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-rw-r--r--src/client/cl_input.c903
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diff --git a/src/client/cl_input.c b/src/client/cl_input.c
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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2006 Tim Angus
+
+This file is part of Tremulous.
+
+Tremulous 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.
+
+Tremulous 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 Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+// cl.input.c -- builds an intended movement command to send to the server
+
+#include "client.h"
+
+unsigned frame_msec;
+int old_com_frameTime;
+
+/*
+===============================================================================
+
+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 argv(1) so it can be matched up with the release.
+
+argv(2) will be set to the time the event happened, which allows exact
+control even at low framerates when the down and up events may both get qued
+at the same time.
+
+===============================================================================
+*/
+
+
+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;
+kbutton_t in_up, in_down;
+
+kbutton_t in_buttons[16];
+
+
+qboolean in_mlooking;
+
+
+void IN_MLookDown( void ) {
+ in_mlooking = qtrue;
+}
+
+void IN_MLookUp( void ) {
+ in_mlooking = qfalse;
+ if ( !cl_freelook->integer ) {
+ IN_CenterView ();
+ }
+}
+
+void IN_KeyDown( kbutton_t *b ) {
+ int k;
+ char *c;
+
+ c = Cmd_Argv(1);
+ if ( c[0] ) {
+ k = atoi(c);
+ } else {
+ k = -1; // typed manually at the console for continuous down
+ }
+
+ if ( k == b->down[0] || k == b->down[1] ) {
+ return; // repeating key
+ }
+
+ if ( !b->down[0] ) {
+ b->down[0] = k;
+ } else if ( !b->down[1] ) {
+ b->down[1] = k;
+ } else {
+ Com_Printf ("Three keys down for a button!\n");
+ return;
+ }
+
+ if ( b->active ) {
+ return; // still down
+ }
+
+ // save timestamp for partial frame summing
+ c = Cmd_Argv(2);
+ b->downtime = atoi(c);
+
+ b->active = qtrue;
+ b->wasPressed = qtrue;
+}
+
+void IN_KeyUp( kbutton_t *b ) {
+ int k;
+ char *c;
+ unsigned uptime;
+
+ c = Cmd_Argv(1);
+ if ( c[0] ) {
+ k = atoi(c);
+ } else {
+ // typed manually at the console, assume for unsticking, so clear all
+ b->down[0] = b->down[1] = 0;
+ b->active = qfalse;
+ return;
+ }
+
+ if ( b->down[0] == k ) {
+ b->down[0] = 0;
+ } else if ( b->down[1] == k ) {
+ b->down[1] = 0;
+ } else {
+ return; // key up without coresponding down (menu pass through)
+ }
+ if ( b->down[0] || b->down[1] ) {
+ return; // some other key is still holding it down
+ }
+
+ b->active = qfalse;
+
+ // save timestamp for partial frame summing
+ c = Cmd_Argv(2);
+ uptime = atoi(c);
+ if ( uptime ) {
+ b->msec += uptime - b->downtime;
+ } else {
+ b->msec += frame_msec / 2;
+ }
+
+ b->active = qfalse;
+}
+
+
+
+/*
+===============
+CL_KeyState
+
+Returns the fraction of the frame that the key was down
