quakeforge/nq/source/cl_input.c

498 lines
14 KiB
C

/*
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 <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#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");
}