854 lines
22 KiB
C++
854 lines
22 KiB
C++
// cl.input.c -- builds an intended movement command to send to the server
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// leave this as first line for PCH reasons...
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//
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#include "../server/exe_headers.h"
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#include "client.h"
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#include "client_ui.h"
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unsigned frame_msec;
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int old_com_frameTime;
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/*
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===============================================================================
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KEY BUTTONS
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Continuous button event tracking is complicated by the fact that two different
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input sources (say, mouse button 1 and the control key) can both press the
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same button, but the button should only be released when both of the
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pressing key have been released.
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When a key event issues a button command (+forward, +attack, etc), it appends
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its key number as argv(1) so it can be matched up with the release.
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argv(2) will be set to the time the event happened, which allows exact
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control even at low framerates when the down and up events may both get qued
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at the same time.
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===============================================================================
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*/
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kbutton_t in_left, in_right, in_forward, in_back;
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kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
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kbutton_t in_strafe, in_speed;
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kbutton_t in_up, in_down;
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kbutton_t in_buttons[8];
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qboolean in_mlooking;
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void IN_MLookDown( void ) {
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in_mlooking = qtrue;
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}
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void IN_MLookUp( void ) {
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in_mlooking = qfalse;
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if ( !cl_freelook->integer ) {
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IN_CenterView ();
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}
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}
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void IN_KeyDown( kbutton_t *b ) {
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int k;
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char *c;
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c = Cmd_Argv(1);
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if ( c[0] ) {
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k = atoi(c);
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} else {
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k = -1; // typed manually at the console for continuous down
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}
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if ( k == b->down[0] || k == b->down[1] ) {
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return; // repeating key
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}
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if ( !b->down[0] ) {
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b->down[0] = k;
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} else if ( !b->down[1] ) {
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b->down[1] = k;
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} else {
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Com_Printf ("Three keys down for a button!\n");
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return;
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}
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if ( b->active ) {
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return; // still down
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}
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// save timestamp for partial frame summing
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c = Cmd_Argv(2);
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b->downtime = atoi(c);
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b->active = qtrue;
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b->wasPressed = qtrue;
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}
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void IN_KeyUp( kbutton_t *b ) {
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int k;
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char *c;
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unsigned uptime;
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c = Cmd_Argv(1);
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if ( c[0] ) {
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k = atoi(c);
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} else {
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// typed manually at the console, assume for unsticking, so clear all
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b->down[0] = b->down[1] = 0;
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b->active = qfalse;
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return;
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}
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if ( b->down[0] == k ) {