+===============
+*/
+float CL_KeyState( kbutton_t *key ) {
+ float val;
+ int msec;
+
+ msec = key->msec;
+ key->msec = 0;
+
+ if ( key->active ) {
+ // still down
+ if ( !key->downtime ) {
+ msec = com_frameTime;
+ } else {
+ msec += com_frameTime - key->downtime;
+ }
+ key->downtime = com_frameTime;
+ }
+
+#if 0
+ if (msec) {
+ Com_Printf ("%i ", msec);
+ }
+#endif
+
+ val = (float)msec / frame_msec;
+ if ( val < 0 ) {
+ val = 0;
+ }
+ if ( val > 1 ) {
+ val = 1;
+ }
+
+ return val;
+}
+
+
+
+void IN_UpDown(void) {IN_KeyDown(&in_up);}
+void IN_UpUp(void) {IN_KeyUp(&in_up);}
+void IN_DownDown(void) {IN_KeyDown(&in_down);}
+void IN_DownUp(void) {IN_KeyUp(&in_down);}
+void IN_LeftDown(void) {IN_KeyDown(&in_left);}
+void IN_LeftUp(void) {IN_KeyUp(&in_left);}
+void IN_RightDown(void) {IN_KeyDown(&in_right);}
+void IN_RightUp(void) {IN_KeyUp(&in_right);}
+void IN_ForwardDown(void) {IN_KeyDown(&in_forward);}
+void IN_ForwardUp(void) {IN_KeyUp(&in_forward);}
+void IN_BackDown(void) {IN_KeyDown(&in_back);}
+void IN_BackUp(void) {IN_KeyUp(&in_back);}
+void IN_LookupDown(void) {IN_KeyDown(&in_lookup);}
+void IN_LookupUp(void) {IN_KeyUp(&in_lookup);}
+void IN_LookdownDown(void) {IN_KeyDown(&in_lookdown);}
+void IN_LookdownUp(void) {IN_KeyUp(&in_lookdown);}
+void IN_MoveleftDown(void) {IN_KeyDown(&in_moveleft);}
+void IN_MoveleftUp(void) {IN_KeyUp(&in_moveleft);}
+void IN_MoverightDown(void) {IN_KeyDown(&in_moveright);}
+void IN_MoverightUp(void) {IN_KeyUp(&in_moveright);}
+
+void IN_SpeedDown(void) {IN_KeyDown(&in_speed);}
+void IN_SpeedUp(void) {IN_KeyUp(&in_speed);}
+void IN_StrafeDown(void) {IN_KeyDown(&in_strafe);}
+void IN_StrafeUp(void) {IN_KeyUp(&in_strafe);}
+
+void IN_Button0Down(void) {IN_KeyDown(&in_buttons[0]);}
+void IN_Button0Up(void) {IN_KeyUp(&in_buttons[0]);}
+void IN_Button1Down(void) {IN_KeyDown(&in_buttons[1]);}
+void IN_Button1Up(void) {IN_KeyUp(&in_buttons[1]);}
+void IN_Button2Down(void) {IN_KeyDown(&in_buttons[2]);}
+void IN_Button2Up(void) {IN_KeyUp(&in_buttons[2]);}
+void IN_Button3Down(void) {IN_KeyDown(&in_buttons[3]);}
+void IN_Button3Up(void) {IN_KeyUp(&in_buttons[3]);}
+void IN_Button4Down(void) {IN_KeyDown(&in_buttons[4]);}
+void IN_Button4Up(void) {IN_KeyUp(&in_buttons[4]);}
+void IN_Button5Down(void) {IN_KeyDown(&in_buttons[5]);}
+void IN_Button5Up(void) {IN_KeyUp(&in_buttons[5]);}
+void IN_Button6Down(void) {IN_KeyDown(&in_buttons[6]);}
+void IN_Button6Up(void) {IN_KeyUp(&in_buttons[6]);}
+void IN_Button7Down(void) {IN_KeyDown(&in_buttons[7]);}
+void IN_Button7Up(void) {IN_KeyUp(&in_buttons[7]);}
+void IN_Button8Down(void) {IN_KeyDown(&in_buttons[8]);}
+void IN_Button8Up(void) {IN_KeyUp(&in_buttons[8]);}
+void IN_Button9Down(void) {IN_KeyDown(&in_buttons[9]);}
+void IN_Button9Up(void) {IN_KeyUp(&in_buttons[9]);}
+void IN_Button10Down(void) {IN_KeyDown(&in_buttons[10]);}
+void IN_Button10Up(void) {IN_KeyUp(&in_buttons[10]);}
+void IN_Button11Down(void) {IN_KeyDown(&in_buttons[11]);}
