raze/source/exhumed/src/input.cpp
Christoph Oelckers 8b3e3b6d4a - cleaned out some waiting code.
There's still too many loops but this at least gets rid of the empty ones.
2020-08-22 10:17:24 +02:00

149 lines
3.1 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 sirlemonhead, Nuke.YKT
This file is part of PCExhumed.
PCExhumed is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
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.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "ps_input.h"
#include "engine.h"
#include "exhumed.h"
#include "player.h"
#include <string.h>
BEGIN_PS_NS
int nNetMoves = 0;
short nInputStack = 0;
short bStackNode[kMaxPlayers];
short nTypeStack[kMaxPlayers];
PlayerInput sPlayerInput[kMaxPlayers];
int *pStackPtr;
// (nInputStack * 32) - 11;
void PushInput(PlayerInput *pInput, int edx)
{
if (!bStackNode[edx])
{
// memcpy(sInputStack[nInputStack], pInput,
}
}
int PopInput()
{
if (!nInputStack)
return -1;
nInputStack--;
// TEMP
return 0;
}
void InitInput()
{
memset(nTypeStack, 0, sizeof(nTypeStack));
nInputStack = 0;
memset(bStackNode, 0, sizeof(bStackNode));
// pStackPtr = &sInputStack;
}
void ClearSpaceBar(short nPlayer)
{
sPlayerInput[nPlayer].buttons &= 0x0FB;
buttonMap.ClearButton(gamefunc_Open);
}
void GetLocalInput()
{
int i;
for (i = 6; i >= 0; i--)
{
if (buttonMap.ButtonDown(gamefunc_Weapon_1+i))
break;
}
i++;
if (PlayerList[nLocalPlayer].nHealth)
{
lLocalButtons = (buttonMap.ButtonDown(gamefunc_Crouch) << 4) | (buttonMap.ButtonDown(gamefunc_Fire) << 3)
| (buttonMap.ButtonDown(gamefunc_Jump)<<0) | (i<<13);
}
else
{
lLocalButtons = 0;
}
lLocalButtons |= buttonMap.ButtonDown(gamefunc_Open) << 2;
// TODO ExecRecord(&sPlayerInput[nLocalPlayer], sizeof(PlayerInput));
}
void BackupInput()
{
}
void SendInput()
{
}
void LogoffPlayer(int nPlayer)
{
if (nPlayer == nLocalPlayer)
return;
if (PlayerList[nPlayer].someNetVal == -1)
return;
memset(&sPlayerInput[nPlayer], 0, sizeof(sPlayerInput));
sprite[nDoppleSprite[nPlayer]].cstat = 0x8000u;
sprite[nPlayerFloorSprite[nPlayer]].cstat = 0x8000u;
sprite[PlayerList[nPlayer].nSprite].cstat = 0x8000u;
PlayerList[nPlayer].someNetVal = -1;
StatusMessage(150, "Player %d has left the game", nPlayer);
// TODO ClearPlayerInput(&sPlayerInput[nPlayer]);
nNetPlayerCount--;
}
short nNetMoveFrames = 0;
void UpdateInputs()
{
nNetMoveFrames = moveframes;
if (nNetPlayerCount)
{
//UpdateNetInputs();
nNetMoves++;
if (!nNetMoves) {
nNetMoves++;
}
}
}
END_PS_NS