in doom_py/src/vizdoom/src/g_game.cpp [541:832]
void G_BuildTiccmd (ticcmd_t *cmd)
{
int strafe;
int speed;
int forward;
int side;
int fly;
ticcmd_t *base;
base = I_BaseTiccmd (); // empty, or external driver
*cmd = *base;
cmd->consistancy = consistancy[consoleplayer][(maketic/ticdup)%BACKUPTICS];
strafe = Button_Strafe.bDown;
speed = Button_Speed.bDown ^ (int)cl_run;
//VIZDOOM_CODE
forward = LocalForward;
side = LocalSide;
fly = LocalFly;
LocalForward = LocalSide = LocalFly = 0;
// [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 (Button_Left.bDown || Button_Right.bDown)
turnheld += ticdup;
else
turnheld = 0;
// let movement keys cancel each other out
if (strafe)
{
if (Button_Right.bDown)
side += sidemove[speed];
if (Button_Left.bDown)
side -= sidemove[speed];
}
else
{
int tspeed = speed;
if (turnheld < SLOWTURNTICS)
tspeed += 2; // slow turn
if (Button_Right.bDown)
{
G_AddViewAngle (angleturn[tspeed]);
LocalKeyboardTurner = true;
}
if (Button_Left.bDown)
{
G_AddViewAngle (-angleturn[tspeed]);
LocalKeyboardTurner = true;
}
}
if (Button_LookUp.bDown)
{
G_AddViewPitch (lookspeed[speed]);
LocalKeyboardTurner = true;
}
if (Button_LookDown.bDown)
{
G_AddViewPitch (-lookspeed[speed]);
LocalKeyboardTurner = true;
}
if (Button_MoveUp.bDown)
fly += flyspeed[speed];
if (Button_MoveDown.bDown)
fly -= flyspeed[speed];
if (Button_Klook.bDown)
{
if (Button_Forward.bDown)
G_AddViewPitch (lookspeed[speed]);
if (Button_Back.bDown)
G_AddViewPitch (-lookspeed[speed]);
}
else
{
if (Button_Forward.bDown)
forward += forwardmove[speed];
if (Button_Back.bDown)
forward -= forwardmove[speed];
}
if (Button_MoveRight.bDown)
side += sidemove[speed];
if (Button_MoveLeft.bDown)
side -= sidemove[speed];
// buttons
if (Button_Attack.bDown) cmd->ucmd.buttons |= BT_ATTACK;
if (Button_AltAttack.bDown) cmd->ucmd.buttons |= BT_ALTATTACK;
if (Button_Use.bDown) cmd->ucmd.buttons |= BT_USE;
if (Button_Jump.bDown) cmd->ucmd.buttons |= BT_JUMP;
if (Button_Crouch.bDown) cmd->ucmd.buttons |= BT_CROUCH;
if (Button_Zoom.bDown) cmd->ucmd.buttons |= BT_ZOOM;
if (Button_Reload.bDown) cmd->ucmd.buttons |= BT_RELOAD;
if (Button_User1.bDown) cmd->ucmd.buttons |= BT_USER1;
if (Button_User2.bDown) cmd->ucmd.buttons |= BT_USER2;
if (Button_User3.bDown) cmd->ucmd.buttons |= BT_USER3;
if (Button_User4.bDown) cmd->ucmd.buttons |= BT_USER4;
if (Button_Speed.bDown) cmd->ucmd.buttons |= BT_SPEED;
if (Button_Strafe.bDown) cmd->ucmd.buttons |= BT_STRAFE;
if (Button_MoveRight.bDown) cmd->ucmd.buttons |= BT_MOVERIGHT;
if (Button_MoveLeft.bDown) cmd->ucmd.buttons |= BT_MOVELEFT;
if (Button_LookDown.bDown) cmd->ucmd.buttons |= BT_LOOKDOWN;
if (Button_LookUp.bDown) cmd->ucmd.buttons |= BT_LOOKUP;
if (Button_Back.bDown) cmd->ucmd.buttons |= BT_BACK;
if (Button_Forward.bDown) cmd->ucmd.buttons |= BT_FORWARD;
if (Button_Right.bDown) cmd->ucmd.buttons |= BT_RIGHT;
if (Button_Left.bDown) cmd->ucmd.buttons |= BT_LEFT;
if (Button_MoveDown.bDown) cmd->ucmd.buttons |= BT_MOVEDOWN;
if (Button_MoveUp.bDown) cmd->ucmd.buttons |= BT_MOVEUP;
if (Button_ShowScores.bDown) cmd->ucmd.buttons |= BT_SHOWSCORES;
// Handle joysticks/game controllers.
float joyaxes[NUM_JOYAXIS];
I_GetAxes(joyaxes);
// Remap some axes depending on button state.
