/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // cl.input.c -- builds an intended movement command to send to the server #include "quakedef.h" cvar_t cl_nodelta = {"cl_nodelta","0"}; cvar_t cl_c2spps = {"cl_c2spps", "0"}; cvar_t cl_c2sImpulseBackup = {"cl_c2sImpulseBackup","3"}; cvar_t cl_netfps = {"cl_netfps", "74"}; /* =============================================================================== KEY BUTTONS Continuous button event tracking is complicated by the fact that two different input sources (say, mouse button 1 and the control key) can both press the same button, but the button should only be released when both of the pressing key have been released. When a key event issues a button command (+forward, +attack, etc), it appends its key number as a parameter to the command so it can be matched up with the release. state bit 0 is the current state of the key state bit 1 is edge triggered on the up to down transition state bit 2 is edge triggered on the down to up transition =============================================================================== */ kbutton_t in_mlook, in_klook; kbutton_t in_left, in_right, in_forward, in_back; kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright; kbutton_t in_strafe, in_speed, in_use, in_jump, in_attack; kbutton_t in_up, in_down; kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8; #define IN_IMPULSECACHE 256 int in_impulse[MAX_SPLITS][IN_IMPULSECACHE]; int in_nextimpulse[MAX_SPLITS]; int in_impulsespending[MAX_SPLITS]; void KeyDown (kbutton_t *b) { int k; char *c; int pnum; c = Cmd_Argv(0); pnum = atoi(c+strlen(c)-1); if (c[1] == 'b'&&c[2] == 'u' && !atoi(c+strlen(c)-2)) pnum = 0; else if (pnum)pnum--; c = Cmd_Argv(1); if (c[0]) k = atoi(c)&255; else k = -1; // typed manually at the console for continuous down if (k == b->down[pnum][0] || k == b->down[pnum][1]) return; // repeating key if (!b->down[pnum][0]) b->down[pnum][0] = k; else if (!b->down[pnum][1]) b->down[pnum][1] = k; else { Con_Printf ("Three keys down for a button!\n"); return; } if (b->state[pnum] & 1) return; // still down b->state[pnum] |= 1 + 2; // down + impulse down } void KeyUp (kbutton_t *b) { int k; char *c; int pnum; c = Cmd_Argv(0); pnum = atoi(c+strlen(c)-1); if (c[1] == 'b'&&c[2] == 'u' && !atoi(c+strlen(c)-2)) pnum = 0; else if (pnum)pnum--; c = Cmd_Argv(1); if (c[0]) k = atoi(c)&255; else { // typed manually at the console, assume for unsticking, so clear all b->down[pnum][0] = b->down[pnum][1] = 0; b->state[pnum] = 4; // impulse up return; } if (b->down[pnum][0] == k) b->down[pnum][0] = 0; else if (b->down[pnum][1] == k) b->down[pnum][1] = 0; else return; // key up without coresponding down (menu pass through) if (b->down[pnum][0] || b->down[pnum][1]) return; // some other key is still holding it down if (!(b->state[pnum] & 1)) return; // still up (this should not happen) b->state[pnum] &= ~1; // now up b->state[pnum] |= 4; // impulse up } void IN_KLookDown (void) {KeyDown(&in_klook);} void IN_KLookUp (void) {KeyUp(&in_klook);} void IN_MLookDown (void) {KeyDown(&in_mlook);} void IN_MLookUp (void) { char *c; int pnum; c = Cmd_Argv(0); pnum = atoi(c+strlen(c)-1); if (pnum)pnum--; KeyUp(&in_mlook); if ( !