mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 08:50:58 +00:00
b0447c1cf1
I'm not at all happy with con_message and con_menu, but fixing them properly will take a rework of the menus (planned, though). Also, the Menu_ console command implementations are a bit iffy and could also do with a rewrite (probably part of the rest of the menu rework) or just nuking (they were part of Johnny on Flame's work, so I suspect had something to do with joystick bindings).
445 lines
11 KiB
C
445 lines
11 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/console.h"
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#include "QF/cvar.h"
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#include "QF/input.h"
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#include "QF/keys.h"
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#include "QF/msg.h"
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#include "QF/sys.h"
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#include "QF/input/event.h"
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#include "QF/plugin/vid_render.h"
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#include "compat.h"
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#include "client/input.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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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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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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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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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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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 & 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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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 & inb_down)) {
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cl.viewstate.angles[YAW] -= yawspeed * IN_ButtonState (&in_right);
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cl.viewstate.angles[YAW] += yawspeed * IN_ButtonState (&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 & inb_down) {
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V_StopPitchDrift ();
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cl.viewstate.angles[PITCH] -= pitchspeed * IN_ButtonState (&in_forward);
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cl.viewstate.angles[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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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 (IN_ButtonReleased (&in_mlook) && !freelook && lookspring->int_val) {
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V_StartPitchDrift ();
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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 & inb_down) {
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cmd->sidemove += cl_sidespeed->value * IN_ButtonState (&in_right);
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cmd->sidemove -= cl_sidespeed->value * IN_ButtonState (&in_left);
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}
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cmd->sidemove += cl_sidespeed->value * IN_ButtonState (&in_moveright);
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cmd->sidemove -= cl_sidespeed->value * IN_ButtonState (&in_moveleft);
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cmd->upmove += cl_upspeed->value * IN_ButtonState (&in_up);
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cmd->upmove -= cl_upspeed->value * IN_ButtonState (&in_down);
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if (!(in_klook.state & inb_down)) {
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cmd->forwardmove += cl_forwardspeed->value * IN_ButtonState (&in_forward);
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cmd->forwardmove -= 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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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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// 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 -= IN_UpdateAxis (&viewdelta_position_forward) * m_forward->value;
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cmd->sidemove += IN_UpdateAxis (&viewdelta_position_side) * m_side->value;
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cmd->upmove -= IN_UpdateAxis (&viewdelta_position_up);
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cl.viewstate.angles[PITCH] -= IN_UpdateAxis (&viewdelta_angles_pitch) * m_pitch->value;
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cl.viewstate.angles[YAW] -= IN_UpdateAxis (&viewdelta_angles_yaw) * m_yaw->value;
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cl.viewstate.angles[ROLL] -= IN_UpdateAxis (&viewdelta_angles_roll) * m_pitch->value;
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if (freelook && !(in_strafe.state & inb_down)) {
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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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bits |= IN_ButtonPressed (&in_attack) << 0;
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bits |= IN_ButtonPressed (&in_jump) << 1;
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bits |= IN_ButtonPressed (&in_use) << 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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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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if (ie_event->type == ie_key) {
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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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}
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return IN_Binding_HandleEvent (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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Cmd_AddDataCommand ("impulse", IN_Impulse, 0,
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"Call a game function or QuakeC function.");
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CL_Legacy_Init ();
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}
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void
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CL_Input_Activate (void)
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{
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host_in_game = !cls.demoplayback;
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IMT_SetContext (cls.demoplayback ? cl_demo_context : cl_game_context);
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IE_Set_Focus (cl_event_id);
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}
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