mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-13 16:37:30 +00:00
6d5ffa9f8e
There's still some cleanup to do, but everything seems to be working nicely: `make -j` works, `make distcheck` passes. There is probably plenty of bitrot in the package directories (RPM, debian), though. The vc project files have been removed since those versions are way out of date and quakeforge is pretty much dependent on gcc now anyway. Most of the old Makefile.am files are now Makemodule.am. This should allow for new Makefile.am files that allow local building (to be added on an as-needed bases). The current remaining Makefile.am files are for standalone sub-projects.a The installable bins are currently built in the top-level build directory. This may change if the clutter gets to be too much. While this does make a noticeable difference in build times, the main reason for the switch was to take care of the growing dependency issues: now it's possible to build tools for code generation (eg, using qfcc and ruamoko programs for code-gen).
854 lines
20 KiB
C
854 lines
20 KiB
C
/*
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cl_input.c
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builds an intended movement command to send to the server
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include "QF/checksum.h"
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#include "QF/cmd.h"
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#include "QF/cvar.h"
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#include "QF/input.h"
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#include "QF/keys.h"
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#include "QF/msg.h"
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#include "QF/sys.h"
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#include "QF/teamplay.h"
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#include "QF/va.h"
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#include "compat.h"
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#include "clview.h"
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#include "qw/msg_ucmd.h"
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#include "qw/include/chase.h"
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#include "qw/include/cl_cam.h"
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#include "qw/include/cl_demo.h"
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#include "qw/include/cl_input.h"
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#include "qw/include/cl_parse.h"
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#include "qw/include/client.h"
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#include "qw/include/host.h"
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cvar_t *cl_nodelta;
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cvar_t *cl_maxnetfps;
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cvar_t *cl_spamimpulse;
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/*
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KEY BUTTONS
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Continuous button event tracking is complicated by the fact that two
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different input sources (say, mouse button 1 and the control key) can
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both press the same button, but the button should be released only when
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both of the pressing key have been released.
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When a key event issues a button command (+forward, +attack, etc), it
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appends its key number as a parameter to the command so it can be
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matched up with the release.
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state bit 0 is the current state of the key
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state bit 1 is edge triggered on the up to down transition
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state bit 2 is edge triggered on the down to up transition
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*/
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kbutton_t in_left, in_right, in_forward, in_back;
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kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
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kbutton_t in_use, in_jump, in_attack;
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kbutton_t in_up, in_down;
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int in_impulse;
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static void
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KeyPress (kbutton_t *b)
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{
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const char *c;
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int k;
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c = Cmd_Argv (1);
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if (c[0])
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k = atoi (c);
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else
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k = -1; // typed manually at the console for
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// continuous down
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if (k == b->down[0] || k == b->down[1])
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return; // repeating key
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if (!b->down[0])
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b->down[0] = k;
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else if (!b->down[1])
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b->down[1] = k;
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else {
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Sys_Printf ("Three keys down for a button!\n");
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return;
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}
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if (b->state & 1)
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return; // still down
