glquake/source/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
// Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
// rights reserved.
#include "quakedef.h"
/*
===============================================================================
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_klook;//Heffo - mlook cvar
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, in_grenade, in_reload, in_switch, in_knife, in_aim;
kbutton_t in_up, in_down;
int in_impulse;
void 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
{
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;
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;
}
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
}
qboolean croshhairmoving = false;
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_use);}
void IN_UseUp (void) {KeyUp(&in_use);}
void IN_JumpDown (void) {KeyDown(&in_jump);}
void IN_JumpUp (void) {KeyUp(&in_jump);}
void IN_GrenadeDown (void) {KeyDown(&in_grenade);}
void IN_GrenadeUp (void) {KeyUp(&in_grenade);}
void IN_SwitchDown (void) {KeyDown(&in_switch);}
void IN_SwitchUp (void) {KeyUp(&in_switch);}
void IN_ReloadDown (void) {KeyDown(&in_reload);}
void IN_ReloadUp (void) {KeyUp(&in_reload);}
void IN_KnifeDown (void) {KeyDown(&in_knife);}
void IN_KnifeUp (void) {KeyUp(&in_knife);}
void IN_AimDown (void) {KeyDown(&in_aim);}
void IN_AimUp (void) {KeyUp(&in_aim);}
void IN_Impulse (void) {in_impulse=Q_atoi(Cmd_Argv(1));}
/*
===============
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)
{
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
}
key->state &= 1; // clear impulses
return val;
}
//==========================================================================
cvar_t cl_upspeed = {"cl_upspeed","200"};
float cl_forwardspeed;
float cl_backspeed;
float cl_sidespeed;
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"};
cvar_t in_mlook = {"in_mlook", "1", true}; //Heffo - mlook cvar
cvar_t in_aimassist = {"in_aimassist", "1", true};
//Shpuld - Porting over lower sens for lower fov
extern cvar_t scr_fov;
/*
================
CL_AdjustAngles
Moves the local angle positions
================
*/
extern int original_fov, final_fov;
void CL_AdjustAngles (void)
{
float speed;
float up, down;
if (in_speed.state & 1)
speed = host_frametime * cl_anglespeedkey.value;
else
speed = host_frametime;
//shpuld begin
speed = speed * scr_fov.value/90;
//speed = speed*final_fov/original_fov;
//shpuld end
if (!(in_strafe.state & 1))
{
cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
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);
cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
}
up = CL_KeyState (&in_lookup);
down = CL_KeyState(&in_lookdown);
cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
if (up || down)
V_StopPitchDrift ();
if (cl.viewangles[PITCH] > 80)
cl.viewangles[PITCH] = 80;
if (cl.viewangles[PITCH] < -70)
cl.viewangles[PITCH] = -70;
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
================
*/
extern cvar_t waypoint_mode;
float crosshair_opacity;
void CL_BaseMove (usercmd_t *cmd)
{
if (cls.signon != SIGNONS)//BLUBS CHANGED HERE
return;
CL_AdjustAngles ();
Q_memset (cmd, 0, sizeof(*cmd));
// Moto - we handle movespeed in QC now.
