jedi-academy/code/client/cl_input.cpp

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2013-04-19 02:52:48 +00:00
// cl.input.c -- builds an intended movement command to send to the server
// leave this as first line for PCH reasons...
//
#include "../server/exe_headers.h"
#include "client.h"
#include "client_ui.h"
#ifdef _XBOX
#include "cl_input_hotswap.h"
#endif
unsigned frame_msec;
int old_com_frameTime;
float cl_mPitchOverride = 0.0f;
float cl_mYawOverride = 0.0f;
/*
===============================================================================
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 argv(1) so it can be matched up with the release.
argv(2) will be set to the time the event happened, which allows exact
control even at low framerates when the down and up events may both get qued
at the same time.
===============================================================================
*/
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;
kbutton_t in_up, in_down;
kbutton_t in_buttons[9];
qboolean in_mlooking;
#ifdef _XBOX
HotSwapManager swapMan1(HOTSWAP_ID_WHITE);
HotSwapManager swapMan2(HOTSWAP_ID_BLACK);
void IN_HotSwap1On(void)
{
swapMan1.SetDown();
}
void IN_HotSwap2On(void)
{
swapMan2.SetDown();
}
void IN_HotSwap1Off(void)
{
swapMan1.SetUp();
}
void IN_HotSwap2Off(void)
{
swapMan2.SetUp();
}
void CL_UpdateHotSwap(void)
{
swapMan1.Update();
swapMan2.Update();
}
bool CL_ExtendSelectTime(void)
{
return swapMan1.ButtonDown() || swapMan2.ButtonDown();
}
#endif
static void IN_UseGivenForce(void)
{
char *c = Cmd_Argv(1);
int forceNum=-1;
int genCmdNum = 0;
if(c) {
forceNum = atoi(c);
} else {
return;
}
switch(forceNum) {
case FP_DRAIN:
genCmdNum = GENCMD_FORCE_DRAIN;
break;
case FP_PUSH:
genCmdNum = GENCMD_FORCE_THROW;
break;
case FP_SPEED:
genCmdNum = GENCMD_FORCE_SPEED;
break;
case FP_PULL:
genCmdNum = GENCMD_FORCE_PULL;
break;
case FP_TELEPATHY:
genCmdNum = GENCMD_FORCE_DISTRACT;
break;
case FP_GRIP:
genCmdNum = GENCMD_FORCE_GRIP;
break;
case FP_LIGHTNING:
genCmdNum = GENCMD_FORCE_LIGHTNING;
break;
case FP_RAGE:
genCmdNum = GENCMD_FORCE_RAGE;
break;
case FP_PROTECT:
genCmdNum = GENCMD_FORCE_PROTECT;
break;
case FP_ABSORB:
genCmdNum = GENCMD_FORCE_ABSORB;
break;
case FP_SEE:
genCmdNum = GENCMD_FORCE_SEEING;
break;
case FP_HEAL:
genCmdNum = GENCMD_FORCE_HEAL;
break;
default:
assert(0);
break;
}
if(genCmdNum) {
cl.gcmdSendValue = qtrue;
cl.gcmdValue = genCmdNum;
}
}
void IN_MLookDown( void ) {
in_mlooking = qtrue;
}
void IN_MLookUp( void ) {
in_mlooking = qfalse;
if ( !cl_freelook->integer ) {
IN_CenterView ();
}
}
void IN_KeyDown( kbutton_t *b ) {
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
}
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 {
Com_Printf ("Three keys down for a button!\n");
return;
}
if ( b->active ) {
return; // still down
}
// save timestamp for partial frame summing
c = Cmd_Argv(2);
b->downtime = atoi(c);
