fteqw/engine/client/cl_input.c

2014 lines
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/*
Copyright (C) 1996-1997 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.
*/
// cl.input.c -- builds an intended movement command to send to the server
#include "quakedef.h"
#ifdef _WIN32
#include "winquake.h" //fps indep stuff.
#endif
float in_sensitivityscale = 1;
void CL_SpareMsec_Callback (struct cvar_s *var, char *oldvalue);
cvar_t cl_nodelta = CVAR("cl_nodelta","0");
cvar_t cl_c2spps = CVAR("cl_c2spps", "0");
cvar_t cl_c2sImpulseBackup = SCVAR("cl_c2sImpulseBackup","3");
cvar_t cl_netfps = CVAR("cl_netfps", "150");
cvar_t cl_sparemsec = CVARC("cl_sparemsec", "10", CL_SpareMsec_Callback);
cvar_t cl_queueimpulses = CVAR("cl_queueimpulses", "0");
cvar_t cl_smartjump = CVAR("cl_smartjump", "1");
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
cvar_t cl_run = CVARD("cl_run", "0", "Enables autorun, inverting the state of the +speed key.");
cvar_t cl_fastaccel = CVARD("cl_fastaccel", "1", "Begin moving at full speed instantly, instead of waiting a frame or so.");
extern cvar_t cl_rollspeed;
cvar_t cl_prydoncursor = CVAR("cl_prydoncursor", ""); //for dp protocol
cvar_t cl_instantrotate = CVARF("cl_instantrotate", "1", CVAR_SEMICHEAT);
cvar_t in_xflip = {"in_xflip", "0"};
cvar_t prox_inmenu = CVAR("prox_inmenu", "0");
usercmd_t independantphysics[MAX_SPLITS];
vec3_t mousemovements[MAX_SPLITS];
/*kinda a hack...*/
static int con_splitmodifier;
cvar_t cl_forcesplitclient = CVAR("in_forcesplitclient", "0");
extern cvar_t cl_splitscreen;
int CL_TargettedSplit(qboolean nowrap)
{
char *c;
int pnum;
int mod;
if (nowrap)
mod = MAX_SPLITS;
else
mod = cl.splitclients;
if (mod < 1)
return 0;
c = Cmd_Argv(0);
pnum = atoi(c+strlen(c)-1);
if (pnum && !(c[1] == 'b'&&c[2] == 'u' && !atoi(c+strlen(c)-2)))
{
pnum--;
return pnum;
}
if (con_splitmodifier > 0)
return (con_splitmodifier - 1) % mod;
else if (cl_forcesplitclient.ival > 0)
return (cl_forcesplitclient.ival-1) % mod;
else
return 0;
}
void CL_Split_f(void)
{
int tmp;
char *c;
c = Cmd_Argv(0);
tmp = con_splitmodifier;
if (*c == '+' || *c == '-')
{
con_splitmodifier = c[2];
Cmd_ExecuteString(va("%c%s", *c, Cmd_Args()), Cmd_ExecLevel);
}
else
{
con_splitmodifier = c[1];
Cmd_ExecuteString(Cmd_Args(), Cmd_ExecLevel);
}
con_splitmodifier = tmp;
}
void CL_SplitA_f(void)
{
int tmp;
char *c, *args;
c = Cmd_Argv(0);
args = COM_Parse(Cmd_Args());
if (!args)
return;
while(*args == ' ' || *args == '\t')
args++;
tmp = con_splitmodifier;
con_splitmodifier = atoi(com_token);
if (*c == '+' || *c == '-')
Cmd_ExecuteString(va("%c%s", *c, args), Cmd_ExecLevel);
else
Cmd_ExecuteString(args, Cmd_ExecLevel);
con_splitmodifier = tmp;
}
/*
===============================================================================
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
===============================================================================
*/
kbutton_t in_mlook, in_klook;
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, in_use, in_jump, in_attack;
kbutton_t in_rollleft, in_rollright, in_up, in_down;
kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
#define IN_IMPULSECACHE 256
int in_impulse[MAX_SPLITS][IN_IMPULSECACHE];
int in_nextimpulse[MAX_SPLITS];
int in_impulsespending[MAX_SPLITS];
float cursor_screen[2];
qboolean cursor_active;
void KeyDown (kbutton_t *b)
{
int k;
char *c;
int pnum = CL_TargettedSplit(false);
c = Cmd_Argv(1);
if (c[0])
k = atoi(c)&255;
else
k = -1; // typed manually at the console for continuous down
if (k == b->down[pnum][0] || k == b->down[pnum][1])
return; // repeating key
if (!b->down[pnum][0])
b->down[pnum][0] = k;
else if (!b->down[pnum][1])
b->down[pnum][1] = k;
else
{
Con_Printf ("Three keys down for a button!\n");
return;
}
if (b->state[pnum] & 1)
return; // still down
b->state[pnum] |= 1 + 2; // down + impulse down
}
void KeyUp (kbutton_t *b)
{
int k;
char *c;
int pnum = CL_TargettedSplit(false);
c = Cmd_Argv(1);
if (c[0])
k = atoi(c)&255;
else
{ // typed manually at the console, assume for unsticking, so clear all
b->down[pnum][0] = b->down[pnum][1] = 0;
b->state[pnum] = 4; // impulse up
return;
}
if (b->down[pnum][0] == k)
b->down[pnum][0] = 0;
else if (b->down[pnum][1] == k)
b->down[pnum][1] = 0;
else
return; // key up without coresponding down (menu pass through)
if (b->down[pnum][0] || b->down[pnum][1])
return; // some other key is still holding it down
if (!(b->state[pnum] & 1))
return; // still up (this should not happen)
b->state[pnum] &= ~1; // now up
b->state[pnum] |= 4; // impulse up
}
void IN_KLookDown (void) {KeyDown(&in_klook);}
void IN_KLookUp (void) {KeyUp(&in_klook);}
void IN_MLookDown (void) {KeyDown(&in_mlook);}
void IN_MLookUp (void)
{
int pnum = CL_TargettedSplit(false);
KeyUp(&in_mlook);
if ( !(in_mlook.state[pnum]&1) && lookspring.ival)
V_StartPitchDrift(&cl.playerview[pnum]);
}
void IN_UpDown(void) {KeyDown(&in_up);}
void IN_UpUp(void) {KeyUp(&in_up);}
void IN_DownDown(void) {KeyDown(&in_down);}
void IN_DownUp(void) {KeyUp(&in_down);}
void IN_LeftDown(void) {KeyDown(&in_left);}
void IN_LeftUp(void) {KeyUp(&in_left);}
void IN_RightDown(void) {KeyDown(&in_right);}
void IN_RightUp(void) {KeyUp(&in_right);}
void IN_ForwardDown(void) {KeyDown(&in_forward);}
void IN_ForwardUp(void) {KeyUp(&in_forward);}
void IN_BackDown(void) {KeyDown(&in_back);}
void IN_BackUp(void) {KeyUp(&in_back);}
void IN_LookupDown(void) {KeyDown(&in_lookup);}
void IN_LookupUp(void) {KeyUp(&in_lookup);}
void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
void IN_MoverightDown(void) {KeyDown(&in_moveright);}
void IN_MoverightUp(void) {KeyUp(&in_moveright);}
void IN_RollLeftDown(void) {KeyDown(&in_rollleft);}
void IN_RollLeftUp(void) {KeyUp(&in_rollleft);}
void IN_RollRightDown(void) {KeyDown(&in_rollright);}
void IN_RollRightUp(void) {KeyUp(&in_rollright);}
void IN_SpeedDown(void) {KeyDown(&in_speed);}
void IN_SpeedUp(void) {KeyUp(&in_speed);}
void IN_StrafeDown(void) {KeyDown(&in_strafe);}
void IN_StrafeUp(void) {KeyUp(&in_strafe);}
void IN_AttackDown(void) {KeyDown(&in_attack);}
void IN_AttackUp(void) {KeyUp(&in_attack);}
void IN_UseDown (void) {KeyDown(&in_use);}
void IN_UseUp (void) {KeyUp(&in_use);}
void IN_JumpDown (void)
{
qboolean condition;
int pnum = CL_TargettedSplit(false);
condition = (cls.state == ca_active && cl_smartjump.ival && !prox_inmenu.ival);
#ifdef Q2CLIENT
if (condition && cls.protocol == CP_QUAKE2)
KeyDown(&in_up);
else
#endif
if (condition && cl.playerview[pnum].stats[STAT_HEALTH] > 0 && !cls.demoplayback && !cl.spectator &&
cl.inframes[cl.validsequence&UPDATE_MASK].playerstate[cl.playerview[pnum].playernum].messagenum == cl.validsequence && cl.playerview[pnum].waterlevel >= 2 && (!cl.teamfortress || !(in_forward.state[pnum] & 1))
)
KeyDown(&in_up);
else if (condition && cl.spectator && Cam_TrackNum(&cl.playerview[pnum]) == -1)
KeyDown(&in_up);
else
KeyDown(&in_jump);
}
void IN_JumpUp (void)
{
if (cl_smartjump.ival)
KeyUp(&in_up);
KeyUp(&in_jump);
}
void IN_Button3Down(void) {KeyDown(&in_button3);}
void IN_Button3Up(void) {KeyUp(&in_button3);}
void IN_Button4Down(void) {KeyDown(&in_button4);}
void IN_Button4Up(void) {KeyUp(&in_button4);}
void IN_Button5Down(void) {KeyDown(&in_button5);}
void IN_Button5Up(void) {KeyUp(&in_button5);}
void IN_Button6Down(void) {KeyDown(&in_button6);}
void IN_Button6Up(void) {KeyUp(&in_button6);}
void IN_Button7Down(void) {KeyDown(&in_button7);}
void IN_Button7Up(void) {KeyUp(&in_button7);}
void IN_Button8Down(void) {KeyDown(&in_button8);}
void IN_Button8Up(void) {KeyUp(&in_button8);}
float in_rotate;
void IN_Rotate_f (void) {in_rotate += atoi(Cmd_Argv(1));}
//is this useful?
