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1170 lines
22 KiB
1170 lines
22 KiB
//========= Copyright (c) 1996-2002, Valve LLC, All rights reserved. ============ |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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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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//xxxxxx Move bob and pitch drifting code here and other stuff from view if needed |
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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 "hud.h" |
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#include "cl_util.h" |
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#include "camera.h" |
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extern "C" |
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{ |
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#include "kbutton.h" |
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} |
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#include "cvardef.h" |
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#include "usercmd.h" |
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#include "const.h" |
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#include "camera.h" |
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#include "in_defs.h" |
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//#include "view.h" |
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#include <string.h> |
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#include <ctype.h> |
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#if USE_VGUI |
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#include "vgui_TeamFortressViewport.h" |
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#endif |
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extern "C" |
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{ |
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struct kbutton_s DLLEXPORT *KB_Find( const char *name ); |
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void DLLEXPORT CL_CreateMove( float frametime, struct usercmd_s *cmd, int active ); |
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void DLLEXPORT HUD_Shutdown( void ); |
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int DLLEXPORT HUD_Key_Event( int eventcode, int keynum, const char *pszCurrentBinding ); |
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} |
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extern int g_iAlive; |
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extern int g_weaponselect; |
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extern cl_enginefunc_t gEngfuncs; |
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// Defined in pm_math.c |
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extern "C" float anglemod( float a ); |
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void IN_Init( void ); |
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void IN_Move( float frametime, usercmd_t *cmd ); |
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void IN_Shutdown( void ); |
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void V_Init( void ); |
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void VectorAngles( const float *forward, float *angles ); |
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int CL_ButtonBits( int ); |
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// xxx need client dll function to get and clear impuse |
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extern cvar_t *in_joystick; |
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int in_impulse = 0; |
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int in_cancel = 0; |
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cvar_t *m_pitch; |
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cvar_t *m_yaw; |
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cvar_t *m_forward; |
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cvar_t *m_side; |
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cvar_t *lookstrafe; |
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cvar_t *lookspring; |
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cvar_t *cl_pitchup; |
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cvar_t *cl_pitchdown; |
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cvar_t *cl_upspeed; |
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cvar_t *cl_forwardspeed; |
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cvar_t *cl_backspeed; |
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cvar_t *cl_sidespeed; |
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cvar_t *cl_movespeedkey; |
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cvar_t *cl_yawspeed; |
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cvar_t *cl_pitchspeed; |
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cvar_t *cl_anglespeedkey; |
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cvar_t *cl_vsmoothing; |
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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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kbutton_t in_mlook; |
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kbutton_t in_klook; |
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kbutton_t in_jlook; |
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kbutton_t in_left; |
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kbutton_t in_right; |
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kbutton_t in_forward; |
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kbutton_t in_back; |
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kbutton_t in_lookup; |
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kbutton_t in_lookdown; |
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kbutton_t in_moveleft; |
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kbutton_t in_moveright; |
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kbutton_t in_strafe; |
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kbutton_t in_speed; |
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kbutton_t in_use; |
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kbutton_t in_jump; |
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kbutton_t in_attack; |
