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/*
* CL_input.java
* Copyright (C) 2004
*
* $Id: CL_input.java,v 1.1 2004-07-07 19:58:37 hzi Exp $
*/
/*
Copyright (C) 1997-2001 Id Software, Inc.
This program 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
package jake2.client;
import jake2.game.*;
import jake2.game.Cmd;
import jake2.game.usercmd_t;
import jake2.qcommon.*;
import jake2.qcommon.Cvar;
import jake2.qcommon.xcommand_t;
import jake2.sys.IN;
/**
* CL_input
*/
public class CL_input extends CL_ents {
static long frame_msec;
static long old_sys_frame_time;
static cvar_t cl_nodelta;
/*
===============================================================================
KEY BUTTONS
Continuous button event tracking is complicated by the fact that two different
input sources (say, mouse button 1 and the control key) can both press the
same button, but the button should only be released when both of the
pressing key have been released.
When a key event issues a button command (+forward, +attack, etc), it appends
its key number as a parameter to the command so it can be matched up with
the release.
state bit 0 is the current state of the key
state bit 1 is edge triggered on the up to down transition
state bit 2 is edge triggered on the down to up transition
Key_Event (int key, qboolean down, unsigned time);
+mlook src time
===============================================================================
*/
static kbutton_t in_klook = new kbutton_t();
static kbutton_t in_left = new kbutton_t();
static kbutton_t in_right = new kbutton_t();
static kbutton_t in_forward = new kbutton_t();
static kbutton_t in_back = new kbutton_t();
static kbutton_t in_lookup = new kbutton_t();
static kbutton_t in_lookdown = new kbutton_t();
static kbutton_t in_moveleft = new kbutton_t();
static kbutton_t in_moveright = new kbutton_t();
public static kbutton_t in_strafe = new kbutton_t();
static kbutton_t in_speed = new kbutton_t();
static kbutton_t in_use = new kbutton_t();
static kbutton_t in_attack = new kbutton_t();
static kbutton_t in_up = new kbutton_t();
static kbutton_t in_down = new kbutton_t();
static int in_impulse;
static void KeyDown(kbutton_t b) {
int k;
String c;
c = Cmd.Argv(1);
if (c.length() > 0)
k = Integer.parseInt(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] == 0)
b.down[0] = k;
else if (b.down[1] == 0)
b.down[1] = k;
else {
Com.Printf("Three keys down for a button!\n");
return;
}
if ((b.state & 1) != 0)
return; // still down
// save timestamp
c = Cmd.Argv(2);
b.downtime = Long.parseLong(c);
if (b.downtime == 0)
b.downtime = sys_frame_time - 100;
b.state |= 3; // down + impulse down
}
static void KeyUp(kbutton_t b) {
int k;
String c;
long uptime;
c = Cmd.Argv(1);
if (c.length() > 0)
k = Integer.parseInt(c);
else {
// typed manually at the console, assume for unsticking, so clear all
b.down[0] = b.down[1] = 0;
b.state = 4; // impulse up
return;
}
if (b.down[0] == k)
b.down[0] = 0;
else if (b.down[1] == k)
b.down[1] = 0;
else
return; // key up without coresponding down (menu pass through)
if (b.down[0] != 0 || b.down[1] != 0)
return; // some other key is still holding it down
if ((b.state & 1) == 0)
return; // still up (this should not happen)
// save timestamp
c = Cmd.Argv(2);
uptime = Long.parseLong(c);
if (uptime != 0)
b.msec += uptime - b.downtime;
else
b.msec += 10;
b.state &= ~1; // now up
b.state |= 4; // impulse up
}
static void IN_KLookDown() {KeyDown(in_klook);}
static void IN_KLookUp() {KeyUp(in_klook);}
