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2026-10-18 12:27:54 -04:00
parent 1643c2fdaf
commit 45025b6682
6 changed files with 322 additions and 25 deletions
+6
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@@ -2,6 +2,7 @@
#define ANIMATOR_CLASS
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <map>
#include <vector>
#include <string>
@@ -9,6 +10,9 @@
#include <assimp/Importer.hpp>
#include "Rig.h"
// Scale of the "Head" bone (and what hangs off it), around the neck. 1 = as authored.
inline float HeadScale = 0.25f;
struct AssimpNodeData
{
glm::mat4 transformation;
@@ -199,6 +203,8 @@ private:
}
glm::mat4 globalTransform = parentTransform * nodeTransform;
if (nodeName == "Head")
globalTransform = glm::scale(globalTransform, glm::vec3(HeadScale));
auto it = m_BoneInfoMap.find(nodeName);
if (it != m_BoneInfoMap.end()) {
+13 -1
View File
@@ -16,6 +16,10 @@
const glm::vec3 worldUp = { 0.0f, 1.0f, 0.0f };
// Mouse sensitivity asked at startup (see main.cpp). 0 = keep the camera's built-in default.
inline float StartupCmPer360 = 0.0f;
inline float StartupMouseDpi = 800.0f;
class Camera {
public:
bool lockedcursor = true;
@@ -28,7 +32,15 @@ public:
float FOV = 110.0f;
float screenshake = 0.0f;
Camera() {}
Camera() {
if (StartupCmPer360 > 0.0f) SetSensitivityCm(StartupCmPer360, StartupMouseDpi);
}
// Turn sensitivity into "this many cm of mouse travel per full 360 degree turn" for a mouse
// of the given DPI (mouse counts per inch).
void SetSensitivityCm(float cmPer360, float dpi) {
sensitivity = 6.2831853f / (cmPer360 / 2.54f * dpi);
}
void AddScreenshake(float amount) {
screenshake += amount;
+128 -20
View File
@@ -145,7 +145,7 @@ void Engine::Initiate()
Character* testcharacter = new Character();
testcharacter->name = "character";
testcharacter->castshadow = true;
testcharacter->body->t.ScaleBy({ 0.6f, 2.1f, 0.6f });
testcharacter->body->t.ScaleBy({ 0.7f, 2.5f, 0.7f });
testcharacter->body->t.TranslateTo({ 0.0f, 10.0f, 0.0f });
testcharacter->body->SetRig(testrig);
@@ -172,8 +172,8 @@ void Engine::Initiate()
Character* npc = new Character();
npc->name = "npc";
npc->castshadow = true;
npc->body->t.ScaleBy({ 0.6f, 2.1f, 0.6f });
npc->body->t.TranslateTo({ 3.0f, 1.05f, 3.0f });
npc->body->t.ScaleBy({ 0.7f, 2.5f, 0.7f });
npc->body->t.TranslateTo({ 3.0f, 1.25f, 3.0f });
npc->body->SetRig(testrig);
npc->body->SetAnimation(testanimation);
npc->BindToRenderSystem();
@@ -197,7 +197,7 @@ void Engine::Initiate()
Character* c = new Character();
c->name = "remote";
c->castshadow = true;
c->body->t.ScaleBy({ 0.6f, 2.1f, 0.6f });
c->body->t.ScaleBy({ 0.7f, 2.5f, 0.7f });
c->body->SetRig(testrig);
c->body->SetAnimation(testanimation);
c->BindToRenderSystem();
@@ -393,13 +393,13 @@ void Engine::Initiate()
// Map is a rectangle: x in [-60, 60], z in [-30, 30] (authored at 1x, scaled by mapScale)
// Centre dome
AddTiers("dome", { 0.0f, 0.0f }, 18.0f, 1.0f, 5);
AddTiers("dome", { 0.0f, 0.0f }, 18.0f, 2.0f, 5);
// Cones, opposite corners of the dome
AddTiers("cone", { -12.0f, -13.0f }, 6.0f, 1.0f, 5);
AddTiers("cone", { 12.0f, 13.0f }, 6.0f, 1.0f, 5);
// Big cubes either side of the dome
AddBlock("cube", { -24.0f, 0.0f, 0.0f }, { 7.0f, 7.0f, 7.0f });
AddBlock("cube", { 24.0f, 0.0f, 0.0f }, { 7.0f, 7.0f, 7.0f });
AddBlock("cube", { -24.0f, 0.0f, 0.0f }, { 7.0f, 8.4f, 7.0f });
AddBlock("cube", { 24.0f, 0.0f, 0.0f }, { 7.0f, 8.4f, 7.0f });
// Stairs climbing to a tall back wall (the ramp), back right
AddBlock("stair", { 29.0f, 0.0f, -12.0f }, { 2.5f, 1.0f, 10.0f });
AddBlock("stair", { 31.5f, 0.0f, -12.0f }, { 2.5f, 2.0f, 10.0f });
@@ -437,7 +437,10 @@ void Engine::Initiate()
// body = 50 damage (two shots). Respawns the target when it dies.
