mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-30 08:00:51 +00:00
b0447c1cf1
I'm not at all happy with con_message and con_menu, but fixing them properly will take a rework of the menus (planned, though). Also, the Menu_ console command implementations are a bit iffy and could also do with a rewrite (probably part of the rest of the menu rework) or just nuking (they were part of Johnny on Flame's work, so I suspect had something to do with joystick bindings).
445 lines
11 KiB
C
445 lines
11 KiB
C
/*
|
|
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/console.h"
|
|
#include "QF/cvar.h"
|
|
#include "QF/input.h"
|
|
#include "QF/keys.h"
|
|
#include "QF/msg.h"
|
|
#include "QF/sys.h"
|
|
|
|
#include "QF/input/event.h"
|
|
#include "QF/plugin/vid_render.h"
|
|
|
|
#include "compat.h"
|
|
|
|
#include "client/input.h"
|
|
|
|
#include "nq/include/chase.h"
|
|
#include "nq/include/client.h"
|
|
#include "nq/include/host.h"
|
|
|
|
int cl_game_context;
|
|
int cl_demo_context;
|
|
static int cl_event_id;
|
|
|
|
in_axis_t viewdelta_position_forward = {
|
|
.mode = ina_set,
|
|
.name = "move.forward",
|
|
.description = "Move forward (negative) or backward (positive)",
|
|
};
|
|
in_axis_t viewdelta_position_side = {
|
|
.mode = ina_set,
|
|
.name = "move.side",
|
|
.description = "Move right (positive) or left (negative)",
|
|
};
|
|
in_axis_t viewdelta_position_up = {
|
|
.mode = ina_set,
|
|
.name = "move.up",
|
|
.description = "Move up (positive) or down (negative)",
|
|
};
|
|
|
|
in_axis_t viewdelta_angles_pitch = {
|
|
.mode = ina_set,
|
|
.name = "move.pitch",
|
|
.description = "Pitch axis",
|
|
};
|
|
in_axis_t viewdelta_angles_yaw = {
|
|
.mode = ina_set,
|
|
.name = "move.yaw",
|
|
.description = "Yaw axis",
|
|
};
|
|
in_axis_t viewdelta_angles_roll = {
|
|
.mode = ina_set,
|
|
.name = "move.roll",
|
|
.description = "Roll axis",
|
|
};
|
|
|
|
in_button_t in_left = {
|
|
.name = "left",
|
|
.description = "When active the player is turning left"
|
|
};
|
|
in_button_t in_right = {
|
|
.name = "right",
|
|
.description = "When active the player is turning right"
|
|
};
|
|
in_button_t in_forward = {
|
|
.name = "forward",
|
|
.description = "When active the player is moving forward"
|
|
};
|
|
in_button_t in_back = {
|
|
.name = "back",
|
|
.description = "When active the player is moving backwards"
|
|
};
|
|
in_button_t in_lookup = {
|
|
.name = "lookup",
|
|
.description = "When active the player's view is looking up"
|
|
};
|
|
in_button_t in_lookdown = {
|
|
.name = "lookdown",
|
|
.description = "When active the player's view is looking down"
|
|
};
|
|
in_button_t in_moveleft = {
|
|
.name = "moveleft",
|
|
.description = "When active the player is strafing left"
|
|
};
|
|
in_button_t in_moveright = {
|
|
.name = "moveright",
|
|
.description = "When active the player is strafing right"
|
|
};
|
|
in_button_t in_use = {
|
|
.name = "use",
|
|
.description = "Left over command for opening doors and triggering"
|
|
" switches"
|
|
};
|
|
in_button_t in_jump = {
|
|
.name = "jump",
|
|
.description = "When active the player is jumping"
|
|
};
|
|
in_button_t in_attack = {
|
|
.name = "attack",
|
|
.description = "When active player is firing/using current weapon"
