raze-gles/source/games/duke/src/input.cpp

501 lines
13 KiB
C++
Raw Normal View History

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
Note: EDuke source was in transition. Changes are in-progress in the
source as it is released.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
2020-05-17 11:25:39 +00:00
#include "game.h"
BEGIN_DUKE_NS
//---------------------------------------------------------------------------
//
2020-05-17 11:25:39 +00:00
// handles all HUD related input, i.e. inventory item selection and activation plus weapon selection.
//
// Note: This doesn't restrict the events to WW2GI - since the other games do
// not define any by default there is no harm done keeping the code clean.
//
//---------------------------------------------------------------------------
2020-05-17 11:25:39 +00:00
void hud_input(int snum)
{
int i, k;
uint8_t dainv;
unsigned int j;
struct player_struct* p;
short unk;
unk = 0;
p = &ps[snum];
Printf("Sync bits are %08x for %d\n", g_player[snum].input->bits, snum);
i = p->aim_mode;
p->aim_mode = PlayerInput(snum, SK_AIMMODE);
if (p->aim_mode < i)
p->return_to_center = 9;
if (isRR())
{
if (PlayerInput(snum, SK_QUICK_KICK) && p->last_pissed_time == 0)
{
if (!isRRRA() || sprite[p->i].extra > 0)
{
p->last_pissed_time = 4000;
if (!ud.lockout)
spritesound(437, p->i);
if (sprite[p->i].extra <= max_player_health - max_player_health / 10)
{
sprite[p->i].extra += 2;
p->last_extra = sprite[p->i].extra;
}
else if (sprite[p->i].extra < max_player_health)
sprite[p->i].extra = max_player_health;
}
}
}
else
{
if (PlayerInput(snum, SK_QUICK_KICK) && p->quick_kick == 0 && (p->curr_weapon != KNEE_WEAPON || p->kickback_pic == 0))
{
SetGameVarID(g_iReturnVarID, 0, -1, snum);
OnEvent(EVENT_QUICKKICK, -1, snum, -1);
if (GetGameVarID(g_iReturnVarID, -1, snum) == 0)
{
p->quick_kick = 14;
FTA(QUOTE_MIGHTY_FOOT, p);
}
}
}
// WTF??? In the original source this was a soup of numeric literals, i.e. totally incomprehensible.
// The bit mask has been exported to the bit type enum.
if (!PlayerInputBits(snum, SK_INTERFACE_BITS))
p->interface_toggle_flag = 0;
else if (p->interface_toggle_flag == 0)
{
p->interface_toggle_flag = 1;
if (PlayerInput(snum, SK_PAUSE))
{
ud.pause_on = !ud.pause_on;
if (ud.pause_on == 1 && PlayerInput(snum, SK_RUN)) ud.pause_on = 2; // Mode 2 is silent, i.e. prints no notification.
Mus_SetPaused(ud.pause_on);
S_PauseSounds(ud.pause_on);
}
}
// Don't go on if paused or dead.
if (ud.pause_on) return;
if (sprite[p->i].extra <= 0) return;
// Activate an inventory item. This just forwards to the other inventory bits. If the inventory selector was taken out of the playsim this could be removed.
if (PlayerInput(snum, SK_INVENTORY) && p->newowner == -1)
{
SetGameVarID(g_iReturnVarID, 0, -1, snum);
OnEvent(EVENT_INVENTORY, -1, snum, -1);
if (GetGameVarID(g_iReturnVarID, -1, snum) == 0)
{
switch (p->inven_icon)
{
// Yet another place where no symbolic constants were used. :(
case ICON_JETPACK: PlayerSetInput(snum, SK_JETPACK); break;
case ICON_HOLODUKE: PlayerSetInput(snum, SK_HOLODUKE); break;
case ICON_HEATS: PlayerSetInput(snum, SK_NIGHTVISION); break;
case ICON_FIRSTAID: PlayerSetInput(snum, SK_MEDKIT); break;
case ICON_STEROIDS: PlayerSetInput(snum, SK_STEROIDS); break;
}
}
}
if (!isRR() && PlayerInput(snum, SK_NIGHTVISION))
{
SetGameVarID(g_iReturnVarID, 0, -1, snum);
OnEvent(EVENT_USENIGHTVISION, -1, snum, -1);
if (GetGameVarID(g_iReturnVarID, -1, snum) == 0 && p->heat_amount > 0)
{
p->heat_on = !p->heat_on;
setpal(p);
p->inven_icon = 5;
