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de92287d0b
This should serve as a textbook example why passing around indices is a very, very bad idea!
966 lines
25 KiB
C++
966 lines
25 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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EDuke enhancements integrated: 04/13/2003 - Matt Saettler
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Note: EDuke source was in transition. Changes are in-progress in the
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source as it is released.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "global.h"
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#include "gamecontrol.h"
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#include "v_video.h"
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#include "dukeactor.h"
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BEGIN_DUKE_NS
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// State timer counters.
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static int turnheldtime;
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static int lastcontroltime;
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static InputPacket loc; // input accumulation buffer.
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//---------------------------------------------------------------------------
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//
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// handles all HUD related input, i.e. inventory item selection and activation plus weapon selection.
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//
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// Note: This doesn't restrict the events to WW2GI - since the other games do
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// not define any by default there is no harm done keeping the code clean.
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//
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//---------------------------------------------------------------------------
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void hud_input(int plnum)
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{
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int i, k;
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uint8_t dainv;
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struct player_struct* p;
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short unk;
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unk = 0;
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p = &ps[plnum];
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i = p->aim_mode;
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p->aim_mode = !PlayerInput(plnum, SB_AIMMODE);
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if (p->aim_mode < i)
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p->sync.actions |= SB_CENTERVIEW;
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// Backup weapon here as hud_input() is the first function where any one of the weapon variables can change.
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backupweapon(p);
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if (isRR())
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{
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if (PlayerInput(plnum, SB_QUICK_KICK) && p->last_pissed_time == 0)
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{
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if (!isRRRA() || p->GetActor()->s.extra > 0)
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{
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p->last_pissed_time = 4000;
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S_PlayActorSound(437, p->i);
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if (p->GetActor()->s.extra <= max_player_health - max_player_health / 10)
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{
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p->GetActor()->s.extra += 2;
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p->last_extra = p->GetActor()->s.extra;
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}
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else if (p->GetActor()->s.extra < max_player_health)
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p->GetActor()->s.extra = max_player_health;
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}
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}
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}
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else
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{
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if (PlayerInput(plnum, SB_QUICK_KICK) && p->quick_kick == 0 && (p->curr_weapon != KNEE_WEAPON || p->kickback_pic == 0))
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{
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SetGameVarID(g_iReturnVarID, 0, -1, plnum);
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OnEvent(EVENT_QUICKKICK, plnum, nullptr, -1);
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if (GetGameVarID(g_iReturnVarID, -1, plnum) == 0)
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{
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p->quick_kick = 14;
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if (!p->quick_kick_msg && plnum == screenpeek) FTA(QUOTE_MIGHTY_FOOT, p);
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p->quick_kick_msg = true;
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}
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}
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}
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if (!PlayerInput(plnum, SB_QUICK_KICK)) p->quick_kick_msg = false;
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if (!PlayerInputBits(plnum, SB_INTERFACE_BITS))
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p->interface_toggle_flag = 0;
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else if (p->interface_toggle_flag == 0)
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{
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p->interface_toggle_flag = 1;
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// Don't go on if paused or dead.
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if (paused) return;
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if (p->GetActor()->s.extra <= 0) return;
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// Activate an inventory item. This just forwards to the other inventory bits. If the inventory selector was taken out of the playsim this could be removed.
