//------------------------------------------------------------------------- /* 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 "engine.h" #include "exhumed.h" #include "player.h" #include "aistuff.h" #include "status.h" #include "view.h" #include BEGIN_PS_NS int WeaponToSend, BitsToSend; 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; buttonMap.ClearButton(gamefunc_Open); } void GetLocalInput() { int i = WeaponToSend; if (WeaponToSend == PlayerList[nLocalPlayer].nCurrentWeapon) WeaponToSend = 0; if (PlayerList[nLocalPlayer].nHealth) { lLocalButtons = (buttonMap.ButtonDown(gamefunc_Crouch) << 4) | (buttonMap.ButtonDown(gamefunc_Fire) << 3) | (buttonMap.ButtonDown(gamefunc_Jump) << 0); lLocalCodes |= (i << 13); } else { lLocalButtons = 0; } lLocalButtons |= buttonMap.ButtonDown(gamefunc_Open) << 2; // TODO ExecRecord(&sPlayerInput[nLocalPlayer], sizeof(PlayerInput)); } void BackupInput() { } void SendInput() { } short nNetMoveFrames = 0; void UpdateInputs() { nNetMoveFrames = moveframes; if (nNetPlayerCount) { //UpdateNetInputs(); nNetMoves++; if (!nNetMoves) { nNetMoves++; } } } void CheckKeys() { // go to 3rd person view? if (buttonMap.ButtonDown(gamefunc_Third_Person_View)) { if (!nFreeze) { if (bCamera) { bCamera = false; } else { bCamera = true; } if (bCamera) GrabPalette(); } buttonMap.ClearButton(gamefunc_Third_Person_View); return; } if (paused) { return; } } static int32_t nonsharedtimer; void CheckKeys2() { if (automapMode != am_off) { int const timerOffset = ((int)totalclock - nonsharedtimer); nonsharedtimer += timerOffset; if (buttonMap.ButtonDown(gamefunc_Enlarge_Screen)) lMapZoom += mulscale6(timerOffset, max(lMapZoom, 256)); if (buttonMap.ButtonDown(gamefunc_Shrink_Screen)) lMapZoom -= mulscale6(timerOffset, max(lMapZoom, 256)); lMapZoom = clamp(lMapZoom, 48, 2048); } if (PlayerList[nLocalPlayer].nHealth <= 0) { SetAirFrame(); } } //--------------------------------------------------------------------------- // // CCMD based input. The basics are from Randi's ZDuke but this uses dynamic // registration to only have the commands active when this game module runs. // //--------------------------------------------------------------------------- static int ccmd_slot(CCmdFuncPtr parm) { if (parm->numparms != 1) return CCMD_SHOWHELP; auto slot = atoi(parm->parms[0]); if (slot >= 1 && slot <= 7) { WeaponToSend = slot; return CCMD_OK; } return CCMD_SHOWHELP; } int ccmd_centerview(CCmdFuncPtr parm); void registerinputcommands() { C_RegisterFunction("slot", "slot : select a weapon from the given slot (1-10)", ccmd_slot); //C_RegisterFunction("pause", nullptr, [](CCmdFuncPtr)->int { BitsToSend |= SKB_PAUSE; return CCMD_OK; }); C_RegisterFunction("centerview", nullptr, ccmd_centerview); C_RegisterFunction("invprev", nullptr, [](CCmdFuncPtr)->int { if (PlayerList[nLocalPlayer].nHealth > 0) SetPrevItem(nLocalPlayer); return CCMD_OK; }); C_RegisterFunction("invnext", nullptr, [](CCmdFuncPtr)->int { if (PlayerList[nLocalPlayer].nHealth > 0) SetNextItem(nLocalPlayer); return CCMD_OK; }); C_RegisterFunction("invuse", nullptr, [](CCmdFuncPtr)->int { if (PlayerList[nLocalPlayer].nHealth > 0) UseCurItem(nLocalPlayer); return CCMD_OK; }); // todo: //C_RegisterFunction("weapprev", nullptr, [](CCmdFuncPtr)->int { WeaponToSend = 11; return CCMD_OK; }); //C_RegisterFunction("weapnext", nullptr, [](CCmdFuncPtr)->int { WeaponToSend = 12; return CCMD_OK; }); //C_RegisterFunction("turnaround", nullptr, [](CCmdFuncPtr)->int { BitsToSend |= SKB_TURNAROUND; return CCMD_OK; }); } // This is called from ImputState::ClearAllInput and resets all static state being used here. void GameInterface::clearlocalinputstate() { WeaponToSend = 0; BitsToSend = 0; } END_PS_NS