+void IN_Button11Up(void) {IN_KeyUp(&in_buttons[11]);}
+void IN_Button12Down(void) {IN_KeyDown(&in_buttons[12]);}
+void IN_Button12Up(void) {IN_KeyUp(&in_buttons[12]);}
+void IN_Button13Down(void) {IN_KeyDown(&in_buttons[13]);}
+void IN_Button13Up(void) {IN_KeyUp(&in_buttons[13]);}
+void IN_Button14Down(void) {IN_KeyDown(&in_buttons[14]);}
+void IN_Button14Up(void) {IN_KeyUp(&in_buttons[14]);}
+void IN_Button15Down(void) {IN_KeyDown(&in_buttons[15]);}
+void IN_Button15Up(void) {IN_KeyUp(&in_buttons[15]);}
+
+void IN_ButtonDown (void) {
+ IN_KeyDown(&in_buttons[1]);}
+void IN_ButtonUp (void) {
+ IN_KeyUp(&in_buttons[1]);}
+
+void IN_CenterView (void) {
+ cl.viewangles[PITCH] = -SHORT2ANGLE(cl.snap.ps.delta_angles[PITCH]);
+}
+
+
+//==========================================================================
+
+cvar_t *cl_upspeed;
+cvar_t *cl_forwardspeed;
+cvar_t *cl_sidespeed;
+
+cvar_t *cl_yawspeed;
+cvar_t *cl_pitchspeed;
+
+cvar_t *cl_run;
+
+cvar_t *cl_anglespeedkey;
+
+
+/*
+================
+CL_AdjustAngles
+
+Moves the local angle positions
+================
+*/
+void CL_AdjustAngles( void ) {
+ float speed;
+
+ if ( in_speed.active ) {
+ speed = 0.001 * cls.frametime * cl_anglespeedkey->value;
+ } else {
+ speed = 0.001 * cls.frametime;
+ }
+
+ if ( !in_strafe.active ) {
+ cl.viewangles[YAW] -= speed*cl_yawspeed->value*CL_KeyState (&in_right);
+ cl.viewangles[YAW] += speed*cl_yawspeed->value*CL_KeyState (&in_left);
+ }
+
+ cl.viewangles[PITCH] -= speed*cl_pitchspeed->value * CL_KeyState (&in_lookup);
+ cl.viewangles[PITCH] += speed*cl_pitchspeed->value * CL_KeyState (&in_lookdown);
+}
+
+/*
+================
+CL_KeyMove
+
+Sets the usercmd_t based on key states
+================
+*/
+void CL_KeyMove( usercmd_t *cmd ) {
+ int movespeed;
+ int forward, side, up;
+
+ //
+ // adjust for speed key / running
+ // the walking flag is to keep animations consistant
+ // even during acceleration and develeration
+ //
+ if ( in_speed.active ^ cl_run->integer ) {
+ movespeed = 127;
+ cmd->buttons &= ~BUTTON_WALKING;
+ } else {
+ cmd->buttons |= BUTTON_WALKING;
+ movespeed = 64;
+ }
+
+ forward = 0;
+ side = 0;
+ up = 0;
+ if ( in_strafe.active ) {
+ side += movespeed * CL_KeyState (&in_right);
+ side -= movespeed * CL_KeyState (&in_left);
+ }
+
+ side += movespeed * CL_KeyState (&in_moveright);
+ side -= movespeed * CL_KeyState (&in_moveleft);
+
+
+ up += movespeed * CL_KeyState (&in_up);
+ up -= movespeed * CL_KeyState (&in_down);
+
+ forward += movespeed * CL_KeyState (&in_forward);
+ forward -= movespeed * CL_KeyState (&in_back);
+
+ cmd->forwardmove = ClampChar( forward );
+ cmd->rightmove = ClampChar( side );
+ cmd->upmove = ClampChar( up );
+}
+
+/*
+=================
+CL_MouseEvent
+=================
+*/
+void CL_MouseEvent( int dx, int dy, int time ) {
+ if ( cls.keyCatchers & KEYCATCH_UI ) {
+ VM_Call( uivm, UI_MOUSE_EVENT, dx, dy );
+ } else if (cls.keyCatchers & KEYCATCH_CGAME) {
+ VM_Call (cgvm, CG_MOUSE_EVENT, dx, dy);
