diff options
Diffstat (limited to 'code/client/cl_input.c')
-rwxr-xr-x | code/client/cl_input.c | 1802 |
1 files changed, 901 insertions, 901 deletions
diff --git a/code/client/cl_input.c b/code/client/cl_input.c index f450ee7..06266eb 100755 --- a/code/client/cl_input.c +++ b/code/client/cl_input.c @@ -1,901 +1,901 @@ -/*
-===========================================================================
-Copyright (C) 1999-2005 Id Software, Inc.
-
-This file is part of Quake III Arena source code.
-
-Quake III Arena source code 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.
-
-Quake III Arena source code 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 Foobar; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-// cl.input.c -- builds an intended movement command to send to the server
-
-#include "client.h"
-
-unsigned frame_msec;
-int old_com_frameTime;
-
-/*
-===============================================================================
-
-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 argv(1) so it can be matched up with the release.
-
-argv(2) will be set to the time the event happened, which allows exact
-control even at low framerates when the down and up events may both get qued
-at the same time.
-
-===============================================================================
-*/
-
-
-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;
-kbutton_t in_up, in_down;
-
-kbutton_t in_buttons[16];
-
-
-qboolean in_mlooking;
-
-
-void IN_MLookDown( void ) {
- in_mlooking = qtrue;
-}
-
-void IN_MLookUp( void ) {
- in_mlooking = qfalse;
- if ( !cl_freelook->integer ) {
- IN_CenterView ();
- }
-}
-
-void IN_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->active ) {
- return; // still down
- }
-
- // save timestamp for partial frame summing
- c = Cmd_Argv(2);
- b->downtime = atoi(c);
-
- b->active = qtrue;
- b->wasPressed = qtrue;
-}
-
-void IN_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->active = qfalse;
- 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
- }
-
- b->active = qfalse;
-
- // save timestamp for partial frame summing
- c = Cmd_Argv(2);
- uptime = atoi(c);
- if ( uptime ) {
- b->msec += uptime - b->downtime;
- } else {
- b->msec += frame_msec / 2;
- }
-
- b->active = qfalse;
-}
-
-
-
-/*
-===============
-CL_KeyState
-
-Returns the fraction of the frame that the key was down
-===============
-*/
-float CL_KeyState( kbutton_t *key ) {
- float val;
- int msec;
-
- msec = key->msec;
- key->msec = 0;
-
- if ( key->active ) {
- // still down
- if ( !key->downtime ) {
- msec = com_frameTime;
- } else {
- msec += com_frameTime - key->downtime;
- }
- key->downtime = com_frameTime;
- }
-
-#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;
-}
-
-
-
-void IN_UpDown(void) {IN_KeyDown(&in_up);}
-void IN_UpUp(void) {IN_KeyUp(&in_up);}
-void IN_DownDown(void) {IN_KeyDown(&in_down);}
-void IN_DownUp(void) {IN_KeyUp(&in_down);}
-void IN_LeftDown(void) {IN_KeyDown(&in_left);}
-void IN_LeftUp(void) {IN_KeyUp(&in_left);}
-void IN_RightDown(void) {IN_KeyDown(&in_right);}
-void IN_RightUp(void) {IN_KeyUp(&in_right);}
-void IN_ForwardDown(void) {IN_KeyDown(&in_forward);}
-void IN_ForwardUp(void) {IN_KeyUp(&in_forward);}
-void IN_BackDown(void) {IN_KeyDown(&in_back);}
-void IN_BackUp(void) {IN_KeyUp(&in_back);}
-void IN_LookupDown(void) {IN_KeyDown(&in_lookup);}
-void IN_LookupUp(void) {IN_KeyUp(&in_lookup);}
-void IN_LookdownDown(void) {IN_KeyDown(&in_lookdown);}
-void IN_LookdownUp(void) {IN_KeyUp(&in_lookdown);}
-void IN_MoveleftDown(void) {IN_KeyDown(&in_moveleft);}
-void IN_MoveleftUp(void) {IN_KeyUp(&in_moveleft);}
-void IN_MoverightDown(void) {IN_KeyDown(&in_moveright);}
-void IN_MoverightUp(void) {IN_KeyUp(&in_moveright);}
-
-void IN_SpeedDown(void) {IN_KeyDown(&in_speed);}
-void IN_SpeedUp(void) {IN_KeyUp(&in_speed);}
-void IN_StrafeDown(void) {IN_KeyDown(&in_strafe);}
-void IN_StrafeUp(void) {IN_KeyUp(&in_strafe);}
-
-void IN_Button0Down(void) {IN_KeyDown(&in_buttons[0]);}
-void IN_Button0Up(void) {IN_KeyUp(&in_buttons[0]);}
-void IN_Button1Down(void) {IN_KeyDown(&in_buttons[1]);}
-void IN_Button1Up(void) {IN_KeyUp(&in_buttons[1]);}
-void IN_Button2Down(void) {IN_KeyDown(&in_buttons[2]);}
-void IN_Button2Up(void) {IN_KeyUp(&in_buttons[2]);}
-void IN_Button3Down(void) {IN_KeyDown(&in_buttons[3]);}
-void IN_Button3Up(void) {IN_KeyUp(&in_buttons[3]);}
-void IN_Button4Down(void) {IN_KeyDown(&in_buttons[4]);}
-void IN_Button4Up(void) {IN_KeyUp(&in_buttons[4]);}
-void IN_Button5Down(void) {IN_KeyDown(&in_buttons[5]);}
-void IN_Button5Up(void) {IN_KeyUp(&in_buttons[5]);}
