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dc1f56e8f9
# Conflicts: # source/core/inputstate.cpp # source/exhumed/src/exhumed.h
304 lines
9 KiB
C++
304 lines
9 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 "compat.h"
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#include "mmulti.h"
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#include "gamecontrol.h"
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#include "common_game.h"
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#include "blood.h"
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#include "controls.h"
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#include "globals.h"
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#include "levels.h"
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#include "map2d.h"
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#include "view.h"
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#include "d_event.h"
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#include "gamestate.h"
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#include "sound.h"
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BEGIN_BLD_NS
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InputPacket gInput, gNetInput;
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bool bSilentAim = false;
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int iTurnCount = 0;
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void ctrlInit(void)
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{
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}
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void ctrlTerm(void)
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{
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}
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int32_t mouseyaxismode = -1;
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int32_t GetTime(void)
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{
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return gameclock;
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}
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fix16_t gViewLook, gViewAngle;
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float gViewAngleAdjust;
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float gViewLookAdjust;
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int gViewLookRecenter;
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void LocalKeys(void)
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{
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if (buttonMap.ButtonDown(gamefunc_Third_Person_View))
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{
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buttonMap.ClearButton(gamefunc_Third_Person_View);
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if (gViewPos > VIEWPOS_0)
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gViewPos = VIEWPOS_0;
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else
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gViewPos = VIEWPOS_1;
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}
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if (buttonMap.ButtonDown(gamefunc_See_Coop_View))
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{
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buttonMap.ClearButton(gamefunc_See_Coop_View);
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if (gGameOptions.nGameType == 1)
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{
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gViewIndex = connectpoint2[gViewIndex];
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if (gViewIndex == -1)
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gViewIndex = connecthead;
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gView = &gPlayer[gViewIndex];
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}
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else if (gGameOptions.nGameType == 3)
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{
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int oldViewIndex = gViewIndex;
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do
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{
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gViewIndex = connectpoint2[gViewIndex];
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if (gViewIndex == -1)
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gViewIndex = connecthead;
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if (oldViewIndex == gViewIndex || gMe->teamId == gPlayer[gViewIndex].teamId)
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break;
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} while (oldViewIndex != gViewIndex);
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gView = &gPlayer[gViewIndex];
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}
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}
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}
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void ctrlGetInput(void)
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{
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int prevPauseState = paused;
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ControlInfo info;
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static double lastInputTicks;
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auto const currentHiTicks = I_msTimeF();
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double const elapsedInputTicks = currentHiTicks - lastInputTicks;
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lastInputTicks = currentHiTicks;
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auto scaleAdjustmentToInterval = [=](double x) { return x * kTicsPerSec / (1000.0 / elapsedInputTicks); };
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if (gamestate != GS_LEVEL || System_WantGuiCapture())
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{
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gInput = {};
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CONTROL_GetInput(&info);
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return;
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}
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if (paused)
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return;
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InputPacket input = {};
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bool mouseaim = in_mousemode || buttonMap.ButtonDown(gamefunc_Mouse_Aiming);
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if (!mouseaim) gInput.actions |= SB_CENTERVIEW;
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if (numplayers == 1)
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{
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gProfile[myconnectindex].nAutoAim = cl_autoaim;
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gProfile[myconnectindex].nWeaponSwitch = cl_weaponswitch;
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}
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CONTROL_GetInput(&info);
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ApplyGlobalInput(gInput, &info);
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if (buttonMap.ButtonDown(gamefunc_Shrink_Screen))
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{
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if (automapMode != am_off)
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{
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gZoom = ClipLow(gZoom - (gZoom >> 4), 64);
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gViewMap.nZoom = gZoom;
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}
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}
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if (buttonMap.ButtonDown(gamefunc_Enlarge_Screen))
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{
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if (automapMode != am_off)
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{
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gZoom = ClipHigh(gZoom + (gZoom >> 4), 4096);
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gViewMap.nZoom = gZoom;
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}
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}
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if (gPlayer[myconnectindex].nextWeapon == 0)
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{
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}
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if (buttonMap.ButtonDown(gamefunc_Show_Opponents_Weapon))
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{
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buttonMap.ClearButton(gamefunc_Show_Opponents_Weapon);
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cl_showweapon = (cl_showweapon + 1) & 3;
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}
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gInput.syncFlags.lookUp |= buttonMap.ButtonDown(gamefunc_Look_Up);
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gInput.syncFlags.lookDown |= buttonMap.ButtonDown(gamefunc_Look_Down);
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if (buttonMap.ButtonDown(gamefunc_Look_Up) || buttonMap.ButtonDown(gamefunc_Look_Down))
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gInput.actions |= SB_CENTERVIEW;
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else
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{
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gInput.syncFlags.lookUp |= buttonMap.ButtonDown(gamefunc_Aim_Up);
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gInput.syncFlags.lookDown |= buttonMap.ButtonDown(gamefunc_Aim_Down);
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}
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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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if (gInput.fvel < keyMove && 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 (gInput.svel < keyMove && 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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char turnLeft = 0, turnRight = 0;
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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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turnLeft = 1;
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if (buttonMap.ButtonDown(gamefunc_Turn_Right))
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turnRight = 1;
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}
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static int32_t turnHeldTime;
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static int32_t lastInputClock; // MED
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int32_t const elapsedTics = gameclock - lastInputClock;
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// Blood's q16mlook scaling is different from the other games, therefore use the below constant to attenuate
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// the speed to match the other games.
