raze/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"
#include "gamecontrol.h"
#include "v_video.h"
#include "dukeactor.h"
BEGIN_DUKE_NS
// State timer counters.
static int turnheldtime;
static int lastcontroltime;
static InputPacket loc; // input accumulation buffer.
//---------------------------------------------------------------------------
//
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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 plnum)
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{
int i, k;
uint8_t dainv;
struct player_struct* p;
short unk;
unk = 0;
p = &ps[plnum];
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auto pact = p->GetActor();
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i = p->aim_mode;
p->aim_mode = !PlayerInput(plnum, SB_AIMMODE);
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if (p->aim_mode < i)
p->sync.actions |= SB_CENTERVIEW;
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// Backup weapon here as hud_input() is the first function where any one of the weapon variables can change.
backupweapon(p);
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if (isRR())
{
if (PlayerInput(plnum, SB_QUICK_KICK) && p->last_pissed_time == 0)
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{
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if (!isRRRA() || p->GetActor()->s.extra > 0)
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{
p->last_pissed_time = 4000;
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S_PlayActorSound(437, pact);
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if (p->GetActor()->s.extra <= max_player_health - max_player_health / 10)
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{
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p->GetActor()->s.extra += 2;
p->last_extra = p->GetActor()->s.extra;
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}
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else if (p->GetActor()->s.extra < max_player_health)
p->GetActor()->s.extra = max_player_health;
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}
}
}
else
{
if (PlayerInput(plnum, SB_QUICK_KICK) && p->quick_kick == 0 && (p->curr_weapon != KNEE_WEAPON || p->kickback_pic == 0))
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{
SetGameVarID(g_iReturnVarID, 0, nullptr, plnum);
OnEvent(EVENT_QUICKKICK, plnum, nullptr, -1);
if (GetGameVarID(g_iReturnVarID, nullptr, plnum) == 0)
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{
p->quick_kick = 14;
if (!p->quick_kick_msg && plnum == screenpeek) FTA(QUOTE_MIGHTY_FOOT, p);
p->quick_kick_msg = true;
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}
}
}
if (!PlayerInput(plnum, SB_QUICK_KICK)) p->quick_kick_msg = false;
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if (!PlayerInputBits(plnum, SB_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;
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if (p->GetActor()->s.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(plnum, SB_INVUSE) && p->newOwner == nullptr)
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{
SetGameVarID(g_iReturnVarID, 0, nullptr, plnum);
OnEvent(EVENT_INVENTORY, plnum, nullptr, -1);
if (GetGameVarID(g_iReturnVarID, nullptr, plnum) == 0)
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{
if (p->inven_icon > ICON_NONE && p->inven_icon <= ICON_HEATS) PlayerSetItemUsed(plnum, p->inven_icon);
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}
}
if (!isRR() && PlayerUseItem(plnum, ICON_HEATS))
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{
SetGameVarID(g_iReturnVarID, 0, nullptr, plnum);
OnEvent(EVENT_USENIGHTVISION, plnum, nullptr, -1);
if (GetGameVarID(g_iReturnVarID, nullptr, plnum) == 0 && p->heat_amount > 0)
{
p->heat_on = !p->heat_on;
p->inven_icon = 5;
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S_PlayActorSound(NITEVISION_ONOFF, pact);
FTA(106 + (!p->heat_on), p);
}
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}
if (PlayerUseItem(plnum, ICON_STEROIDS))
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{
SetGameVarID(g_iReturnVarID, 0, nullptr, plnum);
OnEvent(EVENT_USESTEROIDS, plnum, nullptr, -1);
if (GetGameVarID(g_iReturnVarID, nullptr, plnum) == 0)
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{
if (p->steroids_amount == 400)
{
p->steroids_amount--;
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S_PlayActorSound(DUKE_TAKEPILLS, pact);
p->inven_icon = ICON_STEROIDS;
FTA(12, p);
}
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}
return;
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}
if (PlayerInput(plnum, SB_INVPREV) || PlayerInput(plnum, SB_INVNEXT))
{
p->invdisptime = 26 * 2;
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if (PlayerInput(plnum, SB_INVNEXT)) 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.
