quakeforge/qw/source/cl_input.c
Bill Currie dbd3d6502a Nuke qboolean from orbit
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).
2023-06-13 18:06:11 +09:00

341 lines
8.2 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/console.h"
#include "QF/cvar.h"
#include "QF/input.h"
#include "QF/keys.h"
#include "QF/listener.h"
#include "QF/msg.h"
#include "QF/sys.h"
#include "QF/teamplay.h"
#include "QF/va.h"
#include "QF/input/event.h"
#include "compat.h"
#include "client/input.h"
#include "client/view.h"
#include "qw/msg_ucmd.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"
int cl_nodelta;
static cvar_t cl_nodelta_cvar = {
.name = "cl_nodelta",
.description =
"Disable player delta compression. Set to 1 if you have a poor ISP and"
" get many U_REMOVE warnings.",
.default_value = "0",
.flags = CVAR_NONE,
.value = { .type = &cexpr_int, .value = &cl_nodelta },
};
int cl_maxnetfps;
static cvar_t cl_maxnetfps_cvar = {
.name = "cl_maxnetfps",
.description =
"Controls number of command packets sent per second. Default 0 is "
"unlimited.",
.default_value = "0",
.flags = CVAR_ARCHIVE,
.value = { .type = &cexpr_int, .value = &cl_maxnetfps },
};
int cl_spamimpulse;
static cvar_t cl_spamimpulse_cvar = {
.name = "cl_spamimpulse",
.description =
"Controls number of duplicate packets sent if an impulse is being "
"sent. Default (id behavior) is 3.",
.default_value = "3",
.flags = CVAR_NONE,
.value = { .type = &cexpr_int, .value = &cl_spamimpulse },
};
int in_impulse;
static void
IN_Impulse (void *data)
{
in_impulse = atoi (Cmd_Argv (1));
if (Cmd_Argc () <= 2)
return;
Team_BestWeaponImpulse (); // HACK HACK HACK
}
/*
CL_BaseMove
Send the intended movement message to the server
*/
void
CL_BaseMove (usercmd_t *cmd)
{
if (cls.state != ca_active) {
return;
}
VectorCopy (cl.viewstate.player_angles, cl.movestate.angles);//FIXME
CL_Input_BuildMove (host_frametime, &cl.movestate, &cl.viewstate);
VectorCopy (cl.movestate.angles, cl.viewstate.player_angles);//FIXME
memset (cmd, 0, sizeof (*cmd));
cmd->forwardmove = cl.movestate.move[FORWARD];
cmd->sidemove = cl.movestate.move[SIDE];
cmd->upmove = cl.movestate.move[UP];
VectorCopy (cl.movestate.angles, cmd->angles);
}
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
cmd->buttons |= IN_ButtonPressed (&in_attack) << 0;
cmd->buttons |= IN_ButtonPressed (&in_jump) << 1;
cmd->buttons |= IN_ButtonPressed (&in_use) << 2;
// 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.viewstate.player_angles, 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))
pps = rate / 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;
bool 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 >= 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 >= 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 >= 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 && 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);
cl.viewstate.movecmd[FORWARD] = cmd->forwardmove;
// deliver the message
if (pps_check (dontdrop))
Netchan_Transmit (&cls.netchan, buf.cursize, buf.data);
}
void
CL_Init_Input (cbuf_t *cbuf)
{
CL_Input_Init (cbuf);
Cmd_AddDataCommand ("impulse", IN_Impulse, 0,
"Call a game function or QuakeC function.");
}
void
CL_Init_Input_Cvars (void)
{
CL_Input_Init_Cvars ();
Cvar_Register (&cl_nodelta_cvar, 0, 0);
Cvar_Register (&cl_maxnetfps_cvar, 0, 0);
Cvar_Register (&cl_spamimpulse_cvar, 0, 0);
}