2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl.input.c -- builds an intended movement command to send to the server
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
29 ===============================================================================
33 Continuous button event tracking is complicated by the fact that two different
34 input sources (say, mouse button 1 and the control key) can both press the
35 same button, but the button should only be released when both of the
36 pressing key have been released.
38 When a key event issues a button command (+forward, +attack, etc), it appends
39 its key number as a parameter to the command so it can be matched up with
42 state bit 0 is the current state of the key
43 state bit 1 is edge triggered on the up to down transition
44 state bit 2 is edge triggered on the down to up transition
46 ===============================================================================
50 kbutton_t in_mlook, in_klook;
51 kbutton_t in_left, in_right, in_forward, in_back;
52 kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
53 kbutton_t in_strafe, in_speed, in_jump, in_attack, in_use;
54 kbutton_t in_up, in_down;
55 // LordHavoc: added 6 new buttons
56 kbutton_t in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
58 kbutton_t in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
64 void KeyDown (kbutton_t *b)
73 k = -1; // typed manually at the console for continuous down
75 if (k == b->down[0] || k == b->down[1])
76 return; // repeating key
84 Con_Print("Three keys down for a button!\n");
90 b->state |= 1 + 2; // down + impulse down
93 void KeyUp (kbutton_t *b)
102 { // typed manually at the console, assume for unsticking, so clear all
103 b->down[0] = b->down[1] = 0;
104 b->state = 4; // impulse up
110 else if (b->down[1] == k)
113 return; // key up without coresponding down (menu pass through)
114 if (b->down[0] || b->down[1])
115 return; // some other key is still holding it down
118 return; // still up (this should not happen)
119 b->state &= ~1; // now up
120 b->state |= 4; // impulse up
123 void IN_KLookDown (void) {KeyDown(&in_klook);}
124 void IN_KLookUp (void) {KeyUp(&in_klook);}
125 void IN_MLookDown (void) {KeyDown(&in_mlook);}
126 void IN_MLookUp (void)
129 if ( !(in_mlook.state&1) && lookspring.value)
132 void IN_UpDown(void) {KeyDown(&in_up);}
133 void IN_UpUp(void) {KeyUp(&in_up);}
134 void IN_DownDown(void) {KeyDown(&in_down);}
135 void IN_DownUp(void) {KeyUp(&in_down);}
136 void IN_LeftDown(void) {KeyDown(&in_left);}
137 void IN_LeftUp(void) {KeyUp(&in_left);}
138 void IN_RightDown(void) {KeyDown(&in_right);}
139 void IN_RightUp(void) {KeyUp(&in_right);}
140 void IN_ForwardDown(void) {KeyDown(&in_forward);}
141 void IN_ForwardUp(void) {KeyUp(&in_forward);}
142 void IN_BackDown(void) {KeyDown(&in_back);}
143 void IN_BackUp(void) {KeyUp(&in_back);}
144 void IN_LookupDown(void) {KeyDown(&in_lookup);}
145 void IN_LookupUp(void) {KeyUp(&in_lookup);}
146 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
147 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
148 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
149 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
150 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
151 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
153 void IN_SpeedDown(void) {KeyDown(&in_speed);}
154 void IN_SpeedUp(void) {KeyUp(&in_speed);}
155 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
156 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
158 void IN_AttackDown(void) {KeyDown(&in_attack);}
159 void IN_AttackUp(void) {KeyUp(&in_attack);}
161 void IN_UseDown(void) {KeyDown(&in_use);}
162 void IN_UseUp(void) {KeyUp(&in_use);}
164 // LordHavoc: added 6 new buttons
165 void IN_Button3Down(void) {KeyDown(&in_button3);}
166 void IN_Button3Up(void) {KeyUp(&in_button3);}
167 void IN_Button4Down(void) {KeyDown(&in_button4);}
168 void IN_Button4Up(void) {KeyUp(&in_button4);}
169 void IN_Button5Down(void) {KeyDown(&in_button5);}
170 void IN_Button5Up(void) {KeyUp(&in_button5);}
171 void IN_Button6Down(void) {KeyDown(&in_button6);}
172 void IN_Button6Up(void) {KeyUp(&in_button6);}
173 void IN_Button7Down(void) {KeyDown(&in_button7);}
174 void IN_Button7Up(void) {KeyUp(&in_button7);}
175 void IN_Button8Down(void) {KeyDown(&in_button8);}
176 void IN_Button8Up(void) {KeyUp(&in_button8);}
178 void IN_Button9Down(void) {KeyDown(&in_button9);}
179 void IN_Button9Up(void) {KeyUp(&in_button9);}
180 void IN_Button10Down(void) {KeyDown(&in_button10);}
181 void IN_Button10Up(void) {KeyUp(&in_button10);}
182 void IN_Button11Down(void) {KeyDown(&in_button11);}
183 void IN_Button11Up(void) {KeyUp(&in_button11);}
184 void IN_Button12Down(void) {KeyDown(&in_button12);}
185 void IN_Button12Up(void) {KeyUp(&in_button12);}
186 void IN_Button13Down(void) {KeyDown(&in_button13);}
187 void IN_Button13Up(void) {KeyUp(&in_button13);}
188 void IN_Button14Down(void) {KeyDown(&in_button14);}
189 void IN_Button14Up(void) {KeyUp(&in_button14);}
190 void IN_Button15Down(void) {KeyDown(&in_button15);}
191 void IN_Button15Up(void) {KeyUp(&in_button15);}
192 void IN_Button16Down(void) {KeyDown(&in_button16);}
193 void IN_Button16Up(void) {KeyUp(&in_button16);}
195 void IN_JumpDown (void) {KeyDown(&in_jump);}
196 void IN_JumpUp (void) {KeyUp(&in_jump);}
198 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
200 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
202 void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
205 for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
206 if(in_bestweapon_info[i].impulse == impulse)
208 if(i >= IN_BESTWEAPON_MAX)
210 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
213 strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
214 in_bestweapon_info[i].impulse = impulse;
216 in_bestweapon_info[i].weaponbit = weaponbit;
217 if(activeweaponcode != -1)
218 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
220 in_bestweapon_info[i].ammostat = ammostat;
222 in_bestweapon_info[i].ammomin = ammomin;
225 void IN_BestWeapon_ResetData (void)
227 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
228 IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
229 IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
230 IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
231 IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
232 IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
233 IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
234 IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
235 IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
236 IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
237 IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
238 IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
239 IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
240 IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
243 void IN_BestWeapon_Register_f (void)
247 IN_BestWeapon_Register(
256 else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
258 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
260 else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
262 IN_BestWeapon_ResetData();
266 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
270 void IN_BestWeapon (void)
276 Con_Printf("bestweapon requires 1 or more parameters\n");
279 for (i = 1;i < Cmd_Argc();i++)
282 // figure out which weapon this character refers to
283 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
285 if (!strcmp(in_bestweapon_info[n].name, t))
287 // we found out what weapon this character refers to
288 // check if the inventory contains the weapon and enough ammo
289 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
291 // we found one of the weapons the player wanted
292 // send an impulse to switch to it
293 in_impulse = in_bestweapon_info[n].impulse;
299 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
301 // if we couldn't find any of the weapons, there's nothing more we can do...