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b->down[0] = 0;
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} else if ( b->down[1] == k ) {
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b->down[1] = 0;
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} else {
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return; // key up without coresponding down (menu pass through)
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}
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if ( b->down[0] || b->down[1] ) {
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return; // some other key is still holding it down
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}
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b->active = qfalse;
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// save timestamp for partial frame summing
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c = Cmd_Argv(2);
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uptime = atoi(c);
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if ( uptime ) {
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b->msec += uptime - b->downtime;
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} else {
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b->msec += frame_msec / 2;
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}
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b->active = qfalse;
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}
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/*
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===============
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CL_KeyState
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Returns the fraction of the frame that the key was down
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===============
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*/
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float CL_KeyState( kbutton_t *key ) {
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float val;
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int msec;
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msec = key->msec;
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key->msec = 0;
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if ( key->active ) {
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// still down
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if ( !key->downtime ) {
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msec = com_frameTime;
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} else {
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msec += com_frameTime - key->downtime;
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}
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key->downtime = com_frameTime;
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}
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#if 0
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if (msec) {
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Com_Printf ("%i ", msec);
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}
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#endif
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val = (float)msec / frame_msec;
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if ( val < 0 ) {
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val = 0;
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}
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if ( val > 1 ) {
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val = 1;
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}
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return val;
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}
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void IN_UpDown(void) {IN_KeyDown(&in_up);}
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void IN_UpUp(void) {IN_KeyUp(&in_up);}
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void IN_DownDown(void) {IN_KeyDown(&in_down);}
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void IN_DownUp(void) {IN_KeyUp(&in_down);}
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void IN_LeftDown(void) {IN_KeyDown(&in_left);}
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void IN_LeftUp(void) {IN_KeyUp(&in_left);}
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void IN_RightDown(void) {IN_KeyDown(&in_right);}
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void IN_RightUp(void) {IN_KeyUp(&in_right);}
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void IN_ForwardDown(void) {IN_KeyDown(&in_forward);}
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void IN_ForwardUp(void) {IN_KeyUp(&in_forward);}
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void IN_BackDown(void) {IN_KeyDown(&in_back);}
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void IN_BackUp(void) {IN_KeyUp(&in_back);}
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void IN_LookupDown(void) {IN_KeyDown(&in_lookup);}
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void IN_LookupUp(void) {IN_KeyUp(&in_lookup);}
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void IN_LookdownDown(void) {IN_KeyDown(&in_lookdown);}
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void IN_LookdownUp(void) {IN_KeyUp(&in_lookdown);}
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void IN_MoveleftDown(void) {IN_KeyDown(&in_moveleft);}
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void IN_MoveleftUp(void) {IN_KeyUp(&in_moveleft);}
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void IN_MoverightDown(void) {IN_KeyDown(&in_moveright);}
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void IN_MoverightUp(void) {IN_KeyUp(&in_moveright);}
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void IN_SpeedDown(void) {IN_KeyDown(&in_speed);}
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void IN_SpeedUp(void) {IN_KeyUp(&in_speed);}
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void IN_StrafeDown(void) {IN_KeyDown(&in_strafe);}
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void IN_StrafeUp(void) {IN_KeyUp(&in_strafe);}
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void IN_Button0Down(void) {IN_KeyDown(&in_buttons[0]);}
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void IN_Button0Up(void) {IN_KeyUp(&in_buttons[0]);}
