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60a70671f0
When set to 1 mouse look key stops mouse looking Signed-off-by: svdijk <svdijk@users.sourceforge.net> Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
625 lines
12 KiB
C
625 lines
12 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// cl.input.c -- builds an intended movement command to send to the server
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// Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
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// rights reserved.
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#include "quakedef.h"
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#include "host.h"
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#include "client.h"
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#include "cmd.h"
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#include "console.h"
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#include "net.h"
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#include "protocol.h"
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/*
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===============================================================================
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KEY BUTTONS
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Continuous button event tracking is complicated by the fact that two different
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input sources (say, mouse button 1 and the control key) can both press the
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same button, but the button should only be released when both of the
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pressing key have been released.
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When a key event issues a button command (+forward, +attack, etc), it appends
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its key number as a parameter to the command so it can be matched up with
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the release.
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state bit 0 is the current state of the key
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state bit 1 is edge triggered on the up to down transition
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state bit 2 is edge triggered on the down to up transition
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===============================================================================
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*/
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static kbutton_t in_klook;
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kbutton_t in_mlook;
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kbutton_t in_left, in_right, in_forward, in_back;
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kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
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kbutton_t in_strafe, in_speed, in_use, in_jump, in_attack;
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kbutton_t in_up, in_down;
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int in_impulse;
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void
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KeyDown(kbutton_t *b)
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{
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int k;
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const char *c;
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c = Cmd_Argv(1);
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if (c[0])
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k = atoi(c);
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else
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k = -1; // typed manually at the console for continuous down
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if (k == b->down[0] || k == b->down[1])
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return; // repeating key
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if (!b->down[0])
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b->down[0] = k;
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else if (!b->down[1])
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b->down[1] = k;
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else {
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Con_Printf("Three keys down for a button!\n");
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return;
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}
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if (b->state & 1)
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return; // still down
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b->state |= 1 + 2; // down + impulse down
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}
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void
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KeyUp(kbutton_t *b)
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{
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int k;
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const char *c;
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c = Cmd_Argv(1);
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if (c[0])
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k = atoi(c);
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else { // typed manually at the console, assume for unsticking, so clear all
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b->down[0] = b->down[1] = 0;
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b->state = 4; // impulse up
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return;
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}
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if (b->down[0] == k)
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b->down[0] = 0;
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else if (b->down[1] == k)
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b->down[1] = 0;
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else
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return; // key up without coresponding down (menu pass through)
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if (b->down[0] || b->down[1])
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return; // some other key is still holding it down
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if (!(b->state & 1))
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return; // still up (this should not happen)
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b->state &= ~1; // now up
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b->state |= 4; // impulse up
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}
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void
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IN_KLookDown(void)
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{
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KeyDown(&in_klook);
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}
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void
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IN_KLookUp(void)
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{
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KeyUp(&in_klook);
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}
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void
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IN_MLookDown(void)
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{
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KeyDown(&in_mlook);
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if (!((in_mlook.state & 1) ^ (int)m_freelook.value) && lookspring.value)
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V_StartPitchDrift();
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}
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void
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IN_MLookUp(void)
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{
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KeyUp(&in_mlook);
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if (!((in_mlook.state & 1) ^ (int)m_freelook.value) && lookspring.value)
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V_StartPitchDrift();
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}
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void
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IN_UpDown(void)
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{
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KeyDown(&in_up);
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}
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void
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IN_UpUp(void)
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{
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KeyUp(&in_up);
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}
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void
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IN_DownDown(void)
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{
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KeyDown(&in_down);
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}
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void
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IN_DownUp(void)
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{
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KeyUp(&in_down);
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}
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void
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IN_LeftDown(void)
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{
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KeyDown(&in_left);
