raze/source/games/sw/src/input.cpp
Christoph Oelckers 5448f6ec2c turn players into DObjects and fix several bugs with bad memory access.
* DObjects may not be memset to 0.
* There was still code trying to retrieve the player index with pointer artithmetic. With an array of pointers this does not work.
2023-12-05 22:38:34 +01:00

153 lines
4 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
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.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "game.h"
#include "network.h"
#include "gamecontrol.h"
#include "player.h"
#include "razemenu.h"
BEGIN_SW_NS
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void InitTimingVars(void)
{
PlayClock = 0;
randomseed = 17L;
MoveSkip8 = 2;
MoveSkip2 = 0;
MoveSkip4 = 1; // start slightly offset so these
}
#if 0
enum
{
TURBOTURNTIME = (120 / 8),
NORMALTURN = (12 + 6),
RUNTURN = (28),
PREAMBLETURN = 3,
NORMALKEYMOVE = 35,
MAXFVEL = ((NORMALKEYMOVE * 2) + 10),
MAXSVEL = ((NORMALKEYMOVE * 2) + 10),
MAXANGVEL = 100,
MAXHORIZVEL = 128
};
#endif
//---------------------------------------------------------------------------
//
// handles movement
//
//---------------------------------------------------------------------------
void processWeapon(DSWPlayer* const pp)
{
DSWActor* plActor = pp->GetActor();
if (plActor == nullptr) return;
int i;
if (pp->cmd.ucmd.getNewWeapon() == WeaponSel_Next)
{
int next_weapon = plActor->user.WeaponNum + 1;
int start_weapon;
start_weapon = plActor->user.WeaponNum + 1;
if (plActor->user.WeaponNum == WPN_SWORD)
start_weapon = WPN_STAR;
if (plActor->user.WeaponNum == WPN_FIST)
{
next_weapon = 14;
}
else
{
next_weapon = -1;
for (i = start_weapon; true; i++)
{
if (i >= MAX_WEAPONS_KEYS)
{
next_weapon = 13;
break;
}
if (pp->WpnFlags & (BIT(i)) && pp->WpnAmmo[i])
{
next_weapon = i;
break;
}
}
}
pp->cmd.ucmd.setNewWeapon(next_weapon + 1);
}
else if (pp->cmd.ucmd.getNewWeapon() == WeaponSel_Prev)
{
int prev_weapon = plActor->user.WeaponNum - 1;
int start_weapon;
start_weapon = plActor->user.WeaponNum - 1;
if (plActor->user.WeaponNum == WPN_SWORD)
{
prev_weapon = 13;
}
else if (plActor->user.WeaponNum == WPN_STAR)
{
prev_weapon = 14;
}
else
{
prev_weapon = -1;
for (i = start_weapon; true; i--)
{
if (i <= -1)
i = WPN_HEART;
if (pp->WpnFlags & (BIT(i)) && pp->WpnAmmo[i])
{
prev_weapon = i;
break;
}
}
}
pp->cmd.ucmd.setNewWeapon(prev_weapon + 1);
}
else if (pp->cmd.ucmd.getNewWeapon() == WeaponSel_Alt)
{
int which_weapon = plActor->user.WeaponNum + 1;
pp->cmd.ucmd.setNewWeapon(which_weapon);
}
}
END_SW_NS