(in_mlook.state[pnum]&1) && lookspring.value) V_StartPitchDrift(pnum); } void IN_UpDown(void) {KeyDown(&in_up);} void IN_UpUp(void) {KeyUp(&in_up);} void IN_DownDown(void) {KeyDown(&in_down);} void IN_DownUp(void) {KeyUp(&in_down);} void IN_LeftDown(void) {KeyDown(&in_left);} void IN_LeftUp(void) {KeyUp(&in_left);} void IN_RightDown(void) {KeyDown(&in_right);} void IN_RightUp(void) {KeyUp(&in_right);} void IN_ForwardDown(void) {KeyDown(&in_forward);} void IN_ForwardUp(void) {KeyUp(&in_forward);} void IN_BackDown(void) {KeyDown(&in_back);} void IN_BackUp(void) {KeyUp(&in_back);} void IN_LookupDown(void) {KeyDown(&in_lookup);} void IN_LookupUp(void) {KeyUp(&in_lookup);} void IN_LookdownDown(void) {KeyDown(&in_lookdown);} void IN_LookdownUp(void) {KeyUp(&in_lookdown);} void IN_MoveleftDown(void) {KeyDown(&in_moveleft);} void IN_MoveleftUp(void) {KeyUp(&in_moveleft);} void IN_MoverightDown(void) {KeyDown(&in_moveright);} void IN_MoverightUp(void) {KeyUp(&in_moveright);} void IN_SpeedDown(void) {KeyDown(&in_speed);} void IN_SpeedUp(void) {KeyUp(&in_speed);} void IN_StrafeDown(void) {KeyDown(&in_strafe);} void IN_StrafeUp(void) {KeyUp(&in_strafe);} void IN_AttackDown(void) {KeyDown(&in_attack);} void IN_AttackUp(void) {KeyUp(&in_attack);} void IN_UseDown (void) {KeyDown(&in_use);} void IN_UseUp (void) {KeyUp(&in_use);} void IN_JumpDown (void) {KeyDown(&in_jump);} void IN_JumpUp (void) {KeyUp(&in_jump);} void IN_Button3Down(void) {KeyDown(&in_button3);} void IN_Button3Up(void) {KeyUp(&in_button3);} void IN_Button4Down(void) {KeyDown(&in_button4);} void IN_Button4Up(void) {KeyUp(&in_button4);} void IN_Button5Down(void) {KeyDown(&in_button5);} void IN_Button5Up(void) {KeyUp(&in_button5);} void IN_Button6Down(void) {KeyDown(&in_button6);} void IN_Button6Up(void) {KeyUp(&in_button6);} void IN_Button7Down(void) {KeyDown(&in_button7);} void IN_Button7Up(void) {KeyUp(&in_button7);} void IN_Button8Down(void) {KeyDown(&in_button8);} void IN_Button8Up(void) {KeyUp(&in_button8);} //is this useful? //This function incorporates Tonik's impulse 8 7 6 5 4 3 2 1 to select the prefered weapon on the basis of having it. //It also incorporates split screen input as well as impulse buffering void IN_Impulse (void) { int newimp; int best, i, imp, items; char *c; int pnum; c = Cmd_Argv(0); pnum = atoi(c+strlen(c)-1); if (pnum)pnum--; newimp = Q_atoi(Cmd_Argv(1)); if (Cmd_Argc() > 2) { items = cl.stats[pnum][STAT_ITEMS]; best = 0; for (i = Cmd_Argc() - 1; i > 0; i--) { imp = Q_atoi(Cmd_Argv(i)); if (imp < 1 || imp > 8) continue; switch (imp) { case 1: if (items & IT_AXE) best = 1; break; case 2: if (items & IT_SHOTGUN && cl.stats[pnum][STAT_SHELLS] >= 1) best = 2; break; case 3: if (items & IT_SUPER_SHOTGUN && cl.stats[pnum][STAT_SHELLS] >= 2) best = 3; break; case 4: if (items & IT_NAILGUN && cl.stats[pnum][STAT_NAILS] >= 1) best = 4; break; case 5: if (items & IT_SUPER_NAILGUN && cl.stats[pnum][STAT_NAILS] >= 2) best = 5; break; case 6: if (items & IT_GRENADE_LAUNCHER && cl.stats[pnum][STAT_ROCKETS] >= 1) best = 6; break; case 7: if (items & IT_ROCKET_LAUNCHER && cl.stats[pnum][STAT_ROCKETS] >= 1) best = 7; break; case 8: if (items & IT_LIGHTNING && cl.stats[pnum][STAT_CELLS] >= 1) best = 8; } } if (best) newimp = best; } if (in_impulsespending[pnum]>=IN_IMPULSECACHE) { Con_Printf("Too many impulses, ignoring %i\n", newimp); return; } in_impulse[pnum][(in_nextimpulse[pnum]+in_impulsespending[pnum])%IN_IMPULSECACHE] = newimp; in_impulsespending[pnum]++; } /* =============== CL_KeyState Returns 0.25 if a key was pressed and released during the frame, 0.5 if it was pressed and held 0 if held then released, and 1.0 if held for the entire time =============== */ float CL_KeyState (kbutton_t *key, int pnum) { float val; qboolean impulsedown, impulseup, down; impulsedown = key->state[pnum] & 2; impulseup = key->state[pnum] & 4; down = key->state[pnum] & 1; val = 0; if (impulsedown && !impulseup) { if (down) val = 0.5; // pressed and held this frame else val = 0; // I_Error (); } if (impulseup && !impulsedown) { if (down) val = 0; // I_Error (); else val = 0; // released this frame } if (!impulsedown && !impulseup) { if (down) val = 1.0; // held the entire frame else val = 0; // up the entire frame } if (impulsedown && impulseup) { if (down) val = 0.75; // released and re-pressed this frame else val = 0.25; // pressed and released this frame } key->state[pnum] &= 1; // clear impulses return val; } //========================================================================== cvar_t cl_upspeed = {"cl_upspeed","200"}; cvar_t cl_forwardspeed = {"cl_forwardspeed","200", NULL, CVAR_ARCHIVE}; cvar_t cl_backspeed = {"cl_backspeed","200", NULL, CVAR_ARCHIVE}; cvar_t cl_sidespeed = {"cl_sidespeed","350"}; cvar_t cl_movespeedkey = {"cl_movespeedkey","2.0"}; cvar_t cl_yawspeed = {"cl_yawspeed","140"}; cvar_t cl_pitchspeed = {"cl_pitchspeed","150"}; cvar_t cl_anglespeedkey = {"cl_anglespeedkey","1.5"}; /* ================ CL_AdjustAngles Moves the local angle positions ================ */ void CL_AdjustAngles (int pnum) { float speed; float up, down; if (in_speed.state[pnum] & 1) speed = host_frametime * cl_anglespeedkey.value; else speed = host_frametime; if (!(in_strafe.state[pnum] & 1)) { cl.viewangles[pnum][YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right, pnum); cl.viewangles[pnum][YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left, pnum); cl.viewangles[pnum][YAW] = anglemod(cl.viewangles[pnum][YAW]); } if (in_klook.state[pnum] & 1) { V_StopPitchDrift (pnum); cl.viewangles[pnum][PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward, pnum); cl.viewangles[pnum][PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back, pnum); } up = CL_KeyState (&in_lookup, pnum); down = CL_KeyState(&in_lookdown, pnum); cl.viewangles[pnum][PITCH] -= speed*cl_pitchspeed.value * up; cl.viewangles[pnum][PITCH] += speed*cl_pitchspeed.value * down; if (up || down) V_StopPitchDrift (pnum); CL_ClampPitch(pnum); if (cl.viewangles[pnum][ROLL] > 50) cl.viewangles[pnum][ROLL] = 50; if (cl.viewangles[pnum][ROLL] < -50) cl.viewangles[pnum][ROLL] = -50; } /* ================ CL_BaseMove Send the intended movement message to the server ================ */ void CL_BaseMove (usercmd_t *cmd, int pnum) { CL_AdjustAngles (pnum); VectorCopy (cl.viewangles[pnum], cmd->angles); if (in_strafe.state[pnum] & 1) { cmd->sidemove += cl_sidespeed.value * CL_KeyState (&in_right, pnum); cmd->sidemove -= cl_sidespeed.value * CL_KeyState (&in_left, pnum); } cmd->sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright, pnum); cmd->sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft, pnum); #ifdef IN_XFLIP if(in_xflip.value) cmd->sidemove *= -1; #endif cmd->upmove += cl_upspeed.value * CL_KeyState (&in_up, pnum); cmd->upmove -= cl_upspeed.value * CL_KeyState (&in_down, pnum); if (! (in_klook.state[pnum] & 1) ) { cmd->forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward, pnum); cmd->forwardmove -= cl_backspeed.value * CL_KeyState (&in_back, pnum); } // // adjust for speed key // if (in_speed.state[pnum] & 1) { cmd->forwardmove *= cl_movespeedkey.value; cmd->sidemove *= cl_movespeedkey.value; cmd->upmove *= cl_movespeedkey.value; } } int MakeChar (int i) { if (i < -127*4) i = -127*4; if (i > 127*4) i = 127*4; return i; } void