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b->state |= 1 + 2; // down + impulse down
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}
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static void
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KeyRelease (kbutton_t *b)
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{
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const char *c;
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int k;
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c = Cmd_Argv (1);
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if (c[0])
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k = atoi (c);
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else { // typed manually at the console,
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// assume for unsticking, so clear
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// all
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b->down[0] = b->down[1] = 0;
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b->state = 4; // impulse up
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return;
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}
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if (b->down[0] == k)
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b->down[0] = 0;
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else if (b->down[1] == k)
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b->down[1] = 0;
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else
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return; // key up without coresponding down
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// (menu pass through)
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if (b->down[0] || b->down[1])
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return; // some other key is still holding it
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// down
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if (!(b->state & 1))
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return; // still up (this should not happen)
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b->state &= ~1; // now up
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b->state |= 4; // impulse up
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}
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static void
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IN_KLookPress (void)
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{
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KeyPress (&in_klook);
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}
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static void
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IN_KLookRelease (void)
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{
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KeyRelease (&in_klook);
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}
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static void
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IN_MLookPress (void)
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{
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KeyPress (&in_mlook);
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}
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static void
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IN_MLookRelease (void)
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{
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KeyRelease (&in_mlook);
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if (!freelook && lookspring->int_val)
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V_StartPitchDrift ();
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}
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static void
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IN_UpPress (void)
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{
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KeyPress (&in_up);
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}
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static void
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IN_UpRelease (void)
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{
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KeyRelease (&in_up);
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}
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static void
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IN_DownPress (void)
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{
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KeyPress (&in_down);
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}
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static void
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IN_DownRelease (void)
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{
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KeyRelease (&in_down);
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}
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static void
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IN_LeftPress (void)
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{
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KeyPress (&in_left);
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}
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static void
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IN_LeftRelease (void)
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{
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KeyRelease (&in_left);
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}
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static void
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IN_RightPress (void)
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{
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KeyPress (&in_right);
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}
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static void
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IN_RightRelease (void)
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{
