quakeforge/nq/source/cl_input.c
Bill Currie fed8f66824 [input] Rework logical buttons
kbutton_t is now in_button_t and has been moved to input.h. Also, a
button registration function has been added to take care of +button and
-button command creation and, eventually, direct binding of "physical"
buttons to logical buttons. "Physical" buttons are those coming in from
the OS (keyboard, mouse, joystick...), logical buttons are what the code
looks at for button state.

Additionally, the button edge detection code has been cleaned up such
that it no longer uses magic numbers, and the conversion to a float is
cleaner. Interestingly, I found that the handling is extremely
frame-rate dependent (eg, +forward will accelerate the player to full
speed much faster at 72fps than it does at 20fps). This may be a factor
in why gamers are frame rate obsessed: other games doing the same thing
would certainly feel different under varying frame rates.
2021-10-01 09:16:31 +09:00

360 lines
9.2 KiB
C

/*
cl_input.c
builds an intended movement command to send to the server
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/cmd.h"
#include "QF/cvar.h"
#include "QF/input.h"
#include "QF/keys.h"
#include "QF/msg.h"
#include "QF/sys.h"
#include "QF/plugin/vid_render.h"
#include "compat.h"
#include "nq/include/chase.h"
#include "nq/include/client.h"
#include "nq/include/host.h"
/*
KEY BUTTONS
Continuous button event tracking is complicated by the fact that two
different input sources (say, mouse button 1 and the control key) can
both press the same button, but the button should be released only when
both of the pressing key have been released.
When a key event issues a button command (+forward, +attack, etc), it
appends its key number as a parameter to the command so it can be
matched up with the release.
state bit 0 is the current state of the key
state bit 1 is edge triggered on the up to down transition
state bit 2 is edge triggered on the down to up transition
*/
in_button_t in_left, in_right, in_forward, in_back;
in_button_t in_lookup, in_lookdown, in_moveleft, in_moveright;
in_button_t in_use, in_jump, in_attack;
in_button_t in_up, in_down;
in_button_t in_strafe, in_klook, in_speed, in_mlook;
static struct {
const char *name;
in_button_t *button;
const char *description;
} cl_in_buttons[] = {
{ "left", &in_left,
"When active the player is turning left"
},
{ "right", &in_right,
"When active the player is turning right"
},
{ "forward", &in_forward,
"When active the player is moving forward"
},
{ "back", &in_back,
"When active the player is moving backwards"
},
{ "lookup", &in_lookup,
"When active the player's view is looking up"
},
{ "lookdown", &in_lookdown,
"When active the player's view is looking down"
},
{ "moveleft", &in_moveleft,
"When active the player is strafing left"
},
{ "moveright", &in_moveright,
"When active the player is strafing right"
},
{ "use", &in_use,
"Left over command for opening doors and triggering switches"
},
{ "jump", &in_jump,
"When active the player is jumping"
},
{ "attack", &in_attack,
"When active player is firing/using current weapon"
},
{ "moveup", &in_up,
"When active the player is swimming up in a liquid"
},
{ "movedown", &in_down,
"When active the player is swimming down in a liquid"
},
{ "strafe", &in_strafe,
"When active, +left and +right function like +moveleft and +moveright"
},
{ "speed", &in_speed,
"When active the player is running"
},
{ "klook", &in_klook,
"When active, +forward and +back perform +lookup and +lookdown"
},
{ "mlook", &in_mlook,
"When active moving the mouse or joystick forwards "
"and backwards performs +lookup and "
"+lookdown"
},
{ }
};
int in_impulse;
void (*write_angles) (sizebuf_t *sb, const vec3_t angles);
static void
IN_Impulse (void *data)
{
in_impulse = atoi (Cmd_Argv (1));
}
cvar_t *cl_anglespeedkey;
cvar_t *cl_backspeed;
cvar_t *cl_forwardspeed;
cvar_t *cl_movespeedkey;
cvar_t *cl_pitchspeed;
cvar_t *cl_sidespeed;
cvar_t *cl_upspeed;
cvar_t *cl_yawspeed;
/*
CL_AdjustAngles
Moves the local angle positions
*/
static void
CL_AdjustAngles (void)
{
float down, up;
float pitchspeed, yawspeed;
pitchspeed = cl_pitchspeed->value;
yawspeed = cl_yawspeed->value;
if (in_speed.state & inb_down) {
pitchspeed *= cl_anglespeedkey->value;
yawspeed *= cl_anglespeedkey->value;
}
if ((cl.fpd & FPD_LIMIT_PITCH) && pitchspeed > FPD_MAXPITCH)
pitchspeed = FPD_MAXPITCH;
if ((cl.fpd & FPD_LIMIT_YAW) && yawspeed > FPD_MAXYAW)
yawspeed = FPD_MAXYAW;
pitchspeed *= host_frametime;
yawspeed *= host_frametime;
if (!(in_strafe.state & inb_down)) {