//This function incorporates Tonik's impulse 8 7 6 5 4 3 2 1 to select the prefered weapon on the basis of having it.
//It also incorporates split screen input as well as impulse buffering
void IN_Impulse (void)
{
int newimp;
int best, i, imp, items;
int pnum = CL_TargettedSplit(false);
newimp = Q_atoi(Cmd_Argv(1));
if (Cmd_Argc() > 2)
{
items = cl.playerview[pnum].stats[STAT_ITEMS];
best = 0;
for (i = Cmd_Argc() - 1; i > 0; i--)
{
imp = Q_atoi(Cmd_Argv(i));
if (imp < 1 || imp > 8)
continue;
switch (imp)
{
case 1:
if (items & IT_AXE)
best = 1;
break;
case 2:
if (items & IT_SHOTGUN && cl.playerview[pnum].stats[STAT_SHELLS] >= 1)
best = 2;
break;
case 3:
if (items & IT_SUPER_SHOTGUN && cl.playerview[pnum].stats[STAT_SHELLS] >= 2)
best = 3;
break;
case 4:
if (items & IT_NAILGUN && cl.playerview[pnum].stats[STAT_NAILS] >= 1)
best = 4;
break;
case 5:
if (items & IT_SUPER_NAILGUN && cl.playerview[pnum].stats[STAT_NAILS] >= 2)
best = 5;
break;
case 6:
if (items & IT_GRENADE_LAUNCHER && cl.playerview[pnum].stats[STAT_ROCKETS] >= 1)
best = 6;
break;
case 7:
if (items & IT_ROCKET_LAUNCHER && cl.playerview[pnum].stats[STAT_ROCKETS] >= 1)
best = 7;
break;
case 8:
if (items & IT_LIGHTNING && cl.playerview[pnum].stats[STAT_CELLS] >= 1)
best = 8;
}
}
if (best)
newimp = best;
}
if (in_impulsespending[pnum]>=IN_IMPULSECACHE)
{
Con_Printf("Too many impulses, ignoring %i\n", newimp);
return;
}
if (cl_queueimpulses.ival)
{
in_impulse[pnum][(in_nextimpulse[pnum]+in_impulsespending[pnum])%IN_IMPULSECACHE] = newimp;
in_impulsespending[pnum]++;
}
else
{
in_impulse[pnum][(in_nextimpulse[pnum])%IN_IMPULSECACHE] = newimp;
in_impulsespending[pnum]=1;
}
}
void IN_Restart (void)
{
IN_Shutdown();
IN_ReInit();
}
/*
===============
CL_KeyState
Returns 0.25 if a key was pressed and released during the frame,
0.5 if it was pressed and held
0 if held then released, and
1.0 if held for the entire time
===============
*/
float CL_KeyState (kbutton_t *key, int pnum, qboolean noslowstart)
{
float val;
qboolean impulsedown, impulseup, down;
noslowstart = noslowstart && cl_fastaccel.ival;
impulsedown = key->state[pnum] & 2;
impulseup = key->state[pnum] & 4;
down = key->state[pnum] & 1;
val = 0;
if (impulsedown && !impulseup)
{
if (down)
val = noslowstart?1.0:0.5; // pressed and held this frame
else
val = 0; // I_Error ();
}
if (impulseup && !impulsedown)
{
if (down)
val = 0; // I_Error ();
else
val = 0; // released this frame
}
if (!impulsedown && !impulseup)
{
if (down)
val = 1.0; // held the entire frame
else
val = 0; // up the entire frame
}
if (impulsedown && impulseup)
{
if (down)
val = 0.75; // released and re-pressed this frame
else
val = 0.25; // pressed and released this frame
}
key->state[pnum] &= 1; // clear impulses
return val;
}
void CL_ProxyMenuHook(char *command, kbutton_t *key)
{
if ((key->state[0] & 3) == 3) //2 is impulse down, 1 is held down
{
key->state[0] = 0; // clear impulses
Cbuf_AddText(command, RESTRICT_DEFAULT);
}
}
void CL_ProxyMenuHooks(void)
{
if (!prox_inmenu.ival)
return;
CL_ProxyMenuHook("say proxy:menu down\n", &in_back);
CL_ProxyMenuHook("say proxy:menu up\n", &in_forward);
CL_ProxyMenuHook("say proxy:menu left\n", &in_left);
CL_ProxyMenuHook("say proxy:menu right\n", &in_right);
CL_ProxyMenuHook("say proxy:menu left\n", &in_moveleft);
CL_ProxyMenuHook("say proxy:menu right\n", &in_moveright);
CL_ProxyMenuHook("say proxy:menu use\n", &in_jump);
}
//==========================================================================
cvar_t cl_upspeed = SCVARF("cl_upspeed","400", CVAR_ARCHIVE);
cvar_t cl_forwardspeed = SCVARF("cl_forwardspeed","400", CVAR_ARCHIVE);
cvar_t cl_backspeed = CVARFD("cl_backspeed","", CVAR_ARCHIVE, "The base speed that you move backwards at. If empty, uses the value of cl_forwardspeed instead.");
cvar_t cl_sidespeed = SCVARF("cl_sidespeed","400", CVAR_ARCHIVE);
cvar_t cl_movespeedkey = SCVAR("cl_movespeedkey","2.0");
cvar_t cl_yawspeed = SCVAR("cl_yawspeed","140");
cvar_t cl_pitchspeed = SCVAR("cl_pitchspeed","150");
cvar_t cl_anglespeedkey = SCVAR("cl_anglespeedkey","1.5");
/*
================
CL_AdjustAngles
Moves the local angle positions
================
*/
void CL_AdjustAngles (int pnum, double frametime)
{
float speed, quant;
float up, down;
if (in_speed.state[pnum] & 1)
{
if (ruleset_allow_frj.ival)
speed = frametime * cl_anglespeedkey.ival;
else
speed = frametime * bound(-2, cl_anglespeedkey.ival, 2);
}
else
speed = frametime;
if (in_rotate && pnum==0 && !(cl.fpd & FPD_LIMIT_YAW))
{
quant = in_rotate;
if (!cl_instantrotate.ival)
quant *= speed;
in_rotate -= quant;
if (ruleset_allow_frj.ival)
cl.playerview[pnum].viewanglechange[YAW] += quant;
}
if (!(in_strafe.state[pnum] & 1))
{
quant = cl_yawspeed.ival;
if (cl.fpd & FPD_LIMIT_YAW || !ruleset_allow_frj.ival)
quant = bound(-900, quant, 900);
cl.playerview[pnum].viewanglechange[YAW] -= speed*quant * CL_KeyState (&in_right, pnum, false);
cl.playerview[pnum].viewanglechange[YAW] += speed*quant * CL_KeyState (&in_left, pnum, false);
}
if (in_klook.state[pnum] & 1)
{
V_StopPitchDrift (&cl.playerview[pnum]);
quant = cl_pitchspeed.ival;
if (cl.fpd & FPD_LIMIT_PITCH || !ruleset_allow_frj.ival)
quant = bound(-700, quant, 700);
cl.playerview[pnum].viewanglechange[PITCH] -= speed*quant * CL_KeyState (&in_forward, pnum, false);
cl.playerview[pnum].viewanglechange[PITCH] += speed*quant * CL_KeyState (&in_back, pnum, false);
}
quant = cl_rollspeed.ival;
cl.playerview[pnum].viewanglechange[ROLL] -= speed*quant * CL_KeyState (&in_rollleft, pnum, false);
cl.playerview[pnum].viewanglechange[ROLL] += speed*quant * CL_KeyState (&in_rollright, pnum, false);