-void IN_Button6Down(void) {IN_KeyDown(&in_buttons[6]);}
-void IN_Button6Up(void) {IN_KeyUp(&in_buttons[6]);}
-void IN_Button7Down(void) {IN_KeyDown(&in_buttons[7]);}
-void IN_Button7Up(void) {IN_KeyUp(&in_buttons[7]);}
-void IN_Button8Down(void) {IN_KeyDown(&in_buttons[8]);}
-void IN_Button8Up(void) {IN_KeyUp(&in_buttons[8]);}
-void IN_Button9Down(void) {IN_KeyDown(&in_buttons[9]);}
-void IN_Button9Up(void) {IN_KeyUp(&in_buttons[9]);}
-void IN_Button10Down(void) {IN_KeyDown(&in_buttons[10]);}
-void IN_Button10Up(void) {IN_KeyUp(&in_buttons[10]);}
-void IN_Button11Down(void) {IN_KeyDown(&in_buttons[11]);}
-void IN_Button11Up(void) {IN_KeyUp(&in_buttons[11]);}
-void IN_Button12Down(void) {IN_KeyDown(&in_buttons[12]);}
-void IN_Button12Up(void) {IN_KeyUp(&in_buttons[12]);}
-void IN_Button13Down(void) {IN_KeyDown(&in_buttons[13]);}
-void IN_Button13Up(void) {IN_KeyUp(&in_buttons[13]);}
-void IN_Button14Down(void) {IN_KeyDown(&in_buttons[14]);}
-void IN_Button14Up(void) {IN_KeyUp(&in_buttons[14]);}
-void IN_Button15Down(void) {IN_KeyDown(&in_buttons[15]);}
-void IN_Button15Up(void) {IN_KeyUp(&in_buttons[15]);}
-
-void IN_ButtonDown (void) {
- IN_KeyDown(&in_buttons[1]);}
-void IN_ButtonUp (void) {
- IN_KeyUp(&in_buttons[1]);}
-
-void IN_CenterView (void) {
- cl.viewangles[PITCH] = -SHORT2ANGLE(cl.snap.ps.delta_angles[PITCH]);
-}
-
-
-//==========================================================================
-
-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;
-
- if ( in_speed.active ) {
- speed = 0.001 * cls.frametime * cl_anglespeedkey->value;
- } else {
- speed = 0.001 * cls.frametime;
- }
-
- if ( !in_strafe.active ) {
- cl.viewangles[YAW] -= speed*cl_yawspeed->value*CL_KeyState (&in_right);
- cl.viewangles[YAW] += speed*cl_yawspeed->value*CL_KeyState (&in_left);
- }
-
- cl.viewangles[PITCH] -= speed*cl_pitchspeed->value * CL_KeyState (&in_lookup);
- cl.viewangles[PITCH] += speed*cl_pitchspeed->value * CL_KeyState (&in_lookdown);
-}
-
-/*
-================
-CL_KeyMove
-
-Sets the usercmd_t based on key states
-================
-*/
-void CL_KeyMove( usercmd_t *cmd ) {
- int movespeed;
- int forward, side, up;
-
- //
- // adjust for speed key / running
- // the walking flag is to keep animations consistant
- // even during acceleration and develeration
- //
- if ( in_speed.active ^ cl_run->integer ) {
- movespeed = 127;
- cmd->buttons &= ~BUTTON_WALKING;
- } else {
- cmd->buttons |= BUTTON_WALKING;
- movespeed = 64;
- }
-
- forward = 0;
- side = 0;
- up = 0;
- if ( in_strafe.active ) {
- side += movespeed * CL_KeyState (&in_right);
- side -= movespeed * CL_KeyState (&in_left);
- }
-
- side += movespeed * CL_KeyState (&in_moveright);
- side -= movespeed * CL_KeyState (&in_moveleft);
-
-
- up += movespeed * CL_KeyState (&in_up);
- up -= movespeed * CL_KeyState (&in_down);
-
- forward += movespeed * CL_KeyState (&in_forward);
- forward -= movespeed * CL_KeyState (&in_back);
-
- cmd->forwardmove = ClampChar( forward );
- cmd->rightmove = ClampChar( side );
- cmd->upmove = ClampChar( up );
-}
-
-/*
-=================
-CL_MouseEvent
-=================
-*/
-void CL_MouseEvent( int dx, int dy, int time ) {
- if ( cls.keyCatchers & KEYCATCH_UI ) {
- VM_Call( uivm, UI_MOUSE_EVENT, dx, dy );
- } else if (cls.keyCatchers & KEYCATCH_CGAME) {
- VM_Call (cgvm, CG_MOUSE_EVENT, dx, dy);
- } else {
- cl.mouseDx[cl.mouseIndex] += dx;
- cl.mouseDy[cl.mouseIndex] += dy;
- }
-}
-
-/*
-=================
-CL_JoystickEvent
-
-Joystick values stay set until changed
-=================
-*/
-void CL_JoystickEvent( int axis, int value, int time ) {
- if ( axis < 0 || axis >= MAX_JOYSTICK_AXIS ) {
- Com_Error( ERR_DROP, "CL_JoystickEvent: bad axis %i", axis );
- }
- cl.joystickAxis[axis] = value;
-}
-
-/*
-=================
-CL_JoystickMove
-=================
-*/
-void CL_JoystickMove( usercmd_t *cmd ) {
- int movespeed;
- float anglespeed;
-
- if ( in_speed.active ^ cl_run->integer ) {
- movespeed = 2;
- } else {
- movespeed = 1;
- cmd->buttons |= BUTTON_WALKING;
- }
-
- if ( in_speed.active ) {
- anglespeed = 0.001 * cls.frametime * cl_anglespeedkey->value;
- } else {
- anglespeed = 0.001 * cls.frametime;
- }
-
- if ( !in_strafe.active ) {
- cl.viewangles[YAW] += anglespeed * cl_yawspeed->value * cl.joystickAxis[AXIS_SIDE];
- } else {
- cmd->rightmove = ClampChar( cmd->rightmove + cl.joystickAxis[AXIS_SIDE] );
- }
-
- if ( in_mlooking ) {
- cl.viewangles[PITCH] += anglespeed * cl_pitchspeed->value * cl.joystickAxis[AXIS_FORWARD];
- } else {
- cmd->forwardmove = ClampChar( cmd->forwardmove + cl.joystickAxis[AXIS_FORWARD] );
- }
-
