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 "engine.h"
#include "exhumed.h"
#include "player.h"
#include "aistuff.h"
#include "status.h"
#include "view.h"
#include "gamecontrol.h"
#include <string.h>
BEGIN_PS_NS
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extern short bPlayerPan;
extern short bLockPan;
int BitsToSend;
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bool g_MyAimMode;
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;
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buttonMap.ClearButton(gamefunc_Open);
}
int GetLocalInput()
{
int lLocalButtons;
if (PlayerList[nLocalPlayer].nHealth)
{
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lLocalButtons = (buttonMap.ButtonDown(gamefunc_Crouch) << 4) | (buttonMap.ButtonDown(gamefunc_Fire) << 3)
| (buttonMap.ButtonDown(gamefunc_Jump) << 0);
}
else
{
lLocalButtons = 0;
}
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lLocalButtons |= buttonMap.ButtonDown(gamefunc_Open) << 2;
return lLocalButtons;
}
void BackupInput()
{
}
void SendInput()
{
}
void CheckKeys()
{
// go to 3rd person view?
if (buttonMap.ButtonDown(gamefunc_Third_Person_View))
{
if (!nFreeze)
{
if (bCamera) {
bCamera = false;
}
else {
bCamera = true;
}
if (bCamera)
GrabPalette();
}
buttonMap.ClearButton(gamefunc_Third_Person_View);
return;
}
if (paused)
{
return;
}
}
static int32_t nonsharedtimer;
void CheckKeys2()
{
if (automapMode != am_off)
{
int const timerOffset = (gameclock - nonsharedtimer);
nonsharedtimer += timerOffset;
if (buttonMap.ButtonDown(gamefunc_Enlarge_Screen))
lMapZoom += mulscale6(timerOffset, max<int>(lMapZoom, 256));
if (buttonMap.ButtonDown(gamefunc_Shrink_Screen))
lMapZoom -= mulscale6(timerOffset, max<int>(lMapZoom, 256));
lMapZoom = clamp(lMapZoom, 48, 2048);
}
if (PlayerList[nLocalPlayer].nHealth <= 0)
{
SetAirFrame();
}
}
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void PlayerInterruptKeys(bool after)
{
ControlInfo info;
memset(&info, 0, sizeof(ControlInfo)); // this is done within CONTROL_GetInput() anyway
CONTROL_GetInput(&info);
static double lastInputTicks;
auto const currentHiTicks = I_msTimeF();
double const elapsedInputTicks = currentHiTicks - lastInputTicks;
lastInputTicks = currentHiTicks;
auto scaleAdjustmentToInterval = [=](double x) { return x * (120 / 4) / (1000.0 / elapsedInputTicks); };
if (paused)
return;
localInput = {};
InputPacket input{};
fix16_t input_angle = 0;
if (PlayerList[nLocalPlayer].nHealth == 0)
{
lPlayerYVel = 0;
lPlayerXVel = 0;
nPlayerDAng = 0;
return;
}
if (!after)
{
ApplyGlobalInput(localInput, &info);
}
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// JBF: Run key behaviour is selectable
int const playerRunning = G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run));
int const turnAmount = playerRunning ? 12 : 8;
int const keyMove = playerRunning ? 12 : 6;
if (buttonMap.ButtonDown(gamefunc_Strafe))
{
input.svel -= info.mousex * 4.f;
input.svel -= info.dyaw * keyMove;
}
else
{
input_angle = fix16_sadd(input_angle, fix16_from_float(info.mousex));
input_angle = fix16_sadd(input_angle, fix16_from_dbl(scaleAdjustmentToInterval(info.dyaw)));
}
g_MyAimMode = in_mousemode || buttonMap.ButtonDown(gamefunc_Mouse_Aiming);
if (g_MyAimMode)
input.q16horz = fix16_sadd(input.q16horz, fix16_from_float(info.mousey));
else
input.fvel -= info.mousey * 8.f;
if (!in_mouseflip) input.q16horz = -input.q16horz;
input.q16horz = fix16_ssub(input.q16horz, fix16_from_dbl(scaleAdjustmentToInterval(info.dpitch)));
input.svel -= info.dx * keyMove;
input.fvel -= info.dz * keyMove;
if (buttonMap.ButtonDown(gamefunc_Strafe))
{
if (buttonMap.ButtonDown(gamefunc_Turn_Left))
input.svel -= -keyMove;
if (buttonMap.ButtonDown(gamefunc_Turn_Right))
input.svel -= keyMove;
}
else
{
static int turn = 0;
static int counter = 0;
// normal, non strafing movement
if (buttonMap.ButtonDown(gamefunc_Turn_Left))
{
turn -= 2;
if (turn < -turnAmount)
turn = -turnAmount;
}
else if (buttonMap.ButtonDown(gamefunc_Turn_Right))
{
turn += 2;
if (turn > turnAmount)
turn = turnAmount;
}
if (turn < 0)
{
turn++;
if (turn > 0)
turn = 0;
}
if (turn > 0)
{
turn--;
if (turn < 0)
turn = 0;
}
//if ((counter++) % 4 == 0) // what was this for???