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kbutton_t in_attack2; |
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kbutton_t in_up; |
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kbutton_t in_down; |
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kbutton_t in_duck; |
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kbutton_t in_reload; |
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kbutton_t in_alt1; |
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kbutton_t in_score; |
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kbutton_t in_break; |
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kbutton_t in_graph; // Display the netgraph |
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typedef struct kblist_s |
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{ |
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struct kblist_s *next; |
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kbutton_t *pkey; |
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char name[32]; |
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} kblist_t; |
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kblist_t *g_kbkeys = NULL; |
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/* |
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============ |
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KB_ConvertString |
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Removes references to +use and replaces them with the keyname in the output string. If |
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a binding is unfound, then the original text is retained. |
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NOTE: Only works for text with +word in it. |
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============ |
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*/ |
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int KB_ConvertString( char *in, char **ppout ) |
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{ |
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char sz[4096]; |
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char binding[64]; |
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char *p; |
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char *pOut; |
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char *pEnd; |
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const char *pBinding; |
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if( !ppout ) |
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return 0; |
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*ppout = NULL; |
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p = in; |
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pOut = sz; |
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while( *p ) |
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{ |
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if( *p == '+' ) |
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{ |
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pEnd = binding; |
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while( *p && ( isalnum( *p ) || ( pEnd == binding ) ) && ( ( pEnd - binding ) < 63 ) ) |
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{ |
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*pEnd++ = *p++; |
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} |
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*pEnd = '\0'; |
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pBinding = NULL; |
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if( binding[1] != '\0' ) |
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{ |
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// See if there is a binding for binding? |
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pBinding = gEngfuncs.Key_LookupBinding( binding + 1 ); |
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} |
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if( pBinding ) |
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{ |
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*pOut++ = '['; |
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pEnd = (char *)pBinding; |
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} |
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else |
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{ |
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pEnd = binding; |
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} |
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while( *pEnd ) |
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{ |
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*pOut++ = *pEnd++; |
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} |
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if( pBinding ) |
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{ |
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*pOut++ = ']'; |
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} |
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} |
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else |
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{ |
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*pOut++ = *p++; |
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} |
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} |
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*pOut = '\0'; |
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pOut = (char *)malloc( strlen( sz ) + 1 ); |
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strcpy( pOut, sz ); |
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*ppout = pOut; |
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return 1; |
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} |
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/* |
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============ |
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KB_Find |
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Allows the engine to get a kbutton_t directly ( so it can check +mlook state, etc ) for saving out to .cfg files |
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============ |
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*/ |
