2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl.input.c -- builds an intended movement command to send to the server
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
28 ===============================================================================
32 Continuous button event tracking is complicated by the fact that two different
33 input sources (say, mouse button 1 and the control key) can both press the
34 same button, but the button should only be released when both of the
35 pressing key have been released.
37 When a key event issues a button command (+forward, +attack, etc), it appends
38 its key number as a parameter to the command so it can be matched up with
41 state bit 0 is the current state of the key
42 state bit 1 is edge triggered on the up to down transition
43 state bit 2 is edge triggered on the down to up transition
45 ===============================================================================
49 kbutton_t in_mlook, in_klook;
50 kbutton_t in_left, in_right, in_forward, in_back;
51 kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
52 kbutton_t in_strafe, in_speed, in_jump, in_attack;
53 kbutton_t in_up, in_down;
54 // LordHavoc: added 6 new buttons
55 kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
59 extern cvar_t sys_ticrate;
62 void KeyDown (kbutton_t *b)
71 k = -1; // typed manually at the console for continuous down
73 if (k == b->down[0] || k == b->down[1])
74 return; // repeating key
82 Con_Print("Three keys down for a button!\n");
88 b->state |= 1 + 2; // down + impulse down
91 void KeyUp (kbutton_t *b)
100 { // typed manually at the console, assume for unsticking, so clear all
101 b->down[0] = b->down[1] = 0;
102 b->state = 4; // impulse up
108 else if (b->down[1] == k)
111 return; // key up without coresponding down (menu pass through)
112 if (b->down[0] || b->down[1])
113 return; // some other key is still holding it down
116 return; // still up (this should not happen)
117 b->state &= ~1; // now up
118 b->state |= 4; // impulse up
121 void IN_KLookDown (void) {KeyDown(&in_klook);}
122 void IN_KLookUp (void) {KeyUp(&in_klook);}
123 void IN_MLookDown (void) {KeyDown(&in_mlook);}
124 void IN_MLookUp (void)
127 if ( !(in_mlook.state&1) && lookspring.value)
130 void IN_UpDown(void) {KeyDown(&in_up);}
131 void IN_UpUp(void) {KeyUp(&in_up);}
132 void IN_DownDown(void) {KeyDown(&in_down);}
133 void IN_DownUp(void) {KeyUp(&in_down);}
134 void IN_LeftDown(void) {KeyDown(&in_left);}
135 void IN_LeftUp(void) {KeyUp(&in_left);}
136 void IN_RightDown(void) {KeyDown(&in_right);}
137 void IN_RightUp(void) {KeyUp(&in_right);}
138 void IN_ForwardDown(void) {KeyDown(&in_forward);}
139 void IN_ForwardUp(void) {KeyUp(&in_forward);}
140 void IN_BackDown(void) {KeyDown(&in_back);}
141 void IN_BackUp(void) {KeyUp(&in_back);}
142 void IN_LookupDown(void) {KeyDown(&in_lookup);}
143 void IN_LookupUp(void) {KeyUp(&in_lookup);}
144 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
145 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
146 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
147 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
148 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
149 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
151 void IN_SpeedDown(void) {KeyDown(&in_speed);}
152 void IN_SpeedUp(void) {KeyUp(&in_speed);}
153 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
154 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
156 void IN_AttackDown(void) {KeyDown(&in_attack);}
157 void IN_AttackUp(void) {KeyUp(&in_attack);}
159 // LordHavoc: added 6 new buttons
160 void IN_Button3Down(void) {KeyDown(&in_button3);}
161 void IN_Button3Up(void) {KeyUp(&in_button3);}
162 void IN_Button4Down(void) {KeyDown(&in_button4);}
163 void IN_Button4Up(void) {KeyUp(&in_button4);}
164 void IN_Button5Down(void) {KeyDown(&in_button5);}
165 void IN_Button5Up(void) {KeyUp(&in_button5);}
166 void IN_Button6Down(void) {KeyDown(&in_button6);}
167 void IN_Button6Up(void) {KeyUp(&in_button6);}
168 void IN_Button7Down(void) {KeyDown(&in_button7);}
169 void IN_Button7Up(void) {KeyUp(&in_button7);}
170 void IN_Button8Down(void) {KeyDown(&in_button8);}
171 void IN_Button8Up(void) {KeyUp(&in_button8);}
173 void IN_JumpDown (void) {KeyDown(&in_jump);}
174 void IN_JumpUp (void) {KeyUp(&in_jump);}
176 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
182 Returns 0.25 if a key was pressed and released during the frame,
183 0.5 if it was pressed and held
184 0 if held then released, and
185 1.0 if held for the entire time
188 float CL_KeyState (kbutton_t *key)
191 qboolean impulsedown, impulseup, down;
193 impulsedown = key->state & 2;
194 impulseup = key->state & 4;
195 down = key->state & 1;
198 if (impulsedown && !impulseup)
201 val = 0.5; // pressed and held this frame
203 val = 0; // I_Error ();
205 if (impulseup && !impulsedown)
208 val = 0; // I_Error ();
210 val = 0; // released this frame
212 if (!impulsedown && !impulseup)
