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cl_input.c
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cl_input.c
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/*
Copyright (C) 1996-1997 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 "quakedef.h"
#include "movie.h"
#include "gl_model.h"
#include "gl_local.h"
#include "teamplay.h"
#include "input.h"
#include "pmove.h" // PM_FLY etc
#include "rulesets.h"
cvar_t cl_anglespeedkey = {"cl_anglespeedkey","1.5"};
cvar_t cl_backspeed = {"cl_backspeed","400"};
cvar_t cl_c2spps = {"cl_c2spps","0"};
cvar_t cl_c2sImpulseBackup = {"cl_c2sImpulseBackup","3"};
cvar_t cl_forwardspeed = {"cl_forwardspeed","400"};
cvar_t cl_smartjump = {"cl_smartjump", "1"};
cvar_t cl_iDrive = {"cl_iDrive", "0", 0, Rulesets_OnChange_cl_iDrive};
cvar_t cl_movespeedkey = {"cl_movespeedkey","2.0"};
cvar_t cl_nodelta = {"cl_nodelta","0"};
cvar_t cl_pitchspeed = {"cl_pitchspeed","150"};
cvar_t cl_upspeed = {"cl_upspeed","400"};
cvar_t cl_sidespeed = {"cl_sidespeed","400"};
cvar_t cl_yawspeed = {"cl_yawspeed","140"};
cvar_t cl_weaponhide = {"cl_weaponhide", "0"};
cvar_t cl_weaponpreselect = {"cl_weaponpreselect", "0"};
cvar_t cl_weaponforgetorder = {"cl_weaponforgetorder", "0"};
cvar_t cl_weaponhide_axe = {"cl_weaponhide_axe", "0"};
cvar_t freelook = {"freelook","1"};
cvar_t lookspring = {"lookspring","0"};
cvar_t lookstrafe = {"lookstrafe","0"};
cvar_t sensitivity = {"sensitivity","12"};
cvar_t cursor_sensitivity = {"scr_cursor_sensitivity", "1"};
cvar_t m_pitch = {"m_pitch","0.022"};
cvar_t m_yaw = {"m_yaw","0.022"};
cvar_t m_forward = {"m_forward","1"};
cvar_t m_side = {"m_side","0.8"};
cvar_t m_accel = {"m_accel", "0"};
cvar_t m_accel_offset = {"m_accel_offset", "0"};
cvar_t m_accel_power = {"m_accel_power", "2"};
cvar_t m_accel_senscap = {"m_accel_senscap", "0"};
#ifdef JSS_CAM
cvar_t cam_zoomspeed = {"cam_zoomspeed", "300"};
cvar_t cam_zoomaccel = {"cam_zoomaccel", "2000"};
#endif
extern cvar_t cl_independentPhysics;
extern qbool physframe;
extern double physframetime;
#define CL_INPUT_WEAPONHIDE() ((cl_weaponhide.integer == 1) \
|| ((cl_weaponhide.integer == 2) && (cl.deathmatch == 1)))
/*
===============================================================================
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, in_attack2;
kbutton_t in_up, in_down;
int in_impulse;
#define MAXWEAPONS 10
int weapon_order[MAXWEAPONS] = {2, 1};
#define VOID_KEY (-1)
int IN_BestWeapon (void);
void KeyDown_common (kbutton_t *b, int k)
{
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
b->state |= 1 + 2; // down + impulse down
b->downtime = curtime;
}
qbool KeyUp_common (kbutton_t *b, int k)
{
if (k == VOID_KEY) { // typed manually at the console, assume for unsticking, so clear all
b->down[0] = b->down[1] = 0;
b->state &= ~1; // now up
b->state |= 4; // impulse up
b->uptime = curtime;
return true;
}
if (b->down[0] == k)
b->down[0] = 0;
else if (b->down[1] == k)
b->down[1] = 0;
else
return true; // key up without coresponding down (menu pass through)
if (b->down[0] || b->down[1])
return false; // some other key is still holding it down
if (!(b->state & 1))
return true; // still up (this should not happen)
b->state &= ~1; // now up
b->state |= 4; // impulse up
b->uptime = curtime;
return true;
}
void KeyDown(kbutton_t *b)
{
int k = VOID_KEY;
char *c = Cmd_Argv(1);
if (*c) {
k = atoi(c);
}
KeyDown_common(b, k);
