quakeforge/qw/source/cl_input.c

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/*
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
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/checksum.h"
#include "QF/cmd.h"
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#include "QF/cvar.h"
#include "QF/input.h"
#include "QF/keys.h"
#include "QF/msg.h"
#include "QF/sys.h"
#include "QF/teamplay.h"
#include "QF/va.h"
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#include "compat.h"
#include "client/view.h"
#include "qw/msg_ucmd.h"
#include "qw/include/chase.h"
#include "qw/include/cl_cam.h"
#include "qw/include/cl_demo.h"
#include "qw/include/cl_input.h"
#include "qw/include/cl_parse.h"
#include "qw/include/client.h"
#include "qw/include/host.h"
int cl_game_context;
int cl_demo_context;
cvar_t *cl_nodelta;
cvar_t *cl_maxnetfps;
cvar_t *cl_spamimpulse;
in_button_t in_left = {
.name = "left",
.description = "When active the player is turning left"
};
in_button_t in_right = {
.name = "right",
.description = "When active the player is turning right"
};
in_button_t in_forward = {
.name = "forward",
.description = "When active the player is moving forward"
};
in_button_t in_back = {
.name = "back",
.description = "When active the player is moving backwards"
};
in_button_t in_lookup = {
.name = "lookup",
.description = "When active the player's view is looking up"
};
in_button_t in_lookdown = {
.name = "lookdown",
.description = "When active the player's view is looking down"
};
in_button_t in_moveleft = {
.name = "moveleft",
.description = "When active the player is strafing left"
};
in_button_t in_moveright = {
.name = "moveright",
.description = "When active the player is strafing right"
};
in_button_t in_use = {
.name = "use",
.description = "Left over command for opening doors and triggering"
" switches"
};
in_button_t in_jump = {
.name = "jump",
.description = "When active the player is jumping"
};
in_button_t in_attack = {
.name = "attack",
.description = "When active player is firing/using current weapon"
};
in_button_t in_up = {
.name = "moveup",
.description = "When active the player is swimming up in a liquid"
};
in_button_t in_down = {
.name = "movedown",
.description = "When active the player is swimming down in a liquid"
};
in_button_t in_strafe = {
.name = "strafe",
.description = "When active, +left and +right function like +moveleft and"
" +moveright"
};
in_button_t in_klook = {
.name = "klook",
.description = "When active, +forward and +back perform +lookup and"
" +lookdown"
};
in_button_t in_speed = {
.name = "speed",
.description = "When active the player is running"
};
in_button_t in_mlook = {
.name = "mlook",
.description = "When active moving the mouse or joystick forwards "
"and backwards performs +lookup and "
"+lookdown"
};
static in_button_t *cl_in_buttons[] = {
&in_left,
&in_right,
&in_forward,
&in_back,
&in_lookup,
&in_lookdown,
&in_moveleft,
&in_moveright,
&in_use,
&in_jump,
&in_attack,
&in_up,
&in_down,
&in_strafe,
&in_klook,
&in_speed,
&in_mlook,
0
};
int in_impulse;
static void
IN_Impulse (void *data)
{
in_impulse = atoi (Cmd_Argv (1));
if (Cmd_Argc () <= 2)
return;
Team_BestWeaponImpulse (); // HACK HACK HACK
}
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cvar_t *cl_anglespeedkey;
cvar_t *cl_backspeed;
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cvar_t *cl_forwardspeed;
cvar_t *cl_movespeedkey;
cvar_t *cl_pitchspeed;
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cvar_t *cl_sidespeed;
cvar_t *cl_upspeed;
cvar_t *cl_yawspeed;
/*
CL_AdjustAngles
Moves the local angle positions
*/
static void
CL_AdjustAngles (void)
{
float down, up;
float pitchspeed, yawspeed;
pitchspeed = cl_pitchspeed->value;
yawspeed = cl_yawspeed->value;
if (in_speed.state & inb_down) {
pitchspeed *= cl_anglespeedkey->value;
yawspeed *= cl_anglespeedkey->value;
}
if ((cl.fpd & FPD_LIMIT_PITCH) && pitchspeed > FPD_MAXPITCH)
pitchspeed = FPD_MAXPITCH;
if ((cl.fpd & FPD_LIMIT_YAW) && yawspeed > FPD_MAXYAW)
yawspeed = FPD_MAXYAW;
pitchspeed *= host_frametime;
yawspeed *= host_frametime;
if (!(in_strafe.state & inb_down)) {
cl.viewstate.angles[YAW] -= yawspeed * IN_ButtonState (&in_right);
cl.viewstate.angles[YAW] += yawspeed * IN_ButtonState (&in_left);
cl.viewstate.angles[YAW] = anglemod (cl.viewstate.angles[YAW]);
}
if (in_klook.state & inb_down) {
