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"
BEGIN_DUKE_NS
// State timer counters.
static int nonsharedtimer;
static int turnheldtime;
static int lastcontroltime;
static double lastCheck;
static InputPacket loc; // input accumulation buffer.
void GameInterface::ResetFollowPos(bool message)
{
if (automapFollow)
{
ud.folx = ps[screenpeek].oposx;
ud.foly = ps[screenpeek].oposy;
ud.fola = ps[screenpeek].getoang();
}
if (message) FTA(automapFollow? QUOTE_MAP_FOLLOW_ON : QUOTE_MAP_FOLLOW_OFF, &ps[myconnectindex]);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void nonsharedkeys(void)
{
int ms = screen->FrameTime;
int interval;
if (nonsharedtimer > 0 || ms < nonsharedtimer)
{
interval = ms - nonsharedtimer;
}
else
{
interval = 0;
}
nonsharedtimer = screen->FrameTime;
if (System_WantGuiCapture())
return;
if (automapMode != am_off)
{
double j = interval * (120./1000);
if (buttonMap.ButtonDown(gamefunc_Enlarge_Screen))
ps[myconnectindex].zoom += (int)fmulscale6(j, max(ps[myconnectindex].zoom, 256));
if (buttonMap.ButtonDown(gamefunc_Shrink_Screen))
ps[myconnectindex].zoom -= (int)fmulscale6(j, max(ps[myconnectindex].zoom, 256));
ps[myconnectindex].zoom = clamp(ps[myconnectindex].zoom, 48, 2048);
}
}
//---------------------------------------------------------------------------
//
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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 snum)
{
int i, k;
uint8_t dainv;
struct player_struct* p;
short unk;
unk = 0;
p = &ps[snum];
i = p->aim_mode;
p->aim_mode = PlayerInput(snum, SB_AIMMODE);
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if (p->aim_mode < i)
p->return_to_center = 9;
// 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(snum, SB_QUICK_KICK) && p->last_pissed_time == 0)
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{
if (!isRRRA() || sprite[p->i].extra > 0)
{
p->last_pissed_time = 4000;
S_PlayActorSound(437, p->i);
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if (sprite[p->i].extra <= max_player_health - max_player_health / 10)
{
sprite[p->i].extra += 2;
p->last_extra = sprite[p->i].extra;
}
else if (sprite[p->i].extra < max_player_health)
sprite[p->i].extra = max_player_health;
}
}
}
else
{
if (PlayerInput(snum, SB_QUICK_KICK) && p->quick_kick == 0 && (p->curr_weapon != KNEE_WEAPON || p->kickback_pic == 0))
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{
SetGameVarID(g_iReturnVarID, 0, -1, snum);
OnEvent(EVENT_QUICKKICK, -1, snum, -1);
if (GetGameVarID(g_iReturnVarID, -1, snum) == 0)
{
p->quick_kick = 14;
if (!p->quick_kick_msg && snum == screenpeek) FTA(QUOTE_MIGHTY_FOOT, p);
p->quick_kick_msg = true;
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}
}
}
if (!PlayerInput(snum, SB_QUICK_KICK)) p->quick_kick_msg = false;
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if (!PlayerInputBits(snum, 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;
if (sprite[p->i].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.