}
// returns whether the button is now up, will not be if other key is holding it down
qbool KeyUp(kbutton_t *b)
{
int k = VOID_KEY;
char *c = Cmd_Argv(1);
if (*c) {
k = atoi(c);
}
return KeyUp_common(b, k);
}
void IN_KLookDown(void)
{
KeyDown(&in_klook);
}
void IN_KLookUp(void)
{
KeyUp(&in_klook);
}
void IN_MLookDown(void)
{
KeyDown(&in_mlook);
}
void IN_MLookUp(void)
{
if (concussioned) {
return;
}
KeyUp(&in_mlook);
if (!mlook_active && lookspring.value) {
V_StartPitchDrift();
}
}
#define PROTECTEDKEY() \
if (allow_scripts.integer == 0) { \
Com_Printf("Movement scripts are disabled\n"); \
return; \
}
void IN_UpDown(void) {PROTECTEDKEY(); KeyDown(&in_up);}
void IN_UpUp(void) {PROTECTEDKEY(); KeyUp(&in_up);}
void IN_DownDown(void) {PROTECTEDKEY(); KeyDown(&in_down);}
void IN_DownUp(void) {PROTECTEDKEY(); KeyUp(&in_down);}
void IN_LeftDown(void) {PROTECTEDKEY(); KeyDown(&in_left);}
void IN_LeftUp(void) {PROTECTEDKEY(); KeyUp(&in_left);}
void IN_RightDown(void) {PROTECTEDKEY(); KeyDown(&in_right);}
void IN_RightUp(void) {PROTECTEDKEY(); KeyUp(&in_right);}
void IN_ForwardDown(void) {PROTECTEDKEY(); KeyDown(&in_forward);}
void IN_ForwardUp(void) {PROTECTEDKEY(); KeyUp(&in_forward);}
void IN_BackDown(void) {PROTECTEDKEY(); KeyDown(&in_back);}
void IN_BackUp(void) {PROTECTEDKEY(); KeyUp(&in_back);}
void IN_LookupDown(void) {PROTECTEDKEY(); KeyDown(&in_lookup);}
void IN_LookupUp(void) {PROTECTEDKEY(); KeyUp(&in_lookup);}
void IN_LookdownDown(void) {PROTECTEDKEY(); KeyDown(&in_lookdown);}
void IN_LookdownUp(void) {PROTECTEDKEY(); KeyUp(&in_lookdown);}
void IN_MoveleftDown(void) {PROTECTEDKEY(); KeyDown(&in_moveleft);}
void IN_MoveleftUp(void) {PROTECTEDKEY(); KeyUp(&in_moveleft);}
void IN_MoverightDown(void) {PROTECTEDKEY(); KeyDown(&in_moveright);}
void IN_MoverightUp(void) {PROTECTEDKEY(); 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);}
// Returns true if given command is a protected movement command and was executed successfully
qbool Key_TryMovementProtected(const char *cmd, qbool down, int key)
{
typedef void (*KeyPress_fnc) (kbutton_t *b, int key);
KeyPress_fnc f = down ? KeyDown_common : (KeyPress_fnc)KeyUp_common;
kbutton_t *b = NULL;
if (strcmp(cmd, "+forward") == 0) b = &in_forward;
else if (strcmp(cmd, "+back") == 0) b = &in_back;
else if (strcmp(cmd, "+moveleft") == 0) b = &in_moveleft;
else if (strcmp(cmd, "+moveright") == 0) b = &in_moveright;
else if (strcmp(cmd, "+left") == 0) b = &in_left;
else if (strcmp(cmd, "+right") == 0) b = &in_right;
else if (strcmp(cmd, "+lookup") == 0) b = &in_lookup;
else if (strcmp(cmd, "+lookdown") == 0) b = &in_lookdown;
else if (strcmp(cmd, "+moveup") == 0) b = &in_up;
else if (strcmp(cmd, "+movedown") == 0) b = &in_down;
if (b) {
f(b, key);
return true;
}
else {
return false;
}
}
void IN_AttackDown(void)
{
int best;
if (cl_weaponpreselect.value && (best = IN_BestWeapon()))
in_impulse = best;
KeyDown(&in_attack);
}
// Checks if we have a keycode at the end, e.g. +fire 8 5 3 120
// if it's >= 32, treat is as keycodes, otherwise an impulse
static qbool IN_IsLastArgKeyCode(void)
{
return atoi(Cmd_Argv(Cmd_Argc() - 1)) >= 32;
}
void IN_FireDown(void)
{
int key_code = VOID_KEY;
int last_arg_idx = Cmd_Argc() - 1;
int i;
if (Cmd_Argc() < 2) {
Com_Printf("Usage: %s <weapon number>\n", Cmd_Argv(0));
return;
}
if (IN_IsLastArgKeyCode()) {
key_code = Q_atoi(Cmd_Argv(last_arg_idx));
last_arg_idx--;
