raze/source/blood/src/controls.cpp
Christoph Oelckers 347ed51036 - refactored Blood's main loop.
* moved Smacker video playing code into the backend, so now all games can play all supported video formats
* logos and level intro/exit videos use ScreenJob
2020-07-29 23:18:08 +02:00

418 lines
12 KiB
C++

//-------------------------------------------------------------------------
/*
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"
BEGIN_BLD_NS
GINPUT gInput, gNetInput;
bool bSilentAim = false;
int iTurnCount = 0;
void ctrlInit(void)
{
}
void ctrlTerm(void)
{
}
int32_t mouseyaxismode = -1;
int32_t GetTime(void)
{
return (int32_t)totalclock;
}
void GameInterface::set_hud_layout(int layout)
{
layout = clamp(7 - layout, 0, 7); // need to reverse the order because menu sliders always have low values to the left.
viewResizeView(layout);
}
fix16_t gViewLook, gViewAngle;
float gViewAngleAdjust;
float gViewLookAdjust;
int gViewLookRecenter;
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;
}
updatePauseStatus();
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;
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);
G_ChangeHudLayout(-1);
}
if (gViewMode == 2 || 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);
G_ChangeHudLayout(1);
}
if (gViewMode == 2 || gViewMode == 4)
{
gZoom = ClipHigh(gZoom + (gZoom >> 4), 4096);
gViewMap.nZoom = gZoom;
}
}
if (buttonMap.ButtonDown(gamefunc_Toggle_Crosshair))
{
buttonMap.ClearButton(gamefunc_Toggle_Crosshair);
cl_crosshair = !cl_crosshair;
}
if (gPlayer[myconnectindex].nextWeapon == 0)
{
if (buttonMap.ButtonPressed(gamefunc_Next_Weapon))
{
buttonMap.ClearButton(gamefunc_Next_Weapon);
gInput.keyFlags.nextWeapon = 1;
}
if (buttonMap.ButtonPressed(gamefunc_Previous_Weapon))
{
buttonMap.ClearButton(gamefunc_Previous_Weapon);
gInput.keyFlags.prevWeapon = 1;
}
}
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);
}
if (buttonMap.ButtonDown(gamefunc_Center_View))
{
buttonMap.ClearButton(gamefunc_Center_View);
gInput.keyFlags.lookCenter = 1;
}
gInput.keyFlags.spin180 |= buttonMap.ButtonDown(gamefunc_TurnAround);
if (buttonMap.ButtonDown(gamefunc_Inventory_Left))
{
buttonMap.ClearButton(gamefunc_Inventory_Left);
gInput.keyFlags.prevItem = 1;
}
if (buttonMap.ButtonDown(gamefunc_Inventory_Right))
{
buttonMap.ClearButton(gamefunc_Inventory_Right);
gInput.keyFlags.nextItem = 1;
}
if (buttonMap.ButtonDown(gamefunc_Inventory))
{
buttonMap.ClearButton(gamefunc_Inventory);
gInput.keyFlags.useItem = 1;
}
if (buttonMap.ButtonDown(gamefunc_BeastVision))
{
buttonMap.ClearButton(gamefunc_BeastVision);
gInput.useFlags.useBeastVision = 1;
}
if (buttonMap.ButtonDown(gamefunc_CrystalBall))
{
buttonMap.ClearButton(gamefunc_CrystalBall);
gInput.useFlags.useCrystalBall = 1;
}
if (buttonMap.ButtonDown(gamefunc_JumpBoots))
{
buttonMap.ClearButton(gamefunc_JumpBoots);
gInput.useFlags.useJumpBoots = 1;
}
if (buttonMap.ButtonDown(gamefunc_MedKit))
{
buttonMap.ClearButton(gamefunc_MedKit);
gInput.useFlags.useMedKit = 1;
}
for (int i = 0; i < 10; i++)
{
if (buttonMap.ButtonDown(gamefunc_Weapon_1 + i))
{
buttonMap.ClearButton(gamefunc_Weapon_1 + i);
gInput.newWeapon = 1 + i;
}
}
if (buttonMap.ButtonDown(gamefunc_ProximityBombs))
{
buttonMap.ClearButton(gamefunc_ProximityBombs);
gInput.newWeapon = 11;
}
if (buttonMap.ButtonDown(gamefunc_RemoteBombs))
{
buttonMap.ClearButton(gamefunc_RemoteBombs);
gInput.newWeapon = 12;
}
if (buttonMap.ButtonDown(gamefunc_Holster_Weapon))
{
buttonMap.ClearButton(gamefunc_Holster_Weapon);
gInput.keyFlags.holsterWeapon = 1;
}
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));
}
}
END_BLD_NS