// cl.input.c -- builds an intended movement command to send to the server#include <stdio.h>#include <stdlib.h>#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; int in_impulse; static voidKeyDown(kbutton_t *b){ char *c; int k; c = Cmd_Argv(1); k = c[0] ? strtol(c, NULL, 0) : -1; // -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 voidKeyUp(kbutton_t *b){ char *c; int k; c = Cmd_Argv(1); if (c[0]) { k = strtol(c, NULL, 0); } 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.value) 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 = strtol(Cmd_Argv(1), NULL, 0); } /*===============CL_KeyState Returns 0.25 if a key was pressed and released during the frame,0.5 if it was pressed and held0 if held then released, and1.0 if held for the entire time===============*/static floatCL_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 && down) // pressed and held this frame val = 0.5; if (!impulsedown && !impulseup && down) // held the entire frame OR up the entire frame val = 1.0; if (impulsedown && impulseup) // released and re-pressed this frame OR pressed and released this frame 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", true};cvar_t cl_backspeed = {"cl_backspeed","200", true};cvar_t cl_sidespeed = {"cl_sidespeed","350"}; cvar_t cl_movespeedkey = {"cl_movespeedkey","2.0"}; cvar_t cl_yawspeed = {"cl_yawspeed","140"};cvar_t cl_pitchspeed = {"cl_pitchspeed","150"}; cvar_t cl_anglespeedkey = {"cl_anglespeedkey","1.5"}; static voidCL_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); } 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; } voidCL_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) == 0) { 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; }} voidCL_SendMove(usercmd_t *cmd){ int i, bits; sizebuf_t buf; uint8_t 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++) 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; // 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(); }} voidCL_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);}
// cl.input.c -- builds an intended movement command to send to the server
#include <stdio.h>
#include <stdlib.h>
#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;
int in_impulse;
static void
KeyDown(kbutton_t *b)
{
char *c;
int k;
c = Cmd_Argv(1);
k = c[0] ? strtol(c, NULL, 0) : -1; // -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)
{
char *c;
int k;
c = Cmd_Argv(1);
if (c[0]) {
k = strtol(c, NULL, 0);
} 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.value)
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 = strtol(Cmd_Argv(1), NULL, 0); }
/*
===============
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;
bool impulsedown, impulseup, down;
impulsedown = key->state & 2;
impulseup = key->state & 4;
down = key->state & 1;
val = 0;
if (impulsedown && !impulseup && down) // pressed and held this frame
val = 0.5;
if (!impulsedown && !impulseup && down) // held the entire frame OR up the entire frame
val = 1.0;
if (impulsedown && impulseup) // released and re-pressed this frame OR pressed and released this frame
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", true};
cvar_t cl_backspeed = {"cl_backspeed","200", true};
cvar_t cl_sidespeed = {"cl_sidespeed","350"};
cvar_t cl_movespeedkey = {"cl_movespeedkey","2.0"};
cvar_t cl_yawspeed = {"cl_yawspeed","140"};
cvar_t cl_pitchspeed = {"cl_pitchspeed","150"};
cvar_t cl_anglespeedkey = {"cl_anglespeedkey","1.5"};
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);
}
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;
}
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) == 0)
{
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;
}
}
void
CL_SendMove(usercmd_t *cmd)
{
int i, bits;
sizebuf_t buf;
uint8_t 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++)
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;
// 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();
}
}
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);
}