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if (PlayerInput(plnum, SB_INVUSE) && p->newowner == -1)
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{
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SetGameVarID(g_iReturnVarID, 0, -1, plnum);
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OnEvent(EVENT_INVENTORY, plnum, nullptr, -1);
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if (GetGameVarID(g_iReturnVarID, -1, plnum) == 0)
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{
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if (p->inven_icon > ICON_NONE && p->inven_icon <= ICON_HEATS) PlayerSetItemUsed(plnum, p->inven_icon);
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}
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}
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if (!isRR() && PlayerUseItem(plnum, ICON_HEATS))
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{
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SetGameVarID(g_iReturnVarID, 0, -1, plnum);
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OnEvent(EVENT_USENIGHTVISION, plnum, nullptr, -1);
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if (GetGameVarID(g_iReturnVarID, -1, plnum) == 0 && p->heat_amount > 0)
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{
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p->heat_on = !p->heat_on;
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setpal(p);
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p->inven_icon = 5;
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S_PlayActorSound(NITEVISION_ONOFF, p->i);
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FTA(106 + (!p->heat_on), p);
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}
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}
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if (PlayerUseItem(plnum, ICON_STEROIDS))
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{
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SetGameVarID(g_iReturnVarID, 0, -1, plnum);
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OnEvent(EVENT_USESTEROIDS, plnum, nullptr, -1);
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if (GetGameVarID(g_iReturnVarID, -1, plnum) == 0)
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{
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if (p->steroids_amount == 400)
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{
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p->steroids_amount--;
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S_PlayActorSound(DUKE_TAKEPILLS, p->i);
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p->inven_icon = ICON_STEROIDS;
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FTA(12, p);
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}
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}
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return;
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}
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if (PlayerInput(plnum, SB_INVPREV) || PlayerInput(plnum, SB_INVNEXT))
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{
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p->invdisptime = 26 * 2;
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if (PlayerInput(plnum, SB_INVNEXT)) k = 1;
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else k = 0;
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dainv = p->inven_icon;
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i = 0;
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CHECKINV1:
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if (i < 9)
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{
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i++;
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switch (dainv)
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{
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case 4:
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if (p->jetpack_amount > 0 && i > 1)
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break;
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if (k) dainv = 5;
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else dainv = 3;
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goto CHECKINV1;
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case 6:
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if (p->scuba_amount > 0 && i > 1)
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break;
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if (k) dainv = 7;
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else dainv = 5;
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goto CHECKINV1;
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case 2:
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if (p->steroids_amount > 0 && i > 1)
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break;
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if (k) dainv = 3;
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else dainv = 1;
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goto CHECKINV1;
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case 3:
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if (p->holoduke_amount > 0 && i > 1)
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break;
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if (k) dainv = 4;
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else dainv = 2;
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goto CHECKINV1;
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case 0:
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case 1:
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if (p->firstaid_amount > 0 && i > 1)
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break;
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if (k) dainv = 2;
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else dainv = 7;
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goto CHECKINV1;
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case 5:
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if (p->heat_amount > 0 && i > 1)
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break;
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if (k) dainv = 6;
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else dainv = 4;
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goto CHECKINV1;
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case 7:
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if (p->boot_amount > 0 && i > 1)
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break;
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if (k) dainv = 1;
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else dainv = 6;
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goto CHECKINV1;
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}
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}
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else dainv = 0;
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// These events force us to keep the inventory selector in the playsim as opposed to the UI where it really belongs.
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if (PlayerInput(plnum, SB_INVPREV))
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{
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SetGameVarID(g_iReturnVarID, dainv, -1, plnum);
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OnEvent(EVENT_INVENTORYLEFT, plnum, nullptr, -1);
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dainv = GetGameVarID(g_iReturnVarID, -1, plnum);
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}
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if (PlayerInput(plnum, SB_INVNEXT))
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{
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SetGameVarID(g_iReturnVarID, dainv, -1, plnum);
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OnEvent(EVENT_INVENTORYRIGHT, plnum, nullptr, -1);
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dainv = GetGameVarID(g_iReturnVarID, -1, plnum);
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}
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p->inven_icon = dainv;
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// Someone must have really hated constant data, doing this with a switch/case (and of course also with literal numbers...)
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static const uint8_t invquotes[] = { QUOTE_MEDKIT, QUOTE_STEROIDS, QUOTE_HOLODUKE, QUOTE_JETPACK, QUOTE_NVG, QUOTE_SCUBA, QUOTE_BOOTS };
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if (dainv >= 1 && dainv < 8) FTA(invquotes[dainv - 1], p);
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}
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int weap = PlayerNewWeapon(plnum);
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if (weap > 1 && p->kickback_pic > 0)
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p->wantweaponfire = weap - 1;
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// Here we have to be extra careful that the weapons do not get mixed up, so let's keep the code for Duke and RR completely separate.
