/* cl_input.c 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 $Id$ */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #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" #include "host.h" #include "input.h" #include "keys.h" #include "msg.h" #include "teamplay.h" #include "view.h" cvar_t *cl_nodelta; /* =============================================================================== 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; int in_impulse; void KeyDown (kbutton_t *b) { int k; char *c; c = Cmd_Argv (1); if (c[0]) k = atoi (c); else k = -1; // typed manually at the console for // continuous down if (k == b->down[0] || k == b->down[1]) return; // repeating key if (!b->down[0]) b->down[0] = k; else if (!b->down[1]) b->down[1] = k; else { Con_Printf ("Three keys down for a button!\n"); return; } if (b->state & 1) return; // still down b->state |= 1 + 2; // down + impulse down } void KeyUp (kbutton_t *b) { int k; char *c; c = Cmd_Argv (1); if (c[0]) k = atoi (c); else { // typed manually at the console, // assume for unsticking, so clear // all b->down[0] = b->down[1] = 0; b->state = 4; // impulse up return; } if (b->down[0] == k) b->down[0] = 0; else if (b->down[1] == k) b->down[1] = 0; else return; // key up without coresponding down // (menu pass through) if (b->down[0] || b->down[1]) return; // some other key is still holding it // down if (!(b->state & 1)) return; // still up (this should not happen) b->state &= ~1; // now up b->state |= 4; // impulse up } 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 } /* =============== CL_KeyState Returns 0.25 if a key was pressed and released during the frame, 0.5 if it was pressed and held 0 if held then released, and 1.0 if held for the entire time =============== */ float CL_KeyState (kbutton_t *key) { float val; qboolean impulsedown, impulseup, down; impulsedown = key->state & 2; impulseup = key->state & 4; down = key->state & 1; val = 0; if (impulsedown && !impulseup) { if (down) val = 0.5; // pressed and held this frame else val = 0; // I_Error (); } if (impulseup && !impulsedown) { if (down) val = 0; // I_Error (); else val = 0; // released this frame } if (!impulsedown && !impulseup) { if (down) val = 1.0; // held the entire frame else val = 0; // up the entire frame } if (impulsedown && impulseup) { if (down) val = 0.75; // released and re-pressed this frame else val = 0.25; // pressed and released this frame } key->state &= 1; // clear impulses return val; } //========================================================================== cvar_t *cl_upspeed; 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; /* ================ CL_AdjustAngles Moves the local angle positions ================ */ void CL_AdjustAngles (void) { float speed; float up, down; if (in_speed.state & 1) speed = host_frametime * cl_anglespeedkey->value; 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]); } if (in_klook.state & 1) { V_StopPitchDrift (); cl.viewangles[PITCH] -= speed * cl_pitchspeed->value * CL_KeyState (&in_forward); cl.viewangles[PITCH] += speed * cl_pitchspeed->value * CL_KeyState (&in_back); } up = CL_KeyState (&in_lookup); down = CL_KeyState (&in_lookdown); cl.viewangles[PITCH] -= speed * cl_pitchspeed->value * up; cl.viewangles[PITCH] += speed * cl_pitchspeed->value * down; if (up || down) V_StopPitchDrift (); if (cl.viewangles[PITCH] > 80) cl.viewangles[PITCH] = 80; if (cl.viewangles[PITCH] < -70) cl.viewangles[PITCH] = -70; if (cl.viewangles[ROLL] > 50) cl.viewangles[ROLL] = 50; if (cl.viewangles[ROLL] < -50) cl.viewangles[ROLL] = -50; } /* ================ CL_BaseMove Send the intended movement message to the server ================ */ void CL_BaseMove (usercmd_t *cmd) { CL_AdjustAngles (); memset (cmd, 0, sizeof (*cmd)); 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); } cmd->sidemove += cl_sidespeed->value * CL_KeyState (&in_moveright); cmd->sidemove -= cl_sidespeed->value * CL_KeyState (&in_moveleft); cmd->upmove += cl_upspeed->value * CL_KeyState (&in_up); cmd->upmove -= cl_upspeed->value * CL_KeyState (&in_down); if (!(in_klook.state & 1)) { cmd->forwardmove += cl_forwardspeed->value * CL_KeyState (&in_forward); cmd->forwardmove -= cl_backspeed->value * CL_KeyState (&in_back); } // // adjust for speed key // if (in_speed.state & 1) { cmd->forwardmove *= cl_movespeedkey->value; cmd->sidemove *= cl_movespeedkey->value; cmd->upmove *= cl_movespeedkey->value; } } int MakeChar (int i) { i &= ~3; if (i < -127 * 4) i = -127 * 4; if (i > 127 * 4) i = 127 * 4; return i; } /* ============== CL_FinishMove ============== */ void CL_FinishMove (usercmd_t *cmd) { int i; int ms; // // 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) cmd->buttons |= 1; in_attack.state &= ~2; if (in_jump.state & 3) cmd->buttons |= 2; in_jump.state &= ~2; // 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 // send milliseconds of time to apply the move ms = host_frametime * 1000; if (ms > 250) ms = 100; // time was unreasonable 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); } /* ================= CL_SendCmd ================= */ void CL_SendCmd (void) { sizebuf_t buf; byte data[128]; int i; usercmd_t *cmd, *oldcmd; int checksumIndex; int lost; int seq_hash; if (cls.demoplayback) return; // sendcmds come from the demo // 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; // 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); CL_FinishMove (cmd); Cam_FinishMove (cmd); // 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); i = (cls.netchan.outgoing_sequence - 2) & UPDATE_MASK; cmd = &cl.frames[i].cmd; MSG_WriteDeltaUsercmd (&buf, &nullcmd, cmd); oldcmd = cmd; i = (cls.netchan.outgoing_sequence - 1) & UPDATE_MASK; 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); // request delta compression of entities if (cls.netchan.outgoing_sequence - cl.validsequence >= UPDATE_BACKUP - 1) 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; MSG_WriteByte (&buf, clc_delta); MSG_WriteByte (&buf, cl.validsequence & 255); } else cl.frames[cls.netchan.outgoing_sequence & UPDATE_MASK].delta_sequence = -1; if (cls.demorecording) CL_WriteDemoCmd (cmd); // // deliver the message // Netchan_Transmit (&cls.netchan, buf.cursize, buf.data); } /* ============ 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"); } 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."); } extern qboolean keydown[256]; /* ============ CL_ClearStates ============ Generate key up event for each key that is down */ void CL_ClearStates (void) { int i; // 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); } }