2019-09-19 22:42:45 +00:00
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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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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*/
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//-------------------------------------------------------------------------
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2019-09-21 18:59:54 +00:00
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#include "ns.h" // Must come before everything else!
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2019-09-19 22:42:45 +00:00
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#include "compat.h"
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2020-02-16 20:31:29 +00:00
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#include "mmulti.h"
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2019-10-25 22:32:49 +00:00
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#include "gamecontrol.h"
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2019-09-19 22:42:45 +00:00
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#include "common_game.h"
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#include "blood.h"
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#include "globals.h"
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#include "levels.h"
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#include "view.h"
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2019-11-03 19:24:50 +00:00
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#include "d_event.h"
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2020-07-29 21:18:08 +00:00
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#include "gamestate.h"
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2020-08-03 18:01:08 +00:00
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#include "sound.h"
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2019-09-19 22:42:45 +00:00
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2019-09-22 06:39:22 +00:00
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BEGIN_BLD_NS
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2019-09-19 22:42:45 +00:00
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2020-09-14 05:14:22 +00:00
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static InputPacket gInput;
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2020-01-30 13:05:34 +00:00
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2020-09-16 08:22:01 +00:00
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void applylook(PLAYER *pPlayer, fixed_t const q16avel, double const scaleAdjust);
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2020-09-16 08:32:39 +00:00
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void sethorizon(PLAYER *pPlayer, fixed_t const q16horz, double const scaleAdjust);
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2020-09-16 08:22:01 +00:00
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2020-09-14 05:14:22 +00:00
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static void GetInputInternal(ControlInfo* const hidInput)
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2019-09-19 22:42:45 +00:00
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{
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2020-09-15 05:24:00 +00:00
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double const scaleAdjust = InputScale();
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2020-05-29 01:20:40 +00:00
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int prevPauseState = paused;
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2019-09-19 22:42:45 +00:00
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2020-08-26 15:12:48 +00:00
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InputPacket input = {};
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2020-01-30 13:05:34 +00:00
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2020-09-14 05:14:22 +00:00
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ApplyGlobalInput(gInput, hidInput);
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2019-09-19 22:42:45 +00:00
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2020-09-14 05:14:22 +00:00
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bool mouseaim = !(gInput.actions & SB_AIMMODE);
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if (!mouseaim) gInput.actions |= SB_CENTERVIEW;
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2019-09-19 22:42:45 +00:00
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2020-05-29 01:28:41 +00:00
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if (gPlayer[myconnectindex].nextWeapon == 0)
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2019-09-19 22:42:45 +00:00
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{
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}
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2020-09-14 05:14:22 +00:00
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if (gInput.actions & (SB_LOOK_UP|SB_LOOK_DOWN))
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gInput.actions |= SB_CENTERVIEW;
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2019-09-19 22:42:45 +00:00
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2020-09-14 05:14:22 +00:00
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int const run = !!(gInput.actions & SB_RUN);
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2020-01-30 13:05:34 +00:00
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int const keyMove = (1 + run) << 10;
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2019-09-19 22:42:45 +00:00
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2020-09-14 05:14:22 +00:00
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if (gInput.fvel < keyMove && gInput.fvel > -keyMove)
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2020-01-30 13:05:34 +00:00
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{
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if (buttonMap.ButtonDown(gamefunc_Move_Forward))
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2020-08-26 14:54:13 +00:00
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input.fvel += keyMove;
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2020-01-30 13:05:34 +00:00
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if (buttonMap.ButtonDown(gamefunc_Move_Backward))
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2020-08-26 14:54:13 +00:00
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input.fvel -= keyMove;
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2020-01-30 13:05:34 +00:00
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}
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2020-09-14 05:14:22 +00:00
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if (gInput.svel < keyMove && gInput.svel > -keyMove)
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2020-01-30 13:05:34 +00:00
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{
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2020-03-30 22:22:55 +00:00
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if (buttonMap.ButtonDown(gamefunc_Strafe_Left))
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2020-08-26 14:54:13 +00:00
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input.svel += keyMove;
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2020-03-30 22:22:55 +00:00
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if (buttonMap.ButtonDown(gamefunc_Strafe_Right))
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2020-08-26 14:54:13 +00:00
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input.svel -= keyMove;
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2020-01-30 13:05:34 +00:00
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}
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2019-09-19 22:42:45 +00:00
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char turnLeft = 0, turnRight = 0;
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2019-11-04 22:01:50 +00:00
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if (buttonMap.ButtonDown(gamefunc_Strafe))
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2019-09-19 22:42:45 +00:00
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{
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2020-09-14 05:14:22 +00:00
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if (gInput.svel < keyMove && gInput.svel > -keyMove)
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2020-01-30 13:05:34 +00:00
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{
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if (buttonMap.ButtonDown(gamefunc_Turn_Left))
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2020-08-26 14:54:13 +00:00
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input.svel += keyMove;
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2020-01-30 13:05:34 +00:00
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if (buttonMap.ButtonDown(gamefunc_Turn_Right))
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2020-08-26 14:54:13 +00:00
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input.svel -= keyMove;
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2020-01-30 13:05:34 +00:00
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}
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2019-09-19 22:42:45 +00:00
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}
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else
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{
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2019-11-04 22:01:50 +00:00
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if (buttonMap.ButtonDown(gamefunc_Turn_Left))
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2019-09-19 22:42:45 +00:00
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turnLeft = 1;
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2019-11-04 22:01:50 +00:00
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if (buttonMap.ButtonDown(gamefunc_Turn_Right))
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2019-09-19 22:42:45 +00:00
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turnRight = 1;
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}
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2020-01-30 13:05:34 +00:00
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static int32_t turnHeldTime;
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static int32_t lastInputClock; // MED
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2020-09-02 05:47:26 +00:00
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int32_t const elapsedTics = gFrameClock - lastInputClock;
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2020-01-30 13:05:34 +00:00
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2020-06-24 13:11:42 +00:00
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// Blood's q16mlook scaling is different from the other games, therefore use the below constant to attenuate
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// the speed to match the other games.