}
for (i = 1; i <= last_arg_idx && i <= MAXWEAPONS; i++) {
int desired_impulse = Q_atoi(Cmd_Argv(i));
weapon_order[i - 1] = desired_impulse;
}
for (; i <= MAXWEAPONS; i++) {
weapon_order[i - 1] = 0;
}
in_impulse = IN_BestWeapon();
KeyDown_common(&in_attack, key_code);
}
void IN_AttackUp_CommonHide(void)
{
if (CL_INPUT_WEAPONHIDE())
{
if (cl_weaponhide_axe.integer)
{
// always switch to axe because user wants to
in_impulse = 1;
}
else
{
// performs "weapon 2 1"
// that means: if player has shotgun and shells, select shotgun, otherwise select axe
in_impulse = ((cl.stats[STAT_ITEMS] & IT_SHOTGUN) && cl.stats[STAT_SHELLS] >= 1) ? 2 : 1;
}
}
}
void IN_FireUp(void)
{
int key_code = VOID_KEY;
if (IN_IsLastArgKeyCode()) {
key_code = Q_atoi(Cmd_Argv(Cmd_Argc() - 1));
}
if (KeyUp_common(&in_attack, key_code)) {
IN_AttackUp_CommonHide();
}
}
void IN_AttackUp(void)
{
qbool up = KeyUp(&in_attack);
if (up) {
IN_AttackUp_CommonHide();
}
}
void IN_UseDown (void) {KeyDown(&in_use);}
void IN_UseUp (void) {KeyUp(&in_use);}
void IN_Attack2Down (void) { KeyDown(&in_attack2);}
void IN_Attack2Up (void) { KeyUp(&in_attack2);}
void IN_JumpDown(void)
{
qbool up;
int pmt;
if (cls.state != ca_active || !cl_smartjump.value)
up = false;
else if (cls.demoplayback && !cls.mvdplayback)
up = false; // use jump instead of up in demos unless its MVD and I have no idea why QWD have this restriction.
else if (cl.spectator)
up = (Cam_TrackNum() == -1); // NOTE: cl.spectator is non false during MVD playback, so this code executed.
else if (cl.stats[STAT_HEALTH] <= 0)
up = false;
else if (cl.validsequence && (
((pmt = cl.frames[cl.validsequence & UPDATE_MASK].playerstate[cl.playernum].pm_type) == PM_FLY)
|| pmt == PM_SPECTATOR || pmt == PM_OLD_SPECTATOR))
up = true;
else if (cl.waterlevel >= 2 && !(cl.teamfortress && (in_forward.state & 1)))
up = true;
else
up = false;
KeyDown(up ? &in_up : &in_jump);
}
void IN_JumpUp(void)
{
if (cl_smartjump.value)
KeyUp(&in_up);
KeyUp(&in_jump);
}
// called within 'impulse' or 'weapon' commands, remembers it's first 10 (MAXWEAPONS) arguments
void IN_RememberWpOrder (void)
{
int i, c;
c = Cmd_Argc() - 1;
for (i = 0; i < MAXWEAPONS; i++)
weapon_order[i] = (i < c) ? Q_atoi(Cmd_Argv(i+1)) : 0;
}
static int IN_BestWeapon_Common(int implicit, int* weapon_order, qbool persist);
// picks the best available (carried & having some ammunition) weapon according to users current preference
// or if the intersection (whished * carried) is empty
// select the top wished weapon
int IN_BestWeapon(void)
{
return IN_BestWeapon_Common(weapon_order[0], weapon_order, cl_weaponforgetorder.integer != 1);
}
// picks the best available (carried & having some ammunition) weapon according to users current preference
// or if the intersection (whished * carried) is empty
// select the current weapon
int IN_BestWeaponReal(void)
{
return IN_BestWeapon_Common(in_impulse, weapon_order, cl_weaponforgetorder.integer != 1);
}
// finds the best weapon from the carried weapons; if none is found, returns implicit
static int IN_BestWeapon_Common(int implicit, int* weapon_order, qbool persist)
{
int i, imp, items;
int best = implicit;
items = cl.stats[STAT_ITEMS];
for (i = MAXWEAPONS - 1; i >= 0; i--)
{
imp = weapon_order[i];
if (imp < 1 || imp > 8)
continue;
switch (imp)
{
case 1:
if (items & IT_AXE)
best = 1;
break;
case 2:
if (items & IT_SHOTGUN && cl.stats[STAT_SHELLS] >= 1)
