mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-17 18:30:58 +00:00
245cfb0b6f
In the process, found a bug where the yaw speed was not being limited as desired.
679 lines
15 KiB
C
679 lines
15 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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static __attribute__ ((used)) const char rcsid[] =
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"$Id$";
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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 "chase.h"
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#include "client.h"
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#include "compat.h"
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#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 (kbutton_t *b)
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{
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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 (kbutton_t *b)
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{
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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_KLookPress (void)
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{
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KeyPress (&in_klook);
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}
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static void
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IN_KLookRelease (void)
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{
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KeyRelease (&in_klook);
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}
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static void
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IN_MLookPress (void)
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{
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KeyPress (&in_mlook);
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}
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static void
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IN_MLookRelease (void)
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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_UpPress (void)
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{
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KeyPress (&in_up);
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}
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static void
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IN_UpRelease (void)
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{
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KeyRelease (&in_up);
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}
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static void
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IN_DownPress (void)
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{
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KeyPress (&in_down);
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}
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static void
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IN_DownRelease (void)
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{
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KeyRelease (&in_down);
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}
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static void
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IN_LeftPress (void)
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{
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KeyPress (&in_left);
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}
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static void
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IN_LeftRelease (void)
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{
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KeyRelease (&in_left);
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}
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static void
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IN_RightPress (void)
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{
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KeyPress (&in_right);
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}
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static void
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IN_RightRelease (void)
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{
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KeyRelease (&in_right);
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}
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static void
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IN_ForwardPress (void)
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{
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KeyPress (&in_forward);
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}
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static void
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IN_ForwardRelease (void)
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{
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KeyRelease (&in_forward);
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}
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static void
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IN_BackPress (void)
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{
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KeyPress (&in_back);
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}
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static void
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IN_BackRelease (void)
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{
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KeyRelease (&in_back);
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}
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static void
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IN_LookupPress (void)
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{
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KeyPress (&in_lookup);
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}
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static void
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IN_LookupRelease (void)
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{
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KeyRelease (&in_lookup);
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}
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static void
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IN_LookdownPress (void)
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{
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KeyPress (&in_lookdown);
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}
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static void
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IN_LookdownRelease (void)
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{
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KeyRelease (&in_lookdown);
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}
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static void
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IN_MoveleftPress (void)
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{
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KeyPress (&in_moveleft);
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}
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static void
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IN_MoveleftRelease (void)
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{
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KeyRelease (&in_moveleft);
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}
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static void
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IN_MoverightPress (void)
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{
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KeyPress (&in_moveright);
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}
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static void
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IN_MoverightRelease (void)
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{
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KeyRelease (&in_moveright);
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}
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static void
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IN_SpeedPress (void)
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{
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KeyPress (&in_speed);
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}
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static void
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IN_SpeedRelease (void)
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{
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KeyRelease (&in_speed);
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}