+ } else {
+ cl.mouseDx[cl.mouseIndex] += dx;
+ cl.mouseDy[cl.mouseIndex] += dy;
+ }
+}
+
+/*
+=================
+CL_JoystickEvent
+
+Joystick values stay set until changed
+=================
+*/
+void CL_JoystickEvent( int axis, int value, int time ) {
+ if ( axis < 0 || axis >= MAX_JOYSTICK_AXIS ) {
+ Com_Error( ERR_DROP, "CL_JoystickEvent: bad axis %i", axis );
+ }
+ cl.joystickAxis[axis] = value;
+}
+
+/*
+=================
+CL_JoystickMove
+=================
+*/
+void CL_JoystickMove( usercmd_t *cmd ) {
+ int movespeed;
+ float anglespeed;
+
+ if ( in_speed.active ^ cl_run->integer ) {
+ movespeed = 2;
+ } else {
+ movespeed = 1;
+ cmd->buttons |= BUTTON_WALKING;
+ }
+
+ if ( in_speed.active ) {
+ anglespeed = 0.001 * cls.frametime * cl_anglespeedkey->value;
+ } else {
+ anglespeed = 0.001 * cls.frametime;
+ }
+
+ if ( !in_strafe.active ) {
+ cl.viewangles[YAW] += anglespeed * cl_yawspeed->value * cl.joystickAxis[AXIS_SIDE];
+ } else {
+ cmd->rightmove = ClampChar( cmd->rightmove + cl.joystickAxis[AXIS_SIDE] );
+ }
+
+ if ( in_mlooking ) {
+ cl.viewangles[PITCH] += anglespeed * cl_pitchspeed->value * cl.joystickAxis[AXIS_FORWARD];
+ } else {
+ cmd->forwardmove = ClampChar( cmd->forwardmove + cl.joystickAxis[AXIS_FORWARD] );
+ }
+
+ cmd->upmove = ClampChar( cmd->upmove + cl.joystickAxis[AXIS_UP] );
+}
+
+/*
+=================
+CL_MouseMove
+=================
+*/
+void CL_MouseMove( usercmd_t *cmd ) {
+ float mx, my;
+ float accelSensitivity;
+ float rate;
+
+ // allow mouse smoothing
+ if ( m_filter->integer ) {
+ mx = ( cl.mouseDx[0] + cl.mouseDx[1] ) * 0.5;
+ my = ( cl.mouseDy[0] + cl.mouseDy[1] ) * 0.5;
+ } else {
+ mx = cl.mouseDx[cl.mouseIndex];
+ my = cl.mouseDy[cl.mouseIndex];
+ }
+ cl.mouseIndex ^= 1;
+ cl.mouseDx[cl.mouseIndex] = 0;
+ cl.mouseDy[cl.mouseIndex] = 0;
+
+ rate = sqrt( mx * mx + my * my ) / (float)frame_msec;
+ accelSensitivity = ( cl_sensitivity->value *
+ cl_platformSensitivity->value ) + rate * cl_mouseAccel->value;
+
+ // scale by FOV
+ accelSensitivity *= cl.cgameSensitivity;
+
+ if ( rate && cl_showMouseRate->integer ) {
+ Com_Printf( "%f : %f\n", rate, accelSensitivity );
+ }
+
+ mx *= accelSensitivity;
+ my *= accelSensitivity;
+
+ if (!mx && !my) {
+ return;
+ }
+
+ // add mouse X/Y movement to cmd
+ if ( in_strafe.active ) {
+ cmd->rightmove = ClampChar( cmd->rightmove + m_side->value * mx );
+ } else {
+ cl.viewangles[YAW] -= m_yaw->value * mx;
+ }
+
+ if ( (in_mlooking || cl_freelook->integer) && !in_strafe.active ) {
+ cl.viewangles[PITCH] += m_pitch->value * my;
+ } else {
+ cmd->forwardmove = ClampChar( cmd->forwardmove - m_forward->value * my );
+ }
+}
+
+
+/*
+==============
+CL_CmdButtons
+==============
+*/
+void CL_CmdButtons( usercmd_t *cmd ) {
+ int i;
+
+ //
+ // figure button bits
+ // send a button bit even if the key was pressed and released in
+ // less than a frame
+ //
+ for (i = 0 ; i < 15 ; i++) {
+ if ( in_buttons[i].active || in_buttons[i].wasPressed ) {
