/* Copyright (C) 1996-2001 Id Software, Inc. Copyright (C) 2002-2009 John Fitzgibbons and others Copyright (C) 2010-2014 QuakeSpasm developers 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 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All // rights reserved. #include "quakedef.h" extern cvar_t cl_maxpitch; //johnfitz -- variable pitch clamping extern cvar_t cl_minpitch; //johnfitz -- variable pitch clamping /* =============================================================================== 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_jump, in_attack, in_button3, in_button4, in_button5, in_button6, in_button7, in_button8; kbutton_t in_up, in_down; int in_impulse; // JPG 1.05 - translate +jump to +moveup under water //extern cvar_t pq_moveup; void KeyDown (kbutton_t *b) { int k; const char *c; c = Cmd_Argv(1); if (c[0]) k = atoi(c); else k = -1; // typed manually at the console for continuous down // JPG 1.05 - if jump is pressed underwater, translate it to a moveup if (b == &in_jump /*&& pq_moveup.value*/ && cl.stats[STAT_HEALTH] > 0 && cl.inwater) b = &in_up; if (k == b->down[0] || k == b->down[1]) return; // repeating key if (!b->down[0]) b->down[0] = k; else if (!b->down[1]) b->down[1] = k; else { Con_Printf ("Three keys down for a button!\n"); return; } if (b->state & 1) return; // still down b->state |= 1 + 2; // down + impulse down } void KeyUp (kbutton_t *b) { int k; const char *c; c = Cmd_Argv(1); if (c[0]) k = atoi(c); else { // typed manually at the console, assume for unsticking, so clear all b->down[0] = b->down[1] = 0; b->state = 4; // impulse up return; } // JPG 1.05 - check to see if we need to translate -jump to -moveup if (b == &in_jump/* && pq_moveup.value*/) { if (k == in_up.down[0] || k == in_up.down[1]) b = &in_up; else { // in case a -moveup got lost somewhere in_up.down[0] = in_up.down[1] = 0; in_up.state = 4; } } if (b->down[0] == k) b->down[0] = 0; else if (b->down[1] == k) b->down[1] = 0; else return; // key up without coresponding down (menu pass through) if (b->down[0] || b->down[1]) return; // some other key is still holding it down if (!(b->state & 1)) return; // still up (this should not happen) b->state &= ~1; // now up b->state |= 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) { KeyUp(&in_mlook); if ( !(in_mlook.state&1) && lookspring.value) V_StartPitchDrift(); } 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_button3);} void IN_UseUp (void) {KeyUp(&in_button3);} 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);} // Tonik ... void IN_Impulse(void) { int best, i, imp; in_impulse = Q_atoi(Cmd_Argv(1)); if (Cmd_Argc() <= 2) { return; } 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 (cl.items & IT_AXE) best = 1; break; case 2: if (cl.items & IT_SHOTGUN && cl.stats[STAT_SHELLS] >= 1) best = 2; break; case 3: if (cl.items & IT_SUPER_SHOTGUN && cl.stats[STAT_SHELLS] >= 2) best = 3; break; case 4: if (cl.items & IT_NAILGUN && cl.stats[STAT_NAILS] >= 1) best = 4; break; case 5: if (cl.items & IT_SUPER_NAILGUN && cl.stats[STAT_NAILS] >= 2) best = 5; break; case 6: if (cl.items & IT_GRENADE_LAUNCHER && cl.stats[STAT_ROCKETS] >= 1) best = 6; break; case 7: if (cl.items & IT_ROCKET_LAUNCHER && cl.stats[STAT_ROCKETS] >= 1) best = 7; break; case 8: if (cl.items & IT_LIGHTNING && cl.stats[STAT_CELLS] > 0) best = 8; } } if (best) { in_impulse = best; } } //... Tonik /* =============== 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, qboolean isfinal) { float val; qboolean impulsedown, impulseup, down; impulsedown = key->state & 2; impulseup = key->state & 4; down = key->state & 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 } if (isfinal) key->state &= 1; // clear impulses return val; } //========================================================================== cvar_t cl_upspeed = {"cl_upspeed","200",CVAR_NONE}; cvar_t cl_forwardspeed = {"cl_forwardspeed","200", CVAR_ARCHIVE}; cvar_t cl_backspeed = {"cl_backspeed","200", CVAR_ARCHIVE}; cvar_t cl_sidespeed = {"cl_sidespeed","350",CVAR_NONE}; cvar_t cl_movespeedkey = {"cl_movespeedkey","2.0",CVAR_NONE}; cvar_t cl_yawspeed = {"cl_yawspeed","140",CVAR_NONE}; cvar_t cl_pitchspeed = {"cl_pitchspeed","150",CVAR_NONE}; cvar_t cl_anglespeedkey = {"cl_anglespeedkey","1.5",CVAR_NONE}; cvar_t cl_alwaysrun = {"cl_alwaysrun","0",CVAR_ARCHIVE}; // QuakeSpasm -- new always run /* ================ CL_AdjustAngles Moves the local angle positions ================ */ void CL_AdjustAngles (void) { float speed; float up, down; if ((in_speed.state & 1) ^ (cl_alwaysrun.value != 0.0)) speed = host_frametime * cl_anglespeedkey.value; else speed = host_frametime; if (!