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534 lines
19 KiB
C++
534 lines
19 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/tl/sorted_array.h>
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#include <base/math.h>
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#include <SDL.h>
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#include <engine/shared/config.h>
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#include <engine/serverbrowser.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 <game/client/components/scoreboard.h>
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#include "controls.h"
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enum { LEFT_JOYSTICK_X = 0, LEFT_JOYSTICK_Y = 1,
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RIGHT_JOYSTICK_X = 2, RIGHT_JOYSTICK_Y = 3,
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SECOND_RIGHT_JOYSTICK_X = 20, SECOND_RIGHT_JOYSTICK_Y = 21,
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NUM_JOYSTICK_AXES = 22 };
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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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m_LastDummy = 0;
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m_OtherFire = 0;
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if (g_Config.m_InpJoystick)
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{
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SDL_Init(SDL_INIT_JOYSTICK);
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m_Joystick = SDL_JoystickOpen(0);
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if( m_Joystick && SDL_JoystickNumAxes(m_Joystick) < NUM_JOYSTICK_AXES )
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{
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SDL_JoystickClose(m_Joystick);
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m_Joystick = NULL;
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}
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m_Gamepad = SDL_JoystickOpen(2);
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SDL_JoystickEventState(SDL_QUERY);
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m_UsingGamepad = false;
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#if defined(CONF_FAMILY_UNIX)
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if( getenv("OUYA") )
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m_UsingGamepad = true;
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#endif
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}
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else
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{
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m_Joystick = NULL;
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m_Gamepad = NULL;
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m_UsingGamepad = false;
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}
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}
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void CControls::OnReset()
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{
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ResetInput(0);
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ResetInput(1);
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m_JoystickFirePressed = false;
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m_JoystickRunPressed = false;
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m_JoystickTapTime = 0;
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for( int i = 0; i < NUM_WEAPONS; i++ )
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m_AmmoCount[i] = 0;
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m_OldMouseX = m_OldMouseY = 0.0f;
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}
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void CControls::ResetInput(int Dummy)
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{
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m_LastData[Dummy].m_Direction = 0;
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//m_LastData[Dummy].m_Hook = 0;
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// simulate releasing the fire button
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if((m_LastData[Dummy].m_Fire&1) != 0)
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m_LastData[Dummy].m_Fire++;
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m_LastData[Dummy].m_Fire &= INPUT_STATE_MASK;
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m_LastData[Dummy].m_Jump = 0;
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m_InputData[Dummy] = m_LastData[Dummy];
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m_InputDirectionLeft[Dummy] = 0;
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m_InputDirectionRight[Dummy] = 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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if (g_Config.m_ClResetWantedWeaponOnDeath)
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m_LastData[g_Config.m_ClDummy].m_WantedWeapon = m_InputData[g_Config.m_ClDummy].m_WantedWeapon = 0;
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for( int i = 0; i < NUM_WEAPONS; i++ )
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m_AmmoCount[i] = 0;
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m_JoystickTapTime = 0; // Do not launch hook on first tap
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}
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struct CInputState
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{
