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fa9fa88fce
# Conflicts: # source/core/gamestruct.h # source/games/duke/src/duke3d.h # source/sw/src/input.cpp # source/sw/src/player.cpp
299 lines
8 KiB
C++
299 lines
8 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed 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.
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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"
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#include "ps_input.h"
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#include "engine.h"
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#include "exhumed.h"
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#include "player.h"
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#include "aistuff.h"
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#include "status.h"
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#include "view.h"
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#include "gamecontrol.h"
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#include <string.h>
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#include "v_video.h"
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BEGIN_PS_NS
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extern short bPlayerPan;
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extern short bLockPan;
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short nInputStack = 0;
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short bStackNode[kMaxPlayers];
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short nTypeStack[kMaxPlayers];
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PlayerInput sPlayerInput[kMaxPlayers];
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int *pStackPtr;
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// (nInputStack * 32) - 11;
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void PushInput(PlayerInput *pInput, int edx)
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{
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if (!bStackNode[edx])
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{
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// memcpy(sInputStack[nInputStack], pInput,
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}
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}
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int PopInput()
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{
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if (!nInputStack)
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return -1;
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nInputStack--;
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// TEMP
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return 0;
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}
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void InitInput()
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{
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memset(nTypeStack, 0, sizeof(nTypeStack));
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nInputStack = 0;
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memset(bStackNode, 0, sizeof(bStackNode));
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// pStackPtr = &sInputStack;
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}
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void ClearSpaceBar(short nPlayer)
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{
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sPlayerInput[nPlayer].actions &= SB_OPEN;
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buttonMap.ClearButton(gamefunc_Open);
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}
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void BackupInput()
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{
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}
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void SendInput()
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{
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}
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void CheckKeys2()
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{
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if (PlayerList[nLocalPlayer].nHealth <= 0)
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{
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SetAirFrame();
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}
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}
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static void PlayerInterruptKeys(bool after, ControlInfo* const hidInput)
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{
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static double lastInputTicks;
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auto const currentHiTicks = I_msTimeF();
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double const elapsedInputTicks = currentHiTicks - lastInputTicks;
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lastInputTicks = currentHiTicks;
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auto scaleAdjustmentToInterval = [=](double x) { return x * (120 / 4) / (1000.0 / elapsedInputTicks); };
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if (paused)
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return;
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InputPacket tempinput{};
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fixed_t input_angle = 0;
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if (!after)
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{
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localInput = {};
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ApplyGlobalInput(localInput, hidInput);
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if (PlayerList[nLocalPlayer].nHealth == 0) localInput.actions &= SB_OPEN;
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}
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if (PlayerList[nLocalPlayer].nHealth == 0)
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{
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lPlayerYVel = 0;
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lPlayerXVel = 0;
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nPlayerDAng = 0;
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return;
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}
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// JBF: Run key behaviour is selectable
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int const playerRunning = !!(localInput.actions & SB_RUN);
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int const turnAmount = playerRunning ? 12 : 8;
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int const keyMove = playerRunning ? 12 : 6;
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if (buttonMap.ButtonDown(gamefunc_Strafe))
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{
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tempinput.svel -= hidInput->mousex * 4.f;
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tempinput.svel -= hidInput->dyaw * keyMove;
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}
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else
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{
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input_angle += FloatToFixed(hidInput->mousex + scaleAdjustmentToInterval(hidInput->dyaw));
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}
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bool mouseaim = !(localInput.actions & SB_AIMMODE);
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if (mouseaim)
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tempinput.q16horz += FloatToFixed(hidInput->mousey);
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else
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tempinput.fvel -= hidInput->mousey * 8.f;
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if (!in_mouseflip) tempinput.q16horz = -tempinput.q16horz;
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tempinput.q16horz -= FloatToFixed(scaleAdjustmentToInterval(hidInput->dpitch));
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tempinput.svel -= hidInput->dx * keyMove;
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tempinput.fvel -= hidInput->dz * keyMove;
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if (buttonMap.ButtonDown(gamefunc_Strafe))
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{
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if (buttonMap.ButtonDown(gamefunc_Turn_Left))
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tempinput.svel -= -keyMove;
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if (buttonMap.ButtonDown(gamefunc_Turn_Right))
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tempinput.svel -= keyMove;
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}
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else
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{
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static int turn = 0;
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static int counter = 0;
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// normal, non strafing movement
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if (buttonMap.ButtonDown(gamefunc_Turn_Left))
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{
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turn -= 2;
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if (turn < -turnAmount)
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turn = -turnAmount;
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}
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else if (buttonMap.ButtonDown(gamefunc_Turn_Right))
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{
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turn += 2;
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if (turn > turnAmount)
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turn = turnAmount;
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}
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if (turn < 0)
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{
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turn++;
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if (turn > 0)
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turn = 0;
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}
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if (turn > 0)
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{
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turn--;
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if (turn < 0)
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turn = 0;
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}
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//if ((counter++) % 4 == 0) // what was this for???
