ddnet/src/game/client/components/controls.cpp

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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>
#include <game/client/components/scoreboard.h>
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#include "controls.h"
CControls::CControls()
{
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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;
m_InputDirectionLeft = 0;
m_InputDirectionRight = 0;
}
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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((int *)pUserData)[0] = pResult->GetInteger(0);
}
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static void ConKeyInputCounter(IConsole::IResult *pResult, void *pUserData)
{
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int *v = (int *)pUserData;
if(((*v)&1) != pResult->GetInteger(0))
(*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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CInputSet *pSet = (CInputSet *)pUserData;
if(pResult->GetInteger(0))
*pSet->m_pVariable = pSet->m_Value;
}
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static void ConKeyInputNextPrevWeapon(IConsole::IResult *pResult, void *pUserData)
{
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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()
{
// 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");
{ 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"); }
{ 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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void CControls::OnMessage(int Msg, void *pRawMsg)
{
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if(Msg == NETMSGTYPE_SV_WEAPONPICKUP)
{
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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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int CControls::SnapInput(int *pData)
{
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static int64 LastSendTime = 0;
bool Send = false;
// update player state
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if(m_pClient->m_pChat->IsActive())
m_InputData.m_PlayerFlags = PLAYERFLAG_CHATTING;
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else if(m_pClient->m_pMenus->IsActive())
m_InputData.m_PlayerFlags = PLAYERFLAG_IN_MENU;
else
m_InputData.m_PlayerFlags = PLAYERFLAG_PLAYING;
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;
m_LastData.m_PlayerFlags = m_InputData.m_PlayerFlags;
// we freeze the input if chat or menu is activated
if(!(m_InputData.m_PlayerFlags&PLAYERFLAG_PLAYING))
{
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OnReset();
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mem_copy(pData, &m_InputData, sizeof(m_InputData));
// send once a second just to be sure
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if(time_get() > LastSendTime + time_freq())
Send = true;
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}
else
{
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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;
}
// 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;
// stress testing
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if(g_Config.m_DbgStress)
{
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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);
}
// 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;
// send at at least 10hz
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if(time_get() > LastSendTime + time_freq()/25)
Send = true;
}
// copy and return size
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m_LastData = m_InputData;
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if(!Send)
return 0;
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LastSendTime = time_get();
mem_copy(pData, &m_InputData, sizeof(m_InputData));
return sizeof(m_InputData);
}
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void CControls::OnRender()
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{
// update target pos
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;
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)
{
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
ClampMousePos();
return true;
}
void CControls::ClampMousePos()
{
if(m_pClient->m_Snap.m_SpecInfo.m_Active && !m_pClient->m_Snap.m_SpecInfo.m_UsePosition)
{
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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);
}
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;
}
}