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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#include "header/client.h"
cvar_t *cl_nodelta;
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
*/
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;
int in_impulse;
void KeyDown (kbutton_t *b) {
int k;
char *c;
c = Cmd_Argv(1);
if (c[0])
k = atoi(c);
else
k = -1; /* typed manually at the console for continuous down */
if (k == b->down[0] || k == b->down[1])
return; /* repeating key */
if (!b->down[0])
b->down[0] = k;
else if (!b->down[1])
b->down[1] = k;
else {
Com_Printf ("Three keys down for a button!\n");
return;
}
if (b->state & 1)
return; /* still down */
/* save timestamp */
c = Cmd_Argv(2);
b->downtime = atoi(c);
if (!b->downtime)
b->downtime = sys_frame_time - 100;
b->state |= 1 + 2; /* down + impulse down */
}
void KeyUp (kbutton_t *b) {
int k;
char *c;
unsigned uptime;
c = Cmd_Argv(1);
if (c[0])
k = atoi(c);
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)
b->down[0] = 0;
else if (b->down[1] == k)
b->down[1] = 0;
else
return; /* key up without coresponding down (menu pass through) */
if (b->down[0] || b->down[1])
return; /* some other key is still holding it down */
if (!(b->state & 1))
return; /* still up (this should not happen) */
/* save timestamp */
c = Cmd_Argv(2);
uptime = atoi(c);
if (uptime)
b->msec += uptime - b->downtime;
else
b->msec += 10;
b->state &= ~1; /* now up */
b->state |= 4; /* impulse up */
}
void IN_KLookDown (void) {
KeyDown(&in_klook);
}
void IN_KLookUp (void) {
KeyUp(&in_klook);
}
void IN_UpDown(void) {
KeyDown(&in_up);
}
void IN_UpUp(void) {
KeyUp(&in_up);
}
void IN_DownDown(void) {
KeyDown(&in_down);
}
void IN_DownUp(void) {
KeyUp(&in_down);
}
void IN_LeftDown(void) {
KeyDown(&in_left);
}
void IN_LeftUp(void) {
KeyUp(&in_left);
}
void IN_RightDown(void) {
KeyDown(&in_right);
}
void IN_RightUp(void) {
KeyUp(&in_right);
}
void IN_ForwardDown(void) {
KeyDown(&in_forward);
}
void IN_ForwardUp(void) {
KeyUp(&in_forward);
}
void IN_BackDown(void) {
KeyDown(&in_back);
}
void IN_BackUp(void) {
KeyUp(&in_back);
}
void IN_LookupDown(void) {
KeyDown(&in_lookup);
}
void IN_LookupUp(void) {
KeyUp(&in_lookup);
}
void IN_LookdownDown(void) {
KeyDown(&in_lookdown);
}
void IN_LookdownUp(void) {
KeyUp(&in_lookdown);
}
void IN_MoveleftDown(void) {
KeyDown(&in_moveleft);
}
void IN_MoveleftUp(void) {
KeyUp(&in_moveleft);
}
void IN_MoverightDown(void) {
KeyDown(&in_moveright);
}
void IN_MoverightUp(void) {
KeyUp(&in_moveright);
}
void IN_SpeedDown(void) {
KeyDown(&in_speed);
}
void IN_SpeedUp(void) {
KeyUp(&in_speed);
}
void IN_StrafeDown(void) {
KeyDown(&in_strafe);
}
void IN_StrafeUp(void) {
KeyUp(&in_strafe);
}
void IN_AttackDown(void) {
KeyDown(&in_attack);
}
void IN_AttackUp(void) {
KeyUp(&in_attack);
}
void IN_UseDown (void) {
KeyDown(&in_use);
}
void IN_UseUp (void) {
KeyUp(&in_use);
}
void IN_Impulse (void) {
in_impulse=atoi(Cmd_Argv(1));
}
/*
* Returns the fraction of the frame that
* the key was down
*/
float CL_KeyState (kbutton_t *key) {
float val;
int msec;
key->state &= 1; /* clear impulses */
msec = key->msec;
key->msec = 0;
if (key->state) {
/* still down */
msec += sys_frame_time - key->downtime;
key->downtime = sys_frame_time;
}
val = (float)msec / frame_msec;
if (val < 0)
val = 0;
if (val > 1)
val = 1;
return val;
}
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
*/
void CL_AdjustAngles (void) {
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float speed;
float up, down;
if (in_speed.state & 1)
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speed = cls.frametime * cl_anglespeedkey->value;
else
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speed = cls.frametime;
if (!(in_strafe.state & 1)) {
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cl.viewangles[YAW] -= speed*cl_yawspeed->value*CL_KeyState (&in_right);
cl.viewangles[YAW] += speed*cl_yawspeed->value*CL_KeyState (&in_left);
}
if (in_klook.state & 1) {
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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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up = CL_KeyState (&in_lookup);
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;
}
/*
* Send the intended movement message to the server
*/
void CL_BaseMove (usercmd_t *cmd) {
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CL_AdjustAngles ();
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memset (cmd, 0, sizeof(*cmd));
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VectorCopy (cl.viewangles, cmd->angles);
if (in_strafe.state & 1) {
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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);
cmd->upmove += cl_upspeed->value * CL_KeyState (&in_up);
cmd->upmove -= cl_upspeed->value * CL_KeyState (&in_down);
if (! (in_klook.state & 1) ) {
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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 */
if ( (in_speed.state & 1) ^ (int)(cl_run->value) ) {
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cmd->forwardmove *= 2;
cmd->sidemove *= 2;
cmd->upmove *= 2;
}
}
void CL_ClampPitch (void) {
float pitch;
