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596 lines
18 KiB
C++
596 lines
18 KiB
C++
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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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SWBOOL MultiPlayQuitFlag = FALSE;
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int WeaponToSend = 0;
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int BitsToSend = 0;
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int inv_hotkey = 0;
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void
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FunctionKeys(PLAYERp pp)
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{
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static int rts_delay = 0;
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int fn_key = 0;
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rts_delay++;
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if (inputState.GetKeyStatus(sc_F1)) { fn_key = 1; }
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if (inputState.GetKeyStatus(sc_F2)) { fn_key = 2; }
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if (inputState.GetKeyStatus(sc_F3)) { fn_key = 3; }
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if (inputState.GetKeyStatus(sc_F4)) { fn_key = 4; }
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if (inputState.GetKeyStatus(sc_F5)) { fn_key = 5; }
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if (inputState.GetKeyStatus(sc_F6)) { fn_key = 6; }
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if (inputState.GetKeyStatus(sc_F7)) { fn_key = 7; }
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if (inputState.GetKeyStatus(sc_F8)) { fn_key = 8; }
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if (inputState.GetKeyStatus(sc_F9)) { fn_key = 9; }
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if (inputState.GetKeyStatus(sc_F10)) { fn_key = 10; }
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if (inputState.AltPressed())
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{
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if (rts_delay > 16 && fn_key && !adult_lockout)
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{
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inputState.ClearKeyStatus(sc_F1 + fn_key - 1);
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rts_delay = 0;
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PlaySoundRTS(fn_key);
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}
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return;
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}
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if (inputState.ShiftPressed())
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{
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if (fn_key)
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{
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inputState.ClearKeyStatus(sc_F1 + fn_key - 1);
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}
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return;
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}
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// F7 VIEW control
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if (buttonMap.ButtonDown(gamefunc_Third_Person_View))
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{
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buttonMap.ClearButton(gamefunc_Third_Person_View);
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if (SHIFTS_IS_PRESSED)
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{
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if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
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pp->view_outside_dang = NORM_ANGLE(pp->view_outside_dang + 256);
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}
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else
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{
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if (TEST(pp->Flags, PF_VIEW_FROM_OUTSIDE))
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{
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RESET(pp->Flags, PF_VIEW_FROM_OUTSIDE);
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}
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else
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{
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SET(pp->Flags, PF_VIEW_FROM_OUTSIDE);
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pp->camera_dist = 0;
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}
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}
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}
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}
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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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void DoPlayerTurn(PLAYERp pp, fix16_t *pq16ang, fix16_t q16angvel);
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void DoPlayerHorizon(PLAYERp pp, fix16_t *pq16horiz, fix16_t q16aimvel);
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void
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getinput(SW_PACKET *loc, SWBOOL tied)
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{
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int i;
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PLAYERp pp = Player + myconnectindex;
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PLAYERp newpp = Player + myconnectindex;
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#define TURBOTURNTIME (120/8)
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#define NORMALTURN (12+6)
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#define RUNTURN (28)
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#define PREAMBLETURN 3
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#define NORMALKEYMOVE 35
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#define MAXVEL ((NORMALKEYMOVE*2)+10)
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#define MAXSVEL ((NORMALKEYMOVE*2)+10)
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#define MAXANGVEL 100
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#define MAXHORIZVEL 128
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#define SET_LOC_KEY(loc, sync_num, key_test) SET(loc, ((!!(key_test)) << (sync_num)))
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static int32_t turnheldtime;
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int32_t momx, momy;
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extern SWBOOL MenuButtonAutoAim;
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if (Prediction && CommEnabled)
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{
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newpp = ppp;
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}
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static double lastInputTicks;
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auto const currentHiTicks = timerGetHiTicks();
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elapsedInputTicks = currentHiTicks - lastInputTicks;
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lastInputTicks = currentHiTicks;
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// MAKE SURE THIS WILL GET SET
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SET_LOC_KEY(loc->bits, SK_QUIT_GAME, MultiPlayQuitFlag);
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bool mouseaim = in_mousemode || buttonMap.ButtonDown(gamefunc_Mouse_Aiming);
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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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ControlInfo info;
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CONTROL_GetInput(&info);
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if (paused)
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return;
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// MAP KEY
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if (buttonMap.ButtonDown(gamefunc_Map))
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{
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buttonMap.ClearButton(gamefunc_Map);
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// Init follow coords
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Follow_posx = pp->posx;
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Follow_posy = pp->posy;
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if (dimensionmode == 3)
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dimensionmode = 5;
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else if (dimensionmode == 5)
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dimensionmode = 6;
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else
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{
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dimensionmode = 3;
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ScrollMode2D = FALSE;