305 void IN_CycleWeapon (void)
309 qboolean found = false;
313 Con_Printf("bestweapon requires 1 or more parameters\n");
316 for (i = 1;i < Cmd_Argc();i++)
319 // figure out which weapon this character refers to
320 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
322 if (!strcmp(in_bestweapon_info[n].name, t))
324 // we found out what weapon this character refers to
325 // check if the inventory contains the weapon and enough ammo
326 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
328 // we found one of the weapons the player wanted
333 in_impulse = in_bestweapon_info[n].impulse;
336 if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
342 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
346 in_impulse = in_bestweapon_info[first].impulse;
349 // if we couldn't find any of the weapons, there's nothing more we can do...
357 Returns 0.25 if a key was pressed and released during the frame,
358 0.5 if it was pressed and held
359 0 if held then released, and
360 1.0 if held for the entire time
363 float CL_KeyState (kbutton_t *key)
366 qboolean impulsedown, impulseup, down;
368 impulsedown = (key->state & 2) != 0;
369 impulseup = (key->state & 4) != 0;
370 down = (key->state & 1) != 0;
373 if (impulsedown && !impulseup)
376 val = 0.5; // pressed and held this frame
378 val = 0; // I_Error ();
380 if (impulseup && !impulsedown)
383 val = 0; // I_Error ();
385 val = 0; // released this frame
387 if (!impulsedown && !impulseup)
390 val = 1.0; // held the entire frame
392 val = 0; // up the entire frame
394 if (impulsedown && impulseup)
397 val = 0.75; // released and re-pressed this frame
399 val = 0.25; // pressed and released this frame
402 key->state &= 1; // clear impulses
410 //==========================================================================
412 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
413 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
414 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
415 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
417 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
418 cvar_t cl_movecliptokeyboard = {0, "cl_movecliptokeyboard", "0", "if set to 1, any move is clipped to the nine keyboard states; if set to 2, only the direction is clipped, not the amount"};
420 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
421 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
423 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
425 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
426 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
427 cvar_t cl_movement_track_canjump = {CVAR_SAVE, "cl_movement_track_canjump", "1", "track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some \"sliding\" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too"};
428 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
429 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
430 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
431 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
432 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
433 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead"};
434 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "1", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
435 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
436 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
437 cvar_t cl_movement_airaccelerate = {0, "cl_movement_airaccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
438 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
439 cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
440 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (should match sv_airaccel_qw)"};
441 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
443 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
444 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
446 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
447 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
448 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
449 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
450 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
452 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","20", "how many input packets to send to server each second"};
453 cvar_t cl_netrepeatinput = {CVAR_SAVE, "cl_netrepeatinput", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
454 cvar_t cl_netimmediatebuttons = {CVAR_SAVE, "cl_netimmediatebuttons", "1", "sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)"};
456 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
458 extern cvar_t v_flipped;
464 Moves the local angle positions
467 void CL_AdjustAngles (void)
472 if (in_speed.state & 1)
473 speed = cl.realframetime * cl_anglespeedkey.value;
475 speed = cl.realframetime;
477 if (!(in_strafe.state & 1))
479 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
480 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
482 if (in_klook.state & 1)
485 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
486 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
489 up = CL_KeyState (&in_lookup);
490 down = CL_KeyState(&in_lookdown);
492 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
493 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
498 cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
499 cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
500 if (cl.viewangles[YAW] >= 180)
501 cl.viewangles[YAW] -= 360;
502 if (cl.viewangles[PITCH] >= 180)
503 cl.viewangles[PITCH] -= 360;
504 cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
505 cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
508 int cl_ignoremousemoves = 2;
514 Send the intended movement message to the server
520 static float old_mouse_x = 0, old_mouse_y = 0;
522 // clamp before the move to prevent starting with bad angles
525 if(v_flipped.integer)
526 cl.viewangles[YAW] = -cl.viewangles[YAW];
528 // reset some of the command fields
529 cl.cmd.forwardmove = 0;
533 // get basic movement from keyboard
534 if (in_strafe.state & 1)
536 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
537 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
540 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
541 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
543 cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
544 cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
546 if (! (in_klook.state & 1) )
548 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
549 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
552 // adjust for speed key
553 if (in_speed.state & 1)
555 cl.cmd.forwardmove *= cl_movespeedkey.value;
556 cl.cmd.sidemove *= cl_movespeedkey.value;
557 cl.cmd.upmove *= cl_movespeedkey.value;
560 // allow mice or other external controllers to add to the move
563 // apply m_accelerate if it is on
564 if(m_accelerate.value > 1)
566 static float averagespeed = 0;
567 float speed, f, mi, ma;
569 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
570 if(m_accelerate_filter.value > 0)
571 f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
