raze/source/exhumed/src/input.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 sirlemonhead, Nuke.YKT
This file is part of PCExhumed.
PCExhumed 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"
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#include "ps_input.h"
#include "engine.h"
#include "exhumed.h"
#include "player.h"
#include "aistuff.h"
#include "status.h"
#include "view.h"
#include "gamecontrol.h"
#include <string.h>
#include "v_video.h"
BEGIN_PS_NS
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extern short bPlayerPan;
extern short bLockPan;
short nInputStack = 0;
short bStackNode[kMaxPlayers];
short nTypeStack[kMaxPlayers];
PlayerInput sPlayerInput[kMaxPlayers];
int *pStackPtr;
// (nInputStack * 32) - 11;
void PushInput(PlayerInput *pInput, int edx)
{
if (!bStackNode[edx])
{
// memcpy(sInputStack[nInputStack], pInput,
}
}
int PopInput()
{
if (!nInputStack)
return -1;
nInputStack--;
// TEMP
return 0;
}
void InitInput()
{
memset(nTypeStack, 0, sizeof(nTypeStack));
nInputStack = 0;
memset(bStackNode, 0, sizeof(bStackNode));
// pStackPtr = &sInputStack;
}
void ClearSpaceBar(short nPlayer)
{
sPlayerInput[nPlayer].actions &= SB_OPEN;
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buttonMap.ClearButton(gamefunc_Open);
}
void BackupInput()
{
}
void SendInput()
{
}
void CheckKeys2()
{
if (PlayerList[nLocalPlayer].nHealth <= 0)
{
SetAirFrame();
}
}
static void PlayerInterruptKeys(bool after, ControlInfo* const hidInput)
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{
static double lastInputTicks;
auto const currentHiTicks = I_msTimeF();
double const elapsedInputTicks = currentHiTicks - lastInputTicks;
lastInputTicks = currentHiTicks;
auto scaleAdjustmentToInterval = [=](double x) { return x * (120 / 4) / (1000.0 / elapsedInputTicks); };
if (paused)
return;
InputPacket tempinput{};
fixed_t input_angle = 0;
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if (!after)
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{
localInput = {};
ApplyGlobalInput(localInput, hidInput);
if (PlayerList[nLocalPlayer].nHealth == 0) localInput.actions &= SB_OPEN;
}
if (PlayerList[nLocalPlayer].nHealth == 0)
{
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lPlayerYVel = 0;
lPlayerXVel = 0;
nPlayerDAng = 0;
return;
}
// JBF: Run key behaviour is selectable
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int const playerRunning = !!(localInput.actions & SB_RUN);
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int const turnAmount = playerRunning ? 12 : 8;
int const keyMove = playerRunning ? 12 : 6;
if (buttonMap.ButtonDown(gamefunc_Strafe))
{
tempinput.svel -= hidInput->mousex * 4.f;
tempinput.svel -= hidInput->dyaw * keyMove;
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}
else
{
input_angle += FloatToFixed(hidInput->mousex + scaleAdjustmentToInterval(hidInput->dyaw));
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}
bool mouseaim = !(localInput.actions & SB_AIMMODE);
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if (mouseaim)
tempinput.q16horz += FloatToFixed(hidInput->mousey);
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else
tempinput.fvel -= hidInput->mousey * 8.f;
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if (!in_mouseflip) tempinput.q16horz = -tempinput.q16horz;
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tempinput.q16horz -= FloatToFixed(scaleAdjustmentToInterval(hidInput->dpitch));
tempinput.svel -= hidInput->dx * keyMove;
tempinput.fvel -= hidInput->dz * keyMove;
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if (buttonMap.ButtonDown(gamefunc_Strafe))
{
if (buttonMap.ButtonDown(gamefunc_Turn_Left))
tempinput.svel -= -keyMove;
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if (buttonMap.ButtonDown(gamefunc_Turn_Right))
tempinput.svel -= keyMove;
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}
else
{
static int turn = 0;
static int counter = 0;
// normal, non strafing movement
if (buttonMap.ButtonDown(gamefunc_Turn_Left))
{
turn -= 2;
if (turn < -turnAmount)
turn = -turnAmount;
}
else if (buttonMap.ButtonDown(gamefunc_Turn_Right))
{
turn += 2;
if (turn > turnAmount)
turn = turnAmount;
}
if (turn < 0)
{
turn++;
if (turn > 0)
turn = 0;
}
if (turn > 0)
{
turn--;
if (turn < 0)
turn = 0;
}
//if ((counter++) % 4 == 0) // what was this for???
