mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2025-01-20 07:50:45 +00:00
deff95f490
Handling of view angles is a little hacky at the moment, but this gets the chase camera code and most of the common input code into one place, which will make cleaning up the camera code much easier.
500 lines
12 KiB
C
500 lines
12 KiB
C
/*
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cl_legacy.c
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Client legacy commands
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Copyright (C) 2021 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2021/11/24
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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/console.h"
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#include "QF/cvar.h"
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#include "QF/dstring.h"
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#include "QF/input.h"
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#include "QF/plist.h"
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#include "QF/sys.h"
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#include "QF/input/event.h"
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#include "old_keys.h"
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#include "client/input.h"
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#include "client/view.h"
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int cl_game_context;
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int cl_demo_context;
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static int cl_event_id;
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static struct LISTENER_SET_TYPE(int) cl_on_focus_change
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= LISTENER_SET_STATIC_INIT(4);
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in_axis_t viewdelta_position_forward = {
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.mode = ina_set,
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.name = "move.forward",
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.description = "Move forward (negative) or backward (positive)",
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};
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in_axis_t viewdelta_position_side = {
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.mode = ina_set,
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.name = "move.side",
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.description = "Move right (positive) or left (negative)",
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};
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in_axis_t viewdelta_position_up = {
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.mode = ina_set,
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.name = "move.up",
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.description = "Move up (positive) or down (negative)",
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};
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in_axis_t viewdelta_angles_pitch = {
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.mode = ina_set,
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.name = "move.pitch",
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.description = "Pitch axis",
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};
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in_axis_t viewdelta_angles_yaw = {
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.mode = ina_set,
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.name = "move.yaw",
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.description = "Yaw axis",
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};
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in_axis_t viewdelta_angles_roll = {
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.mode = ina_set,
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.name = "move.roll",
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.description = "Roll axis",
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};
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in_button_t in_left = {
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.name = "left",
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.description = "When active the player is turning left"
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};
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in_button_t in_right = {
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.name = "right",
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.description = "When active the player is turning right"
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};
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in_button_t in_forward = {
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.name = "forward",
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.description = "When active the player is moving forward"
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};
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in_button_t in_back = {
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.name = "back",
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.description = "When active the player is moving backwards"
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};
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in_button_t in_lookup = {
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.name = "lookup",
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.description = "When active the player's view is looking up"
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};
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in_button_t in_lookdown = {
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.name = "lookdown",
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.description = "When active the player's view is looking down"
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};
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in_button_t in_moveleft = {
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.name = "moveleft",
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.description = "When active the player is strafing left"
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};
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in_button_t in_moveright = {
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.name = "moveright",
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.description = "When active the player is strafing right"
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};
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in_button_t in_use = {
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.name = "use",
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.description = "Left over command for opening doors and triggering"
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" switches"
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};
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in_button_t in_jump = {
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.name = "jump",
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.description = "When active the player is jumping"
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};
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in_button_t in_attack = {
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.name = "attack",
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.description = "When active player is firing/using current weapon"
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};
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in_button_t in_up = {
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.name = "moveup",
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.description = "When active the player is swimming up in a liquid"
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};
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in_button_t in_down = {
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.name = "movedown",
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.description = "When active the player is swimming down in a liquid"
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};
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in_button_t in_strafe = {
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.name = "strafe",
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.description = "When active, +left and +right function like +moveleft and"
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" +moveright"
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};
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in_button_t in_klook = {
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.name = "klook",
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.description = "When active, +forward and +back perform +lookup and"
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" +lookdown"
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};
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in_button_t in_speed = {
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.name = "speed",
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.description = "When active the player is running"
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};
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in_button_t in_mlook = {
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.name = "mlook",
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.description = "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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};
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static in_axis_t *cl_in_axes[] = {
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&viewdelta_position_forward,
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&viewdelta_position_side,
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&viewdelta_position_up,
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&viewdelta_angles_pitch,
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&viewdelta_angles_yaw,
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&viewdelta_angles_roll,
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0,
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};
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static in_button_t *cl_in_buttons[] = {
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&in_left,
