mirror of
https://github.com/nzp-team/quakespasm.git
synced 2024-11-14 16:30:48 +00:00
18a5ae1fb9
just as it says
896 lines
22 KiB
C
896 lines
22 KiB
C
/*
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Copyright (C) 1996-2001 Id Software, Inc.
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Copyright (C) 2002-2009 John Fitzgibbons and others
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Copyright (C) 2010-2014 QuakeSpasm developers
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// cl.input.c -- builds an intended movement command to send to the server
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// Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
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// rights reserved.
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#include "quakedef.h"
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#ifdef VITA
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#include <vitasdk.h>
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#else
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#include <switch.h>
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#include <switch/runtime/pad.h>
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#endif
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extern cvar_t joy_invert;
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extern cvar_t cl_maxpitch; //johnfitz -- variable pitch clamping
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extern cvar_t cl_minpitch; //johnfitz -- variable pitch clamping
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cvar_t motioncam = {"motioncam", "0", CVAR_ARCHIVE};
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cvar_t gyromode = {"gyromode", "0", CVAR_ARCHIVE};
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cvar_t gyrosensx = {"gyrosensx", "1.0", CVAR_ARCHIVE};
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cvar_t gyrosensy = {"gyrosensy", "1.0", CVAR_ARCHIVE};
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#ifdef VITA
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SceMotionState motionstate;
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#else
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PadState gyropad;
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HidSixAxisSensorHandle handles[4];
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#endif
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/*
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===============================================================================
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KEY BUTTONS
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Continuous button event tracking is complicated by the fact that two different
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input sources (say, mouse button 1 and the control key) can both press the
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same button, but the button should only be released when both of the
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pressing key have been released.
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When a key event issues a button command (+forward, +attack, etc), it appends
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its key number as a parameter to the command so it can be matched up with
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the release.
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state bit 0 is the current state of the key
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state bit 1 is edge triggered on the up to down transition
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state bit 2 is edge triggered on the down to up transition
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===============================================================================
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*/
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kbutton_t in_mlook, in_klook;
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kbutton_t in_left, in_right, in_forward, in_back;
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kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
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kbutton_t in_strafe, in_speed, in_use, in_jump, in_attack, in_grenade, in_reload, in_switch, in_knife, in_aim;
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kbutton_t in_up, in_down;
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int in_impulse;
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void KeyDown (kbutton_t *b)
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{
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int k;
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const char *c;
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c = Cmd_Argv(1);
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if (c[0])
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k = atoi(c);
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else
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k = -1; // typed manually at the console for continuous down
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if (k == b->down[0] || k == b->down[1])
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return; // repeating key
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if (!b->down[0])
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b->down[0] = k;
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else if (!b->down[1])
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b->down[1] = k;
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else
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{
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Con_Printf ("Three keys down for a button!\n");
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return;
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}
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if (b->state & 1)
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return; // still down
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b->state |= 1 + 2; // down + impulse down
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}
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void KeyUp (kbutton_t *b)
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{
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int k;
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const char *c;
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c = Cmd_Argv(1);
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if (c[0])
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k = atoi(c);
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else
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{ // typed manually at the console, assume for unsticking, so clear all
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b->down[0] = b->down[1] = 0;
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b->state = 4; // impulse up
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return;
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}
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if (b->down[0] == k)
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b->down[0] = 0;
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else if (b->down[1] == k)
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b->down[1] = 0;
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else
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return; // key up without coresponding down (menu pass through)
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if (b->down[0] || b->down[1])
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return; // some other key is still holding it down
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if (!(b->state & 1))
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return; // still up (this should not happen)
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b->state &= ~1; // now up
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b->state |= 4; // impulse up
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}
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void IN_KLookDown (void) {KeyDown(&in_klook);}
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void IN_KLookUp (void) {KeyUp(&in_klook);}
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void IN_MLookDown (void) {KeyDown(&in_mlook);}
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void IN_MLookUp (void) {
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KeyUp(&in_mlook);
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if ( !(in_mlook.state&1) && lookspring.value)
