newtree/source/cl_input.c

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/*
cl_input.c
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builds an intended movement command to send to the server
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
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#ifdef HAVE_CONFIG_H
# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
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#include "checksum.h"
#include "cl_cam.h"
#include "cl_demo.h"
#include "cl_input.h"
#include "cl_parse.h"
#include "client.h"
#include "cmd.h"
#include "console.h"
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#include "host.h"
#include "input.h"
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#include "keys.h"
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#include "msg.h"
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#include "teamplay.h"
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#include "view.h"
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cvar_t *cl_nodelta;
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/*
===============================================================================
KEY BUTTONS
Continuous button event tracking is complicated by the fact that two different
input sources (say, mouse button 1 and the control key) can both press the
same button, but the button should only be released when both of the
pressing key have been released.
When a key event issues a button command (+forward, +attack, etc), it appends
its key number as a parameter to the command so it can be matched up with
the release.
state bit 0 is the current state of the key
state bit 1 is edge triggered on the up to down transition
state bit 2 is edge triggered on the down to up transition
===============================================================================
*/
kbutton_t in_mlook, in_klook;
kbutton_t in_left, in_right, in_forward, in_back;
kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
kbutton_t in_strafe, in_speed, in_use, in_jump, in_attack;
kbutton_t in_up, in_down;
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int in_impulse;
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void
KeyDown (kbutton_t *b)
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{
int k;
char *c;
c = Cmd_Argv (1);
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if (c[0])
k = atoi (c);
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else
k = -1; // typed manually at the console for
// continuous down
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if (k == b->down[0] || k == b->down[1])
return; // repeating key
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if (!b->down[0])
b->down[0] = k;
else if (!b->down[1])
b->down[1] = k;
else {
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Con_Printf ("Three keys down for a button!\n");
return;
}
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if (b->state & 1)
return; // still down
b->state |= 1 + 2; // down + impulse down
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}
void
KeyUp (kbutton_t *b)
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{
int k;
char *c;
c = Cmd_Argv (1);
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if (c[0])
k = atoi (c);
else { // typed manually at the console,
// assume for unsticking, so clear
// all
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b->down[0] = b->down[1] = 0;
b->state = 4; // impulse up
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return;
}
if (b->down[0] == k)
b->down[0] = 0;
else if (b->down[1] == k)
b->down[1] = 0;
else
return; // key up without coresponding down
// (menu pass through)
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if (b->down[0] || b->down[1])
return; // some other key is still holding it
// down
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if (!(b->state & 1))
return; // still up (this should not happen)
b->state &= ~1; // now up
b->state |= 4; // impulse up
}
void
IN_KLookDown (void)
{
KeyDown (&in_klook);
}
void
IN_KLookUp (void)
{
KeyUp (&in_klook);
}
void
IN_MLookDown (void)
{
KeyDown (&in_mlook);
}
void
IN_MLookUp (void)
{
KeyUp (&in_mlook);
if (!freelook && lookspring->int_val)
V_StartPitchDrift ();
}
void
IN_UpDown (void)
{
KeyDown (&in_up);
}
void
IN_UpUp (void)
{
KeyUp (&in_up);
}
void
IN_DownDown (void)
{
KeyDown (&in_down);
}
void
IN_DownUp (void)
{
KeyUp (&in_down);
}
void
IN_LeftDown (void)
{
KeyDown (&in_left);
}
void
IN_LeftUp (void)
{
KeyUp (&in_left);
}
void
IN_RightDown (void)
{
KeyDown (&in_right);
}
void
IN_RightUp (void)
{
KeyUp (&in_right);
}
void
IN_ForwardDown (void)
{
KeyDown (&in_forward);
}
void
IN_ForwardUp (void)
{
KeyUp (&in_forward);
}
void
IN_BackDown (void)
{
KeyDown (&in_back);
}
void
IN_BackUp (void)
{
KeyUp (&in_back);
}
void
IN_LookupDown (void)
{
KeyDown (&in_lookup);
}
void
IN_LookupUp (void)
{
KeyUp (&in_lookup);
}
void
IN_LookdownDown (void)
{
KeyDown (&in_lookdown);
}
void
IN_LookdownUp (void)
{
KeyUp (&in_lookdown);
}
void
