rockbox/apps/plugins/sdl/progs/quake/cl_input.c
Franklin Wei 5d05b9d3e9 Quake!
This ports id Software's Quake to run on the SDL plugin runtime. The
source code originated from id under the GPLv2 license. I used
https://github.com/ahefner/sdlquake as the base of my port.

Performance is, unsurprisingly, not on par with what you're probably
used to on PC. I average about 10FPS on ipod6g, but it's still
playable.

Sound works well enough, but in-game music is not supported. I've
written ARM assembly routines for the inner sound loop. Make sure you
turn the "brightness" all the way down, or colors will look funky.

To run, extract Quake's data files to /.rockbox/quake. Have fun!

Change-Id: I4285036e967d7f0722802d43cf2096c808ca5799
2019-07-19 22:37:40 -04:00

448 lines
11 KiB
C

/*
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
// Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
// rights reserved.
#include "quakedef.h"
/*
===============================================================================
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_up, in_down;
int in_impulse;
void 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
{
Con_Printf ("Three keys down for a button!\n");
return;
}
if (b->state & 1)
return; // still down
b->state |= 1 + 2; // down + impulse down
}
void KeyUp (kbutton_t *b)
{
int k;
char *c;
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->state = 4; // impulse up
return;
}
if (b->down[0] == k)
b->down[0] = 0;
else if (b->down[1] == k)
b->down[1] = 0;
else
return; // key up without coresponding down (menu pass through)
if (b->down[0] || b->down[1])
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_KLookDown (void) {KeyDown(&in_klook);}
void IN_KLookUp (void) {KeyUp(&in_klook);}
void IN_MLookDown (void) {KeyDown(&in_mlook);}
void IN_MLookUp (void) {
KeyUp(&in_mlook);
if ( !(in_mlook.state&1) && lookspring.value)
V_StartPitchDrift();
}
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_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) {KeyDown(&in_jump);}
void IN_JumpUp (void) {KeyUp(&in_jump);}
void IN_Impulse (void) {in_impulse=Q_atoi(Cmd_Argv(1));}
/*
===============
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)
{
float val;
qboolean impulsedown, impulseup, down;
impulsedown = key->state & 2;
impulseup = key->state & 4;
down = key->state & 1;
val = 0;
if (impulsedown && !impulseup)
if (down)
val = 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 &= 1; // clear impulses
return val;
}
//==========================================================================
cvar_t cl_upspeed = {"cl_upspeed","200"};
cvar_t cl_forwardspeed = {"cl_forwardspeed","200", true};
cvar_t cl_backspeed = {"cl_backspeed","200", true};
cvar_t cl_sidespeed = {"cl_sidespeed","350"};
cvar_t cl_movespeedkey = {"cl_movespeedkey","2.0"};
cvar_t cl_yawspeed = {"cl_yawspeed","140"};
cvar_t cl_pitchspeed = {"cl_pitchspeed","150"};
cvar_t cl_anglespeedkey = {"cl_anglespeedkey","1.5"};
/*
================
CL_AdjustAngles
Moves the local angle positions
================
*/
void CL_AdjustAngles (void)
{
float speed;
float up, down;
if (in_speed.state & 1)
speed = host_frametime * cl_anglespeedkey.value;
else
speed = host_frametime;
if (!(in_strafe.state & 1))
{
cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
cl.viewangles[YAW] = anglemod(cl.viewangles[YAW]);
}
if (in_klook.state & 1)
{
V_StopPitchDrift ();
cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
}
up = CL_KeyState (&in_lookup);
down = CL_KeyState(&in_lookdown);
cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
if (up || down)
V_StopPitchDrift ();
if (cl.viewangles[PITCH] > 80)
cl.viewangles[PITCH] = 80;
if (cl.viewangles[PITCH] < -70)
cl.viewangles[PITCH] = -70;
if (cl.viewangles[ROLL] > 50)
cl.viewangles[ROLL] = 50;
if (cl.viewangles[ROLL] < -50)
cl.viewangles[ROLL] = -50;
}
/*
================
CL_BaseMove
Send the intended movement message to the server
================
*/
void CL_BaseMove (usercmd_t *cmd)
{
if (cls.signon != SIGNONS)
return;
CL_AdjustAngles ();
Q_memset (cmd, 0, sizeof(*cmd));
if (in_strafe.state & 1)
{
cmd->sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
cmd->sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
}
cmd->sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
cmd->sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
cmd->upmove += cl_upspeed.value * CL_KeyState (&in_up);
cmd->upmove -= cl_upspeed.value * CL_KeyState (&in_down);
if (! (in_klook.state & 1) )
{
cmd->forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
cmd->forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
}
//
// adjust for speed key
//
if (in_speed.state & 1)
{
cmd->forwardmove *= cl_movespeedkey.value;
cmd->sidemove *= cl_movespeedkey.value;
cmd->upmove *= cl_movespeedkey.value;
}
#ifdef QUAKE2
cmd->lightlevel = cl.light_level;
#endif
}
/*
==============
CL_SendMove
==============
*/
void CL_SendMove (usercmd_t *cmd)
{
int i;
int bits;
sizebuf_t buf;
byte data[128];
buf.maxsize = 128;
buf.cursize = 0;
buf.data = data;
cl.cmd = *cmd;
//
// send the movement message
//
MSG_WriteByte (&buf, clc_move);
MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
for (i=0 ; i<3 ; i++)
MSG_WriteAngle (&buf, cl.viewangles[i]);
MSG_WriteShort (&buf, cmd->forwardmove);
MSG_WriteShort (&buf, cmd->sidemove);
MSG_WriteShort (&buf, cmd->upmove);
//
// send button bits
//
bits = 0;
if ( in_attack.state & 3 )
bits |= 1;
in_attack.state &= ~2;
if (in_jump.state & 3)
bits |= 2;
in_jump.state &= ~2;
MSG_WriteByte (&buf, bits);
MSG_WriteByte (&buf, in_impulse);
in_impulse = 0;
#ifdef QUAKE2
//
// light level
//
MSG_WriteByte (&buf, cmd->lightlevel);
#endif
//
// deliver the message
//
if (cls.demoplayback)
return;
//
// allways dump the first two message, because it may contain leftover inputs
// from the last level
//
if (++cl.movemessages <= 2)
return;
if (NET_SendUnreliableMessage (cls.netcon, &buf) == -1)
{
Con_Printf ("CL_SendMove: lost server connection\n");
CL_Disconnect ();
}
}
/*
============
CL_InitInput
============
*/
void CL_InitInput (void)
{
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_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);
}