/* (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. */
#include
#include
#include
#include
#include
#include
#include
#include "controls.h"
CControls::CControls()
{
mem_zero(&m_LastData, sizeof(m_LastData));
}
void CControls::OnReset()
{
m_LastData.m_Direction = 0;
m_LastData.m_Hook = 0;
// simulate releasing the fire button
if((m_LastData.m_Fire&1) != 0)
m_LastData.m_Fire++;
m_LastData.m_Fire &= INPUT_STATE_MASK;
m_LastData.m_Jump = 0;
m_InputData = m_LastData;
m_InputDirectionLeft = 0;
m_InputDirectionRight = 0;
}
void CControls::OnPlayerDeath()
{
m_LastData.m_WantedWeapon = m_InputData.m_WantedWeapon = 0;
}
static void ConKeyInputState(IConsole::IResult *pResult, void *pUserData, int ClientID)
{
((int *)pUserData)[0] = pResult->GetInteger(0);
}
static void ConKeyInputCounter(IConsole::IResult *pResult, void *pUserData, int ClientID)
{
int *v = (int *)pUserData;
if(((*v)&1) != pResult->GetInteger(0))
(*v)++;
*v &= INPUT_STATE_MASK;
}
struct CInputSet
{
CControls *m_pControls;
int *m_pVariable;
int m_Value;
};
static void ConKeyInputSet(IConsole::IResult *pResult, void *pUserData, int ClientID)
{
CInputSet *pSet = (CInputSet *)pUserData;
if(pResult->GetInteger(0))
*pSet->m_pVariable = pSet->m_Value;
}
static void ConKeyInputNextPrevWeapon(IConsole::IResult *pResult, void *pUserData, int ClientID)
{
CInputSet *pSet = (CInputSet *)pUserData;
ConKeyInputCounter(pResult, pSet->m_pVariable, ClientID);
pSet->m_pControls->m_InputData.m_WantedWeapon = 0;
}
void CControls::OnConsoleInit()
{
// game commands
Console()->Register("+left", "", CFGFLAG_CLIENT, ConKeyInputState, &m_InputDirectionLeft, "Move left", 0);
Console()->Register("+right", "", CFGFLAG_CLIENT, ConKeyInputState, &m_InputDirectionRight, "Move right", 0);
Console()->Register("+jump", "", CFGFLAG_CLIENT, ConKeyInputState, &m_InputData.m_Jump, "Jump", 0);
Console()->Register("+hook", "", CFGFLAG_CLIENT, ConKeyInputState, &m_InputData.m_Hook, "Hook", 0);
Console()->Register("+fire", "", CFGFLAG_CLIENT, ConKeyInputCounter, &m_InputData.m_Fire, "Fire", 0);
{ static CInputSet s_Set = {this, &m_InputData.m_WantedWeapon, 1}; Console()->Register("+weapon1", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to hammer", 0); }
{ static CInputSet s_Set = {this, &m_InputData.m_WantedWeapon, 2}; Console()->Register("+weapon2", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to gun", 0); }
{ static CInputSet s_Set = {this, &m_InputData.m_WantedWeapon, 3}; Console()->Register("+weapon3", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to shotgun", 0); }
{ static CInputSet s_Set = {this, &m_InputData.m_WantedWeapon, 4}; Console()->Register("+weapon4", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to grenade", 0); }
{ static CInputSet s_Set = {this, &m_InputData.m_WantedWeapon, 5}; Console()->Register("+weapon5", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to rifle", 0); }
{ static CInputSet s_Set = {this, &m_InputData.m_NextWeapon, 0}; Console()->Register("+nextweapon", "", CFGFLAG_CLIENT, ConKeyInputNextPrevWeapon, (void *)&s_Set, "Switch to next weapon", 0); }
{ static CInputSet s_Set = {this, &m_InputData.m_PrevWeapon, 0}; Console()->Register("+prevweapon", "", CFGFLAG_CLIENT, ConKeyInputNextPrevWeapon, (void *)&s_Set, "Switch to previous weapon", 0); }
}
void CControls::OnMessage(int Msg, void *pRawMsg)
{
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;
}
}
int CControls::SnapInput(int *pData)
{
static int64 LastSendTime = 0;
bool Send = false;
// update player state
if(m_pClient->m_pChat->IsActive())
m_InputData.m_PlayerState = PLAYERSTATE_CHATTING;
else if(m_pClient->m_pMenus->IsActive())
m_InputData.m_PlayerState = PLAYERSTATE_IN_MENU;
else
m_InputData.m_PlayerState = PLAYERSTATE_PLAYING;
if(m_LastData.m_PlayerState != m_InputData.m_PlayerState)
Send = true;
m_LastData.m_PlayerState = m_InputData.m_PlayerState;
// we freeze the input if chat or menu is activated
if(m_InputData.m_PlayerState != PLAYERSTATE_PLAYING)
{
OnReset();
mem_copy(pData, &m_InputData, sizeof(m_InputData));
// send once a second just to be sure
if(time_get() > LastSendTime + time_freq())
Send = true;
}
else
{
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
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
if(g_Config.m_DbgStress)
{
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
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_PlayerState != m_LastData.m_PlayerState) 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
if(time_get() > LastSendTime + time_freq()/25)
Send = true;
}
// copy and return size
m_LastData = m_InputData;
if(!Send)
return 0;
LastSendTime = time_get();
mem_copy(pData, &m_InputData, sizeof(m_InputData));
return sizeof(m_InputData);
}
void CControls::OnRender()
{
// update target pos
if(m_pClient->m_Snap.m_pGameobj && !(m_pClient->m_Snap.m_pGameobj->m_Paused || m_pClient->m_Snap.m_Spectate))
m_TargetPos = m_pClient->m_LocalCharacterPos + m_MousePos;
}
bool CControls::OnMouseMove(float x, float y)
{
if((m_pClient->m_Snap.m_pGameobj && m_pClient->m_Snap.m_pGameobj->m_Paused) || (m_pClient->m_Snap.m_Spectate && m_pClient->m_pChat->IsActive()))
return false;
m_MousePos += vec2(x, y); // TODO: ugly
ClampMousePos();
return true;
}
void CControls::ClampMousePos()
{
//
float CameraMaxDistance = 200.0f;
float FollowFactor = g_Config.m_ClMouseFollowfactor/100.0f;
float DeadZone = g_Config.m_ClMouseDeadzone;
float MouseMax = min(CameraMaxDistance/FollowFactor + DeadZone, (float)g_Config.m_ClMouseMaxDistance);
//vec2 camera_offset(0, 0);
if(m_pClient->m_Snap.m_Spectate)
{
if(m_MousePos.x < 200.0f) m_MousePos.x = 200.0f;
if(m_MousePos.y < 200.0f) m_MousePos.y = 200.0f;
if(m_MousePos.x > Collision()->GetWidth()*32-200.0f) m_MousePos.x = Collision()->GetWidth()*32-200.0f;
if(m_MousePos.y > Collision()->GetHeight()*32-200.0f) m_MousePos.y = Collision()->GetHeight()*32-200.0f;
m_TargetPos = m_MousePos;
}
else
{
float l = length(m_MousePos);
if(l > MouseMax)
{
m_MousePos = normalize(m_MousePos)*MouseMax;
l = MouseMax;
}
//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;
}
}