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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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# include <base/math.h>
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# include <engine/shared/config.h>
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# include <game/collision.h>
# include <game/client/gameclient.h>
# include <game/client/component.h>
# include <game/client/components/chat.h>
# include <game/client/components/menus.h>
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# include <game/client/components/scoreboard.h>
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# include "controls.h"
CControls : : CControls ( )
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{
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mem_zero ( & m_LastData , sizeof ( m_LastData ) ) ;
}
void CControls : : OnReset ( )
{
m_LastData . m_Direction = 0 ;
m_LastData . m_Hook = 0 ;
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// simulate releasing the fire button
if ( ( m_LastData . m_Fire & 1 ) ! = 0 )
m_LastData . m_Fire + + ;
m_LastData . m_Fire & = INPUT_STATE_MASK ;
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m_LastData . m_Jump = 0 ;
m_InputData = m_LastData ;
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m_InputDirectionLeft = 0 ;
m_InputDirectionRight = 0 ;
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}
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void CControls : : OnRelease ( )
{
OnReset ( ) ;
}
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void CControls : : OnPlayerDeath ( )
{
m_LastData . m_WantedWeapon = m_InputData . m_WantedWeapon = 0 ;
}
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static void ConKeyInputState ( IConsole : : IResult * pResult , void * pUserData )
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{
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( ( int * ) pUserData ) [ 0 ] = pResult - > GetInteger ( 0 ) ;
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}
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static void ConKeyInputCounter ( IConsole : : IResult * pResult , void * pUserData )
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{
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int * v = ( int * ) pUserData ;
if ( ( ( * v ) & 1 ) ! = pResult - > GetInteger ( 0 ) )
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( * v ) + + ;
* v & = INPUT_STATE_MASK ;
}
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struct CInputSet
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{
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CControls * m_pControls ;
int * m_pVariable ;
int m_Value ;
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} ;
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static void ConKeyInputSet ( IConsole : : IResult * pResult , void * pUserData )
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{
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CInputSet * pSet = ( CInputSet * ) pUserData ;
if ( pResult - > GetInteger ( 0 ) )
* pSet - > m_pVariable = pSet - > m_Value ;
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}
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static void ConKeyInputNextPrevWeapon ( IConsole : : IResult * pResult , void * pUserData )
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{
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CInputSet * pSet = ( CInputSet * ) pUserData ;
ConKeyInputCounter ( pResult , pSet - > m_pVariable ) ;
pSet - > m_pControls - > m_InputData . m_WantedWeapon = 0 ;
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}
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void CControls : : OnConsoleInit ( )
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{
// game commands
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Console ( ) - > Register ( " +left " , " " , CFGFLAG_CLIENT , ConKeyInputState , & m_InputDirectionLeft , " Move left " ) ;
Console ( ) - > Register ( " +right " , " " , CFGFLAG_CLIENT , ConKeyInputState , & m_InputDirectionRight , " Move right " ) ;
Console ( ) - > Register ( " +jump " , " " , CFGFLAG_CLIENT , ConKeyInputState , & m_InputData . m_Jump , " Jump " ) ;
Console ( ) - > Register ( " +hook " , " " , CFGFLAG_CLIENT , ConKeyInputState , & m_InputData . m_Hook , " Hook " ) ;
Console ( ) - > Register ( " +fire " , " " , CFGFLAG_CLIENT , ConKeyInputCounter , & m_InputData . m_Fire , " Fire " ) ;
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{ static CInputSet s_Set = { this , & m_InputData . m_WantedWeapon , 1 } ; Console ( ) - > Register ( " +weapon1 " , " " , CFGFLAG_CLIENT , ConKeyInputSet , ( void * ) & s_Set , " Switch to hammer " ) ; }