up = CL_KeyState (&in_lookup, pnum, false);
down = CL_KeyState(&in_lookdown, pnum, false);
quant = cl_pitchspeed.ival;
if (!ruleset_allow_frj.ival)
quant = bound(-700, quant, 700);
cl.playerview[pnum].viewanglechange[PITCH] -= speed*cl_pitchspeed.ival * up;
cl.playerview[pnum].viewanglechange[PITCH] += speed*cl_pitchspeed.ival * down;
if (up || down)
V_StopPitchDrift (&cl.playerview[pnum]);
}
/*
================
CL_BaseMove
Send the intended movement message to the server
================
*/
void CL_BaseMove (usercmd_t *cmd, int pnum, float extra, float wantfps)
{
float scale = 1;//extra/1000.0f * 1/wantfps;
//
// adjust for speed key
//
if ((in_speed.state[pnum] & 1) ^ cl_run.ival)
scale *= cl_movespeedkey.value;
if (in_strafe.state[pnum] & 1)
{
cmd->sidemove += scale*cl_sidespeed.value * CL_KeyState (&in_right, pnum, true);
cmd->sidemove -= scale*cl_sidespeed.value * CL_KeyState (&in_left, pnum, true);
}
cmd->sidemove += scale*cl_sidespeed.value * CL_KeyState (&in_moveright, pnum, true);
cmd->sidemove -= scale*cl_sidespeed.value * CL_KeyState (&in_moveleft, pnum, true);
if(in_xflip.ival) cmd->sidemove *= -1;
cmd->upmove += scale*cl_upspeed.value * CL_KeyState (&in_up, pnum, true);
cmd->upmove -= scale*cl_upspeed.value * CL_KeyState (&in_down, pnum, true);
if (! (in_klook.state[pnum] & 1) )
{
cmd->forwardmove += scale*cl_forwardspeed.value * CL_KeyState (&in_forward, pnum, true);
cmd->forwardmove -= scale*(*cl_backspeed.string?cl_backspeed.value:cl_forwardspeed.value) * CL_KeyState (&in_back, pnum, true);
}
}
void CL_ClampPitch (int pnum)
{
float mat[16];
float roll;
static float oldtime;
float timestep = realtime - oldtime;
playerview_t *pv = &cl.playerview[pnum];
oldtime = realtime;
if (cl.intermission)
{
memset(pv->viewanglechange, 0, sizeof(pv->viewanglechange));
return;
}
if (pv->pmovetype == PM_6DOF)
{
// vec3_t impact;
// vec3_t norm;
float mat2[16];
// vec3_t cross;
vec3_t view[4];
// float dot;
AngleVectors(pv->viewangles, view[0], view[1], view[2]);
Matrix4x4_RM_FromVectors(mat, view[0], view[1], view[2], vec3_origin);
Matrix4_Multiply(Matrix4x4_CM_NewRotation(-pv->viewanglechange[PITCH], 0, 1, 0), mat, mat2);
Matrix4_Multiply(Matrix4x4_CM_NewRotation(pv->viewanglechange[YAW], 0, 0, 1), mat2, mat);
#if 1
//roll angles
Matrix4_Multiply(Matrix4x4_CM_NewRotation(pv->viewanglechange[ROLL], 1, 0, 0), mat, mat2);
#else
//auto-roll
Matrix3x4_RM_ToVectors(mat, view[0], view[1], view[2], view[3]);
VectorMA(pv->simorg, -48, view[2], view[3]);
if (!TraceLineN(pv->simorg, view[3], impact, norm))
{
norm[0] = 0;
norm[1] = 0;
norm[2] = 1;
}
/*keep the roll relative to the 'ground'*/
CrossProduct(norm, view[2], cross);
dot = DotProduct(view[0], cross);
roll = timestep * 360 * -(dot);
Matrix4_Multiply(Matrix4x4_CM_NewRotation(roll, 1, 0, 0), mat, mat2);
#endif
Matrix3x4_RM_ToVectors(mat2, view[0], view[1], view[2], view[3]);
VectorAngles(view[0], view[2], pv->viewangles);
pv->viewangles[PITCH]=360 - pv->viewangles[PITCH];
VectorClear(pv->viewanglechange);
return;
}
#if 1
if ((pv->gravitydir[2] != -1 || pv->viewangles[2]))
{
float surfm[16], invsurfm[16];
float viewm[16];
vec3_t view[4];
vec3_t surf[3];
vec3_t vang;
void PerpendicularVector( vec3_t dst, const vec3_t src );
/*calc current view matrix relative to the surface*/
AngleVectors(pv->viewangles, view[0], view[1], view[2]);
VectorNegate(view[1], view[1]);
/*calculate the surface axis with up from the pmove code and right/forwards relative to the player's directions*/
if (!pv->gravitydir[0] && !pv->gravitydir[1] && !pv->gravitydir[2])
{
VectorSet(surf[2], 0, 0, 1);
}
else
{
VectorNegate(pv->gravitydir, surf[2]);
}
VectorNormalize(surf[2]);
PerpendicularVector(surf[1], surf[2]);
VectorNormalize(surf[1]);
CrossProduct(surf[2], surf[1], surf[0]);
VectorNegate(surf[0], surf[0]);
VectorNormalize(surf[0]);
Matrix4x4_RM_FromVectors(surfm, surf[0], surf[1], surf[2], vec3_origin);
Matrix3x4_InvertTo4x4_Simple(surfm, invsurfm);
/*calc current view matrix relative to the surface*/
Matrix4x4_RM_FromVectors(viewm, view[0], view[1], view[2], vec3_origin);
Matrix4_Multiply(viewm, invsurfm, mat);
/*convert that back to angles*/
Matrix3x4_RM_ToVectors(mat, view[0], view[1], view[2], view[3]);
VectorAngles(view[0], view[2], vang);
vang[PITCH] *= -1;
/*edit it*/
vang[PITCH] += pv->viewanglechange[PITCH];
vang[YAW] += pv->viewanglechange[YAW];
if (vang[PITCH] <= -180)
vang[PITCH] += 360;
if (vang[PITCH] > 180)
vang[PITCH] -= 360;
if (vang[ROLL] >= 180)
vang[ROLL] -= 360;
if (vang[ROLL] < -180)
vang[ROLL] += 360;
/*keep the player looking relative to their ground (smoothlyish)*/
if (!vang[ROLL])
{
if (!pv->viewanglechange[PITCH] && !pv->viewanglechange[YAW] && !pv->viewanglechange[ROLL])
return;
}
else
{
if (fabs(vang[ROLL]) < host_frametime*180)
vang[ROLL] = 0;
else if (vang[ROLL] > 0)
{
// Con_Printf("Roll %f\n", vang[ROLL]);
vang[ROLL] -= host_frametime*180;
}
else
{
// Con_Printf("Roll %f\n", vang[ROLL]);
vang[ROLL] += host_frametime*180;
}
}
VectorClear(pv->viewanglechange);
/*clamp pitch*/
if (vang[PITCH] > cl.maxpitch)
vang[PITCH] = cl.maxpitch;
if (vang[PITCH] < cl.minpitch)
vang[PITCH] = cl.minpitch;
/*turn those angles back to a matrix*/
AngleVectors(vang, view[0], view[1], view[2]);
VectorNegate(view[1], view[1]);
Matrix4x4_RM_FromVectors(mat, view[0], view[1], view[2], vec3_origin);
/*rotate back into world space*/
Matrix4_Multiply(mat, surfm, viewm);
/*and figure out the final result*/
Matrix3x4_RM_ToVectors(viewm, view[0], view[1], view[2], view[3]);
VectorAngles(view[0], view[2], cl.playerview[pnum].viewangles);
cl.playerview[pnum].viewangles[PITCH] *= -1;
if (pv->viewangles[ROLL] >= 360)