spritesound(NITEVISION_ONOFF, p->i);
FTA(106 + (!p->heat_on), p);
}
}
if (PlayerInput(snum, SK_STEROIDS))
{
SetGameVarID(g_iReturnVarID, 0, -1, snum);
OnEvent(EVENT_USESTEROIDS, -1, snum, -1);
if (GetGameVarID(g_iReturnVarID, -1, snum) == 0)
{
if (p->steroids_amount == 400)
{
p->steroids_amount--;
spritesound(DUKE_TAKEPILLS, p->i);
p->inven_icon = ICON_STEROIDS;
FTA(12, p);
}
}
return;
}
if (PlayerInput(snum, SK_INV_LEFT) || PlayerInput(snum, SK_INV_RIGHT))
{
p->invdisptime = 26 * 2;
if (PlayerInput(snum, SK_INV_RIGHT)) k = 1;
else k = 0;
dainv = p->inven_icon;
i = 0;
CHECKINV1:
if (i < 9)
{
i++;
switch (dainv)
{
case 4:
if (p->jetpack_amount > 0 && i > 1)
break;
if (k) dainv = 5;
else dainv = 3;
goto CHECKINV1;
case 6:
if (p->scuba_amount > 0 && i > 1)
break;
if (k) dainv = 7;
else dainv = 5;
goto CHECKINV1;
case 2:
if (p->steroids_amount > 0 && i > 1)
break;
if (k) dainv = 3;
else dainv = 1;
goto CHECKINV1;
case 3:
if (p->holoduke_amount > 0 && i > 1)
break;
if (k) dainv = 4;
else dainv = 2;
goto CHECKINV1;
case 0:
case 1:
if (p->firstaid_amount > 0 && i > 1)
break;
if (k) dainv = 2;
else dainv = 7;
goto CHECKINV1;
case 5:
if (p->heat_amount > 0 && i > 1)
break;
if (k) dainv = 6;
else dainv = 4;
goto CHECKINV1;
case 7:
if (p->boot_amount > 0 && i > 1)
break;
if (k) dainv = 1;
else dainv = 6;
goto CHECKINV1;
}
}
else dainv = 0;
// These events force us to keep the inventory selector in the playsim as opposed to the UI where it really belongs.
if (PlayerInput(snum, SK_INV_LEFT))
{
SetGameVarID(g_iReturnVarID, dainv, -1, snum);
OnEvent(EVENT_INVENTORYLEFT, -1, snum, -1);
dainv = GetGameVarID(g_iReturnVarID, -1, snum);
}
if (PlayerInput(snum, SK_INV_RIGHT))
{
SetGameVarID(g_iReturnVarID, dainv, -1, snum);
OnEvent(EVENT_INVENTORYRIGHT, -1, snum, -1);
dainv = GetGameVarID(g_iReturnVarID, -1, snum);
}
p->inven_icon = dainv;
// Someone must have really hated constant data, doing this with a switch/case (and of course also with literal numbers...)
static const uint8_t invquotes[] = { QUOTE_MEDKIT, QUOTE_STEROIDS, QUOTE_HOLODUKE, QUOTE_JETPACK, QUOTE_NVG, QUOTE_SCUBA, QUOTE_BOOTS };
if (dainv >= 1 && dainv < 8) FTA(invquotes[dainv - 1], p);
j = (PlayerInputBits(snum, SK_WEAPONMASK_BITS) >> SK_WEAPON_BITS) - 1;
if (j > 0 && p->kickback_pic > 0)
p->wantweaponfire = j;
// Here we have to be extra careful that the weapons do not get mixed up, so let's keep the code for Duke and RR completely separate.
fi.selectweapon(snum, j);
if (PlayerInput(snum, SK_HOLSTER))
{
if (p->curr_weapon > KNEE_WEAPON)
{
if (p->holster_weapon == 0 && p->weapon_pos == 0)
{
p->holster_weapon = 1;
p->weapon_pos = -1;
FTA(QUOTE_WEAPON_LOWERED, p);
}
else if (p->holster_weapon == 1 && p->weapon_pos == -9)
{
p->holster_weapon = 0;
p->weapon_pos = 10;
FTA(QUOTE_WEAPON_RAISED, p);
}
}
}
}
if (PlayerInput(snum, SK_HOLODUKE) && (isRR() || p->newowner == -1))
{
SetGameVarID(g_iReturnVarID, 0, -1, snum);
OnEvent(EVENT_HOLODUKEON, -1, snum, -1);
if (GetGameVarID(g_iReturnVarID, -1, snum) == 0)
{
if (!isRR())
{
if (p->holoduke_on == -1)
{
if (p->holoduke_amount > 0)
{
p->inven_icon = 3;
p->holoduke_on = i =
EGS(p->cursectnum,
p->posx,
p->posy,
p->posz + (30 << 8), TILE_APLAYER, -64, 0, 0, p->getang(), 0, 0, -1, 10);
hittype[i].temp_data[3] = hittype[i].temp_data[4] = 0;
sprite[i].yvel = snum;
sprite[i].extra = 0;
FTA(47, p);
}
else FTA(QUOTE_HOLODUKE_ON, p);
spritesound(TELEPORTER, p->holoduke_on);
}
else
{
spritesound(TELEPORTER, p->holoduke_on);
p->holoduke_on = -1;
FTA(QUOTE_HOLODUKE_NOT_FOUND, p);
}
}
else // In RR this means drinking whiskey.