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void IN_Button1Down(void) {IN_KeyDown(&in_buttons[1]);}
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void IN_Button1Up(void) {IN_KeyUp(&in_buttons[1]);}
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void IN_Button2Down(void) {IN_KeyDown(&in_buttons[2]);}
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void IN_Button2Up(void) {IN_KeyUp(&in_buttons[2]);}
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void IN_Button3Down(void) {IN_KeyDown(&in_buttons[3]);}
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void IN_Button3Up(void) {IN_KeyUp(&in_buttons[3]);}
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void IN_Button4Down(void) {IN_KeyDown(&in_buttons[4]);}
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void IN_Button4Up(void) {IN_KeyUp(&in_buttons[4]);}
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void IN_Button5Down(void) {IN_KeyDown(&in_buttons[5]);}
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void IN_Button5Up(void) {IN_KeyUp(&in_buttons[5]);}
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void IN_Button6Down(void) {IN_KeyDown(&in_buttons[6]);}
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void IN_Button6Up(void) {IN_KeyUp(&in_buttons[6]);}
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void IN_Button7Down(void) {IN_KeyDown(&in_buttons[7]);}
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void IN_Button7Up(void) {IN_KeyUp(&in_buttons[7]);}
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void IN_ButtonDown (void) {
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IN_KeyDown(&in_buttons[1]);}
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void IN_ButtonUp (void) {
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IN_KeyUp(&in_buttons[1]);}
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void IN_CenterView (void) {
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cl.viewangles[PITCH] = -SHORT2ANGLE(cl.frame.ps.delta_angles[PITCH]);
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}
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//==========================================================================
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cvar_t *cl_upspeed;
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cvar_t *cl_forwardspeed;
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cvar_t *cl_sidespeed;
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cvar_t *cl_yawspeed;
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cvar_t *cl_pitchspeed;
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cvar_t *cl_run;
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cvar_t *cl_anglespeedkey;
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/*
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================
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CL_AdjustAngles
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Moves the local angle positions
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================
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*/
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void CL_AdjustAngles( void ) {
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float speed;
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if ( in_speed.active ) {
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speed = 0.001 * cls.frametime * cl_anglespeedkey->value;
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} else {
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speed = 0.001 * cls.frametime;
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}
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if ( !in_strafe.active ) {
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cl.viewangles[YAW] -= speed*cl_yawspeed->value*CL_KeyState (&in_right);
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cl.viewangles[YAW] += speed*cl_yawspeed->value*CL_KeyState (&in_left);
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}
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cl.viewangles[PITCH] -= speed*cl_pitchspeed->value * CL_KeyState (&in_lookup);
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cl.viewangles[PITCH] += speed*cl_pitchspeed->value * CL_KeyState (&in_lookdown);
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}
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/*
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================
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CL_KeyMove
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Sets the usercmd_t based on key states
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================
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*/
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void CL_KeyMove( usercmd_t *cmd ) {
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int movespeed;
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int forward, side, up;
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//
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// adjust for speed key / running
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// the walking flag is to keep animations consistant
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// even during acceleration and develeration
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//
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if ( in_speed.active ^ cl_run->integer ) {
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movespeed = 127;
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cmd->buttons &= ~BUTTON_WALKING;
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} else {
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cmd->buttons |= BUTTON_WALKING;
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movespeed = 64;
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}
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forward = 0;
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side = 0;
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up = 0;
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if ( in_strafe.active ) {
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side += movespeed * CL_KeyState (&in_right);
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side -= movespeed * CL_KeyState (&in_left);
