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in_main.cpp
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in_main.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: builds an intended movement command to send to the server
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "kbutton.h"
#include "usercmd.h"
#include "in_buttons.h"
#include "input.h"
#include "iviewrender.h"
#include "iclientmode.h"
#include "prediction.h"
#include "bitbuf.h"
#include "checksum_md5.h"
#include "hltvcamera.h"
#if defined( REPLAY_ENABLED )
#include "replay/replaycamera.h"
#endif
#include <ctype.h> // isalnum()
#include <voice_status.h>
#include "cam_thirdperson.h"
#ifdef SIXENSE
#include "sixense/in_sixense.h"
#endif
#include "client_virtualreality.h"
#include "sourcevr/isourcevirtualreality.h"
// NVNT Include
#include "haptics/haptic_utils.h"
#include <vgui/ISurface.h>
extern ConVar in_joystick;
extern ConVar cam_idealpitch;
extern ConVar cam_idealyaw;
// For showing/hiding the scoreboard
#include <game/client/iviewport.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// FIXME, tie to entity state parsing for player!!!
int g_iAlive = 1;
static int s_ClearInputState = 0;
// Defined in pm_math.c
float anglemod( float a );
// FIXME void V_Init( void );
static int in_impulse = 0;
static int in_cancel = 0;
ConVar cl_anglespeedkey( "cl_anglespeedkey", "0.67", 0 );
ConVar cl_yawspeed( "cl_yawspeed", "210", FCVAR_NONE, "Client yaw speed.", true, -100000, true, 100000 );
ConVar cl_pitchspeed( "cl_pitchspeed", "225", FCVAR_NONE, "Client pitch speed.", true, -100000, true, 100000 );
ConVar cl_pitchdown( "cl_pitchdown", "89", FCVAR_CHEAT );
ConVar cl_pitchup( "cl_pitchup", "89", FCVAR_CHEAT );
#if defined( CSTRIKE_DLL )
ConVar cl_sidespeed( "cl_sidespeed", "400", FCVAR_CHEAT );
ConVar cl_upspeed( "cl_upspeed", "320", FCVAR_ARCHIVE|FCVAR_CHEAT );
ConVar cl_forwardspeed( "cl_forwardspeed", "400", FCVAR_ARCHIVE|FCVAR_CHEAT );
ConVar cl_backspeed( "cl_backspeed", "400", FCVAR_ARCHIVE|FCVAR_CHEAT );
#else
ConVar cl_sidespeed( "cl_sidespeed", "450", FCVAR_REPLICATED | FCVAR_CHEAT );
ConVar cl_upspeed( "cl_upspeed", "320", FCVAR_REPLICATED | FCVAR_CHEAT );
ConVar cl_forwardspeed( "cl_forwardspeed", "450", FCVAR_REPLICATED | FCVAR_CHEAT );
ConVar cl_backspeed( "cl_backspeed", "450", FCVAR_REPLICATED | FCVAR_CHEAT );
#endif // CSTRIKE_DLL
ConVar lookspring( "lookspring", "0", FCVAR_ARCHIVE );
ConVar lookstrafe( "lookstrafe", "0", FCVAR_ARCHIVE );
ConVar in_joystick( "joystick","0", FCVAR_ARCHIVE );
ConVar thirdperson_platformer( "thirdperson_platformer", "0", 0, "Player will aim in the direction they are moving." );
ConVar thirdperson_screenspace( "thirdperson_screenspace", "0", 0, "Movement will be relative to the camera, eg: left means screen-left" );
