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https://git.code.sf.net/p/quake/quakeforge
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43a329dcb5
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.
152 lines
3.2 KiB
C
152 lines
3.2 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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#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/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 "QF/input/event.h"
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#include "QF/plugin/vid_render.h"
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#include "compat.h"
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#include "client/input.h"
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#include "nq/include/client.h"
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#include "nq/include/host.h"
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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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IN_Impulse (void *data)
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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_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.state != ca_active) {
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return;
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}
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VectorCopy (cl.viewstate.player_angles, cl.movestate.angles);//FIXME
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CL_Input_BuildMove (host_frametime, &cl.movestate, &cl.viewstate);
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VectorCopy (cl.movestate.angles, cl.viewstate.player_angles);//FIXME
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memset (cmd, 0, sizeof (*cmd));
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cmd->forwardmove = cl.movestate.move[FORWARD];
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cmd->sidemove = cl.movestate.move[SIDE];
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cmd->upmove = cl.movestate.move[UP];
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cl.viewstate.movecmd = cl.movestate.move;
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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.viewstate.player_angles);
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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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bits |= IN_ButtonPressed (&in_attack) << 0;
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bits |= IN_ButtonPressed (&in_jump) << 1;
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bits |= IN_ButtonPressed (&in_use) << 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;
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if (NET_SendUnreliableMessage (cls.netcon, &buf) == -1) {
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Sys_Printf ("CL_SendMove: lost server connection\n");
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CL_Disconnect ();
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}
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}
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void
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CL_Init_Input (cbuf_t *cbuf)
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{
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CL_Input_Init (cbuf);
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Cmd_AddDataCommand ("impulse", IN_Impulse, 0,
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"Call a game function or QuakeC function.");
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}
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void
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CL_Init_Input_Cvars (void)
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{
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CL_Input_Init_Cvars ();
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}
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