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CControls *m_pControls;
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int *m_pVariable1;
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int *m_pVariable2;
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};
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static void ConKeyInputState(IConsole::IResult *pResult, void *pUserData)
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{
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CInputState *pState = (CInputState *)pUserData;
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CServerInfo Info;
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pState->m_pControls->GameClient()->Client()->GetServerInfo(&Info);
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if ((IsRace(&Info) || IsDDRace(&Info)) && pState->m_pControls->GameClient()->m_Snap.m_SpecInfo.m_Active)
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return;
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if (g_Config.m_ClDummy)
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*pState->m_pVariable2 = pResult->GetInteger(0);
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else
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*pState->m_pVariable1 = 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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CInputState *pState = (CInputState *)pUserData;
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CServerInfo Info;
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pState->m_pControls->GameClient()->Client()->GetServerInfo(&Info);
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if ((IsRace(&Info) || IsDDRace(&Info)) && pState->m_pControls->GameClient()->m_Snap.m_SpecInfo.m_Active)
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return;
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int *v;
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if (g_Config.m_ClDummy)
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v = pState->m_pVariable2;
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else
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v = pState->m_pVariable1;
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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_pVariable1;
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int *m_pVariable2;
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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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{
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if (g_Config.m_ClDummy)
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*pSet->m_pVariable2 = pSet->m_Value;
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else
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*pSet->m_pVariable1 = pSet->m_Value;
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}
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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);
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pSet->m_pControls->m_InputData[g_Config.m_ClDummy].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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{ static CInputState s_State = {this, &m_InputDirectionLeft[0], &m_InputDirectionLeft[1]}; Console()->Register("+left", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Move left"); }
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{ static CInputState s_State = {this, &m_InputDirectionRight[0], &m_InputDirectionRight[1]}; Console()->Register("+right", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Move right"); }
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{ 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"); }
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{ 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"); }
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{ 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"); }
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{ static CInputState s_State = {this, &m_ShowHookColl[0], &m_ShowHookColl[1]}; Console()->Register("+showhookcoll", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Show Hook Collision"); }
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{ 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"); }
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{ 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"); }
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{ 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"); }
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{ 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"); }
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{ 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"); }
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{ 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"); }
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{ 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"); }
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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[g_Config.m_ClDummy].m_WantedWeapon = pMsg->m_Weapon+1;
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// We don't really know ammo count, until we'll switch to that weapon, but any non-zero count will suffice here
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m_AmmoCount[pMsg->m_Weapon%NUM_WEAPONS] = 10;
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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[g_Config.m_ClDummy].m_PlayerFlags = PLAYERFLAG_CHATTING;
