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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555
|
/**
PlayerControl.c
Functions to handle player controls (i.e. input keys).
@author Newton
*/
static const CON_Gamepad_Deadzone = 60;
static CON_VC_Players;
static g_player_cursor_pos; // array of [x,y] pos arrays; indexed by player. last cursor pos as sent by CON_CursorPos
// PlayerControlRelease
// Called by engine whenever a control is issued
// Forwards control to special handler or cursor
// Return whether handled
// documented in /docs/sdk/script/fn
global func PlayerControl(int plr, int ctrl, id spec_id, int x, int y, int strength, bool repeat, int status)
{
var release = status == CONS_Up;
//Log("%d, %s, %i, %d, %d, %d, %v, %v", plr, GetPlayerControlName(ctrl), spec_id, x,y,strength, repeat, status);
// Control handled by definition? Forward
if (spec_id) return spec_id->ForwardedPlayerControl(plr, ctrl, x, y, strength, repeat, status);
// Forward control to player
if (Control2Player(plr,ctrl, x, y, strength, repeat, status)) return true;
// Forward control to cursor
var cursor = GetCursor(plr);
if (cursor && cursor->GetCrewEnabled())
{
// Object controlled by plr
cursor->SetController(plr);
// menu controls:
if (cursor->~GetMenu() && status != CONS_Moved)
{
// direction keys are always forwarded to the menu
// (because the clonk shall not move while the menu is open)
var handled = true;
if (ctrl == CON_Left) cursor->GetMenu()->~ControlLeft(release);
else if (ctrl == CON_Right) cursor->GetMenu()->~ControlRight(release);
else if (ctrl == CON_Up) cursor->GetMenu()->~ControlUp(release);
else if (ctrl == CON_Down) cursor->GetMenu()->~ControlDown(release);
else handled = false;
if (handled) return true;
// cancel menu
if (ctrl == CON_CancelMenu)
{
cursor->TryCancelMenu();
return true;
}
if (ctrl == CON_GUIClick1 || ctrl == CON_GUIClick2 || ctrl == CON_GUICursor)
{
var menux = cursor->GetMenu()->~GetX();
var menuy = cursor->GetMenu()->~GetY();
var dx = x-menux;
var dy = y-menuy;
if (ctrl == CON_GUICursor)
{
cursor->GetMenu()->~UpdateCursor(dx,dy);
return true;
}
else if (release == true)
{
cursor->GetMenu()->~OnMouseClick(dx,dy,ctrl == CON_GUIClick2);
return false;
}
}
}
// local coordinates
var cursorX = x, cursorY = y;
if (x != nil || y != nil)
{
cursorX -= cursor->GetX();
cursorY -= cursor->GetY();
}
// Overload by effect?
if (cursor->Control2Effect(plr, ctrl, cursorX, cursorY, strength, repeat, status)) return true;
if (cursor->ObjectControl(plr, ctrl, cursorX, cursorY, strength, repeat, status))
{
if (cursor && status == CONS_Down && !repeat)
{
// non-mouse controls reset view
if (!x && !y) ResetCursorView(plr);
}
return true;
}
//else Log("-- not handled");
}
// Nothing to handle control then
return false;
}
global func InitializePlayerControl(int plr, string controlset_name, bool keyboard, bool mouse, bool gamepad)
{
// VC = VirtualCursor
if(!CON_VC_Players)
CON_VC_Players = CreateArray();
CON_VC_Players[plr] = !mouse;
// for all clonks...
for (var clonk in FindObjects(Find_OCF(OCF_CrewMember)))
{
clonk->~ReinitializeControls();
}
}
global func PlayerHasVirtualCursor(int plr)
{
if (!CON_VC_Players)
return false;
return CON_VC_Players[plr];
}
// Control2Player
// Player-wide controls
global func Control2Player(int plr, int ctrl, int x, int y, int strength, bool repeat, int status)
{
// select previous or next
if (ctrl == CON_PreviousCrew)
return ShiftCursor(plr, true);
if (ctrl == CON_NextCrew)
return ShiftCursor(plr, false);
// all those hotkeys...
var hotkey = 0;
if (ctrl == CON_PlayerHotkey0) hotkey = 10;
if (ctrl == CON_PlayerHotkey1) hotkey = 1;
if (ctrl == CON_PlayerHotkey2) hotkey = 2;
if (ctrl == CON_PlayerHotkey3) hotkey = 3;
if (ctrl == CON_PlayerHotkey4) hotkey = 4;
if (ctrl == CON_PlayerHotkey5) hotkey = 5;
if (ctrl == CON_PlayerHotkey6) hotkey = 6;
if (ctrl == CON_PlayerHotkey7) hotkey = 7;
if (ctrl == CON_PlayerHotkey8) hotkey = 8;
if (ctrl == CON_PlayerHotkey9) hotkey = 9;
if (hotkey > 0)
{
// valid crew number?
