//------------------------------------------------------------------------- /* 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; 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. } void ctrlGetInput(void) { ControlInfo info; int forward = 0, strafe = 0; fix16_t turn = 0; memset(&gInput, 0, sizeof(gInput)); if (!gGameStarted || gInputMode != kInputGame) { CONTROL_GetInput(&info); return; } 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 (gInput.buttonFlags.lookUp || gInput.buttonFlags.lookDown) 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; } char run = G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run)); char run2 = false; // What??? buttonMap.ButtonDown(gamefunc_Run); gInput.syncFlags.run = run; if (buttonMap.ButtonDown(gamefunc_Move_Forward)) forward += (1+run)<<10; if (buttonMap.ButtonDown(gamefunc_Move_Backward)) forward -= (1+run)<<10; char turnLeft = 0, turnRight = 0; if (buttonMap.ButtonDown(gamefunc_Strafe)) { if (buttonMap.ButtonDown(gamefunc_Turn_Left)) strafe += (1 + run) << 10; if (buttonMap.ButtonDown(gamefunc_Turn_Right)) strafe -= (1 + run) << 10; } else { if (buttonMap.ButtonDown(gamefunc_Strafe_Left)) strafe += (1 + run) << 10; if (buttonMap.ButtonDown(gamefunc_Strafe_Right)) strafe -= (1 + run) << 10; if (buttonMap.ButtonDown(gamefunc_Turn_Left)) turnLeft = 1; if (buttonMap.ButtonDown(gamefunc_Turn_Right)) turnRight = 1; } if (turnLeft || turnRight) iTurnCount += 4; else iTurnCount = 0; if (turnLeft) turn -= fix16_from_int(ClipHigh(12 * iTurnCount, gTurnSpeed))>>2; if (turnRight) turn += fix16_from_int(ClipHigh(12 * iTurnCount, gTurnSpeed))>>2; if ((run2 || run) && iTurnCount > 24) turn <<= 1; if (buttonMap.ButtonDown(gamefunc_Strafe)) strafe = ClipRange(strafe - info.mousex, -2048, 2048); else turn = fix16_clamp(turn + fix16_div(fix16_from_int(info.mousex), F16(32)), F16(-1024)>>2, F16(1024)>>2); strafe = ClipRange(strafe-(info.dx<<5), -2048, 2048); if (mouseaim) gInput.q16mlook = fix16_clamp(fix16_div(fix16_from_int(info.mousey), F16(128)), F16(-127)>>2, F16(127)>>2); else forward = ClipRange(forward - info.mousey, -2048, 2048); if (!in_mouseflip) gInput.q16mlook = -gInput.q16mlook; if (inputState.GetKeyStatus(sc_Pause)) // 0xc5 in disassembly { gInput.keyFlags.pause = 1; inputState.ClearKeyStatus(sc_Pause); } if (!gViewMap.bFollowMode && gViewMode == 4) { gViewMap.turn = fix16_to_int(turn<<2); gViewMap.forward = forward>>8; gViewMap.strafe = strafe>>8; turn = 0; forward = 0; strafe = 0; } gInput.forward = forward; gInput.q16turn = turn; gInput.strafe = strafe; } #if 0 if (gGameStarted && gInputMode != kInputMessage && buttonMap.ButtonDown(gamefunc_SendMessage)) { buttonMap.ClearButton(gamefunc_SendMessage); inputState.keyFlushScans(); gInputMode = kInputMessage; } #endif END_BLD_NS