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static void
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IN_StrafePress (void)
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{
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KeyPress (&in_strafe);
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}
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static void
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IN_StrafeRelease (void)
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{
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KeyRelease (&in_strafe);
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}
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static void
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IN_AttackPress (void)
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{
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KeyPress (&in_attack);
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}
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static void
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IN_AttackRelease (void)
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{
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KeyRelease (&in_attack);
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}
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static void
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IN_UsePress (void)
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{
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KeyPress (&in_use);
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}
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static void
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IN_UseRelease (void)
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{
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KeyRelease (&in_use);
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}
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static void
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IN_JumpPress (void)
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{
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KeyPress (&in_jump);
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}
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static void
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IN_JumpRelease (void)
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{
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KeyRelease (&in_jump);
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}
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static void
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IN_Impulse (void)
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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.viewangles[YAW] -= yawspeed * CL_KeyState (&in_right);
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cl.viewangles[YAW] += yawspeed * CL_KeyState (&in_left);
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cl.viewangles[YAW] = anglemod (cl.viewangles[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.viewangles[PITCH] -= pitchspeed * CL_KeyState (&in_forward);
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cl.viewangles[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.viewangles[PITCH] -= pitchspeed * up;
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cl.viewangles[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.viewangles[PITCH] > 80)
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cl.viewangles[PITCH] = 80;
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if (cl.viewangles[PITCH] < -70)
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cl.viewangles[PITCH] = -70;
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if (cl.viewangles[ROLL] > 50)
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cl.viewangles[ROLL] = 50;
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if (cl.viewangles[ROLL] < -50)
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cl.viewangles[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.signon != SIGNONS)
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return;
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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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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_refdef.viewangles[1] - cl.viewangles[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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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.viewangles[PITCH] += viewdelta.angles[PITCH] * m_pitch->value;
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cl.viewangles[YAW] += viewdelta.angles[YAW] * m_yaw->value;
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cl.viewangles[ROLL] += viewdelta.angles[ROLL];
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if (freelook && !(in_strafe.state & 1)) {
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cl.viewangles[PITCH] = bound (-70, cl.viewangles[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.viewangles);
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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;
|
|
|
|
if (NET_SendUnreliableMessage (cls.netcon, &buf) == -1) {
|
|
Sys_Printf ("CL_SendMove: lost server connection\n");
|
|
CL_Disconnect ();
|
|
}
|
|
}
|
|
|
|
void
|
|
CL_Input_Init (void)
|
|
{
|
|
Cmd_AddCommand ("+moveup", IN_UpPress, "When active the player is "
|
|
"swimming up in a liquid");
|
|
Cmd_AddCommand ("-moveup", IN_UpRelease, "When active the player is not "
|
|
"swimming up in a liquid");
|
|
Cmd_AddCommand ("+movedown", IN_DownPress, "When active the player is "
|
|
"swimming down in a liquid");
|
|
Cmd_AddCommand ("-movedown", IN_DownRelease, "When active the player is "
|
|
"not swimming down in a liquid");
|
|
Cmd_AddCommand ("+left", IN_LeftPress, "When active the player is turning "
|
|
"left");
|
|
Cmd_AddCommand ("-left", IN_LeftRelease, "When active the player is not "
|
|
"turning left");
|
|
Cmd_AddCommand ("+right", IN_RightPress, "When active the player is "
|
|
"turning right");
|
|
Cmd_AddCommand ("-right", IN_RightRelease, "When active the player is not "
|
|
"turning right");
|
|
Cmd_AddCommand ("+forward", IN_ForwardPress, "When active the player is "
|
|
"moving forward");
|
|
Cmd_AddCommand ("-forward", IN_ForwardRelease, "When active the player is "
|
|
"not moving forward");
|
|
Cmd_AddCommand ("+back", IN_BackPress, "When active the player is moving "
|
|
"backwards");
|
|
Cmd_AddCommand ("-back", IN_BackRelease, "When active the player is not "
|
|
"moving backwards");
|
|
Cmd_AddCommand ("+lookup", IN_LookupPress, "When active the player's view "
|
|
"is looking up");
|
|
Cmd_AddCommand ("-lookup", IN_LookupRelease, "When active the player's "
|
|
"view is not looking up");
|
|
Cmd_AddCommand ("+lookdown", IN_LookdownPress, "When active the player's "
|
|
"view is looking down");
|
|
Cmd_AddCommand ("-lookdown", IN_LookdownRelease, "When active the "
|
|
"player's view is not looking up");
|
|
Cmd_AddCommand ("+strafe", IN_StrafePress, "When active, +left and +right "
|
|
"function like +moveleft and +moveright");
|
|
Cmd_AddCommand ("-strafe", IN_StrafeRelease, "When active, +left and "
|
|
"+right stop functioning like +moveleft and +moveright");
|
|
Cmd_AddCommand ("+moveleft", IN_MoveleftPress, "When active the player is "
|
|
"strafing left");
|
|
Cmd_AddCommand ("-moveleft", IN_MoveleftRelease, "When active the player "
|
|
"is not strafing left");
|
|
Cmd_AddCommand ("+moveright", IN_MoverightPress, "When active the player "
|
|
"is strafing right");
|
|
Cmd_AddCommand ("-moveright", IN_MoverightRelease, "When active the "
|
|
"player is not strafing right");
|
|
Cmd_AddCommand ("+speed", IN_SpeedPress, "When active the player is "
|
|
"running");
|
|
Cmd_AddCommand ("-speed", IN_SpeedRelease, "When active the player is not "
|
|
"running");
|
|
Cmd_AddCommand ("+attack", IN_AttackPress, "When active player is "
|
|
"firing/using current weapon");
|
|
Cmd_AddCommand ("-attack", IN_AttackRelease, "When active player is not "
|
|
"firing/using current weapon");
|
|
Cmd_AddCommand ("+use", IN_UsePress, "Non-functional. Left over command "
|
|
"for opening doors and triggering switches");
|
|
Cmd_AddCommand ("-use", IN_UseRelease, "Non-functional. Left over command "
|
|
"for opening doors and triggering switches");
|
|
Cmd_AddCommand ("+jump", IN_JumpPress, "When active the player is "
|
|
"jumping");
|
|
Cmd_AddCommand ("-jump", IN_JumpRelease, "When active the player is not "
|
|
"jumping");
|
|
Cmd_AddCommand ("impulse", IN_Impulse, "Call a game function or QuakeC "
|
|
"function.");
|
|
Cmd_AddCommand ("+klook", IN_KLookPress, "When active, +forward and +back "
|
|
"perform +lookup and +lookdown");
|
|
Cmd_AddCommand ("-klook", IN_KLookRelease, "When active, +forward and "
|
|
"+back don't perform +lookup and +lookdown");
|
|
Cmd_AddCommand ("+mlook", IN_MLookPress, "When active moving the mouse or "
|
|
"joystick forwards and backwards performs +lookup and "
|
|
"+lookdown");
|
|
Cmd_AddCommand ("-mlook", IN_MLookRelease, "When active moving the mouse "
|
|
"or joystick forwards and backwards doesn't perform "
|
|
"+lookup and +lookdown");
|
|
}
|