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248 lines
7.8 KiB
C++
248 lines
7.8 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include <base/math.h>
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#include <engine/shared/config.h>
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#include <game/collision.h>
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#include <game/client/gameclient.h>
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#include <game/client/component.h>
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#include <game/client/components/chat.h>
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#include <game/client/components/menus.h>
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#include "controls.h"
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CControls::CControls()
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{
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mem_zero(&m_LastData, sizeof(m_LastData));
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}
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void CControls::OnReset()
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{
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m_LastData.m_Direction = 0;
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m_LastData.m_Hook = 0;
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// simulate releasing the fire button
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if((m_LastData.m_Fire&1) != 0)
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m_LastData.m_Fire++;
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m_LastData.m_Fire &= INPUT_STATE_MASK;
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m_LastData.m_Jump = 0;
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m_InputData = m_LastData;
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m_InputDirectionLeft = 0;
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m_InputDirectionRight = 0;
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}
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void CControls::OnRelease()
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{
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OnReset();
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}
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void CControls::OnPlayerDeath()
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{
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m_LastData.m_WantedWeapon = m_InputData.m_WantedWeapon = 0;
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}
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static void ConKeyInputState(IConsole::IResult *pResult, void *pUserData)
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{
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((int *)pUserData)[0] = pResult->GetInteger(0);
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}
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static void ConKeyInputCounter(IConsole::IResult *pResult, void *pUserData)
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{
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int *v = (int *)pUserData;
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if(((*v)&1) != pResult->GetInteger(0))
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(*v)++;
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*v &= INPUT_STATE_MASK;
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}
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struct CInputSet
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{
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CControls *m_pControls;
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int *m_pVariable;
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int m_Value;
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};
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static void ConKeyInputSet(IConsole::IResult *pResult, void *pUserData)
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{
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CInputSet *pSet = (CInputSet *)pUserData;
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if(pResult->GetInteger(0))
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*pSet->m_pVariable = pSet->m_Value;
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}
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static void ConKeyInputNextPrevWeapon(IConsole::IResult *pResult, void *pUserData)
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{
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CInputSet *pSet = (CInputSet *)pUserData;
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ConKeyInputCounter(pResult, pSet->m_pVariable);
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pSet->m_pControls->m_InputData.m_WantedWeapon = 0;
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}
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void CControls::OnConsoleInit()
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{
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// game commands
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Console()->Register("+left", "", CFGFLAG_CLIENT, ConKeyInputState, &m_InputDirectionLeft, "Move left");
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Console()->Register("+right", "", CFGFLAG_CLIENT, ConKeyInputState, &m_InputDirectionRight, "Move right");
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Console()->Register("+jump", "", CFGFLAG_CLIENT, ConKeyInputState, &m_InputData.m_Jump, "Jump");
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Console()->Register("+hook", "", CFGFLAG_CLIENT, ConKeyInputState, &m_InputData.m_Hook, "Hook");
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Console()->Register("+fire", "", CFGFLAG_CLIENT, ConKeyInputCounter, &m_InputData.m_Fire, "Fire");
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{ static CInputSet s_Set = {this, &m_InputData.m_WantedWeapon, 1}; Console()->Register("+weapon1", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to hammer"); }
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{ static CInputSet s_Set = {this, &m_InputData.m_WantedWeapon, 2}; Console()->Register("+weapon2", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to gun"); }
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{ static CInputSet s_Set = {this, &m_InputData.m_WantedWeapon, 3}; Console()->Register("+weapon3", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to shotgun"); }
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{ static CInputSet s_Set = {this, &m_InputData.m_WantedWeapon, 4}; Console()->Register("+weapon4", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to grenade"); }
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{ static CInputSet s_Set = {this, &m_InputData.m_WantedWeapon, 5}; Console()->Register("+weapon5", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to rifle"); }
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{ static CInputSet s_Set = {this, &m_InputData.m_NextWeapon, 0}; Console()->Register("+nextweapon", "", CFGFLAG_CLIENT, ConKeyInputNextPrevWeapon, (void *)&s_Set, "Switch to next weapon"); }
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{ static CInputSet s_Set = {this, &m_InputData.m_PrevWeapon, 0}; Console()->Register("+prevweapon", "", CFGFLAG_CLIENT, ConKeyInputNextPrevWeapon, (void *)&s_Set, "Switch to previous weapon"); }
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}
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void CControls::OnMessage(int Msg, void *pRawMsg)
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{
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if(Msg == NETMSGTYPE_SV_WEAPONPICKUP)
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{
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CNetMsg_Sv_WeaponPickup *pMsg = (CNetMsg_Sv_WeaponPickup *)pRawMsg;
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if(g_Config.m_ClAutoswitchWeapons)
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m_InputData.m_WantedWeapon = pMsg->m_Weapon+1;
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}
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}
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int CControls::SnapInput(int *pData)
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{
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static int64 LastSendTime = 0;
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bool Send = false;
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// update player state
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if(m_pClient->m_pChat->IsActive())
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m_InputData.m_PlayerState = PLAYERSTATE_CHATTING;
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else if(m_pClient->m_pMenus->IsActive())
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m_InputData.m_PlayerState = PLAYERSTATE_IN_MENU;
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else