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struct kbutton_s DLLEXPORT *KB_Find( const char *name ) |
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{ |
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kblist_t *p; |
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p = g_kbkeys; |
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while( p ) |
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{ |
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if( !stricmp( name, p->name ) ) |
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return p->pkey; |
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p = p->next; |
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} |
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return NULL; |
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} |
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/* |
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============ |
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KB_Add |
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Add a kbutton_t * to the list of pointers the engine can retrieve via KB_Find |
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============ |
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*/ |
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void KB_Add( const char *name, kbutton_t *pkb ) |
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{ |
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kblist_t *p; |
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kbutton_t *kb; |
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kb = KB_Find( name ); |
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if( kb ) |
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return; |
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p = (kblist_t *)malloc( sizeof(kblist_t) ); |
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memset( p, 0, sizeof(*p) ); |
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strcpy( p->name, name ); |
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p->pkey = pkb; |
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p->next = g_kbkeys; |
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g_kbkeys = p; |
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} |
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/* |
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============ |
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KB_Init |
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Add kbutton_t definitions that the engine can query if needed |
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============ |
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*/ |
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void KB_Init( void ) |
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{ |
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g_kbkeys = NULL; |
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KB_Add( "in_graph", &in_graph ); |
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KB_Add( "in_mlook", &in_mlook ); |
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KB_Add( "in_jlook", &in_jlook ); |
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} |
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/* |
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============ |
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KB_Shutdown |
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Clear kblist |
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============ |
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*/ |
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void KB_Shutdown( void ) |
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{ |
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kblist_t *p, *n; |
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p = g_kbkeys; |
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while( p ) |
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{ |
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n = p->next; |
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free( p ); |
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p = n; |
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} |
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g_kbkeys = NULL; |
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} |
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/* |
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============ |
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KeyDown |
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============ |
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*/ |
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void KeyDown( kbutton_t *b ) |
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{ |
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int k; |
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char *c; |
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c = gEngfuncs.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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{ |
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gEngfuncs.Con_DPrintf( "Three keys down for a button '%c' '%c' '%c'!\n", b->down[0], b->down[1], c ); |
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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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/* |
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============ |
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KeyUp |
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============ |
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*/ |
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void KeyUp( kbutton_t *b ) |
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{ |
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int k; |
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char *c; |
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c = gEngfuncs.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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{ |
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// 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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{ |