if (PlayerInput(plnum, SB_INVPREV))
{
SetGameVarID(g_iReturnVarID, dainv, nullptr, plnum);
OnEvent(EVENT_INVENTORYLEFT, plnum, nullptr, -1);
dainv = GetGameVarID(g_iReturnVarID, nullptr, plnum);
}
if (PlayerInput(plnum, SB_INVNEXT))
{
SetGameVarID(g_iReturnVarID, dainv, nullptr, plnum);
OnEvent(EVENT_INVENTORYRIGHT, plnum, nullptr, -1);
dainv = GetGameVarID(g_iReturnVarID, nullptr, plnum);
}
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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}
int weap = PlayerNewWeapon(plnum);
if (weap > 1 && p->kickback_pic > 0)
p->wantweaponfire = weap - 1;
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// 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(plnum, weap);
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if (PlayerInput(plnum, SB_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 (PlayerUseItem(plnum, ICON_HOLODUKE) && (isRR() || p->newOwner == nullptr))
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{
SetGameVarID(g_iReturnVarID, 0, nullptr, plnum);
OnEvent(EVENT_HOLODUKEON, plnum, nullptr, -1);
if (GetGameVarID(g_iReturnVarID, nullptr, plnum) == 0)
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{
if (!isRR())
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{
if (p->holoduke_on == nullptr)
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{
if (p->holoduke_amount > 0)
{
p->inven_icon = 3;
auto pactor =
EGS(p->cursectnum,
p->posx,
p->posy,
p->posz + (30 << 8), TILE_APLAYER, -64, 0, 0, p->angle.ang.asbuild(), 0, 0, nullptr, 10);
pactor->temp_data[3] = pactor->temp_data[4] = 0;
p->holoduke_on = pactor;
pactor->s.yvel = plnum;
pactor->s.extra = 0;
FTA(QUOTE_HOLODUKE_ON, p);
S_PlayActorSound(TELEPORTER, p->holoduke_on);
}
else FTA(QUOTE_HOLODUKE_NOT_FOUND, p);
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}
else
{
S_PlayActorSound(TELEPORTER, p->holoduke_on);
p->holoduke_on = nullptr;
FTA(QUOTE_HOLODUKE_OFF, p);
}
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}
else // In RR this means drinking whiskey.
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{
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if (p->holoduke_amount > 0 && p->GetActor()->s.extra < max_player_health)
{
p->holoduke_amount -= 400;
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p->GetActor()->s.extra += 5;
if (p->GetActor()->s.extra > max_player_health)
p->GetActor()->s.extra = max_player_health;
p->drink_amt += 5;
p->inven_icon = 3;
if (p->holoduke_amount == 0)
checkavailinven(p);
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if (p->drink_amt < 99 && !S_CheckActorSoundPlaying(pact, 425))
S_PlayActorSound(425, pact);
}
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}
}
}
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if (isRR() && PlayerUseItem(plnum, ICON_HEATS) && p->newOwner == nullptr)
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{
SetGameVarID(g_iReturnVarID, 0, nullptr, plnum);
OnEvent(EVENT_USENIGHTVISION, plnum, nullptr, -1);
if (GetGameVarID(g_iReturnVarID, nullptr, plnum) == 0)
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{
if (p->yehaa_timer == 0)
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{
p->yehaa_timer = 126;
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S_PlayActorSound(390, pact);
p->noise_radius = 16384;
madenoise(plnum);
if (sector[p->cursectnum].lotag == 857)
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{
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if (p->GetActor()->s.extra <= max_player_health)
{
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p->GetActor()->s.extra += 10;
if (p->GetActor()->s.extra >= max_player_health)
p->GetActor()->s.extra = max_player_health;
}
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}
else
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{
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if (p->GetActor()->s.extra + 1 <= max_player_health)
{
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p->GetActor()->s.extra++;
}
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}
}
}
}
if (PlayerUseItem(plnum, ICON_FIRSTAID))
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{
SetGameVarID(g_iReturnVarID, 0, nullptr, plnum);
OnEvent(EVENT_USEMEDKIT, plnum, nullptr, -1);
if (GetGameVarID(g_iReturnVarID, nullptr, plnum) == 0)
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{
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if (p->firstaid_amount > 0 && p->GetActor()->s.extra < max_player_health)
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{
if (!isRR())
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{
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int j = max_player_health - p->GetActor()->s.extra;
if ((unsigned int)p->firstaid_amount > j)
{
p->firstaid_amount -= j;
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p->GetActor()->s.extra = max_player_health;
p->inven_icon = 1;
}
else
{