pv->viewangles[ROLL] -= 360;
if (pv->viewangles[ROLL] < 0)
pv->viewangles[ROLL] += 360;
if (pv->viewangles[PITCH] < -180)
pv->viewangles[PITCH] += 360;
return;
}
#endif
pv->viewangles[PITCH] += pv->viewanglechange[PITCH];
pv->viewangles[YAW] += pv->viewanglechange[YAW];
pv->viewangles[ROLL] += pv->viewanglechange[ROLL];
VectorClear(pv->viewanglechange);
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2)
{
float pitch;
pitch = SHORT2ANGLE(cl.q2frame.playerstate.pmove.delta_angles[PITCH]);
if (pitch > 180)
pitch -= 360;
if (pv->viewangles[PITCH] + pitch < -360)
pv->viewangles[PITCH] += 360; // wrapped
if (pv->viewangles[PITCH] + pitch > 360)
pv->viewangles[PITCH] -= 360; // wrapped
if (pv->viewangles[PITCH] + pitch > cl.maxpitch)
pv->viewangles[PITCH] = cl.maxpitch - pitch;
if (pv->viewangles[PITCH] + pitch < cl.minpitch)
pv->viewangles[PITCH] = cl.minpitch - pitch;
}
else
#endif
#ifdef Q3CLIENT
if (cls.protocol == CP_QUAKE3) //q3 expects the cgame to do it
{
//no-op
}
else
#endif
{
if (pv->viewangles[PITCH] > cl.maxpitch)
pv->viewangles[PITCH] = cl.maxpitch;
if (pv->viewangles[PITCH] < cl.minpitch)
pv->viewangles[PITCH] = cl.minpitch;
}
// if (cl.viewangles[pnum][ROLL] > 50)
// cl.viewangles[pnum][ROLL] = 50;
// if (cl.viewangles[pnum][ROLL] < -50)
// cl.viewangles[pnum][ROLL] = -50;
roll = timestep*pv->viewangles[ROLL]*30;
if ((pv->viewangles[ROLL]-roll < 0) != (pv->viewangles[ROLL]<0))
pv->viewangles[ROLL] = 0;
else
pv->viewangles[ROLL] -= timestep*pv->viewangles[ROLL]*3;
}
/*
==============
CL_FinishMove
==============
*/
void CL_FinishMove (usercmd_t *cmd, int msecs, int pnum)
{
int i;
int bits;
CL_ClampPitch(pnum);
//
// always dump the first two message, because it may contain leftover inputs
// from the last level
//
if (cl.movesequence <= 2)
{
cmd->buttons = 0;
return;
}
//
// figure button bits
//
bits = 0;
if (in_attack .state[pnum] & 3) bits |= 1; in_attack.state[pnum] &= ~2;
if (in_jump .state[pnum] & 3) bits |= 2; in_jump.state[pnum] &= ~2;
if (in_use .state[pnum] & 3) bits |= 4; in_use.state[pnum] &= ~2;
if (in_button3.state[pnum] & 3) bits |= 4; in_button3.state[pnum] &= ~2; //yup, flag 4 twice.
if (in_button4.state[pnum] & 3) bits |= 8; in_button4.state[pnum] &= ~2;
if (in_button5.state[pnum] & 3) bits |= 16; in_button5.state[pnum] &= ~2;
if (in_button6.state[pnum] & 3) bits |= 32; in_button6.state[pnum] &= ~2;
if (in_button7.state[pnum] & 3) bits |= 64; in_button7.state[pnum] &= ~2;
if (in_button8.state[pnum] & 3) bits |= 128; in_button8.state[pnum] &= ~2;
cmd->buttons = bits;
// send milliseconds of time to apply the move
cmd->msec = msecs;
for (i=0 ; i<3 ; i++)
cmd->angles[i] = ((int)(cl.playerview[pnum].viewangles[i]*65536.0/360)&65535);
if (in_impulsespending[pnum] && !cl.paused)
{
in_nextimpulse[pnum]++;
in_impulsespending[pnum]--;
cmd->impulse = in_impulse[pnum][(in_nextimpulse[pnum]-1)%IN_IMPULSECACHE];
}
else
cmd->impulse = 0;
}
void CL_UpdatePrydonCursor(usercmd_t *from, float cursor_screen[2], vec3_t cursor_start, vec3_t cursor_impact, int *entnum)
{
vec3_t cursor_end;
vec3_t temp;
vec3_t cursor_impact_normal;
cursor_active = true;
if (!cl_prydoncursor.ival)
{ //center the cursor
cursor_screen[0] = 0;
cursor_screen[1] = 0;
}
else
{
cursor_screen[0] = mousecursor_x/(vid.width/2.0f) - 1;
cursor_screen[1] = mousecursor_y/(vid.height/2.0f) - 1;
if (cursor_screen[0] < -1)
cursor_screen[0] = -1;
if (cursor_screen[1] < -1)
cursor_screen[1] = -1;
if (cursor_screen[0] > 1)
cursor_screen[0] = 1;
if (cursor_screen[1] > 1)
cursor_screen[1] = 1;
}
/*
if (cl.cmd.cursor_screen[0] < -1)
{
cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.realwidth * sensitivity.value * cl.viewzoom;
cl.cmd.cursor_screen[0] = -1;
}
if (cl.cmd.cursor_screen[0] > 1)
{
cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.realwidth * sensitivity.value * cl.viewzoom;
cl.cmd.cursor_screen[0] = 1;
}
if (cl.cmd.cursor_screen[1] < -1)
{
cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.realheight * sensitivity.value * cl.viewzoom;
cl.cmd.cursor_screen[1] = -1;
}
if (cl.cmd.cursor_screen[1] > 1)
{
cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.realheight * sensitivity.value * cl.viewzoom;
cl.cmd.cursor_screen[1] = 1;
}
*/
VectorClear(cursor_start);
temp[0] = (cursor_screen[0]+1)/2;
temp[1] = (-cursor_screen[1]+1)/2;
temp[2] = 1;
VectorCopy(r_origin, cursor_start);
Matrix4x4_CM_UnProject(temp, cursor_end, cl.playerview[0].viewangles, cursor_start, r_refdef.fov_x, r_refdef.fov_y);
CL_SetSolidEntities();
//don't bother with players, they don't exist in NQ...
TraceLineN(cursor_start, cursor_end, cursor_impact, cursor_impact_normal);
*entnum = 0;
// P_RunParticleEffect(cursor_impact, vec3_origin, 15, 16);
}
#ifdef NQPROT
void CLNQ_SendMove (usercmd_t *cmd, int pnum, sizebuf_t *buf)
{
int i;
if (cls.demoplayback!=DPB_NONE)
return; //err... don't bother... :)
//
// always dump the first two message, because it may contain leftover inputs
// from the last level
//
if (cl.movesequence <= 2 || cls.state == ca_connected)
{
MSG_WriteByte (buf, clc_nop);
return;
}
MSG_WriteByte (buf, clc_move);
if (cls.protocol_nq >= CPNQ_DP7 || (cls.fteprotocolextensions2 & PEXT2_PREDINFO))
{
extern cvar_t cl_nopred;
if (cl_nopred.ival)
MSG_WriteLong(buf, 0);
else
MSG_WriteLong(buf, cl.movesequence);
}
MSG_WriteFloat (buf, cl.gametime); // so server can get ping times
for (i=0 ; i<3 ; i++)
{
if ((cls.protocol_nq == CPNQ_FITZ666 || cls.protocol_nq == CPNQ_PROQUAKE3_4) && buf->prim.anglesize <= 1)
{
//fitz/proquake protocols are always 16bit for this angle and 8bit elsewhere. rmq is always at least 16bit
//the above logic should satify everything.