input_angle += FloatToFixed(scaleAdjustmentToInterval(turn * 2));
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}
if (buttonMap.ButtonDown(gamefunc_Strafe_Left))
tempinput.svel += keyMove;
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if (buttonMap.ButtonDown(gamefunc_Strafe_Right))
tempinput.svel += -keyMove;
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if (buttonMap.ButtonDown(gamefunc_Move_Forward))
tempinput.fvel += keyMove;
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if (buttonMap.ButtonDown(gamefunc_Move_Backward))
tempinput.fvel += -keyMove;
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localInput.fvel = clamp(localInput.fvel + tempinput.fvel, -12, 12);
localInput.svel = clamp(localInput.svel + tempinput.svel, -12, 12);
localInput.q16avel += input_angle;
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if (!nFreeze)
{
PlayerList[nLocalPlayer].q16angle = (PlayerList[nLocalPlayer].q16angle + input_angle) & 0x7FFFFFF;
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// A horiz diff of 128 equal 45 degrees,
// so we convert horiz to 1024 angle units
float const horizAngle = clamp(atan2f(PlayerList[nLocalPlayer].q16horiz - IntToFixed(92), IntToFixed(128)) * (512.f / fPI) + FixedToFloat(tempinput.q16horz), -255.f, 255.f);
auto newq16horiz = IntToFixed(92) + xs_CRoundToInt(IntToFixed(128) * tanf(horizAngle * (fPI / 512.f)));
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if (PlayerList[nLocalPlayer].q16horiz != newq16horiz)
{
bLockPan = true;
PlayerList[nLocalPlayer].q16horiz = newq16horiz;
nDestVertPan[nLocalPlayer] = PlayerList[nLocalPlayer].q16horiz;
}
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// Look/aim up/down functions.
if (localInput.actions & (SB_LOOK_UP|SB_AIM_UP))
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{
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bLockPan |= (localInput.actions & SB_LOOK_UP);
if (PlayerList[nLocalPlayer].q16horiz < IntToFixed(180)) {
PlayerList[nLocalPlayer].q16horiz += FloatToFixed(scaleAdjustmentToInterval(4));
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}
bPlayerPan = true;
nDestVertPan[nLocalPlayer] = PlayerList[nLocalPlayer].q16horiz;
}
else if (localInput.actions & (SB_LOOK_DOWN|SB_AIM_DOWN))
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{
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bLockPan |= (localInput.actions & SB_LOOK_DOWN);
if (PlayerList[nLocalPlayer].q16horiz > IntToFixed(4)) {
PlayerList[nLocalPlayer].q16horiz -= FloatToFixed(scaleAdjustmentToInterval(4));
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}
bPlayerPan = true;
nDestVertPan[nLocalPlayer] = PlayerList[nLocalPlayer].q16horiz;
}
}
// loc_1C048:
if (totalvel[nLocalPlayer] > 20) {
bPlayerPan = false;
}
if (nFreeze) return;
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// loc_1C05E
fixed_t dVertPan = nDestVertPan[nLocalPlayer] - PlayerList[nLocalPlayer].q16horiz;
if (dVertPan != 0 && !bLockPan)
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{
int val = dVertPan / 4;
if (abs(val) >= 4)
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{
if (val >= 4)
PlayerList[nLocalPlayer].q16horiz += IntToFixed(4);
else if (val <= -4)
PlayerList[nLocalPlayer].q16horiz -= IntToFixed(4);
}
else if (abs(dVertPan) >= FRACUNIT)
PlayerList[nLocalPlayer].q16horiz += dVertPan / 2.0f;
else
{
if (mouseaim) bLockPan = true;
PlayerList[nLocalPlayer].q16horiz = nDestVertPan[nLocalPlayer];
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}
}
else bLockPan = mouseaim;
PlayerList[nLocalPlayer].q16horiz = clamp(PlayerList[nLocalPlayer].q16horiz, 0, IntToFixed(184));
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}
void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
{
PlayerInterruptKeys(packet == nullptr, hidInput);
if (packet) *packet = localInput;
}
END_PS_NS