best = 2;
break;
case 3:
if (items & IT_SUPER_SHOTGUN && cl.stats[STAT_SHELLS] >= 2)
best = 3;
break;
case 4:
if (items & IT_NAILGUN && cl.stats[STAT_NAILS] >= 1)
best = 4;
break;
case 5:
if (items & IT_SUPER_NAILGUN && cl.stats[STAT_NAILS] >= 2)
best = 5;
break;
case 6:
if (items & IT_GRENADE_LAUNCHER && cl.stats[STAT_ROCKETS] >= 1)
best = 6;
break;
case 7:
if (items & IT_ROCKET_LAUNCHER && cl.stats[STAT_ROCKETS] >= 1)
best = 7;
break;
case 8:
if (items & IT_LIGHTNING && cl.stats[STAT_CELLS] >= 1)
best = 8;
}
}
/* If weapon order shouldn't persist, set the first element
* of the order to the most recently selected weapon
*/
if (! persist) {
weapon_order[0] = best;
}
return best;
}
void IN_Impulse (void)
{
int best;
in_impulse = Q_atoi(Cmd_Argv(1));
if (Cmd_Argc() <= 2)
return;
// If more than one argument, select immediately the best weapon.
IN_RememberWpOrder();
if ((best = IN_BestWeapon()))
in_impulse = best;
}
// This is the same command as impulse but cl_weaponpreselect can be used in here, while for impulses cannot be used.
void IN_Weapon(void)
{
int c, best, mode, first;
if ((c = Cmd_Argc() - 1) < 1) {
Com_Printf("Usage: %s w1 [w2 [w3..]]\nWill pre-select best available weapon from given sequence.\n", Cmd_Argv(0));
return;
}
first = Q_atoi (Cmd_Argv (1));
if (first == 10) {
int temp_order[10] = {
IN_BestWeapon () % 8 + 1,
(IN_BestWeapon () + 1) % 8 + 1,
(IN_BestWeapon () + 2) % 8 + 1,
(IN_BestWeapon () + 3) % 8 + 1,
(IN_BestWeapon () + 4) % 8 + 1,
(IN_BestWeapon () + 5) % 8 + 1,
(IN_BestWeapon () + 6) % 8 + 1,
(IN_BestWeapon () + 7) % 8 + 1,
0,
0
};
weapon_order[0] = best = IN_BestWeapon_Common (1, temp_order, false);
}
else if (first == 12) {
int temp_order[10] = {
8 - ((8 - IN_BestWeapon() + 1) % 8),
8 - ((8 - IN_BestWeapon() + 2) % 8),
8 - ((8 - IN_BestWeapon() + 3) % 8),
8 - ((8 - IN_BestWeapon() + 4) % 8),
8 - ((8 - IN_BestWeapon() + 5) % 8),
8 - ((8 - IN_BestWeapon() + 6) % 8),
8 - ((8 - IN_BestWeapon() + 7) % 8),
8 - ((8 - IN_BestWeapon() + 8) % 8),
0,
0
};
weapon_order[0] = best = IN_BestWeapon_Common (1, temp_order, false);
}
else {
// read user input
IN_RememberWpOrder ();
best = IN_BestWeapon();
}
mode = (int) cl_weaponpreselect.value;
// cl_weaponpreselect behaviour:
// 0: select best weapon right now
// 1: always only pre-select; switch to it on +attack
// 2: user is holding +attack -> select, otherwise just pre-select
// 3: same like 1, but only in deathmatch 1
// 4: same like 2, but only in deathmatch 1
if (mode == 3) {
mode = (cl.deathmatch == 1) ? 1 : 0;
}
else if (mode == 4) {
mode = (cl.deathmatch == 1) ? 2 : 0;
}
switch (mode)
{
case 2:
if ((in_attack.state & 3) && best) // user is holding +attack and there is some weapon available
in_impulse = best;
break;
case 1: break; // don't select weapon immediately
default: case 0: // no pre-selection
if (best)
in_impulse = best;
break;
}
}
/*
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
*/
float CL_KeyState (kbutton_t *key, qbool lookbutton)
{
float val;
qbool impulsedown, impulseup, down;
impulsedown = key->state & 2;
impulseup = key->state & 4;
down = key->state & 1;
val = 0.0;
if (impulsedown && !impulseup)
{
if (down)
val = lookbutton ? 0.5 : 1.0; // pressed and held this frame
else
val = 0; // I_Error ();
}
if (impulseup && !impulsedown)
{
if (down)
val = 0.0; // I_Error ();
else
val = 0.0; // released this frame
}
if (!impulsedown && !impulseup)
{
