raze/source/sw/src/input.cpp

395 lines
11 KiB
C++
Raw Normal View History

2020-08-16 14:00:40 +00:00
//-------------------------------------------------------------------------
/*
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 "menu.h"
BEGIN_SW_NS
double elapsedInputTicks;
double scaleAdjustmentToInterval(double x) { return x * (120 / synctics) / (1000.0 / elapsedInputTicks); }
void DoPlayerTurn(PLAYERp pp, fixed_t *pq16ang, fixed_t q16angvel);
void DoPlayerHorizon(PLAYERp pp, fixed_t *pq16horiz, fixed_t q16horz);
2020-08-16 14:00:40 +00:00
InputPacket loc;
void
InitNetVars(void)
{
loc = {};
}
void
InitTimingVars(void)
{
PlayClock = 0;
randomseed = 17L;
MoveSkip8 = 2;
MoveSkip2 = 0;
MoveSkip4 = 1; // start slightly offset so these
}
2020-08-16 14:00:40 +00:00
void GameInterface::ResetFollowPos(bool)
{
auto pp = &Player[myconnectindex];
Follow_posx = pp->posx;
Follow_posy = pp->posy;
}
2020-08-16 14:00:40 +00:00
void
getinput(InputPacket *loc, SWBOOL tied)
2020-08-16 14:00:40 +00:00
{
int i;
PLAYERp pp = Player + myconnectindex;
PLAYERp newpp = Player + myconnectindex;
#define TURBOTURNTIME (120/8)
#define NORMALTURN (12+6)
#define RUNTURN (28)
#define PREAMBLETURN 3
#define NORMALKEYMOVE 35
#define MAXVEL ((NORMALKEYMOVE*2)+10)
#define MAXSVEL ((NORMALKEYMOVE*2)+10)
#define MAXANGVEL 100
#define MAXHORIZVEL 128
#define SET_LOC_KEY(loc, sync_num, key_test) SET(loc, ((!!(key_test)) << (sync_num)))
static int32_t turnheldtime;
int32_t momx, momy;
extern SWBOOL MenuButtonAutoAim;
if (Prediction && CommEnabled)
{
newpp = ppp;
}
static double lastInputTicks;
auto const currentHiTicks = I_msTimeF();
2020-08-16 14:00:40 +00:00
elapsedInputTicks = currentHiTicks - lastInputTicks;
lastInputTicks = currentHiTicks;
ControlInfo info;
CONTROL_GetInput(&info);
if (paused)
return;
// If in 2D follow mode, scroll around using glob vars
// Tried calling this in domovethings, but key response it too poor, skips key presses
// Note: this get called only during follow mode
if (!tied && automapFollow && automapMode != am_off && pp == Player + myconnectindex && !Prediction)
2020-08-16 14:00:40 +00:00
MoveScrollMode2D(Player + myconnectindex);
// !JIM! Added M_Active() so that you don't move at all while using menus
if (M_Active() || automapFollow)
2020-08-16 14:00:40 +00:00
return;
int32_t turnamount;
int32_t keymove;
// The function DoPlayerTurn() scales the player's q16angvel by 1.40625, so store as constant
// and use to scale back player's aim and ang values for a consistent feel between games.
float const angvelScale = 1.40625f;
float const aimvelScale = 1.203125f;
// Shadow Warrior has a ticrate of 40, 25% more than the other games, so store below constant
// for dividing controller input to match speed input speed of other games.
float const ticrateScale = 0.75f;
ApplyGlobalInput(*loc, &info);
bool mouseaim = !(loc->actions & SB_AIMMODE);
if (!CommEnabled)
{
// Go back to the source to set this - the old code here was catastrophically bad.