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KeyRelease (&in_right);
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}
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static void
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IN_ForwardPress (void)
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{
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KeyPress (&in_forward);
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}
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static void
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IN_ForwardRelease (void)
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{
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KeyRelease (&in_forward);
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}
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static void
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IN_BackPress (void)
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{
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KeyPress (&in_back);
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}
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static void
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IN_BackRelease (void)
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{
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KeyRelease (&in_back);
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}
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static void
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IN_LookupPress (void)
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{
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KeyPress (&in_lookup);
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}
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static void
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IN_LookupRelease (void)
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{
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KeyRelease (&in_lookup);
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}
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static void
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IN_LookdownPress (void)
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{
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KeyPress (&in_lookdown);
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}
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static void
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IN_LookdownRelease (void)
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{
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KeyRelease (&in_lookdown);
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}
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static void
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IN_MoveleftPress (void)
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{
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KeyPress (&in_moveleft);
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}
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static void
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IN_MoveleftRelease (void)
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{
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KeyRelease (&in_moveleft);
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}
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static void
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IN_MoverightPress (void)
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{
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KeyPress (&in_moveright);
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}
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static void
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IN_MoverightRelease (void)
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{
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KeyRelease (&in_moveright);
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}
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static void
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IN_SpeedPress (void)
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{
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KeyPress (&in_speed);
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}
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static void
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IN_SpeedRelease (void)
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{
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KeyRelease (&in_speed);
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}
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static void
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IN_StrafePress (void)
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{
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KeyPress (&in_strafe);
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}
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static void
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IN_StrafeRelease (void)
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{
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KeyRelease (&in_strafe);
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}
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static void
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IN_AttackPress (void)
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{
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KeyPress (&in_attack);
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}
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static void
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IN_AttackRelease (void)
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{
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KeyRelease (&in_attack);
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}
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static void
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IN_UsePress (void)
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{
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KeyPress (&in_use);