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V_StartPitchDrift();
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}
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void IN_UpDown(void) {KeyDown(&in_up);}
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void IN_UpUp(void) {KeyUp(&in_up);}
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void IN_DownDown(void) {KeyDown(&in_down);}
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void IN_DownUp(void) {KeyUp(&in_down);}
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void IN_LeftDown(void) {KeyDown(&in_left);}
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void IN_LeftUp(void) {KeyUp(&in_left);}
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void IN_RightDown(void) {KeyDown(&in_right);}
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void IN_RightUp(void) {KeyUp(&in_right);}
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void IN_ForwardDown(void) {KeyDown(&in_forward);}
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void IN_ForwardUp(void) {KeyUp(&in_forward);}
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void IN_BackDown(void) {KeyDown(&in_back);}
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void IN_BackUp(void) {KeyUp(&in_back);}
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void IN_LookupDown(void) {KeyDown(&in_lookup);}
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void IN_LookupUp(void) {KeyUp(&in_lookup);}
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void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
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void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
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void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
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void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
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void IN_MoverightDown(void) {KeyDown(&in_moveright);}
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void IN_MoverightUp(void) {KeyUp(&in_moveright);}
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void IN_SpeedDown(void) {KeyDown(&in_speed);}
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void IN_SpeedUp(void) {KeyUp(&in_speed);}
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void IN_StrafeDown(void) {KeyDown(&in_strafe);}
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void IN_StrafeUp(void) {KeyUp(&in_strafe);}
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void IN_AttackDown(void) {KeyDown(&in_attack);}
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void IN_AttackUp(void) {KeyUp(&in_attack);}
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void IN_UseDown (void) {KeyDown(&in_use);}
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void IN_UseUp (void) {KeyUp(&in_use);}
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void IN_JumpDown (void) {KeyDown(&in_jump);}
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void IN_JumpUp (void) {KeyUp(&in_jump);}
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void IN_GrenadeDown (void) {KeyDown(&in_grenade);}
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void IN_GrenadeUp (void) {KeyUp(&in_grenade);}
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void IN_SwitchDown (void) {KeyDown(&in_switch);}
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void IN_SwitchUp (void) {KeyUp(&in_switch);}
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void IN_ReloadDown (void) {KeyDown(&in_reload);}
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void IN_ReloadUp (void) {KeyUp(&in_reload);}
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void IN_KnifeDown (void) {KeyDown(&in_knife);}
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void IN_KnifeUp (void) {KeyUp(&in_knife);}
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void IN_AimDown (void) {KeyDown(&in_aim);}
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void IN_AimUp (void) {KeyUp(&in_aim);}
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void IN_Impulse (void) {in_impulse=Q_atoi(Cmd_Argv(1));}
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/*
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===============
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CL_KeyState
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Returns 0.25 if a key was pressed and released during the frame,
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0.5 if it was pressed and held
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0 if held then released, and
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1.0 if held for the entire time
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===============
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*/
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float CL_KeyState (kbutton_t *key)
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{
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float val;
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qboolean impulsedown, impulseup, down;
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impulsedown = key->state & 2;
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impulseup = key->state & 4;
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down = key->state & 1;
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val = 0;
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if (impulsedown && !impulseup)
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{
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if (down)
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val = 0.5; // pressed and held this frame
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else
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val = 0; // I_Error ();
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}
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if (impulseup && !impulsedown)
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{
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if (down)
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val = 0; // I_Error ();
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else
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val = 0; // released this frame
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}
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if (!impulsedown && !impulseup)
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{
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if (down)
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val = 1.0; // held the entire frame
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else
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val = 0; // up the entire frame
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}
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if (impulsedown && impulseup)
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{
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if (down)
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val = 0.75; // released and re-pressed this frame
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else
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val = 0.25; // pressed and released this frame
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}
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key->state &= 1; // clear impulses
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return val;
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}
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//==========================================================================
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cvar_t cl_upspeed = {"cl_upspeed","200",CVAR_NONE};
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cvar_t cl_movespeedkey = {"cl_movespeedkey","2.0",CVAR_NONE};
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cvar_t cl_yawspeed = {"cl_yawspeed","140",CVAR_NONE};
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cvar_t cl_pitchspeed = {"cl_pitchspeed","150",CVAR_NONE};
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cvar_t cl_anglespeedkey = {"cl_anglespeedkey","0.75",CVAR_NONE};
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cvar_t cl_alwaysrun = {"cl_alwaysrun","0",CVAR_ARCHIVE}; // QuakeSpasm -- new always run
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cvar_t in_aimassist = {"in_aimassist", "1", true};
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/*
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================