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p->GetActor()->s.extra += p->firstaid_amount;
p->firstaid_amount = 0;
checkavailinven(p);
}
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S_PlayActorSound(DUKE_USEMEDKIT, pact);
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}
else
{
int j = 10;
if (p->firstaid_amount > j)
{
p->firstaid_amount -= j;
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p->GetActor()->s.extra += j;
if (p->GetActor()->s.extra > max_player_health)
p->GetActor()->s.extra = max_player_health;
p->inven_icon = 1;
}
else
{
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p->GetActor()->s.extra += p->firstaid_amount;
p->firstaid_amount = 0;
checkavailinven(p);
}
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if (p->GetActor()->s.extra > max_player_health)
p->GetActor()->s.extra = max_player_health;
p->drink_amt += 10;
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if (p->drink_amt <= 100 && !S_CheckActorSoundPlaying(pact, DUKE_USEMEDKIT))
S_PlayActorSound(DUKE_USEMEDKIT, pact);
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}
}
}
}
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if (PlayerUseItem(plnum, ICON_JETPACK) && (isRR() || p->newOwner == nullptr))
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{
SetGameVarID(g_iReturnVarID, 0, nullptr, plnum);
OnEvent(EVENT_USEJETPACK, plnum, nullptr, -1);
if (GetGameVarID(g_iReturnVarID, nullptr, plnum) == 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;
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S_StopSound(-1, pact, CHAN_VOICE); // this will stop the falling scream
S_PlayActorSound(DUKE_JETPACK_ON, pact);
FTA(QUOTE_JETPACK_ON, p);
}
else
{
p->hard_landing = 0;
p->poszv = 0;
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S_PlayActorSound(DUKE_JETPACK_OFF, pact);
S_StopSound(DUKE_JETPACK_IDLE, pact);
S_StopSound(DUKE_JETPACK_ON, pact);
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
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if (p->jetpack_amount > 0 && p->GetActor()->s.extra < max_player_health)
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{
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if (!S_CheckActorSoundPlaying(pact, 429))
S_PlayActorSound(429, pact);
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;
}
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p->GetActor()->s.extra += 5;
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p->inven_icon = 4;
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if (p->GetActor()->s.extra > max_player_health)
p->GetActor()->s.extra = max_player_health;
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if (p->jetpack_amount <= 0)
checkavailinven(p);
}
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}
}
}
if (PlayerInput(plnum, SB_TURNAROUND) && p->angle.spin.asbam() == 0 && p->on_crane == nullptr)
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{
SetGameVarID(g_iReturnVarID, 0, nullptr, plnum);
OnEvent(EVENT_TURNAROUND, plnum, nullptr, -1);
if (GetGameVarID(g_iReturnVarID, nullptr, plnum) != 0)
{
p->sync.actions &= ~SB_TURNAROUND;
}
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}
}
}
//---------------------------------------------------------------------------
//
// Main input routine.
// This includes several input improvements from EDuke32, but this code
// has been mostly rewritten completely to make it clearer and reduce redundancy.
//
//---------------------------------------------------------------------------
enum
{
TURBOTURNTIME = (TICRATE/8), // 7
NORMALTURN = 15,
PREAMBLETURN = 5,
NORMALKEYMOVE = 40,
MAXVEL = ((NORMALKEYMOVE*2)+10),
MAXSVEL = ((NORMALKEYMOVE*2)+10),
MAXANGVEL = 1024, // 127
MAXHORIZVEL = 256, // 127
MAXVELMOTO = 120,
VEHICLETURN = 20
};
//---------------------------------------------------------------------------
//
// handles the input bits
//
//---------------------------------------------------------------------------
static void processInputBits(player_struct *p, ControlInfo* const hidInput)
{
ApplyGlobalInput(loc, hidInput);
if (isRR() && (loc.actions & SB_CROUCH)) loc.actions &= ~SB_JUMP;
if (p->OnMotorcycle || p->OnBoat)
{
// mask out all actions not compatible with vehicles.
loc.actions &= ~(SB_WEAPONMASK_BITS | SB_TURNAROUND | SB_CENTERVIEW | SB_HOLSTER | SB_JUMP | SB_CROUCH | SB_RUN |
SB_AIM_UP | SB_AIM_DOWN | SB_AIMMODE | SB_LOOK_UP | SB_LOOK_DOWN | SB_LOOK_LEFT | SB_LOOK_RIGHT);
}
else
{
if (buttonMap.ButtonDown(gamefunc_Quick_Kick)) // this shares a bit with another function so cannot be in the common code.
loc.actions |= SB_QUICK_KICK;
if (buttonMap.ButtonDown(gamefunc_Toggle_Crouch) || p->crouch_toggle)
{
loc.actions |= SB_CROUCH;
}
if ((isRR() && p->drink_amt > 88)) loc.actions |= SB_LOOK_LEFT;
if ((isRR() && p->drink_amt > 99)) loc.actions |= SB_LOOK_DOWN;
}
}
//---------------------------------------------------------------------------
//
// split off so that it can later be integrated into the other games more easily.