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}
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void
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IN_LeftUp(void)
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{
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KeyUp(&in_left);
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}
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void
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IN_RightDown(void)
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{
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KeyDown(&in_right);
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}
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void
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IN_RightUp(void)
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{
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KeyUp(&in_right);
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}
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void
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IN_ForwardDown(void)
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{
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KeyDown(&in_forward);
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}
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void
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IN_ForwardUp(void)
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{
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KeyUp(&in_forward);
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}
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void
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IN_BackDown(void)
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{
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KeyDown(&in_back);
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}
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void
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IN_BackUp(void)
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{
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KeyUp(&in_back);
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}
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void
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IN_LookupDown(void)
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{
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KeyDown(&in_lookup);
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}
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void
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IN_LookupUp(void)
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{
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KeyUp(&in_lookup);
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}
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void
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IN_LookdownDown(void)
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{
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KeyDown(&in_lookdown);
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}
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void
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IN_LookdownUp(void)
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{
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KeyUp(&in_lookdown);
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}
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void
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IN_MoveleftDown(void)
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{
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KeyDown(&in_moveleft);
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}
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void
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IN_MoveleftUp(void)
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{
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KeyUp(&in_moveleft);
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}
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void
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IN_MoverightDown(void)
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{
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KeyDown(&in_moveright);
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}
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void
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IN_MoverightUp(void)
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{
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KeyUp(&in_moveright);
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}
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void
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IN_SpeedDown(void)
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{
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KeyDown(&in_speed);
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}
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void
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IN_SpeedUp(void)
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{
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KeyUp(&in_speed);
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}
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void
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IN_StrafeDown(void)
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{
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KeyDown(&in_strafe);
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}
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void
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IN_StrafeUp(void)
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{
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KeyUp(&in_strafe);
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}
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void
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IN_AttackDown(void)
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{
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KeyDown(&in_attack);
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}
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void
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IN_AttackUp(void)
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{
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KeyUp(&in_attack);
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}
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void
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IN_UseDown(void)
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{
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KeyDown(&in_use);
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}
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void
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IN_UseUp(void)
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{
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KeyUp(&in_use);
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}
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void
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IN_JumpDown(void)
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{
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KeyDown(&in_jump);
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}
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void
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IN_JumpUp(void)
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{
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KeyUp(&in_jump);
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}
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void
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IN_Impulse(void)
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{
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in_impulse = Q_atoi(Cmd_Argv(1));
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}
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/*
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===============
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CL_KeyState
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Returns 0.25 if a key was pressed and released during the frame,
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0.5 if it was pressed and held
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0 if held then released, and
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1.0 if held for the entire time
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===============
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*/
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float
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CL_KeyState(kbutton_t *key)
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{
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float val;
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qboolean impulsedown, impulseup, down;
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impulsedown = key->state & 2;
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impulseup = key->state & 4;
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down = key->state & 1;
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val = 0;
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if (impulsedown && !impulseup) {
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if (down)
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val = 0.5; // pressed and held this frame
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else
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val = 0; // I_Error ();
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}
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// FIXME: both alternatives zero?