MSG_WriteAngle16 (buf, cl.playerview[pnum].viewangles[i]);
}
else
MSG_WriteAngle (buf, cl.playerview[pnum].viewangles[i]);
}
MSG_WriteShort (buf, cmd->forwardmove);
MSG_WriteShort (buf, cmd->sidemove);
MSG_WriteShort (buf, cmd->upmove);
if (cls.protocol_nq >= CPNQ_DP6 || (cls.fteprotocolextensions2 & PEXT2_PRYDONCURSOR))
{
vec3_t cursor_start, cursor_impact;
int cursor_entitynumber;
CL_UpdatePrydonCursor(cmd, cursor_screen, cursor_start, cursor_impact, &cursor_entitynumber);
MSG_WriteLong (buf, cmd->buttons);
MSG_WriteByte (buf, cmd->impulse);
MSG_WriteShort (buf, cursor_screen[0] * 32767.0f);
MSG_WriteShort (buf, cursor_screen[1] * 32767.0f);
MSG_WriteFloat (buf, cursor_start[0]);
MSG_WriteFloat (buf, cursor_start[1]);
MSG_WriteFloat (buf, cursor_start[2]);
MSG_WriteFloat (buf, cursor_impact[0]);
MSG_WriteFloat (buf, cursor_impact[1]);
MSG_WriteFloat (buf, cursor_impact[2]);
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
MSG_WriteEntity (buf, cursor_entitynumber);
}
else
{
MSG_WriteByte (buf, cmd->buttons);
MSG_WriteByte (buf, cmd->impulse);
}
}
void Name_Callback(struct cvar_s *var, char *oldvalue)
{
if (cls.state <= ca_connected)
return;
if (cls.protocol != CP_NETQUAKE)
return;
CL_SendClientCommand(true, "name \"%s\"\n", var->string);
}
void CLNQ_SendCmd(sizebuf_t *buf)
{
int i;
int seat;
usercmd_t *cmd;
i = cl.movesequence & UPDATE_MASK;
cl.outframes[i].senttime = realtime;
cl.outframes[i].latency = -1;
cl.outframes[i].server_message_num = cl.validsequence;
cl.outframes[i].cmd_sequence = cl.movesequence;
for (seat = 0; seat < cl.splitclients; seat++)
{
cmd = &cl.outframes[i].cmd[seat];
*cmd = independantphysics[seat];
cmd->lightlevel = 0;
#ifdef CSQC_DAT
CSQC_Input_Frame(seat, cmd);
#endif
memset(&independantphysics[seat], 0, sizeof(independantphysics[seat]));
}
//inputs are only sent once we receive an entity.
if (cls.signon == 4)
{
for (seat = 0; seat < cl.splitclients; seat++)
{
// send the unreliable message
// if (independantphysics[seat].impulse && !cls.netchan.message.cursize)
// CLNQ_SendMove (&cl.outframes[i].cmd[seat], seat, &cls.netchan.message);
// else
CLNQ_SendMove (&cl.outframes[i].cmd[seat], seat, buf);
}
}
for (i = 0; i < cl.numackframes; i++)
{
MSG_WriteByte(buf, clcdp_ackframe);
MSG_WriteLong(buf, cl.ackframes[i]);
}
cl.numackframes = 0;
}
#else
void Name_Callback(struct cvar_s *var, char *oldvalue)
{
}
#endif
float CL_FilterTime (double time, float wantfps, qboolean ignoreserver) //now returns the extra time not taken in this slot. Note that negative 1 means uncapped.
{
float fps, fpscap;
if (cls.timedemo || cls.protocol == CP_QUAKE3)
return -1;
/*ignore the server if we're playing demos, sending to the server only as replies, or if its meant to be disabled (netfps depending on where its called from)*/
if (cls.demoplayback != DPB_NONE || (cls.protocol != CP_QUAKEWORLD && cls.protocol != CP_NETQUAKE) || ignoreserver)
{
if (!wantfps)
return -1;
fps = max (30.0, wantfps);
}
else
{
fpscap = cls.maxfps ? max (30.0, cls.maxfps) : 0x7fff;
#ifdef IRCCONNECT
if (cls.netchan.remote_address.type == NA_IRC)
fps = bound (0.1, wantfps, fpscap); //if we're connected via irc, allow a greatly reduced minimum cap
else
#endif
if (wantfps < 1)
fps = fpscap;
else
fps = bound (6.7, wantfps, fpscap); //we actually cap ourselves to 150msecs (1000/7 = 142)
}
if (time < 1000 / fps)
return 0;
return time - (1000 / fps);
}
qboolean allowindepphys;
typedef struct clcmdbuf_s {
struct clcmdbuf_s *next;
int len;
qboolean reliable;
char command[4]; //this is dynamically allocated, so this is variably sized.
} clcmdbuf_t;
clcmdbuf_t *clientcmdlist;
void VARGS CL_SendClientCommand(qboolean reliable, char *format, ...)
{
qboolean oldallow;
va_list argptr;
char string[2048];
clcmdbuf_t *buf, *prev;
if (cls.demoplayback && cls.demoplayback != DPB_EZTV)
return; //no point.
va_start (argptr, format);
Q_vsnprintfz (string,sizeof(string), format,argptr);
va_end (argptr);
#ifdef Q3CLIENT
if (cls.protocol == CP_QUAKE3)
{
CLQ3_SendClientCommand("%s", string);
return;
}
#endif
oldallow = allowindepphys;
CL_AllowIndependantSendCmd(false);
buf = Z_Malloc(sizeof(*buf)+strlen(string));
strcpy(buf->command, string);
buf->len = strlen(buf->command);
buf->reliable = reliable;
//add to end of the list so that the first of the list is the first to be sent.
if (!clientcmdlist)
clientcmdlist = buf;
else
{
for (prev = clientcmdlist; prev->next; prev=prev->next)
;
prev->next = buf;
}
CL_AllowIndependantSendCmd(oldallow);
}
int CL_RemoveClientCommands(char *command)
{
clcmdbuf_t *next, *first;
int removed = 0;
int len = strlen(command);
CL_AllowIndependantSendCmd(false);
if (!clientcmdlist)
return 0;
while(!strncmp(clientcmdlist->command, command, len))
{
next = clientcmdlist->next;
Z_Free(clientcmdlist);
clientcmdlist=next;
removed++;
if (!clientcmdlist)
return removed;
}
first = clientcmdlist;
while(first->next)
{
if (!strncmp(first->next->command, command, len))
{
next = first->next->next;
Z_Free(first->next);
first->next = next;
removed++;
}
else
first = first->next;
}
return removed;
}
void CL_FlushClientCommands(void)
{
clcmdbuf_t *next;
CL_AllowIndependantSendCmd(false);
while(clientcmdlist)
{
Con_DPrintf("Flushed command %s\n", clientcmdlist->command);
next = clientcmdlist->next;
Z_Free(clientcmdlist);
clientcmdlist=next;
}
}
qboolean runningindepphys;
#ifdef MULTITHREAD
void *indeplock;
void *indepthread;
void CL_AllowIndependantSendCmd(qboolean allow)
{
if (!runningindepphys)
return;
if (allowindepphys != allow && runningindepphys)
{
if (allow)
Sys_UnlockMutex(indeplock);
else
Sys_LockMutex(indeplock);
allowindepphys = allow;
}
}
int CL_IndepPhysicsThread(void *param)
{
double sleeptime;
double fps;
double time, lasttime;
double spare;
lasttime = Sys_DoubleTime();
while(runningindepphys)
{
time = Sys_DoubleTime();
spare = CL_FilterTime((time - lasttime)*1000, cl_netfps.value, false);
if (spare)
{
//don't let them bank too much and get sudden bursts
if (spare > 15)
spare = 15;
time -= spare/1000.0f;
Sys_LockMutex(indeplock);
if (cls.state)
CL_SendCmd(time - lasttime, false);
lasttime = time;
Sys_UnlockMutex(indeplock);
}
fps = cl_netfps.value;
if (fps < 4)
fps = 4;
while (fps < 100)
fps*=2;
sleeptime = 1/fps;
Sys_Sleep(sleeptime);
}
return 0;
}
void CL_UseIndepPhysics(qboolean allow)
{
if (runningindepphys == allow)
return;
if (allow)
{ //enable it
indeplock = Sys_CreateMutex();
runningindepphys = true;
indepthread = Sys_CreateThread("indepphys", CL_IndepPhysicsThread, NULL, THREADP_HIGHEST, 8192);
allowindepphys = true;
}
else
{
//shut it down.