input_angle = fix16_sadd(input_angle, fix16_from_dbl(scaleAdjustmentToInterval(turn * 2)));
}
if (buttonMap.ButtonDown(gamefunc_Strafe_Left))
input.svel += keyMove;
if (buttonMap.ButtonDown(gamefunc_Strafe_Right))
input.svel += -keyMove;
if (buttonMap.ButtonDown(gamefunc_Move_Forward))
input.fvel += keyMove;
if (buttonMap.ButtonDown(gamefunc_Move_Backward))
input.fvel += -keyMove;
localInput.fvel = clamp(localInput.fvel + input.fvel, -12, 12);
localInput.svel = clamp(localInput.svel + input.svel, -12, 12);
localInput.q16avel = fix16_sadd(localInput.q16avel, input_angle);
if (!nFreeze)
{
PlayerList[nLocalPlayer].q16angle = fix16_sadd(PlayerList[nLocalPlayer].q16angle, input_angle) & 0x7FFFFFF;
// A horiz diff of 128 equal 45 degrees,
// so we convert horiz to 1024 angle units
float const horizAngle = clamp(atan2f(PlayerList[nLocalPlayer].q16horiz - fix16_from_int(92), fix16_from_int(128)) * (512.f / fPI) + fix16_to_float(input.q16horz), -255.f, 255.f);
PlayerList[nLocalPlayer].q16horiz = fix16_from_int(92) + Blrintf(fix16_from_int(128) * tanf(horizAngle * (fPI / 512.f)));
// Look/aim up/down functions.
if (buttonMap.ButtonDown(gamefunc_Look_Up) || buttonMap.ButtonDown(gamefunc_Aim_Up))
{
bLockPan = false;
if (PlayerList[nLocalPlayer].q16horiz < fix16_from_int(180)) {
PlayerList[nLocalPlayer].q16horiz = fix16_sadd(PlayerList[nLocalPlayer].q16horiz, fix16_from_dbl(scaleAdjustmentToInterval(4)));
}
bPlayerPan = true;
nDestVertPan[nLocalPlayer] = PlayerList[nLocalPlayer].q16horiz;
}
else if (buttonMap.ButtonDown(gamefunc_Look_Down) || buttonMap.ButtonDown(gamefunc_Aim_Down))
{
bLockPan = false;
if (PlayerList[nLocalPlayer].q16horiz > fix16_from_int(4)) {
PlayerList[nLocalPlayer].q16horiz = fix16_ssub(PlayerList[nLocalPlayer].q16horiz, fix16_from_dbl(scaleAdjustmentToInterval(4)));
}
bPlayerPan = true;
nDestVertPan[nLocalPlayer] = PlayerList[nLocalPlayer].q16horiz;
}
}
// loc_1C048:
if (totalvel[nLocalPlayer] > 20) {
bPlayerPan = false;
}
if (g_MyAimMode)
bLockPan = true;
// loc_1C05E
fix16_t ecx = nDestVertPan[nLocalPlayer] - PlayerList[nLocalPlayer].q16horiz;
if (g_MyAimMode)
{
ecx = 0;
}
if (!nFreeze)
{
if (ecx)
{
if (ecx / 4 == 0)
{
if (ecx >= 0) {
ecx = 1;
}
else
{
ecx = -1;
}
}
else
{
ecx /= 4;
if (ecx > fix16_from_int(4))
{
ecx = fix16_from_int(4);
}
else if (ecx < -fix16_from_int(4))
{
ecx = -fix16_from_int(4);
}
}
PlayerList[nLocalPlayer].q16horiz = fix16_sadd(PlayerList[nLocalPlayer].q16horiz, ecx);
}
PlayerList[nLocalPlayer].q16horiz = fix16_clamp(PlayerList[nLocalPlayer].q16horiz, fix16_from_int(0), fix16_from_int(184));
}
}
//---------------------------------------------------------------------------
//
// 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.
//
//---------------------------------------------------------------------------
int ccmd_centerview(CCmdFuncPtr parm);
void registerinputcommands()
{
C_RegisterFunction("centerview", nullptr, ccmd_centerview);
// These are only here to silence the engine when the keys bound to them are pressed. The functions do not exist.
C_RegisterFunction("turnaround", nullptr, [](CCmdFuncPtr)->int { return CCMD_OK; });
C_RegisterFunction("holsterweapon", nullptr, [](CCmdFuncPtr)->int { return CCMD_OK; });
}
// This is called from ImputState::ClearAllInput and resets all static state being used here.
void GameInterface::clearlocalinputstate()
{
BitsToSend = 0;
}
END_PS_NS