+ cmd->buttons |= 1 << i;
+ }
+ in_buttons[i].wasPressed = qfalse;
+ }
+
+ if ( cls.keyCatchers ) {
+ cmd->buttons |= BUTTON_TALK;
+ }
+
+ // allow the game to know if any key at all is
+ // currently pressed, even if it isn't bound to anything
+ if ( anykeydown && !cls.keyCatchers ) {
+ cmd->buttons |= BUTTON_ANY;
+ }
+}
+
+
+/*
+==============
+CL_FinishMove
+==============
+*/
+void CL_FinishMove( usercmd_t *cmd ) {
+ int i;
+
+ // copy the state that the cgame is currently sending
+ cmd->weapon = cl.cgameUserCmdValue;
+
+ // send the current server time so the amount of movement
+ // can be determined without allowing cheating
+ cmd->serverTime = cl.serverTime;
+
+ for (i=0 ; i<3 ; i++) {
+ cmd->angles[i] = ANGLE2SHORT(cl.viewangles[i]);
+ }
+}
+
+
+/*
+=================
+CL_CreateCmd
+=================
+*/
+usercmd_t CL_CreateCmd( void ) {
+ usercmd_t cmd;
+ vec3_t oldAngles;
+
+ VectorCopy( cl.viewangles, oldAngles );
+
+ // keyboard angle adjustment
+ CL_AdjustAngles ();
+
+ Com_Memset( &cmd, 0, sizeof( cmd ) );
+
+ CL_CmdButtons( &cmd );
+
+ // get basic movement from keyboard
+ CL_KeyMove( &cmd );
+
+ // get basic movement from mouse
+ CL_MouseMove( &cmd );
+
+ // get basic movement from joystick
+ CL_JoystickMove( &cmd );
+
+ // check to make sure the angles haven't wrapped
+ if ( cl.viewangles[PITCH] - oldAngles[PITCH] > 90 ) {
+ cl.viewangles[PITCH] = oldAngles[PITCH] + 90;
+ } else if ( oldAngles[PITCH] - cl.viewangles[PITCH] > 90 ) {
+ cl.viewangles[PITCH] = oldAngles[PITCH] - 90;
+ }
+
+ // store out the final values
+ CL_FinishMove( &cmd );
+
+ // draw debug graphs of turning for mouse testing
+ if ( cl_debugMove->integer ) {
+ if ( cl_debugMove->integer == 1 ) {
+ SCR_DebugGraph( abs(cl.viewangles[YAW] - oldAngles[YAW]), 0 );
+ }
+ if ( cl_debugMove->integer == 2 ) {
+ SCR_DebugGraph( abs(cl.viewangles[PITCH] - oldAngles[PITCH]), 0 );
+ }
+ }
+
+ return cmd;
+}
+
+
+/*
+=================
+CL_CreateNewCommands
+
+Create a new usercmd_t structure for this frame
+=================
+*/
+void CL_CreateNewCommands( void ) {
+ usercmd_t *cmd;
+ int cmdNum;
+
+ // no need to create usercmds until we have a gamestate
+ if ( cls.state < CA_PRIMED ) {
+ return;
+ }
+
+ frame_msec = com_frameTime - old_com_frameTime;
+
+ // if running less than 5fps, truncate the extra time to prevent
+ // unexpected moves after a hitch
+ if ( frame_msec > 200 ) {
+ frame_msec = 200;
+ }
+ old_com_frameTime = com_frameTime;
+
+
+ // generate a command for this frame
+ cl.cmdNumber++;
+ cmdNum = cl.cmdNumber & CMD_MASK;
+ cl.cmds[cmdNum] = CL_CreateCmd ();
+ cmd = &cl.cmds[cmdNum];
+}
+
+/*
+=================
+CL_ReadyToSendPacket
+
+Returns qfalse if we are over the maxpackets limit
+and should choke back the bandwidth a bit by not sending
+a packet this frame. All the commands will still get
+delivered in the next packet, but saving a header and
+getting more delta compression will reduce total bandwidth.
