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// 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);}

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