yquake2remaster/src/client/cl_input.c

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/*
* Copyright (C) 1997-2001 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 the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
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* =======================================================================
*
* This file implements the input handling like mouse events and
* keyboard strokes.
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*
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* =======================================================================
*/
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#include "header/client.h"
#include "../backends/generic/header/input.h"
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cvar_t *cl_nodelta;
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extern unsigned sys_frame_time;
unsigned frame_msec;
unsigned old_sys_frame_time;
/*
* KEY BUTTONS
*
* Continuous button event tracking is complicated by the fact that two different
* input sources (say, mouse button 1 and the control key) can both press the
* same button, but the button should only be released when both of the
* pressing key have been released.
*
* When a key event issues a button command (+forward, +attack, etc), it appends
* its key number as a parameter to the command so it can be matched up with
* the release.
*
* state bit 0 is the current state of the key
* state bit 1 is edge triggered on the up to down transition
* state bit 2 is edge triggered on the down to up transition
*
*
* Key_Event (int key, qboolean down, unsigned time);
*
* +mlook src time
*/
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kbutton_t in_klook;
kbutton_t in_left, in_right, in_forward, in_back;
kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
kbutton_t in_strafe, in_speed, in_use, in_attack;
kbutton_t in_up, in_down;
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int in_impulse;
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void
KeyDown(kbutton_t *b)
{
int k;
char *c;
c = Cmd_Argv(1);
if (c[0])
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{
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k = (int)strtol(c, (char **)NULL, 10);
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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]))
{
return; /* repeating key */
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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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}
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else
{
Com_Printf("Three keys down for a button!\n");
return;
}
if (b->state & 1)
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{
return; /* still down */
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}
/* save timestamp */
c = Cmd_Argv(2);
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b->downtime = (int)strtol(c, (char **)NULL, 10);
if (!b->downtime)
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{
b->downtime = sys_frame_time - 100;
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}
b->state |= 1 + 2; /* down + impulse down */
}
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void
KeyUp(kbutton_t *b)
{
int k;
char *c;
unsigned uptime;
c = Cmd_Argv(1);
if (c[0])
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{
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k = (int)strtol(c, (char **)NULL, 10);
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}
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else
{
/* typed manually at the console, assume for unsticking, so clear all */
b->down[0] = b->down[1] = 0;
b->state = 4; /* impulse up */
return;
}
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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}
if (b->down[0] || b->down[1])
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{
return; /* some other key is still holding it down */
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}
if (!(b->state & 1))
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{
return; /* still up (this should not happen) */
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}
/* save timestamp */
c = Cmd_Argv(2);
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uptime = (int)strtol(c, (char **)NULL, 10);
if (uptime)
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{
b->msec += uptime - b->downtime;
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}
else
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{
b->msec += 10;
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}
b->state &= ~1; /* now up */
b->state |= 4; /* impulse up */
}
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void
IN_KLookDown(void)
{
KeyDown(&in_klook);
}
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void
IN_KLookUp(void)
{
KeyUp(&in_klook);
}
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void
IN_UpDown(void)
{
KeyDown(&in_up);
}
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void
IN_UpUp(void)
{
KeyUp(&in_up);
}
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void
IN_DownDown(void)
{
KeyDown(&in_down);
}
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void
IN_DownUp(void)
{
KeyUp(&in_down);
}
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void