V_StopPitchDrift ();
cl.viewstate.angles[PITCH] -= pitchspeed * IN_ButtonState (&in_forward);
cl.viewstate.angles[PITCH] += pitchspeed * IN_ButtonState (&in_back);
}
up = IN_ButtonState (&in_lookup);
down = IN_ButtonState (&in_lookdown);
cl.viewstate.angles[PITCH] -= pitchspeed * up;
cl.viewstate.angles[PITCH] += pitchspeed * down;
if (up || down)
V_StopPitchDrift ();
// FIXME: Need to clean up view angle limits
if (cl.viewstate.angles[PITCH] > 80)
cl.viewstate.angles[PITCH] = 80;
if (cl.viewstate.angles[PITCH] < -70)
cl.viewstate.angles[PITCH] = -70;
if (cl.viewstate.angles[ROLL] > 50)
cl.viewstate.angles[ROLL] = 50;
if (cl.viewstate.angles[ROLL] < -50)
cl.viewstate.angles[ROLL] = -50;
}
/*
CL_BaseMove
Send the intended movement message to the server
*/
void
CL_BaseMove (usercmd_t *cmd)
{
if (IN_ButtonReleased (&in_mlook) && !freelook && lookspring->int_val) {
V_StartPitchDrift ();
}
if (cls.state != ca_active) {
return;
}
CL_AdjustAngles ();
memset (cmd, 0, sizeof (*cmd));
VectorCopy (cl.viewstate.angles, cmd->angles);
if (in_strafe.state & inb_down) {
cmd->sidemove += cl_sidespeed->value * IN_ButtonState (&in_right);
cmd->sidemove -= cl_sidespeed->value * IN_ButtonState (&in_left);
}
cmd->sidemove += cl_sidespeed->value * IN_ButtonState (&in_moveright);
cmd->sidemove -= cl_sidespeed->value * IN_ButtonState (&in_moveleft);
cmd->upmove += cl_upspeed->value * IN_ButtonState (&in_up);
cmd->upmove -= cl_upspeed->value * IN_ButtonState (&in_down);
if (!(in_klook.state & inb_down)) {
cmd->forwardmove += cl_forwardspeed->value * IN_ButtonState (&in_forward);
cmd->forwardmove -= cl_backspeed->value * IN_ButtonState (&in_back);
}
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// adjust for speed key
if (in_speed.state & inb_down) {
cmd->forwardmove *= cl_movespeedkey->value;
cmd->sidemove *= cl_movespeedkey->value;
cmd->upmove *= cl_movespeedkey->value;
}
if (freelook)
V_StopPitchDrift ();
viewdelta.angles[0] = viewdelta.angles[1] = viewdelta.angles[2] = 0;
viewdelta.position[0] = viewdelta.position[1] = viewdelta.position[2] = 0;
IN_Move ();
// adjust for chase camera angles
/*FIXME:chase figure out just what this does and get it working
if (cl.chase
&& (chase_active->int_val == 2 || chase_active->int_val == 3)) {
vec3_t forward, right, up, f, r;
vec3_t dir = {0, 0, 0};
dir[1] = r_data->refdef->viewangles[1] - cl.viewstate.angles[1];
AngleVectors (dir, forward, right, up);
VectorScale (forward, cmd->forwardmove, f);
VectorScale (right, cmd->sidemove, r);
cmd->forwardmove = f[0] + r[0];
cmd->sidemove = f[1] + r[1];
VectorScale (forward, viewdelta.position[2], f);
VectorScale (right, viewdelta.position[0], r);
viewdelta.position[2] = f[0] + r[0];
viewdelta.position[0] = (f[1] + r[1]) * -1;
}
*/
cmd->forwardmove += viewdelta.position[2] * m_forward->value;
cmd->sidemove += viewdelta.position[0] * m_side->value;
cmd->upmove += viewdelta.position[1];
cl.viewstate.angles[PITCH] += viewdelta.angles[PITCH] * m_pitch->value;
cl.viewstate.angles[YAW] += viewdelta.angles[YAW] * m_yaw->value;
cl.viewstate.angles[ROLL] += viewdelta.angles[ROLL];
if (freelook && !(in_strafe.state & inb_down)) {
cl.viewstate.angles[PITCH]
= bound (-70, cl.viewstate.angles[PITCH], 80);
}
}
static int
MakeChar (int i)
{
i &= ~3;
if (i < -127 * 4)
i = -127 * 4;
if (i > 127 * 4)
i = 127 * 4;
return i;
}
static void
CL_FinishMove (usercmd_t *cmd)
{
int ms, i;
static double accum = 0.0;
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// always dump the first two message, because it may contain leftover
// inputs from the last level
if (++cl.movemessages <= 2)
return;
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// figure button bits
cmd->buttons |= IN_ButtonPressed (&in_attack) << 0;
cmd->buttons |= IN_ButtonPressed (&in_jump) << 1;
cmd->buttons |= IN_ButtonPressed (&in_use) << 2;
// send milliseconds of time to apply the move
accum += (host_frametime * 1000.0);
ms = accum + 0.5;
accum -= ms;
if (ms > 250) {
ms = 100; // time was unreasonable
accum = 0.0;
}
cmd->msec = ms;
VectorCopy (cl.viewstate.angles, cmd->angles);
cmd->impulse = in_impulse;
in_impulse = 0;
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// 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++)
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cmd->angles[i] = ((int) (cmd->angles[i] * (65536.0 / 360.0)) & 65535) *
(360.0 / 65536.0);
