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

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//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
2020-06-28 07:03:31 +00:00
Copyright (C) 2020 - Christoph Oelckers
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"
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#include "game.h"
BEGIN_DUKE_NS
//---------------------------------------------------------------------------
//
// handles UI side input not handled via CCMDs or CVARs.
// Most of what's in here needs to be offloaded to CCMDs
//
//---------------------------------------------------------------------------
void nonsharedkeys(void)
{
static int nonsharedtimer;
if (ud.recstat == 2)
{
ControlInfo noshareinfo;
CONTROL_GetInput(&noshareinfo);
}
if (System_WantGuiCapture())
return;
if (!ALT_IS_PRESSED && ud.overhead_on == 0)
{
if (buttonMap.ButtonDown(gamefunc_Enlarge_Screen))
{
buttonMap.ClearButton(gamefunc_Enlarge_Screen);
if (!SHIFTS_IS_PRESSED)
{
if (G_ChangeHudLayout(1))
{
S_PlaySound(isRR() ? 341 : THUD, CHAN_AUTO, CHANF_UI);
}
}
else
{
hud_scale = hud_scale + 4;
}
}
if (buttonMap.ButtonDown(gamefunc_Shrink_Screen))
{
buttonMap.ClearButton(gamefunc_Shrink_Screen);
if (!SHIFTS_IS_PRESSED)
{
if (G_ChangeHudLayout(-1))
{
S_PlaySound(isRR() ? 341 : THUD, CHAN_AUTO, CHANF_UI);
}
}
else
{
hud_scale = hud_scale - 4;
}
}
}
if (buttonMap.ButtonDown(gamefunc_See_Coop_View) && (ud.coop || ud.recstat == 2))
{
buttonMap.ClearButton(gamefunc_See_Coop_View);
screenpeek = connectpoint2[screenpeek];
if (screenpeek == -1) screenpeek = 0;
}
if ((ud.multimode > 1) && buttonMap.ButtonDown(gamefunc_Show_Opponents_Weapon))
{
buttonMap.ClearButton(gamefunc_Show_Opponents_Weapon);
ud.showweapons = 1 - ud.showweapons;
cl_showweapon = ud.showweapons;
FTA(QUOTE_WEAPON_MODE_OFF - ud.showweapons, &ps[screenpeek]);
}
if (buttonMap.ButtonDown(gamefunc_Toggle_Crosshair))
{
buttonMap.ClearButton(gamefunc_Toggle_Crosshair);
cl_crosshair = !cl_crosshair;
FTA(QUOTE_CROSSHAIR_OFF - cl_crosshair, &ps[screenpeek]);
}
if (ud.overhead_on && buttonMap.ButtonDown(gamefunc_Map_Follow_Mode))
{
buttonMap.ClearButton(gamefunc_Map_Follow_Mode);
ud.scrollmode = 1 - ud.scrollmode;
if (ud.scrollmode)
{
ud.folx = ps[screenpeek].oposx;
ud.foly = ps[screenpeek].oposy;
ud.fola = ps[screenpeek].getoang();
}
FTA(QUOTE_MAP_FOLLOW_OFF + ud.scrollmode, &ps[myconnectindex]);
}
// Fixme: This really should be done via CCMD, not via hard coded key checks - but that needs alternative Shift and Alt bindings.
if (SHIFTS_IS_PRESSED || ALT_IS_PRESSED)
{
int taunt = 0;
// NOTE: sc_F1 .. sc_F10 are contiguous. sc_F11 is not sc_F10+1.
