raze/source/exhumed/src/input.cpp

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#include "input.h"
#include "engine.h"
#include "exhumed.h"
#include "player.h"
#include "serial.h"
#include "network.h"
#include "keyboard.h"
#include "control.h"
#include "config.h"
#include <string.h>
int nNetMoves = 0;
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].buttons &= 0x0FB;
CONTROL_ClearButton(gamefunc_Open);
}
void GetLocalInput()
{
int ebx = 6;
int eax = 24;
int edx = -8;
uint8_t cl;
2019-08-27 06:08:18 +00:00
// TODO: clean up
uint32_t esi;
while (ebx >= 0)
{
if (eax <= 31)
{
esi = CONTROL_ButtonState;
cl = eax;
}
else
{
esi = CONTROL_ButtonState>>32;
cl = edx;
}
if ((esi >> cl) & 1)
break;
eax--;
edx--;
ebx--;
}
ebx++;
if (PlayerList[nLocalPlayer].nHealth)
{
eax = (BUTTON(gamefunc_Crouch) << 4) | (BUTTON(gamefunc_Fire) << 3);
edx = BUTTON(gamefunc_Jump);
ebx <<= 13;
eax |= edx;
eax |= ebx;
lLocalButtons = eax;
}
else
{
lLocalButtons = 0;
}
lLocalButtons |= BUTTON(gamefunc_Open) << 2;
if (BUTTON(gamefunc_Open)) {
int breakme = 123;
}
// TODO ExecRecord(&sPlayerInput[nLocalPlayer], sizeof(PlayerInput));
}
void BackupInput()
{
}
void SendInput()
{
}
void LogoffPlayer(int nPlayer)
{
if (nPlayer == nLocalPlayer)
return;
if (PlayerList[nPlayer].someNetVal == -1)
return;
memset(&sPlayerInput[nPlayer], 0, sizeof(sPlayerInput));
sprite[nDoppleSprite[nPlayer]].cstat = 0x8000u;
sprite[nPlayerFloorSprite[nPlayer]].cstat = 0x8000u;
sprite[PlayerList[nPlayer].nSprite].cstat = 0x8000u;
PlayerList[nPlayer].someNetVal = -1;
StatusMessage(150, "Player %d has left the game", nPlayer);
// TODO ClearPlayerInput(&sPlayerInput[nPlayer]);
nNetPlayerCount--;
}
void UpdateInputs()
{
nNetMoveFrames = moveframes;
if (nNetPlayerCount)
{
if (bSerialPlay) {
UpdateSerialInputs();
}
else {
UpdateNetInputs();
}
nNetMoves++;
if (!nNetMoves) {
nNetMoves++;
}
}
}
/*
ClearSpaceBar_
GetLocalInput_
GetModemInput_
BackupInput_
SendInput_
SendToUnAckd_
LogoffPlayer_
UpdateInputs_
faketimerhandler_
*/
void ClearAllKeys()
{
KB_ClearKeysDown();
KB_FlushKeyboardQueue();
}
void WaitNoKey(int nSecs, void (*pFunc) (void))
{
int nTotalTime = (kTimerTicks * nSecs) + totalclock;
while (nTotalTime > totalclock)
{
#ifdef _MSC_VER
handleevents();
#endif
if (pFunc) {
pFunc();
}
}
}
int WaitAnyKey(int nSecs)
{
int nTotalTime = totalclock + (kTimerTicks * nSecs);
while (1)
{
#ifdef _MSC_VER
handleevents();
#endif
if (nTotalTime <= totalclock || nSecs == -1) {
return -1;
}
int i = 0;
do
{
if (KB_KeyDown[i])
{
KB_KeyDown[i] = 0;
return i;
}
i++;
} while (i < 106);
}
}
/*
Name: _nLocalPlayer
Name: _nNetPlayerCount
Name: _nModemPlayer
Name: _nNetMoves
Name: _lLocalButtons
Name: _lLocalCodes
Name: _nInputStack
Name: _bSyncNet
Name: _lStartupTime
Name: _bStackNode
Name: _sSync
Name: _nTypeStack
Name: _sPlayerInput
Name: _pStackPtr
Name: _sInputStack
*/