- cmd->upmove = ClampChar( cmd->upmove + cl.joystickAxis[AXIS_UP] );
-}
-
-/*
-=================
-CL_MouseMove
-=================
-*/
-void CL_MouseMove( usercmd_t *cmd ) {
- float mx, my;
- float accelSensitivity;
- float rate;
-
- // allow mouse smoothing
- if ( m_filter->integer ) {
- mx = ( cl.mouseDx[0] + cl.mouseDx[1] ) * 0.5;
- my = ( cl.mouseDy[0] + cl.mouseDy[1] ) * 0.5;
- } else {
- mx = cl.mouseDx[cl.mouseIndex];
- my = cl.mouseDy[cl.mouseIndex];
- }
- cl.mouseIndex ^= 1;
- cl.mouseDx[cl.mouseIndex] = 0;
- cl.mouseDy[cl.mouseIndex] = 0;
-
- rate = sqrt( mx * mx + my * my ) / (float)frame_msec;
- accelSensitivity = cl_sensitivity->value + rate * cl_mouseAccel->value;
-
- // scale by FOV
- accelSensitivity *= cl.cgameSensitivity;
-
- if ( rate && cl_showMouseRate->integer ) {
- Com_Printf( "%f : %f\n", rate, accelSensitivity );
- }
-
- mx *= accelSensitivity;
- my *= accelSensitivity;
-
- if (!mx && !my) {
- return;
- }
-
- // add mouse X/Y movement to cmd
- if ( in_strafe.active ) {
- cmd->rightmove = ClampChar( cmd->rightmove + m_side->value * mx );
- } else {
- cl.viewangles[YAW] -= m_yaw->value * mx;
- }
-
- if ( (in_mlooking || cl_freelook->integer) && !in_strafe.active ) {
- cl.viewangles[PITCH] += m_pitch->value * my;
- } else {
- cmd->forwardmove = ClampChar( cmd->forwardmove - m_forward->value * my );
- }
-}
-
-
-/*
-==============
-CL_CmdButtons
-==============
-*/
-void CL_CmdButtons( usercmd_t *cmd ) {
- int i;
-
- //
- // figure button bits
- // send a button bit even if the key was pressed and released in
- // less than a frame
- //
- for (i = 0 ; i < 15 ; i++) {
- if ( in_buttons[i].active || in_buttons[i].wasPressed ) {
- cmd->buttons |= 1 << i;
- }
- in_buttons[i].wasPressed = qfalse;
- }
-
- if ( cls.keyCatchers ) {
- cmd->buttons |= BUTTON_TALK;
- }
-
- // allow the game to know if any key at all is
- // currently pressed, even if it isn't bound to anything
- if ( anykeydown && !cls.keyCatchers ) {
- cmd->buttons |= BUTTON_ANY;
- }
-}
-
-
-/*
-==============
-CL_FinishMove
-==============
-*/
-void CL_FinishMove( usercmd_t *cmd ) {
- int i;
-
- // copy the state that the cgame is currently sending
- cmd->weapon = cl.cgameUserCmdValue;
-
- // send the current server time so the amount of movement
- // can be determined without allowing cheating
- cmd->serverTime = cl.serverTime;
-
- for (i=0 ; i<3 ; i++) {
- cmd->angles[i] = ANGLE2SHORT(cl.viewangles[i]);
- }
-}
-
-
-/*
-=================
-CL_CreateCmd
-=================
-*/
-usercmd_t CL_CreateCmd( void ) {
- usercmd_t cmd;
- vec3_t oldAngles;
-
- VectorCopy( cl.viewangles, oldAngles );
-
- // keyboard angle adjustment
- CL_AdjustAngles ();
-
- Com_Memset( &cmd, 0, sizeof( cmd ) );
-
- CL_CmdButtons( &cmd );
-
- // get basic movement from keyboard
- CL_KeyMove( &cmd );
-
- // get basic movement from mouse
- CL_MouseMove( &cmd );
-
- // get basic movement from joystick
- CL_JoystickMove( &cmd );
-
- // check to make sure the angles haven't wrapped
- if ( cl.viewangles[PITCH] - oldAngles[PITCH] > 90 ) {
- cl.viewangles[PITCH] = oldAngles[PITCH] + 90;
- } else if ( oldAngles[PITCH] - cl.viewangles[PITCH] > 90 ) {
- cl.viewangles[PITCH] = oldAngles[PITCH] - 90;
- }
-
- // store out the final values
- CL_FinishMove( &cmd );
-
- // draw debug graphs of turning for mouse testing
- if ( cl_debugMove->integer ) {
- if ( cl_debugMove->integer == 1 ) {
- SCR_DebugGraph( abs(cl.viewangles[YAW] - oldAngles[YAW]), 0 );
- }
- if ( cl_debugMove->integer == 2 ) {
- SCR_DebugGraph( abs(cl.viewangles[PITCH] - oldAngles[PITCH]), 0 );
- }
- }
-
- return cmd;
-}
-
-
-/*
-=================
-CL_CreateNewCommands
-
-Create a new usercmd_t structure for this frame
-=================
-*/
-void CL_CreateNewCommands( void ) {
- usercmd_t *cmd;
- int cmdNum;
-
- // no need to create usercmds until we have a gamestate
- if ( cls.state < CA_PRIMED ) {
- return;
- }
-
- frame_msec = com_frameTime - old_com_frameTime;
-
- // if running less than 5fps, truncate the extra time to prevent
- // unexpected moves after a hitch
- if ( frame_msec > 200 ) {
- frame_msec = 200;
- }
- old_com_frameTime = com_frameTime;
-
-
- // generate a command for this frame
- cl.cmdNumber++;
- cmdNum = cl.cmdNumber & CMD_MASK;
- cl.cmds[cmdNum] = CL_CreateCmd ();
- cmd = &cl.cmds[cmdNum];
-}
-
-/*
-=================
-CL_ReadyToSendPacket
-
-Returns qfalse if we are over the maxpackets limit
-and should choke back the bandwidth a bit by not sending
-a packet this frame. All the commands will still get
-delivered in the next packet, but saving a header and
-getting more delta compression will reduce total bandwidth.
