spingle/source/cl_input.c

559 lines
12 KiB
C

/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
Copyright (C) 2010-2014 QuakeSpasm developers
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 "q_defs.h"
extern cvar_t cl_maxpitch; //johnfitz -- variable pitch clamping
extern cvar_t cl_minpitch; //johnfitz -- variable pitch clamping
/*
===============================================================================
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;
int32_t in_impulse;
void KeyDown(kbutton_t *b)
{
int32_t 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_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)
{
int32_t 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);
}
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;
bool 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_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};
cvar_t cl_alwaysrun = {"cl_alwaysrun", "0", CVAR_ARCHIVE}; // QuakeSpasm -- new always run
/*
================
CL_AdjustAngles
Moves the local angle positions
================
*/
void CL_AdjustAngles(void)
{
float speed;
float up, down;
if((in_speed.state & 1) ^ (cl_alwaysrun.value != 0.0))
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);
}
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();
//johnfitz -- variable pitch clamping
if(cl.viewangles[PITCH] > cl_maxpitch.value)
cl.viewangles[PITCH] = cl_maxpitch.value;
if(cl.viewangles[PITCH] < cl_minpitch.value)
cl.viewangles[PITCH] = cl_minpitch.value;
//johnfitz
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;
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) ^ (cl_alwaysrun.value != 0.0))
{
cmd->forwardmove *= cl_movespeedkey.value;
cmd->sidemove *= cl_movespeedkey.value;
cmd->upmove *= cl_movespeedkey.value;
}
}
/*
==============
CL_SendMove
==============
*/
void CL_SendMove(const usercmd_t *cmd)
{
int32_t i;
int32_t bits;
sizebuf_t buf;
byte data[128];
buf.maxsize = 128;
buf.cursize = 0;
buf.data = data;
cl.cmd = *cmd;
//
// send the movement message
//
MSG_WriteByte(&buf, clc_move);
MSG_WriteFloat(&buf, cl.mtime[0]); // so server can get ping times
for(i = 0 ; i < 3 ; i++)
//johnfitz -- 16-bit angles for PROTOCOL_FITZQUAKE
if(cl.protocol == PROTOCOL_NETQUAKE)
MSG_WriteAngle(&buf, cl.viewangles[i], cl.protocolflags);
else
MSG_WriteAngle16(&buf, cl.viewangles[i], cl.protocolflags);
//johnfitz
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;
//
// allways 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("CL_SendMove: lost server connection\n");
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);
}