cl_backspeed = cl_forwardspeed = cl_sidespeed = sv_player->v.maxspeed;
// Throttle side and back speeds
cl_sidespeed *= 0.8;
cl_backspeed *= 0.7;
if (waypoint_mode.value)
cl_backspeed = cl_forwardspeed = cl_sidespeed *= 1.5;
if (in_strafe.state & 1)
{
cmd->sidemove += cl_sidespeed * CL_KeyState (&in_right);
cmd->sidemove -= cl_sidespeed * CL_KeyState (&in_left);
}
// crosshair stuff
croshhairmoving = true;
crosshair_opacity -= 8;
if (crosshair_opacity <= 128)
crosshair_opacity = 128;
cmd->sidemove += cl_sidespeed * CL_KeyState (&in_moveright);
cmd->sidemove -= cl_sidespeed * CL_KeyState (&in_moveleft);
cmd->upmove += cl_upspeed.value * CL_KeyState (&in_up);
cmd->upmove -= cl_upspeed.value * CL_KeyState (&in_down);
if (! (in_klook.state & 1) )
{
cmd->forwardmove += cl_forwardspeed * CL_KeyState (&in_forward);
cmd->forwardmove -= cl_backspeed * CL_KeyState (&in_back);
}
//
// adjust for speed key
//
if (in_speed.state & 1)
{
cmd->forwardmove *= cl_movespeedkey.value;
cmd->sidemove *= cl_movespeedkey.value;
cmd->upmove *= cl_movespeedkey.value;
}
// reset crosshair
if (!CL_KeyState (&in_moveright) && !CL_KeyState (&in_moveleft) && !CL_KeyState (&in_forward) && !CL_KeyState (&in_back)) {
croshhairmoving = false;
crosshair_opacity += 22;
if (crosshair_opacity >= 255)
crosshair_opacity = 255;
}
}
int infront(edict_t *ent1, edict_t *ent2)
{
vec3_t vec;
float dot;
VectorSubtract(ent2->v.origin,ent1->v.origin,vec);
VectorNormalize(vec);
vec3_t temp_angle,temp_forward,temp_right,temp_up;
VectorCopy(cl.viewangles,temp_angle);
AngleVectors(temp_angle,temp_forward,temp_right,temp_up);
dot = DotProduct(vec,temp_forward);
if(dot > 0.98)
{
return 1;
}
return 0;
}
int EN_Find(int num,char *string)
{
edict_t *ed;
int e;
e = num;
for(e++; e < sv.num_edicts; e++)
{
ed = EDICT_NUM(e);
if(ed->free)
continue;
if(!strcmp(pr_strings + ed->v.classname,string))
{
return e;
}
}
return 0;
}
void CL_Aim_Snap(void)
{
edict_t *z,*bz,*player;
int znum;
trace_t trace;
float bestDist = 10000;
vec3_t distVec, zOrg, pOrg;
//32 is v_ofs num
bz = sv.edicts;
int vofs = 32;//32 is actual v_ofs num
int aimOfs = -10;//30 is top of bbox, 20 is our goal, so -10
//Zombie body bbox vert max = 30
//20 is the offset of the height of the zombie that we're aiming at, 20 above the origin
//Crawler body bbox vert max = -15
//Equation = origin + bbox vertical offset - 20
player = EDICT_NUM(cl.viewentity);
VectorCopy(player->v.origin,pOrg);
pOrg[2] += vofs;
if (cl.perks & 64)
znum = EN_Find(0,"ai_zombie_head");
else
znum = EN_Find(0,"ai_zombie");
z = EDICT_NUM(znum);
VectorCopy(z->v.origin,zOrg);
zOrg[2] += z->v.maxs[2];//Setting to top of zomb ent
zOrg[2] += aimOfs;
while(znum != 0)
{
if((z->v.health > 0) && infront(player,z))
{
VectorCopy(z->v.origin,zOrg);
zOrg[2] += aimOfs;
VectorSubtract(pOrg,zOrg,distVec);
if(VectorLength(distVec) < bestDist)
{
trace = SV_Move (pOrg, vec3_origin, vec3_origin,zOrg, 1, player);
if (trace.fraction >= 1)
{
bestDist = VectorLength(distVec);
bz = z;
}
}
}
if (cl.perks & 64)
znum = EN_Find(znum,"ai_zombie_head");
else
znum = EN_Find(znum,"ai_zombie");
z = EDICT_NUM(znum);
}
if(bz != sv.edicts)
{
VectorCopy(bz->v.origin,zOrg);
zOrg[2] += bz->v.maxs[2];//Setting to top of bbox
zOrg[2] += aimOfs;