//
//---------------------------------------------------------------------------
static void checkCrouchToggle(player_struct* p)
{
int const sectorLotag = p->cursectnum != -1 ? sector[p->cursectnum].lotag : 0;
int const crouchable = sectorLotag != ST_2_UNDERWATER && (sectorLotag != ST_1_ABOVE_WATER || p->spritebridge);
if (buttonMap.ButtonDown(gamefunc_Toggle_Crouch))
{
p->crouch_toggle = !p->crouch_toggle && crouchable;
if (crouchable)
buttonMap.ClearButton(gamefunc_Toggle_Crouch);
}
if (buttonMap.ButtonDown(gamefunc_Crouch) || buttonMap.ButtonDown(gamefunc_Jump) || p->jetpack_on || (!crouchable && p->on_ground))
p->crouch_toggle = 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int getticssincelastupdate()
{
int tics = lastcontroltime == 0 || ud.levelclock < lastcontroltime ? 0 : ud.levelclock - lastcontroltime;
lastcontroltime = ud.levelclock;
return tics;
}
//---------------------------------------------------------------------------
//
// split out for readability
//
//---------------------------------------------------------------------------
static double motoApplyTurn(player_struct* p, ControlInfo* const hidInput, bool const kbdLeft, bool const kbdRight, double const factor)
{
double turnvel = 0;
p->oTiltStatus = p->TiltStatus;
if (p->MotoSpeed == 0 || !p->on_ground)
{
turnheldtime = 0;
lastcontroltime = 0;
if (kbdLeft || hidInput->mouseturnx < 0 || hidInput->dyaw < 0)
{
p->TiltStatus -= factor;
if (p->TiltStatus < -10)
p->TiltStatus = -10;
}
else if (kbdRight || hidInput->mouseturnx > 0 || hidInput->dyaw > 0)
{
p->TiltStatus += factor;
if (p->TiltStatus > 10)
p->TiltStatus = 10;
}
}
else
{
if (kbdLeft || kbdRight || p->moto_drink || hidInput->mouseturnx || hidInput->dyaw)
{
auto const baseVel = (buttonMap.ButtonDown(gamefunc_Move_Backward) || hidInput->dz < 0) && p->MotoSpeed <= 0 ? -VEHICLETURN : VEHICLETURN;
int tics = getticssincelastupdate();
if (kbdLeft || p->moto_drink < 0 || hidInput->mouseturnx < 0 || hidInput->dyaw < 0)
{
turnheldtime += tics;
p->TiltStatus -= factor;
if (p->TiltStatus < -10)
p->TiltStatus = -10;
if (kbdLeft)
turnvel += turnheldtime >= TURBOTURNTIME && p->MotoSpeed > 0 ? -baseVel : -baseVel * (3. / 10.);
if (hidInput->mouseturnx < 0)
turnvel -= sqrt((p->MotoSpeed > 0 ? baseVel : baseVel * (3. / 10.)) * -(hidInput->mouseturnx / factor));
if (hidInput->dyaw < 0)
turnvel += (p->MotoSpeed > 0 ? baseVel : baseVel * (3. / 10.)) * hidInput->dyaw;
}
if (kbdRight || p->moto_drink > 0 || hidInput->mouseturnx > 0 || hidInput->dyaw > 0)
{
turnheldtime += tics;
p->TiltStatus += factor;
if (p->TiltStatus > 10)
p->TiltStatus = 10;
if (kbdRight)
turnvel += turnheldtime >= TURBOTURNTIME && p->MotoSpeed > 0 ? baseVel : baseVel * (3. / 10.);
if (hidInput->mouseturnx > 0)
turnvel += sqrt((p->MotoSpeed > 0 ? baseVel : baseVel * (3. / 10.)) * (hidInput->mouseturnx / factor));
if (hidInput->dyaw > 0)
turnvel += (p->MotoSpeed > 0 ? baseVel : baseVel * (3. / 10.)) * hidInput->dyaw;
}
}
else
{
turnheldtime = 0;
lastcontroltime = 0;
if (p->TiltStatus > 0)
p->TiltStatus -= factor;
else if (p->TiltStatus < 0)
p->TiltStatus += factor;
}
}
if (fabs(p->TiltStatus) < factor)
p->TiltStatus = 0;
return turnvel * factor;
}
//---------------------------------------------------------------------------
//
// same for the boat
//
//---------------------------------------------------------------------------
static double boatApplyTurn(player_struct *p, ControlInfo* const hidInput, bool const kbdLeft, bool const kbdRight, double const factor)