IN_LeftDown(void)
{
KeyDown(&in_left);
}
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void
IN_LeftUp(void)
{
KeyUp(&in_left);
}
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void
IN_RightDown(void)
{
KeyDown(&in_right);
}
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void
IN_RightUp(void)
{
KeyUp(&in_right);
}
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void
IN_ForwardDown(void)
{
KeyDown(&in_forward);
}
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void
IN_ForwardUp(void)
{
KeyUp(&in_forward);
}
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void
IN_BackDown(void)
{
KeyDown(&in_back);
}
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void
IN_BackUp(void)
{
KeyUp(&in_back);
}
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void
IN_LookupDown(void)
{
KeyDown(&in_lookup);
}
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void
IN_LookupUp(void)
{
KeyUp(&in_lookup);
}
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void
IN_LookdownDown(void)
{
KeyDown(&in_lookdown);
}
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void
IN_LookdownUp(void)
{
KeyUp(&in_lookdown);
}
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void
IN_MoveleftDown(void)
{
KeyDown(&in_moveleft);
}
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void
IN_MoveleftUp(void)
{
KeyUp(&in_moveleft);
}
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void
IN_MoverightDown(void)
{
KeyDown(&in_moveright);
}
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void
IN_MoverightUp(void)
{
KeyUp(&in_moveright);
}
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void
IN_SpeedDown(void)
{
KeyDown(&in_speed);
}
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void
IN_SpeedUp(void)
{
KeyUp(&in_speed);
}
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void
IN_StrafeDown(void)
{
KeyDown(&in_strafe);
}
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void
IN_StrafeUp(void)
{
KeyUp(&in_strafe);
}
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void
IN_AttackDown(void)
{
KeyDown(&in_attack);
}
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void
IN_AttackUp(void)
{
KeyUp(&in_attack);
}
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void
IN_UseDown(void)
{
KeyDown(&in_use);
}
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void
IN_UseUp(void)
{
KeyUp(&in_use);
}
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void
IN_Impulse(void)
{
in_impulse = (int)strtol(Cmd_Argv(1), (char **)NULL, 10);
}
/*
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* Returns the fraction of the
* frame that the key was down
*/
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float
CL_KeyState(kbutton_t *key)
{
float val;
int msec;
key->state &= 1; /* clear impulses */
msec = key->msec;
key->msec = 0;
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if (key->state)
{
/* still down */
msec += sys_frame_time - key->downtime;
key->downtime = sys_frame_time;
}
val = (float)msec / frame_msec;
if (val < 0)
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{
val = 0;
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}
if (val > 1)
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{
val = 1;
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}
return val;
}
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cvar_t *cl_upspeed;
cvar_t *cl_forwardspeed;
cvar_t *cl_sidespeed;
cvar_t *cl_yawspeed;
cvar_t *cl_pitchspeed;
cvar_t *cl_run;
cvar_t *cl_anglespeedkey;
/*
* Moves the local angle positions
*/
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void
CL_AdjustAngles(void)
{
float speed;
float up, down;
if (in_speed.state & 1)
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{
speed = cls.nframetime * cl_anglespeedkey->value;
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}
else
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{
speed = cls.nframetime;
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}
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if (!(in_strafe.state & 1))
{
cl.viewangles[YAW] -= speed * cl_yawspeed->value * CL_KeyState(&in_right);
cl.viewangles[YAW] += speed * cl_yawspeed->value * CL_KeyState(&in_left);
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}
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if (in_klook.state & 1)
{
cl.viewangles[PITCH] -= speed * cl_pitchspeed->value * CL_KeyState(&in_forward);
cl.viewangles[PITCH] += speed * cl_pitchspeed->value * CL_KeyState(&in_back);
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}
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up = CL_KeyState(&in_lookup);
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down = CL_KeyState(&in_lookdown);
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cl.viewangles[PITCH] -= speed * cl_pitchspeed->value * up;
cl.viewangles[PITCH] += speed * cl_pitchspeed->value * down;
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}
/*
* Send the intended movement message to the server
*/
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void
CL_BaseMove(usercmd_t *cmd)
{
CL_AdjustAngles();
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memset(cmd, 0, sizeof(*cmd));
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VectorCopy(cl.viewangles, cmd->angles);
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if (in_strafe.state & 1)
