2020-08-16 14:00:40 +00:00
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "game.h"
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#include "network.h"
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#include "gamecontrol.h"
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#include "player.h"
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#include "menu.h"
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BEGIN_SW_NS
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double elapsedInputTicks;
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double scaleAdjustmentToInterval(double x) { return x * (120 / synctics) / (1000.0 / elapsedInputTicks); }
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2020-09-01 13:00:35 +00:00
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void DoPlayerTurn(PLAYERp pp, fixed_t *pq16ang, fixed_t q16angvel);
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void DoPlayerHorizon(PLAYERp pp, fixed_t *pq16horiz, fixed_t q16horz);
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2020-08-16 14:00:40 +00:00
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2020-09-06 10:12:39 +00:00
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static InputPacket loc;
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2020-09-06 11:03:27 +00:00
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static int32_t turnheldtime;
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2020-09-02 18:56:09 +00:00
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void
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InitNetVars(void)
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{
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loc = {};
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}
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void
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InitTimingVars(void)
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{
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PlayClock = 0;
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randomseed = 17L;
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MoveSkip8 = 2;
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MoveSkip2 = 0;
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MoveSkip4 = 1; // start slightly offset so these
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}
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2020-08-16 14:00:40 +00:00
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2020-08-24 18:20:15 +00:00
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void GameInterface::ResetFollowPos(bool)
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{
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auto pp = &Player[myconnectindex];
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Follow_posx = pp->posx;
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Follow_posy = pp->posy;
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}
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2020-09-06 10:49:05 +00:00
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2020-09-06 11:03:27 +00:00
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enum
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{
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TURBOTURNTIME = (120 / 8),
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NORMALTURN = (12 + 6),
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RUNTURN = (28),
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PREAMBLETURN = 3,
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NORMALKEYMOVE = 35,
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MAXVEL = ((NORMALKEYMOVE * 2) + 10),
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MAXSVEL = ((NORMALKEYMOVE * 2) + 10),
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MAXANGVEL = 100,
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MAXHORIZVEL = 128
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};
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2020-09-06 10:52:58 +00:00
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//---------------------------------------------------------------------------
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//
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// handles the input bits
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//
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//---------------------------------------------------------------------------
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static void processInputBits(PLAYERp const pp, ControlInfo* const hidInput, bool* mouseaim)
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{
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ApplyGlobalInput(loc, hidInput);
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*mouseaim = !(loc.actions & SB_AIMMODE);
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if (!CommEnabled)
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{
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// Go back to the source to set this - the old code here was catastrophically bad.
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// this needs to be fixed properly - as it is this can never be compatible with demo playback.
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if (mouseaim)
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SET(Player[myconnectindex].Flags, PF_MOUSE_AIMING_ON);
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else
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RESET(Player[myconnectindex].Flags, PF_MOUSE_AIMING_ON);
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if (cl_autoaim)
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SET(Player[myconnectindex].Flags, PF_AUTO_AIM);
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else
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RESET(Player[myconnectindex].Flags, PF_AUTO_AIM);
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}
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if (buttonMap.ButtonDown(gamefunc_Toggle_Crouch))
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{
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// this shares a bit with another function so cannot be in the common code.
