mirror of
https://github.com/nzp-team/quakespasm.git
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812 lines
21 KiB
C
812 lines
21 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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#endif
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#ifdef __SWITCH__
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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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#endif
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#ifdef __SWITCH__
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PadState gyropad;
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HidVibrationValue VibrationValue;
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HidVibrationValue VibrationValue_stop;
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HidVibrationValue VibrationValues[2];
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HidVibrationDeviceHandle VibrationDeviceHandles[2][2];
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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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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; // *up
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cl.viewangles[PITCH] += speed*cl_pitchspeed.value *down; //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 gyro is set to ADS only and we're not ADSing, goodbye.
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if (gyromode.value && cl.stats[STAT_ZOOM] != 1 && cl.stats[STAT_ZOOM] != 2)
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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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#endif
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#ifdef __SWITCH__
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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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#ifndef __SWITCH__
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#ifndef VITA
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float x_gyro_cam = 0;
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float y_gyro_cam = 0;
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#endif
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#endif
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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 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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// cypress - we handle movespeed in QC now.
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cl_backspeed = cl_forwardspeed = cl_sidespeed = cl.maxspeed*0.71;
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// Throttle side and back speeds
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cl_sidespeed *= 0.8;
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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 > cl.maxspeed) {
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cl_backspeed = cl.maxspeed;
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}
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if (cl_sidespeed > cl.maxspeed) {
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cl_sidespeed = cl.maxspeed;
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}
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if (cl_forwardspeed > cl.maxspeed) {
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cl_forwardspeed = cl.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(entity_t ent1, entity_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->origin, ent1.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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//
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// CL_FindZombieEnt(stat_pos, ent_type)
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// Client-safe way to grab a Zombie ent in current PVS
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// at the given start position (usually last index).
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// entity_t structs do not hold anything like classnames,
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// so we have to, erm, uh, string compare models. yea.
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//
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#define FINDENT_ZOMBIE_BODY 0
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#define FINDENT_ZOMBIE_HEAD 1
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int CL_FindZombieEnt(int start_pos, int ent_type)
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{
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entity_t* ent;
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// Start +1 so we aren't always just returning the same dude
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// over, and over..
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for (int i = start_pos + 1; i < cl_numvisedicts; i++) {
|
|
ent = cl_visedicts[i];
|
|
|
|
//
|
|
// Here's the part I hate!
|
|
//
|
|
char ident_char = ent->model->name[strlen(ent->model->name) - 5];
|
|
|
|
if ((ident_char == '%' && FINDENT_ZOMBIE_BODY) || (ident_char == '^' && FINDENT_ZOMBIE_HEAD)) {
|
|
return i;
|
|
}
|
|
//
|
|
// End awful part!
|
|
//
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
#define P_DEAD 64 // FUCK
|
|
void CL_Aim_Snap(void)
|
|
{
|
|
entity_t *zombie, *best_zombie;
|
|
entity_t client;
|
|
vec3_t distance_vector, zombie_org, client_org;
|
|
float best_distance = 10000;
|
|
int last_visedict_index;
|
|
|
|
best_zombie = cl_visedicts[0]; // set best to world.
|
|
|
|
int aim_offset = 20;
|
|
|
|
client = cl_entities[cl.viewentity];
|
|
VectorCopy(client.origin, client_org);
|
|
client_org[2] += cl.viewheight; // cypress -- actually grab viewheight now, so stances make sense.
|
|
// (also helps with crawlers, probably?)
|
|
|
|
// Snap to the head instead of the torso with Deadshot
|
|
if (cl.perks & P_DEAD)
|
|
last_visedict_index = CL_FindZombieEnt(0, FINDENT_ZOMBIE_HEAD);
|
|
else
|
|
last_visedict_index = CL_FindZombieEnt(0, FINDENT_ZOMBIE_BODY);
|
|
|
|
zombie = cl_visedicts[last_visedict_index];
|
|
|
|
while(last_visedict_index != 0) {
|
|
if (infront(client, zombie)) {
|
|
VectorCopy(zombie->origin, zombie_org);
|
|
|
|
zombie_org[2] += aim_offset;
|
|
// If using Deadshot, go up a little more to hit the
|
|
// center of their head, makes it more obvious.
