about summary refs log tree commit diff
path: root/src/GameLoop.cpp
blob: 3e31baa3af141bfc7d2d60e4d4fb568df190b4db (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
// Event loop handler
// Copyright (C) 2002  David Rosen
// Copyright (C) 2003  Zachary Jack Slater
// Copyright (C) 2003  Steven Fuller
// Copyright (C) 2021  Nguyễn Gia Phong
//
// This file is part of Black Shades.
//
// Black Shades is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published
// by the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// Black Shades 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 Black Shades.  If not, see <https://www.gnu.org/licenses/>.

#include <cmath>

#include "Game.h"
#include "misc.h"

extern float multiplier;
extern int thirdperson;
extern bool visions;
extern float soundscalefactor;
extern unsigned int gSourceID[37];
extern Camera camera;
extern float rad2deg;
extern int environment;
extern int slomo;
extern struct Key keymap;

void handleKey(Game* game, int key, int action, int mods)
{
	if (action != GLFW_PRESS)
		return;
	auto& player = game->person[0];
	if (key == GLFW_KEY_ESCAPE) {
		alSourceStop(gSourceID[rainsound]);
		alSourceStop(gSourceID[visionsound]);
		if (game->musictoggle) {
			alSourceStop(gSourceID[game->whichsong]);
			game->whichsong = mainmenusong;
			alSourcef(gSourceID[game->whichsong], AL_PITCH, 1);
			alSourcePlay(gSourceID[game->whichsong]);
		}
		alSourcePlay(gSourceID[souloutsound]);
		setMenu(game, true);
		game->flashamount = 1.0f;
		game->flashr = game->flashg = game->flashb = 1.0f;
	} else if (key == keymap.dive) {
		if (player.playerrotation == player.playerlowrotation
		    && player.targetanimation == joganim
		    && player.currentanimation == joganim
		    && !player.backwardsanim && !visions) {
			player.targetanimation = diveanim;
			player.targetframe = player.target = 0;
			player.aimamount = 0;
		}
	} else if (key == keymap.reload) {
		if (player.whichgun != grenade
		    && player.reloads[player.whichgun] > 0
		    && player.reloading <= 0)
			player.ammo = -1;
	} else if (key == keymap.aim) {
		player.aiming ^= 1;
	} else if (key == keymap.psychic_aim) {
		// Picking up gun from rag doll
		if (player.currentanimation == crouchanim
		    && (!player.aiming || player.whichgun == nogun
		        || player.whichgun == knife
		        || player.whichgun == grenade)) {
			for (int i = 1; i < game->numpeople; ++i) {
				auto& person = game->person[i];
				if (!person.skeleton.free
				    || sqrlen(player.playercoords - person.averageloc) > 200)
					continue;

				auto soundpos = player.playercoords - camera.position;
				playSound(gSourceID[clicksound],
					soundpos.x, soundpos.y, soundpos.z);

				auto tmp_gun = player.whichgun;
				player.whichgun = person.whichgun;
				person.whichgun = tmp_gun;

				auto tmp_ammo = player.ammo;
				player.ammo = person.ammo;
				person.ammo = tmp_ammo;

				player.aiming = 1;
				player.aimamount = 0;
				break;
			}
		} else {
			game->flashamount = 0.5;
			game->flashr = 1;
			game->flashg = game->flashb = 0;
			alSourcePlay(gSourceID[souloutsound]);
			if (game->musictoggle)
				alSourcef(gSourceID[game->whichsong],
					AL_PITCH, 0.5f);

			slomo = 2;
			game->score -= 20;
		}
	} else if (key == keymap.psychic) {
		if (visions ^= 1) {
			game->flashamount = game->flashr = 1;
			game->flashg = game->flashb = 0;
			alSourceStop(gSourceID[visionsound]);
			alSourcePlay(gSourceID[souloutsound]);
			if (game->musictoggle)
				alSourcef(gSourceID[game->whichsong],
					AL_PITCH, 0.5f);
			alSourcePlay(gSourceID[visionsound]);
			player.oldplayercoords = player.playercoords;
		} else {
			game->flashamount = 1;
			game->flashr = game->flashg = game->flashb = 1;
			alSourceStop(gSourceID[visionsound]);
			alSourcePlay(gSourceID[soulinsound]);
			if (game->musictoggle)
				alSourcef(gSourceID[game->whichsong],
					AL_PITCH, 1.0f);

			XYZ towards = player.playercoords - player.oldplayercoords;
			if (towards.x || towards.z) {
				towards = normalize(towards);
				camera.rotation = asin(towards.x) * 180.0f / M_PI;
				if (towards.z > 0)
					camera.rotation = 180 - camera.rotation;

				camera.visrotation = camera.rotation;
				camera.oldrotation = camera.rotation;
			}
			player.playercoords = player.oldplayercoords;
			player.velocity = {};
		}
	} else if (key == keymap.switch_view) {
		thirdperson = (thirdperson == 2) ? 0 : (thirdperson + 1);
	}

	if (!game->debug)
		return;
	if (key == keymap.skip) {
		game->timeremaining = 0;
	} else if (key == keymap.pause) {
		alSourcePlay(gSourceID[soulinsound]);
		game->paused = 1 - game->paused;
	} else if (key == keymap.slomo) {
		alSourcePlay(gSourceID[soulinsound]);
		if (game->musictoggle)
			alSourcef(gSourceID[game->whichsong], AL_PITCH,
				(slomo ^= 1) ? 0.5f : 1.0f);
	} else if (key == keymap.force) {
		auto facing = rotate({0, 0, -1}, -camera.rotation2, 0, 0);
		facing = rotate(facing, 0, 0 - camera.rotation, 0);
		alSourcePlay(gSourceID[souloutsound]);

		for (int i = 1; i < game->numpeople; i++) {
			auto& person = game->person[i];
			if (person.skeleton.free == 1
			    || sqrlen(person.playercoords - player.playercoords) > 1000)
				continue;
			person.skeleton.free = 1;
			person.longdead = 1;

			for (auto& joint : person.skeleton.joints) {
				joint.position = rotate(joint.position,
					0, person.playerrotation, 0);
				joint.position += person.playercoords;
				joint.realoldposition = joint.position;
				joint.velocity = rotate(joint.velocity,
					0, person.playerrotation, 0);
				joint.velocity += person.velocity;
				joint.velocity += facing * 50;
				joint.velocity.x += randInt(-9, 9);
				joint.velocity.y += randInt(-9, 9);
				joint.velocity.z += randInt(-9, 9);
			}
		}
	} else if (key == keymap.switch_weapon) {
		if (player.grenphase)
			return;
		player.grenphase = 0;
		player.ammo = -1;
		player.whichgun++;
		if (player.whichgun > 7)
			player.whichgun = 0;
		player.reloads[player.whichgun] = 3;
	}
}

void setMenu(Game* game, bool val)
{
	glfwSetInputMode(glfwGetCurrentContext(), GLFW_CURSOR,
		(game->menu = val) ? GLFW_CURSOR_NORMAL : GLFW_CURSOR_DISABLED);
}

void eventLoop(Game* game)
{
	auto start = glfwGetTime();
	game->Tick();
	game->DrawGLScene();

	do multiplier = glfwGetTime() - start;
	while (multiplier < 1.0f / 69);
	if (visions && !game->menu)
		multiplier /= 3;
	if (slomo)
		multiplier /= 5;
	if (game->paused)
		multiplier = 0;
}