mirror of
https://git.code.sf.net/p/quake/quakeforge
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0ace799b27
Useful for avoiding a pile of wrapper functions that merely pass on command-specific data to the actual implementation. Used to clean up the wrappers in nq and qw cl_input.c
497 lines
14 KiB
C
497 lines
14 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/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/plugin/vid_render.h"
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#include "compat.h"
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#include "nq/include/chase.h"
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#include "nq/include/client.h"
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#include "nq/include/host.h"
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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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void (*write_angles) (sizebuf_t *sb, const vec3_t angles);
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static void
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KeyPress (void *_b)
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{
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kbutton_t *b = _b;
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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 (void *_b)
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{
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kbutton_t *b = _b;
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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_MLookRelease (void *data)
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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_Impulse (void *data)
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{
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in_impulse = atoi (Cmd_Argv (1));
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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.viewstate.angles[YAW] -= yawspeed * CL_KeyState (&in_right);
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cl.viewstate.angles[YAW] += yawspeed * CL_KeyState (&in_left);
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cl.viewstate.angles[YAW] = anglemod (cl.viewstate.angles[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.viewstate.angles[PITCH] -= pitchspeed * CL_KeyState (&in_forward);
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cl.viewstate.angles[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.viewstate.angles[PITCH] -= pitchspeed * up;
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cl.viewstate.angles[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.viewstate.angles[PITCH] > 80)
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cl.viewstate.angles[PITCH] = 80;
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if (cl.viewstate.angles[PITCH] < -70)
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cl.viewstate.angles[PITCH] = -70;
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if (cl.viewstate.angles[ROLL] > 50)
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cl.viewstate.angles[ROLL] = 50;
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if (cl.viewstate.angles[ROLL] < -50)
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cl.viewstate.angles[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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if (cls.state != ca_active) {
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return;
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}
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CL_AdjustAngles ();
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memset (cmd, 0, sizeof (*cmd));
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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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/*FIXME:chase figure out just what this does and get it working
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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.viewstate.angles[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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*/
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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.viewstate.angles[PITCH] += viewdelta.angles[PITCH] * m_pitch->value;
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cl.viewstate.angles[YAW] += viewdelta.angles[YAW] * m_yaw->value;
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cl.viewstate.angles[ROLL] += viewdelta.angles[ROLL];
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if (freelook && !(in_strafe.state & 1)) {
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cl.viewstate.angles[PITCH]
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= bound (-70, cl.viewstate.angles[PITCH], 80);
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}
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}
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void
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CL_SendMove (usercmd_t *cmd)
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{
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byte data[128];
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int bits;
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sizebuf_t buf;
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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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cl.cmd = *cmd;
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// send the movement message
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MSG_WriteByte (&buf, clc_move);
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MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
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write_angles (&buf, cl.viewstate.angles);
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MSG_WriteShort (&buf, cmd->forwardmove);
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MSG_WriteShort (&buf, cmd->sidemove);
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MSG_WriteShort (&buf, cmd->upmove);
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// send button bits
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bits = 0;
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if (in_attack.state & 3)
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bits |= 1;
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in_attack.state &= ~2;
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if (in_jump.state & 3)
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bits |= 2;
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in_jump.state &= ~2;
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MSG_WriteByte (&buf, bits);
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MSG_WriteByte (&buf, in_impulse);
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in_impulse = 0;
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// deliver the message
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if (cls.demoplayback)
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return;
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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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if (NET_SendUnreliableMessage (cls.netcon, &buf) == -1) {
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Sys_Printf ("CL_SendMove: lost server connection\n");
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CL_Disconnect ();
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}
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}
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void
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CL_Input_Init (void)
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{
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Cmd_AddDataCommand ("+moveup", KeyPress, &in_up,