574 averagespeed = speed * f + averagespeed * (1 - f);
576 mi = max(1, m_accelerate_minspeed.value);
577 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
579 if(averagespeed <= mi)
583 else if(averagespeed >= ma)
585 f = m_accelerate.value;
590 f = log(averagespeed);
597 f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
604 // apply m_filter if it is on
607 if (m_filter.integer)
609 in_mouse_x = (mx + old_mouse_x) * 0.5;
610 in_mouse_y = (my + old_mouse_y) * 0.5;
615 // ignore a mouse move if mouse was activated/deactivated this frame
616 if (cl_ignoremousemoves)
618 cl_ignoremousemoves--;
619 in_mouse_x = old_mouse_x = 0;
620 in_mouse_y = old_mouse_y = 0;
623 // if not in menu, apply mouse move to viewangles/movement
624 if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove)
626 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
627 if (cl_prydoncursor.integer)
629 // mouse interacting with the scene, mostly stationary view
631 cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
632 cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
634 else if (in_strafe.state & 1)
636 // strafing mode, all looking is movement
638 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
639 if (noclip_anglehack)
640 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
642 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
644 else if ((in_mlook.state & 1) || freelook.integer)
646 // mouselook, lookstrafe causes turning to become strafing
648 if (lookstrafe.integer)
649 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
651 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
652 cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
656 // non-mouselook, yaw turning and forward/back movement
657 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
658 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
661 else // don't pitch drift when csqc is controlling the mouse
664 if(v_flipped.integer)
666 cl.viewangles[YAW] = -cl.viewangles[YAW];
667 cl.cmd.sidemove = -cl.cmd.sidemove;
670 // clamp after the move to prevent rendering with bad angles
673 if(cl_movecliptokeyboard.integer)
676 if (in_speed.state & 1)
677 f *= cl_movespeedkey.value;
678 if(cl_movecliptokeyboard.integer == 2)
680 // digital direction, analog amount
681 vec_t wishvel_x, wishvel_y;
682 f *= max(cl_sidespeed.value, max(cl_forwardspeed.value, cl_backspeed.value));
683 wishvel_x = fabs(cl.cmd.forwardmove);
684 wishvel_y = fabs(cl.cmd.sidemove);
685 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
687 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
688 if(wishvel_x >= 2 * wishvel_y)
691 if(cl.cmd.forwardmove > 0)
692 cl.cmd.forwardmove = wishspeed;
694 cl.cmd.forwardmove = -wishspeed;
697 else if(wishvel_y >= 2 * wishvel_x)
700 cl.cmd.forwardmove = 0;
701 if(cl.cmd.sidemove > 0)
702 cl.cmd.sidemove = wishspeed;
704 cl.cmd.sidemove = -wishspeed;
709 if(cl.cmd.forwardmove > 0)
710 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
712 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
713 if(cl.cmd.sidemove > 0)
714 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
716 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
720 else if(cl_movecliptokeyboard.integer)
722 // digital direction, digital amount
723 if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
724 cl.cmd.sidemove = cl_sidespeed.value * f;
725 else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
726 cl.cmd.sidemove = -cl_sidespeed.value * f;
729 if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
730 cl.cmd.forwardmove = cl_forwardspeed.value * f;
731 else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
732 cl.cmd.forwardmove = -cl_backspeed.value * f;
734 cl.cmd.forwardmove = 0;
739 #include "cl_collision.h"
741 void CL_UpdatePrydonCursor(void)
745 if (!cl_prydoncursor.integer)
746 VectorClear(cl.cmd.cursor_screen);
749 if (cl.cmd.cursor_screen[0] < -1)
751 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
752 cl.cmd.cursor_screen[0] = -1;
754 if (cl.cmd.cursor_screen[0] > 1)
756 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
757 cl.cmd.cursor_screen[0] = 1;
759 if (cl.cmd.cursor_screen[1] < -1)
761 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
762 cl.cmd.cursor_screen[1] = -1;
764 if (cl.cmd.cursor_screen[1] > 1)
766 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
767 cl.cmd.cursor_screen[1] = 1;
770 cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
771 cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
772 cl.cmd.cursor_screen[2] = 1;
774 // calculate current view matrix
775 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
776 // calculate direction vector of cursor in viewspace by using frustum slopes
777 VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, (v_flipped.integer ? -1 : 1) * cl.cmd.cursor_screen[0] * -r_refdef.view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_refdef.view.frustum_y * 1000000);
778 Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
779 // trace from view origin to the cursor
780 cl.cmd.cursor_fraction = CL_SelectTraceLine(cl.cmd.cursor_start, cl.cmd.cursor_end, cl.cmd.cursor_impact, cl.cmd.cursor_normal, &cl.cmd.cursor_entitynumber, (chase_active.integer || cl.intermission) ? &cl.entities[cl.playerentity].render : NULL);
783 typedef enum waterlevel_e
792 typedef struct cl_clientmovement_state_s
797 // current bounding box (different if crouched vs standing)
800 // currently on the ground
802 // currently crouching
804 // what kind of water (SUPERCONTENTS_LAVA for instance)
807 waterlevel_t waterlevel;
808 // weird hacks when jumping out of water
809 // (this is in seconds and counts down to 0)
815 cl_clientmovement_state_t;
817 #define NUMOFFSETS 27
818 static vec3_t offsets[NUMOFFSETS] =
820 // 1 no nudge (just return the original if this test passes)
821 { 0.000, 0.000, 0.000},
823 { 0.000, 0.000, 0.125}, { 0.000, 0.000, -0.125},
824 {-0.125, 0.000, 0.000}, { 0.125, 0.000, 0.000},
825 { 0.000, -0.125, 0.000}, { 0.000, 0.125, 0.000},
826 // 4 diagonal flat nudges
827 {-0.125, -0.125, 0.000}, { 0.125, -0.125, 0.000},
828 {-0.125, 0.125, 0.000}, { 0.125, 0.125, 0.000},
829 // 8 diagonal upward nudges
830 {-0.125, 0.000, 0.125}, { 0.125, 0.000, 0.125},
831 { 0.000, -0.125, 0.125}, { 0.000, 0.125, 0.125},
832 {-0.125, -0.125, 0.125}, { 0.125, -0.125, 0.125},
833 {-0.125, 0.125, 0.125}, { 0.125, 0.125, 0.125},
834 // 8 diagonal downward nudges
835 {-0.125, 0.000, -0.125}, { 0.125, 0.000, -0.125},
836 { 0.000, -0.125, -0.125}, { 0.000, 0.125, -0.125},
837 {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
838 {-0.125, 0.125, -0.125}, { 0.125, 0.125, -0.125},
841 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
845 for (i = 0;i < NUMOFFSETS;i++)
847 VectorAdd(offsets[i], s->origin, neworigin);
848 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
850 VectorCopy(neworigin, s->origin);
854 // if all offsets failed, give up
858 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
860 vec3_t origin1, origin2;
863 // make sure player is not stuck
864 CL_ClientMovement_Unstick(s);
869 // wants to crouch, this always works..