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//Con_Printf ( "Keys down for button: '%c' '%c' '%c' (%d,%d,%d)!\n", b->down[0], b->down[1], c, b->down[0], b->down[1], c ); |
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return; // some other key is still holding it down |
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} |
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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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/* |
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============ |
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HUD_Key_Event |
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Return 1 to allow engine to process the key, otherwise, act on it as needed |
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============ |
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*/ |
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int DLLEXPORT HUD_Key_Event( int down, int keynum, const char *pszCurrentBinding ) |
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{ |
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#if USE_VGUI |
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if (gViewPort) |
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return gViewPort->KeyInput(down, keynum, pszCurrentBinding); |
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#endif |
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return 1; |
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} |
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void IN_BreakDown( void ) |
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{ |
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KeyDown( &in_break ); |
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} |
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void IN_BreakUp( void ) |
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{ |
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KeyUp( &in_break ); |
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} |
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void IN_KLookDown( void ) |
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{ |
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KeyDown( &in_klook ); |
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} |
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void IN_KLookUp( void ) |
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{ |
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KeyUp( &in_klook ); |
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} |
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void IN_JLookDown( void ) |
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{ |
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KeyDown( &in_jlook ); |
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} |
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void IN_JLookUp( void ) |
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{ |
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KeyUp( &in_jlook ); |
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} |
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void IN_MLookDown( void ) |
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{ |
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KeyDown( &in_mlook ); |
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} |
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void IN_UpDown( void ) |
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{ |
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KeyDown( &in_up ); |
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} |
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void IN_UpUp( void ) |
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{ |
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KeyUp( &in_up ); |
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} |
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void IN_DownDown( void ) |
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{ |
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KeyDown( &in_down ); |
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} |
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void IN_DownUp( void ) |
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{ |
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KeyUp( &in_down ); |
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} |
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void IN_LeftDown( void ) |
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{ |
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KeyDown( &in_left ); |
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} |
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void IN_LeftUp( void ) |
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{ |
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KeyUp( &in_left ); |
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} |
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void IN_RightDown( void ) |
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{ |
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KeyDown( &in_right ); |
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} |
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void IN_RightUp( void ) |
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{ |
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KeyUp( &in_right ); |
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} |
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void IN_ForwardDown( void ) |
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{ |
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KeyDown( &in_forward ); |
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gHUD.m_Spectator.HandleButtonsDown( IN_FORWARD ); |
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} |
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void IN_ForwardUp( void ) |
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{ |
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KeyUp( &in_forward ); |
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gHUD.m_Spectator.HandleButtonsUp( IN_FORWARD ); |
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} |
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void IN_BackDown( void ) |