+=================
+*/
+qboolean CL_ReadyToSendPacket( void ) {
+ int oldPacketNum;
+ int delta;
+
+ // don't send anything if playing back a demo
+ if ( clc.demoplaying || cls.state == CA_CINEMATIC ) {
+ return qfalse;
+ }
+
+ // If we are downloading, we send no less than 50ms between packets
+ if ( *clc.downloadTempName &&
+ cls.realtime - clc.lastPacketSentTime < 50 ) {
+ return qfalse;
+ }
+
+ // if we don't have a valid gamestate yet, only send
+ // one packet a second
+ if ( cls.state != CA_ACTIVE &&
+ cls.state != CA_PRIMED &&
+ !*clc.downloadTempName &&
+ cls.realtime - clc.lastPacketSentTime < 1000 ) {
+ return qfalse;
+ }
+
+ // send every frame for loopbacks
+ if ( clc.netchan.remoteAddress.type == NA_LOOPBACK ) {
+ return qtrue;
+ }
+
+ // send every frame for LAN
+ if ( cl_lanForcePackets->integer && Sys_IsLANAddress( clc.netchan.remoteAddress ) ) {
+ return qtrue;
+ }
+
+ // check for exceeding cl_maxpackets
+ if ( cl_maxpackets->integer < 15 ) {
+ Cvar_Set( "cl_maxpackets", "15" );
+ } else if ( cl_maxpackets->integer > 125 ) {
+ Cvar_Set( "cl_maxpackets", "125" );
+ }
+ oldPacketNum = (clc.netchan.outgoingSequence - 1) & PACKET_MASK;
+ delta = cls.realtime - cl.outPackets[ oldPacketNum ].p_realtime;
+ if ( delta < 1000 / cl_maxpackets->integer ) {
+ // the accumulated commands will go out in the next packet
+ return qfalse;
+ }
+
+ return qtrue;
+}
+
+/*
+===================
+CL_WritePacket
+
+Create and send the command packet to the server
+Including both the reliable commands and the usercmds
+
+During normal gameplay, a client packet will contain something like:
+
+4 sequence number
+2 qport
+4 serverid
+4 acknowledged sequence number
+4 clc.serverCommandSequence
+<optional reliable commands>
+1 clc_move or clc_moveNoDelta
+1 command count
+<count * usercmds>
+
+===================
+*/
+void CL_WritePacket( void ) {
+ msg_t buf;
+ byte data[MAX_MSGLEN];
+ int i, j;
+ usercmd_t *cmd, *oldcmd;
+ usercmd_t nullcmd;
+ int packetNum;
+ int oldPacketNum;
+ int count, key;
+
+ // don't send anything if playing back a demo
+ if ( clc.demoplaying || cls.state == CA_CINEMATIC ) {
+ return;
+ }
+
+ Com_Memset( &nullcmd, 0, sizeof(nullcmd) );
+ oldcmd = &nullcmd;
+
+ MSG_Init( &buf, data, sizeof(data) );
+
+ MSG_Bitstream( &buf );
+ // write the current serverId so the server
+ // can tell if this is from the current gameState
+ MSG_WriteLong( &buf, cl.serverId );
+
+ // write the last message we received, which can
+ // be used for delta compression, and is also used
+ // to tell if we dropped a gamestate
+ MSG_WriteLong( &buf, clc.serverMessageSequence );
+
+ // write the last reliable message we received
+ MSG_WriteLong( &buf, clc.serverCommandSequence );
+
+ // write any unacknowledged clientCommands
+ for ( i = clc.reliableAcknowledge + 1 ; i <= clc.reliableSequence ; i++ ) {
+ MSG_WriteByte( &buf, clc_clientCommand );
+ MSG_WriteLong( &buf, i );
+ MSG_WriteString( &buf, clc.reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] );
+ }
+
+ // we want to send all the usercmds that were generated in the last
+ // few packet, so even if a couple packets are dropped in a row,
+ // all the cmds will make it to the server
+ if ( cl_packetdup->integer < 0 ) {
+ Cvar_Set( "cl_packetdup", "0" );
+ } else if ( cl_packetdup->integer > 5 ) {
+ Cvar_Set( "cl_packetdup", "5" );
+ }
+ oldPacketNum = (clc.netchan.outgoingSequence - 1 - cl_packetdup->integer) & PACKET_MASK;
+ count = cl.cmdNumber - cl.outPackets[ oldPacketNum ].p_cmdNumber;
+ if ( count > MAX_PACKET_USERCMDS ) {
+ count = MAX_PACKET_USERCMDS;
+ Com_Printf("MAX_PACKET_USERCMDS\n");
+ }
+ if ( count >= 1 ) {
+ if ( cl_showSend->integer ) {
+ Com_Printf( "(%i)", count );
+ }
+
+ // begin a client move command
+ if ( cl_nodelta->integer || !cl.snap.valid || clc.demowaiting