875 // wants to stand, if currently crouching we need to check for a
879 trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
880 if (!trace.startsolid)
886 VectorCopy(cl.playercrouchmins, s->mins);
887 VectorCopy(cl.playercrouchmaxs, s->maxs);
891 VectorCopy(cl.playerstandmins, s->mins);
892 VectorCopy(cl.playerstandmaxs, s->maxs);
896 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
897 VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
898 trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
899 s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
901 // set watertype/waterlevel
902 VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
903 s->waterlevel = WATERLEVEL_NONE;
904 s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
907 s->waterlevel = WATERLEVEL_WETFEET;
908 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
909 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
911 s->waterlevel = WATERLEVEL_SWIMMING;
912 origin1[2] = s->origin[2] + 22;
913 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
914 s->waterlevel = WATERLEVEL_SUBMERGED;
918 // water jump prediction
919 if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
920 s->waterjumptime = 0;
923 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
929 vec3_t currentorigin2;
931 vec3_t primalvelocity;
935 CL_ClientMovement_UpdateStatus(s);
936 VectorCopy(s->velocity, primalvelocity);
937 for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
939 VectorMA(s->origin, t, s->velocity, neworigin);
940 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
941 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
943 // may be a step or wall, try stepping up
944 // first move forward at a higher level
945 VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
946 VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
947 trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
948 if (!trace2.startsolid)
950 // then move down from there
951 VectorCopy(trace2.endpos, currentorigin2);
952 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
953 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
954 //Con_Printf("%f %f %f %f : %f %f %f %f : %f %f %f %f\n", trace.fraction, trace.endpos[0], trace.endpos[1], trace.endpos[2], trace2.fraction, trace2.endpos[0], trace2.endpos[1], trace2.endpos[2], trace3.fraction, trace3.endpos[0], trace3.endpos[1], trace3.endpos[2]);
955 // accept the new trace if it made some progress
956 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
959 VectorCopy(trace3.endpos, trace.endpos);
964 // check if it moved at all
965 if (trace.fraction >= 0.001)
966 VectorCopy(trace.endpos, s->origin);
968 // check if it moved all the way
969 if (trace.fraction == 1)
972 //if (trace.plane.normal[2] > 0.7)
973 // s->onground = true;
975 t -= t * trace.fraction;
977 f = DotProduct(s->velocity, trace.plane.normal);
978 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
980 if (s->waterjumptime > 0)
981 VectorCopy(primalvelocity, s->velocity);
985 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
992 // water jump only in certain situations
993 // this mimics quakeworld code
994 if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
999 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1000 AngleVectors(yawangles, forward, NULL, NULL);
1001 VectorMA(s->origin, 24, forward, spot);
1003 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1006 if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1008 VectorScale(forward, 50, s->velocity);
1009 s->velocity[2] = 310;
1010 s->waterjumptime = 2;
1011 s->onground = false;
1012 s->cmd.canjump = false;
1017 if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1019 // drift towards bottom
1020 VectorSet(wishvel, 0, 0, -60);
1028 // calculate movement vector
1029 AngleVectors(s->cmd.viewangles, forward, right, up);
1030 VectorSet(up, 0, 0, 1);
1031 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1034 // split wishvel into wishspeed and wishdir
1035 wishspeed = VectorLength(wishvel);
1037 VectorScale(wishvel, 1 / wishspeed, wishdir);
1039 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1040 wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1045 if (s->waterjumptime <= 0)
1048 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1050 VectorScale(s->velocity, f, s->velocity);
1052 // water acceleration
1053 f = wishspeed - DotProduct(s->velocity, wishdir);
1056 f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1057 VectorMA(s->velocity, f, wishdir, s->velocity);
1060 // holding jump button swims upward slowly
1063 if (s->watertype & SUPERCONTENTS_LAVA)
1064 s->velocity[2] = 50;
1065 else if (s->watertype & SUPERCONTENTS_SLIME)
1066 s->velocity[2] = 80;
1069 if (gamemode == GAME_NEXUIZ)
1070 s->velocity[2] = 200;
1072 s->velocity[2] = 100;
1077 CL_ClientMovement_Move(s);
1080 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1082 vec_t zspeed, speed, dot, k;
1084 if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1087 zspeed = s->velocity[2];
1089 speed = VectorNormalizeLength(s->velocity);
1091 dot = DotProduct(s->velocity, wishdir);
1093 k *= cl.movevars_aircontrol*dot*dot*s->cmd.frametime;
1095 if(dot > 0) { // we can't change direction while slowing down
1096 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1097 VectorNormalize(s->velocity);
1100 VectorScale(s->velocity, speed, s->velocity);
1101 s->velocity[2] = zspeed;
1104 void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed, vec_t accel, vec_t accelqw, vec_t sidefric)
1106 vec_t vel_straight, vel_z;
1111 savespeed = VectorLength2(s->velocity);
1113 vel_straight = DotProduct(s->velocity, wishdir);
1114 vel_z = s->velocity[2];
1115 VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend); vel_perpend[2] -= vel_z;
1117 addspeed = wishspeed - vel_straight;
1119 vel_straight = vel_straight + min(addspeed, accel * s->cmd.frametime * wishspeed) * accelqw;
1121 vel_straight = vel_straight + min(wishspeed, accel * s->cmd.frametime * wishspeed) * (1 - accelqw);
1123 if(sidefric < 0 && VectorLength2(vel_perpend))
1126 f = 1 + s->cmd.frametime * wishspeed * sidefric;
1127 fmin = (savespeed - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1129 VectorScale(vel_perpend, f, vel_perpend);
1131 VectorScale(vel_perpend, min(1.0f, max(fmin, f)), vel_perpend);
1134 VectorScale(vel_perpend, 1 - s->cmd.frametime * wishspeed * sidefric, vel_perpend);
1136 VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1137 s->velocity[2] += vel_z;
1140 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1142 vec3_t curvel, wishvel, acceldir, curdir;
1143 float addspeed, accelspeed, curspeed;
1146 float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1147 float bunnyaccel = cl.movevars_warsowbunny_accel;
1148 float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1149 float turnaccel = cl.movevars_warsowbunny_turnaccel;
1150 float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1155 VectorCopy( s->velocity, curvel );
1157 curspeed = VectorLength( curvel );
1159 if( wishspeed > curspeed * 1.01f )
1161 float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1162 if( accelspeed < wishspeed )
1163 wishspeed = accelspeed;