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if (impulseup && !impulsedown) {
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if (down)
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val = 0; // I_Error ();
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else
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val = 0; // released this frame
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}
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if (!impulsedown && !impulseup) {
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if (down)
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val = 1.0; // held the entire frame
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else
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val = 0; // up the entire frame
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}
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if (impulsedown && impulseup) {
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if (down)
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val = 0.75; // released and re-pressed this frame
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else
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val = 0.25; // pressed and released this frame
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}
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key->state &= 1; // clear impulses
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return val;
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}
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//==========================================================================
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cvar_t cl_upspeed = { "cl_upspeed", "200" };
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cvar_t cl_forwardspeed = { "cl_forwardspeed", "200" };
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cvar_t cl_backspeed = { "cl_backspeed", "200" };
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cvar_t cl_sidespeed = { "cl_sidespeed", "350" };
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cvar_t cl_movespeedkey = { "cl_movespeedkey", "2.0" };
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cvar_t cl_yawspeed = { "cl_yawspeed", "140" };
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cvar_t cl_pitchspeed = { "cl_pitchspeed", "150" };
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cvar_t cl_anglespeedkey = { "cl_anglespeedkey", "1.5" };
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cvar_t cl_run = { "cl_run", "0", true };
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/*
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================
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CL_AdjustAngles
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Moves the local angle positions
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================
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*/
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void
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CL_AdjustAngles(void)
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{
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float speed;
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float up, down;
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if ((in_speed.state & 1) ^ (int)cl_run.value)
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speed = host_frametime * cl_anglespeedkey.value;
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else
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speed = host_frametime;
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if (!(in_strafe.state & 1)) {
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cl.viewangles[YAW] -=
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speed * cl_yawspeed.value * CL_KeyState(&in_right);
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cl.viewangles[YAW] +=
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speed * cl_yawspeed.value * CL_KeyState(&in_left);
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cl.viewangles[YAW] = anglemod(cl.viewangles[YAW]);
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}
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if (in_klook.state & 1) {
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V_StopPitchDrift();
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cl.viewangles[PITCH] -=
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speed * cl_pitchspeed.value * CL_KeyState(&in_forward);
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cl.viewangles[PITCH] +=
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speed * cl_pitchspeed.value * CL_KeyState(&in_back);
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}
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up = CL_KeyState(&in_lookup);
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down = CL_KeyState(&in_lookdown);
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cl.viewangles[PITCH] -= speed * cl_pitchspeed.value * up;
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cl.viewangles[PITCH] += speed * cl_pitchspeed.value * down;
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if (up || down)
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V_StopPitchDrift();
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if (cl.viewangles[PITCH] > 80)
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cl.viewangles[PITCH] = 80;
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if (cl.viewangles[PITCH] < -70)
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cl.viewangles[PITCH] = -70;
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if (cl.viewangles[ROLL] > 50)
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cl.viewangles[ROLL] = 50;
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if (cl.viewangles[ROLL] < -50)
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cl.viewangles[ROLL] = -50;
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}
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/*
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================
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CL_BaseMove
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Send the intended movement message to the server
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================
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*/
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void
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CL_BaseMove(usercmd_t *cmd)
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{
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if (cls.state != ca_active)
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return;
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CL_AdjustAngles();
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memset(cmd, 0, sizeof(*cmd));
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if (in_strafe.state & 1) {
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cmd->sidemove += cl_sidespeed.value * CL_KeyState(&in_right);
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cmd->sidemove -= cl_sidespeed.value * CL_KeyState(&in_left);
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}
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cmd->sidemove += cl_sidespeed.value * CL_KeyState(&in_moveright);
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cmd->sidemove -= cl_sidespeed.value * CL_KeyState(&in_moveleft);
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cmd->upmove += cl_upspeed.value * CL_KeyState(&in_up);
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cmd->upmove -= cl_upspeed.value * CL_KeyState(&in_down);
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if (!(in_klook.state & 1)) {
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cmd->forwardmove += cl_forwardspeed.value * CL_KeyState(&in_forward);
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cmd->forwardmove -= cl_backspeed.value * CL_KeyState(&in_back);
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}
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//