if (down)
val = 1.0; // held the entire frame
else
val = 0.0; // up the entire frame
}
if (impulsedown && impulseup)
{
if (down)
val = 0.75; // released and re-pressed this frame
else
val = 0.25; // pressed and released this frame
}
key->state &= 1; // clear impulses
return val;
}
//==========================================================================
void CL_Rotate_f(void)
{
if (Cmd_Argc() != 2) {
Com_Printf("Usage: %s <degrees>\n", Cmd_Argv(0));
return;
}
if ((cl.fpd & FPD_LIMIT_YAW) || allow_scripts.value < 2) {
return;
}
cl.viewangles[YAW] += atof(Cmd_Argv(1));
cl.viewangles[YAW] = anglemod(cl.viewangles[YAW]);
}
// Moves the local angle positions.
void CL_AdjustAngles(void)
{
float basespeed, speed, up, down, frametime;
frametime = cls.trueframetime;
if (Movie_IsCapturing()) {
frametime = Movie_InputFrametime();
}
basespeed = ((in_speed.state & 1) ? cl_anglespeedkey.value : 1);
if (!(in_strafe.state & 1)) {
speed = basespeed * cl_yawspeed.value;
if ((cl.fpd & FPD_LIMIT_YAW) || allow_scripts.value < 2)
speed = bound(-900, speed, 900);
speed *= frametime;
cl.viewangles[YAW] -= speed * CL_KeyState(&in_right, true);
cl.viewangles[YAW] += speed * CL_KeyState(&in_left, true);
if (cl.viewangles[YAW] < 0)
cl.viewangles[YAW] += 360.0;
else if (cl.viewangles[YAW] > 360)
cl.viewangles[YAW] -= 360.0;
}
speed = basespeed * cl_pitchspeed.value;
if ((cl.fpd & FPD_LIMIT_PITCH) || allow_scripts.value == 0)
speed = bound(-700, speed, 700);
speed *= frametime;
if (in_klook.state & 1)
{
V_StopPitchDrift ();
cl.viewangles[PITCH] -= speed * CL_KeyState(&in_forward, true);
cl.viewangles[PITCH] += speed * CL_KeyState(&in_back, true);
}
up = CL_KeyState(&in_lookup, true);
down = CL_KeyState(&in_lookdown, true);
cl.viewangles[PITCH] -= speed * up;
cl.viewangles[PITCH] += speed * down;
if (up || down)
V_StopPitchDrift();
if (cl.viewangles[PITCH] > cl.maxpitch)
cl.viewangles[PITCH] = cl.maxpitch;
if (cl.viewangles[PITCH] < cl.minpitch)
cl.viewangles[PITCH] = cl.minpitch;
//cl.viewangles[PITCH] = bound(cl.min!pitch, cl.viewangles[PITCH], cl.ma!xpitch);
cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
}
// 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 (cl_iDrive.integer) {
float s1, s2;
if (in_strafe.state & 1) {
s1 = CL_KeyState (&in_right, false);
s2 = CL_KeyState (&in_left, false);
if (s1 && s2) {
if (in_right.downtime > in_left.downtime)
s2 = 0;
if (in_right.downtime < in_left.downtime)
s1 = 0;
}
cmd->sidemove += cl_sidespeed.value * s1;
cmd->sidemove -= cl_sidespeed.value * s2;
}
s1 = CL_KeyState (&in_moveright, false);
s2 = CL_KeyState (&in_moveleft, false);
if (s1 && s2) {
if (in_moveright.downtime > in_moveleft.downtime)
s2 = 0;
if (in_moveright.downtime < in_moveleft.downtime)
s1 = 0;
}
cmd->sidemove += cl_sidespeed.value * s1;
cmd->sidemove -= cl_sidespeed.value * s2;
s1 = CL_KeyState (&in_up, false);
s2 = CL_KeyState (&in_down, false);
if (s1 && s2) {
if (in_up.downtime > in_down.downtime)
s2 = 0;
if (in_up.downtime < in_down.downtime)
s1 = 0;
}
cmd->upmove += cl_upspeed.value * s1;
cmd->upmove -= cl_upspeed.value * s2;
if (!(in_klook.state & 1)) {
s1 = CL_KeyState (&in_forward, false);
s2 = CL_KeyState (&in_back, false);
if (s1 && s2)
{
if (in_forward.downtime > in_back.downtime)
s2 = 0;
if (in_forward.downtime < in_back.downtime)
s1 = 0;
}
cmd->forwardmove += cl_forwardspeed.value * s1;
cmd->forwardmove -= cl_backspeed.value * s2;
}