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input_angle += FloatToFixed(scaleAdjustmentToInterval(turn * 2));
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}
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if (buttonMap.ButtonDown(gamefunc_Strafe_Left))
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tempinput.svel += keyMove;
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if (buttonMap.ButtonDown(gamefunc_Strafe_Right))
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tempinput.svel += -keyMove;
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if (buttonMap.ButtonDown(gamefunc_Move_Forward))
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tempinput.fvel += keyMove;
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if (buttonMap.ButtonDown(gamefunc_Move_Backward))
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tempinput.fvel += -keyMove;
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localInput.fvel = clamp(localInput.fvel + tempinput.fvel, -12, 12);
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localInput.svel = clamp(localInput.svel + tempinput.svel, -12, 12);
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localInput.q16avel += input_angle;
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if (!nFreeze)
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{
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PlayerList[nLocalPlayer].q16angle = (PlayerList[nLocalPlayer].q16angle + input_angle) & 0x7FFFFFF;
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// A horiz diff of 128 equal 45 degrees,
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// so we convert horiz to 1024 angle units
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float const horizAngle = clamp(atan2f(PlayerList[nLocalPlayer].q16horiz - IntToFixed(92), IntToFixed(128)) * (512.f / fPI) + FixedToFloat(tempinput.q16horz), -255.f, 255.f);
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auto newq16horiz = IntToFixed(92) + xs_CRoundToInt(IntToFixed(128) * tanf(horizAngle * (fPI / 512.f)));
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if (PlayerList[nLocalPlayer].q16horiz != newq16horiz)
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{
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bLockPan = true;
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PlayerList[nLocalPlayer].q16horiz = newq16horiz;
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nDestVertPan[nLocalPlayer] = PlayerList[nLocalPlayer].q16horiz;
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}
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// Look/aim up/down functions.
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if (localInput.actions & (SB_LOOK_UP|SB_AIM_UP))
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{
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bLockPan |= (localInput.actions & SB_LOOK_UP);
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if (PlayerList[nLocalPlayer].q16horiz < IntToFixed(180)) {
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PlayerList[nLocalPlayer].q16horiz += FloatToFixed(scaleAdjustmentToInterval(4));
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}
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bPlayerPan = true;
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nDestVertPan[nLocalPlayer] = PlayerList[nLocalPlayer].q16horiz;
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}
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else if (localInput.actions & (SB_LOOK_DOWN|SB_AIM_DOWN))
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{
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bLockPan |= (localInput.actions & SB_LOOK_DOWN);
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if (PlayerList[nLocalPlayer].q16horiz > IntToFixed(4)) {
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PlayerList[nLocalPlayer].q16horiz -= FloatToFixed(scaleAdjustmentToInterval(4));
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}
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bPlayerPan = true;
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nDestVertPan[nLocalPlayer] = PlayerList[nLocalPlayer].q16horiz;
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}
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}
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// loc_1C048:
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if (totalvel[nLocalPlayer] > 20) {
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bPlayerPan = false;
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}
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if (nFreeze) return;
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// loc_1C05E
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fixed_t dVertPan = nDestVertPan[nLocalPlayer] - PlayerList[nLocalPlayer].q16horiz;
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if (dVertPan != 0 && !bLockPan)
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{
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int val = dVertPan / 4;
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if (abs(val) >= 4)
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{
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if (val >= 4)
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PlayerList[nLocalPlayer].q16horiz += IntToFixed(4);
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else if (val <= -4)
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PlayerList[nLocalPlayer].q16horiz -= IntToFixed(4);
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}
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else if (abs(dVertPan) >= FRACUNIT)
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PlayerList[nLocalPlayer].q16horiz += dVertPan / 2.0f;
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else
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{
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if (mouseaim) bLockPan = true;
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PlayerList[nLocalPlayer].q16horiz = nDestVertPan[nLocalPlayer];
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}
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}
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else bLockPan = mouseaim;
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PlayerList[nLocalPlayer].q16horiz = clamp(PlayerList[nLocalPlayer].q16horiz, 0, IntToFixed(184));
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}
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void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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{
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PlayerInterruptKeys(packet == nullptr, hidInput);
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if (packet) *packet = localInput;
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}
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END_PS_NS
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