quakeforge/libs/client/cl_input.c
Bill Currie 63e5655f68 Clean up some enum sanity checks
It seems clang defaults to unsigned for enums. Interestingly, gcc was ok
with the checks being either way. I guess gcc treats enums that *can* be
unsigned as DWIM.
2022-03-31 00:18:53 +09:00

517 lines
12 KiB
C

/*
cl_input.c
Client input commands
Copyright (C) 2021 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2021/11/24
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/dstring.h"
#include "QF/input.h"
#include "QF/plist.h"
#include "QF/sys.h"
#include "QF/input/event.h"
#include "old_keys.h"
#include "client/chase.h"
#include "client/input.h"
#include "client/view.h"
int cl_game_context;
int cl_demo_context;
static int cl_event_id;
static struct LISTENER_SET_TYPE(int) cl_on_focus_change
= LISTENER_SET_STATIC_INIT(4);
in_axis_t in_move_forward = {
.mode = ina_set,
.name = "move.forward",
.description = "Move forward (negative) or backward (positive)",
};
in_axis_t in_move_side = {
.mode = ina_set,
.name = "move.side",
.description = "Move right (positive) or left (negative)",
};
in_axis_t in_move_up = {
.mode = ina_set,
.name = "move.up",
.description = "Move up (positive) or down (negative)",
};
in_axis_t in_cam_forward = {
.mode = ina_set,
.name = "cam.forward",
.description = "Move camera forward (negative) or backward (positive)",
};
in_axis_t in_cam_side = {
.mode = ina_set,
.name = "cam.side",
.description = "Move camera right (positive) or left (negative)",
};
in_axis_t in_cam_up = {
.mode = ina_set,
.name = "cam.up",
.description = "Move camera up (positive) or down (negative)",
};
in_axis_t in_move_pitch = {
.mode = ina_set,
.name = "move.pitch",
.description = "Pitch axis",
};
in_axis_t in_move_yaw = {
.mode = ina_set,
.name = "move.yaw",
.description = "Yaw axis",
};
in_axis_t in_move_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[] = {
&in_move_forward,
&in_move_side,
&in_move_up,
&in_move_pitch,
&in_move_yaw,
&in_move_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
};
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;
cvar_t *lookspring;
cvar_t *m_pitch;
cvar_t *m_yaw;
cvar_t *m_forward;
cvar_t *m_side;
static void
CL_AdjustAngles (float frametime, movestate_t *ms, viewstate_t *vs)
{
float down, up;
float pitchspeed, yawspeed;
vec4f_t delta = {};
pitchspeed = cl_pitchspeed->value;
yawspeed = cl_yawspeed->value;
if (in_speed.state & inb_down) {
pitchspeed *= cl_anglespeedkey->value;
yawspeed *= cl_anglespeedkey->value;
}
pitchspeed *= frametime;
yawspeed *= frametime;
if (!(in_strafe.state & inb_down)) {
delta[YAW] -= yawspeed * IN_ButtonState (&in_right);
delta[YAW] += yawspeed * IN_ButtonState (&in_left);
}
if (in_klook.state & inb_down) {
V_StopPitchDrift (vs);
delta[PITCH] -= pitchspeed * IN_ButtonState (&in_forward);
delta[PITCH] += pitchspeed * IN_ButtonState (&in_back);
}
up = IN_ButtonState (&in_lookup);
down = IN_ButtonState (&in_lookdown);
delta[PITCH] -= pitchspeed * up;
delta[PITCH] += pitchspeed * down;
delta[PITCH] -= IN_UpdateAxis (&in_move_pitch) * m_pitch->value;
delta[YAW] -= IN_UpdateAxis (&in_move_yaw) * m_yaw->value;
delta[ROLL] -= IN_UpdateAxis (&in_move_roll) * m_pitch->value;
ms->angles += delta;
if (delta[PITCH]) {
V_StopPitchDrift (vs);
ms->angles[PITCH] = bound (-70, ms->angles[PITCH], 80);
}
if (delta[ROLL]) {
ms->angles[ROLL] = bound (-50, ms->angles[ROLL], 50);
}
if (delta[YAW]) {
ms->angles[YAW] = anglemod (ms->angles[YAW]);
}
}
static const char default_input_config[] = {
#include "libs/client/default_input.plc"
};
static void
cl_bind_f (void)
{
int c, i;
const char *key;
static dstring_t *cmd_buf;
if (!cmd_buf) {
cmd_buf = dstring_newstr ();
}
c = Cmd_Argc ();
if (c < 2) {
Sys_Printf ("bind <key> [command] : attach a command to a key\n");
return;
}
if (strcasecmp (Cmd_Argv (1), "ESCAPE") == 0) {
return;
}
if (!(key = OK_TranslateKeyName (Cmd_Argv (1)))) {
return;
}
dsprintf (cmd_buf, "in_bind imt_mod %s", key);
if (c >= 3) {
for (i = 2; i < c; i++) {
dasprintf (cmd_buf, " \"%s\"", Cmd_Argv (i));
}
}
Cmd_ExecuteString (cmd_buf->str, src_command);
}
static void
cl_unbind_f (void)
{
int c;
const char *key;
static dstring_t *cmd_buf;
if (!cmd_buf) {
cmd_buf = dstring_newstr ();
}
c = Cmd_Argc ();
if (c < 2) {
Sys_Printf ("bind <key> [command] : attach a command to a key\n");
return;
}