// this needs to be fixed properly - as it is this can never be compatible with demo playback.
if (mouseaim)
SET(Player[myconnectindex].Flags, PF_MOUSE_AIMING_ON);
else
RESET(Player[myconnectindex].Flags, PF_MOUSE_AIMING_ON);
if (cl_autoaim)
SET(Player[myconnectindex].Flags, PF_AUTO_AIM);
else
RESET(Player[myconnectindex].Flags, PF_AUTO_AIM);
}
if (buttonMap.ButtonDown(gamefunc_Toggle_Crouch)) // this shares a bit with another function so cannot be in the common code.
loc->actions |= SB_CROUCH_LOCK;
2020-08-28 22:57:07 +00:00
if (loc->actions & SB_RUN)
2020-08-16 14:00:40 +00:00
{
if (pp->sop_control)
turnamount = RUNTURN * 3;
else
turnamount = RUNTURN;
keymove = NORMALKEYMOVE << 1;
}
else
{
if (pp->sop_control)
turnamount = NORMALTURN * 3;
else
turnamount = NORMALTURN;
keymove = NORMALKEYMOVE;
}
if (tied)
keymove = 0;
int32_t svel = 0, vel = 0;
fixed_t q16horz = 0, q16angvel = 0;
2020-08-16 14:00:40 +00:00
if (buttonMap.ButtonDown(gamefunc_Strafe) && !pp->sop)
{
svel -= (info.mousex * ticrateScale) * 4.f;
svel -= info.dyaw * keymove;
}
else
{
q16angvel += FloatToFixed((info.mousex / angvelScale) + scaleAdjustmentToInterval((info.dyaw * ticrateScale) / angvelScale));
2020-08-16 14:00:40 +00:00
}
if (mouseaim)
q16horz -= FloatToFixed(info.mousey / aimvelScale);
2020-08-16 14:00:40 +00:00
else
vel -= (info.mousey * ticrateScale) * 8.f;
if (in_mouseflip)
q16horz = -q16horz;
2020-08-16 14:00:40 +00:00
q16horz -= FloatToFixed(scaleAdjustmentToInterval((info.dpitch * ticrateScale) / aimvelScale));
2020-08-16 14:00:40 +00:00
svel -= info.dx * keymove;
vel -= info.dz * keymove;
if (buttonMap.ButtonDown(gamefunc_Strafe) && !pp->sop)
{
if (buttonMap.ButtonDown(gamefunc_Turn_Left))
svel -= -keymove;
if (buttonMap.ButtonDown(gamefunc_Turn_Right))
svel -= keymove;
}
else
{
if (buttonMap.ButtonDown(gamefunc_Turn_Left) || (buttonMap.ButtonDown(gamefunc_Strafe_Left) && pp->sop))
{
turnheldtime += synctics;
if (cl_syncinput)
2020-08-16 14:00:40 +00:00
{
if (turnheldtime >= TURBOTURNTIME)
q16angvel -= IntToFixed(turnamount);
2020-08-16 14:00:40 +00:00
else
q16angvel -= IntToFixed(PREAMBLETURN);
2020-08-16 14:00:40 +00:00
}
else
q16angvel -= FloatToFixed(scaleAdjustmentToInterval((turnheldtime >= TURBOTURNTIME) ? turnamount : PREAMBLETURN));
2020-08-16 14:00:40 +00:00
}
else if (buttonMap.ButtonDown(gamefunc_Turn_Right) || (buttonMap.ButtonDown(gamefunc_Strafe_Right) && pp->sop))
{
turnheldtime += synctics;
if (cl_syncinput)
2020-08-16 14:00:40 +00:00
{
if (turnheldtime >= TURBOTURNTIME)
q16angvel += IntToFixed(turnamount);
2020-08-16 14:00:40 +00:00
else
q16angvel += IntToFixed(PREAMBLETURN);
2020-08-16 14:00:40 +00:00
}
else
q16angvel += FloatToFixed(scaleAdjustmentToInterval((turnheldtime >= TURBOTURNTIME) ? turnamount : PREAMBLETURN));