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"When active the player is swimming up in a liquid");
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Cmd_AddDataCommand ("-moveup", KeyRelease, &in_up,
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"When active the player is not swimming up in a "
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"liquid");
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Cmd_AddDataCommand ("+movedown", KeyPress, &in_down,
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"When active the player is swimming down in a liquid");
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Cmd_AddDataCommand ("-movedown", KeyRelease, &in_down,
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"When active the player is not swimming down in a "
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"liquid");
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Cmd_AddDataCommand ("+left", KeyPress, &in_left,
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"When active the player is turning left");
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Cmd_AddDataCommand ("-left", KeyRelease, &in_left,
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"When active the player is not turning left");
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Cmd_AddDataCommand ("+right", KeyPress, &in_right,
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"When active the player is turning right");
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Cmd_AddDataCommand ("-right", KeyRelease, &in_right,
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"When active the player is not turning right");
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Cmd_AddDataCommand ("+forward", KeyPress, &in_forward,
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"When active the player is moving forward");
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Cmd_AddDataCommand ("-forward", KeyRelease, &in_forward,
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"When active the player is not moving forward");
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Cmd_AddDataCommand ("+back", KeyPress, &in_back,
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"When active the player is moving backwards");
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Cmd_AddDataCommand ("-back", KeyRelease, &in_back,
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"When active the player is not moving backwards");
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Cmd_AddDataCommand ("+lookup", KeyPress, &in_lookup,
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"When active the player's view is looking up");
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Cmd_AddDataCommand ("-lookup", KeyRelease, &in_lookup,
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"When active the player's view is not looking up");
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Cmd_AddDataCommand ("+lookdown", KeyPress, &in_lookdown,
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"When active the player's view is looking down");
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Cmd_AddDataCommand ("-lookdown", KeyRelease, &in_lookdown,
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"When active the player's view is not looking up");
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Cmd_AddDataCommand ("+strafe", KeyPress, &in_strafe,
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"When active, +left and +right function like "
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"+moveleft and +moveright");
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Cmd_AddDataCommand ("-strafe", KeyRelease, &in_strafe,
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"When active, +left and +right stop functioning like "
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"+moveleft and +moveright");
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Cmd_AddDataCommand ("+moveleft", KeyPress, &in_moveleft,
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"When active the player is strafing left");
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Cmd_AddDataCommand ("-moveleft", KeyRelease, &in_moveleft,
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"When active the player is not strafing left");
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Cmd_AddDataCommand ("+moveright", KeyPress, &in_moveright,
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"When active the player is strafing right");
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Cmd_AddDataCommand ("-moveright", KeyRelease, &in_moveright,
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"When active the player is not strafing right");
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Cmd_AddDataCommand ("+speed", KeyPress, &in_speed,
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"When active the player is running");
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Cmd_AddDataCommand ("-speed", KeyRelease, &in_speed,
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"When active the player is not running");
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Cmd_AddDataCommand ("+attack", KeyPress, &in_attack,
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"When active player is firing/using current weapon");
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Cmd_AddDataCommand ("-attack", KeyRelease, &in_attack,
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"When active player is not firing/using current "
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"weapon");
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Cmd_AddDataCommand ("+use", KeyPress, &in_use,
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"Non-functional. Left over command for opening doors "
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"and triggering switches");
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Cmd_AddDataCommand ("-use", KeyRelease, &in_use,
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"Non-functional. Left over command for opening doors "
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"and triggering switches");
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Cmd_AddDataCommand ("+jump", KeyPress, &in_jump,
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"When active the player is jumping");
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Cmd_AddDataCommand ("-jump", KeyRelease, &in_jump,
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"When active the player is not jumping");
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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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Cmd_AddDataCommand ("+klook", KeyPress, &in_klook,
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"When active, +forward and +back perform +lookup and "
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"+lookdown");
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Cmd_AddDataCommand ("-klook", KeyRelease, &in_klook,
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"When active, +forward and +back don't perform "
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"+lookup and +lookdown");
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Cmd_AddDataCommand ("+mlook", KeyPress, &in_mlook,
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"When active moving the mouse or joystick forwards "
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"and backwards performs +lookup and "
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"+lookdown");
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Cmd_AddDataCommand ("-mlook", IN_MLookRelease, &in_mlook,
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"When active moving the mouse or joystick forwards "
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"and backwards doesn't perform +lookup and +lookdown");
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}
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