cl.viewstate.angles[YAW] -= yawspeed * IN_ButtonState (&in_right);
cl.viewstate.angles[YAW] += yawspeed * IN_ButtonState (&in_left);
cl.viewstate.angles[YAW] = anglemod (cl.viewstate.angles[YAW]);
}
if (in_klook.state & inb_down) {
V_StopPitchDrift ();
cl.viewstate.angles[PITCH] -= pitchspeed * IN_ButtonState (&in_forward);
cl.viewstate.angles[PITCH] += pitchspeed * IN_ButtonState (&in_back);
}
up = IN_ButtonState (&in_lookup);
down = IN_ButtonState (&in_lookdown);
cl.viewstate.angles[PITCH] -= pitchspeed * up;
cl.viewstate.angles[PITCH] += pitchspeed * down;
if (up || down)
V_StopPitchDrift ();
// FIXME: Need to clean up view angle limits
if (cl.viewstate.angles[PITCH] > 80)
cl.viewstate.angles[PITCH] = 80;
if (cl.viewstate.angles[PITCH] < -70)
cl.viewstate.angles[PITCH] = -70;
if (cl.viewstate.angles[ROLL] > 50)
cl.viewstate.angles[ROLL] = 50;
if (cl.viewstate.angles[ROLL] < -50)
cl.viewstate.angles[ROLL] = -50;
}
/*
CL_BaseMove
Send the intended movement message to the server
*/
void
CL_BaseMove (usercmd_t *cmd)
{
if (IN_ButtonReleased (&in_mlook) && !freelook && lookspring->int_val) {
V_StartPitchDrift ();
}
if (cls.state != ca_active) {
return;
}
CL_AdjustAngles ();
memset (cmd, 0, sizeof (*cmd));
if (in_strafe.state & inb_down) {
cmd->sidemove += cl_sidespeed->value * IN_ButtonState (&in_right);
cmd->sidemove -= cl_sidespeed->value * IN_ButtonState (&in_left);
}
cmd->sidemove += cl_sidespeed->value * IN_ButtonState (&in_moveright);
cmd->sidemove -= cl_sidespeed->value * IN_ButtonState (&in_moveleft);
cmd->upmove += cl_upspeed->value * IN_ButtonState (&in_up);
cmd->upmove -= cl_upspeed->value * IN_ButtonState (&in_down);
if (!(in_klook.state & inb_down)) {
cmd->forwardmove += cl_forwardspeed->value * IN_ButtonState (&in_forward);
cmd->forwardmove -= cl_backspeed->value * IN_ButtonState (&in_back);
}
// adjust for speed key
if (in_speed.state & inb_down) {
cmd->forwardmove *= cl_movespeedkey->value;
cmd->sidemove *= cl_movespeedkey->value;
cmd->upmove *= cl_movespeedkey->value;
}
if (freelook)
V_StopPitchDrift ();
viewdelta.angles[0] = viewdelta.angles[1] = viewdelta.angles[2] = 0;
viewdelta.position[0] = viewdelta.position[1] = viewdelta.position[2] = 0;
IN_Move ();
// adjust for chase camera angles
/*FIXME:chase figure out just what this does and get it working
if (cl.chase
&& (chase_active->int_val == 2 || chase_active->int_val == 3)) {
vec3_t forward, right, up, f, r;
vec3_t dir = {0, 0, 0};
dir[1] = r_data->refdef->viewangles[1] - cl.viewstate.angles[1];
AngleVectors (dir, forward, right, up);
VectorScale (forward, cmd->forwardmove, f);
VectorScale (right, cmd->sidemove, r);
cmd->forwardmove = f[0] + r[0];
cmd->sidemove = f[1] + r[1];
VectorScale (forward, viewdelta.position[2], f);
VectorScale (right, viewdelta.position[0], r);
viewdelta.position[2] = f[0] + r[0];
viewdelta.position[0] = (f[1] + r[1]) * -1;
}
*/
cmd->forwardmove += viewdelta.position[2] * m_forward->value;
cmd->sidemove += viewdelta.position[0] * m_side->value;
cmd->upmove += viewdelta.position[1];
cl.viewstate.angles[PITCH] += viewdelta.angles[PITCH] * m_pitch->value;
cl.viewstate.angles[YAW] += viewdelta.angles[YAW] * m_yaw->value;
cl.viewstate.angles[ROLL] += viewdelta.angles[ROLL];
if (freelook && !(in_strafe.state & inb_down)) {
cl.viewstate.angles[PITCH]
= bound (-70, cl.viewstate.angles[PITCH], 80);
}
}
void
CL_SendMove (usercmd_t *cmd)
{
byte data[128];
int bits;
sizebuf_t buf;
buf.maxsize = 128;
buf.cursize = 0;
buf.data = data;
cl.cmd = *cmd;
// send the movement message
MSG_WriteByte (&buf, clc_move);
MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
write_angles (&buf, cl.viewstate.angles);
MSG_WriteShort (&buf, cmd->forwardmove);
MSG_WriteShort (&buf, cmd->sidemove);
MSG_WriteShort (&buf, cmd->upmove);
// send button bits
bits = 0;
bits |= IN_ButtonPressed (&in_attack) << 0;
bits |= IN_ButtonPressed (&in_jump) << 1;
bits |= IN_ButtonPressed (&in_use) << 2;
MSG_WriteByte (&buf, bits);
MSG_WriteByte (&buf, in_impulse);
in_impulse = 0;
// deliver the message
if (cls.demoplayback)
return;
// always dump the first two message, because it may contain leftover
// inputs from the last level
if (++cl.movemessages <= 2)
return;
if (NET_SendUnreliableMessage (cls.netcon, &buf) == -1) {
Sys_Printf ("CL_SendMove: lost server connection\n");
CL_Disconnect ();
}
}
void
CL_Input_Init (void)
{
for (int i = 0; cl_in_buttons[i].name; i++) {
IN_RegisterButton (cl_in_buttons[i].button, cl_in_buttons[i].name,
cl_in_buttons[i].description);
}
Cmd_AddDataCommand ("impulse", IN_Impulse, 0,
"Call a game function or QuakeC function.");
}