b->active = qtrue;
b->wasPressed = qtrue;
}
void IN_KeyUp( kbutton_t *b ) {
int k;
char *c;
unsigned uptime;
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->active = qfalse;
return;
}
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
}
b->active = qfalse;
// save timestamp for partial frame summing
c = Cmd_Argv(2);
uptime = atoi(c);
if ( uptime ) {
b->msec += uptime - b->downtime;
} else {
b->msec += frame_msec / 2;
}
b->active = qfalse;
}
/*
===============
CL_KeyState
Returns the fraction of the frame that the key was down
===============
*/
float CL_KeyState( kbutton_t *key ) {
float val;
int msec;
msec = key->msec;
key->msec = 0;
if ( key->active ) {
// still down
if ( !key->downtime ) {
msec = com_frameTime;
} else {
msec += com_frameTime - key->downtime;
}
key->downtime = com_frameTime;
}
#if 0
if (msec) {
Com_Printf ("%i ", msec);
}
#endif
val = (float)msec / frame_msec;
if ( val < 0 ) {
val = 0;
}
if ( val > 1 ) {
val = 1;
}
return val;
}
void IN_UpDown(void) {IN_KeyDown(&in_up);}
void IN_UpUp(void) {IN_KeyUp(&in_up);}
void IN_DownDown(void) {IN_KeyDown(&in_down);}
void IN_DownUp(void) {IN_KeyUp(&in_down);}
void IN_LeftDown(void) {IN_KeyDown(&in_left);}
void IN_LeftUp(void) {IN_KeyUp(&in_left);}
void IN_RightDown(void) {IN_KeyDown(&in_right);}
void IN_RightUp(void) {IN_KeyUp(&in_right);}
void IN_ForwardDown(void) {IN_KeyDown(&in_forward);}
void IN_ForwardUp(void) {IN_KeyUp(&in_forward);}
void IN_BackDown(void) {IN_KeyDown(&in_back);}
void IN_BackUp(void) {IN_KeyUp(&in_back);}
void IN_LookupDown(void) {IN_KeyDown(&in_lookup);}
void IN_LookupUp(void) {IN_KeyUp(&in_lookup);}
void IN_LookdownDown(void) {IN_KeyDown(&in_lookdown);}
void IN_LookdownUp(void) {IN_KeyUp(&in_lookdown);}
void IN_MoveleftDown(void) {IN_KeyDown(&in_moveleft);}
void IN_MoveleftUp(void) {IN_KeyUp(&in_moveleft);}
void IN_MoverightDown(void) {IN_KeyDown(&in_moveright);}
void IN_MoverightUp(void) {IN_KeyUp(&in_moveright);}
void IN_SpeedDown(void) {IN_KeyDown(&in_speed);}
void IN_SpeedUp(void) {IN_KeyUp(&in_speed);}
void IN_StrafeDown(void) {IN_KeyDown(&in_strafe);}
void IN_StrafeUp(void) {IN_KeyUp(&in_strafe);}
void IN_Button0Down(void) {IN_KeyDown(&in_buttons[0]);}
void IN_Button0Up(void) {IN_KeyUp(&in_buttons[0]);}
void IN_Button1Down(void) {IN_KeyDown(&in_buttons[1]);}
void IN_Button1Up(void) {IN_KeyUp(&in_buttons[1]);}
void IN_Button2Down(void) {IN_KeyDown(&in_buttons[2]);}
void IN_Button2Up(void) {IN_KeyUp(&in_buttons[2]);}
void IN_Button3Down(void) {IN_KeyDown(&in_buttons[3]);}
void IN_Button3Up(void) {IN_KeyUp(&in_buttons[3]);}
void IN_Button4Down(void) {IN_KeyDown(&in_buttons[4]);}
void IN_Button4Up(void) {IN_KeyUp(&in_buttons[4]);}
void IN_Button5Down(void) {IN_KeyDown(&in_buttons[5]);}
void IN_Button5Up(void) {IN_KeyUp(&in_buttons[5]);}
void IN_Button6Down(void) {IN_KeyDown(&in_buttons[6]);}
void IN_Button6Up(void) {IN_KeyUp(&in_buttons[6]);}
