/* * 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. * */ /* cl.input.c -- builds an intended movement command to send to the server */ #include "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)); } /* * =============== CL_KeyState * * 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; } #if 0 if (msec) { Com_Printf("%i ", msec); } #endif 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; /* * ================ CL_AdjustAngles * * Moves the local angle positions ================ */ void CL_AdjustAngles(void) { float speed; float up , down; if (in_speed.state & 1) speed = cls.frametime * cl_anglespeedkey->value; else speed = cls.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); } 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; } /* * ================ CL_BaseMove * * 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; } /* * ============== CL_FinishMove ============== */ 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.frametime * 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; } /* * ================= CL_CreateCmd ================= */ usercmd_t CL_CreateCmd(void) { usercmd_t cmd; frame_msec = sys_frame_time - old_sys_frame_time; if (frame_msec < 1) frame_msec = 1; if (frame_msec > 200) frame_msec = 200; /* get basic movement from keyboard */ CL_BaseMove(&cmd); /* allow mice or other external controllers to add to the move */ IN_Move(&cmd); CL_FinishMove(&cmd); old_sys_frame_time = sys_frame_time; /* cmd.impulse = cls.framecount; */ return cmd; } void IN_CenterView(void) { cl.viewangles[PITCH] = -SHORT2ANGLE(cl.frame.playerstate.pmove.delta_angles[PITCH]); } /* * ============ 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); 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); } /* * ================= CL_SendCmd ================= */ 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 */ /* 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 */ *cmd = CL_CreateCmd(); 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 (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); }