{
if (p->holoduke_amount > 0 && sprite[p->i].extra < max_player_health)
{
p->holoduke_amount -= 400;
sprite[p->i].extra += 5;
if (sprite[p->i].extra > max_player_health)
sprite[p->i].extra = max_player_health;
p->drink_amt += 5;
p->inven_icon = 3;
if (p->holoduke_amount == 0)
checkavailinven(p);
if (p->drink_amt < 99 && !A_CheckSoundPlaying(p->i, 425))
spritesound(425, p->i);
}
}
}
}
if (isRR() && PlayerInput(snum, SK_NIGHTVISION) && p->newowner == -1)
{
SetGameVarID(g_iReturnVarID, 0, -1, snum);
OnEvent(EVENT_USENIGHTVISION, -1, snum, -1);
if (GetGameVarID(g_iReturnVarID, -1, snum) == 0)
{
if (p->yehaa_timer == 0)
{
p->yehaa_timer = 126;
spritesound(390, p->i);
p->noise_radius = 16384;
madenoise(snum);
if (sector[p->cursectnum].lotag == 857)
{
if (sprite[p->i].extra <= max_player_health)
{
sprite[p->i].extra += 10;
if (sprite[p->i].extra >= max_player_health)
sprite[p->i].extra = max_player_health;
}
}
else
{
if (sprite[p->i].extra + 1 <= max_player_health)
{
sprite[p->i].extra++;
}
}
}
}
}
if (PlayerInput(snum, SK_MEDKIT))
{
SetGameVarID(g_iReturnVarID, 0, -1, snum);
OnEvent(EVENT_USEMEDKIT, -1, snum, -1);
if (GetGameVarID(g_iReturnVarID, -1, snum) == 0)
{
if (p->firstaid_amount > 0 && sprite[p->i].extra < max_player_health)
{
if (!isRR())
{
j = max_player_health - sprite[p->i].extra;
if ((unsigned int)p->firstaid_amount > j)
{
p->firstaid_amount -= j;
sprite[p->i].extra = max_player_health;
p->inven_icon = 1;
}
else
{
sprite[p->i].extra += p->firstaid_amount;
p->firstaid_amount = 0;
checkavailinven(p);
}
spritesound(DUKE_USEMEDKIT, p->i);
}
else
{
j = 10;
if (p->firstaid_amount > j)
{
p->firstaid_amount -= j;
sprite[p->i].extra += j;
if (sprite[p->i].extra > max_player_health)
sprite[p->i].extra = max_player_health;
p->inven_icon = 1;
}
else
{
sprite[p->i].extra += p->firstaid_amount;
p->firstaid_amount = 0;
checkavailinven(p);
}
if (sprite[p->i].extra > max_player_health)
sprite[p->i].extra = max_player_health;
p->drink_amt += 10;
if (p->drink_amt <= 100 && !A_CheckSoundPlaying(p->i, DUKE_USEMEDKIT))
spritesound(DUKE_USEMEDKIT, p->i);
}
}
}
}
if (PlayerInput(snum, SK_JETPACK) && (isRR() || p->newowner == -1))
{
SetGameVarID(g_iReturnVarID, 0, -1, snum);
OnEvent(EVENT_USEJETPACK, -1, snum, -1);
if (GetGameVarID(g_iReturnVarID, -1, snum) == 0)
{
if (!isRR())
{
if (p->jetpack_amount > 0)
{
p->jetpack_on = !p->jetpack_on;
if (p->jetpack_on)
{
p->inven_icon = 4;
S_StopEnvSound(-1, p->i, CHAN_VOICE); // this will stop the falling scream
A_PlaySound(DUKE_JETPACK_ON, p->i);
FTA(QUOTE_JETPACK_ON, p);
}
else
{
p->hard_landing = 0;
p->poszv = 0;
spritesound(DUKE_JETPACK_OFF, p->i);
S_StopEnvSound(DUKE_JETPACK_IDLE, p->i);
S_StopEnvSound(DUKE_JETPACK_ON, p->i);
FTA(QUOTE_JETPACK_OFF, p);
}
}
else FTA(QUOTE_JETPACK_NOT_FOUND, p);
}
else
{
// eat cow pie
if (p->jetpack_amount > 0 && sprite[p->i].extra < max_player_health)
{
if (!A_CheckSoundPlaying(p->i, 429))
A_PlaySound(429, p->i);
p->jetpack_amount -= 100;
if (p->drink_amt > 0)
{
p->drink_amt -= 5;
if (p->drink_amt < 0)
p->drink_amt = 0;
}
if (p->eat < 100)
{
p->eat += 5;
if (p->eat > 100)
p->eat = 100;
}
sprite[p->i].extra += 5;
p->inven_icon = 4;
if (sprite[p->i].extra > max_player_health)
sprite[p->i].extra = max_player_health;
if (p->jetpack_amount <= 0)
checkavailinven(p);
}
}
}
}
if (PlayerInput(snum, SK_TURNAROUND) && p->one_eighty_count == 0)
{
SetGameVarID(g_iReturnVarID, 0, -1, snum);
OnEvent(EVENT_TURNAROUND, -1, snum, -1);
if (GetGameVarID(g_iReturnVarID, -1, snum) == 0)
{
p->one_eighty_count = -1024;
}
}
}
END_DUKE_NS