ConVar sv_noclipduringpause( "sv_noclipduringpause", "0", FCVAR_REPLICATED | FCVAR_CHEAT, "If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.)." );
extern ConVar cl_mouselook;
#define UsingMouselook() cl_mouselook.GetBool()
/*
===============================================================================
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_speed;
kbutton_t in_walk;
kbutton_t in_jlook;
kbutton_t in_strafe;
kbutton_t in_commandermousemove;
kbutton_t in_forward;
kbutton_t in_back;
kbutton_t in_moveleft;
kbutton_t in_moveright;
// Display the netgraph
kbutton_t in_graph;
kbutton_t in_joyspeed; // auto-speed key from the joystick (only works for player movement, not vehicles)
static kbutton_t in_klook;
kbutton_t in_left;
kbutton_t in_right;
static kbutton_t in_lookup;
static kbutton_t in_lookdown;
static kbutton_t in_use;
static kbutton_t in_jump;
static kbutton_t in_attack;
static kbutton_t in_attack2;
static kbutton_t in_up;
static kbutton_t in_down;
static kbutton_t in_duck;
static kbutton_t in_reload;
static kbutton_t in_alt1;
static kbutton_t in_alt2;
static kbutton_t in_score;
static kbutton_t in_break;
static kbutton_t in_zoom;
static kbutton_t in_grenade1;
static kbutton_t in_grenade2;
static kbutton_t in_attack3;
kbutton_t in_ducktoggle;
/*
===========
IN_CenterView_f
===========
*/
void IN_CenterView_f (void)
{
QAngle viewangles;
if ( UsingMouselook() == false )
{
if ( !::input->CAM_InterceptingMouse() )
{
engine->GetViewAngles( viewangles );
viewangles[PITCH] = 0;
engine->SetViewAngles( viewangles );
}
}
}
/*
===========
IN_Joystick_Advanced_f
===========
*/
void IN_Joystick_Advanced_f (void)
{
::input->Joystick_Advanced();
}
/*
============
KB_ConvertString
Removes references to +use and replaces them with the keyname in the output string. If
a binding is unfound, then the original text is retained.
NOTE: Only works for text with +word in it.
============
*/
int KB_ConvertString( char *in, char **ppout )
{
char sz[ 4096 ];
char binding[ 64 ];
char *p;
char *pOut;
char *pEnd;
const char *pBinding;
if ( !ppout )
return 0;
*ppout = NULL;
p = in;
pOut = sz;
while ( *p )
{
if ( *p == '+' )
{
pEnd = binding;
while ( *p && ( V_isalnum( *p ) || ( pEnd == binding ) ) && ( ( pEnd - binding ) < 63 ) )
{
*pEnd++ = *p++;
}
*pEnd = '\0';
pBinding = NULL;
if ( strlen( binding + 1 ) > 0 )
{
// See if there is a binding for binding?
pBinding = engine->Key_LookupBinding( binding + 1 );
}
if ( pBinding )
{
*pOut++ = '[';
pEnd = (char *)pBinding;
}
else
{
pEnd = binding;
}
while ( *pEnd )
{
*pOut++ = *pEnd++;
}
if ( pBinding )
{
*pOut++ = ']';
}
}
else
{
*pOut++ = *p++;
}
}
*pOut = '\0';
int maxlen = strlen( sz ) + 1;
pOut = ( char * )malloc( maxlen );
Q_strncpy( pOut, sz, maxlen );
*ppout = pOut;
return 1;
}
/*
==============================
FindKey
Allows the engine to request a kbutton handler by name, if the key exists.
