/* (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_aLastData, sizeof(m_aLastData)); m_LastDummy = 0; m_OtherFire = 0; } void CControls::OnReset() { ResetInput(0); ResetInput(1); for(int &AmmoCount : m_aAmmoCount) AmmoCount = 0; m_OldMouseX = m_OldMouseY = 0.0f; } void CControls::ResetInput(int Dummy) { m_aLastData[Dummy].m_Direction = 0; //m_aLastData[Dummy].m_Hook = 0; // simulate releasing the fire button if((m_aLastData[Dummy].m_Fire & 1) != 0) m_aLastData[Dummy].m_Fire++; m_aLastData[Dummy].m_Fire &= INPUT_STATE_MASK; m_aLastData[Dummy].m_Jump = 0; m_aInputData[Dummy] = m_aLastData[Dummy]; m_aInputDirectionLeft[Dummy] = 0; m_aInputDirectionRight[Dummy] = 0; } void CControls::OnRelease() { //OnReset(); } void CControls::OnPlayerDeath() { for(int &AmmoCount : m_aAmmoCount) AmmoCount = 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(pState->m_pControls->GameClient()->m_GameInfo.m_BugDDRaceInput && pState->m_pControls->GameClient()->m_Snap.m_SpecInfo.m_Active) return; 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; if(pState->m_pControls->GameClient()->m_GameInfo.m_BugDDRaceInput && pState->m_pControls->GameClient()->m_Snap.m_SpecInfo.m_Active) return; 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_aInputData[g_Config.m_ClDummy].m_WantedWeapon = 0; } void CControls::OnConsoleInit() { // game commands { static CInputState s_State = {this, &m_aInputDirectionLeft[0], &m_aInputDirectionLeft[1]}; Console()->Register("+left", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Move left"); } { static CInputState s_State = {this, &m_aInputDirectionRight[0], &m_aInputDirectionRight[1]}; Console()->Register("+right", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Move right"); } { static CInputState s_State = {this, &m_aInputData[0].m_Jump, &m_aInputData[1].m_Jump}; Console()->Register("+jump", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Jump"); } { static CInputState s_State = {this, &m_aInputData[0].m_Hook, &m_aInputData[1].m_Hook}; Console()->Register("+hook", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Hook"); } { static CInputState s_State = {this, &m_aInputData[0].m_Fire, &m_aInputData[1].m_Fire}; Console()->Register("+fire", "", CFGFLAG_CLIENT, ConKeyInputCounter, (void *)&s_State, "Fire"); } { static CInputState s_State = {this, &m_aShowHookColl[0], &m_aShowHookColl[1]}; Console()->Register("+showhookcoll", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Show Hook Collision"); } { static CInputSet s_Set = {this, &m_aInputData[0].m_WantedWeapon, &m_aInputData[1].m_WantedWeapon, 1}; Console()->Register("+weapon1", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to hammer"); } { static CInputSet s_Set = {this, &m_aInputData[0].m_WantedWeapon, &m_aInputData[1].m_WantedWeapon, 2}; Console()->Register("+weapon2", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to gun"); } { static CInputSet s_Set = {this, &m_aInputData[0].m_WantedWeapon, &m_aInputData[1].m_WantedWeapon, 3}; Console()->Register("+weapon3", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to shotgun"); } { static CInputSet s_Set = {this, &m_aInputData[0].m_WantedWeapon, &m_aInputData[1].m_WantedWeapon, 4}; Console()->Register("+weapon4", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to grenade"); } { static CInputSet s_Set = {this, &m_aInputData[0].m_WantedWeapon, &m_aInputData[1].m_WantedWeapon, 