void IN_Button7Down(void) {IN_KeyDown(&in_buttons[7]);}
void IN_Button7Up(void) {IN_KeyUp(&in_buttons[7]);}
void IN_Button8Down(void) {IN_KeyDown(&in_buttons[8]);}
void IN_Button8Up(void) {IN_KeyUp(&in_buttons[8]);}
void IN_CenterView (void) {
cl.viewangles[PITCH] = -SHORT2ANGLE(cl.frame.ps.delta_angles[PITCH]);
}
//==========================================================================
cvar_t *cl_upspeed;
cvar_t *cl_forwardspeed;
cvar_t *cl_sidespeed;
cvar_t *cl_yawspeed;
cvar_t *cl_pitchspeed;
cvar_t *cl_run;
cvar_t *cl_anglespeedkey;
/*
================
CL_AdjustAngles
Moves the local angle positions
================
*/
void CL_AdjustAngles( void ) {
float speed;
if ( in_speed.active ) {
speed = 0.001 * cls.frametime * cl_anglespeedkey->value;
} else {
speed = 0.001 * cls.frametime;
}
if ( !in_strafe.active ) {
if ( cl_mYawOverride )
{
cl.viewangles[YAW] -= cl_mYawOverride*5.0f*speed*cl_yawspeed->value*CL_KeyState (&in_right);
cl.viewangles[YAW] += cl_mYawOverride*5.0f*speed*cl_yawspeed->value*CL_KeyState (&in_left);
}
else
{
cl.viewangles[YAW] -= speed*cl_yawspeed->value*CL_KeyState (&in_right);
cl.viewangles[YAW] += speed*cl_yawspeed->value*CL_KeyState (&in_left);
}
}
if ( cl_mPitchOverride )
{
cl.viewangles[PITCH] -= cl_mPitchOverride*5.0f*speed*cl_pitchspeed->value * CL_KeyState (&in_lookup);
cl.viewangles[PITCH] += cl_mPitchOverride*5.0f*speed*cl_pitchspeed->value * CL_KeyState (&in_lookdown);
}
else
{
cl.viewangles[PITCH] -= speed*cl_pitchspeed->value * CL_KeyState (&in_lookup);
cl.viewangles[PITCH] += speed*cl_pitchspeed->value * CL_KeyState (&in_lookdown);
}
}
/*
================
CL_KeyMove
Sets the usercmd_t based on key states
================
*/
void CL_KeyMove( usercmd_t *cmd ) {
int movespeed;
int forward, side, up;
//
// adjust for speed key / running
// the walking flag is to keep animations consistant
// even during acceleration and develeration
//
if ( in_speed.active ^ cl_run->integer ) {
movespeed = 127;
cmd->buttons &= ~BUTTON_WALKING;
} else {
cmd->buttons |= BUTTON_WALKING;
movespeed = 64;
}
forward = 0;
side = 0;
up = 0;
if ( in_strafe.active ) {
side += movespeed * CL_KeyState (&in_right);
side -= movespeed * CL_KeyState (&in_left);
}
side += movespeed * CL_KeyState (&in_moveright);
side -= movespeed * CL_KeyState (&in_moveleft);
up += movespeed * CL_KeyState (&in_up);
up -= movespeed * CL_KeyState (&in_down);
forward += movespeed * CL_KeyState (&in_forward);
forward -= movespeed * CL_KeyState (&in_back);
cmd->forwardmove = ClampChar( forward );
cmd->rightmove = ClampChar( side );
cmd->upmove = ClampChar( up );
}
void _UI_MouseEvent( int dx, int dy );
/*
=================
CL_MouseEvent
=================
*/
void CL_MouseEvent( int dx, int dy, int time ) {
if ( cls.keyCatchers & KEYCATCH_UI ) {
_UI_MouseEvent( dx, dy );
}
else {
cl.mouseDx[cl.mouseIndex] += dx;
cl.mouseDy[cl.mouseIndex] += dy;
}
}
/*
=================
CL_JoystickEvent
