/* * 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. * * ======================================================================= * * This file implements the input handling like mouse events and * keyboard strokes. * * ======================================================================= */ #include "header/client.h" #include "input/header/input.h" cvar_t *cl_nodelta; 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 = (int)strtol(c, (char **)NULL, 10); } 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 = (int)strtol(c, (char **)NULL, 10); 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 = (int)strtol(c, (char **)NULL, 10); } 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 = (int)strtol(c, (char **)NULL, 10); 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 = (int)strtol(Cmd_Argv(1), (char **)NULL, 10); } /* * 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) { float speed; float up, down; if (in_speed.state & 1) { speed = cls.nframetime * cl_anglespeedkey->value; } else { speed = cls.nframetime; } 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); } 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); } up = CL_KeyState(&in_lookup); down = CL_KeyState(&in_lookdown); 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) { CL_AdjustAngles(); memset(cmd, 0, sizeof(*cmd)); VectorCopy(cl.viewangles, cmd->angles); if (in_strafe.state & 1) { cmd->sidemove += cl_sidespeed->value * CL_KeyState(&in_right); cmd->sidemove -= cl_sidespeed->value * CL_KeyState(&in_left); } 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)) { cmd->forwardmove += cl_forwardspeed->value * CL_KeyState(&in_forward); cmd->forwardmove -= cl_forwardspeed->value * CL_KeyState(&in_back); } /* adjust for speed key / running */ if ((in_speed.state & 1) ^ (int)(cl_run->value)) { 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) { int ms; int i; /* figure button bits */ 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; if (anykeydown && (cls.key_dest == key_game)) { cmd->buttons |= BUTTON_ANY; } /* send milliseconds of time to apply the move */ ms = cls.nframetime * 1000; if (ms > 250) { ms = 100; /* time was unreasonable */ } cmd->msec = ms; CL_ClampPitch(); for (i = 0; i < 3; i++) { cmd->angles[i] = ANGLE2SHORT(cl.viewangles[i]); } cmd->impulse = in_impulse; in_impulse = 0; /* send the ambient light level at the player's current position */ cmd->lightlevel = (byte)cl_lightlevel->value; } 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; } void CL_InitInput(void) { Cmd_AddCommand("centerview", IN_CenterView); Cmd_AddCommand("force_centerview", IN_ForceCenterView); 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; } 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)); /* save this command off for prediction */ i = cls.netchan.outgoing_sequence & (CMD_BACKUP - 1); cmd = &cl.cmds[i]; cl.cmd_time[i] = cls.realtime; /* for netgraph ping calculation */ CL_FinalizeCmd(); cl.cmd = *cmd; if ((cls.state == ca_disconnected) || (cls.state == ca_connecting)) { return; } if (cls.state == ca_connected) { if (cls.netchan.message.cursize || (curtime - cls.netchan.last_sent > 1000)) { 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 ((cls.realtime > abort_cinematic) && (cl.cinematictime > 0) && !cl.attractloop && (cls.realtime - cl.cinematictime > 1000) && (cls.key_dest == key_game)) { /* 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); /* Reinit the current cmd buffer */ cmd = &cl.cmds[cls.netchan.outgoing_sequence & (CMD_BACKUP - 1)]; memset(cmd, 0, sizeof(*cmd)); }