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}
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static void
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IN_UseRelease (void)
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{
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KeyRelease (&in_use);
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}
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static void
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IN_JumpPress (void)
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{
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KeyPress (&in_jump);
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}
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static void
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IN_JumpRelease (void)
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{
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KeyRelease (&in_jump);
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}
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static void
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IN_Impulse (void)
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{
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in_impulse = atoi (Cmd_Argv (1));
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if (Cmd_Argc () <= 2)
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return;
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Team_BestWeaponImpulse (); // HACK HACK HACK
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}
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/*
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CL_KeyState
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Returns 0.25 if a key was pressed and released during the frame,
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0.5 if it was pressed and held
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0 if held then released, and
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1.0 if held for the entire time
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*/
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float
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CL_KeyState (kbutton_t *key)
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{
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float val;
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qboolean impulsedown, impulseup, down;
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impulsedown = key->state & 2;
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impulseup = key->state & 4;
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down = key->state & 1;
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val = 0;
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if (impulsedown && !impulseup) {
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if (down)
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val = 0.5; // pressed and held this frame
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else
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val = 0; // I_Error ();
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}
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if (impulseup && !impulsedown) {
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if (down)
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val = 0; // I_Error ();
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else
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val = 0; // released this frame
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}
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if (!impulsedown && !impulseup) {
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if (down)
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val = 1.0; // held the entire frame
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else
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val = 0; // up the entire frame
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}
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if (impulsedown && impulseup) {
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if (down)
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val = 0.75; // released and re-pressed this frame
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else
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val = 0.25; // pressed and released this frame
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}
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key->state &= 1; // clear impulses
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return val;
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}
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cvar_t *cl_anglespeedkey;
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cvar_t *cl_backspeed;
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cvar_t *cl_forwardspeed;
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cvar_t *cl_movespeedkey;
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cvar_t *cl_pitchspeed;
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cvar_t *cl_sidespeed;
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cvar_t *cl_upspeed;
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cvar_t *cl_yawspeed;
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/*
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CL_AdjustAngles
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Moves the local angle positions
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*/
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static void
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CL_AdjustAngles (void)
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{
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float down, up;
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float pitchspeed, yawspeed;
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pitchspeed = cl_pitchspeed->value;
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yawspeed = cl_yawspeed->value;
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if (in_speed.state & 1) {
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pitchspeed *= cl_anglespeedkey->value;