for (int j = sc_F1; j <= sc_F10; j++)
if (inputState.UnboundKeyPressed(j))
{
inputState.ClearKeyStatus(j);
taunt = j - sc_F1 + 1;
break;
}
if (taunt)
{
if (SHIFTS_IS_PRESSED)
{
Printf(PRINT_NOTIFY, *CombatMacros[taunt - 1]);
//Net_SendTaunt(taunt);
return;
}
if (startrts(taunt, 1))
{
//Net_SendRTS(taunt);
return;
}
}
}
if (!ALT_IS_PRESSED && !SHIFTS_IS_PRESSED)
{
if (buttonMap.ButtonDown(gamefunc_Third_Person_View))
{
buttonMap.ClearButton(gamefunc_Third_Person_View);
if (!isRRRA() || (!ps[myconnectindex].OnMotorcycle && !ps[myconnectindex].OnBoat))
{
if (ps[myconnectindex].over_shoulder_on)
ps[myconnectindex].over_shoulder_on = 0;
else
{
ps[myconnectindex].over_shoulder_on = 1;
cameradist = 0;
cameraclock = (int)totalclock;
}
FTA(QUOTE_VIEW_MODE_OFF + ps[myconnectindex].over_shoulder_on, &ps[myconnectindex]);
}
}
if (ud.overhead_on != 0)
{
int j = (int)totalclock - nonsharedtimer;
nonsharedtimer += j;
if (buttonMap.ButtonDown(gamefunc_Enlarge_Screen))
ps[myconnectindex].zoom += mulscale6(j, max(ps[myconnectindex].zoom, 256));
if (buttonMap.ButtonDown(gamefunc_Shrink_Screen))
ps[myconnectindex].zoom -= mulscale6(j, max(ps[myconnectindex].zoom, 256));
ps[myconnectindex].zoom = clamp(ps[myconnectindex].zoom, 48, 2048);
}
}
#if 0 // ESC is blocked by the menu, this function is not particularly useful anyway.
if (inputState.GetKeyStatus(sc_Escape) && ud.overhead_on && ps[myconnectindex].newowner == -1)
{
inputState.ClearKeyStatus(sc_Escape);
ud.last_overhead = ud.overhead_on;
ud.overhead_on = 0;
ud.scrollmode = 0;
}
#endif
if (buttonMap.ButtonDown(gamefunc_Map))
{
buttonMap.ClearButton(gamefunc_Map);
if (ud.last_overhead != ud.overhead_on && ud.last_overhead)
{
ud.overhead_on = ud.last_overhead;
ud.last_overhead = 0;
}
else
{
ud.overhead_on++;
if (ud.overhead_on == 3) ud.overhead_on = 0;
ud.last_overhead = ud.overhead_on;
}
}
}
//---------------------------------------------------------------------------
//
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// 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.
//
//---------------------------------------------------------------------------
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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];
i = p->aim_mode;
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p->aim_mode = PlayerInput(snum, SKB_AIMMODE);
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if (p->aim_mode < i)
p->return_to_center = 9;
if (isRR())
{
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if (PlayerInput(snum, SKB_QUICK_KICK) && p->last_pissed_time == 0)
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{
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
{
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if (PlayerInput(snum, SKB_QUICK_KICK) && p->quick_kick == 0 && (p->curr_weapon != KNEE_WEAPON || p->kickback_pic == 0))
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{
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.
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if (!PlayerInputBits(snum, SKB_INTERFACE_BITS))
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p->interface_toggle_flag = 0;
else if (p->interface_toggle_flag == 0)
{
p->interface_toggle_flag = 1;
// Don't go on if paused or dead.
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if (paused) 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.