if (PlayerInput(snum, SB_INVUSE) && p->newowner == -1)
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{
SetGameVarID(g_iReturnVarID, 0, -1, snum);
OnEvent(EVENT_INVENTORY, -1, snum, -1);
if (GetGameVarID(g_iReturnVarID, -1, snum) == 0)
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{
if (p->inven_icon > ICON_NONE && p->inven_icon <= ICON_HEATS) PlayerSetItemUsed(snum, p->inven_icon);
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}
}
if (!isRR() && PlayerUseItem(snum, ICON_HEATS))
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{
SetGameVarID(g_iReturnVarID, 0, -1, snum);
OnEvent(EVENT_USENIGHTVISION, -1, snum, -1);
if (GetGameVarID(g_iReturnVarID, -1, snum) == 0 && p->heat_amount > 0)
{
p->heat_on = !p->heat_on;
setpal(p);
p->inven_icon = 5;
S_PlayActorSound(NITEVISION_ONOFF, p->i);
FTA(106 + (!p->heat_on), p);
}
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}
if (PlayerUseItem(snum, ICON_STEROIDS))
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{
SetGameVarID(g_iReturnVarID, 0, -1, snum);
OnEvent(EVENT_USESTEROIDS, -1, snum, -1);
if (GetGameVarID(g_iReturnVarID, -1, snum) == 0)
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{
if (p->steroids_amount == 400)
{
p->steroids_amount--;
S_PlayActorSound(DUKE_TAKEPILLS, p->i);
p->inven_icon = ICON_STEROIDS;
FTA(12, p);
}
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}
return;
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}
if (PlayerInput(snum, SB_INVPREV) || PlayerInput(snum, SB_INVNEXT))
{
p->invdisptime = 26 * 2;
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if (PlayerInput(snum, 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(snum, SB_INVPREV))
{
SetGameVarID(g_iReturnVarID, dainv, -1, snum);
OnEvent(EVENT_INVENTORYLEFT, -1, snum, -1);
dainv = GetGameVarID(g_iReturnVarID, -1, snum);
}
if (PlayerInput(snum, SB_INVNEXT))
{
SetGameVarID(g_iReturnVarID, dainv, -1, snum);
OnEvent(EVENT_INVENTORYRIGHT, -1, snum, -1);
dainv = GetGameVarID(g_iReturnVarID, -1, snum);
}
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(snum);
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(snum, weap);
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if (PlayerInput(snum, 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);
}
}
}
if (PlayerUseItem(snum, ICON_HOLODUKE) && (isRR() || p->newowner == -1))
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{
SetGameVarID(g_iReturnVarID, 0, -1, snum);
OnEvent(EVENT_HOLODUKEON, -1, snum, -1);
if (GetGameVarID(g_iReturnVarID, -1, snum) == 0)
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{
if (!isRR())
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{
if (p->holoduke_on == -1)
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{
if (p->holoduke_amount > 0)
{
p->inven_icon = 3;
p->holoduke_on = i =
EGS(p->cursectnum,
p->posx,
p->posy,
p->posz + (30 << 8), TILE_APLAYER, -64, 0, 0, p->getang(), 0, 0, -1, 10);
hittype[i].temp_data[3] = hittype[i].temp_data[4] = 0;
sprite[i].yvel = snum;
sprite[i].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 = -1;
FTA(QUOTE_HOLODUKE_OFF, p);
}
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}
else // In RR this means drinking whiskey.
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{
if (p->holoduke_amount > 0 && sprite[p->i].extra < max_player_health)
{
p->holoduke_amount -= 400;
sprite[p->i].extra += 5;
if (sprite[p->i].extra > max_player_health)
sprite[p->i].extra = max_player_health;
p->drink_amt += 5;
p->inven_icon = 3;
if (p->holoduke_amount == 0)
checkavailinven(p);
if (p->drink_amt < 99 && !S_CheckActorSoundPlaying(p->i, 425))
S_PlayActorSound(425, p->i);
}
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}
}
}
if (isRR() && PlayerUseItem(snum, ICON_HEATS) && p->newowner == -1)
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{