CL_ClampPitch (int pnum) { #ifdef Q2CLIENT float pitch; if (cls.q2server) { pitch = SHORT2ANGLE(cl.q2frame.playerstate.pmove.delta_angles[PITCH]); if (pitch > 180) pitch -= 360; if (cl.viewangles[pnum][PITCH] + pitch < -360) cl.viewangles[pnum][PITCH] += 360; // wrapped if (cl.viewangles[pnum][PITCH] + pitch > 360) cl.viewangles[pnum][PITCH] -= 360; // wrapped if (cl.viewangles[pnum][PITCH] + pitch > cl.maxpitch) cl.viewangles[pnum][PITCH] = cl.maxpitch - pitch; if (cl.viewangles[pnum][PITCH] + pitch < cl.minpitch) cl.viewangles[pnum][PITCH] = cl.minpitch - pitch; } else #endif { if (cl.viewangles[pnum][PITCH] > cl.maxpitch) cl.viewangles[pnum][PITCH] = cl.maxpitch; if (cl.viewangles[pnum][PITCH] < cl.minpitch) cl.viewangles[pnum][PITCH] = cl.minpitch; } } /* ============== CL_FinishMove ============== */ void CL_FinishMove (usercmd_t *cmd, int msecs, int pnum) { extern int mouseusedforgui; int ms, i; int bits; // // allways dump the first two message, because it may contain leftover inputs // from the last level // if (++cl.movemessages <= 2) return; // // figure button bits // bits = 0; if (in_attack .state[pnum] & 3) bits |= 1; in_attack.state[pnum] &= ~2; if (in_jump .state[pnum] & 3) bits |= 2; in_jump.state[pnum] &= ~2; if (in_use .state[pnum] & 3) bits |= 4; in_use.state[pnum] &= ~2; if (in_button3.state[pnum] & 3) bits |= 4; in_button3.state[pnum] &= ~2; //yup, flag 4 twice. if (in_button4.state[pnum] & 3) bits |= 8; in_button4.state[pnum] &= ~2; if (in_button5.state[pnum] & 3) bits |= 16; in_button5.state[pnum] &= ~2; if (in_button6.state[pnum] & 3) bits |= 32; in_button6.state[pnum] &= ~2; if (in_button7.state[pnum] & 3) bits |= 64; in_button7.state[pnum] &= ~2; if (in_button8.state[pnum] & 3) bits |= 128; in_button8.state[pnum] &= ~2; cmd->buttons = bits; // send milliseconds of time to apply the move ms = msecs;//host_frametime * 1000; // if (ms > 250) // ms = 100; // time was unreasonable cmd->msec = ms; //VectorCopy (cl.viewangles, cmd->angles); for (i=0 ; i<3 ; i++) cmd->angles[i] = ((int)(cl.viewangles[pnum][i]*65536.0/360)&65535); if (in_impulsespending[pnum]) { in_nextimpulse[pnum]++; in_impulsespending[pnum]--; cmd->impulse = in_impulse[pnum][(in_nextimpulse[pnum]-1)%IN_IMPULSECACHE]; } else cmd->impulse = 0; // // chop down so no extra bits are kept that the server wouldn't get // cmd->forwardmove = MakeChar (cmd->forwardmove); cmd->sidemove = MakeChar (cmd->sidemove); cmd->upmove = MakeChar (cmd->upmove); } #ifdef NQPROT void CLNQ_SendMove (usercmd_t *cmd, int pnum) { int bits; int i; sizebuf_t buf; qbyte data[128]; buf.maxsize = 128; buf.cursize = 0; buf.data = data; MSG_WriteByte (&buf, clc_move); MSG_WriteFloat (&buf, cl.time); // so server can get ping times for (i=0 ; i<3 ; i++) MSG_WriteAngle (&buf, cl.viewangles[pnum][i]); MSG_WriteShort (&buf, cmd->forwardmove); MSG_WriteShort (&buf, cmd->sidemove); MSG_WriteShort (&buf, cmd->upmove); // // send button bits // bits = 0; if (in_attack.state[pnum] & 3 ) bits |= 1; in_attack.state[pnum] &= ~2; if (in_jump.state[pnum] & 3) bits |= 2; in_jump.state[pnum] &= ~2; if (in_use.state[pnum] & 3) bits |= 4; in_use.state[pnum] &= ~2; if (in_button3.state[pnum] & 3) bits |= 4; in_button3.state[pnum] &= ~2; //yup, flag 4 twice. if (in_button4.state[pnum] & 3) bits |= 8; in_button4.state[pnum] &= ~2; if (in_button5.state[pnum] & 3) bits |= 16; in_button5.state[pnum] &= ~2; if (in_button6.state[pnum] & 3) bits |= 32; in_button6.state[pnum] &= ~2; if (in_button7.state[pnum] & 3) bits |= 64; in_button7.state[pnum] &= ~2; if (in_button8.state[pnum] & 3) bits |= 128; in_button8.state[pnum] &= ~2; MSG_WriteByte (&buf, bits); if (in_impulsespending[pnum]) { in_nextimpulse[pnum]++; in_impulsespending[pnum]--; MSG_WriteByte(&buf, in_impulse[pnum][(in_nextimpulse[pnum])%IN_IMPULSECACHE]); } else MSG_WriteByte (&buf, 0); // // deliver the message // if (cls.demoplayback!