/* cl.input.c - builds an intended movement command to send to the server Copyright (C) 1996-1997 Id Software, Inc. Copyright (C) 1999,2000 contributors of the QuakeForge project Please see the file "AUTHORS" for a list of contributors 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. */ // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All // rights reserved. #include #include #include #include #include #include #include #include #include #include cvar_t cl_nodelta = {"cl_nodelta","0"}; /* =============================================================================== 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 ( !(in_mlook.state&1) && lookspring.value) 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=Q_atoi(Cmd_Argv(1));} /* =============== 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 = {"cl_upspeed","200"}; cvar_t cl_forwardspeed = {"cl_forwardspeed","200", CVAR_ARCHIVE}; cvar_t cl_backspeed = {"cl_backspeed","200", CVAR_ARCHIVE}; cvar_t cl_sidespeed = {"cl_sidespeed","350"}; cvar_t cl_movespeedkey = {"cl_movespeedkey","2.0"}; cvar_t cl_yawspeed = {"cl_yawspeed","140"}; cvar_t cl_pitchspeed = {"cl_pitchspeed","150"}; cvar_t cl_anglespeedkey = {"cl_anglespeedkey","1.5"}; /* ================ 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) { #ifdef UQUAKE if (cls.signon != SIGNONS) return; #endif CL_AdjustAngles (); memset (cmd, 0, sizeof(*cmd)); #ifdef QUAKEWORLD VectorCopy (cl.viewangles, cmd->angles); #endif 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; } #ifdef QUAKE2 cmd->lightlevel = cl.light_level; #endif } int MakeChar (int i) { i &= ~3; if (i < -127*4) i = -127*4; if (i > 127*4) i = 127*4; return i; } #ifdef QUAKEWORLD /* ============== 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; // 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.value && 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); } #else /* ============== CL_SendMove ============== */ void CL_SendMove (usercmd_t *cmd) { int i; int bits; sizebuf_t buf; byte data[128]; buf.maxsize = 128; buf.cursize = 0; buf.data = data; cl.cmd = *cmd; // // send the movement message // MSG_WriteByte (&buf, clc_move); MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times for (i=0 ; i<3 ; i++) MSG_WriteAngle (&buf, cl.viewangles[i]); 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; MSG_WriteByte (&buf, bits); MSG_WriteByte (&buf, in_impulse); in_impulse = 0; #ifdef QUAKE2 // // light level // MSG_WriteByte (&buf, cmd->lightlevel); #endif // // 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 (); } } #endif /* ============ 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 ("impulse", IN_Impulse); Cmd_AddCommand ("+klook", IN_KLookDown); Cmd_AddCommand ("-klook", IN_KLookUp); Cmd_AddCommand ("+mlook", IN_MLookDown); Cmd_AddCommand ("-mlook", IN_MLookUp); Cvar_RegisterVariable (&cl_nodelta); } /* ============ CL_ClearStates ============ */ void CL_ClearStates (void) { }