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m_InputData.m_PlayerState = PLAYERSTATE_PLAYING;
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if(m_LastData.m_PlayerState != m_InputData.m_PlayerState)
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Send = true;
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m_LastData.m_PlayerState = m_InputData.m_PlayerState;
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// we freeze the input if chat or menu is activated
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if(m_InputData.m_PlayerState != PLAYERSTATE_PLAYING)
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{
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OnReset();
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mem_copy(pData, &m_InputData, sizeof(m_InputData));
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// send once a second just to be sure
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if(time_get() > LastSendTime + time_freq())
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Send = true;
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}
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else
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{
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m_InputData.m_TargetX = (int)m_MousePos.x;
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m_InputData.m_TargetY = (int)m_MousePos.y;
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if(!m_InputData.m_TargetX && !m_InputData.m_TargetY)
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{
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m_InputData.m_TargetX = 1;
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m_MousePos.x = 1;
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}
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// set direction
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m_InputData.m_Direction = 0;
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if(m_InputDirectionLeft && !m_InputDirectionRight)
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m_InputData.m_Direction = -1;
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if(!m_InputDirectionLeft && m_InputDirectionRight)
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m_InputData.m_Direction = 1;
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// stress testing
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if(g_Config.m_DbgStress)
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{
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float t = Client()->LocalTime();
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mem_zero(&m_InputData, sizeof(m_InputData));
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m_InputData.m_Direction = ((int)t/2)&1;
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m_InputData.m_Jump = ((int)t);
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m_InputData.m_Fire = ((int)(t*10));
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m_InputData.m_Hook = ((int)(t*2))&1;
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m_InputData.m_WantedWeapon = ((int)t)%NUM_WEAPONS;
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m_InputData.m_TargetX = (int)(sinf(t*3)*100.0f);
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m_InputData.m_TargetY = (int)(cosf(t*3)*100.0f);
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}
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// check if we need to send input
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if(m_InputData.m_Direction != m_LastData.m_Direction) Send = true;
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else if(m_InputData.m_Jump != m_LastData.m_Jump) Send = true;
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else if(m_InputData.m_Fire != m_LastData.m_Fire) Send = true;
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else if(m_InputData.m_Hook != m_LastData.m_Hook) Send = true;
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else if(m_InputData.m_PlayerState != m_LastData.m_PlayerState) Send = true;
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else if(m_InputData.m_WantedWeapon != m_LastData.m_WantedWeapon) Send = true;
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else if(m_InputData.m_NextWeapon != m_LastData.m_NextWeapon) Send = true;
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else if(m_InputData.m_PrevWeapon != m_LastData.m_PrevWeapon) Send = true;
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// send at at least 10hz
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if(time_get() > LastSendTime + time_freq()/25)
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Send = true;
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}
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// copy and return size
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m_LastData = m_InputData;
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if(!Send)
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return 0;
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LastSendTime = time_get();
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mem_copy(pData, &m_InputData, sizeof(m_InputData));
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return sizeof(m_InputData);
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}
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void CControls::OnRender()
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{
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// update target pos
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if(m_pClient->m_Snap.m_pGameobj && !(m_pClient->m_Snap.m_pGameobj->m_Paused || m_pClient->m_Snap.m_Spectate))
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m_TargetPos = m_pClient->m_LocalCharacterPos + m_MousePos;
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}
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bool CControls::OnMouseMove(float x, float y)
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{
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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()))
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return false;
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m_MousePos += vec2(x, y); // TODO: ugly
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ClampMousePos();
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return true;
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}
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void CControls::ClampMousePos()
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{
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//
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float CameraMaxDistance = 200.0f;
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float FollowFactor = g_Config.m_ClMouseFollowfactor/100.0f;
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float DeadZone = g_Config.m_ClMouseDeadzone;
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float MouseMax = min(CameraMaxDistance/FollowFactor + DeadZone, (float)g_Config.m_ClMouseMaxDistance);
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//vec2 camera_offset(0, 0);
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if(m_pClient->m_Snap.m_Spectate)
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{
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if(m_MousePos.x < 200.0f) m_MousePos.x = 200.0f;
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if(m_MousePos.y < 200.0f) m_MousePos.y = 200.0f;
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if(m_MousePos.x > Collision()->GetWidth()*32-200.0f) m_MousePos.x = Collision()->GetWidth()*32-200.0f;
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if(m_MousePos.y > Collision()->GetHeight()*32-200.0f) m_MousePos.y = Collision()->GetHeight()*32-200.0f;
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m_TargetPos = m_MousePos;
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}
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else
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{
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float l = length(m_MousePos);
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if(l > MouseMax)
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{
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m_MousePos = normalize(m_MousePos)*MouseMax;
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l = MouseMax;
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}
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//float offset_amount = max(l-deadzone, 0.0f) * follow_factor;
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//if(l > 0.0001f) // make sure that this isn't 0
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//camera_offset = normalize(mouse_pos)*offset_amount;
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}
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}
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