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fteqw/engine/client/cl_input.c
Spoike 5e7688a590 first public attempt at pbr.
update infoblobs to be slightly more self-contained (still not finalised).
q3ui can now change audio volumes.
linearise 16bit srgb textures as required.
code can now potentially support >256 bones. disabled until the stack overflows are fixed...
remap bone indexes where required, for a 10-fold speedup on models with otherwise-too-high bone counts
gltf loader updates, primarily shader changes, for better conformance.
shaders can now specify whether a texture should be treated as srgb or not.
implement serverside download queue for ezquake/legacy clients downloading multiple demos. fte clients should never need to use this (would break total download size display).
some work towards threading shader loading.



git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5430 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-03-12 05:04:27 +00:00

2612 lines
75 KiB
C

/*
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"
#ifdef _WIN32
#include "winquake.h" //fps indep stuff.
#endif
float in_sensitivityscale = 1;
static void QDECL CL_SpareMsec_Callback (struct cvar_s *var, char *oldvalue);
#ifdef NQPROT
static cvar_t cl_movement = CVARD("cl_movement","1", "Specifies whether to send movement sequence info over DPP7 protocols (other protocols are unaffected). Unlike cl_nopred, this can result in different serverside behaviour.");
#endif
cvar_t cl_nodelta = CVAR("cl_nodelta","0");
cvar_t cl_c2sdupe = CVAR("cl_c2sdupe", "0");
cvar_t cl_c2spps = CVAR("cl_c2spps", "0");
cvar_t cl_c2sImpulseBackup = CVAR("cl_c2sImpulseBackup","3");
cvar_t cl_netfps = CVAR("cl_netfps", "150");
cvar_t cl_sparemsec = CVARC("cl_sparemsec", "10", CL_SpareMsec_Callback);
cvar_t cl_queueimpulses = CVAR("cl_queueimpulses", "0");
cvar_t cl_smartjump = CVAR("cl_smartjump", "1");
static cvar_t cl_iDrive = CVARFD("cl_iDrive", "1", CVAR_SEMICHEAT, "Effectively releases movement keys when the opposing key is pressed. This avoids dead-time when both keys are pressed. This can be emulated with various scripts, but that's messy.");
cvar_t cl_run = CVARD("cl_run", "0", "Enables autorun, inverting the state of the +speed key.");
cvar_t cl_fastaccel = CVARD("cl_fastaccel", "1", "Begin moving at full speed instantly, instead of waiting a frame or so.");
extern cvar_t cl_rollspeed;
static cvar_t cl_sendchatstate = CVARD("cl_sendchatstate", "1", "Announce your chat state to the server in a privacy-violating kind of way. This allows other players to see your afk/at-console status.");
cvar_t cl_prydoncursor = CVAR("cl_prydoncursor", ""); //for dp protocol
cvar_t cl_instantrotate = CVARF("cl_instantrotate", "1", CVAR_SEMICHEAT);
cvar_t in_xflip = {"in_xflip", "0"};
cvar_t prox_inmenu = CVAR("prox_inmenu", "0");
usercmd_t cl_pendingcmd[MAX_SPLITS];
/*kinda a hack...*/
unsigned int con_splitmodifier;
cvar_t cl_forceseat = CVARAD("in_forceseat", "0", "in_forcesplitclient", "Overrides the device identifiers to control a specific client from any device. This can be used for debugging mods, where you only have one keyboard/mouse.");
extern cvar_t cl_splitscreen;
int CL_TargettedSplit(qboolean nowrap)
{
int mod;
//explicitly targetted at some seat number from the server
if (Cmd_ExecLevel > RESTRICT_SERVER)
return Cmd_ExecLevel - RESTRICT_SERVER-1;
if (Cmd_ExecLevel == RESTRICT_SERVER)
return 0;
//locally executed command.
if (nowrap)
mod = MAX_SPLITS;
else
mod = cl.splitclients;
if (mod < 1)
return 0;
if (con_splitmodifier > 0)
return (con_splitmodifier - 1) % mod;
else if (cl_forceseat.ival > 0)
return (cl_forceseat.ival-1) % cl.splitclients;
else
return 0;
}
void CL_Split_f(void)
{
int tmp;
char *c;
c = Cmd_Argv(0);
tmp = con_splitmodifier;
if (*c == '+' || *c == '-')
{
con_splitmodifier = c[2]-'0';
Cmd_ExecuteString(va("%c%s", *c, Cmd_Args()), Cmd_ExecLevel);
}
else
{
con_splitmodifier = c[1]-'0';
Cmd_ExecuteString(Cmd_Args(), Cmd_ExecLevel);
}
con_splitmodifier = tmp;
}
void CL_SplitA_f(void)
{
int tmp;
char *c, *args;
c = Cmd_Argv(0);
args = COM_Parse(Cmd_Args());
if (!args)
return;
while(*args == ' ' || *args == '\t')
args++;
tmp = con_splitmodifier;
con_splitmodifier = atoi(com_token);
if (*c == '+' || *c == '-')
Cmd_ExecuteString(va("%c%s", *c, args), Cmd_ExecLevel);
else
Cmd_ExecuteString(args, Cmd_ExecLevel);
con_splitmodifier = tmp;
}
/*
===============================================================================
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_strafe, in_speed;
static kbutton_t in_klook;
static kbutton_t in_left, in_right, in_forward, in_back;
static kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
static kbutton_t in_use, in_jump, in_attack;
static kbutton_t in_rollleft, in_rollright, in_up, in_down;
static kbutton_t in_button[16+1-3];
#define IN_IMPULSECACHE 32
static int in_impulse[MAX_SPLITS][IN_IMPULSECACHE];
static int in_nextimpulse[MAX_SPLITS];
static int in_impulsespending[MAX_SPLITS];
qboolean cursor_active;
static qboolean KeyDown_Scan (kbutton_t *b, kbutton_t *anti, int k)
{
int pnum = CL_TargettedSplit(false);
if (k == b->down[pnum][0] || k == b->down[pnum][1])
return false; // 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_DPrintf ("Three keys down for a button!\n");
return false;
}
if (b->state[pnum] & 1)
return false; // still down
b->state[pnum] |= 1 + 2; // down + impulse down
if (anti && (anti->state[pnum] & 1) && cl_iDrive.ival)
{ //anti-keys are the opposing key. so +forward can auto-release +back for slightly faster-responding keypresses.
b->suppressed[pnum] = anti;
anti->suppressed[pnum] = NULL;
anti->state[pnum] &= ~1; // now up
anti->state[pnum] |= 4; // impulse up
}
return true;
}
static void KeyDown (kbutton_t *b, kbutton_t *anti)
{
int k;
char *c;
c = Cmd_Argv(1);
if (c[0])
k = atoi(c);
else
k = -1; // typed manually at the console for continuous down
KeyDown_Scan(b, anti, k);
}
static qboolean KeyUp_Scan (kbutton_t *b, int k)
{
int pnum = CL_TargettedSplit(false);
if (k < 0)
{ // typed manually at the console, assume for unsticking, so clear all
b->suppressed[pnum] = NULL;
b->down[pnum][0] = b->down[pnum][1] = 0;
if (b->state[pnum] & ~4)
{
b->state[pnum] = 4; // impulse up
return true;
}
return false;
}
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 false; // key up without coresponding down (menu pass through)
if (b->down[pnum][0] || b->down[pnum][1])
return false; // some other key is still holding it down
if (!(b->state[pnum] & 1))
return false; // still up (this should not happen)
b->state[pnum] &= ~1; // now up
b->state[pnum] |= 4; // impulse up
if (b->suppressed[pnum])
{
if (b->suppressed[pnum]->down[pnum][0] || b->suppressed[pnum]->down[pnum][1])
b->suppressed[pnum]->state[pnum] |= 1 + 2;
b->suppressed[pnum] = NULL;
}
return true;
}
static qboolean KeyUp (kbutton_t *b)
{
int k;
char *c;
c = Cmd_Argv(1);
if (c[0])
k = atoi(c);
else
k = -1;
return KeyUp_Scan(b, k);
}
#ifdef QUAKESTATS
static cvar_t cl_weaponhide = CVARD("cl_weaponhide", "0", "HACK: Attempt to switch weapon to another in order to cheat your killer out of any possible weapon upgrades.\n0: original behaviour\n1: switch away when +attack/+fire is released\n2: switch away only in deathmatch\n");
static cvar_t cl_weaponhide_preference = CVARAD("cl_weaponhide_preference", "2 1", "cl_weaponhide_axe", "The weapon you would like to try to switch to when cl_weaponhide is active");
static cvar_t cl_weaponpreselect = CVARD("cl_weaponpreselect", "0", "HACK: Controls the interaction between the ^aweapon^a and ^a+attack^a commands (does not affect ^aimpulse^a).\n0: weapon switch happens instantly\n1: weapon switch happens on next attack\n2: instant only when already firing, otherwise delayed\n3: delay until new attack only in deathmatch 1\n4: delay until any attack only in deathmatch 1");
static cvar_t cl_weaponforgetorder = CVARD("cl_weaponforgetorder", "0", "The 'weapon' command will lock in its weapon choice, instead of choosing a different weapon between select+fire.");
cvar_t r_viewpreselgun = CVARD("r_viewpreselgun", "0", "HACK: Display the preselected weaponmodel, instead of the current weaponmodel.");
static int preselectedweapons[MAX_SPLITS];
static int preselectedweapon[MAX_SPLITS][32];
//hacks, because we have to guess what the mod is doing. we'll probably get it wrong, which sucks.
static qboolean IN_HaveWeapon(int pnum, int imp)
{
unsigned int items = cl.playerview[pnum].stats[STAT_ITEMS];
switch (imp)
{
case 1: return (items & IT_AXE)?true:false;
case 2: return (items & IT_SHOTGUN && cl.playerview[pnum].stats[STAT_SHELLS] >= 1)?true:false;
case 3: return (items & IT_SUPER_SHOTGUN && cl.playerview[pnum].stats[STAT_SHELLS] >= 2)?true:false;
case 4: return (items & IT_NAILGUN && cl.playerview[pnum].stats[STAT_NAILS] >= 1)?true:false;
case 5: return (items & IT_SUPER_NAILGUN && cl.playerview[pnum].stats[STAT_NAILS] >= 2)?true:false;
case 6: return (items & IT_GRENADE_LAUNCHER && cl.playerview[pnum].stats[STAT_ROCKETS] >= 1)?true:false;
case 7: return (items & IT_ROCKET_LAUNCHER && cl.playerview[pnum].stats[STAT_ROCKETS] >= 1)?true:false;
case 8: return (items & IT_LIGHTNING && cl.playerview[pnum].stats[STAT_CELLS] >= 1)?true:false;
}
return false;
}
static int IN_BestWeapon_Pre(unsigned int pnum);
//if we're using weapon preselection, then we probably also want to show which weapon will be selected, instead of showing the shotgun the whole time.
