//------------------------------------------------------------------------- /* 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 "compat.h" #include "baselayer.h" #include "mmulti.h" #include "gamecontrol.h" #include "common_game.h" #include "blood.h" #include "config.h" #include "controls.h" #include "globals.h" #include "levels.h" #include "map2d.h" #include "view.h" #include "d_event.h" BEGIN_BLD_NS GINPUT gInput; bool bSilentAim = false; int iTurnCount = 0; void ctrlInit(void) { } void ctrlTerm(void) { } int32_t mouseyaxismode = -1; int32_t GetTime(void) { return (int32_t)totalclock; } void GameInterface::set_hud_layout(int layout) { layout = clamp(7 - layout, 0, 7); // need to reverse the order because menu sliders always have low values to the left. viewResizeView(layout); } void GameInterface::set_hud_scale(int scale) { // Not implemented, only needed as a placeholder. Maybe implement it after all? The hud is a bit large at its default size. } fix16_t gViewLook, gViewAngle; float gViewAngleAdjust; float gViewLookAdjust; int gViewLookRecenter; void ctrlGetInput(void) { ControlInfo info; if (!gGameStarted || gInputMode != kInputGame) { gInput = {}; CONTROL_GetInput(&info); return; } GINPUT input = {}; static double lastInputTicks; auto const currentHiTicks = timerGetHiTicks(); double const elapsedInputTicks = currentHiTicks - lastInputTicks; lastInputTicks = currentHiTicks; auto scaleAdjustmentToInterval = [=](double x) { return x * kTicsPerSec / (1000.0 / elapsedInputTicks); }; D_ProcessEvents(); bool mouseaim = in_mousemode || buttonMap.ButtonDown(gamefunc_Mouse_Aiming); if (!mouseaim) gInput.keyFlags.lookCenter = 1; if (numplayers == 1) { gProfile[myconnectindex].nAutoAim = cl_autoaim; gProfile[myconnectindex].nWeaponSwitch = cl_weaponswitch; } CONTROL_GetInput(&info); if (gQuitRequest) gInput.keyFlags.quit = 1; if (buttonMap.ButtonDown(gamefunc_Map_Toggle)) { buttonMap.ClearButton(gamefunc_Map_Toggle); viewToggle(gViewMode); } if (buttonMap.ButtonDown(gamefunc_Map_Follow_Mode)) { buttonMap.ClearButton(gamefunc_Map_Follow_Mode); gFollowMap = !gFollowMap; gViewMap.FollowMode(gFollowMap); } if (buttonMap.ButtonDown(gamefunc_Shrink_Screen)) { if (gViewMode == 3) { buttonMap.ClearButton(gamefunc_Shrink_Screen); G_ChangeHudLayout(-1); } if (gViewMode == 2 || gViewMode == 4) { gZoom = ClipLow(gZoom - (gZoom >> 4), 64); gViewMap.nZoom = gZoom; } } if (buttonMap.ButtonDown(gamefunc_Enlarge_Screen)) { if (gViewMode == 3) { buttonMap.ClearButton(gamefunc_Enlarge_Screen); G_ChangeHudLayout(1); } if (gViewMode == 2 || gViewMode == 4) { gZoom = ClipHigh(gZoom + (gZoom >> 4), 4096); gViewMap.nZoom = gZoom; } } if (buttonMap.ButtonDown(gamefunc_Toggle_Crosshair)) { buttonMap.ClearButton(gamefunc_Toggle_Crosshair); cl_crosshair = !cl_crosshair; } if (buttonMap.ButtonDown(gamefunc_Next_Weapon)) { buttonMap.ClearButton(gamefunc_Next_Weapon); gInput.keyFlags.nextWeapon = 1; } if (buttonMap.ButtonDown(gamefunc_Previous_Weapon)) { buttonMap.ClearButton(gamefunc_Previous_Weapon); gInput.keyFlags.prevWeapon = 1; } if (buttonMap.ButtonDown(gamefunc_Show_Opponents_Weapon)) { buttonMap.ClearButton(gamefunc_Show_Opponents_Weapon); cl_showweapon = (cl_showweapon + 1) & 