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yawspeed *= cl_anglespeedkey->value;
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}
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if ((cl.fpd & FPD_LIMIT_PITCH) && pitchspeed > FPD_MAXPITCH)
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pitchspeed = FPD_MAXPITCH;
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if ((cl.fpd & FPD_LIMIT_YAW) && yawspeed > FPD_MAXYAW)
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yawspeed = FPD_MAXYAW;
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pitchspeed *= host_frametime;
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yawspeed *= host_frametime;
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if (!(in_strafe.state & 1)) {
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cl.viewangles[YAW] -= yawspeed * CL_KeyState (&in_right);
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cl.viewangles[YAW] += yawspeed * CL_KeyState (&in_left);
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cl.viewangles[YAW] = anglemod (cl.viewangles[YAW]);
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}
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if (in_klook.state & 1) {
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V_StopPitchDrift ();
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cl.viewangles[PITCH] -= pitchspeed * CL_KeyState (&in_forward);
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cl.viewangles[PITCH] += pitchspeed * CL_KeyState (&in_back);
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}
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up = CL_KeyState (&in_lookup);
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down = CL_KeyState (&in_lookdown);
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cl.viewangles[PITCH] -= pitchspeed * up;
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cl.viewangles[PITCH] += pitchspeed * down;
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if (up || down)
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V_StopPitchDrift ();
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// FIXME: Need to clean up view angle limits
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if (cl.viewangles[PITCH] > 80)
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cl.viewangles[PITCH] = 80;
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if (cl.viewangles[PITCH] < -70)
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cl.viewangles[PITCH] = -70;
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if (cl.viewangles[ROLL] > 50)
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cl.viewangles[ROLL] = 50;
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if (cl.viewangles[ROLL] < -50)
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cl.viewangles[ROLL] = -50;
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}
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/*
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CL_BaseMove
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Send the intended movement message to the server
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*/
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void
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CL_BaseMove (usercmd_t *cmd)
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{
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CL_AdjustAngles ();
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memset (cmd, 0, sizeof (*cmd));
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VectorCopy (cl.viewangles, cmd->angles);
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if (in_strafe.state & 1) {
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cmd->sidemove += cl_sidespeed->value * CL_KeyState (&in_right);
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cmd->sidemove -= cl_sidespeed->value * CL_KeyState (&in_left);
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}
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cmd->sidemove += cl_sidespeed->value * CL_KeyState (&in_moveright);
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cmd->sidemove -= cl_sidespeed->value * CL_KeyState (&in_moveleft);
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cmd->upmove += cl_upspeed->value * CL_KeyState (&in_up);
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cmd->upmove -= cl_upspeed->value * CL_KeyState (&in_down);
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if (!(in_klook.state & 1)) {
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cmd->forwardmove += cl_forwardspeed->value * CL_KeyState (&in_forward);
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cmd->forwardmove -= cl_backspeed->value * CL_KeyState (&in_back);
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}
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// adjust for speed key
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if (in_speed.state & 1) {
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cmd->forwardmove *= cl_movespeedkey->value;
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cmd->sidemove *= cl_movespeedkey->value;
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cmd->upmove *= cl_movespeedkey->value;
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}
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if (freelook)
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V_StopPitchDrift ();
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viewdelta.angles[0] = viewdelta.angles[1] = viewdelta.angles[2] = 0;
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viewdelta.position[0] = viewdelta.position[1] = viewdelta.position[2] = 0;
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IN_Move ();
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// adjust for chase camera angles
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if (cl.chase
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&& (chase_active->int_val == 2 || chase_active->int_val == 3)) {
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vec3_t forward, right, up, f, r;
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vec3_t dir = {0, 0, 0};
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dir[1] = r_data->refdef->viewangles[1] - cl.viewangles[1];