runningindepphys = false; //tell thread to exit gracefully
Sys_LockMutex(indeplock);
Sys_WaitOnThread(indepthread);
Sys_UnlockMutex(indeplock);
Sys_DestroyMutex(indeplock);
}
}
#else
void CL_AllowIndependantSendCmd(qboolean allow)
{
}
void CL_UseIndepPhysics(qboolean allow)
{
}
#endif
void CL_SpareMsec_Callback (struct cvar_s *var, char *oldvalue)
{
if (var->value > 50)
{
Cvar_ForceSet(var, "50");
return;
}
else if (var->value < 0)
{
Cvar_ForceSet(var, "0");
return;
}
}
/*
=================
CL_SendCmd
=================
*/
vec3_t accum[MAX_SPLITS];
qboolean CL_WriteDeltas (int plnum, sizebuf_t *buf)
{
int i;
usercmd_t *cmd, *oldcmd;
qboolean dontdrop = false;
i = (cls.netchan.outgoing_sequence-2) & UPDATE_MASK;
cmd = &cl.outframes[i].cmd[plnum];
if (cl_c2sImpulseBackup.ival >= 2)
dontdrop = dontdrop || cmd->impulse;
MSG_WriteDeltaUsercmd (buf, &nullcmd, cmd);
oldcmd = cmd;
i = (cls.netchan.outgoing_sequence-1) & UPDATE_MASK;
if (cl_c2sImpulseBackup.ival >= 3)
dontdrop = dontdrop || cmd->impulse;
cmd = &cl.outframes[i].cmd[plnum];
MSG_WriteDeltaUsercmd (buf, oldcmd, cmd);
oldcmd = cmd;
i = (cls.netchan.outgoing_sequence) & UPDATE_MASK;
if (cl_c2sImpulseBackup.ival >= 1)
dontdrop = dontdrop || cmd->impulse;
cmd = &cl.outframes[i].cmd[plnum];
MSG_WriteDeltaUsercmd (buf, oldcmd, cmd);
return dontdrop;
}
#ifdef Q2CLIENT
qboolean CLQ2_SendCmd (sizebuf_t *buf)
{
int seq_hash;
qboolean dontdrop;
usercmd_t *cmd;
int checksumIndex, i;
int lightlev;
seq_hash = cls.netchan.outgoing_sequence;
// 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 & UPDATE_MASK;
cmd = &cl.outframes[i].cmd[0];
if (cls.resendinfo)
{
MSG_WriteByte (&cls.netchan.message, clcq2_userinfo);
MSG_WriteString (&cls.netchan.message, cls.userinfo[0]);
cls.resendinfo = false;
}
MSG_WriteByte (buf, clcq2_move);
// save the position for a checksum qbyte
checksumIndex = buf->cursize;
MSG_WriteByte (buf, 0);
if (!cl.q2frame.valid || cl_nodelta.ival)
MSG_WriteLong (buf, -1); // no compression
else
MSG_WriteLong (buf, cl.q2frame.serverframe);
lightlev = R_LightPoint(cl.playerview[0].simorg);
// msecs = msecs - (double)msecstouse;
i = cls.netchan.outgoing_sequence & UPDATE_MASK;
cmd = &cl.outframes[i].cmd[0];
*cmd = independantphysics[0];
cmd->lightlevel = (lightlev>255)?255:lightlev;
cl.outframes[i].senttime = realtime;
cl.outframes[i].latency = -1;
memset(&independantphysics[0], 0, sizeof(independantphysics[0]));
if (cmd->buttons)
cmd->buttons |= 128; //fixme: this isn't really what's meant by the anykey.
// calculate a checksum over the move commands
dontdrop = CL_WriteDeltas(0, buf);
buf->data[checksumIndex] = Q2COM_BlockSequenceCRCByte(
buf->data + checksumIndex + 1, buf->cursize - checksumIndex - 1,
seq_hash);
if (cl.sendprespawn)
buf->cursize = 0; //tastyspleen.net is alergic.
return dontdrop;
}
#endif
qboolean CLQW_SendCmd (sizebuf_t *buf)
{
int seq_hash;
qboolean dontdrop = false;
usercmd_t *cmd;
int checksumIndex, firstsize, plnum;
int clientcount, lost;
int curframe;
int st = buf->cursize;
cl.movesequence = cls.netchan.outgoing_sequence; //make sure its correct even over map changes.
curframe = cl.movesequence & UPDATE_MASK;
seq_hash = cl.movesequence;
cl.outframes[curframe].server_message_num = cl.validsequence;
cl.outframes[curframe].cmd_sequence = cl.movesequence;
cl.outframes[curframe].senttime = realtime;
cl.outframes[curframe].latency = -1;
// send this and the previous cmds in the message, so
// if the last packet was dropped, it can be recovered
clientcount = cl.splitclients;
if (!clientcount)
clientcount = 1;
for (plnum = 0; plnum<clientcount; plnum++)
{
cmd = &cl.outframes[curframe].cmd[plnum];
*cmd = independantphysics[plnum];
cmd->lightlevel = 0;
#ifdef CSQC_DAT
CSQC_Input_Frame(plnum, cmd);
#endif
memset(&independantphysics[plnum], 0, sizeof(independantphysics[plnum]));
}
if ((cls.fteprotocolextensions2 & PEXT2_PRYDONCURSOR) && (*cl_prydoncursor.string && cl_prydoncursor.ival >= 0) && cls.state == ca_active)
{
vec3_t cursor_start, cursor_impact;
int cursor_entitynumber = 0;
cmd = &cl.outframes[curframe].cmd[0];
CL_UpdatePrydonCursor(cmd, cursor_screen, cursor_start, cursor_impact, &cursor_entitynumber);
MSG_WriteByte (buf, clc_prydoncursor);
MSG_WriteShort(buf, cursor_screen[0] * 32767.0f);
MSG_WriteShort(buf, cursor_screen[1] * 32767.0f);
MSG_WriteFloat(buf, cursor_start[0]);
MSG_WriteFloat(buf, cursor_start[1]);
MSG_WriteFloat(buf, cursor_start[2]);
MSG_WriteFloat(buf, cursor_impact[0]);
MSG_WriteFloat(buf, cursor_impact[1]);
MSG_WriteFloat(buf, cursor_impact[2]);
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
MSG_WriteEntity(buf, cursor_entitynumber);
}
MSG_WriteByte (buf, clc_move);
// save the position for a checksum qbyte
checksumIndex = buf->cursize;
MSG_WriteByte (buf, 0);
// write our lossage percentage
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
lost = CL_CalcNet(r_netgraph.value);
MSG_WriteByte (buf, (qbyte)lost);
firstsize=0;
for (plnum = 0; plnum<clientcount; plnum++)
{
cmd = &cl.outframes[curframe].cmd[plnum];
if (plnum)
MSG_WriteByte (buf, clc_move);
dontdrop = CL_WriteDeltas(plnum, buf) || dontdrop;
if (!firstsize)
firstsize = buf->cursize;
}
// calculate a checksum over the move commands
buf->data[checksumIndex] = COM_BlockSequenceCRCByte(
buf->data + checksumIndex + 1, firstsize - checksumIndex - 1,
seq_hash);
// request delta compression of entities
if (cls.netchan.outgoing_sequence - cl.validsequence >= UPDATE_BACKUP-1)
cl.validsequence = 0;
//delta_sequence is the _expected_ previous sequences, so is set before it arrives.
