//------------------------------------------------------------------------- /* 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" #include "game.h" BEGIN_DUKE_NS //--------------------------------------------------------------------------- // // 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. // //--------------------------------------------------------------------------- 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