quakeforge/nq/source/cl_input.c

669 lines
14 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
*/
static const char rcsid[] =
"$Id$";
#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/console.h"
#include "QF/cvar.h"
#include "QF/input.h"
#include "QF/keys.h"
#include "QF/msg.h"
#include "chase.h"
#include "client.h"
#include "compat.h"
#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 only be released 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
*/
kbutton_t in_left, in_right, in_forward, in_back;
kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
kbutton_t in_use, in_jump, in_attack;
kbutton_t in_up, in_down;
int in_impulse;
void
KeyDown (kbutton_t *b)
{
const char *c;
int k;
c = Cmd_Argv (1);
if (c[0])
k = atoi (c);
else
k = -1; // typed manually at the console for
// continuous down
if (k == b->down[0] || k == b->down[1])
return; // repeating key
if (!b->down[0])
b->down[0] = k;
else if (!b->down[1])
b->down[1] = k;
else {
Con_Printf ("Three keys down for a button!\n");
return;
}
if (b->state & 1)
return; // still down
b->state |= 1 + 2; // down + impulse down
}
void
KeyUp (kbutton_t *b)
{
const char *c;
int k;
c = Cmd_Argv (1);
if (c[0])
k = atoi (c);
else { // typed manually at the console,
// assume for unsticking, so clear
// all
b->down[0] = b->down[1] = 0;
b->state = 4; // impulse up
return;
}
if (b->down[0] == k)
b->down[0] = 0;
else if (b->down[1] == k)
b->down[1] = 0;
else
return; // key up without coresponding down
// (menu pass through)
if (b->down[0] || b->down[1])
return; // some other key is still holding it
// down
if (!(b->state & 1))
return; // still up (this should not happen)
b->state &= ~1; // now up
b->state |= 4; // impulse up
}
void
IN_KLookDown (void)
{
KeyDown (&in_klook);
}
void
IN_KLookUp (void)
{
KeyUp (&in_klook);
}
void
IN_MLookDown (void)
{
KeyDown (&in_mlook);
}
void
IN_MLookUp (void)
{
KeyUp (&in_mlook);
if (!(in_mlook.state & 1) && lookspring->int_val)
V_StartPitchDrift ();
}
void
IN_UpDown (void)
{
KeyDown (&in_up);
}
void
IN_UpUp (void)
{
KeyUp (&in_up);
}
void
IN_DownDown (void)
{
KeyDown (&in_down);
}
void
IN_DownUp (void)
{
KeyUp (&in_down);
}
void
IN_LeftDown (void)
{
KeyDown (&in_left);
}
void
IN_LeftUp (void)
{
KeyUp (&in_left);
}
void
IN_RightDown (void)
{
KeyDown (&in_right);
}
void
IN_RightUp (void)
{
KeyUp (&in_right);
}
void
IN_ForwardDown (void)
{
KeyDown (&in_forward);
}
void
IN_ForwardUp (void)
{
KeyUp (&in_forward);
}
void
IN_BackDown (void)
{
KeyDown (&in_back);
}
void
IN_BackUp (void)
{
KeyUp (&in_back);
}
void
IN_LookupDown (void)
{
KeyDown (&in_lookup);
}
void
IN_LookupUp (void)
{
KeyUp (&in_lookup);
}
void
IN_LookdownDown (void)
{
KeyDown (&in_lookdown);
}
void
IN_LookdownUp (void)
{
KeyUp (&in_lookdown);
}
void
IN_MoveleftDown (void)
{
KeyDown (&in_moveleft);
}
void
IN_MoveleftUp (void)
{
KeyUp (&in_moveleft);
}
void
IN_MoverightDown (void)
{
KeyDown (&in_moveright);
}
void
IN_MoverightUp (void)
{
KeyUp (&in_moveright);
}
void
IN_SpeedDown (void)
{
KeyDown (&in_speed);
}
void
IN_SpeedUp (void)
{
KeyUp (&in_speed);
}
void
IN_StrafeDown (void)
{
KeyDown (&in_strafe);
}
void
IN_StrafeUp (void)
{
KeyUp (&in_strafe);
}
void
IN_AttackDown (void)
{
KeyDown (&in_attack);
}
void
IN_AttackUp (void)
{
KeyUp (&in_attack);
}
void
IN_UseDown (void)
{
KeyDown (&in_use);
}
void
IN_UseUp (void)
{
KeyUp (&in_use);
}
void
IN_JumpDown (void)
{
KeyDown (&in_jump);
}
void
IN_JumpUp (void)
{
KeyUp (&in_jump);
}
void
IN_Impulse (void)
{
in_impulse = atoi (Cmd_Argv (1));
}
/*
CL_KeyState
Returns 0.25 if a key was pressed and released during the frame,
0.5 if it was pressed and held