//this of course requires more hacks.
const char *IN_GetPreselectedViewmodelName(unsigned int pnum)
{
static const char *nametable[] =
{
NULL, //can't cope with a 0
"progs/v_axe.mdl",
"progs/v_shot.mdl",
"progs/v_shot2.mdl",
"progs/v_nail.mdl",
"progs/v_nail2.mdl",
"progs/v_rock.mdl",
"progs/v_rock2.mdl",
"progs/v_light.mdl",
};
if (r_viewpreselgun.ival && cl_weaponpreselect.ival && pnum < countof(preselectedweapons) && preselectedweapons[pnum])
{
int best = IN_BestWeapon_Pre(pnum);
if (best < countof(nametable))
return nametable[best];
}
return NULL;
}
//FIXME: make a script to decide if a weapon is held? call into the csqc?
static int IN_BestWeapon_Args(unsigned int pnum, int firstarg, int argcount)
{
int i, imp;
unsigned int best = 0;
for (i = firstarg + argcount; --i >= firstarg; )
{
imp = Q_atoi(Cmd_Argv(i));
if (IN_HaveWeapon(pnum, imp))
best = imp;
}
return best;
}
static int IN_BestWeapon_Pre(unsigned int pnum)
{
int i, imp;
unsigned int best = 0;
for (i = preselectedweapons[pnum]; i-- > 0; )
{
imp = preselectedweapon[pnum][i];
if (IN_HaveWeapon(pnum, imp))
best = imp;
}
return best;
}
static void IN_DoPostSelect(void)
{
if (cl_weaponpreselect.ival)
{
int pnum = CL_TargettedSplit(false);
int best = IN_BestWeapon_Pre(pnum);
if (best)
{
in_impulse[pnum][(in_nextimpulse[pnum])%IN_IMPULSECACHE] = best;
in_impulsespending[pnum]=1;
}
}
}
//The weapon command autoselects a prioritised weapon like multi-arg impulse does.
//however, it potentially makes the switch only on the next +attack.
static void IN_Weapon (void)
{
int newimp;
int pnum = CL_TargettedSplit(false);
int mode, best, i;
for (i = 1; i < Cmd_Argc() && i <= countof(preselectedweapon[pnum]); i++)
preselectedweapon[pnum][i-1] = atoi(Cmd_Argv(i));
preselectedweapons[pnum] = i-1;
best = IN_BestWeapon_Pre(pnum);
if (best)
{
newimp = best;
if (cl_weaponforgetorder.ival)
{ //make sure the +attack sticks with the selected weapon.
preselectedweapon[pnum][0] = best;
preselectedweapons[pnum] = 1;
}
}
else
return; //no new weapon...
mode = cl_weaponpreselect.ival;
if (mode == 3)
mode = (cl.deathmatch==1)?1:0;
else if (mode == 4)
mode = (cl.deathmatch==1)?2:0;
if (mode == 1)
return; //don't change yet.
if (mode == 2 && !(in_attack.state[pnum]&3))
return; //2 changes instantly only when already firing.
if (cl_queueimpulses.ival)
{
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]++;
}
else
{
in_impulse[pnum][(in_nextimpulse[pnum])%IN_IMPULSECACHE] = newimp;
in_impulsespending[pnum]=1;
}
}
//+fire 8 7 [keycode]
//does impulse 8 or 7 (according to held weapons) along with a +attack
static void IN_FireDown(void)
{
int pnum = CL_TargettedSplit(false);
int k;
int impulse;
impulse = Cmd_Argc()-1;
k = atoi(Cmd_Argv(impulse));
if (k >= 32)
impulse--; //scancode, don't treat that arg as a weapon number
else
k = -1;
impulse = IN_BestWeapon_Args(pnum, 1, impulse);
if (impulse)
{
in_impulse[pnum][(in_nextimpulse[pnum])%IN_IMPULSECACHE] = impulse;
in_impulsespending[pnum]=1;
}
else
IN_DoPostSelect();
KeyDown_Scan(&in_attack, NULL, k);
}
static void IN_DoWeaponHide(void)
{
if (cl_weaponhide.ival && !(cl_weaponhide.ival==2 && cl.deathmatch==1))
{
int impulse, best = 0;
int pnum = CL_TargettedSplit(false);
char tok[64];
char *l = cl_weaponhide_preference.string;
if (!strcmp(l, "0")) l = "2"; //for compat with ezquake's cl_weaponhide_axe cvar.
while(l && *l)
{
l = COM_ParseOut(l, tok, sizeof(tok));
impulse = atoi(tok);
if (IN_HaveWeapon(pnum, impulse))
best = impulse;
}
if (best)
{ //looks like we're switching away
in_impulse[pnum][(in_nextimpulse[pnum])%IN_IMPULSECACHE] = best;
in_impulsespending[pnum]=1;
}
}
}
//-fire should trigger an impulse 1 or something.
static void IN_FireUp(void)
{
int k;
int impulse;
//any args are used in the +fire version and linger through to the -fire.
//the only useful one is the keynum.
impulse = Cmd_Argc()-1;
k = atoi(Cmd_Argv(impulse));
if (k >= 32)
impulse--; //scancode, don't treat that arg as a weapon number
else
k = -1;
if (KeyUp_Scan(&in_attack, k))
IN_DoWeaponHide();
}
#else
#define IN_DoPostSelect()
#define IN_DoWeaponHide()
#endif
static void IN_KLookDown (void) {KeyDown(&in_klook, NULL);}
static void IN_KLookUp (void) {KeyUp(&in_klook);}
static void IN_MLookDown (void) {KeyDown(&in_mlook, NULL);}
static void IN_MLookUp (void)
{
int pnum = CL_TargettedSplit(false);
KeyUp(&in_mlook);
if ( !(in_mlook.state[pnum]&1) && lookspring.ival)
V_StartPitchDrift(&cl.playerview[pnum]);
}
static void IN_UpDown(void) {KeyDown(&in_up, &in_down);}
static void IN_UpUp(void) {KeyUp(&in_up);}
static void IN_DownDown(void) {KeyDown(&in_down, &in_up);}
static void IN_DownUp(void) {KeyUp(&in_down);}
static void IN_LeftDown(void) {KeyDown(&in_left, &in_right);}
static void IN_LeftUp(void) {KeyUp(&in_left);}
static void IN_RightDown(void) {KeyDown(&in_right, &in_left);}
static void IN_RightUp(void) {KeyUp(&in_right);}
static void IN_ForwardDown(void) {KeyDown(&in_forward, &in_back);}
static void IN_ForwardUp(void) {KeyUp(&in_forward);}
static void IN_BackDown(void) {KeyDown(&in_back, &in_forward);}
static void IN_BackUp(void) {KeyUp(&in_back);}
static void IN_LookupDown(void) {KeyDown(&in_lookup, &in_lookdown);}
static void IN_LookupUp(void) {KeyUp(&in_lookup);}
static void IN_LookdownDown(void) {KeyDown(&in_lookdown, &in_lookup);}
static void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
static void IN_MoveleftDown(void) {KeyDown(&in_moveleft, &in_moveright);}
static void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
static void IN_MoverightDown(void) {KeyDown(&in_moveright, &in_moveleft);}
static void IN_MoverightUp(void) {KeyUp(&in_moveright);}
static void IN_RollLeftDown(void) {KeyDown(&in_rollleft, &in_rollright);}
static void IN_RollLeftUp(void) {KeyUp(&in_rollleft);}
static void IN_RollRightDown(void) {KeyDown(&in_rollright, &in_rollleft);}
static void IN_RollRightUp(void) {KeyUp(&in_rollright);}
static void IN_SpeedDown(void) {KeyDown(&in_speed, NULL);}
static void IN_SpeedUp(void) {KeyUp(&in_speed);}
static void IN_StrafeDown(void) {KeyDown(&in_strafe, NULL);}
static void IN_StrafeUp(void) {KeyUp(&in_strafe);}
static void IN_AttackDown(void) {IN_DoPostSelect(); KeyDown(&in_attack, NULL);}
static void IN_AttackUp(void) {if (KeyUp(&in_attack)) IN_DoWeaponHide();}
static void IN_UseDown (void) {KeyDown(&in_use, NULL);}
static void IN_UseUp (void) {KeyUp(&in_use);}
static void IN_JumpDown (void)
{
qboolean condition;
int pnum = CL_TargettedSplit(false);
playerview_t *pv = &cl.playerview[pnum];
condition = (cls.state == ca_active && cl_smartjump.ival && !prox_inmenu.ival);
#ifdef Q2CLIENT
if (condition && cls.protocol == CP_QUAKE2)
KeyDown(&in_up, &in_down);
else
#endif
#ifdef QUAKESTATS
if (condition && cl.playerview[pnum].stats[STAT_HEALTH] > 0 && !cls.demoplayback && !pv->spectator &&
(cls.protocol==CP_NETQUAKE || cl.inframes[cl.validsequence&UPDATE_MASK].playerstate[pv->playernum].messagenum == cl.validsequence)
&& cl.playerview[pnum].waterlevel >= 2 && (!cl.teamfortress || !(in_forward.state[pnum] & 1))
)
KeyDown(&in_up, &in_down);
else
#endif
if (condition && pv->spectator && pv->cam_state == CAM_FREECAM)
KeyDown(&in_up, &in_down);
else
KeyDown(&in_jump, &in_down);
}
static void IN_JumpUp (void)
{
if (cl_smartjump.ival)
KeyUp(&in_up);
KeyUp(&in_jump);
}
static void IN_ButtonNDown(void) {KeyDown(&in_button[atoi(Cmd_Argv(0)+7)-3], NULL);}
static void IN_ButtonNUp(void) {KeyUp(&in_button[atoi(Cmd_Argv(0)+7)-3]);}
float in_rotate;
static void IN_Rotate_f (void) {in_rotate += atoi(Cmd_Argv(1));}
void IN_WriteButtons(vfsfile_t *f, qboolean all)
{
int s,b;
struct
{
kbutton_t *button;
char *name;
} buttons [] =
{
{&in_mlook, "mlook"},
{&in_klook, "klook"},
{&in_left, "left"},
{&in_right, "right"},
{&in_forward, "forward"},
{&in_back, "back"},
{&in_lookup, "lookup"},
{&in_lookdown, "lookdown"},
{&in_moveleft, "moveleft"},
{&in_moveright, "moveright"},
{&in_strafe, "strafe"},
{&in_speed, "speed"},
{&in_use, "use"},
{&in_jump, "jump"},
{&in_attack, "attack"},
{&in_rollleft, "rollleft"},
{&in_rollright, "rollright"},
{&in_up, "up"},
{&in_down, "down"},
};
s = 0;
VFS_PRINTF(f, "\n//Player 1 buttons\n");
for (b = 0; b < countof(buttons); b++)
{
if ((buttons[b].button->state[s]&1) && (buttons[b].button->down[s][0]==-1 || buttons[b].button->down[s][1]==-1))
VFS_PRINTF(f, "+%s\n", buttons[b].name);
else if (b || all)
VFS_PRINTF(f, "-%s\n", buttons[b].name);
}
for (b = 0; b < countof(in_button); b++)
{
if ((in_button[b].state[s]&1) && (in_button[b].down[s][0]==-1 || in_button[b].down[s][1]==-1))
VFS_PRINTF(f, "+button%i\n", b+3);
else
VFS_PRINTF(f, "-button%i\n", b+3);
}
for (s = 1; s < MAX_SPLITS; s++)
{
VFS_PRINTF(f, "\n//Player %i buttons\n", s);
for (b = 0; b < countof(buttons); b++)
{
if ((buttons[b].button->state[s]&1) && (buttons[b].button->down[s][0]==-1 || buttons[b].button->down[s][1]==-1))
VFS_PRINTF(f, "+p%i %s\n", s, buttons[b].name);
else if (b || all)
VFS_PRINTF(f, "-p%i %s\n", s, buttons[b].name);
}
for (b = 0; b < countof(in_button); b++)
{
if ((in_button[b].state[s]&1) && (in_button[b].down[s][0]==-1 || in_button[b].down[s][1]==-1))
VFS_PRINTF(f, "+p%i button%i\n", s, b+3);
else
VFS_PRINTF(f, "-p%i button%i\n", s, b+3);
}
}
//FIXME: save device remappings to config.