SetGameVarID(g_iReturnVarID, 0, -1, snum);
OnEvent(EVENT_USENIGHTVISION, -1, snum, -1);
if (GetGameVarID(g_iReturnVarID, -1, snum) == 0)
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{
if (p->yehaa_timer == 0)
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{
p->yehaa_timer = 126;
S_PlayActorSound(390, p->i);
p->noise_radius = 16384;
madenoise(snum);
if (sector[p->cursectnum].lotag == 857)
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{
if (sprite[p->i].extra <= max_player_health)
{
sprite[p->i].extra += 10;
if (sprite[p->i].extra >= max_player_health)
sprite[p->i].extra = max_player_health;
}
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}
else
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{
if (sprite[p->i].extra + 1 <= max_player_health)
{
sprite[p->i].extra++;
}
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}
}
}
}
if (PlayerUseItem(snum, ICON_FIRSTAID))
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{
SetGameVarID(g_iReturnVarID, 0, -1, snum);
OnEvent(EVENT_USEMEDKIT, -1, snum, -1);
if (GetGameVarID(g_iReturnVarID, -1, snum) == 0)
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{
if (p->firstaid_amount > 0 && sprite[p->i].extra < max_player_health)
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{
if (!isRR())
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{
int j = max_player_health - sprite[p->i].extra;
if ((unsigned int)p->firstaid_amount > j)
{
p->firstaid_amount -= j;
sprite[p->i].extra = max_player_health;
p->inven_icon = 1;
}
else
{
sprite[p->i].extra += p->firstaid_amount;
p->firstaid_amount = 0;
checkavailinven(p);
}
S_PlayActorSound(DUKE_USEMEDKIT, p->i);
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}
else
{
int j = 10;
if (p->firstaid_amount > j)
{
p->firstaid_amount -= j;
sprite[p->i].extra += j;
if (sprite[p->i].extra > max_player_health)
sprite[p->i].extra = max_player_health;
p->inven_icon = 1;
}
else
{
sprite[p->i].extra += p->firstaid_amount;
p->firstaid_amount = 0;
checkavailinven(p);
}
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if (sprite[p->i].extra > max_player_health)
sprite[p->i].extra = max_player_health;
p->drink_amt += 10;
if (p->drink_amt <= 100 && !S_CheckActorSoundPlaying(p->i, DUKE_USEMEDKIT))
S_PlayActorSound(DUKE_USEMEDKIT, p->i);
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}
}
}
}
if (PlayerUseItem(snum, ICON_JETPACK) && (isRR() || p->newowner == -1))
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{
SetGameVarID(g_iReturnVarID, 0, -1, snum);
OnEvent(EVENT_USEJETPACK, -1, snum, -1);
if (GetGameVarID(g_iReturnVarID, -1, snum) == 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;
S_StopSound(-1, p->i, CHAN_VOICE); // this will stop the falling scream
S_PlayActorSound(DUKE_JETPACK_ON, p->i);
FTA(QUOTE_JETPACK_ON, p);
}
else
{
p->hard_landing = 0;
p->poszv = 0;
S_PlayActorSound(DUKE_JETPACK_OFF, p->i);
S_StopSound(DUKE_JETPACK_IDLE, p->i);
S_StopSound(DUKE_JETPACK_ON, p->i);
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
if (p->jetpack_amount > 0 && sprite[p->i].extra < max_player_health)
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{
if (!S_CheckActorSoundPlaying(p->i, 429))
S_PlayActorSound(429, p->i);
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;
}
sprite[p->i].extra += 5;
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p->inven_icon = 4;
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if (sprite[p->i].extra > max_player_health)
sprite[p->i].extra = max_player_health;
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if (p->jetpack_amount <= 0)
checkavailinven(p);
}
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}
}
}
if (PlayerInput(snum, SB_TURNAROUND) && p->one_eighty_count == 0)
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{
SetGameVarID(g_iReturnVarID, 0, -1, snum);