IN_MoveleftDown (void)
{
KeyDown (&in_moveleft);
}
void
IN_MoveleftUp (void)
{
KeyUp (&in_moveleft);
}
void
IN_MoverightDown (void)
{
KeyDown (&in_moveright);
}
void
IN_MoverightUp (void)
{
KeyUp (&in_moveright);
}
void
IN_SpeedDown (void)
{
KeyDown (&in_speed);
}
void
IN_SpeedUp (void)
{
KeyUp (&in_speed);
}
void
IN_StrafeDown (void)
{
KeyDown (&in_strafe);
}
void
IN_StrafeUp (void)
{
KeyUp (&in_strafe);
}
void
IN_AttackDown (void)
{
KeyDown (&in_attack);
}
void
IN_AttackUp (void)
{
KeyUp (&in_attack);
}
void
IN_UseDown (void)
{
KeyDown (&in_use);
}
void
IN_UseUp (void)
{
KeyUp (&in_use);
}
void
IN_JumpDown (void)
{
KeyDown (&in_jump);
}
void
IN_JumpUp (void)
{
KeyUp (&in_jump);
}
void
IN_Impulse (void)
{
in_impulse = atoi (Cmd_Argv (1));
if (Cmd_Argc () <= 2)
return;
Team_BestWeaponImpulse (); // HACK HACK HACK
}
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/*
===============
CL_KeyState
Returns 0.25 if a key was pressed and released during the frame,
0.5 if it was pressed and held
0 if held then released, and
1.0 if held for the entire time
===============
*/
float
CL_KeyState (kbutton_t *key)
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{
float val;
qboolean impulsedown, impulseup, down;
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impulsedown = key->state & 2;
impulseup = key->state & 4;
down = key->state & 1;
val = 0;
if (impulsedown && !impulseup) {
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if (down)
val = 0.5; // pressed and held this frame
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else
val = 0; // I_Error ();
}
if (impulseup && !impulsedown) {
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if (down)
val = 0; // I_Error ();
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else
val = 0; // released this frame
}
if (!impulsedown && !impulseup) {
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if (down)
val = 1.0; // held the entire frame
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else
val = 0; // up the entire frame
}
if (impulsedown && impulseup) {
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if (down)
val = 0.75; // released and re-pressed this frame
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else
val = 0.25; // pressed and released this frame
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}
key->state &= 1; // clear impulses
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return val;
}
//==========================================================================
cvar_t *cl_upspeed;
cvar_t *cl_forwardspeed;
cvar_t *cl_backspeed;
cvar_t *cl_sidespeed;
cvar_t *cl_movespeedkey;
cvar_t *cl_yawspeed;
cvar_t *cl_pitchspeed;
cvar_t *cl_anglespeedkey;
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/*
================
CL_AdjustAngles
Moves the local angle positions
================
*/
void
CL_AdjustAngles (void)
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{
float speed;
float up, down;
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if (in_speed.state & 1)
speed = host_frametime * cl_anglespeedkey->value;
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else
speed = host_frametime;
if (!(in_strafe.state & 1)) {
cl.viewangles[YAW] -=
speed * cl_yawspeed->value * CL_KeyState (&in_right);
cl.viewangles[YAW] +=
speed * cl_yawspeed->value * CL_KeyState (&in_left);
cl.viewangles[YAW] = anglemod (cl.viewangles[YAW]);
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}
if (in_klook.state & 1) {
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V_StopPitchDrift ();
cl.viewangles[PITCH] -=
speed * cl_pitchspeed->value * CL_KeyState (&in_forward);
cl.viewangles[PITCH] +=
speed * cl_pitchspeed->value * CL_KeyState (&in_back);
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}
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up = CL_KeyState (&in_lookup);
down = CL_KeyState (&in_lookdown);
cl.viewangles[PITCH] -= speed * cl_pitchspeed->value * up;
cl.viewangles[PITCH] += speed * cl_pitchspeed->value * down;
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if (up || down)
V_StopPitchDrift ();
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if (cl.viewangles[PITCH] > 80)
cl.viewangles[PITCH] = 80;
if (cl.viewangles[PITCH] < -70)
cl.viewangles[PITCH] = -70;
if (cl.viewangles[ROLL] > 50)
cl.viewangles[ROLL] = 50;
if (cl.viewangles[ROLL] < -50)
cl.viewangles[ROLL] = -50;
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}
/*
================
CL_BaseMove
Send the intended movement message to the server
================
*/
void
CL_BaseMove (usercmd_t *cmd)
{
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CL_AdjustAngles ();
memset (cmd, 0, sizeof (*cmd));
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VectorCopy (cl.viewangles, cmd->angles);
if (in_strafe.state & 1) {
cmd->sidemove += cl_sidespeed->value * CL_KeyState (&in_right);
cmd->sidemove -= cl_sidespeed->value * CL_KeyState (&in_left);
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}
cmd->sidemove += cl_sidespeed->value * CL_KeyState (&in_moveright);
