raze/source/blood/src/controls.cpp
2020-08-26 09:49:36 +10:00

393 lines
13 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"
#include "sound.h"
BEGIN_BLD_NS
GINPUT gInput, gNetInput;
bool bSilentAim = false;
int iTurnCount = 0;
static int WeaponToSend;
static KEYFLAGS BitsToSend;
static USEFLAGS UsesToSend;
void ctrlInit(void)
{
}
void ctrlTerm(void)
{
}
int32_t mouseyaxismode = -1;
int32_t GetTime(void)
{
return gameclock;
}
fix16_t gViewLook, gViewAngle;
float gViewAngleAdjust;
float gViewLookAdjust;
int gViewLookRecenter;
void LocalKeys(void)
{
if (buttonMap.ButtonDown(gamefunc_Third_Person_View))
{
buttonMap.ClearButton(gamefunc_Third_Person_View);
if (gViewPos > VIEWPOS_0)
gViewPos = VIEWPOS_0;
else
gViewPos = VIEWPOS_1;
}
if (buttonMap.ButtonDown(gamefunc_See_Coop_View))
{
buttonMap.ClearButton(gamefunc_See_Coop_View);
if (gGameOptions.nGameType == 1)
{
gViewIndex = connectpoint2[gViewIndex];
if (gViewIndex == -1)
gViewIndex = connecthead;
gView = &gPlayer[gViewIndex];
}
else if (gGameOptions.nGameType == 3)
{
int oldViewIndex = gViewIndex;
do
{
gViewIndex = connectpoint2[gViewIndex];
if (gViewIndex == -1)
gViewIndex = connecthead;
if (oldViewIndex == gViewIndex || gMe->teamId == gPlayer[gViewIndex].teamId)
break;
} while (oldViewIndex != gViewIndex);
gView = &gPlayer[gViewIndex];
}
}
}
void ctrlGetInput(void)
{
int prevPauseState = paused;
ControlInfo info;
static double lastInputTicks;
auto const currentHiTicks = I_msTimeF();
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;
}
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;
gInput.keyFlags.word |= BitsToSend.word;
gInput.useFlags.byte |= UsesToSend.byte;
if (WeaponToSend != 0)
gInput.newWeapon = WeaponToSend;
BitsToSend.word = 0;
UsesToSend.byte = 0;
WeaponToSend = 0;
if (buttonMap.ButtonDown(gamefunc_Shrink_Screen))
{
if (automapMode != am_off)
{
gZoom = ClipLow(gZoom - (gZoom >> 4), 64);
gViewMap.nZoom = gZoom;
}
}
if (buttonMap.ButtonDown(gamefunc_Enlarge_Screen))
{
if (automapMode != am_off)
{
gZoom = ClipHigh(gZoom + (gZoom >> 4), 4096);
gViewMap.nZoom = gZoom;
}
}
if (gPlayer[myconnectindex].nextWeapon == 0)
{
}
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);
}
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 = gameclock - 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 = gameclock;
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 (!automapFollow && automapMode != am_off)
{
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));
}
}
//---------------------------------------------------------------------------
//
// CCMD based input. The basics are from Randi's ZDuke but this uses dynamic
// registration to only have the commands active when this game module runs.
//
//---------------------------------------------------------------------------
static int ccmd_slot(CCmdFuncPtr parm)
{
if (parm->numparms != 1) return CCMD_SHOWHELP;
auto slot = atoi(parm->parms[0]);
if (slot >= 1 && slot <= 10)
{
WeaponToSend = slot;
return CCMD_OK;
}
return CCMD_SHOWHELP;
}
void registerinputcommands()
{
C_RegisterFunction("slot", "slot <weaponslot>: select a weapon from the given slot (1-10)", ccmd_slot);
C_RegisterFunction("weapprev", nullptr, [](CCmdFuncPtr)->int { if (gPlayer[myconnectindex].nextWeapon == 0) BitsToSend.prevWeapon = 1; return CCMD_OK; });
C_RegisterFunction("weapnext", nullptr, [](CCmdFuncPtr)->int { if (gPlayer[myconnectindex].nextWeapon == 0) BitsToSend.nextWeapon = 1; return CCMD_OK; });
C_RegisterFunction("pause", nullptr, [](CCmdFuncPtr)->int { BitsToSend.pause = 1; sendPause = true; return CCMD_OK; });
C_RegisterFunction("proximitybombs", nullptr, [](CCmdFuncPtr)->int { WeaponToSend = 11; return CCMD_OK; });
C_RegisterFunction("remotebombs", nullptr, [](CCmdFuncPtr)->int { WeaponToSend = 12; return CCMD_OK; });
C_RegisterFunction("jumpboots", nullptr, [](CCmdFuncPtr)->int { UsesToSend.useJumpBoots = 1; return CCMD_OK; });
C_RegisterFunction("medkit", nullptr, [](CCmdFuncPtr)->int { UsesToSend.useMedKit = 1; return CCMD_OK; });
C_RegisterFunction("centerview", nullptr, [](CCmdFuncPtr)->int { BitsToSend.lookCenter = 1; return CCMD_OK; });
C_RegisterFunction("holsterweapon", nullptr, [](CCmdFuncPtr)->int { BitsToSend.holsterWeapon = 1; return CCMD_OK; });
C_RegisterFunction("invprev", nullptr, [](CCmdFuncPtr)->int { BitsToSend.prevItem = 1; return CCMD_OK; });
C_RegisterFunction("invnext", nullptr, [](CCmdFuncPtr)->int { BitsToSend.nextItem = 1; return CCMD_OK; });
C_RegisterFunction("crystalball", nullptr, [](CCmdFuncPtr)->int { UsesToSend.useCrystalBall = 1; return CCMD_OK; });
C_RegisterFunction("beastvision", nullptr, [](CCmdFuncPtr)->int { UsesToSend.useBeastVision = 1; return CCMD_OK; });
C_RegisterFunction("turnaround", nullptr, [](CCmdFuncPtr)->int { BitsToSend.spin180 = 1; return CCMD_OK; });
C_RegisterFunction("invuse", nullptr, [](CCmdFuncPtr)->int { BitsToSend.useItem = 1; return CCMD_OK; });
}
// This is called from ImputState::ClearAllInput and resets all static state being used here.
void GameInterface::clearlocalinputstate()
{
WeaponToSend = 0;
BitsToSend.word = 0;
UsesToSend.byte = 0;
}
END_BLD_NS