var crew = GetCrew(plr,hotkey-1);
if (!crew) return false;
// stop previously selected crew
StopSelected();
// set cursor if not disabled etc.
return SetCursor(plr, crew);
}
// Modifier keys - do not handle the key. The GetPlayerControlState will still return the correct value when the key is held down.
if (ctrl == CON_ModifierMenu1) return false;
// cursor pos info - store in player values
if (ctrl == CON_CursorPos)
{
if (!g_player_cursor_pos) g_player_cursor_pos = CreateArray(plr+1);
g_player_cursor_pos[plr] = [x, y];
return true;
}
/*
if (ctrl == CON_Test)
{
Message(Format("%d %d (%d %d) %d [%d %d]", plr, ctrl, x, y, strength, repeat, release));
return true;
}
*/
return false;
}
/* return info of last sent CON_CursorPos packet for that player as [x, y] */
global func GetPlayerCursorPos(int plr)
{
if (!g_player_cursor_pos) return 0;
return g_player_cursor_pos[plr];
}
global func StopSelected(int plr)
{
var cursor = GetCursor(plr);
if (cursor)
{
cursor->SetCommand("None");
cursor->SetComDir(COMD_Stop);
}
}
/* Object functions */
// To be called in an object context only!
// Control2Effect
// Call control function in all effects that have "Control" in their name
global func Control2Effect(int plr, int ctrl, int x, int y, int strength, bool repeat, int status)
{
// x and y are local coordinates
if (!this) return false;
// Count down from EffectCount, in case effects get deleted
var i = GetEffectCount("*Control*", this), fx;
while (i--)
{
fx = GetEffect("*Control*", this, i);
if (fx)
if (EffectCall(this, fx, "Control", ctrl, x,y,strength, repeat, status))
return true;
}
// No effect handled the control
return false;
}
// ObjectControl
// Called from PlayerControl when a control is issued to the cursor
// Return whether handled
// To be overloaded by specific objects to enable additional controls
global func ObjectControl(int plr, int ctrl, int x, int y, int strength, bool repeat, int status)
{
if (!this) return false;
// Any control resets a previously given command
SetCommand("None");
// Movement controls
if (ctrl == CON_Left || ctrl == CON_Right || ctrl == CON_Up || ctrl == CON_Down || ctrl == CON_Jump)
return ObjectControlMovement(plr, ctrl, strength, status, repeat);
// Unhandled control
return false;
}
// Find an object with an entrance in front of this object whose entrance is at
// the right position
global func GetEntranceObject()
{
if (!this) return nil;
// object with an entrance on target position
var obj = FindObject(Find_OCF(OCF_Entrance), Find_Layer(GetObjectLayer()),
Find_AtPoint(0,0), Find_Exclude(this));
if (!obj) return nil;
var x = obj->GetDefCoreVal("Entrance","DefCore",0) + obj->GetX();
var y = obj->GetDefCoreVal("Entrance","DefCore",1) + obj->GetY();
var wdt = obj->GetDefCoreVal("Entrance","DefCore",2);
var hgt = obj->GetDefCoreVal("Entrance","DefCore",3);
// entrance is on the vehicle?
if (!Inside(GetX(), x, x+wdt)) return nil;
if (!Inside(GetY(), y, y+hgt)) return nil;
return obj;
}
global func NameComDir(comdir)
{
if(comdir == COMD_Stop) return "COMD_Stop";
if(comdir == COMD_Up) return "COMD_Up";
if(comdir == COMD_UpRight) return "COMD_UpRight";
if(comdir == COMD_UpLeft) return "COMD_UpLeft";
if(comdir == COMD_Right) return "COMD_Right";
if(comdir == COMD_Left) return "COMD_Left";
if(comdir == COMD_Down) return "COMD_Down";
if(comdir == COMD_DownRight) return "COMD_DownRight";
if(comdir == COMD_DownLeft) return "COMD_DownLeft";
if(comdir == COMD_None) return "COMD_None";
}
// Called when CON_Left/Right/Up/Down controls are issued/released
// Return whether handled
global func ObjectControlMovement(int plr, int ctrl, int strength, int status, bool repeat)
{
if (!this) return false;
// movement is only possible when not contained
if (Contained()) return false;
// this is for controlling movement with Analogpad
if (status == CONS_Down)
if (strength != nil && strength < CON_Gamepad_Deadzone)
return true;
var proc = GetProcedure();
// Some specific movement controls
if (status == CONS_Down)
{
// Jump control
if (ctrl == CON_Jump)
{
if (proc == "WALK" && GetComDir() == COMD_Up)
SetComDir(COMD_Stop);
if (proc == "WALK")
{
this->ObjectCommand("Jump");
return true;
}
}
if (proc == "SWIM" && !GBackSemiSolid(0,-5)) //Water jump
{
if (ctrl == CON_Up) return false;
else if(ctrl == CON_Jump) this->ObjectCommand("Jump");
}
if (proc == "SCALE") // Let go from scaling a wall
{
//Wall kick
if (ctrl == CON_Left && GetDir() == DIR_Right && GetComDir() == COMD_Up)
return this->ObjectCommand("Jump");
if (ctrl == CON_Right && GetDir() == DIR_Left && GetComDir() == COMD_Up)
return this->ObjectCommand("Jump");
//Let go of wall
if (ctrl == CON_Left && GetDir() == DIR_Right) return this->ObjectComLetGo(-10);
if (ctrl == CON_Right && GetDir() == DIR_Left) return this->ObjectComLetGo(+10);
}
else if (proc == "HANGLE") // Let go from hangling the ceiling
{
if (ctrl == CON_Down) return this->ObjectComLetGo(0,0);
}
// Direct turnaround if object is standing still. Valid for any procedure in OC
if (!GetXDir())
{
if (ctrl == CON_Left) SetDir(DIR_Left);
else if (ctrl == CON_Right) SetDir(DIR_Right);
}
}
else // release
{
// If rolling, allow to instantly switch to walking again.
