//------------------------------------------------------------------------- /* 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" #include "ps_input.h" #include "exhumed.h" #include "player.h" #include "status.h" #include "view.h" #include "menu.h" BEGIN_PS_NS static int turn; static int counter; 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].actions &= SB_OPEN; buttonMap.ClearButton(gamefunc_Open); } void BackupInput() { } void SendInput() { } void CheckKeys2() { if (PlayerList[nLocalPlayer].nHealth <= 0) { SetAirFrame(); } } static void processMovement(ControlInfo* const hidInput) { // JBF: Run key behaviour is selectable int const playerRunning = !!(localInput.actions & SB_RUN); int const turnAmount = playerRunning ? 12 : 8; int const keyMove = playerRunning ? 12 : 6; bool const mouseaim = !(localInput.actions & SB_AIMMODE); double const scaleAdjust = InputScale(); InputPacket tempinput {}; if (buttonMap.ButtonDown(gamefunc_Strafe)) { tempinput.svel -= xs_CRoundToInt((hidInput->mousex * 32.) + (scaleAdjust * (hidInput->dyaw * keyMove))); } else { tempinput.q16avel += FloatToFixed(hidInput->mousex + (scaleAdjust * hidInput->dyaw)); } if (mouseaim) { tempinput.q16horz += FloatToFixed(hidInput->mousey); } else { tempinput.fvel -= xs_CRoundToInt(hidInput->mousey * 8.); } if (!in_mouseflip) tempinput.q16horz = -tempinput.q16horz; tempinput.q16horz -= FloatToFixed(scaleAdjust * hidInput->dpitch); tempinput.svel -= xs_CRoundToInt(scaleAdjust * (hidInput->dx * keyMove)); tempinput.fvel -= xs_CRoundToInt(scaleAdjust * (hidInput->dz * keyMove)); if (buttonMap.ButtonDown(gamefunc_Strafe)) { if (buttonMap.ButtonDown(gamefunc_Turn_Left)) tempinput.svel -= -keyMove; if (buttonMap.ButtonDown(gamefunc_Turn_Right)) tempinput.svel -= keyMove; } else { 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??? tempinput.q16avel += FloatToFixed(scaleAdjust * (turn * 2)); } if (buttonMap.ButtonDown(gamefunc_Strafe_Left)) tempinput.svel += keyMove; if (buttonMap.ButtonDown(gamefunc_Strafe_Right)) tempinput.svel += -keyMove; if (buttonMap.ButtonDown(gamefunc_Move_Forward)) tempinput.fvel += keyMove; if (buttonMap.ButtonDown(gamefunc_Move_Backward)) tempinput.fvel += -keyMove; localInput.fvel = clamp(localInput.fvel + tempinput.fvel, -12, 12); localInput.svel = clamp(localInput.svel + tempinput.svel, -12, 12); localInput.q16avel += tempinput.q16avel; localInput.q16horz += tempinput.q16horz; if (!cl_syncinput) { Player* pPlayer = &PlayerList[nLocalPlayer]; if (!nFreeze) { applylook(&pPlayer->q16angle, &pPlayer->q16look_ang, &pPlayer->q16rotscrnang, &pPlayer->spin, tempinput.q16avel, &sPlayerInput[nLocalPlayer].actions, scaleAdjust, eyelevel[nLocalPlayer] > -14080); sethorizon(&pPlayer->q16horiz, tempinput.q16horz, &sPlayerInput[nLocalPlayer].actions, scaleAdjust); UpdatePlayerSpriteAngle(pPlayer); } playerProcessHelpers(&pPlayer->q16angle, &pPlayer->angAdjust, &pPlayer->angTarget, &pPlayer->q16horiz, &pPlayer->horizAdjust, &pPlayer->horizTarget, scaleAdjust); } } void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput) { if (paused || M_Active()) { localInput = {}; return; } if (packet != nullptr) { localInput = {}; ApplyGlobalInput(localInput, hidInput); if (PlayerList[nLocalPlayer].nHealth == 0) localInput.actions &= SB_OPEN; } if (PlayerList[nLocalPlayer].nHealth == 0) { lPlayerYVel = 0; lPlayerXVel = 0; return; } processMovement(hidInput); if (packet) *packet = localInput; } //--------------------------------------------------------------------------- // // This is called from InputState::ClearAllInput and resets all static state being used here. // //--------------------------------------------------------------------------- void GameInterface::clearlocalinputstate() { localInput = {}; turn = 0; counter = 0; } END_PS_NS