+ || clc.serverMessageSequence != cl.snap.messageNum ) {
+ MSG_WriteByte (&buf, clc_moveNoDelta);
+ } else {
+ MSG_WriteByte (&buf, clc_move);
+ }
+
+ // write the command count
+ MSG_WriteByte( &buf, count );
+
+ // use the checksum feed in the key
+ key = clc.checksumFeed;
+ // also use the message acknowledge
+ key ^= clc.serverMessageSequence;
+ // also use the last acknowledged server command in the key
+ key ^= Com_HashKey(clc.serverCommands[ clc.serverCommandSequence & (MAX_RELIABLE_COMMANDS-1) ], 32);
+
+ // write all the commands, including the predicted command
+ for ( i = 0 ; i < count ; i++ ) {
+ j = (cl.cmdNumber - count + i + 1) & CMD_MASK;
+ cmd = &cl.cmds[j];
+ MSG_WriteDeltaUsercmdKey (&buf, key, oldcmd, cmd);
+ oldcmd = cmd;
+ }
+ }
+
+ //
+ // deliver the message
+ //
+ packetNum = clc.netchan.outgoingSequence & PACKET_MASK;
+ cl.outPackets[ packetNum ].p_realtime = cls.realtime;
+ cl.outPackets[ packetNum ].p_serverTime = oldcmd->serverTime;
+ cl.outPackets[ packetNum ].p_cmdNumber = cl.cmdNumber;
+ clc.lastPacketSentTime = cls.realtime;
+
+ if ( cl_showSend->integer ) {
+ Com_Printf( "%i ", buf.cursize );
+ }
+
+ CL_Netchan_Transmit (&clc.netchan, &buf);
+
+ // clients never really should have messages large enough
+ // to fragment, but in case they do, fire them all off
+ // at once
+ // TTimo: this causes a packet burst, which is bad karma for winsock
+ // added a WARNING message, we'll see if there are legit situations where this happens
+ while ( clc.netchan.unsentFragments ) {
+ Com_DPrintf( "WARNING: #462 unsent fragments (not supposed to happen!)\n" );
+ CL_Netchan_TransmitNextFragment( &clc.netchan );
+ }
+}
+
+/*
+=================
+CL_SendCmd
+
+Called every frame to builds and sends a command packet to the server.
+=================
+*/
+void CL_SendCmd( void ) {
+ // don't send any message if not connected
+ if ( cls.state < CA_CONNECTED ) {
+ return;
+ }
+
+ // don't send commands if paused
+ if ( com_sv_running->integer && sv_paused->integer && cl_paused->integer ) {
+ return;
+ }
+
+ // we create commands even if a demo is playing,
+ CL_CreateNewCommands();
+
+ // don't send a packet if the last packet was sent too recently
+ if ( !CL_ReadyToSendPacket() ) {
+ if ( cl_showSend->integer ) {
+ Com_Printf( ". " );
+ }
+ return;
+ }
+
+ CL_WritePacket();
+}
+
+/*
+============
+CL_InitInput
+============
+*/
+void CL_InitInput( void ) {
+ Cmd_AddCommand ("centerview",IN_CenterView);
+
+ 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 ("+speed", IN_SpeedDown);
+ Cmd_AddCommand ("-speed", IN_SpeedUp);
+ Cmd_AddCommand ("+attack", IN_Button0Down);
+ Cmd_AddCommand ("-attack", IN_Button0Up);
+ Cmd_AddCommand ("+button0", IN_Button0Down);
+ Cmd_AddCommand ("-button0", IN_Button0Up);
+ Cmd_AddCommand ("+button1", IN_Button1Down);
+ Cmd_AddCommand ("-button1", IN_Button1Up);
+ Cmd_AddCommand ("+button2", IN_Button2Down);
+ Cmd_AddCommand ("-button2", IN_Button2Up);
+ 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);
+ Cmd_AddCommand ("+button9", IN_Button9Down);
+ Cmd_AddCommand ("-button9", IN_Button9Up);
+ Cmd_AddCommand ("+button10", IN_Button10Down);
+ Cmd_AddCommand ("-button10", IN_Button10Up);
+ Cmd_AddCommand ("+button11", IN_Button11Down);
+ Cmd_AddCommand ("-button11", IN_Button11Up);
+ Cmd_AddCommand ("+button12", IN_Button12Down);
+ Cmd_AddCommand ("-button12", IN_Button12Up);
+ Cmd_AddCommand ("+button13", IN_Button13Down);
+ Cmd_AddCommand ("-button13", IN_Button13Up);
+ Cmd_AddCommand ("+button14", IN_Button14Down);
+ Cmd_AddCommand ("-button14", IN_Button14Up);
+ Cmd_AddCommand ("+mlook", IN_MLookDown);
+ Cmd_AddCommand ("-mlook", IN_MLookUp);
+
+ cl_nodelta = Cvar_Get ("cl_nodelta", "0", 0);
+ cl_debugMove = Cvar_Get ("cl_debugMove", "0", 0);
+}