==============================
*/
kbutton_t *CInput::FindKey( const char *name )
{
CKeyboardKey *p;
p = m_pKeys;
while ( p )
{
if ( !Q_stricmp( name, p->name ) )
{
return p->pkey;
}
p = p->next;
}
return NULL;
}
/*
============
AddKeyButton
Add a kbutton_t * to the list of pointers the engine can retrieve via KB_Find
============
*/
void CInput::AddKeyButton( const char *name, kbutton_t *pkb )
{
CKeyboardKey *p;
kbutton_t *kb;
kb = FindKey( name );
if ( kb )
return;
p = new CKeyboardKey;
Q_strncpy( p->name, name, sizeof( p->name ) );
p->pkey = pkb;
p->next = m_pKeys;
m_pKeys = p;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CInput::CInput( void )
{
m_pCommands = NULL;
m_pCameraThirdData = NULL;
m_pVerifiedCommands = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CInput::~CInput( void )
{
}
/*
============
Init_Keyboard
Add kbutton_t definitions that the engine can query if needed
============
*/
void CInput::Init_Keyboard( void )
{
m_pKeys = NULL;
AddKeyButton( "in_graph", &in_graph );
AddKeyButton( "in_jlook", &in_jlook );
}
/*
============
Shutdown_Keyboard
Clear kblist
============
*/
void CInput::Shutdown_Keyboard( void )
{
CKeyboardKey *p, *n;
p = m_pKeys;
while ( p )
{
n = p->next;
delete p;
p = n;
}
m_pKeys = NULL;
}
/*
============
KeyDown
============
*/
void KeyDown( kbutton_t *b, const char *c )
{
int k = -1;
if ( c && c[0] )
{
k = atoi(c);
}
if (k == b->down[0] || k == b->down[1])
return; // repeating key
if (!b->down[0])
b->down[0] = k;
else if (!b->down[1])
b->down[1] = k;
else
{
if ( c[0] )
{
DevMsg( 1,"Three keys down for a button '%c' '%c' '%c'!\n", b->down[0], b->down[1], c[0]);
}
return;
}
if (b->state & 1)
return; // still down
b->state |= 1 + 2; // down + impulse down
}
/*
============
KeyUp
============
*/
void KeyUp( kbutton_t *b, const char *c )
{
if ( !c || !c[0] )
{
b->down[0] = b->down[1] = 0;
b->state = 4; // impulse up
return;
}
int k = atoi(c);
if (b->down[0] == k)
b->down[0] = 0;
else if (b->down[1] == k)
b->down[1] = 0;
else
return; // key up without coresponding down (menu pass through)
if (b->down[0] || b->down[1])
{
//Msg ("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);
return; // some other key is still holding it down
}
if (!(b->state & 1))
return; // still up (this should not happen)
b->state &= ~1; // now up
b->state |= 4; // impulse up
}
void IN_CommanderMouseMoveDown( const CCommand &args ) {KeyDown(&in_commandermousemove, args[1] );}
void IN_CommanderMouseMoveUp( const CCommand &args ) {KeyUp(&in_commandermousemove, args[1] );}
void IN_BreakDown( const CCommand &args ) { KeyDown( &in_break , args[1] );}
void IN_BreakUp( const CCommand &args )
{
KeyUp( &in_break, args[1] );
#if defined( _DEBUG )
DebuggerBreak();
#endif
};
void IN_KLookDown ( const CCommand &args ) {KeyDown(&in_klook, args[1] );}
void IN_KLookUp ( const CCommand &args ) {KeyUp(&in_klook, args[1] );}
void IN_JLookDown ( const CCommand &args ) {KeyDown(&in_jlook, args[1] );}
void IN_JLookUp ( const CCommand &args ) {KeyUp(&in_jlook, args[1] );}
void IN_UpDown( const CCommand &args ) {KeyDown(&in_up, args[1] );}
void IN_UpUp( const CCommand &args ) {KeyUp(&in_up, args[1] );}
void IN_DownDown( const CCommand &args ) {KeyDown(&in_down, args[1] );}
void IN_DownUp( const CCommand &args ) {KeyUp(&in_down, args[1] );}