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&in_right,
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&in_forward,
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&in_back,
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&in_lookup,
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&in_lookdown,
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&in_moveleft,
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&in_moveright,
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&in_use,
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&in_jump,
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&in_attack,
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&in_up,
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&in_down,
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&in_strafe,
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&in_klook,
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&in_speed,
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&in_mlook,
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0
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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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cvar_t *lookspring;
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cvar_t *m_pitch;
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cvar_t *m_yaw;
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cvar_t *m_forward;
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cvar_t *m_side;
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static void
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CL_AdjustAngles (float frametime, movestate_t *ms)
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{
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float down, up;
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float pitchspeed, yawspeed;
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vec4f_t delta = {};
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pitchspeed = cl_pitchspeed->value;
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yawspeed = cl_yawspeed->value;
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if (in_speed.state & inb_down) {
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pitchspeed *= cl_anglespeedkey->value;
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yawspeed *= cl_anglespeedkey->value;
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}
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pitchspeed *= frametime;
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yawspeed *= frametime;
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if (!(in_strafe.state & inb_down)) {
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delta[YAW] -= yawspeed * IN_ButtonState (&in_right);
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delta[YAW] += yawspeed * IN_ButtonState (&in_left);
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}
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if (in_klook.state & inb_down) {
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V_StopPitchDrift ();
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delta[PITCH] -= pitchspeed * IN_ButtonState (&in_forward);
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delta[PITCH] += pitchspeed * IN_ButtonState (&in_back);
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}
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up = IN_ButtonState (&in_lookup);
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down = IN_ButtonState (&in_lookdown);
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delta[PITCH] -= pitchspeed * up;
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delta[PITCH] += pitchspeed * down;
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delta[PITCH] -= IN_UpdateAxis (&viewdelta_angles_pitch) * m_pitch->value;
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delta[YAW] -= IN_UpdateAxis (&viewdelta_angles_yaw) * m_yaw->value;
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delta[ROLL] -= IN_UpdateAxis (&viewdelta_angles_roll) * m_pitch->value;
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ms->angles += delta;
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if (delta[PITCH]) {
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V_StopPitchDrift ();
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ms->angles[PITCH] = bound (-70, ms->angles[PITCH], 80);
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}
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if (delta[ROLL]) {
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ms->angles[ROLL] = bound (-50, ms->angles[ROLL], 50);
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}
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if (delta[YAW]) {
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ms->angles[YAW] = anglemod (ms->angles[YAW]);
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}
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}
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static const char default_input_config[] = {
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#include "libs/client/default_input.plc"
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};
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static void
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cl_bind_f (void)
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{
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int c, i;
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const char *key;
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static dstring_t *cmd_buf;
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if (!cmd_buf) {
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cmd_buf = dstring_newstr ();
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}
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c = Cmd_Argc ();
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if (c < 2) {
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Sys_Printf ("bind <key> [command] : attach a command to a key\n");
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return;
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}
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if (strcasecmp (Cmd_Argv (1), "ESCAPE") == 0) {
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return;
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}
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if (!(key = OK_TranslateKeyName (Cmd_Argv (1)))) {
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return;
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}
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dsprintf (cmd_buf, "in_bind imt_mod %s", key);
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if (c >= 3) {
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for (i = 2; i < c; i++) {
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dasprintf (cmd_buf, " \"%s\"", Cmd_Argv (i));
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}
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}
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Cmd_ExecuteString (cmd_buf->str, src_command);
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}
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static void
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cl_unbind_f (void)
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{
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int c;
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const char *key;
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static dstring_t *cmd_buf;
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if (!cmd_buf) {
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cmd_buf = dstring_newstr ();
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}
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c = Cmd_Argc ();
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if (c < 2) {
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Sys_Printf ("bind <key> [command] : attach a command to a key\n");
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return;
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}
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if (!(key = OK_TranslateKeyName (Cmd_Argv (1)))) {
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return;
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}
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dsprintf (cmd_buf, "in_unbind imt_mod %s", key);
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Cmd_ExecuteString (cmd_buf->str, src_command);
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}
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static void
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CL_Legacy_Init (void)
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{
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OK_Init ();
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Cmd_AddCommand ("bind", cl_bind_f, "compatibility wrapper for in_bind");
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Cmd_AddCommand ("unbind", cl_unbind_f, "compatibility wrapper for in_bind");
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// FIXME hashlinks
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IN_LoadConfig (PL_GetPropertyList (default_input_config, 0));
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}
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void
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CL_Input_BuildMove (float frametime, movestate_t *state)
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{
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if (IN_ButtonReleased (&in_mlook) && !freelook && lookspring->int_val) {
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V_StartPitchDrift ();
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}
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CL_AdjustAngles (frametime, state);
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vec4f_t move = {};
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if (in_strafe.state & inb_down) {
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move[SIDE] += cl_sidespeed->value * IN_ButtonState (&in_right);
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move[SIDE] -= cl_sidespeed->value * IN_ButtonState (&in_left);
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}