1167 float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1170 wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1172 VectorScale( wishdir, wishspeed, wishvel );
1173 VectorSubtract( wishvel, curvel, acceldir );
1174 addspeed = VectorNormalizeLength( acceldir );
1176 accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1177 if( accelspeed > addspeed )
1178 accelspeed = addspeed;
1180 if( backtosideratio < 1.0f )
1182 VectorNormalize2( curvel, curdir );
1183 dot = DotProduct( acceldir, curdir );
1185 VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1188 VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1191 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1206 // jump if on ground with jump button pressed but only if it has been
1207 // released at least once since the last jump
1210 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer)) // FIXME remove this cvar again when canjump logic actually works, or maybe keep it for mods that allow "pogo-ing"
1212 s->velocity[2] += cl.movevars_jumpvelocity;
1213 s->onground = false;
1214 s->cmd.canjump = false;
1218 s->cmd.canjump = true;
1220 // calculate movement vector
1221 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1222 AngleVectors(yawangles, forward, right, up);
1223 VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1225 // split wishvel into wishspeed and wishdir
1226 wishspeed = VectorLength(wishvel);
1228 VectorScale(wishvel, 1 / wishspeed, wishdir);
1230 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1231 // check if onground
1234 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1238 // apply edge friction
1239 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1242 friction = cl.movevars_friction;
1243 if (cl.movevars_edgefriction != 1)
1247 // note: QW uses the full player box for the trace, and yet still
1248 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1249 // this mimics it for compatibility
1250 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1251 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1252 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1253 trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1255 trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1256 if (trace.fraction == 1 && !trace.startsolid)
1257 friction *= cl.movevars_edgefriction;
1259 // apply ground friction
1260 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1262 VectorScale(s->velocity, f, s->velocity);
1264 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1267 accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1268 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1270 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1271 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1273 if (VectorLength2(s->velocity))
1274 CL_ClientMovement_Move(s);
1278 if (s->waterjumptime <= 0)
1280 // apply air speed limit
1281 vec_t accel, wishspeed2, accelqw;
1282 qboolean accelerating;
1284 accelqw = cl.movevars_airaccel_qw;
1285 wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1288 accel = cl.movevars_airaccelerate;
1290 accelerating = (DotProduct(s->velocity, wishdir) > 0);
1291 wishspeed2 = wishspeed;
1294 if(cl.movevars_airstopaccelerate != 0)
1295 if(DotProduct(s->velocity, wishdir) < 0)
1296 accel = cl.movevars_airstopaccelerate;
1297 if(s->cmd.forwardmove == 0 && s->cmd.sidemove != 0)
1299 if(cl.movevars_maxairstrafespeed)
1301 if(wishspeed > cl.movevars_maxairstrafespeed)
1302 wishspeed = cl.movevars_maxairstrafespeed;
1303 if(cl.movevars_maxairstrafespeed < cl.movevars_maxairspeed)
1305 // otherwise, CPMA-style air acceleration misbehaves a lot
1306 // if partially non-QW acceleration is used (as in, strafing
1307 // would get faster than moving forward straight)
1309 if(cl.movevars_airstrafeaccelerate)
1311 accel = cl.movevars_airstrafeaccelerate;
1312 if(cl.movevars_airstrafeaccelerate > cl.movevars_airaccelerate)
1314 // otherwise, CPMA-style air acceleration misbehaves a lot
1315 // if partially non-QW acceleration is used (as in, strafing
1316 // would get faster than moving forward straight)
1321 if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1322 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1324 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, accel, accelqw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed);
1326 if(cl.movevars_aircontrol)
1327 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1329 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1330 CL_ClientMovement_Move(s);
1334 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1336 //Con_Printf(" %f", frametime);
1338 s->cmd.canjump = true;
1339 s->waterjumptime -= s->cmd.frametime;
1340 CL_ClientMovement_UpdateStatus(s);
1341 if (s->waterlevel >= WATERLEVEL_SWIMMING)
1342 CL_ClientMovement_Physics_Swim(s);
1344 CL_ClientMovement_Physics_Walk(s);
1347 extern cvar_t slowmo;
1348 void CL_UpdateMoveVars(void)
1350 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1353 else if (cl.stats[STAT_MOVEVARS_TICRATE])
1355 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1356 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1357 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1358 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1359 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1360 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1361 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1362 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1363 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1364 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1365 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1366 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1367 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1368 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1369 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1370 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1371 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1372 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1373 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1374 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1375 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1376 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1377 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1378 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1379 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1380 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1381 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1382 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1386 cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
1387 cl.movevars_timescale = slowmo.value;
1388 cl.movevars_gravity = sv_gravity.value;
1389 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1390 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1391 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1392 cl.movevars_accelerate = cl_movement_accelerate.value;
1393 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1394 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1395 cl.movevars_friction = cl_movement_friction.value;
