quake2forge/client/cl_input.c
2001-12-22 04:27:19 +00:00

542 lines
13 KiB
C

/*
Copyright (C) 1997-2001 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 the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// cl.input.c -- builds an intended movement command to send to the server
#include "client.h"
cvar_t *cl_nodelta;
extern unsigned sys_frame_time;
unsigned frame_msec;
unsigned old_sys_frame_time;
/*
===============================================================================
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
Key_Event (int key, qboolean down, unsigned time);
+mlook src time
===============================================================================
*/
kbutton_t 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_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
{
Com_Printf ("Three keys down for a button!\n");
return;
}
if (b->state & 1)
return; // still down
// save timestamp
c = Cmd_Argv(2);
b->downtime = atoi(c);
if (!b->downtime)
b->downtime = sys_frame_time - 100;
b->state |= 1 + 2; // down + impulse down
}
void KeyUp (kbutton_t *b)
{
int k;
char *c;
unsigned uptime;
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)
// save timestamp
c = Cmd_Argv(2);
uptime = atoi(c);
if (uptime)
b->msec += uptime - b->downtime;
else
b->msec += 10;
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_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_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
/*
===============
CL_KeyState
Returns the fraction of the frame that the key was down
===============
*/
float CL_KeyState (kbutton_t *key)
{
float val;
int msec;
key->state &= 1; // clear impulses
msec = key->msec;
key->msec = 0;
if (key->state)
{ // still down
msec += sys_frame_time - key->downtime;
key->downtime = sys_frame_time;
}
#if 0
if (msec)
{
Com_Printf ("%i ", msec);
}
#endif
val = (float)msec / frame_msec;
if (val < 0)
val = 0;
if (val > 1)
val = 1;
return val;
}
//==========================================================================
cvar_t *cl_upspeed;
cvar_t *cl_forwardspeed;
cvar_t *cl_sidespeed;
cvar_t *cl_yawspeed;
cvar_t *cl_pitchspeed;
cvar_t *cl_run;
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 = cls.frametime * cl_anglespeedkey->value;
else
speed = cls.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);
}
if (in_klook.state & 1)
{
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;
}
/*
================
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_forwardspeed->value * CL_KeyState (&in_back);
}
//
// adjust for speed key / running
//
if ( (in_speed.state & 1) ^ (int)(cl_run->value) )
{
cmd->forwardmove *= 2;
cmd->sidemove *= 2;
cmd->upmove *= 2;
}
}
void CL_ClampPitch (void)
{
float pitch;
pitch = SHORT2ANGLE(cl.frame.playerstate.pmove.delta_angles[PITCH]);
if (pitch > 180)
pitch -= 360;
if (cl.viewangles[PITCH] + pitch > 89)
cl.viewangles[PITCH] = 89 - pitch;
if (cl.viewangles[PITCH] + pitch < -89)
cl.viewangles[PITCH] = -89 - pitch;
}
/*
==============
CL_FinishMove
==============
*/
void CL_FinishMove (usercmd_t *cmd)
{
int ms;
int i;
//
// figure button bits
//
if ( in_attack.state & 3 )
cmd->buttons |= BUTTON_ATTACK;
in_attack.state &= ~2;
if (in_use.state & 3)
cmd->buttons |= BUTTON_USE;
in_use.state &= ~2;
if (anykeydown && cls.key_dest == key_game)
cmd->buttons |= BUTTON_ANY;
// send milliseconds of time to apply the move
ms = cls.frametime * 1000;