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}
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side += movespeed * CL_KeyState (&in_moveright);
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side -= movespeed * CL_KeyState (&in_moveleft);
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up += movespeed * CL_KeyState (&in_up);
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up -= movespeed * CL_KeyState (&in_down);
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forward += movespeed * CL_KeyState (&in_forward);
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forward -= movespeed * CL_KeyState (&in_back);
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cmd->forwardmove = ClampChar( forward );
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cmd->rightmove = ClampChar( side );
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cmd->upmove = ClampChar( up );
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}
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void _UI_MouseEvent( int dx, int dy );
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/*
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=================
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CL_MouseEvent
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=================
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*/
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void CL_MouseEvent( int dx, int dy, int time ) {
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if ( cls.keyCatchers & KEYCATCH_UI ) {
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_UI_MouseEvent( dx, dy );
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}
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else {
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cl.mouseDx[cl.mouseIndex] += dx;
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cl.mouseDy[cl.mouseIndex] += dy;
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}
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}
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/*
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=================
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CL_JoystickEvent
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Joystick values stay set until changed
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=================
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*/
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void CL_JoystickEvent( int axis, int value, int time ) {
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if ( axis < 0 || axis >= MAX_JOYSTICK_AXIS ) {
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Com_Error( ERR_DROP, "CL_JoystickEvent: bad axis %i", axis );
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}
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cl.joystickAxis[axis] = value;
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}
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/*
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=================
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CL_JoystickMove
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=================
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*/
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void CL_JoystickMove( usercmd_t *cmd ) {
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int movespeed;
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float anglespeed;
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if ( in_speed.active ^ cl_run->integer ) {
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movespeed = 2;
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} else {
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movespeed = 1;
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cmd->buttons |= BUTTON_WALKING;
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}
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if ( in_speed.active ) {
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anglespeed = 0.001 * cls.frametime * cl_anglespeedkey->value;
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} else {
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anglespeed = 0.001 * cls.frametime;
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}
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if ( !in_strafe.active ) {
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cl.viewangles[YAW] += anglespeed * (cl_yawspeed->value / 100.0f) * cl.joystickAxis[AXIS_SIDE];
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} else {
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cmd->rightmove = ClampChar( cmd->rightmove + cl.joystickAxis[AXIS_SIDE] );
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}
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if ( in_mlooking ) {
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cl.viewangles[PITCH] += anglespeed * (cl_pitchspeed->value / 100.0f) * cl.joystickAxis[AXIS_FORWARD];
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} else {
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cmd->forwardmove = ClampChar( cmd->forwardmove + cl.joystickAxis[AXIS_FORWARD] );
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}
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cmd->upmove = ClampChar( cmd->upmove + cl.joystickAxis[AXIS_UP] );
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}
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/*
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=================
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CL_MouseMove
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=================
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*/
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float cl_mPitchOverride = 0.0f;
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float cl_mYawOverride = 0.0f;
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void CL_MouseMove( usercmd_t *cmd ) {
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float mx, my;
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float accelSensitivity;
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float rate;
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// allow mouse smoothing
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if ( m_filter->integer ) {