{
cmd->sidemove += cl_sidespeed->value * CL_KeyState(&in_right);
cmd->sidemove -= cl_sidespeed->value * CL_KeyState(&in_left);
}
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cmd->sidemove += cl_sidespeed->value * CL_KeyState(&in_moveright);
cmd->sidemove -= cl_sidespeed->value * CL_KeyState(&in_moveleft);
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cmd->upmove += cl_upspeed->value * CL_KeyState(&in_up);
cmd->upmove -= cl_upspeed->value * CL_KeyState(&in_down);
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if (!(in_klook.state & 1))
{
cmd->forwardmove += cl_forwardspeed->value * CL_KeyState(&in_forward);
cmd->forwardmove -= cl_forwardspeed->value * CL_KeyState(&in_back);
}
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/* adjust for speed key / running */
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if ((in_speed.state & 1) ^ (int)(cl_run->value))
{
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cmd->forwardmove *= 2;
cmd->sidemove *= 2;
cmd->upmove *= 2;
}
}
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void
CL_ClampPitch(void)
{
float pitch;
pitch = SHORT2ANGLE(cl.frame.playerstate.pmove.delta_angles[PITCH]);
if (pitch > 180)
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{
pitch -= 360;
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}
if (cl.viewangles[PITCH] + pitch < -360)
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{
cl.viewangles[PITCH] += 360; /* wrapped */
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}
if (cl.viewangles[PITCH] + pitch > 360)
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{
cl.viewangles[PITCH] -= 360; /* wrapped */
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}
if (cl.viewangles[PITCH] + pitch > 89)
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{
cl.viewangles[PITCH] = 89 - pitch;
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}
if (cl.viewangles[PITCH] + pitch < -89)
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{
cl.viewangles[PITCH] = -89 - pitch;
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}
}
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void
CL_FinishMove(usercmd_t *cmd)
{
int ms;
int i;
/* figure button bits */
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if (in_attack.state & 3)
{
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cmd->buttons |= BUTTON_ATTACK;
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}
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in_attack.state &= ~2;
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if (in_use.state & 3)
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{
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cmd->buttons |= BUTTON_USE;
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}
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in_use.state &= ~2;
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if (anykeydown && (cls.key_dest == key_game))
{
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cmd->buttons |= BUTTON_ANY;
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}
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/* send milliseconds of time to apply the move */
ms = cls.nframetime * 1000;
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if (ms > 250)
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{
ms = 100; /* time was unreasonable */
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}
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cmd->msec = ms;
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CL_ClampPitch();
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for (i = 0; i < 3; i++)
{
cmd->angles[i] = ANGLE2SHORT(cl.viewangles[i]);
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}
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cmd->impulse = in_impulse;
in_impulse = 0;
/* send the ambient light level at the player's current position */
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cmd->lightlevel = (byte)cl_lightlevel->value;
}
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void
IN_CenterView(void)
{
cl.viewangles[PITCH] = -SHORT2ANGLE(cl.frame.playerstate.pmove.delta_angles[PITCH]);
}
/*
* Centers the view
*/
static void
IN_ForceCenterView(void)
{
cl.viewangles[PITCH] = 0;
}
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void
CL_InitInput(void)
{
Cmd_AddCommand("centerview", IN_CenterView);
Cmd_AddCommand("force_centerview", IN_ForceCenterView);
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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);
Cmd_AddCommand("+attack", IN_AttackDown);
Cmd_AddCommand("-attack", IN_AttackUp);
Cmd_AddCommand("+use", IN_UseDown);
Cmd_AddCommand("-use", IN_UseUp);
Cmd_AddCommand("impulse", IN_Impulse);
Cmd_AddCommand("+klook", IN_KLookDown);
Cmd_AddCommand("-klook", IN_KLookUp);
cl_nodelta = Cvar_Get("cl_nodelta", "0", 0);
}
void
CL_RefreshCmd(void)
{
int ms;
usercmd_t *cmd;
// CMD to fill
cmd = &cl.cmds[cls.netchan.outgoing_sequence & (CMD_BACKUP - 1)];
// Calculate delta
frame_msec = sys_frame_time - old_sys_frame_time;
// Check bounds
if (frame_msec < 1)
{
return;
}
else if (frame_msec > 200)
{
frame_msec = 200;
}
// Add movement
CL_BaseMove(cmd);
IN_Move(cmd);
// Clamp angels for prediction
CL_ClampPitch();
cmd->angles[0] = ANGLE2SHORT(cl.viewangles[0]);
