//------------------------------------------------------------------------- /* 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 "keyboard.h" #include "mouse.h" #include "joystick.h" #include "control.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 int32_t ctrlCheckAllInput(void) { return ( inputState.keyBufferWaiting() || inputState.MouseGetButtons() || JOYSTICK_GetButtons() ); } void ctrlClearAllInput(void) { inputState.keyFlushChars(); inputState.ClearKeysDown(); inputState.MouseClearAllButtonss(); JOYSTICK_ClearAllButtons(); } GINPUT gInput; bool bSilentAim = false; int iTurnCount = 0; int32_t GetTime(void) { return (int32_t)totalclock; } void ctrlInit(void) { } void ctrlTerm(void) { CONTROL_Shutdown(); } int32_t mouseyaxismode = -1; // This is mainly here to account for the different implementation between Blood and the other games // and to allow unified handling and the same value range in the CVAR code. // Unlike EDuke's version, NBlood's was actually fine, it just had a too small value range to be chosen as the unified version. bool GameInterface::validate_hud(int layout) { return layout > 3 && layout != 8; // 8 is the status bar overlay which NBlood did not implement. } void GameInterface::set_hud_layout(int layout) { static const uint8_t screen_size_vals[] = { 7, 7, 7, 7, 6, 5, 4, 3, 3, 2, 1, 0 }; if (validate_hud(layout)) { viewResizeView(screen_size_vals[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(); if (in_aimmode) g_MyAimMode = 0; if (buttonMap.ButtonDown(gamefunc_Mouse_Aiming)) { if (in_aimmode) g_MyAimMode = 1; else { buttonMap.ClearButton(gamefunc_Mouse_Aiming); g_MyAimMode = !g_MyAimMode; if (g_MyAimMode) { if (!bSilentAim) viewSetMessage("Mouse aiming ON"); } else { if (!bSilentAim) viewSetMessage("Mouse aiming OFF"); gInput.keyFlags.lookCenter = 1; } } } else if (in_aimmode) gInput.keyFlags.lookCenter = 1; CONTROL_GetInput(&info); if (in_mousedeadzone) { if (info.mousey > 0) info.mousey = max(info.mousey - in_mousedeadzone, 0); else if (info.mousey < 0) info.mousey = min(info.mousey + in_mousedeadzone, 0); if (info.mousex > 0) info.mousex = max(info.mousex - in_mousedeadzone, 0); else if (info.mousex < 0) info.mousex = min(info.mousex + in_mousedeadzone, 0); } if (in_mousebias) { if (klabs(info.mousex) > klabs(info.mousey)) info.mousey = tabledivide32_noinline(info.mousey, in_mousebias); else info.mousex = tabledivide32_noinline(info.mousex, in_mousebias); } if (gQuitRequest) gInput.keyFlags.quit = 1; if (gGameStarted && gInputMode != kInputMessage && gInputMode != kInputMenu && buttonMap.ButtonDown(gamefunc_Send_Message)) { buttonMap.ClearButton(gamefunc_Send_Message); inputState.keyFlushScans(); gInputMode = kInputMessage; } if (buttonMap.ButtonDown(gamefunc_AutoRun)) { buttonMap.ClearButton(gamefunc_AutoRun); gAutoRun = !gAutoRun; if (gAutoRun) viewSetMessage("Auto run ON"); else viewSetMessage("Auto run OFF"); } 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_Aim_Center)) { buttonMap.ClearButton(gamefunc_Aim_Center); gInput.keyFlags.lookCenter = 1; } gInput.keyFlags.spin180 = buttonMap.ButtonDown(gamefunc_Turn_Around); 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 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 (g_MyAimMode) 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; } END_BLD_NS