(in_strafe.state & 1)) { cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right, true); cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left, true); cl.viewangles[YAW] = anglemod(cl.viewangles[YAW]); } if (in_klook.state & 1) { V_StopPitchDrift (); cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward, true); cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back, true); } up = CL_KeyState (&in_lookup, true); down = CL_KeyState(&in_lookdown, true); cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up; cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down; if (up || down) V_StopPitchDrift (); //johnfitz -- variable pitch clamping if (cl.viewangles[PITCH] > cl_maxpitch.value) cl.viewangles[PITCH] = cl_maxpitch.value; if (cl.viewangles[PITCH] < cl_minpitch.value) cl.viewangles[PITCH] = cl_minpitch.value; //johnfitz if (cl.viewangles[ROLL] > 50) cl.viewangles[ROLL] = 50; if (cl.viewangles[ROLL] < -50) cl.viewangles[ROLL] = -50; } /* ================ CL_BaseMove Send the intended movement message to the server ================ */ void CL_BaseMove (usercmd_t *cmd, qboolean isfinal) { Q_memset (cmd, 0, sizeof(*cmd)); VectorCopy(cl.viewangles, cmd->viewangles); if (cls.signon != SIGNONS) return; if (in_strafe.state & 1) { cmd->sidemove += cl_sidespeed.value * CL_KeyState (&in_right, isfinal); cmd->sidemove -= cl_sidespeed.value * CL_KeyState (&in_left, isfinal); } cmd->sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright, isfinal); cmd->sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft, isfinal); cmd->upmove += cl_upspeed.value * CL_KeyState (&in_up, isfinal); cmd->upmove -= cl_upspeed.value * CL_KeyState (&in_down, isfinal); if (! (in_klook.state & 1) ) { cmd->forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward, isfinal); cmd->forwardmove -= cl_backspeed.value * CL_KeyState (&in_back, isfinal); } // // adjust for speed key // if ((in_speed.state & 1) ^ (cl_alwaysrun.value != 0.0)) { cmd->forwardmove *= cl_movespeedkey.value; cmd->sidemove *= cl_movespeedkey.value; cmd->upmove *= cl_movespeedkey.value; } } void CL_FinishMove(usercmd_t *cmd, qboolean isfinal) { static kbutton_t *buttons[] = { &in_attack, &in_jump, &in_button3, &in_button4, &in_button3, &in_button6, &in_button7, &in_button8, }; unsigned int bits, i; // // send button bits // bits = 0; for (i = 0; i < countof(buttons); i++) { if ( buttons[i]->state & 3 ) { bits |= 1<state &= ~2; } } cmd->buttons = bits; cmd->impulse = in_impulse; if (isfinal) in_impulse = 0; cmd->forwardmove+= cl.accummoves[0]; cmd->sidemove += cl.accummoves[1]; cmd->upmove += cl.accummoves[2]; if (isfinal) cl.accummoves[0]=cl.accummoves[1]=cl.accummoves[2]=0; cmd->sequence = cl.movemessages; cmd->servertime = cl.time; cmd->seconds = cmd->servertime - cl.lastcmdtime; } /* ============== CL_SendMove ============== */ void CL_SendMove (const usercmd_t *cmd) { unsigned int i; sizebuf_t buf; byte data[1024]; buf.maxsize = sizeof(data); buf.cursize = 0; buf.data = data; for (i = 0; i < cl.ackframes_count; i++) { MSG_WriteByte(&buf, clcdp_ackframe); MSG_WriteLong(&buf, cl.ackframes[i]); } cl.ackframes_count = 0; if (cmd) { int dump = buf.cursize; unsigned int bits = cmd->buttons; // // send the movement message // MSG_WriteByte (&buf, clc_move); if (cl.protocol == PROTOCOL_VERSION_DP7) { if (0) { MSG_WriteLong(&buf, 0); MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times } else { MSG_WriteLong(&buf, cl.movemessages); MSG_WriteFloat (&buf, cmd->servertime); // for input timing } } else if (cl.protocol_pext2 & PEXT2_PREDINFO) { MSG_WriteShort(&buf, cl.movemessages&0xffff); //server will