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fi.selectweapon(plnum, weap);
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if (PlayerInput(plnum, SB_HOLSTER))
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{
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if (p->curr_weapon > KNEE_WEAPON)
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{
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if (p->holster_weapon == 0 && p->weapon_pos == 0)
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{
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p->holster_weapon = 1;
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p->weapon_pos = -1;
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FTA(QUOTE_WEAPON_LOWERED, p);
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}
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else if (p->holster_weapon == 1 && p->weapon_pos == -9)
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{
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p->holster_weapon = 0;
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p->weapon_pos = 10;
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FTA(QUOTE_WEAPON_RAISED, p);
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}
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}
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}
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if (PlayerUseItem(plnum, ICON_HOLODUKE) && (isRR() || p->newowner == -1))
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{
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SetGameVarID(g_iReturnVarID, 0, -1, plnum);
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OnEvent(EVENT_HOLODUKEON, plnum, nullptr, -1);
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if (GetGameVarID(g_iReturnVarID, -1, plnum) == 0)
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{
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if (!isRR())
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{
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if (p->holoduke_on == nullptr)
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{
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if (p->holoduke_amount > 0)
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{
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p->inven_icon = 3;
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i =
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EGS(p->cursectnum,
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p->posx,
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p->posy,
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p->posz + (30 << 8), TILE_APLAYER, -64, 0, 0, p->angle.ang.asbuild(), 0, 0, -1, 10);
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hittype[i].temp_data[3] = hittype[i].temp_data[4] = 0;
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p->holoduke_on = &hittype[i];
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sprite[i].yvel = plnum;
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sprite[i].extra = 0;
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FTA(QUOTE_HOLODUKE_ON, p);
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S_PlayActorSound(TELEPORTER, p->holoduke_on);
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}
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else FTA(QUOTE_HOLODUKE_NOT_FOUND, p);
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}
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else
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{
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S_PlayActorSound(TELEPORTER, p->holoduke_on);
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p->holoduke_on = nullptr;
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FTA(QUOTE_HOLODUKE_OFF, p);
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}
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}
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else // In RR this means drinking whiskey.
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{
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if (p->holoduke_amount > 0 && p->GetActor()->s.extra < max_player_health)
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{
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p->holoduke_amount -= 400;
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p->GetActor()->s.extra += 5;
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if (p->GetActor()->s.extra > max_player_health)
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p->GetActor()->s.extra = max_player_health;
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p->drink_amt += 5;
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p->inven_icon = 3;
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if (p->holoduke_amount == 0)
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checkavailinven(p);
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if (p->drink_amt < 99 && !S_CheckActorSoundPlaying(p->i, 425))
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S_PlayActorSound(425, p->i);
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}
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}
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}
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}
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if (isRR() && PlayerUseItem(plnum, ICON_HEATS) && p->newowner == -1)
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{
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SetGameVarID(g_iReturnVarID, 0, -1, plnum);
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OnEvent(EVENT_USENIGHTVISION, plnum, nullptr, -1);
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if (GetGameVarID(g_iReturnVarID, -1, plnum) == 0)
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{
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if (p->yehaa_timer == 0)
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{
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p->yehaa_timer = 126;
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S_PlayActorSound(390, p->i);
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p->noise_radius = 16384;
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madenoise(plnum);
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if (sector[p->cursectnum].lotag == 857)
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{
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if (p->GetActor()->s.extra <= max_player_health)
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{
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p->GetActor()->s.extra += 10;
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if (p->GetActor()->s.extra >= max_player_health)
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p->GetActor()->s.extra = max_player_health;
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}
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}
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else