static void IN_UpDown() {KeyDown(in_up);}
static void IN_UpUp() {KeyUp(in_up);}
static void IN_DownDown() {KeyDown(in_down);}
static void IN_DownUp() {KeyUp(in_down);}
static void IN_LeftDown() {KeyDown(in_left);}
static void IN_LeftUp() {KeyUp(in_left);}
static void IN_RightDown() {KeyDown(in_right);}
static void IN_RightUp() {KeyUp(in_right);}
static void IN_ForwardDown() {KeyDown(in_forward);}
static void IN_ForwardUp() {KeyUp(in_forward);}
static void IN_BackDown() {KeyDown(in_back);}
static void IN_BackUp() {KeyUp(in_back);}
static void IN_LookupDown() {KeyDown(in_lookup);}
static void IN_LookupUp() {KeyUp(in_lookup);}
static void IN_LookdownDown() {KeyDown(in_lookdown);}
static void IN_LookdownUp() {KeyUp(in_lookdown);}
static void IN_MoveleftDown() {KeyDown(in_moveleft);}
static void IN_MoveleftUp() {KeyUp(in_moveleft);}
static void IN_MoverightDown() {KeyDown(in_moveright);}
static void IN_MoverightUp() {KeyUp(in_moveright);}
static void IN_SpeedDown() {KeyDown(in_speed);}
static void IN_SpeedUp() {KeyUp(in_speed);}
static void IN_StrafeDown() {KeyDown(in_strafe);}
static void IN_StrafeUp() {KeyUp(in_strafe);}
static void IN_AttackDown() {KeyDown(in_attack);}
static void IN_AttackUp() {KeyUp(in_attack);}
static void IN_UseDown () {KeyDown(in_use);}
static void IN_UseUp () {KeyUp(in_use);}
static void IN_Impulse () {in_impulse=Integer.parseInt(Cmd.Argv(1));}
/*
===============
CL_KeyState
Returns the fraction of the frame that the key was down
===============
*/
static float KeyState(kbutton_t key) {
float val;
long msec;
key.state &= 1; // clear impulses
msec = key.msec;
key.msec = 0;
if (key.state != 0) {
// still down
msec += sys_frame_time - key.downtime;
key.downtime = sys_frame_time;
}
val = (float)msec / frame_msec;
if (val < 0)
val = 0;
if (val > 1)
val = 1;
return val;
}
// ==========================================================================
/*
================
CL_AdjustAngles
Moves the local angle positions
================
*/
static void AdjustAngles() {
float speed;
float up, down;
if ((in_speed.state & 1) != 0)
speed = cls.frametime * cl_anglespeedkey.value;
else
speed = cls.frametime;
if ((in_strafe.state & 1) == 0) {
cl.viewangles[YAW] -= speed * cl_yawspeed.value * CL.KeyState(in_right);
cl.viewangles[YAW] += speed * cl_yawspeed.value * CL.KeyState(in_left);
}
if ((in_klook.state & 1) != 0) {
cl.viewangles[PITCH] -= speed * cl_pitchspeed.value * CL.KeyState(in_forward);
cl.viewangles[PITCH] += speed * cl_pitchspeed.value * CL.KeyState(in_back);
}
up = CL.KeyState(in_lookup);
down = CL.KeyState(in_lookdown);
cl.viewangles[PITCH] -= speed * cl_pitchspeed.value * up;
cl.viewangles[PITCH] += speed * cl_pitchspeed.value * down;
}
/*
================
CL_BaseMove
Send the intended movement message to the server
================
*/
static void BaseMove(usercmd_t cmd) {
CL.AdjustAngles();
//memset (cmd, 0, sizeof(*cmd));
cmd.reset();
VectorCopy(cl.viewangles, cmd.angles);
if ((in_strafe.state & 1) != 0) {
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) == 0) {
cmd.forwardmove += cl_forwardspeed.value * CL.KeyState(in_forward);
cmd.forwardmove -= cl_forwardspeed.value * CL.KeyState(in_back);
}
//
// adjust for speed key / running
//
if (((in_speed.state & 1) ^ (int) (cl_run.value)) != 0) {
cmd.forwardmove *= 2;
cmd.sidemove *= 2;
cmd.upmove *= 2;
}
}
static void ClampPitch() {
float pitch;
pitch = SHORT2ANGLE(cl.frame.playerstate.pmove.delta_angles[PITCH]);
