/* 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; if (in_attack.state & 3 ) bits |= 1; in_attack.state &= ~2; if (in_jump.state & 3) bits |= 2; in_jump.state &= ~2; 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; 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); }