{
double turnvel = 0;
p->oTiltStatus = p->TiltStatus;
if (p->MotoSpeed)
{
if (kbdLeft || kbdRight || p->moto_drink || hidInput->mouseturnx || hidInput->dyaw)
{
double const velScale = 6. / 19.;
auto const baseVel = !p->NotOnWater ? VEHICLETURN : VEHICLETURN * velScale;
int tics = getticssincelastupdate();
if (kbdLeft || p->moto_drink < 0 || hidInput->mouseturnx < 0 || hidInput->dyaw < 0)
{
turnheldtime += tics;
if (!p->NotOnWater)
{
p->TiltStatus -= factor;
if (p->TiltStatus < -10)
p->TiltStatus = -10;
}
if (kbdRight)
turnvel -= turnheldtime >= TURBOTURNTIME ? baseVel : baseVel * velScale;
if (hidInput->mouseturnx < 0)
turnvel -= sqrt(baseVel * -(hidInput->mouseturnx / factor));
if (hidInput->dyaw < 0)
turnvel += baseVel * hidInput->dyaw;
}
if (kbdRight || p->moto_drink > 0 || hidInput->mouseturnx > 0 || hidInput->dyaw > 0)
{
turnheldtime += tics;
if (!p->NotOnWater)
{
p->TiltStatus += factor;
if (p->TiltStatus > 10)
p->TiltStatus = 10;
}
if (kbdRight)
turnvel += turnheldtime >= TURBOTURNTIME ? baseVel : baseVel * velScale;
if (hidInput->mouseturnx > 0)
turnvel += sqrt(baseVel * (hidInput->mouseturnx / factor));
if (hidInput->dyaw > 0)
turnvel += baseVel * hidInput->dyaw;
}
}
else if (!p->NotOnWater)
{
turnheldtime = 0;
lastcontroltime = 0;
if (p->TiltStatus > 0)
p->TiltStatus -= factor;
else if (p->TiltStatus < 0)
p->TiltStatus += factor;
}
}
else if (!p->NotOnWater)
{
turnheldtime = 0;
lastcontroltime = 0;
if (p->TiltStatus > 0)
p->TiltStatus -= factor;
else if (p->TiltStatus < 0)
p->TiltStatus += factor;
}
if (fabs(p->TiltStatus) < factor)
p->TiltStatus = 0;
return turnvel * factor;
}
//---------------------------------------------------------------------------
//
// much of this was rewritten from scratch to make the logic easier to follow.
//
//---------------------------------------------------------------------------
static void processVehicleInput(player_struct *p, ControlInfo* const hidInput, InputPacket& input, double const scaleAdjust)
{
bool const kbdLeft = buttonMap.ButtonDown(gamefunc_Turn_Left) || buttonMap.ButtonDown(gamefunc_Strafe_Left);
bool const kbdRight = buttonMap.ButtonDown(gamefunc_Turn_Right) || buttonMap.ButtonDown(gamefunc_Strafe_Right);
p->vehTurnLeft = kbdLeft || hidInput->mouseturnx < 0 || hidInput->dyaw < 0;
p->vehTurnRight = kbdRight || hidInput->mouseturnx > 0 || hidInput->dyaw > 0;
if (p->OnBoat || !p->moto_underwater)
{
p->vehForwardScale = (buttonMap.ButtonDown(gamefunc_Move_Forward) || buttonMap.ButtonDown(gamefunc_Strafe)) + hidInput->dz;
p->vehReverseScale = buttonMap.ButtonDown(gamefunc_Move_Backward) + -hidInput->dz;
if (loc.actions & SB_RUN)
loc.actions |= SB_CROUCH;
}
if (p->OnMotorcycle)
{
input.avel = motoApplyTurn(p, hidInput, kbdLeft, kbdRight, scaleAdjust);
if (p->moto_underwater) p->MotoSpeed = 0;
}
else
{
input.avel = boatApplyTurn(p, hidInput, kbdLeft, kbdRight, scaleAdjust);
}
input.fvel = xs_CRoundToInt(p->MotoSpeed);
input.avel *= (45. / 256.);
loc.avel += input.avel;
}
//---------------------------------------------------------------------------
//
// finalizes the input and passes it to the global input buffer
//
//---------------------------------------------------------------------------
static void FinalizeInput(int playerNum, InputPacket& input, bool vehicle)
{
auto p = &ps[playerNum];
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bool blocked = movementBlocked(playerNum) || p->GetActor()->s.extra <= 0 || (p->dead_flag && !ud.god);