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loc.actions |= SB_CROUCH_LOCK;
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}
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}
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2020-09-06 10:49:05 +00:00
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//---------------------------------------------------------------------------
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//
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// handles movement
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//
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//---------------------------------------------------------------------------
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static void processWeapon(PLAYERp const pp)
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2020-08-16 14:00:40 +00:00
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{
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2020-09-06 10:49:05 +00:00
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USERp u = User[pp->PlayerSprite];
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2020-08-16 14:00:40 +00:00
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int i;
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2020-09-06 10:49:05 +00:00
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if (loc.getNewWeapon() == WeaponSel_Next)
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{
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short next_weapon = u->WeaponNum + 1;
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short start_weapon;
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start_weapon = u->WeaponNum + 1;
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if (u->WeaponNum == WPN_SWORD)
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start_weapon = WPN_STAR;
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if (u->WeaponNum == WPN_FIST)
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{
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next_weapon = 14;
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}
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else
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{
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next_weapon = -1;
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for (i = start_weapon; TRUE; i++)
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{
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if (i >= MAX_WEAPONS_KEYS)
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{
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next_weapon = 13;
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break;
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}
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if (TEST(pp->WpnFlags, BIT(i)) && pp->WpnAmmo[i])
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{
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next_weapon = i;
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break;
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}
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}
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}
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loc.setNewWeapon(next_weapon + 1);
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}
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else if (loc.getNewWeapon() == WeaponSel_Prev)
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{
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USERp u = User[pp->PlayerSprite];
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short prev_weapon = u->WeaponNum - 1;
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short start_weapon;
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start_weapon = u->WeaponNum - 1;
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if (u->WeaponNum == WPN_SWORD)
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{
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prev_weapon = 13;
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}
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else if (u->WeaponNum == WPN_STAR)
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{
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prev_weapon = 14;
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}
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else
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{
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prev_weapon = -1;
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for (i = start_weapon; TRUE; i--)
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{
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if (i <= -1)
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i = WPN_HEART;
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if (TEST(pp->WpnFlags, BIT(i)) && pp->WpnAmmo[i])
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{
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prev_weapon = i;
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break;
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}
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}
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}
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loc.setNewWeapon(prev_weapon + 1);
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}
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else if (loc.getNewWeapon() == WeaponSel_Alt)
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{
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USERp u = User[pp->PlayerSprite];
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short const which_weapon = u->WeaponNum + 1;
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loc.setNewWeapon(which_weapon);
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}
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}
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2020-09-06 11:03:27 +00:00
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//---------------------------------------------------------------------------
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//
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// handles movement
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//
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//---------------------------------------------------------------------------
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2020-08-16 14:00:40 +00:00
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2020-09-06 11:03:27 +00:00
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static void processMovement(PLAYERp const pp, ControlInfo* const hidInput, bool const mouseaim)
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{
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2020-08-16 14:00:40 +00:00
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static double lastInputTicks;
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2020-08-25 23:27:09 +00:00
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auto const currentHiTicks = I_msTimeF();
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2020-08-16 14:00:40 +00:00
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elapsedInputTicks = currentHiTicks - lastInputTicks;
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lastInputTicks = currentHiTicks;
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// If in 2D follow mode, scroll around using glob vars
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// Tried calling this in domovethings, but key response it too poor, skips key presses
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2020-08-24 17:36:17 +00:00
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// Note: this get called only during follow mode
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2020-09-06 09:11:12 +00:00
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if (automapFollow && automapMode != am_off && pp == Player + myconnectindex && !Prediction)
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2020-09-06 10:17:54 +00:00
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MoveScrollMode2D(Player + myconnectindex, hidInput);
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2020-08-16 14:00:40 +00:00
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int32_t turnamount;
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int32_t keymove;
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// The function DoPlayerTurn() scales the player's q16angvel by 1.40625, so store as constant
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// and use to scale back player's aim and ang values for a consistent feel between games.
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float const angvelScale = 1.40625f;
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float const aimvelScale = 1.203125f;
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// Shadow Warrior has a ticrate of 40, 25% more than the other games, so store below constant
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// for dividing controller input to match speed input speed of other games.