-=================
-*/
-qboolean CL_ReadyToSendPacket( void ) {
- int oldPacketNum;
- int delta;
-
- // don't send anything if playing back a demo
- if ( clc.demoplaying || cls.state == CA_CINEMATIC ) {
- return qfalse;
- }
-
- // If we are downloading, we send no less than 50ms between packets
- if ( *clc.downloadTempName &&
- cls.realtime - clc.lastPacketSentTime < 50 ) {
- return qfalse;
- }
-
- // if we don't have a valid gamestate yet, only send
- // one packet a second
- if ( cls.state != CA_ACTIVE &&
- cls.state != CA_PRIMED &&
- !*clc.downloadTempName &&
- cls.realtime - clc.lastPacketSentTime < 1000 ) {
- return qfalse;
- }
-
- // send every frame for loopbacks
- if ( clc.netchan.remoteAddress.type == NA_LOOPBACK ) {
- return qtrue;
- }
-
- // send every frame for LAN
- if ( Sys_IsLANAddress( clc.netchan.remoteAddress ) ) {
- return qtrue;
- }
-
- // check for exceeding cl_maxpackets
- if ( cl_maxpackets->integer < 15 ) {
- Cvar_Set( "cl_maxpackets", "15" );
- } else if ( cl_maxpackets->integer > 125 ) {
- Cvar_Set( "cl_maxpackets", "125" );
- }
- oldPacketNum = (clc.netchan.outgoingSequence - 1) & PACKET_MASK;
- delta = cls.realtime - cl.outPackets[ oldPacketNum ].p_realtime;
- if ( delta < 1000 / cl_maxpackets->integer ) {
- // the accumulated commands will go out in the next packet
- return qfalse;
- }
-
- return qtrue;
-}
-
-/*
-===================
-CL_WritePacket
-
-Create and send the command packet to the server
-Including both the reliable commands and the usercmds
-
-During normal gameplay, a client packet will contain something like:
-
-4 sequence number
-2 qport
-4 serverid
-4 acknowledged sequence number
-4 clc.serverCommandSequence
-<optional reliable commands>
-1 clc_move or clc_moveNoDelta
-1 command count
-<count * usercmds>
-
-===================
-*/
-void CL_WritePacket( void ) {
- msg_t buf;
- byte data[MAX_MSGLEN];
- int i, j;
- usercmd_t *cmd, *oldcmd;
- usercmd_t nullcmd;
- int packetNum;
- int oldPacketNum;
- int count, key;
-
- // don't send anything if playing back a demo
- if ( clc.demoplaying || cls.state == CA_CINEMATIC ) {
- return;
- }
-
- Com_Memset( &nullcmd, 0, sizeof(nullcmd) );
- oldcmd = &nullcmd;
-
- MSG_Init( &buf, data, sizeof(data) );
-
- MSG_Bitstream( &buf );
- // write the current serverId so the server
- // can tell if this is from the current gameState
- MSG_WriteLong( &buf, cl.serverId );
-
- // write the last message we received, which can
- // be used for delta compression, and is also used
- // to tell if we dropped a gamestate
- MSG_WriteLong( &buf, clc.serverMessageSequence );
-
- // write the last reliable message we received
- MSG_WriteLong( &buf, clc.serverCommandSequence );
-
- // write any unacknowledged clientCommands
- for ( i = clc.reliableAcknowledge + 1 ; i <= clc.reliableSequence ; i++ ) {
- MSG_WriteByte( &buf, clc_clientCommand );
- MSG_WriteLong( &buf, i );
- MSG_WriteString( &buf, clc.reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] );
- }
-
- // we want to send all the usercmds that were generated in the last
- // few packet, so even if a couple packets are dropped in a row,
- // all the cmds will make it to the server
- if ( cl_packetdup->integer < 0 ) {
- Cvar_Set( "cl_packetdup", "0" );
- } else if ( cl_packetdup->integer > 5 ) {
- Cvar_Set( "cl_packetdup", "5" );
- }
- oldPacketNum = (clc.netchan.outgoingSequence - 1 - cl_packetdup->integer) & PACKET_MASK;
- count = cl.cmdNumber - cl.outPackets[ oldPacketNum ].p_cmdNumber;
- if ( count > MAX_PACKET_USERCMDS ) {
- count = MAX_PACKET_USERCMDS;
- Com_Printf("MAX_PACKET_USERCMDS\n");
- }
- if ( count >= 1 ) {
- if ( cl_showSend->integer ) {
- Com_Printf( "(%i)", count );
- }
-
- // begin a client move command
- if ( cl_nodelta->integer || !cl.snap.valid || clc.demowaiting
- || clc.serverMessageSequence != cl.snap.messageNum ) {
- MSG_WriteByte (&buf, clc_moveNoDelta);
- } else {
- MSG_WriteByte (&buf, clc_move);
- }
-
- // write the command count
- MSG_WriteByte( &buf, count );
-
- // use the checksum feed in the key
- key = clc.checksumFeed;
- // also use the message acknowledge
- key ^= clc.serverMessageSequence;
- // also use the last acknowledged server command in the key
- key ^= Com_HashKey(clc.serverCommands[ clc.serverCommandSequence & (MAX_RELIABLE_COMMANDS-1) ], 32);
-
- // write all the commands, including the predicted command
- for ( i = 0 ; i < count ; i++ ) {
- j = (cl.cmdNumber - count + i + 1) & CMD_MASK;
- cmd = &cl.cmds[j];
- MSG_WriteDeltaUsercmdKey (&buf, key, oldcmd, cmd);
- oldcmd = cmd;
- }
- }
-
- //
- // deliver the message
- //
- packetNum = clc.netchan.outgoingSequence & PACKET_MASK;
- cl.outPackets[ packetNum ].p_realtime = cls.realtime;
- cl.outPackets[ packetNum ].p_serverTime = oldcmd->serverTime;
- cl.outPackets[ packetNum ].p_cmdNumber = cl.cmdNumber;
- clc.lastPacketSentTime = cls.realtime;
-
- if ( cl_showSend->integer ) {
- Com_Printf( "%i ", buf.cursize );
- }
-
- CL_Netchan_Transmit (&clc.netchan, &buf);
-
- // clients never really should have messages large enough
- // to fragment, but in case they do, fire them all off
- // at once
- // TTimo: this causes a packet burst, which is bad karma for winsock
- // added a WARNING message, we'll see if there are legit situations where this happens
- while ( clc.netchan.unsentFragments ) {
- Com_DPrintf( "WARNING: #462 unsent fragments (not supposed to happen!)\n" );
- CL_Netchan_TransmitNextFragment( &clc.netchan );
- }
-}
-
-/*
-=================
-CL_SendCmd
-
-Called every frame to builds and sends a command packet to the server.