Joystick values stay set until changed
=================
*/
void CL_JoystickEvent( int axis, int value, int time ) {
if ( axis < 0 || axis >= MAX_JOYSTICK_AXIS ) {
Com_Error( ERR_DROP, "CL_JoystickEvent: bad axis %i", axis );
}
cl.joystickAxis[axis] = value;
}
/*
=================
CL_JoystickMove
=================
*/
void CL_JoystickMove( usercmd_t *cmd ) {
int movespeed;
float anglespeed;
if ( in_speed.active ^ cl_run->integer ) {
movespeed = 2;
} else {
movespeed = 1;
cmd->buttons |= BUTTON_WALKING;
}
if ( in_speed.active ) {
anglespeed = 0.001 * cls.frametime * cl_anglespeedkey->value;
} else {
anglespeed = 0.001 * cls.frametime;
}
#ifndef _XBOX
if ( !in_strafe.active ) {
if ( cl_mYawOverride )
{
cl.viewangles[YAW] += 5.0f * cl_mYawOverride * cl.joystickAxis[AXIS_SIDE];
}
else
{
cl.viewangles[YAW] += anglespeed * (cl_yawspeed->value / 100.0f) * cl.joystickAxis[AXIS_SIDE];
}
} else
#endif
{
cmd->rightmove = ClampChar( cmd->rightmove + cl.joystickAxis[AXIS_SIDE] );
}
if ( in_mlooking ) {
if ( cl_mPitchOverride )
{
cl.viewangles[PITCH] += 5.0f * cl_mPitchOverride * cl.joystickAxis[AXIS_FORWARD];
}
else
{
cl.viewangles[PITCH] += anglespeed * (cl_pitchspeed->value / 100.0f) * cl.joystickAxis[AXIS_FORWARD];
}
} else {
cmd->forwardmove = ClampChar( cmd->forwardmove + cl.joystickAxis[AXIS_FORWARD] );
}
cmd->upmove = ClampChar( cmd->upmove + cl.joystickAxis[AXIS_UP] );
}
/*
=================
CL_MouseMove
=================
*/
#ifdef _XBOX
void CL_MouseClamp(int *x, int *y)
{
float ax = Q_fabs(*x);
float ay = Q_fabs(*y);
ax = (ax-10)*(3.0f/45.0f) * (ax-10) * (Q_fabs(*x) > 10);
ay = (ay-10)*(3.0f/45.0f) * (ay-10) * (Q_fabs(*y) > 10);
if (*x < 0)
*x = -ax;
else
*x = ax;
if (*y < 0)
*y = -ay;
else
*y = ay;
}
#endif
void CL_MouseMove( usercmd_t *cmd ) {
float mx, my;
float accelSensitivity;
float rate;
const float speed = static_cast<float>(frame_msec);
const float pitch = m_pitch->value;
#ifdef _XBOX
const float mouseSpeedX = 0.06f;
const float mouseSpeedY = 0.05f;
// allow mouse smoothing
if ( m_filter->integer ) {
mx = ( cl.mouseDx[0] + cl.mouseDx[1] ) * 0.5f * frame_msec * mouseSpeedX;
my = ( cl.mouseDy[0] + cl.mouseDy[1] ) * 0.5f * frame_msec * mouseSpeedY;
} else {
int ax = cl.mouseDx[cl.mouseIndex];
int ay = cl.mouseDy[cl.mouseIndex];
CL_MouseClamp(&ax, &ay);
mx = ax * speed * mouseSpeedX;
my = ay * speed * mouseSpeedY;
}
extern short cg_crossHairStatus;
const float m_hoverSensitivity = 0.4f;
if (cg_crossHairStatus == 1)
{
mx *= m_hoverSensitivity;
my *= m_hoverSensitivity;
}
#else
// allow mouse smoothing
if ( m_filter->integer ) {
mx = ( cl.mouseDx[0] + cl.mouseDx[1] ) * 0.5;
my = ( cl.mouseDy[0] + cl.mouseDy[1] ) * 0.5;
} else {
mx = cl.mouseDx[cl.mouseIndex];
my = cl.mouseDy[cl.mouseIndex];
}
#endif
cl.mouseIndex ^= 1;
cl.mouseDx[cl.mouseIndex] = 0;
cl.mouseDy[cl.mouseIndex] = 0;
rate = SQRTFAST( mx * mx + my * my ) / speed;
accelSensitivity = cl_sensitivity->value + rate * cl_mouseAccel->value;