}
//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 pnum = CL_TargettedSplit(false);
newimp = Q_atoi(Cmd_Argv(1));
#ifdef QUAKESTATS
if (Cmd_Argc() > 2)
{
int best = IN_BestWeapon_Args(pnum, 1, Cmd_Argc() - 1);
if (best)
newimp = best;
}
#endif
if (in_impulsespending[pnum]>=IN_IMPULSECACHE)
{
Con_Printf("Too many impulses, ignoring %i\n", newimp);
return;
}
if (cl_queueimpulses.ival)
{
in_impulse[pnum][(in_nextimpulse[pnum]+in_impulsespending[pnum])%IN_IMPULSECACHE] = newimp;
in_impulsespending[pnum]++;
}
else
{
in_impulse[pnum][(in_nextimpulse[pnum])%IN_IMPULSECACHE] = newimp;
in_impulsespending[pnum]=1;
}
}
void IN_Restart (void)
{
IN_Shutdown();
IN_ReInit();
//FIXME: re-assert explicit device re-mappings
}
/*
===============
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, qboolean noslowstart)
{
float val;
qboolean impulsedown, impulseup, down;
noslowstart = noslowstart && cl_fastaccel.ival;
impulsedown = key->state[pnum] & 2;
impulseup = key->state[pnum] & 4;
down = key->state[pnum] & 1;
val = 0;
if (impulsedown && !impulseup)
{
if (down)
val = noslowstart?1.0:0.5; // 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;
}
void CL_ProxyMenuHook(char *command, kbutton_t *key)
{
if ((key->state[0] & 3) == 3) //2 is impulse down, 1 is held down
{
key->state[0] = 0; // clear impulses
Cbuf_AddText(command, RESTRICT_DEFAULT);
}
}
void CL_ProxyMenuHooks(void)
{
if (!prox_inmenu.ival)
return;
CL_ProxyMenuHook("say proxy:menu down\n", &in_back);
CL_ProxyMenuHook("say proxy:menu up\n", &in_forward);
CL_ProxyMenuHook("say proxy:menu left\n", &in_left);
CL_ProxyMenuHook("say proxy:menu right\n", &in_right);
CL_ProxyMenuHook("say proxy:menu left\n", &in_moveleft);
CL_ProxyMenuHook("say proxy:menu right\n", &in_moveright);
CL_ProxyMenuHook("say proxy:menu use\n", &in_jump);
}
//==========================================================================
cvar_t cl_upspeed = CVARF("cl_upspeed","400", CVAR_ARCHIVE);
cvar_t cl_forwardspeed = CVARF("cl_forwardspeed","400", CVAR_ARCHIVE);
cvar_t cl_backspeed = CVARFD("cl_backspeed","", CVAR_ARCHIVE, "The base speed that you move backwards at. If empty, uses the value of cl_forwardspeed instead.");
cvar_t cl_sidespeed = CVARF("cl_sidespeed","400", CVAR_ARCHIVE);
cvar_t cl_movespeedkey = CVAR("cl_movespeedkey","2.0");
cvar_t cl_yawspeed = CVAR("cl_yawspeed","140");
cvar_t cl_pitchspeed = CVAR("cl_pitchspeed","150");
cvar_t cl_anglespeedkey = CVAR("cl_anglespeedkey","1.5");
#define GATHERBIT(bname,bit) if (bname.state[pnum] & 3) {bits |= (1u<<(bit));} bname.state[pnum] &= ~2;
void CL_GatherButtons (usercmd_t *cmd, int pnum)
{
unsigned int bits = 0;
GATHERBIT(in_attack, 0);
GATHERBIT(in_jump, 1);
GATHERBIT(in_button[3-3], 2);
GATHERBIT(in_button[4-3], 3);
GATHERBIT(in_button[5-3], 4);
GATHERBIT(in_button[6-3], 5);
GATHERBIT(in_button[7-3], 6);
GATHERBIT(in_button[8-3], 7);
//these are fucked, as required for dpcompat.
GATHERBIT(in_use, (cls.protocol==CP_QUAKEWORLD)?4:8);
if (Key_Dest_Has(~kdm_game)) //game is the lowest priority, anything else will take focus away. we consider that to mean 'chat' (although it could be menus).
bits |= (1u<<9);
if (cursor_active) //prydon cursor stuff.
bits |= (1u<<10);
GATHERBIT(in_button[9-3], 11);
GATHERBIT(in_button[10-3], 12);
GATHERBIT(in_button[11-3], 13);
GATHERBIT(in_button[12-3], 14);
GATHERBIT(in_button[13-3], 15);
GATHERBIT(in_button[14-3], 16);
GATHERBIT(in_button[15-3], 17);
GATHERBIT(in_button[16-3], 18);
cmd->buttons = bits;
}
/*
================
CL_AdjustAngles
Moves the local angle positions
================
*/
void CL_AdjustAngles (int pnum, double frametime)
{
float speed, quant;
float up, down;
if (in_speed.state[pnum] & 1)
{
if (ruleset_allow_frj.ival)
speed = frametime * cl_anglespeedkey.ival;
else
speed = frametime * bound(-2, cl_anglespeedkey.ival, 2);
}
else
speed = frametime;
if (in_rotate && pnum==0 && !(cl.fpd & FPD_LIMIT_YAW))
{
quant = in_rotate;
if (!cl_instantrotate.ival)
quant *= speed;
in_rotate -= quant;
if (ruleset_allow_frj.ival)
cl.playerview[pnum].viewanglechange[YAW] += quant;
}
if (!(in_strafe.state[pnum] & 1))
{
quant = cl_yawspeed.ival;
if (cl.fpd & FPD_LIMIT_YAW || !ruleset_allow_frj.ival)
quant = bound(-900, quant, 900);
cl.playerview[pnum].viewanglechange[YAW] -= speed*quant * CL_KeyState (&in_right, pnum, false);
cl.playerview[pnum].viewanglechange[YAW] += speed*quant * CL_KeyState (&in_left, pnum, false);
}
if (in_klook.state[pnum] & 1)
{
V_StopPitchDrift (&cl.playerview[pnum]);
quant = cl_pitchspeed.ival;
if (cl.fpd & FPD_LIMIT_PITCH || !ruleset_allow_frj.ival)
quant = bound(-700, quant, 700);
cl.playerview[pnum].viewanglechange[PITCH] -= speed*quant * CL_KeyState (&in_forward, pnum, false);
cl.playerview[pnum].viewanglechange[PITCH] += speed*quant * CL_KeyState (&in_back, pnum, false);
}
quant = cl_rollspeed.ival;
cl.playerview[pnum].viewanglechange[ROLL] -= speed*quant * CL_KeyState (&in_rollleft, pnum, false);
cl.playerview[pnum].viewanglechange[ROLL] += speed*quant * CL_KeyState (&in_rollright, pnum, false);
up = CL_KeyState (&in_lookup, pnum, false);
down = CL_KeyState(&in_lookdown, pnum, false);
quant = cl_pitchspeed.ival;
if (!ruleset_allow_frj.ival)
quant = bound(-700, quant, 700);
cl.playerview[pnum].viewanglechange[PITCH] -= speed*cl_pitchspeed.ival * up;
cl.playerview[pnum].viewanglechange[PITCH] += speed*cl_pitchspeed.ival * down;
if (up || down)
V_StopPitchDrift (&cl.playerview[pnum]);
}
/*
================
CL_BaseMove
Send the intended movement message to the server
================
*/
void CL_BaseMove (usercmd_t *cmd, int pnum, float priortime, float extratime)
{
float nscale = extratime?extratime / (extratime+priortime):0;
float oscale = 1 - nscale;
//
// adjust for speed key
//
if ((in_speed.state[pnum] & 1) ^ cl_run.ival)
nscale *= cl_movespeedkey.value;
if (in_strafe.state[pnum] & 1)
cmd->sidemove = cmd->sidemove*oscale + nscale*cl_sidespeed.value * (CL_KeyState (&in_right, pnum, true) - CL_KeyState (&in_left, pnum, true)) * (in_xflip.ival?-1:1);
cmd->sidemove = cmd->sidemove*oscale + nscale*cl_sidespeed.value * (CL_KeyState (&in_moveright, pnum, true) - CL_KeyState (&in_moveleft, pnum, true)) * (in_xflip.ival?-1:1);
cmd->upmove = cmd->upmove*oscale + nscale*cl_upspeed.value * (CL_KeyState (&in_up, pnum, true) - CL_KeyState (&in_down, pnum, true));
if (! (in_klook.state[pnum] & 1) )
{
cmd->forwardmove = cmd->forwardmove*oscale + nscale*(cl_forwardspeed.value * CL_KeyState (&in_forward, pnum, true) -
(*cl_backspeed.string?cl_backspeed.value:cl_forwardspeed.value) * CL_KeyState (&in_back, pnum, true));
}
if (!priortime) //only gather buttons if we've not had any this frame. this avoids jump feeling weird with prediction. FIXME: should probably still allow +attack to reduce latency
CL_GatherButtons(cmd, pnum);
}
static void CL_ClampPitch (int pnum, float frametime)
{
float mat[16];
float roll;
playerview_t *pv = &cl.playerview[pnum];
if (cl.intermissionmode != IM_NONE)
{
memset(pv->viewanglechange, 0, sizeof(pv->viewanglechange));
return;
}
if (pv->pmovetype == PM_6DOF)
{
// vec3_t impact;
// vec3_t norm;
float mat2[16];
// vec3_t cross;
vec3_t view[4];
// float dot;
AngleVectors(pv->viewangles, view[0], view[1], view[2]);
Matrix4x4_RM_FromVectors(mat, view[0], view[1], view[2], vec3_origin);
Matrix4_Multiply(Matrix4x4_CM_NewRotation(-pv->viewanglechange[PITCH], 0, 1, 0), mat, mat2);
Matrix4_Multiply(Matrix4x4_CM_NewRotation(pv->viewanglechange[YAW], 0, 0, 1), mat2, mat);
#if 1
//roll angles
Matrix4_Multiply(Matrix4x4_CM_NewRotation(pv->viewanglechange[ROLL], 1, 0, 0), mat, mat2);
#else
//auto-roll
Matrix3x4_RM_ToVectors(mat, view[0], view[1], view[2], view[3]);
VectorMA(pv->simorg, -48, view[2], view[3]);
if (!TraceLineN(pv->simorg, view[3], impact, norm))
{
norm[0] = 0;
norm[1] = 0;
norm[2] = 1;
}
/*keep the roll relative to the 'ground'*/
CrossProduct(norm, view[2], cross);
dot = DotProduct(view[0], cross);
roll = timestep * 360 * -(dot);
Matrix4_Multiply(Matrix4x4_CM_NewRotation(roll, 1, 0, 0), mat, mat2);