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{ |
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KeyDown( &in_back ); |
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gHUD.m_Spectator.HandleButtonsDown( IN_BACK ); |
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} |
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void IN_BackUp( void ) |
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{ |
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KeyUp( &in_back ); |
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gHUD.m_Spectator.HandleButtonsUp( IN_BACK ); |
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} |
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void IN_LookupDown( void ) |
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{ |
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KeyDown( &in_lookup ); |
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} |
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void IN_LookupUp( void ) |
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{ |
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KeyUp( &in_lookup ); |
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} |
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void IN_LookdownDown( void ) |
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{ |
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KeyDown( &in_lookdown ); |
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} |
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void IN_LookdownUp( void ) |
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{ |
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KeyUp( &in_lookdown ); |
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} |
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void IN_MoveleftDown( void ) |
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{ |
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KeyDown( &in_moveleft ); |
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gHUD.m_Spectator.HandleButtonsDown( IN_MOVELEFT ); |
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} |
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void IN_MoveleftUp( void ) |
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{ |
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KeyUp( &in_moveleft ); |
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gHUD.m_Spectator.HandleButtonsUp( IN_MOVELEFT ); |
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} |
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void IN_MoverightDown( void ) |
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{ |
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KeyDown( &in_moveright ); |
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gHUD.m_Spectator.HandleButtonsDown( IN_MOVERIGHT ); |
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} |
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void IN_MoverightUp( void ) |
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{ |
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KeyUp( &in_moveright ); |
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gHUD.m_Spectator.HandleButtonsUp( IN_MOVERIGHT ); |
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} |
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void IN_SpeedDown( void ) |
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{ |
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KeyDown( &in_speed ); |
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} |
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void IN_SpeedUp( void ) |
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{ |
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KeyUp( &in_speed ); |
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} |
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void IN_StrafeDown( void ) |
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{ |
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KeyDown( &in_strafe ); |
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} |
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void IN_StrafeUp( void ) |
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{ |
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KeyUp( &in_strafe ); |
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} |
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// needs capture by hud/vgui also |
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extern void __CmdFunc_InputPlayerSpecial( void ); |
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void IN_Attack2Down( void ) |
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{ |
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KeyDown( &in_attack2 ); |
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gHUD.m_Spectator.HandleButtonsDown( IN_ATTACK2 ); |
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} |
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void IN_Attack2Up( void ) |
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{ |
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KeyUp( &in_attack2 ); |
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} |
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void IN_UseDown( void ) |
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{ |
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KeyDown( &in_use ); |
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gHUD.m_Spectator.HandleButtonsDown( IN_USE ); |
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} |
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void IN_UseUp( void ) |
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{ |
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KeyUp( &in_use ); |
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} |
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void IN_JumpDown( void ) |
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{ |
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KeyDown( &in_jump ); |
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gHUD.m_Spectator.HandleButtonsDown( IN_JUMP ); |
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} |
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void IN_JumpUp( void ) |
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{ |
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KeyUp( &in_jump ); |
