//------------------------------------------------------------------------- /* 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 "exhumed.h" #include "player.h" #include "status.h" #include "view.h" #include "razemenu.h" BEGIN_PS_NS static int turn; static int counter; 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].actions &= SB_OPEN; buttonMap.ClearButton(gamefunc_Open); } void BackupInput() { } void SendInput() { } void CheckKeys2() { if (PlayerList[nLocalPlayer].nHealth <= 0) { SetAirFrame(); } } void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput) { if (paused || M_Active()) { localInput = {}; return; } if (packet != nullptr) { localInput = {}; ApplyGlobalInput(localInput, hidInput); if (PlayerList[nLocalPlayer].nHealth == 0) localInput.actions &= SB_OPEN; } double const scaleAdjust = InputScale(); InputPacket input {}; if (PlayerList[nLocalPlayer].nHealth == 0) { lPlayerYVel = 0; lPlayerXVel = 0; } else { processMovement(&input, &localInput, hidInput, scaleAdjust); } if (!cl_syncinput) { Player* pPlayer = &PlayerList[nLocalPlayer]; if (!nFreeze) { applylook(&pPlayer->angle, input.avel, &sPlayerInput[nLocalPlayer].actions, scaleAdjust, eyelevel[nLocalPlayer] > -14080); sethorizon(&pPlayer->horizon.horiz, input.horz, &sPlayerInput[nLocalPlayer].actions, scaleAdjust); } pPlayer->angle.processhelpers(scaleAdjust); pPlayer->horizon.processhelpers(scaleAdjust); UpdatePlayerSpriteAngle(pPlayer); } if (packet) { *packet = localInput; } } //--------------------------------------------------------------------------- // // This is called from InputState::ClearAllInput and resets all static state being used here. // //--------------------------------------------------------------------------- void GameInterface::clearlocalinputstate() { localInput = {}; turn = 0; counter = 0; } END_PS_NS