if (pitch > 180)
pitch -= 360;
if (cl.viewangles[PITCH] + pitch < -360)
cl.viewangles[PITCH] += 360; // wrapped
if (cl.viewangles[PITCH] + pitch > 360)
cl.viewangles[PITCH] -= 360; // wrapped
if (cl.viewangles[PITCH] + pitch > 89)
cl.viewangles[PITCH] = 89 - pitch;
if (cl.viewangles[PITCH] + pitch < -89)
cl.viewangles[PITCH] = -89 - pitch;
}
/*
==============
CL_FinishMove
==============
*/
static void FinishMove(usercmd_t cmd) {
int ms;
int i;
//
// figure button bits
//
if ((in_attack.state & 3) != 0)
cmd.buttons |= BUTTON_ATTACK;
in_attack.state &= ~2;
if ((in_use.state & 3) != 0)
cmd.buttons |= BUTTON_USE;
in_use.state &= ~2;
if (anykeydown != 0 && cls.key_dest == key_game)
cmd.buttons |= BUTTON_ANY;
// send milliseconds of time to apply the move
ms = (int)(cls.frametime * 1000);
if (ms > 250)
ms = 100; // time was unreasonable
cmd.msec = (byte)ms;
CL.ClampPitch();
for (i = 0; i < 3; i++)
cmd.angles[i] = (short)ANGLE2SHORT(cl.viewangles[i]);
cmd.impulse = (byte)in_impulse;
in_impulse = 0;
// send the ambient light level at the player's current position
cmd.lightlevel = (byte)cl_lightlevel.value;
}
/*
=================
CL_CreateCmd
=================
*/
static usercmd_t CreateCmd() {
usercmd_t cmd = new usercmd_t();
frame_msec = sys_frame_time - old_sys_frame_time;
if (frame_msec < 1)
frame_msec = 1;
if (frame_msec > 200)
frame_msec = 200;
// get basic movement from keyboard
CL.BaseMove(cmd);
// allow mice or other external controllers to add to the move
IN.Move(cmd);
CL.FinishMove(cmd);
old_sys_frame_time = sys_frame_time;
return cmd;
}
/*
============
CL_InitInput
============
*/
static void InitInput() {
Cmd.AddCommand("centerview", new xcommand_t() {
public void execute() {IN.CenterView();}});
Cmd.AddCommand("+moveup", new xcommand_t() {
public void execute() {IN_UpDown();}});
Cmd.AddCommand("-moveup", new xcommand_t() {
public void execute() {IN_UpUp();}});
Cmd.AddCommand("+movedown", new xcommand_t() {
public void execute() {IN_DownDown();}});
Cmd.AddCommand("-movedown", new xcommand_t() {
public void execute() {IN_DownUp();}});
Cmd.AddCommand("+left", new xcommand_t() {
public void execute() {IN_LeftDown();}});
Cmd.AddCommand("-left", new xcommand_t() {
public void execute() {IN_LeftUp();}});
Cmd.AddCommand("+right", new xcommand_t() {
public void execute() {IN_RightDown();}});
Cmd.AddCommand("-right", new xcommand_t() {
public void execute() {IN_RightUp();}});
Cmd.AddCommand("+forward", new xcommand_t() {
public void execute() {IN_ForwardDown();}});
Cmd.AddCommand("-forward", new xcommand_t() {
public void execute() {IN_ForwardUp();}});
Cmd.AddCommand("+back", new xcommand_t() {
public void execute() {IN_BackDown();}});
Cmd.AddCommand("-back", new xcommand_t() {
public void execute() {IN_BackUp();}});
Cmd.AddCommand("+lookup", new xcommand_t() {
public void execute() {IN_LookupDown();}});
Cmd.AddCommand("-lookup", new xcommand_t() {
public void execute() {IN_LookupUp();}});
Cmd.AddCommand("+lookdown", new xcommand_t() {
public void execute() {IN_LookdownDown();}});
Cmd.AddCommand("-lookdown", new xcommand_t() {
public void execute() {IN_LookdownUp();}});
Cmd.AddCommand("+strafe", new xcommand_t() {
public void execute() {IN_StrafeDown();}});
Cmd.AddCommand("-strafe", new xcommand_t() {
public void execute() {IN_StrafeUp();}});
Cmd.AddCommand("+moveleft", new xcommand_t() {
public void execute() {IN_MoveleftDown();}});
Cmd.AddCommand("-moveleft", new xcommand_t() {
public void execute() {IN_MoveleftUp();}});