OnEvent(EVENT_TURNAROUND, -1, snum, -1);
if (GetGameVarID(g_iReturnVarID, -1, snum) == 0)
{
p->one_eighty_count = -F16(1024);
}
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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,
MAXHORIZVEL = 256,
ONEEIGHTYSCALE = 4,
MOTOTURN = 20,
MAXVELMOTO = 120,
};
//---------------------------------------------------------------------------
//
// handles the input bits
//
//---------------------------------------------------------------------------
static void processInputBits(player_struct *p, ControlInfo &info)
{
ApplyGlobalInput(loc, &info);
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;
}
//---------------------------------------------------------------------------
//
// handles movement
//
//---------------------------------------------------------------------------
static void processMovement(player_struct *p, InputPacket &input, ControlInfo &info, double scaleFactor)
{
bool mouseaim = !!(loc.actions & SB_AIMMODE);
// JBF: Run key behaviour is selectable
int running = !!(loc.actions & SB_RUN);
int turnamount = NORMALTURN << running;
int keymove = NORMALKEYMOVE << running;
if (buttonMap.ButtonDown(gamefunc_Strafe))
input.svel -= info.mousex * 4.f + scaleFactor * info.dyaw * keymove;
else
input.q16avel += fix16_from_float(info.mousex + scaleFactor * info.dyaw);
if (mouseaim)
input.q16horz += fix16_from_float(info.mousey);
else
input.fvel -= info.mousey * 8.f;
if (!in_mouseflip) input.q16horz = -input.q16horz;
input.q16horz -= fix16_from_dbl(scaleFactor * (info.dpitch));
input.svel -= scaleFactor * (info.dx * keymove);
input.fvel -= scaleFactor * (info.dz * keymove);
if (buttonMap.ButtonDown(gamefunc_Strafe))
{
if (!loc.svel)
{
if (buttonMap.ButtonDown(gamefunc_Turn_Left))
input.svel = keymove;
if (buttonMap.ButtonDown(gamefunc_Turn_Right))
input.svel = -keymove;
}
}
else
{
int tics = getticssincelastupdate();
if (buttonMap.ButtonDown(gamefunc_Turn_Left))
{
turnheldtime += tics;
input.q16avel -= fix16_from_dbl(2 * scaleFactor * (turnheldtime >= TURBOTURNTIME ? turnamount : PREAMBLETURN));
}
else if (buttonMap.ButtonDown(gamefunc_Turn_Right))
{
turnheldtime += tics;
input.q16avel += fix16_from_dbl(2 * scaleFactor * (turnheldtime >= TURBOTURNTIME ? turnamount : PREAMBLETURN));
}
else
{
turnheldtime = 0;
lastcontroltime = 0;
}
}
if (abs(loc.svel) < keymove)
{
if (buttonMap.ButtonDown(gamefunc_Strafe_Left))
input.svel += keymove;
if (buttonMap.ButtonDown(gamefunc_Strafe_Right))
input.svel += -keymove;
}
if (abs(loc.fvel) < keymove)
{
if (isRR() && p->drink_amt >= 66 && p->drink_amt <= 87)
{
if (buttonMap.ButtonDown(gamefunc_Move_Forward))
{
input.fvel += keymove;
if (p->drink_amt & 1)
input.svel += keymove;
else
input.svel -= keymove;
}
if (buttonMap.ButtonDown(gamefunc_Move_Backward))
{
input.fvel += -keymove;
if (p->drink_amt & 1)
input.svel -= keymove;
else
input.svel += keymove;
}
}
else
{
if (buttonMap.ButtonDown(gamefunc_Move_Forward))
input.fvel += keymove;
if (buttonMap.ButtonDown(gamefunc_Move_Backward))
input.fvel += -keymove;
}
}
}
//---------------------------------------------------------------------------
//
// split out for readability
//
//---------------------------------------------------------------------------
static double motoApplyTurn(player_struct* p, int turnl, int turnr, int bike_turn, bool goback, double factor)
{
int turnvel = 0;
p->oTiltStatus = p->TiltStatus;
if (p->MotoSpeed == 0 || !p->on_ground)
{
turnheldtime = 0;
lastcontroltime = 0;
if (turnl)
{
p->TiltStatus -= (float)factor;
if (p->TiltStatus < -10)
p->TiltStatus = -10;
}
else if (turnr)
{
p->TiltStatus += (float)factor;
if (p->TiltStatus > 10)
p->TiltStatus = 10;
}
}
else
{
int tics = getticssincelastupdate();
if (turnl || turnr || p->moto_drink != 0)
{
if (turnl || p->moto_drink < 0)
{
turnheldtime += tics;