// Movement tuning
const float airControl = 0.5f; // fraction of ground acceleration available in the air
const float grappleRange = 12.0f; // metres from the player
const float shockedAirControl = 0.1f; // air control after being hit by another player's shockwave
const float shockedDuration = 2.0f; // seconds the reduced air control lasts
float shockedTime = 0.0f;
const float grappleRange = 30.0f; // metres from the player
const float grappleSpeed = 28.0f; // launch speed toward the hit point
const float grappleCooldownTime = 2.5f; // seconds
float grappleCooldown = 0.0f;
@@ -448,7 +451,7 @@ void Engine::Initiate()
const float slideDuration = 0.8f;
const float slideFalloffTime = 0.7f;
const float slideDropY = 0.65f; // standing centre height (0.9) minus lying (0.25)
const float standEyeOffset = 0.85f; // eyes 0.85 above body centre (body centre 1.05, height 2.1)
const float standEyeOffset = 1.05f; // eyes 1.05 above body centre (body centre 1.25, height 2.5)
const float slideEyeOffset = 0.25f; // lying down, eyes just above the floor
float eyeOffset = standEyeOffset;
bool sliding = false;
@@ -459,6 +462,33 @@ void Engine::Initiate()
float dashCooldown = 0.0f;
const float shootCooldownTime = 0.5f; // seconds between shots
float shootCooldown = 0.0f;
// Cubes (E). Whoever hosts (or an offline player) owns and simulates them and decides when they
// despawn; LAN clients only ask the host for one and draw the poses it streams back.
const float cubeCooldownTime = 0.5f; // seconds between cubes per player
const double cubeLifetime = 30.0; // seconds before a cube despawns
float cubeCooldown = 0.0f;
// Cubes also rain from the sky on their own (host / offline only; clients see them via the stream)
const float cubeRainInterval = 0.5f; // seconds between rain cubes
const float cubeRainHeight = 45.0f;
const size_t cubeRainMax = 200; // stop raining while this many cubes exist
float cubeRainTimer = 0.0f;
struct HostCube { uint32_t id; Mesh* mesh; double spawnTime; };
std::vector<HostCube> hostCubes;
uint32_t nextCubeId = 0;
std::map<uint8_t, double> lastCubeSpawn; // host: when each client last spawned one (rate limit)
struct PuppetCube { Mesh* mesh; double lastSeen; };
std::map<uint32_t, PuppetCube> puppetCubes; // client: the host's cubes, keyed by host id
auto SpawnCube = [&](const glm::vec3& at) {
Mesh* nc = CreateCubeMesh();
nc->name = "cube!";
nc->t.ScaleTo(1.0f);
nc->t.TranslateTo(at);
nc->BindToRenderSystem();
mainf->AddChild(nc);
physicsengine->AddObject(new p(nc));
hostCubes.push_back({ ++nextCubeId, nc, glfwGetTime() });
};
glm::vec3 slideDir(0.0f);
// Shockwave (key Q): projectile that explodes on the first surface it touches. The blast
@@ -508,6 +538,9 @@ void Engine::Initiate()
body->linearvelocity += dir * power * falloff;
body->WakeUp();
// Another player's blast (not our own) takes away most of our air control for a while
if (body == characterBody && fromNet) shockedTime = shockedDuration;
if (body == characterBody && sliding) {
// The slide overrides horizontal velocity every frame, so end it and stand back up
sliding = false;
@@ -673,15 +706,12 @@ void Engine::Initiate()
// Input � keyboard events
// --------------------------------------------------------------------
while (Keyboard::Event buffer = keyboard->ReadKey()) {
if (buffer.GetCode() == 'E' && buffer.IsPress()) {
Mesh* nc = CreateCubeMesh();
nc->name = "cube!";
nc->t.ScaleTo(1.0f);
