shithub: qk1

ref: 28eafdc8ebdc8f0c05196cc45cc9bb38ae4550a6
dir: /cl_input.c/

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#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_strafe, in_mlook;
static kbutton_t in_left, in_right, in_forward, in_back;
static kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
static kbutton_t in_klook, in_speed, in_use, in_jump, in_attack;
static kbutton_t in_up, in_down;

static int in_impulse;


static 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
	{
		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)
{
	int		k;
	char	*c;

	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)
	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 = atoi(Cmd_Argv(1));
}

/*
===============
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)
		val = down ? 0.5 : 0;
	else if (impulseup && !impulsedown)
		val = 0;
	else if (!impulsedown && !impulseup)
		val = down ? 1.0 : 0;
	else if (impulsedown && impulseup)
		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"};


/*
================
CL_AdjustAngles

Moves the local angle positions
================
*/
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;

}

/*
================
CL_BaseMove

Send the intended movement message to the server
================
*/
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) )
	{
		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;
	}
}



/*
==============
CL_SendMove
==============
*/
void CL_SendMove (usercmd_t *cmd)
{
	int		i;
	int		bits;
	sizebuf_t	buf;
	byte	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++)
		cl.protocol.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 ();
	}
}

/*
============
CL_InitInput
============
*/
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);
}