mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-27 06:34:11 +00:00
54c3b4cc53
It turns out cam_controls is for pointing the player model in the direction of movement rather than controlling the camera (I should add proper camera controls).
517 lines
12 KiB
C
517 lines
12 KiB
C
/*
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cl_input.c
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Client input commands
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Copyright (C) 2021 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2021/11/24
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include "QF/cmd.h"
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#include "QF/console.h"
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#include "QF/cvar.h"
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#include "QF/dstring.h"
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#include "QF/input.h"
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#include "QF/plist.h"
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#include "QF/sys.h"
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#include "QF/input/event.h"
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#include "old_keys.h"
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#include "client/chase.h"
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#include "client/input.h"
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#include "client/view.h"
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int cl_game_context;
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int cl_demo_context;
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static int cl_event_id;
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static struct LISTENER_SET_TYPE(int) cl_on_focus_change
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= LISTENER_SET_STATIC_INIT(4);
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in_axis_t in_move_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 in_move_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 in_move_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 in_cam_forward = {
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.mode = ina_set,
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.name = "cam.forward",
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.description = "Move camera forward (negative) or backward (positive)",
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};
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in_axis_t in_cam_side = {
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.mode = ina_set,
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.name = "cam.side",
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.description = "Move camera right (positive) or left (negative)",
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};
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in_axis_t in_cam_up = {
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.mode = ina_set,
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.name = "cam.up",
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.description = "Move camera up (positive) or down (negative)",
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};
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in_axis_t in_move_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 in_move_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 in_move_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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&in_move_forward,
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&in_move_side,
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&in_move_up,
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&in_move_pitch,
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&in_move_yaw,
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&in_move_roll,
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0,
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};
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static in_button_t *cl_in_buttons[] = {
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&in_left,
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&in_right,
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&in_forward,
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&in_back,
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&in_lookup,
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&in_lookdown,
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&in_moveleft,
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&in_moveright,
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&in_use,
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&in_jump,
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&in_attack,
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&in_up,
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&in_down,
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&in_strafe,
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&in_klook,
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&in_speed,
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&in_mlook,
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0
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};
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cvar_t *cl_anglespeedkey;
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cvar_t *cl_backspeed;
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cvar_t *cl_forwardspeed;
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cvar_t *cl_movespeedkey;
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cvar_t *cl_pitchspeed;
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cvar_t *cl_sidespeed;
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cvar_t *cl_upspeed;
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cvar_t *cl_yawspeed;
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cvar_t *lookspring;
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cvar_t *m_pitch;
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cvar_t *m_yaw;
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cvar_t *m_forward;
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cvar_t *m_side;
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static void
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CL_AdjustAngles (float frametime, movestate_t *ms, viewstate_t *vs)
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{
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float down, up;
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float pitchspeed, yawspeed;
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vec4f_t delta = {};
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pitchspeed = cl_pitchspeed->value;
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yawspeed = cl_yawspeed->value;
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if (in_speed.state & inb_down) {
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pitchspeed *= cl_anglespeedkey->value;
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yawspeed *= cl_anglespeedkey->value;
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}
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pitchspeed *= frametime;
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yawspeed *= frametime;
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if (!(in_strafe.state & inb_down)) {
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delta[YAW] -= yawspeed * IN_ButtonState (&in_right);
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delta[YAW] += yawspeed * IN_ButtonState (&in_left);
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}
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if (in_klook.state & inb_down) {
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V_StopPitchDrift (vs);
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delta[PITCH] -= pitchspeed * IN_ButtonState (&in_forward);
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delta[PITCH] += pitchspeed * IN_ButtonState (&in_back);
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}
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up = IN_ButtonState (&in_lookup);
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down = IN_ButtonState (&in_lookdown);
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delta[PITCH] -= pitchspeed * up;
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delta[PITCH] += pitchspeed * down;
