quakeforge/nq/source/cl_input.c

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/*
cl_input.c
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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/cmd.h"
#include "QF/console.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/input/event.h"
#include "QF/plugin/vid_render.h"
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#include "compat.h"
#include "client/input.h"
#include "nq/include/chase.h"
#include "nq/include/client.h"
#include "nq/include/host.h"
int cl_game_context;
int cl_demo_context;
static int cl_event_id;
in_axis_t viewdelta_position_forward = {
.mode = ina_set,
.name = "move.forward",
.description = "Move forward (negative) or backward (positive)",
};
in_axis_t viewdelta_position_side = {
.mode = ina_set,
.name = "move.side",
.description = "Move right (positive) or left (negative)",
};
in_axis_t viewdelta_position_up = {
.mode = ina_set,
.name = "move.up",
.description = "Move up (positive) or down (negative)",
};
in_axis_t viewdelta_angles_pitch = {
.mode = ina_set,
.name = "move.pitch",
.description = "Pitch axis",
};
in_axis_t viewdelta_angles_yaw = {
.mode = ina_set,
.name = "move.yaw",
.description = "Yaw axis",
};
in_axis_t viewdelta_angles_roll = {
.mode = ina_set,
.name = "move.roll",
.description = "Roll axis",
};
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_axis_t *cl_in_axes[] = {
&viewdelta_position_forward,
&viewdelta_position_side,
&viewdelta_position_up,
&viewdelta_angles_pitch,
&viewdelta_angles_yaw,
&viewdelta_angles_roll,
0,
};
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;
void (*write_angles) (sizebuf_t *sb, const vec3_t angles);
static void
IN_Impulse (void *data)
{
in_impulse = atoi (Cmd_Argv (1));
}
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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;
/*
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CL_AdjustAngles
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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;
}
/*
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CL_BaseMove
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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));
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 ();
// 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 -= IN_UpdateAxis (&viewdelta_position_forward) * m_forward->value;
cmd->sidemove += IN_UpdateAxis (&viewdelta_position_side) * m_side->value;
cmd->upmove -= IN_UpdateAxis (&viewdelta_position_up);
cl.viewstate.angles[PITCH] -= IN_UpdateAxis (&viewdelta_angles_pitch) * m_pitch->value;
cl.viewstate.angles[YAW] -= IN_UpdateAxis (&viewdelta_angles_yaw) * m_yaw->value;
cl.viewstate.angles[ROLL] -= IN_UpdateAxis (&viewdelta_angles_roll) * m_pitch->value;
if (freelook && !(in_strafe.state & inb_down)) {
cl.viewstate.angles[PITCH]
= bound (-70, cl.viewstate.angles[PITCH], 80);
}
}
void
CL_SendMove (usercmd_t *cmd)
{
byte data[128];
int bits;
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sizebuf_t buf;
buf.maxsize = 128;
buf.cursize = 0;
buf.data = data;
cl.cmd = *cmd;
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// send the movement message
MSG_WriteByte (&buf, clc_move);
MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
write_angles (&buf, cl.viewstate.angles);
MSG_WriteShort (&buf, cmd->forwardmove);
MSG_WriteShort (&buf, cmd->sidemove);
MSG_WriteShort (&buf, cmd->upmove);
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// send button bits
bits = 0;
bits |= IN_ButtonPressed (&in_attack) << 0;
bits |= IN_ButtonPressed (&in_jump) << 1;
bits |= IN_ButtonPressed (&in_use) << 2;
MSG_WriteByte (&buf, bits);
MSG_WriteByte (&buf, in_impulse);
in_impulse = 0;
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// deliver the message
if (cls.demoplayback)
return;
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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;
if (NET_SendUnreliableMessage (cls.netcon, &buf) == -1) {
Sys_Printf ("CL_SendMove: lost server connection\n");
CL_Disconnect ();
}
}
static int
cl_event_handler (const IE_event_t *ie_event, void *unused)
{
if (ie_event->type == ie_key) {
if (ie_event->key.code == QFK_ESCAPE) {
Con_SetState (con_menu);
return 1;
}
}
return IN_Binding_HandleEvent (ie_event);
}
void
CL_Input_Init (cbuf_t *cbuf)
{
cl_event_id = IE_Add_Handler (cl_event_handler, 0);
for (int i = 0; cl_in_axes[i]; i++) {
IN_RegisterAxis (cl_in_axes[i]);
}
for (int i = 0; cl_in_buttons[i]; i++) {
IN_RegisterButton (cl_in_buttons[i]);
}
cl_game_context = IMT_CreateContext ("key_game");
IMT_SetContextCbuf (cl_game_context, cbuf);
cl_demo_context = IMT_CreateContext ("key_demo");
IMT_SetContextCbuf (cl_demo_context, cbuf);
Cmd_AddDataCommand ("impulse", IN_Impulse, 0,
"Call a game function or QuakeC function.");
CL_Legacy_Init ();
}
void
CL_Input_Activate (void)
{
host_in_game = !cls.demoplayback;
IMT_SetContext (cls.demoplayback ? cl_demo_context : cl_game_context);
IE_Set_Focus (cl_event_id);
}