/* Copyright (C) 1996-1997 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. */ // cl.input.c -- builds an intended movement command to send to the server // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All // rights reserved. #include "quakedef.h" cvar_t cl_smartjump = {"cl_smartjump", "0"}; cvar_t cl_lag = {"cl_lag", "0"}; /* =============================================================================== 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 =============================================================================== */ kbutton_t in_mlook, 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_jump, 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 { Con_Printf ("Three keys down for a button!\n"); return; } if (b->state & 1) return; // still down b->state |= 1 + 2; // down + impulse down } void KeyUp (kbutton_t *b) { int k; char *c; 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) 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_MLookDown (void) {KeyDown(&in_mlook);} void IN_MLookUp (void) { KeyUp (&in_mlook); if (!mlook_active && lookspring.value) V_StartPitchDrift (); } 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_JumpDown (void) { if (cls.state == ca_connected && cl_smartjump.value && cl.stats[STAT_HEALTH] > 0 && !cls.demoplayback && sv_player->v.waterlevel >= 2 && !(in_forward.state & 1)) KeyDown (&in_up); else KeyDown (&in_jump); } void IN_JumpUp (void) { if (cl_smartjump.value) KeyUp (&in_up); KeyUp (&in_jump); } void IN_Impulse (void) {in_impulse = Q_atoi(Cmd_Argv(1));} int weaponstat[7] = {STAT_SHELLS, STAT_SHELLS, STAT_NAILS, STAT_NAILS, STAT_ROCKETS, STAT_ROCKETS, STAT_CELLS}; /* =============== IN_BestWeapon =============== */ void IN_BestWeapon (void) { int i, impulse; for (i=1 ; i 0 && impulse < 9 && (impulse == 1 || ((cl.items & (IT_SHOTGUN << (impulse - 2))) && cl.stats[weaponstat[impulse-2]]))) { in_impulse = impulse; break; } } } /* =============== CL_KeyState Returns 0.25 if a key was pressed and released during the frame, 0.5 if it was pressed and held 0 if held then released, and 1.0 if held for the entire time =============== */ float CL_KeyState (kbutton_t *key) { float val; qboolean impulsedown, impulseup, down; impulsedown = key->state & 2; impulseup = key->state & 4; down = key->state & 1; val = 0; if (impulsedown && !impulseup) val = down ? 0.5 : 0; if (impulseup && !impulsedown) val = 0; if (!impulsedown && !impulseup) val = down ? 1.0 : 0; if (impulsedown && impulseup) val = down ? 0.75 : 0.25; key->state &= 1; // clear impulses return val; } //========================================================================== cvar_t cl_upspeed = {"cl_upspeed", "200"}; cvar_t cl_forwardspeed = {"cl_forwardspeed", "200", CVAR_ARCHIVE}; cvar_t cl_backspeed = {"cl_backspeed", "200", CVAR_ARCHIVE}; cvar_t cl_sidespeed = {"cl_sidespeed", "350"}; cvar_t cl_movespeedkey = {"cl_movespeedkey", "2.0"}; cvar_t cl_anglespeedkey = {"cl_anglespeedkey", "1.5"}; cvar_t cl_yawspeed = {"cl_yawspeed", "140"}; cvar_t cl_pitchspeed = {"cl_pitchspeed", "150"}; cvar_t lookspring = {"lookspring", "0", CVAR_ARCHIVE}; cvar_t lookstrafe = {"lookstrafe", "0", CVAR_ARCHIVE}; cvar_t sensitivity = {"sensitivity", "3", CVAR_ARCHIVE}; qboolean OnChange_freelook (cvar_t *var, char *string); cvar_t freelook = {"freelook", "1", CVAR_ARCHIVE, OnChange_freelook}; cvar_t m_pitch = {"m_pitch", "0.022", CVAR_ARCHIVE}; cvar_t m_yaw = {"m_yaw", "0.022", CVAR_ARCHIVE}; cvar_t m_forward = {"m_forward", "1", CVAR_ARCHIVE}; cvar_t m_side = {"m_side", "0.8", CVAR_ARCHIVE}; qboolean OnChange_freelook (cvar_t *var, char *string) { if (!string[0]) return true; if (!mlook_active && lookspring.value) V_StartPitchDrift (); return false; } /* ================ CL_AdjustAngles Moves the local