/* (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)); } 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::OnRelease() { //OnReset(); } void CControls::OnPlayerDeath() { m_LastData.m_WantedWeapon = m_InputData.m_WantedWeapon = 0; } static void ConKeyInputState(IConsole::IResult *pResult, void *pUserData) { ((int *)pUserData)[0] = pResult->GetInteger(0); } static void ConKeyInputCounter(IConsole::IResult *pResult, void *pUserData) { 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) { CInputSet *pSet = (CInputSet *)pUserData; if(pResult->GetInteger(0)) *pSet->m_pVariable = pSet->m_Value; } static void ConKeyInputNextPrevWeapon(IConsole::IResult *pResult, void *pUserData) { CInputSet *pSet = (CInputSet *)pUserData; ConKeyInputCounter(pResult, pSet->m_pVariable); pSet->m_pControls->m_InputData.m_WantedWeapon = 0; } void CControls::OnConsoleInit() { // game commands 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"); } } 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_PlayerFlags = PLAYERFLAG_CHATTING; 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) 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)) { 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_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_pGameInfoObj && !m_pClient->m_Snap.m_SpecInfo.m_Active) 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; } 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 += 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.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 { 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) > MouseMax) m_MousePos = normalize(m_MousePos)*MouseMax; } }