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mx = ( cl.mouseDx[0] + cl.mouseDx[1] ) * 0.5;
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my = ( cl.mouseDy[0] + cl.mouseDy[1] ) * 0.5;
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} else {
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mx = cl.mouseDx[cl.mouseIndex];
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my = cl.mouseDy[cl.mouseIndex];
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}
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cl.mouseIndex ^= 1;
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cl.mouseDx[cl.mouseIndex] = 0;
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cl.mouseDy[cl.mouseIndex] = 0;
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rate = sqrt( mx * mx + my * my ) / (float)frame_msec;
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accelSensitivity = cl_sensitivity->value + rate * cl_mouseAccel->value;
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// scale by FOV
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accelSensitivity *= cl.cgameSensitivity;
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if ( rate && cl_showMouseRate->integer ) {
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Com_Printf( "%f : %f\n", rate, accelSensitivity );
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}
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mx *= accelSensitivity;
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my *= accelSensitivity;
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if (!mx && !my) {
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return;
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}
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// add mouse X/Y movement to cmd
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if ( in_strafe.active ) {
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cmd->rightmove = ClampChar( cmd->rightmove + m_side->value * mx );
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} else {
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if ( cl_mYawOverride )
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{
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cl.viewangles[YAW] -= cl_mYawOverride * mx;
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}
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else
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{
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cl.viewangles[YAW] -= m_yaw->value * mx;
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}
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}
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if ( (in_mlooking || cl_freelook->integer) && !in_strafe.active ) {
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if ( cl_mPitchOverride )
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{
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if ( m_pitch->value > 0 )
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{
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cl.viewangles[PITCH] += cl_mPitchOverride * my;
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}
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else
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{
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cl.viewangles[PITCH] -= cl_mPitchOverride * my;
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}
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}
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else
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{
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cl.viewangles[PITCH] += m_pitch->value * my;
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}
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} else {
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cmd->forwardmove = ClampChar( cmd->forwardmove - m_forward->value * my );
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}
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}
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/*
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==============
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CL_CmdButtons
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==============
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*/
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void CL_CmdButtons( usercmd_t *cmd ) {
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int i;
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//
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// figure button bits
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// send a button bit even if the key was pressed and released in
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// less than a frame
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//
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for (i = 0 ; i < 8 ; i++) {
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if ( in_buttons[i].active || in_buttons[i].wasPressed ) {
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cmd->buttons |= 1 << i;
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}
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in_buttons[i].wasPressed = qfalse;
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}
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if ( cls.keyCatchers ) {
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//cmd->buttons |= BUTTON_TALK;
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}
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// allow the game to know if any key at all is
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// currently pressed, even if it isn't bound to anything
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if ( anykeydown && !cls.keyCatchers ) {
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cmd->buttons |= BUTTON_ANY;
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}
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}
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/*
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==============
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CL_FinishMove
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==============
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*/