|
|
};
|
|
in_button_t in_up = {
|
|
.name = "moveup",
|
|
.description = "When active the player is swimming up in a liquid"
|
|
};
|
|
in_button_t in_down = {
|
|
.name = "movedown",
|
|
.description = "When active the player is swimming down in a liquid"
|
|
};
|
|
in_button_t in_strafe = {
|
|
.name = "strafe",
|
|
.description = "When active, +left and +right function like +moveleft and"
|
|
" +moveright"
|
|
};
|
|
in_button_t in_klook = {
|
|
.name = "klook",
|
|
.description = "When active, +forward and +back perform +lookup and"
|
|
" +lookdown"
|
|
};
|
|
in_button_t in_speed = {
|
|
.name = "speed",
|
|
.description = "When active the player is running"
|
|
};
|
|
in_button_t in_mlook = {
|
|
.name = "mlook",
|
|
.description = "When active moving the mouse or joystick forwards "
|
|
"and backwards performs +lookup and "
|
|
"+lookdown"
|
|
};
|
|
|
|
static in_axis_t *cl_in_axes[] = {
|
|
&viewdelta_position_forward,
|
|
&viewdelta_position_side,
|
|
&viewdelta_position_up,
|
|
&viewdelta_angles_pitch,
|
|
&viewdelta_angles_yaw,
|
|
&viewdelta_angles_roll,
|
|
0,
|
|
};
|
|
|
|
static in_button_t *cl_in_buttons[] = {
|
|
&in_left,
|
|
&in_right,
|
|
&in_forward,
|
|
&in_back,
|
|
&in_lookup,
|
|
&in_lookdown,
|
|
&in_moveleft,
|
|
&in_moveright,
|
|
&in_use,
|
|
&in_jump,
|
|
&in_attack,
|
|
&in_up,
|
|
&in_down,
|
|
&in_strafe,
|
|
&in_klook,
|
|
&in_speed,
|
|
&in_mlook,
|
|
0
|
|
};
|
|
|
|
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 ();
|
|
|
|
// 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 -= IN_UpdateAxis (&viewdelta_position_forward) * m_forward->value;
|
|
cmd->sidemove += IN_UpdateAxis (&viewdelta_position_side) * m_side->value;
|
|
cmd->upmove -= IN_UpdateAxis (&viewdelta_position_up);
|
|
cl.viewstate.angles[PITCH] -= IN_UpdateAxis (&viewdelta_angles_pitch) * m_pitch->value;
|
|
cl.viewstate.angles[YAW] -= IN_UpdateAxis (&viewdelta_angles_yaw) * m_yaw->value;
|
|
cl.viewstate.angles[ROLL] -= IN_UpdateAxis (&viewdelta_angles_roll) * m_pitch->value;
|
|
|
|
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 ();
|
|
}
|
|
}
|
|
|
|
static int
|
|
cl_event_handler (const IE_event_t *ie_event, void *unused)
|
|
{
|
|
if (ie_event->type == ie_key) {
|
|
if (ie_event->key.code == QFK_ESCAPE) {
|
|
Con_SetState (con_menu);
|
|
return 1;
|
|
}
|
|
}
|
|
return IN_Binding_HandleEvent (ie_event);
|
|
}
|
|
|
|
void
|
|
CL_Input_Init (cbuf_t *cbuf)
|
|
{
|
|
cl_event_id = IE_Add_Handler (cl_event_handler, 0);
|
|
|
|
for (int i = 0; cl_in_axes[i]; i++) {
|
|
IN_RegisterAxis (cl_in_axes[i]);
|
|
}
|
|
for (int i = 0; cl_in_buttons[i]; i++) {
|
|
IN_RegisterButton (cl_in_buttons[i]);
|
|
}
|
|
cl_game_context = IMT_CreateContext ("key_game");
|
|
IMT_SetContextCbuf (cl_game_context, cbuf);
|
|
cl_demo_context = IMT_CreateContext ("key_demo");
|
|
IMT_SetContextCbuf (cl_demo_context, cbuf);
|
|
Cmd_AddDataCommand ("impulse", IN_Impulse, 0,
|
|
"Call a game function or QuakeC function.");
|
|
CL_Legacy_Init ();
|
|
}
|
|
|
|
void
|
|
CL_Input_Activate (void)
|
|
{
|
|
host_in_game = !cls.demoplayback;
|
|
IMT_SetContext (cls.demoplayback ? cl_demo_context : cl_game_context);
|
|
IE_Set_Focus (cl_event_id);
|
|
}
|