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if (PlayerInput(snum, SKB_INVENTORY) && p->newowner == -1)
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{
SetGameVarID(g_iReturnVarID, 0, -1, snum);
OnEvent(EVENT_INVENTORY, -1, snum, -1);
if (GetGameVarID(g_iReturnVarID, -1, snum) == 0)
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{
switch (p->inven_icon)
{
// Yet another place where no symbolic constants were used. :(
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case ICON_JETPACK: PlayerSetInput(snum, SKB_JETPACK); break;
case ICON_HOLODUKE: PlayerSetInput(snum, SKB_HOLODUKE); break;
case ICON_HEATS: PlayerSetInput(snum, SKB_NIGHTVISION); break;
case ICON_FIRSTAID: PlayerSetInput(snum, SKB_MEDKIT); break;
case ICON_STEROIDS: PlayerSetInput(snum, SKB_STEROIDS); break;
}
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}
}
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if (!isRR() && PlayerInput(snum, SKB_NIGHTVISION))
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{
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);
}
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}
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if (PlayerInput(snum, SKB_STEROIDS))
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{
SetGameVarID(g_iReturnVarID, 0, -1, snum);
OnEvent(EVENT_USESTEROIDS, -1, snum, -1);
if (GetGameVarID(g_iReturnVarID, -1, snum) == 0)
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{
if (p->steroids_amount == 400)
{
p->steroids_amount--;
spritesound(DUKE_TAKEPILLS, p->i);
p->inven_icon = ICON_STEROIDS;
FTA(12, p);
}
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}
return;
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}
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if (PlayerInput(snum, SKB_INV_LEFT) || PlayerInput(snum, SKB_INV_RIGHT))
{
p->invdisptime = 26 * 2;
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if (PlayerInput(snum, SKB_INV_RIGHT)) k = 1;
else k = 0;
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dainv = p->inven_icon;
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i = 0;
CHECKINV1:
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if (i < 9)
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{
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;
}
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}
else dainv = 0;
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// These events force us to keep the inventory selector in the playsim as opposed to the UI where it really belongs.
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if (PlayerInput(snum, SKB_INV_LEFT))
{
SetGameVarID(g_iReturnVarID, dainv, -1, snum);
OnEvent(EVENT_INVENTORYLEFT, -1, snum, -1);
dainv = GetGameVarID(g_iReturnVarID, -1, snum);
}
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if (PlayerInput(snum, SKB_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);
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}
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j = (PlayerInputBits(snum, SKB_WEAPONMASK_BITS) >> SK_WEAPON_BITS) - 1;
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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);
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if (PlayerInput(snum, SKB_HOLSTER))
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{
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);
}
}
}
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if (PlayerInput(snum, SKB_HOLODUKE) && (isRR() || p->newowner == -1))
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{
SetGameVarID(g_iReturnVarID, 0, -1, snum);
OnEvent(EVENT_HOLODUKEON, -1, snum, -1);
if (GetGameVarID(g_iReturnVarID, -1, snum) == 0)
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{
if (!isRR())
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{
if (p->holoduke_on == -1)
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{
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);
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}
else
{
spritesound(TELEPORTER, p->holoduke_on);
p->holoduke_on = -1;
FTA(QUOTE_HOLODUKE_NOT_FOUND, p);
}
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}
else // In RR this means drinking whiskey.
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{
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);
}
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}
}
}
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if (isRR() && PlayerInput(snum, SKB_NIGHTVISION) && p->newowner == -1)
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{
SetGameVarID(g_iReturnVarID, 0, -1, snum);
OnEvent(EVENT_USENIGHTVISION, -1, snum, -1);
if (GetGameVarID(g_iReturnVarID, -1, snum) == 0)
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{
if (p->yehaa_timer == 0)
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{
p->yehaa_timer = 126;
spritesound(390, p->i);
p->noise_radius = 16384;
madenoise(snum);
if (sector[p->cursectnum].lotag == 857)
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{
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;
}
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}