} else {
if (in_strafe.state & 1) {
cmd->sidemove += cl_sidespeed.value * CL_KeyState (&in_right, false);
cmd->sidemove -= cl_sidespeed.value * CL_KeyState (&in_left, false);
}
cmd->sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright, false);
cmd->sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft, false);
cmd->upmove += cl_upspeed.value * CL_KeyState (&in_up, false);
cmd->upmove -= cl_upspeed.value * CL_KeyState (&in_down, false);
if (!(in_klook.state & 1)) {
cmd->forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward, false);
cmd->forwardmove -= cl_backspeed.value * CL_KeyState (&in_back, false);
}
}
// adjust for speed key
if (in_speed.state & 1) {
cmd->forwardmove *= cl_movespeedkey.value;
cmd->sidemove *= cl_movespeedkey.value;
cmd->upmove *= cl_movespeedkey.value;
}
#ifdef JSS_CAM
{
static float zoomspeed = 0;
if ((cls.demoplayback || cl.spectator) && Cvar_Value("cam_thirdperson") && !Cvar_Value("cam_lockpos")) {
zoomspeed -= CL_KeyState(&in_forward, false) * cls.trueframetime * cam_zoomaccel.value;
zoomspeed += CL_KeyState(&in_back, false) * cls.trueframetime * cam_zoomaccel.value;
if (!CL_KeyState(&in_forward, false) && !CL_KeyState(&in_back, false)) {
if (zoomspeed > 0) {
zoomspeed -= cls.trueframetime * cam_zoomaccel.value;
if (zoomspeed < 0)
zoomspeed = 0;
} else if (zoomspeed < 0) {
zoomspeed += cls.trueframetime * cam_zoomaccel.value;
if (zoomspeed > 0)
zoomspeed = 0;
}
}
zoomspeed = bound (-cam_zoomspeed.value, zoomspeed, cam_zoomspeed.value);
if (zoomspeed) {
float dist = Cvar_Value("cam_dist");
dist += cls.trueframetime * zoomspeed;
if (dist < 0)
dist = 0;
Cvar_SetValue (Cvar_Find("cam_dist"), dist);
}
}
}
#endif // JSS_CAM
}
int MakeChar(int i)
{
i &= ~3;
if (i < -127 * 4)
i = -127 * 4;
if (i > 127 * 4)
i = 127 * 4;
return i;
}
void CL_FinishMove(usercmd_t *cmd)
{
int i, ms;
float frametime;
static double extramsec = 0;
extern cvar_t allow_scripts;
frametime = cls.trueframetime;
if (Movie_IsCapturing()) {
frametime = Movie_InputFrametime();
}
// figure button bits
if ( in_attack.state & 3 )
cmd->buttons |= 1;
in_attack.state &= ~2;
if (in_jump.state & 3)
cmd->buttons |= 2;
in_jump.state &= ~2;
if (in_use.state & 3)
cmd->buttons |= 4;
in_use.state &= ~2;
if (in_attack2.state & 3)
cmd->buttons |= 8;
in_attack2.state &= ~2;
// send milliseconds of time to apply the move
//#fps extramsec += cls.frametime * 1000;
extramsec += (cl_independentPhysics.value == 0 ? frametime : physframetime) * 1000; //#fps
ms = extramsec;
extramsec -= ms;
if (ms > 250) {
ms = 100; // time was unreasonable
}
cmd->msec = ms;
VectorCopy (cl.viewangles, cmd->angles);
// shaman RFE 1030281 {
// KTPro's KFJump == impulse 156
// KTPro's KRJump == impulse 164
if ( *Info_ValueForKey(cl.serverinfo, "kmod") && (
((in_impulse == 156) && (cl.fpd & FPD_LIMIT_YAW || allow_scripts.value < 2)) ||
((in_impulse == 164) && (cl.fpd & FPD_LIMIT_PITCH || allow_scripts.value == 0))
)
) {
cmd->impulse = 0;
} else {
cmd->impulse = in_impulse;
}
// } shaman RFE 1030281
in_impulse = 0;
// chop down so no extra bits are kept that the server wouldn't get
cmd->forwardmove = MakeChar (cmd->forwardmove);
cmd->sidemove = MakeChar (cmd->sidemove);
cmd->upmove = MakeChar (cmd->upmove);
for (i = 0; i < 3; i++) {
cmd->angles[i] = (Q_rint(cmd->angles[i] * 65536.0 / 360.0) & 65535) * (360.0 / 65536.0);
}
}
void CL_SendClientCommand(qbool reliable, char *format, ...)