pitch = SHORT2ANGLE(cl.frame.playerstate.pmove.delta_angles[PITCH]);
if (pitch > 180)
pitch -= 360;
if (cl.viewangles[PITCH] + pitch < -360)
cl.viewangles[PITCH] += 360; /* wrapped */
if (cl.viewangles[PITCH] + pitch > 360)
cl.viewangles[PITCH] -= 360; /* wrapped */
if (cl.viewangles[PITCH] + pitch > 89)
cl.viewangles[PITCH] = 89 - pitch;
if (cl.viewangles[PITCH] + pitch < -89)
cl.viewangles[PITCH] = -89 - pitch;
}
void CL_FinishMove (usercmd_t *cmd) {
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int ms;
int i;
/* figure button bits */
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if ( in_attack.state & 3 )
cmd->buttons |= BUTTON_ATTACK;
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in_attack.state &= ~2;
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if (in_use.state & 3)
cmd->buttons |= BUTTON_USE;
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in_use.state &= ~2;
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if (anykeydown && cls.key_dest == key_game)
cmd->buttons |= BUTTON_ANY;
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/* send milliseconds of time to apply the move */
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ms = cls.frametime * 1000;
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if (ms > 250)
ms = 100; /* time was unreasonable */
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cmd->msec = ms;
CL_ClampPitch ();
for (i=0 ; i<3 ; i++)
cmd->angles[i] = ANGLE2SHORT(cl.viewangles[i]);
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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;
}
usercmd_t CL_CreateCmd (void) {
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usercmd_t cmd;
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frame_msec = sys_frame_time - old_sys_frame_time;
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if (frame_msec < 1)
frame_msec = 1;
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if (frame_msec > 200)
frame_msec = 200;
/* get basic movement from keyboard */
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CL_BaseMove (&cmd);
/* allow mice or other external controllers to add to the move */
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IN_Move (&cmd);
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CL_FinishMove (&cmd);
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old_sys_frame_time = sys_frame_time;
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return cmd;
}
void IN_CenterView (void) {
cl.viewangles[PITCH] = -SHORT2ANGLE(cl.frame.playerstate.pmove.delta_angles[PITCH]);
}
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);
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_SendCmd (void) {
sizebuf_t buf;
byte data[128];
int i;
usercmd_t *cmd, *oldcmd;
usercmd_t nullcmd;
int checksumIndex;
/* build a command even if not connected */
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/* save this command off for prediction */
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i = cls.netchan.outgoing_sequence & (CMD_BACKUP-1);
cmd = &cl.cmds[i];
cl.cmd_time[i] = cls.realtime; /* for netgraph ping calculation */
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*cmd = CL_CreateCmd ();
cl.cmd = *cmd;
if (cls.state == ca_disconnected || cls.state == ca_connecting)
return;
if ( cls.state == ca_connected) {
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if (cls.netchan.message.cursize || curtime - cls.netchan.last_sent > 100 )
Netchan_Transmit (&cls.netchan, 0, buf.data);
return;
}
/* send a userinfo update if needed */
if (userinfo_modified) {
CL_FixUpGender();
userinfo_modified = false;
MSG_WriteByte (&cls.netchan.message, clc_userinfo);
MSG_WriteString (&cls.netchan.message, Cvar_Userinfo() );
}
SZ_Init (&buf, data, sizeof(data));
if (cmd->buttons && cl.cinematictime > 0 && !cl.attractloop
&& cls.realtime - cl.cinematictime > 1000) {
/* skip the rest of the cinematic */
SCR_FinishCinematic ();
}
/* begin a client move command */
MSG_WriteByte (&buf, clc_move);
/* save the position for a checksum byte */
checksumIndex = buf.cursize;
MSG_WriteByte (&buf, 0);
/* let the server know what the last frame we
got was, so the next message can be delta compressed */
if (cl_nodelta->value || !cl.frame.valid || cls.demowaiting)
MSG_WriteLong (&buf, -1); /* no compression */
else
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 */
i = (cls.netchan.outgoing_sequence-2) & (CMD_BACKUP-1);
cmd = &cl.cmds[i];
memset (&nullcmd, 0, sizeof(nullcmd));
MSG_WriteDeltaUsercmd (&buf, &nullcmd, cmd);
oldcmd = cmd;
i = (cls.netchan.outgoing_sequence-1) & (CMD_BACKUP-1);
cmd = &cl.cmds[i];
MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
oldcmd = cmd;
i = (cls.netchan.outgoing_sequence) & (CMD_BACKUP-1);
cmd = &cl.cmds[i];
MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
/* calculate a checksum over the move commands */
buf.data[checksumIndex] = COM_BlockSequenceCRCByte(
buf.data + checksumIndex + 1, buf.cursize - checksumIndex - 1,
cls.netchan.outgoing_sequence);
/* deliver the message */
Netchan_Transmit (&cls.netchan, buf.cursize, buf.data);
}
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