#endif
Matrix3x4_RM_ToVectors(mat2, view[0], view[1], view[2], view[3]);
VectorAngles(view[0], view[2], pv->viewangles, false);
VectorClear(pv->viewanglechange);
return;
}
#if 1
if ((pv->gravitydir[2] != -1 || pv->viewangles[2]))
{
float surfm[16], invsurfm[16];
float viewm[16];
vec3_t view[4];
vec3_t surf[3];
vec3_t vang;
void PerpendicularVector( vec3_t dst, const vec3_t src );
/*calc current view matrix relative to the surface*/
AngleVectors(pv->viewangles, view[0], view[1], view[2]);
VectorNegate(view[1], view[1]);
/*calculate the surface axis with up from the pmove code and right/forwards relative to the player's directions*/
if (!pv->gravitydir[0] && !pv->gravitydir[1] && !pv->gravitydir[2])
{
VectorSet(surf[2], 0, 0, 1);
}
else
{
VectorNegate(pv->gravitydir, surf[2]);
}
VectorNormalize(surf[2]);
PerpendicularVector(surf[1], surf[2]);
VectorNormalize(surf[1]);
CrossProduct(surf[2], surf[1], surf[0]);
VectorNegate(surf[0], surf[0]);
VectorNormalize(surf[0]);
Matrix4x4_RM_FromVectors(surfm, surf[0], surf[1], surf[2], vec3_origin);
Matrix3x4_InvertTo4x4_Simple(surfm, invsurfm);
/*calc current view matrix relative to the surface*/
Matrix4x4_RM_FromVectors(viewm, view[0], view[1], view[2], vec3_origin);
Matrix4_Multiply(viewm, invsurfm, mat);
/*convert that back to angles*/
Matrix3x4_RM_ToVectors(mat, view[0], view[1], view[2], view[3]);
VectorAngles(view[0], view[2], vang, false);
/*edit it*/
vang[PITCH] += pv->viewanglechange[PITCH];
vang[YAW] += pv->viewanglechange[YAW];
if (vang[PITCH] <= -180)
vang[PITCH] += 360;
if (vang[PITCH] > 180)
vang[PITCH] -= 360;
if (vang[ROLL] >= 180)
vang[ROLL] -= 360;
if (vang[ROLL] < -180)
vang[ROLL] += 360;
/*keep the player looking relative to their ground (smoothlyish)*/
if (!vang[ROLL])
{
if (!pv->viewanglechange[PITCH] && !pv->viewanglechange[YAW] && !pv->viewanglechange[ROLL])
return;
}
else
{
if (fabs(vang[ROLL]) < frametime*180)
vang[ROLL] = 0;
else if (vang[ROLL] > 0)
{
// Con_Printf("Roll %f\n", vang[ROLL]);
vang[ROLL] -= frametime*180;
}
else
{
// Con_Printf("Roll %f\n", vang[ROLL]);
vang[ROLL] += frametime*180;
}
}
VectorClear(pv->viewanglechange);
/*clamp pitch*/
if (vang[PITCH] > cl.maxpitch)
vang[PITCH] = cl.maxpitch;
if (vang[PITCH] < cl.minpitch)
vang[PITCH] = cl.minpitch;
/*turn those angles back to a matrix*/
AngleVectors(vang, view[0], view[1], view[2]);
VectorNegate(view[1], view[1]);
Matrix4x4_RM_FromVectors(mat, view[0], view[1], view[2], vec3_origin);
/*rotate back into world space*/
Matrix4_Multiply(mat, surfm, viewm);
/*and figure out the final result*/
Matrix3x4_RM_ToVectors(viewm, view[0], view[1], view[2], view[3]);
VectorAngles(view[0], view[2], cl.playerview[pnum].viewangles, false);
if (pv->viewangles[ROLL] >= 360)
pv->viewangles[ROLL] -= 360;
if (pv->viewangles[ROLL] < 0)
pv->viewangles[ROLL] += 360;
if (pv->viewangles[PITCH] < -180)
pv->viewangles[PITCH] += 360;
return;
}
#endif
pv->viewangles[PITCH] += pv->viewanglechange[PITCH];
pv->viewangles[YAW] += pv->viewanglechange[YAW];
pv->viewangles[ROLL] += pv->viewanglechange[ROLL];
pv->viewangles[YAW] /= 360;
pv->viewangles[YAW] = pv->viewangles[YAW] - (int)pv->viewangles[YAW];
pv->viewangles[YAW] *= 360;
VectorClear(pv->viewanglechange);
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2)
{
float pitch;
pitch = SHORT2ANGLE(cl.q2frame.playerstate[pnum].pmove.delta_angles[PITCH]);
if (pitch > 180)
pitch -= 360;
if (pv->viewangles[PITCH] + pitch < -360)
pv->viewangles[PITCH] += 360; // wrapped
if (pv->viewangles[PITCH] + pitch > 360)
pv->viewangles[PITCH] -= 360; // wrapped
if (pv->viewangles[PITCH] + pitch > cl.maxpitch)
pv->viewangles[PITCH] = cl.maxpitch - pitch;
if (pv->viewangles[PITCH] + pitch < cl.minpitch)
pv->viewangles[PITCH] = cl.minpitch - pitch;
}
else
#endif
#ifdef Q3CLIENT
if (cls.protocol == CP_QUAKE3) //q3 expects the cgame to do it
{
//no-op
}
else
#endif
{
if (pv->viewangles[PITCH] > cl.maxpitch)
pv->viewangles[PITCH] = cl.maxpitch;
if (pv->viewangles[PITCH] < cl.minpitch)
pv->viewangles[PITCH] = cl.minpitch;
}
// if (cl.viewangles[pnum][ROLL] > 50)
// cl.viewangles[pnum][ROLL] = 50;
// if (cl.viewangles[pnum][ROLL] < -50)
// cl.viewangles[pnum][ROLL] = -50;
roll = frametime*pv->viewangles[ROLL]*30;
if ((pv->viewangles[ROLL]-roll < 0) != (pv->viewangles[ROLL]<0))
pv->viewangles[ROLL] = 0;
else
pv->viewangles[ROLL] -= frametime*pv->viewangles[ROLL]*3;
}
/*
==============
CL_FinishMove
==============
*/
static void CL_FinishMove (usercmd_t *cmd, int pnum)
{
int i;
CL_ClampPitch(pnum, 0);
//
// always dump the first two message, because it may contain leftover inputs
// from the last level
//
if (cl.movesequence <= 2)
{
cmd->buttons = 0;
return;
}
//
// figure button bits
//
CL_GatherButtons(cmd, pnum);
for (i=0 ; i<3 ; i++)
cmd->angles[i] = ((int)(cl.playerview[pnum].viewangles[i]*65536.0/360)&65535);
if (in_impulsespending[pnum] && !cl.paused)
{
in_nextimpulse[pnum]++;
in_impulsespending[pnum]--;
cmd->impulse = in_impulse[pnum][(in_nextimpulse[pnum]-1)%IN_IMPULSECACHE];
}
else
cmd->impulse = 0;
}
void CL_UpdatePrydonCursor(usercmd_t *from, int pnum)
{
int hit;
vec3_t cursor_end;
vec3_t temp;
vec3_t cursor_impact_normal;
cursor_active = true;
if (!cl_prydoncursor.ival)
{ //center the cursor
from->cursor_screen[0] = 0;
from->cursor_screen[1] = 0;
}
else
{
from->cursor_screen[0] = mousecursor_x/(vid.width/2.0f) - 1;
from->cursor_screen[1] = mousecursor_y/(vid.height/2.0f) - 1;
if (from->cursor_screen[0] < -1)
from->cursor_screen[0] = -1;
if (from->cursor_screen[1] < -1)
from->cursor_screen[1] = -1;
if (from->cursor_screen[0] > 1)
from->cursor_screen[0] = 1;
if (from->cursor_screen[1] > 1)
from->cursor_screen[1] = 1;
}
/*
if (cl.cmd.cursor_screen[0] < -1)
{
cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.realwidth * sensitivity.value * cl.viewzoom;
cl.cmd.cursor_screen[0] = -1;
}
if (cl.cmd.cursor_screen[0] > 1)
{
cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.realwidth * sensitivity.value * cl.viewzoom;
cl.cmd.cursor_screen[0] = 1;
}
if (cl.cmd.cursor_screen[1] < -1)
{
cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.realheight * sensitivity.value * cl.viewzoom;
cl.cmd.cursor_screen[1] = -1;
}
if (cl.cmd.cursor_screen[1] > 1)
{
cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.realheight * sensitivity.value * cl.viewzoom;
cl.cmd.cursor_screen[1] = 1;
}
*/
VectorClear(from->cursor_start);
temp[0] = (from->cursor_screen[0]+1)/2;
temp[1] = (-from->cursor_screen[1]+1)/2;
temp[2] = 1;
VectorCopy(r_origin, from->cursor_start);
Matrix4x4_CM_UnProject(temp, cursor_end, cl.playerview[pnum].viewangles, from->cursor_start, r_refdef.fov_x, r_refdef.fov_y);
CL_SetSolidEntities();
//don't bother with players, they don't exist in NQ...
CL_TraceLine(from->cursor_start, cursor_end, from->cursor_impact, cursor_impact_normal, &hit);
if (hit>0)
from->cursor_entitynumber = hit;
else if (hit < 0)
from->cursor_entitynumber = 0; //FIXME: ask csqc for the entity's entnum
else
from->cursor_entitynumber = 0;
// P_RunParticleEffect(cursor_impact, vec3_origin, 15, 16);
}
#ifdef NQPROT
void CLNQ_SendMove (usercmd_t *cmd, int pnum, sizebuf_t *buf)
{
int i;
if (cls.demoplayback!=DPB_NONE)
return; //err... don't bother... :)
//
// always dump the first two message, because it may contain leftover inputs
// from the last level
//
if (cl.movesequence <= 2 || cls.state == ca_connected)
{
MSG_WriteByte (buf, clc_nop);
return;
}
MSG_WriteByte (buf, clc_move);
if (cls.protocol_nq >= CPNQ_DP7)
{
if (!cl_movement.ival)
MSG_WriteLong(buf, 0);
else
MSG_WriteLong(buf, cl.movesequence);
}
else if (cls.fteprotocolextensions2 & PEXT2_PREDINFO)
MSG_WriteShort(buf, cl.movesequence&0xffff);
MSG_WriteFloat (buf, cmd->fservertime); // use latest time. because ping reports!
for (i=0 ; i<3 ; i++)
{
if (cls.protocol_nq == CPNQ_FITZ666 || (cls.proquake_angles_hack && buf->prim.anglesize <= 1))
{
//fitz/proquake protocols are always 16bit for this angle and 8bit elsewhere. rmq is always at least 16bit
//the above logic should satify everything.
