/* 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 #endif #ifdef HAVE_STRINGS_H # include #endif #include "QF/cmd.h" #include "QF/console.h" #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" #include "compat.h" #include "client/input.h" #include "nq/include/client.h" #include "nq/include/host.h" 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)); } /* CL_BaseMove Send the intended movement message to the server */ void CL_BaseMove (usercmd_t *cmd) { if (cls.state != ca_active) { return; } VectorCopy (cl.viewstate.player_angles, cl.movestate.angles);//FIXME CL_Input_BuildMove (host_frametime, &cl.movestate, &cl.viewstate); VectorCopy (cl.movestate.angles, cl.viewstate.player_angles);//FIXME memset (cmd, 0, sizeof (*cmd)); cmd->forwardmove = cl.movestate.move[FORWARD]; cmd->sidemove = cl.movestate.move[SIDE]; cmd->upmove = cl.movestate.move[UP]; cl.viewstate.movecmd = cl.movestate.move; } void CL_SendMove (usercmd_t *cmd) { byte data[128]; int bits; sizebuf_t buf; 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 write_angles (&buf, cl.viewstate.player_angles); MSG_WriteShort (&buf, cmd->forwardmove); MSG_WriteShort (&buf, cmd->sidemove); MSG_WriteShort (&buf, cmd->upmove); // 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; // deliver the message if (cls.demoplayback) return; // 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 (); } } void CL_Init_Input (cbuf_t *cbuf) { CL_Input_Init (cbuf); Cmd_AddDataCommand ("impulse", IN_Impulse, 0, "Call a game function or QuakeC function."); } void CL_Init_Input_Cvars (void) { CL_Input_Init_Cvars (); }