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else if(m_pClient->m_pMenus->IsActive())
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m_InputData[g_Config.m_ClDummy].m_PlayerFlags = PLAYERFLAG_IN_MENU;
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else
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{
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if(m_InputData[g_Config.m_ClDummy].m_PlayerFlags == PLAYERFLAG_CHATTING)
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{
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CServerInfo Info;
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GameClient()->Client()->GetServerInfo(&Info);
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if(IsDDNet(&Info))
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ResetInput(g_Config.m_ClDummy);
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}
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m_InputData[g_Config.m_ClDummy].m_PlayerFlags = PLAYERFLAG_PLAYING;
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}
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if(m_pClient->m_pScoreboard->Active())
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m_InputData[g_Config.m_ClDummy].m_PlayerFlags |= PLAYERFLAG_SCOREBOARD;
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if(m_InputData[g_Config.m_ClDummy].m_PlayerFlags != PLAYERFLAG_PLAYING)
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m_JoystickTapTime = 0; // Do not launch hook on first tap
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if (m_pClient->m_pControls->m_ShowHookColl[g_Config.m_ClDummy])
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m_InputData[g_Config.m_ClDummy].m_PlayerFlags |= PLAYERFLAG_AIM;
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if(m_LastData[g_Config.m_ClDummy].m_PlayerFlags != m_InputData[g_Config.m_ClDummy].m_PlayerFlags)
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Send = true;
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m_LastData[g_Config.m_ClDummy].m_PlayerFlags = m_InputData[g_Config.m_ClDummy].m_PlayerFlags;
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// we freeze the input if chat or menu is activated
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if(!(m_InputData[g_Config.m_ClDummy].m_PlayerFlags&PLAYERFLAG_PLAYING))
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{
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CServerInfo Info;
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GameClient()->Client()->GetServerInfo(&Info);
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if(!IsDDNet(&Info))
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ResetInput(g_Config.m_ClDummy);
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mem_copy(pData, &m_InputData[g_Config.m_ClDummy], sizeof(m_InputData[0]));
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// set the target anyway though so that we can keep seeing our surroundings,
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// even if chat or menu are activated
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m_InputData[g_Config.m_ClDummy].m_TargetX = (int)m_MousePos[g_Config.m_ClDummy].x;
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m_InputData[g_Config.m_ClDummy].m_TargetY = (int)m_MousePos[g_Config.m_ClDummy].y;
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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[g_Config.m_ClDummy].m_TargetX = (int)m_MousePos[g_Config.m_ClDummy].x;
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m_InputData[g_Config.m_ClDummy].m_TargetY = (int)m_MousePos[g_Config.m_ClDummy].y;
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if(!m_InputData[g_Config.m_ClDummy].m_TargetX && !m_InputData[g_Config.m_ClDummy].m_TargetY)
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{
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m_InputData[g_Config.m_ClDummy].m_TargetX = 1;
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m_MousePos[g_Config.m_ClDummy].x = 1;
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}
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// set direction
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m_InputData[g_Config.m_ClDummy].m_Direction = 0;
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if(m_InputDirectionLeft[g_Config.m_ClDummy] && !m_InputDirectionRight[g_Config.m_ClDummy])
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m_InputData[g_Config.m_ClDummy].m_Direction = -1;
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if(!m_InputDirectionLeft[g_Config.m_ClDummy] && m_InputDirectionRight[g_Config.m_ClDummy])
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m_InputData[g_Config.m_ClDummy].m_Direction = 1;
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// dummy copy moves
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if(g_Config.m_ClDummyCopyMoves)
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{
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CNetObj_PlayerInput *pDummyInput = &m_pClient->m_DummyInput;
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pDummyInput->m_Direction = m_InputData[g_Config.m_ClDummy].m_Direction;
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pDummyInput->m_Hook = m_InputData[g_Config.m_ClDummy].m_Hook;
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pDummyInput->m_Jump = m_InputData[g_Config.m_ClDummy].m_Jump;
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pDummyInput->m_PlayerFlags = m_InputData[g_Config.m_ClDummy].m_PlayerFlags;