MSG_WriteAngle16 (buf, cl.playerview[pnum].viewangles[i]);
}
else
MSG_WriteAngle (buf, cl.playerview[pnum].viewangles[i]);
}
MSG_WriteShort (buf, cmd->forwardmove);
MSG_WriteShort (buf, cmd->sidemove);
MSG_WriteShort (buf, cmd->upmove);
if (cls.protocol_nq >= CPNQ_DP6 || (cls.fteprotocolextensions2 & PEXT2_PRYDONCURSOR))
{
MSG_WriteLong (buf, cmd->buttons);
MSG_WriteByte (buf, cmd->impulse);
MSG_WriteShort (buf, cmd->cursor_screen[0] * 32767.0f);
MSG_WriteShort (buf, cmd->cursor_screen[1] * 32767.0f);
MSG_WriteFloat (buf, cmd->cursor_start[0]);
MSG_WriteFloat (buf, cmd->cursor_start[1]);
MSG_WriteFloat (buf, cmd->cursor_start[2]);
MSG_WriteFloat (buf, cmd->cursor_impact[0]);
MSG_WriteFloat (buf, cmd->cursor_impact[1]);
MSG_WriteFloat (buf, cmd->cursor_impact[2]);
MSG_WriteEntity (buf, cmd->cursor_entitynumber);
}
else
{
MSG_WriteByte (buf, cmd->buttons);
MSG_WriteByte (buf, cmd->impulse);
}
}
void QDECL Name_Callback(struct cvar_s *var, char *oldvalue)
{
if (cls.state <= ca_connected)
return;
if (cls.protocol != CP_NETQUAKE)
return;
CL_SendClientCommand(true, "name \"%s\"\n", var->string);
}
void CLNQ_SendCmd(sizebuf_t *buf)
{
int i;
int seat;
usercmd_t *cmd;
i = cl.movesequence & UPDATE_MASK;
cl.outframes[i].senttime = realtime;
cl.outframes[i].latency = -1;
cl.outframes[i].server_message_num = cl.validsequence;
cl.outframes[i].cmd_sequence = cl.movesequence;
cl.outframes[i].sentgametime = cl.movesequence_time;
for (seat = 0; seat < cl.splitclients; seat++)
{
cmd = &cl.outframes[i].cmd[seat];
*cmd = cl_pendingcmd[seat];
cmd->fservertime = cl.movesequence_time;
// cmd->msec = (cl.time - cl.outframes[(i-1)&UPDATE_MASK].sentgametime)*1000;
#ifdef CSQC_DAT
CSQC_Input_Frame(seat, cmd);
#endif
}
//inputs are only sent once we receive an entity.
if (cls.signon == 4)
{
for (seat = 0; seat < cl.splitclients; seat++)
{
// send the unreliable message
// if (independantphysics[seat].impulse && !cls.netchan.message.cursize)
// CLNQ_SendMove (&cl.outframes[i].cmd[seat], seat, &cls.netchan.message);
// else
CLNQ_SendMove (&cl.outframes[i].cmd[seat], seat, buf);
}
}
else
MSG_WriteByte (buf, clc_nop);
for (i = 0; i < cl.numackframes; i++)
{
MSG_WriteByte(buf, clcdp_ackframe);
MSG_WriteLong(buf, cl.ackframes[i]);
}
cl.numackframes = 0;
}
#else
void Name_Callback(struct cvar_s *var, char *oldvalue)
{
}
#endif
float CL_FilterTime (double time, float wantfps, float limit, qboolean ignoreserver) //now returns the extra time not taken in this slot. Note that negative 1 means uncapped.
{
float fps, fpscap;
if (cls.timedemo)
return -1;
if (cls.protocol == CP_QUAKE3)
ignoreserver = true;
/*ignore the server if we're playing demos, sending to the server only as replies, or if its meant to be disabled (netfps depending on where its called from)*/
if (cls.demoplayback != DPB_NONE || (cls.protocol != CP_QUAKEWORLD && cls.protocol != CP_NETQUAKE) || ignoreserver)
{
if (!wantfps)
return -1;
fps = max (1.0, wantfps);
}
else
{
fpscap = cls.maxfps ? max (30.0, cls.maxfps) : 0x7fff;
#ifdef IRCCONNECT
if (cls.netchan.remote_address.type == NA_IRC)
fps = bound (0.1, wantfps, fpscap); //if we're connected via irc, allow a greatly reduced minimum cap
else
#endif
if (wantfps < 1)
fps = fpscap;
else
fps = bound (6.7, wantfps, fpscap); //we actually cap ourselves to 150msecs (1000/7 = 142)
}
//its not time yet
if (time < ceil(1000 / fps))
return 0;
//clamp it if we have over 1.5 frame banked somehow
if (limit && time - (1000 / fps) > (1000 / fps)*limit)
return (1000 / fps) * limit;
//report how much spare time the caller now has
return time - (1000 / fps);
}
typedef struct clcmdbuf_s {
struct clcmdbuf_s *next;
int len;
qboolean reliable;
char command[4]; //this is dynamically allocated, so this is variably sized.
} clcmdbuf_t;
clcmdbuf_t *clientcmdlist;
void VARGS CL_SendClientCommand(qboolean reliable, char *format, ...)
{
qboolean oldallow;
va_list argptr;
char string[2048];
clcmdbuf_t *buf, *prev;
if (cls.demoplayback && cls.demoplayback != DPB_EZTV)
return; //no point.
va_start (argptr, format);
Q_vsnprintfz (string,sizeof(string), format,argptr);
va_end (argptr);
#ifdef Q3CLIENT
if (cls.protocol == CP_QUAKE3)
{
CLQ3_SendClientCommand("%s", string);
return;
}
#endif
oldallow = CL_AllowIndependantSendCmd(false);
buf = Z_Malloc(sizeof(*buf)+strlen(string));
strcpy(buf->command, string);
buf->len = strlen(buf->command);
buf->reliable = reliable;
//add to end of the list so that the first of the list is the first to be sent.
if (!clientcmdlist)
clientcmdlist = buf;
else
{
for (prev = clientcmdlist; prev->next; prev=prev->next)
;
prev->next = buf;
}
CL_AllowIndependantSendCmd(oldallow);
}
//sometimes a server will quickly restart twice.
//connected clients will then receive TWO 'new' commands - both with the same servercount value.
//the connection process then tries to proceed with two sets of commands until it fails catastrophically.
//by attempting to strip out dupe commands we can usually avoid the issue
//note that FTE servers track progress properly, so this is not an issue for us, but in the interests of compat with mvdsv...
//however, FTE servers can send a little faster, so warnings about this can be awkward.
int CL_RemoveClientCommands(char *command)
{
clcmdbuf_t *next, *first;
int removed = 0;
int len = strlen(command);
CL_AllowIndependantSendCmd(false);
if (!clientcmdlist)
return 0;
while(!strncmp(clientcmdlist->command, command, len))
{
next = clientcmdlist->next;
Z_Free(clientcmdlist);
clientcmdlist=next;
removed++;
if (!clientcmdlist)
return removed;
}
first = clientcmdlist;
while(first->next)
{
if (!strncmp(first->next->command, command, len))
{
next = first->next->next;
Z_Free(first->next);
first->next = next;
removed++;
}
else
first = first->next;
}
return removed;
}
void CL_FlushClientCommands(void)
{
clcmdbuf_t *next;
CL_AllowIndependantSendCmd(false);
while(clientcmdlist)
{
Con_DPrintf("Flushed command %s\n", clientcmdlist->command);
next = clientcmdlist->next;
Z_Free(clientcmdlist);
clientcmdlist=next;
}
}
qboolean runningindepphys;
#ifdef MULTITHREAD
void *indeplock;
void *indepthread;
qboolean allowindepphys;
qboolean CL_AllowIndependantSendCmd(qboolean allow)
{
qboolean ret = allowindepphys;
if (!runningindepphys)
return ret;
if (allowindepphys != allow && runningindepphys)
{
if (allow)
Sys_UnlockMutex(indeplock);
else
Sys_LockMutex(indeplock);
allowindepphys = allow;
}
return ret;
}
int CL_IndepPhysicsThread(void *param)
{
double sleeptime;
double fps;
double time, lasttime;
double spare;
lasttime = Sys_DoubleTime();
while(runningindepphys)
{
time = Sys_DoubleTime();
spare = CL_FilterTime((time - lasttime)*1000, cl_netfps.value, 1.5, false);
if (spare)
{
time -= spare/1000.0f;
Sys_LockMutex(indeplock);
if (cls.state)
CL_SendCmd(time - lasttime, false);
lasttime = time;
Sys_UnlockMutex(indeplock);
}
fps = cl_netfps.value;
if (fps < 4)
fps = 4;
while (fps < 100)
fps*=2;
sleeptime = 1/fps;
Sys_Sleep(sleeptime);
}
return 0;
}
void CL_UseIndepPhysics(qboolean allow)
{
if (runningindepphys == allow)
return;
if (allow)
{ //enable it
indeplock = Sys_CreateMutex();
runningindepphys = true;
indepthread = Sys_CreateThread("indepphys", CL_IndepPhysicsThread, NULL, THREADP_HIGHEST, 8192);
allowindepphys = true;
}
else
{
//shut it down.
runningindepphys = false; //tell thread to exit gracefully
Sys_LockMutex(indeplock);
Sys_WaitOnThread(indepthread);
Sys_UnlockMutex(indeplock);
Sys_DestroyMutex(indeplock);
}
}
#else
qboolean CL_AllowIndependantSendCmd(qboolean allow)
{
return false;
}
void CL_UseIndepPhysics(qboolean allow)
{
}
#endif
static void QDECL CL_SpareMsec_Callback (struct cvar_s *var, char *oldvalue)
{
if (var->value > 50)
{
Cvar_ForceSet(var, "50");
return;
}
else if (var->value < 0)
{
Cvar_ForceSet(var, "0");
return;
}
}
void CL_UpdateSeats(void)
{
if (!cls.netchan.message.cursize && cl.allocated_client_slots > 1 && cls.state == ca_active && cl.splitclients && (cls.fteprotocolextensions & PEXT_SPLITSCREEN) && cl.worldmodel)
{
int targ = cl_splitscreen.ival+1;
if (targ > MAX_SPLITS)
targ = MAX_SPLITS;
if (cl.splitclients < targ)
{
char *ver;
char buffer[2048];
char infostr[2048];
infobuf_t *info = &cls.userinfo[cl.splitclients];
//some userinfos should always have a value
if (!*InfoBuf_ValueForKey(info, "name")) //$name-2
InfoBuf_SetKey(info, "name", va("%s-%i\n", InfoBuf_ValueForKey(&cls.userinfo[0], "name"), cl.splitclients+1));
if (cls.protocol != CP_QUAKE2)
{
if (!*InfoBuf_ValueForKey(info, "team")) //put players on the same team by default. this avoids team damage in coop, and if you're playing on the same computer then you probably want to be on the same team anyway.
InfoBuf_SetKey(info, "team", InfoBuf_ValueForKey(&cls.userinfo[0], "team"));
if (!*InfoBuf_ValueForKey(info, "bottomcolor")) //bottom colour implies team in nq
InfoBuf_SetKey(info, "bottomcolor", InfoBuf_ValueForKey(&cls.userinfo[0], "bottomcolor"));
if (!*InfoBuf_ValueForKey(info, "topcolor")) //should probably pick a random top colour or something
InfoBuf_SetKey(info, "topcolor", InfoBuf_ValueForKey(&cls.userinfo[0], "topcolor"));
}
if (!*InfoBuf_ValueForKey(info, "skin")) //give players the same skin by default, because we can. q2 cares for teams. qw might as well (its not like anyone actually uses them thanks to enemy-skin forcing).
