/* 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/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)); } 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 & 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)); 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); } // 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; 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; 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 (); } } 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); }