if (GetAction() == "Roll")
{
if (ctrl == CON_Left && GetDir() == DIR_Left || ctrl == CON_Right && GetDir() == DIR_Right)
SetAction("Walk");
}
}
return ObjectControlUpdateComdir(plr);
}
// Updates ComDir of object based on current Con_*-directional controls
// Return whether actual, effective direction of movement changed
global func ObjectControlUpdateComdir(int plr)
{
if (!this) return false;
// Generic movement: Update ComDir based on current control state
var new_comdir = GetPlayerConDir(plr, CON_Left, CON_Up, CON_Right, CON_Down);
var old_comdir = GetComDir();
if (new_comdir != old_comdir)
{
// ComDir changed. Update.
SetComDir(new_comdir);
//var s = "";
//if (GetPlayerControlState(plr, CON_Left)) s = Format("%sL", s);
//if (GetPlayerControlState(plr, CON_Up)) s = Format("%sU", s);
//if (GetPlayerControlState(plr, CON_Right)) s = Format("%sR", s);
//if (GetPlayerControlState(plr, CON_Down)) s = Format("%sD", s);
//s = Format("%s %s", s, ["Stop", "Up", "UpRight", "Right", "DownRight", "Down", "DownLeft", "Left", "UpLeft"][new_comdir]);
//Message("@%s", this, s);
// The control is only handled if it had an actual effect on the current movement direction of the Clonk
var old = ComDir2XY(old_comdir);
var new = ComDir2XY(new_comdir);
var old_cx = old[0], old_cy = old[1], new_cx = new[0], new_cy = new[1];
var is_handled;
var proc = GetProcedure();
if (proc == "WALK" || proc == "HANGLE" || proc == "PUSH" || proc == "PULL" || proc == "FLIGHT")
// Only horizontal movement changed actual direction
// Also, enforce clear Left/Right commands without leftover Up/Down
// CON_Down is never handled this way, thus forcing a CON_Stop
is_handled = (old_cx != new_cx) && !new_cy;
else if (proc == "SCALE")
// Only vertical movement changed actual direction
// Also, enfore clear Up/Down to prevent "Zuppel" in corner
is_handled = (old_cy != new_cy) && !new_cx;
else if (proc == "SWIM" || proc == "FLOAT" || proc == "DIG")
is_handled = (old_cx != new_cx || old_cy != new_cy); // Free 360 degree movement
else
is_handled = false;
return is_handled;
}
else
{
// ComDir did not change. -> The control was not handled
//Log("NoChange");
return false;
}
}
// selects the next/previous crew member (that is not disabled)
global func ShiftCursor(int plr, bool back, bool force)
{
// Is the selected Clonk busy at the moment? E.g. uncloseable menu open..
if (!force)
{
var cursor = GetCursor(plr);
if (cursor && cursor->~RejectShiftCursor()) return false;
}
// get index of currently selected crew
var index = 0;
while (index < GetCrewCount(plr))
{
if (GetCursor(plr) == GetCrew(plr,index)) break;
index++;
}
// a short explanation here:
// when shifting the cursor to the next crew member, this crew member
// might be disabled via SetCrewEnabled. That is why we have to go to
// the crew after the next and perhaps even the crew after the next
// after the next. Also, we need to stop this skipping after all crew
// members have been checked in the special case that all crew members
// are disabled
var maxcycle = GetCrewCount(plr);
var cycle = 0;
do {
if (back)
{
--index;
if (index < 0) index = GetCrewCount(plr)-1;
}
else
{
++index;
if (index >= GetCrewCount(plr)) index = 0;
}
++cycle;
} while (cycle < maxcycle && !(GetCrew(plr,index)->GetCrewEnabled()));
// Changing the cursor closes all menus that are associated with the old cursor.