-=================
-*/
-void CL_SendCmd( void ) {
- // don't send any message if not connected
- if ( cls.state < CA_CONNECTED ) {
- return;
- }
-
- // don't send commands if paused
- if ( com_sv_running->integer && sv_paused->integer && cl_paused->integer ) {
- return;
- }
-
- // we create commands even if a demo is playing,
- CL_CreateNewCommands();
-
- // don't send a packet if the last packet was sent too recently
- if ( !CL_ReadyToSendPacket() ) {
- if ( cl_showSend->integer ) {
- Com_Printf( ". " );
- }
- return;
- }
-
- CL_WritePacket();
-}
-
-/*
-============
-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_Button0Down);
- Cmd_AddCommand ("-attack", IN_Button0Up);
- Cmd_AddCommand ("+button0", IN_Button0Down);
- Cmd_AddCommand ("-button0", IN_Button0Up);
- Cmd_AddCommand ("+button1", IN_Button1Down);
- Cmd_AddCommand ("-button1", IN_Button1Up);
- Cmd_AddCommand ("+button2", IN_Button2Down);
- Cmd_AddCommand ("-button2", IN_Button2Up);
- Cmd_AddCommand ("+button3", IN_Button3Down);
- Cmd_AddCommand ("-button3", IN_Button3Up);
- Cmd_AddCommand ("+button4", IN_Button4Down);
- Cmd_AddCommand ("-button4", IN_Button4Up);
- Cmd_AddCommand ("+button5", IN_Button5Down);
- Cmd_AddCommand ("-button5", IN_Button5Up);
- Cmd_AddCommand ("+button6", IN_Button6Down);
- Cmd_AddCommand ("-button6", IN_Button6Up);
- Cmd_AddCommand ("+button7", IN_Button7Down);
- Cmd_AddCommand ("-button7", IN_Button7Up);
- Cmd_AddCommand ("+button8", IN_Button8Down);
- Cmd_AddCommand ("-button8", IN_Button8Up);
- Cmd_AddCommand ("+button9", IN_Button9Down);
- Cmd_AddCommand ("-button9", IN_Button9Up);
- Cmd_AddCommand ("+button10", IN_Button10Down);
- Cmd_AddCommand ("-button10", IN_Button10Up);
- Cmd_AddCommand ("+button11", IN_Button11Down);
- Cmd_AddCommand ("-button11", IN_Button11Up);
- Cmd_AddCommand ("+button12", IN_Button12Down);
- Cmd_AddCommand ("-button12", IN_Button12Up);
- Cmd_AddCommand ("+button13", IN_Button13Down);
- Cmd_AddCommand ("-button13", IN_Button13Up);
- Cmd_AddCommand ("+button14", IN_Button14Down);
- Cmd_AddCommand ("-button14", IN_Button14Up);
- Cmd_AddCommand ("+mlook", IN_MLookDown);
- Cmd_AddCommand ("-mlook", IN_MLookUp);
-
- cl_nodelta = Cvar_Get ("cl_nodelta", "0", 0);
- cl_debugMove = Cvar_Get ("cl_debugMove", "0", 0);
-}
+/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Foobar; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// cl.input.c -- builds an intended movement command to send to the server + +#include "client.h" + +unsigned frame_msec; +int old_com_frameTime; + +/* +=============================================================================== + +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 argv(1) so it can be matched up with the release. + +argv(2) will be set to the time the event happened, which allows exact +control even at low framerates when the down and up events may both get qued +at the same time. + +=============================================================================== +*/ + + +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; +kbutton_t in_up, in_down; + +kbutton_t in_buttons[16]; + + +qboolean in_mlooking; + + +void IN_MLookDown( void ) { + in_mlooking = qtrue; +} + +void IN_MLookUp( void ) { + in_mlooking = qfalse; + if ( !cl_freelook->integer ) { + IN_CenterView (); + } +} + +void IN_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->active ) { + return; // still down + } + + // save timestamp for partial frame summing + c = Cmd_Argv(2); + b->downtime = atoi(c); + + b->active = qtrue; + b->wasPressed = qtrue; +} + +void IN_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->active = qfalse; + 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 + } + + b->active = qfalse; + + // save timestamp for partial frame summing + c = Cmd_Argv(2); + uptime = atoi(c); + if ( uptime ) { + b->msec += uptime - b->downtime; + } else { + b->msec += frame_msec / 2; + } + + b->active = qfalse; +} + + + +/* +=============== +CL_KeyState + +Returns the fraction of the frame that the key was down +=============== +*/ +float CL_KeyState( kbutton_t *key ) { + float val; + int msec; + + msec = key->msec; + key->msec = 0; + + if ( key->active ) { + // still down + if ( !key->downtime ) { + msec = com_frameTime; + } else { + msec += com_frameTime - key->downtime; + } + key->downtime = com_frameTime; + } + +#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; +} + + + +void IN_UpDown(void) {IN_KeyDown(&in_up);} +void IN_UpUp(void) {IN_KeyUp(&in_up);} +void IN_DownDown(void) {IN_KeyDown(&in_down);} +void IN_DownUp(void) {IN_KeyUp(&in_down);} +void IN_LeftDown(void) {IN_KeyDown(&in_left);} +void IN_LeftUp(void) {IN_KeyUp(&in_left);} +void IN_RightDown(void) {IN_KeyDown(&in_right);} +void IN_RightUp(void) {IN_KeyUp(&in_right);} +void IN_ForwardDown(void) {IN_KeyDown(&in_forward);} +void IN_ForwardUp(void) {IN_KeyUp(&in_forward);} +void IN_BackDown(void) {IN_KeyDown(&in_back);} +void IN_BackUp(void) {IN_KeyUp(&in_back);} +void IN_LookupDown(void) {IN_KeyDown(&in_lookup);} +void IN_LookupUp(void) {IN_KeyUp(&in_lookup);} +void IN_LookdownDown(void) {IN_KeyDown(&in_lookdown);} +void IN_LookdownUp(void) {IN_KeyUp(&in_lookdown);} +void IN_MoveleftDown(void) {IN_KeyDown(&in_moveleft);} +void IN_MoveleftUp(void) {IN_KeyUp(&in_moveleft);} +void IN_MoverightDown(void) {IN_KeyDown(&in_moveright);} +void IN_MoverightUp(void) {IN_KeyUp(&in_moveright);} + +void IN_SpeedDown(void) {IN_KeyDown(&in_speed);} +void IN_SpeedUp(void) {IN_KeyUp(&in_speed);} +void IN_StrafeDown(void) {IN_KeyDown(&in_strafe);} +void IN_StrafeUp(void) {IN_KeyUp(&in_strafe);} + +void IN_Button0Down(void) {IN_KeyDown(&in_buttons[0]);} +void IN_Button0Up(void) {IN_KeyUp(&in_buttons[0]);} +void IN_Button1Down(void) {IN_KeyDown(&in_buttons[1]);} +void IN_Button1Up(void) {IN_KeyUp(&in_buttons[1]);} +void