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if (blocked && ps[playerNum].newOwner == nullptr)
{
// neutralize all movement when blocked or in automap follow mode
loc.fvel = loc.svel = 0;
loc.avel = loc.horz = 0;
input.avel = input.horz = 0;
}
else
{
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if (p->on_crane == nullptr)
{
if (!vehicle)
{
loc.fvel = clamp(loc.fvel + input.fvel, -MAXVEL, MAXVEL);
loc.svel = clamp(loc.svel + input.svel, -MAXSVEL, MAXSVEL);
}
else
loc.fvel = clamp(input.fvel, -(MAXVELMOTO >> 3), MAXVELMOTO);
}
else
{
loc.fvel = input.fvel = 0;
loc.svel = input.svel = 0;
}
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if (p->on_crane == nullptr && p->newOwner == nullptr)
{
// input.avel already added to loc in processMovement()
loc.avel = clamp(loc.avel, -MAXANGVEL, MAXANGVEL);
if (!cl_syncinput && input.avel)
{
p->angle.spin = bamlook(0);
}
}
else
{
loc.avel = input.avel = 0;
}
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if (p->newOwner == nullptr && !(p->sync.actions & SB_CENTERVIEW))
{
// input.horz already added to loc in processMovement()
loc.horz = clamp(loc.horz, -MAXHORIZVEL, MAXHORIZVEL);
}
else
{
loc.horz = input.horz = 0;
}
}
}
//---------------------------------------------------------------------------
//
// External entry point
//
//---------------------------------------------------------------------------
void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
{
if (paused)
{
loc = {};
return;
}
auto const p = &ps[myconnectindex];
if (numplayers == 1)
{
setlocalplayerinput(p);
}
double const scaleAdjust = InputScale();
InputPacket input{};
if (isRRRA() && (p->OnMotorcycle || p->OnBoat))
{
p->crouch_toggle = 0;
processInputBits(p, hidInput);
processVehicleInput(p, hidInput, input, scaleAdjust);
FinalizeInput(myconnectindex, input, true);
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if (!cl_syncinput && p->GetActor()->s.extra > 0)
{
apply_seasick(p, scaleAdjust);
}
}
else
{
processInputBits(p, hidInput);
processMovement(&input, &loc, hidInput, scaleAdjust, p->drink_amt);
checkCrouchToggle(p);
FinalizeInput(myconnectindex, input, false);
}
if (!cl_syncinput)
{
if (p->GetActor()->s.extra > 0)
{
// Do these in the same order as the old code.
calcviewpitch(p, scaleAdjust);
processavel(p, &input.avel);
applylook(&p->angle, input.avel, &p->sync.actions, scaleAdjust, p->crouch_toggle || p->sync.actions & SB_CROUCH);
sethorizon(&p->horizon.horiz, input.horz, &p->sync.actions, scaleAdjust);
}
p->angle.processhelpers(scaleAdjust);
p->horizon.processhelpers(scaleAdjust);
}
if (packet)
{
auto const pPlayer = &ps[myconnectindex];
auto const ang = pPlayer->angle.ang.asbuild();
*packet = loc;
auto fvel = loc.fvel;
auto svel = loc.svel;
packet->fvel = mulscale9(fvel, sintable[(ang + 2560) & 2047]) +
mulscale9(svel, sintable[(ang + 2048) & 2047]) +
pPlayer->fric.x;
packet->svel = mulscale9(fvel, sintable[(ang + 2048) & 2047]) +
mulscale9(svel, sintable[(ang + 1536) & 2047]) +
pPlayer->fric.y;
loc = {};
}
}
//---------------------------------------------------------------------------
//
// This is called from InputState::ClearAllInput and resets all static state being used here.
//
//---------------------------------------------------------------------------
void GameInterface::clearlocalinputstate()
{
loc = {};
turnheldtime = 0;
lastcontroltime = 0;
}
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END_DUKE_NS