// cl.input.c -- builds an intended movement command to send to the server #include #include #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); }