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float const mlookScale = 3.25f;
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lastInputClock = gameclock;
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if (turnLeft || turnRight)
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turnHeldTime += elapsedTics;
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else
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turnHeldTime = 0;
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if (turnLeft)
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input.q16avel = fix16_ssub(input.q16avel, fix16_from_dbl(scaleAdjustmentToInterval(ClipHigh(12 * turnHeldTime, gTurnSpeed)>>2)));
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if (turnRight)
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input.q16avel = fix16_sadd(input.q16avel, fix16_from_dbl(scaleAdjustmentToInterval(ClipHigh(12 * turnHeldTime, gTurnSpeed)>>2)));
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if (run && turnHeldTime > 24)
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input.q16avel <<= 1;
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if (buttonMap.ButtonDown(gamefunc_Strafe))
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{
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input.svel -= info.mousex * 32.f;
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input.svel -= scaleAdjustmentToInterval(info.dyaw * keyMove);
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}
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else
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{
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input.q16avel = fix16_sadd(input.q16avel, fix16_from_float(info.mousex));
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input.q16avel = fix16_sadd(input.q16avel, fix16_from_dbl(scaleAdjustmentToInterval(info.dyaw)));
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}
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input.svel -= scaleAdjustmentToInterval(info.dx * keyMove);
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input.fvel -= scaleAdjustmentToInterval(info.dz * keyMove);
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if (mouseaim)
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input.q16horz = fix16_sadd(input.q16horz, fix16_from_float(info.mousey / mlookScale));
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else
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input.fvel -= info.mousey * 64.f;
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if (!in_mouseflip)
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input.q16horz = -input.q16horz;
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input.q16horz = fix16_ssub(input.q16horz, fix16_from_dbl(scaleAdjustmentToInterval(info.dpitch / mlookScale)));
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if (!automapFollow && automapMode != am_off)
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{
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gViewMap.turn += input.q16avel<<2;
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gViewMap.forward += input.fvel;
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gViewMap.strafe += input.svel;
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input.q16avel = 0;
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input.fvel = 0;
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input.svel = 0;
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}
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gInput.fvel = clamp(gInput.fvel + input.fvel, -2048, 2048);
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gInput.svel = clamp(gInput.svel + input.svel, -2048, 2048);
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gInput.q16avel = fix16_sadd(gInput.q16avel, input.q16avel);
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gInput.q16horz = fix16_clamp(fix16_sadd(gInput.q16horz, input.q16horz), fix16_from_int(-127)>>2, fix16_from_int(127)>>2);
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if (gMe && gMe->pXSprite->health != 0 && !paused)
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{
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int upAngle = 289;
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int downAngle = -347;
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double lookStepUp = 4.0*upAngle/60.0;
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double lookStepDown = -4.0*downAngle/60.0;
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gViewAngle = (gViewAngle + input.q16avel + fix16_from_dbl(scaleAdjustmentToInterval(gViewAngleAdjust))) & 0x7ffffff;
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if (gViewLookRecenter)
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{
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if (gViewLook < 0)
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gViewLook = fix16_min(gViewLook+fix16_from_dbl(scaleAdjustmentToInterval(lookStepDown)), fix16_from_int(0));
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if (gViewLook > 0)
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gViewLook = fix16_max(gViewLook-fix16_from_dbl(scaleAdjustmentToInterval(lookStepUp)), fix16_from_int(0));
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}
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else
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{
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gViewLook = fix16_clamp(gViewLook+fix16_from_dbl(scaleAdjustmentToInterval(gViewLookAdjust)), fix16_from_int(downAngle), fix16_from_int(upAngle));
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}
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gViewLook = fix16_clamp(gViewLook+(input.q16horz << 3), fix16_from_int(downAngle), fix16_from_int(upAngle));
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}
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}
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END_BLD_NS
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