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}
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}
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// Toggle follow map mode on/off
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if (dimensionmode == 5 || dimensionmode == 6)
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{
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if (buttonMap.ButtonDown(gamefunc_Map_Follow_Mode))
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{
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buttonMap.ClearButton(gamefunc_Map_Follow_Mode);
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ScrollMode2D = !ScrollMode2D;
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Follow_posx = pp->posx;
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Follow_posy = pp->posy;
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}
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}
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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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// Note: ScrollMode2D = Follow mode, so this get called only during follow mode
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if (!tied && ScrollMode2D && pp == Player + myconnectindex && !Prediction)
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MoveScrollMode2D(Player + myconnectindex);
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// !JIM! Added M_Active() so that you don't move at all while using menus
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if (M_Active() || ScrollMode2D || InputMode)
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return;
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SET_LOC_KEY(loc->bits, SK_SPACE_BAR, buttonMap.ButtonDown(gamefunc_Open));
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int const running = G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run));
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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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if (running)
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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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if (tied)
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keymove = 0;
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int32_t svel = 0, vel = 0;
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fix16_t q16aimvel = 0, q16angvel = 0;
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if (buttonMap.ButtonDown(gamefunc_Strafe) && !pp->sop)
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{
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svel -= (info.mousex * ticrateScale) * 4.f;
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svel -= info.dyaw * keymove;
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}
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else
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{
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q16angvel = fix16_sadd(q16angvel, fix16_from_float(info.mousex / angvelScale));
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q16angvel = fix16_sadd(q16angvel, fix16_from_dbl(scaleAdjustmentToInterval((info.dyaw * ticrateScale) / angvelScale)));
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}
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if (mouseaim)
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q16aimvel = fix16_ssub(q16aimvel, fix16_from_float(info.mousey / aimvelScale));
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else
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vel -= (info.mousey * ticrateScale) * 8.f;
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if (in_mouseflip)
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q16aimvel = -q16aimvel;
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q16aimvel -= fix16_from_dbl(scaleAdjustmentToInterval((info.dpitch * ticrateScale) / aimvelScale));
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svel -= info.dx * keymove;
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vel -= info.dz * keymove;
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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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if (PedanticMode)
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{
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if (turnheldtime >= TURBOTURNTIME)
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q16angvel -= fix16_from_int(turnamount);
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else
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q16angvel -= fix16_from_int(PREAMBLETURN);
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}
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else
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q16angvel = fix16_ssub(q16angvel, fix16_from_float(scaleAdjustmentToInterval((turnheldtime >= TURBOTURNTIME) ? turnamount : PREAMBLETURN)));
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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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if (PedanticMode)
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{
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if (turnheldtime >= TURBOTURNTIME)
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q16angvel += fix16_from_int(turnamount);
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else
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q16angvel += fix16_from_int(PREAMBLETURN);
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}
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else
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q16angvel = fix16_sadd(q16angvel, fix16_from_float(scaleAdjustmentToInterval((turnheldtime >= TURBOTURNTIME) ? turnamount : PREAMBLETURN)));
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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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q16angvel = fix16_clamp(q16angvel, -fix16_from_int(MAXANGVEL), fix16_from_int(MAXANGVEL));
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q16aimvel = fix16_clamp(q16aimvel, -fix16_from_int(MAXHORIZVEL), fix16_from_int(MAXHORIZVEL));
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void DoPlayerTeleportPause(PLAYERp pp);
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if (PedanticMode)
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{
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q16angvel = fix16_floor(q16angvel);
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q16aimvel = fix16_floor(q16aimvel);
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}
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else
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{
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fix16_t prevcamq16ang = pp->camq16ang, prevcamq16horiz = pp->camq16horiz;
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if (TEST(pp->Flags2, PF2_INPUT_CAN_TURN))
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DoPlayerTurn(pp, &pp->camq16ang, q16angvel);
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if (TEST(pp->Flags2, PF2_INPUT_CAN_AIM))
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DoPlayerHorizon(pp, &pp->camq16horiz, q16aimvel);
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pp->oq16ang += pp->camq16ang - prevcamq16ang;
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pp->oq16horiz += pp->camq16horiz - prevcamq16horiz;
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}
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loc->vel += vel;
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loc->svel += svel;
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if (!tied)
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{
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vel = clamp(loc->vel, -MAXVEL, MAXVEL);
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svel = clamp(loc->svel, -MAXSVEL, MAXSVEL);
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momx = mulscale9(vel, sintable[NORM_ANGLE(fix16_to_int(newpp->q16ang) + 512)]);
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momy = mulscale9(vel, sintable[NORM_ANGLE(fix16_to_int(newpp->q16ang))]);
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momx += mulscale9(svel, sintable[NORM_ANGLE(fix16_to_int(newpp->q16ang))]);
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momy += mulscale9(svel, sintable[NORM_ANGLE(fix16_to_int(newpp->q16ang) + 1536)]);
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loc->vel = momx;
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loc->svel = momy;
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}
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loc->q16angvel += q16angvel;
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loc->q16aimvel += q16aimvel;
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if (!CommEnabled)
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{
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// What a mess...:?