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} |
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void IN_DuckDown( void ) |
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{ |
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KeyDown( &in_duck ); |
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gHUD.m_Spectator.HandleButtonsDown( IN_DUCK ); |
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} |
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void IN_DuckUp( void ) |
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{ |
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KeyUp( &in_duck ); |
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} |
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void IN_ReloadDown( void ) |
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{ |
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KeyDown( &in_reload ); |
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} |
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void IN_ReloadUp( void ) |
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{ |
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KeyUp( &in_reload ); |
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} |
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void IN_Alt1Down( void ) |
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{ |
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KeyDown( &in_alt1 ); |
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} |
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void IN_Alt1Up( void ) |
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{ |
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KeyUp( &in_alt1 ); |
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} |
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void IN_GraphDown( void ) |
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{ |
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KeyDown( &in_graph ); |
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} |
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void IN_GraphUp( void ) |
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{ |
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KeyUp( &in_graph ); |
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} |
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void IN_AttackDown( void ) |
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{ |
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KeyDown( &in_attack ); |
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gHUD.m_Spectator.HandleButtonsDown( IN_ATTACK ); |
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} |
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void IN_AttackUp( void ) |
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{ |
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KeyUp( &in_attack ); |
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in_cancel = 0; |
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} |
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// Special handling |
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void IN_Cancel( void ) |
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{ |
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in_cancel = 1; |
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} |
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void IN_Impulse( void ) |
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{ |
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in_impulse = atoi( gEngfuncs.Cmd_Argv( 1 ) ); |
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} |
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void IN_ScoreDown( void ) |
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{ |
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KeyDown( &in_score ); |
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#if USE_VGUI && !USE_NOVGUI_SCOREBOARD |
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if ( gViewPort ) |
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{ |
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gViewPort->ShowScoreBoard(); |
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} |
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#else |
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gHUD.m_Scoreboard.UserCmd_ShowScores(); |
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#endif |
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} |
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void IN_ScoreUp( void ) |
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{ |
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KeyUp( &in_score ); |
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#if USE_VGUI && !USE_NOVGUI_SCOREBOARD |
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if ( gViewPort ) |
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{ |
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gViewPort->HideScoreBoard(); |
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} |
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#else |
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gHUD.m_Scoreboard.UserCmd_HideScores(); |
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#endif |
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} |
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void IN_MLookUp( void ) |
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{ |
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KeyUp( &in_mlook ); |
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} |
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|
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/* |
|
=============== |
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CL_KeyState |
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|
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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 |
|
=============== |
|
*/ |
|
float CL_KeyState( kbutton_t *key ) |
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{ |
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float val = 0.0; |
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int impulsedown, impulseup, down; |
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|
