/* (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 #include #include "controls.h" CControls::CControls() { mem_zero(&m_LastData, sizeof(m_LastData)); m_LastDummy = 0; m_OtherFire = 0; } void CControls::OnReset() { m_LastData[g_Config.m_ClDummy].m_Direction = 0; //m_LastData.m_Hook = 0; // simulate releasing the fire button if((m_LastData[g_Config.m_ClDummy].m_Fire&1) != 0) m_LastData[g_Config.m_ClDummy].m_Fire++; m_LastData[g_Config.m_ClDummy].m_Fire &= INPUT_STATE_MASK; m_LastData[g_Config.m_ClDummy].m_Jump = 0; m_InputData[g_Config.m_ClDummy] = m_LastData[g_Config.m_ClDummy]; m_InputDirectionLeft[g_Config.m_ClDummy] = 0; m_InputDirectionRight[g_Config.m_ClDummy] = 0; } void CControls::OnRelease() { //OnReset(); } void CControls::OnPlayerDeath() { m_LastData[g_Config.m_ClDummy].m_WantedWeapon = m_InputData[g_Config.m_ClDummy].m_WantedWeapon = 0; } struct CInputState { CControls *m_pControls; int *m_pVariable1; int *m_pVariable2; }; static void ConKeyInputState(IConsole::IResult *pResult, void *pUserData) { CInputState *pState = (CInputState *)pUserData; if (g_Config.m_ClDummy) *pState->m_pVariable2 = pResult->GetInteger(0); else *pState->m_pVariable1 = pResult->GetInteger(0); } static void ConKeyInputCounter(IConsole::IResult *pResult, void *pUserData) { CInputState *pState = (CInputState *)pUserData; int *v; if (g_Config.m_ClDummy) v = pState->m_pVariable2; else v = pState->m_pVariable1; if(((*v)&1) != pResult->GetInteger(0)) (*v)++; *v &= INPUT_STATE_MASK; } struct CInputSet { CControls *m_pControls; int *m_pVariable1; int *m_pVariable2; int m_Value; }; static void ConKeyInputSet(IConsole::IResult *pResult, void *pUserData) { CInputSet *pSet = (CInputSet *)pUserData; if(pResult->GetInteger(0)) { if (g_Config.m_ClDummy) *pSet->m_pVariable2 = pSet->m_Value; else *pSet->m_pVariable1 = pSet->m_Value; } } static void ConKeyInputNextPrevWeapon(IConsole::IResult *pResult, void *pUserData) { CInputSet *pSet = (CInputSet *)pUserData; ConKeyInputCounter(pResult, pSet); pSet->m_pControls->m_InputData[g_Config.m_ClDummy].m_WantedWeapon = 0; } void CControls::OnConsoleInit() { // game commands { static CInputState s_State = {this, &m_InputDirectionLeft[0], &m_InputDirectionLeft[1]}; Console()->Register("+left", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Move left"); } { static CInputState s_State = {this, &m_InputDirectionRight[0], &m_InputDirectionRight[1]}; Console()->Register("+right", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Move right"); } { static CInputState s_State = {this, &m_InputData[0].m_Jump, &m_InputData[1].m_Jump}; Console()->Register("+jump", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Jump"); } { static CInputState s_State = {this, &m_InputData[0].m_Hook, &m_InputData[1].m_Hook}; Console()->Register("+hook", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Hook"); } { static CInputState s_State = {this, &m_InputData[0].m_Fire, &m_InputData[1].m_Fire}; Console()->Register("+fire", "", CFGFLAG_CLIENT, ConKeyInputCounter, (void *)&s_State, "Fire"); } { static CInputState s_State = {this, &m_ShowHookColl[0], &m_ShowHookColl[1]}; Console()->Register("+showhookcoll", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Show Hook