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pDummyInput->m_TargetX = m_InputData[g_Config.m_ClDummy].m_TargetX;
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pDummyInput->m_TargetY = m_InputData[g_Config.m_ClDummy].m_TargetY;
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pDummyInput->m_WantedWeapon = m_InputData[g_Config.m_ClDummy].m_WantedWeapon;
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pDummyInput->m_Fire += m_InputData[g_Config.m_ClDummy].m_Fire - m_LastData[g_Config.m_ClDummy].m_Fire;
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pDummyInput->m_NextWeapon += m_InputData[g_Config.m_ClDummy].m_NextWeapon - m_LastData[g_Config.m_ClDummy].m_NextWeapon;
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pDummyInput->m_PrevWeapon += m_InputData[g_Config.m_ClDummy].m_PrevWeapon - m_LastData[g_Config.m_ClDummy].m_PrevWeapon;
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m_InputData[!g_Config.m_ClDummy] = *pDummyInput;
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}
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if(g_Config.m_ClDummyControl){
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CNetObj_PlayerInput *pDummyInput = &m_pClient->m_DummyInput;
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pDummyInput->m_Jump = g_Config.m_ClDummyJump;
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pDummyInput->m_Fire = g_Config.m_ClDummyFire;
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pDummyInput->m_Hook = g_Config.m_ClDummyHook;
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}
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// stress testing
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#ifdef CONF_DEBUG
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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[g_Config.m_ClDummy], sizeof(m_InputData[0]));
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m_InputData[g_Config.m_ClDummy].m_Direction = ((int)t/2)&1;
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m_InputData[g_Config.m_ClDummy].m_Jump = ((int)t);
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m_InputData[g_Config.m_ClDummy].m_Fire = ((int)(t*10));
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m_InputData[g_Config.m_ClDummy].m_Hook = ((int)(t*2))&1;
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m_InputData[g_Config.m_ClDummy].m_WantedWeapon = ((int)t)%NUM_WEAPONS;
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m_InputData[g_Config.m_ClDummy].m_TargetX = (int)(sinf(t*3)*100.0f);
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m_InputData[g_Config.m_ClDummy].m_TargetY = (int)(cosf(t*3)*100.0f);
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}
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#endif
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// check if we need to send input
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if(m_InputData[g_Config.m_ClDummy].m_Direction != m_LastData[g_Config.m_ClDummy].m_Direction) Send = true;
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else if(m_InputData[g_Config.m_ClDummy].m_Jump != m_LastData[g_Config.m_ClDummy].m_Jump) Send = true;
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else if(m_InputData[g_Config.m_ClDummy].m_Fire != m_LastData[g_Config.m_ClDummy].m_Fire) Send = true;
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else if(m_InputData[g_Config.m_ClDummy].m_Hook != m_LastData[g_Config.m_ClDummy].m_Hook) Send = true;
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else if(m_InputData[g_Config.m_ClDummy].m_WantedWeapon != m_LastData[g_Config.m_ClDummy].m_WantedWeapon) Send = true;
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else if(m_InputData[g_Config.m_ClDummy].m_NextWeapon != m_LastData[g_Config.m_ClDummy].m_NextWeapon) Send = true;
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else if(m_InputData[g_Config.m_ClDummy].m_PrevWeapon != m_LastData[g_Config.m_ClDummy].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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if(m_pClient->m_Snap.m_pLocalCharacter && m_pClient->m_Snap.m_pLocalCharacter->m_Weapon == WEAPON_NINJA
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&& (m_InputData[g_Config.m_ClDummy].m_Direction || m_InputData[g_Config.m_ClDummy].m_Jump || m_InputData[g_Config.m_ClDummy].m_Hook))
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Send = true;
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}
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// copy and return size
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m_LastData[g_Config.m_ClDummy] = m_InputData[g_Config.m_ClDummy];
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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[g_Config.m_ClDummy], sizeof(m_InputData[0]));
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return sizeof(m_InputData[0]);
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}
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void CControls::OnRender()
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{
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enum {
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JOYSTICK_RUN_DISTANCE = 65536 / 8,
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GAMEPAD_DEAD_ZONE = 65536 / 8,
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};
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int64 CurTime = time_get();
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bool FireWasPressed = false;
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if( m_Joystick )