InfoBuf_SetKey(info, "skin", InfoBuf_ValueForKey(&cls.userinfo[0], "skin"));
#ifdef SVNREVISION
if (strcmp(STRINGIFY(SVNREVISION), "-"))
ver = va("%s v%i.%02i %s", DISTRIBUTION, FTE_VER_MAJOR, FTE_VER_MINOR, STRINGIFY(SVNREVISION));
else
#endif
ver = va("%s v%i.%02i", DISTRIBUTION, FTE_VER_MAJOR, FTE_VER_MINOR);
InfoBuf_SetStarKey(info, "*ver", ver);
InfoBuf_ToString(info, infostr, sizeof(infostr), NULL, NULL, NULL, &cls.userinfosync, info);
CL_SendClientCommand(true, "addseat %i %s", cl.splitclients, COM_QuotedString(infostr, buffer, sizeof(buffer), false));
}
else if (cl.splitclients > targ && targ >= 1)
CL_SendClientCommand(true, "addseat %i", targ);
}
}
/*
=================
CL_SendCmd
=================
*/
vec3_t accum[MAX_SPLITS];
qboolean CL_WriteDeltas (int plnum, sizebuf_t *buf)
{
int i;
usercmd_t *cmd, *oldcmd;
qboolean dontdrop = false;
i = (cls.netchan.outgoing_sequence-2) & UPDATE_MASK;
cmd = &cl.outframes[i].cmd[plnum];
if (cl_c2sImpulseBackup.ival >= 2)
dontdrop = dontdrop || cmd->impulse;
MSG_WriteDeltaUsercmd (buf, &nullcmd, cmd);
oldcmd = cmd;
i = (cls.netchan.outgoing_sequence-1) & UPDATE_MASK;
if (cl_c2sImpulseBackup.ival >= 3)
dontdrop = dontdrop || cmd->impulse;
cmd = &cl.outframes[i].cmd[plnum];
MSG_WriteDeltaUsercmd (buf, oldcmd, cmd);
oldcmd = cmd;
i = (cls.netchan.outgoing_sequence) & UPDATE_MASK;
if (cl_c2sImpulseBackup.ival >= 1)
dontdrop = dontdrop || cmd->impulse;
cmd = &cl.outframes[i].cmd[plnum];
MSG_WriteDeltaUsercmd (buf, oldcmd, cmd);
return dontdrop;
}
#ifdef Q2CLIENT
qboolean CLQ2_SendCmd (sizebuf_t *buf)
{
int seq_hash;
qboolean dontdrop = false;
usercmd_t *cmd;
int checksumIndex, i;
int lightlev;
int seat;
cl.movesequence = cls.netchan.outgoing_sequence; //make sure its correct even over map changes.
seq_hash = cl.movesequence;
for (seat = 0; seat < cl.splitclients; seat++)
{
// send this and the previous cmds in the message, so
// if the last packet was dropped, it can be recovered
i = cl.movesequence & UPDATE_MASK;
cmd = &cl.outframes[i].cmd[seat];
//q2admin is retarded and kicks you if you get a stall.
if (cmd->msec > 100)
cmd->msec = 100;
MSG_WriteByte (buf, clcq2_move);
if (seat)
{
//multi-seat still has an extra clc_move per seat
//but no checksum (pointless when its opensource anyway)
//no sequence (only seat 0 reports that)
checksumIndex = -1;
}
else
{
// save the position for a checksum qbyte
if (cls.protocol_q2 == PROTOCOL_VERSION_R1Q2 || cls.protocol_q2 == PROTOCOL_VERSION_Q2PRO)
checksumIndex = -1;
else
{
checksumIndex = buf->cursize;
MSG_WriteByte (buf, 0);
}
if (!cl.q2frame.valid || cl_nodelta.ival || (cls.demorecording && !cls.demohadkeyframe))
MSG_WriteLong (buf, -1); // no compression
else
MSG_WriteLong (buf, cl.q2frame.serverframe);
}
lightlev = R_LightPoint(cl.playerview[seat].simorg);
// msecs = msecs - (double)msecstouse;
i = cls.netchan.outgoing_sequence & UPDATE_MASK;
cmd = &cl.outframes[i].cmd[seat];
*cmd = cl_pendingcmd[seat];
cmd->lightlevel = (lightlev>255)?255:lightlev;
cl.outframes[i].senttime = realtime;
cl.outframes[i].latency = -1;
memset(&cl_pendingcmd[seat], 0, sizeof(cl_pendingcmd[seat]));
if (cmd->buttons)
cmd->buttons |= 128; //fixme: this isn't really what's meant by the anykey.
// calculate a checksum over the move commands
dontdrop |= CL_WriteDeltas(seat, buf);
if (checksumIndex >= 0)
{
buf->data[checksumIndex] = Q2COM_BlockSequenceCRCByte(
buf->data + checksumIndex + 1, buf->cursize - checksumIndex - 1,
seq_hash);
}
}
if (cl.sendprespawn || !cls.protocol_q2)
buf->cursize = 0; //tastyspleen.net is alergic.
else
CL_UpdateSeats();
return dontdrop;
}
#endif
qboolean CLQW_SendCmd (sizebuf_t *buf, qboolean actuallysend)
{
int seq_hash;
qboolean dontdrop = false;
usercmd_t *cmd;
int checksumIndex, firstsize, plnum;
int clientcount, lost;
int curframe;
int st = buf->cursize;
int chatstate;
cl.movesequence = cls.netchan.outgoing_sequence; //make sure its correct even over map changes.
curframe = cl.movesequence & UPDATE_MASK;
seq_hash = cl.movesequence;
cl.outframes[curframe].server_message_num = cl.validsequence;
cl.outframes[curframe].cmd_sequence = cl.movesequence;
cl.outframes[curframe].senttime = realtime;
cl.outframes[curframe].latency = -1;
// send this and the previous cmds in the message, so
// if the last packet was dropped, it can be recovered
clientcount = cl.splitclients;
if (!clientcount)
clientcount = 1;
chatstate = 0;
if (cl_sendchatstate.ival)
{
if (Key_Dest_Has(kdm_message|kdm_console|kdm_cwindows))
chatstate |= 1; //chatting
else if (Key_Dest_Has(~(kdm_game|kdm_centerprint)))
chatstate |= 2; //afk. ezquake sends chatting, but neither are really appropriate.
if (!vid.activeapp || vid.isminimized)
chatstate |= 2; //afk.
//FIXME: flag as afk if no new inputs for a while.
}
for (plnum = 0; plnum<clientcount; plnum++)
{
if (cl.playerview[plnum].chatstate != chatstate)
{
if (chatstate)
CL_SetInfo(plnum, "chat", va("%i", chatstate));
else
CL_SetInfo(plnum, "chat", "");
cl.playerview[plnum].chatstate = chatstate;
}
cmd = &cl.outframes[curframe].cmd[plnum];
*cmd = cl_pendingcmd[plnum];
cmd->lightlevel = 0;
#ifdef CSQC_DAT
if (!runningindepphys)
CSQC_Input_Frame(plnum, cmd);
#endif
memset(&cl_pendingcmd[plnum], 0, sizeof(cl_pendingcmd[plnum]));
}
cmd = &cl.outframes[curframe].cmd[0];
if (cmd->cursor_screen[0] || cmd->cursor_screen[1] || cmd->cursor_entitynumber ||
cmd->cursor_start[0] || cmd->cursor_start[1] || cmd->cursor_start[2] ||
cmd->cursor_impact[0] || cmd->cursor_impact[1] || cmd->cursor_impact[2])
{
MSG_WriteByte (buf, clcfte_prydoncursor);
MSG_WriteShort(buf, cmd->cursor_screen[0] * 32767.0f);
MSG_WriteShort(buf, cmd->cursor_screen[1] * 32767.0f);
MSG_WriteFloat(buf, cmd->cursor_start[0]);
MSG_WriteFloat(buf, cmd->cursor_start[1]);
MSG_WriteFloat(buf, cmd->cursor_start[2]);
MSG_WriteFloat(buf, cmd->cursor_impact[0]);
MSG_WriteFloat(buf, cmd->cursor_impact[1]);
MSG_WriteFloat(buf, cmd->cursor_impact[2]);
MSG_WriteEntity(buf, cmd->cursor_entitynumber);
}
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(r_netgraph.value);
MSG_WriteByte (buf, (qbyte)lost);
firstsize=0;
for (plnum = 0; plnum<clientcount; plnum++)
{
cmd = &cl.outframes[curframe].cmd[plnum];
if (plnum)
MSG_WriteByte (buf, clc_move);
dontdrop = CL_WriteDeltas(plnum, buf) || dontdrop;
if (!firstsize)
firstsize = buf->cursize;
}
// calculate a checksum over the move commands
buf->data[checksumIndex] = COM_BlockSequenceCRCByte(
buf->data + checksumIndex + 1, firstsize - checksumIndex - 1,
seq_hash);
// request delta compression of entities
if (cls.netchan.outgoing_sequence - cl.validsequence >= UPDATE_BACKUP-1)
cl.validsequence = 0;
//delta_sequence is the _expected_ previous sequences, so is set before it arrives.
if (cl.validsequence && !cl_nodelta.ival && cls.state == ca_active && !cls.demorecording)
{
cl.inframes[cls.netchan.outgoing_sequence&UPDATE_MASK].delta_sequence = cl.validsequence;
MSG_WriteByte (buf, clc_delta);
// Con_Printf("%i\n", cl.validsequence);
MSG_WriteByte (buf, cl.validsequence&255);
}
else
cl.inframes[cls.netchan.outgoing_sequence&UPDATE_MASK].delta_sequence = -1;
if (cl.sendprespawn || !actuallysend)
buf->cursize = st; //don't send movement commands while we're still supposedly downloading. mvdsv does not like that.
else
CL_UpdateSeats();
return dontdrop;
}
static void CL_SendUserinfoUpdate(void)
{
const char *key = cls.userinfosync.keys[0].name;
infobuf_t *info = cls.userinfosync.keys[0].context;
size_t bloboffset = cls.userinfosync.keys[0].syncpos;
unsigned int seat = info - cls.userinfo;
size_t blobsize;
const char *blobdata = InfoBuf_BlobForKey(info, key, &blobsize, NULL);
size_t sendsize = blobsize - bloboffset;
const char *s;
qboolean final = true;
char enckey[2048];
char encval[2048];
//handle splitscreen
char pl[64];
if (seat)
Q_snprintfz(pl, sizeof(pl), "%i ", seat);
else
*pl = 0;
#ifdef Q3CLIENT
if (cls.protocol == CP_QUAKE3)
{ //q3 sends it all in one go
char userinfo[2048];
InfoBuf_ToString(info, userinfo, sizeof(userinfo), NULL, NULL, NULL, NULL, NULL);
CLQ3_SendClientCommand("userinfo \"%s\"", userinfo);
InfoSync_Strip(&cls.userinfosync, info); //can't track this stuff. all or nothing.
return;
}
#endif
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2 && !cls.fteprotocolextensions)
{
char userinfo[2048];
InfoSync_Strip(&cls.userinfosync, info); //can't track this stuff. all or nothing.
InfoBuf_ToString(info, userinfo, sizeof(userinfo), NULL, NULL, NULL, NULL, NULL);
MSG_WriteByte (&cls.netchan.message, clcq2_userinfo);
SZ_Write(&cls.netchan.message, pl, strlen(pl));
MSG_WriteString (&cls.netchan.message, userinfo);
return;
}
#endif
if (seat < max(1,cl.splitclients))
{
if (sendsize > 1023)
{
final = false;
sendsize = 1023; //should be a multiple of 3
}
if (!InfoBuf_EncodeString(key, strlen(key), enckey, sizeof(enckey)) ||
!InfoBuf_EncodeString(blobdata+bloboffset, sendsize, encval, sizeof(encval)))
{ //some buffer wasn't big enough... shouldn't happen.