p->TiltStatus -= (float)factor;
if (p->TiltStatus < -10)
p->TiltStatus = -10;
if (turnheldtime >= TURBOTURNTIME && p->MotoSpeed > 0)
{
if (goback) turnvel += bike_turn ? 40 : 20;
else turnvel += bike_turn ? -40 : -20;
}
else
{
if (goback) turnvel += bike_turn ? 20 : 6;
else turnvel += bike_turn ? -20 : -6;
}
}
if (turnr || p->moto_drink > 0)
{
turnheldtime += tics;
p->TiltStatus += (float)factor;
if (p->TiltStatus > 10)
p->TiltStatus = 10;
if (turnheldtime >= TURBOTURNTIME && p->MotoSpeed > 0)
{
if (goback) turnvel += bike_turn ? -40 : -20;
else turnvel += bike_turn ? 40 : 20;
}
else
{
if (goback) turnvel += bike_turn ? -20 : -6;
else turnvel += bike_turn ? 20 : 6;
}
}
}
else
{
turnheldtime = 0;
lastcontroltime = 0;
if (p->TiltStatus > 0)
p->TiltStatus -= (float)factor;
else if (p->TiltStatus < 0)
p->TiltStatus += (float)factor;
}
}
if (fabs(p->TiltStatus) < factor)
p->TiltStatus = 0;
return turnvel * factor;
}
//---------------------------------------------------------------------------
//
// same for the boat
//
//---------------------------------------------------------------------------
static double boatApplyTurn(player_struct *p, int turnl, int turnr, int boat_turn, double factor)
{
int turnvel = 0;
int tics = getticssincelastupdate();
if (p->MotoSpeed)
{
if (turnl || turnr || p->moto_drink != 0)
{
if (turnl || p->moto_drink < 0)
{
turnheldtime += tics;
if (!p->NotOnWater)
{
p->TiltStatus -= (float)factor;
if (p->TiltStatus < -10)
p->TiltStatus = -10;
}
if (turnheldtime >= TURBOTURNTIME)
{
if (p->NotOnWater) turnvel += boat_turn ? -12 : -6;
else turnvel += boat_turn ? -40 : -20;
}
else
{
if (p->NotOnWater) turnvel += boat_turn ? -4 : -2;
else turnvel += boat_turn ? -12 : -6;
}
}
if (turnr || p->moto_drink > 0)
{
turnheldtime += tics;
if (!p->NotOnWater)
{
p->TiltStatus += (float)factor;
if (p->TiltStatus > 10)
p->TiltStatus = 10;
}
if (turnheldtime >= TURBOTURNTIME)
{
if (p->NotOnWater) turnvel += boat_turn ? 12 : 6;
else turnvel += boat_turn ? 40 : 20;
}
else
{
if (p->NotOnWater) turnvel += boat_turn ? 4 : 2;
else turnvel += boat_turn ? 12 : 6;
}
}
}
else if (!p->NotOnWater)
{
turnheldtime = 0;
lastcontroltime = 0;
if (p->TiltStatus > 0)
p->TiltStatus -= (float)factor;
else if (p->TiltStatus < 0)
p->TiltStatus += (float)factor;
}
}
else if (!p->NotOnWater)
{
turnheldtime = 0;
lastcontroltime = 0;
if (p->TiltStatus > 0)
p->TiltStatus -= (float)factor;
else if (p->TiltStatus < 0)
p->TiltStatus += (float)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& info, InputPacket& input, double scaleAdjust)
{
auto turnspeed = info.mousex + scaleAdjust * info.dyaw * (1. / 32); // originally this was 64, not 32. Why the change?
int turnl = buttonMap.ButtonDown(gamefunc_Turn_Left) || buttonMap.ButtonDown(gamefunc_Strafe_Left);
int turnr = buttonMap.ButtonDown(gamefunc_Turn_Right) || buttonMap.ButtonDown(gamefunc_Strafe_Right);
// Cancel out micro-movement
const double turn_threshold = 1 / 65536.;
if (turnspeed < -turn_threshold)
turnl = 1;
else if (turnspeed > turn_threshold)
turnr = 1;
else
turnspeed = 0;
if (p->OnBoat || !p->moto_underwater)
{
if (buttonMap.ButtonDown(gamefunc_Move_Forward) || buttonMap.ButtonDown(gamefunc_Strafe))
loc.actions |= SB_JUMP;
if (buttonMap.ButtonDown(gamefunc_Move_Backward))
loc.actions |= SB_AIM_UP;
if (loc.actions & SB_RUN)
loc.actions |= SB_CROUCH;
}
if (turnl)
loc.actions |= SB_AIM_DOWN;
if (turnr)
loc.actions |= SB_LOOK_LEFT;
double turnvel;
if (p->OnMotorcycle)
{
bool backward = buttonMap.ButtonDown(gamefunc_Move_Backward) && p->MotoSpeed <= 0;
turnvel = motoApplyTurn(p, turnl, turnr, turnspeed, backward, scaleAdjust);
if (p->moto_underwater) p->MotoSpeed = 0;
}
else
{
turnvel = boatApplyTurn(p, turnl, turnr, turnspeed != 0, scaleAdjust);
}
// What is this? Optimization for playing with a mouse which the original did not have?