Cmd.AddCommand("+moveright", new xcommand_t() {
public void execute() {IN_MoverightDown();}});
Cmd.AddCommand("-moveright", new xcommand_t() {
public void execute() {IN_MoverightUp();}});
Cmd.AddCommand("+speed", new xcommand_t() {
public void execute() {IN_SpeedDown();}});
Cmd.AddCommand("-speed", new xcommand_t() {
public void execute() {IN_SpeedUp();}});
Cmd.AddCommand("+attack", new xcommand_t() {
public void execute() {IN_AttackDown();}});
Cmd.AddCommand("-attack", new xcommand_t() {
public void execute() {IN_AttackUp();}});
Cmd.AddCommand("+use", new xcommand_t() {
public void execute() {IN_UseDown();}});
Cmd.AddCommand("-use", new xcommand_t() {
public void execute() {IN_UseUp();}});
Cmd.AddCommand("impulse", new xcommand_t() {
public void execute() {IN_Impulse();}});
Cmd.AddCommand("+klook", new xcommand_t() {
public void execute() {IN_KLookDown();}});
Cmd.AddCommand("-klook", new xcommand_t() {
public void execute() {IN_KLookUp();}});
// TODO nodelta
cl_nodelta = Cvar.Get("cl_nodelta", "1",0);
}
/*
=================
CL_SendCmd
=================
*/
static void SendCmd() {
sizebuf_t buf = new sizebuf_t();
byte[] data = new byte[128];
int i;
usercmd_t cmd, oldcmd;
usercmd_t nullcmd = new usercmd_t();
int checksumIndex;
// build a command even if not connected
// save this command off for prediction
i = cls.netchan.outgoing_sequence & (CMD_BACKUP - 1);
cmd = cl.cmds[i];
cl.cmd_time[i] = (int)cls.realtime; // for netgraph ping calculation
cmd.set(CL.CreateCmd());
cl.cmd.set(cmd);
if (cls.state == ca_disconnected || cls.state == ca_connecting)
return;
if (cls.state == ca_connected) {
if (cls.netchan.message.cursize != 0 || curtime - cls.netchan.last_sent > 1000)
Netchan.Transmit(cls.netchan, 0, new byte[0]);
return;
}
// send a userinfo update if needed
if (userinfo_modified) {
CL.FixUpGender();
userinfo_modified = false;
MSG.WriteByte(cls.netchan.message, clc_userinfo);
MSG.WriteString(cls.netchan.message, Cvar.Userinfo());
}
SZ.Init(buf, data, data.length);
if (cmd.buttons != 0
&& cl.cinematictime > 0
&& !cl.attractloop
&& cls.realtime - cl.cinematictime > 1000) { // skip the rest of the cinematic
SCR.FinishCinematic();
}
// begin a client move command
MSG.WriteByte(buf, clc_move);
// save the position for a checksum byte
checksumIndex = buf.cursize;
MSG.WriteByte(buf, 0);
// let the server know what the last frame we
// got was, so the next message can be delta compressed
if (cl_nodelta.value != 0.0f || !cl.frame.valid || cls.demowaiting)
MSG.WriteLong(buf, -1); // no compression
else
MSG.WriteLong(buf, cl.frame.serverframe);
// send this and the previous cmds in the message, so
// if the last packet was dropped, it can be recovered
i = (cls.netchan.outgoing_sequence - 2) & (CMD_BACKUP - 1);
cmd = cl.cmds[i];
//memset (nullcmd, 0, sizeof(nullcmd));
nullcmd.reset();
MSG.WriteDeltaUsercmd(buf, nullcmd, cmd);
oldcmd = cmd;
i = (cls.netchan.outgoing_sequence - 1) & (CMD_BACKUP - 1);
cmd = cl.cmds[i];
MSG.WriteDeltaUsercmd(buf, oldcmd, cmd);
oldcmd = cmd;
i = (cls.netchan.outgoing_sequence) & (CMD_BACKUP - 1);
cmd = cl.cmds[i];
MSG.WriteDeltaUsercmd(buf, oldcmd, cmd);
// calculate a checksum over the move commands
buf.data[checksumIndex] = 0;
/*COM_BlockSequenceCRCByte(
buf.data + checksumIndex + 1, buf.cursize - checksumIndex - 1,
cls.netchan.outgoing_sequence);*/
//
// deliver the message
//
Netchan.Transmit(cls.netchan, buf.cursize, buf.data);
}
}
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