=DPB_NONE) return; //err... don't bother... :) // // allways dump the first two message, because it may contain leftover inputs // from the last level // if (++cl.movemessages <= 2) return; if (NET_SendUnreliableMessage (cls.netcon, &buf) == -1) { Con_Printf ("CL_SendMove: lost server connection\n"); CL_Disconnect (); } } void CLNQ_SendCmd(void) { usercmd_t cmd; if (cls.state <= ca_connected) return; if (cls.signon == 4) { memset(&cmd, 0, sizeof(cmd)); // get basic movement from keyboard CL_BaseMove (&cmd, 0); // allow mice or other external controllers to add to the move IN_Move (&cmd, 0); // send the unreliable message CLNQ_SendMove (&cmd, 0); } if (name.modified) { name.modified = false; MSG_WriteByte(&cls.netchan.message, clc_stringcmd); MSG_WriteString(&cls.netchan.message, va("name \"%s\"\n", name.string)); } // send the reliable message if (!cls.netchan.message.cursize) return; // no message at all if (!NET_CanSendMessage (cls.netcon)) { Con_DPrintf ("CL_WriteToServer: can't send\n"); return; } if (NET_SendMessage (cls.netcon, &cls.netchan.message) == -1) Host_EndGame ("CL_WriteToServer: lost server connection"); SZ_Clear (&cls.netchan.message); } #endif //returns result in the form of the void ComponantVectors(vec3_t angles, vec3_t move, vec3_t result, float multi) { vec3_t f, r, u; AngleVectors(angles, f, r, u); result[0] = DotProduct (move, f)*multi; result[1] = DotProduct (move, r)*multi; result[2] = DotProduct (move, u)*multi; } void AddComponant(vec3_t angles, vec3_t dest, float fm, float rm, float um) { vec3_t f, r, u; AngleVectors(angles, f, r, u); VectorMA(dest, fm, f, dest); VectorMA(dest, rm, r, dest); VectorMA(dest, um, u, dest); } #define bound(n,v,x) vx?x:v) qboolean CL_Net_FilterTime (double time) { extern cvar_t rate; float fps, fpscap; if (cls.timedemo) return true; if (cls.demoplayback != DPB_NONE) { if (!cl_netfps.value) return true; fps = max (30.0, cl_netfps.value); } else { fpscap = cls.maxfps ? max (30.0, cls.maxfps) : 0x7fff; if (cl_netfps.value) fps = bound (10.0, cl_netfps.value, fpscap); else { // if (com_serveractive) // fps = fpscap; // else fps = bound (30.0, rate.value/80.0, fpscap); } } if (time < 1000 / fps) return false; return true; } /* ================= CL_SendCmd ================= */ usercmd_t independantphysics[MAX_SPLITS]; vec3_t accum[MAX_SPLITS]; void CL_SendCmd (void) { sizebuf_t buf; qbyte data[512]; int i, plnum; usercmd_t *cmd, *oldcmd; int checksumIndex; int lost; int seq_hash; int firstsize; int extramsec; vec3_t v; qbyte lightlev; static float pps_balance = 0; static int dropcount = 0; static float msecs; int msecstouse; qboolean dontdrop=false; int clientcount; if (cls.demoplayback != DPB_NONE) { if (cls.demoplayback == DPB_MVD) { i = cls.netchan.outgoing_sequence & UPDATE_MASK; cmd = &cl.frames[i].cmd[0]; memset(cmd, 0, sizeof(*cmd)); cmd->msec = host_frametime*1000; independantphysics[0].msec = 0; // get basic movement from keyboard CL_BaseMove (cmd, 0); // allow mice or other external controllers to add to the move IN_Move (cmd, 0); // if we are spectator, try autocam if (cl.spectator) Cam_Track(0, cmd); CL_FinishMove(cmd, (int)(host_frametime*1000), 0); Cam_FinishMove(0, cmd); cls.netchan.outgoing_sequence++; } return; // sendcmds come from the demo } #ifdef NQPROT if (cls.netcon && !cls.netcon->qwprotocol) { CLNQ_SendCmd (); return; } #endif msecs += host_frametime*1000; // Con_Printf("%f\n", msecs); if (msecs>1000) //come on... That's just stupid. msecs=255; msecstouse = (int)msecs; //casts round down. if (!CL_Net_FilterTime(msecstouse) && msecstouse<255) { usercmd_t new; for (plnum = 0; plnum < cl.splitclients; plnum++) { cmd = &new; memset(cmd, 0, sizeof(new)); // get basic movement from keyboard CL_BaseMove (cmd, plnum); // allow mice or other external controllers to add to the move IN_Move (cmd, plnum); cmd->msec = msecstouse; extramsec = msecstouse - independantphysics[plnum].msec; //acumulate this frame. AddComponant(cl.viewangles[plnum], accum[plnum], cmd->forwardmove*extramsec, cmd->sidemove*extramsec, cmd->upmove*extramsec); //evaluate from accum ComponantVectors(cl.viewangles[plnum], accum[plnum], v, 1.0f/msecstouse); independantphysics[plnum].forwardmove = v[0];//MakeChar(v[0]); independantphysics[plnum].sidemove = v[1];//MakeChar(v[1]); independantphysics[plnum].upmove = v[2];//MakeChar(v[2]); for (i=0 ; i<3 ; i++) independantphysics[plnum].angles[i] = ((int)(cl.viewangles[plnum][i]*65536.0/360)&65535); independantphysics[plnum].msec = msecstouse; independantphysics[plnum].buttons |= cmd->buttons; } return; } if (msecstouse > 255) msecstouse = 255; for (plnum = 0; plnum < cl.splitclients; plnum++) { // save this command off for prediction i = cls.netchan.outgoing_sequence & UPDATE_MASK; cmd = &cl.frames[i].cmd[plnum]; memcpy(cmd, &independantphysics[plnum], sizeof(*cmd)); cl.frames[i].senttime = realtime; cl.frames[i].receivedtime = -1; // we haven't gotten a reply yet memset(&independantphysics[plnum], 0, sizeof(independantphysics[plnum])); } seq_hash = cls.netchan.outgoing_sequence; // send this and the previous cmds in the message, so // if the last packet was dropped, it can be recovered buf.maxsize = 128; buf.cursize = 0; buf.data = data; clientcount = cl.splitclients; if (!clientcount) clientcount = 1; if (1) //wait for server data before sending clc_move stuff { #ifdef Q2CLIENT if (cls.q2server) { if (cls.resendinfo) { MSG_WriteByte (&cls.netchan.message, clcq2_userinfo); MSG_WriteString (&cls.netchan.message, cls.userinfo); cls.resendinfo = false; } MSG_WriteByte (&buf, clcq2_move); // save the position for a checksum qbyte checksumIndex = buf.cursize; MSG_WriteByte (&buf, 0); if (!cl.q2frame.valid || cl_nodelta.value) MSG_WriteLong (&buf, -1); // no compression else MSG_WriteLong (&buf, cl.q2frame.serverframe); if (R_LightPoint) lightlev = R_LightPoint(cl.simorg[0]); else lightlev = 255; } else #endif { MSG_WriteByte (&buf, clc_move); // save the position for a checksum qbyte checksumIndex = buf.cursize; MSG_WriteByte (&buf, 0); // write our lossage percentage lost = CL_CalcNet(); MSG_WriteByte (&buf, (qbyte)lost); lightlev = 0; } msecs -= msecstouse; firstsize=0; for (plnum = 0; plnum200) cl_minmsec.value=200; if (!