5}; Console()->Register("+weapon5", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to laser"); } { static CInputSet s_Set = {this, &m_aInputData[0].m_NextWeapon, &m_aInputData[1].m_NextWeapon, 0}; Console()->Register("+nextweapon", "", CFGFLAG_CLIENT, ConKeyInputNextPrevWeapon, (void *)&s_Set, "Switch to next weapon"); } { static CInputSet s_Set = {this, &m_aInputData[0].m_PrevWeapon, &m_aInputData[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_aInputData[g_Config.m_ClDummy].m_WantedWeapon = pMsg->m_Weapon + 1; // We don't really know ammo count, until we'll switch to that weapon, but any non-zero count will suffice here m_aAmmoCount[pMsg->m_Weapon % NUM_WEAPONS] = 10; } } int CControls::SnapInput(int *pData) { static int64_t LastSendTime = 0; bool Send = false; // update player state if(m_pClient->m_Chat.IsActive()) m_aInputData[g_Config.m_ClDummy].m_PlayerFlags = PLAYERFLAG_CHATTING; else if(m_pClient->m_Menus.IsActive()) m_aInputData[g_Config.m_ClDummy].m_PlayerFlags = PLAYERFLAG_IN_MENU; else m_aInputData[g_Config.m_ClDummy].m_PlayerFlags = PLAYERFLAG_PLAYING; if(m_pClient->m_Scoreboard.Active()) m_aInputData[g_Config.m_ClDummy].m_PlayerFlags |= PLAYERFLAG_SCOREBOARD; if(m_pClient->m_Controls.m_aShowHookColl[g_Config.m_ClDummy]) m_aInputData[g_Config.m_ClDummy].m_PlayerFlags |= PLAYERFLAG_AIM; if(m_aLastData[g_Config.m_ClDummy].m_PlayerFlags != m_aInputData[g_Config.m_ClDummy].m_PlayerFlags) Send = true; m_aLastData[g_Config.m_ClDummy].m_PlayerFlags = m_aInputData[g_Config.m_ClDummy].m_PlayerFlags; // we freeze the input if chat or menu is activated if(!(m_aInputData[g_Config.m_ClDummy].m_PlayerFlags & PLAYERFLAG_PLAYING)) { if(!GameClient()->m_GameInfo.m_BugDDRaceInput) ResetInput(g_Config.m_ClDummy); mem_copy(pData, &m_aInputData[g_Config.m_ClDummy], sizeof(m_aInputData[0])); // set the target anyway though so that we can keep seeing our surroundings, // even if chat or menu are activated m_aInputData[g_Config.m_ClDummy].m_TargetX = (int)m_aMousePos[g_Config.m_ClDummy].x; m_aInputData[g_Config.m_ClDummy].m_TargetY = (int)m_aMousePos[g_Config.m_ClDummy].y; // send once a second just to be sure if(time_get() > LastSendTime + time_freq()) Send = true; } else { m_aInputData[g_Config.m_ClDummy].m_TargetX = (int)m_aMousePos[g_Config.m_ClDummy].x; m_aInputData[g_Config.m_ClDummy].m_TargetY = (int)m_aMousePos[g_Config.m_ClDummy].y; if(!m_aInputData[g_Config.m_ClDummy].m_TargetX && !m_aInputData[g_Config.m_ClDummy].m_TargetY) { m_aInputData[g_Config.m_ClDummy].m_TargetX = 1; m_aMousePos[g_Config.m_ClDummy].x = 1; } // set direction m_aInputData[g_Config.m_ClDummy].m_Direction = 0; if(m_aInputDirectionLeft[g_Config.m_ClDummy] && !m_aInputDirectionRight[g_Config.m_ClDummy]) m_aInputData[g_Config.m_ClDummy].m_Direction = -1; if(!m_aInputDirectionLeft[g_Config.m_ClDummy] && m_aInputDirectionRight[g_Config.m_ClDummy]) m_aInputData[g_Config.m_ClDummy].m_Direction = 1; // dummy copy moves if(g_Config.m_ClDummyCopyMoves) { CNetObj_PlayerInput *pDummyInput = &m_pClient->m_DummyInput; pDummyInput->m_Direction = m_aInputData[g_Config.m_ClDummy].m_Direction; pDummyInput->m_Hook = m_aInputData[g_Config.m_ClDummy].m_Hook; pDummyInput->m_Jump = m_aInputData[g_Config.m_ClDummy].m_Jump; pDummyInput->m_PlayerFlags = m_aInputData[g_Config.m_ClDummy].m_PlayerFlags; pDummyInput->m_TargetX = m_aInputData[g_Config.m_ClDummy].m_TargetX; pDummyInput->m_TargetY = m_aInputData[g_Config.m_ClDummy].m_TargetY; pDummyInput->m_WantedWeapon = m_aInputData[g_Config.m_ClDummy].m_WantedWeapon; pDummyInput->m_Fire += m_aInputData[g_Config.m_ClDummy].m_Fire - m_aLastData[g_Config.m_ClDummy].m_Fire; pDummyInput->m_NextWeapon += m_aInputData[g_Config.m_ClDummy].m_NextWeapon - m_aLastData[g_Config.m_ClDummy].m_NextWeapon; pDummyInput->m_PrevWeapon += m_aInputData[g_Config.m_ClDummy].m_PrevWeapon - m_aLastData[g_Config.m_ClDummy].m_PrevWeapon; m_aInputData[!g_Config.m_ClDummy] = *pDummyInput; } if(g_Config.m_ClDummyControl) { CNetObj_PlayerInput *pDummyInput = &m_pClient->m_DummyInput; pDummyInput->m_Jump = g_Config.m_ClDummyJump; pDummyInput->m_Fire = g_Config.m_ClDummyFire; pDummyInput->m_Hook = g_Config.m_ClDummyHook; } // stress testing #ifdef CONF_DEBUG if(g_Config.m_DbgStress) { float t = Client()->LocalTime(); mem_zero(&m_aInputData[g_Config.m_ClDummy], sizeof(m_aInputData[0])); m_aInputData[g_Config.m_ClDummy].m_Direction = ((int)t / 2) & 1; m_aInputData[g_Config.m_ClDummy].m_Jump = ((int)t); m_aInputData[g_Config.m_ClDummy].m_Fire = ((int)(t * 10)); m_aInputData[g_Config.m_ClDummy].m_Hook = ((int)(t * 2)) & 1; m_aInputData[g_Config.m_ClDummy].m_WantedWeapon = ((int)t) % NUM_WEAPONS; m_aInputData[g_Config.m_ClDummy].m_TargetX = (int)(sinf(t * 3) * 100.0f); m_aInputData[g_Config.m_ClDummy].m_TargetY = (int)(cosf(t * 3) * 100.0f); } #endif // check if we need to send input if(m_aInputData[g_Config.m_ClDummy].m_Direction != m_aLastData[g_Config.m_ClDummy].m_Direction) Send = true; else if(m_aInputData[g_Config.m_ClDummy].m_Jump != m_aLastData[g_Config.m_ClDummy].m_Jump) Send = true; else if(m_aInputData[g_Config.m_ClDummy].m_Fire != m_aLastData[g_Config.m_ClDummy].m_Fire) Send = true; else if(m_aInputData[g_Config.m_ClDummy].m_Hook != m_aLastData[g_Config.m_ClDummy].m_Hook) Send = true; else if(m_aInputData[g_Config.m_ClDummy].m_WantedWeapon != m_aLastData[g_Config.m_ClDummy].m_WantedWeapon) Send = true; else if(m_aInputData[g_Config.m_ClDummy].m_NextWeapon != m_aLastData[g_Config.m_ClDummy].m_NextWeapon) Send = true; else if(m_aInputData[g_Config.m_ClDummy].m_PrevWeapon != m_aLastData[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_aInputData[g_Config.m_ClDummy].m_Direction || m_aInputData[g_Config.m_ClDummy].m_Jump || m_aInputData[g_Config.m_ClDummy].m_Hook)) Send = true; } // copy and return size m_aLastData[g_Config.m_ClDummy] = m_aInputData[g_Config.m_ClDummy]; if(!Send) return 0; LastSendTime = time_get(); mem_copy(pData, &m_aInputData[g_Config.m_ClDummy], sizeof(m_aInputData[0])); return sizeof(m_aInputData[0]); } void CControls::OnRender() { if(g_Config.m_ClAutoswitchWeaponsOutOfAmmo && !GameClient()->m_GameInfo.m_UnlimitedAmmo && m_pClient->m_Snap.m_pLocalCharacter) { // Keep track of ammo count, we know weapon ammo only when we switch to that weapon, this is tracked on server and protocol does not track that m_aAmmoCount[m_pClient->m_Snap.m_pLocalCharacter->m_Weapon % NUM_WEAPONS] = m_pClient->m_Snap.m_pLocalCharacter->m_AmmoCount; // Autoswitch weapon if we're out of ammo if(m_aInputData[g_Config.m_ClDummy].m_Fire % 2 != 0 && m_pClient->m_Snap.m_pLocalCharacter->m_AmmoCount == 0 && m_pClient->m_Snap.m_pLocalCharacter->m_Weapon != WEAPON_HAMMER && m_pClient->m_Snap.m_pLocalCharacter->m_Weapon != WEAPON_NINJA) { int w; for(w = WEAPON_LASER; w > WEAPON_GUN; w--) { if(w == m_pClient->m_Snap.m_pLocalCharacter->m_Weapon) continue; if(m_aAmmoCount[w] > 