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AngleVectors (dir, forward, right, up);
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VectorScale (forward, cmd->forwardmove, f);
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VectorScale (right, cmd->sidemove, r);
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cmd->forwardmove = f[0] + r[0];
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cmd->sidemove = f[1] + r[1];
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VectorScale (forward, viewdelta.position[2], f);
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VectorScale (right, viewdelta.position[0], r);
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viewdelta.position[2] = f[0] + r[0];
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viewdelta.position[0] = (f[1] + r[1]) * -1;
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}
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cmd->forwardmove += viewdelta.position[2] * m_forward->value;
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cmd->sidemove += viewdelta.position[0] * m_side->value;
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cmd->upmove += viewdelta.position[1];
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cl.viewangles[PITCH] += viewdelta.angles[PITCH] * m_pitch->value;
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cl.viewangles[YAW] += viewdelta.angles[YAW] * m_yaw->value;
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cl.viewangles[ROLL] += viewdelta.angles[ROLL];
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if (freelook && !(in_strafe.state & 1)) {
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cl.viewangles[PITCH] = bound (-70, cl.viewangles[PITCH], 80);
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}
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}
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static int
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MakeChar (int i)
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{
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i &= ~3;
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if (i < -127 * 4)
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i = -127 * 4;
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if (i > 127 * 4)
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i = 127 * 4;
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return i;
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}
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static void
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CL_FinishMove (usercmd_t *cmd)
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{
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int ms, i;
|
|
static double accum = 0.0;
|
|
|
|
// always dump the first two message, because it may contain leftover
|
|
// inputs from the last level
|
|
if (++cl.movemessages <= 2)
|
|
return;
|
|
|
|
// figure button bits
|
|
if (in_attack.state & 3)
|
|
cmd->buttons |= 1;
|
|
in_attack.state &= ~2;
|
|
|
|
if (in_jump.state & 3)
|
|
cmd->buttons |= 2;
|
|
in_jump.state &= ~2;
|
|
|
|
// 1999-10-29 +USE fix by Maddes start
|
|
if (in_use.state & 3)
|
|
cmd->buttons |= 4;
|
|
in_use.state &= ~2;
|
|
// 1999-10-29 +USE fix by Maddes end
|
|
|
|
// send milliseconds of time to apply the move
|
|
accum += (host_frametime * 1000.0);
|
|
ms = accum + 0.5;
|
|
accum -= ms;
|
|
|
|
if (ms > 250) {
|
|
ms = 100; // time was unreasonable
|
|
accum = 0.0;
|
|
}
|
|
cmd->msec = ms;
|
|
|
|
VectorCopy (cl.viewangles, cmd->angles);
|
|
|
|
cmd->impulse = in_impulse;
|
|
in_impulse = 0;
|
|
|
|
// chop down so no extra bits are kept that the server wouldn't get
|
|
cmd->forwardmove = MakeChar (cmd->forwardmove);
|
|
cmd->sidemove = MakeChar (cmd->sidemove);
|
|
cmd->upmove = MakeChar (cmd->upmove);
|
|
|
|
for (i = 0; i < 3; i++)
|
|
cmd->angles[i] = ((int) (cmd->angles[i] * (65536.0 / 360.0)) & 65535) *
|
|
(360.0 / 65536.0);
|
|
}
|
|
|
|
static inline int
|
|
pps_check (int dontdrop)
|
|
{
|
|
static float pps_balance = 0.0;
|
|
static int dropcount = 0;
|
|
|
|
pps_balance += host_frametime;
|
|
// never drop more than 2 messages in a row -- that'll cause PL
|
|
// and don't drop if one of the last two movemessages have an impulse
|
|
if (pps_balance > 0.0 || dropcount >= 2 || dontdrop) {
|
|
float pps;
|
|
|
|
if (!(pps = cl_maxnetfps->int_val))
|
|
pps = rate->value / 80.0;
|
|
|
|
pps = bound (1, pps, 72);
|
|
|
|
pps_balance -= 1.0 / pps;
|
|
pps_balance = bound (-0.1, pps_balance, 0.1);
|
|
dropcount = 0;
|
|
return 1;
|
|
} else {
|
|
int i;
|
|
// don't count this message when calculating PL
|
|
i = cls.netchan.outgoing_sequence & UPDATE_MASK;
|
|
cl.frames[i].receivedtime = -3;
|
|
// drop this message
|
|
cls.netchan.outgoing_sequence++;
|
|
dropcount++;
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
static inline void
|
|
build_cmd (usercmd_t *cmd)
|
|
{
|
|
// get basic movement from keyboard, mouse, etc
|
|
CL_BaseMove (cmd);
|
|
|
|
// if we are spectator, try autocam
|
|
if (cl.spectator)
|
|
Cam_Track (cmd);
|
|
|
|
CL_FinishMove (cmd);
|
|
|
|
Cam_FinishMove (cmd);
|
|
}
|
|
|
|
void
|
|
CL_SendCmd (void)
|
|
{
|
|
byte data[128];
|
|
int checksumIndex, lost, seq_hash, frame;
|
|
qboolean dontdrop; // FIXME: needed without cl_c2sImpulseBackup?
|
|
sizebuf_t buf;
|
|
usercmd_t *cmd, *oldcmd;
|
|
|
|
if (cls.demoplayback && !cls.demoplayback2)
|
|
return; // sendcmds come from the demo
|
|
|
|
// save this command off for prediction
|
|
frame = cls.netchan.outgoing_sequence & UPDATE_MASK;
|
|
cmd = &cl.frames[frame].cmd;
|
|
cl.frames[frame].senttime = realtime;
|
|
cl.frames[frame].receivedtime = -1; // we haven't gotten a reply yet
|
|
|
|
// seq_hash = (cls.netchan.outgoing_sequence & 0xffff) ; // ^ QW_CHECK_HASH;
|
|
seq_hash = cls.netchan.outgoing_sequence;
|
|
|
|
build_cmd (cmd);
|
|
|
|
if (cls.demoplayback2) {
|
|
cls.netchan.outgoing_sequence++;
|
|
return;
|
|
}
|
|
|
|
// send this and the previous cmds in the message, so
|
|
// if the last packet was dropped, it can be recovered
|
|
buf.maxsize = 128;
|
|
buf.cursize = 0;
|
|
buf.data = data;
|
|
|
|
MSG_WriteByte (&buf, clc_move);
|
|
|
|
