raze/source/blood/src/controls.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
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.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
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#include "compat.h"
#include "mmulti.h"
#include "gamecontrol.h"
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#include "common_game.h"
#include "blood.h"
#include "controls.h"
#include "globals.h"
#include "levels.h"
#include "map2d.h"
#include "view.h"
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#include "d_event.h"
#include "gamestate.h"
#include "sound.h"
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BEGIN_BLD_NS
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InputPacket gInput, gNetInput;
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bool bSilentAim = false;
int iTurnCount = 0;
void ctrlInit(void)
{
}
void ctrlTerm(void)
{
}
int32_t mouseyaxismode = -1;
int32_t GetTime(void)
{
return gameclock;
}
fix16_t gViewLook, gViewAngle;
float gViewAngleAdjust;
float gViewLookAdjust;
int gViewLookRecenter;
void LocalKeys(void)
{
if (buttonMap.ButtonDown(gamefunc_Third_Person_View))
{
buttonMap.ClearButton(gamefunc_Third_Person_View);
if (gViewPos > VIEWPOS_0)
gViewPos = VIEWPOS_0;
else
gViewPos = VIEWPOS_1;
}
if (buttonMap.ButtonDown(gamefunc_See_Coop_View))
{
buttonMap.ClearButton(gamefunc_See_Coop_View);
if (gGameOptions.nGameType == 1)
{
gViewIndex = connectpoint2[gViewIndex];
if (gViewIndex == -1)
gViewIndex = connecthead;
gView = &gPlayer[gViewIndex];
}
else if (gGameOptions.nGameType == 3)
{
int oldViewIndex = gViewIndex;
do
{
gViewIndex = connectpoint2[gViewIndex];
if (gViewIndex == -1)
gViewIndex = connecthead;
if (oldViewIndex == gViewIndex || gMe->teamId == gPlayer[gViewIndex].teamId)
break;
} while (oldViewIndex != gViewIndex);
gView = &gPlayer[gViewIndex];
}
}
}
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void ctrlGetInput(void)
{
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int prevPauseState = paused;
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ControlInfo info;
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static double lastInputTicks;
auto const currentHiTicks = I_msTimeF();
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double const elapsedInputTicks = currentHiTicks - lastInputTicks;
lastInputTicks = currentHiTicks;
auto scaleAdjustmentToInterval = [=](double x) { return x * kTicsPerSec / (1000.0 / elapsedInputTicks); };
if (gamestate != GS_LEVEL || System_WantGuiCapture())
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{
gInput = {};
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CONTROL_GetInput(&info);
return;
}
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if (paused)
return;
InputPacket input = {};
bool mouseaim = in_mousemode || buttonMap.ButtonDown(gamefunc_Mouse_Aiming);
if (!mouseaim) gInput.actions |= SB_CENTERVIEW;
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if (numplayers == 1)
{
gProfile[myconnectindex].nAutoAim = cl_autoaim;
gProfile[myconnectindex].nWeaponSwitch = cl_weaponswitch;
}
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CONTROL_GetInput(&info);
ApplyGlobalInput(gInput, &info);
if (buttonMap.ButtonDown(gamefunc_Shrink_Screen))
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{
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if (automapMode != am_off)
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{
gZoom = ClipLow(gZoom - (gZoom >> 4), 64);
gViewMap.nZoom = gZoom;
}
}
if (buttonMap.ButtonDown(gamefunc_Enlarge_Screen))
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{
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if (automapMode != am_off)
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{
gZoom = ClipHigh(gZoom + (gZoom >> 4), 4096);
gViewMap.nZoom = gZoom;
}
}
if (gPlayer[myconnectindex].nextWeapon == 0)
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{
}
if (buttonMap.ButtonDown(gamefunc_Show_Opponents_Weapon))
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{
buttonMap.ClearButton(gamefunc_Show_Opponents_Weapon);
cl_showweapon = (cl_showweapon + 1) & 3;
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}
gInput.syncFlags.lookUp |= buttonMap.ButtonDown(gamefunc_Look_Up);
gInput.syncFlags.lookDown |= buttonMap.ButtonDown(gamefunc_Look_Down);
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if (buttonMap.ButtonDown(gamefunc_Look_Up) || buttonMap.ButtonDown(gamefunc_Look_Down))
gInput.actions |= SB_CENTERVIEW;
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else
{
gInput.syncFlags.lookUp |= buttonMap.ButtonDown(gamefunc_Aim_Up);
gInput.syncFlags.lookDown |= buttonMap.ButtonDown(gamefunc_Aim_Down);
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}
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int const run = !!(gInput.actions & SB_RUN);
int const keyMove = (1 + run) << 10;
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if (gInput.fvel < keyMove && gInput.fvel > -keyMove)
{
if (buttonMap.ButtonDown(gamefunc_Move_Forward))
input.fvel += keyMove;
if (buttonMap.ButtonDown(gamefunc_Move_Backward))
input.fvel -= keyMove;
}
if (gInput.svel < keyMove && gInput.svel > -keyMove)
{
if (buttonMap.ButtonDown(gamefunc_Strafe_Left))
input.svel += keyMove;
if (buttonMap.ButtonDown(gamefunc_Strafe_Right))
input.svel -= keyMove;
}
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char turnLeft = 0, turnRight = 0;
if (buttonMap.ButtonDown(gamefunc_Strafe))
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{
if (gInput.svel < keyMove && gInput.svel > -keyMove)
{
if (buttonMap.ButtonDown(gamefunc_Turn_Left))
input.svel += keyMove;
if (buttonMap.ButtonDown(gamefunc_Turn_Right))
input.svel -= keyMove;
}
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}
else
{
if (buttonMap.ButtonDown(gamefunc_Turn_Left))
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turnLeft = 1;
if (buttonMap.ButtonDown(gamefunc_Turn_Right))
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turnRight = 1;
}
static int32_t turnHeldTime;
static int32_t lastInputClock; // MED
int32_t const elapsedTics = gameclock - lastInputClock;
// Blood's q16mlook scaling is different from the other games, therefore use the below constant to attenuate
// the speed to match the other games.