cmd->angles[1] = ANGLE2SHORT(cl.viewangles[1]);
cmd->angles[2] = ANGLE2SHORT(cl.viewangles[2]);
// Update time for prediction
ms = (int)(cls.nframetime * 1000.0f);
if (ms > 250)
{
ms = 100;
}
cmd->msec = ms;
// Update frame time for the next call
old_sys_frame_time = sys_frame_time;
// Important events are send immediately
if (((in_attack.state & 2)) || (in_use.state & 2))
{
cls.forcePacket = true;
}
}
void
CL_RefreshMove(void)
{
usercmd_t *cmd;
// CMD to fill
cmd = &cl.cmds[cls.netchan.outgoing_sequence & (CMD_BACKUP - 1)];
// Calculate delta
frame_msec = sys_frame_time - old_sys_frame_time;
// Check bounds
if (frame_msec < 1)
{
return;
}
else if (frame_msec > 200)
{
frame_msec = 200;
}
// Add movement
CL_BaseMove(cmd);
IN_Move(cmd);
old_sys_frame_time = sys_frame_time;
}
void
CL_FinalizeCmd(void)
{
usercmd_t *cmd;
// CMD to fill
cmd = &cl.cmds[cls.netchan.outgoing_sequence & (CMD_BACKUP - 1)];
// Mouse button events
if (in_attack.state & 3)
{
cmd->buttons |= BUTTON_ATTACK;
}
in_attack.state &= ~2;
if (in_use.state & 3)
{
cmd->buttons |= BUTTON_USE;
}
in_use.state &= ~2;
// Keyboard events
if (anykeydown && cls.key_dest == key_game)
{
cmd->buttons |= BUTTON_ANY;
}
cmd->impulse = in_impulse;
in_impulse = 0;
// Set light level for muzzle flash
cmd->lightlevel = (byte)cl_lightlevel->value;
}
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void
CL_SendCmd(void)
{
sizebuf_t buf;
byte data[128];
int i;
usercmd_t *cmd, *oldcmd;
usercmd_t nullcmd;
int checksumIndex;
memset(&buf, 0, sizeof(buf));
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/* save this command off for prediction */
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i = cls.netchan.outgoing_sequence & (CMD_BACKUP - 1);
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cmd = &cl.cmds[i];
cl.cmd_time[i] = cls.realtime; /* for netgraph ping calculation */
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CL_FinalizeCmd();
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cl.cmd = *cmd;
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if ((cls.state == ca_disconnected) || (cls.state == ca_connecting))
{
return;
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}
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if (cls.state == ca_connected)
{
if (cls.netchan.message.cursize ||
(curtime - cls.netchan.last_sent > 1000))
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{
Netchan_Transmit(&cls.netchan, 0, buf.data);
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}
return;
}
/* send a userinfo update if needed */
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if (userinfo_modified)
{
CL_FixUpGender();
userinfo_modified = false;
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MSG_WriteByte(&cls.netchan.message, clc_userinfo);
MSG_WriteString(&cls.netchan.message, Cvar_Userinfo());
}
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SZ_Init(&buf, data, sizeof(data));
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if (cmd->buttons && (cl.cinematictime > 0) && !cl.attractloop &&
(cls.realtime - cl.cinematictime > 1000))
{
/* skip the rest of the cinematic */
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SCR_FinishCinematic();
}
/* begin a client move command */
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MSG_WriteByte(&buf, clc_move);
/* save the position for a checksum byte */
checksumIndex = buf.cursize;
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MSG_WriteByte(&buf, 0);
/* let the server know what the last frame we
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got was, so the next message can be delta
compressed */
if (cl_nodelta->value || !cl.frame.valid || cls.demowaiting)
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{
MSG_WriteLong(&buf, -1); /* no compression */
}
else
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{
MSG_WriteLong(&buf, cl.frame.serverframe);
}
/* send this and the previous cmds in the message, so
if the last packet was dropped, it can be recovered */
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i = (cls.netchan.outgoing_sequence - 2) & (CMD_BACKUP - 1);
cmd = &cl.cmds[i];
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memset(&nullcmd, 0, sizeof(nullcmd));
MSG_WriteDeltaUsercmd(&buf, &nullcmd, cmd);
oldcmd = cmd;
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i = (cls.netchan.outgoing_sequence - 1) & (CMD_BACKUP - 1);
cmd = &cl.cmds[i];
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MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
oldcmd = cmd;
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i = (cls.netchan.outgoing_sequence) & (CMD_BACKUP - 1);
cmd = &cl.cmds[i];
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MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
/* calculate a checksum over the move commands */
buf.data[checksumIndex] = COM_BlockSequenceCRCByte(
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buf.data + checksumIndex + 1, buf.cursize - checksumIndex - 1,
cls.netchan.outgoing_sequence);
/* deliver the message */
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Netchan_Transmit(&cls.netchan, buf.cursize, buf.data);
/* Reinit the current cmd buffer */
cmd = &cl.cmds[cls.netchan.outgoing_sequence & (CMD_BACKUP - 1)];
memset(cmd, 0, sizeof(*cmd));
}
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