0 if held then released, and
1.0 if held for the entire time
*/
float
CL_KeyState (kbutton_t *key)
{
float val;
qboolean impulsedown, impulseup, down;
impulsedown = key->state & 2;
impulseup = key->state & 4;
down = key->state & 1;
val = 0;
if (impulsedown && !impulseup) {
if (down)
val = 0.5; // pressed and held this frame
else
val = 0; // I_Error ();
}
if (impulseup && !impulsedown) {
if (down)
val = 0; // I_Error ();
else
val = 0; // released this frame
}
if (!impulsedown && !impulseup) {
if (down)
val = 1.0; // held the entire frame
else
val = 0; // up the entire frame
}
if (impulsedown && impulseup) {
if (down)
val = 0.75; // released and re-pressed this frame
else
val = 0.25; // pressed and released this frame
}
key->state &= 1; // clear impulses
return val;
}
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
*/
void
CL_AdjustAngles (void)
{
float speed, up, down;
if (in_speed.state & 1)
speed = host_frametime * cl_anglespeedkey->value;
else
speed = host_frametime;
if (!(in_strafe.state & 1)) {
cl.viewangles[YAW] -=
speed * cl_yawspeed->value * CL_KeyState (&in_right);
cl.viewangles[YAW] +=
speed * cl_yawspeed->value * CL_KeyState (&in_left);
cl.viewangles[YAW] = anglemod (cl.viewangles[YAW]);
}
if (in_klook.state & 1) {
V_StopPitchDrift ();
cl.viewangles[PITCH] -=
speed * cl_pitchspeed->value * CL_KeyState (&in_forward);
cl.viewangles[PITCH] +=
speed * cl_pitchspeed->value * CL_KeyState (&in_back);
}
up = CL_KeyState (&in_lookup);
down = CL_KeyState (&in_lookdown);
cl.viewangles[PITCH] -= speed * cl_pitchspeed->value * up;
cl.viewangles[PITCH] += speed * cl_pitchspeed->value * down;
if (up || down)
V_StopPitchDrift ();
if (cl.viewangles[PITCH] > 80)
cl.viewangles[PITCH] = 80;
if (cl.viewangles[PITCH] < -70)
cl.viewangles[PITCH] = -70;
if (cl.viewangles[ROLL] > 50)
cl.viewangles[ROLL] = 50;
if (cl.viewangles[ROLL] < -50)
cl.viewangles[ROLL] = -50;
}
/*
CL_BaseMove
Send the intended movement message to the server
*/
void
CL_BaseMove (usercmd_t *cmd)
{
if (cls.signon != SIGNONS)
return;
CL_AdjustAngles ();
memset (cmd, 0, sizeof (*cmd));
if (in_strafe.state & 1) {
cmd->sidemove += cl_sidespeed->value * CL_KeyState (&in_right);
cmd->sidemove -= cl_sidespeed->value * CL_KeyState (&in_left);
}
cmd->sidemove += cl_sidespeed->value * CL_KeyState (&in_moveright);
cmd->sidemove -= cl_sidespeed->value * CL_KeyState (&in_moveleft);
cmd->upmove += cl_upspeed->value * CL_KeyState (&in_up);
cmd->upmove -= cl_upspeed->value * CL_KeyState (&in_down);
if (!(in_klook.state & 1)) {
cmd->forwardmove += cl_forwardspeed->value * CL_KeyState (&in_forward);
cmd->forwardmove -= cl_backspeed->value * CL_KeyState (&in_back);
}
// adjust for speed key
if (in_speed.state & 1) {
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
if (chase_active->int_val == 2 || chase_active->int_val == 3)
{
vec3_t dir = {0,0,0}, forward, right, up, f, r;
dir[1] = r_refdef.viewangles[1] - cl.viewangles[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.viewangles[PITCH] += viewdelta.angles[PITCH] * m_pitch->value;
cl.viewangles[YAW] += viewdelta.angles[YAW] * m_yaw->value;
cl.viewangles[ROLL] += viewdelta.angles[ROLL];
if (freelook && !(in_strafe.state & 1)) {
cl.viewangles[PITCH] = bound (-70, cl.viewangles[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
MSG_WriteAngleV (&buf, cl.viewangles);
MSG_WriteShort (&buf, cmd->forwardmove);
MSG_WriteShort (&buf, cmd->sidemove);
MSG_WriteShort (&buf, cmd->upmove);
// send button bits
bits = 0;
if (in_attack.state & 3)
bits |= 1;
in_attack.state &= ~2;
if (in_jump.state & 3)
bits |= 2;
in_jump.state &= ~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) {
