C_RegisterFunction("centerview", nullptr, [](CCmdFuncPtr)->int { BitsToSend |= BIT(SK_CENTER_VIEW); return CCMD_OK; });
C_RegisterFunction("holsterweapon", nullptr, [](CCmdFuncPtr)->int { BitsToSend |= BIT(SK_HIDE_WEAPON); return CCMD_OK; });
C_RegisterFunction("invprev", nullptr, [](CCmdFuncPtr)->int { BitsToSend |= BIT(SK_INV_LEFT); return CCMD_OK; });
C_RegisterFunction("invnext", nullptr, [](CCmdFuncPtr)->int { BitsToSend |= BIT(SK_INV_RIGHT); return CCMD_OK; });
C_RegisterFunction("gas_bomb", nullptr, [](CCmdFuncPtr)->int { inv_hotkey = INVENTORY_CHEMBOMB + 1; return CCMD_OK; });
C_RegisterFunction("flash_bomb", nullptr, [](CCmdFuncPtr)->int { inv_hotkey = INVENTORY_FLASHBOMB + 1; return CCMD_OK; });
C_RegisterFunction("caltrops", nullptr, [](CCmdFuncPtr)->int { inv_hotkey = INVENTORY_CALTROPS + 1; return CCMD_OK; });
C_RegisterFunction("turnaround", nullptr, [](CCmdFuncPtr)->int { BitsToSend |= BIT(SK_TURN_180); return CCMD_OK; });
C_RegisterFunction("invuse", nullptr, [](CCmdFuncPtr)->int { BitsToSend |= BIT(SK_INV_USE); return CCMD_OK; });
}
// This is called from ImputState::ClearAllInput and resets all static state being used here.
void GameInterface::clearlocalinputstate()
{
WeaponToSend = 0;
BitsToSend = 0;
inv_hotkey = 0;
}
END_SW_NS