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{
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// Get input from left joystick
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int RunX = SDL_JoystickGetAxis(m_Joystick, LEFT_JOYSTICK_X);
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int RunY = SDL_JoystickGetAxis(m_Joystick, LEFT_JOYSTICK_Y);
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bool RunPressed = (RunX != 0 || RunY != 0);
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// Get input from right joystick
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int AimX = SDL_JoystickGetAxis(m_Joystick, SECOND_RIGHT_JOYSTICK_X);
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int AimY = SDL_JoystickGetAxis(m_Joystick, SECOND_RIGHT_JOYSTICK_Y);
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bool AimPressed = (AimX != 0 || AimY != 0);
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// Get input from another right joystick
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int HookX = SDL_JoystickGetAxis(m_Joystick, RIGHT_JOYSTICK_X);
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int HookY = SDL_JoystickGetAxis(m_Joystick, RIGHT_JOYSTICK_Y);
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bool HookPressed = (HookX != 0 || HookY != 0);
|
|
|
|
if( m_JoystickRunPressed != RunPressed )
|
|
{
|
|
if( RunPressed )
|
|
{
|
|
if( m_JoystickTapTime + time_freq() > CurTime ) // Tap in less than 1 second to jump
|
|
m_InputData[g_Config.m_ClDummy].m_Jump = 1;
|
|
}
|
|
else
|
|
m_InputData[g_Config.m_ClDummy].m_Jump = 0;
|
|
m_JoystickTapTime = CurTime;
|
|
}
|
|
|
|
m_JoystickRunPressed = RunPressed;
|
|
|
|
if( RunPressed )
|
|
{
|
|
m_InputDirectionLeft[g_Config.m_ClDummy] = (RunX < -JOYSTICK_RUN_DISTANCE);
|
|
m_InputDirectionRight[g_Config.m_ClDummy] = (RunX > JOYSTICK_RUN_DISTANCE);
|
|
}
|
|
|
|
// Move 500ms in the same direction, to prevent speed bump when tapping
|
|
if( !RunPressed && m_JoystickTapTime + time_freq() / 2 > CurTime )
|
|
{
|
|
m_InputDirectionLeft[g_Config.m_ClDummy] = 0;
|
|
m_InputDirectionRight[g_Config.m_ClDummy] = 0;
|
|
}
|
|
|
|
if( HookPressed )
|
|
{
|
|
m_MousePos[g_Config.m_ClDummy] = vec2(HookX / 30, HookY / 30);
|
|
ClampMousePos();
|
|
m_InputData[g_Config.m_ClDummy].m_Hook = 1;
|
|
}
|
|
else
|
|
{
|
|
m_InputData[g_Config.m_ClDummy].m_Hook = 0;
|
|
}
|
|
|
|
if( AimPressed )
|
|
{
|
|
m_MousePos[g_Config.m_ClDummy] = vec2(AimX / 30, AimY / 30);
|
|
ClampMousePos();
|
|
}
|
|
|
|
if( AimPressed != m_JoystickFirePressed )
|
|
{
|
|
// Fire when releasing joystick
|
|
if( !AimPressed )
|
|
{
|
|
m_InputData[g_Config.m_ClDummy].m_Fire ++;
|
|
if( (bool)(m_InputData[g_Config.m_ClDummy].m_Fire % 2) != AimPressed )
|
|
m_InputData[g_Config.m_ClDummy].m_Fire ++;
|
|
FireWasPressed = true;
|
|
}
|
|
}
|
|
|
|
m_JoystickFirePressed = AimPressed;
|
|
}
|
|
|
|
if( m_Gamepad )
|
|
{
|
|
// Get input from left joystick
|
|
int RunX = SDL_JoystickGetAxis(m_Gamepad, LEFT_JOYSTICK_X);
|
|
int RunY = SDL_JoystickGetAxis(m_Gamepad, LEFT_JOYSTICK_Y);
|
|
if( m_UsingGamepad )
|
|
{
|
|
m_InputDirectionLeft[g_Config.m_ClDummy] = (RunX < -GAMEPAD_DEAD_ZONE);
|
|
m_InputDirectionRight[g_Config.m_ClDummy] = (RunX > GAMEPAD_DEAD_ZONE);
|
|
}
|
|
|
|
// Get input from right joystick
|
|
int AimX = SDL_JoystickGetAxis(m_Gamepad, RIGHT_JOYSTICK_X);
|
|
int AimY = SDL_JoystickGetAxis(m_Gamepad, RIGHT_JOYSTICK_Y);
|
|
if( abs(AimX) > GAMEPAD_DEAD_ZONE || abs(AimY) > GAMEPAD_DEAD_ZONE )
|
|
{
|
|
m_MousePos[g_Config.m_ClDummy] = vec2(AimX / 30, AimY / 30);
|
|
ClampMousePos();
|
|
}
|
|
|
|
if( !m_UsingGamepad && (abs(AimX) > GAMEPAD_DEAD_ZONE || abs(AimY) > GAMEPAD_DEAD_ZONE || abs(RunX) > GAMEPAD_DEAD_ZONE || abs(RunY) > GAMEPAD_DEAD_ZONE) )
|
|
{
|
|
m_UsingGamepad = true;
|
|
}
|
|
}
|
|
|
|
CServerInfo Info;
|
|
GameClient()->Client()->GetServerInfo(&Info);
|
|
|
|
if( g_Config.m_ClAutoswitchWeaponsOutOfAmmo && !IsRace(&Info) && !IsDDRace(&Info) && 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_AmmoCount[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_InputData[g_Config.m_ClDummy].m_Fire % 2 != 0 || FireWasPressed) &&
|
|
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_RIFLE; w > WEAPON_GUN; w-- )
|
|
{
|
|
if( w == m_pClient->m_Snap.m_pLocalCharacter->m_Weapon )
|
|
continue;
|
|
if( m_AmmoCount[w] > 0 )
|
|
break;
|
|
}
|
|
if( w != m_pClient->m_Snap.m_pLocalCharacter->m_Weapon )
|
|
m_InputData[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_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))
|
|
return false;
|
|
|
|
if(g_Config.m_ClDyncam && g_Config.m_ClDyncamMousesens)
|
|
{
|
|
x = x * g_Config.m_ClDyncamMousesens / g_Config.m_InpMousesens;
|
|
y = y * g_Config.m_ClDyncamMousesens / g_Config.m_InpMousesens;
|
|
}
|
|
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_SpectatorID < 0)
|
|
{
|
|
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 CameraMinDistance = 0.0f;
|
|
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;
|
|
float MouseMax = minimum(CameraMaxDistance/FollowFactor + DeadZone, MaxDistance);
|
|
float MinDistance = g_Config.m_ClDyncam ? g_Config.m_ClDyncamMinDistance : g_Config.m_ClMouseMinDistance;
|
|
float MouseMin = minimum(CameraMinDistance/FollowFactor + DeadZone, MinDistance);
|
|
|
|
if(length(m_MousePos[g_Config.m_ClDummy]) > MouseMax)
|
|
m_MousePos[g_Config.m_ClDummy] = normalize(m_MousePos[g_Config.m_ClDummy])*MouseMax;
|
|
if(length(m_MousePos[g_Config.m_ClDummy]) < MouseMin)
|
|
m_MousePos[g_Config.m_ClDummy] = normalize(m_MousePos[g_Config.m_ClDummy])*MouseMin;
|
|
}
|
|
}
|