InfoSync_Remove(&cls.userinfosync, 0);
return;
}
if (final && !bloboffset && *encval != '\xff' && *encval != '\xff')
{ //vanilla-compatible info.
s = va("%ssetinfo \"%s\" \"%s\"", pl, enckey, encval);
}
else if (cls.fteprotocolextensions2 & PEXT2_INFOBLOBS)
{ //only flood servers that actually support it.
if (final)
s = va("%ssetinfo \"%s\" \"%s\" %u", pl, enckey, encval, (unsigned int)bloboffset);
else
s = va("%ssetinfo \"%s\" \"%s\" %u+", pl, enckey, encval, (unsigned int)bloboffset);
}
else
{ //server doesn't support it, just ignore the key
InfoSync_Remove(&cls.userinfosync, 0);
return;
}
if (cls.protocol == CP_QUAKE2)
MSG_WriteByte (&cls.netchan.message, clcq2_stringcmd);
else
MSG_WriteByte (&cls.netchan.message, clc_stringcmd);
MSG_WriteString (&cls.netchan.message, s);
}
if (bloboffset+sendsize == blobsize)
InfoSync_Remove(&cls.userinfosync, 0);
else
cls.userinfosync.keys[0].syncpos += sendsize;
}
void CL_SendCmd (double frametime, qboolean mainloop)
{
sizebuf_t buf;
qbyte data[MAX_DATAGRAM];
int i, plnum;
usercmd_t *cmd;
float wantfps;
int fullsend; //-1: send for sequence, with no usercmd. 0: update input frame, but don't send anything. 1: time for a new usercmd
static float pps_balance = 0;
static int dropcount = 0;
static double msecs;
static double msecsround;
qboolean dontdrop=false;
float usetime; //how many msecs we can use for the new frame
int msecstouse; //usetime truncated to network precision (how much we'll actually eat)
float framemsecs; //how long we're saying the input frame should be (differs from realtime with nq as we want to send frames reguarly, but note this might end up with funny-duration frames).
qboolean xonoticworkaround;
clcmdbuf_t *next;
if (runningindepphys)
{
double curtime;
static double lasttime;
curtime = Sys_DoubleTime();
frametime = curtime - lasttime;
lasttime = curtime;
}
CL_ProxyMenuHooks();
if (cls.demoplayback != DPB_NONE || cls.state <= ca_demostart)
{
cursor_active = false;
if (!cls.state || cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV)
{
extern cvar_t cl_splitscreen;
cl.ackedmovesequence = cl.movesequence;
i = cl.movesequence & UPDATE_MASK;
cl.movesequence++;
cl.outframes[i].server_message_num = cl.validsequence;
cl.outframes[i].cmd_sequence = cl.movesequence;
cl.outframes[i].senttime = realtime; // we haven't gotten a reply yet
// cl.outframes[i].receivedtime = -1; // we haven't gotten a reply yet
if (cl.splitclients > cl_splitscreen.ival+1)
{
cl.splitclients = cl_splitscreen.ival+1;
if (cl.splitclients < 1)
cl.splitclients = 1;
}
for (plnum = 0; plnum < cl.splitclients; plnum++)
{
vec3_t mousemovements;
playerview_t *pv = &cl.playerview[plnum];
cmd = &cl.outframes[i].cmd[plnum];
memset(cmd, 0, sizeof(*cmd));
msecs += frametime*1000;
if (msecs > 50)
msecs = 50;
cmd->msec = msecs;
msecs -= cmd->msec;
cl_pendingcmd[plnum].msec = 0;
CL_AdjustAngles (plnum, frametime);
// get basic movement from keyboard
CL_BaseMove (cmd, plnum, 0, 1);
// allow mice or other external controllers to add to the move
VectorClear(mousemovements);
IN_Move (mousemovements, plnum, frametime);
cl_pendingcmd[plnum].forwardmove += mousemovements[0];
cl_pendingcmd[plnum].sidemove += mousemovements[1];
cl_pendingcmd[plnum].upmove += mousemovements[2];
CL_ClampPitch(plnum, frametime);
// if we are spectator, try autocam
if (pv->spectator)
Cam_Track(pv, cmd);
CL_FinishMove(cmd, plnum);
Cam_FinishMove(pv, cmd);
#ifdef CSQC_DAT
CSQC_Input_Frame(plnum, cmd);
#endif
if (cls.state == ca_active)
{
player_state_t *from, *to;
from = &cl.inframes[cl.ackedmovesequence & UPDATE_MASK].playerstate[pv->playernum];
to = &cl.inframes[cl.movesequence & UPDATE_MASK].playerstate[pv->playernum];
CL_PredictUsercmd(pv->playernum, pv->viewentity, from, to, &cl.outframes[cl.ackedmovesequence & UPDATE_MASK].cmd[plnum]);
}
}
while (clientcmdlist)
{
next = clientcmdlist->next;
CL_Demo_ClientCommand(clientcmdlist->command);
Con_DLPrintf(2, "Sending stringcmd %s\n", clientcmdlist->command);
Z_Free(clientcmdlist);
clientcmdlist = next;
}
cls.netchan.outgoing_sequence = cl.movesequence;
}
IN_Move (NULL, 0, frametime);
Cbuf_Waited(); //its okay to stop waiting now
return; // sendcmds come from the demo
}
memset(&buf, 0, sizeof(buf));
buf.maxsize = sizeof(data);
buf.cursize = 0;
buf.data = data;
buf.prim = cls.netchan.message.prim;
xonoticworkaround = cls.protocol == CP_NETQUAKE && CPNQ_IS_DP && cl.time && !cl.paused;
if (xonoticworkaround)
{
if (cl.movesequence_time > cl.time + 0.5)
cl.movesequence_time = cl.time + 0.5; //shouldn't really happen
if (cl.movesequence_time < cl.time - 0.5)
cl.movesequence_time = cl.time - 0.5; //shouldn't really happen
framemsecs = (cl.time - cl.movesequence_time)*1000;
wantfps = cl_netfps.value;
usetime = CL_FilterTime(framemsecs, wantfps, 5, false);
if (usetime > 0)
{
usetime = framemsecs - usetime;
fullsend = true;
}
else
{
usetime = framemsecs - usetime;
fullsend = false;
}
msecstouse = usetime;
framemsecs = msecstouse;
msecs = 0;
}
else
{
msecs += frametime*1000;
// Con_Printf("%f\n", msecs);
wantfps = cl_netfps.value;
fullsend = true;
msecstouse = 0;
#ifndef CLIENTONLY
if (sv.state && cls.state != ca_active)
{ //HACK: if we're also the server, spam like a crazy person until we're on the server, for faster apparent load times.
fullsend = -1; //send no movement command.
msecstouse = usetime = msecs;
}
else
#endif
{
// while we're not playing send a slow keepalive fullsend to stop mvdsv from screwing up
if (cls.state < ca_active && !cls.download)
{
#ifdef IRCCONNECT //don't spam irc.
if (cls.netchan.remote_address.type == NA_IRC)
wantfps = 0.5;
else
#endif
wantfps = 12.5;
}
if (!runningindepphys && (cl_netfps.value > 0 || !fullsend))
{
float spare;
spare = CL_FilterTime(msecs, wantfps, (/*cls.protocol == CP_NETQUAKE*/0?0:1.5), false);
usetime = msecsround + (msecs - spare);
msecstouse = (int)usetime;
if (!spare)
fullsend = false;
else
{
msecsround = usetime - msecstouse;
msecs = spare + msecstouse;
}
}
else
{
usetime = msecsround + msecs;
msecstouse = (int)usetime;
msecsround = usetime - msecstouse;
}
}
if (msecstouse > 200) // cap at 200 to avoid servers splitting movement more than four times
msecstouse = 200;
// align msecstouse to avoid servers wasting our msecs
if (msecstouse > 100)
msecstouse &= ~3; // align to 4
else if (msecstouse > 50)
msecstouse &= ~1; // align to 2
if (msecstouse <= 0) //FIXME
fullsend = false;
if (usetime <= 0)
return; //infinite frame times = weirdness.
framemsecs = msecstouse;
if (cls.protocol == CP_NETQUAKE)
framemsecs = 1000*(cl.time - cl.movesequence_time);
}
#ifdef HLCLIENT
if (!CLHL_BuildUserInput(msecstouse, &cl_pendingcmd[0]))
#endif
for (plnum = 0; plnum < (cl.splitclients?cl.splitclients:1); plnum++)
{
vec3_t mousemovements;
CL_AdjustAngles (plnum, frametime);
VectorClear(mousemovements);
IN_Move (mousemovements, plnum, frametime);
CL_ClampPitch(plnum, frametime);
cl_pendingcmd[plnum].forwardmove += mousemovements[0]; //FIXME: this will get nuked by CL_BaseMove.
cl_pendingcmd[plnum].sidemove += mousemovements[1];
cl_pendingcmd[plnum].upmove += mousemovements[2];
for (i=0 ; i<3 ; i++)
cl_pendingcmd[plnum].angles[i] = ((int)(cl.playerview[plnum].viewangles[i]*65536.0/360)&65535);
CL_BaseMove (&cl_pendingcmd[plnum], plnum, cl_pendingcmd[plnum].msec, framemsecs);
if (!cl_pendingcmd[plnum].msec)
{
CL_FinishMove(&cl_pendingcmd[plnum], plnum);
Cbuf_Waited(); //its okay to stop waiting now
}
cl_pendingcmd[plnum].msec = framemsecs;
// if we are spectator, try autocam
// if (cl.spectator)
Cam_Track(&cl.playerview[plnum], &cl_pendingcmd[plnum]);
Cam_FinishMove(&cl.playerview[plnum], &cl_pendingcmd[plnum]);
}
//the main loop isn't allowed to send
if (runningindepphys && mainloop)
return;
// if (skipcmd)
// return;
if (!fullsend)
return; // when we're actually playing we try to match netfps exactly to avoid gameplay problems
// if (msecstouse > 127)
// Con_Printf("%i\n", msecstouse, msecs);
//HACK: 1000/77 = 12.98. nudge it just under so we never appear to be using 83fps at 77fps (which can trip cheat detection in mods that expect 72 fps when many servers are configured for 77)
//so lets just never use 12.
if (fullsend && cls.maxfps == 77)
for (plnum = 0; plnum < (cl.splitclients?cl.splitclients:1); plnum++)
if (cl_pendingcmd[plnum].msec > 12.9 && cl_pendingcmd[plnum].msec < 13)
cl_pendingcmd[plnum].msec = 13;
#ifdef NQPROT
if (cls.protocol != CP_NETQUAKE || cls.netchan.nqreliable_allowed)
#endif
{
CL_SendDownloadReq(&buf);
while (clientcmdlist)
{
next = clientcmdlist->next;
if (clientcmdlist->reliable)
{
if (cls.netchan.message.cursize + 2+strlen(clientcmdlist->command)+100 > cls.netchan.message.maxsize)
break;
MSG_WriteByte (&cls.netchan.message, clc_stringcmd);
MSG_WriteString (&cls.netchan.message, clientcmdlist->command);
}
else
{
if (buf.cursize + 2+strlen(clientcmdlist->command)+100 <= buf.maxsize)
{
MSG_WriteByte (&buf, clc_stringcmd);
MSG_WriteString (&buf, clientcmdlist->command);
}
}
Con_DLPrintf(2, "Sending stringcmd %s\n", clientcmdlist->command);
Z_Free(clientcmdlist);
clientcmdlist = next;
}
//only start spamming userinfo blobs once we receive the initial serverinfo.