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void CL_FinishMove( usercmd_t *cmd ) {
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int i;
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// copy the state that the cgame is currently sending
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cmd->weapon = cl.cgameUserCmdValue;
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// send the current server time so the amount of movement
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// can be determined without allowing cheating
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cmd->serverTime = cl.serverTime;
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for (i=0 ; i<3 ; i++) {
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cmd->angles[i] = ANGLE2SHORT(cl.viewangles[i]);
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}
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}
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/*
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=================
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CL_CreateCmd
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=================
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*/
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vec3_t cl_overriddenAngles = {0,0,0};
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qboolean cl_overrideAngles = qfalse;
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usercmd_t CL_CreateCmd( void ) {
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usercmd_t cmd;
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vec3_t oldAngles;
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VectorCopy( cl.viewangles, oldAngles );
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// keyboard angle adjustment
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CL_AdjustAngles ();
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memset( &cmd, 0, sizeof( cmd ) );
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CL_CmdButtons( &cmd );
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// get basic movement from keyboard
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CL_KeyMove (&cmd);
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// get basic movement from mouse
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CL_MouseMove( &cmd );
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// get basic movement from joystick
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CL_JoystickMove( &cmd );
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// check to make sure the angles haven't wrapped
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if ( cl.viewangles[PITCH] - oldAngles[PITCH] > 90 ) {
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|
cl.viewangles[PITCH] = oldAngles[PITCH] + 90;
|
|
} else if ( oldAngles[PITCH] - cl.viewangles[PITCH] > 90 ) {
|
|
cl.viewangles[PITCH] = oldAngles[PITCH] - 90;
|
|
}
|
|
|
|
if ( cl_overrideAngles )
|
|
{
|
|
VectorCopy( cl_overriddenAngles, cl.viewangles );
|
|
cl_overrideAngles = qfalse;
|
|
}
|
|
// store out the final values
|
|
CL_FinishMove( &cmd );
|
|
|
|
// draw debug graphs of turning for mouse testing
|
|
if ( cl_debugMove->integer ) {
|
|
if ( cl_debugMove->integer == 1 ) {
|
|
SCR_DebugGraph( abs(cl.viewangles[YAW] - oldAngles[YAW]), 0 );
|
|
}
|
|
if ( cl_debugMove->integer == 2 ) {
|
|
SCR_DebugGraph( abs(cl.viewangles[PITCH] - oldAngles[PITCH]), 0 );
|
|
}
|
|
}
|
|
|
|
return cmd;
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
CL_CreateNewCommands
|
|
|
|
Create a new usercmd_t structure for this frame
|
|
=================
|
|
*/
|
|
void CL_CreateNewCommands( void ) {
|
|
usercmd_t *cmd;
|
|
int cmdNum;
|
|
|
|
// no need to create usercmds until we have a gamestate
|
|
// if ( cls.state < CA_PRIMED ) {
|
|
// return;
|
|
// }
|
|
|
|
frame_msec = com_frameTime - old_com_frameTime;
|
|
|
|
// if running less than 5fps, truncate the extra time to prevent
|
|
// unexpected moves after a hitch
|
|
if ( frame_msec > 200 ) {
|
|
frame_msec = 200;
|
|
}
|
|
old_com_frameTime = com_frameTime;
|
|
|
|
|
|
// generate a command for this frame
|
|
cl.cmdNumber++;
|
|
cmdNum = cl.cmdNumber & CMD_MASK;
|
|
cl.cmds[cmdNum] = CL_CreateCmd ();
|
|
cmd = &cl.cmds[cmdNum];
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CL_ReadyToSendPacket
|
|
|
|
Returns qfalse if we are over the maxpackets limit
|
|
and should choke back the bandwidth a bit by not sending
|
|
a packet this frame. All the commands will still get
|
|
delivered in the next packet, but saving a header and
|
|
getting more delta compression will reduce total bandwidth.
|
|
=================
|
|
*/
|
|
qboolean CL_ReadyToSendPacket( void ) {
|
|
// don't send anything if playing back a demo
|
|
// if ( cls.state == CA_CINEMATIC )
|
|
if ( cls.state == CA_CINEMATIC || CL_IsRunningInGameCinematic())
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
// if we don't have a valid gamestate yet, only send
|
|
// one packet a second
|
|
if ( cls.state != CA_ACTIVE && cls.state != CA_PRIMED
|
|
&& cls.realtime - clc.lastPacketSentTime < 1000 ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// send every frame for loopbacks
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
CL_WritePacket
|
|
|
|
Create and send the command packet to the server
|
|
Including both the reliable commands and the usercmds
|
|
|
|
During normal gameplay, a client packet will contain something like:
|
|
|
|
4 sequence number
|
|
2 qport
|
|
4 serverid
|
|
4 acknowledged sequence number
|
|
4 clc.serverCommandSequence
|
|
<optional reliable commands>
|
|
1 clc_move or clc_moveNoDelta
|
|
1 command count
|
|
<count * usercmds>
|
|
|
|
===================
|
|
*/
|
|
void CL_WritePacket( void ) {
|
|
msg_t buf;
|
|
byte data[MAX_MSGLEN];
|
|
int i, j;
|
|
usercmd_t *cmd, *oldcmd;
|
|
usercmd_t nullcmd;
|
|
int packetNum;
|
|
int oldPacketNum;
|
|
int count;
|
|
|
|
// don't send anything if playing back a demo
|
|
// if ( cls.state == CA_CINEMATIC )
|
|
if ( cls.state == CA_CINEMATIC || CL_IsRunningInGameCinematic())
|
|
{
|
|
return;
|
|
}
|
|
|
|
MSG_Init( &buf, data, sizeof(data) );
|
|
|
|
// write any unacknowledged clientCommands
|
|
for ( i = clc.reliableAcknowledge + 1 ; i <= clc.reliableSequence ; i++ ) {
|
|
MSG_WriteByte( &buf, clc_clientCommand );
|
|
MSG_WriteLong( &buf, i );
|
|