215 val = 1.0; // held the entire frame
217 val = 0; // up the entire frame
219 if (impulsedown && impulseup)
222 val = 0.75; // released and re-pressed this frame
224 val = 0.25; // pressed and released this frame
227 key->state &= 1; // clear impulses
235 //==========================================================================
237 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400"};
238 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400"};
239 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400"};
240 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350"};
242 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0"};
244 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140"};
245 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150"};
247 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5"};
253 Moves the local angle positions
256 void CL_AdjustAngles (void)
261 if (in_speed.state & 1)
262 speed = host_realframetime * cl_anglespeedkey.value;
264 speed = host_realframetime;
266 if (!(in_strafe.state & 1))
268 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
269 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
271 if (in_klook.state & 1)
274 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
275 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
278 up = CL_KeyState (&in_lookup);
279 down = CL_KeyState(&in_lookdown);
281 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
282 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
287 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
288 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
289 cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
290 if (cl.viewangles[YAW] >= 180)
291 cl.viewangles[YAW] -= 360;
292 if (cl.viewangles[PITCH] >= 180)
293 cl.viewangles[PITCH] -= 360;
294 if (cl.viewangles[ROLL] >= 180)
295 cl.viewangles[ROLL] -= 360;
297 cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
298 cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
305 Send the intended movement message to the server
308 void CL_BaseMove (usercmd_t *cmd)
310 if (cls.signon != SIGNONS)
315 memset (cmd, 0, sizeof(*cmd));
317 if (in_strafe.state & 1)
319 cmd->sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
320 cmd->sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
323 cmd->sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
324 cmd->sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
326 cmd->upmove += cl_upspeed.value * CL_KeyState (&in_up);
327 cmd->upmove -= cl_upspeed.value * CL_KeyState (&in_down);
329 if (! (in_klook.state & 1) )
331 cmd->forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
332 cmd->forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
336 // adjust for speed key
338 if (in_speed.state & 1)
340 cmd->forwardmove *= cl_movespeedkey.value;
341 cmd->sidemove *= cl_movespeedkey.value;
342 cmd->upmove *= cl_movespeedkey.value;
353 void CL_SendMove(usercmd_t *cmd)
359 static double lastmovetime;
360 static float forwardmove, sidemove, upmove, total; // accumulation
362 forwardmove += cmd->forwardmove;
363 sidemove += cmd->sidemove;
364 upmove += cmd->upmove;
366 // LordHavoc: cap outgoing movement messages to sys_ticrate
367 if (!cl.islocalgame && (realtime - lastmovetime < sys_ticrate.value))
369 lastmovetime = realtime;
370 // average what has happened during this time
371 total = 1.0f / total;
372 forwardmove *= total;
383 // send the movement message
384 MSG_WriteByte (&buf, clc_move);
386 MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
388 if (cl.protocol == PROTOCOL_QUAKE || cl.protocol == PROTOCOL_NEHAHRAMOVIE)
390 for (i = 0;i < 3;i++)
391 MSG_WriteAngle8i (&buf, cl.viewangles[i]);
393 else if (cl.protocol == PROTOCOL_DARKPLACES2 || cl.protocol == PROTOCOL_DARKPLACES3)
395 for (i = 0;i < 3;i++)
396 MSG_WriteAngle32f (&buf, cl.viewangles[i]);
398 else if (cl.protocol == PROTOCOL_DARKPLACES1 || cl.protocol == PROTOCOL_DARKPLACES4 || cl.protocol == PROTOCOL_DARKPLACES5)
400 for (i = 0;i < 3;i++)
401 MSG_WriteAngle16i (&buf, cl.viewangles[i]);
404 Host_Error("CL_SendMove: unknown cl.protocol %i\n", cl.protocol);
406 MSG_WriteCoord16i (&buf, forwardmove);
407 MSG_WriteCoord16i (&buf, sidemove);
408 MSG_WriteCoord16i (&buf, upmove);
410 forwardmove = sidemove = upmove = 0;
414 // LordHavoc: added 6 new buttons
415 if (in_attack.state & 3) bits |= 1;in_attack.state &= ~2;
416 if (in_jump.state & 3) bits |= 2;in_jump.state &= ~2;
417 if (in_button3.state & 3) bits |= 4;in_button3.state &= ~2;
418 if (in_button4.state & 3) bits |= 8;in_button4.state &= ~2;
419 if (in_button5.state & 3) bits |= 16;in_button5.state &= ~2;
420 if (in_button6.state & 3) bits |= 32;in_button6.state &= ~2;
421 if (in_button7.state & 3) bits |= 64;in_button7.state &= ~2;
422 if (in_button8.state & 3) bits |= 128;in_button8.state &= ~2;
424 MSG_WriteByte (&buf, bits);
426 MSG_WriteByte (&buf, in_impulse);
429 // FIXME: should ack latest 3 frames perhaps?
