raze/source/sw/src/input.cpp

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//-------------------------------------------------------------------------
/*
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 "razemenu.h"
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BEGIN_SW_NS
void DoPlayerHorizon(PLAYERp pp, float const horz, double const scaleAdjust);
void DoPlayerTurn(PLAYERp pp, float const avel, double const scaleAdjust);
void DoPlayerTurnVehicle(PLAYERp pp, float avel, int z, int floor_dist);
void DoPlayerTurnTurret(PLAYERp pp, float avel);
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static InputPacket loc;
static int32_t turnheldtime;
void
InitNetVars(void)
{
loc = {};
}
void
InitTimingVars(void)
{
PlayClock = 0;
randomseed = 17L;
MoveSkip8 = 2;
MoveSkip2 = 0;
MoveSkip4 = 1; // start slightly offset so these
}
#if 0
enum
{
TURBOTURNTIME = (120 / 8),
NORMALTURN = (12 + 6),
RUNTURN = (28),
PREAMBLETURN = 3,
NORMALKEYMOVE = 35,
MAXFVEL = ((NORMALKEYMOVE * 2) + 10),
MAXSVEL = ((NORMALKEYMOVE * 2) + 10),
MAXANGVEL = 100,
MAXHORIZVEL = 128
};
#endif
//---------------------------------------------------------------------------
//
// handles the input bits
//
//---------------------------------------------------------------------------
static void processInputBits(PLAYERp const pp, ControlInfo* const hidInput)
{
ApplyGlobalInput(loc, hidInput);
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 (!(loc.actions & SB_AIMMODE))
SET(Player[myconnectindex].Flags, PF_MOUSE_AIMING_ON);
else
RESET(Player[myconnectindex].Flags, PF_MOUSE_AIMING_ON);
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if (Autoaim(myconnectindex))
SET(Player[myconnectindex].Flags, PF_AUTO_AIM);
else
RESET(Player[myconnectindex].Flags, PF_AUTO_AIM);
}
}
//---------------------------------------------------------------------------
//
// handles movement
//
//---------------------------------------------------------------------------
static void processWeapon(PLAYERp const pp)
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{
USERp u = User[pp->PlayerSprite];
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int i;
if (loc.getNewWeapon() == WeaponSel_Next)
{
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);
}
else if (loc.getNewWeapon() == WeaponSel_Prev)
{
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);
}
else if (loc.getNewWeapon() == WeaponSel_Alt)
{
USERp u = User[pp->PlayerSprite];
short const which_weapon = u->WeaponNum + 1;
loc.setNewWeapon(which_weapon);
}
}
void GameInterface::GetInput(InputPacket *packet, ControlInfo* const hidInput)
{
if (paused || M_Active())
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{
loc = {};
return;
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}
double const scaleAdjust = InputScale();
InputPacket input {};
PLAYERp pp = &Player[myconnectindex];
processInputBits(pp, hidInput);
processMovement(&input, &loc, hidInput, scaleAdjust, 0, !pp->sop, pp->sop_control ? 3. / 1.40625 : 1.);
processWeapon(pp);
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if (!SyncInput())
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{
if (TEST(pp->Flags2, PF2_INPUT_CAN_AIM))
{
DoPlayerHorizon(pp, input.horz, scaleAdjust);
}
if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN_GENERAL))
{
DoPlayerTurn(pp, input.avel, scaleAdjust);
}
if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN_VEHICLE))
{
DoPlayerTurnVehicle(pp, input.avel, pp->posz + Z(10), labs(pp->posz + Z(10) - pp->sop->floor_loz));
}
if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN_TURRET))
{
DoPlayerTurnTurret(pp, input.avel);
}
pp->angle.processhelpers(scaleAdjust);
pp->horizon.processhelpers(scaleAdjust);
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}
if (packet)
{
auto const cos = pp->angle.ang.bcos();
auto const sin = pp->angle.ang.bsin();
*packet = loc;
packet->fvel = mulscale9(loc.fvel, cos) + mulscale9(loc.svel, sin);
packet->svel = mulscale9(loc.fvel, sin) - mulscale9(loc.svel, cos);
loc = {};
}
}
//---------------------------------------------------------------------------
//
// This is called from InputState::ClearAllInput and resets all static state being used here.
//
//---------------------------------------------------------------------------
void GameInterface::clearlocalinputstate()
{
loc = {};
turnheldtime = 0;
}
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END_SW_NS