/* 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/cvar.h" #include "QF/input.h" #include "QF/keys.h" #include "QF/msg.h" #include "QF/sys.h" #include "QF/plugin/vid_render.h" #include "compat.h" #include "nq/include/chase.h" #include "nq/include/client.h" #include "nq/include/host.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 be released only 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_left, in_right, in_forward, in_back; kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright; kbutton_t in_use, in_jump, in_attack; kbutton_t in_up, in_down; int in_impulse; void (*write_angles) (sizebuf_t *sb, const vec3_t angles); static void KeyPress (void *_b) { kbutton_t *b = _b; const char *c; int k; 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 { Sys_Printf ("Three keys down for a button!\n"); return; } if (b->state & 1) return; // still down b->state |= 1 + 2; // down + impulse down } static void KeyRelease (void *_b) { kbutton_t *b = _b; const char *c; int k; 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 } static void IN_MLookRelease (void *data) { KeyRelease (&in_mlook); if (!freelook && lookspring->int_val) V_StartPitchDrift (); } static void IN_Impulse (void *data) { 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_anglespeedkey; cvar_t *cl_backspeed; cvar_t *cl_forwardspeed; cvar_t *cl_movespeedkey; cvar_t *cl_pitchspeed; 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 & 1) { 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 & 1)) { cl.viewstate.angles[YAW] -= yawspeed * CL_KeyState (&in_right); cl.viewstate.angles[YAW] += yawspeed * CL_KeyState (&in_left); cl.viewstate.angles[YAW] = anglemod (cl.viewstate.angles[YAW]); } if (in_klook.state & 1) { V_StopPitchDrift (); cl.viewstate.angles[PITCH] -= pitchspeed * CL_KeyState (&in_forward); cl.viewstate.angles[PITCH] += pitchspeed * CL_KeyState (&in_back); } up = CL_KeyState (&in_lookup); down = CL_KeyState (&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 (cls.state != ca_active) { 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; } 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 & 1)) { cl.viewstate.angles[PITCH] = bound (-70, cl.viewstate.angles[PITCH], 80); } } 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.angles); 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; // 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_Input_Init (void) { Cmd_AddDataCommand ("+moveup", KeyPress, &in_up, "When active the player is swimming up in a liquid"); Cmd_AddDataCommand ("-moveup", KeyRelease, &in_up, "When active the player is not swimming up in a " "liquid"); Cmd_AddDataCommand ("+movedown", KeyPress, &in_down, "When active the player is swimming down in a liquid"); Cmd_AddDataCommand ("-movedown", KeyRelease, &in_down, "When active the player is not swimming down in a " "liquid"); Cmd_AddDataCommand ("+left", KeyPress, &in_left, "When active the player is turning left"); Cmd_AddDataCommand ("-left", KeyRelease, &in_left, "When active the player is not turning left"); Cmd_AddDataCommand ("+right", KeyPress, &in_right, "When active the player is turning right"); Cmd_AddDataCommand ("-right", KeyRelease, &in_right, "When active the player is not turning right"); Cmd_AddDataCommand ("+forward", KeyPress, &in_forward, "When active the player is moving forward"); Cmd_AddDataCommand ("-forward", KeyRelease, &in_forward, "When active the player is not moving forward"); Cmd_AddDataCommand ("+back", KeyPress, &in_back, "When active the player is moving backwards"); Cmd_AddDataCommand ("-back", KeyRelease, &in_back, "When active the player is not moving backwards"); Cmd_AddDataCommand ("+lookup", KeyPress, &in_lookup, "When active the player's view is looking up"); Cmd_AddDataCommand ("-lookup", KeyRelease, &in_lookup, "When active the player's view is not looking up"); Cmd_AddDataCommand ("+lookdown", KeyPress, &in_lookdown, "When active the player's view is looking down"); Cmd_AddDataCommand ("-lookdown", KeyRelease, &in_lookdown, "When active the player's view is not looking up"); Cmd_AddDataCommand ("+strafe", KeyPress, &in_strafe, "When active, +left and +right function like " "+moveleft and +moveright"); Cmd_AddDataCommand ("-strafe", KeyRelease, &in_strafe, "When active, +left and +right stop functioning like " "+moveleft and +moveright"); Cmd_AddDataCommand ("+moveleft", KeyPress, &in_moveleft, "When active the player is strafing left"); Cmd_AddDataCommand ("-moveleft", KeyRelease, &in_moveleft, "When active the player is not strafing left"); Cmd_AddDataCommand ("+moveright", KeyPress, &in_moveright, "When active the player is strafing right"); Cmd_AddDataCommand ("-moveright", KeyRelease, &in_moveright, "When active the player is not strafing right"); Cmd_AddDataCommand ("+speed", KeyPress, &in_speed, "When active the player is running"); Cmd_AddDataCommand ("-speed", KeyRelease, &in_speed, "When active the player is not running"); Cmd_AddDataCommand ("+attack", KeyPress, &in_attack, "When active player is firing/using current weapon"); Cmd_AddDataCommand ("-attack", KeyRelease, &in_attack, "When active player is not firing/using current " "weapon"); Cmd_AddDataCommand ("+use", KeyPress, &in_use, "Non-functional. Left over command for opening doors " "and triggering switches"); Cmd_AddDataCommand ("-use", KeyRelease, &in_use, "Non-functional. Left over command for opening doors " "and triggering switches"); Cmd_AddDataCommand ("+jump", KeyPress, &in_jump, "When active the player is jumping"); Cmd_AddDataCommand ("-jump", KeyRelease, &in_jump, "When active the player is not jumping"); Cmd_AddDataCommand ("impulse", IN_Impulse, 0, "Call a game function or QuakeC function."); Cmd_AddDataCommand ("+klook", KeyPress, &in_klook, "When active, +forward and +back perform +lookup and " "+lookdown"); Cmd_AddDataCommand ("-klook", KeyRelease, &in_klook, "When active, +forward and +back don't perform " "+lookup and +lookdown"); Cmd_AddDataCommand ("+mlook", KeyPress, &in_mlook, "When active moving the mouse or joystick forwards " "and backwards performs +lookup and " "+lookdown"); Cmd_AddDataCommand ("-mlook", IN_MLookRelease, &in_mlook, "When active moving the mouse or joystick forwards " "and backwards doesn't perform +lookup and +lookdown"); }