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{
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if (p->GetActor()->s.extra + 1 <= max_player_health)
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{
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p->GetActor()->s.extra++;
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}
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}
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}
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}
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}
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if (PlayerUseItem(plnum, ICON_FIRSTAID))
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{
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SetGameVarID(g_iReturnVarID, 0, -1, plnum);
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OnEvent(EVENT_USEMEDKIT, plnum, nullptr, -1);
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if (GetGameVarID(g_iReturnVarID, -1, plnum) == 0)
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{
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if (p->firstaid_amount > 0 && p->GetActor()->s.extra < max_player_health)
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{
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if (!isRR())
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{
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int j = max_player_health - p->GetActor()->s.extra;
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|
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if ((unsigned int)p->firstaid_amount > j)
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{
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p->firstaid_amount -= j;
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p->GetActor()->s.extra = max_player_health;
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p->inven_icon = 1;
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}
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else
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{
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p->GetActor()->s.extra += p->firstaid_amount;
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p->firstaid_amount = 0;
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checkavailinven(p);
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}
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S_PlayActorSound(DUKE_USEMEDKIT, p->i);
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}
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else
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{
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int j = 10;
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if (p->firstaid_amount > j)
|
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{
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p->firstaid_amount -= j;
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p->GetActor()->s.extra += j;
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if (p->GetActor()->s.extra > max_player_health)
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p->GetActor()->s.extra = max_player_health;
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p->inven_icon = 1;
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}
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else
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{
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p->GetActor()->s.extra += p->firstaid_amount;
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p->firstaid_amount = 0;
|
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checkavailinven(p);
|
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}
|
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if (p->GetActor()->s.extra > max_player_health)
|
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p->GetActor()->s.extra = max_player_health;
|
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p->drink_amt += 10;
|
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if (p->drink_amt <= 100 && !S_CheckActorSoundPlaying(p->i, DUKE_USEMEDKIT))
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S_PlayActorSound(DUKE_USEMEDKIT, p->i);
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}
|
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}
|
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}
|
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}
|
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if (PlayerUseItem(plnum, ICON_JETPACK) && (isRR() || p->newowner == -1))
|
|
{
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|
SetGameVarID(g_iReturnVarID, 0, -1, plnum);
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OnEvent(EVENT_USEJETPACK, plnum, nullptr, -1);
|
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if (GetGameVarID(g_iReturnVarID, -1, plnum) == 0)
|
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{
|
|
if (!isRR())
|
|
{
|
|
if (p->jetpack_amount > 0)
|
|
{
|
|
p->jetpack_on = !p->jetpack_on;
|
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if (p->jetpack_on)
|
|
{
|
|
p->inven_icon = 4;
|
|
|
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S_StopSound(-1, p->i, CHAN_VOICE); // this will stop the falling scream
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S_PlayActorSound(DUKE_JETPACK_ON, p->i);
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FTA(QUOTE_JETPACK_ON, p);
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|
}
|
|
else
|
|
{
|
|
p->hard_landing = 0;
|
|
p->poszv = 0;
|
|
S_PlayActorSound(DUKE_JETPACK_OFF, p->i);
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|
S_StopSound(DUKE_JETPACK_IDLE, p->i);
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|
S_StopSound(DUKE_JETPACK_ON, p->i);
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|
FTA(QUOTE_JETPACK_OFF, p);
|
|
}
|
|
}
|
|
else FTA(QUOTE_JETPACK_NOT_FOUND, p);
|
|
}
|
|
else
|
|
{
|
|
// eat cow pie
|
|
if (p->jetpack_amount > 0 && p->GetActor()->s.extra < max_player_health)
|
|
{
|
|
if (!S_CheckActorSoundPlaying(p->i, 429))
|
|
S_PlayActorSound(429, p->i);
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|
|
|
p->jetpack_amount -= 100;
|
|
if (p->drink_amt > 0)
|
|
{
|
|
p->drink_amt -= 5;
|
|
if (p->drink_amt < 0)
|
|
p->drink_amt = 0;
|
|
}
|
|
|
|
if (p->eat < 100)
|
|
{
|
|
p->eat += 5;
|
|
if (p->eat > 100)
|
|
p->eat = 100;
|
|
}
|
|
|
|
p->GetActor()->s.extra += 5;
|
|
|
|
p->inven_icon = 4;
|
|
|
|
if (p->GetActor()->s.extra > max_player_health)
|
|
p->GetActor()->s.extra = max_player_health;
|
|
|
|
if (p->jetpack_amount <= 0)
|
|
checkavailinven(p);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (PlayerInput(plnum, SB_TURNAROUND) && p->angle.spin.asbam() == 0 && p->on_crane == nullptr)
|
|
{
|
|
SetGameVarID(g_iReturnVarID, 0, -1, plnum);
|
|
OnEvent(EVENT_TURNAROUND, plnum, nullptr, -1);
|
|
if (GetGameVarID(g_iReturnVarID, -1, plnum) != 0)
|
|
{
|
|
p->sync.actions &= ~SB_TURNAROUND;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Main input routine.
