/* 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" /* =============================================================================== 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_jump, in_attack, in_use; kbutton_t in_up, in_down; // LordHavoc: added 6 new buttons kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8; int in_impulse; extern cvar_t sys_ticrate; void KeyDown (kbutton_t *b) { int k; const 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_Print("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; const 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 ( !(in_mlook.state&1) && 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);} // LordHavoc: added 6 new buttons void IN_Button3Down(void) {KeyDown(&in_button3);} void IN_Button3Up(void) {KeyUp(&in_button3);} void IN_Button4Down(void) {KeyDown(&in_button4);} void IN_Button4Up(void) {KeyUp(&in_button4);} void IN_Button5Down(void) {KeyDown(&in_button5);} void IN_Button5Up(void) {KeyUp(&in_button5);} void IN_Button6Down(void) {KeyDown(&in_button6);} void IN_Button6Up(void) {KeyUp(&in_button6);} void IN_Button7Down(void) {KeyDown(&in_button7);} void IN_Button7Up(void) {KeyUp(&in_button7);} void IN_Button8Down(void) {KeyDown(&in_button8);} void IN_Button8Up(void) {KeyUp(&in_button8);} void IN_JumpDown (void) {KeyDown(&in_jump);} void IN_JumpUp (void) {KeyUp(&in_jump);} void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));} /* =============== 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) { 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 = {CVAR_SAVE, "cl_upspeed","400"}; cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400"}; cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400"}; cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350"}; cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0"}; cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140"}; cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150"}; cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5"}; /* ================ CL_AdjustAngles Moves the local angle positions ================ */ void CL_AdjustAngles (void) { float speed; float up, down; if (in_speed.state & 1) speed = host_realframetime * cl_anglespeedkey.value; else speed = host_realframetime; 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) { 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[YAW] = ANGLEMOD(cl.viewangles[YAW]); cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]); cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]); if (cl.viewangles[YAW] >= 180) cl.viewangles[YAW] -= 360; if (cl.viewangles[PITCH] >= 180) cl.viewangles[PITCH] -= 360; if (cl.viewangles[ROLL] >= 180) cl.viewangles[ROLL] -= 360; cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value); cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50); } /* ================ CL_BaseMove Send the intended movement message to the server ================ */ void CL_BaseMove (void) { vec3_t temp; if (cls.signon != SIGNONS) return; CL_AdjustAngles (); // PRYDON_CLIENTCURSOR needs to survive basemove resets VectorCopy (cl.cmd.cursor_screen, temp); memset (&cl.cmd, 0, sizeof(cl.cmd)); VectorCopy (temp, cl.cmd.cursor_screen); if (in_strafe.state & 1) { cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right); cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left); } cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright); cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft); cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up); cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down); if (! (in_klook.state & 1) ) { cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward); cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back); } // // adjust for speed key // if (in_speed.state & 1) { cl.cmd.forwardmove *= cl_movespeedkey.value; cl.cmd.sidemove *= cl_movespeedkey.value; cl.cmd.upmove *= cl_movespeedkey.value; } } #include "cl_collision.h" void CL_UpdatePrydonCursor(void) { vec3_t temp, scale; if (!cl_prydoncursor.integer) VectorClear(cl.cmd.cursor_screen); /* if (cl.cmd.cursor_screen[0] < -1) { cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.realwidth * sensitivity.value * cl.viewzoom; cl.cmd.cursor_screen[0] = -1; } if (cl.cmd.cursor_screen[0] > 1) { cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.realwidth * sensitivity.value * cl.viewzoom; cl.cmd.cursor_screen[0] = 1; } if (cl.cmd.cursor_screen[1] < -1) { cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.realheight * sensitivity.value * cl.viewzoom; cl.cmd.cursor_screen[1] = -1; } if (cl.cmd.cursor_screen[1] > 1) { cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.realheight * sensitivity.value * cl.viewzoom; cl.cmd.cursor_screen[1] = 1; } */ cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1); cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1); cl.cmd.cursor_screen[2] = 1; scale[0] = -tan(r_refdef.fov_x * M_PI / 360.0); scale[1] = -tan(r_refdef.fov_y * M_PI / 360.0); scale[2] = 1; // trace distance VectorScale(scale, 1000000, scale); // FIXME: use something other than renderer variables here // (but they need to match) VectorCopy(r_vieworigin, cl.cmd.cursor_start); VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]); Matrix4x4_Transform(&r_view_matrix, temp, cl.cmd.cursor_end); cl.cmd.cursor_fraction = CL_SelectTraceLine(cl.cmd.cursor_start, cl.cmd.cursor_end, cl.cmd.cursor_impact, cl.cmd.cursor_normal, &cl.cmd.cursor_entitynumber, (chase_active.integer || cl.intermission) ? &cl_entities[cl.playerentity].render : NULL); // makes sparks where cursor is //CL_SparkShower(cl.cmd.cursor_impact, cl.cmd.cursor_normal, 5, 0); } /* ============== CL_SendMove ============== */ void CL_SendMove(void) { int i; int bits; sizebuf_t buf; qbyte data[128]; static double lastmovetime = 0; #define MOVEAVERAGING 0 #if MOVEAVERAGING static float forwardmove, sidemove, upmove, total; // accumulation #else float forwardmove, sidemove, upmove; #endif CL_UpdatePrydonCursor(); #if MOVEAVERAGING // accumulate changes between messages forwardmove += cl.cmd.forwardmove; sidemove += cl.cmd.sidemove; upmove += cl.cmd.upmove; total++; #endif // LordHavoc: cap outgoing movement messages to sys_ticrate if (!cl.islocalgame && (realtime - lastmovetime < sys_ticrate.value)) return; lastmovetime = max(lastmovetime + sys_ticrate.value, realtime); #if MOVEAVERAGING // average the accumulated changes total = 1.0f / total; forwardmove *= total; sidemove *= total; upmove *= total; total = 0; #else // use the latest values forwardmove = cl.cmd.forwardmove; sidemove = cl.cmd.sidemove; upmove = cl.cmd.upmove; #endif buf.maxsize = 128; buf.cursize = 0; buf.data = data; // set button bits // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button 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_button3.state & 3) bits |= 4;in_button3.state &= ~2; if (in_button4.state & 3) bits |= 8;in_button4.state &= ~2; if (in_button5.state & 3) bits |= 16;in_button5.state &= ~2; if (in_button6.state & 3) bits |= 32;in_button6.state &= ~2; if (in_button7.state & 3) bits |= 64;in_button7.state &= ~2; if (in_button8.state & 3) bits |= 128;in_button8.state &= ~2; if (in_use.state & 3) bits |= 256;in_use.state &= ~2; if (key_dest != key_game || key_consoleactive) bits |= 512; if (cl_prydoncursor.integer) bits |= 1024; // button bits 11-31 unused currently // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen if (cl.cmd.cursor_screen[0] <= -1) bits |= 8; if (cl.cmd.cursor_screen[0] >= 1) bits |= 16; if (cl.cmd.cursor_screen[1] <= -1) bits |= 32; if (cl.cmd.cursor_screen[1] >= 1) bits |= 64; // always dump the first two messages, because they may contain leftover inputs from the last level if (++cl.movemessages >= 2) { // send the movement message // PROTOCOL_QUAKE clc_move = 16 bytes total // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total // 5 bytes MSG_WriteByte (&buf, clc_move); MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times if (cl.protocol == PROTOCOL_DARKPLACES6) { // 6 bytes for (i = 0;i < 3;i++) MSG_WriteAngle16i (&buf, cl.viewangles[i]); // 6 bytes MSG_WriteCoord16i (&buf, forwardmove); MSG_WriteCoord16i (&buf, sidemove); MSG_WriteCoord16i (&buf, upmove); // 5 bytes MSG_WriteLong (&buf, bits); MSG_WriteByte (&buf, in_impulse); // PRYDON_CLIENTCURSOR // 30 bytes MSG_WriteShort (&buf, cl.cmd.cursor_screen[0] * 32767.0f); MSG_WriteShort (&buf, cl.cmd.cursor_screen[1] * 32767.0f); MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]); MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]); MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]); MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]); MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]); MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]); MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber); } else { if (cl.protocol == PROTOCOL_QUAKE || cl.protocol == PROTOCOL_NEHAHRAMOVIE) { // 3 bytes for (i = 0;i < 3;i++) MSG_WriteAngle8i (&buf, cl.viewangles[i]); } else if (cl.protocol == PROTOCOL_DARKPLACES2 || cl.protocol == PROTOCOL_DARKPLACES3) { // 12 bytes for (i = 0;i < 3;i++) MSG_WriteAngle32f (&buf, cl.viewangles[i]); } else if (cl.protocol == PROTOCOL_DARKPLACES1 || cl.protocol == PROTOCOL_DARKPLACES4 || cl.protocol == PROTOCOL_DARKPLACES5) { // 6 bytes for (i = 0;i < 3;i++) MSG_WriteAngle16i (&buf, cl.viewangles[i]); } else Host_Error("CL_SendMove: unknown cl.protocol %i\n", cl.protocol); // 6 bytes MSG_WriteCoord16i (&buf, forwardmove); MSG_WriteCoord16i (&buf, sidemove); MSG_WriteCoord16i (&buf, upmove); // 2 bytes MSG_WriteByte (&buf, bits); MSG_WriteByte (&buf, in_impulse); } } #if MOVEAVERAGING forwardmove = sidemove = upmove = 0; #endif in_impulse = 0; // ack the last few frame numbers // (redundent to improve handling of client->server packet loss) // for LATESTFRAMENUMS == 3 case this is 15 bytes for (i = 0;i < LATESTFRAMENUMS;i++) { if (cl.latestframenums[i] > 0) { if (developer_networkentities.integer >= 1) Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]); MSG_WriteByte(&buf, clc_ackframe); MSG_WriteLong(&buf, cl.latestframenums[i]); } } // PROTOCOL_DARKPLACES6 = 67 bytes per packet // deliver the message if (cls.demoplayback) return; // nothing to send if (!buf.cursize) return; if (NetConn_SendUnreliableMessage(cls.netcon, &buf) == -1) { Con_Print("CL_SendMove: lost server connection\n"); CL_Disconnect(); Host_ShutdownServer(false); } } /* ============ 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 ("+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); // LordHavoc: added use button Cmd_AddCommand ("+use", IN_UseDown); Cmd_AddCommand ("-use", IN_UseUp); // LordHavoc: added 6 new buttons Cmd_AddCommand ("+button3", IN_Button3Down); Cmd_AddCommand ("-button3", IN_Button3Up); Cmd_AddCommand ("+button4", IN_Button4Down); Cmd_AddCommand ("-button4", IN_Button4Up); Cmd_AddCommand ("+button5", IN_Button5Down); Cmd_AddCommand ("-button5", IN_Button5Up); Cmd_AddCommand ("+button6", IN_Button6Down); Cmd_AddCommand ("-button6", IN_Button6Up); Cmd_AddCommand ("+button7", IN_Button7Down); Cmd_AddCommand ("-button7", IN_Button7Up); Cmd_AddCommand ("+button8", IN_Button8Down); Cmd_AddCommand ("-button8", IN_Button8Up); }