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 "exhumed.h"
#include "player.h"
#include "status.h"
#include "view.h"
#include "menu.h"
BEGIN_PS_NS
static int turn;
static int counter;
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();
}
}
void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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{
if (paused || M_Active())
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{
localInput = {};
return;
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}
if (packet != nullptr)
{
localInput = {};
ApplyGlobalInput(localInput, hidInput);
if (PlayerList[nLocalPlayer].nHealth == 0) localInput.actions &= SB_OPEN;
}
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double const scaleAdjust = InputScale();
InputPacket input {};
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if (PlayerList[nLocalPlayer].nHealth == 0)
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{
lPlayerYVel = 0;
lPlayerXVel = 0;
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}
else
{
processMovement(&input, &localInput, hidInput, scaleAdjust);
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}
if (!cl_syncinput)
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{
Player* pPlayer = &PlayerList[nLocalPlayer];
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if (!nFreeze)
{
applylook(&pPlayer->q16angle, &pPlayer->q16look_ang, &pPlayer->q16rotscrnang, &pPlayer->spin, input.q16avel, &sPlayerInput[nLocalPlayer].actions, scaleAdjust, eyelevel[nLocalPlayer] > -14080);
sethorizon(&pPlayer->horizon.horiz, input.horz, &sPlayerInput[nLocalPlayer].actions, scaleAdjust);
}
playerProcessHelpers(&pPlayer->q16angle, &pPlayer->angAdjust, &pPlayer->angTarget, scaleAdjust);
pPlayer->horizon.processhelpers(scaleAdjust);
UpdatePlayerSpriteAngle(pPlayer);
}
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if (packet)
{
*packet = localInput;
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}
}
//---------------------------------------------------------------------------
//
// This is called from InputState::ClearAllInput and resets all static state being used here.
//
//---------------------------------------------------------------------------
void GameInterface::clearlocalinputstate()
{
localInput = {};
turn = 0;
counter = 0;
}
END_PS_NS