quakeforge/qw/source/cl_input.c
Brian Koropoff 3fffa26fb4 Added thread support to GIB and cleaned up escape characters yet again.
With any luck it should actually work this time.  Added the getimpulse
command so that GIB scripts can check if an impulse command is pending
before sending their own.  Fixed all the memory leaks I could find.
QuakeC and GIB seem to be clean except for maybe one or two sneaky leaks
I can't track down.
2002-05-11 00:36:12 +00:00

832 lines
19 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
*/
static const char rcsid[] =
"$Id$";
#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/msg.h"
#include "QF/teamplay.h"
#include "QF/va.h"
#include "cl_cam.h"
#include "cl_demo.h"
#include "cl_input.h"
#include "cl_parse.h"
#include "client.h"
#include "compat.h"
#include "host.h"
#include "msg_ucmd.h"
#include "view.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 only be released when
both of the pressing key have been released.
When a key event issues a button command (+forward, +attack, etc), it
appends its key number as a parameter to the command so it can be
matched up with the release.
state bit 0 is the current state of the key
state bit 1 is edge triggered on the up to down transition
state bit 2 is edge triggered on the down to up transition
*/
kbutton_t in_left, in_right, in_forward, in_back;
kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
kbutton_t in_use, in_jump, in_attack;
kbutton_t in_up, in_down;
int in_impulse;
void
KeyDown (kbutton_t *b)
{
int k;
const char *c;
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 {
Con_Printf ("Three keys down for a button!\n");
return;
}
if (b->state & 1)
return; // still down
b->state |= 1 + 2; // down + impulse down
}
void
KeyUp (kbutton_t *b)
{
int k;
const char *c;
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
}
void
IN_KLookDown (void)
{
KeyDown (&in_klook);
}
void
IN_KLookUp (void)
{
KeyUp (&in_klook);
}
void
IN_MLookDown (void)
{
KeyDown (&in_mlook);
}
void
IN_MLookUp (void)
{
KeyUp (&in_mlook);
if (!freelook && lookspring->int_val)
V_StartPitchDrift ();
}
void
IN_UpDown (void)
{
KeyDown (&in_up);
}
void
IN_UpUp (void)
{
KeyUp (&in_up);
}
void
IN_DownDown (void)
{
KeyDown (&in_down);
}
void
IN_DownUp (void)
{
KeyUp (&in_down);
}
void
IN_LeftDown (void)
{
KeyDown (&in_left);
}
void
IN_LeftUp (void)
{
KeyUp (&in_left);
}
void
IN_RightDown (void)
{
KeyDown (&in_right);
}
void
IN_RightUp (void)
{
KeyUp (&in_right);
}
void
IN_ForwardDown (void)
{
KeyDown (&in_forward);
}
void
IN_ForwardUp (void)
{
KeyUp (&in_forward);
}
void
IN_BackDown (void)
{
KeyDown (&in_back);
}
void
IN_BackUp (void)
{
KeyUp (&in_back);
}
void
IN_LookupDown (void)
{
KeyDown (&in_lookup);
}
void
IN_LookupUp (void)
{
KeyUp (&in_lookup);
}
void
IN_LookdownDown (void)
{
KeyDown (&in_lookdown);
}
void
IN_LookdownUp (void)
{
KeyUp (&in_lookdown);
}
void
IN_MoveleftDown (void)
{
KeyDown (&in_moveleft);
}
void
IN_MoveleftUp (void)
{
KeyUp (&in_moveleft);
}
void
IN_MoverightDown (void)
{
KeyDown (&in_moveright);
}
void
IN_MoverightUp (void)
{
KeyUp (&in_moveright);
}
void
IN_SpeedDown (void)
{
KeyDown (&in_speed);
}
void
IN_SpeedUp (void)
{
KeyUp (&in_speed);
}
void
IN_StrafeDown (void)
{
KeyDown (&in_strafe);
}
void
IN_StrafeUp (void)
{
KeyUp (&in_strafe);
}
void
IN_AttackDown (void)
{
KeyDown (&in_attack);
}
void
IN_AttackUp (void)
{
KeyUp (&in_attack);
}
void
IN_UseDown (void)
{
KeyDown (&in_use);
}
void
IN_UseUp (void)
{
KeyUp (&in_use);
}
void
IN_JumpDown (void)
{
KeyDown (&in_jump);
}
void
IN_JumpUp (void)
{
KeyUp (&in_jump);
}
void
IN_Impulse (void)
{
