Example #1
0
//
// G_BuildTiccmd
// Builds a ticcmd from all of the available inputs
// or reads it from the demo buffer.
// If recording a demo, write it out
//
void G_BuildTiccmd (ticcmd_t *cmd)
{
	int 		strafe;
	int 		speed;
	int 		tspeed;
	int 		forward;
	int 		side;
	int			look;
	int			fly;

	ticcmd_t	*base;

	base = I_BaseTiccmd (); 			// empty, or external driver

	memcpy (cmd,base,sizeof(*cmd));

	strafe = Actions[ACTION_STRAFE];
	speed = Actions[ACTION_SPEED];
	if (cl_run)
		speed ^= 1;

	forward = side = look = fly = 0;
	
	// GhostlyDeath -- USE takes us out of spectator mode
	if ((&consoleplayer())->spectator && Actions[ACTION_USE] && connected)
	{
		MSG_WriteMarker(&net_buffer, clc_spectate);
		MSG_WriteByte(&net_buffer, false);
	}
 
	// [RH] only use two stage accelerative turning on the keyboard
	//		and not the joystick, since we treat the joystick as
	//		the analog device it is.
	if ((Actions[ACTION_LEFT]) || (Actions[ACTION_RIGHT]))
		turnheld += 1;
	else
		turnheld = 0;

	if (turnheld < SLOWTURNTICS)
		tspeed = 2; 			// slow turn
	else
		tspeed = speed;

	// let movement keys cancel each other out
	if (strafe)
	{
		if (Actions[ACTION_RIGHT])
			side += sidemove[speed];
		if (Actions[ACTION_LEFT])
			side -= sidemove[speed];
	}
	else
	{
		if (Actions[ACTION_RIGHT])
			cmd->ucmd.yaw -= angleturn[tspeed];
		if (Actions[ACTION_LEFT])
			cmd->ucmd.yaw += angleturn[tspeed];
	}

	if (Actions[ACTION_LOOKUP])
		look += lookspeed[speed];
	if (Actions[ACTION_LOOKDOWN])
		look -= lookspeed[speed];

	if (Actions[ACTION_MOVEUP])
		fly += flyspeed[speed];
	if (Actions[ACTION_MOVEDOWN])
		fly -= flyspeed[speed];

	if (Actions[ACTION_KLOOK])
	{
		if (Actions[ACTION_FORWARD])
			look += lookspeed[speed];
		if (Actions[ACTION_BACK])
			look -= lookspeed[speed];
	}
	else
	{
		if (Actions[ACTION_FORWARD])
			forward += forwardmove[speed];
		if (Actions[ACTION_BACK])
			forward -= forwardmove[speed];
	}

	if (Actions[ACTION_MOVERIGHT])
		side += sidemove[speed];
	if (Actions[ACTION_MOVELEFT])
		side -= sidemove[speed];

	// buttons
	if (Actions[ACTION_ATTACK] && ConsoleState == c_up && !headsupactive) // john - only add attack when console up
		cmd->ucmd.buttons |= BT_ATTACK;

	if (Actions[ACTION_USE])
		cmd->ucmd.buttons |= BT_USE;

	if (Actions[ACTION_JUMP])
		cmd->ucmd.buttons |= BT_JUMP;

	// [RH] Handle impulses. If they are between 1 and 7,
	//		they get sent as weapon change events.
	if (Impulse >= 1 && Impulse <= 7)
	{
		cmd->ucmd.buttons |= BT_CHANGE;
		cmd->ucmd.buttons |= (Impulse - 1) << BT_WEAPONSHIFT;
	}
	else
	{
		cmd->ucmd.impulse = Impulse;
	}
	Impulse = 0;

	// [RH] Scale joystick moves to full range of allowed speeds
	if (strafe || lookstrafe)
		side += (MAXPLMOVE * joyxmove) / 256;
	else
		cmd->ucmd.yaw -= (angleturn[1] * joyxmove) / 256;