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#if 0
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if (MenuButtonAutoAim)
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{
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MenuButtonAutoAim = FALSE;
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if ((!!TEST(pp->Flags, PF_AUTO_AIM)) != !!cl_autoaim)
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SET_LOC_KEY(loc->bits, SK_AUTO_AIM, TRUE);
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}
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#endif
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}
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else if (inputState.GetKeyStatus(sc_Pause))
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{
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SET_LOC_KEY(loc->bits, SK_PAUSE, true);
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inputState.ClearKeyStatus(sc_Pause);
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}
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SET_LOC_KEY(loc->bits, SK_RUN, buttonMap.ButtonDown(gamefunc_Run));
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SET_LOC_KEY(loc->bits, SK_SHOOT, buttonMap.ButtonDown(gamefunc_Fire));
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// actually snap
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SET_LOC_KEY(loc->bits, SK_SNAP_UP, buttonMap.ButtonDown(gamefunc_Aim_Up));
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SET_LOC_KEY(loc->bits, SK_SNAP_DOWN, buttonMap.ButtonDown(gamefunc_Aim_Down));
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// actually just look
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SET_LOC_KEY(loc->bits, SK_LOOK_UP, buttonMap.ButtonDown(gamefunc_Look_Up));
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SET_LOC_KEY(loc->bits, SK_LOOK_DOWN, buttonMap.ButtonDown(gamefunc_Look_Down));
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if (WeaponToSend > 0)
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{
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loc->bits &= ~SK_WEAPON_MASK;
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loc->bits |= WeaponToSend;
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WeaponToSend = 0;
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}
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else if (WeaponToSend == -1)
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{
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USERp u = User[pp->PlayerSprite];
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||
|
short next_weapon = u->WeaponNum + 1;
|
||
|
short start_weapon;
|
||
|
|
||
|
WeaponToSend = 0;
|
||
|
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;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SET(loc->bits, next_weapon + 1);
|
||
|
}
|
||
|
else if (WeaponToSend == -2)
|
||
|
{
|
||
|
USERp u = User[pp->PlayerSprite];
|
||
|
short prev_weapon = u->WeaponNum - 1;
|
||
|
short start_weapon;
|
||
|
|
||
|
WeaponToSend = 0;
|
||
|
|
||
|
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;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SET(loc->bits, prev_weapon + 1);
|
||
|
}
|
||
|
|
||
|
if (buttonMap.ButtonDown(gamefunc_Alt_Weapon))
|
||
|
{
|
||
|
buttonMap.ClearButton(gamefunc_Alt_Weapon);
|
||
|
USERp u = User[pp->PlayerSprite];
|
||
|
short const which_weapon = u->WeaponNum + 1;
|
||
|
SET(loc->bits, which_weapon);
|
||
|
}
|
||
|
|
||
|
|
||
|
loc->bits |= BitsToSend;
|
||
|
BitsToSend = 0;
|
||
|
|
||
|
SET(loc->bits, inv_hotkey<<SK_INV_HOTKEY_BIT0);
|
||
|
inv_hotkey = 0;
|
||
|
|
||
|
SET_LOC_KEY(loc->bits, SK_OPERATE, buttonMap.ButtonDown(gamefunc_Open));
|
||
|
SET_LOC_KEY(loc->bits, SK_JUMP, buttonMap.ButtonDown(gamefunc_Jump));
|
||
|
SET_LOC_KEY(loc->bits, SK_CRAWL, buttonMap.ButtonDown(gamefunc_Crouch));
|
||
|
|
||
|
// need BUTTON
|
||
|
SET_LOC_KEY(loc->bits, SK_CRAWL_LOCK, buttonMap.ButtonDown(gamefunc_Toggle_Crouch));
|
||
|
|
||
|
if (gNet.MultiGameType == MULTI_GAME_COOPERATIVE)
|
||
|
{
|
||
|
if (buttonMap.ButtonDown(gamefunc_See_Coop_View))
|
||
|
{
|
||
|
buttonMap.ClearButton(gamefunc_See_Coop_View);
|
||
|
|
||
|
screenpeek = connectpoint2[screenpeek];
|
||
|
|
||
|
if (screenpeek < 0)
|
||
|
screenpeek = connecthead;
|
||
|
|
||
|
if (dimensionmode != 2 && screenpeek == myconnectindex)
|
||
|
{
|
||
|
// JBF: figure out what's going on here
|
||
|
DoPlayerDivePalette(pp); // Check Dive again
|
||
|
DoPlayerNightVisionPalette(pp); // Check Night Vision again
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
PLAYERp tp = Player+screenpeek;
|
||
|
DoPlayerDivePalette(tp);
|
||
|
DoPlayerNightVisionPalette(tp);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (!tied)
|
||
|
FunctionKeys(pp);
|
||
|
}
|
||
|
|
||
|
|
||
|
//---------------------------------------------------------------------------
|
||
|
//
|
||
|
// CCMD based input. The basics are from Randi's ZDuke but this uses dynamic
|
||
|
// registration to only have the commands active when this game module runs.
