mirror of
https://github.com/DrBeef/Raze.git
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223 lines
5.7 KiB
C++
223 lines
5.7 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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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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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "game.h"
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#include "network.h"
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#include "gamecontrol.h"
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#include "player.h"
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#include "razemenu.h"
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BEGIN_SW_NS
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void DoPlayerHorizon(PLAYERp pp, float const horz, double const scaleAdjust);
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void DoPlayerTurn(PLAYERp pp, float const avel, double const scaleAdjust);
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void DoPlayerTurnVehicle(PLAYERp pp, float avel, int z, int floor_dist);
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void DoPlayerTurnTurret(PLAYERp pp, float avel);
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static InputPacket loc;
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void
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InitNetVars(void)
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{
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loc = {};
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}
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void
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InitTimingVars(void)
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{
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PlayClock = 0;
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randomseed = 17L;
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MoveSkip8 = 2;
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MoveSkip2 = 0;
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MoveSkip4 = 1; // start slightly offset so these
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}
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#if 0
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enum
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{
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TURBOTURNTIME = (120 / 8),
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NORMALTURN = (12 + 6),
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RUNTURN = (28),
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PREAMBLETURN = 3,
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NORMALKEYMOVE = 35,
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MAXFVEL = ((NORMALKEYMOVE * 2) + 10),
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MAXSVEL = ((NORMALKEYMOVE * 2) + 10),
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MAXANGVEL = 100,
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MAXHORIZVEL = 128
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};
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#endif
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//---------------------------------------------------------------------------
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//
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// handles movement
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//
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//---------------------------------------------------------------------------
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static void processWeapon(PLAYERp const pp)
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{
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if (pp->Actor() == nullptr) return;
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USERp u = pp->Actor()->u();
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int i;
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if (loc.getNewWeapon() == WeaponSel_Next)
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{
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short next_weapon = u->WeaponNum + 1;
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short start_weapon;
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start_weapon = u->WeaponNum + 1;
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if (u->WeaponNum == WPN_SWORD)
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start_weapon = WPN_STAR;
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if (u->WeaponNum == WPN_FIST)
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{
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next_weapon = 14;
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}
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else
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{
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next_weapon = -1;
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for (i = start_weapon; true; i++)
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{
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if (i >= MAX_WEAPONS_KEYS)
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{
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next_weapon = 13;
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break;
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}
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if (TEST(pp->WpnFlags, BIT(i)) && pp->WpnAmmo[i])
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{
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next_weapon = i;
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break;
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}
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}
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}
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loc.setNewWeapon(next_weapon + 1);
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}
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else if (loc.getNewWeapon() == WeaponSel_Prev)
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{
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short prev_weapon = u->WeaponNum - 1;
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short start_weapon;
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start_weapon = u->WeaponNum - 1;
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if (u->WeaponNum == WPN_SWORD)
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{
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prev_weapon = 13;
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}
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else if (u->WeaponNum == WPN_STAR)
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{
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prev_weapon = 14;
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}
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else
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{
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prev_weapon = -1;
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for (i = start_weapon; true; i--)
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{
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if (i <= -1)
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i = WPN_HEART;
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if (TEST(pp->WpnFlags, BIT(i)) && pp->WpnAmmo[i])
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{
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prev_weapon = i;
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break;
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}
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}
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}
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loc.setNewWeapon(prev_weapon + 1);
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}
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else if (loc.getNewWeapon() == WeaponSel_Alt)
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{
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short const which_weapon = u->WeaponNum + 1;
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loc.setNewWeapon(which_weapon);
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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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PLAYERp pp = &Player[myconnectindex];
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if (paused || M_Active() || pp->PlayerSprite <= -1)
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{
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loc = {};
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return;
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}
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InputPacket input {};
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ApplyGlobalInput(loc, hidInput);
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processMovement(&input, &loc, hidInput, scaleAdjust, 0, !pp->sop, pp->sop_control ? 3. / 1.40625 : 1.);
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processWeapon(pp);
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if (!SyncInput())
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{
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if (TEST(pp->Flags2, PF2_INPUT_CAN_AIM))
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{
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DoPlayerHorizon(pp, input.horz, scaleAdjust);
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}
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if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN_GENERAL))
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{
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DoPlayerTurn(pp, input.avel, scaleAdjust);
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}
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if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN_VEHICLE))
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{
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DoPlayerTurnVehicle(pp, input.avel, pp->posz + Z(10), labs(pp->posz + Z(10) - pp->sop->floor_loz));
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}
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if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN_TURRET))
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{
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DoPlayerTurnTurret(pp, input.avel);
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}
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pp->angle.processhelpers(scaleAdjust);
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pp->horizon.processhelpers(scaleAdjust);
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}
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if (packet)
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{
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*packet = loc;
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packet->fvel = MulScale(loc.fvel, pp->angle.ang.bcos(), 9) + MulScale(loc.svel, pp->angle.ang.bsin(), 9);
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packet->svel = MulScale(loc.fvel, pp->angle.ang.bsin(), 9) - MulScale(loc.svel, pp->angle.ang.bcos(), 9);
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loc = {};
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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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loc = {};
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}
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END_SW_NS
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