// However, if a menu is not closable, then it requires the attention of the player and switching the cursor is disabled..
var current_cursor = GetCursor(plr);
var new_cursor = GetCrew(plr, index);
if (current_cursor == new_cursor) return false;
StopSelected(plr);
if (current_cursor)
current_cursor->~OnShiftCursor(new_cursor);
return SetCursor(plr, new_cursor);
}
// Temporarily used for Debugging!
// Helper function to turn CON_*-constants into strings
global func GetPlayerControlName(int ctrl)
{
var con_name = GetConstantNameByValue(ctrl, "CON_");
if (!con_name) con_name = Format("Unknown(%d)", ctrl);
return con_name;
}
// Return COMD_*-constant corresponding to current state of passed directional controls
global func GetPlayerConDir(int plr, int con_left, int con_up, int con_right, int con_down)
{
var x,y;
if (GetPlayerControlState(plr, con_left)) --x;
if (GetPlayerControlState(plr, con_up)) --y;
if (GetPlayerControlState(plr, con_right)) ++x;
if (GetPlayerControlState(plr, con_down)) ++y;
// Creating an array here for every keypress/release
// Would be so cool to have this static const. Guenther?
var dir_coms = [COMD_UpLeft, COMD_Up, COMD_UpRight, COMD_Left, COMD_Stop, COMD_Right, COMD_DownLeft, COMD_Down, COMD_DownRight];
return dir_coms[y*3+x+4];
}
// Returns coordinate directions associated with a COMD_Constant
global func ComDir2XY(int comd)
{
// Creating an array here for every keypress/release
// Would be so cool to have this static const. Guenther?
return [[0,0,1,1,1,0,-1,-1,-1][comd], [0,-1,-1,0,1,1,1,0,-1][comd]];
}
global func ObjectCommand(string command, object target, int tx, int ty, object target2, /*any*/ data)
{
// this function exists to be overloadable by ClonkControl.c4d
if (!this)
return;
this->SetCommand(command, target, tx, ty, target2, data);
}
// Let go from scaling or hangling
global func ObjectComLetGo(int vx, int vy)
{
if (!SetAction("Jump")) return false;
SetXDir(vx); SetYDir(vy);
return true;
}
/* Mouse Hovering */
// Engine callback when the mouse hovers over an object (entering) or stops hovering over an object (leaving).
// Either leaving, entering or both are set. They can be nil, but never both at the same time.
// dragged is an object being drag(¬ dropped yet)
global func MouseHover(int player, object leaving, object entering, object dragged)
{
// Leaving the hovering zone should be processed first.
if (leaving)
leaving->~OnMouseOut(player, dragged);
// Then process entering a new hovering zone.
if (entering)
entering->~OnMouseOver(player, dragged);
return true;
}
/* Drag & Drop */
// Engine callback on drag&drop: gives the player, the dragged obect and the object which is being dropped(can be nil).
global func MouseDragDrop(int plr, object source, object target)
{
//Log("MouseDragDrop(%d, %s, %s)", plr, source->GetName(), target->GetName());
if (!source) return false; // can happen if source got deleted after control was queued
var src_drag = source->~OnMouseDrag(plr);
if (!src_drag)
return false;
// If there is drop target, check whether it accepts the drop.
if (target)
if (!target->~OnMouseDrop(plr, src_drag))
return false;
// Notify the drop object it succeeded.
if (source)
source->~OnMouseDragDone(src_drag, target);
return true;
}
/* Debug */
// uncomment this to get log messages for any player control issued
/*global func PlayerControl(int plr, int ctrl, id spec_id, int x, int y, int strength, bool repeat, bool release)
{
var r = inherited(plr, ctrl, spec_id, x, y, strength, repeat, release, ...), rs;
if (r) rs = ""; else rs = "!";
Log("%s%d, %s, %i, %d, %d, %d, %v, %v", rs, plr, GetPlayerControlName(ctrl), spec_id, x,y,strength, repeat, release);
return r;
}*/
/*
This is used by Library_ClonkInventoryControl and needs to be a global function (in a non-appendto).
This function returns the priority of an object when selecting an object to pick up.
*/
global func Library_ClonkInventoryControl_Sort_Priority(int x_position)
{
// Objects are sorted by position, preferring the direction of the key press.
var priority_x = GetX() - x_position;
if (priority_x < 0) priority_x += 1000;
return priority_x;
}
|