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float const mlookScale = 3.25f;
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2020-09-02 05:47:26 +00:00
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lastInputClock = gFrameClock;
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2020-01-30 13:05:34 +00:00
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2019-09-19 22:42:45 +00:00
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if (turnLeft || turnRight)
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2020-01-30 13:05:34 +00:00
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turnHeldTime += elapsedTics;
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2019-09-19 22:42:45 +00:00
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else
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2020-01-30 13:05:34 +00:00
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turnHeldTime = 0;
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2019-09-19 22:42:45 +00:00
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if (turnLeft)
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2020-09-15 05:24:00 +00:00
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input.q16avel -= FloatToFixed(scaleAdjust * (ClipHigh(12 * turnHeldTime, gTurnSpeed) >> 2));
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2019-09-19 22:42:45 +00:00
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if (turnRight)
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2020-09-15 05:24:00 +00:00
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input.q16avel += FloatToFixed(scaleAdjust * (ClipHigh(12 * turnHeldTime, gTurnSpeed) >> 2));
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2019-09-19 22:42:45 +00:00
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2020-08-28 22:57:07 +00:00
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if (run && turnHeldTime > 24)
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2020-08-26 14:54:13 +00:00
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input.q16avel <<= 1;
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2019-09-19 22:42:45 +00:00
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2019-11-04 22:01:50 +00:00
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if (buttonMap.ButtonDown(gamefunc_Strafe))
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2020-06-24 13:11:42 +00:00
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{
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2020-09-15 05:24:00 +00:00
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input.svel -= xs_CRoundToInt((hidInput->mousex * 32.) + (scaleAdjust * (hidInput->dyaw * keyMove)));
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2020-06-24 13:11:42 +00:00
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}
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2019-09-19 22:42:45 +00:00
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else
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2020-06-24 13:11:42 +00:00
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{
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2020-09-15 05:24:00 +00:00
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input.q16avel += FloatToFixed(hidInput->mousex + (scaleAdjust * (hidInput->dyaw)));
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2020-06-24 13:11:42 +00:00
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}
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2019-09-19 22:42:45 +00:00
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2020-09-15 05:24:00 +00:00
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input.svel -= xs_CRoundToInt(scaleAdjust * (hidInput->dx * keyMove));
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input.fvel -= xs_CRoundToInt(scaleAdjust * (hidInput->dz * keyMove));
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2019-09-19 22:42:45 +00:00
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2019-12-05 00:08:35 +00:00
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if (mouseaim)
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2020-09-06 10:17:54 +00:00
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input.q16horz += FloatToFixed(hidInput->mousey / mlookScale);
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2019-08-16 04:31:07 +00:00
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else
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2020-09-15 05:24:00 +00:00
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input.fvel -= xs_CRoundToInt(hidInput->mousey * 64.);
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2019-10-22 22:59:01 +00:00
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if (!in_mouseflip)
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2020-08-26 14:54:13 +00:00
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input.q16horz = -input.q16horz;
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2019-09-19 22:42:45 +00:00
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2020-09-15 05:24:00 +00:00
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input.q16horz -= FloatToFixed(scaleAdjust * (hidInput->dpitch / mlookScale));
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2020-06-24 13:11:42 +00:00
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2020-09-14 05:14:22 +00:00
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gInput.fvel = clamp(gInput.fvel + input.fvel, -2048, 2048);
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gInput.svel = clamp(gInput.svel + input.svel, -2048, 2048);
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gInput.q16avel += input.q16avel;
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gInput.q16horz = clamp(gInput.q16horz + input.q16horz, IntToFixed(-127) >> 2, IntToFixed(127) >> 2);
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2020-09-16 08:22:01 +00:00
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if (!cl_syncinput && gamestate == GS_LEVEL)
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{
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applylook(&gPlayer[myconnectindex], input.q16avel, scaleAdjust);
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2020-09-16 08:32:39 +00:00
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sethorizon(&gPlayer[myconnectindex], input.q16horz, scaleAdjust);
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2020-09-16 08:22:01 +00:00
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}
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2019-09-19 22:42:45 +00:00
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}
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2019-09-22 06:39:22 +00:00
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2020-09-06 10:17:54 +00:00
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void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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2020-09-01 21:34:04 +00:00
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{
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2020-09-14 05:14:22 +00:00
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GetInputInternal(hidInput);
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2020-09-01 21:34:04 +00:00
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if (packet)
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{
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*packet = gInput;
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gInput = {};
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}
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}
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2019-09-22 06:39:22 +00:00
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END_BLD_NS
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