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CL_AdjustAngles
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Moves the local angle positions
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================
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*/
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extern float client_sprinting; //sB fix a bugggggggg and SQUASH
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void CL_AdjustAngles (void)
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{
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float speed;
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float up, down;
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if ((in_speed.state & 1) ^ (cl_alwaysrun.value != 0.0))
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speed = host_frametime * cl_anglespeedkey.value;
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else
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speed = host_frametime;
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if (!(in_strafe.state & 1))
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{
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cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
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cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
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cl.viewangles[YAW] = anglemod(cl.viewangles[YAW]);
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}
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if (in_klook.state & 1)
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{
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V_StopPitchDrift ();
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cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
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cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
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}
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up = CL_KeyState (&in_lookup);
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down = CL_KeyState(&in_lookdown);
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cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
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cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
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if (up || down)
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V_StopPitchDrift ();
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//johnfitz -- variable pitch clamping
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if (cl.viewangles[PITCH] > cl_maxpitch.value)
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cl.viewangles[PITCH] = cl_maxpitch.value;
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if (cl.viewangles[PITCH] < cl_minpitch.value)
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cl.viewangles[PITCH] = cl_minpitch.value;
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//johnfitz
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if (cl.viewangles[ROLL] > 50)
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cl.viewangles[ROLL] = 50;
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if (cl.viewangles[ROLL] < -50)
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cl.viewangles[ROLL] = -50;
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// vita gyro support by rinnegatamante (originally from vitaquake)
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// creds to the switch-examples for nx support
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if (motioncam.value) {
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if (gyromode.value && cl.stats[STAT_ZOOM] == 0 || client_sprinting == 1) //sB fix gyro activating while sprinting.
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return;
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#ifdef VITA
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sceMotionGetState(&motionstate);
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// not sure why YAW or the horizontal x axis is the controlled by angularVelocity.y
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// and the PITCH or the vertical y axis is controlled by angularVelocity.x but its what seems to work
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float x_gyro_cam = motionstate.angularVelocity.y * gyrosensx.value;
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float y_gyro_cam = motionstate.angularVelocity.x * gyrosensy.value;
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#else
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padUpdate(&gyropad);
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// Read from the correct sixaxis handle depending on the current input style
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HidSixAxisSensorState sixaxis = {0};
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u64 style_set = padGetStyleSet(&gyropad);
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if (style_set & HidNpadStyleTag_NpadHandheld)
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hidGetSixAxisSensorStates(handles[0], &sixaxis, 1);
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else if (style_set & HidNpadStyleTag_NpadFullKey)
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hidGetSixAxisSensorStates(handles[1], &sixaxis, 1);
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else if (style_set & HidNpadStyleTag_NpadJoyDual) {
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// For JoyDual, read from either the Left or Right Joy-Con depending on which is/are connected
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u64 attrib = padGetAttributes(&gyropad);
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if (attrib & HidNpadAttribute_IsLeftConnected)
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hidGetSixAxisSensorStates(handles[2], &sixaxis, 1);
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else if (attrib & HidNpadAttribute_IsRightConnected)
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hidGetSixAxisSensorStates(handles[3], &sixaxis, 1);
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}
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float x_gyro_cam = sixaxis.angular_velocity.y * (gyrosensx.value*4);
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float y_gyro_cam = sixaxis.angular_velocity.x * (gyrosensy.value*4);
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#endif // VITA
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cl.viewangles[YAW] += x_gyro_cam;
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V_StopPitchDrift();
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if (joy_invert.value)
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cl.viewangles[PITCH] += y_gyro_cam;
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else
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cl.viewangles[PITCH] -= y_gyro_cam;
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}
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}
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/*
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================
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CL_BaseMove
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Send the intended movement message to the server
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================
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*/
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float speed_reduce (int weapontype)
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{
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if (weapontype == W_COLT)
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return 1;
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else if (weapontype == W_KAR)
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return 0.9;
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else if (weapontype == W_THOMPSON)
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return 1;
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//else if (weapontype == W_BIATCH)
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// return 1;
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else if (weapontype == W_357)
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return 0.9;
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else if (weapontype == W_GEWEHR)
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return 0.9;
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else if (weapontype == W_M1)
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return 0.9;