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delta[PITCH] -= IN_UpdateAxis (&in_move_pitch) * m_pitch->value;
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delta[YAW] -= IN_UpdateAxis (&in_move_yaw) * m_yaw->value;
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delta[ROLL] -= IN_UpdateAxis (&in_move_roll) * m_pitch->value;
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ms->angles += delta;
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if (delta[PITCH]) {
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V_StopPitchDrift (vs);
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ms->angles[PITCH] = bound (-70, ms->angles[PITCH], 80);
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}
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if (delta[ROLL]) {
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ms->angles[ROLL] = bound (-50, ms->angles[ROLL], 50);
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}
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if (delta[YAW]) {
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ms->angles[YAW] = anglemod (ms->angles[YAW]);
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}
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}
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static const char default_input_config[] = {
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#include "libs/client/default_input.plc"
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};
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static void
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cl_bind_f (void)
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{
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int c, i;
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const char *key;
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static dstring_t *cmd_buf;
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if (!cmd_buf) {
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cmd_buf = dstring_newstr ();
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}
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c = Cmd_Argc ();
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if (c < 2) {
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Sys_Printf ("bind <key> [command] : attach a command to a key\n");
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return;
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}
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if (strcasecmp (Cmd_Argv (1), "ESCAPE") == 0) {
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return;
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}
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if (!(key = OK_TranslateKeyName (Cmd_Argv (1)))) {
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return;
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}
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dsprintf (cmd_buf, "in_bind imt_mod %s", key);
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if (c >= 3) {
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for (i = 2; i < c; i++) {
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dasprintf (cmd_buf, " \"%s\"", Cmd_Argv (i));
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}
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}
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Cmd_ExecuteString (cmd_buf->str, src_command);
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}
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static void
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cl_unbind_f (void)
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{
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int c;
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const char *key;
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static dstring_t *cmd_buf;
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if (!cmd_buf) {
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cmd_buf = dstring_newstr ();
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}
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c = Cmd_Argc ();
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if (c < 2) {
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Sys_Printf ("bind <key> [command] : attach a command to a key\n");
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return;
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}
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if (!(key = OK_TranslateKeyName (Cmd_Argv (1)))) {
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return;
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}
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dsprintf (cmd_buf, "in_unbind imt_mod %s", key);
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Cmd_ExecuteString (cmd_buf->str, src_command);
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}
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static void
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CL_Legacy_Init (void)
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{
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OK_Init ();
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Cmd_AddCommand ("bind", cl_bind_f, "compatibility wrapper for in_bind");
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Cmd_AddCommand ("unbind", cl_unbind_f, "compatibility wrapper for in_bind");
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// FIXME hashlinks
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IN_LoadConfig (PL_GetPropertyList (default_input_config, 0));
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}
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void
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CL_Input_BuildMove (float frametime, movestate_t *state, viewstate_t *vs)
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{
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if (IN_ButtonReleased (&in_mlook) && !freelook && lookspring->int_val) {
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V_StartPitchDrift (vs);
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}
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CL_AdjustAngles (frametime, state, vs);
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vec4f_t move = {};
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if (in_strafe.state & inb_down) {
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move[SIDE] += cl_sidespeed->value * IN_ButtonState (&in_right);
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move[SIDE] -= cl_sidespeed->value * IN_ButtonState (&in_left);
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}
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move[SIDE] += cl_sidespeed->value * IN_ButtonState (&in_moveright);
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move[SIDE] -= cl_sidespeed->value * IN_ButtonState (&in_moveleft);
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move[UP] += cl_upspeed->value * IN_ButtonState (&in_up);
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move[UP] -= cl_upspeed->value * IN_ButtonState (&in_down);
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if (!(in_klook.state & inb_down)) {
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move[FORWARD] += cl_forwardspeed->value * IN_ButtonState (&in_forward);
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move[FORWARD] -= cl_backspeed->value * IN_ButtonState (&in_back);
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}
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// adjust for speed key
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if (in_speed.state & inb_down) {
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move *= cl_movespeedkey->value;
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}
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move[FORWARD] -= IN_UpdateAxis (&in_move_forward) * m_forward->value;
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move[SIDE] += IN_UpdateAxis (&in_move_side) * m_side->value;
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move[UP] -= IN_UpdateAxis (&in_move_up);
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if (freelook)
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V_StopPitchDrift (vs);
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if (vs->chase
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&& (chase_active->int_val == 2 || chase_active->int_val == 3)) {
