mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-17 01:41:30 +00:00
226 lines
5.9 KiB
C++
226 lines
5.9 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 "razemenu.h"
|
|
|
|
|
|
BEGIN_SW_NS
|
|
|
|
void DoPlayerHorizon(PLAYERp pp, float const horz, double const scaleAdjust);
|
|
void DoPlayerTurn(PLAYERp pp, float const avel, double const scaleAdjust);
|
|
void DoPlayerTurnVehicle(PLAYERp pp, float avel, int z, int floor_dist);
|
|
void DoPlayerTurnTurret(PLAYERp pp, float avel);
|
|
|
|
static InputPacket loc;
|
|
|
|
void
|
|
InitNetVars(void)
|
|
{
|
|
loc = {};
|
|
}
|
|
|
|
void
|
|
InitTimingVars(void)
|
|
{
|
|
PlayClock = 0;
|
|
randomseed = 17L;
|
|
MoveSkip8 = 2;
|
|
MoveSkip2 = 0;
|
|
MoveSkip4 = 1; // start slightly offset so these
|
|
}
|
|
|
|
#if 0
|
|
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
|
|
};
|
|
#endif
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// handles movement
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void processWeapon(PLAYERp const pp)
|
|
{
|
|
if (pp->PlayerSprite < 0) return;
|
|
USERp u = User[pp->PlayerSprite].Data();
|
|
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].Data();
|
|
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].Data();
|
|
short const which_weapon = u->WeaponNum + 1;
|
|
loc.setNewWeapon(which_weapon);
|
|
}
|
|
}
|
|
|
|
void GameInterface::GetInput(InputPacket *packet, ControlInfo* const hidInput)
|
|
{
|
|
PLAYERp pp = &Player[myconnectindex];
|
|
|
|
if (paused || M_Active() || pp->PlayerSprite <= -1)
|
|
{
|
|
loc = {};
|
|
return;
|
|
}
|
|
|
|
double const scaleAdjust = InputScale();
|
|
InputPacket input {};
|
|
|
|
ApplyGlobalInput(loc, hidInput);
|
|
processMovement(&input, &loc, hidInput, scaleAdjust, 0, !pp->sop, pp->sop_control ? 3. / 1.40625 : 1.);
|
|
processWeapon(pp);
|
|
|
|
if (!SyncInput())
|
|
{
|
|
if (TEST(pp->Flags2, PF2_INPUT_CAN_AIM))
|
|
{
|
|
DoPlayerHorizon(pp, input.horz, scaleAdjust);
|
|
}
|
|
|
|
if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN_GENERAL))
|
|
{
|
|
DoPlayerTurn(pp, input.avel, scaleAdjust);
|
|
}
|
|
|
|
if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN_VEHICLE))
|
|
{
|
|
DoPlayerTurnVehicle(pp, input.avel, pp->posz + Z(10), labs(pp->posz + Z(10) - pp->sop->floor_loz));
|
|
}
|
|
|
|
if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN_TURRET))
|
|
{
|
|
DoPlayerTurnTurret(pp, input.avel);
|
|
}
|
|
|
|
pp->angle.processhelpers(scaleAdjust);
|
|
pp->horizon.processhelpers(scaleAdjust);
|
|
}
|
|
|
|
if (packet)
|
|
{
|
|
*packet = loc;
|
|
packet->fvel = MulScale(loc.fvel, pp->angle.ang.bcos(), 9) + MulScale(loc.svel, pp->angle.ang.bsin(), 9);
|
|
packet->svel = MulScale(loc.fvel, pp->angle.ang.bsin(), 9) - MulScale(loc.svel, pp->angle.ang.bcos(), 9);
|
|
loc = {};
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// This is called from InputState::ClearAllInput and resets all static state being used here.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void GameInterface::clearlocalinputstate()
|
|
{
|
|
loc = {};
|
|
}
|
|
|
|
END_SW_NS
|