angle positions ================ */ void CL_AdjustAngles (void) { float speed, up, down; speed = (in_speed.state & 1) ? host_frametime * cl_anglespeedkey.value : host_frametime; 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); cl.viewangles[YAW] = anglemod(cl.viewangles[YAW]); } if (in_klook.state & 1) { V_StopPitchDrift (); 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; if (up || down) V_StopPitchDrift (); cl.viewangles[PITCH] = bound (-70, cl.viewangles[PITCH], 80); cl.viewangles[ROLL] = bound (-50, cl.viewangles[ROLL], 50); } /* ================ CL_BaseMove Send the intended movement message to the server ================ */ void CL_BaseMove (usercmd_t *cmd) { if (cls.signon != SIGNONS) return; CL_AdjustAngles (); memset (cmd, 0, sizeof(*cmd)); 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_backspeed.value * CL_KeyState (&in_back); } // adjust for speed key if (in_speed.state & 1) { cmd->forwardmove *= cl_movespeedkey.value; cmd->sidemove *= cl_movespeedkey.value; cmd->upmove *= cl_movespeedkey.value; } } // joe: support for synthetic lag, from ProQuake sizebuf_t lag_buff[32]; byte lag_data[32][128]; unsigned int lag_head, lag_tail; double lag_sendtime[32]; /* ============== CL_SendLagMove ============== */ void CL_SendLagMove (void) { if (cls.state != ca_connected || cls.signon != SIGNONS) return; while ((lag_tail < lag_head) && (lag_sendtime[lag_tail&31] <= realtime)) { lag_tail++; if (++cl.movemessages <= 2) { lag_head = lag_tail = 0; // JPG - hack: if cl.movemessages has been reset, we should reset these too continue; // return -> continue } if (NET_SendUnreliableMessage(cls.netcon, &lag_buff[(lag_tail-1)&31]) == -1) { Con_Printf ("CL_SendMove: lost server connection\n"); CL_Disconnect (); } } } /* ============== CL_SendMove ============== */ void CL_SendMove (usercmd_t *cmd) { int i, bits; float lag; sizebuf_t *buf; lag = bound(0, cl_lag.value, 1000); buf = &lag_buff[lag_head&31]; buf->maxsize = 128; buf->cursize = 0; buf->data = lag_data[lag_head&31]; lag_sendtime[lag_head++&31] = realtime + (lag / 1000.0); cl.cmd = *cmd; // send the movement message MSG_WriteByte (buf, clc_move); MSG_WriteFloat (buf, cl.mtime[0]); // so server can get ping times if (!cls.demoplayback && (cls.netcon->mod == MOD_JOEQUAKE)) { for (i=0 ; i<3 ; i++) MSG_WriteAngle16 (buf, cl.viewangles[i]); } else { for (i=0 ; i<3 ; i++) MSG_WriteAngle (buf, cl.viewangles[i]); } MSG_WriteShort (buf, cmd->forwardmove); MSG_WriteShort (buf, cmd->sidemove); MSG_WriteShort (buf, cmd->upmove); // send button bits bits = 0; if (in_attack.state & 3) bits |= 1; in_attack.state &= ~2; if (in_jump.state & 3) bits |= 2; in_jump.state &= ~2; MSG_WriteByte (buf, bits); MSG_WriteByte (buf, in_impulse); in_impulse = 0; // deliver the message if (cls.demoplayback) return; CL_SendLagMove (); } /* ============ CL_InitInput ============ */ void CL_InitInput (void) { 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 ("+jump", IN_JumpDown); Cmd_AddCommand ("-jump", IN_JumpUp); Cmd_AddCommand ("impulse", IN_Impulse); Cmd_AddCommand ("+klook", IN_KLookDown); Cmd_AddCommand ("-klook", IN_KLookUp); Cmd_AddCommand ("+mlook", IN_MLookDown); Cmd_AddCommand ("-mlook", IN_MLookUp); Cmd_AddCommand ("bestweapon", IN_BestWeapon); Cvar_Register (&cl_upspeed); Cvar_Register (&cl_forwardspeed); Cvar_Register (&cl_backspeed); Cvar_Register (&cl_sidespeed); Cvar_Register (&cl_anglespeedkey); Cvar_Register (&cl_movespeedkey); Cvar_Register (&cl_yawspeed); Cvar_Register (&cl_pitchspeed); Cvar_Register (&lookspring); Cvar_Register (&lookstrafe); Cvar_Register (&sensitivity); Cvar_Register (&freelook); Cvar_Register (&m_pitch); Cvar_Register (&m_yaw); Cvar_Register (&m_forward); Cvar_Register (&m_side); Cvar_Register (&cl_smartjump); Cvar_Register (&cl_lag); }