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/* adjust for chase camera angles
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* makes the player move relative to the chase camera frame rather
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* than the player's frame
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*/
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chasestate_t *cs = vs->chasestate;
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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] = cs->camera_angles[1] - vs->player_angles[1];
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AngleVectors (dir, forward, right, up);
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VectorScale (forward, move[FORWARD], f);
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VectorScale (right, move[SIDE], r);
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move[FORWARD] = f[0] + r[0];
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move[SIDE] = -f[1] - r[1];
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}
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state->move = move;
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}
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static void
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cl_on_focus_change_redirect (void *_func, const int *game)
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{
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void (*func) (int game) = _func;
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func (*game);
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}
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void
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CL_OnFocusChange (void (*func) (int game))
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{
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LISTENER_ADD (&cl_on_focus_change, cl_on_focus_change_redirect, func);
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}
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static int
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cl_focus_event (const IE_event_t *ie_event)
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{
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int game = ie_event->type == ie_gain_focus;
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LISTENER_INVOKE (&cl_on_focus_change, &game);
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return 1;
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}
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static int
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cl_key_event (const IE_event_t *ie_event)
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{
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if (ie_event->key.code == QFK_ESCAPE) {
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Con_SetState (con_menu);
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return 1;
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}
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return 0;
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}
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static int
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cl_event_handler (const IE_event_t *ie_event, void *unused)
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{
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static int (*handlers[ie_event_count]) (const IE_event_t *ie_event) = {
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[ie_key] = cl_key_event,
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[ie_gain_focus] = cl_focus_event,
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[ie_lose_focus] = cl_focus_event,
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};
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if (ie_event->type < 0 || ie_event->type >= ie_event_count
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|| !handlers[ie_event->type]) {
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return IN_Binding_HandleEvent (ie_event);
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}
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return handlers[ie_event->type] (ie_event);
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}
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void
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CL_Input_Init (cbuf_t *cbuf)
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{
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cl_event_id = IE_Add_Handler (cl_event_handler, 0);
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for (int i = 0; cl_in_axes[i]; i++) {
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IN_RegisterAxis (cl_in_axes[i]);
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}
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for (int i = 0; cl_in_buttons[i]; i++) {
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IN_RegisterButton (cl_in_buttons[i]);
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}
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cl_game_context = IMT_CreateContext ("key_game");
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IMT_SetContextCbuf (cl_game_context, cbuf);
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cl_demo_context = IMT_CreateContext ("key_demo");
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IMT_SetContextCbuf (cl_demo_context, cbuf);
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CL_Legacy_Init ();
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}
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void
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CL_Input_Init_Cvars (void)
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{
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lookspring = Cvar_Get ("lookspring", "0", CVAR_ARCHIVE, NULL, "Snap view "
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"to center when moving and no mlook/klook");
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m_pitch = Cvar_Get ("m_pitch", "0.022", CVAR_ARCHIVE, NULL,
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"mouse pitch (up/down) multipier");
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m_yaw = Cvar_Get ("m_yaw", "0.022", CVAR_ARCHIVE, NULL,
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"mouse yaw (left/right) multipiler");
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m_forward = Cvar_Get ("m_forward", "1", CVAR_ARCHIVE, NULL,
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"mouse forward/back speed");
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m_side = Cvar_Get ("m_side", "0.8", CVAR_ARCHIVE, NULL,
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"mouse strafe speed");
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cl_anglespeedkey = Cvar_Get ("cl_anglespeedkey", "1.5", CVAR_NONE, NULL,
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"turn `run' speed multiplier");
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cl_backspeed = Cvar_Get ("cl_backspeed", "200", CVAR_ARCHIVE, NULL,
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"backward speed");
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cl_forwardspeed = Cvar_Get ("cl_forwardspeed", "200", CVAR_ARCHIVE, NULL,
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"forward speed");
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cl_movespeedkey = Cvar_Get ("cl_movespeedkey", "2.0", CVAR_NONE, NULL,
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"move `run' speed multiplier");
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cl_pitchspeed = Cvar_Get ("cl_pitchspeed", "150", CVAR_NONE, NULL,
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"look up/down speed");
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cl_sidespeed = Cvar_Get ("cl_sidespeed", "350", CVAR_NONE, NULL,
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"strafe speed");
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cl_upspeed = Cvar_Get ("cl_upspeed", "200", CVAR_NONE, NULL,
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"swim/fly up/down speed");
|
|
cl_yawspeed = Cvar_Get ("cl_yawspeed", "140", CVAR_NONE, NULL,
|
|
"turning speed");
|
|
}
|
|
|
|
void
|
|
CL_Input_Activate (int in_game)
|
|
{
|
|
IMT_SetContext (!in_game ? cl_demo_context : cl_game_context);
|
|
IE_Set_Focus (cl_event_id);
|
|
}
|