// scale by FOV
accelSensitivity *= cl.cgameSensitivity;
if ( rate && cl_showMouseRate->integer ) {
Com_Printf( "%f : %f\n", rate, accelSensitivity );
}
mx *= accelSensitivity;
my *= accelSensitivity;
if (!mx && !my) {
#ifdef _XBOX
// If there was a movement but no change in angles then start auto-leveling the camera
extern int g_lastFireTime;
float autolevelSpeed = 0.03f;
if (cg_crossHairStatus != 1 && // Not looking at an enemy
cl.joystickAxis[AXIS_FORWARD] && // Moving forward/backward
cl.frame.ps.groundEntityNum != ENTITYNUM_NONE && // Not in the air
Cvar_VariableIntegerValue("cl_autolevel") && // Autolevel is turned on
g_lastFireTime < Sys_Milliseconds() - 1000) // Haven't fired recently
{
float normAngle = -SHORT2ANGLE(cl.frame.ps.delta_angles[PITCH]);
// The adjustment to normAngle below is meant to add or remove some multiple
// of 360, so that normAngle is within 180 of viewangles[PITCH]. It should
// be correct.
int diff = (int)(cl.viewangles[PITCH] - normAngle);
if (diff > 180)
normAngle += 360.0f * ((diff+180) / 360);
else if (diff < -180)
normAngle -= 360.0f * ((-diff+180) / 360);
if (Cvar_VariableIntegerValue("cg_thirdperson") == 1)
{
// normAngle += 10; // Removed by BTO, 2003/05/14, I hate it
autolevelSpeed *= 1.5f;
}
if (cl.viewangles[PITCH] > normAngle)
{
cl.viewangles[PITCH] -= autolevelSpeed * speed;
if (cl.viewangles[PITCH] < normAngle) cl.viewangles[PITCH] = normAngle;
}
else if (cl.viewangles[PITCH] < normAngle)
{
cl.viewangles[PITCH] += autolevelSpeed * speed;
if (cl.viewangles[PITCH] > normAngle) cl.viewangles[PITCH] = normAngle;
}
}
#endif
return;
}
// add mouse X/Y movement to cmd
if ( in_strafe.active ) {
cmd->rightmove = ClampChar( cmd->rightmove + m_side->value * mx );
} else {
if ( cl_mYawOverride )
{
cl.viewangles[YAW] -= cl_mYawOverride * mx;
}
else
{
cl.viewangles[YAW] -= m_yaw->value * mx;
}
}
if ( (in_mlooking || cl_freelook->integer) && !in_strafe.active ) {
// VVFIXME - This is supposed to be a CVAR
#ifdef _XBOX
const float cl_pitchSensitivity = 0.5f;
#else
const float cl_pitchSensitivity = 1.0f;
#endif
if ( cl_mPitchOverride )
{
if ( pitch > 0 )
{
cl.viewangles[PITCH] += cl_mPitchOverride * my * cl_pitchSensitivity;
}
else
{
cl.viewangles[PITCH] -= cl_mPitchOverride * my * cl_pitchSensitivity;
}
}
else
{
cl.viewangles[PITCH] += pitch * my * cl_pitchSensitivity;
}
} else {
cmd->forwardmove = ClampChar( cmd->forwardmove - m_forward->value * my );
}
}
/*
==============
CL_CmdButtons
==============
*/
void CL_CmdButtons( usercmd_t *cmd ) {
int i;
//
// figure button bits
// send a button bit even if the key was pressed and released in
// less than a frame
//
for (i = 0 ; i < 9 ; i++) {
if ( in_buttons[i].active || in_buttons[i].wasPressed ) {
cmd->buttons |= 1 << i;
}
in_buttons[i].wasPressed = qfalse;
}
if ( cls.keyCatchers ) {
//cmd->buttons |= BUTTON_TALK;
}
// allow the game to know if any key at all is