|
|
// This includes several input improvements from EDuke32, but this code
|
|
// has been mostly rewritten completely to make it clearer and reduce redundancy.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
enum
|
|
{
|
|
TURBOTURNTIME = (TICRATE/8), // 7
|
|
NORMALTURN = 15,
|
|
PREAMBLETURN = 5,
|
|
NORMALKEYMOVE = 40,
|
|
MAXVEL = ((NORMALKEYMOVE*2)+10),
|
|
MAXSVEL = ((NORMALKEYMOVE*2)+10),
|
|
MAXANGVEL = 1024, // 127
|
|
MAXHORIZVEL = 256, // 127
|
|
|
|
MAXVELMOTO = 120
|
|
};
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// handles the input bits
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void processInputBits(player_struct *p, ControlInfo* const hidInput)
|
|
{
|
|
ApplyGlobalInput(loc, hidInput);
|
|
if (isRR() && (loc.actions & SB_CROUCH)) loc.actions &= ~SB_JUMP;
|
|
|
|
if (p->OnMotorcycle || p->OnBoat)
|
|
{
|
|
// mask out all actions not compatible with vehicles.
|
|
loc.actions &= ~(SB_WEAPONMASK_BITS | SB_TURNAROUND | SB_CENTERVIEW | SB_HOLSTER | SB_JUMP | SB_CROUCH | SB_RUN |
|
|
SB_AIM_UP | SB_AIM_DOWN | SB_AIMMODE | SB_LOOK_UP | SB_LOOK_DOWN | SB_LOOK_LEFT | SB_LOOK_RIGHT);
|
|
}
|
|
else
|
|
{
|
|
if (buttonMap.ButtonDown(gamefunc_Quick_Kick)) // this shares a bit with another function so cannot be in the common code.
|
|
loc.actions |= SB_QUICK_KICK;
|
|
|
|
if (buttonMap.ButtonDown(gamefunc_Toggle_Crouch) || p->crouch_toggle)
|
|
{
|
|
loc.actions |= SB_CROUCH;
|
|
}
|
|
if ((isRR() && p->drink_amt > 88)) loc.actions |= SB_LOOK_LEFT;
|
|
if ((isRR() && p->drink_amt > 99)) loc.actions |= SB_LOOK_DOWN;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// split off so that it can later be integrated into the other games more easily.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void checkCrouchToggle(player_struct* p)
|
|
{
|
|
int const sectorLotag = p->cursectnum != -1 ? sector[p->cursectnum].lotag : 0;
|
|
int const crouchable = sectorLotag != ST_2_UNDERWATER && (sectorLotag != ST_1_ABOVE_WATER || p->spritebridge);
|
|
|
|
if (buttonMap.ButtonDown(gamefunc_Toggle_Crouch))
|
|
{
|
|
p->crouch_toggle = !p->crouch_toggle && crouchable;
|
|
|
|
if (crouchable)
|
|
buttonMap.ClearButton(gamefunc_Toggle_Crouch);
|
|
}
|
|
|
|
if (buttonMap.ButtonDown(gamefunc_Crouch) || buttonMap.ButtonDown(gamefunc_Jump) || p->jetpack_on || (!crouchable && p->on_ground))
|
|
p->crouch_toggle = 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int getticssincelastupdate()
|
|
{
|
|
int tics = lastcontroltime == 0 || ud.levelclock < lastcontroltime ? 0 : ud.levelclock - lastcontroltime;
|
|
lastcontroltime = ud.levelclock;
|
|
return tics;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// split out for readability
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static double motoApplyTurn(player_struct* p, int turnl, int turnr, int bike_turn, bool goback, double factor)
|
|
{
|
|
int turnvel = 0;
|
|
p->oTiltStatus = p->TiltStatus;
|
|
|
|
if (p->MotoSpeed == 0 || !p->on_ground)
|
|
{
|
|
turnheldtime = 0;
|
|
lastcontroltime = 0;
|
|
if (turnl)
|
|
{
|
|
p->TiltStatus -= (float)factor;
|
|
if (p->TiltStatus < -10)
|
|
p->TiltStatus = -10;
|
|
}
|
|
else if (turnr)
|
|
{
|
|
p->TiltStatus += (float)factor;
|
|
if (p->TiltStatus > 10)
|
|
p->TiltStatus = 10;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int tics = getticssincelastupdate();
|
|
if (turnl || turnr || p->moto_drink != 0)
|
|
{
|
|
if (turnl || p->moto_drink < 0)
|
|
{
|
|
