#include "hud.h" #include "usercmd.h" #include "cvardef.h" #include "kbutton.h" #include "keydefs.h" #include "cl_util.h" #include "input_mouse.h" #include "view.h" extern cvar_t *sensitivity; extern cvar_t *in_joystick; extern kbutton_t in_strafe; extern kbutton_t in_mlook; extern kbutton_t in_speed; extern kbutton_t in_jlook; extern kbutton_t in_forward; extern kbutton_t in_back; extern kbutton_t in_moveleft; extern kbutton_t in_moveright; extern float mouse_pos_extern[2]; extern int iVisibleMouse; extern cvar_t *m_pitch; extern cvar_t *m_yaw; extern cvar_t *m_forward; extern cvar_t *m_side; extern cvar_t *lookstrafe; extern cvar_t *lookspring; extern cvar_t *cl_pitchdown; extern cvar_t *cl_pitchup; extern cvar_t *cl_yawspeed; extern cvar_t *cl_sidespeed; extern cvar_t *cl_forwardspeed; extern cvar_t *cl_pitchspeed; extern cvar_t *cl_movespeedkey; cvar_t *cl_laddermode; #define F 1U<<0 // Forward #define B 1U<<1 // Back #define L 1U<<2 // Left #define R 1U<<3 // Right #define T 1U<<4 // Forward stop #define S 1U<<5 // Side stop #define BUTTON_DOWN 1 #define IMPULSE_DOWN 2 #define IMPULSE_UP 4 int CL_IsDead( void ); extern Vector dead_viewangles; void IN_ToggleButtons( float forwardmove, float sidemove ) { static unsigned int moveflags = T | S; if( forwardmove ) moveflags &= ~T; else { //if( in_forward.state || in_back.state ) gEngfuncs.Con_Printf("Buttons pressed f%d b%d\n", in_forward.state, in_back.state); if( !( moveflags & T ) ) { //IN_ForwardUp(); //IN_BackUp(); //gEngfuncs.Con_Printf("Reset forwardmove state f%d b%d\n", in_forward.state, in_back.state); in_forward.state &= ~BUTTON_DOWN; in_back.state &= ~BUTTON_DOWN; moveflags |= T; } } if( sidemove ) moveflags &= ~S; else { //gEngfuncs.Con_Printf("l%d r%d\n", in_moveleft.state, in_moveright.state); //if( in_moveleft.state || in_moveright.state ) gEngfuncs.Con_Printf("Buttons pressed l%d r%d\n", in_moveleft.state, in_moveright.state); if( !( moveflags & S ) ) { //IN_MoverightUp(); //IN_MoveleftUp(); //gEngfuncs.Con_Printf("Reset sidemove state f%d b%d\n", in_moveleft.state, in_moveright.state); in_moveleft.state &= ~BUTTON_DOWN; in_moveright.state &= ~BUTTON_DOWN; moveflags |= S; } } if( forwardmove > 0.7f && !( moveflags & F ) ) { moveflags |= F; in_forward.state |= BUTTON_DOWN; } if( forwardmove < 0.7f && ( moveflags & F ) ) { moveflags &= ~F; in_forward.state &= ~BUTTON_DOWN; } if( forwardmove < -0.7f && !( moveflags & B ) ) { moveflags |= B; in_back.state |= BUTTON_DOWN; } if( forwardmove > -0.7f && ( moveflags & B ) ) { moveflags &= ~B; in_back.state &= ~BUTTON_DOWN; } if( sidemove > 0.9f && !( moveflags & R ) ) { moveflags |= R; in_moveright.state |= BUTTON_DOWN; } if( sidemove < 0.9f && ( moveflags & R ) ) { moveflags &= ~R; in_moveright.state &= ~BUTTON_DOWN; } if( sidemove < -0.9f && !( moveflags & L ) ) { moveflags |= L; in_moveleft.state |= BUTTON_DOWN; } if( sidemove > -0.9f && ( moveflags & L ) ) { moveflags &= ~L; in_moveleft.state &= ~BUTTON_DOWN; } } void FWGSInput::IN_ClientMoveEvent( float forwardmove, float sidemove ) { //gEngfuncs.Con_Printf("IN_MoveEvent\n"); ac_forwardmove += forwardmove; ac_sidemove += sidemove; ac_movecount++; } void FWGSInput::IN_ClientLookEvent( float relyaw, float relpitch ) { rel_yaw += relyaw; rel_pitch += relpitch; } // Rotate camera and add move values to usercmd void FWGSInput::IN_Move( float frametime, usercmd_t *cmd ) { Vector viewangles; bool fLadder = false; if( gHUD.m_iIntermission ) return; // we can't move during intermission if( cl_laddermode->value != 2 ) { cl_entity_t *pplayer = gEngfuncs.GetLocalPlayer(); if( pplayer ) fLadder = pplayer->curstate.movetype == MOVETYPE_FLY; } //if(ac_forwardmove || ac_sidemove) //gEngfuncs.Con_Printf("Move: %f %f %f %f\n", ac_forwardmove, ac_sidemove, rel_pitch, rel_yaw); #if 0 if( in_mlook.state & 1 ) { V_StopPitchDrift(); } #endif if( CL_IsDead() ) { viewangles = dead_viewangles; // HACKHACK: see below } else { gEngfuncs.GetViewAngles( viewangles ); } if( !iVisibleMouse ) { if( gHUD.GetSensitivity() != 0 ) { rel_yaw *= gHUD.GetSensitivity(); rel_pitch *= gHUD.GetSensitivity(); } else { rel_yaw *= sensitivity->value; rel_pitch *= sensitivity->value; } viewangles[YAW] += rel_yaw; if( fLadder ) { if( cl_laddermode->value == 1 ) viewangles[YAW] -= ac_sidemove * 5; ac_sidemove = 0; } } else { // Get mouse pos and normalize it to be sent to view.cpp // POINT mouse_pos; int mx, my; gEngfuncs.GetMousePosition( &mx, &my ); // GetCursorPos(&mouse_pos); mouse_pos_extern[0] = mx; // mouse_pos.x; mouse_pos_extern[1] = my; // mouse_pos.y; mouse_pos_extern[0] /= ScreenWidth / 2; mouse_pos_extern[1] /= ScreenHeight / 2; mouse_pos_extern[0] -= 1; mouse_pos_extern[1] -= 1; viewangles[YAW] = -atan2( double( mouse_pos_extern[1] * ( M_PI / 180 ) ), double( mouse_pos_extern[0] * ( M_PI / 180 ) ) ) * ( 180 / M_PI ) - 90; // I don't know why I have to negate the value and subtract 90, it just works that way. mouse_pos_extern[0] *= 27; mouse_pos_extern[1] *= 27; } #if !USE_VGUI || USE_NOVGUI_MOTD if( gHUD.m_MOTD.m_bShow ) gHUD.m_MOTD.scroll += rel_pitch; // else #endif /* viewangles[PITCH] += rel_pitch; if( viewangles[PITCH] > cl_pitchdown->value ) viewangles[PITCH] = cl_pitchdown->value; if( viewangles[PITCH] < -cl_pitchup->value ) viewangles[PITCH] = -cl_pitchup->value; */ // HACKHACK: change viewangles directly in viewcode, // so viewangles when player is dead will not be changed on server if( !CL_IsDead() ) { gEngfuncs.SetViewAngles( viewangles ); } dead_viewangles = viewangles; // keep them actual if( ac_movecount ) { IN_ToggleButtons( ac_forwardmove / ac_movecount, ac_sidemove / ac_movecount ); if( ac_forwardmove ) cmd->forwardmove = ac_forwardmove * cl_forwardspeed->value / ac_movecount; if( ac_sidemove ) cmd->sidemove = ac_sidemove * cl_sidespeed->value / ac_movecount; if( ( in_speed.state & 1 ) && ( ac_sidemove || ac_forwardmove ) ) { cmd->forwardmove *= cl_movespeedkey->value; cmd->sidemove *= cl_movespeedkey->value; } } ac_sidemove = ac_forwardmove = rel_pitch = rel_yaw = 0; ac_movecount = 0; } void FWGSInput::IN_MouseEvent( int mstate ) { static int mouse_oldbuttonstate; // perform button actions for( int i = 0; i < 5; i++ ) { if( ( mstate & ( 1 << i ) ) && !( mouse_oldbuttonstate & ( 1 << i ) ) ) { gEngfuncs.Key_Event( K_MOUSE1 + i, 1 ); } if( !( mstate & ( 1 << i ) ) && ( mouse_oldbuttonstate & ( 1 << i ) ) ) { gEngfuncs.Key_Event( K_MOUSE1 + i, 0 ); } } mouse_oldbuttonstate = mstate; } // Stubs void FWGSInput::IN_ClearStates( void ) { //gEngfuncs.Con_Printf( "IN_ClearStates\n" ); } void FWGSInput::IN_ActivateMouse( void ) { //gEngfuncs.Con_Printf( "IN_ActivateMouse\n" ); } void FWGSInput::IN_DeactivateMouse( void ) { //gEngfuncs.Con_Printf( "IN_DeactivateMouse\n" ); } void FWGSInput::IN_Accumulate( void ) { //gEngfuncs.Con_Printf( "IN_Accumulate\n" ); } void FWGSInput::IN_Commands( void ) { //gEngfuncs.Con_Printf( "IN_Commands\n" ); } void FWGSInput::IN_Shutdown( void ) { } // Register cvars and reset data void FWGSInput::IN_Init( void ) { sensitivity = gEngfuncs.pfnRegisterVariable( "sensitivity", "3", FCVAR_ARCHIVE ); in_joystick = gEngfuncs.pfnRegisterVariable( "joystick", "0", FCVAR_ARCHIVE ); cl_laddermode = gEngfuncs.pfnRegisterVariable( "cl_laddermode", "2", FCVAR_ARCHIVE ); ac_forwardmove = ac_sidemove = rel_yaw = rel_pitch = 0; }