about summary refs log tree commit diff
path: root/src/game/client/components/controls.cpp
blob: 7b3f47160ba75ec2e702b96ee8200646afb3e1a1 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
#include <base/math.h>

#include <engine/shared/config.h>

#include <game/collision.h>
#include <game/client/gameclient.h>
#include <game/client/component.h>
#include <game/client/components/chat.h>
#include <game/client/components/menus.h>

#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;
}

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_PlayerState = PLAYERSTATE_CHATTING;
	else if(m_pClient->m_pMenus->IsActive())
		m_InputData.m_PlayerState = PLAYERSTATE_IN_MENU;
	else
		m_InputData.m_PlayerState = PLAYERSTATE_PLAYING;
	
	if(m_LastData.m_PlayerState != m_InputData.m_PlayerState)
		Send = true;
		
	m_LastData.m_PlayerState = m_InputData.m_PlayerState;
	
	// we freeze the input if chat or menu is activated
	if(m_InputData.m_PlayerState != PLAYERSTATE_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_PlayerState != m_LastData.m_PlayerState) 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_pGameobj && !(m_pClient->m_Snap.m_pGameobj->m_Paused || m_pClient->m_Snap.m_Spectate))
		m_TargetPos = m_pClient->m_LocalCharacterPos + m_MousePos;
}

bool CControls::OnMouseMove(float x, float y)
{
	if(m_pClient->m_Snap.m_pGameobj && m_pClient->m_Snap.m_pGameobj->m_Paused)
		return false;
	m_MousePos += vec2(x, y); // TODO: ugly

	//
	float CameraMaxDistance = 200.0f;
	float FollowFactor = g_Config.m_ClMouseFollowfactor/100.0f;
	float DeadZone = g_Config.m_ClMouseDeadzone;
	float MouseMax = min(CameraMaxDistance/FollowFactor + DeadZone, (float)g_Config.m_ClMouseMaxDistance);
	
	//vec2 camera_offset(0, 0);

	if(m_pClient->m_Snap.m_Spectate)
	{
		if(m_MousePos.x < 200.0f) m_MousePos.x = 200.0f;
		if(m_MousePos.y < 200.0f) m_MousePos.y = 200.0f;
		if(m_MousePos.x > Collision()->GetWidth()*32-200.0f) m_MousePos.x = Collision()->GetWidth()*32-200.0f;
		if(m_MousePos.y > Collision()->GetHeight()*32-200.0f) m_MousePos.y = Collision()->GetHeight()*32-200.0f;
		
		m_TargetPos = m_MousePos;
	}
	else
	{
		float l = length(m_MousePos);
		
		if(l > MouseMax)
		{
			m_MousePos = normalize(m_MousePos)*MouseMax;
			l = MouseMax;
		}
		
		//float offset_amount = max(l-deadzone, 0.0f) * follow_factor;
		//if(l > 0.0001f) // make sure that this isn't 0
			//camera_offset = normalize(mouse_pos)*offset_amount;
	}
	
	return true;
}