in_impulse = atoi (Cmd_Argv (1));
if (Cmd_Argc () <= 2)
return;
Team_BestWeaponImpulse (); // HACK HACK HACK
}
void
IN_Getimpulse_f (void)
{
Cmd_Return(va("%i", in_impulse));
}
/*
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
*/
void
CL_AdjustAngles (void)
{
float down, up, speed;
if (in_speed.state & 1)
speed = host_frametime * cl_anglespeedkey->value;
else
speed = host_frametime;
if (!(in_strafe.state & 1)) {
cl.viewangles[YAW] -=
speed * cl_yawspeed->value * CL_KeyState (&in_right);
cl.viewangles[YAW] +=
speed * cl_yawspeed->value * CL_KeyState (&in_left);
cl.viewangles[YAW] = anglemod (cl.viewangles[YAW]);
}
if (in_klook.state & 1) {
V_StopPitchDrift ();
cl.viewangles[PITCH] -=
speed * cl_pitchspeed->value * CL_KeyState (&in_forward);
cl.viewangles[PITCH] +=
speed * cl_pitchspeed->value * CL_KeyState (&in_back);
}
up = CL_KeyState (&in_lookup);
down = CL_KeyState (&in_lookdown);
cl.viewangles[PITCH] -= speed * cl_pitchspeed->value * up;
cl.viewangles[PITCH] += speed * cl_pitchspeed->value * down;
if (up || down)
V_StopPitchDrift ();
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 dir = {0,0,0}, forward, right, up, f, r;
dir[1] = r_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);
}
}
int
MakeChar (int i)
{
i &= ~3;
if (i < -127 * 4)
i = -127 * 4;
if (i > 127 * 4)
i = 127 * 4;
return i;
}
void
CL_FinishMove (usercmd_t *cmd)
{
int ms, i;
// 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
ms = host_frametime * 1000;
if (ms > 250)
ms = 100; // time was unreasonable
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);
}
void
CL_SendCmd (void)
{
byte data[128];
static float pps_balance = 0.0;
static int dropcount = 0;
int checksumIndex, lost, seq_hash, i;
qboolean dontdrop; // FIXME: needed without cl_c2sImpulseBackup?
sizebuf_t buf;
usercmd_t *cmd, *oldcmd;
if (cls.demoplayback)
return; // sendcmds come from the demo
// save this command off for prediction
i = cls.netchan.outgoing_sequence & UPDATE_MASK;
cmd = &cl.frames[i].cmd;
cl.frames[i].senttime = realtime;
cl.frames[i].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;
// get basic movement from keyboard
CL_BaseMove (cmd);
// allow mice or other external controllers to add to the move
IN_Move (); // FIXME: was cmd, should it even exist at all?
// if we are spectator, try autocam
if (cl.spectator)
Cam_Track (cmd);
CL_FinishMove (cmd);
Cam_FinishMove (cmd);
// 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;
i = (cls.netchan.outgoing_sequence - 2) & UPDATE_MASK;
cmd = &cl.frames[i].cmd;
if (cl_spamimpulse->int_val >= 2)
dontdrop = dontdrop || cmd->impulse;
MSG_WriteDeltaUsercmd (&buf, &nullcmd, cmd);
oldcmd = cmd;
i = (cls.netchan.outgoing_sequence - 1) & UPDATE_MASK;
cmd = &cl.frames[i].cmd;
if (cl_spamimpulse->int_val >= 3)
dontdrop = dontdrop || cmd->impulse;
MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
oldcmd = cmd;
i = (cls.netchan.outgoing_sequence) & UPDATE_MASK;
cmd = &cl.frames[i].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[cls.netchan.outgoing_sequence & UPDATE_MASK].delta_sequence =
cl.validsequence;
MSG_WriteByte (&buf, clc_delta);
MSG_WriteByte (&buf, cl.validsequence & 255);
} else
cl.frames[cls.netchan.outgoing_sequence & UPDATE_MASK].delta_sequence =
-1;
if (cls.demorecording)
CL_WriteDemoCmd (cmd);
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;
} else {
// don't count this message when calculating PL
cl.frames[i].receivedtime = -3;
// drop this message
cls.netchan.outgoing_sequence++;
dropcount++;
return;
}
// deliver the message
Netchan_Transmit (&cls.netchan, buf.cursize, buf.data);
}
