quakeforge/nq/source/cl_input.c
Bill Currie 43a329dcb5 [client] Get the basic chase camera working
The more advanced modes are rather broken (continuous spinning), but
they may have been for a while. The bulk of the various changes were due
to renaming viewstate's origin and angles to make their meaning more
explicit.
2022-03-01 11:43:23 +09:00

152 lines
3.2 KiB
C

/*
cl_input.c
builds an intended movement command to send to the server
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/cmd.h"
#include "QF/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/client.h"
#include "nq/include/host.h"
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));
}
/*
CL_BaseMove
Send the intended movement message to the server
*/
void
CL_BaseMove (usercmd_t *cmd)
{
if (cls.state != ca_active) {
return;
}
VectorCopy (cl.viewstate.player_angles, cl.movestate.angles);//FIXME
CL_Input_BuildMove (host_frametime, &cl.movestate, &cl.viewstate);
VectorCopy (cl.movestate.angles, cl.viewstate.player_angles);//FIXME
memset (cmd, 0, sizeof (*cmd));
cmd->forwardmove = cl.movestate.move[FORWARD];
cmd->sidemove = cl.movestate.move[SIDE];
cmd->upmove = cl.movestate.move[UP];
cl.viewstate.movecmd = cl.movestate.move;
}
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.player_angles);
MSG_WriteShort (&buf, cmd->forwardmove);
MSG_WriteShort (&buf, cmd->sidemove);
MSG_WriteShort (&buf, cmd->upmove);
// send button bits
bits = 0;
bits |= IN_ButtonPressed (&in_attack) << 0;
bits |= IN_ButtonPressed (&in_jump) << 1;
bits |= IN_ButtonPressed (&in_use) << 2;
MSG_WriteByte (&buf, bits);
MSG_WriteByte (&buf, in_impulse);
in_impulse = 0;
// deliver the message
if (cls.demoplayback)
return;
// always dump the first two message, because it may contain leftover
// inputs from the last level
if (++cl.movemessages <= 2)
return;
if (NET_SendUnreliableMessage (cls.netcon, &buf) == -1) {
Sys_Printf ("CL_SendMove: lost server connection\n");
CL_Disconnect ();
}
}
void
CL_Init_Input (cbuf_t *cbuf)
{
CL_Input_Init (cbuf);
Cmd_AddDataCommand ("impulse", IN_Impulse, 0,
"Call a game function or QuakeC function.");
}
void
CL_Init_Input_Cvars (void)
{
CL_Input_Init_Cvars ();
}