void IN_LeftDown( const CCommand &args ) {KeyDown(&in_left, args[1] );}
void IN_LeftUp( const CCommand &args ) {KeyUp(&in_left, args[1] );}
void IN_RightDown( const CCommand &args ) {KeyDown(&in_right, args[1] );}
void IN_RightUp( const CCommand &args ) {KeyUp(&in_right, args[1] );}
void IN_ForwardDown( const CCommand &args ) {KeyDown(&in_forward, args[1] );}
void IN_ForwardUp( const CCommand &args ) {KeyUp(&in_forward, args[1] );}
void IN_BackDown( const CCommand &args ) {KeyDown(&in_back, args[1] );}
void IN_BackUp( const CCommand &args ) {KeyUp(&in_back, args[1] );}
void IN_LookupDown( const CCommand &args ) {KeyDown(&in_lookup, args[1] );}
void IN_LookupUp( const CCommand &args ) {KeyUp(&in_lookup, args[1] );}
void IN_LookdownDown( const CCommand &args ) {KeyDown(&in_lookdown, args[1] );}
void IN_LookdownUp( const CCommand &args ) {KeyUp(&in_lookdown, args[1] );}
void IN_MoveleftDown( const CCommand &args ) {KeyDown(&in_moveleft, args[1] );}
void IN_MoveleftUp( const CCommand &args ) {KeyUp(&in_moveleft, args[1] );}
void IN_MoverightDown( const CCommand &args ) {KeyDown(&in_moveright, args[1] );}
void IN_MoverightUp( const CCommand &args ) {KeyUp(&in_moveright, args[1] );}
void IN_WalkDown( const CCommand &args ) {KeyDown(&in_walk, args[1] );}
void IN_WalkUp( const CCommand &args ) {KeyUp(&in_walk, args[1] );}
void IN_SpeedDown( const CCommand &args ) {KeyDown(&in_speed, args[1] );}
void IN_SpeedUp( const CCommand &args ) {KeyUp(&in_speed, args[1] );}
void IN_StrafeDown( const CCommand &args ) {KeyDown(&in_strafe, args[1] );}
void IN_StrafeUp( const CCommand &args ) {KeyUp(&in_strafe, args[1] );}
void IN_Attack2Down( const CCommand &args ) { KeyDown(&in_attack2, args[1] );}
void IN_Attack2Up( const CCommand &args ) {KeyUp(&in_attack2, args[1] );}
void IN_UseDown ( const CCommand &args ) {KeyDown(&in_use, args[1] );}
void IN_UseUp ( const CCommand &args ) {KeyUp(&in_use, args[1] );}
void IN_JumpDown ( const CCommand &args ) {KeyDown(&in_jump, args[1] );}
void IN_JumpUp ( const CCommand &args ) {KeyUp(&in_jump, args[1] );}
void IN_DuckDown( const CCommand &args ) {KeyDown(&in_duck, args[1] );}
void IN_DuckUp( const CCommand &args ) {KeyUp(&in_duck, args[1] );}
void IN_ReloadDown( const CCommand &args ) {KeyDown(&in_reload, args[1] );}
void IN_ReloadUp( const CCommand &args ) {KeyUp(&in_reload, args[1] );}
void IN_Alt1Down( const CCommand &args ) {KeyDown(&in_alt1, args[1] );}
void IN_Alt1Up( const CCommand &args ) {KeyUp(&in_alt1, args[1] );}
void IN_Alt2Down( const CCommand &args ) {KeyDown(&in_alt2, args[1] );}
void IN_Alt2Up( const CCommand &args ) {KeyUp(&in_alt2, args[1] );}
void IN_GraphDown( const CCommand &args ) {KeyDown(&in_graph, args[1] );}
void IN_GraphUp( const CCommand &args ) {KeyUp(&in_graph, args[1] );}
void IN_ZoomDown( const CCommand &args ) {KeyDown(&in_zoom, args[1] );}
void IN_ZoomUp( const CCommand &args ) {KeyUp(&in_zoom, args[1] );}
void IN_Grenade1Up( const CCommand &args ) { KeyUp( &in_grenade1, args[1] ); }
void IN_Grenade1Down( const CCommand &args ) { KeyDown( &in_grenade1, args[1] ); }
void IN_Grenade2Up( const CCommand &args ) { KeyUp( &in_grenade2, args[1] ); }
void IN_Grenade2Down( const CCommand &args ) { KeyDown( &in_grenade2, args[1] ); }