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float const ticrateScale = 0.75f;
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2020-09-06 10:12:39 +00:00
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if (loc.actions & SB_RUN)
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2020-08-16 14:00:40 +00:00
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{
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if (pp->sop_control)
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turnamount = RUNTURN * 3;
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else
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turnamount = RUNTURN;
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keymove = NORMALKEYMOVE << 1;
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}
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else
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{
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if (pp->sop_control)
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turnamount = NORMALTURN * 3;
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else
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turnamount = NORMALTURN;
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keymove = NORMALKEYMOVE;
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}
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int32_t svel = 0, vel = 0;
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2020-09-01 13:00:35 +00:00
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fixed_t q16horz = 0, q16angvel = 0;
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2020-08-16 14:00:40 +00:00
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if (buttonMap.ButtonDown(gamefunc_Strafe) && !pp->sop)
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{
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2020-09-06 10:17:54 +00:00
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svel -= (hidInput->mousex * ticrateScale) * 4.f;
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svel -= hidInput->dyaw * keymove;
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2020-08-16 14:00:40 +00:00
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}
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else
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{
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2020-09-06 10:17:54 +00:00
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q16angvel += FloatToFixed((hidInput->mousex / angvelScale) + scaleAdjustmentToInterval((hidInput->dyaw * ticrateScale) / angvelScale));
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2020-08-16 14:00:40 +00:00
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}
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if (mouseaim)
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2020-09-06 10:17:54 +00:00
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q16horz -= FloatToFixed(hidInput->mousey / aimvelScale);
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2020-08-16 14:00:40 +00:00
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else
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2020-09-06 10:17:54 +00:00
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vel -= (hidInput->mousey * ticrateScale) * 8.f;
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2020-08-16 14:00:40 +00:00
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if (in_mouseflip)
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2020-08-26 22:00:50 +00:00
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q16horz = -q16horz;
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2020-08-16 14:00:40 +00:00
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2020-09-06 10:17:54 +00:00
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q16horz -= FloatToFixed(scaleAdjustmentToInterval((hidInput->dpitch * ticrateScale) / aimvelScale));
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svel -= hidInput->dx * keymove;
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vel -= hidInput->dz * keymove;
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2020-08-16 14:00:40 +00:00
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if (buttonMap.ButtonDown(gamefunc_Strafe) && !pp->sop)
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{
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if (buttonMap.ButtonDown(gamefunc_Turn_Left))
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svel -= -keymove;
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if (buttonMap.ButtonDown(gamefunc_Turn_Right))
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svel -= keymove;
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}
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else
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{
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if (buttonMap.ButtonDown(gamefunc_Turn_Left) || (buttonMap.ButtonDown(gamefunc_Strafe_Left) && pp->sop))
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{
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turnheldtime += synctics;
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2020-09-01 13:08:07 +00:00
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if (cl_syncinput)
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2020-08-16 14:00:40 +00:00
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{
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if (turnheldtime >= TURBOTURNTIME)
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2020-09-01 13:00:35 +00:00
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q16angvel -= IntToFixed(turnamount);
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2020-08-16 14:00:40 +00:00
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else
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2020-09-01 13:00:35 +00:00
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q16angvel -= IntToFixed(PREAMBLETURN);
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2020-08-16 14:00:40 +00:00
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}
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else
