Torque3D/Templates/Modules/FPSGameplay/scripts/client/inputCommands.cs
Areloch d680dc9934 Initial implementation of the new Base Game Template and some starting modules.
This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.

Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.

This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
2017-02-24 02:40:56 -06:00

533 lines
11 KiB
C#

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
function escapeFromGame()
{
disconnect();
}
function showPlayerList(%val)
{
if (%val)
PlayerListGui.toggle();
}
function hideHUDs(%val)
{
if (%val)
HudlessPlayGui.toggle();
}
function doScreenShotHudless(%val)
{
if(%val)
{
canvas.setContent(HudlessPlayGui);
//doScreenshot(%val);
schedule(10, 0, "doScreenShot", %val);
}
else
canvas.setContent(PlayGui);
}
$movementSpeed = 1; // m/s
function setSpeed(%speed)
{
if(%speed)
$movementSpeed = %speed;
}
function moveleft(%val)
{
$mvLeftAction = %val * $movementSpeed;
}
function moveright(%val)
{
$mvRightAction = %val * $movementSpeed;
}
function moveforward(%val)
{
$mvForwardAction = %val * $movementSpeed;
}
function movebackward(%val)
{
$mvBackwardAction = %val * $movementSpeed;
}
function moveup(%val)
{
%object = ServerConnection.getControlObject();
if(%object.isInNamespaceHierarchy("Camera"))
$mvUpAction = %val * $movementSpeed;
}
function movedown(%val)
{
%object = ServerConnection.getControlObject();
if(%object.isInNamespaceHierarchy("Camera"))
$mvDownAction = %val * $movementSpeed;
}
function turnLeft( %val )
{
$mvYawRightSpeed = %val ? $Pref::Input::KeyboardTurnSpeed : 0;
}
function turnRight( %val )
{
$mvYawLeftSpeed = %val ? $Pref::Input::KeyboardTurnSpeed : 0;
}
function panUp( %val )
{
$mvPitchDownSpeed = %val ? $Pref::Input::KeyboardTurnSpeed : 0;
}
function panDown( %val )
{
$mvPitchUpSpeed = %val ? $Pref::Input::KeyboardTurnSpeed : 0;
}
function getMouseAdjustAmount(%val)
{
// based on a default camera FOV of 90'
return(%val * ($cameraFov / 90) * 0.01) * $pref::Input::LinkMouseSensitivity;
}
function getGamepadAdjustAmount(%val)
{
// based on a default camera FOV of 90'
return(%val * ($cameraFov / 90) * 0.01) * 10.0;
}
function yaw(%val)
{
%yawAdj = getMouseAdjustAmount(%val);
if(ServerConnection.isControlObjectRotDampedCamera())
{
// Clamp and scale
%yawAdj = mClamp(%yawAdj, -m2Pi()+0.01, m2Pi()-0.01);
%yawAdj *= 0.5;
}
$mvYaw += %yawAdj;
}
function pitch(%val)
{
%pitchAdj = getMouseAdjustAmount(%val);
if(ServerConnection.isControlObjectRotDampedCamera())
{
// Clamp and scale
%pitchAdj = mClamp(%pitchAdj, -m2Pi()+0.01, m2Pi()-0.01);
%pitchAdj *= 0.5;
}
$mvPitch += %pitchAdj;
}
function jump(%val)
{
$mvTriggerCount2++;
}
function gamePadMoveX( %val )
{
if(%val > 0)
{
$mvRightAction = %val * $movementSpeed;
$mvLeftAction = 0;
}
else
{
$mvRightAction = 0;
$mvLeftAction = -%val * $movementSpeed;
}
}
function gamePadMoveY( %val )
{
if(%val > 0)
{
$mvForwardAction = %val * $movementSpeed;
$mvBackwardAction = 0;
}
else
{
$mvForwardAction = 0;
$mvBackwardAction = -%val * $movementSpeed;
}
}
function gamepadYaw(%val)
{
%yawAdj = getGamepadAdjustAmount(%val);
if(ServerConnection.isControlObjectRotDampedCamera())
{
// Clamp and scale
%yawAdj = mClamp(%yawAdj, -m2Pi()+0.01, m2Pi()-0.01);
%yawAdj *= 0.5;
}
if(%yawAdj > 0)
{
$mvYawLeftSpeed = %yawAdj;
$mvYawRightSpeed = 0;
}
else
{
$mvYawLeftSpeed = 0;
$mvYawRightSpeed = -%yawAdj;
}
}
function gamepadPitch(%val)
{
%pitchAdj = getGamepadAdjustAmount(%val);
if(ServerConnection.isControlObjectRotDampedCamera())
{
// Clamp and scale
%pitchAdj = mClamp(%pitchAdj, -m2Pi()+0.01, m2Pi()-0.01);
%pitchAdj *= 0.5;
}
if(%pitchAdj > 0)
{
$mvPitchDownSpeed = %pitchAdj;
$mvPitchUpSpeed = 0;
}
else
{
$mvPitchDownSpeed = 0;
$mvPitchUpSpeed = -%pitchAdj;
}
}
function doCrouch(%val)
{
$mvTriggerCount3++;
}
function doSprint(%val)
{
$mvTriggerCount5++;
}
function mouseFire(%val)
{
$mvTriggerCount0++;
}
function gamepadFire(%val)
{
if(%val > 0.1 && !$gamepadFireTriggered)
{
$gamepadFireTriggered = true;
$mvTriggerCount0++;
}
else if(%val <= 0.1 && $gamepadFireTriggered)
{
$gamepadFireTriggered = false;
$mvTriggerCount0++;
}
}
function gamepadAltTrigger(%val)
{
if(%val > 0.1 && !$gamepadAltTriggerTriggered)
{
$gamepadAltTriggerTriggered = true;
$mvTriggerCount1++;
}
else if(%val <= 0.1 && $gamepadAltTriggerTriggered)
{
$gamepadAltTriggerTriggered = false;
$mvTriggerCount1++;
}
}
function toggleZoomFOV()
{
$Player::CurrentFOV = $Player::CurrentFOV / 2;