(msecstouse > cl_minmsec.value)) { cmd->msec = msecstouse; for (i=0 ; i<3 ; i++) cmd->angles[i] = ((int)(cl.viewangles[i]*65536.0/360)&65535); cmd->forwardmove = MakeChar (cmd->forwardmove); cmd->sidemove = MakeChar (cmd->sidemove); cmd->upmove = MakeChar (cmd->upmove); if (!dropcount) cls.netchan.outgoing_sequence++; dropcount = true; return; } else*/ // if we are spectator, try autocam if (cl.spectator) Cam_Track(plnum, cmd); CL_FinishMove(cmd, msecstouse, plnum); Cam_FinishMove(plnum, cmd); for (i=0 ; i<3 ; i++) cmd->angles[i] = ((int)(cl.viewangles[plnum][i]*65536.0/360)&65535); extramsec = msecstouse - independantphysics[plnum].msec; //add this frame to accum AddComponant(cl.viewangles[plnum], accum[plnum], cmd->forwardmove*extramsec, cmd->sidemove*extramsec, cmd->upmove*extramsec); //evaluate from accum ComponantVectors(cl.viewangles[plnum], accum[plnum], v, 1.0f/msecstouse); cmd->forwardmove = v[0]; cmd->sidemove = v[1]; cmd->upmove = v[2]; memset(accum[plnum], 0, sizeof(accum[plnum])); //clear accum if (plnum) MSG_WriteByte (&buf, clc_move); i = (cls.netchan.outgoing_sequence-2) & UPDATE_MASK; cmd = &cl.frames[i].cmd[plnum]; cmd->lightlevel = lightlev; if (cl_c2sImpulseBackup.value >= 2) dontdrop = dontdrop || cmd->impulse; MSG_WriteDeltaUsercmd (&buf, &nullcmd, cmd); oldcmd = cmd; i = (cls.netchan.outgoing_sequence-1) & UPDATE_MASK; if (cl_c2sImpulseBackup.value >= 3) dontdrop = dontdrop || cmd->impulse; cmd = &cl.frames[i].cmd[plnum]; cmd->lightlevel = lightlev; MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd); oldcmd = cmd; i = (cls.netchan.outgoing_sequence) & UPDATE_MASK; if (cl_c2sImpulseBackup.value >= 1) dontdrop = dontdrop || cmd->impulse; cmd = &cl.frames[i].cmd[plnum]; cmd->lightlevel = lightlev; MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd); if (!firstsize) firstsize = buf.cursize; } // calculate a checksum over the move commands #ifdef Q2CLIENT if (cls.q2server) buf.data[checksumIndex] = Q2COM_BlockSequenceCRCByte( buf.data + checksumIndex + 1, firstsize - checksumIndex - 1, seq_hash); else #endif buf.data[checksumIndex] = COM_BlockSequenceCRCByte( buf.data + checksumIndex + 1, firstsize - checksumIndex - 1, seq_hash); } // request delta compression of entities #ifdef Q2CLIENT if (!cls.q2server) #endif if (cls.netchan.outgoing_sequence - cl.validsequence >= UPDATE_BACKUP-1) cl.validsequence = 0; if ( #ifdef Q2CLIENT !cls.q2server && #endif cl.validsequence && !cl_nodelta.value && cls.state == ca_active && !cls.demorecording) { cl.frames[cls.netchan.outgoing_sequence&UPDATE_MASK].delta_sequence = cl.validsequence; MSG_WriteByte (&buf, clc_delta); MSG_WriteByte (&buf, cl.validsequence&255); } else cl.frames[cls.netchan.outgoing_sequence&UPDATE_MASK].delta_sequence = -1; i = (cls.netchan.outgoing_sequence) & UPDATE_MASK; cmd = &cl.frames[i].cmd[0]; if (cls.demorecording) CL_WriteDemoCmd(cmd); //shamelessly stolen from fuhquake if (cl_c2spps.value>0) { pps_balance += host_frametime; // never drop more than 2 messages in a row -- that'll cause PL // and don't drop if one of the last two movemessages have an impulse if (pps_balance > 0 || dropcount >= 2 || dontdrop) { float pps; pps = cl_c2spps.value; if (pps < 10) pps = 10; if (pps > 72) pps = 72; pps_balance -= 1 / pps; // bound pps_balance. FIXME: is there a better way? if (pps_balance > 0.1) pps_balance = 0.1; if (pps_balance < -0.1) pps_balance = -0.1; dropcount = 0; } else { // don't count this message when calculating PL cl.frames[i].receivedtime = -3; // drop this message cls.netchan.outgoing_sequence++; dropcount++; return; } } else { pps_balance = 0; dropcount = 0; } // // deliver the message // Netchan_Transmit (&cls.netchan, buf.cursize, buf.data); if (cls.netchan.fatal_error) { cls.netchan.fatal_error = false; cls.netchan.message.overflowed = false; cls.netchan.message.cursize = 0; } } static char *VARGS vahunk(char *format, ...) { va_list argptr; char