//------------------------------------------------------------------------- /* 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 "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 GINPUT gInput, gNetInput; bool bSilentAim = false; int iTurnCount = 0; static int WeaponToSend; static KEYFLAGS BitsToSend; static USEFLAGS UsesToSend; void ctrlInit(void) { } void ctrlTerm(void) { } int32_t mouseyaxismode = -1; int32_t GetTime(void) { return (int32_t)totalclock; } fix16_t gViewLook, gViewAngle; float gViewAngleAdjust; float gViewLookAdjust; int gViewLookRecenter; void LocalKeys(void) { bool alt = inputState.AltPressed(); bool ctrl = inputState.CtrlPressed(); bool shift = inputState.ShiftPressed(); if (buttonMap.ButtonDown(gamefunc_Third_Person_View) && !alt && !shift) { buttonMap.ClearButton(gamefunc_Third_Person_View); if (gViewPos > VIEWPOS_0) gViewPos = VIEWPOS_0; else gViewPos = VIEWPOS_1; } if (buttonMap.ButtonDown(gamefunc_See_Coop_View)) { buttonMap.ClearButton(gamefunc_See_Coop_View); if (gGameOptions.nGameType == 1) { gViewIndex = connectpoint2[gViewIndex]; if (gViewIndex == -1) gViewIndex = connecthead; gView = &gPlayer[gViewIndex]; } else if (gGameOptions.nGameType == 3) { int oldViewIndex = gViewIndex; do { gViewIndex = connectpoint2[gViewIndex]; if (gViewIndex == -1) gViewIndex = connecthead; if (oldViewIndex == gViewIndex || gMe->teamId == gPlayer[gViewIndex].teamId) break; } while (oldViewIndex != gViewIndex); gView = &gPlayer[gViewIndex]; } } char key; if ((key = inputState.keyGetScan()) != 0) { if ((alt || shift) && gGameOptions.nGameType > 0 && key >= sc_F1 && key <= sc_F10) { char fk = key - sc_F1; if (alt) { sndStartSample(4400 + fk, 128, 1, 0); //netBroadcastTaunt(myconnectindex, fk); } else { // todo: Open chat editor with the specified text //gPlayerMsg.Set(*CombatMacros[fk]); //gPlayerMsg.Send(); } buttonMap.ClearButton(gamefunc_Third_Person_View); return; } } } void ctrlGetInput(void) { int prevPauseState = paused; ControlInfo info; static double lastInputTicks; auto const currentHiTicks = timerGetHiTicks(); double const elapsedInputTicks = currentHiTicks - lastInputTicks; lastInputTicks = currentHiTicks; auto scaleAdjustmentToInterval = [=](double x) { return x * kTicsPerSec / (1000.0 / elapsedInputTicks); }; if (gamestate != GS_LEVEL || System_WantGuiCapture()) { gInput = {}; CONTROL_GetInput(&info); return; } if (paused != prevPauseState) { gInput.keyFlags.pause = 1; } if (paused) return; GINPUT input = {}; bool mouseaim = in_mousemode || buttonMap.ButtonDown(gamefunc_Mouse_Aiming); if (!mouseaim) gInput.keyFlags.lookCenter = 1; if (numplayers == 1) { gProfile[myconnectindex].nAutoAim = cl_autoaim; gProfile[myconnectindex].nWeaponSwitch = cl_weaponswitch; } CONTROL_GetInput(&info); if (gQuitRequest) gInput.keyFlags.quit = 1; gInput.keyFlags.word |= BitsToSend.word; gInput.useFlags.byte |= UsesToSend.byte; if (WeaponToSend != 0) gInput.newWeapon = WeaponToSend; BitsToSend.word = 0; UsesToSend.byte = 0; WeaponToSend = 0; if (buttonMap.ButtonDown(gamefunc_Map)) { buttonMap.ClearButton(gamefunc_Map); 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); if (!SHIFTS_IS_PRESSED) { G_ChangeHudLayout(-1); } else { hud_scale = hud_scale - 4; } } if (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); if (!SHIFTS_IS_PRESSED) { G_ChangeHudLayout(1); } else { hud_scale = hud_scale + 4; } } if ( gViewMode == 4) { gZoom = ClipHigh(gZoom + (gZoom >> 4), 4096); gViewMap.nZoom = gZoom; } } if (gPlayer[myconnectindex].nextWeapon == 0) { } 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 (buttonMap.ButtonDown(gamefunc_Look_Up) || buttonMap.ButtonDown(gamefunc_Look_Down)) gInput.keyFlags.lookCenter = 1; else { gInput.buttonFlags.lookUp |= buttonMap.ButtonDown(gamefunc_Aim_Up); gInput.buttonFlags.lookDown |= buttonMap.ButtonDown(gamefunc_Aim_Down); } int const run = G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run)); int const run2 = false; // What??? buttonMap.ButtonDown(gamefunc_Run); int const keyMove = (1 + run) << 10; gInput.syncFlags.run |= run; if (gInput.forward < keyMove && gInput.forward > -keyMove) { if (buttonMap.ButtonDown(gamefunc_Move_Forward)) input.forward += keyMove; if (buttonMap.ButtonDown(gamefunc_Move_Backward)) input.forward -= keyMove; } if (gInput.strafe < keyMove && gInput.strafe > -keyMove) { if (buttonMap.ButtonDown(gamefunc_Strafe_Left)) input.strafe += keyMove; if (buttonMap.ButtonDown(gamefunc_Strafe_Right)) input.strafe -= keyMove; } char turnLeft = 0, turnRight = 0; if (buttonMap.ButtonDown(gamefunc_Strafe)) { if (gInput.strafe < keyMove && gInput.strafe > -keyMove) { if (buttonMap.ButtonDown(gamefunc_Turn_Left)) input.strafe += keyMove; if (buttonMap.ButtonDown(gamefunc_Turn_Right)) input.strafe -= 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 = (int32_t)totalclock - 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 = (int32_t) totalclock; if (turnLeft || turnRight) turnHeldTime += elapsedTics; else turnHeldTime = 0; if (turnLeft) input.q16turn = fix16_ssub(input.q16turn, fix16_from_dbl(scaleAdjustmentToInterval(ClipHigh(12 * turnHeldTime, gTurnSpeed)>>2))); if (turnRight) input.q16turn = fix16_sadd(input.q16turn, fix16_from_dbl(scaleAdjustmentToInterval(ClipHigh(12 * turnHeldTime, gTurnSpeed)>>2))); if ((run2 || run) && turnHeldTime > 24) input.q16turn <<= 1; if (buttonMap.ButtonDown(gamefunc_Strafe)) { input.strafe -= info.mousex * 32.f; input.strafe -= scaleAdjustmentToInterval(info.dyaw * keyMove); } else { input.q16turn = fix16_sadd(input.q16turn, fix16_from_float(info.mousex)); input.q16turn = fix16_sadd(input.q16turn, fix16_from_dbl(scaleAdjustmentToInterval(info.dyaw))); } input.strafe -= scaleAdjustmentToInterval(info.dx * keyMove); input.forward -= scaleAdjustmentToInterval(info.dz * keyMove); if (mouseaim) input.q16mlook = fix16_sadd(input.q16mlook, fix16_from_float(info.mousey / mlookScale)); else input.forward -= info.mousey * 64.f; if (!in_mouseflip) input.q16mlook = -input.q16mlook; input.q16mlook = fix16_ssub(input.q16mlook, fix16_from_dbl(scaleAdjustmentToInterval(info.dpitch / mlookScale))); if (!gViewMap.bFollowMode && gViewMode == 4) { gViewMap.turn += input.q16turn<<2; gViewMap.forward += input.forward; gViewMap.strafe += input.strafe; input.q16turn = 0; input.forward = 0; input.strafe = 0; } gInput.forward = clamp(gInput.forward + input.forward, -2048, 2048); gInput.strafe = clamp(gInput.strafe + input.strafe, -2048, 2048); gInput.q16turn = fix16_sadd(gInput.q16turn, input.q16turn); gInput.q16mlook = fix16_clamp(fix16_sadd(gInput.q16mlook, input.q16mlook), fix16_from_int(-127)>>2, fix16_from_int(127)>>2); if (gMe && 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.q16turn + fix16_from_dbl(scaleAdjustmentToInterval(gViewAngleAdjust))) & 0x7ffffff; if (gViewLookRecenter) { if (gViewLook < 0) gViewLook = fix16_min(gViewLook+fix16_from_dbl(scaleAdjustmentToInterval(lookStepDown)), fix16_from_int(0)); if (gViewLook > 0) gViewLook = fix16_max(gViewLook-fix16_from_dbl(scaleAdjustmentToInterval(lookStepUp)), fix16_from_int(0)); } else { gViewLook = fix16_clamp(gViewLook+fix16_from_dbl(scaleAdjustmentToInterval(gViewLookAdjust)), fix16_from_int(downAngle), fix16_from_int(upAngle)); } gViewLook = fix16_clamp(gViewLook+(input.q16mlook << 3), fix16_from_int(downAngle), fix16_from_int(upAngle)); } } //--------------------------------------------------------------------------- // // 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 <= 10) { WeaponToSend = slot; return CCMD_OK; } return CCMD_SHOWHELP; } void registerinputcommands() { C_RegisterFunction("slot", "slot : select a weapon from the given slot (1-10)", ccmd_slot); C_RegisterFunction("weapprev", nullptr, [](CCmdFuncPtr)->int { if (gPlayer[myconnectindex].nextWeapon == 0) BitsToSend.prevWeapon = 1; return CCMD_OK; }); C_RegisterFunction("weapnext", nullptr, [](CCmdFuncPtr)->int { if (gPlayer[myconnectindex].nextWeapon == 0) BitsToSend.nextWeapon = 1; return CCMD_OK; }); C_RegisterFunction("pause", nullptr, [](CCmdFuncPtr)->int { BitsToSend.pause = 1; return CCMD_OK; }); C_RegisterFunction("proximitybombs", nullptr, [](CCmdFuncPtr)->int { WeaponToSend = 11; return CCMD_OK; }); C_RegisterFunction("remotebombs", nullptr, [](CCmdFuncPtr)->int { WeaponToSend = 12; return CCMD_OK; }); C_RegisterFunction("jumpboots", nullptr, [](CCmdFuncPtr)->int { UsesToSend.useJumpBoots = 1; return CCMD_OK; }); C_RegisterFunction("medkit", nullptr, [](CCmdFuncPtr)->int { UsesToSend.useMedKit = 1; return CCMD_OK; }); C_RegisterFunction("centerview", nullptr, [](CCmdFuncPtr)->int { BitsToSend.lookCenter = 1; return CCMD_OK; }); C_RegisterFunction("holsterweapon", nullptr, [](CCmdFuncPtr)->int { BitsToSend.holsterWeapon = 1; return CCMD_OK; }); C_RegisterFunction("invprev", nullptr, [](CCmdFuncPtr)->int { BitsToSend.prevItem = 1; return CCMD_OK; }); C_RegisterFunction("invnext", nullptr, [](CCmdFuncPtr)->int { BitsToSend.nextItem = 1; return CCMD_OK; }); C_RegisterFunction("crystalball", nullptr, [](CCmdFuncPtr)->int { UsesToSend.useCrystalBall = 1; return CCMD_OK; }); C_RegisterFunction("beastvision", nullptr, [](CCmdFuncPtr)->int { UsesToSend.useBeastVision = 1; return CCMD_OK; }); C_RegisterFunction("turnaround", nullptr, [](CCmdFuncPtr)->int { BitsToSend.spin180 = 1; return CCMD_OK; }); C_RegisterFunction("invuse", nullptr, [](CCmdFuncPtr)->int { BitsToSend.useItem = 1; return CCMD_OK; }); } // This is called from ImputState::ClearAllInput and resets all static state being used here. void GameInterface::clearlocalinputstate() { WeaponToSend = 0; BitsToSend.word = 0; UsesToSend.byte = 0; } END_BLD_NS