// currently pressed, even if it isn't bound to anything
/*
if ( kg.anykeydown && !cls.keyCatchers ) {
cmd->buttons |= BUTTON_ANY;
}
*/
}
/*
==============
CL_FinishMove
==============
*/
void CL_FinishMove( usercmd_t *cmd ) {
int i;
// copy the state that the cgame is currently sending
cmd->weapon = cl.cgameUserCmdValue;
if (cl.gcmdSendValue)
{
cmd->generic_cmd = cl.gcmdValue;
cl.gcmdSendValue = qfalse;
}
else
{
cmd->generic_cmd = 0;
}
// send the current server time so the amount of movement
// can be determined without allowing cheating
cmd->serverTime = cl.serverTime;
for (i=0 ; i<3 ; i++) {
cmd->angles[i] = ANGLE2SHORT(cl.viewangles[i]);
}
}
/*
=================
CL_CreateCmd
=================
*/
vec3_t cl_overriddenAngles = {0,0,0};
qboolean cl_overrideAngles = qfalse;
usercmd_t CL_CreateCmd( void ) {
usercmd_t cmd;
vec3_t oldAngles;
VectorCopy( cl.viewangles, oldAngles );
// keyboard angle adjustment
CL_AdjustAngles ();
memset( &cmd, 0, sizeof( cmd ) );
CL_CmdButtons( &cmd );
// get basic movement from keyboard
CL_KeyMove (&cmd);
// get basic movement from mouse
CL_MouseMove( &cmd );
// get basic movement from joystick
CL_JoystickMove( &cmd );
// check to make sure the angles haven't wrapped
if ( cl.viewangles[PITCH] - oldAngles[PITCH] > 90 ) {
cl.viewangles[PITCH] = oldAngles[PITCH] + 90;
} else if ( oldAngles[PITCH] - cl.viewangles[PITCH] > 90 ) {
cl.viewangles[PITCH] = oldAngles[PITCH] - 90;
}
if ( cl_overrideAngles )
{
VectorCopy( cl_overriddenAngles, cl.viewangles );
cl_overrideAngles = qfalse;
}
// store out the final values
CL_FinishMove( &cmd );
// draw debug graphs of turning for mouse testing
#ifndef _XBOX
if ( cl_debugMove->integer ) {
if ( cl_debugMove->integer == 1 ) {
SCR_DebugGraph( abs(cl.viewangles[YAW] - oldAngles[YAW]), 0 );
}
if ( cl_debugMove->integer == 2 ) {
SCR_DebugGraph( abs(cl.viewangles[PITCH] - oldAngles[PITCH]), 0 );
}
}
#endif
return cmd;
}
/*
=================
CL_CreateNewCommands
Create a new usercmd_t structure for this frame
=================
*/
void CL_CreateNewCommands( void ) {
usercmd_t *cmd;
int cmdNum;
// no need to create usercmds until we have a gamestate
// if ( cls.state < CA_PRIMED ) {
// return;
// }
frame_msec = com_frameTime - old_com_frameTime;
// if running less than 5fps, truncate the extra time to prevent
// unexpected moves after a hitch
if ( frame_msec > 200 ) {
frame_msec = 200;
}
old_com_frameTime = com_frameTime;
// generate a command for this frame
cl.cmdNumber++;
cmdNum = cl.cmdNumber & CMD_MASK;
cl.cmds[cmdNum] = CL_CreateCmd ();
cmd = &cl.cmds[cmdNum];
}
/*
=================
CL_ReadyToSendPacket
Returns qfalse if we are over the maxpackets limit
and should choke back the bandwidth a bit by not sending
a packet this frame. All the commands will still get
delivered in the next packet, but saving a header and
getting more delta compression will reduce total bandwidth.