430 if (cl.latestframenum > 0)
432 if (developer_networkentities.integer >= 1)
433 Con_Printf("send clc_ackentities %i\n", cl.latestframenum);
434 MSG_WriteByte(&buf, clc_ackentities);
435 MSG_WriteLong(&buf, cl.latestframenum);
438 // deliver the message
439 if (cls.demoplayback)
442 // always dump the first two messages, because they may contain leftover inputs from the last level
443 if (++cl.movemessages <= 2)
446 if (NetConn_SendUnreliableMessage(cls.netcon, &buf) == -1)
448 Con_Print("CL_SendMove: lost server connection\n");
450 Host_ShutdownServer(false);
459 void CL_InitInput (void)
461 Cmd_AddCommand ("+moveup",IN_UpDown);
462 Cmd_AddCommand ("-moveup",IN_UpUp);
463 Cmd_AddCommand ("+movedown",IN_DownDown);
464 Cmd_AddCommand ("-movedown",IN_DownUp);
465 Cmd_AddCommand ("+left",IN_LeftDown);
466 Cmd_AddCommand ("-left",IN_LeftUp);
467 Cmd_AddCommand ("+right",IN_RightDown);
468 Cmd_AddCommand ("-right",IN_RightUp);
469 Cmd_AddCommand ("+forward",IN_ForwardDown);
470 Cmd_AddCommand ("-forward",IN_ForwardUp);
471 Cmd_AddCommand ("+back",IN_BackDown);
472 Cmd_AddCommand ("-back",IN_BackUp);
473 Cmd_AddCommand ("+lookup", IN_LookupDown);
474 Cmd_AddCommand ("-lookup", IN_LookupUp);
475 Cmd_AddCommand ("+lookdown", IN_LookdownDown);
476 Cmd_AddCommand ("-lookdown", IN_LookdownUp);
477 Cmd_AddCommand ("+strafe", IN_StrafeDown);
478 Cmd_AddCommand ("-strafe", IN_StrafeUp);
479 Cmd_AddCommand ("+moveleft", IN_MoveleftDown);
480 Cmd_AddCommand ("-moveleft", IN_MoveleftUp);
481 Cmd_AddCommand ("+moveright", IN_MoverightDown);
482 Cmd_AddCommand ("-moveright", IN_MoverightUp);
483 Cmd_AddCommand ("+speed", IN_SpeedDown);
484 Cmd_AddCommand ("-speed", IN_SpeedUp);
485 Cmd_AddCommand ("+attack", IN_AttackDown);
486 Cmd_AddCommand ("-attack", IN_AttackUp);
487 Cmd_AddCommand ("+jump", IN_JumpDown);
488 Cmd_AddCommand ("-jump", IN_JumpUp);
489 Cmd_AddCommand ("impulse", IN_Impulse);
490 Cmd_AddCommand ("+klook", IN_KLookDown);
491 Cmd_AddCommand ("-klook", IN_KLookUp);
492 Cmd_AddCommand ("+mlook", IN_MLookDown);
493 Cmd_AddCommand ("-mlook", IN_MLookUp);
495 // LordHavoc: added 6 new buttons
496 Cmd_AddCommand ("+button3", IN_Button3Down);
497 Cmd_AddCommand ("-button3", IN_Button3Up);
498 Cmd_AddCommand ("+button4", IN_Button4Down);
499 Cmd_AddCommand ("-button4", IN_Button4Up);
500 Cmd_AddCommand ("+button5", IN_Button5Down);
501 Cmd_AddCommand ("-button5", IN_Button5Up);
502 Cmd_AddCommand ("+button6", IN_Button6Down);
503 Cmd_AddCommand ("-button6", IN_Button6Up);
504 Cmd_AddCommand ("+button7", IN_Button7Down);
505 Cmd_AddCommand ("-button7", IN_Button7Up);
506 Cmd_AddCommand ("+button8", IN_Button8Down);
507 Cmd_AddCommand ("-button8", IN_Button8Up);