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else if (weapontype == W_RAY)
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return 1;
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else if (weapontype == W_M1A1)
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return 0.9;
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else if (weapontype == W_M2)
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return 0.67;
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//else if (weapontype == W_TESLA)
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// return 1;
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else if (weapontype == W_TYPE)
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return 1;
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else if (weapontype == W_MP40)
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return 1;
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else if (weapontype == W_STG)
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return 1;
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else if (weapontype == W_SAWNOFF)
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return 1;
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else if (weapontype == W_DB)
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return 1;
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else if (weapontype == W_FG)
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return 1;
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else if (weapontype == W_MG)
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return 0.75;
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else if (weapontype == W_BROWNING)
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return 0.75;
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else if (weapontype == W_TRENCH)
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return 1;
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else if (weapontype == W_PPSH)
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return 1;
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else if(weapontype == W_KAR_SCOPE)//FIXME
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return 0.9;
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else if (weapontype == W_PANZER)
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return 0.75;
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else if(weapontype == W_PTRS)
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return 0.75;
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else if(weapontype == W_BAR)
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return 1;
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else if(weapontype == W_BK)//FIXME
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return 1;/*
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else if (weapontype == W_KILLU)
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return 0.9;
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else if (weapontype == W_COMPRESSOR)
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return 0.9;
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else if (weapontype == W_M1000)
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return 0.9;
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else if (weapontype == W_KOLLIDER)//FIXME
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return 1;
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else if (weapontype == W_PORTER)
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return 1;
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else if (weapontype == W_WIDDER)
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return 0.9;
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else if (weapontype == W_FIW)
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return 0.85;
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else if (weapontype == W_ARMAGEDDON)
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return 0.9;
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else if (weapontype == W_WUNDER)
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return 1;
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else if (weapontype == W_GIBS)
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return 1;
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else if (weapontype == W_SAMURAI)
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return 1;
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else if (weapontype == W_AFTERBURNER)
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return 1;
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else if (weapontype == W_SPATZ)
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return 1;
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else if (weapontype == W_SNUFF)
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return 1;
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else if (weapontype == W_BORE)
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return 1;
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else if (weapontype == W_IMPELLER)
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return 1;
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else if (weapontype == W_BARRACUDA)
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return 0.75;
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else if (weapontype == W_ACCELERATOR)
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return 0.75;
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else if (weapontype == W_GUT)
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return 1;
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else if (weapontype == W_REAPER)
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return 1;
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else if(weapontype == W_HEADCRACKER)
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return 0.9;
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else if (weapontype == W_LONGINUS)
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return 1;
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else if(weapontype == W_PENETRATOR)
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return 0.75;
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else if(weapontype == W_WIDOW)
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return 1;
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else if(weapontype == W_KRAUS)
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return 1;*/
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else
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return 1;
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}
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float cl_backspeed;
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float cl_forwardspeed;
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float cl_sidespeed;
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extern cvar_t waypoint_mode;
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void CL_BaseMove (usercmd_t *cmd)
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{
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if (cls.signon != SIGNONS)
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return;
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CL_AdjustAngles ();
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Q_memset (cmd, 0, sizeof(*cmd));
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if (cl.stats[STAT_HEALTH] < 20)
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cl_backspeed = cl_forwardspeed = cl_sidespeed = 30;
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else
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cl_backspeed = cl_forwardspeed = cl_sidespeed = 140;//190
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cl_sidespeed = cl_sidespeed*speed_reduce(cl.stats[STAT_ACTIVEWEAPON]);
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if (cl.stats[STAT_ZOOM] == 1)
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cl_sidespeed = cl_sidespeed*0.5;
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else if (cl.stats[STAT_ZOOM] == 2)
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cl_sidespeed = cl_sidespeed*0.5;
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else if (cl.stats[STAT_ZOOM] == 3)
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cl_sidespeed = cl_sidespeed*1.66;
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if (cl.perks & 32)
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cl_sidespeed = cl_sidespeed*1.07;
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cl_backspeed = cl_forwardspeed = cl_sidespeed;