2020-08-16 14:00:40 +00:00
}
else
{
turnheldtime = 0;
}
}
if (buttonMap.ButtonDown(gamefunc_Strafe_Left) && !pp->sop)
svel += keymove;
if (buttonMap.ButtonDown(gamefunc_Strafe_Right) && !pp->sop)
svel += -keymove;
if (buttonMap.ButtonDown(gamefunc_Move_Forward))
{
vel += keymove;
}
if (buttonMap.ButtonDown(gamefunc_Move_Backward))
vel += -keymove;
q16angvel = clamp(q16angvel, -IntToFixed(MAXANGVEL), IntToFixed(MAXANGVEL));
q16horz = clamp(q16horz, -IntToFixed(MAXHORIZVEL), IntToFixed(MAXHORIZVEL));
2020-08-16 14:00:40 +00:00
void DoPlayerTeleportPause(PLAYERp pp);
if (cl_syncinput)
2020-08-16 14:00:40 +00:00
{
q16angvel = q16angvel;
q16horz = q16horz;
2020-08-16 14:00:40 +00:00
}
else
{
fixed_t prevcamq16ang = pp->camq16ang, prevcamq16horiz = pp->camq16horiz;
2020-08-16 14:00:40 +00:00
if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN))
DoPlayerTurn(pp, &pp->camq16ang, q16angvel);
if (TEST(pp->Flags2, PF2_INPUT_CAN_AIM))
DoPlayerHorizon(pp, &pp->camq16horiz, q16horz);
2020-08-16 14:00:40 +00:00
pp->oq16ang += pp->camq16ang - prevcamq16ang;
pp->oq16horiz += pp->camq16horiz - prevcamq16horiz;
}
loc->fvel += vel;
2020-08-16 14:00:40 +00:00
loc->svel += svel;
if (!tied)
{
vel = clamp(loc->fvel, -MAXVEL, MAXVEL);
2020-08-16 14:00:40 +00:00
svel = clamp(loc->svel, -MAXSVEL, MAXSVEL);
momx = mulscale9(vel, sintable[NORM_ANGLE(FixedToInt(newpp->q16ang) + 512)]);
momy = mulscale9(vel, sintable[NORM_ANGLE(FixedToInt(newpp->q16ang))]);
2020-08-16 14:00:40 +00:00
momx += mulscale9(svel, sintable[NORM_ANGLE(FixedToInt(newpp->q16ang))]);
momy += mulscale9(svel, sintable[NORM_ANGLE(FixedToInt(newpp->q16ang) + 1536)]);
2020-08-16 14:00:40 +00:00
loc->fvel = momx;
2020-08-16 14:00:40 +00:00
loc->svel = momy;
}
loc->q16avel += q16angvel;
loc->q16horz += q16horz;
2020-08-16 14:00:40 +00:00
if (loc->getNewWeapon() == WeaponSel_Next)
2020-08-16 14:00:40 +00:00
{
USERp u = User[pp->PlayerSprite];
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);
2020-08-16 14:00:40 +00:00
}
else if (loc->getNewWeapon() == WeaponSel_Prev)
2020-08-16 14:00:40 +00:00
{
USERp u = User[pp->PlayerSprite];
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);
2020-08-16 14:00:40 +00:00
}
else if (loc->getNewWeapon() == WeaponSel_Alt)
2020-08-16 14:00:40 +00:00
{
USERp u = User[pp->PlayerSprite];
short const which_weapon = u->WeaponNum + 1;
loc->setNewWeapon(which_weapon);
2020-08-16 14:00:40 +00:00
}
}
void GameInterface::GetInput(InputPacket *packet)
{
getinput(&loc, FALSE);
if (packet)
{
PLAYERp pp = &Player[myconnectindex];
loc.q16ang = pp->camq16ang;
loc.q16horiz = pp->camq16horiz;
*packet = loc;
loc = {};
}
}
2020-08-16 14:00:40 +00:00
END_SW_NS