void
CL_Input_Init (void)
{
Cmd_AddCommand ("+moveup", IN_UpDown, "When active the player is swimming "
"up in a liquid");
Cmd_AddCommand ("-moveup", IN_UpUp, "When active the player is not "
"swimming up in a liquid");
Cmd_AddCommand ("+movedown", IN_DownDown, "When active the player is "
"swimming down in a liquid");
Cmd_AddCommand ("-movedown", IN_DownUp, "When active the player is not "
"swimming down in a liquid");
Cmd_AddCommand ("+left", IN_LeftDown, "When active the player is turning "
"left");
Cmd_AddCommand ("-left", IN_LeftUp, "When active the player is not turning"
" left");
Cmd_AddCommand ("+right", IN_RightDown, "When active the player is "
"turning right");
Cmd_AddCommand ("-right", IN_RightUp, "When active the player is not "
"turning right");
Cmd_AddCommand ("+forward", IN_ForwardDown, "When active the player is "
"moving forward");
Cmd_AddCommand ("-forward", IN_ForwardUp, "When active the player is not "
"moving forward");
Cmd_AddCommand ("+back", IN_BackDown, "When active the player is moving "
"backwards");
Cmd_AddCommand ("-back", IN_BackUp, "When active the player is not "
"moving backwards");
Cmd_AddCommand ("+lookup", IN_LookupDown, "When active the player's view "
"is looking up");
Cmd_AddCommand ("-lookup", IN_LookupUp, "When active the player's view is "
"not looking up");
Cmd_AddCommand ("+lookdown", IN_LookdownDown, "When active the player's "
"view is looking down");
Cmd_AddCommand ("-lookdown", IN_LookdownUp, "When active the player's "
"view is not looking up");
Cmd_AddCommand ("+strafe", IN_StrafeDown, "When active, +left and +right "
"function like +moveleft and +moveright");
Cmd_AddCommand ("-strafe", IN_StrafeUp, "When active, +left and +right "
"stop functioning like +moveleft and +moveright");
Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "When active the player is "
"strafing left");
Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "When active the player is "
"not strafing left");
Cmd_AddCommand ("+moveright", IN_MoverightDown, "When active the player "
"is strafing right");
Cmd_AddCommand ("-moveright", IN_MoverightUp, "When active the player is "
"not strafing right");
Cmd_AddCommand ("+speed", IN_SpeedDown, "When active the player is "
"running");
Cmd_AddCommand ("-speed", IN_SpeedUp, "When active the player is not "
"running");
Cmd_AddCommand ("+attack", IN_AttackDown, "When active player is "
"firing/using current weapon");
Cmd_AddCommand ("-attack", IN_AttackUp, "When active player is not "
"firing/using current weapon");
Cmd_AddCommand ("+use", IN_UseDown, "Non-functional. Left over command "
"for opening doors and triggering switches");
Cmd_AddCommand ("-use", IN_UseUp, "Non-functional. Left over command for "
"opening doors and triggering switches");
Cmd_AddCommand ("+jump", IN_JumpDown, "When active the player is jumping");
Cmd_AddCommand ("-jump", IN_JumpUp, "When active the player is not "
"jumping");
Cmd_AddCommand ("impulse", IN_Impulse, "Call a game function or QuakeC "
"function.");
Cmd_AddCommand ("getimpulse", IN_Getimpulse_f, "Returns the impulse that "
"will be sent to the server this frame");
Cmd_AddCommand ("+klook", IN_KLookDown, "When active, +forward and +back "
"perform +lookup and +lookdown");
Cmd_AddCommand ("-klook", IN_KLookUp, "When active, +forward and +back "
"don't perform +lookup and +lookdown");
Cmd_AddCommand ("+mlook", IN_MLookDown, "When active moving the mouse or "
"joystick forwards and backwards performs +lookup and "
"+lookdown");
Cmd_AddCommand ("-mlook", IN_MLookUp, "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.");
}