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cl_sidespeed = cl_sidespeed*0.8;
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cl_backspeed = cl_backspeed*0.7;
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if (waypoint_mode.value)
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cl_backspeed = cl_forwardspeed = cl_sidespeed *= 1.5;
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// Limit max
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if (cl_backspeed > sv_player->v.maxspeed) {
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cl_backspeed = sv_player->v.maxspeed;
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}
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if (cl_sidespeed > sv_player->v.maxspeed) {
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cl_sidespeed = sv_player->v.maxspeed;
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}
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if (cl_forwardspeed > sv_player->v.maxspeed) {
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cl_forwardspeed = sv_player->v.maxspeed;
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}
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if (in_strafe.state & 1)
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{
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cmd->sidemove += cl_sidespeed * CL_KeyState (&in_right);
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cmd->sidemove -= cl_sidespeed * CL_KeyState (&in_left);
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}
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cmd->sidemove += cl_sidespeed * CL_KeyState (&in_moveright);
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cmd->sidemove -= cl_sidespeed * CL_KeyState (&in_moveleft);
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cmd->upmove += cl_upspeed.value * CL_KeyState (&in_up);
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cmd->upmove -= cl_upspeed.value * CL_KeyState (&in_down);
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if (! (in_klook.state & 1) )
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{
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cmd->forwardmove += cl_forwardspeed * CL_KeyState (&in_forward);
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cmd->forwardmove -= cl_backspeed * CL_KeyState (&in_back);
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}
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//
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// adjust for speed key
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//
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if ((in_speed.state & 1) ^ (cl_alwaysrun.value != 0.0))
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{
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cmd->forwardmove *= cl_movespeedkey.value;
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cmd->sidemove *= cl_movespeedkey.value;
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cmd->upmove *= cl_movespeedkey.value;
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}
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}
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int infront(edict_t *ent1, edict_t *ent2)
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{
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vec3_t vec;
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float dot;
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VectorSubtract(ent2->v.origin,ent1->v.origin,vec);
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VectorNormalize(vec);
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vec3_t temp_angle,temp_forward,temp_right,temp_up;
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VectorCopy(cl.viewangles,temp_angle);
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AngleVectors(temp_angle,temp_forward,temp_right,temp_up);
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dot = DotProduct(vec,temp_forward);
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if(dot > 0.98)
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{
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return 1;
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}
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return 0;
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}
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int EN_Find(int num,char *string)
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{
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edict_t *ed;
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int e;
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e = num;
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for(e++; e < sv.num_edicts; e++)
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{
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ed = EDICT_NUM(e);
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if(ed->free)
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continue;
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if(!strcmp(PR_GetString(ed->v.classname),string))
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{
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return e;
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}
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}
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return 0;
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}
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void CL_Aim_Snap(void)
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{
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edict_t *z,*bz,*player;
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int znum;
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trace_t trace;
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float bestDist = 10000;
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vec3_t distVec, zOrg, pOrg;
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//32 is v_ofs num
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bz = sv.edicts;
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int vofs = 32;//32 is actual v_ofs num
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int aimOfs = -10;//30 is top of bbox, 20 is our goal, so -10
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//Zombie body bbox vert max = 30
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//20 is the offset of the height of the zombie that we're aiming at, 20 above the origin
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//Crawler body bbox vert max = -15
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//Equation = origin + bbox vertical offset - 20
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player = EDICT_NUM(cl.viewentity);
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VectorCopy(player->v.origin,pOrg);
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pOrg[2] += vofs;
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if (cl.perks & 64)
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znum = EN_Find(0,"ai_zombie_head");
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else
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znum = EN_Find(0,"ai_zombie");
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z = EDICT_NUM(znum);
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VectorCopy(z->v.origin,zOrg);
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zOrg[2] += z->v.maxs[2];//Setting to top of zomb ent
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zOrg[2] += aimOfs;
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while(znum != 0)
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{
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if((z->v.health > 0) && infront(player,z))
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{
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VectorCopy(z->v.origin,zOrg);
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zOrg[2] += aimOfs;
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VectorSubtract(pOrg,zOrg,distVec);
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if(VectorLength(distVec) < bestDist)
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{
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trace = SV_Move (pOrg, vec3_origin, vec3_origin,zOrg, 1, player);
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if (trace.fraction >= 1)
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{
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bestDist = VectorLength(distVec);
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bz = z;
