raze/source/games/blood/src/controls.cpp
Mitch Richters e491d15ff9 - Move InputScale() out of inputstate.cpp and into i_time.cpp as I_GetInputFrac() to make it available to GZDoom for potential future requirements.
* As part of this, feed the output of `I_GetInputFrac()` to `gi->GetInput()` instead of having each game's virtual override calling it locally.
2021-11-29 00:55:01 +01:00

87 lines
2.5 KiB
C++

#pragma once
//-------------------------------------------------------------------------
/*
Copyright (C) 2020 Christoph Oelckers & Mitchell Richters
This file is part of Raze.
Raze 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; 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.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
#include "blood.h"
#include "gamestate.h"
#include "inputstate.h"
#include "gamestruct.h"
#include "razemenu.h"
BEGIN_BLD_NS
static InputPacket gInput;
void UpdatePlayerSpriteAngle(PLAYER* pPlayer);
void doslopetilting(PLAYER* pPlayer, double const scaleAdjust);
void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdjust, InputPacket* packet)
{
if (paused || M_Active())
{
gInput = {};
return;
}
PLAYER* pPlayer = &gPlayer[myconnectindex];
InputPacket input {};
ApplyGlobalInput(gInput, hidInput);
processMovement(&input, &gInput, hidInput, scaleAdjust);
if (!SyncInput() && gamestate == GS_LEVEL)
{
// Perform unsynchronised angle/horizon if not dead.
if (gView->pXSprite->health != 0)
{
pPlayer->angle.applyinput(input.avel, &pPlayer->input.actions, scaleAdjust);
pPlayer->horizon.applyinput(input.horz, &pPlayer->input.actions, scaleAdjust);
doslopetilting(pPlayer, scaleAdjust);
}
pPlayer->angle.processhelpers(scaleAdjust);
pPlayer->horizon.processhelpers(scaleAdjust);
UpdatePlayerSpriteAngle(pPlayer);
}
if (packet)
{
*packet = gInput;
gInput = {};
}
}
//---------------------------------------------------------------------------
//
// This is called from InputState::ClearAllInput and resets all static state being used here.
//
//---------------------------------------------------------------------------
void GameInterface::clearlocalinputstate()
{
gInput = {};
}
END_BLD_NS