1396 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1397 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1398 cl.movevars_entgravity = 1;
1399 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1400 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1401 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1402 cl.movevars_stepheight = cl_movement_stepheight.value;
1403 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1404 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1405 cl.movevars_airstopaccelerate = 0;
1406 cl.movevars_airstrafeaccelerate = 0;
1407 cl.movevars_maxairstrafespeed = 0;
1408 cl.movevars_aircontrol = 0;
1409 cl.movevars_warsowbunny_airforwardaccel = 0;
1410 cl.movevars_warsowbunny_accel = 0;
1411 cl.movevars_warsowbunny_topspeed = 0;
1412 cl.movevars_warsowbunny_turnaccel = 0;
1413 cl.movevars_warsowbunny_backtosideratio = 0;
1417 void CL_ClientMovement_Replay(void)
1420 double totalmovemsec;
1421 cl_clientmovement_state_t s;
1423 if (cl.movement_predicted && !cl.movement_replay)
1426 // set up starting state for the series of moves
1427 memset(&s, 0, sizeof(s));
1428 VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1429 VectorCopy(cl.mvelocity[0], s.velocity);
1430 s.crouched = true; // will be updated on first move
1431 //Con_Printf("movement replay starting org %f %f %f vel %f %f %f\n", s.origin[0], s.origin[1], s.origin[2], s.velocity[0], s.velocity[1], s.velocity[2]);
1434 for (i = 0;i < CL_MAX_USERCMDS;i++)
1435 if (cl.movecmd[i].sequence > cls.servermovesequence)
1436 totalmovemsec += cl.movecmd[i].msec;
1437 cl.movement_predicted = totalmovemsec >= cl_movement_minping.value && cls.servermovesequence && (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission);
1438 //Con_Printf("%i = %.0f >= %.0f && %i && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovemsec, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission);
1439 if (cl.movement_predicted)
1441 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1443 // replay the input queue to predict current location
1444 // note: this relies on the fact there's always one queue item at the end
1446 // find how many are still valid
1447 for (i = 0;i < CL_MAX_USERCMDS;i++)
1448 if (cl.movecmd[i].sequence <= cls.servermovesequence)
1450 // now walk them in oldest to newest order
1451 for (i--;i >= 0;i--)
1453 s.cmd = cl.movecmd[i];
1454 if (i < CL_MAX_USERCMDS - 1)
1455 s.cmd.canjump = cl.movecmd[i+1].canjump;
1456 // if a move is more than 50ms, do it as two moves (matching qwsv)
1457 //Con_Printf("%i ", s.cmd.msec);
1458 if (s.cmd.frametime > 0.05)
1460 s.cmd.frametime /= 2;
1461 CL_ClientMovement_PlayerMove(&s);
1463 CL_ClientMovement_PlayerMove(&s);
1464 cl.movecmd[i].canjump = s.cmd.canjump;
1470 // get the first movement queue entry to know whether to crouch and such
1471 s.cmd = cl.movecmd[0];
1473 CL_ClientMovement_UpdateStatus(&s);
1475 if (cls.demoplayback) // for bob, speedometer
1476 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1479 cl.movement_replay = false;
1480 // update the interpolation target position and velocity
1481 VectorCopy(s.origin, cl.movement_origin);
1482 VectorCopy(s.velocity, cl.movement_velocity);
1485 // update the onground flag if appropriate
1486 if (cl.movement_predicted)
1488 // when predicted we simply set the flag according to the UpdateStatus
1489 cl.onground = s.onground;
1493 // when not predicted, cl.onground is cleared by cl_parse.c each time
1494 // an update packet is received, but can be forced on here to hide
1495 // server inconsistencies in the onground flag
1496 // (which mostly occur when stepping up stairs at very high framerates
1497 // where after the step up the move continues forward and not
1498 // downward so the ground is not detected)
1500 // such onground inconsistencies can cause jittery gun bobbing and
1501 // stair smoothing, so we set onground if UpdateStatus says so
1506 // react to onground state changes (for gun bob)
1509 if (!cl.oldonground)
1510 cl.hitgroundtime = cl.movecmd[0].time;
1511 cl.lastongroundtime = cl.movecmd[0].time;
1513 cl.oldonground = cl.onground;
1516 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1521 if (to->viewangles[0] != from->viewangles[0])
1522 bits |= QW_CM_ANGLE1;
1523 if (to->viewangles[1] != from->viewangles[1])
1524 bits |= QW_CM_ANGLE2;
1525 if (to->viewangles[2] != from->viewangles[2])
1526 bits |= QW_CM_ANGLE3;
1527 if (to->forwardmove != from->forwardmove)
1528 bits |= QW_CM_FORWARD;
1529 if (to->sidemove != from->sidemove)
1531 if (to->upmove != from->upmove)
1533 if (to->buttons != from->buttons)
1534 bits |= QW_CM_BUTTONS;
1535 if (to->impulse != from->impulse)
1536 bits |= QW_CM_IMPULSE;
1538 MSG_WriteByte(buf, bits);
1539 if (bits & QW_CM_ANGLE1)
1540 MSG_WriteAngle16i(buf, to->viewangles[0]);
1541 if (bits & QW_CM_ANGLE2)
1542 MSG_WriteAngle16i(buf, to->viewangles[1]);
1543 if (bits & QW_CM_ANGLE3)
1544 MSG_WriteAngle16i(buf, to->viewangles[2]);
1545 if (bits & QW_CM_FORWARD)
1546 MSG_WriteShort(buf, (short) to->forwardmove);
1547 if (bits & QW_CM_SIDE)
1548 MSG_WriteShort(buf, (short) to->sidemove);
1549 if (bits & QW_CM_UP)
1550 MSG_WriteShort(buf, (short) to->upmove);
1551 if (bits & QW_CM_BUTTONS)
1552 MSG_WriteByte(buf, to->buttons);
1553 if (bits & QW_CM_IMPULSE)
1554 MSG_WriteByte(buf, to->impulse);
1555 MSG_WriteByte(buf, to->msec);
1563 usercmd_t nullcmd; // for delta compression of qw moves
1564 void CL_SendMove(void)
1566 int i, j, packetloss;
1572 unsigned char data[1024];
1576 // if playing a demo, do nothing
1580 // we build up cl.movecmd[0] and then decide whether to send or not
1581 // the prediction code will use this command even though it has not been
1583 cl.cmd.time = cl.time;
1584 cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1587 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1589 if (in_attack.state & 3) bits |= 1;
1590 if (in_jump.state & 3) bits |= 2;
1591 if (in_button3.state & 3) bits |= 4;
1592 if (in_button4.state & 3) bits |= 8;
1593 if (in_button5.state & 3) bits |= 16;
1594 if (in_button6.state & 3) bits |= 32;
1595 if (in_button7.state & 3) bits |= 64;
1596 if (in_button8.state & 3) bits |= 128;
1597 if (in_use.state & 3) bits |= 256;
1598 if (key_dest != key_game || key_consoleactive) bits |= 512;
1599 if (cl_prydoncursor.integer) bits |= 1024;
1600 if (in_button9.state & 3) bits |= 2048;
1601 if (in_button10.state & 3) bits |= 4096;
1602 if (in_button11.state & 3) bits |= 8192;
1603 if (in_button12.state & 3) bits |= 16384;
1604 if (in_button13.state & 3) bits |= 32768;
1605 if (in_button14.state & 3) bits |= 65536;
1606 if (in_button15.state & 3) bits |= 131072;
1607 if (in_button16.state & 3) bits |= 262144;
1608 // button bits 19-31 unused currently
1609 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1610 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1611 if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
1612 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1613 if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
1615 // set buttons and impulse
1616 cl.cmd.buttons = bits;