Collision"); } { static CInputSet s_Set = {this, &m_InputData[0].m_WantedWeapon, &m_InputData[1].m_WantedWeapon, 1}; Console()->Register("+weapon1", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to hammer"); } { static CInputSet s_Set = {this, &m_InputData[0].m_WantedWeapon, &m_InputData[1].m_WantedWeapon, 2}; Console()->Register("+weapon2", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to gun"); } { static CInputSet s_Set = {this, &m_InputData[0].m_WantedWeapon, &m_InputData[1].m_WantedWeapon, 3}; Console()->Register("+weapon3", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to shotgun"); } { static CInputSet s_Set = {this, &m_InputData[0].m_WantedWeapon, &m_InputData[1].m_WantedWeapon, 4}; Console()->Register("+weapon4", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to grenade"); } { static CInputSet s_Set = {this, &m_InputData[0].m_WantedWeapon, &m_InputData[1].m_WantedWeapon, 5}; Console()->Register("+weapon5", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to rifle"); } { static CInputSet s_Set = {this, &m_InputData[0].m_NextWeapon, &m_InputData[1].m_NextWeapon, 0}; Console()->Register("+nextweapon", "", CFGFLAG_CLIENT, ConKeyInputNextPrevWeapon, (void *)&s_Set, "Switch to next weapon"); } { static CInputSet s_Set = {this, &m_InputData[0].m_PrevWeapon, &m_InputData[1].m_PrevWeapon, 0}; Console()->Register("+prevweapon", "", CFGFLAG_CLIENT, ConKeyInputNextPrevWeapon, (void *)&s_Set, "Switch to previous weapon"); } } 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[g_Config.m_ClDummy].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[g_Config.m_ClDummy].m_PlayerFlags = PLAYERFLAG_CHATTING; else if(m_pClient->m_pMenus->IsActive()) m_InputData[g_Config.m_ClDummy].m_PlayerFlags = PLAYERFLAG_IN_MENU; else m_InputData[g_Config.m_ClDummy].m_PlayerFlags = PLAYERFLAG_PLAYING; if(m_pClient->m_pScoreboard->Active()) m_InputData[g_Config.m_ClDummy].m_PlayerFlags |= PLAYERFLAG_SCOREBOARD; if (m_pClient->m_pControls->m_ShowHookColl[g_Config.m_ClDummy]) m_InputData[g_Config.m_ClDummy].m_PlayerFlags |= PLAYERFLAG_AIM; if(m_LastData[g_Config.m_ClDummy].m_PlayerFlags != m_InputData[g_Config.m_ClDummy].m_PlayerFlags) Send = true; m_LastData[g_Config.m_ClDummy].m_PlayerFlags = m_InputData[g_Config.m_ClDummy].m_PlayerFlags; // we freeze the input if chat or menu is activated if(!(m_InputData[g_Config.m_ClDummy].m_PlayerFlags&PLAYERFLAG_PLAYING)) { OnReset(); mem_copy(pData, &m_InputData[g_Config.m_ClDummy], sizeof(m_InputData[0])); // send once a second just to be sure if(time_get() > LastSendTime + time_freq()) Send = true; } else { m_InputData[g_Config.m_ClDummy].m_TargetX = (int)m_MousePos[g_Config.m_ClDummy].x; m_InputData[g_Config.m_ClDummy].m_TargetY = (int)m_MousePos[g_Config.m_ClDummy].y; if(!m_InputData[g_Config.m_ClDummy].m_TargetX && !m_InputData[g_Config.m_ClDummy].m_TargetY) { m_InputData[g_Config.m_ClDummy].m_TargetX = 1; m_MousePos[g_Config.m_ClDummy].x = 1; } // set direction m_InputData[g_Config.m_ClDummy].m_Direction = 0; if(m_InputDirectionLeft[g_Config.m_ClDummy] && !m_InputDirectionRight[g_Config.m_ClDummy]) m_InputData[g_Config.m_ClDummy].m_Direction = -1; if(!m_InputDirectionLeft[g_Config.m_ClDummy] && m_InputDirectionRight[g_Config.m_ClDummy]) m_InputData[g_Config.m_ClDummy].m_Direction = 1; // stress testing if(g_Config.m_DbgStress) { float t = Client()->LocalTime(); mem_zero(&m_InputData[g_Config.m_ClDummy], sizeof(m_InputData[0])); m_InputData[g_Config.m_ClDummy].m_Direction = ((int)t/2)&1; m_InputData[g_Config.m_ClDummy].m_Jump = ((int)t); m_InputData[g_Config.m_ClDummy].m_Fire = ((int)(t*10)); m_InputData[g_Config.m_ClDummy].m_Hook = ((int)(t*2))&1; m_InputData[g_Config.m_ClDummy].m_WantedWeapon = ((int)t)%NUM_WEAPONS; m_InputData[g_Config.m_ClDummy].m_TargetX = (int)(sinf(t*3)*100.0f); m_InputData[g_Config.m_ClDummy].m_TargetY = (int)(cosf(t*3)*100.0f); } // check if we need to send input if(m_InputData[g_Config.m_ClDummy].m_Direction != m_LastData[g_Config.m_ClDummy].m_Direction) Send = true; else if(m_InputData[g_Config.m_ClDummy].m_Jump != m_LastData[g_Config.m_ClDummy].m_Jump) Send = true; else if(m_InputData[g_Config.m_ClDummy].m_Fire != m_LastData[g_Config.m_ClDummy].m_Fire) Send = true; else if(m_InputData[g_Config.m_ClDummy].m_Hook != m_LastData[g_Config.m_ClDummy].m_Hook) Send = true; else if(m_InputData[g_Config.m_ClDummy].m_WantedWeapon != m_LastData[g_Config.m_ClDummy].m_WantedWeapon) Send = true; else if(m_InputData[g_Config.m_ClDummy].m_NextWeapon != m_LastData[g_Config.m_ClDummy].m_NextWeapon) Send = true; else if(m_InputData[g_Config.m_ClDummy].m_PrevWeapon != m_LastData[g_Config.m_ClDummy].m_PrevWeapon) Send = true; // send at at least 10hz if(time_get() > LastSendTime + time_freq()/25) Send = true; if(m_pClient->m_Snap.m_pLocalCharacter && m_pClient->m_Snap.m_pLocalCharacter->m_Weapon == WEAPON_NINJA && (m_InputData[g_Config.m_ClDummy].m_Direction || m_InputData[g_Config.m_ClDummy].m_Jump || m_InputData[g_Config.m_ClDummy].m_Hook)) Send = true; } // copy and return size m_LastData[g_Config.m_ClDummy] = m_InputData[g_Config.m_ClDummy]; if(!Send) return 0; LastSendTime = time_get(); mem_copy(pData, &m_InputData[g_Config.m_ClDummy], sizeof(m_InputData[0])); return sizeof(m_InputData[0]); } void CControls::OnRender() { // update target pos if(m_pClient->m_Snap.m_pGameInfoObj && !m_pClient->m_Snap.m_SpecInfo.m_Active) m_TargetPos[g_Config.m_ClDummy] = m_pClient->m_LocalCharacterPos + m_MousePos[g_Config.m_ClDummy]; else if(m_pClient->m_Snap.m_SpecInfo.m_Active && m_pClient->m_Snap.m_SpecInfo.m_UsePosition) m_TargetPos[g_Config.m_ClDummy] = m_pClient->m_Snap.m_SpecInfo.m_Position + m_MousePos[g_Config.m_ClDummy]; else m_TargetPos[g_Config.m_ClDummy] = m_MousePos[g_Config.m_ClDummy]; } bool CControls::OnMouseMove(float x, float y) { 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 && m_pClient->m_pChat->IsActive())) return false; m_MousePos[g_Config.m_ClDummy] += 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) { m_MousePos[g_Config.m_ClDummy].x = clamp(m_MousePos[g_Config.m_ClDummy].x, 200.0f, Collision()->GetWidth()*32-200.0f); m_MousePos[g_Config.m_ClDummy].y = clamp(m_MousePos[g_Config.m_ClDummy].y, 200.0f, Collision()->GetHeight()*32-200.0f); } else { 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); if(length(m_MousePos[g_Config.m_ClDummy]) > MouseMax) m_MousePos[g_Config.m_ClDummy] = normalize(m_MousePos[g_Config.m_ClDummy])*MouseMax; } }