string[1024]; char *ret; va_start (argptr, format); _vsnprintf (string,sizeof(string)-1, format,argptr); va_end (argptr); ret = Hunk_Alloc(strlen(string)+1); strcpy(ret, string); return ret; } /* ============ CL_InitInput ============ */ void CL_InitInput (void) { int sp; char spn[8]; qboolean nosplits = COM_CheckParm("-nosplit"); #define inputnetworkcvargroup "client networking options" //controls for player2 for (sp = MAX_SPLITS-1; sp >=0; sp--) { if (sp) { if (nosplits) continue; sprintf(spn, "%i", sp+1); } else *spn = '\0'; Cmd_AddCommand (vahunk("+moveup%s", spn), IN_UpDown); Cmd_AddCommand (vahunk("-moveup%s", spn), IN_UpUp); Cmd_AddCommand (vahunk("+movedown%s", spn), IN_DownDown); Cmd_AddCommand (vahunk("-movedown%s", spn), IN_DownUp); Cmd_AddCommand (vahunk("+left%s", spn), IN_LeftDown); Cmd_AddCommand (vahunk("-left%s", spn), IN_LeftUp); Cmd_AddCommand (vahunk("+right%s", spn), IN_RightDown); Cmd_AddCommand (vahunk("-right%s", spn), IN_RightUp); Cmd_AddCommand (vahunk("+forward%s", spn), IN_ForwardDown); Cmd_AddCommand (vahunk("-forward%s", spn), IN_ForwardUp); Cmd_AddCommand (vahunk("+back%s", spn), IN_BackDown); Cmd_AddCommand (vahunk("-back%s", spn), IN_BackUp); Cmd_AddCommand (vahunk("+lookup%s", spn), IN_LookupDown); Cmd_AddCommand (vahunk("-lookup%s", spn), IN_LookupUp); Cmd_AddCommand (vahunk("+lookdown%s", spn), IN_LookdownDown); Cmd_AddCommand (vahunk("-lookdown%s", spn), IN_LookdownUp); Cmd_AddCommand (vahunk("+strafe%s", spn), IN_StrafeDown); Cmd_AddCommand (vahunk("-strafe%s", spn), IN_StrafeUp); Cmd_AddCommand (vahunk("+moveleft%s", spn), IN_MoveleftDown); Cmd_AddCommand (vahunk("-moveleft%s", spn), IN_MoveleftUp); Cmd_AddCommand (vahunk("+moveright%s", spn), IN_MoverightDown); Cmd_AddCommand (vahunk("-moveright%s", spn), IN_MoverightUp); Cmd_AddCommand (vahunk("+speed%s", spn), IN_SpeedDown); Cmd_AddCommand (vahunk("-speed%s", spn), IN_SpeedUp); Cmd_AddCommand (vahunk("+attack%s", spn), IN_AttackDown); Cmd_AddCommand (vahunk("-attack%s", spn), IN_AttackUp); Cmd_AddCommand (vahunk("+use%s", spn), IN_UseDown); Cmd_AddCommand (vahunk("-use%s", spn), IN_UseUp); Cmd_AddCommand (vahunk("+jump%s", spn), IN_JumpDown); Cmd_AddCommand (vahunk("-jump%s", spn), IN_JumpUp); Cmd_AddCommand (vahunk("impulse%s", spn), IN_Impulse); Cmd_AddCommand (vahunk("+klook%s", spn), IN_KLookDown); Cmd_AddCommand (vahunk("-klook%s", spn), IN_KLookUp); Cmd_AddCommand (vahunk("+mlook%s", spn), IN_MLookDown); Cmd_AddCommand (vahunk("-mlook%s", spn), IN_MLookUp); Cmd_AddCommand (vahunk("+button3%s", spn), IN_Button3Down); Cmd_AddCommand (vahunk("-button3%s", spn), IN_Button3Up); Cmd_AddCommand (vahunk("+button4%s", spn), IN_Button4Down); Cmd_AddCommand (vahunk("-button4%s", spn), IN_Button4Up); Cmd_AddCommand (vahunk("+button5%s", spn), IN_Button5Down); Cmd_AddCommand (vahunk("-button5%s", spn), IN_Button5Up); Cmd_AddCommand (vahunk("+button6%s", spn), IN_Button6Down); Cmd_AddCommand (vahunk("-button6%s", spn), IN_Button6Up); Cmd_AddCommand (vahunk("+button7%s", spn), IN_Button7Down); Cmd_AddCommand (vahunk("-button7%s", spn), IN_Button7Up); Cmd_AddCommand (vahunk("+button8%s", spn), IN_Button8Down); Cmd_AddCommand (vahunk("-button8%s", spn), IN_Button8Up); } Cvar_Register (&cl_nodelta, inputnetworkcvargroup); Cvar_Register (&cl_c2sImpulseBackup, inputnetworkcvargroup); Cvar_Register (&cl_c2spps, inputnetworkcvargroup); Cvar_Register (&cl_netfps, inputnetworkcvargroup); } /* ============ CL_ClearStates ============ */ void CL_ClearStates (void) { }