	// [RH] Scale joystick moves over full range
	if (Actions[ACTION_MLOOK])
	{
		if (invertmouse)
			look -= (joyymove * 32767) / 256;
		else
			look += (joyymove * 32767) / 256;
	}
	else
	{
		forward += (MAXPLMOVE * joyymove) / 256;
	}

	if ((Actions[ACTION_MLOOK]) || (cl_mouselook && sv_freelook))
	{
		int val;

		val = (int)((float)(mousey * 16) * m_pitch);
		if (invertmouse)
			look -= val;
		else
			look += val;
	}
	else
	{
		if (novert == 0) // [Toke - Mouse] acts like novert.exe
		{
			forward += (int)((float)mousey * m_forward);
		}
	}

	if (sendcenterview)
	{
		sendcenterview = false;
		look = -32768;
	}
	else
	{
		if (look > 32767)
			look = 32767;
		else if (look < -32767)
			look = -32767;
	}

	if (strafe || lookstrafe)
		side += (int)((float)mousex * m_side);
	else
		cmd->ucmd.yaw -= (int)((float)(mousex*0x8) * m_yaw);

	mousex = mousey = 0;

	if (forward > MAXPLMOVE)
		forward = MAXPLMOVE;
	else if (forward < -MAXPLMOVE)
		forward = -MAXPLMOVE;
	if (side > MAXPLMOVE)
		side = MAXPLMOVE;
	else if (side < -MAXPLMOVE)
		side = -MAXPLMOVE;

	cmd->ucmd.forwardmove += forward;
	cmd->ucmd.sidemove += side;
	cmd->ucmd.pitch = look;
	cmd->ucmd.upmove = fly;

	// special buttons
	if (sendpause)
	{
		sendpause = false;
		cmd->ucmd.buttons = BT_SPECIAL | BTS_PAUSE;
	}

	if (sendsave)
	{
		sendsave = false;
		cmd->ucmd.buttons = BT_SPECIAL | BTS_SAVEGAME | (savegameslot<<BTS_SAVESHIFT);
	}

	cmd->ucmd.forwardmove <<= 8;
	cmd->ucmd.sidemove <<= 8;

	// [RH] 180-degree turn overrides all other yaws
	if (turntick) {
		turntick--;
		cmd->ucmd.yaw = (ANG180 / TURN180_TICKS) >> 16;
	}

	joyxmove = 0;
	joyymove = 0;
}
Example #2
0
//
// G_BuildTiccmd
// Builds a ticcmd from all of the available inputs
// or reads it from the demo buffer. 
// If recording a demo, write it out 
// 
void G_BuildTiccmd (ticcmd_t* cmd, idUserCmdMgr * userCmdMgr, int newTics ) 
{ 
	int		i; 
	int		speed;
	int		tspeed; 
	int		forward;
	int		side;


	ticcmd_t*	base;


	base = I_BaseTiccmd ();		// empty, or external driver
	memcpy (cmd,base,sizeof(*cmd)); 


	cmd->consistancy = ::g->consistancy[::g->consoleplayer][::g->maketic%BACKUPTICS]; 


	// Grab the tech5 tic so we can convert it to a doom tic.
	if ( userCmdMgr != NULL ) {
		const int playerIndex = DoomLib::GetPlayer();


		if( playerIndex < 0 ) {
			return;
		}


#ifdef ID_ENABLE_NETWORKING
		const int lobbyIndex = gameLocal->GetLobbyIndexFromDoomLibIndex( playerIndex );
		const idLocalUser * const localUser = session->GetGameLobbyBase().GetLocalUserFromLobbyUser( lobbyIndex );
#else
		const int lobbyIndex = 0;
		const idLocalUser * const localUser = session->GetSignInManager().GetMasterLocalUser();
#endif


		if ( localUser == NULL ) {
			return;
		}


		usercmd_t * tech5commands[2] = { 0, 0 };


		const int numCommands = userCmdMgr->GetPlayerCmds( lobbyIndex, tech5commands, 2 );


		usercmd_t prevTech5Command;
		usercmd_t curTech5Command;


		// Use default commands if the manager didn't have enough.
		if ( numCommands == 1 ) {
			curTech5Command = *(tech5commands)[0];
		}


		if ( numCommands == 2 ) {
			prevTech5Command = *(tech5commands)[0];
			curTech5Command = *(tech5commands)[1];
		}


		const bool isRunning = IsPlayerRunning( curTech5Command );


		// tech5 move commands range from -127 o 127. Scale to doom range of -25 to 25.
		const float scaledForward = curTech5Command.forwardmove / 127.0f;


		if ( isRunning ) {
			cmd->forwardmove = scaledForward * 50.0f;
		} else {
			cmd->forwardmove = scaledForward * 25.0f;
		}


