/* cl_input.c @description@ 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 $Id$ */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #include #include "msg.h" #include "host.h" #include "console.h" #include "client.h" #include "cmd.h" /* =============================================================================== 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->int_val) 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=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; cvar_t *cl_forwardspeed; cvar_t *cl_backspeed; cvar_t *cl_sidespeed; cvar_t *cl_movespeedkey; cvar_t *cl_yawspeed; cvar_t *cl_pitchspeed; 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 = 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) { if (cls.signon != SIGNONS) return; CL_AdjustAngles (); memset (cmd, 0, sizeof(*cmd)); 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 } /* ============== 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 (); } } /* ============ CL_InitInput ============ */ void CL_InitInput (void) { Cmd_AddCommand ("+moveup",IN_UpDown, "No Description"); Cmd_AddCommand ("-moveup",IN_UpUp, "No Description"); Cmd_AddCommand ("+movedown",IN_DownDown, "No Description"); Cmd_AddCommand ("-movedown",IN_DownUp, "No Description"); Cmd_AddCommand ("+left",IN_LeftDown, "No Description"); Cmd_AddCommand ("-left",IN_LeftUp, "No Description"); Cmd_AddCommand ("+right",IN_RightDown, "No Description"); Cmd_AddCommand ("-right",IN_RightUp, "No Description"); Cmd_AddCommand ("+forward",IN_ForwardDown, "No Description"); Cmd_AddCommand ("-forward",IN_ForwardUp, "No Description"); Cmd_AddCommand ("+back",IN_BackDown, "No Description"); Cmd_AddCommand ("-back",IN_BackUp, "No Description"); Cmd_AddCommand ("+lookup", IN_LookupDown, "No Description"); Cmd_AddCommand ("-lookup", IN_LookupUp, "No Description"); Cmd_AddCommand ("+lookdown", IN_LookdownDown, "No Description"); Cmd_AddCommand ("-lookdown", IN_LookdownUp, "No Description"); Cmd_AddCommand ("+strafe", IN_StrafeDown, "No Description"); Cmd_AddCommand ("-strafe", IN_StrafeUp, "No Description"); Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "No Description"); Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "No Description"); Cmd_AddCommand ("+moveright", IN_MoverightDown, "No Description"); Cmd_AddCommand ("-moveright", IN_MoverightUp, "No Description"); Cmd_AddCommand ("+speed", IN_SpeedDown, "No Description"); Cmd_AddCommand ("-speed", IN_SpeedUp, "No Description"); Cmd_AddCommand ("+attack", IN_AttackDown, "No Description"); Cmd_AddCommand ("-attack", IN_AttackUp, "No Description"); Cmd_AddCommand ("+use", IN_UseDown, "No Description"); Cmd_AddCommand ("-use", IN_UseUp, "No Description"); Cmd_AddCommand ("+jump", IN_JumpDown, "No Description"); Cmd_AddCommand ("-jump", IN_JumpUp, "No Description"); Cmd_AddCommand ("impulse", IN_Impulse, "No Description"); Cmd_AddCommand ("+klook", IN_KLookDown, "No Description"); Cmd_AddCommand ("-klook", IN_KLookUp, "No Description"); Cmd_AddCommand ("+mlook", IN_MLookDown, "No Description"); Cmd_AddCommand ("-mlook", IN_MLookUp, "No Description"); }