1617 cl.cmd.impulse = in_impulse;
1620 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1622 msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1623 cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1624 // ridiculous value rejection (matches qw)
1625 if (cl.cmd.msec > 250)
1627 cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1629 cl.cmd.predicted = cl_movement.integer != 0;
1631 // movement is set by input code (forwardmove/sidemove/upmove)
1632 // always dump the first two moves, because they may contain leftover inputs from the last level
1633 if (cl.cmd.sequence <= 2)
1634 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1636 cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1638 switch (cls.protocol)
1640 case PROTOCOL_QUAKEWORLD:
1641 case PROTOCOL_QUAKE:
1642 case PROTOCOL_QUAKEDP:
1643 case PROTOCOL_NEHAHRAMOVIE:
1644 case PROTOCOL_NEHAHRABJP:
1645 case PROTOCOL_NEHAHRABJP2:
1646 case PROTOCOL_NEHAHRABJP3:
1647 case PROTOCOL_DARKPLACES1:
1648 case PROTOCOL_DARKPLACES2:
1649 case PROTOCOL_DARKPLACES3:
1650 case PROTOCOL_DARKPLACES4:
1651 case PROTOCOL_DARKPLACES5:
1653 case PROTOCOL_DARKPLACES6:
1654 case PROTOCOL_DARKPLACES7:
1655 // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1656 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1658 case PROTOCOL_UNKNOWN:
1662 cl.movecmd[0] = cl.cmd;
1664 // don't predict more than 200fps
1665 if (realtime >= cl.lastpackettime + 0.005)
1666 cl.movement_replay = true; // redo the prediction
1668 // now decide whether to actually send this move
1669 // (otherwise it is only for prediction)
1671 // don't send too often or else network connections can get clogged by a
1672 // high renderer framerate
1673 packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1674 if (cl.movevars_timescale && cl.movevars_ticrate)
1676 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1677 packettime = min(packettime, maxtic);
1679 // send input every frame in singleplayer
1683 // do not send if we do not have anything useful to send
1684 if(msecdelta <= 0 && cls.signon == SIGNONS && !cl.paused && cl.movevars_ticrate > 0)
1686 // always send if buttons changed or an impulse is pending
1687 // even if it violates the rate limit!
1688 if (!cl.movecmd[0].impulse && (!cl_netimmediatebuttons.integer || cl.movecmd[0].buttons == cl.movecmd[1].buttons))
1690 // don't choke the connection with packets (obey rate limit)
1691 if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
1693 // don't send too often (cl_netfps)
1694 if (realtime < cl.lastpackettime + packettime)
1697 // try to round off the lastpackettime to a multiple of the packet interval
1698 // (this causes it to emit packets at a steady beat)
1700 cl.lastpackettime = floor(realtime / packettime) * packettime;
1702 cl.lastpackettime = realtime;
1704 buf.maxsize = sizeof(data);
1708 // send the movement message
1709 // PROTOCOL_QUAKE clc_move = 16 bytes total
1710 // PROTOCOL_QUAKEDP clc_move = 16 bytes total
1711 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1712 // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
1713 // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
1714 // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
1715 // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
1716 // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
1717 // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
1718 // PROTOCOL_DARKPLACES7 clc_move = 56 bytes total per move (can be up to 16 moves)
1719 // PROTOCOL_QUAKEWORLD clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1721 // set prydon cursor info
1722 CL_UpdatePrydonCursor();
1724 if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1726 switch (cls.protocol)
1728 case PROTOCOL_QUAKEWORLD:
1729 MSG_WriteByte(&buf, qw_clc_move);
1730 // save the position for a checksum byte
1731 checksumindex = buf.cursize;
1732 MSG_WriteByte(&buf, 0);
1733 // packet loss percentage
1734 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1735 if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
1737 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1738 MSG_WriteByte(&buf, packetloss);
1739 // write most recent 3 moves
1740 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1741 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1742 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1743 // calculate the checksum
1744 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1745 // if delta compression history overflows, request no delta
1746 if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1747 cl.qw_validsequence = 0;
1748 // request delta compression if appropriate
1749 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1751 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1752 MSG_WriteByte(&buf, qw_clc_delta);
1753 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1756 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1758 case PROTOCOL_QUAKE:
1759 case PROTOCOL_QUAKEDP:
1760 case PROTOCOL_NEHAHRAMOVIE:
1761 case PROTOCOL_NEHAHRABJP:
1762 case PROTOCOL_NEHAHRABJP2:
1763 case PROTOCOL_NEHAHRABJP3:
1765 MSG_WriteByte (&buf, clc_move);
1766 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1768 for (i = 0;i < 3;i++)
1769 MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1771 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1772 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1773 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1775 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1776 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1778 case PROTOCOL_DARKPLACES2:
1779 case PROTOCOL_DARKPLACES3:
1781 MSG_WriteByte (&buf, clc_move);
1782 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1784 for (i = 0;i < 3;i++)
1785 MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1787 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1788 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1789 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1791 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1792 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1794 case PROTOCOL_DARKPLACES1:
1795 case PROTOCOL_DARKPLACES4:
1796 case PROTOCOL_DARKPLACES5:
1798 MSG_WriteByte (&buf, clc_move);
1799 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1801 for (i = 0;i < 3;i++)
1802 MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1804 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1805 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1806 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1808 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1809 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1810 case PROTOCOL_DARKPLACES6:
1811 case PROTOCOL_DARKPLACES7:
1812 // set the maxusercmds variable to limit how many should be sent
1813 maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
1814 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1815 if (!cl.cmd.predicted)
1818 // send the latest moves in order, the old ones will be
1819 // ignored by the server harmlessly, however if the previous
1820 // packets were lost these moves will be used
1822 // this reduces packet loss impact on gameplay.
