mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-10 15:22:04 +00:00
dbd3d6502a
I never liked it, but with C2x coming out, it's best to handle bools properly. I haven't gone through all the uses of int as bool (I'll leave that for fixing when I encounter them), but this gets QF working with both c2x (really, gnu2x because of raw strings).
341 lines
8.2 KiB
C
341 lines
8.2 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/console.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/listener.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 "QF/input/event.h"
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#include "compat.h"
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#include "client/input.h"
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#include "client/view.h"
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#include "qw/msg_ucmd.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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int cl_nodelta;
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static cvar_t cl_nodelta_cvar = {
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.name = "cl_nodelta",
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.description =
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"Disable player delta compression. Set to 1 if you have a poor ISP and"
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" get many U_REMOVE warnings.",
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.default_value = "0",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_int, .value = &cl_nodelta },
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};
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int cl_maxnetfps;
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static cvar_t cl_maxnetfps_cvar = {
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.name = "cl_maxnetfps",
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.description =
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"Controls number of command packets sent per second. Default 0 is "
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"unlimited.",
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.default_value = "0",
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.flags = CVAR_ARCHIVE,
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.value = { .type = &cexpr_int, .value = &cl_maxnetfps },
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};
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int cl_spamimpulse;
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static cvar_t cl_spamimpulse_cvar = {
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.name = "cl_spamimpulse",
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.description =
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"Controls number of duplicate packets sent if an impulse is being "
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"sent. Default (id behavior) is 3.",
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.default_value = "3",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_int, .value = &cl_spamimpulse },
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};
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int in_impulse;
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static void
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IN_Impulse (void *data)
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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_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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if (cls.state != ca_active) {
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return;
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}
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VectorCopy (cl.viewstate.player_angles, cl.movestate.angles);//FIXME
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CL_Input_BuildMove (host_frametime, &cl.movestate, &cl.viewstate);
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VectorCopy (cl.movestate.angles, cl.viewstate.player_angles);//FIXME
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memset (cmd, 0, sizeof (*cmd));
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cmd->forwardmove = cl.movestate.move[FORWARD];
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cmd->sidemove = cl.movestate.move[SIDE];
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cmd->upmove = cl.movestate.move[UP];
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VectorCopy (cl.movestate.angles, cmd->angles);
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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;
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static double accum = 0.0;
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// always dump the first two message, because it may contain leftover
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// inputs from the last level
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if (++cl.movemessages <= 2)
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return;
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// figure button bits
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cmd->buttons |= IN_ButtonPressed (&in_attack) << 0;
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cmd->buttons |= IN_ButtonPressed (&in_jump) << 1;
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cmd->buttons |= IN_ButtonPressed (&in_use) << 2;
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// send milliseconds of time to apply the move
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accum += (host_frametime * 1000.0);
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ms = accum + 0.5;
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accum -= ms;
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if (ms > 250) {
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ms = 100; // time was unreasonable
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accum = 0.0;
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}
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cmd->msec = ms;
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VectorCopy (cl.viewstate.player_angles, cmd->angles);
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cmd->impulse = in_impulse;
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in_impulse = 0;
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// chop down so no extra bits are kept that the server wouldn't get
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cmd->forwardmove = MakeChar (cmd->forwardmove);
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cmd->sidemove = MakeChar (cmd->sidemove);
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cmd->upmove = MakeChar (cmd->upmove);
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for (i = 0; i < 3; i++)
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cmd->angles[i] = ((int) (cmd->angles[i] * (65536.0 / 360.0)) & 65535) *
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(360.0 / 65536.0);
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}
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static inline int
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pps_check (int dontdrop)
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{
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static float pps_balance = 0.0;
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static int dropcount = 0;
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pps_balance += host_frametime;
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// never drop more than 2 messages in a row -- that'll cause PL
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// and don't drop if one of the last two movemessages have an impulse
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if (pps_balance > 0.0 || dropcount >= 2 || dontdrop) {
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float pps;
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if (!(pps = cl_maxnetfps))
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pps = rate / 80.0;
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pps = bound (1, pps, 72);
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pps_balance -= 1.0 / pps;
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pps_balance = bound (-0.1, pps_balance, 0.1);
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dropcount = 0;
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return 1;
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} else {
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int i;
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// don't count this message when calculating PL
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i = cls.netchan.outgoing_sequence & UPDATE_MASK;
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cl.frames[i].receivedtime = -3;
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// drop this message
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cls.netchan.outgoing_sequence++;
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dropcount++;
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return 0;
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}
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}
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static inline void
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build_cmd (usercmd_t *cmd)
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{
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// get basic movement from keyboard, mouse, etc
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CL_BaseMove (cmd);
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// if we are spectator, try autocam
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if (cl.spectator)
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Cam_Track (cmd);
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CL_FinishMove (cmd);
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Cam_FinishMove (cmd);
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}
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void
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CL_SendCmd (void)
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{
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byte data[128];
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int checksumIndex, lost, seq_hash, frame;
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bool dontdrop; // FIXME: needed without cl_c2sImpulseBackup?