else
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{
if (sprite[p->i].extra + 1 <= max_player_health)
{
sprite[p->i].extra++;
}
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}
}
}
}
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if (PlayerInput(snum, SKB_MEDKIT))
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{
SetGameVarID(g_iReturnVarID, 0, -1, snum);
OnEvent(EVENT_USEMEDKIT, -1, snum, -1);
if (GetGameVarID(g_iReturnVarID, -1, snum) == 0)
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{
if (p->firstaid_amount > 0 && sprite[p->i].extra < max_player_health)
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{
if (!isRR())
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{
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);
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}
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);
}
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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);
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}
}
}
}
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if (PlayerInput(snum, SKB_JETPACK) && (isRR() || p->newowner == -1))
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{
SetGameVarID(g_iReturnVarID, 0, -1, snum);
OnEvent(EVENT_USEJETPACK, -1, snum, -1);
if (GetGameVarID(g_iReturnVarID, -1, snum) == 0)
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{
if (!isRR())
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{
if (p->jetpack_amount > 0)
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{
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);
}
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}
else FTA(QUOTE_JETPACK_NOT_FOUND, p);
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}
else
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{
// eat cow pie
if (p->jetpack_amount > 0 && sprite[p->i].extra < max_player_health)
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{
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;
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p->inven_icon = 4;
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if (sprite[p->i].extra > max_player_health)
sprite[p->i].extra = max_player_health;
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if (p->jetpack_amount <= 0)
checkavailinven(p);
}
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}
}
}
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if (PlayerInput(snum, SKB_TURNAROUND) && p->one_eighty_count == 0)
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{
SetGameVarID(g_iReturnVarID, 0, -1, snum);
OnEvent(EVENT_TURNAROUND, -1, snum, -1);
if (GetGameVarID(g_iReturnVarID, -1, snum) == 0)
{
p->one_eighty_count = -1024;
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p->one_eighty_target = (p->q16ang + F16(1024)) & 0x7FFFFFF;
}
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}
}
}
enum
{
TURBOTURNTIME = (TICRATE/8) // 7
};
//---------------------------------------------------------------------------
//
// This one's from VoidSW, not EDuke32
//
//---------------------------------------------------------------------------
fix16_t GetDeltaQ16Angle(fix16_t ang1, fix16_t ang2)
{
// Look at the smaller angle if > 1024 (180 degrees)
if (fix16_abs(ang1 - ang2) > fix16_from_int(1024))
{
if (ang1 <= fix16_from_int(1024))
ang1 += fix16_from_int(2048);
if (ang2 <= fix16_from_int(1024))
ang2 += fix16_from_int(2048);
}
//if (ang1 - ang2 == -fix16_from_int(1024))
// return(fix16_from_int(1024));
return ang1 - ang2;
}
//---------------------------------------------------------------------------
//
// common handler for all 3 input methods.
//
//---------------------------------------------------------------------------
void processCommonInput(input_t &input)
{
if (buttonMap.ButtonDown(gamefunc_Fire)) localInput.bits |= SKB_FIRE;
if (buttonMap.ButtonDown(gamefunc_Open)) localInput.bits |= SKB_OPEN;
// todo: handle these with CCMDs instead.
if (buttonMap.ButtonDown(gamefunc_Inventory)) localInput.bits |= SKB_INVENTORY;
if (buttonMap.ButtonDown(gamefunc_MedKit)) localInput.bits |= SKB_MEDKIT;
if (buttonMap.ButtonDown(gamefunc_Steroids)) localInput.bits |= SKB_STEROIDS;
if (buttonMap.ButtonDown(gamefunc_NightVision)) localInput.bits |= SKB_NIGHTVISION;
if (buttonMap.ButtonDown(gamefunc_Holo_Duke)) localInput.bits |= SKB_HOLODUKE;
if (buttonMap.ButtonDown(gamefunc_Jetpack)) localInput.bits |= SKB_JETPACK;
// the way this checks for controller axis movement will also catch mouse and keyboard input.
bool dpad_select = buttonMap.ButtonDown(gamefunc_Dpad_Select);
if (buttonMap.ButtonDown(gamefunc_Inventory_Left) || (dpad_select && (input.svel > 0 || input.q16avel < 0))) localInput.bits |= SKB_INV_LEFT;
if (buttonMap.ButtonDown(gamefunc_Inventory_Right) || (dpad_select && (input.svel < 0 || input.q16avel > 0))) localInput.bits |= SKB_INV_RIGHT;
if (inputState.CheckPause()) localInput.bits |= SKB_PAUSE;
if (g_gameQuit) localInput.bits |= SKB_GAMEQUIT;
//if (inputState.GetKeyStatus(sc_Escape)) localInput.bits |= SKB_ESCAPE; fixme. This never gets here because the menu eats the escape key.
