//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood 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" // Must come before everything else! #include "mmulti.h" #include "view.h" #include "gamestate.h" #include "menu.h" BEGIN_BLD_NS static const double gTurnSpeed = 92.; static InputPacket gInput; static double turnHeldTime; enum { MAXFVEL = 2048, MAXSVEL = 2048, MAXHORIZVEL = 32 }; void applylook(PLAYER *pPlayer, fixed_t const q16avel, double const scaleAdjust); void sethorizon(PLAYER *pPlayer, fixed_t const q16horz, double const scaleAdjust); //--------------------------------------------------------------------------- // // handles movement // //--------------------------------------------------------------------------- static void processMovement(ControlInfo* const hidInput) { double const scaleAdjust = InputScale(); int const run = !!(gInput.actions & SB_RUN); int const keyMove = (1 + run) << 10; InputPacket input = {}; if (buttonMap.ButtonDown(gamefunc_Strafe)) { input.svel -= xs_CRoundToInt((hidInput->mousex * 32.) + (scaleAdjust * (hidInput->dyaw * keyMove))); } else { input.q16avel += FloatToFixed(hidInput->mousex + (scaleAdjust * hidInput->dyaw)); } if (!(gInput.actions & SB_AIMMODE)) { input.q16horz += FloatToFixed(hidInput->mousey); } else { input.fvel -= xs_CRoundToInt(hidInput->mousey * 64.); } if (!in_mouseflip) input.q16horz = -input.q16horz; input.q16horz -= FloatToFixed(scaleAdjust * hidInput->dpitch); input.svel -= xs_CRoundToInt(scaleAdjust * (hidInput->dx * keyMove)); input.fvel -= xs_CRoundToInt(scaleAdjust * (hidInput->dz * keyMove)); if (buttonMap.ButtonDown(gamefunc_Strafe)) { if (gInput.svel < keyMove && gInput.svel > -keyMove) { if (buttonMap.ButtonDown(gamefunc_Turn_Left)) input.svel += keyMove; if (buttonMap.ButtonDown(gamefunc_Turn_Right)) input.svel -= keyMove; } } else { if (buttonMap.ButtonDown(gamefunc_Turn_Left)) { turnHeldTime += scaleAdjust * kTicsPerFrame; input.q16avel -= FloatToFixed(scaleAdjust * (min(12. * turnHeldTime, gTurnSpeed) / 4.)); } else if (buttonMap.ButtonDown(gamefunc_Turn_Right)) { turnHeldTime += scaleAdjust * kTicsPerFrame; input.q16avel += FloatToFixed(scaleAdjust * (min(12. * turnHeldTime, gTurnSpeed) / 4.)); } else { turnHeldTime = 0; } } if (run && turnHeldTime > 24.) input.q16avel <<= 1; if (abs(gInput.fvel) < keyMove) { if (buttonMap.ButtonDown(gamefunc_Move_Forward)) input.fvel += keyMove; if (buttonMap.ButtonDown(gamefunc_Move_Backward)) input.fvel -= keyMove; } if (abs(gInput.svel) < keyMove) { if (buttonMap.ButtonDown(gamefunc_Strafe_Left)) input.svel += keyMove; if (buttonMap.ButtonDown(gamefunc_Strafe_Right)) input.svel -= keyMove; } if (!cl_syncinput && gamestate == GS_LEVEL) { PLAYER* pPlayer = &gPlayer[myconnectindex]; // Perform unsynchronised angle/horizon if not dead. if (gView->pXSprite->health != 0) { applylook(pPlayer, input.q16avel, scaleAdjust); sethorizon(pPlayer, input.q16horz, scaleAdjust); } // Process angle amendments from the game's ticker. if (pPlayer->angTarget) { fixed_t angDelta = getincangleq16(pPlayer->q16ang, pPlayer->angTarget); pPlayer->q16ang = (pPlayer->q16ang + xs_CRoundToInt(scaleAdjust * angDelta)); if (abs(pPlayer->q16ang - pPlayer->angTarget) < FRACUNIT) { pPlayer->q16ang = pPlayer->angTarget; pPlayer->angTarget = 0; } } else if (pPlayer->angAdjust) { pPlayer->q16ang = (pPlayer->q16ang + FloatToFixed(scaleAdjust * pPlayer->angAdjust)) & 0x7FFFFFF; } // Process horizon amendments from the game's ticker. if (pPlayer->horizTarget) { fixed_t horizDelta = pPlayer->horizTarget - pPlayer->q16horiz; pPlayer->q16horiz += xs_CRoundToInt(scaleAdjust * horizDelta); if (abs(pPlayer->q16horiz - pPlayer->horizTarget) < FRACUNIT) { pPlayer->q16horiz = pPlayer->horizTarget; pPlayer->horizTarget = 0; } } else if (pPlayer->horizAdjust) { pPlayer->q16horiz += FloatToFixed(scaleAdjust * pPlayer->horizAdjust); } } gInput.fvel = clamp(gInput.fvel + input.fvel, -MAXFVEL, MAXFVEL); gInput.svel = clamp(gInput.svel + input.svel, -MAXSVEL, MAXSVEL); gInput.q16avel += input.q16avel; gInput.q16horz = clamp(gInput.q16horz + input.q16horz, -IntToFixed(MAXHORIZVEL), IntToFixed(MAXHORIZVEL)); } void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput) { if (paused || M_Active()) { gInput = {}; return; } ApplyGlobalInput(gInput, hidInput); processMovement(hidInput); if (packet) { *packet = gInput; gInput = {}; } } END_BLD_NS