while (cls.userinfosync.numkeys && cls.netchan.message.cursize < 512 && (cl.haveserverinfo || cls.protocol == CP_QUAKE2 || cls.protocol == CP_QUAKE3))
CL_SendUserinfoUpdate();
}
// if we're not doing clc_moves and etc, don't continue unless we wrote something previous
// or we have something on the reliable buffer (or we're loopback and don't care about flooding)
if (!fullsend && cls.netchan.remote_address.type != NA_LOOPBACK && buf.cursize < 1 && cls.netchan.message.cursize < 1)
return;
if (fullsend)
{
if (!cls.state)
{
msecs -= (double)msecstouse;
return;
}
cursor_active = false;
for (plnum = 0; plnum < cl.splitclients; plnum++)
{
cmd = &cl_pendingcmd[plnum];
if (((cls.fteprotocolextensions2 & PEXT2_PRYDONCURSOR)||(cls.protocol == CP_NETQUAKE && cls.protocol_nq >= CPNQ_DP6)) &&
(*cl_prydoncursor.string && cl_prydoncursor.ival >= 0) && cls.state == ca_active)
CL_UpdatePrydonCursor(cmd, plnum);
else
{
Vector2Clear(cmd->cursor_screen);
VectorClear(cmd->cursor_start);
VectorClear(cmd->cursor_impact);
cmd->cursor_entitynumber = 0;
}
}
if (xonoticworkaround)
cl.movesequence_time += msecstouse/1000.0;
else
cl.movesequence_time = cl.time;
switch (cls.protocol)
{
#ifdef NQPROT
case CP_NETQUAKE:
msecs -= (double)msecstouse;
CLNQ_SendCmd (&buf);
dontdrop = true;
break;
#endif
case CP_QUAKEWORLD:
msecs -= (double)msecstouse;
dontdrop = CLQW_SendCmd (&buf, fullsend == true);
break;
#ifdef Q2CLIENT
case CP_QUAKE2:
msecs -= (double)msecstouse;
dontdrop = CLQ2_SendCmd (&buf);
break;
#endif
#ifdef Q3CLIENT
case CP_QUAKE3:
msecs -= (double)msecstouse;
CLQ3_SendCmd(&cl_pendingcmd[0]);
memset(&cl_pendingcmd[0], 0, sizeof(cl_pendingcmd[0]));
//don't bank too much, because that results in banking speedcheats
if (msecs > 200)
msecs = 200;
return; // Q3 does it's own thing
#endif
default:
Host_EndGame("Invalid protocol in CL_SendCmd: %i", cls.protocol);
return;
}
if (cls.demorecording)
CL_WriteDemoCmd(&cl.outframes[cl.movesequence & UPDATE_MASK].cmd[0]);
// Con_DPrintf("generated sequence %i\n", cl.movesequence);
cl.movesequence++;
//clear enough of the pending command for the next frame.
for (plnum = 0; plnum < cl.splitclients; plnum++)
{
cl_pendingcmd[plnum].msec = 0;
cl_pendingcmd[plnum].impulse = 0;
// cl_pendingcmd[plnum].buttons = 0;
}
}
#ifdef IRCCONNECT
if (cls.netchan.remote_address.type == NA_IRC)
{
if (dropcount >= 2)
{
dropcount = 0;
}
else
{
// don't count this message when calculating PL
cl.outframes[cls.netchan.outgoing_sequence&UPDATE_MASK].latency = -3;
// drop this message
cls.netchan.outgoing_sequence++;
dropcount++;
return;
}
}
else
#endif
//shamelessly stolen from fuhquake
if (cl_c2spps.ival>0)
{
pps_balance += 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.ival;
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.outframes[(cl.movesequence-1) & UPDATE_MASK].latency = -3;
// drop this message
cls.netchan.outgoing_sequence++;
dropcount++;
return;
}
}
else
{
pps_balance = 0;
dropcount = 0;
}
#ifdef VOICECHAT
if (cls.protocol == CP_QUAKE2)
S_Voip_Transmit(clcq2_voicechat, &buf);
else
S_Voip_Transmit(clcfte_voicechat, &buf);
#endif
//
// deliver the message
//
cls.netchan.dupe = cl_c2sdupe.ival;
Netchan_Transmit (&cls.netchan, buf.cursize, buf.data, 2500);
//don't bank too much, because that results in banking speedcheats
if (msecs > 200)
msecs = 200;
if (cls.netchan.fatal_error)
{
cls.netchan.fatal_error = false;
cls.netchan.message.overflowed = false;
cls.netchan.message.cursize = 0;
}
}
void CL_SendCvar_f (void)
{
cvar_t *var;
char *val;
char *name = Cmd_Argv(1);
var = Cvar_FindVar(name);
if (!var)
val = "";
else if (var->flags & CVAR_NOUNSAFEEXPAND)
val = "";
else
val = var->string;
CL_SendClientCommand(true, "sentcvar %s \"%s\"", name, val);
}
/*
============
CL_InitInput
============
*/
void CL_InitInput (void)
{
static char pcmd[MAX_SPLITS][3][5];
unsigned int sp, i;
#define inputnetworkcvargroup "client networking options"
cl.splitclients = 1;
Cmd_AddCommand("rotate", IN_Rotate_f);
Cmd_AddCommand("in_restart", IN_Restart);
Cmd_AddCommand("sendcvar", CL_SendCvar_f);
Cvar_Register (&cl_fastaccel, inputnetworkcvargroup);
Cvar_Register (&in_xflip, inputnetworkcvargroup);
Cvar_Register (&cl_nodelta, inputnetworkcvargroup);
Cvar_Register (&prox_inmenu, inputnetworkcvargroup);
Cvar_Register (&cl_c2sdupe, inputnetworkcvargroup);
Cvar_Register (&cl_c2sImpulseBackup, inputnetworkcvargroup);
Cvar_Register (&cl_c2spps, inputnetworkcvargroup);
Cvar_Register (&cl_queueimpulses, inputnetworkcvargroup);
Cvar_Register (&cl_netfps, inputnetworkcvargroup);
Cvar_Register (&cl_sparemsec, inputnetworkcvargroup);
Cvar_Register (&cl_run, inputnetworkcvargroup);
Cvar_Register (&cl_iDrive, inputnetworkcvargroup);
#ifdef NQPROT
Cvar_Register (&cl_movement, inputnetworkcvargroup);
#endif
Cvar_Register (&cl_sendchatstate, inputnetworkcvargroup);
Cvar_Register (&cl_smartjump, inputnetworkcvargroup);
Cvar_Register (&cl_prydoncursor, inputnetworkcvargroup);
Cvar_Register (&cl_instantrotate, inputnetworkcvargroup);
Cvar_Register (&cl_forceseat, inputnetworkcvargroup);
for (sp = 0; sp < MAX_SPLITS; sp++)
{
Q_snprintfz(pcmd[sp][0], sizeof(pcmd[sp][0]), "p%i", sp+1);
Q_snprintfz(pcmd[sp][1], sizeof(pcmd[sp][1]), "+p%i", sp+1);
Q_snprintfz(pcmd[sp][2], sizeof(pcmd[sp][2]), "-p%i", sp+1);
Cmd_AddCommand (pcmd[sp][0], CL_Split_f);
Cmd_AddCommand (pcmd[sp][1], CL_Split_f);
Cmd_AddCommand (pcmd[sp][2], CL_Split_f);
/*default mlook to pressed, (on android we split the two sides of the screen)*/
in_mlook.state[sp] = 1;
}
/*then alternative arged ones*/
Cmd_AddCommand ("p", CL_SplitA_f);
Cmd_AddCommand ("+p", CL_SplitA_f);
Cmd_AddCommand ("-p", CL_SplitA_f);
Cmd_AddCommand ("+moveup", IN_UpDown);
Cmd_AddCommand ("-moveup", IN_UpUp);
Cmd_AddCommand ("+movedown", IN_DownDown);
Cmd_AddCommand ("-movedown", IN_DownUp);
Cmd_AddCommand ("+left", IN_LeftDown);
Cmd_AddCommand ("-left", IN_LeftUp);
Cmd_AddCommand ("+right", IN_RightDown);
Cmd_AddCommand ("-right", IN_RightUp);
Cmd_AddCommand ("+forward", IN_ForwardDown);
Cmd_AddCommand ("-forward", IN_ForwardUp);
Cmd_AddCommand ("+back", IN_BackDown);
Cmd_AddCommand ("-back", IN_BackUp);
Cmd_AddCommand ("+lookup", IN_LookupDown);
Cmd_AddCommand ("-lookup", IN_LookupUp);
Cmd_AddCommand ("+lookdown", IN_LookdownDown);
Cmd_AddCommand ("-lookdown", IN_LookdownUp);
Cmd_AddCommand ("+strafe", IN_StrafeDown);
Cmd_AddCommand ("-strafe", IN_StrafeUp);
Cmd_AddCommand ("+moveleft", IN_MoveleftDown);
Cmd_AddCommand ("-moveleft", IN_MoveleftUp);
Cmd_AddCommand ("+moveright", IN_MoverightDown);
Cmd_AddCommand ("-moveright", IN_MoverightUp);
Cmd_AddCommand ("+rollleft", IN_RollLeftDown);
Cmd_AddCommand ("-rollleft", IN_RollLeftUp);
Cmd_AddCommand ("+rollright", IN_RollRightDown);
Cmd_AddCommand ("-rollright", IN_RollRightUp);
Cmd_AddCommand ("+speed", IN_SpeedDown);
Cmd_AddCommand ("-speed", IN_SpeedUp);
Cmd_AddCommand ("+attack", IN_AttackDown);
Cmd_AddCommand ("-attack", IN_AttackUp);
Cmd_AddCommand ("+use", IN_UseDown);
Cmd_AddCommand ("-use", IN_UseUp);
Cmd_AddCommand ("+jump", IN_JumpDown);
Cmd_AddCommand ("-jump", IN_JumpUp);
Cmd_AddCommandD("impulse", IN_Impulse, "Sends an impulse number to the server (read: weapon change).");
Cmd_AddCommand ("+klook", IN_KLookDown);
Cmd_AddCommand ("-klook", IN_KLookUp);
Cmd_AddCommand ("+mlook", IN_MLookDown);
Cmd_AddCommand ("-mlook", IN_MLookUp);
#ifdef QUAKESTATS
//for pseudo-compat with ezquake.
//this stuff is kinda hacky and exploits instand weapon switching to basically try to cheat.
//for some reason this crap is standard, so not a cheat, despite obviously being a cheat.
Cmd_AddCommandD("weapon", IN_Weapon, "Configures weapon priorities for the next +attack as an alternative for the impulse command");
Cmd_AddCommandD("+fire", IN_FireDown, "'+fire 8 7' will fire lg if you have it and fall back on rl if you don't, and just fire your current weapon if neither are held. Releasing fire will then switch away to exploit a bug in most mods to deny your weapon upgrades to your killer.");
Cmd_AddCommand ("-fire", IN_FireUp);
Cvar_Register (&cl_weaponhide, inputnetworkcvargroup);
Cvar_Register (&cl_weaponhide_preference, inputnetworkcvargroup);
Cvar_Register (&cl_weaponpreselect, inputnetworkcvargroup);
Cvar_Register (&cl_weaponforgetorder, inputnetworkcvargroup);
Cvar_Register (&r_viewpreselgun, inputnetworkcvargroup);
#endif
for (i = 0; i < countof(in_button); i++)
{
static char bcmd[countof(in_button)][2][10];
Q_snprintfz(bcmd[i][0], sizeof(bcmd[sp][0]), "+button%i", i+3);
Q_snprintfz(bcmd[i][1], sizeof(bcmd[sp][1]), "-button%i", i+3);
Cmd_AddCommandD(bcmd[i][0], IN_ButtonNDown, "This auxilliary command has mod-specific behaviour (often none).");
Cmd_AddCommand (bcmd[i][1], IN_ButtonNUp);
}
}