		// tech5 move commands range from -127 o 127. Scale to doom range of -24 to 24.
		const float scaledSide = curTech5Command.rightmove / 127.0f;


		if ( isRunning ) {
			cmd->sidemove = scaledSide * 40.0f;
		} else {
			cmd->sidemove = scaledSide * 24.0f;
		}


		idAngles angleDelta;
		angleDelta.pitch	= SHORT2ANGLE( curTech5Command.angles[ 0 ] ) - SHORT2ANGLE( prevTech5Command.angles[ 0 ] );
		angleDelta.yaw		= SHORT2ANGLE( curTech5Command.angles[ 1 ] ) - SHORT2ANGLE( prevTech5Command.angles[ 1 ] );
		angleDelta.roll		= 0.0f;
		angleDelta.Normalize180();


		// We will be running a number of tics equal to newTics before we get a new command from tech5.
		// So to keep input smooth, divide the angles between all the newTics.
		if ( newTics > 0 ) {
			angleDelta.yaw /= newTics;
		}


		// idAngles is stored in degrees. Convert to doom format.
		cmd->angleturn = DegreesToDoomAngleTurn( angleDelta.yaw );




		// Translate buttons
		//if ( curTech5Command.inhibited == false ) {
			// Attack 1 attacks always, whether in the automap or not.
			if ( curTech5Command.buttons & BUTTON_ATTACK ) {
				cmd->buttons |= BT_ATTACK;
			}


#if 0
			// Attack 2 only attacks if not in the automap, because when in the automap,
			// it is the zoom function.
			if ( curTech5Command.buttons & BUTTON_ATTACK2 ) {
				if ( !::g->automapactive ) {
					cmd->buttons |= BT_ATTACK;
				}
			}
#endif


			// Try to read any impulses that have happened.
			static int oldImpulseSequence = 0;
			if( oldImpulseSequence != curTech5Command.impulseSequence ) {
				G_PerformImpulse( curTech5Command.impulse, cmd );
			}
			oldImpulseSequence = curTech5Command.impulseSequence;


			// weapon toggle
			for (i=0 ; i<NUMWEAPONS-1 ; i++) 
			{   
				if ( usercmdGen->KeyState( i + 1 ) ) 
				{ 
					cmd->buttons |= BT_CHANGE; 
					cmd->buttons |= (i - 1) <<BT_WEAPONSHIFT; 
					break; 
				}
			}




			if ( curTech5Command.buttons & BUTTON_USE || curTech5Command.buttons & BUTTON_JUMP ) {
				cmd->buttons |= BT_USE;
			}


			// TODO: PC
#if 0
			if ( curTech5Command.buttons & BUTTON_WEAP_NEXT ) {
				cmd->buttons |= BT_CHANGE; 
				cmd->buttons |= 1 << BT_WEAPONSHIFT; 
			}


			if ( curTech5Command.buttons & BUTTON_WEAP_PREV ) {
				cmd->buttons |= BT_CHANGE; 
				cmd->buttons |= 0 << BT_WEAPONSHIFT; 
			}


			if( curTech5Command.buttons & BUTTON_WEAP_0 ) {
				cmd->buttons |= BT_CHANGE; 
				cmd->buttons |= 2 << BT_WEAPONSHIFT; 
			}


			if( curTech5Command.buttons & BUTTON_WEAP_1 ) {
				cmd->buttons |= BT_CHANGE; 
				cmd->buttons |= 3 << BT_WEAPONSHIFT; 
			}


			if( curTech5Command.buttons & BUTTON_WEAP_2 ) {
				cmd->buttons |= BT_CHANGE; 
				cmd->buttons |= 4 << BT_WEAPONSHIFT; 
			}


			if( curTech5Command.buttons & BUTTON_WEAP_3 ) {
				cmd->buttons |= BT_CHANGE; 
				cmd->buttons |= 5 << BT_WEAPONSHIFT; 
			}
#endif


		//}


		return;
	}


	// DHM - Nerve :: Always Run setting
	idLocalUser * user = session->GetSignInManager().GetLocalUserByIndex( DoomLib::GetPlayer() );


	if( user ) {
		// TODO: PC
#if 0
		idPlayerProfileDoom * profile = static_cast< idPlayerProfileDoom * >( user->GetProfile() );


		if( profile && profile->GetAlwaysRun() ) {
			speed = !::g->gamekeydown[::g->key_speed];
		} else
#endif
		{
			speed = ::g->gamekeydown[::g->key_speed];
		}