Con_Printf ("CL_SendMove: lost server connection\n");
CL_Disconnect ();
}
}
void
CL_InitInput (void)
{
Cmd_AddCommand ("+moveup", IN_UpDown, "When active the player is swimming "
"up in a liquid");
Cmd_AddCommand ("-moveup", IN_UpUp, "When active the player is not "
"swimming up in a liquid");
Cmd_AddCommand ("+movedown", IN_DownDown, "When active the player is "
"swimming down in a liquid");
Cmd_AddCommand ("-movedown", IN_DownUp, "When active the player is not "
"swimming down in a liquid");
Cmd_AddCommand ("+left", IN_LeftDown, "When active the player is turning "
"left");
Cmd_AddCommand ("-left", IN_LeftUp, "When active the player is not turning"
" left");
Cmd_AddCommand ("+right", IN_RightDown, "When active the player is "
"turning right");
Cmd_AddCommand ("-right", IN_RightUp, "When active the player is not "
"turning right");
Cmd_AddCommand ("+forward", IN_ForwardDown, "When active the player is "
"moving forward");
Cmd_AddCommand ("-forward", IN_ForwardUp, "When active the player is not "
"moving forward");
Cmd_AddCommand ("+back", IN_BackDown, "When active the player is moving "
"backwards");
Cmd_AddCommand ("-back", IN_BackUp, "When active the player is not "
"moving backwards");
Cmd_AddCommand ("+lookup", IN_LookupDown, "When active the player's view "
"is looking up");
Cmd_AddCommand ("-lookup", IN_LookupUp, "When active the player's view is "
"not looking up");
Cmd_AddCommand ("+lookdown", IN_LookdownDown, "When active the player's "
"view is looking down");
Cmd_AddCommand ("-lookdown", IN_LookdownUp, "When active the player's "
"view is not looking up");
Cmd_AddCommand ("+strafe", IN_StrafeDown, "When active, +left and +right "
"function like +moveleft and +moveright");
Cmd_AddCommand ("-strafe", IN_StrafeUp, "When active, +left and +right "
"stop functioning like +moveleft and +moveright");
Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "When active the player is "
"strafing left");
Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "When active the player is "
"not strafing left");
Cmd_AddCommand ("+moveright", IN_MoverightDown, "When active the player "
"is strafing right");
Cmd_AddCommand ("-moveright", IN_MoverightUp, "When active the player is "
"not strafing right");
Cmd_AddCommand ("+speed", IN_SpeedDown, "When active the player is "
"running");
Cmd_AddCommand ("-speed", IN_SpeedUp, "When active the player is not "
"running");
Cmd_AddCommand ("+attack", IN_AttackDown, "When active player is "
"firing/using current weapon");
Cmd_AddCommand ("-attack", IN_AttackUp, "When active player is not "
"firing/using current weapon");
Cmd_AddCommand ("+use", IN_UseDown, "Non-functional. Left over command "
"for opening doors and triggering switches");
Cmd_AddCommand ("-use", IN_UseUp, "Non-functional. Left over command for "
"opening doors and triggering switches");
Cmd_AddCommand ("+jump", IN_JumpDown, "When active the player is jumping");
Cmd_AddCommand ("-jump", IN_JumpUp, "When active the player is not "
"jumping");
Cmd_AddCommand ("impulse", IN_Impulse, "Call a game function or QuakeC "
"function.");
Cmd_AddCommand ("+klook", IN_KLookDown, "When active, +forward and +back "
"perform +lookup and +lookdown");
Cmd_AddCommand ("-klook", IN_KLookUp, "When active, +forward and +back "
"don't perform +lookup and +lookdown");
Cmd_AddCommand ("+mlook", IN_MLookDown, "When active moving the mouse or "
"joystick forwards and backwards performs +lookup and "
"+lookdown");
Cmd_AddCommand ("-mlook", IN_MLookUp, "When active moving the mouse or "
"joystick forwards and backwards doesn't perform +lookup "
"and +lookdown");
}