newtree/source/cl_input.c
Zephaniah E. Hull 8f1ff1bddc A few compile fixes.
And of course the very slight rework of the input system, at least
in_x11 gets shifts right for different keymaps.

Oh, by the way, ALL other input targets are broken in a very 'will not
compile' way.
2000-11-17 21:23:26 +00:00

595 lines
14 KiB
C

/*
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
#include "input.h"
#include "sys.h"
#include "sys.h"
#include "cvar.h"
#include "sizebuf.h"
#include "msg.h"
#include "client.h"
#include "commdef.h"
#include "cmd.h"
#include "console.h"
#include "qendian.h"
#include "quakefs.h"
#include "quakedef.h"
#include "pmove.h"
#include "view.h"
#include "checksum.h"
#include "keys.h"
#include "teamplay.h"
#include "cl_cam.h"
#include "cl_demo.h"
#include "cl_parse.h"
#include "cl_input.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);
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 ("impulse", IN_Impulse);
Cmd_AddCommand ("+klook", IN_KLookDown);
Cmd_AddCommand ("-klook", IN_KLookUp);
Cmd_AddCommand ("+mlook", IN_MLookDown);
Cmd_AddCommand ("-mlook", IN_MLookUp);
}
void CL_Input_Init_Cvars (void)
{
cl_nodelta = Cvar_Get("cl_nodelta", "0", CVAR_NONE, "None");
}
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);
}
}