turnheldtime += tics;
|
|
p->TiltStatus -= (float)factor;
|
|
if (p->TiltStatus < -10)
|
|
p->TiltStatus = -10;
|
|
if (turnheldtime >= TURBOTURNTIME && p->MotoSpeed > 0)
|
|
{
|
|
if (goback) turnvel += bike_turn ? 40 : 20;
|
|
else turnvel += bike_turn ? -40 : -20;
|
|
}
|
|
else
|
|
{
|
|
if (goback) turnvel += bike_turn ? 20 : 6;
|
|
else turnvel += bike_turn ? -20 : -6;
|
|
}
|
|
}
|
|
|
|
if (turnr || p->moto_drink > 0)
|
|
{
|
|
turnheldtime += tics;
|
|
p->TiltStatus += (float)factor;
|
|
if (p->TiltStatus > 10)
|
|
p->TiltStatus = 10;
|
|
if (turnheldtime >= TURBOTURNTIME && p->MotoSpeed > 0)
|
|
{
|
|
if (goback) turnvel += bike_turn ? -40 : -20;
|
|
else turnvel += bike_turn ? 40 : 20;
|
|
}
|
|
else
|
|
{
|
|
if (goback) turnvel += bike_turn ? -20 : -6;
|
|
else turnvel += bike_turn ? 20 : 6;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
turnheldtime = 0;
|
|
lastcontroltime = 0;
|
|
|
|
if (p->TiltStatus > 0)
|
|
p->TiltStatus -= (float)factor;
|
|
else if (p->TiltStatus < 0)
|
|
p->TiltStatus += (float)factor;
|
|
}
|
|
}
|
|
|
|
if (fabs(p->TiltStatus) < factor)
|
|
p->TiltStatus = 0;
|
|
|
|
return turnvel * factor;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// same for the boat
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static double boatApplyTurn(player_struct *p, int turnl, int turnr, int boat_turn, double factor)
|
|
{
|
|
int turnvel = 0;
|
|
int tics = getticssincelastupdate();
|
|
|
|
if (p->MotoSpeed)
|
|
{
|
|
if (turnl || turnr || p->moto_drink != 0)
|
|
{
|
|
if (turnl || p->moto_drink < 0)
|
|
{
|
|
turnheldtime += tics;
|
|
if (!p->NotOnWater)
|
|
{
|
|
p->TiltStatus -= (float)factor;
|
|
if (p->TiltStatus < -10)
|
|
p->TiltStatus = -10;
|
|
}
|
|
if (turnheldtime >= TURBOTURNTIME)
|
|
{
|
|
if (p->NotOnWater) turnvel += boat_turn ? -12 : -6;
|
|
else turnvel += boat_turn ? -40 : -20;
|
|
}
|
|
else
|
|
{
|
|
if (p->NotOnWater) turnvel += boat_turn ? -4 : -2;
|
|
else turnvel += boat_turn ? -12 : -6;
|
|
}
|
|
}
|
|
|
|
if (turnr || p->moto_drink > 0)
|
|
{
|
|
turnheldtime += tics;
|
|
if (!p->NotOnWater)
|
|
{
|
|
p->TiltStatus += (float)factor;
|
|
if (p->TiltStatus > 10)
|
|
p->TiltStatus = 10;
|
|
}
|
|
if (turnheldtime >= TURBOTURNTIME)
|
|
{
|
|
if (p->NotOnWater) turnvel += boat_turn ? 12 : 6;
|
|
else turnvel += boat_turn ? 40 : 20;
|
|
}
|
|
else
|
|
{
|
|
if (p->NotOnWater) turnvel += boat_turn ? 4 : 2;
|
|
else turnvel += boat_turn ? 12 : 6;
|
|
}
|
|
}
|
|
}
|
|
else if (!p->NotOnWater)
|
|
{
|
|
turnheldtime = 0;
|
|
lastcontroltime = 0;
|
|
|
|
if (p->TiltStatus > 0)
|
|
p->TiltStatus -= (float)factor;
|
|
else if (p->TiltStatus < 0)
|
|
p->TiltStatus += (float)factor;
|
|
}
|
|
}
|
|
else if (!p->NotOnWater)
|
|
{
|
|
turnheldtime = 0;
|
|
lastcontroltime = 0;
|
|
|
|
if (p->TiltStatus > 0)
|
|
p->TiltStatus -= (float)factor;
|
|
else if (p->TiltStatus < 0)
|
|
p->TiltStatus += (float)factor;
|
|
}
|
|
|
|
if (fabs(p->TiltStatus) < factor)
|
|
p->TiltStatus = 0;
|
|
|
|
return turnvel * factor;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// much of this was rewritten from scratch to make the logic easier to follow.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void processVehicleInput(player_struct *p, ControlInfo* const hidInput, InputPacket& input, double scaleAdjust)
|
|
{
|
|
auto turnspeed = hidInput->mouseturnx + scaleAdjust * hidInput->dyaw * (1. / 32); // originally this was 64, not 32. Why the change?