float const mlookScale = 3.25f;
lastInputClock = gameclock;
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if (turnLeft || turnRight)
turnHeldTime += elapsedTics;
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else
turnHeldTime = 0;
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if (turnLeft)
input.q16avel = fix16_ssub(input.q16avel, fix16_from_dbl(scaleAdjustmentToInterval(ClipHigh(12 * turnHeldTime, gTurnSpeed)>>2)));
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if (turnRight)
input.q16avel = fix16_sadd(input.q16avel, fix16_from_dbl(scaleAdjustmentToInterval(ClipHigh(12 * turnHeldTime, gTurnSpeed)>>2)));
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if (run && turnHeldTime > 24)
input.q16avel <<= 1;
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if (buttonMap.ButtonDown(gamefunc_Strafe))
{
input.svel -= info.mousex * 32.f;
input.svel -= scaleAdjustmentToInterval(info.dyaw * keyMove);
}
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else
{
input.q16avel = fix16_sadd(input.q16avel, fix16_from_float(info.mousex));
input.q16avel = fix16_sadd(input.q16avel, fix16_from_dbl(scaleAdjustmentToInterval(info.dyaw)));
}
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input.svel -= scaleAdjustmentToInterval(info.dx * keyMove);
input.fvel -= scaleAdjustmentToInterval(info.dz * keyMove);
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if (mouseaim)
input.q16horz = fix16_sadd(input.q16horz, fix16_from_float(info.mousey / mlookScale));
else
input.fvel -= info.mousey * 64.f;
if (!in_mouseflip)
input.q16horz = -input.q16horz;
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input.q16horz = fix16_ssub(input.q16horz, fix16_from_dbl(scaleAdjustmentToInterval(info.dpitch / mlookScale)));
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if (!automapFollow && automapMode != am_off)
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{
gViewMap.turn += input.q16avel<<2;
gViewMap.forward += input.fvel;
gViewMap.strafe += input.svel;
input.q16avel = 0;
input.fvel = 0;
input.svel = 0;
}
gInput.fvel = clamp(gInput.fvel + input.fvel, -2048, 2048);
gInput.svel = clamp(gInput.svel + input.svel, -2048, 2048);
gInput.q16avel = fix16_sadd(gInput.q16avel, input.q16avel);
gInput.q16horz = fix16_clamp(fix16_sadd(gInput.q16horz, input.q16horz), fix16_from_int(-127)>>2, fix16_from_int(127)>>2);
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if (gMe && gMe->pXSprite->health != 0 && !paused)
{
int upAngle = 289;
int downAngle = -347;
double lookStepUp = 4.0*upAngle/60.0;
double lookStepDown = -4.0*downAngle/60.0;
gViewAngle = (gViewAngle + input.q16avel + fix16_from_dbl(scaleAdjustmentToInterval(gViewAngleAdjust))) & 0x7ffffff;
if (gViewLookRecenter)
{
if (gViewLook < 0)
gViewLook = fix16_min(gViewLook+fix16_from_dbl(scaleAdjustmentToInterval(lookStepDown)), fix16_from_int(0));
if (gViewLook > 0)
gViewLook = fix16_max(gViewLook-fix16_from_dbl(scaleAdjustmentToInterval(lookStepUp)), fix16_from_int(0));
}
else
{
gViewLook = fix16_clamp(gViewLook+fix16_from_dbl(scaleAdjustmentToInterval(gViewLookAdjust)), fix16_from_int(downAngle), fix16_from_int(upAngle));
}
gViewLook = fix16_clamp(gViewLook+(input.q16horz << 3), fix16_from_int(downAngle), fix16_from_int(upAngle));
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}
}
END_BLD_NS