ref: 0a3f54086a5d97c57bd6ffb1ca4a6296ed19b441
dir: /client/cl_input.c/
/* Copyright (C) 1997-2001 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 #include "client.h" cvar_t *cl_nodelta; extern unsigned sys_frame_time; unsigned frame_msec; unsigned old_sys_frame_time; /* =============================================================================== 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 Key_Event (int key, qboolean down, unsigned time); +mlook src time =============================================================================== */ kbutton_t 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_attack; kbutton_t in_up, in_down; int in_impulse; void KeyDown (kbutton_t *b) { int k; 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 { Com_Printf ("Three keys down for a button!\n"); return; } if (b->state & 1) return; // still down // save timestamp c = Cmd_Argv(2); b->downtime = atoi(c); if (!b->downtime) b->downtime = sys_frame_time - 100; b->state |= 1 + 2; // down + impulse down } void KeyUp (kbutton_t *b) { int k; char *c; unsigned uptime; 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) // save timestamp c = Cmd_Argv(2); uptime = atoi(c); if (uptime) b->msec += uptime - b->downtime; else b->msec += 10; 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_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_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));} /* =============== CL_KeyState Returns the fraction of the frame that the key was down =============== */ float CL_KeyState (kbutton_t *key) { float val; int msec; key->state &= 1; // clear impulses msec = key->msec; key->msec = 0; if (key->state) { // still down msec += sys_frame_time - key->downtime; key->downtime = sys_frame_time; } #if 0 if (msec) { Com_Printf ("%i ", msec); } #endif val = (float)msec / frame_msec; if (val < 0) val = 0; if (val > 1) val = 1; return val; } //========================================================================== cvar_t *cl_upspeed; cvar_t *cl_forwardspeed; cvar_t *cl_sidespeed; cvar_t *cl_yawspeed; cvar_t *cl_pitchspeed; cvar_t *cl_run; cvar_t *cl_anglespeedkey; /* ================ CL_AdjustAngles Moves the local angle positions ================ */ void CL_AdjustAngles (void) { float speed; float up, down; if (in_speed.state & 1) speed = cls.frametime * cl_anglespeedkey->value; else speed = cls.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); } if (in_klook.state & 1) { 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; } /* ================ CL_BaseMove Send the intended movement message to the server ================ */ void CL_BaseMove (usercmd_t *cmd) { CL_AdjustAngles (); memset (cmd, 0, sizeof(*cmd)); VectorCopy (cl.viewangles, cmd->angles); 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_forwardspeed->value * CL_KeyState (&in_back); } // // adjust for speed key / running // if ( (in_speed.state & 1) ^ (int)(cl_run->value) ) { cmd->forwardmove *= 2; cmd->sidemove *= 2; cmd->upmove *= 2; } } void CL_ClampPitch (void) { float pitch; pitch = SHORT2ANGLE(cl.frame.playerstate.pmove.delta_angles[PITCH]); if (pitch > 180) pitch -= 360; if (cl.viewangles[PITCH] + pitch > 89) cl.viewangles[PITCH] = 89 - pitch; if (cl.viewangles[PITCH] + pitch < -89) cl.viewangles[PITCH] = -89 - pitch; } /* ============== CL_FinishMove ============== */ void CL_FinishMove (usercmd_t *cmd) { int ms; int i; // // figure button bits // if ( in_attack.state & 3 ) cmd->buttons |= BUTTON_ATTACK; in_attack.state &= ~2; if (in_use.state & 3) cmd->buttons |= BUTTON_USE; in_use.state &= ~2; if (anykeydown && cls.key_dest == key_game) cmd->buttons |= BUTTON_ANY; // send milliseconds of time to apply the move ms = cls.frametime * 1000; if (ms > 250) ms = 100; // time was unreasonable cmd->msec = ms; CL_ClampPitch (); for (i=0 ; i<3 ; i++) cmd->angles[i] = ANGLE2SHORT(cl.viewangles[i]); cmd->impulse = in_impulse; in_impulse = 0; // send the ambient light level at the player's current position cmd->lightlevel = (byte)cl_lightlevel->value; } /* ================= CL_CreateCmd ================= */ usercmd_t CL_CreateCmd (void) { usercmd_t cmd; frame_msec = sys_frame_time - old_sys_frame_time; if (frame_msec < 1) frame_msec = 1; if (frame_msec > 200) frame_msec = 200; // get basic movement from keyboard CL_BaseMove (&cmd); // allow mice or other external controllers to add to the move IN_Move (&cmd); CL_FinishMove (&cmd); old_sys_frame_time = sys_frame_time; //cmd.impulse = cls.framecount; return cmd; } void IN_CenterView (void) { cl.viewangles[PITCH] = -SHORT2ANGLE(cl.frame.playerstate.pmove.delta_angles[PITCH]); } /* ============ CL_InitInput ============ */ void CL_InitInput (void) { Cmd_AddCommand ("centerview",IN_CenterView); 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 ("impulse", IN_Impulse); Cmd_AddCommand ("+klook", IN_KLookDown); Cmd_AddCommand ("-klook", IN_KLookUp); cl_nodelta = Cvar_Get ("cl_nodelta", "0", 0); } /* ================= CL_SendCmd ================= */ void CL_SendCmd (void) { sizebuf_t buf; byte data[128]; int i; usercmd_t *cmd, *oldcmd; usercmd_t nullcmd; int checksumIndex; // build a command even if not connected // save this command off for prediction i = cls.netchan.outgoing_sequence & (CMD_BACKUP-1); cmd = &cl.cmds[i]; cl.cmd_time[i] = cls.realtime; // for netgraph ping calculation *cmd = CL_CreateCmd (); cl.cmd = *cmd; if (cls.state == ca_disconnected || cls.state == ca_connecting) return; if ( cls.state == ca_connected) { if (cls.netchan.message.cursize || curtime - cls.netchan.last_sent > 1000 ) Netchan_Transmit (&cls.netchan, 0, buf.data); return; } // send a userinfo update if needed if (userinfo_modified) { CL_FixUpGender(); userinfo_modified = false; MSG_WriteByte (&cls.netchan.message, clc_userinfo); MSG_WriteString (&cls.netchan.message, Cvar_Userinfo() ); } SZ_Init (&buf, data, sizeof(data)); if (cmd->buttons && cl.cinematictime > 0 && !cl.attractloop && cls.realtime - cl.cinematictime > 1000) { // skip the rest of the cinematic SCR_FinishCinematic (); } // begin a client move command MSG_WriteByte (&buf, clc_move); // save the position for a checksum byte checksumIndex = buf.cursize; MSG_WriteByte (&buf, 0); // let the server know what the last frame we // got was, so the next message can be delta compressed if (cl_nodelta->value || !cl.frame.valid || cls.demowaiting) MSG_WriteLong (&buf, -1); // no compression else MSG_WriteLong (&buf, cl.frame.serverframe); // send this and the previous cmds in the message, so // if the last packet was dropped, it can be recovered i = (cls.netchan.outgoing_sequence-2) & (CMD_BACKUP-1); cmd = &cl.cmds[i]; memset (&nullcmd, 0, sizeof(nullcmd)); MSG_WriteDeltaUsercmd (&buf, &nullcmd, cmd); oldcmd = cmd; i = (cls.netchan.outgoing_sequence-1) & (CMD_BACKUP-1); cmd = &cl.cmds[i]; MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd); oldcmd = cmd; i = (cls.netchan.outgoing_sequence) & (CMD_BACKUP-1); cmd = &cl.cmds[i]; MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd); // calculate a checksum over the move commands buf.data[checksumIndex] = COM_BlockSequenceCRCByte( buf.data + checksumIndex + 1, buf.cursize - checksumIndex - 1, cls.netchan.outgoing_sequence); // // deliver the message // Netchan_Transmit (&cls.netchan, buf.cursize, buf.data); }