VectorSubtract(zOrg,pOrg,distVec);
VectorNormalize(distVec);
vectoangles(distVec,distVec);
distVec[0] += (distVec[0] > 180)? -360 : 0;//Need to bound pitch around 0, from -180, to + 180
distVec[0] *= -1;//inverting pitch
if(distVec[0] < -70 || distVec[0] > 80)
return;
VectorCopy(distVec,cl.viewangles);
}
}
/*
==============
CL_SendMove
==============
*/
int zoom_snap;
float angledelta(float a);
float deltaPitch,deltaYaw;
void CL_SendMove (usercmd_t *cmd)
{
int i;
int bits;
sizebuf_t buf;
byte data[128];
buf.maxsize = 128;
buf.cursize = 0;
buf.data = data;
cl.cmd = *cmd;
//==== Aim Assist Code ====
if((cl.stats[STAT_ZOOM]==1 || cl.stats[STAT_ZOOM]==2) && ((in_aimassist.value) || (cl.perks & 64)))
{
if(!zoom_snap)
{
CL_Aim_Snap();
zoom_snap = 1;
}
}
else {
zoom_snap = 0;
}
//==== Sniper Scope Swaying ====
if(cl.stats[STAT_ZOOM] == 2)
{
vec3_t vang;
VectorCopy(cl.viewangles,vang);
vang[0] -= deltaPitch;
vang[1] -= deltaYaw;
deltaPitch =(cos(cl.time/0.7) + cos(cl.time) + sin(cl.time/1.1)) * 0.5;
deltaYaw = (sin(cl.time/0.4) + cos(cl.time/0.56) + sin(cl.time)) * 0.5;
vang[0] += deltaPitch;
vang[1] += deltaYaw;
vang[0] = angledelta(vang[0]);
vang[1] = angledelta(vang[1]);
VectorCopy(vang,cl.viewangles);
//return 0;
}
//
// send the movement message
//
MSG_WriteByte (&buf, clc_move);
MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
for (i=0 ; i<3 ; i++)
MSG_WriteAngle (&buf, cl.viewangles[i]);
MSG_WriteShort (&buf, cmd->forwardmove);
MSG_WriteShort (&buf, cmd->sidemove);
MSG_WriteShort (&buf, cmd->upmove);
//
// send button bits
//
bits = 0;
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if (in_attack.state & 3 )
bits |= 1;
in_attack.state &= ~2;
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if (in_jump.state & 3)
bits |= 2;
in_jump.state &= ~2;
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if (in_grenade.state & 3)
bits |= 8;
in_grenade.state &= ~2;
if (in_switch.state & 3)
bits |= 16;
in_switch.state &= ~2;
if (in_reload.state & 3)
bits |= 32;
in_reload.state &= ~2;
if (in_knife.state & 3)
bits |= 64;
in_knife.state &= ~2;
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if (in_use.state & 3)
bits |= 128;
in_use.state &= ~2;
if (in_aim.state & 3)
bits |= 256;
in_aim.state &= ~2;
MSG_WriteLong (&buf, bits);
MSG_WriteByte (&buf, in_impulse);
in_impulse = 0;
#ifdef QUAKE2
//
// light level
//
MSG_WriteByte (&buf, cmd->lightlevel);
#endif
//
// deliver the message
//
if (cls.demoplayback)
return;
//
// 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 ();
}
}
/*
============
CL_InitInput
============
*/
void CL_InitInput (void)
{
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 ("+jump", IN_JumpDown);
Cmd_AddCommand ("-jump", IN_JumpUp);
Cmd_AddCommand ("+grenade", IN_GrenadeDown);
Cmd_AddCommand ("-grenade", IN_GrenadeUp);
Cmd_AddCommand ("+switch", IN_SwitchDown);
Cmd_AddCommand ("-switch", IN_SwitchUp);
Cmd_AddCommand ("+reload", IN_ReloadDown);
Cmd_AddCommand ("-reload", IN_ReloadUp);
Cmd_AddCommand ("+knife", IN_KnifeDown);
Cmd_AddCommand ("-knife", IN_KnifeUp);
Cmd_AddCommand ("+aim", IN_AimDown);
Cmd_AddCommand ("-aim", IN_AimUp);
Cmd_AddCommand ("impulse", IN_Impulse);
Cmd_AddCommand ("+klook", IN_KLookDown);
Cmd_AddCommand ("-klook", IN_KLookUp);
}