nc->t.TranslateTo(camera->t.GetTranslation());
nc->t.RotateByEulerAngles({ 0.0f, 0.0f, 0.0f });
nc->BindToRenderSystem();
mainf->AddChild(nc);
physicsengine->AddObject(new p(nc));
if (buffer.GetCode() == 'E' && buffer.IsPress() && cubeCooldown <= 0.0f) {
cubeCooldown = cubeCooldownTime;
if (lan && lan->IsActive() && lan->GetMode() == Lan::Mode::Client)
lan->SendCubeSpawn(camera->t.GetTranslation()); // the host spawns it
else
SpawnCube(camera->t.GetTranslation());
}
if (buffer.GetCode() == 'F' && buffer.IsPress()) {
const glm::vec3 playerPos = testcharacter->body->t.GetTranslation();
@@ -808,6 +838,7 @@ void Engine::Initiate()
slideCooldown = std::max(slideCooldown - deltatime, 0.0f);
dashCooldown = std::max(dashCooldown - deltatime, 0.0f);
shootCooldown = std::max(shootCooldown - deltatime, 0.0f);
cubeCooldown = std::max(cubeCooldown - deltatime, 0.0f);
const float accel = 40.0f;
const float damp = 0.75f;
const float groundTopSpeed = movespeed * accel * refDt * damp / (1.0f - damp);
@@ -842,7 +873,7 @@ void Engine::Initiate()
const float current = glm::dot(glm::vec3(characterBody->linearvelocity.x, 0.0f,
characterBody->linearvelocity.z), wishDir);
const float add = glm::clamp(groundTopSpeed - current, 0.0f,
accel * airControl * movespeed * deltatime);
accel * (shockedTime > 0.0f ? shockedAirControl : airControl) * movespeed * deltatime);
characterBody->linearvelocity.x += wishDir.x * add;
characterBody->linearvelocity.z += wishDir.z * add;
}
@@ -860,6 +891,7 @@ void Engine::Initiate()
// Shockwave projectile: arc forward, explode on the first collider along this frame's path
shockCooldown = std::max(shockCooldown - deltatime, 0.0f);
shockedTime = std::max(shockedTime - deltatime, 0.0f);
if (shockActive) {
shockVel.y -= shockGravity * deltatime;
shockAge += deltatime;
@@ -983,6 +1015,36 @@ void Engine::Initiate()
// --------------------------------------------------------------------
// LAN: send our transform, apply the other player's
// --------------------------------------------------------------------
// Rain cubes from the sky at random spots over the map (host / offline)
if (!lan || !lan->IsActive() || lan->GetMode() == Lan::Mode::Host) {
cubeRainTimer -= deltatime;
if (cubeRainTimer <= 0.0f) {
cubeRainTimer += cubeRainInterval;
if (hostCubes.size() < cubeRainMax) {
glm::vec3 at = RandomSpawn();
at.y = cubeRainHeight;
SpawnCube(at);
std::uniform_real_distribution<float> spin(0.0f, 6.28318f);
hostCubes.back().mesh->t.RotateToEulerAngles({ spin(respawnRng), spin(respawnRng), spin(respawnRng) });
}
}
}
// Despawn cubes that have lived long enough (host / offline)
{
const double cubeNow = glfwGetTime();
for (size_t i = 0; i < hostCubes.size();) {
if (cubeNow - hostCubes[i].spawnTime > cubeLifetime) {
Mesh* m = hostCubes[i].mesh;
rendersystem->RemoveRenderable(m);
physicsengine->RemoveObject(m);
m->Delete();
hostCubes.erase(hostCubes.begin() + i);
}
else ++i;
}
}
if (lan && lan->IsActive()) {
NetState mine;
mine.position = testcharacter->body->t.GetTranslation();
@@ -994,7 +1056,53 @@ void Engine::Initiate()
std::vector<NetUpdate> updates;
std::vector<NetBlast> blasts;
std::vector<NetHit> hits;
lan->Receive(updates, &blasts, &hits);
std::vector<NetCubeRequest> cubeRequests;
std::vector<NetCube> cubeStates;
lan->Receive(updates, &blasts, &hits, &cubeRequests, &cubeStates);
// Host: spawn the cubes clients asked for (rate limited per client), then stream every cube's pose