1823 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1825 // don't repeat any stale moves
1826 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1829 MSG_WriteByte (&buf, clc_move);
1830 if (cls.protocol != PROTOCOL_DARKPLACES6)
1831 MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1832 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1834 for (i = 0;i < 3;i++)
1835 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1837 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1838 MSG_WriteCoord16i (&buf, cmd->sidemove);
1839 MSG_WriteCoord16i (&buf, cmd->upmove);
1841 MSG_WriteLong (&buf, cmd->buttons);
1842 MSG_WriteByte (&buf, cmd->impulse);
1843 // PRYDON_CLIENTCURSOR
1845 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1846 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1847 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1848 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1849 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1850 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1851 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1852 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1853 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1856 case PROTOCOL_UNKNOWN:
1861 if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1863 // ack the last few frame numbers
1864 // (redundent to improve handling of client->server packet loss)
1865 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1866 for (i = 0;i < LATESTFRAMENUMS;i++)
1868 if (cl.latestframenums[i] > 0)
1870 if (developer_networkentities.integer >= 10)
1871 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1872 MSG_WriteByte(&buf, clc_ackframe);
1873 MSG_WriteLong(&buf, cl.latestframenums[i]);
1878 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1879 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1881 // acknowledge any recently received data blocks
1882 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1884 MSG_WriteByte(&buf, clc_ackdownloaddata);
1885 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1886 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1887 cls.dp_downloadack[i].start = 0;
1888 cls.dp_downloadack[i].size = 0;
1891 // send the reliable message (forwarded commands) if there is one
1892 if (buf.cursize || cls.netcon->message.cursize)
1893 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1895 // update the cl.movecmd array which holds the most recent moves,
1896 // because we now need a new slot for the next input
1897 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1898 cl.movecmd[i] = cl.movecmd[i-1];
1899 cl.movecmd[0].msec = 0;
1900 cl.movecmd[0].frametime = 0;
1902 // clear button 'click' states
1903 in_attack.state &= ~2;
1904 in_jump.state &= ~2;
1905 in_button3.state &= ~2;
1906 in_button4.state &= ~2;
1907 in_button5.state &= ~2;
1908 in_button6.state &= ~2;
1909 in_button7.state &= ~2;
1910 in_button8.state &= ~2;
1912 in_button9.state &= ~2;
1913 in_button10.state &= ~2;
1914 in_button11.state &= ~2;
1915 in_button12.state &= ~2;
1916 in_button13.state &= ~2;
1917 in_button14.state &= ~2;
1918 in_button15.state &= ~2;
1919 in_button16.state &= ~2;
1923 if (cls.netcon->message.overflowed)
1925 Con_Print("CL_SendMove: lost server connection\n");
1927 Host_ShutdownServer();
1936 void CL_InitInput (void)
1938 Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1939 Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1940 Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1941 Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1942 Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1943 Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1944 Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1945 Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1946 Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1947 Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1948 Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1949 Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1950 Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1951 Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1952 Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1953 Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1954 Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1955 Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1956 Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1957 Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1958 Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1959 Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1960 Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1961 Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1962 Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1963 Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1964 Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1965 Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1966 Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1967 Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1968 Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1969 Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1970 Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1972 // LordHavoc: added use button
1973 Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1974 Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1976 // LordHavoc: added 6 new buttons
1977 Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1978 Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1979 Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1980 Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1981 Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1982 Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1983 Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1984 Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1985 Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1986 Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1987 Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1988 Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1989 Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1990 Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1991 Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1992 Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1993 Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1994 Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1995 Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1996 Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1997 Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1998 Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1999 Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2000 Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2001 Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2002 Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2003 Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2004 Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2006 // LordHavoc: added bestweapon command
2007 Cmd_AddCommand ("bestweapon", IN_BestWeapon, "send an impulse number to server to select the first usable weapon out of several (example: 8 7 6 5 4 3 2 1)");
2009 Cmd_AddCommand ("cycleweapon", IN_CycleWeapon, "send an impulse number to server to select the next usable weapon out of several (example: 9 4 8) if you are holding one of these, and choose the first one if you are holding none of these");
2011 Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2013 Cvar_RegisterVariable(&cl_movecliptokeyboard);
2014 Cvar_RegisterVariable(&cl_movement);
2015 Cvar_RegisterVariable(&cl_movement_minping);
2016 Cvar_RegisterVariable(&cl_movement_track_canjump);
2017 Cvar_RegisterVariable(&cl_movement_maxspeed);
2018 Cvar_RegisterVariable(&cl_movement_maxairspeed);
2019 Cvar_RegisterVariable(&cl_movement_stopspeed);
2020 Cvar_RegisterVariable(&cl_movement_friction);
2021 Cvar_RegisterVariable(&cl_movement_wallfriction);
2022 Cvar_RegisterVariable(&cl_movement_waterfriction);
2023 Cvar_RegisterVariable(&cl_movement_edgefriction);
2024 Cvar_RegisterVariable(&cl_movement_stepheight);
2025 Cvar_RegisterVariable(&cl_movement_accelerate);
2026 Cvar_RegisterVariable(&cl_movement_airaccelerate);
2027 Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2028 Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2029 Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2030 Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2032 Cvar_RegisterVariable(&in_pitch_min);
2033 Cvar_RegisterVariable(&in_pitch_max);
2034 Cvar_RegisterVariable(&m_filter);
2035 Cvar_RegisterVariable(&m_accelerate);
2036 Cvar_RegisterVariable(&m_accelerate_minspeed);
2037 Cvar_RegisterVariable(&m_accelerate_maxspeed);
2038 Cvar_RegisterVariable(&m_accelerate_filter);
2040 Cvar_RegisterVariable(&cl_netfps);
2041 Cvar_RegisterVariable(&cl_netrepeatinput);
2042 Cvar_RegisterVariable(&cl_netimmediatebuttons);
2044 Cvar_RegisterVariable(&cl_nodelta);