mirror of
https://github.com/ZDoom/Raze.git
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db7793bf54
* Split input bits and movement into separate functions. * Reordered movement to be more like Duke/SW for ease of comparison. * Removed a global. * Removed a few includes.
185 lines
5.2 KiB
C++
185 lines
5.2 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 Nuke.YKT
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This file is part of NBlood.
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NBlood 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" // Must come before everything else!
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#include "mmulti.h"
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#include "view.h"
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#include "gamestate.h"
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#include "menu.h"
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BEGIN_BLD_NS
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static const double gTurnSpeed = 92.;
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static InputPacket gInput;
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static double turnHeldTime;
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enum
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{
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MAXFVEL = 2048,
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MAXSVEL = 2048,
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MAXHORIZVEL = 32
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};
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void applylook(PLAYER *pPlayer, fixed_t const q16avel, double const scaleAdjust);
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void sethorizon(PLAYER *pPlayer, fixed_t const q16horz, double const scaleAdjust);
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//---------------------------------------------------------------------------
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//
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// handles the input bits
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//
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//---------------------------------------------------------------------------
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static void processInputBits(ControlInfo* const hidInput, bool* mouseaim)
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{
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ApplyGlobalInput(gInput, hidInput);
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*mouseaim = !(gInput.actions & SB_AIMMODE);
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if (!mouseaim || (gInput.actions & (SB_LOOK_UP|SB_LOOK_DOWN)))
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{
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gInput.actions |= SB_CENTERVIEW;
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}
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}
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//---------------------------------------------------------------------------
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//
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// handles movement
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//
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//---------------------------------------------------------------------------
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static void processMovement(ControlInfo* const hidInput, bool const mouseaim)
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{
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double const scaleAdjust = InputScale();
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int const run = !!(gInput.actions & SB_RUN);
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int const keyMove = (1 + run) << 10;
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InputPacket input = {};
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if (buttonMap.ButtonDown(gamefunc_Strafe))
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{
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input.svel -= xs_CRoundToInt((hidInput->mousex * 32.) + (scaleAdjust * (hidInput->dyaw * keyMove)));
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}
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else
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{
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input.q16avel += FloatToFixed(hidInput->mousex + (scaleAdjust * hidInput->dyaw));
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}
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if (mouseaim)
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{
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input.q16horz += FloatToFixed(hidInput->mousey);
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}
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else
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{
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input.fvel -= xs_CRoundToInt(hidInput->mousey * 64.);
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}
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if (!in_mouseflip)
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input.q16horz = -input.q16horz;
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input.q16horz -= FloatToFixed(scaleAdjust * hidInput->dpitch);
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input.svel -= xs_CRoundToInt(scaleAdjust * (hidInput->dx * keyMove));
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input.fvel -= xs_CRoundToInt(scaleAdjust * (hidInput->dz * keyMove));
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if (buttonMap.ButtonDown(gamefunc_Strafe))
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{
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if (gInput.svel < keyMove && gInput.svel > -keyMove)
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{
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if (buttonMap.ButtonDown(gamefunc_Turn_Left))
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input.svel += keyMove;
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if (buttonMap.ButtonDown(gamefunc_Turn_Right))
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input.svel -= keyMove;
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}
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}
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else
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{
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if (buttonMap.ButtonDown(gamefunc_Turn_Left))
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{
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turnHeldTime += scaleAdjust * kTicsPerFrame;
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input.q16avel -= FloatToFixed(scaleAdjust * (min(12. * turnHeldTime, gTurnSpeed) / 4.));
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}
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else if (buttonMap.ButtonDown(gamefunc_Turn_Right))
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{
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turnHeldTime += scaleAdjust * kTicsPerFrame;
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input.q16avel += FloatToFixed(scaleAdjust * (min(12. * turnHeldTime, gTurnSpeed) / 4.));
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}
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else
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{
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turnHeldTime = 0;
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}
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}
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if (run && turnHeldTime > 24.)
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input.q16avel <<= 1;
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if (abs(gInput.fvel) < keyMove)
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{
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if (buttonMap.ButtonDown(gamefunc_Move_Forward))
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input.fvel += keyMove;
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if (buttonMap.ButtonDown(gamefunc_Move_Backward))
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input.fvel -= keyMove;
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}
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if (abs(gInput.svel) < keyMove)
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{
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if (buttonMap.ButtonDown(gamefunc_Strafe_Left))
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input.svel += keyMove;
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if (buttonMap.ButtonDown(gamefunc_Strafe_Right))
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input.svel -= keyMove;
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}
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if (!cl_syncinput && gamestate == GS_LEVEL)
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{
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PLAYER* pPlayer = &gPlayer[myconnectindex];
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applylook(pPlayer, input.q16avel, scaleAdjust);
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sethorizon(pPlayer, input.q16horz, scaleAdjust);
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}
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gInput.fvel = clamp(gInput.fvel + input.fvel, -MAXFVEL, MAXFVEL);
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gInput.svel = clamp(gInput.svel + input.svel, -MAXSVEL, MAXSVEL);
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gInput.q16avel += input.q16avel;
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gInput.q16horz = clamp(gInput.q16horz + input.q16horz, -IntToFixed(MAXHORIZVEL), IntToFixed(MAXHORIZVEL));
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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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gInput = {};
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return;
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}
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bool mouseaim;
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processInputBits(hidInput, &mouseaim);
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processMovement(hidInput, mouseaim);
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if (packet)
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{
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*packet = gInput;
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gInput = {};
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}
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}
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END_BLD_NS
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