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sizebuf_t buf;
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usercmd_t *cmd, *oldcmd;
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if (cls.demoplayback && !cls.demoplayback2)
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return; // sendcmds come from the demo
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// save this command off for prediction
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frame = cls.netchan.outgoing_sequence & UPDATE_MASK;
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cmd = &cl.frames[frame].cmd;
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cl.frames[frame].senttime = realtime;
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cl.frames[frame].receivedtime = -1; // we haven't gotten a reply yet
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// seq_hash = (cls.netchan.outgoing_sequence & 0xffff) ; // ^ QW_CHECK_HASH;
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seq_hash = cls.netchan.outgoing_sequence;
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build_cmd (cmd);
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if (cls.demoplayback2) {
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cls.netchan.outgoing_sequence++;
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return;
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}
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// send this and the previous cmds in the message, so
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// if the last packet was dropped, it can be recovered
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buf.maxsize = 128;
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buf.cursize = 0;
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buf.data = data;
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MSG_WriteByte (&buf, clc_move);
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// save the position for a checksum byte
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checksumIndex = buf.cursize;
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MSG_WriteByte (&buf, 0);
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// write our lossage percentage
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lost = CL_CalcNet ();
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MSG_WriteByte (&buf, (byte) lost);
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dontdrop = false;
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frame = (cls.netchan.outgoing_sequence - 2) & UPDATE_MASK;
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cmd = &cl.frames[frame].cmd;
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if (cl_spamimpulse >= 2)
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dontdrop = dontdrop || cmd->impulse;
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MSG_WriteDeltaUsercmd (&buf, &nullcmd, cmd);
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oldcmd = cmd;
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frame = (cls.netchan.outgoing_sequence - 1) & UPDATE_MASK;
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cmd = &cl.frames[frame].cmd;
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if (cl_spamimpulse >= 3)
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dontdrop = dontdrop || cmd->impulse;
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MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
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oldcmd = cmd;
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frame = (cls.netchan.outgoing_sequence) & UPDATE_MASK;
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cmd = &cl.frames[frame].cmd;
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if (cl_spamimpulse >= 1)
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dontdrop = dontdrop || cmd->impulse;
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MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
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// calculate a checksum over the move commands
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buf.data[checksumIndex] =
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COM_BlockSequenceCRCByte (buf.data + checksumIndex + 1,
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buf.cursize - checksumIndex - 1, seq_hash);
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// request delta compression of entities
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if (cls.netchan.outgoing_sequence - cl.validsequence >= UPDATE_BACKUP - 1)
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cl.validsequence = 0;
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if (cl.validsequence && !cl_nodelta && cls.state == ca_active
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&& !cls.demorecording) {
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cl.frames[frame].delta_sequence = cl.validsequence;
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MSG_WriteByte (&buf, clc_delta);
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MSG_WriteByte (&buf, cl.validsequence & 255);
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} else {
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cl.frames[frame].delta_sequence = -1;
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}
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if (cls.demorecording)
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CL_WriteDemoCmd (cmd);
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cl.viewstate.movecmd[FORWARD] = cmd->forwardmove;
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// deliver the message
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if (pps_check (dontdrop))
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Netchan_Transmit (&cls.netchan, buf.cursize, buf.data);
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}
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void
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CL_Init_Input (cbuf_t *cbuf)
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{
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CL_Input_Init (cbuf);
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Cmd_AddDataCommand ("impulse", IN_Impulse, 0,
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"Call a game function or QuakeC function.");
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}
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void
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CL_Init_Input_Cvars (void)
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{
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CL_Input_Init_Cvars ();
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Cvar_Register (&cl_nodelta_cvar, 0, 0);
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Cvar_Register (&cl_maxnetfps_cvar, 0, 0);
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Cvar_Register (&cl_spamimpulse_cvar, 0, 0);
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}
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