#include #include #include #include #include #include "controls.hpp" CONTROLS::CONTROLS() { } static void con_key_input_state(void *result, void *user_data) { ((int *)user_data)[0] = console_arg_int(result, 0); } static void con_key_input_counter(void *result, void *user_data) { int *v = (int *)user_data; if(((*v)&1) != console_arg_int(result, 0)) (*v)++; *v &= INPUT_STATE_MASK; } struct INPUTSET { CONTROLS *controls; int *variable; int value; }; static void con_key_input_set(void *result, void *user_data) { INPUTSET *set = (INPUTSET *)user_data; if(console_arg_int(result, 0)) *set->variable = set->value; } static void con_key_input_nextprev_weapon(void *result, void *user_data) { INPUTSET *set = (INPUTSET *)user_data; con_key_input_counter(result, set->variable); set->controls->input_data.wanted_weapon = 0; } void CONTROLS::on_init() { // game commands MACRO_REGISTER_COMMAND("+left", "", con_key_input_state, &input_direction_left); MACRO_REGISTER_COMMAND("+right", "", con_key_input_state, &input_direction_right); MACRO_REGISTER_COMMAND("+jump", "", con_key_input_state, &input_data.jump); MACRO_REGISTER_COMMAND("+hook", "", con_key_input_state, &input_data.hook); MACRO_REGISTER_COMMAND("+fire", "", con_key_input_counter, &input_data.fire); { static INPUTSET set = {this, &input_data.wanted_weapon, 1}; MACRO_REGISTER_COMMAND("+weapon1", "", con_key_input_set, (void *)&set); } { static INPUTSET set = {this, &input_data.wanted_weapon, 2}; MACRO_REGISTER_COMMAND("+weapon2", "", con_key_input_set, (void *)&set); } { static INPUTSET set = {this, &input_data.wanted_weapon, 3}; MACRO_REGISTER_COMMAND("+weapon3", "", con_key_input_set, (void *)&set); } { static INPUTSET set = {this, &input_data.wanted_weapon, 4}; MACRO_REGISTER_COMMAND("+weapon4", "", con_key_input_set, (void *)&set); } { static INPUTSET set = {this, &input_data.wanted_weapon, 5}; MACRO_REGISTER_COMMAND("+weapon5", "", con_key_input_set, (void *)&set); } { static INPUTSET set = {this, &input_data.next_weapon, 0}; MACRO_REGISTER_COMMAND("+nextweapon", "", con_key_input_nextprev_weapon, (void *)&set); } { static INPUTSET set = {this, &input_data.prev_weapon, 0}; MACRO_REGISTER_COMMAND("+prevweapon", "", con_key_input_nextprev_weapon, (void *)&set); } } int CONTROLS::snapinput(int *data) { static NETOBJ_PLAYER_INPUT last_data = {0}; static int64 last_send_time = 0; // update player state /*if(chat_mode != CHATMODE_NONE) // TODO: repair me input_data.player_state = PLAYERSTATE_CHATTING; else if(menu_active) input_data.player_state = PLAYERSTATE_IN_MENU; else input_data.player_state = PLAYERSTATE_PLAYING;*/ last_data.player_state = input_data.player_state; // we freeze the input if chat or menu is activated /* repair me if(menu_active || chat_mode != CHATMODE_NONE || console_active()) { last_data.direction = 0; last_data.hook = 0; last_data.jump = 0; input_data = last_data; mem_copy(data, &input_data, sizeof(input_data)); return sizeof(input_data); }*/ input_data.target_x = (int)mouse_pos.x; input_data.target_y = (int)mouse_pos.y; if(!input_data.target_x && !input_data.target_y) input_data.target_y = 1; // set direction input_data.direction = 0; if(input_direction_left && !input_direction_right) input_data.direction = -1; if(!input_direction_left && input_direction_right) input_data.direction = 1; // stress testing if(config.dbg_stress) { float t = client_localtime(); mem_zero(&input_data, sizeof(input_data)); input_data.direction = ((int)t/2)&1; input_data.jump = ((int)t); input_data.fire = ((int)(t*10)); input_data.hook = ((int)(t*2))&1; input_data.wanted_weapon = ((int)t)%NUM_WEAPONS; input_data.target_x = (int)(sinf(t*3)*100.0f); input_data.target_y = (int)(cosf(t*3)*100.0f); } // check if we need to send input bool send = false; if(input_data.direction != last_data.direction) send = true; else if(input_data.jump != last_data.jump) send = true; else if(input_data.fire != last_data.fire) send = true; else if(input_data.hook != last_data.hook) send = true; else if(input_data.player_state != last_data.player_state) send = true; else if(input_data.wanted_weapon != last_data.wanted_weapon) send = true; else if(input_data.next_weapon != last_data.next_weapon) send = true; else if(input_data.prev_weapon != last_data.prev_weapon) send = true; if(time_get() > last_send_time + time_freq()/5) send = true; last_data = input_data; if(!send) return 0; // copy and return size last_send_time = time_get(); mem_copy(data, &input_data, sizeof(input_data)); return sizeof(input_data); } bool CONTROLS::on_mousemove(float x, float y) { mouse_pos += vec2(x, y); // TODO: ugly bool spectate = false; // float camera_max_distance = 200.0f; float follow_factor = config.cl_mouse_followfactor/100.0f; float deadzone = config.cl_mouse_deadzone; float mouse_max = min(camera_max_distance/follow_factor + deadzone, (float)config.cl_mouse_max_distance); //vec2 camera_offset(0, 0); if(spectate) { if(mouse_pos.x < 200.0f) mouse_pos.x = 200.0f; if(mouse_pos.y < 200.0f) mouse_pos.y = 200.0f; if(mouse_pos.x > col_width()*32-200.0f) mouse_pos.x = col_width()*32-200.0f; if(mouse_pos.y > col_height()*32-200.0f) mouse_pos.y = col_height()*32-200.0f; target_pos = mouse_pos; } else { float l = length(mouse_pos); if(l > mouse_max) { mouse_pos = normalize(mouse_pos)*mouse_max; l = mouse_max; } target_pos = gameclient.local_character_pos + mouse_pos; //float offset_amount = max(l-deadzone, 0.0f) * follow_factor; //if(l > 0.0001f) // make sure that this isn't 0 //camera_offset = normalize(mouse_pos)*offset_amount; } return true; }