void IN_XboxStub( const CCommand &args ) { /*do nothing*/ }
void IN_Attack3Down( const CCommand &args ) { KeyDown(&in_attack3, args[1] );}
void IN_Attack3Up( const CCommand &args ) { KeyUp(&in_attack3, args[1] );}
void IN_DuckToggle( const CCommand &args )
{
if ( ::input->KeyState(&in_ducktoggle) )
{
KeyUp( &in_ducktoggle, args[1] );
}
else
{
KeyDown( &in_ducktoggle, args[1] );
}
}
void IN_AttackDown( const CCommand &args )
{
KeyDown( &in_attack, args[1] );
}
void IN_AttackUp( const CCommand &args )
{
KeyUp( &in_attack, args[1] );
in_cancel = 0;
}
// Special handling
void IN_Cancel( const CCommand &args )
{
in_cancel = 1;
}
void IN_Impulse( const CCommand &args )
{
in_impulse = atoi( args[1] );
}
void IN_ScoreDown( const CCommand &args )
{
KeyDown( &in_score, args[1] );
if ( gViewPortInterface )
{
gViewPortInterface->ShowPanel( PANEL_SCOREBOARD, true );
}
}
void IN_ScoreUp( const CCommand &args )
{
KeyUp( &in_score, args[1] );
if ( gViewPortInterface )
{
gViewPortInterface->ShowPanel( PANEL_SCOREBOARD, false );
GetClientVoiceMgr()->StopSquelchMode();
}
}
/*
============
KeyEvent
Return 1 to allow engine to process the key, otherwise, act on it as needed
============
*/
int CInput::KeyEvent( int down, ButtonCode_t code, const char *pszCurrentBinding )
{
// Deal with camera intercepting the mouse
if ( ( code == MOUSE_LEFT ) || ( code == MOUSE_RIGHT ) )
{
if ( m_fCameraInterceptingMouse )
return 0;
}
if ( g_pClientMode )
return g_pClientMode->KeyInput(down, code, pszCurrentBinding);
return 1;
}
/*
===============
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 CInput::KeyState ( kbutton_t *key )
{
float val = 0.0;
int impulsedown, impulseup, down;
impulsedown = key->state & 2;
impulseup = key->state & 4;
down = key->state & 1;
if ( impulsedown && !impulseup )
{
// 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;
}
void CInput::IN_SetSampleTime( float frametime )
{
m_flKeyboardSampleTime = frametime;
}
/*
==============================
DetermineKeySpeed
==============================
*/
static ConVar in_usekeyboardsampletime( "in_usekeyboardsampletime", "1", 0, "Use keyboard sample time smoothing." );
float CInput::DetermineKeySpeed( float frametime )
{
if ( in_usekeyboardsampletime.GetBool() )
{
if ( m_flKeyboardSampleTime <= 0 )
return 0.0f;
frametime = MIN( m_flKeyboardSampleTime, frametime );
m_flKeyboardSampleTime -= frametime;
}
float speed;
speed = frametime;
if ( in_speed.state & 1 )
{
speed *= cl_anglespeedkey.GetFloat();
}
return speed;
}
/*
==============================
AdjustYaw
==============================
*/
void CInput::AdjustYaw( float speed, QAngle& viewangles )
{
if ( !(in_strafe.state & 1) )
{
viewangles[YAW] -= speed*cl_yawspeed.GetFloat() * KeyState (&in_right);
viewangles[YAW] += speed*cl_yawspeed.GetFloat() * KeyState (&in_left);
}
// thirdperson platformer mode
// use movement keys to aim the player relative to the thirdperson camera
if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() )
{
float side = KeyState(&in_moveleft) - KeyState(&in_moveright);
float forward = KeyState(&in_forward) - KeyState(&in_back);
if ( side || forward )
{
viewangles[YAW] = RAD2DEG(atan2(side, forward)) + g_ThirdPersonManager.GetCameraOffsetAngles()[ YAW ];
}