if($Player::CurrentFOV < 5)
resetCurrentFOV();
if(ServerConnection.zoomed)
setFOV($Player::CurrentFOV);
else
{
setFov(ServerConnection.getControlCameraDefaultFov());
}
}
function resetCurrentFOV()
{
$Player::CurrentFOV = ServerConnection.getControlCameraDefaultFov() / 2;
}
function turnOffZoom()
{
ServerConnection.zoomed = false;
setFov(ServerConnection.getControlCameraDefaultFov());
Reticle.setVisible(true);
zoomReticle.setVisible(false);
// Rather than just disable the DOF effect, we want to set it to the level's
// preset values.
//DOFPostEffect.disable();
ppOptionsUpdateDOFSettings();
}
function setZoomFOV(%val)
{
if(%val)
toggleZoomFOV();
}
function toggleZoom(%val)
{
if (%val)
{
ServerConnection.zoomed = true;
setFov($Player::CurrentFOV);
Reticle.setVisible(false);
zoomReticle.setVisible(true);
DOFPostEffect.setAutoFocus( true );
DOFPostEffect.setFocusParams( 0.5, 0.5, 50, 500, -5, 5 );
DOFPostEffect.enable();
}
else
{
turnOffZoom();
}
}
function mouseButtonZoom(%val)
{
toggleZoom(%val);
}
function toggleFreeLook( %val )
{
if ( %val )
$mvFreeLook = true;
else
$mvFreeLook = false;
}
function toggleFirstPerson(%val)
{
if (%val)
{
ServerConnection.setFirstPerson(!ServerConnection.isFirstPerson());
}
}
function toggleCamera(%val)
{
if (%val)
commandToServer('ToggleCamera');
}
function unmountWeapon(%val)
{
if (%val)
commandToServer('unmountWeapon');
}
function throwWeapon(%val)
{
if (%val)
commandToServer('Throw', "Weapon");
}
function tossAmmo(%val)
{
if (%val)
commandToServer('Throw', "Ammo");
}
function nextWeapon(%val)
{
if (%val)
commandToServer('cycleWeapon', "next");
}
function prevWeapon(%val)
{
if (%val)
commandToServer('cycleWeapon', "prev");
}
function mouseWheelWeaponCycle(%val)
{
if (%val < 0)
commandToServer('cycleWeapon', "next");
else if (%val > 0)
commandToServer('cycleWeapon', "prev");
}
function pageMessageHudUp( %val )
{
if ( %val )
pageUpMessageHud();
}
function pageMessageHudDown( %val )
{
if ( %val )
pageDownMessageHud();
}
function resizeMessageHud( %val )
{
if ( %val )
cycleMessageHudSize();
}
function startRecordingDemo( %val )
{
if ( %val )
startDemoRecord();
}
function stopRecordingDemo( %val )
{
if ( %val )
stopDemoRecord();
}
function dropCameraAtPlayer(%val)
{
if (%val)
commandToServer('dropCameraAtPlayer');
}
function dropPlayerAtCamera(%val)
{
if (%val)
commandToServer('DropPlayerAtCamera');
}
function bringUpOptions(%val)
{
if (%val)
Canvas.pushDialog(OptionsDlg);
}
GlobalActionMap.bind(keyboard, "ctrl o", bringUpOptions);
//------------------------------------------------------------------------------
// Debugging Functions
//------------------------------------------------------------------------------
function showMetrics(%val)
{
if(%val)
{
if(!Canvas.isMember(FrameOverlayGui))
metrics("fps gfx shadow sfx terrain groundcover forest net");
else
metrics("");
}
}
GlobalActionMap.bind(keyboard, "ctrl F2", showMetrics);
//------------------------------------------------------------------------------
//
// Start profiler by pressing ctrl f3
// ctrl f3 - starts profile that will dump to console and file
//
function doProfile(%val)
{
if (%val)
{
// key down -- start profile
echo("Starting profile session...");
profilerReset();
profilerEnable(true);
}
else
{
// key up -- finish off profile
echo("Ending profile session...");
profilerDumpToFile("profilerDumpToFile" @ getSimTime() @ ".txt");
profilerEnable(false);
}
}
// Trace a line along the direction the crosshair is pointing
// If you find a car with a player in it...eject them
function carjack()
{
%player = LocalClientConnection.getControlObject();
if (%player.getClassName() $= "Player")
{
%eyeVec = %player.getEyeVector();
%startPos = %player.getEyePoint();
%endPos = VectorAdd(%startPos, VectorScale(%eyeVec, 1000));
%target = ContainerRayCast(%startPos, %endPos, $TypeMasks::VehicleObjectType);
if (%target)
{
// See if anyone is mounted in the car's driver seat
%mount = %target.getMountNodeObject(0);
// Can only carjack bots
// remove '&& %mount.getClassName() $= "AIPlayer"' to allow you
// to carjack anyone/anything
if (%mount && %mount.getClassName() $= "AIPlayer")
{
commandToServer('carUnmountObj', %mount);
}
}
}
}
function getOut()
{
vehicleMap.pop();
moveMap.push();
commandToServer('dismountVehicle');
}
function brakeLights()
{
// Turn on/off the Cheetah's head lights.
commandToServer('toggleBrakeLights');
}
function brake(%val)
{
commandToServer('toggleBrakeLights');
$mvTriggerCount2++;
}