if (turnspeed)
turnvel *= clamp(turnspeed * turnspeed, 0., 1.);
input.fvel = p->MotoSpeed;
input.q16avel = fix16_from_dbl(turnvel);
}
//---------------------------------------------------------------------------
//
// finalizes the input and passes it to the global input buffer
//
//---------------------------------------------------------------------------
static void FinalizeInput(int playerNum, InputPacket& input, bool vehicle)
{
auto p = &ps[playerNum];
bool blocked = movementBlocked(playerNum) || sprite[p->i].extra <= 0 || (p->dead_flag && !ud.god);
if ((automapFollow && automapMode != am_off) || blocked)
{
if (automapFollow && automapMode != am_off)
{
ud.folfvel = input.fvel;
ud.folavel = fix16_to_int(input.q16avel);
}
loc.fvel = loc.svel = 0;
loc.q16avel = loc.q16horz = 0;
input.q16avel = input.q16horz = 0;
}
else
{
if (p->on_crane < 0)
{
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 / 8), MAXVELMOTO);
}
else
{
loc.fvel = input.fvel = 0;
loc.svel = input.svel = 0;
}
if (p->on_crane < 0 && p->newowner == -1)
{
loc.q16avel = fix16_clamp(loc.q16avel + input.q16avel, F16(-MAXANGVEL), F16(MAXANGVEL));
- multiple input fixes for both games, and for both `cl_syncinput 0` and `cl_syncinput 1` modes. * For RR, `processweapon_r()` was performing angle and horizon changes directly which provided a harsh experience with the default `cl_syncinput 0` mode. * Added `angAdjust` variable to `player_struct` for use with ticrate angle adjustments. * Renamed `horizAngleAdjust` to `horizAdjust` so that there is less confusion with the new `angAdjust` variable. * Removed `horizSkew` variable, can just use `horizAdjust` for this. * Replaced all calls to `addang()` and `addhoriz()` with the appropriate additions/subtractions to `angAdjust` and `horizAdjust` respectively. * Removed now unused `addang()` and `addhoriz()` setters from `player_struct`. * Define new function `resetinputhelpers()` to eliminate code duplication between `processinput_d()` and `processinput_r()` functions. * Remove `p->q16ang` and `p->q16horiz` direct setting from `FinalizeInput()`. * Change `applylook()` to accept an `fixed_t adjustment` for changing the player's angle. This can either be `input.q16avel` when `cl_syncinput` is 0, or `sync[snum].q16angvel` when `cl_syncinput` is 1. * Change `sethorizon()` to accept an `fixed_t adjustment` for changing the player's horizon. This can either be `input.q16horz` when `cl_syncinput` is 0, or `sync[snum].q16horz` when `cl_syncinput` is 1. * Re-work `sethorizon()` to always adjust `p->q16horiz` using the true pitch code. This closer resembles the EDuke32 implementation as per SVN 7342. * Re-work returning to center to work off the true pitch code and always ensure that the player returns to center. * Implement work-around for RR where we need to call `sethorizon()` before the call to `fi.doincrements()` like the original game, but also after the call to `processweapon()` to apply any angle or horizon changes due to weapon recoil, etc. We work around this by calling `sethorizon()` from within `doincrements_r()` only if `cl_syncinput` is 1 and only if `doincrements_r()` is to return 1.
2020-08-03 11:19:45 +00:00
if (!cl_syncinput && input.q16avel)
{
- multiple input fixes for both games, and for both `cl_syncinput 0` and `cl_syncinput 1` modes. * For RR, `processweapon_r()` was performing angle and horizon changes directly which provided a harsh experience with the default `cl_syncinput 0` mode. * Added `angAdjust` variable to `player_struct` for use with ticrate angle adjustments. * Renamed `horizAngleAdjust` to `horizAdjust` so that there is less confusion with the new `angAdjust` variable. * Removed `horizSkew` variable, can just use `horizAdjust` for this. * Replaced all calls to `addang()` and `addhoriz()` with the appropriate additions/subtractions to `angAdjust` and `horizAdjust` respectively. * Removed now unused `addang()` and `addhoriz()` setters from `player_struct`. * Define new function `resetinputhelpers()` to eliminate code duplication between `processinput_d()` and `processinput_r()` functions. * Remove `p->q16ang` and `p->q16horiz` direct setting from `FinalizeInput()`. * Change `applylook()` to accept an `fixed_t adjustment` for changing the player's angle. This can either be `input.q16avel` when `cl_syncinput` is 0, or `sync[snum].q16angvel` when `cl_syncinput` is 1. * Change `sethorizon()` to accept an `fixed_t adjustment` for changing the player's horizon. This can either be `input.q16horz` when `cl_syncinput` is 0, or `sync[snum].q16horz` when `cl_syncinput` is 1. * Re-work `sethorizon()` to always adjust `p->q16horiz` using the true pitch code. This closer resembles the EDuke32 implementation as per SVN 7342. * Re-work returning to center to work off the true pitch code and always ensure that the player returns to center. * Implement work-around for RR where we need to call `sethorizon()` before the call to `fi.doincrements()` like the original game, but also after the call to `processweapon()` to apply any angle or horizon changes due to weapon recoil, etc. We work around this by calling `sethorizon()` from within `doincrements_r()` only if `cl_syncinput` is 1 and only if `doincrements_r()` is to return 1.