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2020-09-01 13:00:35 +00:00
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q16angvel -= FloatToFixed(scaleAdjustmentToInterval((turnheldtime >= TURBOTURNTIME) ? turnamount : PREAMBLETURN));
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2020-08-16 14:00:40 +00:00
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}
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else if (buttonMap.ButtonDown(gamefunc_Turn_Right) || (buttonMap.ButtonDown(gamefunc_Strafe_Right) && pp->sop))
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{
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turnheldtime += synctics;
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2020-09-01 13:08:07 +00:00
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if (cl_syncinput)
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2020-08-16 14:00:40 +00:00
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{
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if (turnheldtime >= TURBOTURNTIME)
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2020-09-01 13:00:35 +00:00
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q16angvel += IntToFixed(turnamount);
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2020-08-16 14:00:40 +00:00
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else
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2020-09-01 13:00:35 +00:00
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q16angvel += IntToFixed(PREAMBLETURN);
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2020-08-16 14:00:40 +00:00
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}
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else
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2020-09-01 13:00:35 +00:00
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q16angvel += FloatToFixed(scaleAdjustmentToInterval((turnheldtime >= TURBOTURNTIME) ? turnamount : PREAMBLETURN));
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2020-08-16 14:00:40 +00:00
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}
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else
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{
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turnheldtime = 0;
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}
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}
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if (buttonMap.ButtonDown(gamefunc_Strafe_Left) && !pp->sop)
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svel += keymove;
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if (buttonMap.ButtonDown(gamefunc_Strafe_Right) && !pp->sop)
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svel += -keymove;
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if (buttonMap.ButtonDown(gamefunc_Move_Forward))
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{
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vel += keymove;
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}
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if (buttonMap.ButtonDown(gamefunc_Move_Backward))
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vel += -keymove;
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2020-09-01 13:00:35 +00:00
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q16angvel = clamp(q16angvel, -IntToFixed(MAXANGVEL), IntToFixed(MAXANGVEL));
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q16horz = clamp(q16horz, -IntToFixed(MAXHORIZVEL), IntToFixed(MAXHORIZVEL));
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2020-08-16 14:00:40 +00:00
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void DoPlayerTeleportPause(PLAYERp pp);
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2020-09-01 13:08:07 +00:00
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if (cl_syncinput)
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2020-08-16 14:00:40 +00:00
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{
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2020-09-01 13:08:07 +00:00
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q16angvel = q16angvel;
|
|
|
|
q16horz = q16horz;
|
2020-08-16 14:00:40 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2020-09-01 13:00:35 +00:00
|
|
|
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))
|
2020-08-26 22:00:50 +00:00
|
|
|
DoPlayerHorizon(pp, &pp->camq16horiz, q16horz);
|
2020-08-16 14:00:40 +00:00
|
|
|
pp->oq16ang += pp->camq16ang - prevcamq16ang;
|
|
|
|
pp->oq16horiz += pp->camq16horiz - prevcamq16horiz;
|
|
|
|
}
|
|
|
|
|
2020-09-06 10:12:39 +00:00
|
|
|
loc.fvel = clamp(loc.fvel + vel, -MAXVEL, MAXVEL);
|
|
|
|
loc.svel = clamp(loc.svel + svel, -MAXSVEL, MAXSVEL);
|
2020-08-16 14:00:40 +00:00
|
|
|
|
2020-09-06 10:12:39 +00:00
|
|
|
loc.q16avel += q16angvel;
|
|
|
|
loc.q16horz += q16horz;
|
2020-08-16 14:00:40 +00:00
|
|
|
}
|
|
|
|
|
2020-09-06 10:17:54 +00:00
|
|
|
void GameInterface::GetInput(InputPacket *packet, ControlInfo* const hidInput)
|
2020-09-02 18:56:09 +00:00
|
|
|
{
|
2020-09-06 11:03:27 +00:00
|
|
|
if (paused || M_Active() || (automapFollow && automapMode != am_off))
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2020-09-06 10:49:05 +00:00
|
|
|
PLAYERp pp = &Player[myconnectindex];
|
2020-09-06 10:52:58 +00:00
|
|
|
bool mouseaim;
|
|
|
|
|
|
|
|
processInputBits(pp, hidInput, &mouseaim);
|
2020-09-06 11:03:27 +00:00
|
|
|
processMovement(pp, hidInput, mouseaim);
|
2020-09-06 10:49:05 +00:00
|
|
|
processWeapon(pp);
|
|
|
|
|
2020-09-02 18:56:09 +00:00
|
|
|
if (packet)
|
|
|
|
{
|
2020-09-06 09:11:12 +00:00
|
|
|
auto fvel = loc.fvel;
|
|
|
|
auto svel = loc.svel;
|
|
|
|
auto ang = FixedToInt(pp->camq16ang);
|
|
|
|
|
|
|
|
loc.fvel = mulscale9(fvel, sintable[NORM_ANGLE(ang + 512)]) + mulscale9(svel, sintable[NORM_ANGLE(ang)]);
|
|
|
|
loc.svel = mulscale9(fvel, sintable[NORM_ANGLE(ang)]) + mulscale9(svel, sintable[NORM_ANGLE(ang + 1536)]);
|
2020-09-02 18:56:09 +00:00
|
|
|
loc.q16ang = pp->camq16ang;
|
|
|
|
loc.q16horiz = pp->camq16horiz;
|
|
|
|
*packet = loc;
|
|
|
|
loc = {};
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-08-16 14:00:40 +00:00
|
|
|
END_SW_NS
|