=================
*/
qboolean CL_ReadyToSendPacket( void ) {
// don't send anything if playing back a demo
// if ( cls.state == CA_CINEMATIC )
if ( cls.state == CA_CINEMATIC || CL_IsRunningInGameCinematic())
{
return qfalse;
}
// if we don't have a valid gamestate yet, only send
// one packet a second
if ( cls.state != CA_ACTIVE && cls.state != CA_PRIMED
&& cls.realtime - clc.lastPacketSentTime < 1000 ) {
return qfalse;
}
// send every frame for loopbacks
return qtrue;
}
/*
===================
CL_WritePacket
Create and send the command packet to the server
Including both the reliable commands and the usercmds
During normal gameplay, a client packet will contain something like:
4 sequence number
2 qport
4 serverid
4 acknowledged sequence number
4 clc.serverCommandSequence
<optional reliable commands>
1 clc_move or clc_moveNoDelta
1 command count
<count * usercmds>
===================
*/
void CL_WritePacket( void ) {
msg_t buf;
byte data[MAX_MSGLEN];
int i, j;
usercmd_t *cmd, *oldcmd;
usercmd_t nullcmd;
int packetNum;
int oldPacketNum;
int count;
// don't send anything if playing back a demo
// if ( cls.state == CA_CINEMATIC )
if ( cls.state == CA_CINEMATIC || CL_IsRunningInGameCinematic())
{
return;
}
MSG_Init( &buf, data, sizeof(data) );
// write any unacknowledged clientCommands
for ( i = clc.reliableAcknowledge + 1 ; i <= clc.reliableSequence ; i++ ) {
MSG_WriteByte( &buf, clc_clientCommand );
MSG_WriteLong( &buf, i );
MSG_WriteString( &buf, clc.reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] );
}
// we want to send all the usercmds that were generated in the last
// few packet, so even if a couple packets are dropped in a row,
// all the cmds will make it to the server
if ( cl_packetdup->integer < 0 ) {
Cvar_Set( "cl_packetdup", "0" );
} else if ( cl_packetdup->integer > 5 ) {
Cvar_Set( "cl_packetdup", "5" );
}
oldPacketNum = (clc.netchan.outgoingSequence - 1 - cl_packetdup->integer) & PACKET_MASK;
count = cl.cmdNumber - cl.packetCmdNumber[ oldPacketNum ];
if ( count > MAX_PACKET_USERCMDS ) {
count = MAX_PACKET_USERCMDS;
Com_Printf("MAX_PACKET_USERCMDS\n");
}
if ( count >= 1 ) {
// begin a client move command
MSG_WriteByte (&buf, clc_move);
// write the last reliable message we received
MSG_WriteLong( &buf, clc.serverCommandSequence );
// write the current serverId so the server
// can tell if this is from the current gameState
MSG_WriteLong (&buf, cl.serverId);
// write the current time
MSG_WriteLong (&buf, cls.realtime);
// let the server know what the last messagenum we
// got was, so the next message can be delta compressed
// FIXME: this could just be a bit flag, with the message implicit
// from the unreliable ack of the netchan
if (cl_nodelta->integer || !cl.frame.valid) {
MSG_WriteLong (&buf, -1); // no compression
} else {
MSG_WriteLong (&buf, cl.frame.messageNum);
}
// write the cmdNumber so the server can determine which ones it
// has already received
MSG_WriteLong( &buf, cl.cmdNumber );
// write the command count
MSG_WriteByte( &buf, count );
// write all the commands, including the predicted command
memset( &nullcmd, 0, sizeof(nullcmd) );
oldcmd = &nullcmd;
for ( i = 0 ; i < count ; i++ ) {
j = (cl.cmdNumber - count + i + 1) & CMD_MASK;
cmd = &cl.cmds[j];
MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
oldcmd = cmd;
}
}
//
// deliver the message
//
packetNum = clc.netchan.outgoingSequence & PACKET_MASK;
cl.packetTime[ packetNum ] = cls.realtime;
cl.packetCmdNumber[ packetNum ] = cl.cmdNumber;
clc.lastPacketSentTime = cls.realtime;
Netchan_Transmit (&clc.netchan, buf.cursize, buf.data);
}
/*
=================
CL_SendCmd
Called every frame to builds and sends a command packet to the server.