0) break; } if(w != m_pClient->m_Snap.m_pLocalCharacter->m_Weapon) m_aInputData[g_Config.m_ClDummy].m_WantedWeapon = w + 1; } } // update target pos if(m_pClient->m_Snap.m_pGameInfoObj && !m_pClient->m_Snap.m_SpecInfo.m_Active) m_aTargetPos[g_Config.m_ClDummy] = m_pClient->m_LocalCharacterPos + m_aMousePos[g_Config.m_ClDummy]; else if(m_pClient->m_Snap.m_SpecInfo.m_Active && m_pClient->m_Snap.m_SpecInfo.m_UsePosition) m_aTargetPos[g_Config.m_ClDummy] = m_pClient->m_Snap.m_SpecInfo.m_Position + m_aMousePos[g_Config.m_ClDummy]; else m_aTargetPos[g_Config.m_ClDummy] = m_aMousePos[g_Config.m_ClDummy]; } bool CControls::OnCursorMove(float x, float y, IInput::ECursorType CursorType) { if(m_pClient->m_Snap.m_pGameInfoObj && (m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_PAUSED)) return false; if(CursorType == IInput::CURSOR_JOYSTICK && g_Config.m_InpControllerAbsolute && m_pClient->m_Snap.m_pGameInfoObj && !m_pClient->m_Snap.m_SpecInfo.m_Active) { float AbsX = 0.0f, AbsY = 0.0f; if(Input()->GetActiveJoystick()->Absolute(&AbsX, &AbsY)) m_aMousePos[g_Config.m_ClDummy] = vec2(AbsX, AbsY) * GetMaxMouseDistance(); return true; } float Factor = 1.0f; if(g_Config.m_ClDyncam && g_Config.m_ClDyncamMousesens) { Factor = g_Config.m_ClDyncamMousesens / 100.0f; } else { switch(CursorType) { case IInput::CURSOR_MOUSE: Factor = g_Config.m_InpMousesens / 100.0f; break; case IInput::CURSOR_JOYSTICK: Factor = g_Config.m_InpControllerSens / 100.0f; break; default: dbg_msg("assert", "CControls::OnCursorMove CursorType %d", (int)CursorType); dbg_break(); break; } } if(m_pClient->m_Snap.m_SpecInfo.m_Active && m_pClient->m_Snap.m_SpecInfo.m_SpectatorID < 0) Factor *= m_pClient->m_Camera.m_Zoom; m_aMousePos[g_Config.m_ClDummy] += vec2(x, y) * Factor; ClampMousePos(); return true; } void CControls::ClampMousePos() { if(m_pClient->m_Snap.m_SpecInfo.m_Active && m_pClient->m_Snap.m_SpecInfo.m_SpectatorID < 0) { m_aMousePos[g_Config.m_ClDummy].x = clamp(m_aMousePos[g_Config.m_ClDummy].x, 0.0f, Collision()->GetWidth() * 32.0f); m_aMousePos[g_Config.m_ClDummy].y = clamp(m_aMousePos[g_Config.m_ClDummy].y, 0.0f, Collision()->GetHeight() * 32.0f); } else { float MouseMax = GetMaxMouseDistance(); float MinDistance = g_Config.m_ClDyncam ? g_Config.m_ClDyncamMinDistance : g_Config.m_ClMouseMinDistance; float MouseMin = MinDistance; float MDistance = length(m_aMousePos[g_Config.m_ClDummy]); if(MDistance < 0.001f) { m_aMousePos[g_Config.m_ClDummy].x = 0.001f; m_aMousePos[g_Config.m_ClDummy].y = 0; MDistance = 0.001f; } if(MDistance < MouseMin) m_aMousePos[g_Config.m_ClDummy] = normalize_pre_length(m_aMousePos[g_Config.m_ClDummy], MDistance) * MouseMin; MDistance = length(m_aMousePos[g_Config.m_ClDummy]); if(MDistance > MouseMax) m_aMousePos[g_Config.m_ClDummy] = normalize_pre_length(m_aMousePos[g_Config.m_ClDummy], MDistance) * MouseMax; } } float CControls::GetMaxMouseDistance() const { float CameraMaxDistance = 200.0f; float FollowFactor = (g_Config.m_ClDyncam ? g_Config.m_ClDyncamFollowFactor : g_Config.m_ClMouseFollowfactor) / 100.0f; float DeadZone = g_Config.m_ClDyncam ? g_Config.m_ClDyncamDeadzone : g_Config.m_ClMouseDeadzone; float MaxDistance = g_Config.m_ClDyncam ? g_Config.m_ClDyncamMaxDistance : g_Config.m_ClMouseMaxDistance; return minimum((FollowFactor != 0 ? CameraMaxDistance / FollowFactor + DeadZone : MaxDistance), MaxDistance); }