if ( side || forward || KeyState (&in_right) || KeyState (&in_left) )
{
cam_idealyaw.SetValue( g_ThirdPersonManager.GetCameraOffsetAngles()[ YAW ] - viewangles[ YAW ] );
}
}
}
/*
==============================
AdjustPitch
==============================
*/
void CInput::AdjustPitch( float speed, QAngle& viewangles )
{
// only allow keyboard looking if mouse look is disabled
if ( UsingMouselook() == false )
{
float up, down;
if ( in_klook.state & 1 )
{
view->StopPitchDrift ();
viewangles[PITCH] -= speed*cl_pitchspeed.GetFloat() * KeyState (&in_forward);
viewangles[PITCH] += speed*cl_pitchspeed.GetFloat() * KeyState (&in_back);
}
up = KeyState ( &in_lookup );
down = KeyState ( &in_lookdown );
viewangles[PITCH] -= speed*cl_pitchspeed.GetFloat() * up;
viewangles[PITCH] += speed*cl_pitchspeed.GetFloat() * down;
if ( up || down )
{
view->StopPitchDrift ();
}
}
}
/*
==============================
ClampAngles
==============================
*/
void CInput::ClampAngles( QAngle& viewangles )
{
if ( viewangles[PITCH] > cl_pitchdown.GetFloat() )
{
viewangles[PITCH] = cl_pitchdown.GetFloat();
}
if ( viewangles[PITCH] < -cl_pitchup.GetFloat() )
{
viewangles[PITCH] = -cl_pitchup.GetFloat();
}
#ifndef PORTAL // Don't constrain Roll in Portal because the player can be upside down! -Jeep
if ( viewangles[ROLL] > 50 )
{
viewangles[ROLL] = 50;
}
if ( viewangles[ROLL] < -50 )
{
viewangles[ROLL] = -50;
}
#endif
}
/*
================
AdjustAngles
Moves the local angle positions
================
*/
void CInput::AdjustAngles ( float frametime )
{
float speed;
QAngle viewangles;
// Determine control scaling factor ( multiplies time )
speed = DetermineKeySpeed( frametime );
if ( speed <= 0.0f )
{
return;
}
// Retrieve latest view direction from engine
engine->GetViewAngles( viewangles );
// Adjust YAW
AdjustYaw( speed, viewangles );
// Adjust PITCH if keyboard looking
AdjustPitch( speed, viewangles );
// Make sure values are legitimate
ClampAngles( viewangles );
// Store new view angles into engine view direction
engine->SetViewAngles( viewangles );
}
/*
==============================
ComputeSideMove
==============================
*/
void CInput::ComputeSideMove( CUserCmd *cmd )
{
// thirdperson platformer movement
if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() )
{
// no sideways movement in this mode
return;
}
// thirdperson screenspace movement
if ( CAM_IsThirdPerson() && thirdperson_screenspace.GetInt() )
{
float ideal_yaw = cam_idealyaw.GetFloat();
float ideal_sin = sin(DEG2RAD(ideal_yaw));
float ideal_cos = cos(DEG2RAD(ideal_yaw));
float movement = ideal_cos*KeyState(&in_moveright)
+ ideal_sin*KeyState(&in_back)
+ -ideal_cos*KeyState(&in_moveleft)
+ -ideal_sin*KeyState(&in_forward);
cmd->sidemove += cl_sidespeed.GetFloat() * movement;
return;
}
// If strafing, check left and right keys and act like moveleft and moveright keys
if ( in_strafe.state & 1 )
{
cmd->sidemove += cl_sidespeed.GetFloat() * KeyState (&in_right);
cmd->sidemove -= cl_sidespeed.GetFloat() * KeyState (&in_left);
}
// Otherwise, check strafe keys
cmd->sidemove += cl_sidespeed.GetFloat() * KeyState (&in_moveright);
cmd->sidemove -= cl_sidespeed.GetFloat() * KeyState (&in_moveleft);
}
/*
==============================
ComputeUpwardMove
==============================
*/