IN_Button2Down(void) {IN_KeyDown(&in_buttons[2]);} +void IN_Button2Up(void) {IN_KeyUp(&in_buttons[2]);} +void IN_Button3Down(void) {IN_KeyDown(&in_buttons[3]);} +void IN_Button3Up(void) {IN_KeyUp(&in_buttons[3]);} +void IN_Button4Down(void) {IN_KeyDown(&in_buttons[4]);} +void IN_Button4Up(void) {IN_KeyUp(&in_buttons[4]);} +void IN_Button5Down(void) {IN_KeyDown(&in_buttons[5]);} +void IN_Button5Up(void) {IN_KeyUp(&in_buttons[5]);} +void IN_Button6Down(void) {IN_KeyDown(&in_buttons[6]);} +void IN_Button6Up(void) {IN_KeyUp(&in_buttons[6]);} +void IN_Button7Down(void) {IN_KeyDown(&in_buttons[7]);} +void IN_Button7Up(void) {IN_KeyUp(&in_buttons[7]);} +void IN_Button8Down(void) {IN_KeyDown(&in_buttons[8]);} +void IN_Button8Up(void) {IN_KeyUp(&in_buttons[8]);} +void IN_Button9Down(void) {IN_KeyDown(&in_buttons[9]);} +void IN_Button9Up(void) {IN_KeyUp(&in_buttons[9]);} +void IN_Button10Down(void) {IN_KeyDown(&in_buttons[10]);} +void IN_Button10Up(void) {IN_KeyUp(&in_buttons[10]);} +void IN_Button11Down(void) {IN_KeyDown(&in_buttons[11]);} +void IN_Button11Up(void) {IN_KeyUp(&in_buttons[11]);} +void IN_Button12Down(void) {IN_KeyDown(&in_buttons[12]);} +void IN_Button12Up(void) {IN_KeyUp(&in_buttons[12]);} +void IN_Button13Down(void) {IN_KeyDown(&in_buttons[13]);} +void IN_Button13Up(void) {IN_KeyUp(&in_buttons[13]);} +void IN_Button14Down(void) {IN_KeyDown(&in_buttons[14]);} +void IN_Button14Up(void) {IN_KeyUp(&in_buttons[14]);} +void IN_Button15Down(void) {IN_KeyDown(&in_buttons[15]);} +void IN_Button15Up(void) {IN_KeyUp(&in_buttons[15]);} + +void IN_ButtonDown (void) { + IN_KeyDown(&in_buttons[1]);} +void IN_ButtonUp (void) { + IN_KeyUp(&in_buttons[1]);} + +void IN_CenterView (void) { + cl.viewangles[PITCH] = -SHORT2ANGLE(cl.snap.ps.delta_angles[PITCH]); +} + + +//========================================================================== + +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; + + if ( in_speed.active ) { + speed = 0.001 * cls.frametime * cl_anglespeedkey->value; + } else { + speed = 0.001 * cls.frametime; + } + + if ( !in_strafe.active ) { + cl.viewangles[YAW] -= speed*cl_yawspeed->value*CL_KeyState (&in_right); + cl.viewangles[YAW] += speed*cl_yawspeed->value*CL_KeyState (&in_left); + } + + cl.viewangles[PITCH] -= speed*cl_pitchspeed->value * CL_KeyState (&in_lookup); + cl.viewangles[PITCH] += speed*cl_pitchspeed->value * CL_KeyState (&in_lookdown); +} + +/* +================ +CL_KeyMove + +Sets the usercmd_t based on key states +================ +*/ +void CL_KeyMove( usercmd_t *cmd ) { + int movespeed; + int forward, side, up; + + // + // adjust for speed key / running + // the walking flag is to keep animations consistant + // even during acceleration and develeration + // + if ( in_speed.active ^ cl_run->integer ) { + movespeed = 127; + cmd->buttons &= ~BUTTON_WALKING; + } else { + cmd->buttons |= BUTTON_WALKING; + movespeed = 64; + } + + forward = 0; + side = 0; + up = 0; + if ( in_strafe.active ) { + side += movespeed * CL_KeyState (&in_right); + side -= movespeed * CL_KeyState (&in_left); + } + + side += movespeed * CL_KeyState (&in_moveright); + side -= movespeed * CL_KeyState (&in_moveleft); + + + up += movespeed * CL_KeyState (&in_up); + up -= movespeed * CL_KeyState (&in_down); + + forward += movespeed * CL_KeyState (&in_forward); + forward -= movespeed * CL_KeyState (&in_back); + + cmd->forwardmove = ClampChar( forward ); + cmd->rightmove = ClampChar( side ); + cmd->upmove = ClampChar( up ); +} + +/* +================= +CL_MouseEvent +================= +*/ +void CL_MouseEvent( int dx, int dy, int time ) { + if ( cls.keyCatchers & KEYCATCH_UI ) { + VM_Call( uivm, UI_MOUSE_EVENT, dx, dy ); + } else if (cls.keyCatchers & KEYCATCH_CGAME) { + VM_Call (cgvm, CG_MOUSE_EVENT, dx, dy); + } else { + cl.mouseDx[cl.mouseIndex] += dx; + cl.mouseDy[cl.mouseIndex] += dy; + } +} + +/* +================= +CL_JoystickEvent + +Joystick values stay set until changed +================= +*/ +void CL_JoystickEvent( int axis, int value, int time ) { + if ( axis < 0 || axis >= MAX_JOYSTICK_AXIS ) { + Com_Error( ERR_DROP, "CL_JoystickEvent: bad axis %i", axis ); + } + cl.joystickAxis[axis] = value; +} + +/* +================= +CL_JoystickMove +================= +*/ +void CL_JoystickMove( usercmd_t *cmd ) { + int movespeed; + float anglespeed; + + if ( in_speed.active ^ cl_run->integer ) { + movespeed = 2; + } else { + movespeed = 1; + cmd->buttons |= BUTTON_WALKING; + } + + if ( in_speed.active ) { + anglespeed = 0.001 * cls.frametime * cl_anglespeedkey->value; + } else { + anglespeed = 0.001 * cls.frametime; + } + + if ( !in_strafe.active ) { + cl.viewangles[YAW] += anglespeed * cl_yawspeed->value * cl.joystickAxis[AXIS_SIDE]; + } else { + cmd->rightmove = ClampChar( cmd->rightmove + cl.joystickAxis[AXIS_SIDE] ); + } + + if ( in_mlooking ) { + cl.viewangles[PITCH] += anglespeed * cl_pitchspeed->value * cl.joystickAxis[AXIS_FORWARD]; + } else { + cmd->forwardmove = ClampChar( cmd->forwardmove + cl.joystickAxis[AXIS_FORWARD] ); + } + + cmd->upmove = ClampChar( cmd->upmove + cl.joystickAxis[AXIS_UP] ); +} + +/* +================= +CL_MouseMove +================= +*/ +void CL_MouseMove( usercmd_t *cmd ) { + float mx, my; + float accelSensitivity; + float rate; + + // allow mouse smoothing + if ( m_filter->integer ) { + mx = ( cl.mouseDx[0] + cl.mouseDx[1] ) * 0.5; + my = ( cl.mouseDy[0] + cl.mouseDy[1] ) * 0.5; + } else { + mx = cl.mouseDx[cl.mouseIndex]; + my = cl.mouseDy[cl.mouseIndex]; + } + cl.mouseIndex ^= 1; + cl.mouseDx[cl.mouseIndex] = 0; + cl.mouseDy[cl.mouseIndex] = 0; + + rate = sqrt( mx * mx + my * my ) / (float)frame_msec; + accelSensitivity = cl_sensitivity->value + rate * cl_mouseAccel->value; + + // scale by FOV + accelSensitivity *= cl.cgameSensitivity; + + if ( rate && cl_showMouseRate->integer ) { + Com_Printf( "%f : %f\n", rate, accelSensitivity ); + } + + mx *= accelSensitivity; + my *= accelSensitivity; + + if (!mx && !my) { + return; + } + + // add mouse X/Y movement to cmd + if ( in_strafe.active ) { + cmd->rightmove = ClampChar( cmd->rightmove + m_side->value * mx ); + } else { + cl.viewangles[YAW] -= m_yaw->value * mx; + } + + if ( (in_mlooking || cl_freelook->integer) && !in_strafe.active ) { + cl.viewangles[PITCH] += m_pitch->value * my; + } else { + cmd->forwardmove = ClampChar( cmd->forwardmove - m_forward->value * my ); + } +} + + +/* +============== +CL_CmdButtons +============== +*/ +void CL_CmdButtons( usercmd_t *cmd ) { + int i; + + // + // figure button bits + // send a button bit even if the key was pressed and released in + // less than a frame + // + for (i = 0 ; i < 15 ; i++) { + if ( in_buttons[i].active || in_buttons[i].wasPressed ) { + cmd->buttons |= 1 << i; + } + in_buttons[i].wasPressed = qfalse; + } + + if ( cls.keyCatchers ) { + cmd->buttons |= BUTTON_TALK; + } + + // allow the game to know if any key at all is + // currently pressed, even if it isn't bound to anything + if ( anykeydown && !cls.keyCatchers ) { + cmd->buttons |= BUTTON_ANY; + } +} + + +/* +============== +CL_FinishMove +============== +*/ +void CL_FinishMove( usercmd_t *cmd ) { + int i; + + // copy the state that the cgame is currently sending + cmd->weapon = cl.cgameUserCmdValue; + + // send the current server time so the amount of movement + // can be determined without allowing cheating + cmd->serverTime = cl.serverTime; + + for (i=0 ; i<3 ; i++) { + cmd->angles[i] = ANGLE2SHORT(cl.viewangles[i]); + } +} + + +/* +================= +CL_CreateCmd +================= +*/ +usercmd_t CL_CreateCmd( void ) { + usercmd_t cmd; + vec3_t oldAngles; + + VectorCopy( cl.viewangles, oldAngles ); + + // keyboard angle adjustment + CL_AdjustAngles (); + + Com_Memset( &cmd, 0, sizeof( cmd ) ); + + CL_CmdButtons( &cmd ); + + // get basic movement from keyboard + CL_KeyMove( &cmd ); + + // get basic movement from mouse + CL_MouseMove( &cmd ); + + // get basic movement from joystick + CL_JoystickMove( &cmd ); + + // check to make sure the angles haven't wrapped + if ( cl.viewangles[PITCH] - oldAngles[PITCH] > 90 ) { + cl.viewangles[PITCH] = oldAngles[PITCH] + 90; + } else if ( oldAngles[PITCH] - cl.viewangles[PITCH] > 90 ) { + cl.viewangles[PITCH] = oldAngles[PITCH] - 90; + } + + // store out the final values + CL_FinishMove( &cmd ); + + // draw debug graphs of turning for mouse testing + if ( cl_debugMove->integer ) { + if ( cl_debugMove->integer == 1 ) { + SCR_DebugGraph( abs(cl.viewangles[YAW] - oldAngles[YAW]), 0 ); + } + if ( cl_debugMove->integer == 2 ) { + SCR_DebugGraph( abs(cl.viewangles[PITCH] - oldAngles[PITCH]), 0 ); + } + } + + return cmd; +} + + +/* +================= +CL_CreateNewCommands + +Create a new usercmd_t structure for this frame +================= +*/ +void CL_CreateNewCommands( void ) { + usercmd_t *cmd; + int cmdNum; + + // no need to create usercmds until we have a gamestate + if ( cls.state < CA_PRIMED ) { + return; + } + + frame_msec = com_frameTime - old_com_frameTime; + + // if running less than 5fps, truncate the extra time to prevent + // unexpected moves after a hitch + if ( frame_msec > 200 ) { + frame_msec = 200; + } + old_com_frameTime = com_frameTime; + + + // generate a command for this frame + cl.cmdNumber++; + cmdNum = cl.cmdNumber & CMD_MASK; + cl.cmds[cmdNum] = CL_CreateCmd (); + cmd = &cl.cmds[cmdNum]; +} + +/* +================= +CL_ReadyToSendPacket + +Returns qfalse if we are over the maxpackets limit +and should choke back the bandwidth a bit by not sending +a packet this frame. All the commands will still get +delivered in the next packet, but saving a header and +getting more delta compression will reduce total bandwidth. +================= +*/ +qboolean CL_ReadyToSendPacket( void ) { + int oldPacketNum; + int delta; + + // don't send anything if playing back a demo + if ( clc.demoplaying || cls.state == CA_CINEMATIC ) { + return qfalse; + } + + // If we are downloading, we send no less than 50ms between packets + if ( *clc.downloadTempName && + cls.realtime - clc.lastPacketSentTime < 50 ) { + return qfalse; + } + + // if we don't have a valid gamestate yet, only send + // one packet a second + if ( cls.state != CA_ACTIVE && + cls.state != CA_PRIMED && + !*clc.downloadTempName && + cls.realtime - clc.lastPacketSentTime < 1000 ) { + return qfalse; + } + + // send every frame for loopbacks + if ( clc.netchan.remoteAddress.type == NA_LOOPBACK ) { + return qtrue; + } + + // send every frame for LAN + if ( Sys_IsLANAddress( clc.netchan.remoteAddress ) ) { + return qtrue; + } + + // check for exceeding cl_maxpackets + if ( cl_maxpackets->integer < 15 ) { + Cvar_Set( "cl_maxpackets", "15" ); + } else if ( cl_maxpackets->integer > 125 ) { + Cvar_Set( "cl_maxpackets", "125" ); + } + oldPacketNum = (clc.netchan.outgoingSequence - 1) & PACKET_MASK; + delta = cls.realtime - cl.outPackets[ oldPacketNum ].p_realtime; + if ( delta < 1000 / cl_maxpackets->integer ) { + // the accumulated commands will go out in the next packet + return qfalse; + } + + return qtrue; +} + +/* +=================== +CL_WritePacket + +Create and send the command packet to the server +Including both the reliable commands and the usercmds + +During normal gameplay, a client packet will contain something like: + +4 sequence number +2 qport +4 serverid +4 acknowledged sequence number +4 clc.serverCommandSequence +<optional reliable commands> +1 clc_move or clc_moveNoDelta +1 command count +<count * usercmds> + +=================== +*/ +void CL_WritePacket( void ) { + msg_t buf; + byte data[MAX_MSGLEN]; + int i, j; + usercmd_t *cmd, *oldcmd; + usercmd_t nullcmd; + int packetNum; + int oldPacketNum; + int count, key; + + // don't