if (ms > 250)
ms = 100; // time was unreasonable
cmd->msec = ms;
CL_ClampPitch ();
for (i=0 ; i<3 ; i++)
cmd->angles[i] = ANGLE2SHORT(cl.viewangles[i]);
cmd->impulse = in_impulse;
in_impulse = 0;
// send the ambient light level at the player's current position
cmd->lightlevel = (byte)cl_lightlevel->value;
}
/*
=================
CL_CreateCmd
=================
*/
usercmd_t CL_CreateCmd (void)
{
usercmd_t cmd;
frame_msec = sys_frame_time - old_sys_frame_time;
if (frame_msec < 1)
frame_msec = 1;
if (frame_msec > 200)
frame_msec = 200;
// get basic movement from keyboard
CL_BaseMove (&cmd);
// allow mice or other external controllers to add to the move
IN_Move (&cmd);
CL_FinishMove (&cmd);
old_sys_frame_time = sys_frame_time;
//cmd.impulse = cls.framecount;
return cmd;
}
void IN_CenterView (void)
{
cl.viewangles[PITCH] = -SHORT2ANGLE(cl.frame.playerstate.pmove.delta_angles[PITCH]);
}
/*
============
CL_InitInput
============
*/
void CL_InitInput (void)
{
Cmd_AddCommand ("centerview",IN_CenterView);
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 ("impulse", IN_Impulse);
Cmd_AddCommand ("+klook", IN_KLookDown);
Cmd_AddCommand ("-klook", IN_KLookUp);
cl_nodelta = Cvar_Get ("cl_nodelta", "0", 0);
}
/*
=================
CL_SendCmd
=================
*/
void CL_SendCmd (void)
{
sizebuf_t buf;
byte data[128];
int i;
usercmd_t *cmd, *oldcmd;
usercmd_t nullcmd;
int checksumIndex;
// build a command even if not connected
// save this command off for prediction
i = cls.netchan.outgoing_sequence & (CMD_BACKUP-1);
cmd = &cl.cmds[i];
cl.cmd_time[i] = cls.realtime; // for netgraph ping calculation
*cmd = CL_CreateCmd ();
cl.cmd = *cmd;
if (cls.state == ca_disconnected || cls.state == ca_connecting)
return;
if ( cls.state == ca_connected)
{
if (cls.netchan.message.cursize || curtime - cls.netchan.last_sent > 1000 )
Netchan_Transmit (&cls.netchan, 0, buf.data);
return;
}
// send a userinfo update if needed
if (userinfo_modified)
{
CL_FixUpGender();
userinfo_modified = false;
MSG_WriteByte (&cls.netchan.message, clc_userinfo);
MSG_WriteString (&cls.netchan.message, Cvar_Userinfo() );
}
SZ_Init (&buf, data, sizeof(data));
if (cmd->buttons && cl.cinematictime > 0 && !cl.attractloop
&& cls.realtime - cl.cinematictime > 1000)
{ // skip the rest of the cinematic
SCR_FinishCinematic ();
}
// begin a client move command
MSG_WriteByte (&buf, clc_move);
// save the position for a checksum byte
checksumIndex = buf.cursize;
MSG_WriteByte (&buf, 0);
// let the server know what the last frame we
// got was, so the next message can be delta compressed
if (cl_nodelta->value || !cl.frame.valid || cls.demowaiting)
MSG_WriteLong (&buf, -1); // no compression
else
MSG_WriteLong (&buf, cl.frame.serverframe);
// send this and the previous cmds in the message, so
// if the last packet was dropped, it can be recovered
i = (cls.netchan.outgoing_sequence-2) & (CMD_BACKUP-1);
cmd = &cl.cmds[i];
memset (&nullcmd, 0, sizeof(nullcmd));
MSG_WriteDeltaUsercmd (&buf, &nullcmd, cmd);
oldcmd = cmd;
i = (cls.netchan.outgoing_sequence-1) & (CMD_BACKUP-1);
cmd = &cl.cmds[i];
MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
oldcmd = cmd;
i = (cls.netchan.outgoing_sequence) & (CMD_BACKUP-1);
cmd = &cl.cmds[i];
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,
cls.netchan.outgoing_sequence);
//
// deliver the message
//
Netchan_Transmit (&cls.netchan, buf.cursize, buf.data);
}