fteqw/engine/client/cl_input.c

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