{
va_list argptr;
char string[2048];
if (cls.demoplayback || cls.state == ca_disconnected) {
return; // no point.
}
va_start (argptr, format);
vsnprintf (string, sizeof(string), format, argptr);
va_end (argptr);
if (reliable) {
MSG_WriteByte (&cls.netchan.message, clc_stringcmd);
MSG_WriteString (&cls.netchan.message, string);
} else {
MSG_WriteByte (&cls.cmdmsg, clc_stringcmd);
MSG_WriteString (&cls.cmdmsg, string);
}
}
int cmdtime_msec = 0;
void CL_SendCmd(void)
{
sizebuf_t buf;
byte data[1024];
usercmd_t *cmd, *oldcmd;
int i, checksumIndex, lost;
qbool dontdrop;
static float pps_balance = 0;
static int dropcount = 0;
if (cls.demoplayback && !cls.mvdplayback) {
return; // sendcmds come from the demo
}
#ifdef FTE_PEXT_CHUNKEDDOWNLOADS
CL_SendChunkDownloadReq();
#endif
// save this command off for prediction
i = cls.netchan.outgoing_sequence & UPDATE_MASK;
cmd = &cl.frames[i].cmd;
cl.frames[i].senttime = cls.realtime;
cl.frames[i].receivedtime = -1; // we haven't gotten a reply yet
// update network stats table
i = cls.netchan.outgoing_sequence&NETWORK_STATS_MASK;
network_stats[i].delta = 0; // filled-in later
network_stats[i].sentsize = 0; // filled-in later
network_stats[i].senttime = cls.realtime;
network_stats[i].receivedtime = -1;
// get basic movement from keyboard
CL_BaseMove(cmd);
// allow mice or other external controllers to add to the move
if (cl_independentPhysics.value == 0 || (physframe && cl_independentPhysics.value != 0)) {
IN_Move(cmd);
}
// if we are spectator, try autocam
if (cl.spectator) {
Cam_Track(cmd);
}
CL_FinishMove(cmd);
cmdtime_msec += cmd->msec;
Cam_FinishMove(cmd);
if (cls.mvdplayback) {
CL_CalcPlayerFPS(&cl.players[cl.playernum], cmd->msec);
cls.netchan.outgoing_sequence++;
return;
}
SZ_Init(&buf, data, sizeof(data));
SZ_Write(&buf, cls.cmdmsg.data, cls.cmdmsg.cursize);
if (cls.cmdmsg.overflowed) {
Com_DPrintf("cls.cmdmsg overflowed\n");
}
SZ_Clear(&cls.cmdmsg);
// begin a client move command
MSG_WriteByte (&buf, clc_move);
// save the position for a checksum byte
checksumIndex = buf.cursize;
MSG_WriteByte (&buf, 0);
// write our lossage percentage
lost = CL_CalcNet();
MSG_WriteByte (&buf, (byte)lost);
// send this and the previous two cmds in the message, so if the last packet was dropped, it can be recovered
dontdrop = false;
i = (cls.netchan.outgoing_sequence - 2) & UPDATE_MASK;