//------------------------------------------------------------------------- /* 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 "mmulti.h" #include "gamecontrol.h" #include "common_game.h" #include "blood.h" #include "controls.h" #include "globals.h" #include "levels.h" #include "map2d.h" #include "view.h" #include "d_event.h" #include "gamestate.h" #include "sound.h" BEGIN_BLD_NS InputPacket gInput; bool bSilentAim = false; int iTurnCount = 0; int32_t mouseyaxismode = -1; fixed_t gViewLook, gViewAngle; float gViewAngleAdjust; float gViewLookAdjust; int gViewLookRecenter; void GetInputInternal(InputPacket &inputParm) { int prevPauseState = paused; ControlInfo info; static double lastInputTicks; auto const currentHiTicks = I_msTimeF(); double const elapsedInputTicks = currentHiTicks - lastInputTicks; lastInputTicks = currentHiTicks; auto scaleAdjustmentToInterval = [=](double x) { return x * kTicsPerSec / (1000.0 / elapsedInputTicks); }; InputPacket input = {}; CONTROL_GetInput(&info); ApplyGlobalInput(inputParm, &info); bool mouseaim = !(inputParm.actions & SB_AIMMODE); if (!mouseaim) inputParm.actions |= SB_CENTERVIEW; if (gPlayer[myconnectindex].nextWeapon == 0) { } if (inputParm.actions & (SB_LOOK_UP|SB_LOOK_DOWN)) inputParm.actions |= SB_CENTERVIEW; int const run = !!(inputParm.actions & SB_RUN); int const keyMove = (1 + run) << 10; if (inputParm.fvel < keyMove && inputParm.fvel > -keyMove) { if (buttonMap.ButtonDown(gamefunc_Move_Forward)) input.fvel += keyMove; if (buttonMap.ButtonDown(gamefunc_Move_Backward)) input.fvel -= keyMove; } if (inputParm.svel < keyMove && inputParm.svel > -keyMove) { if (buttonMap.ButtonDown(gamefunc_Strafe_Left)) input.svel += keyMove; if (buttonMap.ButtonDown(gamefunc_Strafe_Right)) input.svel -= keyMove; } char turnLeft = 0, turnRight = 0; if (buttonMap.ButtonDown(gamefunc_Strafe)) { if (inputParm.svel < keyMove && inputParm.svel > -keyMove) { if (buttonMap.ButtonDown(gamefunc_Turn_Left)) input.svel += keyMove; if (buttonMap.ButtonDown(gamefunc_Turn_Right)) input.svel -= 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 = gameclock - lastInputClock; // Blood's q16mlook scaling is different from the other games, therefore use the below constant to attenuate // the speed to match the other games. float const mlookScale = 3.25f; lastInputClock = gameclock; if (turnLeft || turnRight) turnHeldTime += elapsedTics; else turnHeldTime = 0; if (turnLeft) input.q16avel -= FloatToFixed(scaleAdjustmentToInterval(ClipHigh(12 * turnHeldTime, gTurnSpeed)>>2)); if (turnRight) input.q16avel += FloatToFixed(scaleAdjustmentToInterval(ClipHigh(12 * turnHeldTime, gTurnSpeed)>>2)); if (run && turnHeldTime > 24) input.q16avel <<= 1; if (buttonMap.ButtonDown(gamefunc_Strafe)) { input.svel -= info.mousex * 32.f; input.svel -= scaleAdjustmentToInterval(info.dyaw * keyMove); } else { input.q16avel += FloatToFixed(info.mousex); input.q16avel += FloatToFixed(scaleAdjustmentToInterval(info.dyaw)); } input.svel -= scaleAdjustmentToInterval(info.dx * keyMove); input.fvel -= scaleAdjustmentToInterval(info.dz * keyMove); if (mouseaim) input.q16horz += FloatToFixed(info.mousey / mlookScale); else input.fvel -= info.mousey * 64.f; if (!in_mouseflip) input.q16horz = -input.q16horz; input.q16horz -= FloatToFixed(scaleAdjustmentToInterval(info.dpitch / mlookScale)); if (!automapFollow && automapMode != am_off) { gViewMap.turn += input.q16avel<<2; gViewMap.forward += input.fvel; gViewMap.strafe += input.svel; input.q16avel = 0; input.fvel = 0; input.svel = 0; } inputParm.fvel = clamp(inputParm.fvel + input.fvel, -2048, 2048); inputParm.svel = clamp(inputParm.svel + input.svel, -2048, 2048); inputParm.q16avel += input.q16avel; inputParm.q16horz = clamp(inputParm.q16horz + input.q16horz, IntToFixed(-127)>>2, IntToFixed(127)>>2); if (gMe && gMe->pXSprite && gMe->pXSprite->health != 0 && !paused) { int upAngle = 289; int downAngle = -347; double lookStepUp = 4.0*upAngle/60.0; double lookStepDown = -4.0*downAngle/60.0; gViewAngle = (gViewAngle + input.q16avel + FloatToFixed(scaleAdjustmentToInterval(gViewAngleAdjust))) & 0x7ffffff; if (gViewLookRecenter) { if (gViewLook < 0) gViewLook = min(gViewLook+FloatToFixed(scaleAdjustmentToInterval(lookStepDown)), 0); if (gViewLook > 0) gViewLook = max(gViewLook-FloatToFixed(scaleAdjustmentToInterval(lookStepUp)), 0); } else { gViewLook = clamp(gViewLook+FloatToFixed(scaleAdjustmentToInterval(gViewLookAdjust)), IntToFixed(downAngle), IntToFixed(upAngle)); } gViewLook = clamp(gViewLook+(input.q16horz << 3), IntToFixed(downAngle), IntToFixed(upAngle)); } } void GameInterface::GetInput(InputPacket* packet) { GetInputInternal(gInput); if (packet) { *packet = gInput; gInput = {}; } } END_BLD_NS