if (cl.validsequence && !cl_nodelta.ival && cls.state == ca_active && !cls.demorecording)
{
cl.inframes[cls.netchan.outgoing_sequence&UPDATE_MASK].delta_sequence = cl.validsequence;
MSG_WriteByte (buf, clc_delta);
// Con_Printf("%i\n", cl.validsequence);
MSG_WriteByte (buf, cl.validsequence&255);
}
else
cl.inframes[cls.netchan.outgoing_sequence&UPDATE_MASK].delta_sequence = -1;
if (cl.sendprespawn)
buf->cursize = st; //don't send movement commands while we're still supposedly downloading. mvdsv does not like that.
return dontdrop;
}
void CL_SendCmd (double frametime, qboolean mainloop)
{
sizebuf_t buf;
qbyte data[1024];
int i, plnum;
usercmd_t *cmd;
float wantfps;
qboolean fullsend;
static float pps_balance = 0;
static int dropcount = 0;
static double msecs;
int msecstouse;
qboolean dontdrop=false;
clcmdbuf_t *next;
if (runningindepphys)
{
double curtime;
static double lasttime;
curtime = Sys_DoubleTime();
frametime = curtime - lasttime;
lasttime = curtime;
}
CL_ProxyMenuHooks();
if (cls.demoplayback != DPB_NONE || cls.netchan.remote_address.type == NA_INVALID)
{
cursor_active = false;
if (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV)
{
extern cvar_t cl_splitscreen;
cl.ackedmovesequence = cl.movesequence;
i = cl.movesequence & UPDATE_MASK;
cl.movesequence++;
cl.outframes[i].server_message_num = cl.validsequence;
cl.outframes[i].cmd_sequence = cl.movesequence;
cl.outframes[i].senttime = realtime; // we haven't gotten a reply yet
// cl.outframes[i].receivedtime = -1; // we haven't gotten a reply yet
if (cl.splitclients > cl_splitscreen.ival+1)
{
cl.splitclients = cl_splitscreen.ival+1;
if (cl.splitclients < 1)
cl.splitclients = 1;
}
for (plnum = 0; plnum < cl.splitclients; plnum++)
{
cmd = &cl.outframes[i].cmd[plnum];
memset(cmd, 0, sizeof(*cmd));
msecs += frametime*1000;
if (msecs > 50)
msecs = 50;
cmd->msec = msecs;
msecs -= cmd->msec;
independantphysics[0].msec = 0;
CL_AdjustAngles (plnum, frametime);
// get basic movement from keyboard
CL_BaseMove (cmd, plnum, 1, 1);
// allow mice or other external controllers to add to the move
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
IN_Move (mousemovements[plnum], plnum, frametime);
independantphysics[plnum].forwardmove += mousemovements[plnum][0];
independantphysics[plnum].sidemove += mousemovements[plnum][1];
independantphysics[plnum].upmove += mousemovements[plnum][2];
VectorClear(mousemovements[plnum]);
// if we are spectator, try autocam
if (cl.spectator)
Cam_Track(&cl.playerview[plnum], cmd);
CL_FinishMove(cmd, cmd->msec, plnum);
Cam_FinishMove(&cl.playerview[plnum], cmd);
{
player_state_t *from, *to;
playerview_t *pv = &cl.playerview[plnum];
from = &cl.inframes[cl.ackedmovesequence & UPDATE_MASK].playerstate[pv->playernum];
to = &cl.inframes[cl.movesequence & UPDATE_MASK].playerstate[pv->playernum];
CL_PredictUsercmd(pv->playernum, pv->viewentity, from, to, &cl.outframes[cl.ackedmovesequence & UPDATE_MASK].cmd[plnum]);
}
}
while (clientcmdlist)
{
next = clientcmdlist->next;
CL_Demo_ClientCommand(clientcmdlist->command);
Con_DPrintf("Sending stringcmd %s\n", clientcmdlist->command);
Z_Free(clientcmdlist);
clientcmdlist = next;
}
cls.netchan.outgoing_sequence = cl.movesequence;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
IN_Move (NULL, 0, frametime);
return; // sendcmds come from the demo
}
memset(&buf, 0, sizeof(buf));
buf.maxsize = sizeof(data);
buf.cursize = 0;
buf.data = data;
buf.prim = cls.netchan.message.prim;
#ifdef IRCCONNECT
if (cls.netchan.remote_address.type != NA_IRC)
#endif
if (msecs>150) //q2 has 200 slop.
msecs=150;
msecs += frametime*1000;
// Con_Printf("%f\n", msecs);
if (msecs<0)
msecs=0; //erm.
msecstouse = (int)msecs; //casts round down.
if (msecstouse == 0)
return;
#ifdef IRCCONNECT
if (cls.netchan.remote_address.type != NA_IRC)
#endif
if (msecstouse > 200) // cap at 200 to avoid servers splitting movement more than four times
msecstouse = 200;
// align msecstouse to avoid servers wasting our msecs
if (msecstouse > 100)
msecstouse &= ~3; // align to 4
else if (msecstouse > 50)
msecstouse &= ~1; // align to 2
wantfps = cl_netfps.value;
fullsend = true;
if (!runningindepphys)
{
// while we're not playing send a slow keepalive fullsend to stop mvdsv from screwing up
if (cls.state < ca_active && !cls.download)
{
#ifdef IRCCONNECT //don't spam irc.
if (cls.netchan.remote_address.type == NA_IRC)
wantfps = 0.5;
else
#endif
wantfps = 12.5;
}
if (cl_netfps.value > 0 || !fullsend)
{
float spare;
spare = CL_FilterTime(msecstouse, wantfps, false);
if (!spare && (msecstouse < 200
#ifdef IRCCONNECT
|| cls.netchan.remote_address.type == NA_IRC
#endif
))
fullsend = false;
if (spare > cl_sparemsec.ival)
spare = cl_sparemsec.ival;
if (spare > 0)
msecstouse -= spare;
}
}
#ifdef HLCLIENT
if (!CLHL_BuildUserInput(msecstouse, &independantphysics[0]))
#endif
for (plnum = 0; plnum < cl.splitclients; plnum++)
{
// CL_BaseMove (&independantphysics[plnum], plnum, (msecstouse - independantphysics[plnum].msec), wantfps);
CL_AdjustAngles (plnum, frametime);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
IN_Move (mousemovements[plnum], plnum, frametime);
CL_ClampPitch(plnum);
independantphysics[plnum].forwardmove += mousemovements[plnum][0];
independantphysics[plnum].sidemove += mousemovements[plnum][1];
independantphysics[plnum].upmove += mousemovements[plnum][2];
VectorClear(mousemovements[plnum]);
for (i=0 ; i<3 ; i++)
independantphysics[plnum].angles[i] = ((int)(cl.playerview[plnum].viewangles[i]*65536.0/360)&65535);
if (!independantphysics[plnum].msec)
{
CL_BaseMove (&independantphysics[plnum], plnum, (msecstouse - independantphysics[plnum].msec), wantfps);
CL_FinishMove(&independantphysics[plnum], msecstouse, plnum);
}
// if we are spectator, try autocam
// if (cl.spectator)
Cam_Track(&cl.playerview[plnum], &independantphysics[plnum]);
Cam_FinishMove(&cl.playerview[plnum], &independantphysics[plnum]);
independantphysics[plnum].msec = msecstouse;
}
//the main loop isn't allowed to send
if (runningindepphys && mainloop)
return;
// if (skipcmd)
// return;
if (!fullsend || !msecstouse)
return; // when we're actually playing we try to match netfps exactly to avoid gameplay problems