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move[SIDE] += cl_sidespeed->value * IN_ButtonState (&in_moveright);
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move[SIDE] -= cl_sidespeed->value * IN_ButtonState (&in_moveleft);
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move[UP] += cl_upspeed->value * IN_ButtonState (&in_up);
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move[UP] -= cl_upspeed->value * IN_ButtonState (&in_down);
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if (!(in_klook.state & inb_down)) {
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move[FORWARD] += cl_forwardspeed->value * IN_ButtonState (&in_forward);
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move[FORWARD] -= cl_backspeed->value * IN_ButtonState (&in_back);
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}
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// adjust for speed key
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if (in_speed.state & inb_down) {
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move *= cl_movespeedkey->value;
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}
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move[FORWARD] -= IN_UpdateAxis (&viewdelta_position_forward) * m_forward->value;
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move[SIDE] += IN_UpdateAxis (&viewdelta_position_side) * m_side->value;
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move[UP] -= IN_UpdateAxis (&viewdelta_position_up);
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if (freelook)
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V_StopPitchDrift ();
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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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// /* adjust for chase camera angles
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// * makes the player move relative to the chase camera frame rather
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// * than the player's frame
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// */
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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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// // need separate camera and player angles
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// //FIXME 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, move[FORWARD], f);
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// VectorScale (right, move[SIDE], r);
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// move[FORWARD] = f[0] + r[0];
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// move[SIDE] = f[1] + r[1];
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//}
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state->move = move;
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}
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static void
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cl_on_focus_change_redirect (void *_func, const int *game)
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{
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void (*func) (int game) = _func;
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func (*game);
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}
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void
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CL_OnFocusChange (void (*func) (int game))
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{
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LISTENER_ADD (&cl_on_focus_change, cl_on_focus_change_redirect, func);
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}
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static int
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cl_focus_event (const IE_event_t *ie_event)
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{
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int game = ie_event->type == ie_gain_focus;
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LISTENER_INVOKE (&cl_on_focus_change, &game);
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return 1;
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}
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static int
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cl_key_event (const IE_event_t *ie_event)
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{
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if (ie_event->key.code == QFK_ESCAPE) {
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Con_SetState (con_menu);
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return 1;
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}
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return 0;
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}
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static int
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cl_event_handler (const IE_event_t *ie_event, void *unused)
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{
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static int (*handlers[ie_event_count]) (const IE_event_t *ie_event) = {
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[ie_key] = cl_key_event,
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[ie_gain_focus] = cl_focus_event,
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[ie_lose_focus] = cl_focus_event,
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};
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if (ie_event->type < 0 || ie_event->type >= ie_event_count
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|| !handlers[ie_event->type]) {
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return IN_Binding_HandleEvent (ie_event);
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}
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return handlers[ie_event->type] (ie_event);
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}
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void
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CL_Input_Init (cbuf_t *cbuf)
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{
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cl_event_id = IE_Add_Handler (cl_event_handler, 0);
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for (int i = 0; cl_in_axes[i]; i++) {
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IN_RegisterAxis (cl_in_axes[i]);
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}
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for (int i = 0; cl_in_buttons[i]; i++) {
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IN_RegisterButton (cl_in_buttons[i]);
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}
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cl_game_context = IMT_CreateContext ("key_game");
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IMT_SetContextCbuf (cl_game_context, cbuf);
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cl_demo_context = IMT_CreateContext ("key_demo");
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IMT_SetContextCbuf (cl_demo_context, cbuf);
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CL_Legacy_Init ();
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}
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void
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CL_Input_Init_Cvars (void)
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{
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lookspring = Cvar_Get ("lookspring", "0", CVAR_ARCHIVE, NULL, "Snap view "
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"to center when moving and no mlook/klook");
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m_pitch = Cvar_Get ("m_pitch", "0.022", CVAR_ARCHIVE, NULL,
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"mouse pitch (up/down) multipier");
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m_yaw = Cvar_Get ("m_yaw", "0.022", CVAR_ARCHIVE, NULL,
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"mouse yaw (left/right) multipiler");
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m_forward = Cvar_Get ("m_forward", "1", CVAR_ARCHIVE, NULL,
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"mouse forward/back speed");
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m_side = Cvar_Get ("m_side", "0.8", CVAR_ARCHIVE, NULL,
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"mouse strafe speed");
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cl_anglespeedkey = Cvar_Get ("cl_anglespeedkey", "1.5", CVAR_NONE, NULL,
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"turn `run' speed multiplier");
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cl_backspeed = Cvar_Get ("cl_backspeed", "200", CVAR_ARCHIVE, NULL,
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"backward speed");
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cl_forwardspeed = Cvar_Get ("cl_forwardspeed", "200", CVAR_ARCHIVE, NULL,
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"forward speed");
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cl_movespeedkey = Cvar_Get ("cl_movespeedkey", "2.0", CVAR_NONE, NULL,
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"move `run' speed multiplier");
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cl_pitchspeed = Cvar_Get ("cl_pitchspeed", "150", CVAR_NONE, NULL,
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"look up/down speed");
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cl_sidespeed = Cvar_Get ("cl_sidespeed", "350", CVAR_NONE, NULL,
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"strafe speed");
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cl_upspeed = Cvar_Get ("cl_upspeed", "200", CVAR_NONE, NULL,
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"swim/fly up/down speed");
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cl_yawspeed = Cvar_Get ("cl_yawspeed", "140", CVAR_NONE, NULL,
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"turning speed");
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}
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void
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CL_Input_Activate (int in_game)
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{
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IMT_SetContext (!in_game ? cl_demo_context : cl_game_context);
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IE_Set_Focus (cl_event_id);
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}
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