}
static inline int
pps_check (int dontdrop)
{
static float pps_balance = 0.0;
static int dropcount = 0;
pps_balance += host_frametime;
// never drop more than 2 messages in a row -- that'll cause PL
// and don't drop if one of the last two movemessages have an impulse
if (pps_balance > 0.0 || dropcount >= 2 || dontdrop) {
float pps;
if (!(pps = cl_maxnetfps->int_val))
pps = rate->value / 80.0;
pps = bound (1, pps, 72);
pps_balance -= 1.0 / pps;
pps_balance = bound (-0.1, pps_balance, 0.1);
dropcount = 0;
return 1;
} else {
int i;
// don't count this message when calculating PL
i = cls.netchan.outgoing_sequence & UPDATE_MASK;
cl.frames[i].receivedtime = -3;
// drop this message
cls.netchan.outgoing_sequence++;
dropcount++;
return 0;
}
}
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static inline void
build_cmd (usercmd_t *cmd)
{
// get basic movement from keyboard, mouse, etc
CL_BaseMove (cmd);
// if we are spectator, try autocam
if (cl.spectator)
Cam_Track (cmd);
CL_FinishMove (cmd);
Cam_FinishMove (cmd);
}
void
CL_SendCmd (void)
{
byte data[128];
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int checksumIndex, lost, seq_hash, frame;
qboolean dontdrop; // FIXME: needed without cl_c2sImpulseBackup?
sizebuf_t buf;
usercmd_t *cmd, *oldcmd;
if (cls.demoplayback && !cls.demoplayback2)
return; // sendcmds come from the demo
// save this command off for prediction
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frame = cls.netchan.outgoing_sequence & UPDATE_MASK;
cmd = &cl.frames[frame].cmd;
cl.frames[frame].senttime = realtime;
cl.frames[frame].receivedtime = -1; // we haven't gotten a reply yet
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// seq_hash = (cls.netchan.outgoing_sequence & 0xffff) ; // ^ QW_CHECK_HASH;
seq_hash = cls.netchan.outgoing_sequence;
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build_cmd (cmd);
if (cls.demoplayback2) {
cls.netchan.outgoing_sequence++;
return;
}
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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);
dontdrop = false;
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frame = (cls.netchan.outgoing_sequence - 2) & UPDATE_MASK;
cmd = &cl.frames[frame].cmd;
if (cl_spamimpulse->int_val >= 2)
dontdrop = dontdrop || cmd->impulse;
MSG_WriteDeltaUsercmd (&buf, &nullcmd, cmd);
oldcmd = cmd;
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frame = (cls.netchan.outgoing_sequence - 1) & UPDATE_MASK;
cmd = &cl.frames[frame].cmd;
if (cl_spamimpulse->int_val >= 3)
dontdrop = dontdrop || cmd->impulse;
MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
oldcmd = cmd;
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frame = (cls.netchan.outgoing_sequence) & UPDATE_MASK;
cmd = &cl.frames[frame].cmd;
if (cl_spamimpulse->int_val >= 1)
dontdrop = dontdrop || cmd->impulse;
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;
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if (cl.validsequence && !cl_nodelta->int_val && cls.state == ca_active
&& !cls.demorecording) {
cl.frames[frame].delta_sequence = cl.validsequence;
MSG_WriteByte (&buf, clc_delta);
MSG_WriteByte (&buf, cl.validsequence & 255);
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} else {
cl.frames[frame].delta_sequence = -1;
}
if (cls.demorecording)
CL_WriteDemoCmd (cmd);
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// deliver the message
if (pps_check (dontdrop))
Netchan_Transmit (&cls.netchan, buf.cursize, buf.data);
}
void
CL_Input_Init (void)
{
for (int i = 0; cl_in_buttons[i]; i++) {
IN_RegisterButton (cl_in_buttons[i]);
}
cl_game_context = IMT_CreateContext ("key_game");
cl_demo_context = IMT_CreateContext ("key_demo");
Cmd_AddDataCommand ("impulse", IN_Impulse, 0,
"Call a game function or QuakeC function.");
}
void
CL_Input_Init_Cvars (void)
{
cl_nodelta = Cvar_Get ("cl_nodelta", "0", CVAR_NONE, NULL,
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"Disable player delta compression. Set to 1 if you "
"have a poor ISP and get many U_REMOVE warnings.");
cl_maxnetfps = Cvar_Get ("cl_maxnetfps", "0", CVAR_ARCHIVE, NULL,
"Controls number of command packets sent per "
"second. Default 0 is unlimited.");
cl_spamimpulse = Cvar_Get ("cl_spamimpulse", "3", CVAR_NONE, NULL,
"Controls number of duplicate packets sent if "
"an impulse is being sent. Default (id "
"behavior) is 3.");
}