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// adjust for speed key
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//
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if ((in_speed.state & 1) ^ (int)cl_run.value) {
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cmd->forwardmove *= cl_movespeedkey.value;
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cmd->sidemove *= cl_movespeedkey.value;
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cmd->upmove *= cl_movespeedkey.value;
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}
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}
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/*
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==============
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CL_SendMove
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==============
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*/
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void
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CL_SendMove(usercmd_t *cmd)
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{
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int i;
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int bits;
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sizebuf_t buf;
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byte data[128];
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buf.maxsize = 128;
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buf.cursize = 0;
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buf.data = data;
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cl.cmd = *cmd;
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/*
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* send the movement message
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*/
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MSG_WriteByte(&buf, clc_move);
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MSG_WriteFloat(&buf, cl.mtime[0]); /* so server can get ping times */
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for (i = 0; i < 3; i++)
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if (cl.protocol == PROTOCOL_VERSION_FITZ)
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MSG_WriteAngle16(&buf, cl.viewangles[i]);
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else
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MSG_WriteAngle(&buf, cl.viewangles[i]);
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MSG_WriteShort(&buf, cmd->forwardmove);
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MSG_WriteShort(&buf, cmd->sidemove);
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MSG_WriteShort(&buf, cmd->upmove);
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/*
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* send button bits
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*/
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bits = 0;
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if (in_attack.state & 3)
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bits |= 1;
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in_attack.state &= ~2;
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if (in_jump.state & 3)
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bits |= 2;
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in_jump.state &= ~2;
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MSG_WriteByte(&buf, bits);
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MSG_WriteByte(&buf, in_impulse);
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in_impulse = 0;
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if (cls.demoplayback)
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return;
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/*
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* deliver the message
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*/
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/*
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* always dump the first two message, because it may contain leftover
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* inputs from the last level
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*/
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if (++cl.movemessages <= 2)
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return;
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if (NET_SendUnreliableMessage(cls.netcon, &buf) == -1) {
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Con_Printf("CL_SendMove: lost server connection\n");
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CL_Disconnect();
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}
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}
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/*
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============
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CL_InitInput
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============
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*/
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void
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CL_InitInput(void)
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{
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Cmd_AddCommand("+moveup", IN_UpDown);
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Cmd_AddCommand("-moveup", IN_UpUp);
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Cmd_AddCommand("+movedown", IN_DownDown);
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Cmd_AddCommand("-movedown", IN_DownUp);
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Cmd_AddCommand("+left", IN_LeftDown);
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Cmd_AddCommand("-left", IN_LeftUp);
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Cmd_AddCommand("+right", IN_RightDown);
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Cmd_AddCommand("-right", IN_RightUp);
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Cmd_AddCommand("+forward", IN_ForwardDown);
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Cmd_AddCommand("-forward", IN_ForwardUp);
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Cmd_AddCommand("+back", IN_BackDown);
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Cmd_AddCommand("-back", IN_BackUp);
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Cmd_AddCommand("+lookup", IN_LookupDown);
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Cmd_AddCommand("-lookup", IN_LookupUp);
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Cmd_AddCommand("+lookdown", IN_LookdownDown);
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Cmd_AddCommand("-lookdown", IN_LookdownUp);
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|
Cmd_AddCommand("+strafe", IN_StrafeDown);
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|
Cmd_AddCommand("-strafe", IN_StrafeUp);
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|
Cmd_AddCommand("+moveleft", IN_MoveleftDown);
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|
Cmd_AddCommand("-moveleft", IN_MoveleftUp);
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|
Cmd_AddCommand("+moveright", IN_MoverightDown);
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|
Cmd_AddCommand("-moveright", IN_MoverightUp);
|
|
Cmd_AddCommand("+speed", IN_SpeedDown);
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|
Cmd_AddCommand("-speed", IN_SpeedUp);
|
|
Cmd_AddCommand("+attack", IN_AttackDown);
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|
Cmd_AddCommand("-attack", IN_AttackUp);
|
|
Cmd_AddCommand("+use", IN_UseDown);
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|
Cmd_AddCommand("-use", IN_UseUp);
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|
Cmd_AddCommand("+jump", IN_JumpDown);
|
|
Cmd_AddCommand("-jump", IN_JumpUp);
|
|
Cmd_AddCommand("impulse", IN_Impulse);
|
|
Cmd_AddCommand("+klook", IN_KLookDown);
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|
Cmd_AddCommand("-klook", IN_KLookUp);
|
|
Cmd_AddCommand("+mlook", IN_MLookDown);
|
|
Cmd_AddCommand("-mlook", IN_MLookUp);
|
|
|
|
}
|