for (const NetCubeRequest& rq : cubeRequests) {
double& last = lastCubeSpawn[rq.sender];
if (now - last < cubeCooldownTime * 0.9) continue;
last = now;
SpawnCube(glm::clamp(rq.position, glm::vec3(-200.0f), glm::vec3(200.0f)));
}
if (lan->GetMode() == Lan::Mode::Host) {
std::vector<NetCube> snapshot;
snapshot.reserve(hostCubes.size());
for (const HostCube& hc : hostCubes) {
NetCube nc;
nc.id = hc.id;
nc.position = hc.mesh->t.GetTranslation();
nc.rotation = hc.mesh->t.GetRotationQuaternion();
snapshot.push_back(nc);
}
lan->SendCubes(snapshot);
}
// Client: show the host's cubes, and drop the ones it stopped sending (despawned)
for (const NetCube& nc : cubeStates) {
auto it = puppetCubes.find(nc.id);
if (it == puppetCubes.end()) {
Mesh* m = CreateCubeMesh();
m->name = "cube!";
m->t.ScaleTo(1.0f);
m->BindToRenderSystem();
mainf->AddChild(m);
it = puppetCubes.emplace(nc.id, PuppetCube{ m, now }).first;
}
it->second.mesh->t.TranslateTo(nc.position);
it->second.mesh->t.RotateToQuaternion(nc.rotation);
it->second.lastSeen = now;
}
for (auto it = puppetCubes.begin(); it != puppetCubes.end();) {
if (now - it->second.lastSeen > 1.5) {
rendersystem->RemoveRenderable(it->second.mesh);
it->second.mesh->Delete();
it = puppetCubes.erase(it);
}
else ++it;
}
for (const NetBlast& b : blasts)
Explode(b.center, true, b.radius, b.power);
// Damage from other players (respawn handles dying, see the player respawn check)
+129 -3
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@@ -16,7 +16,7 @@
namespace {
constexpr uint32_t NET_MAGIC = 0x45494946; // "EIIF"
constexpr uint16_t NET_VERSION = 2;
constexpr uint16_t NET_VERSION = 3;
constexpr unsigned short NET_PORT = 27015;
constexpr double NET_TIMEOUT = 2.0; // seconds of silence before a player is dropped
@@ -67,6 +67,30 @@ namespace {
};
#pragma pack(pop)
constexpr uint32_t NET_MAGIC_SPAWN = 0x45494953; // "EIIS"
constexpr uint32_t NET_MAGIC_CUBES = 0x45494943; // "EIIC"
constexpr int CUBES_PER_PACKET = 36;
#pragma pack(push, 1)
struct SpawnPacket {
uint32_t magic;
uint16_t version;
uint8_t sender;
uint32_t id;
float pos[3];
};
struct CubesHeader {
uint32_t magic;
uint16_t version;
uint8_t count;
};
struct CubeEntry {
uint32_t id;
float pos[3];
float rot[4]; // x, y, z, w
};
#pragma pack(pop)
constexpr int MAX_ENTRIES = Lan::MaxPlayers;
constexpr int MAX_DATAGRAM = (int)sizeof(Header) + MAX_ENTRIES * (int)sizeof(Entry);
@@ -127,6 +151,11 @@ struct Lan::Impl {
uint32_t blastSeq = 0;
std::vector<uint64_t> seenBlasts; // (type, sender, id) of recent blasts/hits, for de-duplication
struct PendingSpawn { SpawnPacket pkt; int copiesLeft; };
std::vector<PendingSpawn> pendingSpawns;
uint32_t spawnSeq = 0;
size_t cubeCursor = 0; // host: where the next slice of cubes starts
struct PendingHit { HitPacket pkt; int copiesLeft; };
std::vector<PendingHit> pendingHits;
uint32_t hitSeq = 0;
@@ -232,6 +261,7 @@ void Lan::Stop() {
impl->peers.clear();
impl->pendingBlasts.clear();
impl->pendingHits.clear();
impl->pendingSpawns.clear();
impl->seenBlasts.clear();
impl->anyRecv = false;
active = false;
@@ -266,9 +296,60 @@ void Lan::SendHit(uint8_t target, const NetHit& h) {
impl->pendingHits.push_back(ph);
}
void Lan::SendCubeSpawn(const glm::vec3& position) {
if (!active || mode != Mode::Client) return;
Impl::PendingSpawn ps;
ps.pkt.magic = NET_MAGIC_SPAWN;
ps.pkt.version = NET_VERSION;
ps.pkt.sender = 0; // the host stamps the real id
ps.pkt.id = ++impl->spawnSeq;