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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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|
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if( impulsedown && !impulseup ) |
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{ |
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// pressed and held this frame? |
|
val = down ? 0.5 : 0.0; |
|
} |
|
|
|
if( impulseup && !impulsedown ) |
|
{ |
|
// released this frame? |
|
val = down ? 0.0 : 0.0; |
|
} |
|
|
|
if( !impulsedown && !impulseup ) |
|
{ |
|
// held the entire frame? |
|
val = down ? 1.0 : 0.0; |
|
} |
|
|
|
if( impulsedown && impulseup ) |
|
{ |
|
if( down ) |
|
{ |
|
// released and re-pressed this frame |
|
val = 0.75; |
|
} |
|
else |
|
{ |
|
// pressed and released this frame |
|
val = 0.25; |
|
} |
|
} |
|
|
|
// clear impulses |
|
key->state &= 1; |
|
return val; |
|
} |
|
|
|
/* |
|
================ |
|
CL_AdjustAngles |
|
|
|
Moves the local angle positions |
|
================ |
|
*/ |
|
void CL_AdjustAngles( float frametime, float *viewangles ) |
|
{ |
|
float speed; |
|
float up, down; |
|
|
|
if( in_speed.state & 1 ) |
|
{ |
|
speed = frametime * cl_anglespeedkey->value; |
|
} |
|
else |
|
{ |
|
speed = frametime; |
|
} |
|
|
|
if( !( in_strafe.state & 1 ) ) |
|
{ |
|
viewangles[YAW] -= speed * cl_yawspeed->value * CL_KeyState( &in_right ); |
|
viewangles[YAW] += speed * cl_yawspeed->value * CL_KeyState( &in_left ); |
|
viewangles[YAW] = anglemod( viewangles[YAW] ); |
|
} |
|
|
|
if( in_klook.state & 1 ) |
|
{ |
|
viewangles[PITCH] -= speed * cl_pitchspeed->value * CL_KeyState( &in_forward ); |
|
viewangles[PITCH] += speed * cl_pitchspeed->value * CL_KeyState( &in_back ); |
|
} |
|
|
|
up = CL_KeyState( &in_lookup ); |
|
down = CL_KeyState( &in_lookdown ); |
|
|
|
viewangles[PITCH] -= speed * cl_pitchspeed->value * up; |
|
viewangles[PITCH] += speed * cl_pitchspeed->value * down; |
|
|
|
if( viewangles[PITCH] > cl_pitchdown->value ) |
|
viewangles[PITCH] = cl_pitchdown->value; |
|
if( viewangles[PITCH] < -cl_pitchup->value ) |
|
viewangles[PITCH] = -cl_pitchup->value; |
|
|
|
if( viewangles[ROLL] > 50 ) |
|
viewangles[ROLL] = 50; |
|
if( viewangles[ROLL] < -50 ) |
|
viewangles[ROLL] = -50; |
|
} |
|
|
|
/* |
|
================ |
|
CL_CreateMove |
|
|
|
Send the intended movement message to the server |
|
if active == 1 then we are 1) not playing back demos ( where our commands are ignored ) and |
|
2 ) we have finished signing on to server |
|
================ |
|
*/ |
|
void DLLEXPORT CL_CreateMove( float frametime, struct usercmd_s *cmd, int active ) |
|
{ |
|
float spd; |
|
vec3_t viewangles; |
|
static vec3_t oldangles; |
|
|
|
if( active ) |
|
{ |
|
//memset( viewangles, 0, sizeof(vec3_t) ); |
|
//viewangles[0] = viewangles[1] = viewangles[2] = 0.0; |
|
gEngfuncs.GetViewAngles( (float *)viewangles ); |
|
|
|
CL_AdjustAngles( frametime, viewangles ); |
|
|
|
memset( cmd, 0, sizeof(*cmd) ); |
|
|
|
gEngfuncs.SetViewAngles( (float *)viewangles ); |
|
|
|
if( in_strafe.state & 1 ) |
|
{ |
|
cmd->sidemove += cl_sidespeed->value * CL_KeyState( &in_right ); |
|
cmd->sidemove -= cl_sidespeed->value * CL_KeyState( &in_left ); |
|
} |
|
|
|
cmd->sidemove += cl_sidespeed->value * CL_KeyState( &in_moveright ); |
|
cmd->sidemove -= cl_sidespeed->value * CL_KeyState( &in_moveleft ); |
|
|
|
cmd->upmove += cl_upspeed->value * CL_KeyState( &in_up ); |
|
cmd->upmove -= cl_upspeed->value * CL_KeyState( &in_down ); |
|
|
|
if( !(in_klook.state & 1 ) ) |
|
{ |
|
cmd->forwardmove += cl_forwardspeed->value * CL_KeyState( &in_forward ); |
|
cmd->forwardmove -= cl_backspeed->value * CL_KeyState( &in_back ); |
|
} |
|
|
|
// adjust for speed key |
|
if( in_speed.state & 1 ) |
|
{ |
|
cmd->forwardmove *= cl_movespeedkey->value; |
|
cmd->sidemove *= cl_movespeedkey->value; |
|
cmd->upmove *= cl_movespeedkey->value; |
|
} |
|
|
|
// clip to maxspeed |
|
spd = gEngfuncs.GetClientMaxspeed(); |
|
if( spd != 0.0f ) |
|
{ |
|
// scale the 3 speeds so that the total velocity is not > cl.maxspeed |
|
float fmov = sqrt( ( cmd->forwardmove * cmd->forwardmove ) + ( cmd->sidemove * cmd->sidemove ) + ( cmd->upmove * cmd->upmove ) ); |
|
|
|
if( fmov > spd ) |
|
{ |
|
float fratio = spd / fmov; |
|
cmd->forwardmove *= fratio; |
|
cmd->sidemove *= fratio; |
|
cmd->upmove *= fratio; |
|
} |
|
} |
|
|
|
// Allow mice and other controllers to add their inputs |
|
IN_Move( frametime, cmd ); |
|
} |
|
|
|
cmd->impulse = in_impulse; |
|
in_impulse = 0; |
|
|
|
cmd->weaponselect = g_weaponselect; |
|
g_weaponselect = 0; |
|
// |
|
// set button and flag bits |
|
// |
|
cmd->buttons = CL_ButtonBits( 1 ); |
|
|
|
#if USE_VGUI |
|
// If they're in a modal dialog, ignore the attack button. |
|
if(GetClientVoiceMgr()->IsInSquelchMode()) |
|
cmd->buttons &= ~IN_ATTACK; |
|
#endif |
|
|
|
// Using joystick? |
|
if( in_joystick->value ) |
|
{ |
|
if( cmd->forwardmove > 0 ) |
|
{ |
|
cmd->buttons |= IN_FORWARD; |
|
} |
|
else if( cmd->forwardmove < 0 ) |
|
{ |
|
cmd->buttons |= IN_BACK; |
|
} |
|
} |
|
|
|
gEngfuncs.GetViewAngles( (float *)viewangles ); |
|
// Set current view angles. |
|
|
|
if( g_iAlive ) |
|
{ |
|
VectorCopy( viewangles, cmd->viewangles ); |
|
VectorCopy( viewangles, oldangles ); |
|
} |
|
else |
|
{ |
|
VectorCopy( oldangles, cmd->viewangles ); |
|
} |
|
|
|
} |
|
|
|
/* |
|
============ |
|
CL_IsDead |
|
|
|
Returns 1 if health is <= 0 |
|
============ |
|
*/ |
|
int CL_IsDead( void ) |
|
{ |
|
return ( gHUD.m_Health.m_iHealth <= 0 ) ? 1 : 0; |
|
} |
|
|
|
/* |
|
============ |
|
CL_ButtonBits |
|
|
|
Returns appropriate button info for keyboard and mouse state |
|
Set bResetState to 1 to clear old state info |
|
============ |
|
*/ |
|
int CL_ButtonBits( int bResetState ) |
|
{ |
|
int bits = 0; |
|
|
|
if( in_attack.state & 3 ) |
|
{ |
|
#if !USE_VGUI || USE_NOVGUI_MOTD |
|
if( gHUD.m_MOTD.m_bShow ) |
|
gHUD.m_MOTD.Reset(); |
|
else |
|
#endif |
|
bits |= IN_ATTACK; |
|
} |
|
|
|
if( in_duck.state & 3 ) |
|
{ |
|
bits |= IN_DUCK; |
|
} |
|
|
|
if( in_jump.state & 3 ) |
|
{ |
|
bits |= IN_JUMP; |
|
} |
|
|
|
if( in_forward.state & 3 ) |
|
{ |
|
bits |= IN_FORWARD; |
|
} |
|
|
|
if( in_back.state & 3 ) |
|
{ |
|
bits |= IN_BACK; |
|
} |
|
|
|
if( in_use.state & 3 ) |
|
{ |
|
bits |= IN_USE; |
|
} |
|
|
|
if( in_cancel ) |
|
{ |
|
bits |= IN_CANCEL; |
|
} |
|
|
|
if( in_left.state & 3 ) |