MSG_WriteString( &buf, clc.reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] );
|
|
}
|
|
|
|
// we want to send all the usercmds that were generated in the last
|
|
// few packet, so even if a couple packets are dropped in a row,
|
|
// all the cmds will make it to the server
|
|
if ( cl_packetdup->integer < 0 ) {
|
|
Cvar_Set( "cl_packetdup", "0" );
|
|
} else if ( cl_packetdup->integer > 5 ) {
|
|
Cvar_Set( "cl_packetdup", "5" );
|
|
}
|
|
oldPacketNum = (clc.netchan.outgoingSequence - 1 - cl_packetdup->integer) & PACKET_MASK;
|
|
count = cl.cmdNumber - cl.packetCmdNumber[ oldPacketNum ];
|
|
if ( count > MAX_PACKET_USERCMDS ) {
|
|
count = MAX_PACKET_USERCMDS;
|
|
Com_Printf("MAX_PACKET_USERCMDS\n");
|
|
}
|
|
if ( count >= 1 ) {
|
|
// begin a client move command
|
|
MSG_WriteByte (&buf, clc_move);
|
|
|
|
// write the last reliable message we received
|
|
MSG_WriteLong( &buf, clc.serverCommandSequence );
|
|
|
|
// write the current serverId so the server
|
|
// can tell if this is from the current gameState
|
|
MSG_WriteLong (&buf, cl.serverId);
|
|
|
|
// write the current time
|
|
MSG_WriteLong (&buf, cls.realtime);
|
|
|
|
// let the server know what the last messagenum we
|
|
// got was, so the next message can be delta compressed
|
|
// FIXME: this could just be a bit flag, with the message implicit
|
|
// from the unreliable ack of the netchan
|
|
if (cl_nodelta->integer || !cl.frame.valid) {
|
|
MSG_WriteLong (&buf, -1); // no compression
|
|
} else {
|
|
MSG_WriteLong (&buf, cl.frame.messageNum);
|
|
}
|
|
|
|
// write the cmdNumber so the server can determine which ones it
|
|
// has already received
|
|
MSG_WriteLong( &buf, cl.cmdNumber );
|
|
|
|
// write the command count
|
|
MSG_WriteByte( &buf, count );
|
|
|
|
// write all the commands, including the predicted command
|
|
memset( &nullcmd, 0, sizeof(nullcmd) );
|
|
oldcmd = &nullcmd;
|
|
for ( i = 0 ; i < count ; i++ ) {
|
|
j = (cl.cmdNumber - count + i + 1) & CMD_MASK;
|
|
cmd = &cl.cmds[j];
|
|
MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
|
|
oldcmd = cmd;
|
|
}
|
|
}
|
|
|
|
//
|
|
// deliver the message
|
|
//
|
|
packetNum = clc.netchan.outgoingSequence & PACKET_MASK;
|
|
cl.packetTime[ packetNum ] = cls.realtime;
|
|
cl.packetCmdNumber[ packetNum ] = cl.cmdNumber;
|
|
clc.lastPacketSentTime = cls.realtime;
|
|
Netchan_Transmit (&clc.netchan, buf.cursize, buf.data);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CL_SendCmd
|
|
|
|
Called every frame to builds and sends a command packet to the server.
|
|
=================
|
|
*/
|
|
void CL_SendCmd( void ) {
|
|
// don't send any message if not connected
|
|
if ( cls.state < CA_CONNECTED ) {
|
|
return;
|
|
}
|
|
|
|
// don't send commands if paused
|
|
if ( com_sv_running->integer && sv_paused->integer && cl_paused->integer ) {
|
|
return;
|
|
}
|
|
|
|
// we create commands even if a demo is playing,
|
|
CL_CreateNewCommands();
|
|
|
|
// don't send a packet if the last packet was sent too recently
|
|
if ( !CL_ReadyToSendPacket() ) {
|
|
return;
|
|
}
|
|
|
|
CL_WritePacket();
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
============
|
|
CL_InitInput
|
|
============
|
|
*/
|
|
void CL_InitInput( void ) {
|
|
Cmd_AddCommand ("centerview",IN_CenterView);
|
|
|
|
Cmd_AddCommand ("+moveup",IN_UpDown);
|
|
Cmd_AddCommand ("-moveup",IN_UpUp);
|
|
Cmd_AddCommand ("+movedown",IN_DownDown);
|
|
Cmd_AddCommand ("-movedown",IN_DownUp);
|
|
Cmd_AddCommand ("+left",IN_LeftDown);
|
|
Cmd_AddCommand ("-left",IN_LeftUp);
|
|
Cmd_AddCommand ("+right",IN_RightDown);
|
|
Cmd_AddCommand ("-right",IN_RightUp);
|
|
Cmd_AddCommand ("+forward",IN_ForwardDown);
|
|
Cmd_AddCommand ("-forward",IN_ForwardUp);
|
|
Cmd_AddCommand ("+back",IN_BackDown);
|
|
Cmd_AddCommand ("-back",IN_BackUp);
|
|
Cmd_AddCommand ("+lookup", IN_LookupDown);
|
|
Cmd_AddCommand ("-lookup", IN_LookupUp);
|
|
Cmd_AddCommand ("+lookdown", IN_LookdownDown);
|
|
Cmd_AddCommand ("-lookdown", IN_LookdownUp);
|
|
Cmd_AddCommand ("+strafe", IN_StrafeDown);
|
|
Cmd_AddCommand ("-strafe", IN_StrafeUp);
|
|
Cmd_AddCommand ("+moveleft", IN_MoveleftDown);
|
|
Cmd_AddCommand ("-moveleft", IN_MoveleftUp);
|
|
Cmd_AddCommand ("+moveright", IN_MoverightDown);
|
|
Cmd_AddCommand ("-moveright", IN_MoverightUp);
|
|
Cmd_AddCommand ("+speed", IN_SpeedDown);
|
|
Cmd_AddCommand ("-speed", IN_SpeedUp);
|
|
//buttons
|
|
Cmd_AddCommand ("+attack", IN_Button0Down);//attack
|
|
Cmd_AddCommand ("-attack", IN_Button0Up);
|
|
Cmd_AddCommand ("+force_lightning", IN_Button1Down);//force lightning
|
|
Cmd_AddCommand ("-force_lightning", IN_Button1Up);
|
|
Cmd_AddCommand ("+useforce", IN_Button2Down); //use current force power
|
|
Cmd_AddCommand ("-useforce", IN_Button2Up);
|
|
Cmd_AddCommand ("+block", IN_Button3Down);//manual saber block
|
|
Cmd_AddCommand ("-block", IN_Button3Up);
|
|
Cmd_AddCommand ("+walk", IN_Button4Down);//walking
|
|
Cmd_AddCommand ("-walk", IN_Button4Up);
|
|
Cmd_AddCommand ("+use", IN_Button5Down);//use object
|
|
Cmd_AddCommand ("-use", IN_Button5Up);
|
|
Cmd_AddCommand ("+force_grip", IN_Button6Down);//force jump
|
|
Cmd_AddCommand ("-force_grip", IN_Button6Up);
|
|
Cmd_AddCommand ("+altattack", IN_Button7Down);//altattack
|
|
Cmd_AddCommand ("-altattack", IN_Button7Up);
|
|
//generic button commands
|
|
Cmd_AddCommand ("+button0", IN_Button0Down);//attack
|
|
Cmd_AddCommand ("-button0", IN_Button0Up);
|
|
Cmd_AddCommand ("+button1", IN_Button1Down);//force lightning
|
|
Cmd_AddCommand ("-button1", IN_Button1Up);
|
|
Cmd_AddCommand ("+button2", IN_Button2Down);//use holdable (not used - change to use jedi power?)
|
|
Cmd_AddCommand ("-button2", IN_Button2Up);
|
|
Cmd_AddCommand ("+button3", IN_Button3Down);//manual saber block
|
|
Cmd_AddCommand ("-button3", IN_Button3Up);
|
|
Cmd_AddCommand ("+button4", IN_Button4Down);//walking
|
|
Cmd_AddCommand ("-button4", IN_Button4Up);
|
|
Cmd_AddCommand ("+button5", IN_Button5Down);//use object
|
|
Cmd_AddCommand ("-button5", IN_Button5Up);
|
|
Cmd_AddCommand ("+button6", IN_Button6Down);//force grip
|
|
Cmd_AddCommand ("-button6", IN_Button6Up);
|
|
Cmd_AddCommand ("+button7", IN_Button7Down);//altattack
|
|
Cmd_AddCommand ("-button7", IN_Button7Up);
|
|
//end buttons
|
|
Cmd_AddCommand ("+mlook", IN_MLookDown);
|
|
Cmd_AddCommand ("-mlook", IN_MLookUp);
|
|
|
|
cl_nodelta = Cvar_Get ("cl_nodelta", "0", 0);
|
|
cl_debugMove = Cvar_Get ("cl_debugMove", "0", 0);
|
|
}
|
|
|