if (dpad_select)
{
input.fvel = 0;
input.svel = 0;
input.q16avel = 0;
}
}
//---------------------------------------------------------------------------
//
// split out of playerinputmotocycle for readability purposes and condensed using ?: operators
//
//---------------------------------------------------------------------------
int motoApplyTurn(player_struct* p, int turnl, int turnr, int bike_turn, bool goback, double factor)
{
static int turnheldtime;
static int lastcontroltime;
int tics = totalclock - lastcontroltime;
lastcontroltime = totalclock;
if (p->MotoSpeed == 0 || !p->on_ground)
{
if (turnl)
{
p->TiltStatus -= (float)factor;
if (p->TiltStatus < -10)
p->TiltStatus = -10;
}
else if (turnr)
{
p->TiltStatus += (float)factor;
if (p->TiltStatus > 10)
p->TiltStatus = 10;
}
}
else
{
if (turnl || p->moto_drink < 0)
{
turnheldtime += tics;
p->TiltStatus -= (float)factor;
if (p->TiltStatus < -10)
p->TiltStatus = -10;
if (turnheldtime >= TURBOTURNTIME && p->MotoSpeed > 0)
{
if (goback) return bike_turn ? 20 : 10;
else return bike_turn ? -20 : -10;
}
else
{
if (goback) return bike_turn ? 10 : 3;
else return bike_turn ? -10 : -3;
}
}
else if (turnr || p->moto_drink > 0)
{
turnheldtime += tics;
p->TiltStatus += (float)factor;
if (p->TiltStatus > 10)
p->TiltStatus = 10;
if (turnheldtime >= TURBOTURNTIME && p->MotoSpeed > 0)
{
if (goback) return bike_turn ? -20 : -10;
else return bike_turn ? 20 : 10;
}
else
{
if (goback) return bike_turn ? -10 : -3;
else return bike_turn ? 10 : 3;
}
}
else
{
turnheldtime = 0;
if (p->TiltStatus > 0)
p->TiltStatus -= (float)factor;
else if (p->TiltStatus < 0)
p->TiltStatus += (float)factor;
if (fabs(p->TiltStatus) < 0.025)
p->TiltStatus = 0;
}
}
return 0;
}
//---------------------------------------------------------------------------
//
// same for the boat
//
//---------------------------------------------------------------------------
int boatApplyTurn(player_struct *p, int turnl, int turnr, int bike_turn, double factor)
{
static int turnheldtime;
static int lastcontroltime;
int tics = totalclock - lastcontroltime;
lastcontroltime = totalclock;
if (p->MotoSpeed)
{
if (turnl || p->moto_drink < 0)
{
turnheldtime += tics;
if (!p->NotOnWater)
{
p->TiltStatus -= (float)factor;
if (p->TiltStatus < -10)
p->TiltStatus = -10;
}
if (turnheldtime >= TURBOTURNTIME && p->MotoSpeed != 0)
{
if (p->NotOnWater) return bike_turn ? -6 : -3;
else return bike_turn ? -20 : -10;
}
else if (turnheldtime < TURBOTURNTIME && p->MotoSpeed != 0)
{
if (p->NotOnWater) return bike_turn ? -2 : -1;
else return bike_turn ? -6 : -3;
}
}
else if (turnr || p->moto_drink > 0)
{
turnheldtime += tics;
if (!p->NotOnWater)
{
p->TiltStatus += (float)factor;
if (p->TiltStatus > 10)
p->TiltStatus = 10;
}
if (turnheldtime >= TURBOTURNTIME && p->MotoSpeed != 0)
{
if (p->NotOnWater) return bike_turn ? 6 : 3;
else return bike_turn ? 20 : 10;
}
else if (turnheldtime < TURBOTURNTIME && p->MotoSpeed != 0)
{
if (p->NotOnWater) return bike_turn ? 2 : 1;
else return bike_turn ? 6 : 3;
}
}
else if (!p->NotOnWater)
{
turnheldtime = 0;
if (p->TiltStatus > 0)
p->TiltStatus -= (float)factor;
else if (p->TiltStatus < 0)
p->TiltStatus += (float)factor;
if (fabs(p->TiltStatus) < 0.025)
p->TiltStatus = 0;
}
}
return 0;
}
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END_DUKE_NS