{ static CInputSet s_Set = { this , & m_InputData . m_WantedWeapon , 2 } ; Console ( ) - > Register ( " +weapon2 " , " " , CFGFLAG_CLIENT , ConKeyInputSet , ( void * ) & s_Set , " Switch to gun " ) ; }
{ static CInputSet s_Set = { this , & m_InputData . m_WantedWeapon , 3 } ; Console ( ) - > Register ( " +weapon3 " , " " , CFGFLAG_CLIENT , ConKeyInputSet , ( void * ) & s_Set , " Switch to shotgun " ) ; }
{ static CInputSet s_Set = { this , & m_InputData . m_WantedWeapon , 4 } ; Console ( ) - > Register ( " +weapon4 " , " " , CFGFLAG_CLIENT , ConKeyInputSet , ( void * ) & s_Set , " Switch to grenade " ) ; }
{ static CInputSet s_Set = { this , & m_InputData . m_WantedWeapon , 5 } ; Console ( ) - > Register ( " +weapon5 " , " " , CFGFLAG_CLIENT , ConKeyInputSet , ( void * ) & s_Set , " Switch to rifle " ) ; }
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{ static CInputSet s_Set = { this , & m_InputData . m_NextWeapon , 0 } ; Console ( ) - > Register ( " +nextweapon " , " " , CFGFLAG_CLIENT , ConKeyInputNextPrevWeapon , ( void * ) & s_Set , " Switch to next weapon " ) ; }
{ static CInputSet s_Set = { this , & m_InputData . m_PrevWeapon , 0 } ; Console ( ) - > Register ( " +prevweapon " , " " , CFGFLAG_CLIENT , ConKeyInputNextPrevWeapon , ( void * ) & s_Set , " Switch to previous weapon " ) ; }
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}
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void CControls : : OnMessage ( int Msg , void * pRawMsg )
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{
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if ( Msg = = NETMSGTYPE_SV_WEAPONPICKUP )
{
CNetMsg_Sv_WeaponPickup * pMsg = ( CNetMsg_Sv_WeaponPickup * ) pRawMsg ;
if ( g_Config . m_ClAutoswitchWeapons )
m_InputData . m_WantedWeapon = pMsg - > m_Weapon + 1 ;
}
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}
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int CControls : : SnapInput ( int * pData )
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{
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static int64 LastSendTime = 0 ;
bool Send = false ;
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// update player state
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if ( m_pClient - > m_pChat - > IsActive ( ) )
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m_InputData . m_PlayerFlags = PLAYERFLAG_CHATTING ;
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else if ( m_pClient - > m_pMenus - > IsActive ( ) )
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m_InputData . m_PlayerFlags = PLAYERFLAG_IN_MENU ;
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else
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m_InputData . m_PlayerFlags = PLAYERFLAG_PLAYING ;
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if ( m_pClient - > m_pScoreboard - > Active ( ) )
m_InputData . m_PlayerFlags | = PLAYERFLAG_SCOREBOARD ;
if ( m_LastData . m_PlayerFlags ! = m_InputData . m_PlayerFlags )
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Send = true ;
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m_LastData . m_PlayerFlags = m_InputData . m_PlayerFlags ;
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// we freeze the input if chat or menu is activated
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if ( ! ( m_InputData . m_PlayerFlags & PLAYERFLAG_PLAYING ) )
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{
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OnReset ( ) ;
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mem_copy ( pData , & m_InputData , sizeof ( m_InputData ) ) ;
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// send once a second just to be sure
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if ( time_get ( ) > LastSendTime + time_freq ( ) )
Send = true ;
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}
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else
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{
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m_InputData . m_TargetX = ( int ) m_MousePos . x ;
m_InputData . m_TargetY = ( int ) m_MousePos . y ;
if ( ! m_InputData . m_TargetX & & ! m_InputData . m_TargetY )
{
m_InputData . m_TargetX = 1 ;
m_MousePos . x = 1 ;
}
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// set direction
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m_InputData . m_Direction = 0 ;
if ( m_InputDirectionLeft & & ! m_InputDirectionRight )
m_InputData . m_Direction = - 1 ;
if ( ! m_InputDirectionLeft & & m_InputDirectionRight )
m_InputData . m_Direction = 1 ;
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// stress testing