|
|
if (cl.perks & P_DEAD)
|
|
zombie_org[2] += 10;
|
|
|
|
VectorSubtract(client_org, zombie_org, distance_vector);
|
|
|
|
if (VectorLength(distance_vector) < best_distance) {
|
|
vec3_t impact;
|
|
vec3_t normal;
|
|
if (!TraceLineN(zombie_org, client_org, impact, normal)) {
|
|
best_distance = VectorLength(distance_vector);
|
|
best_zombie = zombie;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (cl.perks & P_DEAD)
|
|
last_visedict_index = CL_FindZombieEnt(last_visedict_index, FINDENT_ZOMBIE_HEAD);
|
|
else
|
|
last_visedict_index = CL_FindZombieEnt(last_visedict_index, FINDENT_ZOMBIE_BODY);
|
|
|
|
zombie = cl_visedicts[last_visedict_index];
|
|
}
|
|
|
|
// We got a decent Zombie, not world.
|
|
if (best_zombie != cl_visedicts[0]) {
|
|
VectorCopy(best_zombie->origin, zombie_org);
|
|
|
|
zombie_org[2] += aim_offset;
|
|
if (cl.perks & P_DEAD)
|
|
zombie_org[2] += 10;
|
|
|
|
VectorSubtract(zombie_org, client_org, distance_vector);
|
|
VectorNormalize(distance_vector);
|
|
vectoangles(distance_vector, distance_vector);
|
|
distance_vector[0] += (distance_vector[0] > 180)? -360 : 0; // Need to bound pitch around 0, from -180, to + 180
|
|
distance_vector[0] *= -1; // inverting pitch
|
|
|
|
if(distance_vector[0] < -70 || distance_vector[0] > 80)
|
|
return;
|
|
|
|
VectorCopy(distance_vector, cl.viewangles);
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
CL_SendMove
|
|
==============
|
|
*/
|
|
int zoom_snap;
|
|
float angledelta(float a);
|
|
float deltaPitch,deltaYaw;
|
|
|
|
void CL_SendMove (const usercmd_t *cmd)
|
|
{
|
|
int i;
|
|
int bits;
|
|
sizebuf_t buf;
|
|
byte data[128];
|
|
vec3_t tempv;
|
|
buf.maxsize = 128;
|
|
buf.cursize = 0;
|
|
buf.data = data;
|
|
|
|
cl.cmd = *cmd;
|
|
|
|
|
|
////////////////////////////
|
|
// NZP SPECIFICS //
|
|
////////////////////////////
|
|
|
|
//==== 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 && !(cl.perks & 64))
|
|
{
|
|
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);
|
|
}
|
|
|
|
////////////////////////////
|
|
// NZP END //
|
|
////////////////////////////
|
|
|
|
//
|
|
// send the movement message
|
|
//
|
|
MSG_WriteByte (&buf, clc_move);
|
|
|
|
MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
|
|
|
|
VectorAdd(cl.gun_kick, cl.viewangles, tempv);
|
|
for (i=0 ; i<3 ; i++)
|
|
//johnfitz -- 16-bit angles for PROTOCOL_FITZQUAKE
|
|
if (cl.protocol == PROTOCOL_NETQUAKE)
|
|
MSG_WriteAngle (&buf, tempv[i], cl.protocolflags);
|
|
else
|
|
MSG_WriteAngle16 (&buf, tempv[i], cl.protocolflags);
|
|
//johnfitz
|
|
|
|
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;
|
|
|
|
//
|
|
// 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();
|
|
#endif
|
|
#ifdef __SWITCH__
|
|
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]);
|
|
|
|
hidInitializeVibrationDevices(VibrationDeviceHandles[0], 2, HidNpadIdType_Handheld, HidNpadStyleTag_NpadHandheld);
|
|
memset(VibrationValues, 0, sizeof(VibrationValues));
|
|
memset(&VibrationValue_stop, 0, sizeof(HidVibrationValue));
|
|
|
|
// Switch like stop behavior with muted band channels and frequencies set to default.
|
|
VibrationValue_stop.freq_low = 160.0f;
|
|
VibrationValue_stop.freq_high = 320.0f;
|
|
|
|
#endif // VITA
|
|
}
|
|
|