mirror of
https://github.com/ZDoom/Raze.git
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153 lines
3.4 KiB
C++
153 lines
3.4 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "ps_input.h"
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#include "exhumed.h"
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#include "player.h"
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#include "status.h"
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#include "view.h"
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#include "razemenu.h"
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BEGIN_PS_NS
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short nInputStack = 0;
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short bStackNode[kMaxPlayers];
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short nTypeStack[kMaxPlayers];
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PlayerInput sPlayerInput[kMaxPlayers];
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int *pStackPtr;
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// (nInputStack * 32) - 11;
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void PushInput(PlayerInput *pInput, int edx)
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{
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if (!bStackNode[edx])
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{
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// memcpy(sInputStack[nInputStack], pInput,
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}
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}
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int PopInput()
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{
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if (!nInputStack)
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return -1;
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nInputStack--;
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// TEMP
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return 0;
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}
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void InitInput()
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{
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memset(nTypeStack, 0, sizeof(nTypeStack));
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nInputStack = 0;
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memset(bStackNode, 0, sizeof(bStackNode));
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// pStackPtr = &sInputStack;
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}
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void ClearSpaceBar(short nPlayer)
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{
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sPlayerInput[nPlayer].actions &= SB_OPEN;
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buttonMap.ClearButton(gamefunc_Open);
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}
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void BackupInput()
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{
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}
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void SendInput()
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{
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}
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void CheckKeys2()
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{
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if (PlayerList[nLocalPlayer].nHealth <= 0)
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{
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SetAirFrame();
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}
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}
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void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
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{
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if (paused || M_Active())
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{
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localInput = {};
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return;
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}
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if (packet != nullptr)
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{
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localInput = {};
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ApplyGlobalInput(localInput, hidInput);
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if (PlayerList[nLocalPlayer].nHealth == 0) localInput.actions &= SB_OPEN;
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}
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Player* pPlayer = &PlayerList[nLocalPlayer];
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double const scaleAdjust = InputScale();
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InputPacket input {};
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if (PlayerList[nLocalPlayer].nHealth == 0)
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{
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lPlayerYVel = 0;
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lPlayerXVel = 0;
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}
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else
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{
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processMovement(&input, &localInput, hidInput, scaleAdjust);
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}
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if (!cl_syncinput)
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{
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if (!nFreeze)
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{
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applylook(&pPlayer->angle, input.avel, &sPlayerInput[nLocalPlayer].actions, scaleAdjust);
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sethorizon(&pPlayer->horizon.horiz, input.horz, &sPlayerInput[nLocalPlayer].actions, scaleAdjust);
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}
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pPlayer->angle.processhelpers(scaleAdjust);
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pPlayer->horizon.processhelpers(scaleAdjust);
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UpdatePlayerSpriteAngle(pPlayer);
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}
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if (packet)
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{
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*packet = localInput;
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}
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}
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//---------------------------------------------------------------------------
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//
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// This is called from InputState::ClearAllInput and resets all static state being used here.
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//
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//---------------------------------------------------------------------------
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void GameInterface::clearlocalinputstate()
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{
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localInput = {};
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}
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END_PS_NS
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