|
|
int turnl = buttonMap.ButtonDown(gamefunc_Turn_Left) || buttonMap.ButtonDown(gamefunc_Strafe_Left);
|
|
int turnr = buttonMap.ButtonDown(gamefunc_Turn_Right) || buttonMap.ButtonDown(gamefunc_Strafe_Right);
|
|
|
|
// Cancel out micro-movement
|
|
const double turn_threshold = 1 / 65536.;
|
|
if (turnspeed < -turn_threshold)
|
|
turnl = 1;
|
|
else if (turnspeed > turn_threshold)
|
|
turnr = 1;
|
|
else
|
|
turnspeed = 0;
|
|
|
|
if (p->OnBoat || !p->moto_underwater)
|
|
{
|
|
if (buttonMap.ButtonDown(gamefunc_Move_Forward) || buttonMap.ButtonDown(gamefunc_Strafe))
|
|
loc.actions |= SB_JUMP;
|
|
if (buttonMap.ButtonDown(gamefunc_Move_Backward))
|
|
p->vehicle_backwards = true;
|
|
if (loc.actions & SB_RUN)
|
|
loc.actions |= SB_CROUCH;
|
|
}
|
|
|
|
if (turnl) p->vehicle_turnl = true;
|
|
if (turnr) p->vehicle_turnr = true;
|
|
|
|
double turnvel;
|
|
|
|
if (p->OnMotorcycle)
|
|
{
|
|
bool backward = buttonMap.ButtonDown(gamefunc_Move_Backward) && p->MotoSpeed <= 0;
|
|
|
|
turnvel = motoApplyTurn(p, turnl, turnr, turnspeed, backward, scaleAdjust);
|
|
if (p->moto_underwater) p->MotoSpeed = 0;
|
|
}
|
|
else
|
|
{
|
|
turnvel = boatApplyTurn(p, turnl, turnr, turnspeed != 0, scaleAdjust);
|
|
}
|
|
|
|
// What is this? Optimization for playing with a mouse which the original did not have?
|
|
if (turnspeed)
|
|
turnvel *= clamp(turnspeed * turnspeed, 0., 1.);
|
|
|
|
input.fvel = p->MotoSpeed;
|
|
input.avel = turnvel * (45. / 256.);
|
|
loc.avel = clamp(loc.avel + input.avel, -MAXANGVEL, MAXANGVEL);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// finalizes the input and passes it to the global input buffer
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void FinalizeInput(int playerNum, InputPacket& input, bool vehicle)
|
|
{
|
|
auto p = &ps[playerNum];
|
|
bool blocked = movementBlocked(playerNum) || p->GetActor()->s.extra <= 0 || (p->dead_flag && !ud.god);
|
|
|
|
if (blocked && ps[playerNum].newowner < 0)
|
|
{
|
|
// neutralize all movement when blocked or in automap follow mode
|
|
loc.fvel = loc.svel = 0;
|
|
loc.avel = loc.horz = 0;
|
|
input.avel = input.horz = 0;
|
|
}
|
|
else
|
|
{
|
|
if (p->on_crane == nullptr)
|
|
{
|
|
if (!vehicle)
|
|
{
|
|
loc.fvel = clamp(loc.fvel + input.fvel, -MAXVEL, MAXVEL);
|
|
loc.svel = clamp(loc.svel + input.svel, -MAXSVEL, MAXSVEL);
|
|
}
|
|
else
|
|
loc.fvel = clamp(input.fvel, -(MAXVELMOTO >> 3), MAXVELMOTO);
|
|
}
|
|
else
|
|
{
|
|
loc.fvel = input.fvel = 0;
|
|
loc.svel = input.svel = 0;
|
|
}
|
|
|
|
if (p->on_crane == nullptr && p->newowner == -1)
|
|
{
|
|
// input.avel already added to loc in processMovement()
|
|
loc.avel = clamp(loc.avel, -MAXANGVEL, MAXANGVEL);
|
|
if (!cl_syncinput && input.avel)
