/* 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. $Header: /cvsroot/uhexen2/hexen2/cl_input.c,v 1.20 2007/09/21 11:05:07 sezero Exp $ */ #include "quakedef.h" /* =============================================================================== 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, in_crouch; kbutton_t in_infoplaque; int in_impulse; qboolean info_up = false; static 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 } static 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 } static void IN_KLookDown (void) { KeyDown(&in_klook); } static void IN_KLookUp (void) { KeyUp(&in_klook); } static void IN_MLookDown (void) { KeyDown(&in_mlook); } static void IN_MLookUp (void) { KeyUp(&in_mlook); if ( !(in_mlook.state&1) && lookspring.integer) V_StartPitchDrift(); } static void IN_UpDown (void) { KeyDown(&in_up); } static void IN_UpUp (void) { KeyUp(&in_up); } static void IN_DownDown (void) { KeyDown(&in_down); } static void IN_DownUp (void) { KeyUp(&in_down); } static void IN_LeftDown (void) { KeyDown(&in_left); } static void IN_LeftUp (void) { KeyUp(&in_left); } static void IN_RightDown (void) { KeyDown(&in_right); } static void IN_RightUp (void) { KeyUp(&in_right); } static void IN_ForwardDown (void) { KeyDown(&in_forward); } static void IN_ForwardUp (void) { KeyUp(&in_forward); } static void IN_BackDown (void) { KeyDown(&in_back); } static void IN_BackUp (void) { KeyUp(&in_back); } static void IN_LookupDown (void) { KeyDown(&in_lookup); } static void IN_LookupUp (void) { KeyUp(&in_lookup); } static void IN_LookdownDown (void) { KeyDown(&in_lookdown); } static void IN_LookdownUp (void) { KeyUp(&in_lookdown); } static void IN_MoveleftDown (void) { KeyDown(&in_moveleft); } static void IN_MoveleftUp (void) { KeyUp(&in_moveleft); } static void IN_MoverightDown (void) { KeyDown(&in_moveright); } static void IN_MoverightUp (void) { KeyUp(&in_moveright); } static void IN_SpeedDown (void) { KeyDown(&in_speed); } static void IN_SpeedUp (void) { KeyUp(&in_speed); } static void IN_StrafeDown (void) { KeyDown(&in_strafe); } static void IN_StrafeUp (void) { KeyUp(&in_strafe); } static void IN_AttackDown (void) { KeyDown(&in_attack); } static void IN_AttackUp (void) { KeyUp(&in_attack); } static void IN_UseDown (void) { KeyDown(&in_use); } static void IN_UseUp (void) { KeyUp(&in_use); } static void IN_JumpDown (void) { KeyDown(&in_jump); } static void IN_JumpUp (void) { KeyUp(&in_jump); } static void IN_Impulse (void) { in_impulse=atoi(Cmd_Argv(1)); } static void IN_CrouchDown (void) { // int state; if (key_dest == key_game) { // state = in_crouch.state; KeyDown(&in_crouch); // if (!(state & 1) && (in_crouch.state & 1)) // in_impulse = 22; } } static void IN_CrouchUp (void) { // int state; if (key_dest == key_game) { // state = in_crouch.state; KeyUp(&in_crouch); // if ((state & 1) && !(in_crouch.state & 1)) // in_impulse = 22; } } static void IN_infoPlaqueUp(void) { if (key_dest == key_game) { //They want to lower the plaque info_up = false; KeyUp(&in_infoplaque); } } static void IN_infoPlaqueDown(void) { if (key_dest == key_game) { //They want to see the plaque info_up = true; KeyDown(&in_infoplaque); } } /* =============== 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 =============== */ static 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) { if (down) val = 0.5; // pressed and held this frame else val = 0; // I_Error (); } if (impulseup && !impulsedown) { if (down) val = 0; // I_Error (); else val = 0; // released this frame } if (!impulsedown && !impulseup) { if (down) val = 1.0; // held the entire frame else val = 0; // up the entire frame } if (impulsedown && impulseup) { if (down) val = 0.75; // released and re-pressed this frame else val = 0.25; // pressed and released this frame } key->state &= 1; // clear impulses return val; } //========================================================================== cvar_t cl_upspeed = {"cl_upspeed", "200", CVAR_NONE}; 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_NONE}; cvar_t cl_sidespeed = {"cl_sidespeed", "225", CVAR_NONE}; cvar_t cl_movespeedkey = {"cl_movespeedkey", "2.0", CVAR_NONE}; cvar_t cl_yawspeed = {"cl_yawspeed", "140", CVAR_NONE}; cvar_t cl_pitchspeed = {"cl_pitchspeed", "150", CVAR_NONE}; cvar_t cl_anglespeedkey = {"cl_anglespeedkey", "1.5", CVAR_NONE}; /* ================ CL_AdjustAngles Moves the local angle positions ================ */ static void CL_AdjustAngles (void) { float speed; float up, down; if (in_speed.state & 1) speed = host_frametime * cl_anglespeedkey.value; else speed = 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); } // FIXME: This is a cheap way of doing this, it belongs in V_CalcViewRoll // but I don't see where I can get the yaw velocity, I have to get on to other things so here it is cl.idealroll = 0; if (cl.v.movetype == MOVETYPE_FLY) { if (CL_KeyState (&in_left) != 0) cl.idealroll = -10; else if (CL_KeyState (&in_right) != 0) cl.idealroll = 10; } 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 (); if (cl.viewangles[PITCH] > 80) cl.viewangles[PITCH] = 80; if (cl.viewangles[PITCH] < -70) cl.viewangles[PITCH] = -70; if (cl.viewangles[ROLL] > 50) cl.viewangles[ROLL] = 50; if (cl.viewangles[ROLL] < -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; if (cl.v.cameramode) // Stuck in a different camera so don't move { memset (cmd, 0, sizeof(*cmd)); 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 += 225 * CL_KeyState (&in_right); cmd->sidemove -= 225 * CL_KeyState (&in_left); } // cmd->sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright); // cmd->sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft); cmd->sidemove += 225 * CL_KeyState (&in_moveright); cmd->sidemove -= 225 * 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 += 200 * CL_KeyState (&in_forward); // cmd->forwardmove -= cl_backspeed.value * CL_KeyState (&in_back); cmd->forwardmove -= 200 * CL_KeyState (&in_back); } // // adjust for speed key (but not if always runs has been chosen) // speed key now acts as slow key when always run is chosen - OS //if ((cl_forwardspeed.value > 200 || in_speed.state & 1) && cl.v.hasted <= 1) if ( ( (cl_forwardspeed.value <= 200 && in_speed.state & 1) || (cl_forwardspeed.value > 200 && !(in_speed.state & 1)) ) && (cl.v.hasted <= 1) ) { cmd->forwardmove *= cl_movespeedkey.value; cmd->sidemove *= cl_movespeedkey.value; cmd->upmove *= cl_movespeedkey.value; } // Hasted player? if (cl.v.hasted) { cmd->forwardmove = cmd->forwardmove * cl.v.hasted; cmd->sidemove = cmd->sidemove * cl.v.hasted; cmd->upmove = cmd->upmove * cl.v.hasted; } cmd->lightlevel = cl.light_level; } /* ============== CL_SendMove ============== */ void CL_SendMove (usercmd_t *cmd) { int i; int bits; sizebuf_t buf; byte data[128]; SZ_Init (&buf, data, sizeof(data)); cl.cmd = *cmd; // // send the movement message // MSG_WriteByte (&buf, clc_frame); MSG_WriteByte (&buf, cl.reference_frame); MSG_WriteByte (&buf, cl.current_sequence); MSG_WriteByte (&buf, clc_move); MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times 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; if (in_crouch.state & 1) bits |= 4; MSG_WriteByte (&buf, bits); MSG_WriteByte (&buf, in_impulse); in_impulse = 0; // // light level // MSG_WriteByte (&buf, cmd->lightlevel); // // deliver the message // if (cls.demoplayback) return; // // always dump the first two message, because it may contain leftover inputs // from the last level // if (++cl.movemessages <= 2) return; if (NET_SendUnreliableMessage (cls.netcon, &buf) == -1) { Con_Printf ("%s: lost server connection\n", __thisfunc__); CL_Disconnect (); } } /* ============ 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 ("+crouch", IN_CrouchDown); Cmd_AddCommand ("-crouch", IN_CrouchUp); Cmd_AddCommand ("+infoplaque", IN_infoPlaqueDown); Cmd_AddCommand ("-infoplaque", IN_infoPlaqueUp); } /* ============ CL_ClearStates ============ */ #if 0 void CL_ClearStates (void) { in_mlook.state = 0; in_klook.state = 0; in_left.state = 0; in_right.state = 0; in_forward.state = 0; in_back.state = 0; in_lookup.state = 0; in_lookdown.state = 0; in_moveleft.state = 0; in_moveright.state = 0; in_strafe.state = 0; in_speed.state = 0; in_use.state = 0; in_jump.state = 0; in_attack.state = 0; in_up.state = 0; in_down.state = 0; in_crouch.state = 0; } #endif