void CInput::ComputeUpwardMove( CUserCmd *cmd )
{
cmd->upmove += cl_upspeed.GetFloat() * KeyState (&in_up);
cmd->upmove -= cl_upspeed.GetFloat() * KeyState (&in_down);
}
/*
==============================
ComputeForwardMove
==============================
*/
void CInput::ComputeForwardMove( CUserCmd *cmd )
{
// thirdperson platformer movement
if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() )
{
// movement is always forward in this mode
float movement = KeyState(&in_forward)
|| KeyState(&in_moveright)
|| KeyState(&in_back)
|| KeyState(&in_moveleft);
cmd->forwardmove += cl_forwardspeed.GetFloat() * movement;
return;
}
// thirdperson screenspace movement
if ( CAM_IsThirdPerson() && thirdperson_screenspace.GetInt() )
{
float ideal_yaw = cam_idealyaw.GetFloat();
float ideal_sin = sin(DEG2RAD(ideal_yaw));
float ideal_cos = cos(DEG2RAD(ideal_yaw));
float movement = ideal_cos*KeyState(&in_forward)
+ ideal_sin*KeyState(&in_moveright)
+ -ideal_cos*KeyState(&in_back)
+ -ideal_sin*KeyState(&in_moveleft);
cmd->forwardmove += cl_forwardspeed.GetFloat() * movement;
return;
}
if ( !(in_klook.state & 1 ) )
{
cmd->forwardmove += cl_forwardspeed.GetFloat() * KeyState (&in_forward);
cmd->forwardmove -= cl_backspeed.GetFloat() * KeyState (&in_back);
}
}
/*
==============================
ScaleMovements
==============================
*/
void CInput::ScaleMovements( CUserCmd *cmd )
{
// float spd;
// clip to maxspeed
// FIXME FIXME: This doesn't work
return;
/*
spd = engine->GetClientMaxspeed();
if ( spd == 0.0 )
return;
// Scale the speed so that the total velocity is not > spd
float fmov = sqrt( (cmd->forwardmove*cmd->forwardmove) + (cmd->sidemove*cmd->sidemove) + (cmd->upmove*cmd->upmove) );
if ( fmov > spd && fmov > 0.0 )
{
float fratio = spd / fmov;
if ( !IsNoClipping() )
{
cmd->forwardmove *= fratio;
cmd->sidemove *= fratio;
cmd->upmove *= fratio;
}
}
*/
}
/*
===========
ControllerMove
===========
*/
void CInput::ControllerMove( float frametime, CUserCmd *cmd )
{
if ( IsPC() )
{
if ( !m_fCameraInterceptingMouse && m_fMouseActive )
{
MouseMove( cmd);
}
}
JoyStickMove( frametime, cmd);
// NVNT if we have a haptic device..
if(haptics && haptics->HasDevice())
{
if(engine->IsPaused() || engine->IsLevelMainMenuBackground() || vgui::surface()->IsCursorVisible() || !engine->IsInGame())
{
// NVNT send a menu process to the haptics system.
haptics->MenuProcess();
return;
}
#ifdef CSTRIKE_DLL
// NVNT cstrike fov grabing.
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
if(player){
haptics->UpdatePlayerFOV(player->GetFOV());
}
#endif
// NVNT calculate move with the navigation on the haptics system.
haptics->CalculateMove(cmd->forwardmove, cmd->sidemove, frametime);
// NVNT send a game process to the haptics system.
haptics->GameProcess();
#if defined( WIN32 ) && !defined( _X360 )
// NVNT update our avatar effect.
UpdateAvatarEffect();
#endif
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *weapon -
//-----------------------------------------------------------------------------
void CInput::MakeWeaponSelection( C_BaseCombatWeapon *weapon )
{
m_hSelectedWeapon = weapon;
}
/*
================
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 CInput::ExtraMouseSample( float frametime, bool active )
{
CUserCmd dummy;