quakeforge/qw/source/cl_input.c
Bill Currie 6d5ffa9f8e [build] Move to non-recursive make
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The vc project files have been removed since those versions are way out
of date and quakeforge is pretty much dependent on gcc now anyway.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).
2020-06-25 11:35:37 +09:00

854 lines
20 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/checksum.h"
#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/teamplay.h"
#include "QF/va.h"
#include "compat.h"
#include "clview.h"
#include "qw/msg_ucmd.h"
#include "qw/include/chase.h"
#include "qw/include/cl_cam.h"
#include "qw/include/cl_demo.h"
#include "qw/include/cl_input.h"
#include "qw/include/cl_parse.h"
#include "qw/include/client.h"
#include "qw/include/host.h"
cvar_t *cl_nodelta;
cvar_t *cl_maxnetfps;
cvar_t *cl_spamimpulse;
/*
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;
static void
KeyPress (kbutton_t *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 (kbutton_t *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_KLookPress (void)
{
KeyPress (&in_klook);
}
static void
IN_KLookRelease (void)
{
KeyRelease (&in_klook);
}
static void
IN_MLookPress (void)
{
KeyPress (&in_mlook);
}
static void
IN_MLookRelease (void)
{
KeyRelease (&in_mlook);
if (!freelook && lookspring->int_val)
V_StartPitchDrift ();
}
static void
IN_UpPress (void)
{
KeyPress (&in_up);
}
static void
IN_UpRelease (void)
{
KeyRelease (&in_up);
}
static void
IN_DownPress (void)
{
KeyPress (&in_down);
}
static void
IN_DownRelease (void)
{
KeyRelease (&in_down);
}
static void
IN_LeftPress (void)
{
KeyPress (&in_left);
}
static void
IN_LeftRelease (void)
{
KeyRelease (&in_left);
}
static void
IN_RightPress (void)
{
KeyPress (&in_right);
}
static void
IN_RightRelease (void)
{
KeyRelease (&in_right);
}
static void
IN_ForwardPress (void)
{
KeyPress (&in_forward);
}
static void
IN_ForwardRelease (void)
{
KeyRelease (&in_forward);
}
static void
IN_BackPress (void)
{
KeyPress (&in_back);
}
static void
IN_BackRelease (void)
{
KeyRelease (&in_back);
}
static void
IN_LookupPress (void)
{
KeyPress (&in_lookup);
}
static void
IN_LookupRelease (void)
{
KeyRelease (&in_lookup);
}
static void
IN_LookdownPress (void)
{
KeyPress (&in_lookdown);
}
static void
IN_LookdownRelease (void)
{
KeyRelease (&in_lookdown);
}
static void
IN_MoveleftPress (void)
{
KeyPress (&in_moveleft);
}
static void
IN_MoveleftRelease (void)
{
KeyRelease (&in_moveleft);
}
static void
IN_MoverightPress (void)
{
KeyPress (&in_moveright);
}
static void
IN_MoverightRelease (void)
{
KeyRelease (&in_moveright);
}
static void
IN_SpeedPress (void)
{
KeyPress (&in_speed);
}
static void
IN_SpeedRelease (void)
{
KeyRelease (&in_speed);
}
static void
IN_StrafePress (void)
{
KeyPress (&in_strafe);
}
static void
IN_StrafeRelease (void)
{
KeyRelease (&in_strafe);
}
static void
IN_AttackPress (void)
{
KeyPress (&in_attack);
}
static void
IN_AttackRelease (void)
{
KeyRelease (&in_attack);
}
static void
IN_UsePress (void)
{
KeyPress (&in_use);
}
static void
IN_UseRelease (void)
{
KeyRelease (&in_use);
}
static void
IN_JumpPress (void)
{
KeyPress (&in_jump);
}
static void
IN_JumpRelease (void)
{
KeyRelease (&in_jump);
}
static void
IN_Impulse (void)
{
in_impulse = atoi (Cmd_Argv (1));
if (Cmd_Argc () <= 2)
return;
Team_BestWeaponImpulse (); // HACK HACK HACK
}
/*
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.viewangles[YAW] -= yawspeed * CL_KeyState (&in_right);
cl.viewangles[YAW] += yawspeed * CL_KeyState (&in_left);
cl.viewangles[YAW] = anglemod (cl.viewangles[YAW]);
}
if (in_klook.state & 1) {
V_StopPitchDrift ();
cl.viewangles[PITCH] -= pitchspeed * CL_KeyState (&in_forward);
cl.viewangles[PITCH] += pitchspeed * CL_KeyState (&in_back);
}
up = CL_KeyState (&in_lookup);
down = CL_KeyState (&in_lookdown);
cl.viewangles[PITCH] -= pitchspeed * up;
cl.viewangles[PITCH] += pitchspeed * down;
if (up || down)
V_StopPitchDrift ();
// FIXME: Need to clean up view angle limits
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)
{
CL_AdjustAngles ();
memset (cmd, 0, sizeof (*cmd));
VectorCopy (cl.viewangles, cmd->angles);
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
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.viewangles[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.viewangles[PITCH] += viewdelta.angles[PITCH] * m_pitch->value;
cl.viewangles[YAW] += viewdelta.angles[YAW] * m_yaw->value;
cl.viewangles[ROLL] += viewdelta.angles[ROLL];
if (freelook && !(in_strafe.state & 1)) {
cl.viewangles[PITCH] = bound (-70, cl.viewangles[PITCH], 80);
}
}
static int
MakeChar (int i)
{
i &= ~3;
if (i < -127 * 4)
i = -127 * 4;
if (i > 127 * 4)
i = 127 * 4;
return i;
}
static void
CL_FinishMove (usercmd_t *cmd)
{
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.");
}