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}
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}
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}
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if (cl.perks & 64) {
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znum = EN_Find(znum,"ai_zombie_head");
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} else {
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znum = EN_Find(znum,"ai_zombie");
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}
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z = EDICT_NUM(znum);
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}
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if(bz != sv.edicts)
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{
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VectorCopy(bz->v.origin,zOrg);
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zOrg[2] += bz->v.maxs[2];//Setting to top of bbox
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zOrg[2] += aimOfs;
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VectorSubtract(zOrg,pOrg,distVec);
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VectorNormalize(distVec);
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vectoangles(distVec,distVec);
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distVec[0] += (distVec[0] > 180)? -360 : 0;//Need to bound pitch around 0, from -180, to + 180
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distVec[0] *= -1;//inverting pitch
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if(distVec[0] < -70 || distVec[0] > 80)
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return;
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VectorCopy(distVec,cl.viewangles);
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}
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}
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/*
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==============
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CL_SendMove
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==============
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*/
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int zoom_snap;
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float angledelta(float a);
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float deltaPitch,deltaYaw;
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void CL_SendMove (const usercmd_t *cmd)
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{
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int i;
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int bits;
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sizebuf_t buf;
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byte data[128];
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buf.maxsize = 128;
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buf.cursize = 0;
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buf.data = data;
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cl.cmd = *cmd;
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////////////////////////////
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// NZP SPECIFICS //
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////////////////////////////
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//==== Aim Assist Code ====
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if((cl.stats[STAT_ZOOM]==1 || cl.stats[STAT_ZOOM]==2) && ((in_aimassist.value) || (cl.perks & 64)))
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{
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if(!zoom_snap)
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{
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CL_Aim_Snap();
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zoom_snap = 1;
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}
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}
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else
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zoom_snap = 0;
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//==== Sniper Scope Swaying ====
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if(cl.stats[STAT_ZOOM] == 2)
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{
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vec3_t vang;
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VectorCopy(cl.viewangles,vang);
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vang[0] -= deltaPitch;
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vang[1] -= deltaYaw;
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deltaPitch =(cos(cl.time/0.7) + cos(cl.time) + sin(cl.time/1.1)) * 0.5;
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deltaYaw = (sin(cl.time/0.4) + cos(cl.time/0.56) + sin(cl.time)) * 0.5;
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vang[0] += deltaPitch;
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vang[1] += deltaYaw;
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vang[0] = angledelta(vang[0]);
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vang[1] = angledelta(vang[1]);
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|
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VectorCopy(vang,cl.viewangles);
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}
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////////////////////////////
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// NZP END //
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////////////////////////////
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//
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// send the movement message
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|
//
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MSG_WriteByte (&buf, clc_move);
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MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
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for (i=0 ; i<3 ; i++)
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//johnfitz -- 16-bit angles for PROTOCOL_FITZQUAKE
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if (cl.protocol == PROTOCOL_NETQUAKE)
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MSG_WriteAngle (&buf, cl.viewangles[i], cl.protocolflags);
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else
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MSG_WriteAngle16 (&buf, cl.viewangles[i], cl.protocolflags);
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//johnfitz
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MSG_WriteShort (&buf, cmd->forwardmove);
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MSG_WriteShort (&buf, cmd->sidemove);
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MSG_WriteShort (&buf, cmd->upmove);
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|
//
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|
// send button bits
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|
//
|
|
bits = 0;
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|
|
if (in_attack.state & 3 )
|
|
bits |= 1;
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in_attack.state &= ~2;
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|
|
if (in_jump.state & 3)
|
|
bits |= 2;
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in_jump.state &= ~2;
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|
|
if (in_grenade.state & 3)
|
|
bits |= 8;
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|
in_grenade.state &= ~2;
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|
if (in_switch.state & 3)
|
|
bits |= 16;
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|
in_switch.state &= ~2;
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|
|
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;
|
|
|
|
//
|
|
// 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);
|
|
Cmd_AddCommand ("+mlook", IN_MLookDown);
|
|
Cmd_AddCommand ("-mlook", IN_MLookUp);
|
|
|
|
#ifdef VITA
|
|
sceMotionReset();
|
|
sceMotionStartSampling();
|
|
#else
|
|
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
|
|
padInitializeDefault(&gyropad);
|
|
|
|
hidGetSixAxisSensorHandles(&handles[0], 1, HidNpadIdType_Handheld, HidNpadStyleTag_NpadHandheld);
|
|
hidGetSixAxisSensorHandles(&handles[1], 1, HidNpadIdType_No1, HidNpadStyleTag_NpadFullKey);
|
|
hidGetSixAxisSensorHandles(&handles[2], 2, HidNpadIdType_No1, HidNpadStyleTag_NpadJoyDual);
|
|
hidStartSixAxisSensor(handles[0]);
|
|
hidStartSixAxisSensor(handles[1]);
|
|
hidStartSixAxisSensor(handles[2]);
|
|
hidStartSixAxisSensor(handles[3]);
|
|
#endif // VITA
|
|
}
|
|
|