cmd->sidemove -= cl_sidespeed->value * CL_KeyState (&in_moveleft);
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cmd->upmove += cl_upspeed->value * CL_KeyState (&in_up);
cmd->upmove -= cl_upspeed->value * CL_KeyState (&in_down);
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if (!(in_klook.state & 1)) {
cmd->forwardmove += cl_forwardspeed->value * CL_KeyState (&in_forward);
cmd->forwardmove -= cl_backspeed->value * CL_KeyState (&in_back);
}
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//
// adjust for speed key
//
if (in_speed.state & 1) {
cmd->forwardmove *= cl_movespeedkey->value;
cmd->sidemove *= cl_movespeedkey->value;
cmd->upmove *= cl_movespeedkey->value;
}
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}
int
MakeChar (int i)
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{
i &= ~3;
if (i < -127 * 4)
i = -127 * 4;
if (i > 127 * 4)
i = 127 * 4;
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return i;
}
/*
==============
CL_FinishMove
==============
*/
void
CL_FinishMove (usercmd_t *cmd)
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{
int i;
int ms;
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//
// allways dump the first two message, because it may contain leftover inputs
// from the last level
//
if (++cl.movemessages <= 2)
return;
//
// figure button bits
//
if (in_attack.state & 3)
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cmd->buttons |= 1;
in_attack.state &= ~2;
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if (in_jump.state & 3)
cmd->buttons |= 2;
in_jump.state &= ~2;
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// 1999-10-29 +USE fix by Maddes start
if (in_use.state & 3)
cmd->buttons |= 4;
in_use.state &= ~2;
// 1999-10-29 +USE fix by Maddes end
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// send milliseconds of time to apply the move
ms = host_frametime * 1000;
if (ms > 250)
ms = 100; // time was unreasonable
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cmd->msec = ms;
VectorCopy (cl.viewangles, cmd->angles);
cmd->impulse = in_impulse;
in_impulse = 0;
//
// chop down so no extra bits are kept that the server wouldn't get
//
cmd->forwardmove = MakeChar (cmd->forwardmove);
cmd->sidemove = MakeChar (cmd->sidemove);
cmd->upmove = MakeChar (cmd->upmove);
for (i = 0; i < 3; i++)
cmd->angles[i] =
((int) (cmd->angles[i] * 65536.0 / 360) & 65535) * (360.0 /
65536.0);
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}
/*
=================
CL_SendCmd
=================
*/
void
CL_SendCmd (void)
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{
sizebuf_t buf;
byte data[128];
int i;
usercmd_t *cmd, *oldcmd;
int checksumIndex;
int lost;
int seq_hash;
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if (cls.demoplayback)
return; // sendcmds come from the demo
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// save this command off for prediction
i = cls.netchan.outgoing_sequence & UPDATE_MASK;
cmd = &cl.frames[i].cmd;
cl.frames[i].senttime = realtime;
cl.frames[i].receivedtime = -1; // we haven't gotten a reply yet
// seq_hash = (cls.netchan.outgoing_sequence & 0xffff) ; // ^ QW_CHECK_HASH;
seq_hash = cls.netchan.outgoing_sequence;
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// get basic movement from keyboard
CL_BaseMove (cmd);
// allow mice or other external controllers to add to the move
IN_Move (cmd);
// if we are spectator, try autocam
if (cl.spectator)
Cam_Track (cmd);
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CL_FinishMove (cmd);
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Cam_FinishMove (cmd);
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// send this and the previous cmds in the message, so
// if the last packet was dropped, it can be recovered
buf.maxsize = 128;
buf.cursize = 0;
buf.data = data;
MSG_WriteByte (&buf, clc_move);
// save the position for a checksum byte
checksumIndex = buf.cursize;
MSG_WriteByte (&buf, 0);
// write our lossage percentage
lost = CL_CalcNet ();
MSG_WriteByte (&buf, (byte) lost);
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i = (cls.netchan.outgoing_sequence - 2) & UPDATE_MASK;
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cmd = &cl.frames[i].cmd;
MSG_WriteDeltaUsercmd (&buf, &nullcmd, cmd);
oldcmd = cmd;
i = (cls.netchan.outgoing_sequence - 1) & UPDATE_MASK;
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cmd = &cl.frames[i].cmd;
MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
oldcmd = cmd;
i = (cls.netchan.outgoing_sequence) & UPDATE_MASK;
cmd = &cl.frames[i].cmd;
MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
// calculate a checksum over the move commands
buf.data[checksumIndex] =
COM_BlockSequenceCRCByte (buf.data + checksumIndex + 1,
buf.cursize - checksumIndex - 1, seq_hash);
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// request delta compression of entities
if (cls.netchan.outgoing_sequence - cl.validsequence >= UPDATE_BACKUP - 1)