if (Button_Strafe.bDown || (Button_Mlook.bDown && lookstrafe))
{
joyaxes[JOYAXIS_Side] = joyaxes[JOYAXIS_Yaw];
joyaxes[JOYAXIS_Yaw] = 0;
}
if (Button_Mlook.bDown)
{
joyaxes[JOYAXIS_Pitch] = joyaxes[JOYAXIS_Forward];
joyaxes[JOYAXIS_Forward] = 0;
}
if (joyaxes[JOYAXIS_Pitch] != 0)
{
G_AddViewPitch(joyint(joyaxes[JOYAXIS_Pitch] * 2048));
LocalKeyboardTurner = true;
}
if (joyaxes[JOYAXIS_Yaw] != 0)
{
G_AddViewAngle(joyint(-1280 * joyaxes[JOYAXIS_Yaw]));
LocalKeyboardTurner = true;
}
side -= joyint(sidemove[speed] * joyaxes[JOYAXIS_Side]);
forward += joyint(joyaxes[JOYAXIS_Forward] * forwardmove[speed]);
fly += joyint(joyaxes[JOYAXIS_Up] * 2048);
// Handle mice.
if (!Button_Mlook.bDown && !freelook) {
int value = (int) ((float) mousey * m_forward);
if(!*vizdoom_controlled) forward += value;
else{
if(*vizdoom_allow_input){
value = ViZDoom_AxisFilter(VIZDOOM_BT_FORWARD_BACKWARD, value);
forward += value;
}
}
}
if (strafe || lookstrafe) {
int value = (int) ((float) mousex * m_side);
if(!*vizdoom_controlled) side += value;
else{
if(*vizdoom_allow_input){
value = ViZDoom_AxisFilter(VIZDOOM_BT_LEFT_RIGHT, value);
side += value;
}
}
}
mousex = mousey = 0;
cmd->ucmd.pitch = LocalViewPitch >> 16;
if (SendLand) {
SendLand = false;
fly = -32768;
}
// Build command.
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.yaw = LocalViewAngle >> 16;
cmd->ucmd.upmove = fly;
LocalViewAngle = 0;
LocalViewPitch = 0;
// special buttons
if (sendturn180)
{
sendturn180 = false;
cmd->ucmd.buttons |= BT_TURN180;
}
if (sendpause)
{
sendpause = false;
Net_WriteByte (DEM_PAUSE);
}
if (sendsave)
{
sendsave = false;
Net_WriteByte (DEM_SAVEGAME);
Net_WriteString (savegamefile);
Net_WriteString (savedescription);
savegamefile = "";
}
if (SendItemUse == (const AInventory *)1)
{
//VIZDOOM_CODE
if(*vizdoom_controlled && !*vizdoom_async){
{
AInventory *item = players[consoleplayer].mo->Inventory;
while (item != NULL)
{
AInventory *next = item->Inventory;
if (item->ItemFlags & IF_INVBAR && !(item->IsKindOf(RUNTIME_CLASS(APuzzleItem))))
{
players[consoleplayer].mo->UseInventory (item);
}
item = next;
}
}
}
else {
Net_WriteByte (DEM_INVUSEALL);
}
// Net_WriteByte (DEM_INVUSEALL);
SendItemUse = NULL;
}
else if (SendItemUse != NULL)
{
//VIZDOOM_CODE
if(*vizdoom_controlled && !*vizdoom_async){
if (gamestate == GS_LEVEL && !paused && players[consoleplayer].playerstate != PST_DEAD) {
AInventory *item = players[consoleplayer].mo->Inventory;
while (item != NULL && item->InventoryID != SendItemUse->InventoryID) {
item = item->Inventory;
}
if (item != NULL) players[consoleplayer].mo->UseInventory (item);
}
}
else {
Net_WriteByte(DEM_INVUSE);
Net_WriteLong(SendItemUse->InventoryID);
}
// Net_WriteByte(DEM_INVUSE);
// Net_WriteLong(SendItemUse->InventoryID);
SendItemUse = NULL;
}
if (SendItemDrop != NULL)
{
//VIZDOOM_CODE
if(*vizdoom_controlled && !*vizdoom_async){
if (gamestate == GS_LEVEL && !paused && players[consoleplayer].playerstate != PST_DEAD) {
AInventory *item = players[consoleplayer].mo->Inventory;
while (item != NULL && item->InventoryID != SendItemUse->InventoryID){
item = item->Inventory;
}
if (item != NULL) players[consoleplayer].mo->DropInventory (item);
}
}
else {
Net_WriteByte (DEM_INVDROP);
Net_WriteLong (SendItemDrop->InventoryID);
}
// Net_WriteByte (DEM_INVDROP);
// Net_WriteLong (SendItemDrop->InventoryID);
SendItemDrop = NULL;
}
cmd->ucmd.forwardmove <<= 8;
cmd->ucmd.sidemove <<= 8;
}