ps.pkt.pos[0] = position.x; ps.pkt.pos[1] = position.y; ps.pkt.pos[2] = position.z;
ps.copiesLeft = BLAST_COPIES;
impl->pendingSpawns.push_back(ps);
}
void Lan::SendCubes(const std::vector<NetCube>& cubes) {
if (!active || mode != Mode::Host || cubes.empty() || impl->peers.empty()) return;
const size_t n = cubes.size();
const size_t count = std::min(n, (size_t)CUBES_PER_PACKET);
if (impl->cubeCursor >= n) impl->cubeCursor = 0;
char buf[sizeof(CubesHeader) + CUBES_PER_PACKET * sizeof(CubeEntry)];
CubesHeader h;
h.magic = NET_MAGIC_CUBES;
h.version = NET_VERSION;
h.count = (uint8_t)count;
std::memcpy(buf, &h, sizeof(h));
for (size_t i = 0; i < count; i++) {
const NetCube& c = cubes[(impl->cubeCursor + i) % n];
CubeEntry e;
e.id = c.id;
e.pos[0] = c.position.x; e.pos[1] = c.position.y; e.pos[2] = c.position.z;
e.rot[0] = c.rotation.x; e.rot[1] = c.rotation.y; e.rot[2] = c.rotation.z; e.rot[3] = c.rotation.w;
std::memcpy(buf + sizeof(h) + i * sizeof(e), &e, sizeof(e));
}
impl->cubeCursor = (impl->cubeCursor + count) % n;
const int len = (int)(sizeof(h) + count * sizeof(CubeEntry));
for (const Impl::Peer& to : impl->peers)
sendto(impl->sock, buf, len, 0, (const sockaddr*)&to.addr, (int)sizeof(to.addr));
}
void Lan::Send(const NetState& s) {
if (!active) return;
// One more copy of every pending cube spawn request (client -> host)
for (Impl::PendingSpawn& ps : impl->pendingSpawns) {
sendto(impl->sock, (const char*)&ps.pkt, (int)sizeof(ps.pkt), 0,
(const sockaddr*)&impl->hostAddr, (int)sizeof(impl->hostAddr));
ps.copiesLeft--;
}
impl->pendingSpawns.erase(
std::remove_if(impl->pendingSpawns.begin(), impl->pendingSpawns.end(),
[](const Impl::PendingSpawn& ps) { return ps.copiesLeft <= 0; }),
impl->pendingSpawns.end());
// One more copy of every pending hit: clients send to the host, the host to the target only
for (Impl::PendingHit& ph : impl->pendingHits) {
if (mode == Mode::Client) impl->SendHitPacket(impl->hostAddr, ph.pkt);
@@ -309,10 +390,11 @@ void Lan::Send(const NetState& s) {
}
}
void Lan::Receive(std::vector<NetUpdate>& out, std::vector<NetBlast>* blasts, std::vector<NetHit>* hits) {
void Lan::Receive(std::vector<NetUpdate>& out, std::vector<NetBlast>* blasts, std::vector<NetHit>* hits,
std::vector<NetCubeRequest>* spawns, std::vector<NetCube>* cubes) {
if (!active) return;
char buf[MAX_DATAGRAM + 64];
char buf[1500];
for (int i = 0; i < 512; i++) { // bounded so a flood can't stall the frame
sockaddr_in from{};
int fromLen = (int)sizeof(from);
@@ -355,6 +437,50 @@ void Lan::Receive(std::vector<NetUpdate>& out, std::vector<NetBlast>* blasts, st
continue;
}
if (magic == NET_MAGIC_SPAWN) {
if (mode != Mode::Host || r != (int)sizeof(SpawnPacket)) continue;
SpawnPacket sp;
std::memcpy(&sp, buf, sizeof(sp));
if (sp.version != NET_VERSION) continue;
// Only known players may spawn cubes
const Impl::Peer* sender = nullptr;
for (const Impl::Peer& pe : impl->peers)
if (SameAddress(pe.addr, from)) { sender = &pe; break; }
if (!sender) continue;
if (spawns && impl->FirstSighting(2, sender->id, sp.id)) {
NetCubeRequest req;
req.sender = sender->id;
req.id = sp.id;
req.position = glm::vec3(sp.pos[0], sp.pos[1], sp.pos[2]);
spawns->push_back(req);
}
continue;
}
if (magic == NET_MAGIC_CUBES) {
if (mode != Mode::Client || !SameAddress(from, impl->hostAddr)) continue;
CubesHeader ch;
if (r < (int)sizeof(ch)) continue;
std::memcpy(&ch, buf, sizeof(ch));