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cl.validsequence = 0;
if (cl.validsequence && !cl_nodelta->int_val && cls.state == ca_active &&
!cls.demorecording) {
cl.frames[cls.netchan.outgoing_sequence & UPDATE_MASK].delta_sequence =
cl.validsequence;
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MSG_WriteByte (&buf, clc_delta);
MSG_WriteByte (&buf, cl.validsequence & 255);
} else
cl.frames[cls.netchan.outgoing_sequence & UPDATE_MASK].delta_sequence =
-1;
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if (cls.demorecording)
CL_WriteDemoCmd (cmd);
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//
// deliver the message
//
Netchan_Transmit (&cls.netchan, buf.cursize, buf.data);
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}
/*
============
CL_InitInput
============
*/
void
CL_Input_Init (void)
{
Cmd_AddCommand ("+moveup", IN_UpDown, "When active the player is swimming up in a liquid");
Cmd_AddCommand ("-moveup", IN_UpUp, "When active the player is not swimming up in a liquid");
Cmd_AddCommand ("+movedown", IN_DownDown, "When active the player is swimming down in a liquid");
Cmd_AddCommand ("-movedown", IN_DownUp, "When active the player is not swimming down in a liquid");
Cmd_AddCommand ("+left", IN_LeftDown, "When active the player is turning left");
Cmd_AddCommand ("-left", IN_LeftUp, "When active the player is not turning left");
Cmd_AddCommand ("+right", IN_RightDown, "When active the player is turning right");
Cmd_AddCommand ("-right", IN_RightUp, "When active the player is not turning right");
Cmd_AddCommand ("+forward", IN_ForwardDown, "When active the player is moving forward");
Cmd_AddCommand ("-forward", IN_ForwardUp, "When active the player is not moving forward");
Cmd_AddCommand ("+back", IN_BackDown, "When active the player is moving backwards");
Cmd_AddCommand ("-back", IN_BackUp, "When active the player is not moving backwards");
Cmd_AddCommand ("+lookup", IN_LookupDown, "When active the player's view is looking up");
Cmd_AddCommand ("-lookup", IN_LookupUp, "When active the player's view is not looking up");
Cmd_AddCommand ("+lookdown", IN_LookdownDown, "When active the player's view is looking down");
Cmd_AddCommand ("-lookdown", IN_LookdownUp, "When active the player's view is not looking up");
Cmd_AddCommand ("+strafe", IN_StrafeDown, "When active, +left and +right function like +moveleft and +moveright");
Cmd_AddCommand ("-strafe", IN_StrafeUp, "When active, +left and +right stop functioning like +moveleft and +moveright");
Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "When active the player is strafing left");
Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "When active the player is not strafing left");
Cmd_AddCommand ("+moveright", IN_MoverightDown, "When active the player is strafing right");
Cmd_AddCommand ("-moveright", IN_MoverightUp, "When active the player is not strafing right");
Cmd_AddCommand ("+speed", IN_SpeedDown, "When active the player is running");
Cmd_AddCommand ("-speed", IN_SpeedUp, "When active the player is not running");
Cmd_AddCommand ("+attack", IN_AttackDown, "When active player is firing/using current weapon");
Cmd_AddCommand ("-attack", IN_AttackUp, "When active player is not firing/using current weapon");
Cmd_AddCommand ("+use", IN_UseDown, "Non-functional. Left over command for opening doors and triggering switches");
Cmd_AddCommand ("-use", IN_UseUp, "Non-functional. Left over command for opening doors and triggering switches");
Cmd_AddCommand ("+jump", IN_JumpDown, "When active the player is jumping");
Cmd_AddCommand ("-jump", IN_JumpUp, "When active the player is not jumping");
Cmd_AddCommand ("impulse", IN_Impulse, "Call a game function or QuakeC function.");
Cmd_AddCommand ("+klook", IN_KLookDown, "When active, +forward and +back perform +lookup and +lookdown");
Cmd_AddCommand ("-klook", IN_KLookUp, "When active, +forward and +back don't perform +lookup and +lookdown");
Cmd_AddCommand ("+mlook", IN_MLookDown, "When active moving the mouse or joystick forwards and backwards performs +lookup and +lookdown");
Cmd_AddCommand ("-mlook", IN_MLookUp, "When active moving the mouse or joystick forwards and backwards doesn't perform +lookup and +lookdown");
}
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void
CL_Input_Init_Cvars (void)
{
cl_nodelta = Cvar_Get ("cl_nodelta", "0", CVAR_NONE, "disable player delta compression."
"set to 1 if you have a poor ISP and get a lot of U_REMOVE warnings.");
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}
extern qboolean keydown[256];
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/*
============
CL_ClearStates
============
Generate key up event for each key that is down
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*/
void
CL_ClearStates (void)
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{
int i;
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// send an up event for each key, to make sure the server clears them all
for (i = 0; i < 256; i++) {
if (keydown[i])
Key_Event (i, 0, false);
}
}