#include "input.h" #include "engine.h" #include "exhumed.h" #include "player.h" #include "serial.h" #include "network.h" #include "keyboard.h" #include "control.h" #include "config.h" #include int nNetMoves = 0; 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; CONTROL_ClearButton(gamefunc_Open); } void GetLocalInput() { int i; for (i = 6; i >= 0; i--) { if (BUTTON(gamefunc_Weapon_1+i)) break; } i++; if (PlayerList[nLocalPlayer].nHealth) { lLocalButtons = (BUTTON(gamefunc_Crouch) << 4) | (BUTTON(gamefunc_Fire) << 3) | (BUTTON(gamefunc_Jump)<<0) | (i<<13); } else { lLocalButtons = 0; } lLocalButtons |= BUTTON(gamefunc_Open) << 2; // TODO ExecRecord(&sPlayerInput[nLocalPlayer], sizeof(PlayerInput)); } void BackupInput() { } void SendInput() { } void LogoffPlayer(int nPlayer) { if (nPlayer == nLocalPlayer) return; if (PlayerList[nPlayer].someNetVal == -1) return; memset(&sPlayerInput[nPlayer], 0, sizeof(sPlayerInput)); sprite[nDoppleSprite[nPlayer]].cstat = 0x8000u; sprite[nPlayerFloorSprite[nPlayer]].cstat = 0x8000u; sprite[PlayerList[nPlayer].nSprite].cstat = 0x8000u; PlayerList[nPlayer].someNetVal = -1; StatusMessage(150, "Player %d has left the game", nPlayer); // TODO ClearPlayerInput(&sPlayerInput[nPlayer]); nNetPlayerCount--; } void UpdateInputs() { nNetMoveFrames = moveframes; if (nNetPlayerCount) { if (bSerialPlay) { UpdateSerialInputs(); } else { UpdateNetInputs(); } nNetMoves++; if (!nNetMoves) { nNetMoves++; } } } /* ClearSpaceBar_ GetLocalInput_ GetModemInput_ BackupInput_ SendInput_ SendToUnAckd_ LogoffPlayer_ UpdateInputs_ faketimerhandler_ */ void ClearAllKeys() { KB_ClearKeysDown(); KB_FlushKeyboardQueue(); } void WaitNoKey(int nSecs, void (*pFunc) (void)) { int nTotalTime = (kTimerTicks * nSecs) + (int)totalclock; while (nTotalTime > (int)totalclock) { #ifdef _MSC_VER HandleAsync(); #endif if (pFunc) { pFunc(); } } } int WaitAnyKey(int nSecs) { int nTotalTime = (int)totalclock + (kTimerTicks * nSecs); while (1) { #ifdef _MSC_VER HandleAsync(); #endif if (nTotalTime <= (int)totalclock || nSecs == -1) { return -1; } int i = 0; do { if (KB_KeyDown[i]) { KB_KeyDown[i] = 0; return i; } i++; } while (i < 106); } } /* Name: _nLocalPlayer Name: _nNetPlayerCount Name: _nModemPlayer Name: _nNetMoves Name: _lLocalButtons Name: _lLocalCodes Name: _nInputStack Name: _bSyncNet Name: _lStartupTime Name: _bStackNode Name: _sSync Name: _nTypeStack Name: _sPlayerInput Name: _pStackPtr Name: _sInputStack */