Esempio n. 1
0
void
DoInput (void *pInputState, BOOLEAN resetInput)
{
	if (resetInput)
		FlushInput ();

	do
	{
		MENU_SOUND_FLAGS soundFlags;
		Async_process ();
		TaskSwitch ();

		UpdateInputState ();

#if DEMO_MODE || CREATE_JOURNAL
		if (ArrowInput != DemoInput)
#endif
		{
#if CREATE_JOURNAL
			JournalInput (InputState);
#endif /* CREATE_JOURNAL */
		}

		soundFlags = MenuKeysToSoundFlags (&PulsedInputState);
			
		if (MenuSounds && (soundFlags & (sound_0 | sound_1)))
		{
			SOUND S;

			S = MenuSounds;
			if (soundFlags & sound_1)
				S = SetAbsSoundIndex (S, MENU_SOUND_SUCCESS);

			PlaySoundEffect (S, 0, NotPositional (), NULL, 0);
		}

		if (inputCallback)
			inputCallback ();

	} while (((INPUT_STATE_DESC*)pInputState)->InputFunc (pInputState));

	if (resetInput)
		FlushInput ();
}
Esempio n. 2
0
static void
ProcessInput (void)
{
	BOOLEAN CanRunAway;
	size_t sideI;

#ifdef NETPLAY
	netInput ();
#endif

	CanRunAway = RunAwayAllowed ();
		
	for (sideI = 0; sideI < NUM_SIDES; sideI++)
	{
		HSTARSHIP hBattleShip, hNextShip;
		size_t cur_player = battleInputOrder[sideI];

		for (hBattleShip = GetHeadLink (&race_q[cur_player]);
				hBattleShip != 0; hBattleShip = hNextShip)
		{
			BATTLE_INPUT_STATE InputState;
			STARSHIP *StarShipPtr;

			StarShipPtr = LockStarShip (&race_q[cur_player], hBattleShip);
			hNextShip = _GetSuccLink (StarShipPtr);

			if (StarShipPtr->hShip)
			{
				// TODO: review and see if we have to do this every frame, or
				//   if we can do this once somewhere
				StarShipPtr->control = PlayerControl[cur_player];
				
				InputState = PlayerInput[cur_player]->handlers->frameInput (
						PlayerInput[cur_player], StarShipPtr);

#if CREATE_JOURNAL
				JournalInput (InputState);
#endif /* CREATE_JOURNAL */
#ifdef NETPLAY
				if (!(PlayerControl[cur_player] & NETWORK_CONTROL))
				{
					BattleInputBuffer *bib = getBattleInputBuffer(cur_player);
					Netplay_NotifyAll_battleInput (InputState);
					flushPacketQueues ();

					BattleInputBuffer_push (bib, InputState);
							// Add this input to the end of the buffer.
					BattleInputBuffer_pop (bib, &InputState);
							// Get the input from the front of the buffer.
				}
#endif

				StarShipPtr->ship_input_state = 0;
				if (StarShipPtr->RaceDescPtr->ship_info.crew_level)
				{
					if (InputState & BATTLE_LEFT)
						StarShipPtr->ship_input_state |= LEFT;
					else if (InputState & BATTLE_RIGHT)
						StarShipPtr->ship_input_state |= RIGHT;
					if (InputState & BATTLE_THRUST)
						StarShipPtr->ship_input_state |= THRUST;
					if (InputState & BATTLE_WEAPON)
						StarShipPtr->ship_input_state |= WEAPON;
					if (InputState & BATTLE_SPECIAL)
						StarShipPtr->ship_input_state |= SPECIAL;
					if (InputState & BATTLE_DOWN)
						StarShipPtr->ship_input_state |= DOWN; // JMS_KEYS: Down key is now in use!

					if (CanRunAway && cur_player == 0 &&
							(InputState & BATTLE_ESCAPE))
						DoRunAway (StarShipPtr);
				}
			}

			UnlockStarShip (&race_q[cur_player], hBattleShip);
		}
	}
	
#ifdef NETPLAY
	flushPacketQueues ();
#endif

	if (GLOBAL (CurrentActivity) & (CHECK_LOAD | CHECK_ABORT))
		GLOBAL (CurrentActivity) &= ~IN_BATTLE;
}