3; } if (buttonMap.ButtonDown(gamefunc_Jump)) gInput.buttonFlags.jump = 1; if (buttonMap.ButtonDown(gamefunc_Crouch)) gInput.buttonFlags.crouch = 1; if (buttonMap.ButtonDown(gamefunc_Fire)) gInput.buttonFlags.shoot = 1; if (buttonMap.ButtonDown(gamefunc_Alt_Fire)) gInput.buttonFlags.shoot2 = 1; if (buttonMap.ButtonDown(gamefunc_Open)) { buttonMap.ClearButton(gamefunc_Open); gInput.keyFlags.action = 1; } gInput.buttonFlags.lookUp |= buttonMap.ButtonDown(gamefunc_Look_Up); gInput.buttonFlags.lookDown |= buttonMap.ButtonDown(gamefunc_Look_Down); if (buttonMap.ButtonDown(gamefunc_Look_Up) || buttonMap.ButtonDown(gamefunc_Look_Down)) gInput.keyFlags.lookCenter = 1; else { gInput.buttonFlags.lookUp |= buttonMap.ButtonDown(gamefunc_Aim_Up); gInput.buttonFlags.lookDown |= buttonMap.ButtonDown(gamefunc_Aim_Down); } if (buttonMap.ButtonDown(gamefunc_Center_View)) { buttonMap.ClearButton(gamefunc_Center_View); gInput.keyFlags.lookCenter = 1; } gInput.keyFlags.spin180 |= buttonMap.ButtonDown(gamefunc_TurnAround); if (buttonMap.ButtonDown(gamefunc_Inventory_Left)) { buttonMap.ClearButton(gamefunc_Inventory_Left); gInput.keyFlags.prevItem = 1; } if (buttonMap.ButtonDown(gamefunc_Inventory_Right)) { buttonMap.ClearButton(gamefunc_Inventory_Right); gInput.keyFlags.nextItem = 1; } if (buttonMap.ButtonDown(gamefunc_Inventory_Use)) { buttonMap.ClearButton(gamefunc_Inventory_Use); gInput.keyFlags.useItem = 1; } if (buttonMap.ButtonDown(gamefunc_BeastVision)) { buttonMap.ClearButton(gamefunc_BeastVision); gInput.useFlags.useBeastVision = 1; } if (buttonMap.ButtonDown(gamefunc_CrystalBall)) { buttonMap.ClearButton(gamefunc_CrystalBall); gInput.useFlags.useCrystalBall = 1; } if (buttonMap.ButtonDown(gamefunc_JumpBoots)) { buttonMap.ClearButton(gamefunc_JumpBoots); gInput.useFlags.useJumpBoots = 1; } if (buttonMap.ButtonDown(gamefunc_MedKit)) { buttonMap.ClearButton(gamefunc_MedKit); gInput.useFlags.useMedKit = 1; } for (int i = 0; i < 10; i++) { if (buttonMap.ButtonDown(gamefunc_Weapon_1 + i)) { buttonMap.ClearButton(gamefunc_Weapon_1 + i); gInput.newWeapon = 1 + i; } } if (buttonMap.ButtonDown(gamefunc_ProximityBombs)) { buttonMap.ClearButton(gamefunc_ProximityBombs); gInput.newWeapon = 11; } if (buttonMap.ButtonDown(gamefunc_RemoteBombs)) { buttonMap.ClearButton(gamefunc_RemoteBombs); gInput.newWeapon = 12; } if (buttonMap.ButtonDown(gamefunc_Holster_Weapon)) { buttonMap.ClearButton(gamefunc_Holster_Weapon); gInput.keyFlags.holsterWeapon = 1; } int const run = G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run)); int const run2 = false; // What??? buttonMap.ButtonDown(gamefunc_Run); int const keyMove = (1 + run) << 10; gInput.syncFlags.run |= run; if (gInput.forward < keyMove && gInput.forward > -keyMove) { if (buttonMap.ButtonDown(gamefunc_Move_Forward)) gInput.forward += keyMove; if (buttonMap.ButtonDown(gamefunc_Move_Backward)) gInput.forward -= keyMove; } if (gInput.strafe < keyMove && gInput.strafe > -keyMove) { if (buttonMap.ButtonDown(gamefunc_Strafe_Left)) input.strafe += keyMove; if (buttonMap.ButtonDown(gamefunc_Strafe_Right)) input.strafe -= keyMove; } char turnLeft = 0, turnRight = 0; if (buttonMap.ButtonDown(gamefunc_Strafe)) { if (gInput.strafe < keyMove && gInput.strafe > -keyMove) { if (buttonMap.ButtonDown(gamefunc_Turn_Left)) input.strafe += keyMove; if (buttonMap.ButtonDown(gamefunc_Turn_Right)) input.strafe -= keyMove; } } else { if (buttonMap.ButtonDown(gamefunc_Turn_Left)) turnLeft = 1; if (buttonMap.ButtonDown(gamefunc_Turn_Right)) turnRight = 1; } static int32_t turnHeldTime; static int32_t lastInputClock; // MED int32_t const elapsedTics = (int32_t)totalclock - lastInputClock; lastInputClock = (int32_t) totalclock; if (turnLeft || turnRight) turnHeldTime += elapsedTics; else turnHeldTime = 0; if (turnLeft) input.q16turn = fix16_ssub(input.q16turn, fix16_from_float(scaleAdjustmentToInterval(ClipHigh(12 * turnHeldTime, gTurnSpeed)>>2))); if (turnRight) input.q16turn = fix16_sadd(input.q16turn, fix16_from_float(scaleAdjustmentToInterval(ClipHigh(12 * turnHeldTime, gTurnSpeed)>>2))); if ((run2 || run) && turnHeldTime > 24) input.q16turn <<= 1; if (buttonMap.ButtonDown(gamefunc_Strafe)) input.strafe -= info.mousex; else input.q16turn = fix16_sadd(input.q16turn, fix16_sdiv(fix16_from_int(info.mousex), fix16_from_int(32))); input.strafe -= -(info.dx<<5); #if 0 if (info.dz < 0) gInput.mlook = ClipRange((info.dz+127)>>7, -127, 127); else gInput.mlook = ClipRange(info.dz>>7, -127, 127); #endif if (mouseaim) input.q16mlook = fix16_sadd(input.q16mlook, fix16_sdiv(fix16_from_int(info.mousey), fix16_from_int(208))); else input.forward -= info.mousey; if (!in_mouseflip) input.q16mlook = -input.q16mlook; if (inputState.GetKeyStatus(sc_Pause)) // 0xc5 in disassembly { gInput.keyFlags.pause = 1; inputState.ClearKeyStatus(sc_Pause); } if (!gViewMap.bFollowMode && gViewMode == 4) { gViewMap.turn += input.q16turn<<2; gViewMap.forward += input.forward; gViewMap.strafe += input.strafe; input.q16turn = 0; input.forward = 0; input.strafe = 0; } gInput.forward = clamp(gInput.forward + input.forward, -2048, 2048); gInput.strafe = clamp(gInput.strafe + input.strafe, -2048, 2048); gInput.q16turn = fix16_sadd(gInput.q16turn, input.q16turn); gInput.q16mlook = fix16_clamp(fix16_sadd(gInput.q16mlook, input.q16mlook), fix16_from_int(-127)>>2, fix16_from_int(127)>>2); if (gMe && gMe->pXSprite->health != 0 && !gPaused) { int upAngle = 289; int downAngle = -347; double lookStepUp = 4.0*upAngle/60.0; double lookStepDown = -4.0*downAngle/60.0; gViewAngle = (gViewAngle + input.q16turn + fix16_from_float(scaleAdjustmentToInterval(gViewAngleAdjust))) & 0x7ffffff; if (gViewLookRecenter) { if (gViewLook < 0) gViewLook = fix16_min(gViewLook+fix16_from_float(scaleAdjustmentToInterval(lookStepDown)), fix16_from_int(0)); if (gViewLook > 0) gViewLook = fix16_max(gViewLook-fix16_from_float(scaleAdjustmentToInterval(lookStepUp)), fix16_from_int(0)); } else { gViewLook = fix16_clamp(gViewLook+fix16_from_float(scaleAdjustmentToInterval(gViewLookAdjust)), fix16_from_int(downAngle), fix16_from_int(upAngle)); } gViewLook = fix16_clamp(gViewLook+(input.q16mlook << 3), fix16_from_int(downAngle), fix16_from_int(upAngle)); } } #if 0 if (gGameStarted && gInputMode != kInputMessage && buttonMap.ButtonDown(gamefunc_SendMessage)) { buttonMap.ClearButton(gamefunc_SendMessage); inputState.keyFlushScans(); gInputMode = kInputMessage; } #endif END_BLD_NS