|
{ |
|
bits |= IN_LEFT; |
|
} |
|
|
|
if( in_right.state & 3 ) |
|
{ |
|
bits |= IN_RIGHT; |
|
} |
|
|
|
if( in_moveleft.state & 3 ) |
|
{ |
|
bits |= IN_MOVELEFT; |
|
} |
|
|
|
if( in_moveright.state & 3 ) |
|
{ |
|
bits |= IN_MOVERIGHT; |
|
} |
|
|
|
if( in_attack2.state & 3 ) |
|
{ |
|
bits |= IN_ATTACK2; |
|
} |
|
|
|
if( in_reload.state & 3 ) |
|
{ |
|
bits |= IN_RELOAD; |
|
} |
|
|
|
if( in_alt1.state & 3 ) |
|
{ |
|
bits |= IN_ALT1; |
|
} |
|
|
|
if( in_score.state & 3 ) |
|
{ |
|
bits |= IN_SCORE; |
|
} |
|
|
|
// Dead or in intermission? Shore scoreboard, too |
|
if( CL_IsDead() || gHUD.m_iIntermission ) |
|
{ |
|
bits |= IN_SCORE; |
|
} |
|
|
|
if( bResetState ) |
|
{ |
|
in_attack.state &= ~2; |
|
in_duck.state &= ~2; |
|
in_jump.state &= ~2; |
|
in_forward.state &= ~2; |
|
in_back.state &= ~2; |
|
in_use.state &= ~2; |
|
in_left.state &= ~2; |
|
in_right.state &= ~2; |
|
in_moveleft.state &= ~2; |
|
in_moveright.state &= ~2; |
|
in_attack2.state &= ~2; |
|
in_reload.state &= ~2; |
|
in_alt1.state &= ~2; |
|
in_score.state &= ~2; |
|
} |
|
|
|
return bits; |
|
} |
|
|
|
/* |
|
============ |
|
CL_ResetButtonBits |
|
|
|
============ |
|
*/ |
|
void CL_ResetButtonBits( int bits ) |
|
{ |
|
int bitsNew = CL_ButtonBits( 0 ) ^ bits; |
|
|
|
// Has the attack button been changed |
|
if( bitsNew & IN_ATTACK ) |
|
{ |
|
// Was it pressed? or let go? |
|
if( bits & IN_ATTACK ) |
|
{ |
|
KeyDown( &in_attack ); |
|
} |
|
else |
|
{ |
|
// totally clear state |
|
in_attack.state &= ~7; |
|
} |
|
} |
|
} |
|
|
|
/* |
|
============ |
|
InitInput |
|
============ |
|
*/ |
|
void InitInput( void ) |
|
{ |
|
gEngfuncs.pfnAddCommand( "+moveup", IN_UpDown ); |
|
gEngfuncs.pfnAddCommand( "-moveup", IN_UpUp ); |
|
gEngfuncs.pfnAddCommand( "+movedown", IN_DownDown ); |
|
gEngfuncs.pfnAddCommand( "-movedown", IN_DownUp ); |
|
gEngfuncs.pfnAddCommand( "+left", IN_LeftDown ); |
|
gEngfuncs.pfnAddCommand( "-left", IN_LeftUp ); |
|
gEngfuncs.pfnAddCommand( "+right", IN_RightDown ); |
|
gEngfuncs.pfnAddCommand( "-right", IN_RightUp ); |
|
gEngfuncs.pfnAddCommand( "+forward", IN_ForwardDown ); |
|
gEngfuncs.pfnAddCommand( "-forward", IN_ForwardUp ); |
|
gEngfuncs.pfnAddCommand( "+back", IN_BackDown ); |
|
gEngfuncs.pfnAddCommand( "-back", IN_BackUp ); |
|
gEngfuncs.pfnAddCommand( "+lookup", IN_LookupDown ); |
|
gEngfuncs.pfnAddCommand( "-lookup", IN_LookupUp ); |
|
gEngfuncs.pfnAddCommand( "+lookdown", IN_LookdownDown ); |
|
gEngfuncs.pfnAddCommand( "-lookdown", IN_LookdownUp ); |
|
gEngfuncs.pfnAddCommand( "+strafe", IN_StrafeDown ); |
|
gEngfuncs.pfnAddCommand( "-strafe", IN_StrafeUp ); |
|
gEngfuncs.pfnAddCommand( "+moveleft", IN_MoveleftDown ); |
|
gEngfuncs.pfnAddCommand( "-moveleft", IN_MoveleftUp ); |
|
gEngfuncs.pfnAddCommand( "+moveright", IN_MoverightDown ); |
|
gEngfuncs.pfnAddCommand( "-moveright", IN_MoverightUp ); |
|
gEngfuncs.pfnAddCommand( "+speed", IN_SpeedDown ); |
|
gEngfuncs.pfnAddCommand( "-speed", IN_SpeedUp ); |
|
gEngfuncs.pfnAddCommand( "+attack", IN_AttackDown ); |
|
gEngfuncs.pfnAddCommand( "-attack", IN_AttackUp ); |
|
gEngfuncs.pfnAddCommand( "+attack2", IN_Attack2Down ); |
|
gEngfuncs.pfnAddCommand( "-attack2", IN_Attack2Up ); |
|
gEngfuncs.pfnAddCommand( "+use", IN_UseDown ); |
|
gEngfuncs.pfnAddCommand( "-use", IN_UseUp ); |
|
gEngfuncs.pfnAddCommand( "+jump", IN_JumpDown ); |
|
gEngfuncs.pfnAddCommand( "-jump", IN_JumpUp ); |
|
gEngfuncs.pfnAddCommand( "impulse", IN_Impulse ); |
|
gEngfuncs.pfnAddCommand( "+klook", IN_KLookDown ); |
|
gEngfuncs.pfnAddCommand( "-klook", IN_KLookUp ); |
|
gEngfuncs.pfnAddCommand( "+mlook", IN_MLookDown ); |
|
gEngfuncs.pfnAddCommand( "-mlook", IN_MLookUp ); |
|
gEngfuncs.pfnAddCommand( "+jlook", IN_JLookDown ); |
|
gEngfuncs.pfnAddCommand( "-jlook", IN_JLookUp ); |
|
gEngfuncs.pfnAddCommand( "+duck", IN_DuckDown ); |
|
gEngfuncs.pfnAddCommand( "-duck", IN_DuckUp ); |
|
gEngfuncs.pfnAddCommand( "+reload", IN_ReloadDown ); |
|
gEngfuncs.pfnAddCommand( "-reload", IN_ReloadUp ); |
|
gEngfuncs.pfnAddCommand( "+alt1", IN_Alt1Down ); |
|
gEngfuncs.pfnAddCommand( "-alt1", IN_Alt1Up ); |
|
gEngfuncs.pfnAddCommand( "+score", IN_ScoreDown ); |
|
gEngfuncs.pfnAddCommand( "-score", IN_ScoreUp ); |
|
gEngfuncs.pfnAddCommand( "+showscores", IN_ScoreDown ); |
|
gEngfuncs.pfnAddCommand( "-showscores", IN_ScoreUp ); |
|
gEngfuncs.pfnAddCommand( "+graph", IN_GraphDown ); |
|
gEngfuncs.pfnAddCommand( "-graph", IN_GraphUp ); |
|
gEngfuncs.pfnAddCommand( "+break", IN_BreakDown ); |
|
gEngfuncs.pfnAddCommand( "-break", IN_BreakUp ); |
|
|
|
lookstrafe = gEngfuncs.pfnRegisterVariable( "lookstrafe", "0", FCVAR_ARCHIVE ); |
|
lookspring = gEngfuncs.pfnRegisterVariable( "lookspring", "0", FCVAR_ARCHIVE ); |
|
cl_anglespeedkey = gEngfuncs.pfnRegisterVariable( "cl_anglespeedkey", "0.67", 0 ); |
|
cl_yawspeed = gEngfuncs.pfnRegisterVariable( "cl_yawspeed", "210", 0 ); |
|
cl_pitchspeed = gEngfuncs.pfnRegisterVariable( "cl_pitchspeed", "225", 0 ); |
|
cl_upspeed = gEngfuncs.pfnRegisterVariable( "cl_upspeed", "320", 0 ); |
|
cl_forwardspeed = gEngfuncs.pfnRegisterVariable( "cl_forwardspeed", "400", FCVAR_ARCHIVE ); |
|
cl_backspeed = gEngfuncs.pfnRegisterVariable( "cl_backspeed", "400", FCVAR_ARCHIVE ); |
|
cl_sidespeed = gEngfuncs.pfnRegisterVariable( "cl_sidespeed", "400", 0 ); |
|
cl_movespeedkey = gEngfuncs.pfnRegisterVariable( "cl_movespeedkey", "0.3", 0 ); |
|
cl_pitchup = gEngfuncs.pfnRegisterVariable( "cl_pitchup", "89", 0 ); |
|
cl_pitchdown = gEngfuncs.pfnRegisterVariable( "cl_pitchdown", "89", 0 ); |
|
|
|
cl_vsmoothing = gEngfuncs.pfnRegisterVariable( "cl_vsmoothing", "0.05", FCVAR_ARCHIVE ); |
|
|
|
m_pitch = gEngfuncs.pfnRegisterVariable( "m_pitch","0.022", FCVAR_ARCHIVE ); |
|
m_yaw = gEngfuncs.pfnRegisterVariable( "m_yaw","0.022", FCVAR_ARCHIVE ); |
|
m_forward = gEngfuncs.pfnRegisterVariable( "m_forward","1", FCVAR_ARCHIVE ); |
|
m_side = gEngfuncs.pfnRegisterVariable( "m_side","0.8", FCVAR_ARCHIVE ); |
|
|
|
// Initialize third person camera controls. |
|
CAM_Init(); |
|
// Initialize inputs |
|
IN_Init(); |
|
// Initialize keyboard |
|
KB_Init(); |
|
// Initialize view system |
|
V_Init(); |
|
} |
|
|
|
/* |
|
============ |
|
ShutdownInput |
|
============ |
|
*/ |
|
void ShutdownInput( void ) |
|
{ |
|
IN_Shutdown(); |
|
KB_Shutdown(); |
|
} |
|
|
|
void DLLEXPORT HUD_Shutdown( void ) |
|
{ |
|
ShutdownInput(); |
|
}
|
|
|