|
|
{
|
|
p->angle.spin = bamlook(0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
loc.avel = input.avel = 0;
|
|
}
|
|
|
|
if (p->newowner == -1 && !(p->sync.actions & SB_CENTERVIEW))
|
|
{
|
|
// input.horz already added to loc in processMovement()
|
|
loc.horz = clamp(loc.horz, -MAXHORIZVEL, MAXHORIZVEL);
|
|
}
|
|
else
|
|
{
|
|
loc.horz = input.horz = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// External entry point
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void GameInterface::GetInput(InputPacket* packet, ControlInfo* const hidInput)
|
|
{
|
|
if (paused)
|
|
{
|
|
loc = {};
|
|
return;
|
|
}
|
|
|
|
auto const p = &ps[myconnectindex];
|
|
|
|
if (numplayers == 1)
|
|
{
|
|
setlocalplayerinput(p);
|
|
}
|
|
|
|
double const scaleAdjust = InputScale();
|
|
InputPacket input{};
|
|
|
|
if (isRRRA() && (p->OnMotorcycle || p->OnBoat))
|
|
{
|
|
p->crouch_toggle = 0;
|
|
processInputBits(p, hidInput);
|
|
processVehicleInput(p, hidInput, input, scaleAdjust);
|
|
FinalizeInput(myconnectindex, input, true);
|
|
|
|
if (!cl_syncinput && p->GetActor()->s.extra > 0)
|
|
{
|
|
apply_seasick(p, scaleAdjust);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
processInputBits(p, hidInput);
|
|
processMovement(&input, &loc, hidInput, scaleAdjust, p->drink_amt);
|
|
checkCrouchToggle(p);
|
|
FinalizeInput(myconnectindex, input, false);
|
|
}
|
|
|
|
if (!cl_syncinput)
|
|
{
|
|
if (sprite[p->i].extra > 0)
|
|
{
|
|
// Do these in the same order as the old code.
|
|
calcviewpitch(p, scaleAdjust);
|
|
processavel(p, &input.avel);
|
|
applylook(&p->angle, input.avel, &p->sync.actions, scaleAdjust, p->crouch_toggle || p->sync.actions & SB_CROUCH);
|
|
sethorizon(&p->horizon.horiz, input.horz, &p->sync.actions, scaleAdjust);
|
|
}
|
|
|
|
p->angle.processhelpers(scaleAdjust);
|
|
p->horizon.processhelpers(scaleAdjust);
|
|
}
|
|
|
|
if (packet)
|
|
{
|
|
auto const pPlayer = &ps[myconnectindex];
|
|
auto const ang = pPlayer->angle.ang.asbuild();
|
|
|
|
*packet = loc;
|
|
auto fvel = loc.fvel;
|
|
auto svel = loc.svel;
|
|
packet->fvel = mulscale9(fvel, sintable[(ang + 2560) & 2047]) +
|
|
mulscale9(svel, sintable[(ang + 2048) & 2047]) +
|
|
pPlayer->fric.x;
|
|
packet->svel = mulscale9(fvel, sintable[(ang + 2048) & 2047]) +
|
|
mulscale9(svel, sintable[(ang + 1536) & 2047]) +
|
|
pPlayer->fric.y;
|
|
loc = {};
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// This is called from InputState::ClearAllInput and resets all static state being used here.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void GameInterface::clearlocalinputstate()
|
|
{
|
|
loc = {};
|
|
turnheldtime = 0;
|
|
lastcontroltime = 0;
|
|
}
|
|
|
|
|
|
END_DUKE_NS
|