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if ( g_Config . m_DbgStress )
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{
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float t = Client ( ) - > LocalTime ( ) ;
mem_zero ( & m_InputData , sizeof ( m_InputData ) ) ;
m_InputData . m_Direction = ( ( int ) t / 2 ) & 1 ;
m_InputData . m_Jump = ( ( int ) t ) ;
m_InputData . m_Fire = ( ( int ) ( t * 10 ) ) ;
m_InputData . m_Hook = ( ( int ) ( t * 2 ) ) & 1 ;
m_InputData . m_WantedWeapon = ( ( int ) t ) % NUM_WEAPONS ;
m_InputData . m_TargetX = ( int ) ( sinf ( t * 3 ) * 100.0f ) ;
m_InputData . m_TargetY = ( int ) ( cosf ( t * 3 ) * 100.0f ) ;
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}
// check if we need to send input
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if ( m_InputData . m_Direction ! = m_LastData . m_Direction ) Send = true ;
else if ( m_InputData . m_Jump ! = m_LastData . m_Jump ) Send = true ;
else if ( m_InputData . m_Fire ! = m_LastData . m_Fire ) Send = true ;
else if ( m_InputData . m_Hook ! = m_LastData . m_Hook ) Send = true ;
else if ( m_InputData . m_WantedWeapon ! = m_LastData . m_WantedWeapon ) Send = true ;
else if ( m_InputData . m_NextWeapon ! = m_LastData . m_NextWeapon ) Send = true ;
else if ( m_InputData . m_PrevWeapon ! = m_LastData . m_PrevWeapon ) Send = true ;
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// send at at least 10hz
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if ( time_get ( ) > LastSendTime + time_freq ( ) / 25 )
Send = true ;
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}
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// copy and return size
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m_LastData = m_InputData ;
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if ( ! Send )
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return 0 ;
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LastSendTime = time_get ( ) ;
mem_copy ( pData , & m_InputData , sizeof ( m_InputData ) ) ;
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return sizeof ( m_InputData ) ;
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}
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void CControls : : OnRender ( )
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{
// update target pos
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if ( m_pClient - > m_Snap . m_pGameInfoObj & & ! ( m_pClient - > m_Snap . m_pGameInfoObj - > m_GameStateFlags & GAMESTATEFLAG_PAUSED | | m_pClient - > m_Snap . m_SpecInfo . m_Active ) )
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m_TargetPos = m_pClient - > m_LocalCharacterPos + m_MousePos ;
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else if ( m_pClient - > m_Snap . m_SpecInfo . m_Active & & m_pClient - > m_Snap . m_SpecInfo . m_UsePosition )
m_TargetPos = m_pClient - > m_Snap . m_SpecInfo . m_Position + m_MousePos ;
else
m_TargetPos = m_MousePos ;
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}
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bool CControls : : OnMouseMove ( float x , float y )
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{
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if ( m_pClient - > m_Snap . m_pGameInfoObj & & m_pClient - > m_Snap . m_pGameInfoObj - > m_GameStateFlags & GAMESTATEFLAG_PAUSED )
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return false ;
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m_MousePos + = vec2 ( x , y ) ; // TODO: ugly
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ClampMousePos ( ) ;
return true ;
}
void CControls : : ClampMousePos ( )
{
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if ( m_pClient - > m_Snap . m_SpecInfo . m_Active & & ! m_pClient - > m_Snap . m_SpecInfo . m_UsePosition )
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{
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m_MousePos . x = clamp ( m_MousePos . x , 200.0f , Collision ( ) - > GetWidth ( ) * 32 - 200.0f ) ;
m_MousePos . y = clamp ( m_MousePos . y , 200.0f , Collision ( ) - > GetHeight ( ) * 32 - 200.0f ) ;
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}
else
{
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float CameraMaxDistance = 200.0f ;
float FollowFactor = g_Config . m_ClMouseFollowfactor / 100.0f ;
float MouseMax = min ( CameraMaxDistance / FollowFactor + g_Config . m_ClMouseDeadzone , ( float ) g_Config . m_ClMouseMaxDistance ) ;
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if ( length ( m_MousePos ) > MouseMax )
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m_MousePos = normalize ( m_MousePos ) * MouseMax ;
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}
}