|
||
|
//
|
||
|
//---------------------------------------------------------------------------
|
||
|
|
||
|
static int ccmd_slot(CCmdFuncPtr parm)
|
||
|
{
|
||
|
if (parm->numparms != 1) return CCMD_SHOWHELP;
|
||
|
|
||
|
auto slot = atoi(parm->parms[0]);
|
||
|
if (slot >= 1 && slot <= 10)
|
||
|
{
|
||
|
WeaponToSend = slot;
|
||
|
return CCMD_OK;
|
||
|
}
|
||
|
return CCMD_SHOWHELP;
|
||
|
}
|
||
|
|
||
|
|
||
|
void registerinputcommands()
|
||
|
{
|
||
|
C_RegisterFunction("slot", "slot <weaponslot>: select a weapon from the given slot (1-10)", ccmd_slot);
|
||
|
C_RegisterFunction("weapprev", nullptr, [](CCmdFuncPtr)->int { WeaponToSend = -2; return CCMD_OK; });
|
||
|
C_RegisterFunction("weapnext", nullptr, [](CCmdFuncPtr)->int { WeaponToSend = -1; return CCMD_OK; });
|
||
|
C_RegisterFunction("pause", nullptr, [](CCmdFuncPtr)->int { BitsToSend |= BIT(SK_PAUSE); return CCMD_OK; });
|
||
|
C_RegisterFunction("smoke_bomb", nullptr, [](CCmdFuncPtr)->int { inv_hotkey = INVENTORY_CLOAK + 1; return CCMD_OK; });
|
||
|
C_RegisterFunction("nightvision", nullptr, [](CCmdFuncPtr)->int { inv_hotkey = INVENTORY_NIGHT_VISION + 1; return CCMD_OK; });
|
||
|
C_RegisterFunction("medkit", nullptr, [](CCmdFuncPtr)->int { inv_hotkey = INVENTORY_MEDKIT + 1; return CCMD_OK; });
|
||
|
C_RegisterFunction("centerview", nullptr, [](CCmdFuncPtr)->int { BitsToSend |= BIT(SK_CENTER_VIEW); return CCMD_OK; });
|
||
|
C_RegisterFunction("holsterweapon", nullptr, [](CCmdFuncPtr)->int { BitsToSend |= BIT(SK_HIDE_WEAPON); return CCMD_OK; });
|
||
|
C_RegisterFunction("invprev", nullptr, [](CCmdFuncPtr)->int { BitsToSend |= BIT(SK_INV_LEFT); return CCMD_OK; });
|
||
|
C_RegisterFunction("invnext", nullptr, [](CCmdFuncPtr)->int { BitsToSend |= BIT(SK_INV_RIGHT); return CCMD_OK; });
|
||
|
C_RegisterFunction("gas_bomb", nullptr, [](CCmdFuncPtr)->int { inv_hotkey = INVENTORY_CHEMBOMB + 1; return CCMD_OK; });
|
||
|
C_RegisterFunction("flash_bomb", nullptr, [](CCmdFuncPtr)->int { if (dimensionmode == 3) inv_hotkey = INVENTORY_FLASHBOMB + 1; return CCMD_OK; });
|
||
|
C_RegisterFunction("caltrops", nullptr, [](CCmdFuncPtr)->int { inv_hotkey = INVENTORY_CALTROPS + 1; return CCMD_OK; });
|
||
|
C_RegisterFunction("turnaround", nullptr, [](CCmdFuncPtr)->int { BitsToSend |= BIT(SK_TURN_180); return CCMD_OK; });
|
||
|
C_RegisterFunction("invuse", nullptr, [](CCmdFuncPtr)->int { BitsToSend |= BIT(SK_INV_USE); return CCMD_OK; });
|
||
|
}
|
||
|
|
||
|
// This is called from ImputState::ClearAllInput and resets all static state being used here.
|
||
|
void GameInterface::clearlocalinputstate()
|
||
|
{
|
||
|
WeaponToSend = 0;
|
||
|
BitsToSend = 0;
|
||
|
inv_hotkey = 0;
|
||
|
|
||
|
}
|
||
|
|
||
|
END_SW_NS
|