if (!(key = OK_TranslateKeyName (Cmd_Argv (1)))) {
return;
}
dsprintf (cmd_buf, "in_unbind imt_mod %s", key);
Cmd_ExecuteString (cmd_buf->str, src_command);
}
static void
CL_Legacy_Init (void)
{
OK_Init ();
Cmd_AddCommand ("bind", cl_bind_f, "compatibility wrapper for in_bind");
Cmd_AddCommand ("unbind", cl_unbind_f, "compatibility wrapper for in_bind");
// FIXME hashlinks
IN_LoadConfig (PL_GetPropertyList (default_input_config, 0));
}
void
CL_Input_BuildMove (float frametime, movestate_t *state, viewstate_t *vs)
{
if (IN_ButtonReleased (&in_mlook) && !freelook && lookspring->int_val) {
V_StartPitchDrift (vs);
}
CL_AdjustAngles (frametime, state, vs);
vec4f_t move = {};
if (in_strafe.state & inb_down) {
move[SIDE] += cl_sidespeed->value * IN_ButtonState (&in_right);
move[SIDE] -= cl_sidespeed->value * IN_ButtonState (&in_left);
}
move[SIDE] += cl_sidespeed->value * IN_ButtonState (&in_moveright);
move[SIDE] -= cl_sidespeed->value * IN_ButtonState (&in_moveleft);
move[UP] += cl_upspeed->value * IN_ButtonState (&in_up);
move[UP] -= cl_upspeed->value * IN_ButtonState (&in_down);
if (!(in_klook.state & inb_down)) {
move[FORWARD] += cl_forwardspeed->value * IN_ButtonState (&in_forward);
move[FORWARD] -= cl_backspeed->value * IN_ButtonState (&in_back);
}
// adjust for speed key
if (in_speed.state & inb_down) {
move *= cl_movespeedkey->value;
}
move[FORWARD] -= IN_UpdateAxis (&in_move_forward) * m_forward->value;
move[SIDE] += IN_UpdateAxis (&in_move_side) * m_side->value;
move[UP] -= IN_UpdateAxis (&in_move_up);
if (freelook)
V_StopPitchDrift (vs);
if (vs->chase
&& (chase_active->int_val == 2 || chase_active->int_val == 3)) {
/* adjust for chase camera angles
* makes the player move relative to the chase camera frame rather
* than the player's frame
*/
chasestate_t *cs = vs->chasestate;
vec3_t forward, right, up, f, r;
vec3_t dir = {0, 0, 0};
dir[1] = cs->camera_angles[1] - vs->player_angles[1];
AngleVectors (dir, forward, right, up);
VectorScale (forward, move[FORWARD], f);
VectorScale (right, move[SIDE], r);
move[FORWARD] = f[0] + r[0];
move[SIDE] = -f[1] - r[1];
}
state->move = move;
}
static void
cl_on_focus_change_redirect (void *_func, const int *game)
{
void (*func) (int game) = _func;
func (*game);
}
void
CL_OnFocusChange (void (*func) (int game))
{
LISTENER_ADD (&cl_on_focus_change, cl_on_focus_change_redirect, func);
}
static int
cl_focus_event (const IE_event_t *ie_event)
{
int game = ie_event->type == ie_gain_focus;
LISTENER_INVOKE (&cl_on_focus_change, &game);
return 1;
}
static int
cl_key_event (const IE_event_t *ie_event)
{
if (ie_event->key.code == QFK_ESCAPE) {
Con_SetState (con_menu);
return 1;
}
return 0;
}
static int
cl_event_handler (const IE_event_t *ie_event, void *unused)
{
static int (*handlers[ie_event_count]) (const IE_event_t *ie_event) = {
[ie_key] = cl_key_event,
[ie_gain_focus] = cl_focus_event,
[ie_lose_focus] = cl_focus_event,
};
if ((unsigned) ie_event->type >= ie_event_count
|| !handlers[ie_event->type]) {
return IN_Binding_HandleEvent (ie_event);
}
return handlers[ie_event->type] (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);
CL_Legacy_Init ();
}
void
CL_Input_Init_Cvars (void)
{
lookspring = Cvar_Get ("lookspring", "0", CVAR_ARCHIVE, NULL, "Snap view "
"to center when moving and no mlook/klook");
m_pitch = Cvar_Get ("m_pitch", "0.022", CVAR_ARCHIVE, NULL,
"mouse pitch (up/down) multipier");
m_yaw = Cvar_Get ("m_yaw", "0.022", CVAR_ARCHIVE, NULL,
"mouse yaw (left/right) multipiler");
m_forward = Cvar_Get ("m_forward", "1", CVAR_ARCHIVE, NULL,
"mouse forward/back speed");
m_side = Cvar_Get ("m_side", "0.8", CVAR_ARCHIVE, NULL,
"mouse strafe speed");
cl_anglespeedkey = Cvar_Get ("cl_anglespeedkey", "1.5", CVAR_NONE, NULL,
"turn `run' speed multiplier");
cl_backspeed = Cvar_Get ("cl_backspeed", "200", CVAR_ARCHIVE, NULL,
"backward speed");
cl_forwardspeed = Cvar_Get ("cl_forwardspeed", "200", CVAR_ARCHIVE, NULL,
"forward speed");
cl_movespeedkey = Cvar_Get ("cl_movespeedkey", "2.0", CVAR_NONE, NULL,
"move `run' speed multiplier");
cl_pitchspeed = Cvar_Get ("cl_pitchspeed", "150", CVAR_NONE, NULL,
"look up/down speed");
cl_sidespeed = Cvar_Get ("cl_sidespeed", "350", CVAR_NONE, NULL,
"strafe speed");
cl_upspeed = Cvar_Get ("cl_upspeed", "200", CVAR_NONE, NULL,
"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);
}