=================
*/
void CL_SendCmd( void ) {
// don't send any message if not connected
if ( cls.state < CA_CONNECTED ) {
return;
}
// don't send commands if paused
if ( com_sv_running->integer && sv_paused->integer && cl_paused->integer ) {
return;
}
// we create commands even if a demo is playing,
CL_CreateNewCommands();
// don't send a packet if the last packet was sent too recently
if ( !CL_ReadyToSendPacket() ) {
return;
}
CL_WritePacket();
}
/*
============
CL_InitInput
============
*/
void CL_InitInput( void ) {
Cmd_AddCommand ("centerview",IN_CenterView);
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);
//xbox hot swappable buttons
#ifdef _XBOX
Cmd_AddCommand ("+hotswap1", IN_HotSwap1On);
Cmd_AddCommand ("+hotswap2", IN_HotSwap2On);
Cmd_AddCommand ("-hotswap1", IN_HotSwap1Off);
Cmd_AddCommand ("-hotswap2", IN_HotSwap2Off);
#endif
Cmd_AddCommand ("useGivenForce", IN_UseGivenForce);
//buttons
Cmd_AddCommand ("+attack", IN_Button0Down);//attack
Cmd_AddCommand ("-attack", IN_Button0Up);
Cmd_AddCommand ("+force_lightning", IN_Button1Down);//force lightning
Cmd_AddCommand ("-force_lightning", IN_Button1Up);
Cmd_AddCommand ("+useforce", IN_Button2Down); //use current force power
Cmd_AddCommand ("-useforce", IN_Button2Up);
Cmd_AddCommand ("+force_drain", IN_Button3Down);//force drain
Cmd_AddCommand ("-force_drain", IN_Button3Up);
Cmd_AddCommand ("+walk", IN_Button4Down);//walking
Cmd_AddCommand ("-walk", IN_Button4Up);
Cmd_AddCommand ("+use", IN_Button5Down);//use object
Cmd_AddCommand ("-use", IN_Button5Up);
Cmd_AddCommand ("+force_grip", IN_Button6Down);//force jump
Cmd_AddCommand ("-force_grip", IN_Button6Up);
Cmd_AddCommand ("+altattack", IN_Button7Down);//altattack
Cmd_AddCommand ("-altattack", IN_Button7Up);
Cmd_AddCommand ("+forcefocus", IN_Button8Down);//special saber attacks
Cmd_AddCommand ("-forcefocus", IN_Button8Up);
Cmd_AddCommand ("+block", IN_Button8Down);//manual blocking
Cmd_AddCommand ("-block", IN_Button8Up);
//end buttons
Cmd_AddCommand ("+mlook", IN_MLookDown);
Cmd_AddCommand ("-mlook", IN_MLookUp);
cl_nodelta = Cvar_Get ("cl_nodelta", "0", 0);
cl_debugMove = Cvar_Get ("cl_debugMove", "0", 0);
}