2020-08-03 11:19:45 +00:00
p->one_eighty_count = 0;
}
}
else
{
loc.q16avel = input.q16avel = 0;
}
if (p->newowner == -1 && p->return_to_center <= 0)
{
loc.q16horz = fix16_clamp(loc.q16horz + input.q16horz, F16(-MAXHORIZVEL), F16(MAXHORIZVEL));
}
else
{
loc.q16horz = input.q16horz = 0;
}
}
}
//---------------------------------------------------------------------------
//
// main input handler routine
//
//---------------------------------------------------------------------------
static void GetInputInternal(InputPacket &locInput)
{
double elapsedInputTicks;
auto const p = &ps[myconnectindex];
auto now = I_msTimeF();
// do not let this become too large - it would create overflows resulting in undefined behavior. The very first tic must not use the timer difference at all because the timer has not been set yet.
// This really needs to have the timer fixed to be robust, doing it ad-hoc here is not really safe.
if (lastCheck > 0) elapsedInputTicks = min(now - lastCheck, 1000.0 / REALGAMETICSPERSEC);
else elapsedInputTicks = 1;
lastCheck = now;
if (paused)
{
loc = {};
return;
}
if (numplayers == 1)
{
setlocalplayerinput(p);
}
double scaleAdjust = !cl_syncinput ? elapsedInputTicks * REALGAMETICSPERSEC / 1000.0 : 1;
ControlInfo info;
CONTROL_GetInput(&info);
InputPacket input{};
if (isRRRA() && (p->OnMotorcycle || p->OnBoat))
{
p->crouch_toggle = 0;
processInputBits(p, info);
processVehicleInput(p, info, input, scaleAdjust);
FinalizeInput(myconnectindex, input, true);
if (!cl_syncinput && sprite[p->i].extra > 0)
{
apply_seasick(p, scaleAdjust);
}
}
else
{
processInputBits(p, info);
processMovement(p, input, info, scaleAdjust);
checkCrouchToggle(p);
FinalizeInput(myconnectindex, input, false);
}
if (!cl_syncinput)
{
// Do these in the same order as the old code.
calcviewpitch(p, scaleAdjust);
applylook(myconnectindex, scaleAdjust, input.q16avel);
sethorizon(myconnectindex, loc.actions, scaleAdjust, input.q16horz);
}
}
//---------------------------------------------------------------------------
//
// External entry point
//
//---------------------------------------------------------------------------
void GameInterface::GetInput(InputPacket* packet)
{
GetInputInternal(loc);
if (packet)
{
auto const pPlayer = &ps[myconnectindex];
auto const q16ang = fix16_to_int(pPlayer->q16ang);
*packet = loc;
auto fvel = loc.fvel;
auto svel = loc.svel;
packet->fvel = mulscale9(fvel, sintable[(q16ang + 2560) & 2047]) +
mulscale9(svel, sintable[(q16ang + 2048) & 2047]) +
pPlayer->fric.x;
packet->svel = mulscale9(fvel, sintable[(q16ang + 2048) & 2047]) +
mulscale9(svel, sintable[(q16ang + 1536) & 2047]) +
pPlayer->fric.y;
loc = {};
}
}
//---------------------------------------------------------------------------
//
// This is called from ImputState::ClearAllInput and resets all static state being used here.
//
//---------------------------------------------------------------------------
void GameInterface::clearlocalinputstate()
{
loc = {};
turnheldtime = 0;
lastcontroltime = 0;
lastCheck = 0;
}
2020-05-17 11:25:39 +00:00
END_DUKE_NS