// if (msecstouse > 127)
// Con_Printf("%i\n", msecstouse, msecs);
#ifdef NQPROT
if (cls.protocol != CP_NETQUAKE || cls.netchan.nqreliable_allowed)
#endif
{
CL_SendDownloadReq(&buf);
while (clientcmdlist)
{
next = clientcmdlist->next;
if (clientcmdlist->reliable)
{
if (cls.netchan.message.cursize + 2+strlen(clientcmdlist->command)+100 > cls.netchan.message.maxsize)
break;
MSG_WriteByte (&cls.netchan.message, clc_stringcmd);
MSG_WriteString (&cls.netchan.message, clientcmdlist->command);
}
else
{
if (buf.cursize + 2+strlen(clientcmdlist->command)+100 <= buf.maxsize)
{
MSG_WriteByte (&buf, clc_stringcmd);
MSG_WriteString (&buf, clientcmdlist->command);
}
}
Con_DPrintf("Sending stringcmd %s\n", clientcmdlist->command);
Z_Free(clientcmdlist);
clientcmdlist = next;
}
}
// if we're not doing clc_moves and etc, don't continue unless we wrote something previous
// or we have something on the reliable buffer (or we're loopback and don't care about flooding)
if (!fullsend && cls.netchan.remote_address.type != NA_LOOPBACK && buf.cursize < 1 && cls.netchan.message.cursize < 1)
return;
if (fullsend)
{
if (!cls.state)
{
msecs -= (double)msecstouse;
return;
}
cursor_active = false;
switch (cls.protocol)
{
#ifdef NQPROT
case CP_NETQUAKE:
msecs -= (double)msecstouse;
CLNQ_SendCmd (&buf);
break;
#endif
case CP_QUAKEWORLD:
msecs -= (double)msecstouse;
dontdrop = CLQW_SendCmd (&buf);
break;
#ifdef Q2CLIENT
case CP_QUAKE2:
msecs -= (double)msecstouse;
dontdrop = CLQ2_SendCmd (&buf);
break;
#endif
#ifdef Q3CLIENT
case CP_QUAKE3:
CLQ3_SendCmd(&independantphysics[0]);
memset(&independantphysics[0], 0, sizeof(independantphysics[0]));
return; // Q3 does it's own thing
#endif
default:
Host_EndGame("Invalid protocol in CL_SendCmd: %i", cls.protocol);
return;
}
}
i = cl.movesequence & UPDATE_MASK;
cmd = &cl.outframes[i].cmd[0];
if (cls.demorecording)
CL_WriteDemoCmd(cmd);
// Con_DPrintf("generated sequence %i\n", cl.movesequence);
cl.movesequence++;
#ifdef IRCCONNECT
if (cls.netchan.remote_address.type == NA_IRC)
{
if (dropcount >= 2)
{
dropcount = 0;
}
else
{
// don't count this message when calculating PL
cl.outframes[i].latency = -3;
// drop this message
cls.netchan.outgoing_sequence++;
dropcount++;
return;
}
}
else
#endif
//shamelessly stolen from fuhquake
if (cl_c2spps.ival>0)
{
pps_balance += frametime;
// never drop more than 2 messages in a row -- that'll cause PL
// and don't drop if one of the last two movemessages have an impulse
if (pps_balance > 0 || dropcount >= 2 || dontdrop)
{
float pps;
pps = cl_c2spps.ival;
if (pps < 10) pps = 10;
if (pps > 72) pps = 72;
pps_balance -= 1 / pps;
// bound pps_balance. FIXME: is there a better way?
if (pps_balance > 0.1) pps_balance = 0.1;
if (pps_balance < -0.1) pps_balance = -0.1;
dropcount = 0;
}
else
{
// don't count this message when calculating PL
cl.outframes[i].latency = -3;
// drop this message
cls.netchan.outgoing_sequence++;
dropcount++;
return;
}
}
else
{
pps_balance = 0;
dropcount = 0;
}
#ifdef VOICECHAT
if (cls.protocol == CP_QUAKE2)
S_Voip_Transmit(clcq2_voicechat, &buf);
else
S_Voip_Transmit(clc_voicechat, &buf);
#endif
//
// deliver the message
//
Netchan_Transmit (&cls.netchan, buf.cursize, buf.data, 2500);
if (cls.netchan.fatal_error)
{
cls.netchan.fatal_error = false;
cls.netchan.message.overflowed = false;
cls.netchan.message.cursize = 0;
}
}
void CL_SendCvar_f (void)
{
cvar_t *var;
char *val;
char *name = Cmd_Argv(1);
var = Cvar_FindVar(name);
if (!var)
val = "";
else if (var->flags & CVAR_NOUNSAFEEXPAND)
val = "";
else
val = var->string;
CL_SendClientCommand(true, "sentcvar %s \"%s\"", name, val);
}
/*
============
CL_InitInput
============
*/
void CL_InitInput (void)
{
static char pcmd[MAX_SPLITS][3][5];
int sp;
#define inputnetworkcvargroup "client networking options"
cl.splitclients = 1;
Cmd_AddCommand("rotate", IN_Rotate_f);
Cmd_AddCommand("in_restart", IN_Restart);
Cmd_AddCommand("sendcvar", CL_SendCvar_f);
Cvar_Register (&cl_fastaccel, inputnetworkcvargroup);
Cvar_Register (&in_xflip, inputnetworkcvargroup);
Cvar_Register (&cl_nodelta, inputnetworkcvargroup);
Cvar_Register (&prox_inmenu, inputnetworkcvargroup);
Cvar_Register (&cl_c2sImpulseBackup, inputnetworkcvargroup);
Cvar_Register (&cl_c2spps, inputnetworkcvargroup);
Cvar_Register (&cl_queueimpulses, inputnetworkcvargroup);
Cvar_Register (&cl_netfps, inputnetworkcvargroup);
Cvar_Register (&cl_sparemsec, inputnetworkcvargroup);
Cvar_Register (&cl_run, inputnetworkcvargroup);
Cvar_Register (&cl_smartjump, inputnetworkcvargroup);
Cvar_Register (&cl_prydoncursor, inputnetworkcvargroup);
Cvar_Register (&cl_instantrotate, inputnetworkcvargroup);
Cvar_Register (&cl_forcesplitclient, inputnetworkcvargroup);
for (sp = 0; sp < MAX_SPLITS; sp++)
{
Q_snprintfz(pcmd[sp][0], sizeof(pcmd[sp][0]), "p%i", sp+1);
Q_snprintfz(pcmd[sp][1], sizeof(pcmd[sp][1]), "+p%i", sp+1);
Q_snprintfz(pcmd[sp][2], sizeof(pcmd[sp][2]), "-p%i", sp+1);
Cmd_AddCommand (pcmd[sp][0], CL_Split_f);
Cmd_AddCommand (pcmd[sp][1], CL_Split_f);
Cmd_AddCommand (pcmd[sp][2], CL_Split_f);
/*default mlook to pressed, (on android we split the two sides of the screen)*/
in_mlook.state[sp] = 1;
}
/*then alternative arged ones*/
Cmd_AddCommand ("p", CL_SplitA_f);
Cmd_AddCommand ("+p", CL_SplitA_f);
Cmd_AddCommand ("-p", CL_SplitA_f);
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 ("+rollleft", IN_RollLeftDown);
Cmd_AddCommand ("-rollleft", IN_RollLeftUp);
Cmd_AddCommand ("+rollright", IN_RollRightDown);
Cmd_AddCommand ("-rollright", IN_RollRightUp);
Cmd_AddCommand ("+speed", IN_SpeedDown);
Cmd_AddCommand ("-speed", IN_SpeedUp);
Cmd_AddCommand ("+attack", IN_AttackDown);
Cmd_AddCommand ("-attack", IN_AttackUp);
Cmd_AddCommand ("+use", IN_UseDown);
Cmd_AddCommand ("-use", IN_UseUp);
Cmd_AddCommand ("+jump", IN_JumpDown);
Cmd_AddCommand ("-jump", IN_JumpUp);
Cmd_AddCommand ("impulse", IN_Impulse);
Cmd_AddCommand ("+klook", IN_KLookDown);
Cmd_AddCommand ("-klook", IN_KLookUp);
Cmd_AddCommand ("+mlook", IN_MLookDown);
Cmd_AddCommand ("-mlook", IN_MLookUp);
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);
}