if (ch.version != NET_VERSION || ch.count > CUBES_PER_PACKET) continue;
if (r != (int)(sizeof(ch) + ch.count * sizeof(CubeEntry))) continue;
if (cubes) {
for (int k = 0; k < ch.count; k++) {
CubeEntry e;
std::memcpy(&e, buf + sizeof(ch) + k * sizeof(e), sizeof(e));
NetCube c;
c.id = e.id;
c.position = glm::vec3(e.pos[0], e.pos[1], e.pos[2]);
c.rotation = glm::quat(e.rot[3], e.rot[0], e.rot[1], e.rot[2]);
cubes->push_back(c);
}
}
continue;
}
if (magic == NET_MAGIC_HIT) {
if (r != (int)sizeof(HitPacket)) continue;
HitPacket hp;
+24 -1
View File
@@ -43,6 +43,21 @@ struct NetHit {
glm::vec3 knockback = glm::vec3(0.0f); // added to the victim's velocity
};
// A physics cube owned by the host. The host simulates every cube and streams their poses to the
// clients, which only draw them. The host also decides when a cube despawns.
struct NetCube {
uint32_t id = 0;
glm::vec3 position = glm::vec3(0.0f);
glm::quat rotation = glm::quat(1.0f, 0.0f, 0.0f, 0.0f);
};
// A client asking the host to spawn a cube. Re-sent a few times (UDP) and de-duplicated by the host.
struct NetCubeRequest {
uint8_t sender = 0; // filled in by the host
uint32_t id = 0;
glm::vec3 position = glm::vec3(0.0f);
};
class Lan {
public:
enum class Mode { Off, Host, Client };
@@ -65,8 +80,16 @@ public:
// Drains all waiting packets and appends the other players' newest states to 'out'.
// If 'blasts' is given, new (de-duplicated) shockwave blasts from other players are appended to it.
// 'hits' gets damage aimed at us (de-duplicated).
// 'spawns' (host only) gets cube spawn requests from clients; 'cubes' (client only) gets the
// host's cube poses.
void Receive(std::vector<NetUpdate>& out, std::vector<NetBlast>* blasts = nullptr,
std::vector<NetHit>* hits = nullptr);
std::vector<NetHit>* hits = nullptr, std::vector<NetCubeRequest>* spawns = nullptr,
std::vector<NetCube>* cubes = nullptr);
// Client: ask the host to spawn a cube at 'position'. Sent over the next few Send() calls.
void SendCubeSpawn(const glm::vec3& position);
// Host: stream cube poses to every client. Call once per frame; large sets go out in rotating
// slices, so a cube is refreshed every few frames.
void SendCubes(const std::vector<NetCube>& cubes);
// Damage another player. 'target' is the id from their NetUpdate (the host is 0).
void SendHit(uint8_t target, const NetHit& hit);
// Tell the other players about a blast we caused. Sent over the next few Send() calls.
+22
View File
@@ -83,6 +83,7 @@
#include "SoundSystem.h"
#include "ResourceManager.h"
#include "Net.h"
#include "Camera.h"
// Asks in the console whether to host, join or play offline (before the window opens,
// so the window isn't frozen while waiting for typing).
@@ -115,8 +116,29 @@ static void PromptNetworkMode() {
}
}
// Mouse sensitivity as cm of mouse travel per 360 degree turn. Enter keeps the default.
static void PromptSensitivity() {
auto ask = [](const char* label, float& target) {
std::cout << label;
std::string line;
std::getline(std::cin, line);
try {
const float v = std::stof(line);
if (v > 0.0f) target = v;
}
catch (...) {} // empty / not a number: keep the default
};
std::cout << "\n=== MOUSE ===\n";
float cm = 0.0f, dpi = 800.0f;
ask("Sensitivity in cm per 360 degrees [default]: ", cm);
if (cm > 0.0f) ask("Mouse DPI [800]: ", dpi);
StartupCmPer360 = cm;
StartupMouseDpi = dpi;
}
int main() {
PromptNetworkMode();
PromptSensitivity();
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);