ack this once it has been applied to the player's entity state MSG_WriteFloat (&buf, cmd->servertime); // so server can get cmd timing (pings will be calculated by entframe acks). } else MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times for (i=0 ; i<3 ; i++) //johnfitz -- 16-bit angles for PROTOCOL_FITZQUAKE //spike -- nq+bjp3 use 8bit angles. all other supported protocols use 16bit ones. //spike -- proquake servers bump client->server angles up to at least 16bit. this is safe because it only happens when both client+server advertise it, and because it never actually gets recorded into demos anyway. //spike -- predinfo also always means 16bit angles, even if for some reason the server doesn't advertise proquake (like dp). if ((cl.protocol == PROTOCOL_NETQUAKE || cl.protocol == PROTOCOL_VERSION_BJP3) && !NET_QSocketGetProQuakeAngleHack(cls.netcon) && !(cl.protocol_pext2 & PEXT2_PREDINFO)) MSG_WriteAngle (&buf, cl.viewangles[i], cl.protocolflags); else MSG_WriteAngle16 (&buf, cl.viewangles[i], cl.protocolflags); //johnfitz MSG_WriteShort (&buf, cmd->forwardmove); MSG_WriteShort (&buf, cmd->sidemove); MSG_WriteShort (&buf, cmd->upmove); if (cl.protocol_pext2 & PEXT2_PRYDONCURSOR) { if (cmd->weapon) bits |= (1u<<30); if (cmd->cursor_screen[0] || cmd->cursor_screen[1] || cmd->cursor_start[0] || cmd->cursor_start[1] || cmd->cursor_start[2] || cmd->cursor_impact[0] || cmd->cursor_impact[1] || cmd->cursor_impact[2] || cmd->cursor_entitynumber) bits |= (1u<<31); MSG_WriteLong (&buf, bits); } else if (cl.protocol == PROTOCOL_VERSION_DP7) { MSG_WriteLong (&buf, bits); bits |= (1u<<31); } else MSG_WriteByte (&buf, bits); MSG_WriteByte (&buf, cmd->impulse); if (bits & (1u<<30)) MSG_WriteLong (&buf, cmd->weapon); if (bits & (1u<<31)) { MSG_WriteShort(&buf, cmd->cursor_screen[0] * 32767); MSG_WriteShort(&buf, cmd->cursor_screen[1] * 32767); MSG_WriteFloat(&buf, cmd->cursor_start[0]); //start (view pos) MSG_WriteFloat(&buf, cmd->cursor_start[1]); MSG_WriteFloat(&buf, cmd->cursor_start[2]); MSG_WriteFloat(&buf, cmd->cursor_impact[0]); //impact MSG_WriteFloat(&buf, cmd->cursor_impact[1]); MSG_WriteFloat(&buf, cmd->cursor_impact[2]); MSG_WriteEntity(&buf, cmd->cursor_entitynumber, cl.protocol_pext2); } in_impulse = 0; cl.movecmds[(cl.movemessages++)&MOVECMDS_MASK] = *cmd; // // allways dump the first two message, because it may contain leftover inputs // from the last level // if (cl.movemessages <= 2) { buf.cursize = dump; //don't actually send it... cl.movecmds[(cl.movemessages-1)&MOVECMDS_MASK].seconds = 0; //and don't predict forwards. should fix prediction going weird at the start of the map. } else S_Voip_Transmit(clcfte_voicechat, &buf);/*Spike: Add voice data*/ } else S_Voip_Transmit(clcfte_voicechat, NULL);/*Spike: Add voice data (with cl_voip_test anyway)*/ //fixme: nops if we're still connecting, or something. // // deliver the message // if (cls.demoplayback || !buf.cursize) return; if (NET_SendUnreliableMessage (cls.netcon, &buf) == -1) { Con_Printf ("CL_SendMove: lost server connection\n"); CL_Disconnect (); } } /* ============ CL_InitInput ============ */ void CL_InitInput (void) { #undef Cmd_AddCommand #define Cmd_AddCommand(cmd,fnc) Cmd_AddCommand2(cmd,fnc,src_command,true) 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 ("+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 ("+button3", IN_Button3Down); Cmd_AddCommand ("-button3", IN_Button3Up); Cmd_AddCommand ("+button4", IN_Button4Down); Cmd_AddCommand ("-button4", IN_Button4Up); Cmd_AddCommand ("+button5", IN_Button5Down); Cmd_AddCommand ("-button5", IN_Button5Up); Cmd_AddCommand ("+button6", IN_Button6Down); Cmd_AddCommand ("-button6", IN_Button6Up); Cmd_AddCommand ("+button7", IN_Button7Down); Cmd_AddCommand ("-button7", IN_Button7Up); Cmd_AddCommand ("+button8", IN_Button8Down); Cmd_AddCommand ("-button8", IN_Button8Up); Cmd_AddCommand ("+jump", IN_JumpDown); Cmd_AddCommand ("-jump", IN_JumpUp); Cmd_AddCommand ("impulse", IN_Impulse); Cmd_AddCommand ("+klook", IN_KLookDown); Cmd_AddCommand ("-klook", IN_KLookUp); Cmd_AddCommand ("+mlook", IN_MLookDown); Cmd_AddCommand ("-mlook", IN_MLookUp); }