	} else  {


		// Should not happen.
		speed = !::g->gamekeydown[::g->key_speed];
	}


	forward = side = 0;


	// use two stage accelerative turning
	// on the keyboard and joystick
	if (/*:g->joyxmove != 0  ||*/ ::g->gamekeydown[::g->key_right] || ::g->gamekeydown[::g->key_left] || ::g->mousex != 0) 
		::g->turnheld += ::g->ticdup; 
	else 
		::g->turnheld = 0; 


	if (::g->turnheld < SLOWTURNTICS) 
		tspeed = 2;             // slow turn 
	else 
		tspeed = speed;




	// clamp for turning
	int mousex = ::g->mousex;
	int mousey = ::g->mousey;
	G_MouseClamp( &mousex, &mousey );


	if (::g->gamekeydown[::g->key_right] /*|| ::g->joyxmove > 0*/) 
		cmd->angleturn -= ::g->angleturn[tspeed]; 
	else if (::g->mousex > 0) {
		cmd->angleturn -= tspeed == 1 ? 2 * mousex : mousex;
	}


	if (::g->gamekeydown[::g->key_left] /*|| ::g->joyxmove < 0*/) 
		cmd->angleturn += ::g->angleturn[tspeed]; 
	else if (::g->mousex < 0) {
		cmd->angleturn += tspeed == 1 ? -2 * mousex : -mousex;
	}


	if (::g->mousey > 0 || ::g->mousey < 0) {
		//forward += ::g->forwardmove[speed]; 
		forward += speed == 1 ? 2 * ::g->mousey : ::g->mousey;
	}
/*
	if (::g->mousey < 0) {
		forward -= ::g->forwardmove[speed];
	}
*/
/*
	if (::g->gamekeydown[::g->key_straferight]) 
		side += ::g->sidemove[speed]; 
	if (::g->gamekeydown[::g->key_strafeleft]) 
		side -= ::g->sidemove[speed];
*/


	if ( ::g->joyxmove > 0 || ::g->joyxmove < 0 ) {
		side += speed == 1 ? 2 * ::g->joyxmove : ::g->joyxmove;
	}


	// buttons
	if (::g->gamekeydown[::g->key_fire] || ::g->mousebuttons[::g->mousebfire] || ::g->joybuttons[::g->joybfire]) 
		cmd->buttons |= BT_ATTACK; 


	if (::g->gamekeydown[::g->key_use] || ::g->joybuttons[::g->joybuse] ) 
		cmd->buttons |= BT_USE;


	// DHM - Nerve :: In the intermission or finale screens, make START also create a 'use' command.
	if ( (::g->gamestate == GS_INTERMISSION || ::g->gamestate == GS_FINALE) && ::g->gamekeydown[KEY_ESCAPE] ) {		
		cmd->buttons |= BT_USE;
	}


	// weapon toggle
	for (i=0 ; i<NUMWEAPONS-1 ; i++) 
	{   
		if (::g->gamekeydown['1'+i]) 
		{ 
			cmd->buttons |= BT_CHANGE; 
			cmd->buttons |= i<<BT_WEAPONSHIFT; 
			break; 
		}
	}


	::g->mousex = ::g->mousey = 0; 


	if (forward > MAXPLMOVE) 
		forward = MAXPLMOVE; 
	else if (forward < -MAXPLMOVE) 
		forward = -MAXPLMOVE; 
	if (side > MAXPLMOVE) 
		side = MAXPLMOVE; 
	else if (side < -MAXPLMOVE) 
		side = -MAXPLMOVE; 


	cmd->forwardmove += forward; 
	cmd->sidemove += side;


	// special buttons
	if (::g->sendpause) 
	{ 
		::g->sendpause = false; 
		cmd->buttons = BT_SPECIAL | BTS_PAUSE; 
	} 


	if (::g->sendsave) 
	{ 
		::g->sendsave = false; 
		cmd->buttons = BT_SPECIAL | BTS_SAVEGAME | (::g->savegameslot<<BTS_SAVESHIFT); 
	} 
}