// save the position for a checksum byte
|
|
checksumIndex = buf.cursize;
|
|
MSG_WriteByte (&buf, 0);
|
|
|
|
// write our lossage percentage
|
|
lost = CL_CalcNet ();
|
|
MSG_WriteByte (&buf, (byte) lost);
|
|
|
|
dontdrop = false;
|
|
|
|
frame = (cls.netchan.outgoing_sequence - 2) & UPDATE_MASK;
|
|
cmd = &cl.frames[frame].cmd;
|
|
if (cl_spamimpulse->int_val >= 2)
|
|
dontdrop = dontdrop || cmd->impulse;
|
|
MSG_WriteDeltaUsercmd (&buf, &nullcmd, cmd);
|
|
oldcmd = cmd;
|
|
|
|
frame = (cls.netchan.outgoing_sequence - 1) & UPDATE_MASK;
|
|
cmd = &cl.frames[frame].cmd;
|
|
if (cl_spamimpulse->int_val >= 3)
|
|
dontdrop = dontdrop || cmd->impulse;
|
|
MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
|
|
oldcmd = cmd;
|
|
|
|
frame = (cls.netchan.outgoing_sequence) & UPDATE_MASK;
|
|
cmd = &cl.frames[frame].cmd;
|
|
if (cl_spamimpulse->int_val >= 1)
|
|
dontdrop = dontdrop || cmd->impulse;
|
|
MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
|
|
|
|
// calculate a checksum over the move commands
|
|
buf.data[checksumIndex] =
|
|
COM_BlockSequenceCRCByte (buf.data + checksumIndex + 1,
|
|
buf.cursize - checksumIndex - 1, seq_hash);
|
|
|
|
// request delta compression of entities
|
|
if (cls.netchan.outgoing_sequence - cl.validsequence >= UPDATE_BACKUP - 1)
|
|
cl.validsequence = 0;
|
|
|
|
if (cl.validsequence && !cl_nodelta->int_val && cls.state == ca_active
|
|
&& !cls.demorecording) {
|
|
cl.frames[frame].delta_sequence = cl.validsequence;
|
|
MSG_WriteByte (&buf, clc_delta);
|
|
MSG_WriteByte (&buf, cl.validsequence & 255);
|
|
} else {
|
|
cl.frames[frame].delta_sequence = -1;
|
|
}
|
|
|
|
if (cls.demorecording)
|
|
CL_WriteDemoCmd (cmd);
|
|
|
|
// deliver the message
|
|
if (pps_check (dontdrop))
|
|
Netchan_Transmit (&cls.netchan, buf.cursize, buf.data);
|
|
}
|
|
|
|
void
|
|
CL_Input_Init (void)
|
|
{
|
|
Cmd_AddCommand ("+moveup", IN_UpPress, "When active the player is "
|
|
"swimming up in a liquid");
|
|
Cmd_AddCommand ("-moveup", IN_UpRelease, "When active the player is not "
|
|
"swimming up in a liquid");
|
|
Cmd_AddCommand ("+movedown", IN_DownPress, "When active the player is "
|
|
"swimming down in a liquid");
|
|
Cmd_AddCommand ("-movedown", IN_DownRelease, "When active the player is "
|
|
"not swimming down in a liquid");
|
|
Cmd_AddCommand ("+left", IN_LeftPress, "When active the player is turning "
|
|
"left");
|
|
Cmd_AddCommand ("-left", IN_LeftRelease, "When active the player is not "
|
|
"turning left");
|
|
Cmd_AddCommand ("+right", IN_RightPress, "When active the player is "
|
|
"turning right");
|
|
Cmd_AddCommand ("-right", IN_RightRelease, "When active the player is not "
|
|
"turning right");
|
|
Cmd_AddCommand ("+forward", IN_ForwardPress, "When active the player is "
|
|
"moving forward");
|
|
Cmd_AddCommand ("-forward", IN_ForwardRelease, "When active the player is "
|
|
"not moving forward");
|
|
Cmd_AddCommand ("+back", IN_BackPress, "When active the player is moving "
|
|
"backwards");
|
|
Cmd_AddCommand ("-back", IN_BackRelease, "When active the player is not "
|
|
"moving backwards");
|
|
Cmd_AddCommand ("+lookup", IN_LookupPress, "When active the player's view "
|
|
"is looking up");
|
|
Cmd_AddCommand ("-lookup", IN_LookupRelease, "When active the player's "
|
|
"view is not looking up");
|
|
Cmd_AddCommand ("+lookdown", IN_LookdownPress, "When active the player's "
|
|
"view is looking down");
|
|
Cmd_AddCommand ("-lookdown", IN_LookdownRelease, "When active the "
|
|
"player's view is not looking up");
|
|
Cmd_AddCommand ("+strafe", IN_StrafePress, "When active, +left and +right "
|
|
"function like +moveleft and +moveright");
|
|
Cmd_AddCommand ("-strafe", IN_StrafeRelease, "When active, +left and "
|
|
"+right stop functioning like +moveleft and +moveright");
|
|
Cmd_AddCommand ("+moveleft", IN_MoveleftPress, "When active the player is "
|
|
"strafing left");
|
|
Cmd_AddCommand ("-moveleft", IN_MoveleftRelease, "When active the player "
|
|
"is not strafing left");
|
|
Cmd_AddCommand ("+moveright", IN_MoverightPress, "When active the player "
|
|
"is strafing right");
|
|
Cmd_AddCommand ("-moveright", IN_MoverightRelease, "When active the "
|
|
"player is not strafing right");
|
|
Cmd_AddCommand ("+speed", IN_SpeedPress, "When active the player is "
|
|
"running");
|
|
Cmd_AddCommand ("-speed", IN_SpeedRelease, "When active the player is not "
|
|
"running");
|
|
Cmd_AddCommand ("+attack", IN_AttackPress, "When active player is "
|
|
"firing/using current weapon");
|
|
Cmd_AddCommand ("-attack", IN_AttackRelease, "When active player is not "
|
|
"firing/using current weapon");
|
|
Cmd_AddCommand ("+use", IN_UsePress, "Non-functional. Left over command "
|
|
"for opening doors and triggering switches");
|
|
Cmd_AddCommand ("-use", IN_UseRelease, "Non-functional. Left over command "
|
|
"for opening doors and triggering switches");
|
|
Cmd_AddCommand ("+jump", IN_JumpPress, "When active the player is "
|
|
"jumping");
|
|
Cmd_AddCommand ("-jump", IN_JumpRelease, "When active the player is not "
|
|
"jumping");
|
|
Cmd_AddCommand ("impulse", IN_Impulse, "Call a game function or QuakeC "
|
|
"function.");
|
|
Cmd_AddCommand ("+klook", IN_KLookPress, "When active, +forward and +back "
|
|
"perform +lookup and +lookdown");
|
|
Cmd_AddCommand ("-klook", IN_KLookRelease, "When active, +forward and "
|
|
"+back don't perform +lookup and +lookdown");
|
|
Cmd_AddCommand ("+mlook", IN_MLookPress, "When active moving the mouse or "
|
|
"joystick forwards and backwards performs +lookup and "
|
|
"+lookdown");
|
|
Cmd_AddCommand ("-mlook", IN_MLookRelease, "When active moving the mouse "
|
|
"or joystick forwards and backwards doesn't perform "
|
|
"+lookup and +lookdown");
|
|
}
|
|
|
|
void
|
|
CL_Input_Init_Cvars (void)
|
|
{
|
|
cl_nodelta = Cvar_Get ("cl_nodelta", "0", CVAR_NONE, NULL,
|
|
"Disable player delta compression. Set to 1 if you "
|
|
"have a poor ISP and get many U_REMOVE warnings.");
|
|
cl_maxnetfps = Cvar_Get ("cl_maxnetfps", "0", CVAR_ARCHIVE, NULL,
|
|
"Controls number of command packets sent per "
|
|
"second. Default 0 is unlimited.");
|
|
cl_spamimpulse = Cvar_Get ("cl_spamimpulse", "3", CVAR_NONE, NULL,
|
|
"Controls number of duplicate packets sent if "
|
|
"an impulse is being sent. Default (id "
|
|
"behavior) is 3.");
|
|
}
|