send anything if playing back a demo + if ( clc.demoplaying || cls.state == CA_CINEMATIC ) { + return; + } + + Com_Memset( &nullcmd, 0, sizeof(nullcmd) ); + oldcmd = &nullcmd; + + MSG_Init( &buf, data, sizeof(data) ); + + MSG_Bitstream( &buf ); + // write the current serverId so the server + // can tell if this is from the current gameState + MSG_WriteLong( &buf, cl.serverId ); + + // write the last message we received, which can + // be used for delta compression, and is also used + // to tell if we dropped a gamestate + MSG_WriteLong( &buf, clc.serverMessageSequence ); + + // write the last reliable message we received + MSG_WriteLong( &buf, clc.serverCommandSequence ); + + // write any unacknowledged clientCommands + for ( i = clc.reliableAcknowledge + 1 ; i <= clc.reliableSequence ; i++ ) { + MSG_WriteByte( &buf, clc_clientCommand ); + MSG_WriteLong( &buf, i ); + MSG_WriteString( &buf, clc.reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] ); + } + + // we want to send all the usercmds that were generated in the last + // few packet, so even if a couple packets are dropped in a row, + // all the cmds will make it to the server + if ( cl_packetdup->integer < 0 ) { + Cvar_Set( "cl_packetdup", "0" ); + } else if ( cl_packetdup->integer > 5 ) { + Cvar_Set( "cl_packetdup", "5" ); + } + oldPacketNum = (clc.netchan.outgoingSequence - 1 - cl_packetdup->integer) & PACKET_MASK; + count = cl.cmdNumber - cl.outPackets[ oldPacketNum ].p_cmdNumber; + if ( count > MAX_PACKET_USERCMDS ) { + count = MAX_PACKET_USERCMDS; + Com_Printf("MAX_PACKET_USERCMDS\n"); + } + if ( count >= 1 ) { + if ( cl_showSend->integer ) { + Com_Printf( "(%i)", count ); + } + + // begin a client move command + if ( cl_nodelta->integer || !cl.snap.valid || clc.demowaiting + || clc.serverMessageSequence != cl.snap.messageNum ) { + MSG_WriteByte (&buf, clc_moveNoDelta); + } else { + MSG_WriteByte (&buf, clc_move); + } + + // write the command count + MSG_WriteByte( &buf, count ); + + // use the checksum feed in the key + key = clc.checksumFeed; + // also use the message acknowledge + key ^= clc.serverMessageSequence; + // also use the last acknowledged server command in the key + key ^= Com_HashKey(clc.serverCommands[ clc.serverCommandSequence & (MAX_RELIABLE_COMMANDS-1) ], 32); + + // write all the commands, including the predicted command + for ( i = 0 ; i < count ; i++ ) { + j = (cl.cmdNumber - count + i + 1) & CMD_MASK; + cmd = &cl.cmds[j]; + MSG_WriteDeltaUsercmdKey (&buf, key, oldcmd, cmd); + oldcmd = cmd; + } + } + + // + // deliver the message + // + packetNum = clc.netchan.outgoingSequence & PACKET_MASK; + cl.outPackets[ packetNum ].p_realtime = cls.realtime; + cl.outPackets[ packetNum ].p_serverTime = oldcmd->serverTime; + cl.outPackets[ packetNum ].p_cmdNumber = cl.cmdNumber; + clc.lastPacketSentTime = cls.realtime; + + if ( cl_showSend->integer ) { + Com_Printf( "%i ", buf.cursize ); + } + + CL_Netchan_Transmit (&clc.netchan, &buf); + + // clients never really should have messages large enough + // to fragment, but in case they do, fire them all off + // at once + // TTimo: this causes a packet burst, which is bad karma for winsock + // added a WARNING message, we'll see if there are legit situations where this happens + while ( clc.netchan.unsentFragments ) { + Com_DPrintf( "WARNING: #462 unsent fragments (not supposed to happen!)\n" ); + CL_Netchan_TransmitNextFragment( &clc.netchan ); + } +} + +/* +================= +CL_SendCmd + +Called every frame to builds and sends a command packet to the server. +================= +*/ +void CL_SendCmd( void ) { + // don't send any message if not connected + if ( cls.state < CA_CONNECTED ) { + return; + } + + // don't send commands if paused + if ( com_sv_running->integer && sv_paused->integer && cl_paused->integer ) { + return; + } + + // we create commands even if a demo is playing, + CL_CreateNewCommands(); + + // don't send a packet if the last packet was sent too recently + if ( !CL_ReadyToSendPacket() ) { + if ( cl_showSend->integer ) { + Com_Printf( ". " ); + } + return; + } + + CL_WritePacket(); +} + +/* +============ +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_Button0Down); + Cmd_AddCommand ("-attack", IN_Button0Up); + Cmd_AddCommand ("+button0", IN_Button0Down); + Cmd_AddCommand ("-button0", IN_Button0Up); + Cmd_AddCommand ("+button1", IN_Button1Down); + Cmd_AddCommand ("-button1", IN_Button1Up); + Cmd_AddCommand ("+button2", IN_Button2Down); + Cmd_AddCommand ("-button2", IN_Button2Up); + Cmd_AddCommand ("+button3", IN_Button3Down); + Cmd_AddCommand ("-button3", IN_Button3Up); + Cmd_AddCommand ("+button4", IN_Button4Down); + Cmd_AddCommand ("-button4", IN_Button4Up); + Cmd_AddCommand ("+button5", IN_Button5Down); + Cmd_AddCommand ("-button5", IN_Button5Up); + Cmd_AddCommand ("+button6", IN_Button6Down); + Cmd_AddCommand ("-button6", IN_Button6Up); + Cmd_AddCommand ("+button7", IN_Button7Down); + Cmd_AddCommand ("-button7", IN_Button7Up); + Cmd_AddCommand ("+button8", IN_Button8Down); + Cmd_AddCommand ("-button8", IN_Button8Up); + Cmd_AddCommand ("+button9", IN_Button9Down); + Cmd_AddCommand ("-button9", IN_Button9Up); + Cmd_AddCommand ("+button10", IN_Button10Down); + Cmd_AddCommand ("-button10", IN_Button10Up); + Cmd_AddCommand ("+button11", IN_Button11Down); + Cmd_AddCommand ("-button11", IN_Button11Up); + Cmd_AddCommand ("+button12", IN_Button12Down); + Cmd_AddCommand ("-button12", IN_Button12Up); + Cmd_AddCommand ("+button13", IN_Button13Down); + Cmd_AddCommand ("-button13", IN_Button13Up); + Cmd_AddCommand ("+button14", IN_Button14Down); + Cmd_AddCommand ("-button14", IN_Button14Up); + Cmd_AddCommand ("+mlook", IN_MLookDown); + Cmd_AddCommand ("-mlook", IN_MLookUp); + + cl_nodelta = Cvar_Get ("cl_nodelta", "0", 0); + cl_debugMove = Cvar_Get ("cl_debugMove", "0", 0); +} |